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https://starwarsintrocreator.kassellabs.io/#!/ENqx6VLm9928xBAC5FUH

A long time ago, in a galaxy far, far away...

STAR WARS
AGAINST THE REPUBLIC

War has engulfed the GALACTIC REPUBLIC
With the pyrrhic victory of the GRAND ARMY at GEONOSIS, the CLONE WARS have truly begun. Republic forces find themselves vastly outnumbered in space and on the ground, as despite the massive influx of CLONE TROOPERS, the industrial capacity of the CONFEDERACY OF INDEPENDENT SYSTEMS remains unassailable.

After the battle, hundreds of thousands of solar systems declared independence from the Republic, swayed by the impossibly persuasive COUNT DOOKU.

Even the JEDI ORDER has found itself fractured, a hundred JEDI KNIGHTS have invoked their Right of Denial, opting to stay out of the conflict entirely, while a handful have found themselves seduced by Dooku, though not all by the allure of the DARK SIDE…

=====

Welcome to Star Wars: Against the Republic. This quest will, as the name implies, take place during the Clone Wars. This quest will be basically entirely Legends (i.e. from the old EU) with very little if anything taken from the canon outside the movies. Yes, this includes the 2008 The Clone Wars cartoon, which is impossible to fit into the Legends continuity. Darth Maul is dead, barring anything unforeseen, Anakin Skywalker will remain a Padawan until the middle of the war, Mandalore is CIS-aligned and is not a pacifist monarchy, Nightsisters are a minority on Dathomir which as minimal contact with the Galaxy at large, Asajj Ventress is a Rattataki, and General Grievous is both a master strategist and a serious personal threat, etc.

Nothing has changed from the previous thread, but there will be less crunchy tactical action.

Previous thread: https://suptg.thisisnotatrueending.com/qstarchive/2024/5853066/

Feel free to ask questions and clarifications below. With that out of the way, let's get started.
>>
-Longest Haul, Masterra Orbit-
-Four Weeks After the Battle of Geonosis-

The projection of General Sev’rance Tann’s slaloming path of destruction through the Galaxy: from the Outer Rim, to the Mid Rim, to the heart of the Core and then back to the Rim, in the vicinity of the war’s start near Geonosis, puzzles you. A daring raid into the Republic stronghold that is the Kashyyyk System, rumored to have been conducted to seize a secret weapon being developed by the Republic, is sensible enough; but following it up with a blitz into the Core to attack the power producing world of Sarapin made less sense. Even if the Confederacy's ephemeral occupation of the planet had caused rolling blackouts in the Core that dampened the Republic’s morale, the memory of the battle would quickly steel the citizens’ resolve, and turn the Grand Army’s attention to the encircled Separatist holdouts in the Core and Colonies. Still, while in the short term, the assault on Sarapin made tactical sense, Tann’s next move made no sense. Rather than retreat to Separatist space to begin researching and reproducing the Republic’s stolen weapon, the Chiss general had converted an old Trade Federation listening post for the same purpose. An old Trade Federation listening post in Bothan Space. No, you would have to ask the other officer why she had chosen a world of tertiary importance in a Republic subsector rather than a nearby Separatist world like Siskeen, Excarga, or even Kowak. The only justification you could think of was maintaining an independence she wouldn’t be able to find within the Hypori pocket, though if that was the case then there were a hundred possible worlds in the less well-defended but larger stretch of Separatist space centered on the Hyper-Communications Cartel strongholds of Ando and Andosha.

Still early in the war, the other blips on the projection of the Galaxy before you which represent battles are almost all either side shoring up their borders or cracking down in dissident worlds which attempted to buck their government without the strong backing of the enemy.

“Sir,” one of the bespectacled Neimoidians who make up the small organic crew of your Lucrehulk gets your attention, pointing to the map as it zooms in on Bothan Space and the surrounding sectors. “The central computer and analysts have compiled a list of vectors for our rendezvous with General Tann’s base,” arrows appear on the hologram at the center of your ready room’s projector table as the image begins to rotate, “there are more approaches than we initially believed, and both Bothawui and Manda can be easily bypassed.”

>(1/4)
>>
That’s good news, the Manda Merchant route from Holess to Rishi has been heavily fortified, with Holess being one of the Republic’s major duranium producers, Manda itself being both the home of the Baobab Archives and a potential chokepoint controlling two hyperlanes, and Rishi being the gateway to Kamino, the most vital world to the Republic’s war effort after Coruscant itself.

“As you can see, it’s possible to bypass the Reena trade route into Bothan space entirely, and to jump directly from Spirador to Kothis,” both of the worlds mentioned are minor, the former Separatist and the latter Republic, “though the Bothans have been able to maintain a presence of probes in Spirador and jumping from Kothis would give away our position.” Another technician, this one a hornless Koorivar, executes a series of inputs that spin the map once more, and highlight a pair of vectors. “Alternatively, a pair of jumps from Leritor to Zygia would position us for a quick insertion into Bothan space, directly to Krant, though the extraction would have to follow a different route, given the Republic’s response time along the Manda Merchant Route,” Leritor is a relatively minor mining planet at the edge of Confederate space, though the native crustacean species are avowed enemies of the Republic; the Zygia system contains several sparsely populated worlds owned by the Zygian Banking Concern, a financial institution loyal to the Republic.

After another series of inputs, the map zooms out towards Hutt Space, following the second route which passes through Leritor along the Triellus Hyperlane, “Though we would have to contact the Hutts, this route is likely the safest,” the tech informs you, despite the ‘route’ forking into three quickly after passing into the Hutts’ de facto control. “Argovia would merely be a jumping off point,” she explains, “it is a mining world, though as long as we simply pass through the system the Hutts will see no issue in the transit, and the Confederacy is not resource-starved regardless.” The only problem you can see with jumping through Argovia, aside from having to deal with the Hutts, though that is true of all of the forked options, is that calculating the jumps between the Triellus and Argovia and Argovia and Krant would take some time, given the distances between and the lack of a blazed route connecting them.

“Alternatively, we would be able to jump through the Latharra System to Dohlban on the Kaaga Run,” the tech is about to continue, but between your clearing your throat and raising your eyebrow, she stumbles.

>(2/4)
>>
“Dohlban is the homeworld of the Guineos,” a large reptilian species of middling intelligence but daunting stature, you’d had to deal with them, typically in the role of hired muscle, during your time as an apprentice to Master Trebor. “Are you certain the Hutts would allow us free passage over the homeworld of one of their favored enforcer species? Are you not sure they wouldn’t take exception to us attempting to poach their talent?”

“No sir,” the tech answers with an enthusiasm that one does not typically want to hear out of a Neimoidian, “rather the opposite, in fact.” Another raising of the same eyebrow prompts her to continue, “since Geonosis, the Hutts have been contracting out Guineos, Klatooinians, and even Gamorreans for planetary defense and even irregular forces in larger command structures.” You’re surprised that the Hutts would so easily part with Gamorreans in mass numbers, but you don’t let it show, opting to listen to the tech instead. “One of the approaches our analysts came up with actually involves sending a contingent of Guineo mercenaries against the Bothan fortifications at Void Station, as a diversion for our extraction of General Tann and her forces. Alternatively, we could move on Krant from Dolhban without interruption.” It’s an intriguing prospect, though the idea of sending a handful of your few support ships with the Guineos, and sending the Guineos themselves to their likely deaths doesn’t sit right with you.

“Lastly,” the tech starts, and the map shifts for a final time, “we could follow the Ortai Bypass around Bothan Space to either Lannik or Dressel. Either way, we would have to pass through the Bothan defenses in one of their border systems, though the Moonus Mandel system is nominally neutral. Dressel is neutral, a backwater really, though the Bothans have likely mined it. Lannik, despite nominal loyalty to the Republic, has yet to respond with hostility to Confederate forces, including General Tann’s. However, the loyalists on-world are likely to alert the Bothan Council of our proximity to their space.” She pauses and shifts to further highlight the different approaches. “Torolis, like Dressel, is likely to be mined, though Tarsunt should be clear for passage once we make it through the former. Neither are particularly important to the Bothans. As I said before, Moonus Mandel, though more heavily populated, is autonomous from the rest of Bothan Space, and because the Venknoids are pacifist, maintains neutrality. If we move with haste and respect, our forces will be in the Krant system before Bothawui knows our vector from Lannik.”

>(3/4)
>>
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Ultimately, the choice is yours, though you make it clear you will need to deliberate with yourself, and the techs and strategists leave the room. The stiffness of the corporate crews on many Separatist vessels almost makes you nostalgic for your days working alongside the Judicials, though ironically, being in command of a military vessel has never felt as wrong as some of the negotiations the Republic assigned you to.

>[A] Force the frontal approach. Though the Bothans and whatever forces already engaging General Tann will know you’re coming, Kothis is more likely than not undefended, giving you an opportunity to meet up with General Tann and formulate a plan before having to face whatever the Bothans throw at you.

>[B] Jump through Zygia. Though the retreat is unsure, it is the easiest approach, relatively quick, and doesn’t involve any dealings with the Hutts. It will give you a lot of time to plan with and get information out of General Tann, though may leave you vulnerable to Republic forces already in-system.

>[C] Go through Hutt Space, though you don’t like dealing with the gangsters, an arrangement as small as this one will likely only involve a monetary transaction.

>>[C1] Though it may increase the peril General Tann faces, the carefully plotted jumps through the gulfs of Hutt Space are the safest approach into the Krant system. It may even let you jump in behind the Republic force pursuing the Chiss officer.

>>[C2] Jump through the Dohlban system without hiring the Guineo mercenaries. The Hutts may take offense from your reluctance to hire their offered underlings, but keeping your force together and not throwing lives at a problem

>>[C3] Jump through the Dohlban system and split your forces after hiring Guineo mercenaries. This will both mollify the Hutts as well as providing a diversion to draw the Bothans away from your operations at Krant. Though the forces committed against Void Station will almost certainly be lost, they will provide for a flawless insertion and likely a clean extraction as well.

>[D] Follow the Bresnian Bypass to enter Bothan Space from the Galactic North. This will avoid the Hutts, but will put the Bothans on alert almost as quickly as the head-on insertion.

>>[D1] Jump into Bothan Space through Dressel, though it has more jumps than the other approach, it is actually quicker and will give the Bothans less of a heads-up. Though, if the Bothans have mined or fortified the “neutral” backwater, you may face more opposition than you expect.

>>[D2] Follow the Bothan Run through Lannik and Moonus Mandel down into the Krant system. Though whatever defense the Bothans are willing to throw at you will be more on alert, neither of the systems you’ll pass through are actively patrolled or defended by them, and shedding some of your pickets in the direction of Void Station may shake pursuit entirely, giving you the chance to arrive at Krant unopposed.

>(4/4)
>>
>>5929460

>>[C2] Jump through the Dohlban system without hiring the Guineo mercenaries. The Hutts may take offense from your reluctance to hire their offered underlings, but keeping your force together and not throwing lives at a problem

Nice to see this quest return!
>>
>>5929460
>>[C3] Jump through the Dohlban system and split your forces after hiring Guineo mercenaries. This will both mollify the Hutts as well as providing a diversion to draw the Bothans away from your operations at Krant. Though the forces committed against Void Station will almost certainly be lost, they will provide for a flawless insertion and likely a clean extraction as well.
welcome back QM
>>
>>5929460
>[B] Jump through Zygia. Though the retreat is unsure, it is the easiest approach, relatively quick, and doesn’t involve any dealings with the Hutts. It will give you a lot of time to plan with and get information out of General Tann, though may leave you vulnerable to Republic forces already in-system.

Happy to see this again!
>>
>>5929460
>>>[D2] Follow the Bothan Run through Lannik and Moonus Mandel down into the Krant system. Though whatever defense the Bothans are willing to throw at you will be more on alert, neither of the systems you’ll pass through are actively patrolled or defended by them, and shedding some of your pickets in the direction of Void Station may shake pursuit entirely, giving you the chance to arrive at Krant unopposed.
glad to see ya
>>
I was tempted to go with C3, but we left the republic due to corruption and dealings with the very same sort of scum.
>B]
Did we get any fleet upgrades/reinforcements?
>>
>>5929719
>Did we get any fleet upgrades/reinforcements?
Your task force was split up after the last thread, I'll post the composition of the task force for this campaign in the next update but it's smaller. Just one Lucrehulk, no Recusants, fewer Munificents, Wavecrests instead of Fantails.
>>
>>5929473
C2

>>5929611
C3

>>5929639
>>5929719
B

>>5929651
D2

I'll leave it overnight I guess. Updates should be pretty consistent this week.
>>
>>5929460
>[B] Jump through Zygia. Though the retreat is unsure, it is the easiest approach, relatively quick, and doesn’t involve any dealings with the Hutts. It will give you a lot of time to plan with and get information out of General Tann, though may leave you vulnerable to Republic forces already in-system.
>>
>>5929460
>>[C3] Jump through the Dohlban system and split your forces after hiring Guineo mercenaries. This will both mollify the Hutts as well as providing a diversion to draw the Bothans away from your operations at Krant. Though the forces committed against Void Station will almost certainly be lost, they will provide for a flawless insertion and likely a clean extraction as well.
>>
>>5929460
>>[C3] Jump through the Dohlban system and split your forces after hiring Guineo mercenaries. This will both mollify the Hutts as well as providing a diversion to draw the Bothans away from your operations at Krant. Though the forces committed against Void Station will almost certainly be lost, they will provide for a flawless insertion and likely a clean extraction as well.
>>
>>5929460
>>[D2] Follow the Bothan Run through Lannik and Moonus Mandel down into the Krant system. Though whatever defense the Bothans are willing to throw at you will be more on alert, neither of the systems you’ll pass through are actively patrolled or defended by them, and shedding some of your pickets in the direction of Void Station may shake pursuit entirely, giving you the chance to arrive at Krant unopposed.
We are so back bros.
>>
>>5929473
Pay the slug toll later.

>>5929611
>>5929890
>>5929940
Pay the slug toll now; thousands must die.

>>5929639
>>5929719
>>5929883
Give the Republic a hell of a scare without tipping off the Bothans. At least until it's time to leave.

>>5929651
>>5930048
Head straight into Bothan space from the least common approach, sending a diversion out to cover your tracks.

I was going to close it, but we're all tied up. I have to go out so I'll leave it till I get back.
>>
>>5930217

I’m >>5929473 but will switch to:

>[B] Jump through Zygia. Though the retreat is unsure, it is the easiest approach, relatively quick, and doesn’t involve any dealings with the Hutts. It will give you a lot of time to plan with and get information out of General Tann, though may leave you vulnerable to Republic forces already in-system.

To speed things along
>>
>>5929460
>[B] Jump through Zygia. Though the retreat is unsure, it is the easiest approach, relatively quick, and doesn’t involve any dealings with the Hutts. It will give you a lot of time to plan with and get information out of General Tann, though may leave you vulnerable to Republic forces already in-system.
>>
>>5930248
>>5930224
Voting is called for [B]. Sticking to your guns.

I haven't played Galactic Battlegrounds in probably 20 years so don't expect to be able to metagame this campaign.
>>
>>5930359
Don't worry, I can see the future so I can metagame regardless. Just Jedi Things.
>>
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“We jump through Zygia,” you inform the various members of the crew and the various droids in the ready room before taking your leave. You aren’t needed for planning the minutiae of the operation or the calculation of the hyperspace jumps. Your destination is the bridge, rather than your (spacious, even for the captain of a warship) quarters. You know that you’ll find no solace in sleep if you return to your quarters, and even less in meditation. It’s better to be on the bridge.

The hyperspace shutters drop while the route through Leritor and Zygia is still being calculated. You’re pleasantly surprised that the navigators were able to wrangle the navcomputers into bypassing the Leritor Ore Corridor and Manda Merchant Route without having stop in the mining world’s orbit, though based on the readouts you have sent to your console, you’ll still briefly stop in the Zygia system before jumping directly to Krant.

The jump to Zygia is quicker than even an uncontested jump from Masterra to Zygia by way of Leritor and Manda would usually be, and when Longest Haul and her escorts drop out of hyperspace above the financial center, its meager defenses scatter without firing a shot. That’s just as well, you didn’t want to have to shed unnecessary blood, especially after you decided not to make use of the Hutts’ mercenaries. It takes less than fifteen minutes to calculate the jump to Krant, though by the time your task force has jumped into Bothan Space (though the initial vector makes it appear like you’re heading into Hutt Space), the Republic Navy has certainly been alerted to the contact.

Krant Prime is a bloated, dim red star orbited by only three bodies, the blue-green ball that gives the system its name, its own dull brown moon, and a large asteroid in an orbit not much closer to the star than Krant itself. The moon, Aereen, is positively lousy with vessels with both Republic and Bothan Civil Defense Force signatures, though the vast majority are the former. Krant sits in the void of space with only satellites in its orbit proper, the Separatist base on its surface already in communications with your fleet.

The Republic forces already in the system don’t make a move when you arrive, being shielded from fire by the moon and separated by a considerable distance. Based on the handful of transmissions your pickets have picked up on, it seems as though the Republic is conducting both an assault as well as an evacuation of the moon. Likely against the preexisting Trade Federation emplacement which had been transformed into a listening post.

>(1/3)
>>
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You can’t be sure whether the Trade Federation leaving it in place or General Tann drawing attention to it was the greater blunder. The listening post is also contacting your fleet, its tone markedly more desperate and its priority higher, likely having mayday protocols unlocked thanks to the assault it finds itself under.

“This is Commander Plure Barron of Trade Federation Mining Outpost O-BKA-053!” A panicked Neimoidian, female by the higher, nasallier tone of her voice, stumbles through, “we are a simple listening post guarded only by basic battle droids, and cannot maintain our defenses against this Republic assault!” The room she’s in shakes violently enough for it to be audible, though it helps that the Neimoidian is scared into silence, if only momentarily, “this is a mayday to all Separatist ships in the sys- in the sector!” A cynical part of you notes that those are one in the same, she’s just trying to make it look like the transmission is a general call for assistance, rather than directed towards Longest Haul alone. “I repeat, mayday! We require immediate evacuation!”

One of the bridge techs takes the message on their own console while another lets General Tann’s play. It’s not actually General Tann, you’ve heard her voice, deep and confident, before, but some technician who’s been left in charge of the communiqué. “This is the Krant Research Station,” the technician is a male, human or close enough, and young, “we can begin evacuation protocols immediately, though we require some time before we can extract the assets. General Tann suggests arraying the fleet above the Research Station to provide cover. Any transports capable of landing being sent to the surface would greatly expedite the extraction. Krant Research Station out.”

It appears you have a dilemma before you, either evacuate the foolhardy Trade Federation personnel who chose to remain on Aereen even after General Tann led the Republic to their doorstep, or move to secure the mission objective and exfiltrate the Chiss general and the mysterious weapon she stole from the Republic before they can move in on your fleet. You could attempt to do both at once, but splitting your fleet would leave either half dangerously outnumbered by the Republic’s massed forces.

>(2/3)
>>
>[A] Relieve General Tann’s forces, evacuate her and whatever she’s so chaos-bent on protecting as soon as possible. Array the fleet in orbit around Krant and send down your C-9979 Landing Craft and what Diamond-class Medium Transports you can spare to hasten the process.

>[B] Rescue the listening post on Aereen. It will mean you spend longer in the Krant system and delay the evacuation of General Tann and her forces, but will weaken the position of the Republic in the system greatly. At least until they can reinforce from Manda or Bothawui.

>[C] Split your forces to both suppress the Republic’s fleet in-system and begin the evacuation of General Tann and her troops.

>>[C1] Split your forces, Longest Haul and the Diamond-class Medium Transports will, with some pickets for point-defense and early warning, evacuate Krant while the Munificents and the bulk of the Wavecrest-class Frigates disrupt the Republic’s operations on Aereen.

>>[C2] Split your forces, Longest Haul and the majority of the Wavecrests and pickets will move against the Republic fleet in orbit around Aereen while the Munificents and the rest of the Wavecrests and pickets screen the Diamonds evacuation the base on Krant.

>(3/3)

I know this looks tactical, but it won't stretch on for as long as thread 1's battle section did.
>>
>>5931633
>[A] Relieve General Tann’s forces, evacuate her and whatever she’s so chaos-bent on protecting as soon as possible. Array the fleet in orbit around Krant and send down your C-9979 Landing Craft and what Diamond-class Medium Transports you can spare to hasten the process.
We came here to rescue the General from enemy territory, and we shouldn't dally. It's a shame the Listening Outpost will be lost, but they really shouldn't have been here in the first place and aren't our responsibility, and endanger the mission should we attempt rescue.
>>
>>5931632
>[A] Relieve General Tann’s forces, evacuate her and whatever she’s so chaos-bent on protecting as soon as possible. Array the fleet in orbit around Krant and send down your C-9979 Landing Craft and what Diamond-class Medium Transports you can spare to hasten the process.

Tann is more valuable than a listening post
also glad to see this is back
>>
>>5931633
>[A]
is the priority, then we can followup with [B] if anyone is left.
>Send out comms to the Republic fleet once we've begun extraction already, calling them a bunch of space pussies and challenging any Jedi with them to a duel.
Hopefully they'll split their forces and lighten the bombardment of the listening post, buying more time for rescue.
Captcha: SMOG
>>
>>5931633
>[A] Relieve General Tann’s forces, evacuate her and whatever she’s so chaos-bent on protecting as soon as possible. Array the fleet in orbit around Krant and send down your C-9979 Landing Craft and what Diamond-class Medium Transports you can spare to hasten the process.
Time to save the chiss
>>
>>5931633
>>[B] Rescue the listening post on Aereen. It will mean you spend longer in the Krant system and delay the evacuation of General Tann and her forces, but will weaken the position of the Republic in the system greatly. At least until they can reinforce from Manda or Bothawui.
>>
>>5931736
>+1
>>
>>5931633

>[A] Relieve General Tann’s forces, evacuate her and whatever she’s so chaos-bent on protecting as soon as possible. Array the fleet in orbit around Krant and send down your C-9979 Landing Craft and what Diamond-class Medium Transports you can spare to hasten the process.

Sorry listening post goons, we’re here for a greater purpose
>>
>>5931633
>[A] Relieve General Tann’s forces, evacuate her and whatever she’s so chaos-bent on protecting as soon as possible. Array the fleet in orbit around Krant and send down your C-9979 Landing Craft and what Diamond-class Medium Transports you can spare to hasten the process.
>>
>>5931645
>>5931678
>>5931736
>>5931819
>>5932089
>>5932123
>>5932306
Leave the Listening Post to the mercy of the Republic, you have to think pragmatically here.

>>5931824
Assist the Listening Post first in an attempt to mitigate casualties.

Called, writing.
>>
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“We came here for General Tann,” you say after a short deliberation. The pilot droid at the console receiving the transmission from Aereen cuts the channel off, and one of the techs begins responding to the signal from Krant. “If the Republic wants to waste its time against a tactically insignificant target, let them, that just gives us more time to evacuate Krant.”

Deployment over Krant is rapid, even though it isn’t rushed. The Diamond-class transports already hovering around Longest Haul and C7797 cargo craft which quickly deploy from it dwarf the needle-thin Kolivex corvettes which nevertheless outgun them and serve as screens, all three classes shuffle into the atmosphere. The communications chatter quickly draws more OOM droids to serve to filter the messages to the techs.

Some of the corvettes peel out of the formation they arrived in the system to array themselves to the aft and sides of Longest Haul to serve as fighter screens. Half of the task force’s Wavecrest frigates spread into a thin line to cover the rear of the evacuation effort while the rest accompany the pair of Munificents that make up the rest of the fleet far to the sides of your Lucrehulk in anticipation of the Republic fleet’s eventual arrival.

Nearly half an hour passes before the research base contacts Longest Haul over a high-priority channel. The techs send the transmission to your console, where you hear the same human male as before, less rushed but no less nervous, “the sensitive materials will be ready in an hour, they require disassembly and careful packing, it can’t be trusted to the B1s.” That also disqualifies the B2s, meaning that it’s whatever workforce of humans, Skakoans, Givens, and whoever else has found themselves unfortunate enough to remain under Sev’rance Tann’s command at the end of her campaign. “Evacuation should be complete within four hours, well before the Republic is projected to be able to engage,” he continues.

You send the transmission back to the tech pit and cross your arms, thinking. The timetable is a lot longer than expected, and General Tann has yet to contact you herself. You almost regret not moving on the Republic fleet first, but knowing that it’s the Republic and not the BCDF conducting the operation against the listening post, and that it’s likely a Jedi General in charge give you confidence that the listening post’s personnel will be given fair conduct.

>(1/3)
>>
About two hours later, your expectation of mercy from the Republic is proven false. A ripple in the Force tells you that, likely after finishing their own evacuation effort, the Republic razed the listening post with its fleet's turbolasers. Not that the Force tells you the latter part, rather you guessed that and your suspicions were confirmed by a report from the OOM droid on sensors. Shortly after the orbital bombardment ends, that same droid reports that one of the Republic fleet’s Acclamators and two of its Carracks have jumped into hyperspace. Your immediate response to that is to send orders to the Munificents to open their long-range scanners in case those ships jump back into the system, while informing the evacuation force of the new development.

Shortly thereafter, a warning message from Prospering Niro, one of the Munificents, informs you that the Acclamator and Carracks have jumped from hyperspace, positioned as if they’re attempting to use the planet to shield themselves from your fleet. While it did little to shield them from your sensors (and would do even less to shield them from the research station’s), the curve of the planet does prevent either fleet from firing on the other. The research station’s sensors do inform you that the Acclamator began launching its complements of starfighters and ground forces as soon as it entered orbit over Krant.

Longest Haul begins launching its Vulture droids before the research station even sounds out a distress call with the same urgent priority as the listening post used when you first jumped into the system.

“General Tarrag,” Sev’rance Tann’s tone is nonchalant, despite the urgent nature of the transmission, “the Republic troops assaulting our combined forces are led by General Echuu Shen-Jon, a Jedi Master who has hounded me across the Galaxy. I believe he has a grudge against me, very unlike the teachings of the Order.” You listen, somewhat nonplussed. It’s unsurprising that some Jedi would stray from the tenants of the Order during wartime, but it’s somewhat strange to you that it’s already started happening. “It isn’t required, but your presence on the ground would be helpful in dealing with—” you take note of that choice of words, “Shen-Jon, but he is able to whip his men into quite a frenzy. He’s dangerous as well, a former student of Mace Windu, as I understand it.” The Chiss’ tone becomes more serious, almost bored, “either way, starfighter support and additional ground forces are needed to preserve the Decimators, and keep the evacuation on-schedule.”

>(2/3)
>>
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>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.

>[B] Deploy as many battle and Vulture droids as possible to Krant’s service to ward off the Jedi General while directing your corvettes even lower to provide direct ground support and anti-fighter operations near the ground. Stay on your flagship to better direct the fighting.

>[C] Deploy even more C9979s with Vulture droids and battle droids to speed up the evacuation, even if some of these ‘Decimators’ have to be destroyed rather than let the Republic get their hands back on them. Meanwhile, move your fleet to destroy the Acclamator and Carracks and cut General Shen-Jon off from the possibility of retreat.

>[D] Write-in (have a plan)
>>
>>5934041
Glad to see this game make a return!

>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.
>>
>>5934041
>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.

time to fight
>>
>>5934041

>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.

Let’s do what she asks
>>
>>5934041
>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.
I’m not letting another General escape.
>>
>>5934041
>>[B] Deploy as many battle and Vulture droids as possible to Krant’s service to ward off the Jedi General while directing your corvettes even lower to provide direct ground support and anti-fighter operations near the ground. Stay on your flagship to better direct the fighting.
>>
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>>5934108
The entire point of us being here is helping a general escape.
>>
>>5934041
>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.
>>
>[A]
Although if we had more forces I would say to swat Shen-Jon's taskforce out of the vac.
>>
>>5934041
>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.
>>
>>5934041
>>[B] Deploy as many battle and Vulture droids as possible to Krant’s service to ward off the Jedi General while directing your corvettes even lower to provide direct ground support and anti-fighter operations near the ground. Stay on your flagship to better direct the fighting.
>>
>>5934041
>>[A] Lead your droids on the planet yourself. As far as you can tell, General Tann is both confident in her abilities and force-sensitive, so for her to ask for your personal assistance means that it’s most likely needed.
Time to fight and finish this republicans
>>
>>5934069
>>5934071
>>5934104
>>5934108
>>5934189
>>5934200
>>5934217
>>5934530
>Boots on the ground

>>5934120
>>5934246
>CAS is the meta

Called, update may be out today, may be out tomorrow.
>>
Roger roger
>>
>>5939345
Roger roger
>>
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General Tann’s base is an old refinery complex expanded with prefabricated bases and gutted transports, with a flattened section of landscape in front of it serving as a landing zone in place of any sort of hangar. It’s there you land, having taken one of the C9979s down to the surface rather than a shuttle, both to keep the number of ships leaving orbit at a minimum now that the landing may be contested, and to arrive with the transport’s full complement. Between the landing and the extraction, most of Longest Haul’s available transports have been deployed, leaving the Lucrehulk as the only carrier in the fleet. Still, between its capacity and the corvettes screening the fleet, it should be more than enough to keep any Republic fighters away from your ships, given the composition of their own forces.

A pair of armored human soldiers salute you nervously when you step off the transport’s ramp and onto the surface of Krant with an MTT at your back. They hurriedly rush aside to allow your troop carriers to deploy before leading you into the refinery. General Tann’s command center isn’t far from the service entrance turned troop center you entered from, though evidently another one of the large spaces is where the base’s forces are deploying from, considering General Shen-Jon’s landing was to the northeast, while yours was directly to the base’s west.

“General Tarrag,” neither you nor General Tann salute when you come face to face in her command room, a large room that was probably the control room for the complex’s previous operations that’s been converted to look a lot like the ready room on your flagship, though a lot more open. “It’s good to finally meet you face to face,” the Chiss’s nearly undifferentiated red eyes look you over impassively, but you can tell she’s trying her best to get your measure. You’re doing the same, though your eyes linger on her lightsaber long enough to make it obvious that it’s caught your attention. The hilt is metallic, save for the black of the grip, and unornamented, the blade’s shroud barely flares out from the body of the hilt; the weapon’s sterile construction leads you to believe that she constructed it under Count Dooku’s watch, rather than picked it off the corpse of a defeated Jedi. Her species aside, Tann isn’t atypical for a higher-ranked Separatist officer, dressed in the slate gray tunic and darker gray pants, with an armored gorget around her neck and shoulders, and light gray boots and gloves that almost reach her elbows. Her shiny black hair is worn down, and her clear light blue skin makes her red-on-red eyes stand out even more. One of the corners of her mouth is turned up, as if this entire battle is a source of amusement for her.
>>
“Why is a Jedi General chasing you across the Galaxy?” You ask after bringing yourself up to speed on the situation on Krant. The Jedi and his forces are still a ways away from the compound, though they’re still rapidly approaching. You can’t imagine that the Council would assign a single Jedi that kind of mission this early in the war, especially not with a task force to back him up against her. Though you’ve heard of Echuu Shen-Jon, with him being one of Mace Windu’s former apprentices, you know nothing of the man besides that fact.

“I killed his apprentice on Geonosis,” the Chiss says so casually that you almost ask her to repeat herself, though you restrain yourself from doing so. You don’t manage to restrain the sharp turn of your head towards her. “He begged the boy to stop, fight me together, but the padawan was overeager, he underestimated me,” she smiles, her white teeth flashing against the dark blue of her lips, “I took advantage of the Jedi’s shock after that and made my escape. Geonosis was lost, after all.” You aren’t sure whether the Jedi Master’s reaction to losing his apprentice or your own is more correct. Perhaps if he had cut down General Tann in that moment it would have been better for the Republic, but would he have fallen? You’re certain you did not, but the situations weren’t the same, still, it gives you something to think about, after the battle. “He wasn’t my opponent Eredenn or Sarapin, but he’s been on my tail right since leaving the Core.”

“And why Krant?” Is your next question, really your last, given the Republic’s approaching army and the fact that it will explain to you why you’re in this particular dark corner of the Outer Rim.

Sev’rance Tann’s smirk disappears at that, “He wasn’t supposed to track me down here, I was going to replicate the Decimators right under the Republic’s nose. Then we would have pincered Manda and cut Rishi off. It wouldn’t matter how well defended Rishi is if reinforcements can’t get off of Kamino.”

“That won’t be happening,” you retort, “not anytime soon, at least. But if you can set up a factory for your ‘Decimators’ nearby, say on Hypori, they could be used against Farstine, or Rodia.”

“Or to connect the Neimoidian pockets, yes,” the General waves off your suggestions, “the possibilities occurred to me though I have yet to consider them. It’s a matter of getting the tanks off-world before we can replicate them.”

That piques your interest, and you raise an eyebrow, “That’s all the Decimators are? Tanks.”

>(2/4)
>>
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“In a manner of speaking,” Tann says, before changing the display on the holotable from the emerging battlefield into a depiction of the weapon her entire campaign had been fought over. It’s a strange-looking vehicle, larger than you would have guessed at a glance, elements of its design betraying the fact that it was engineered by neither the Republic nor the Separatists. “Wookiee engineers designed it,” General Tann says as part of her explanation, which surprises you. Not that the Wookiees aren’t on a level of technical parity with the rest of the Galaxy, just that the Decimator doesn’t seem like the type of weapon they would develop. She goes on to explain that the red orb at the center of the tank is essentially a miniaturized superlaser (which seems like an oxymoron, but you’re not a technician so you won’t question it), and that the cylindrical structures at its front are outpowered shield generators. The Chiss general’s overview of the vehicle ends with her explaining that they are extremely power-hungry, with the bulk of their mass consisting of a reactor and batteries, though the rear of the superstructure contains (cramped) space for ten troops.

After the improvised lecture, General Tann tunes the holotable back into the battle, where you can see a large number of Clones have managed to reach the outskirts of the old mining complex, their LAAT dropships being used to cover their positions. Unfortunately for your droids, it seems like the base’s garrison is lacking in artillery, the base’s static defenses aside, and the only heavier droids present are more geared towards offense than defense, such as Spider Droids and Persuader Droid Tanks, with the only MTTs and AATs available being the ones you arrived with. From initial engagement reports, General Shen-Jon isn’t leading his troops, which, according to General Tann, is unusual.

“He’s probably sneaking through the hills to take me out,” your fellow Separatist says with a sneer, “maybe I should just stay here, or,” that smirk from earlier comes back, “I could go out there and capture his new apprentice. She’ll probably be in the last wave.”

“New apprentice?” You ask, momentarily distracted from the plans you’re already going through in your head. It’s strange that a Jedi, even a Master, would be allowed to take a new Padawan so soon after losing their first.

“The last one’s sister, she lost her master at Geonosis too,” she chuckles, causing you to narrow your eyes, “probably the Jedi trying to get them both to overcome their grief.”
>>
While you still don’t like how General Tann talks about cutting down Jedi, the fact that Master Windu’s former apprentice would be assigned his Padawan’s sibling, who, if she was so deeply affected by his death, had some sort of relationship with him, sits even less well with you. It’s troubling, hearing about the hypocrisy of the Order even here, and furthers the niggling feeling you have that there is some element of revenge in the Jedi’s dogged pursuit of General Tann.

>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.

>[B] Remain in the command center while General Tann goes out to lead the droids, though convince her not to capture the Padawan and instead conduct the battle normally. You’ll stay behind and confront the Jedi Master when he arrives.

>[C] Convince General Tann to remain behind with your droidekas, and a handful of B2s. You’ll crush the Republic in the field while she deals with the Jedi General, giving you the breathing room you need to evacuate Krant.

>[D] Convince General Tann to remain behind and command the fighting from here, you can confront the Jedi General together and make sure that he can’t make this entire campaign a waste for the Confederacy.
>>
>>5940551
>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.

Our goal is to rescue Tann and get out of here with those Decimators. Taking to the field. We should stay close to her to make sure Shen Jon doesn’t get a hold of her, and the sooner we wipe out that clone force the sooner we can evacuate with the Decimators.
>>
>>5940551
>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.

Seems like a good idea to stay with her since she is the jedis target.
>>
>>5940551
>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.
>>
>>5940551
>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.
>>
>>5940551
>[D]
No Jet-Eyes, No Problems
>>
>>5940551
>>[D] Convince General Tann to remain behind and command the fighting from here, you can confront the Jedi General together and make sure that he can’t make this entire campaign a waste for the Confederacy.
>>
>>5940551
>>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.
Decisive counter attack, now. The jedi general will be forced to move out, and we can end him when the clones and apprentice are done for.
>>
>>5940551

>[A] Accompany General Tann to take command of the droids fighting the newly-arrived Clone Troopers while she goes to the front to capture the Padawan Commander.

I also support a decisive offensive
>>
>>5940602
>>5940622
>>5940790
>>5940804
>>5941300
>>5941334
Give the Jedi free reign of the base and the sensitive materials therein.

>>5940835
>>5940965
Deal with the Jedi first before moving onto the Clones.
>>
I have a feeling that General Tann isn't the best tactician out there.
>>
>>5942696
Probably not a good strategist. Whether she's a good tactician remains to be seen.
>>
>>5942696
Theoretically her plan might have worked, she just underestimated Shen-John and his vengeance-boner for her.
>>
Sorry for the wait guys, update possibly tonight, probably tomorrow night.
>>
>>5945809
Cool, take your time.
>>
SMDH, we're fr*cked. Cease taking your time, our dear QM.
>>
Sorry, something just flipped a switch in my head and I just hate Star Wars so goddamn much right now that I can't maintain my interest enough to write more than a paragraph at a time, but I'll try to force myself to do it. Honestly I have no idea what did it, but something finally got it to sink in about the absolute scope of what's been done to the IP and how it's somehow going to get even worse and it's just extremely demoralizing. Krant was meant to be a shorter action but between that and having less time than I thought I would it's really just wrung me dry, sorry again.
>>
>>5951811
Lol, Your good my man. Ya modern Star wars is BAD.
>>
>>5951811

No worries, QM - I enjoyed this quest
>>
>>5951811
lmao was it the release of the 50gb classic collection?
>>
>>5951811
Dont sweat it QM the quest has been fun
>>
>>5951811
This is why everything after Lucas sold the IP literally does not exist in my head.
>>
>>5951811
I am simple man: I love the Legacy (Krayt Era) comics, Jedi/Dark Forces games, Cal Kestis stuff, Clone Wars comics & 2003 show, Bounty Hunter & Dark Horse comics, Empire Strikes Back, Darth Plagueis novel, Bane Trilogy, Thrawn Trilogy, OG BF 1 + 2, & KOTOR 1 + 2. Something amongst those should be able to rekindle your interest my good man, but if not simply take a break & come back to Qsting later.
>>
>>5951811
I get that, it happens with me whenever i encounter the new Disney shit. Like anon above said the og stuff really helps get back into the mood.
>>
>>5951841
>lmao was it the release of the 50gb classic collection?
I didn't know it was that big. How the fuck did they manage that?

>>5951857
>This is why everything after Lucas sold the IP literally does not exist in my head
I think you mean after 2008. Besides Darth Plagueis and Legacy: War/Volume 2. Maybe parts of TOR, even if it's become complete dreck I can't deny that I'm probably one of the last accounts with an original security key.

>>5951831
>>5951848
Don't use the past tense just yet. I want to finish this thread at least and either kill or save Sev'rance.

>>5951928
>>5951922
>>5951825
I've read/played all of those more than once. Except for Fallen Order (I played it once then uninstalled it because you can't skip cutscenes in NG+, who the fuck thought that was a good idea?) and Survivor (it's not cracked yet. Maybe if I find something I haven't read/it's been a while since I read it would help, but once this thread's over I doubt there will be another thread at least until the summer, sorry.
Also check out the KOTOR comics with Zayne Carrick, they're really good and if you've read Dark Times, Legacy, and Rebellion (I think, it might just be Empire), they have the first part of Vector in them. The Vong comic is also good, but it ended on a cliffhanger, sadly.
>>
>>5951949
I thought Lucas sold in the early double digits, actually. I thought a couple years after the force unleashed 2. I guess my brain is just hard rebelling against memory to preserve it for me kek
>>
>>5951960
He sold in 2012 and the sale went through in 2014. 2008 was something else. TFU2 was 2010, one of those late PS3 games that was so intensive on the system that it had to be 4 hours long.
>>
>>5951965
Damn. TFU2 was the last good thing I got outta Lucasarts then. I will never forgive them for this. They took my childhood from me. The only option is to produce better media than their nu-slop bullshit. Fuck em. The pricks.

I still remember the debates about powerscaling and all the cringy shit. "He pulled a star destroyer out of orbit!" "no it was IN orbit and gravity was helping him, it wasn't a big deal" "Dude the fucking thing LURCHED when he pulled it down that thing was still moving fast and fucking heavy!". Fuckin loved those days.
>>
>>5951949
AI upscaled textures. no optimization. Online is completely broken (actually broken as you lose connection or crash after 5min mark), one of the major points to the 35$ price tag.
>>
>>5951949
>Maybe parts of TOR, even if it's become complete dreck I can't deny that I'm probably one of the last accounts with an original security key.

Respect to you QM, Personally I ignore everything past the rise of the hutt cartel expansion story wise even if I had good times playing it. I still wish they had just given us galatic war related expansions.

>Don't use the past tense just yet. I want to finish this thread at least and either kill or save Sev'rance.

We will save the blue dommy mommy!
>>
>>5952008
>We will save the blue dommy mommy!
Inshallah
>>
>>5951949
Ah, Well atleast your honest with us boss, thanks for the information. I'll look forward to summer.

Stay safe tho if ya never come back to run.
>>
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>>5951811
>>
The Acolyte trailer and what they did to Battlefront really just sucked the wind out of my sails, I'm sorry. I'll come back to this at some point but I think it will take a lot to get me back into Star Wars at all. George Lucas confirming that he's been sabotaging Disney on purpose was kind of funny, at least.

I'll be back in a couple of weeks for April Fools', probably do a one-shot of something else before summer.
>>
>>5958055
Right on boss.
>>
>>5958055
see ya around
>>
>>5958055
Don't forget to archive the thread
>>
Thanks for sticking around guys, again, sorry to end the thread like this. But trying to engage with this franchise is just nonstop ass rape.

>>5958147
Thanks for the reminder.
>>
>>5958169
Understandable



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