- Joined
- Jun 27, 2015
- Messages
- 395
- Reaction score
- 93
STAR CABAL
MISSION DIRECTORY
MISSION DIRECTORY
This is the mission directory for the Star Cabal faction, where all of the available missions of our organization are listed for you. As of right now, the Cabal prefers to stay in the shadows and pull strings from afar, remaining secretive and deceptive. Keep this in mind as you carry out missions for our glorious cause.
As you already know, the primary purpose of the Star Cabal is to, ultimately, eradicate the Sith, the Jedi, and any other order of Force-sensitives that threatens galactic civilization.
Each mission is meant to advance the Cabal Council's goals in some way rather than be random and meaningless attacks, involving important elements. Whatever mission you end up being on, treat it as if the existence of the Cabal itself is dependent on it. You have a choice of carrying out the following operations, with general information being provided about each one. We will give you a briefing, an idea of the orientation of the mission (whether it is primarily anti-Sith, anti-Jedi, or Miscellaneous), and a list of every agent that will be taking part.
Right now our forces and reach are rather limited, but we are expecting you to fix that. Good luck, operative. Glory to the revolution!
Character Name:
Link to Profile:
Character Rank:
Mission Name:
Link to Profile:
Character Rank:
Mission Name:
MISSION PACK I
Making Ourselves Heard
Making Ourselves Heard
Escape from Stars' End
Apparently some of our agents within the Imperium have been comprised and have recently been transported to the prison facility for political dissidents in the Corporate Sector known as Stars' End. An interrogation and execution no doubt awaits them. In one of their last communications, however, the agents have said that they have managed to acquire information that will be of vital importance to the Cabal in a future mission. We need several men to go and bust our colleagues from this Imperial Stars' End prison. It should be a fairly simple target, since the unrest currently going on throughout the Imperium has most of High Command's attention. However, if you are unable to retrieve them, then you are authorized to kill them―better for them to be dead and silent rather than alive and giving away information on the Cabal.
Orientation: Anti-Sith
Agents (2-3 needed): Rondar Radmar, Equalizer, Rellis Elegin
Link: Here
Apparently some of our agents within the Imperium have been comprised and have recently been transported to the prison facility for political dissidents in the Corporate Sector known as Stars' End. An interrogation and execution no doubt awaits them. In one of their last communications, however, the agents have said that they have managed to acquire information that will be of vital importance to the Cabal in a future mission. We need several men to go and bust our colleagues from this Imperial Stars' End prison. It should be a fairly simple target, since the unrest currently going on throughout the Imperium has most of High Command's attention. However, if you are unable to retrieve them, then you are authorized to kill them―better for them to be dead and silent rather than alive and giving away information on the Cabal.
Orientation: Anti-Sith
Agents (2-3 needed): Rondar Radmar, Equalizer, Rellis Elegin
Link: Here
Gambler's Luck
Moff Darax Kellin, based on the infamous "Gambler's World," Vorzyd V, is a member of the Cabal Council and has been one of our most reliable informers within the Imperium, while his casinos and resorts have been a major source of our funding. Lately, it appears that the Sith have grown suspicious of him and have sent their agents to the planet, despite his attempts to cover up the investigations he does for us. Our friend also has reason to believe that much of his garrison has been infiltrated by Sith and their agents, which renders the majority of it unreliable. Moff Kellin is simply too important where he is to lose his position. Your objective is to go to Vorzyd V and to quietly eliminate the Sith investigators, but do so in a way that it cannot be traced back to the Moff. Sith or not, they are still bound by the Imperium's legal system. Just a couple of unfortunate accidents, and the Sith Order has much bigger problems to deal with right now anyway.
Orientation: Anti-Sith
Agents (2-3 needed): TBA
Link:
Moff Darax Kellin, based on the infamous "Gambler's World," Vorzyd V, is a member of the Cabal Council and has been one of our most reliable informers within the Imperium, while his casinos and resorts have been a major source of our funding. Lately, it appears that the Sith have grown suspicious of him and have sent their agents to the planet, despite his attempts to cover up the investigations he does for us. Our friend also has reason to believe that much of his garrison has been infiltrated by Sith and their agents, which renders the majority of it unreliable. Moff Kellin is simply too important where he is to lose his position. Your objective is to go to Vorzyd V and to quietly eliminate the Sith investigators, but do so in a way that it cannot be traced back to the Moff. Sith or not, they are still bound by the Imperium's legal system. Just a couple of unfortunate accidents, and the Sith Order has much bigger problems to deal with right now anyway.
Orientation: Anti-Sith
Agents (2-3 needed): TBA
Link:
Regime Change
Balmorra is probably the largest manufacturer of small arms in the galaxy. But unfortunately, the planet currently being held under martial law by its sole customer, the New Sith Imperium. It is partly because of this that the Imperial governor of Balmorra, a Sith by the name of Lord Melchiro, is quite unpopular. Go there and eliminate him, preferably in a quiet manner. Your secondary objectives are to intercept a weapons shipment that will be sent to the Imperial armed forces soon and to establish contact with the local Balmorran resistance leader. Remove the thorn in our side that is Lord Melchiro, "liberate" some weapons that we can use, and let the local freedom fighters know who it was that eliminated their nemesis―so we can call in a few favors from them in the future.
Orientation: Anti-Sith
Agents (2-3 needed): TBA
Link:
Balmorra is probably the largest manufacturer of small arms in the galaxy. But unfortunately, the planet currently being held under martial law by its sole customer, the New Sith Imperium. It is partly because of this that the Imperial governor of Balmorra, a Sith by the name of Lord Melchiro, is quite unpopular. Go there and eliminate him, preferably in a quiet manner. Your secondary objectives are to intercept a weapons shipment that will be sent to the Imperial armed forces soon and to establish contact with the local Balmorran resistance leader. Remove the thorn in our side that is Lord Melchiro, "liberate" some weapons that we can use, and let the local freedom fighters know who it was that eliminated their nemesis―so we can call in a few favors from them in the future.
Orientation: Anti-Sith
Agents (2-3 needed): TBA
Link:
Cordis Die
A remote world in the Thuris sector is home to a large space station that will soon host a strategy conference of many Sith and Imperial military officers from throughout the sector, where they will discuss how to respond to recent Rebel and Jedi attacks. The space station is well defended on the outside from any direct assault, but we should be able to get a commando team inside with the information and equipment provided by our sources within the New Sith Imperium. You will be issued Imperial uniforms to use once aboard, as well as access codes. Some of their "gifts" include a copy of the schematics, which the commando team can use to find the station's power core and destroy it. Take down the station full of reasonably high-ranking Sith and Imperials from within the sector, and a great deal of problems for the Cabal will be eliminated from the face of the galaxy.
Orientation: Anti-Sith
Agents (3-4 needed): TBA
Link:
A remote world in the Thuris sector is home to a large space station that will soon host a strategy conference of many Sith and Imperial military officers from throughout the sector, where they will discuss how to respond to recent Rebel and Jedi attacks. The space station is well defended on the outside from any direct assault, but we should be able to get a commando team inside with the information and equipment provided by our sources within the New Sith Imperium. You will be issued Imperial uniforms to use once aboard, as well as access codes. Some of their "gifts" include a copy of the schematics, which the commando team can use to find the station's power core and destroy it. Take down the station full of reasonably high-ranking Sith and Imperials from within the sector, and a great deal of problems for the Cabal will be eliminated from the face of the galaxy.
Orientation: Anti-Sith
Agents (3-4 needed): TBA
Link:
Last edited: