See No Evil

Tarus

Solace-seeker.
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The beast is bigger than you, but you do not fear it. Its ever-sharp claws glint in the fading light of your civilization, beady eyes boring into your soul as it stares you down. It does not pounce, but waits, waits for your guard to fall, your strained system to collapse. If only it could notice your fellow warriors sneaking in, spears trained on its eyes.

The Hutt war machine is powerful, and it is no doubt capable of destroying the Republic in an all-out battle. But, the Hutts are getting careless; they are letting the peace-time expansionism take them to new systems in their greed-fueled search for money and power. As they spread, they grow increasingly reliant on two things - manpower, and communication.

It is here we will strike. As any experienced hunter knows, a blinded beast is reduced to just another quivering pile of flesh, crying out in terror as it scratches at the unknown. Without sight, you can make no advance.

The Hutt Intelligence Network, or HIT, is daisy-chained throughout their sectors in a dual-action manner. They have a constantly-flowing river of reports flowing across this network, ranging from enemy troop movements to inventory lists to sensitive mission dossiers. This keeps their front-line forces up-to-date while the generals hang back and earn their keep from safety.

Though large communication centers process all intelligence, the main burden of the work goes into the actual mining of data. Resembling smaller communications centers, Hutt listening posts are a mixture between ship and station, mobile data-harvesting corvette-sized outposts that float between systems keeping an eye on all hyperspace and communications traffic, then forwarding it to the nearest center. These listening posts bristle with black-market sensor equipment, and there are often three or four tasked to one single communications center.

Since we're still technically not at war, Republic Commandos will be going in under the guise of mercenaries and pirate raiders, with all official insignia stripped. Strike teams will hit the listening posts and communications center of the Malastare system - indicated by our reports to be one of the heaviest bearers of Hutt intelligence chatter - simultaneously, replacing all outgoing transmissions with a pre-selected false feed and retaining the stations for future use to confuse Hutt intelligence handlers.

Team DAEDROTH - you will be taking your insertion craft and intercepting each of the four vessels tasked to the Malastare communications hub. Their set positions for today were leaked to us very recently - and, given Hutt tyranny, they will certainly be following their assigned vectors. Upon infiltration, you will disable communication on your tasked vessel and overpower the crew, then head towards the main communication center to reinforce ATRONACH.

They will be able to see you coming, so bring along some powerful targeted jamming and damping equipment.

Each ship will have its own squad attached.

You will be acting in unison with team ATRONACH, who will be striking the other component of the Intelligence Network - the central data-processing hub.
 
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