Since Sirius was established, there have been Bounty Hunters. While some operated alone, others joined the Bounty Hunter's Guild and prospered due to an established order, and the creation of ships and weapons that would serve any bounty hunter well. Bounty Hunters were responsible for reinforcing the strength of houses, and dealing crippling blows to pirates everywhere. Of course, similar guns for hire were found on the side of the unlawfuls, but a lack of organization hurt their impact. Not to mention, the constant fighting between Corsairs and Outcasts made it hard to remain neutral, and many fell fighting other pirates, or even other mercenaries. To this day, "pirate" systems such as Sigma 13 and the borderworld Omegas are plagued by Bounty Hunters that serve to severely damage the ability for pirates to prosper there. In house systems, the assassinations of pirate leaders are often never returned, as hired-guns trained for such work are difficult to contact. Simply the fact that Liberty so easily pushed mercenaries from its borders was a sign of needed change, not to mention the rampant destruction brought by legions of unchecked Bounty Hunter ships. As if house militaries were not enough, Bounty Hunter Destroyers and other ships often proved too much, and the war with the Order had done little to weaken the BHG. Both Corsairs and Outcasts, as well as all other pirates, banner or not, recognized the massive problem wrought by this unchecked force...
Thus, the Mercenaries Guild steps forth. Willing to deal with the problem of the lawfuls, and the politics of pirates. A standing of great pilots who do more with less, helping remove first and foremost the swarms of BHG with the use of Fighters and Bombers, sparingly supported by hard-to-come-by gunboats.
The Men and Women of the mercenary guild will find themselves called upon by all pirates, respected by all pilots, and feared by all those who support the law
Recruitment First, it is important to recognize the level at which our pilots are expected to perform and conduct themselves. Unlawful we may be, savages we are not.
Pilots will apply for recruitment and will be asked of previous experience. Upon acceptance, most will be asked to operate in a Civilian Fighter for the introductory period. While we will not throw you to the wolves (you will fly a Very Heavy Fighter). Being a mercenary who takes a variety of contracts needs a "delicate touch" to avoid being caught up in the Corsair-Outcast conflict. Ships flown by trainees will be equipped with weaponry of either the Junker, Zoner, or Civilian type.
Advancement into the regular force will require at least a week's worth of suitable behavior (// show of responsible RP) and at least one test to show basic combat proficiency-though higher combat ability is preferred, we are not an "Aces only" organization.
[color=#CC0000]Equipment and Zone of Influence
Obviously, the equipment of mercenaries is quite varied, especially considering that while the BHG has its own guns and ships, mercs do not. Also the issue of Corsair-Outcast hatred means simply flying the ship or using the gun of the other side can put you in a bad place. However, the Mercenaries Guild has careful limitations set to avoid such problems.
Usable Ships
Bombers
Civilian Bomber
Taiidan Bomber (//We will ask that the community please be accepting of this until 4.85 makes the Civilian Bomber a usable, glitch-free ship. At that point this ship will be promptly removed from service)
VHFs
Eagle
Stinger
Crow
Raven's Talon
Virage
Light Fighters
Hawk
Griffin
Other
IMG Gunboat*
To be noted here is the IMG Gunboat. This ship will, in fact, not be operational in the full ZoI, and will be operated by a select few pilots. These ships will be support units, armed with Solaris turrets and missiles, that will be used primarily as cover for bombers. These ships will not be seen wandering alone, but will instead be brought upon when larger targets (Bounties on Capital Ships) require groups of bombers, which in turn provides a need for anti-VHF covering fire.
Usable Weaponry
These include weapons of Neutral Parties and the Order. Pilots are allowed also to use any missiles and torpedoes, but due to a limit on resources, all ships will be limited to a maximum of one missile. Any use of multiple-missile setups will result in discipline.
Guns
Civilian Class
Junker Class
Zoner Class
Unioner Class*
CODENAME Class
*The Unioners have proven themselves pirates, as unhappy laborers. While not allied strongly with any other factions, they are dissimilar from the Xeno Terrorists in not being enemies (and terrorists) to everyone. They do not fall under the Corsair or Outcast allegiance. Thusly, the weapons of the Unioners are acceptable for use, and the weapons of the Xenos are not.
Torpedo Slot
Any Cruise Disruptor
Any Torpedo
Mini Razor
Supernova Cannon
Diplomatic Status, Bases of Operation
Bases of operation will include Zoner and Junker stations. Skillful masters of neutrality, they should be looked upon as role models for keeping both sides happy.
Affiliated Pilots are still not advised to land upon "affiliated bases". There are, fortunately, Junker and Zoner stations almost everywhere.
[color=#CC6600]Diplomacy
[color=#009900]Allied
None
Friendly
Friendly Factions provide weapons, ships, and other equipment. Assist these people if they are in need and if doing so would not result in engagement with "unlawful" forces.
Zoner
Junker
Order-The Order shares with us a mutual opposition to the BHG, but does not do much to get into their business otherwise
Neutral
Neutral means neutral. Do not engage these forces, but respect your distance. No need to cause trouble with either side of the Outcast-Corsair conflict
Outcast
Corsair
Hessian
Hogosha
Dragon
Gaian
GC
Molly
Lane Hacker
Liberty Rogue
LWB
Unfriendly
These are the people, for the most part, that we take contracts on. Do not engage unless there is a contract available, or unless you are threatened excessively/fired upon
House Militaries
House Police
House Corporations
Traders*
*Note that traders may be the targets of some bounties, usually these saps have angered pirates or have set large bonuses for bounty hunters. If there is a bounty on a trader, feel free to let loose. Just let them know why they are being busted before you shoot.
Hostile
Kill these targets on sight, feel free to actively hunt these targets if you wish
Bounty Hunters*
*Note that outside of taking bounties, our main practice is reducing the number of bounty hunters out there. While we are around to make money, we are also here, as said before, to actively counter the overbearing strength of the BHG, which is suffocating our pirate clients everywhere.
However, when not hunting bounties, try to remain outside House space. Also, while we do have active aggressions towards the BHG, it is to keep them from overrunning pirate systems, such as Sigma 13. Avoid tearing through house systems to destroy Bounty Hunters, 90% of our engagements with BH's should be done outside the House Systems. Not to mention, authorities are not happy with us, and will likely actively engage us at will.
[color=#3333FF]Mission Statement
Here is the explicit mission statements and parameters of the Mercenaries Guild's operations
-Create an effective fighting force, contracted mercenaries, with the use of Fighters and Bombers, therefore maximizing efficiency
-Actively reduce the number of BHG, especially capital class ships, that are currently beating back pirate forces everywhere. Especially in the Borderworlds.
-Become a center for contracts against lawful forces, rivaling the Bounty Hunter's Guild, but exceeding them in effectiveness and use of resources.
-Drive the BHG from Sigma 13
-Offer, if needed, active escorts for Smugglers.
-Create an organization that will finally provide mercenaries with opportunity to focus on exterminating contracted lawfuls, and help cope with the problems presented by the Outcast-Corsair conflict
ID: Mercenary
IFF: None, and avoid Outcast/Corsair IFF's for certain, remove these at once. The only IFF deemed "acceptable" (if you really can't get rid of them all for the time being) is Junker, and should be removed completely ASAP
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[5:57:11 PM] InfernalTater (Lewis) [Formerly TLI-Inferno]:meanwhile, Aces 'I don't always miss my destinations, but when I do, I'm on the other side of house space.'
Do yourselves a favor and drop the Slipstream. It's going to be Phantom-exclusive in 4.85, so you may as well save some re-purchasing.
Consider adding the Crow to Other or VHF. It's a powerful Heavy Fighter that turns extremely well, it's just a bit large, with an even larger hitbox (fixed in 4.85). It also has absolutely no faction ties.
I note that you're using an Order ship but not Order weapons. An older post included both. Did you forget to remove the Nephthys, or is there a reason for the change?
[5:57:11 PM] InfernalTater (Lewis) [Formerly TLI-Inferno]:meanwhile, Aces 'I don't always miss my destinations, but when I do, I'm on the other side of house space.'
Just a little rules question - as you are using the mercenary id, how can you kill the Bounty Hunters on sight? I presume you are using either the Outcast or Corsair blanket bounties to legally hunt the BHG. If so, will working for one side jeopardise the fine line you are treading between the two hispanic factions?