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{{RoleInfobox
{{RoleInfobox
| image            = Bounty Hunter FDL.jpg
| risk              = Medium
| risk              = Medium
| reward            = High
| reward            = High
| timeinvestment    = Small
| timeinvestment    = Small
| suggestedships     = [[Asp Explorer]]; [[Cobra]]; [[Fer-de-Lance]]; [[Federal Assault Ship]]; [[Python]]; [[Viper]]; [[Vulture]]
| suggestedships   = [[Asp Explorer]]; [[Cobra]]; [[Federal Corvette]]; [[Imperial Cutter]]; [[Fer-de-Lance]]; [[Federal Assault Ship]]; [[Mamba]]; [[Python]]; [[Python Mk II]]; [[Viper]]; [[Vulture]]
| suggestedupgrades = [[Kill Warrant Scanner]]; [[Frame Shift Wake Scanner]]
| suggestedupgrades = [[Kill Warrant Scanner]]; [[Frame Shift Wake Scanner]]
|image = Bounty Hunter FDL.jpg}}
}}
'''Bounty Hunting''' is a [[combat]]-related [[Careers|career]] that involves destroying criminal [[ships]] and [[Pirate|pirates]], because they are [[Bounty|wanted]] in a jurisdiction. Bounty hunters can earn [[credits]] by redeeming [[Bounty Voucher]]s. They also earn experience for the combat [[Ranks|rank]], and increase their [[reputation]] with a [[:Category:Factions|minor faction]] that issued the bounty.


Any player can collect a bounty by killing a wanted player or NPC. The ship scanner can determine if the selected target is "Clean" or if there is a warrant for their destruction. Bounties outside of the current jurisdiction are not shown by the ship scanner so it is highly recommended that bounty hunters equip a [[Kill Warrant Scanner]] to scan for those extra bounties (bind it to a fire group, aim at the target and "shoot" until the scan is finished) as this can ''significantly'' increase payouts. It is also recommended to have a [[Frame Shift Wake Scanner]] equipped, to scan any High Energy Wakes, in case the target jumps using [[Frame Shift Drive]] or FSD, though pursuing NPC pirates will rarely be worthwhile unless they are exceptionally valuable.
== Overview ==
Throughout the galaxy players may encounter NPC ships (AI controlled) and lawbreaking real players (pilots). Once scanned, a player can see whether a [[pilot]] has a current [[Bounty Hunter|bounty]] issued against them. As a [[bounty hunter]] you can destroy them in combat to receive a [[Bounty Voucher|bounty voucher]]. You will receive a reward by redeeming the voucher at a [[starport]] that is controlled by the [[Factions|faction]] that issued the bounty.


Bounty hunters will often loiter outside [[station]]s in order to scan other ships when they slow down to enter the docking area, but many bounty hunters are most active at RES (Resource Extraction Sites) or Nav Beacons since many wanted ships will appear at both locations. Most NPC ships will pass through the Nav Beacons making them excellent areas for both NPC and player bounty hunters. The Resource Extraction Sites can be mixed in their populations. Isolated clusters of asteroids rarely contain any activity at all whereas the planetary rings of busy planets are rife with pirates looking to prey on miners. This makes planetary rings advisable for any prospective bounty hunters.
== Scanning ==
A basic scan using a ship's [[Sensors]] can determine if the selected target is "Clean" or if there is a [[Bounty|warrant]] for their destruction. Bounties outside of the current jurisdiction are not shown by the ship scanner so it is highly recommended that bounty hunters equip a [[Kill Warrant Scanner]] to scan for those extra bounties (bind it to a fire group, aim at the target and "shoot" until the scan is finished) as this can significantly increase payouts. It is also recommended to have a [[Frame Shift Wake Scanner]] equipped to scan any [[Frame Shift Drive Wake|High Energy Wakes]] in case the target jumps away, though pursuing runners is only worthwhile if their bounty is exceptionally high.


A major problem for bounty hunters is accidentally shooting the regional security services. Stray multicannon shots, turreted weapons and occasional AI stupidity tend to be the causes of this problem. There is some leeway before the security services will set a bounty or even attack, but caution should still be exercised in the event that the security ships are badly damaged. In the event that a bounty is incurred, the player will need to go to a station where their bounty does not apply (this may require travelling to other systems, depending on the source of the bounty)and use an [[Interstellar Factors]] contact to pay it off, provided your [[notoriety]] is zero.
== Locations ==
Many criminals seek refuge in systems with an anarchy status. Anarchy systems are ruled by a faction that doesn't enforce the rule of law. However, players are able to scan other ships in these systems with a [[Kill Warrant Scanner|kill warrant scanner]] in order to see if they are wanted in any other systems. Upon destroying a wanted ship the player can travel to the system the bounty was issued and claim it.


To claim a bounty a player only needs to find a target with an active bounty on them and destroy their ship. Getting the final "kill" shot is not required to claim the bounty if the following conditions are met: (1) No other players who are not part of your wing attack and hit the ship since your last successful hit on the target. NPC attacks do not count as kill credit to a player is prioritized over an NPC. (2) Your last successful hit on the target was within a short time frame before the killing blow, usually within the last 15-30 seconds or so. Wing mates getting the killing blow will still award you a claim if your last hit on the target was within a decent time-frame.
Bounty hunters will often loiter outside [[station]]s in order to scan other ships when they slow down to enter the docking area, but many bounty hunters are most active at [[Resource Extraction Site]]s or [[Nav Beacon]]s since many wanted ships will appear at both locations. Most NPC ships will pass through the Nav Beacons making them excellent areas for both NPC and player bounty hunters. The Resource Extraction Sites can be mixed in their populations. Isolated clusters of asteroids rarely contain any activity at all whereas the planetary rings of busy planets are rife with [[Pirate|pirates]] looking to prey on miners. This makes planetary rings advisable for any prospective bounty hunters.


Claims can be redeemed in the Local Security Offices section of the Contacts menu at any station in a system where the target was wanted. It is important to note that if you fire before the target is designated as 'wanted' then you will gain your own bounty.
== Friendly fire ==
A major problem for bounty hunters is accidentally shooting the regional security services. Stray [[Multi-cannon]] shots, turreted weapons, and occasional AI stupidity tend to be the causes of this problem. There is some leeway before the security services will set a bounty or even attack, but caution should still be exercised in the event that the security ships are badly damaged. In the event that a bounty is incurred, the player will need to go to a station or system where their bounty does not apply and use an [[Interstellar Factor]] contact to pay it off, provided their [[notoriety]] is zero.


As of 1.03 bounty hunting now gains a reputation gain with the faction you hunt in. Both stations and traders (including their fighter escorts) will appear as green blips on your radar and will assist you if attacked. In the case of traders, they only appear as green when encountering them for the second time, the first time they appear as any other random, non-aligned NPC.
== Claim a bounty ==
To claim a bounty a player only needs to find a target with an active bounty on them and destroy their ship. Getting the final "kill" shot is not required to claim the bounty if the following conditions are met:
# No other players who are not part of the player's [[Teams|Team]] attack and hit the ship since the player's last successful hit on the target. NPC attacks do not count as kill credit to a player is prioritized over an NPC.
# The player's last successful hit on the target was within a short time frame before the killing blow, usually within the last 15-30 seconds or so. Teammates getting the killing blow will still award the player a Bounty Voucher if the player's last hit on the target was within a decent time frame.


==Bounty Vouchers==
==Bounty Vouchers==
[[File:BountyVoucherMenu1.jpg|thumb|300px|Cashing in bounty vouchers]]
[[File:BountyVoucherMenu1.jpg|thumb|300px|Cashing in bounty vouchers]]
[[Bounty Voucher]]s are awarded when a commander destroys a ship that had a [[bounty]] on it. These vouchers must be cashed in at an appropriate contact to receive the reward.<ref>[https://forums.frontier.co.uk/showthread.php?t=8648&p=192910#post192910 Design Discussion: Vouchers]</ref> Voucher can also be redeemed at [[Interstellar Factors]], but a 25% fee is imposed for this service (if ''[[Elite Dangerous: Odyssey]]'' is installed, all stations have Interstellar Factors, and no fee is imposed).


[[Bounty Voucher]]s are awarded when a commander destroys a ship that had a [[bounty]] on it. These vouchers must be cashed in at an appropriate contact to receive the reward.<ref>[https://forums.frontier.co.uk/showthread.php?t=8648&p=192910#post192910 Design Discussion: Vouchers]</ref> You can additionally redeem any voucher at [[Interstellar Factors]], but at a 25% fee.
Kills and associated bounty vouchers are recorded in the ship's log, so if the player's ship is destroyed before they get back to a station contact to present them for payment, then the vouchers will be permanently lost along with the ship.


Kills and associated bounty vouchers are recorded in the ship's log, so if your ship is destroyed before you get back to a station contact to present them for payment, then the vouchers will be lost along with the ship and you will not be able to cash them in.
== Notes ==
 
*If the player fires on and hits the target before the target is designated as "wanted", then the player will gain their own bounty.
== Bounty Value ==
*With update 1.03, collecting and redeeming Bounty Vouchers also earns the player positive reputation with the minor faction that issues the bounty.
[[File:Elite Combat Animation.gif|right]]
*Bounty Voucher values were increased by between four and ten times their original values in a balancing pass on November 30, 2020.<ref>[https://forums.frontier.co.uk/threads/game-balancing-pt-2.559734/ Frontier Forums: Game Balancing Pt.2]</ref><ref>[https://community.elitedangerous.com/galnet/uid/5fc4fadc7f0487269d0ad47c GalNet: Bounty Voucher Boost to Increase Local Security]</ref>
Bounty value on NPC ships is somewhat random, but seems to scale proportionately both with class of ship and with skill of the pilot. An Elite Sidewinder might be worth more than a harmless Asp, even though the effort required to take down the latter may be greater than the effort for the former. Commonly seen ships and their bounties are below (bounties taken with Kill Warrant Scanner in an anarchy system - local system bounties may add to overall value):
* Sidewinder: 200 - 8,000 Cr
* Eagle/Imperial Eagle: 1,000 - 9,000 Cr
* Cobra MkIII/IV: 5,000 - 25,000Cr
* Viper MkIII/IV: 10,000 - 43,000 Cr
* Hauler/Adder: 1,500 - 10,000 Cr
* Lakon Type-6/7: 3,000 - 20,000 Cr
* Miscellaneous Super-Heavies (Imperial Clipper, Federal Dropship/Variants, Python): ~20,000 - 200,000 Cr
* Anaconda: 50,000 - 350,000 Cr
These figures are highly subject to change on an individual basis and are just a vague guide; it is entirely possible for an Anaconda in a non-Anarchy system to award up to 500,000 credits after being warrant scanned.


Most stations will display the 5 most wanted players in the system along with where they were last active and their bounty. Hunting other players can bring in bounty vouchers worth millions provided they do not Alt+F4 before you get the kill.
== See also ==
* [[Crime & Punishment]]
* [[Interstellar Factors]]
* [[Smuggler]]
* [[Pirate]]


== Videos ==
== Videos ==
<gallery hideaddbutton="true">
<gallery hideaddbutton="true">
File:Elite_Dangerous_Guide_to_Bounty_Hunting
File:Bounty Hunting Beginner Guide - Elite Dangerous
File:Elite Dangerous- Ralfi's idiot guide to Bounty hunting at RES
File:INTERSTELLAR BOUNTY HUNTERS - Elite Dangerous Immersive Space Combat
File:Elite_Dangerous_-_Crime_and_Punishment
File:Python mk2 - Bounty Hunting -4K VR-
File:Elite Dangerous Odyssey - Raider Bounty hunting - gameplay example
File:Sidewinder Bounty Hunter - No Engineering - Gameplay - Elite Dangerous
</gallery>
</gallery>


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</gallery>
</gallery>


== Notes ==
== References ==
<references group="nb" />
 
==References==
<references />
<references />


{{CareerNavbox}}


[[ru:Охота за головами]]
[[ru:Охота за головами]]
[[Category:Guides]]
[[Category:Guides]]
[[Category:Commerce]]
[[Category:Careers]]
[[Category:Crime]]

Latest revision as of 11:32, 25 October 2026

Template:RoleInfobox Bounty Hunting is a combat-related career that involves destroying criminal ships and pirates, because they are wanted in a jurisdiction. Bounty hunters can earn credits by redeeming Bounty Vouchers. They also earn experience for the combat rank, and increase their reputation with a minor faction that issued the bounty.

Overview

Throughout the galaxy players may encounter NPC ships (AI controlled) and lawbreaking real players (pilots). Once scanned, a player can see whether a pilot has a current bounty issued against them. As a bounty hunter you can destroy them in combat to receive a bounty voucher. You will receive a reward by redeeming the voucher at a starport that is controlled by the faction that issued the bounty.

Scanning

A basic scan using a ship's Sensors can determine if the selected target is "Clean" or if there is a warrant for their destruction. Bounties outside of the current jurisdiction are not shown by the ship scanner so it is highly recommended that bounty hunters equip a Kill Warrant Scanner to scan for those extra bounties (bind it to a fire group, aim at the target and "shoot" until the scan is finished) as this can significantly increase payouts. It is also recommended to have a Frame Shift Wake Scanner equipped to scan any High Energy Wakes in case the target jumps away, though pursuing runners is only worthwhile if their bounty is exceptionally high.

Locations

Many criminals seek refuge in systems with an anarchy status. Anarchy systems are ruled by a faction that doesn't enforce the rule of law. However, players are able to scan other ships in these systems with a kill warrant scanner in order to see if they are wanted in any other systems. Upon destroying a wanted ship the player can travel to the system the bounty was issued and claim it.

Bounty hunters will often loiter outside stations in order to scan other ships when they slow down to enter the docking area, but many bounty hunters are most active at Resource Extraction Sites or Nav Beacons since many wanted ships will appear at both locations. Most NPC ships will pass through the Nav Beacons making them excellent areas for both NPC and player bounty hunters. The Resource Extraction Sites can be mixed in their populations. Isolated clusters of asteroids rarely contain any activity at all whereas the planetary rings of busy planets are rife with pirates looking to prey on miners. This makes planetary rings advisable for any prospective bounty hunters.

Friendly fire

A major problem for bounty hunters is accidentally shooting the regional security services. Stray Multi-cannon shots, turreted weapons, and occasional AI stupidity tend to be the causes of this problem. There is some leeway before the security services will set a bounty or even attack, but caution should still be exercised in the event that the security ships are badly damaged. In the event that a bounty is incurred, the player will need to go to a station or system where their bounty does not apply and use an Interstellar Factor contact to pay it off, provided their notoriety is zero.

Claim a bounty

To claim a bounty a player only needs to find a target with an active bounty on them and destroy their ship. Getting the final "kill" shot is not required to claim the bounty if the following conditions are met:

  1. No other players who are not part of the player's Team attack and hit the ship since the player's last successful hit on the target. NPC attacks do not count as kill credit to a player is prioritized over an NPC.
  2. The player's last successful hit on the target was within a short time frame before the killing blow, usually within the last 15-30 seconds or so. Teammates getting the killing blow will still award the player a Bounty Voucher if the player's last hit on the target was within a decent time frame.

Bounty Vouchers

File:BountyVoucherMenu1.jpg
Cashing in bounty vouchers

Bounty Vouchers are awarded when a commander destroys a ship that had a bounty on it. These vouchers must be cashed in at an appropriate contact to receive the reward.[1] Voucher can also be redeemed at Interstellar Factors, but a 25% fee is imposed for this service (if Elite Dangerous: Odyssey is installed, all stations have Interstellar Factors, and no fee is imposed).

Kills and associated bounty vouchers are recorded in the ship's log, so if the player's ship is destroyed before they get back to a station contact to present them for payment, then the vouchers will be permanently lost along with the ship.

Notes

  • If the player fires on and hits the target before the target is designated as "wanted", then the player will gain their own bounty.
  • With update 1.03, collecting and redeeming Bounty Vouchers also earns the player positive reputation with the minor faction that issues the bounty.
  • Bounty Voucher values were increased by between four and ten times their original values in a balancing pass on November 30, 2020.[2][3]

See also

Videos

References

Template:CareerNavbox

ru:Охота за головами