Imperial Knights Missions

Status
Not open for further replies.

BLADE

The Daywalker... SUCKA
SWRP Writer
Joined
Dec 28, 2011
Messages
6,905
Reaction score
233
Like all other factions, Imperial Knights participate in missions. The Knights do however, congruent with their status as the smallest major faction and with their total war ethos, place a unique emphasis on these missions as being strategically linked and devoted to the furthering of of the faction's ultimate aims and goals, which are as follows:

1. To drive the Sith from power.
2. To neutralize the Sith-Chiss axis which threatens galactic peace and stability
3. To neutralize and put in place future safeguards against the resurgency of the Dark Side.

To that end, members should keep in mind these goals as well as the methods and temperament of the faction.

There are several types of missions:



  1. Regular missions: the bread-and-butter of what we do. These missions are self-contained in terms of objectives and can run the gamut from the serious to the silly. We encourage the creativity and participation of all our members, so hit us up with ideas, no matter how left-field. Social/silly missions are also acceptable. We expect and will encourage OOC team-building as we expect a team mentality both ICly and OOCly. Make friends!

  2. Serial missions: If an objective is ambitious, it may be divvied up into its component parts and made into various missions.

  3. Training missions: While the development of IC and OOC skills is expected for all missions, lower-stakes training missions will be provided for IK members.

  4. Quests: I already have a few in mind, and the Leadership will generate more, but personal arcs and other Epic drama should go here. As always, all are welcome to pitch ideas.

  5. Dual-Faction missions: Missions in cooperation with other factions. Self-explanatory.

  6. Bounties/Hit Lists: ICly, if a retinue is unable to clear up a loose end, or needs credits, or has any other IC reason for mandating the killing of a PC or NPC, they should send a ciphered message unto our Comm system. Whichever team or operative signs up first or has the most compelling battle plan for taking out these characters will get the right of first refusal.

  7. Legacies Quests: Related to the main storyline that the admins are cooking up. Stay tuned, kids.


While all are encouraged to submit mission ideas, the ultimate go-ahead on missions is up to the Leadership and to the Retinue leaders. Either can approve missions (though for Retinue leaders, this obviously applies only to their own retinues and that which they are coordinating with.)

OOCly, I cannot stress this enough, keep the Leadership and the senior members and the other Retinue leaders in the loop. I want us to be tight-knit, always talking and well aware of plans, storylines, etc. ICly we won't have much communication, but OOCly we need to be organized. This will make for better RPing and will make us more competitive as something which has dogged the Knights over and over again has been an information bottleneck at the leadership level and a lack of communication.

Not. On. My. Watch.

Missions are color-coded to differentiate between statuses. Normal colored text indicates no activity. Green missions indicate that quest takers have signed up for the mission but it still has open slots. Yellow missions are missions whose slots are filled and under progress. Red missions indicate completed or ended missions.

The Retinue leaders and/or an assigned participant in each mission is expected to write up a concise but detailed mission summary at the completion of each mission and submit it to the Leadership so we can keep track of our relative progress. Input as to the relative success of each mission (ICly) and a rating of each mission in terms of fun (OOCly so we can calibrate future missions, since fun is paramount at the end of the day) are also expected. I want to stress the linked status of missions and how one naturally builds on the other, so this will help us keep track of our progress as a faction as well as keep progress on other innovations like the Diplomatic Ledger (where we measure our progress on relations with other factions.)

To participate in a mission, fill out the following template:

Mission Name:
Participant:
Current Rank:
Teammate(s): if available or applicable

If you have an idea for a mission, submit the application in the following template to your retinue leader or any of the leadership.
Mission Name
Description:
Location:
Goal:
Slots:
NPCer:
Suggested Skills:
OOC Notes:
 
Last edited by a moderator:

BLADE

The Daywalker... SUCKA
SWRP Writer
Joined
Dec 28, 2011
Messages
6,905
Reaction score
233
Regular Missions

Let's Get Away From It All
Description: A coterie of rich twits from both GA and Imperial Space have just christened their new gaudy and unnecessarily large space yacht and chartered it on a cruise. The Jewel is a sleek catamaran corvette measuring several hundred meters and carrying a few hundred passengers with a few dozen security guards and some droids as their security protocols. The recent developments in the region including the Battle of Tanaab have made the region relatively militarized and thus made security within the ship lax. Several billion credits as well as fungible jewelry and other highly desirable goods are on the ship.
Location: Umbaran Space
Goal: Neutralize security and the comm systems on The Jewel. Relieve the passengers of as much money as possible. Stealth, speed and coordination are key here. The GA presence in the region is largely salutary to our goals, but the local Umbaran government is known for its paranoia. Tread carefully.
Slots: One Retinue
Suggested Skills: Stealth, thievery, combat, electronics
OOC Notes:

Forging Ahead
Description: An old legend has been found living on Nimban as a quiet grandfather and family man. Soru Dax, a legendary counterfeiter and intelligence jack of all trades whose specialty and skill with forging identities made him a millionaire many times over has been trying to make a quiet living on Nimban. Dax has no political loyalties, answers to no discernible conscience (except insofar as regards his families), and has no more need for lucre. He is however, quite impressed by those who can do him favors. Knights should use any methods possible to win his favor and set up a relationship with him; not only will he be able to supply the Knights with identities that will facilitate egress and ingress into Imperial Space, but he himself knows of many knew and underground counterfeiters and forgers that even the great Ubiqtorate apparatus has been unable to ferret out.
Location: Nimban
Goal: We have learned that Dax has been feeling threatened and squeezed by local crime grandees. Luckily they are not Hutts so neutralizing them will not jeopardize prior arrangements to travel in Hutt Space. Knights should be cautious and exercise discretion of course, and seek to aid Dax in throwing off the Hutt yoke without compromising his family. That seems to be the only thing he values.
Slots: At least one Retinue
Suggested Skills: Stealth, diplomacy, slicing, combat
NPCer:
OOC Notes:

Crashing the Party
Description:A Grand Ball has been called on one of the minor planets in the Vicondor System. The Ball has been organized by Lellus Thal, a man known for his kindness and generosity and rather popular in the system. There is even talk of the man being in line to be a Moff. We have no evidence that he is an imperial collaborator which makes him the perfect target for this mission.
Location: Aquila, minor planet in Vicondor System
Goal: Kill Thal and his guests. Sith garb and weaponry is to be used. One part of the team will massacre Thal and his guests whilst the other will neutralize communications; this should not be difficult. Thal's mansion has only one (admittedly powerful) comm-array and he is generally a throwback of a man, preferring to avoid technology and to cultivate an image of bygone times. Once the massacre is complete, video of the massacre as well as damning evidence implicating Thal in the laundering of Imperial funds towards some popular goal (the outlying planets in Vicondor are relatively poor and this population is considered part of Thal's political base) is to be broadcast on the Holonet for Imperial and GA consumption.
Slots: One retinue
Suggested Skills: Electronics (transmissions), combat, stealth

Mint Condition
Description: We have procured GA ID forms and some (possibly outdated) schematics andInfiltrate the Local GA Mint and steal their proprietary credit printing technology.
Location: Cato Neimoidia
Goal: Steal the forms. Implicate some other faction. Minimize casualties if at all possible; the GA is a future possible ally.
Slots: A retinue.
Suggested Skills: Stealth, thievery, piloting (for egress and ingress)
NPCer:
OOC Notes:

Panis et Circensis
Description: A grand tournament! We have word that a Sith Master and local spymaster will be attending. The winner of said tournament (as well as his team) could get close enough to him to achieve a great deal...
Location: Toydaria
Goal: Assassinate the Sith Master
Slots: One retinue
Suggested Skills: At least one member with gladiatorial skills
NPCer:
OOC Notes:

To The Races We Will Go!

Description: The Galactic Smuggling Guild, an intra-galactic concern of the galaxy's organized ne'er do-wells and scoundrels is hosting its annual Geonosis Circuit race, which covers both an atmospheric circuit around Geonosis and an extra-atmospheric one around the star system. The winner of the race is granted entry into the Guild as well as the prize money of several tens of thousands of credits and an exotic hyperdrive (Class .4) All would obviously be great assets to our organization.
Location: Geonosis
Goal: Win the race for the pilot. For the others? Make sure he or she survives. The Geonosis Circuit is known to be treacherous.
Slots: One retinue.
Suggested Skills: Piloting, counter-traps, escape artistry
NPCer:
OOC Notes:

Where Do They Get Those Wonderful Toys?
Description: A long-lost cache of IK weaponry, known only to a few select IK has been rediscovered on Adumar. Sith resistance is expected to be minimal and contingent on the Forces usually there.
Location: Adumar
Goal: Retrieve the weaponry and destroy the cache and any traces of IK existence there. Utilize discretion.
Slots: One Retinue
Suggested Skills: Infiltration, stealth, retrieval
NPCer:
OOC Notes:

Strange Bedfellows
Description: Hotum Su'lach, an old friend of one of our Knights from the time said Knight spent in Bothan space under an alias (not that Bothans mind of course; standard protocol amidst even friends) has contacted said Knight with concerns about a potential Sith plot to overthrow the Bothan government and replace it with a puppet regime.
Location: Bothawui
Goal: Ferret out the conspirators and eliminate the conspiracy; curry favor with the Bothans without revealing undue information. The Bothans are known for being quite generous to those who aid them...
Slots: One retinue
Suggested Skills:
NPCer:
OOC Notes: If possible, the Leadership and I will try to get in contact with our counterparts at Sith, Inc (DOW Ticker: EVIL) to make this a PC vs PC event/skirmish. Stay tuned, kids!

Ship of Fools
Description: A tanker full of industrial saber crystals is traversing through the Azure region. Security is minimal and we have forged some passes.
Location: Azure system
Goal: Destroy the ship and if possible ascertain region of crystal foundries; this would be a source of Sith strategic strength.
Slots: One retinue
Suggested Skills: Infiltration, stealth, combat, demolitions
NPCer:
OOC Notes:

The Most Dangerous Game
Description: We have received word that a [REDACTED] officer with information regarding the operations which destroyed the Imperial Knights base at Seoul V and a claque of his have scheduled a "sporting event" in the Pan moon of the Felucia System. Said sporting event will involve the hunting of several sentient humanoids, including Wookiees, Trandoshans and Barabels. The officer is a throwback and will not be using modern communications systems. However, as contingent with [REDACTED] protocol (they are paranoid and rightfully so) a comm droid will be monitoring planetary transmissions. As such, we will also not have the benefit of communications.
Location:Pan, Felucia System
Goal: Hunt down the Officer. Kill the others. If possible free and recruit the humanoids, but this is not a mission priority.
Slots: One retinue
Suggested Skills: Stealth, tracking, combat
NPCer:
OOC Notes:

Collective Defense
Description: We have received word of a GA traitor on Coruscant. Force bless the seamy underside of our haunts; truly there is never a place for better (and more accurate) intelligence chatter than the seediest and dingiest bars and cantinas.
Location: Coruscant
Goal: Hunt down the traitor. Interrogate him before extraditing to the GA under a false faction banner. Establish good relations with the GA authorities and Jedi you happen to meet; we wish to lay the groundwork for an alliance in the future, which will be most conducive to our goals.
Slots:
Suggested Skills: Counter-intelligence, espionage, stealth, diplomacy
NPCer:
OOC Notes: The Leadership and I will be trying to work with our counterparts at Jedi High Command to get some Jedi PCs in here. This is not a dual-factional mission since it is likely ICly that there will be some working at odds between the two groups (but nothing inimical of course) but it is a good start for a future alliance down the road.

Spy vs Spy
Description: While our discretion has made the Sith complacent and has perhaps even assuaged them that the Imperial Knights are done as a faction, we may not base our own calculus on a similar complacency. To that end, we intend to ferret out how much the Sith know.
Location:Nal Hutta
Goal: There are other terrorist groups besides us (and those which we assume the identity of to misdirect our enemies.) Some are separatist groups predating even the Sith usurpation. Leak information regarding one of these sacrificial lambs to the Ubiqtorate as well as misleading ciphers and information regarding one of our own "groups."
Slots: One retinue
Suggested Skills: Counter-espionage, stealth, slicing, coordination
NPCer:
OOC Notes: To keep with this theme, I will be trying to get some Sith intelligence people into the action here to keep this intriguing and interesting.

The Friend of My Enemy
Description: While the Chiss were behind the attack on Seoul V, we cannot truly blame them for their geopolitical calculations with regards to the Sith; perhaps when the war is over, just punishment can be meted out to all of us which have committed crimes in name of the Greater Good, but for now we must be shrewd and prepossessing of a cooler nature. To that end, we have received word that some Anti-Sith local grandees in the Chiss Ascendancy have been targeted by elimination by the Empire.
Location:
Goal: Prevent the assassination of these Chiss. They are important enough that a relatively public rescue will prevent the Sith from trying to assassinate them and inflame relations with the Chiss. Maintain discretion and establish a working relationship with these Chiss. We should be looking to liberate the Chiss from their Sith yoke.
Slots:
Suggested Skills:
NPCer:
OOC Notes: Again, not dual-factional as there's no strict cooperation or coordination here, but I will be speaking to some Chiss players about getting into this mission. The NPCer will be a neutral third party.

Going Once
Description: To prevent the Sith from tracking us more readily, we require all retinues to come up with credit and money laundering schemes (where trails are inevitable) to account for their funding. To that end, we intend to have some "legitimate" sources of lucre. One of these is an unassuming ship refueling depot in Tatooine. Local Hutt upstarts are bidding on them too. Auctions on Tatooine are contentious affairs.
Location:Tatooine
Goal: Eliminate the competition without inflaming the wrath of the local Hutt overlord. These Hutts we are competing against are upstarts but the Slugs are known for some species solidarity.
Slots:
Suggested Skills: Negotiation, combat, stealth
NPCer: Up to one retinue
OOC Notes:

Dark Knowledge
Description: We have sensed out a small cache of Sith holocrons near the Rhen Var system.
Location:Rhen Var
Goal: Seek out and destroy the holocrons. Learn what you can about Sith history and weaknesses.
Slots: One retinue
Suggested Skills: Infiltration, archaeology, escape artistry, combat
NPCer:
OOC Notes: Again, not dual-factional as there's no strict cooperation or coordination here, but I will be speaking to some Sith players about making this sort of a race/quest kind of thing. No PvP at the moment, but stay tuned.


Stagecoach

Description: We have been able to approach a galactic gang, The Concern, in regards to having some retinues run guns for them. This gang controls the firearm trade in the Corellian sectors and several subsectors even leading unto and past old imperial trade. The profit derived from the protection and running of these weapons reaches into the tens of billions of credits. Were we able to gain entry into the business, this would be another revenue stream for the Knights and a much needed one at that.
Location: Hecatum, several parsecs eastward of Ruusan
Goal: We have been contracted on a provisory basis to prove ourselves as gun-runners by protecting one of the shipments of blaster carbines and ammunition running out from Hecatum (a city-world) down into its underground mines where the government is suppressing a local rebellion. Residents here are surly and well-armed and much ballyhooed local brigands have been able to hold up the mag-trains carrying said shipments several times. Not on our watch. Succeed and establish good relations with both the local government and The Concern. GA Authorities, corrupt and parochial in equal measure, should be no trouble.
Slots:One Retinue
NPCer:
Suggested Skills: Combat, Maneuver, Protection, Communication
OOC Notes:

Healing Hands
Description: A famous physician and surgeon for a local NGO, Sera al-Tarr, a Cerean, is being blackmailed by the Imperium. Her bond-family is being held hostage on the planet of Gizer.
Location: Gizer
Goal: Rescue Tarr's family and liberate her from Imperium rule. As a secondary objective, she serves many Moffs and minor grandees of the Imperium. If possible we may kill many in one strike. Recruit Tarr into the Knights (without revealing to her who the Knights are yet.) We have a feeling her rough treatment at the hands of the Sith will lead to her being a useful medic and organizer for our medical safe houses throughout the galaxy.
Slots: One Retinue
NPCer:
Suggested Skills: Rescue, Infiltration, Combat, Stealth
OOC Notes:

Easy Come, Easy Go
Description: Talsa the Hutt is the Leader of the Grand Hutt Council and perhaps aside from the Usurpress Andraste the most powerful female in the galaxy. She is an unsentimental slug, but is quite fond of her son Dusa. Dusa is not the brightest mollusk of them all however, and has a gambling habit.
Location: Mandalore
Goal: Frame the Sith for bilking Dusa out of his money and provide protection for him against Sith/Imperial loan sharks with which he has gotten in trouble. This will curry favor with Talsa.
Slots: One Retinue
NPCer:
Suggested Skills: Stealth, Manipulation, Combat
OOC Notes: This might be another one where we might have the Sith have at least a cameo or something.

Location, Location, Location
Description: Intelligence agencies have an unspoken camaraderie and way of doing things. One of these is in regards to the establishment of safe houses. Agencies usually buy the properties from neutral third parties which compile the best properties for the job and then promptly exercise discretion by wiping out their lists after completing the transaction. These property middlemen have had a great deal of success during the Cold (and not Hot) War years, and one of them is Mellus Cicer.
Location: Duro
Goal: Discredit Mellus Cicer. Plant incriminating financial evidence in the mainframe at his penthouse suite. The penthouse is heavily guarded by guards with elite Mandalorian and Echani training, so tread carefully. Once he is discredited, swoop in and buy out his properties on the cheap before wiping out his mainframe. We will need many safehouses for our campaign against the Sith.
Slots: One retinue
NPCer:
Suggested Skills: Finance, Combat, Infiltration, Stealth, Slicing
OOC Notes:

Death on Tap
Description:Poison is not the usual method of the Imperial Knights. Which is why this mission will be perfect for us. The Imperium is only belatedly upgrading the water supply of one of its barracks worlds on Yinchorr. While the barracks themselves are relatively well protected the water-processing plants which process the heavily polluted water of Yinchorr are more lightly guarded.
Location: Yinchorr
Goal: Poison the waters of Yinchorr
Slots: One retinue
NPCer:
Suggested Skills: Infiltration, stealth, combat
OOC Notes:

Some Assembly Required
Description: We must give the Sith credit for their industrial policies. The previously uninhabitable tropical hellscape of Drongar has now become a mostly uninhabitable industrial hellscape. Here, some Sith weapons R&D but mostly small-arms and light-arms manufacturing takes place. This facility supplies a great deal of Sith arms and weaponry and sabotage here would be very detrimental to Sith goals. We have also had word that a local Moff plans to make an inspection.
Location:Drongar
Goal: Given the nature of Drongar, and the automation of the facility, even with the Moff's presence, the resistance we will find is likely to be relatively minimal. Even so, the Moff himself is not a target. Rather we will attack him as a feint to free us to sabotage the facility in two manners:
A.) One of our slicers will plant a worm in the plant to cause self-destruction at the moment we see fit.
B.) In the meantime, we will introduce alloy and weapons impurities into the blasters and armors that will make them useless for combat. One of these impurities would be the introduction of trace amounts of magnesium into stormtrooper armor, which will make them very very vulnerable to even weak shrapnel and prone to combustion. This is an old design vulnerability in the stormtrooper armor which, as this Imperial Knight recalls, many bureaucrats from the Old Empire ended up suppressing. Force bless the paper-pushers!
Slots: At least one Retinue
NPCer:
Suggested Skills: Infiltration, Sabotage, Combat, Slicing
OOC Notes:

Bullets (Really Bombs) Over Bastion
Description: One of the political rationales of continued Sith rule in Bastion has been that they have been able to provide safety and order. That rationale is a hollow one, as we intend to show.
Location: Bastion
Goal: A school fair in one of the wealthier Bastion districts is being held. Security is relatively lax as the Sith are trying to put a happy face on their occupation. Plant and detonate a bomb. Escape and provide a propaganda video. Any of the drivel terrorist groups we've made up are fine; the rationale is simply to shake the idea of security and introduce chaos. Many children and innocents will die; this is regrettable but an acceptable and necessary measure of war.
Slots:
NPCer: One Retinue
Suggested Skills: Infiltration, Stealth, Demolitions
OOC Notes:

Mir on Fire
Description: The Sith Space station Mir, relatively equidistant from Yinchorr to Dorin is an outdated workhorse which provides strategic refueling and refitting to many Imperial vessels. It is also a retrofitted shipyard. Even so, security there is relatively lax as recent Sith movements on the front with the GA have pushed resources in front of it. A few Star Destroyers are docked at the station, but their combat contingents are on leave in combat training.
Location: Yinchorr-Dorin hyperlane
Goal: Overload the reactor and destroy Mir.
Slots: One retinue
NPCer:
Suggested Skills: Infiltration, Sabotage, Slicing, Demolitions
OOC Notes:

Welcome to the Jungle
Description: Several Wookiee clans have grown alarmed by Dark Side mutations and other monstrosities coming out of the dense under-canopy of Kashyyyk's jungles. Perhaps we can come to their aid.
Location:Kashyyyk
Goal: A apostate Sith Master is hiding in the under-jungles of Kashyyyk's impossibly dense canopy. Hunt him down and kill him. Use this to curry favor with the Wookiees who are faithful and steadfast and would be allies.
Slots:
NPCer: One retinue
Suggested Skills: Survival, Tracking, Combat, Forestry
OOC Notes:

For a Fistful of Credits
Description: On the planet Rodia an old Imperial support member gone to ground is trying to retire peacefully. A masterful quartermaster, logistician and repairs and outfitting specialist. With his mastery he could help us set up repair safehouses and equipment depots and dumps. Unfortunately, he has been Shanghaied into service by a local clan in one of the planet's interminable internecine struggles.
Location: Rodia
Goal: Free him. Use all methods necessary. It may be possible to play off the struggles of the clans.
Slots: HIGHCOM 2
NPCer:
Suggested Skills: Diplomacy, Infiltration, Combat, Politics
OOC Notes:


Line of Succession
Description: We have received evidence that important pieces of Imperial Knights history and information that might prove useful in the war are hidden on the planet of Tribute, located in the Drexel Sector. The key to this information would be the aid of the local government as Tribute is an atavistic society which rejects technology and enforces this dictum on outsiders; no advanced technology is allowed outside their starport. Worse yet, the planet is deprived of a rightful king since the murder of the Good King Oeric many years ago. Republic arbitrate has done little except maintain a status quo of a Steward's Council of Lords, which more often than not schemes against itself. In this backdrop we have heard stories of a bastard which it is whispered has a legitimate claim to the throne. Said claim is said to be guarded by the forces of some of the Lord Stewards.
Location: Tribute
Goal: Infiltrate the keep of the Lord Stewards and steal the claim and information. Avert war in Tribute. We do not wish to distract Republic resources here. No technology is to be used.
Slots:
NPCer:
Suggested Skills: Survival, Tracking, Infiltration, History, Chivalry
OOC Notes:

Your Call Has Been Dropped
Description: While HUMINT is a priority, we should start to take advantage of SIGINT opportunities. While it is obviously too early to start infiltrating deep Imperial facilities, we are aware of some border facilities which receive a fair amount of chatter.
Location: Rago, Dorin, Raxus, Roche, Cartao
Goal: Infiltrate these facilities and plant our listening devices.
Slots: One retinue
NPCer:
Suggested Skills:Stealth, Infiltration, Slicing
OOC Notes:

The Dirty *Insert Your Number Here*
Description: The Hutt's neutrality in the current galactic conflict may be coming to an end. Or at least the first part of that plan may be in motion. Mendiccas the Hutt has been meeting with Sith agents to discuss bringing his force into war with the rest of the Hutt Council and to force the Hutts into a covenant with the Sith. The other Hutts have not taken kindly to this and are amassing an invasion fleet. Luckily it seems much of the hard work is done for us!
Location: Nar Kaaga
Goal: Infiltrate the Hutt's chateau and destroy his central communications system. This will cripple his response capabilities to the imminent invasion, guaranteeing the victory of the status quo forces. If possible, steal his gold. We have been made aware that the Hutt has collected several pieces of priceless Imperial jewelry. They are of course not priceless and would fetch quite a price on the black market.
Slots: One Retinue
NPCer:
Suggested Skills: Combat, Combined Arms, Slicing, Stealth, Infiltration

More Flies With Honey
Description:An Imperial Grandee has been targeted for death by a local crime ring.
Location: Dantooine
Goal: Stop the assassins. Gain credit with the local imperial forces. It may be possible to leverage this later on into greater access to the Sith and thus to our goals.
Slots: One retinue
NPCer:
Suggested Skills: Slicing, Aliases, Combat, Protection
OOC Notes:

Operation: Tomahawk
Description: Through the mountains of Corellia runs a train. This train is mostly used by smugglers who smuggle wares for the Sith. These wares include old Sith artefacts, holocrons and special Force crystals. There may be some Sith onboard the train to oversee the transport, so don’t let your guard down. Be vigilante and beware.
Location: The Nomad Mountains, Corellia.
Goal: Rob the train. Kill everyone on board. Destroy the cargo.
Slots: Guns of Jericho
Suggested skills: Know the Way of the Gun. Thievery. Combat. Stealth. Computer skills.
Enemies: Smugglers with blasters. Possibly a Sith Crusader. (NPCs)

Under the blazing suns
Description: There is a settlement of moisture farmers on Tatooine called Dragon Gulch. It is somewhat strange, but for some reason most of the children born in this town are Force Sensitive and have great potential. The Sith know this too. The Sith visit the town every once in a while, and now is the time to stop them. The Sith raid the town and kidnap the children. We cannot allow this to go on any longer.
Location: The town of Dragon Gulch (Wild West town), Dune Sea, Tatooine
Goal: Travel to Dragon Gulch and defend the town with everything you’ve got. Kill all of the Sith. Be relentless. Save the kids. Do not, however, take the kids with you unless they want it themselves. We don’t want to be like the Sith.
Slots: Intended for Guns of Jericho, but other retinues can join in as well.
Suggested skills: Combat. Combat. Combat.
Enemies: Sith Crusaders (NPCs?).

Kill the traitor!
Description: Jadda Dar Tay, a nautolan, once was a trusted Imperial Knight, loyal and an asset to our faction. However, a Dark Jedi—it is unknown whether this is a Sith or just a rogue Dark Jedi—corrupted Jadda and made him turn to the Dark Side of the Force. Now Jadda has left the faction and has fled into the Shadowlands of Kashyyyk. We do not know for sure where in the Shadowlands he hides, but we suspect that he’s gone to an ancient and abandoned Shade Order outpost. The Shade Order was a group of Grey Jedi that existed millennia ago, back in the Hutt Wars.
Location: Ancient Shade Order Outpost, Shadowlands, Kashyyyk
Goal: Kill that traitor and, if he’s there, kill the Dark Jedi who corrupted Jadda. No redemption. Pull the trigger—in the name of Jericho!
Slots: Intended for Guns of Jericho, but other IKs can tag along.
Suggested skills: Combat. Stealth. Assassination. Gun katas.
Enemies: Dark Side Jadda Dar Tay the nautolan (has a lightsaber). Possibly the Sith who corrupted him—if he’s there. (NPCs)

The Dark Thing
Description: The leader of the Guns of Jericho, has discovered an ancient space station somewhere in the Outer Rim. In his meditations, Xall has seen visions about the space station and he has seen that there’s something in there—something very powerful in the Force. It’s alive and it’s awakened and it’s probably dangerous. It’s dark side.
Location: Old space station, Outer Rim
Goal: Investigate the dark side entity on the space station and see what it’s about. Kill the entity to make sure it won’t enter known space and start attacking innocents.
Slots: Intended for Guns of Jericho, but other IKs can tag along
Suggested skills: Got to be able to kill something very powerful in the Dark Side.
Enemies: A Sith Lord level Darksider that’s very powerful in the Force. It has no weapons, but it’s a Force powerhouse. (NPC)
 
Last edited by a moderator:

BLADE

The Daywalker... SUCKA
SWRP Writer
Joined
Dec 28, 2011
Messages
6,905
Reaction score
233
Serial Missions

The Bombmaker, Part 1
Description: The prison facility on Phindar houses many inmates, including some political enemies of the Empire, the usual murderers and scoundrels and one man, Zebulon Strellum. Zeb, as we used to know him was one of the most prolific bombmakers and radicals of his day, a rebel without a clear cause. He disappeared some years before the Sith's rise, but we believe that he faked his death and is hiding as an inmate in Phindar.
Location: Phindar
Goal: Infiltrate the Phindar prison. Once there, you will have to locate Zebulon and convince him to join you. More details and communiques forthcoming.
Slots: A retinue (it is recommended that you divide yourself into two teams: one to infiltrate the prison and mission control outside.)
NPCer:
Suggested Skills: Infiltration, Escape, Stealth, Combat
OOC Notes:

Pick Your Poison, Part 1
Description: A brilliant Mon Calamari has been press-ganged into service by the Sith developing biological and chemical weapons.
Location: Raxus
Goal: Rescue the Mon Calamari and recruit him into the Knights
Slots: One Retinue
NPCer:
Suggested Skills: Infiltration, Diplomacy, Combat, Stealth
OOC Notes:

Of Sith and Geese
Description: One of the perennial fears of the Sith (being honor-less dogs) is usurpation. Psychologically there would be no more fitting punishment than to torment the Sith with this. We know that Darth Judicar, their previous ruler is an outlaw. We also know that he liked to experiment with Sithspawn and Sith Alchemy. We have been able to obtain some of his personal effects and given our previous experience on Kashyyk* we may be able to use this to our advantage.
Location: Raxus
Goal: Plant evidence of Darth Judicar's recent existence. Kill some Sith teams in a manner befitting a Sith Lord to plant the idea and then spread it over the Holonet.
Slots: One Retinue
NPCer:
Suggested Skills:
OOC Notes: See "Welcome to the Jungle" mission for details, as while not serial, this mission does build on that one.

Class Reunion
Description: Before we can strike out at the Sith, one of our priorities in addition to funding, locations, weapons, etc. will be the establishment of new intelligence capabilities. SIGINT and other capacities will come later, as we tended to rely on the GA for that and our own capacities etiolated in that regard, but HUMINT is something we can still pull off within and beyond the Empire. To that end, seek out these contacts. We've been getting irregular reports of a purge, but the methods don't seem to be Imperial.
Location: Variable
Goal: Seek out local intelligence contacts in your areas. Ascertain their loyalty and usefulness. Eliminate any loose ends.
Slots: Retinues or Knights-Errant
NPCer:
Suggested Skills: Investigation, Stealth, Counter-espionage, Combat
OOC Notes: This would be sort of a concurrent mission (so much so that I'm thinking of adding a category simply called "Faction-building" or something though ideally all missions contribute to the faction. Anyhow, it's going to be serial/concurrent and I encourage all retinue leaders to add their own local twist to it for flavor. Could be more than one mole. Could be any number of things. Enjoy.

Street Cred
Description: The Syndicate, one of the largest criminal concerns in Coruscant (and indeed the galaxy) is looking for occasional outside muscle. One of their smaller street gang is in a turf war with some non-Syndicate toughs. While we don't have the numbers to fight a street war, our intervention could be decisive.
Location: Coruscant
Goal: How do you kill a snake? You cut off the head. Kill the leader and capture his lieutenants. The middle-level guys don't have the resources to be out of the streets for long and will fold in the face of GA authorities. This will earn us credit with both the Syndicate and Coruscanti authorities.
Slots: One retinue
NPCer:
Suggested Skills: Combat, Infiltration, Assassination, Stealth
OOC Notes: This mission will lead into a serial mission to come. It also ties into Creative Destruction and essentially concurrent.

Market Distortion
Description: Our gun-running business into Coruscant is exceptionally lucrative. We do not blame competitors for trying to muscle into our business. But we cannot tolerate existential threats. A small new smuggling concern has found a hyperspace route that is twenty percent more efficient. We do not want to build up an unnecessarily brutal reputation, but we must neutralize this advantage in some manner.
Location:
Goal: Steal and/or destroy the hyperspace route plans. Plant evidence implicating another group. The Coruscanti crime families and gangs are very covetous of this hyperspace route, and they will doubtlessly be trying to leverage their own advantage from this; so far the smuggler's leader has cannily been able to play the crime concerns off of each other and none dares to simply capture him for fear of a gang war. We are also aware that Coruscanti authorities are interested in the route for its potential military implications. Careful manipulation of these forces as well as neutralization of the professionals the smugglers have hired to protect them will all be necessary to achieve our objectives.
Slots: At least one retinue
NPCer:
Suggested Skills: Infiltration, Combat, Slicing, Sabotage, Astrocartography, Diplomacy
OOC Notes: See Street Cred

Witness
Description: The internecine criminal conflict on Coruscant is ratcheting up; a new player by the name of Maleagant. We do not know much of this new player, but we do know a hit ordered on him seems to have succeeded. A witness has survived and this could prevent the cartel that pulled off the hit, the Syndicate, from rising above the other cartels. A rough balance of power preserves our market bargaining power, and whilst we would ordinarily see all the brigands in chains, lucre comes first in these dark times.
Location: Coruscant
Goal: Protect the witness. Get him to his ordained location.
Slots: At least one Retinue
NPCer:
Suggested Skills: Escort, Protection, Stealth, Combat, Counter-Surveillance
OOC Notes: Takes place after Street Cred and Market Distortion respectively. First of actual series.
 
Last edited by a moderator:

BLADE

The Daywalker... SUCKA
SWRP Writer
Joined
Dec 28, 2011
Messages
6,905
Reaction score
233
Training Missions

Cleanup on Mustafar
Description: We have tracked a would-be assassin to one of our higher-ranked Knights to Mustafar. He/she is hiding in one of the extensive automated foundries on Mustafar. Navigation, tracking, and slicing skills to circumvent the obstacles in the foundry are commended. Be wary. He may have activated the security droids in the foundries and corporate counter-measures are nothing to sneeze at.
Location:Mustafar
Goal:Capture the assassin and interrogate him.
Slots:At least two Knights
NPCer:
Skills developed: Stealth, Interrogation, Tracking, Obstacle Hurdling, Combat
OOC Notes:
 
Status
Not open for further replies.
Top