Star Wars_ Edge of the Empire Rule Book

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THE GENQHARADAN

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riginally founded by the ancient dictator Xim
the Despot as a form of secret police, the
GenoHaradan existed to eliminate any threat to
Xim's reign. Often, this meant removing powerful
rivals and enemies, but even the best efforts of
the GenoHaradan could not stop the fall of Xim's
empire at the hands of the Hutts and their allies.
Many scholars believe that the GenoHaradan
died with their founder at the Third Battle of Von-
tor, but in truth the group endured and went into
hiding. Over the millennia since the fall of Xim the
Despot, the GenoHaradan evolved into a secre-
tive guild of elite bounty hunters dedicated to
manipulating events in the galaxy through assas-
sination. The group slowly reshaped itself from a
tool of the wealthy and ambitious into a more dis-
criminating sect, recognizing that their self-inter-
est revolved around order and stability. Therefore,
the GenoHaradan acted to protect and support
the Galactic Republic, using the Republic's growth
to enrich the lives of the GenoHaradan's mem-
bers. Many believe that the GenoHaradan may
still exist during the era of the Galactic Empire.


  • House Neuvalis, a very young guild house by any
    standard, has extraordinary financial resources
    and works exclusively with only Imperial or corpo-
    rate interests. Neuvalis only takes the high-credit
    bounties and guarantees their fulfillment within a
    year, or they return double the original fee.

  • House Paramexor only takes on contracts for hunt-
    ing murderers. Small and full of elite hunters, Para-
    mexor is also known for never taking targets alive.

  • House Renliss, founded by a pair of sisters with re-
    puted ties to Imperial Intelligence, only employs fe-
    male "huntresses" and only takes bounties against
    male acquisitions. Though considered either a nov-
    elty or aberration by many in the business, the guild
    gets considerable business from the Empire, and
    the huntresses are all motivated and loyal.

  • House Salaktori enjoys a reputation for only hir-
    ing the very best and for taking care of its own.
    The most prestigious and respected of the hous-
    es, Salaktori is the leading guild in the galaxy.

  • House Tresario, founded by retired Imperial Navy
    officers, specializes in dealing with pirates. Their
    continued success with their endeavors against
    the pirate community has gained them greater fa-
    vor and more lucrative contracts from the Empire.

  • The Mantis Syndicate is more of a mercenary army
    than an actual bounty hunting guild, though the
    group does take on bounties against large groups
    like swoop gangs and aggressive criminal guilds.


The Syndicate can field companies and even bat-
talions of warriors, most of which are on retainer
to Imperial Governor Jaris Affric. Due to this, the
greater Guild is keeping an eye on this group.


  • The Ragnar Syndicate breaks nearly all of the
    accepted rules of the Bounty Hunters Guild. It
    allows members to take on extensive freelance
    contracts and engages in mercenary activities like
    counter-terrorism, assassination, and sabotage.

  • Skine Bounty Hunter College isn't a college at
    all, though savvy leaders will send their people
    to Skine for training when possible. Made up of
    a network of the very best in a huge variety of
    fields, Skine specializes in catching those who
    seem impossible to catch, and finding those
    who seem impossible to find. Interestingly, Skine
    tends to avoid taking Imperial contracts, prefer-
    ring to work with corporations and individuals.

  • The Slaver Syndicate, reviled by most of its fellow
    houses and groups, collects bounties on anyone
    who can be readily sold into slavery. Inexperi-
    enced and inefficient hunters make up the bulk
    of the Slaver Syndicate's ranks, and they take
    on the volume of low-paying bounties that other
    groups disdain. Murderers and brutal thugs, they
    are considered at best a necessary evil.


If a bounty hunter does not have a history with one
of these houses, he probably worked with a much
smaller group, or perhaps even on his own.

PIRATES


Piracy is a dangerous and lucrative venture in these
dark and turbulent times. While some act as priva-
teers, carrying authorization from either the Empire
or the Alliance to strike at vessels belonging to the
other side, many more choose to prey on whatever
ships come their way. Pirates remain one of the great-
est threats to independent freighters and transports.
The typical pirate operation relies on two groups.
The assault group handles the ship-to-ship assault,
often employing ion weaponry to knock out the pow-
er systems of the target vessel. Then the marauders
connect to the target vessel, board it, and collect all
the loot that can be carried away. Larger pirate op-
erations even go so far as to capture entire vessels.
Crew are often pressed into service or killed, while
passengers may be ransomed off or sold into slavery.
Such groups often build up into full scale criminal syn-
dicates, or else sign on with such organizations if they
want someone else to help manage the bigger picture.

There are myriad pirate bands scattered across
the galaxy. Some are groups limited to a single locale
such as the Riders of the Maelstrom, who operate ex-
clusively around the Maelstrom Nebula, and the Lok
Revenants, who hail from the Outer Rim world of Lok.

LAW AND SOCIETY
EDGE OF THE EMPIRE
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