Star Wars - Bounty Hunters of the Dark Times
Six hunters struggling to make ends meet take on jobs too big for any one of them and in the process find themselves intersecting Imperial politics in dangerous ways. Join the super six in their battered medium freighter turned light corvette "The Dogfish" as they chase down dangerous bounties while trying not to get on the wrong side of their even more dangerous employers.
Prolog - Blaster Fight in Cripple Canyon
The hunters have blown a job and must chase down a speeder truck racing down a boulder strewn wadi in a rented land speeder before it gets away with their quarry, a kobok pirate captain.
Chapter One - The Big Job, Part 1 (Lur)
Nearly out of cash, the hunters beg their Guildmaster for a job with a score big enough to pay for their bills. He sets them to an impossible task of retrieving a murder suspect and his stolen property from the bizarre backwater independent world of Lur before two other bounty hunters close in on him. But is the acquisition that they are chasing even really the guilty party, and why is everyone in the galaxy bidding on catching their quarry alive?
Chapter Two - The Big Job, Part 2 (Chewaba)
Betraying their Imperial Peace Keeping license, the hunters are now working for the Lurrian government to safely get their quarry out of the sector to friends who can protect him. But an attack by slavers on the transit station means that they now must rescue the acquisition from a third party, before they can figure out who they really have and how valuable he is.
Chapter Three - The Big Job, Part 3 (Cheobis)
Having defeated the pirates that were trapped on the space station, the hunters pursue their quarry to the slave pits of Cheobis. But can the hunters find the acquisition and rescue him from the crime boss Narmo the Beefcake, whose vast holdings make him effectively a small nation?
Chapter Four - The Big Job, Part 4 (Beora)
Having rescued their acquisition from the slave camps of Narmo the Beefcake, the hunters must now get rid of any trace of their acquisition before anyone catches on to what has happened. But with so many pursuing the prize, the hunters must never forget - "Everyone gets boarded sometime."
Chapter Five - The Runaway
The hunters are sent to a backwater agricultural swamp world underneath a glaring F class star, where everyone works at night and hides from the sun during the day, to find a missing key witness in a corruption case against the local Prefect who fled protective custody. Can the hunters figure out why the witness when on the run and bring him back to testify or will the Justicar overseeing the case end up in disgrace as his case against the Prefect falls apart.
Chapter Six - Labor Relations
The hunters are sent to a mining station in a dust nebula orbiting a white drawf to find a stolen bulk carrier, only to find themselves in a morass of intrigue and murder as the mining guild threatens revolt against a corrupt and thoroughly unlikable Baron-Administrator. Can the hunters unravel all the conspiracies and find the stolen ship when every single person is lying to them?
Chapter Seven - The Slicer Job
The hunters are sent to find a slicer whose illegal pleasure programs are causing jackers to die of dehydration stuck in VR sims without proper safety protocols. But can they navigate the world of illegal spice dens and raves to find the acquisition?
Chapter Eight - Domestic Dispute
The hunters are sent to retrieve a kidnapped minor after a custody battle goes awry and a conservative mother steals back her daughter from a progressive father to complete the child's religious indoctrination. But are these pastoral primitives as peaceful and harmless as they seem, and does the child really want to be rescued?
Chapter Nine - Cold Hearted
The hunters are relaxing awaiting the outcome of a corporate legal dispute when they are called in to do a simple job of deactivating a rogue
droid on behalf of the local corporate security. But nothing proves to be simple and the hunters are soon fighting for their lives to stop the murderous schemes of the vengeful criminal mastermind known as "Dr. Fist".
Chapter Ten - A Plague of Lies
The hunters are sent on a simple job to find the notorious con artist Huff the Fish on a backwater smuggler's world. But complications mount when the hunters are contacted by their old patrons the Lurrians, who want to use the job as cover for a highly illegal mission to retrieve a rebel agent from a world in a warzone, behind an Imperial blockade, while a raging plague is going on after the release of dangerous bioweapons.
Chapter Eleven - Slaves of the Sith Lord
The hunters are hired as Marshalls on a new opened lumber world following a series of mysterious disappearances including the local Marshalls who were investigating the case. But what secrets does this world hide and is this a simple case of a serial killer or does something far more sinister to be found in the city of wraiths?
Chapter Twelve - A Corrupted Flesh
The hunters are sent to the sector Capital to find the illegal cyberneticist behind the creation of decrainated - one of the most horrifying crimes in the civilized world - the discovery of which has been an embarrassment to the Moff and the local Prefect who fear rioting mobs and protesters against the local security. But with seemingly everyone trying to stop the hunters from finding out the truth, how can they possibly find one person in an ecumenopolis containing hundreds of billions?