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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….
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File: Gl2OqZqWwAARx3Z.jpg (118.0 KB)
*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.
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File: Screenshot_2022-01-30_185857.png (1.9 MB)
>>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
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>>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.
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>>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
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>>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.
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>>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
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>>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.
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>>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.
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>>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.
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>>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
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>>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.
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>>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.
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>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
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File: Taskforce_Klegg.png (332 B)
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.
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File: pirates_over_najarka.png (632 B)
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
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>>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."
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>>6421019
>Open Comms, and broadcast a demand for surrender
Since we're going to bring peace, freedom, justice, and security tomy 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)
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>>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.
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File: 1160367-feeorin.jpg (22.0 KB)
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.
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File: Quarren_penal_trooper.jpg (14.6 KB)
>>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.)
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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File: pirates over najarka.png (781 B)
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
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>>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.
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>>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.
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>>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.
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File: 20220103211357_1.jpg (189.6 KB)
>>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)
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>>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.
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File: pirates over najarka.png (1.0 KB)
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
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>>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.
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File: 259.png (204.2 KB)
>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
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File: New republic marine.png (454.0 KB)
>>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)
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File: pirates over najarka.png (1.6 KB)
"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.
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File: RDT_20260605_1125238054749705539509659.jpg (260.4 KB)
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."
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>>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.
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>>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..
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File: GIftHIuXUAApxe1.png (1.5 MB)
"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.
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>>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.
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File: IMG_8484.jpg (176.6 KB)
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?
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>>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."