Galaxy Guide 10: Bounty Hunters


This book is a must for anyone wanting to have good, detailed bounty hunters in their game. While you can generally play bounty hunters, this book will make you a guru in the field.

This book starts off telling about the different kinds of bounty hunters, as well as including something quite interesting: The Bounty Hunter’s Creed. There’s a small section on bounty hunter slang (for those that use it), and a ditty on running bounty hunters in the different political climes (Empire and New Republic).

There’s a section on generating bounty hunter characters, and it provides three templates (kinda skimpy in my opinion) to choose from. They do have a section on the different practices of bounty hunters, which is actually kinda neat. As it says in the book, it gives the bounty hunters their “modus operandi” to play by, which adds a nice touch. Next it talks about the true “life” of bounty hunting…the fees, permits, and general problems that exist for them.

As a sort of “insert” there are three Wanted posters that can be used as a guide for the GM. They also include a blank one that can be photocopied and used to add to the flavor of the game. Following up that section is a bit of information that is really helpful. It talks about the various infractions and associated penalties for such infraction. This is helpful for GMs, and they’ll now know what it takes to get bounties on player’s heads. Or it gives them an idea of how to set the bounties for the hunters to take out. The higher the bounty, the more dangerous the person…the more inherent the risk in the adventure. It’s a good guide to run games by.

There’s a lot more in terms of offering information on various hunts to have the GM throw at his players, and suggestions for the players to run their bounty hunter with some intelligence. I’m going to gloss over this and get on with the rest.

A section on “notable” bounty hunters, including Dengar, Bossk, Boba Fett, IG-88 and many others, gives you lots of NPCs to use. Then comes a section on equipment, which is fairly useful. A good ten pages of doodads gives lots of stuff to satisfy the blaster-mongers in your group. I like the equipment here, even though some of it is repeated from other books.

Next comes a section on Bounty Hunter Guilds and other related agencies. Mostly it’s GM information on how to mess around with the bounty hunter players. Finally is a section containing an adventure. It seems decent, though I have to admit that I rarely use the adventure in the backs of books. Of course, it revolves around bounty hunters…so it might be a good introduction for those groups that want to embark on the escapades of being bounty hunters.

My rating:

Four Yodas

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