USH'S STAR WARS GAME- CAMPAIGN II EPISODE III (DARK SIDE)- The Way Back

Started by General Zink170 pages

After a short chatter with Ush...

There is no way in hell we can head out and meet the fleet head on with two mediocre pilots in starfighters.

There is no way to simply sit in our mountain and wait for the bombardment to end.

What we have to achieve is this: the pirates must be forced to land. The only way that THAT is going to happen is if we manage to get a shield generator up and running.

Unfortunately...the crash of the gunship caused the rock wall to atomize our generator, atomization implying that it is simply no longer there and there is nothing to actually repair. Just a hunk of burning metal and ash.

We need to venture off of Epireus and find a shield generator to hijack.

We know how: get ourselves together and go hack things to bits until we can leave with the generator, as always, and most likely bring the Epireans with us.

But...we don't know where. We don't know where to start, where to find a generator, where to go to get a generator, where to take the generator from.

Most likely, though, since Ush is so insidiously insane as we are...from the Republic.

Well now. There is a thought,

Because the wholew issue is, of course, that these things are incredibly rare. none in this sector, or the adjacent ones. And now you are going out further and further, and this will take longer and longer...

... and very quickly, the logic pulls to the unthinkable but inescapable conclusion. The only place to get such hi-tech military hardware in anything like the time you have...

... is in the Republic.

I knew it......

"Well, I assume we would have to travel to one of the bigger worlds in Republic? But it isn`t like the Bureau will know instantly when we cross its borders- with Force on our side, we still have an advantage. And Jedi, that are still more dangerous, have overlooked how great a threat we could become." -Gallador isn`t excited by Rand`s idea, but neither is scaried, hoping that it is Force guiding them.

"For starters, we need some ways to bypass security that Bureau created. Maybe allies some of you have could provide false documents? And we could change our looks, Rianna could dye her hair for example."

Ok, let's lay out how this will work.

You have no time to go deep into the Republic- your home will be dust by the time you go back.

However, the area of the Republic Epireus is near is... rubbish. You have to go a heck of a way in even to get to Kuoni, and that place was a dump.

These worlds are relatively primitive, poor, and more or less useless.
But there is an exception The single shining jewel- in that even a crappy diamond looks good amongst mere glass- is the world of Newhaven, unfortunate source of the naval forces that wiped out your ersthwhle mercenary pirates when you tried to get technical parts.

Newhaven IS a major world. On the scale of major worlds such as Malastare, it';s not much cop. But surrounded by s many dozens of poor, struggling worlds, Newhaven has become HUGE business. It;s become the hub for over a dozen sectors. Trade, commerce, criminal enterprises, technology filtering, politics... everything that comes even vaguely near this area of space goes through Newhaven first because nowhere else has the facilities. Thwy have become rich enough to hire their own private security to keep the are relatively pirate free- and you know that each city on Newhaven is protected by a shield generator. Not that you are going to steal one of them (too big for your needs anyway), but if anywhere has one somewhere around that you CAN steal, within vaguely reachable distance, it is Newhaven.

There is a flip side to that, of course. Being the only world of note in such a wide area... you have heard that Newhaven is home to a Bureau office, complete with its supervising Agent.

The damn Bureau. That unkillable Hydra of doom. And it's changed in the last two years, and no for the better. This is going to require some caution! Let;s see how the Bureau is now...

THE BUREAU

The initial rush from the Bureau of Immigration and Undesirables has now ended.

Starting some six months before Episode I of this campaign, the hunt and slaughter of the Dark Side elements inside the Galaxy was finished a few months ago. Everyone they were going to catch in their hunt has now been caught. The others are fled and now worthless. Saving those that you might find and recruit later, none will ever be notable again. If anyone else has managed anything like you, and set up a surviving orgainisation, you have not heard of it or sensed it. Which doesn't rule it out, by the nature of the Dark Side, but frankly, you would be surprised.

The Bureau has now effectively entrenched. Having secured the Republic it now protects it. The permanent Bureau offices on the major worlds, each with an Agent, watches out for any potential activity of the type it delights in. The increasingly bored Osokan teams wait continuously for another Dark Sider to try and run the Gauntlet. Time has not dulled their instincts, and so far, everyone who has tried has failed. That's what you THINK, anyway. They keep their acitivites relatively quiet and of course, you'd never even hear about the ones that stayed undetected. But once more... you really think they are getting a 100% record. Having cleansed the Republic, they will now keep it clean.

The Bureau is also diversifying... that's not literally true. In fact, it is making sure it lives up to its basic remit, because like all Republican organisations it has to justify its funding. The Bureau is meant to be about catching interplanetary criminals, after all, and they keep themselves occupied in the meantime by enforcing their immigration mandate. You wouldn't be surprised if Newhaven's recent strong line on pirates was down to Bureau influence.

But as far as infrastructure goes, the Bureau is FAR more powerful. Gone are the sudden appearances of previously unknown Agents, temporary facilities and improvised plans. Now, the official Bureau stations on the major worlds have become a greatly established face of law enforcement- becoming more famous now than the rarely-seen Jedi. Whilst they only have a permanent presence on the major worlds, their priority communication links are hooked into the law enforcement facilities of every single world in the Republic. Their sensor nets now stretch from one end of the Galaxy to the other, and they have an almost unlimited remit to intercept and read any message they wish. And the tactical notes on the hunting of Dark Siders have been distributed for all to read.

Their net is VERY tight.

BUT. Not so tight that they'll kill you within 30 seconds. The following is in your favour.

1, Last time you were the victims of a manhunt. Helkin had called in every single resource he could find. There are simply not enough Agents and Osokans to maintain that strength in the Galaxy! There are NOT dozens of teams on Newhaven.

2. You have been forgotten. Either people think you are dead or they don't care. Kuylen was the target, you look either dead or not worth caring about any more. At the very least, no-one is going to just pick you up on sight, If Helkin was suspicious you had survived, he died before he could push the point. Mind you... you did hear a rumour once that the presence on Newhaven was just a little stronger than normal. Maybe someone has a lingering suspicion (i.e. the Emperor). But still, be assured no-one is going to recognise you.

3. Your ships are clean. The transponders you got from Voka are all fine. For the love of God, try not to mess that up because you have no idea where to get clean transponders from! They are exceptionally difficult to get, as was always the issue.

4. Frankly, keep your nose clean and get the job done quick... and nothing will happen. The Bureau isn't psychic; don't give the game away and you can walk right past them.

It's never been worth the the risk before. But it was never as if you were going to catch fire just for going near the Republic. Now it IS worth the risk.

Plan well and do it right.

So my two suggestions:

-obtaining some false identification documents- maybe allies could help

-changing the way we look- humans could change their hair color for example.

What good are the ids? And frankly your allies can't help.

And... errr... like I said. They're not looking for you.

Basically, if we manage to not screw up and attract attention to us, we'll be okay.

We're screwed.

But Ush, I assume that Bureau agents and other law enforcers have descriptions of wanted Darksiders, including their looks?

Melkor, they think we're dead; they're not actively looking for us anymore and won't recognize us.....like it says......

Err... as I just carefully spent the time posting... not you.

Meh, Galder will be optimistic this time. He's bored as hell, such risk is wanted.

Originally posted by Ushgarak
Plan well and do it right.

😆 lol1

ok...we should mostly be careful about not messsing our transponder....because we'll be in more trouble then, than we are with the pirates. so if they track our transponder as wanted...they'll follow us to epireus.
gallador...worry about bigger things.

and btw..who knew all that about newhaven 😛

For a start, Rand has a very good Savoir-Faire score.

Secondly, you all do. Over the last two years you haven't been THAT idle.

great...then pack your underpants/panties fellas...we're going siteseeing

Well, I suggest we head to Newhaven. Then we can land as any other visitor, and after we've seen all the shield generators from orbit, we go snatch it.

heck..let's take the one over the bureau headquarters just for the kick of it 😛

As I said, you won't be going for the ones in use, that would be pretty silly.

However, you will have to use the main starport, which in turn is in the same city the Bureau office is.