[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam folder!


[Advertise on 4chan]


File: Header.png (5.93 MB, 1433x2000)
5.93 MB PNG
6 Years after the Emperor's death at Endor, the once unstoppable Galactic Empire has been shattered, left as WARLORDS prowling the galaxy, Squabbling over the remains of a dying system. Rapidly sweeping in is the NEW REPUBLIC, who have liberated the core, and brought back peace to many sections of the galaxy.

Hope for a brighter future fills the minds of many of the New Republic’s finest, with a light finally at the end of the tunnel, but an unknown future ready to change the fate of the galaxy again….
>>
File: Rebel Attack.jpg (229 KB, 666x1024)
229 KB JPG
Howdy yall, in this quest, you will be taking the position of a Commander of a New Republic Task Force in 10 ABY, doing your best to survive and save the Galaxy, maybe becoming a hero along the way, or choosing to die Trying.

Our first choice will be to choose your character, from the following:

>Commander Brekka Tarsin, a former smuggler who joined the Alliance, working his way up the ranks to now leading a small strike force for the New Republic
>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.
>Commandant Cliff Greywood, a Planetary Defense force Captain who was promoted and reassigned from the Guard forces upon his world joining the New Republic, as essentially an exile. Operates a small fleet of irregular forces aboard older style vessels.
>>
>>6419155
>Commander Brekka Tarsin, a former smuggler who joined the Alliance, working his way up the ranks to now leading a small strike force for the New Republic
I would go for this IF we can be a different kind of criminal than smuggler before enlistment. Pirate, fixer, drug chemist, torturer-for-hire, crime scene cleaner, fence, bank robber - whatever people are into, whatever could also work for the story you have planned.
I'm just kinda bored of Star Wars smugglers and bounty hunters. Over-saturated professions.
Being streetwise and having criminal contacts is cool though.

If that isn't on the table and other voters are against it, I say:
>Commandant Cliff Greywood, a Planetary Defense force Captain who was promoted and reassigned from the Guard forces upon his world joining the New Republic, as essentially an exile. Operates a small fleet of irregular forces aboard older style vessels.
Sounds cool
>>
>>6419159
If people want, I'd be plenty happy to change his prior profession if other people have somethin they wanna pick, tho maybe a pirate or somethin more space based would be best
>>
>>6419161
Ok, then I will go for pirate or even PRIVATEER (formerly contracting with the Empire at least half-willingly) who really has a mercenary 'go with the highest bidder' sensibility. Maybe to quote Rourke, he refers to himself as an 'adventure capitalist', and has recently decided to join the current Winning Team.
I think it would be cool for him to have enemies on both sides of the aisle, potentially, which I'm sure a smuggler would as well. But maybe higher stakes this way...
But just have him be a regular pirate if that's easier(:
>>
>>6419164
Crazy how quoting a Disney villain and capitalizing one word can make my own post feel like it was written by Souvarine xDD
>>
>>6419155
>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.
An ex stormtrooper sounds sick, to be honest. Assuming they aren't cursed with stormtrooper aim and are the actual dangerous as fuck downright menaces they were supposed to be in canon.
>>
>>6419155
Holy shit, Remnant Captain quest rebel redux edition?! Glorious.

>Commander Brekka Tarsin, a former smuggler who joined the Alliance, working his way up the ranks to now leading a small strike force for the New Republic

While the idea of boarding marines to steal ships is cool, as is using a mix of Clone Wars era vessels combined with a smattering of PDF and corporate ships is cool, I wanna play a pure New Republic navy guy. They have some nice ships. A battalion of marines wouldn't be enough to nab the big stuff like Star Destroyers anyways. Also, if it is in the style of your previous quests, I prefer the naval map stuff to ground stuff, even if I'd prefer to stick groundside in most other styles of quest.
>>
>>6419159
>>6419161
Yeah, I'm good for a different criminal profession, smugglers and bounty hunters are overdone.
>>
>>6419155
>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.
>>
>>6419155
>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.
They'll never prove we killed all those Tusken children.
>>
>>6419169
Depends if our former stormtroopers suck ass jokers or are elite 'former' war criminals who wisely switched sides to avoid prosecution. Rebel troops honestly sucked, except for their stealth troops or some of their heavy troopers who could throw down properly. Otherwise, they wouldn't have needed Jedi to asspull for them so hard. Those heavy troopers and sneaky bois rebels were a legit menace tho. Hopefully, our New Republic Marines aren't shit and make us a boarding menace so we can loot, I mean, repurpose newfound naval assets.

>>6419175
That's the spirit!
>>
>>6419188
Actually I take it all back if it turns out they are SPECFORCE New Republic Marines. In which case, holy shit are we set and ready to go. Especially with a full battalion. I feel sorry for our former stormtrooper buddies. Should of joined the winning side bros.
>>
>>6419155
>>Commandant Cliff Greywood, a Planetary Defense force Captain who was promoted and reassigned from the Guard forces upon his world joining the New Republic, as essentially an exile. Operates a small fleet of irregular forces aboard older style vessels.
>>
>>6419188
When dealing with tusken raiders, you can't just stop at killing all the men, you have to kill the women and the children too. You can't leave a single one of those filthy bantha-jockeys alive.

>>6419192
>I feel sorry for our former stormtrooper buddies. Should of joined the winning side bros.
They should have realized the Empire was a lost cause the moment the first Death Star blew up. Trillions of taxpayers credits, millions of loyal Imperial lives, and an entire civilized planet, all sacrificed upon the altar of the Emperor's ego.
>>
Check out QM's (?*) previous quest: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=remnant+captain

It was an absolute blast, lots of fun. Be warned, a hilariously large quantity of radioactive naval fighter/gun counting autism and anon sperging is contained within, especially near the end of the first thread. Haunts the quest from then on, in an entertaining way, in retrospect.

*Not sure if QM is the same person or an imitator, because of the different tripcode and the II tacked on to the end of the name. Should be fun regardless.
>>
>>6419155
>>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.
>>
>>6419197
>>6419155
Actually, I am changing to
>Commander Brekka Tarsin, a former smuggler who joined the Alliance, working his way up the ranks to now leading a small strike force for the New Republic

>>6419161
>>6419159
I am also fine with a different crime profession.
>>
>>6419150
What stops someone from joining the Republic, but secretly you still work for the Empire as a double agent
>>
File: v9776.jpg (328 KB, 1024x1536)
328 KB JPG
>>6419219
>Star Wars: Rebel Captain Quest
>>
>>6419222
What if New Republic life sucks? Rebel from the Rebellion?
>>
>>6419223
I mean, it has its problems, but it's a fresh start from the Empire tyranny, and many join it even from the imperial ranks.

What do you rebel exactly lol, you can leave anytime you feel like. I don't get why you want the quest to be something else. There have been plenty of imperial quests around. Imperial warlords are pretty popular even on other sites, seeing a rebel one is rare at this point.
>>
>>6419226
I'm content either way but I like questions.

My first question is genuinely that it seems like it would be a real problem that agents could infiltrate, what the odds are that someone who left the Empire did so with ulterior motives.

That a former Empire officer, such as the Major Tarsin Klegg option, could have any authority in the New Republic seems surprising to me. The tremendous hostility from other officers and citizens, especially any he might have met or gone to their planet and fought in the wars lol. Being hated does kind of suck but toughing through it could be a goal.

Or if he grows bitter what recourse does such a man have. Piss off to another system within the New Republic, to the Outer Rim where everyone is an asshole anyways, or kill the people you don't like in the heat of the moment and see where it goes.
>>
>>6419155
>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.

Let's fucking goooo
>>
>>6419231
The New Republic has allowed plenty of imperial defectors to enter its ranks. Their security towards their enemies is also not impenetrable (for this reason and others), but it's quite effective since they were the underdogs against the massive power of the Empire's intelligence. So they learned how to deal with it, but infiltrators and spies have still entered its ranks. That's just a fact of being at war, really; sooner or later, spying will be done even to you.

I'll be honest, though, these three starting "careers"? Sounds like poor fruit and an impie infiltrator would absolutely avoid like the plague. Too much risk and work, not near a lot of power and info at all. Now, trying to enter a new military academy or the government would be better.

It's a surprise for many, but the Rebel Alliance is composed of many different faces and groups. Some are hardliners, others are not. The rebel groups composing the Alliance worked together and compromised, while still following some general principles. While there will be more than a few that will not trust the Major, there are others that would value what he does and have chosen this side instead of just up and left for one of the warlords. Actions and sacrifices made are also valued by Rebels in general; if someone shows through actions or words that they do stand with them, most of them usually don't dismiss them entirely. If the Major is here, why did he decide to do so? Why did his mind decide that? Imperial Warlords are there across the galaxy, so many of them, the familiarity of the Empire and the training are there, its rigidity, control, and enforced order are also there. Not going to an imperial warlord is an immense step to take; it's not a small decision.

If he joined, I think he wouldn't expect a walk in the park, nor that they would kill him on the spot, obviously. He is still here now, so I think he would at least try it. Besides, he could resign from his current position if needed, or ask to be deployed somewhere else. Make a change of career. He can even criticize things if he wants, or talk freely. If you want to scream "A TRILLION MORE DEATH ALDERAANIANS !" you probably can, and receive a beating of a lifetime from other rebels. You will not be killed or executed, but your face will resemble a Gamorrean one instead of a human one.

>kill the people you don't like in the heat of the moment and see where it goes
Seems like everything would have gone sideways if he had started blasting every other rebel, just because he doesn't like them or can't work with them. I expect him to be a bit better than that. Why bother being here otherwise? It sounds dumb to me.
>>
>>6419249
Thats a pretty fair case there, I appreciate it.

>I expect him to be a bit better than that
I'd suppose it depends how fucked up he is from the wars among other things, and how well he can usually cope. Although if I really wanted an option where the MC might act out and we'd have to clean it up I might pick the former criminal.

>>6419155

>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.
>>
>>6419155
>Write-in: Son of a Separatist Commander. Learned how to be a good captain and leader from our father.
>>
File: 4741b.jpg (84 KB, 700x525)
84 KB JPG
>>6419212
I'm the same guy but i lost my trip code sadly

>>6419231
That would be part of it, the adversity of your prior position, but you have earned some degree of respect to get to your current position, so you hsouldnt be expecting too much outright hostility, if not some jaded looks from lifelong rebels

Speakin of, appears that


>Major Tarsin Klegg of the New Republic Marines, a defector out of the Stormtrooper Corps, who now leads his own Battalion of Marines from his own ship.

Wins, so ill get writing.
>>
>>6419169
Oh also the groundside shouldnt be too emphasized, beyond specific objectives, the main focus will still be space and the like, since yall are more specialized to boarding as marines, though you should expect some more limited ops, like raiding bases and the like
>>
File: Charge.jpg (1.04 MB, 2968x2390)
1.04 MB JPG
You are Major Tarsin Klegg, proud member of the New Republic Marines. Originally, years ago, you'd signed up to join the Best in the Empire, the stormtrooper Corps, and made it in. Through all the grueling training and preparation done at the Carida Academy, you were molded to a fine weapon, to be aimed at the enemies of order everywhere, but somewhere along the way you ended up changing inside, eventually making your way into the ranks of what used to be your enemies.

Your switch was not instantly accepted, and many still view you with raised eyebrows, through years of fighting across the galaxy, you've climbed the ranks of the Republic Marines, and even become an officer, leading your own Battalion of 600 souls, as well as all the crewmen and pilots operating under your command nowadays. The concept of you being a potential turncoat has been shot to ribbons as the years and medals continued on, though you're most proud of your Medal of Bravery, earned when you

>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)
>Managing to scuttle and then escape an MC75 on the verge of capture during the Thrawn Campaign(Special Companion: The Marine)
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
WOOO WELCOME BACK I'VE MISSED YOU

>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
>>6419425
>>6419425
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
>>6419425
>>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
>>6419425
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
Bros
>>
>>6419425
>>Managing to scuttle and then escape an MC75 on the verge of capture during the Thrawn Campaign(Special Companion: The Marine)
>>
>>6419425
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
10ABY? Are we getting dropped in right before Shadow Hand?
>>
>>6419425
>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)
>>
>>6419425
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
>>6419425
>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)
>>
>>6419425
>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)

If this is a Gladiator-class Star Destroyer and not a original vessel, then this is great. Good balance of firepower and light firepower, point defence, huge volleys of missiles and a decently sized hanger full of starfighters.
>>
>>6419425

>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)


>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)
It's noted in canon in works like the Imperial Handbook that stormtroopers NEVER surrender or defect, that's how total the indoctrination was. So playing as one is awesome.
>>
>>6419425
>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)
>>
>>6419513
That is why I voted for recruiting an entire company of stormtroopers. Too good to pass up otherwise. Also can always capture more ships later with such potent boarding troops.
>>
In my eyes, we're already a marine major, leading a full battalion of what very well may be SPECFORCE 1st regiment troops, another company, while great, won't make too much of a difference. Though if it is anything like the last quest, the companion will give us a sizable DC buff. The problem is that boarding is already pretty niche and comes up somewhat rarely, and we'll probably get a buff from specializing in it ourselves anyways. Better to get a starter good flagship, with a companion that gives actual naval combat buffs.
>>
>>6419534
How do we know The Trooper won't give those kinds of buffs?
>>
>>6419541
They will, in all likelihood, just orientated towards boarding operations and ground warfare. It's obvious, a stormtrooper has no significant insights into naval warfare outside their specialty. I'd rather cover both bases, someone to buff our naval maneuvering/gunnery, while we provide buffs to boarding.
>>
>>6419544
>>6419534
>>6419541
It's the only option that specifically buffs our espionage and diplomacy. Not just boarding. Given how it's a space captain quest, we will have a LOT of opportunities to buff our space abilities and gain more ships. Buffing other abilities though? fat chance.

An entire company of stormtroopers who can blend in, spy, espionage, defend, and board is HUGE. Not to mention another Stormtrooper Officer available that isn't the MC. Plus the MC major buffs to diplomacy and espionage related skillset. Making him far more than just another frowned upon grunt and turncoat officer.
>>
>>6419425
>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)
>>
>>6419557
Traitor stormtroopers are unheard of. Much less an entire company of them, with their officer included. The MC would no longer be a maverick and oddball that is barely tolerated. With those kinda skills would make him uniquely valuable and same is true of his men. Infiltration, subversion, and espionage hell even diplomacy would be absolute gamechangers especially with an entire company of stormtroopers with an officer to pull it off.

The stunts we could pull off with those guys would be insane and hilarious.
>>
>>6419425
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
>>6419557
Maybe. I think it is just fluff, if it is like the previous quest, our choice here will just buff one thing. I can see our diplomacy being buffed, but probably not espionage. The 'aid and intel' is what the stormtrooper company provided *us* to break the siege. Perhaps communicating with the other side during a siege indicates some skill at espionage, but again, this is most likely the equivalent of our choice near the start of the quest I linked, where we picked up Chatterbox, our fighter ace who gave us bonuses to fighters in battle. I think you are overthinking things and thinking we're getting WAY more mechanical buffs than we actually are.

>A company is huge
It's a couple hundred elite mooks. We already have a battalion of marines. If the Gladiator is the Star Destroyer and not some original ship design, then we might have the obligatory complement of alliance troops (albeit not elite troops) to replace the stormtrooper complement that is supposed to protect the ship anyways. Moreover, going by QM's previous quest, the scale of who we'll be commanding will increase dramatically over the course of the quest, and a few hundred troops won't matter much in the long run.

I'll leave the issue here, it isn't a big deal. The Trooper companion vote is winning anyways.
>>
>>6419544
>>6419557
All of this feels purely speculative to me, and I don't think is indicated directly by what the QM has written.
>>
>>6419425
>>Personally leading the action that captured your current home Vessel, the Gladiator Class Trireme (Gain Specialist Companion: The Captain)

Diversify a little into naval stuff.
>>
>>6419231
If Generals Crix Madine (creator of the Storm Commandos) and Jan Dodonna (served the empire loyally, retired over the Empire's brutality, refused to join the Alliance when offered multiple times because he considered it two-faced, only joined once the Empire tried to assassinate him) can join and be trusted, so can we. Sure, they had to prove their loyalty, but we've already been in the Alliance for years ourselves now, and pretty much all the options presented have us doing something impressive and daring enough to earn a medal.

>>6419380
>>6419381
I somehow missed this post. Welcome back!

>>6419616
If QM departs from his previous style, then sure, it is. If not, I'd say that the other anon is far more speculative than me. I'm mostly pushing back on him saying we're gonna gets buffs to all sorts of stuff and be less isolated within the alliance, which itself is speculative musing. My own guess about what would result from our choice isn't far fetched, QM has a similar prior quest, so there's precedent, and it isn't 'speculative' to say that a stormtrooper...will be good at doing storm trooper stuff.
>>
Hell yeah Rebel quest!
>>6419425
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)

Men it's time for the shackles of the Empire to break!
>>
>>6419425
>>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)
>>
>Convincing a Stormtrooper Company to switch sides during a siege, managing to break the stalemate with their aid and intel.(Special Companion: The Trooper)

Writing
>>
File: GKAeaYLasAAR9QU.jpg (120 KB, 1080x1069)
120 KB JPG
Convincing those stormtroopers was tough. After tunneling through into an enemy encampment on their fort's perimeter, you and your marines were caught in a 3 day long gunfight with these troopers. After neither side could get reinforcements to break the other, and neither side could withdraw without getting massacred, you and the opposite commander organized a ceasefire and a meeting. In it, you managed to convince this unit, posted in an isolated bastion outside their main base, that their only possible outcome here was to die in a losing battle, and that no help was coming. After further discussions of the abuses of the warlord who ruled this area, and the poor treatment of those under his command, you convinced them to switch sides, helping you by revealing troop numbers, and a series of caved in supply tunnels running straight to the heart of the Warlord's base. With quick action together, your marines and those stormtroopers managed to sneak in, and forced a surrender of the now captive Warlord, ending the campaign 6 months ahead of schedule.

That was history, though, long ago. That same Stormtrooper Company was folded into your current Command, the so-called Klegg Battalion. Your force is 5 Companies of 200 men, four consisting of Republic Marines, and your one company of 200 Stormtroopers. Since they’ve joined you, their armor has been customized to help identify them, as well as just be more tuned to each man’s needs, leading to an eclectic, but deadly bunch.

Your Second in Command is that fateful Captain you’d met that day, Ordo Krank. He’s affectionately known as “The Trooper” among your men. He was the one who put a stun blast into his former commander’s back, then let you and the other troops bond together over the Warlord’s secret stash of liquors. Since then, he’s been the fateful man to help oversee the fight in the thickest areas, ensuring your work gets done, and your boys come back. He also is the one who's pulled you out of a dozen bar fights, at least that you can remember.

As it stands, you're uniform is on and ready, as you're being called today for your next mission. You've been called to action and mobilized out to

>The Core, there's imperial Facilities located on a hidden asteroid base that needs to be invaded and inspected.
>The Midrim, petty warlords bypassed during the drive for the Core needs to be dealt with, and this one is next on your list.
>The Outer Rim, Hutts and other cartels have seen fit to try expanding their power out here, and you're part of the response to nip this in the Bud.
>>
>>6420155
>>The Outer Rim, Hutts and other cartels have seen fit to try expanding their power out here, and you're part of the response to nip this in the Bud.
>>
>>6420155
>The Core, there's imperial Facilities located on a hidden asteroid base that needs to be invaded and inspected.
We have stormtroopers to infiltrate and bullshit their way in. Seems like these kinds of missions are their bread and butter.
>>
>>6420155
>The Midrim, petty warlords bypassed during the drive for the Core needs to be dealt with, and this one is next on your list.

Man, being part of the core world push sounds fun, but we'd be a really tiny fish in a gigantic pond. Hard to be anything but a cog, that's just duty, a respectable and necessary thing. Still, I'd like to be where our unique talents can really shine. So, it's either the mid rim or outer rim for me. Somewhere with less capital ship slug matches, and more daring small actions. I wanna fight the imperial remnants more than criminals, so the mid rim is it for me.
>>
>>6420155
>The Outer Rim, Hutts and other cartels have seen fit to try expanding their power out here, and you're part of the response to nip this in the Bud.
Kill all Hutts. Ugly slug bastards.
>>
>>6420155
>>The Midrim, petty warlords bypassed during the drive for the Core needs to be dealt with, and this one is next on your list.
>>
>>6420155
>The Core, there's imperial Facilities located on a hidden asteroid base that needs to be invaded and inspected.
Storm troopers doing storm trooper stuff
>>
>>6420155
>The Outer Rim, Hutts and other cartels have seen fit to try expanding their power out here, and you're part of the response to nip this in the Bud.
>>
>>6420155
>The Outer Rim, Hutts and other cartels have seen fit to try expanding their power out here, and you're part of the response to nip this in the Bud.

Feel like there's more opportunity for setting up own independent operation in the outer rim than the other options.
>>
>>6420155
>The Outer Rim, Hutts and other cartels have seen fit to try expanding their power out here, and you're part of the response to nip this in the Bud.
>>
>>6419380
>I'm the same guy but i lost my trip code sadly
REEEEEEEEEEEEEEEE

>>The Core, there's imperial Facilities located on a hidden asteroid base that needs to be invaded and inspected.
>>
>>6420155
>The Midrim, petty warlords bypassed during the drive for the Core needs to be dealt with, and this one is next on your list.
>>
File: 32470_20211203111957_1.png (3.26 MB, 2716x1528)
3.26 MB PNG
>The Midrim, petty warlords bypassed during the drive for the Core needs to be dealt with, and this one is next on your list.

Writing
>>
File: Gl2OqZqWwAARx3Z.jpg (118 KB, 2048x640)
118 KB JPG
*Final char creation choice before we get into it i swear*

While the Numbered fleets are busy doing the flashier work, there's mountains of issues in the Rim still to be fixed. From reports of Ssi-Ruuvi activity resurging, to pirate gangs getting ahold of some imperial gear and getting much too brave, your units been assigned to operate as pseudo-lawmen. You're not expected to be making arrests or prosecuting crimes, you're being expected to restore order, and clear out gangs.

That's why this task force is being sent to the Najarka system, where an old imperial research facility is believed to be serving as the hideout for a group of overgrown pirates. They managed to get lucky and hit a convoy of imperial ships being taken to the scrapyard, and have managed to acquire a sizable squadron of fighters, corvettes, as well as a handful of light cruisers. Your force’s mission is to send these vessels and their crews back to the force, as well as raiding their hideout to rescue any hostages taken from the convoy.

Taskforce Klegg is the name of your prospective squadron assembled for this. Currently Task force Klegg’s Flagship is the
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
>Provos, a captured Dreadnought Class, converted to a Carrier/Assault ship, with an onboard squadron of X-wings, and Shuttles. Firepower is reduced to fit in the necessary hangars, though.
>>
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
>>
>>6420656
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
>>
>>6420656
>>6420659
>>6420662

I FORGOT THE SECOND HALF OF THIS ALSO PICK ONE OF THESE

As well as it’s escort units,
>The twinned Nebulon B Frigates, Bespin Red and Bespin Blue, both home to a squadron of T-wing interceptors in their hangars.
> a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines.
>A Single Assault Frigate Mk I, which, while without fighter squadrons, still has a dedicated boarding craft with a marine contingent, and is tough enough to beat out most threats you should run into out here
>>
>>6420656
>Provos, a captured Dreadnought Class, converted to a Carrier/Assault ship, with an onboard squadron of X-wings, and Shuttles. Firepower is reduced to fit in the necessary hangars, though.

>>6420666
> a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines.
>>
>>6420666
>A Single Assault Frigate Mk I, which, while without fighter squadrons, still has a dedicated boarding craft with a marine contingent, and is tough enough to beat out most threats you should run into out here
>>
>>6420656
>Provos, a captured Dreadnought Class, converted to a Carrier/Assault ship, with an onboard squadron of X-wings, and Shuttles. Firepower is reduced to fit in the necessary hangars, though.

>>6420666
> a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines.
>>
>>6420656
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
>>6420666
>a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines
>>
>>6420656
>>6420666
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
>The twinned Nebulon B Frigates, Bespin Red and Bespin Blue, both home to a squadron of T-wing interceptors in their hangars.

MC40as and LAAT's are dope.

I think if the assault frigate is chosen we have to take the dreadnought though, for sufficient fighter support. Likewise with the MC40a, since its X-Wing squadron is replaced with LAATs, we'll need to take either the corvettes or Nebulon Bs.
>>
>>6420656
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
> a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines.
I think this gives us the best flexibility.
>>
>>6420656
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
> a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines.
>>
>>6420656
>>Provos, a captured Dreadnought Class, converted to a Carrier/Assault ship, with an onboard squadron of X-wings, and Shuttles. Firepower is reduced to fit in the necessary hangars, though.
>>6420666
>>The twinned Nebulon B Frigates, Bespin Red and Bespin Blue, both home to a squadron of T-wing interceptors in their hangars
>>
>>6420656
>>Provos, a captured Dreadnought Class, converted to a Carrier/Assault ship, with an onboard squadron of X-wings, and Shuttles. Firepower is reduced to fit in the necessary hangars, though.
>>6420666
>>The twinned Nebulon B Frigates, Bespin Red and Bespin Blue, both home to a squadron of T-wing interceptors in their hangars.
>>
>>6420666
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.

>The twinned Nebulon B Frigates, Bespin Red and Bespin Blue, both home to a squadron of T-wing interceptors in their hangars.
>>
>Tan Menace, an MC40a Light Cruiser with your marines aboard, as well as a set of old LAATs to get your men to their targets.
> a Flight of 4 Corellian Corvettes, operating as a close formation for escort or wolfpack maneuver, as well as ground support or landing craft for your Marines.

Writing
>>
File: Taskforce_Klegg.png (332 B, 238x188)
332 B PNG
Walking onto the bridge of the Tan Menace, the Bridge crew and Marine guards give a quick salute as you enter the Captain's chair. There would be a navy captain assigned to the vessel normally, but a recent engagement resulted in the XO and Captain biting the bullet over Chandrilla, so you were given a crash course to save on manpower. At the least, the ship's chair is brand new, sin e the bridge also had to be ripped out and replaced.

The blue swirls of Hyperspace race by across the windows of the bridge, as they start to shorten back to white lines, then the dots making out the stars of the universe, around the blue-green world of Najarka.
>>
File: pirates_over_najarka.png (632 B, 400x400)
632 B PNG
There, you see the pirate gang, and why they called your force out to meet them. Their captured vessels are a pair of Nebulon-Bs and a Vindicator class, surrounded by assorted armed merchants. Judging by their hulls, the actual warships were barely operable when taken, but have been patched back up to at least be running strong enough to overwhelm a normal planetary militia.

>Open Comms, and broadcast a demand for surrender
>Forget niceties, let's open fire and get this over with
>write-ins accepted
>>
>>6421019
>Open Comms, and broadcast a demand for surrender

"This is the New Republic Navy."

"Piracy and terror activity in Najarka ends today, you are to surrender immediately all ships and the pirate crews inside them are to lock themselves in rooms without weapons. Your forces on the world will do the same."

"Comply in less than 1 minute."

"If you don't comply and use the people of Najarka in any capacity other than releasing them unharmed and without explosives, we will make sure you are punished accordingly."
>>
>>6421019
>Open Comms, and broadcast a demand for surrender
Of course they are gonna say no and of course we are gonna blow them up but paperwork and orders are required...
>>
>>6421019
>>Open Comms, and broadcast a demand for surrender

Hello! i have an order for death sticks here! If u surrender Ill give you em for free!
>>
>>6421019
>>Open Comms, and broadcast a demand for surrender
Offer them jobs and plunder
>>
>>6421019
>Open Comms, and broadcast a demand for surrender
Surrender. Now. Stop being not surrendered.
>>
>>6421019
>Forget niceties, let's open fire and get this over with
Kill the bastards
>>
>>6421019
>Open Comms, and broadcast a demand for surrender

Since we're going to bring peace, freedom, justice, and security to my new Empire! the New Republic, we need to let them know who they're dealing with (also meme aside, it seems in character since we gave the Trooper a chance to meet with us instead of just blasting away)
>>
>>6421019
Looks like a pirate-modified BFF-1 Bulk Freighter, and a pair of GR-75s for the unnamed support ships, probably containing extra reactors and shields and hidden weapons.

>Open Comms, and broadcast a demand for surrender

Lets do this properly.
>>
File: 1160367-feeorin.jpg (22 KB, 290x599)
22 KB JPG
You make a sigh as you key up the comms, and make a hail towards the vindicator, rapidly accepted, and displaying a Feeorin captain on the screen, wearing an eclectic mix of imperial kit and rebel gear, clearly pulfered from lockers and the previous guards.

"This is the New Republic Navy.

Piracy and terror activity in Najarka ends today, you are to surrender immediately all ships and the pirate crews inside them are to lock themselves in rooms without weapons. Your forces on the world will do the same.

If you surrender now, I've got some good brand death sticks from the core to share if you come along quietly."

The Feeorin seems to stare for a second, contemplating your words, as you hear a pirate in the back read him the composition of your fleet.

>roll me 1d100, best of 3 to try getting this guy to start calming down.
>>
>>6421634
>>
Rolled 59 (1d100)

>>6421634
Rolling?
>>
Rolled 64 (1d100)

>>6421634
>>
Rolled 31 (1d100)

>>6421634
>>
decent
>>
File: Quarren_penal_trooper.jpg (15 KB, 200x400)
15 KB JPG
>>6421639
"Hail, New Republic Dog! This is the Najarka Kingdom's royal ruler, Sav'lar Rog. We do not recognize your authority in these parts, and I refuse your illegal orders!"

It appears the capture of a handful of small warships has convinced this poor soul he's some sort of High player in the Galaxy. While you wish you couldn't say this, this seems to be the same sorta fever Warlords get if they're left alone with a star destroyer or two, and no admiral to reign them in.

I offer you this mercy to ensure your crew's safety. If you would rather settle this more interestingly, I would happily put my finest Champion against yours in a battle of Blades!

>Get this clown out of your sight, shut down comms and full power to weapons.
>"I think I will take you up on that offer, I will head over with my champion immediately(Accept his offer sincerely, and choose who will fight, you, or Captain Krank)
>Your excellency, I humbly accept your mercy, and shall head over immediately(Load up your marines and surprise him in the hangar.)
>>
>>6421692
Feel like we’ve made our intentions clear so a surprise may be hard.

When in doubt, blasters out.

>Get this clown out of your sight, shut down comms and full power to weapons.
>>
>>6421692
>Get this clown out of your sight, shut down comms and full power to weapons.
Stupid quarren squigger.
>>
>>6421692
>>Get this clown out of your sight, shut down comms and full power to weapons.
>>
>>6421692
>Get this clown out of your sight, shut down comms and full power to weapons.
Utterly insane pirate. Time for Najarka to be liberated.
>>
>>6421692
>>"I think I will take you up on that offer, I will head over with my champion immediately(Accept his offer sincerely, and choose who will fight, you, or Captain Krank)
us
>>
>>6421692
>Your excellency, I humbly accept your mercy, and shall head over immediately(Load up your marines and surprise him in the hangar.)
We have all these bored marines and stormtroopers...be a shame not to use them.
>>
>>6421692
>Your excellency, I humbly accept your mercy, and shall head over immediately(Load up your marines and surprise him in the hangar.)

Eh, if we can spare our ships destruction or damage by killing or capturing their leader, why not? Destroy morale, win big, give our marines something to do.
>>
>>6421692
>Get this clown out of your sight, shut down comms and full power to weapons.

>Fucking Squigger

Though unironically would love a Star Wars pirate captain quest the adventures of king squigger or such.
>>
>>6419165
Souv posting is a pathway to abilities some would call... un-natural~
>>6419380
Welcome back, I loved the old quest back in the day
>>
>>6421865
Awesome to see a fellow oldhead, hopefully this lives up to the old one. I woulda liked to start the old one back up but figured its been too long, and better to let it lie
>>
>>6421904
Maybe if this one ever finishes, we can go back to the old one. Interest in this quest could lead to readers of the archive, then we could continue. Probably not though, it'd be an achievement to even finish this quest. Still, I'm hopeful.
>>
>>6421692
>Get this clown out of your sight, shut down comms and full power to weapons.
>>
>>6421692
>>Get this clown out of your sight, shut down comms and full power to weapons.
Somewhere on the bridge is a snarky comment
"And I thought imperial egos were big."
>>
>>6421692
>Get this clown out of your sight, shut down comms and full power to weapons.
Kill squiggers. Behead squiggers. Roundhouse kick a squigger into the duracrete. Slam dunk a squigger spawnling into the trash compactor. Vaporize filthy Quarrens.
>>
>Get this clown out of your sight, shut down comms and full power to weapons.

Writing
>>
File: pirates over najarka.png (781 B, 400x400)
781 B PNG
A bridge officer, maybe speaking a little too loud, says his mind freely.
"And I thought Imps had big egos."

The comm seems to catch it, as you see the *King* stutter and sputter for a second, before you simply order the comm shut off, and men to action stations. Krank leans over your shoulder and whispers "We must share a drink with that lieutenant later" and you quietly agree.

With that. all vessels are ordered to prepare for immediate combat, and your LAATs are ready in the hangar to deploy

What are your orders, sir?

>Write-in your orders please
>>
>>6422474
>>Write-in your orders please
>MC40a Engage Vindicator head on, while our 4 corvettes and LAATs engage the left side of the enemys formation to destroy or disable the bulk of their power, then once successful, we can collapse in on the Vindicator to disable it, (we can board it after), then crush the remaining Nebulon B and armed merchant.
>>
>>6422474
Support >>6422480

This was basically the exact plan I was going to write in, except I would have more explicit calls to board specific ships, in this case the Nebulon B, followed by the Vindicator.
>>
>>6422480
This is a fantastic idea. As long as our flagship can hold I think it'll work.
>>
>>6422480
Support
>>
>>6422480
>>6422474
Support good plan. Hopefully the pirates dont have good AA
>>
>>6422514
Unfortunately, they do have decent AA. Nebulon's have 12 point-defence laser cannons with decent coverage, plus hangar space for 20-something fighter craft not including shuttles, the armed variants of the GR-75 has 4 twin-linked laser cannons, the Vindicator has 10 point-defence laser cannons, 20 light point-defence ion cannons and a plethora of light turbolasers that might be able to hit fighter sized craft as well, dunno about the upgunned BFF-1.
>>
>>6422543
Just need to hope that most of those guns are not in good nick.

But it is probelmatic that they essentially have 2 AA frigates and one of the few imperial designs that comes stock with a decent number of Light and AA guns.
>>
>>6422480
Support

It's a good idea, our MC-40 is built for survivability so it should be able to draw that heavy cruiser's fire long enough for the CR-90's to wolfpack the flank.
>>
File: 20220103211357_1.jpg (190 KB, 1366x768)
190 KB JPG
>>6422480
Orders accepted, writing

In the meantime, roll me 2 sets of 1d100, best of 3, first is

MC40 Assault(+10 Mon Cala Shielding)
1d100+10

Corvette-Gunship attack(+15 Rebel Piloting, Blockade Runners)
1d100+15

Enemy rolling 1d100-10 against MC40(-10 for poor maintenance)

And 1d100-10 against corvette group(Poor maintenance)
>>
Rolled 85, 89 + 10 = 184 (2d100 + 10)

Forgot how to roll dice for a second
>>
>>6422676
>Come on MC 40
>>
Rolled 45 (1d100)

>>6422748
>>
Rolled 74 + 15 (1d100 + 15)

>>6422676
Corvette-Gunship attack
>>
Rolled 43, 8 = 51 (2d100)

>>6422676
we are supposed to be rolling two dice each, yeah?
>>
>>6422756
Yes please
>>
Rolled 17, 44 = 61 (2d100)

>>6422676
>>
Rolled 51 (1d100)

>>6422754
Here's my second roll
>>
>>6422676

Snarky Officer
"Mon Capitan." (As they have Mon Cala components)
"The shields, they are going to fail."

Then probably request emergency power and maneuvering, full speed to get past the vindicator, and since their Pirate ""king"" is angry at us he will focus on the MC40 and not the wolfpack.


For reference would escape pods dropped in front of a pirate be a good distraction that they would want to shoot showing he has no mercy, thinking they had badly damaged a section of the ship?

Or would it be an option for some kind of suicidal tier boarding maneuver if they quickly ignore the pods thinking they were without life support on but anyone inside had suits and gear. Just to get an idea of how much this group might try to push the limit. Any opinions welcome.
>>
>>6422679
To add a malus you input +- rather than merely - in the options field.
>>
File: GA86WnWXYAAUjfQ.jpg (443 KB, 1919x1079)
443 KB JPG
>>6422754
89 for gunship

61 for MC40

Writing

>>6422880 thank you, im very rusty and forgot that lol
>>
File: pirates over najarka.png (1 KB, 400x400)
1 KB PNG
You split your forces, and order max power to shields, as your force moves forwards. Your MC40 moves straight ahead, exchanging hammer blows of turbolaser batteries with the Vindicator, as your LAATs and Corvettes sail off to your left flank, guns blazing, making quick work of the armed freighters. The Nebulon proves more sturdy, and begins pounding on your corvette's shields, though their guns, as well as the vindicator's, seem to have issues maintaining steady fire rates, likely due to being ripped out of scrapyards.

The Pirates release a few squadrons of varied fighters, nothing of particular strength, and those fighters quickly find themselves victims of the corvette squadron's laser cannons.

Your ship's duel with the Vindicator though, has left both ships slowly dwindling on shields. While odds are you'd win, you see the other Nebulon B maneuvering to join the engagement against you, which could prove a problem while your CR90s are busy trying to down the other one.

>Have the LAATs change course, and launch a boarding action on the second Nebulon!
>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!
>Continue engaging as is, we can take them in a broadside if our Corvettes hurry up
>Write-in whatever ye please
>>
>>6422984
>>Write-in whatever ye please
broadcast to both Nebulon Bs and offer them officer commissions if they abandon their doomed cause. if they refuse begin boarding the far one
>>
>>6422984

>Continue engaging as is, we can take them in a broadside if our Corvettes hurry up

Also, good to see you back Warlordnob. Yours was the first quest I ever voted on and made a roll on, so glad to see you going again.
>>
>>6422984
>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!

It's what we're good at.
>>
>>6422984
>>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!
>>
>>6422984
>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!
>>
>>6422984
>>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!
>>
>>6422984
>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!
>>
>>6422984
>>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!
WEEEEEEEEEEEEE
>>
File: 259.png (204 KB, 386x259)
204 KB PNG
>Ram that Vindicator, and begin a Boarding Action, I want that Pirate Captain's head!

Writing for that but question to help me ge tthis correct

>Don your armor, and lead the action yourself
>Give Krank the order to lead the attack
>>
>>6423202
>Give Krank the order to lead the attack

No need for glory hounding, we still have to coordinate our fleet's actions.
>>
File: New republic marine.png (454 KB, 564x848)
454 KB PNG
>>6423202
Hear me out...

>Have Krank lead his troops in seizing the ships reactor and armoury whilst we lead our troops towards the bridge.

We have bridge officers and crewmen who can handle the ongoing fleet engagement (especially given we we're thrust into command from a ground pounders job)
>>
>>6423209

support
>>
>>6423202

>>6423209
>>Have Krank lead his troops in seizing the ships reactor and armoury whilst we lead our troops towards the bridge.
>>
>>6423202
>Give Krank the order to lead the attack
>>
>>6423209
>>6423202
support
>>
>>6423202
>Give Krank the order to lead the attack
probably still going through the phase of wanting to do it himself, but trying to force himself to delegate
>>
>>6423202
You know what? Fuck it, sure, lets do it! Support >>6423209
It'll make getting the Vindicator into the fight faster.
>>
File: pirates over najarka.png (2 KB, 400x400)
2 KB PNG
"Helm, take us in, ramming course. We need pathways for aboarding Action. Full power to Shields and engines!"

Your crew obeys, sirens blaring as the call to brace for impact sounds. As you turn in to meet the enemy Vindicator, it seems to turn in as well, and you wait the few seconds before you collide.

Deafening groans of Durasteel buckling under the impossible weights of 2 Cruisers meeting, both hulls fighting to determine who will give out first. As both ships grind to a halt, firmly nestled to each other, the answer to who rules this new conglomeration is yet to be had. A rapid series of orders transmits to your crew, as security crew report to airlocks, and Marine teams begin mobilizing to secure passages. Krank's Company is forming up to cross into the breach as a full unit, while your 1st Company, composed of Marines who've been with you the longest, are ready to storm in under your command.

You leave the bridge under the command of the Ship's XO, who rapidly begins orders to continue firing the remaining guns to support the CR90s.

"Krank, suit up, you'll hit the reactors and armory, I'll take care of the Bridge."

With a quick nod, the Captain splits off from you, heading to rendezvous with his men, while you head to 1st Company's armory, where your gear is stashed. Loading up on your rifle, armor, and other weapons, you and your men form up outside an airlock where the ship's native security teams have already cleared you a forward path. Resistance is light, you're told, but that could change as you go deeper into the vessel.

You lead your men personally into the breach.

>Roll 1d100+30(NR Marines +15,Major Klegg +15), best of 3, for your assault to the bridge

Roll 1d100+30(Krank's Company +15, The Trooper+15), best of 3, for Klank's attack into the vessel.
>>
Rolled 23, 114 + 30 = 167 (2d200 + 30)

>>6423480
>>
Rolled 32, 58 + 30 = 120 (2d100 + 30)

>>6423481
Err, that's not right. Divide those by two if you want, or here's another set if not.
>>
Rolled 54, 85 + 30 = 169 (2d100 + 30)

>>6423480
>>
Rolled 67, 6 = 73 (2d100)

>>6423480
I want that squigger's head!
>>
>>6423481
My guy, you are rolling d200s, you're supposed to roll d100s.
>>
>>6423486
cf. >>6423483
>>
Rolled 33, 57 + 15 = 105 (2d100 + 15)

>>6423480
>>
>>6423480
>>
>>6423508
Got distracted lol
>>
Rolled 81 (1d100)

>>6423517
Idk how to roll anymore ig
>>
Your forces storm across the Vindicator, each commander already holding floor plans for the vessel, and rapidly crossing the quickest paths to each objective. Poorly armed pirates come out to offer token resistance, but most are stunned or blasted apart before they get more then a handful of potshots off. The only real resistance comes from outside the Bridge, where an E-web suppresses you and your men, before you have your heavies, carrying trusty vintage Z-6s come up and perforate the gun crew.

As you and your men prep the bridge door to be breached, you hear the *King's* voice erupt over the ship-wide intercom.

"Attention, New Republic emissaries, while we appreciate your diplomatic concern, we believe it best if we put down our weapons, and discuss terms. I will happily offer my surrender in exchange for the safety of myself and my royal court."

>Accept his surrender, and get cuffs on this scum.
>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
>>
>>6423723
>>Accept his surrender, and get cuffs on this scum.
>>
>>6423723
>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
I don't trust him. He's up to something.
>>
>>6423723
>>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
If they haven't opened the doors they haven't surrendered. Orders not to shoot if they are unarmed when we breach.
>>
>>6423723
>>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."

Take whom we can alive but if he had really wanted to surrender he would have told his other vessels to power down and do the same..
>>
>>6423723
>>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
>>
>>6423723
>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
>>
>>6423723
>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."

KILL HIM, TAKE HIS BALLS
>>
>>6423723
>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
We gave him his chance at diplomacy
>>
>>6423723
>"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."
Probably should have brought a vibro axe or something, a proper executioner
>>
File: GIftHIuXUAApxe1.png (1.47 MB, 880x744)
1.47 MB PNG
"Corporal, keep breaching. Ignore the intercom, this scum's trying to buy time for tricks."

Your gunners stack up on both sides of the door, as the captain's pleas on the intercom get more and more frantic, as your mean slice the door off it's hinges. As the door is about to open, you hear a blaster shot over the intercom, and when the door opens, you see the crew has dropped their weapons, with their *King* on the floor sprawled out.

One of them speaks up quickly for his fellows, "Please, don't shoot! We surrender! The captain's been stunned, he's not in charge anymore. We just ask you spare us!"

Their fate is a problem for later, you have your men cuff them and get them back to your ship's brig for now, while your engineers hop to the controls of the vessel.

"Major, we have control of the guns, and Krank has reported he has control of all armories and the reactor"

You nod and give the simple order to begin adding the Vindicator's fire to the engagement again, but this time in your favor. The combination of your emerald turbolasers and the MC40's red bolts rapidly add to the process of turning the remaining pirate vessels to slag, with one Nebulon surrendering before you finish breaking it's shields.

With the orbital job finished, you do need to take care of the base onworld. It's an abandoned imperial outpost the pirates redeveloped, but the facility is sending out an interesting comm request to your flagship, with a Code identifying the sender as a... New Republic Admiral?

>Put this signal up, and figure out how the hell they got that ID code.
>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out.
>>
>>6424503
>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out.
>>
>>6424503

>Put this signal up, and figure out how the hell they got that ID code.
"Sir, it says its Admiral Glub Shitto...But Glub Shitto was recorded dying in battle 3 cycles ago!"
>>
>>6424503
>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out.
>>
>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out.
>>
>>6424503
>>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out
>>
>>6424503
>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out.
TEMPO TEMPO TEMPO
>>
>>6424503
>>Ignore it, and load your men on shuttles and the LAATs, we're going down ourselves to find out.

First some orders to delegate.

- Have all pirates disarmed and close them in some rooms of their ships (ensure those rooms are clear and that they have nothing on their clothes for break free) for now.
- Assign our crew to have any pirate officer or pirate crewmen willing to talk, to interrogate them on whats on the planet and that signal.
- Also assign someone else in our crew to check the computers of the pirate ships for any suspicious records. This is very odd.
>>
File: IMG_8484.jpg (177 KB, 419x1145)
177 KB JPG
You ignore the comm request, and give some orders to have the pirates interrogated, and databanks investigated while your men prep to go planetside. Your squadron of LAATs is the only heavily armed craft you have, but a handful of landing craft are also aboard to facilitate moving your men in bulk onto a world or facility, just they cannot provide the sort of firepower or support your LAATs can, so while your mean load to the barges, you get aboard a gunship, and direct the invasion down.

With your force heading below, a unit of marines is left above to sort out the surrendered Nebulon-B, while the rest head planetside with you. As your men head down, interrogations above report that an important man is below, some sort of business associate, and that the base is lightly defended, mostly set up to engage local wildlife on the perimeter then to really stop an air invasion.

As the base comes to view, you see it's state of relative disrepair, vines growing over buildings, and the only signs the base is inhabited being the lights on in the structures, and the pirate crews waving white flags aroung the landing pad. Looks like these guys had the fight leave them when the fleet above fell apart. Regardless, your force touches down without any resistance, and rapidly begins sweeping the base, while you and your personal force move towards the largest building, scanned to be the source of the comm signal. That building is an old Biological lab, abandoned during the GCW, but serving as the hq for this piraye cove. If you came any later, odds are that the base would've had more loot to confiscate, but as is, seems you caught them in the midst of setting this up as a more permanent base.

Your platoon bursts through doors, cuffing anyone staying still, and stunning anyone who tries to run. All in all, you all arrest about 100 men, besides the final man you find sitting in an oddly lavish office space inside the Labs.

This strange fellow is a Neimoidian, dressed in an old Separatist Officer's uniform, vintage to the old Clone Wars, and he sits calmly in a nice chair, looking like it was taken out of a board room for a Core World Corporation.

"Hello, Major. Pleased to make your Acquaintance, I am How Pax, and you seem to have interrupted my business meeting. Not that it's my place to complain, but you also ignored my call request, too."

>Write-ins requested; How do you all respond to this strange fellow?
>>
>>6425147
"A Separatist Commander joining the new republic or negotiating with pirate scum? Where are your droids when you need them, huh? I don't recall hearing of such or knowing how you got that ID code."
>>
>>6425147
Well first off...
>Cuff him.
>"Who are you and what are you doing here?"
>>
>>6425147
Gross, a neimoidian.
>Who are you? What kind of business do you have with pirate scum?
Depending on how he answers, I think we should just kill him.
>>
>>6425147
>"Who are you and what are you doing here?"
>>
>>6425147
>Write-ins
>"Hello, Admiral, I am Major Tarsin. Yes, about that call, my own messages have been thought by a would-be pirate-king, as a way to have a duel with champions to decide if he surrendered or not. Of course, that didn't happen. I assumed your message was just another pirate giving itself another title. So I simply ignored it and freed the Najarka system from pirates."
>"I would very much like to understand why you are here and why you have that ID code, when you clearly don't look like part of the New Republic. You mentioned a business meeting, for what ?"
>"Ah, my men are going to inspect this base, the lab, and your clothing. Before we converse, if you don't mind. As a necessary precaution, you will have some cuffs too."
>>
>>6425147
channel your inner Obi Wan and be civilised

> I ignored your call to talk to you face to face
> How did you get the New Republic Code?
> Continue your business meeting with me

What were our orders beyond clearing out the pirate scum? We're just moving on right? If this guy has a semblance of legitimacy I'm inclined to leave him be.
>>
Writing, gonna combine the so far given options
>>
You pull out your own set of cuffs, and slap them onto the Neimoidian, who does not resist, merely smirks at you as you explain it’s just a precaution, and begin asking him questions.

>"A Separatist Commander joining the new republic or negotiating with pirate scum? Where are your droids when you need them, huh? I don't recall hearing of such or knowing how you got that ID code."

“It’s good you don’t know me, it would show a serious problem in our security if my presence was leaked to you before. I’m not truly a Separatist, but this outfit tends to get most outlaws and criminals to take me more seriously when I’m trying to convince them to follow my requests.”

>Who are you? What kind of business do you have with pirate scum?

“As I said, I am How Pax, though technically, that’s only the name I’m currently using. I work with New Republic Intelligence, and my job, as would probably be best put, is to gather info on the already burning fires, and see what I can do to snuff out or contain any new problems. Out here in the Rim, that would be the job for alot more people then just me, but with some new issues taking attention elsewhere, I’ve been left to hold the fort. Usually though, my job does involve taking identities and conversing with pirates, it’s easier to get the bigger picture if they think it impresses someone in the black market.”

This guy’s smile does give your skin a desire to start crawling, which you think sounds like what some of the other guys who’ve interacted with New Republic Intelligence have said, but searching the man provides no IDs that you can verify this by.

> I ignored your call to talk to you face to face
>"I would very much like to understand why you are here and why you have that ID code, when you clearly don't look like part of the New Republic. You mentioned a business meeting, for what ?"

“Well, this group, as I’m sure you’re aware, just raided some old imperial equipment for their own. I was here offering them spare parts and the like that they needed to actually return these vessels to full scale service, but alas, you came in and removed the need to negotiate that sort of deal. Pity too, I was figuring I probably could’ve tricked them into attacking a couple other little bandit nests and keeping them busy for awhile. As for the ID code, of course I’m not an Admiral, but most men in the Republic would have immediately answered and tried to rescue me. Frankly, I’m more impressed by your direct approach, it’ll be more useful dealing with some of these scum out here then accepting every call, though it feels like most of these pirate types do love to monologue.”

You’re fairly certain he also likes the sound of his own voice, but you keep that to yourself.
>>
“Major, if I may, I do have need of more regular troops, if you would be willing to help me with some problems. Finding anything I can try diverting for tasks outside planetary militias is a nightmare for me, but if you would accept this job, I can make it worth your while.


>Accept his story, uncuff him, and hear out his mission idea.
>Throw him in your brig with the rest, and start heading back to base.
>>
>>6425496
>>Throw him in your brig with the rest, and start heading back to base.
>stun him so he doesnt start anything
damn spooks
>>
>>6425498
>Throw him in your brig with the rest, and start heading back to base.
We should try to get in contact with the NRI before we take his offer. Can't just take him at his word that he is who he claims to be. Or that his activities out here are sanctioned.
>>
>>6425496
>offering them spare parts and the like that they needed to actually return these vessels to full scale service

So we captured;
x1 Vindicator
x1 Nebulon

If he can make it worth our while and also give us the spare parts he was bartering to the pirates to get these legally requisitioned ships back into shape, then sure

>Accept his story, uncuff him, and hear out his mission idea.
>>
>>6425498
A spook would know that we were dispatched to counter the pirates he was arming up and trying to unleash. Also not dumb enough to use a fucking Admiral ID. Unlucky for him to run into seasoned troopers and marines who are used to shady shit. Plus in all likelihood even if he was telling the truth, he ain't sanctioned.
>Accept his story, uncuff him, and hear out his mission idea.
Send out a secret message discreetly to NRI so we can hang him. This fucker is obviously dirty or somebody REALLY fucked up in mission plans.
>>
>>6425496
>>Accept his story, uncuff him, and hear out his mission idea.
>>
>>6425498
>Get on the hypernet and try and verify who he is first. Check our shipboard database to see if we have anything about NR Intelligence assets in the area. If the net is unavailable or insecure and we have nothing on him, then throw in the brig and return to base.
>>
File: Durga the Hutt.png (2.02 MB, 1264x1184)
2.02 MB PNG
You decide, against some nagging portion of your head, to accept his story, having some of your men uncuff him, but still having him "escorted by your marines. He doesn't seem to mind, and returns with you to your vessel, where you have some men send a message attempting to clarify with New Republic Intelligence this man's identity, but a response isn't expected anytime soon. In the meantime, you set up a meeting with the so-called spy, to discuss his "mission".

"Major, I am sure your decorated self has seen the highs and lows of combat from here to the Core, but I need to be more clear on why I'm asking this of you. While the New Republic considers itself to be better then the Empire, and in most regards it is, it's force for fighting pirates and lawlessness out here is still the same as the empire, where if nothing important is going on, then it consists of the leftovers from the important worlds. With major Worlds like Sullust out here, it's slightly less noticeable there, since the First Fleet has a task force there, as well as some serious defensive forces built up since it's important, and close to Eriadu. But that's the main issue, the New Republic is focusing her efforts across the Empire and the Core, but it's leaving a vacuum across alot of the lesser worlds out here. My job is to try to gather info on it, but it's clear to me most of the info I send will end up in an old datapad under a million others. The fact you showed up to proactively knock out these pirates is a miracle to me.

As such, I decided to take matters into my own hands, working with some of the more unfavorable parts of society, to make sure the worse parts stay out of sight and out of the big picture. Helping small time pirates get big heads and try to butt on the terf of larger ones keeps the whole system in check, at least until the NR can get their head back in the game, and start dedicating needed materiel out here. It has also left me with alot of groups owing me favors, and me owing many groups favors as well.

That leads into this mission. I've been following a set of operations underway by Black Sun, and they've been quietly gathering all sorts of material for the new leader, Durga the Hutt. While I'm unsure what hes trying to do, I know his current goal is attempting to collect droid brains by the thousands from an old CIS Factory hidden on Hypori. I have it's location, and I'm sure they're already on the way, so I would be happy to have you come along to help scrap this factory before they get to it. I can make it worth your while as well, I have some favors owed to me by various groups in the region who could pay it back in materiel if you'd be interested.

>What do you say? Do you have any questions regarding this, and for him?
>>
>>6426002
>Expected resistance, numbers and composition?
>Who have you been propping up to take a bite out of the big dogs?
>>
>>6426002
>Why not just capture the factory?
>That is a VERY high priority strategic target to requisition for war materials and acquisitions if true.
>>
>>6426013
> Realistically, there are separatist remnants within the NR. Why not reach out to them about the factory?
>>
>>6426002
>How many men and ships does this fat slug have exactly? And how many is he sending to poke around that old clanker factory?
If the Hutt splits enough of his forces off to rummage through the CIS factory for spare parts, maybe we could attack him directly while they're away? Otherwise, I'm happy to help with leveling that factory.
>>
>>6426002
>An old droid factory could be an immense boon to the New Republic, if captured and restored. Why not take it for ourselves?
>>
>>6426002
>What could Durga the Hutt, or anyone who knew what they were capable of, do with thousands of droid brains and CIS parts.

>What family ran the factory and Hypori during the CIS days
I'm presuming some kind of space noble family invested in droids, or maybe another merchant alien group.
>Are any of them alive and can we get them
It might be there are easier ways to either see it destroyed or to see it turned back on so its defenses could be used to our advantage. Not to mention easier to get in to if any defenses are still active. Maybe we work out a deal and get use out of it here in the outer rim.

>Is this hidden factory also a ship, capable of movement
>>
>6426002
Levelling a factory to keep it out of the hands of a Hutt seems like a legit mission. If we can get paid in material ourselves to better enforce the law then sure… let’s do it.

If it turns out we’re outgunned we can just go elsewhere.
>>
>>6426002
>how many ships the fat man got? how many would he bring?
>is the factory friendly to you? can you contact them for support?
>can you get these pirate ships up and running? do you know any friendly ports on the way?

if this guy doesn't lead us in to a trap i think we have found an indispensable ally .
>>
>>6425384
>What were our orders beyond clearing out the pirate scum? We're just moving on right? If this guy has a semblance of legitimacy I'm inclined to leave him be.

>>6420656
Our orders where has follow :

- Liberate the Najarka system from pirates
- Take the captured pirates' vessels and their crews back to the force (presumably to the New Republic Navy base, our Task Force (Taskforce Klegg) resupplies, repairs, and receives orders from)
- Raiding the pirates' hideout to rescue any hostages taken from the convoy (and take anything else in the ex-imperial facility if there was anything)
>>
>>6426002
>Did you really manage to make contact and know the majority of the pirate groups in the region ? Both small fishes and large ones ? I wouldn't want to be in your pants.

> While additional materials can be of use, both my superiors and I would prefer knowing more about the pirate groups in the region. If you have favours with them or if you can visit them without them pressing you too much, you could give me information about them. Raids patterns, hideout positions, fleets, troop compositions, and their leaders. Would make freeing this sector far more doable for the New Republic and me.

>Do you have knowledge of the ground region surrounding this old, hidden CIS factory ? And the factory itself?

>I imagine Mr.How, you have an idea of when the Black Sun force will arrive in Hypori, correct? How much time would we have if I took this offer ? I have to report that my mission in Najarka was concluded, and deliver the captured pirates and vessels I have in my custody."
>>
Writing his responses to all the questions above
>>
File: Gl2OqZrXYAAWZxk.jpg (101 KB, 2048x534)
101 KB JPG
>>6426005
Not too much, likely a fleet of Hutt Mercenaries with at most, a cruiser or 2, and assorted rabble of pirates on the ground. I doubt itll cause much issue for you. As for who I prop up, various groups. Startup pirates, swoop gangs, drug smugglers who think they can putsmart the syndicates already entrenched. The treasure and manpower spent by bigger groups who have to deal with smallfry nipping at their tails really helps in keeping them less expansionary. It also helps me build up the funds to keep these operations self sustaining, turning some of em in for bounties, and other opportunities.

>>6426013
The New Republic wants to avoid looking like the CIS, and reactivating this old factory to produce newer, less controversial droids is certainly possible, but it'll be expensive and time consuming. On top of that, we'd have to commit at least a modest garrison to protect it, and this far out from the Core or the other major worlds, it's not worth the headache.

>>6426014
Those remnants do help out, but most have helped in furthering newer equipment. Maybe securin the factory, we could sell off its less dangerous loot for profit, but the effort right now isnt worth it for the government.

>>6426030
Durga's resources are vast, but not infinite, and definitely not based on military power. He has a fleet of modest size, and I'm sure hes acquired some former imperial vessels and troops, but he poses no real threat. I doubt hes sending the majority of his forces to Hypori, though.

>>6426048
I'm not sure yet, and I've been trying to find out, but one of my guesses would be trying to run an imperial Star Destroyer off of them, or something else. It's known hes been buying material up through his arms, alot of it military, but I don't have a definitive answer as to what hes up to.

As for the Facility's owners, it appears the CIS set it up in the ruins of an old company's facilities, called Damask Holdings. They went bankrupt before the Clone Wars, and most of their higher ups died in an accident as well. Muuns too, so not particularly open to outsiders poking into bank records.

As far as I know as well, the facility has been abandoned since the clone wars. It only got found by luck in some old data he sliced. I don't think it's a factory ship though. More then likely it's just a regular foundry

>>6426137
Likely hes mostly bringing freighters for transport, plus a small military force to guard it. The factory is abandoned, but likely has some automated defenses, but nothing that should resist a determined effort to enter. As for the ships here, the Vindicator and Nebulon? Yes, I can get you the parts these guys wanted, but they wouldnt be here in time for this mission, since it is rather time sensitive. As for friendly ports, out here, the best is Sullust, who would probably happily help you.
>>
>>6426334
Well I see no reason not to go on this mission, the risk seems minimal and even if this guy is playing his own game (which he most certainly is) it will undoubtedly benefit the republic to keep the slug's machinations from coming to fruition

>go on the secret mission
>>
>>6426091
(me)

>>6426192
yeah seems like we can do this side quest and then resupply and then if we don't have more pressing orders we could just continue to mess with pirates out here

>>6426375
+1
>>
>>6426334
So they cannot even spare a single droid engineer to reactivate and reprogram the droids to garrison the foundry until it can be fully reclaimed? Oh what waste of perfectly good war materials...all you need is a single lousy droid engineer to reclaim it. They cannot even spare a single one? Unbelievable.

>go on the secret mission
>>
File: pirate fighter types.png (238 KB, 520x394)
238 KB PNG
>>6426192
(You recall your orders are to return the captured pirates and vessels to Republic custody, though you technically have some leeway in the time expected for the mission. Saying you had to chase them could give you time to do this mission as well.

>>6426196
I wouldn't say I know most, but i do have contacts with alot. Most of them are small time groups, guys with a handful of starfighters or speeders, but I have a few contacts with some real ships; Frigates, armed freighters, the like. Also, I wouldn't want you inside my pants either, if you don't mind the distance there.

I pass forwards any info that can be valuable for the Defense Force, such as info on raid plans, and force compositions, but I've found that if i do it too often, groups start getting suspicious. Word gets around in the underground if Mr. How keeps meeting groups that get busted after all, and I do prefer keeping my skin attached to my skeleton, though I'm sure that would be in objection to many other's wishes.

I wouldn't know much of Hypori, just that it's uninhabited beyond corporate facilities. I'm sure we can get that info off the holonet before that becomes a problem, though.

As for when they arrive, I think they'll be there in the next few days. I don't know how long they intend to be there, but I do know this is a relatively time-sensitive operation.

As for what help or rewards I can offer, if you'd like I can pull strings to get you a few things, like mercenaries or some defense force units. Lemme recall what I would be able to pull together right now...

>Accept the Hypori Mission
>Decline it, and head back to HQ

How Pax's Service Menu
If Mission is Accepted, pick one of the following as your reward.
___________________________________
>How calls in the Zillo Boys, a Mercenary Unit operating 3 Squadrons of Z-95s out of a Neutron Star Converted Carrier, to join your force.
>Mr. Pax calls friends in the Suvex-Juvex system, to pick up your Vindicator and Nebulon, and spruce them back up to full readiness(would not be ready in time for this mission)
>The Utapauan Defense Force repays their debts to How Pax, by sending you 2 So Called Rebel Ships of the Line, to join your fleet.
>>
>>6426406
>Accept the Hypori Mission
>How calls in the Zillo Boys, a Mercenary Unit operating 3 Squadrons of Z-95s out of a Neutron Star Converted Carrier, to join your force.

Honestly I prefer to get the Vindicator and Nebulon B repaired and brought up to mil-spec standards, secure our already substantial gains. The problem is that the Zillo Boys option is the only choice that explicitly comes with crew attached, though I could see the Utapauan ships also having crew (gotta deliver it to us somehow, they're probably the defence unit mentioned as being able to help us). This was a specifically an issue we ran into in Warlordnobll's last Star Wars quest, where we struggled to gather the manpower to crew our ships, and even got our crew stolen from us at one point. So it's the merc unit for me, round out our force with some fighters, make the Hypori mission easier.

Though, one thing that makes me wary of picking the mercs is QM's attached pic. I think that's a Corona, I have trauma of these things from the Empire at War: Awakening of the Rebellion mod absolutely chewing through fighters, but iirc the mod isn't accurate to lore. In reality they have balanced loadout, I think. And they carry fighter/transports, so having some star fighters of our own may go a long way in countering their strength.
>>
>>6426406
>>Decline it, and head back to HQ
>>
>>6426406
>Accept the Hypori Mission

>Mr. Pax calls friends in the Suvex-Juvex system, to pick up your Vindicator and Nebulon, and spruce them back up to full readiness(would not be ready in time for this mission)
I don't want to deal with mercenaries and I'd much prefer the Venator and Nebulon over "Rebel Ships of the Line".
>>
>>6426406
>Accept the Hypori Mission

>The Utapauan Defense Force repays their debts to How Pax, by sending you 2 So Called Rebel Ships of the Line, to join your fleet.
>>
>>6426406
>>Accept the Hypori Mission
>>6426406
>>The Utapauan Defense Force repays their debts to How Pax, by sending you 2 So Called Rebel Ships of the Line, to join your fleet.
figure we can always repair the vindicator
>>
>>6426406
>Accept the Hypori Mission
>The Utapauan Defense Force repays their debts to How Pax, by sending you 2 So Called Rebel Ships of the Line, to join your fleet.

Not keen on mercs, but hopefully these ships come with crews.
>>
File: ship of the line.png (1.23 MB, 2200x1352)
1.23 MB PNG
>Accept the Hypori Mission
>The Utapauan Defense Force repays their debts to How Pax, by sending you 2 So Called Rebel Ships of the Line, to join your fleet.

Writing
>>
File: Taskforce Klegg.png (509 B, 238x188)
509 B PNG
"Pax, you have a deal. Call up your friends in the Utapauan Defense Force, I could use the ships of the line for this."

The Neimoidian gets a smug grin as you agree to his mission, and tells you he'll call them up, and have them arriving soon. While your troops are still cleaning up the old garrison below, and interrogating the pirates for any actionable info on contacts or other groups, the hours it takes involves you receiving a call from Utapau, informing you of the reassignment of two Militia vessels, the Diamond Pau'an, and the Tion Medon, to your task force, fully crewed. Both ships are Rebel Ships of the Line, converted Corellian Large Freighters armed and upgraded to be a relatively efficient Cruiser, able to handle most vessels below star destroyers.

As for your spoils and prisoners, you have 2 Nebulons, 1 Badly Damaged, and 1 captured intact, but needing alot of routine maintenance to be up to par. As for the Vindicator, after decoupling her from your ship, she's seen worse days, but with a proper dockyard and a crew, you can have it back up and running.

>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity
>Ask Pax if he can trade these for any more of his favours
>Send them off with the prisoners and some guards, to get back to the New Republic.
>Write-ins accepted
>>
>>6426975
>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity
>>
>>6426975
My understanding is we will probably get to the planet and the factory first, with a little time to set up.

>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity

>Write-ins accepted
Use the Badly Damaged Nebulon as part of a trick

Its clearly a pirate vessel. If it can put out a weak distress beacon that won't go farther than the immediate system that would be nice, but it might get attention regardless. 'Someone got here before us, check it out'

Leave some damaged droids with more fabricated info to help convince them the hidden factory has already been looted? Or its active and actually its already gone lol.

Or if a virus hidden in a droid got plugged into a pirate main computer could it disable the ship for a temporary advantage when we start combat if we can manage to hide in the system or on the planet.
>>
>>6427002
I want to agree to the plan, but the problem is the lazy fuckers couldn't even scrape up a single lousy droid engineer for us. How they cannot even source a single droid engineer, I got no idea. Seperatist Holdouts joining the New Republic and resistance, my ass.

Otherwise, a great plan.
>>
>>6427005
That would be rather difficult. Might not be pretty but maybe hotglue whatever components we can work on into it, these are pirates after all so it might be something they'd do lol.

Or I guess hope our secret agent has a certain set of skills, knows a guy, or one of the people we grabbed is actually more of a skilled slave the pirates were dragging around against his will.

I appreciate the thought tho.
>>
>>6426975
>Send them off with the prisoners and some guards, to get back to the New Republic.

Get them fixed up, whether we use 'em or the NR does, either serves the cause. Maybe the NR will send them back to us fully crewed when they're fixed up, or maybe we'll gain reinforcements of another stripe, or even just influence and favours.
>>
>>6426975
>>Send them off with the prisoners and some guards, to get back to the New Republic.
>>
>>6426975
>>Send them off with the prisoners and some guards, to get back to the New Republic.
>>
>>6426975
>>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity
The Republic is probably desperate for ships right now, especially out here. If we send them back now it might be too tempting for them and we may never see them again.
>>
>>6427179
Only saying this because I think they will be put to use better under us. We should have repairs started in a week Max and I think that's worth the delay
>>
File: 1673065133771170.jpg (86 KB, 535x810)
86 KB JPG
Seem to be tied between

>Send them off with the prisoners and some guards, to get back to the New Republic

And

>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity

Will let run for 12 more hours for a tiebreaker and if nothin then I'll flip a coin fot it

In the meantime may as well ask, how is this so far, how do u feel about the quest so far, and what sorta stuff do ya wanna see?
>>
>>6427383
>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity
I don't think I've voted yet so here's your tiebreaker
>>
>>6427383
Qm my mom was in the process of passing away in the hospital when you ran your last quest, it was such a blessing to have something to constantly check and the hours of wookieepedia. It really helped take my mind off my worries.

I'm really glad you are alive and well and decided to run again. id love to see some sort of resource management or prestige system or tracker. A rival could also be cool
>>
>>6427383
Seems good so far. We aren't 'remnant captain' or imperial warlord this time, so I don't think the same influence system from last time is suitable, particularly as the New Republic centralizes and becomes less of a 'alliance of rebels' who do not always agree and can disobey bureaucratic and hierarchical standards. That being said, I'd like to retain some degree of freedom, and avoid a repeat of the heavily restrictive feeling that came from working under Grand Admiral Makati last time. Even if we had just gotten in his good graces around the time of quest end, and thus were about to be more free. The personnel transfers caused a lot of salt and mudflinging. I kinda feel like that game design from you may have been partially my fault, I was the first 'analysis anon' prominent in the first couple threads that gave the whole 'we should get to act upon others, but also be acted upon by others in diplomacy' suggestion at the end of the first thread when you called for player feedback. This time around maybe we can eventually be designated a special unit with more freedom, as long as we act within the broad boundaries of our station, with an objective like 'stabilize the outer rim' or 'fight Black Sun/The Hutts'. Maybe give a CO or Advisor that suggests a few different ways to do that, to keep us on track and working within the NR's interests (since they are centralizing, essentially going through the opposite process of the empire). That way we still have freedom, but don't go so far off the rails that we break the plausibility of the story.

I dunno what to replace the influence system with. Favour trading or completing NR faction missions to get specific rewards works in the early game, and specifically in the outer rim. But it feels less realistic once we head corewards or as the story goes on, again, we are not a imperial remnant warlord. So, I dunno.

As for who to fight? Early game, Black Sun, Hutts, Corporate Sector, pirate warlords, maybe remnant separatists who didn't join the NR, aliens at the outer edge of the Galaxy. Soon after, or concurrent with, since this is 10ABY, it'd be a massive waste if we didn't get in on the Dark Empire action, even if we start in the outer rim. I kinda wish we'd go off the canon rails just to fight Sheev's crackhead empire longer. Afterwards then maybe we can nip Daala in the bud before she ruins everything, fight imp remnants, etc. Mid-game, it'd be cool if canon was derailed and Thrawn's clone in Wild Space lived, let us either fight him with his Empire of the Hand or him as he joins the imp remnants. Late game, the Vong of course. Ultra late game I'd like to try and prevent the collapse of the NR, or failing that, do a 'Republic warlord electric boogaloo part 2' and form a successor state, after that fight the One Sith, etc.
>>
>>6427383
>Send them off with the prisoners and some guards, to get back to the New Republic

We don't need to be dragging liabilities into a fight and frankly I don't think any of our prizes are such great ships we have to have them.
>>
Rolled 2 (1d2)

>>6427436
I'm workin on figurin out the resource system, but out here, yall will have a certain amount of freedom. Outside the Republic's main fleets, you aren't being held to as high a standard of organization, so you are going to be free to make friends and have people join your force, bei t temporary like mercenaries, or permanent joiners from militias or New Republic Reinforcements.

>>6427386
>>6427469
another 2 so im rolling 1d2
1 is
>send skeleton crews to each vessel, and bring em along(will not be combat capable but you can hold onto them until you have crew and repair capacity

2 is
>Send them off with the prisoners and some guards, to get back to the New Republic
>>
File: Hypori's Surface.png (553 KB, 720x400)
553 KB PNG
You decide to send out the prisoners in the damaged vessels, with a light security escort and some skeleton crews to get them back to Sullust, where your report of the situation that you need a few more days to finish clearing out remnants, will be filed to cover your going on this new adventure.

The rest of your task force immediately sets off to Hypori, a journey that is relatively quick, ending with the return to realspace above a world you've never been to before. Hypori's brief history you find in the databanks is it's status as a corporate world in the Old Republic, with the world becoming a separatist strongpoint during the war, where a Republic Invasion failed terribly. Upon scanning the Surface, you readily see the proof of it.

In the area around your target, dozens of wrecked warships, Acclamators, Venators, even the Wreckage of a Maelstrom Battlecruiser litter the surface, as well as proof of the cost, droid scrap and old vehicles making sure to dot the areas where the survivors fought their last battles. Besides the scenes of events in history long ago, your scan detects 2 objects of interest. The Factory's location appears to be active, with a signal emanating from it, and an active small Asteroid Facility orbiting the world.
>>
File: Asteroid Base.png (701 KB, 842x602)
701 KB PNG
The Asteroid Base appears to be launching small shuttles and freighters, and a quick lookup of the vessel's IDs show they are mostly criminal in nature, believed linked to a crime syndicate called the Zahn Consortium. Odds are, it's the same fellows down on the world below. You call up How Pax and have him come to the bridge to explain if he knows about this.

"Major, on my honor as a spy, if I knew these folks were here, I would have told you. I do have some links to the Consortium, but I doubt I could call anyone who would be here."

>Have How Pax Call them up and try anyways
>Actually, you'll call them, maybe they would wanna work out a deal for whatever is up here.
>Prep the force to Battlestations, we'll capture the Station and the Base
>Write-Ins accepted
>>
>>6428216
>Prep the force to Battlestations, we'll capture the Station and the Base
I can't think of what we'd want to negotiate with them. If they're criminals then they're not better than the Hutts. Looks like we got here before the Hutts though
>>
>>6428216
>>Write-Ins accepted
tell them the hutts are on the way. tell them we want to plan an ambush. they can help or we can come back and clean up after the hutts are done with them.
>>
>>6428216
>Prep the force to Battlestations, we'll capture the Station and the Base
>>
>>6428216
>Prep the force to Battlestations, we'll capture the Station and the Base
Kill the bastards then glass the factory from orbit
>>
>>6428216
>>Prep the force to Battlestations, we'll capture the Station and the Base
>>
>>6428216
>>Prep the force to Battlestations, we'll capture the Station and the Base
>>
File: Hypori Battle.png (9 KB, 1600x1600)
9 KB PNG
Your fleet returns to Red Alert at your orders, and your force continues to scan, detecting more info of the Asteroid, and the vessels launching from it and the Surface to meet you.

Squadrons of various armed freighters, and IPV Patrol ships launch from the Asteroid base, which begins rotating, revealing the width of the operations underway here,

The Asteroid begins moving to interpose itself between your fleet and the Droid Factory, using the wrecks of 3 Acclamators and their repurposed engines to mobilize the Asteroid, Looking more at it now, this thing seemingly has various little hardpoints where the Turbolasers and missile batteries of those ships have been installed, as little blisters covering the Rock. If the thing has a full shield, it may very well be a relevant threat to even your cruiser.

>Move the Fleet to engage the Asteroid head on
>Have the fleet escort Tan Menace in, we'll ram it in and capture the Station.
>Prep a force to slip by and hit the Factory(Bombing it or landing troops to capture it?)
>Write-ins accepted
>>
>>6428614
>Have the fleet escort Tan Menace in, we'll ram it in and capture the Station.

Use our strengths. Without the base, the enemy fleet cannot withstand ours. Slipping past to deploy troops to the factory just exposes them to enemy bombardment and weakens our main strength in space engagements. Bombarding the factory could work, but it's a waste. Plus it might not work without an extended bombardment, if the factory is partially or fully underground.
>>
>>6428614
>>Have the fleet escort Tan Menace in, we'll ram it in and capture the Station.
>>
>>6428614
Keeping in mind we do have to win this fight, then have another fight

>stay at maximum range and pound away at the station while attempting to maneuver to minimize damage to our forces
>>
>>6428614
>Have the fleet escort Tan Menace in, we'll ram it in and capture the Station.
>>
>>6428614
>Have the fleet escort Tan Menace in, we'll ram it in and capture the Station.
>>
File: GOial8AboAEk1lS.jpg (507 KB, 2048x2048)
507 KB JPG
Alrighty lads, before I continue this, I have a question I want to run by yall and gauge your opinion. While im enjoyin running this, preppin for it has led me down the rabbit hole of having all my notes and info together again for the last game, Remnant Captain Quest, and frankly, I'm wondering if you all would be interested in putting this on hold and returning to the olden game. To refresh everyone, yall were beginning a small refresher vacation trip in that one, when it last left off. Im happy runnin this one but i think alot of ppl also seemed to be very fond of your old Captain

>Continue current

>return to Slythas Caime

Also please just tell me yer opinions as is on both and whatcha think
>>
>>6429264
>return to Slythas Caime

Not that this quest is bad hell it's just getting started, I just personally like the hardscrabble warlord just trying to make his way in an increasingly hostile galaxy vibes of remnant captain quest.

More then the beat cop vibes I'm getting from this quest
>>
>>6429264
>Continue current, return to Caime after this thread finishes.

I dearly want to return to the old quest, but that is probably best suited to another thread. It has been a few years, I imagine most readers present came into this expecting a new quest, not an old one. Not everyone has the same attachment that I, and others do. I'll gladly play if we do end up switching to Caime, now, or after this thread dies and the next one comes. Whichever is fine.
>>
>>6429264
>>return to Slythas Caime
If not then

>Have the fleet escort Tan Menace in, we'll ram it in and capture the Station.
>>
>>6429264
>return to Slythas Caime

I love the quest so far, but I have more emotional investment in Remnant Captain quest.
Feel free to continue running this though, as a sidequest, that can be tied into Remnant into the future, ill gladly participate loyally.

Hell if there was an option to run both at the same time, then id pick that instead.
>>
>>6429461
>Hell if there was an option to run both at the same time, then id pick that instead.

I share this sentiment, if running both games was realistic I would support that
>>
>>6429480
XD


Delusional but same
>>
>>6429264
I haven't seen the old one, but seems like there is an appetite for which ever one you want to actually write/run.

Since we're all beggars for your time/updates, go with what you feel energised to do. Probably the best way to avoid burnout/writers block.

I'd suggest wrapping up this thread though before potentially starting a new one
>>
>>6429264
>>Continue current
If possible. If not too bad i guess
>>
>>6429264
>return to Slythas Caime

Strong emotional attachment to the quest. And I want to see it to its end.
>>
I think we will wrap this adventure up, then call it here lads. I will prep to return to the old as that seems to be a favorable majority.

As for continuing this, this character may become a side mission in the Remnant captain one, operating as a rival we check in on. The current year is several ahead of Remnant captain so theres plenty of room to visit his exploits before then.

In the meantime, let's see you guys do this. Roll me 1d100+15, best of 3, for the charge on in. The enemy's relatively light screen is movin to intercept
>>
>>6429923
This dice is for the enemy, who are roll 1d100 even against yall
>>
Rolled 91 + 15 (1d100 + 15)

>>6429923
Rollin'
>>6429926
Did you forget how to roll?
>>
>>6429923
>As for continuing this, this character may become a side mission in the Remnant captain one, operating as a rival we check in on.
:/
>>
Rolled 50 + 15 (1d100 + 15)

>>6429923
>>
Rolled 54 + 15 (1d100 + 15)

>>6429973
Would be cool to run this one or two more threads. Don't think I realized how close together the two stories are time wise. Like poetry because they rhyme.

They do say the best way to tell a story is starting at the end and then jumping to the beginning and then periodically

Would also down/excited for QMs time skipping idea
>"I think the best way to tell the story is by starting at the end, briefly, then going back to the beginning, and then periodically returning to the end, maybe giving different characters' perspectives throughout. Just to give it a bit of dynamism, otherwise it's just sort of a linear story."
>>
>>6430048
Wow I need to proof read. I'm sorry
>>
>>6429923
yeah write what you have inspiration for.
if you ever get in a slump with the other one then you can do a POV switch for this one or something
>>
Rolled 84 (1d100)

>>6429949
yes, unfortunately,
>>
File: Hypori Battle.png (9 KB, 1600x1600)
9 KB PNG
The Station appears to have begun turning towards you, slowly, but the enemy force has already moved to screen it. As they did, multiple siloes open up on the Asteroid, releasing a volley of torpedoes and Concussion missiles, a heavy surprise, but one your force is basically built for.

Your Prior command to have your fleet screen your own advance proves perfect, as Laser cannons flit out bursts of energy, volleys emanating from your corvettes and Ships of the line, eliminating and thinning the enemy missile strikes until your sensor crewmen report a complete wipe, no missiles breaking through. As they do though, the enemy forces enter gun range, and the real battle begins to open.

>Have the LAATs break through and try to silence the Siloes before they get another volley off.
>Keep the LAATs with the fleet, we need something to help in case those freighters prove more trouble then initially expected.
>>
>>6430239
>>Keep the LAATs with the fleet, we need something to help in case those freighters prove more trouble then initially expected.
>>
>>6430239
>>Have the LAATs break through and try to silence the Siloes before they get another volley off.
>>
>>6430239
>>Keep the LAATs with the fleet, we need something to help in case those freighters prove more trouble then initially expected.
>>
>>6430239
>Have the LAATs break through and try to silence the Siloes before they get another volley off.

Eh, our lasers will be occupied with the enemy once we are decisively engaged, making a second missile volley more effective. Probably worth taking the risk to break through and silence their support. Our fleet should be more than a match for some upgunned freighters with Mon Cal-esque detachable hidden explosive blisters or whatever.
>>
Rolled 2 (1d2)

appears tied so gonna roll a 1d2 to break it melords
>>
>>6430615
1 having been
>Have the LAATs break through and try to silence the Siloes before they get another volley off.

and 2 being
>Keep the LAATs with the fleet, we need something to help in case those freighters prove more trouble then initially expected.
>>
File: Gunship support.png (2.47 MB, 1920x1080)
2.47 MB PNG
The gunships spin up, and form a protective screen with the fleet, lining beam guns and bracing to fight a very rapid defensive action.

Roll me 1d100+10(+10 for Fire Superiority)
Bests of 3
>>
Rolled 84 + 10 (1d100 + 10)

>>6430618
>>
Rolled 10 + 10 (1d100 + 10)

>>6430618
>>
Rolled 57 + 10 (1d100 + 10)

>>6430618



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.