Mission Pack Shattered Remnants

Nefieslab

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Shattered Remnants

During a mission to recover a Jedi Holocron that had been stolen and sold on the black market, @Crix Aran and @Jaesa Valerin found something very interesting after following the co-ordinates within the Holocron. Acting as a beacon to another Jedi Holocron, the duo found that the second Holocron was located aboard a Venator-Class ship within a starship graveyard from the Clone Wars. The reason the ships have been left to float in space, however, is because a nearby local star has been flaring constantly since the end of the Clone Wars, sending out waves of energy that dangerously short circuit electronics of even military ships.

Thankfully, modern knowledge of said electronics has been able to come up with methods of shielding electronics from the energy waves - though this protection is temporary at best. With this in mind, the Jedi Order has started an effort to reclaim some of the less damaged ships, conscious of the risk involved with the star still acting up. The Force, and Luck, will need to be with the Jedi to ensure they can escape with their prizes before the star claims them once again.

Be aware, the Clones who went down with the ships are long since dead but, the droids of the CIS are not - they merely shut down whenever a pulse from the star rolls on through. This means they have to reboot every 5 minutes of so, leaving them dangerously deranged but devoid of much longer-term memory.


Mission One - Scarred
The Arquitens-Class ship that is salvageable is still rather beaten up, scarred from the last battle it engaged in all those years ago. Two such scars present a big issue as they are hull breaches in the front section of the ship that need to be filled. A small team of Jedi must escort a dedicated team of astromechs with the required materials to plug the breaches well enough for the ship to be capable of a jump to Hyperspace. Protect the astromechs against star pulses and deranged buzz droids - reboot the ship's systems with the counter measures and make the jump to Hyperspace.

Dice; Ask - Ongoing
@Jaesa Valerin @Sace Vsil


Mission Two - Battered
A duo of DP-20 Frigates collided with each other at some point in the past and they need to be dislodged. A Jedi team will need to board both ships at once and repair them with the counter-measures to the stellar pulses (roll a d4 to determine how long the protection lasts for in terms of pulses) before making jumps to Hyperspace as quickly as possible. Nothing else is known about the internal situations relating to the ships.

Dice; Ask - 2-3 Participants

Mission Three - Shattered
Aboard one of the, unfortunately, unrecoverable Venator-Class Star Destroyers is something of an odd prize; 36 ARC-170 Starfighters in 'barely used' condition. Evidence from other ship logs suggest the Venator in question was hit heavily in the bridge and engine areas, immediately crippling the ship and allowing droids to force a boarding, leaving the full compliment of fighters just sitting there. The Jedi team will escort two dozen friendly pilots who will prepare the ships with the countermeasures before attempting take off - the Jedi team must protect them against the droid boarding party that is still there though, now, deranged.

Dice; Ask - Ongoing
@Yvain @Crix Aran

Mission Four - Survived
Also aboard the Venator is the Holocron that originally brought the location to the attention of the Jedi Order. Only serving as a beacon as it was intended to act as one by the Jedi who originally made it, the second one is within the General's quarters of the Venator. At this point in the Clone Wars it became standard procedure for CIS forces boarding ships with Jedi commanders to be made up of the dreaded IG-100s... MagnaGuards. Jedi on this mission must be prepared to face these deadly, insane, droids to acquire the objective.

Dice; Ask - Ongoing
@Hal Mikko @Wurfuhlla @Alexandria Voran



Pulse Rules
At the beginning of the thread roll 1D4 and make a note of it - this will be the number of stellar pulses that your team's ships/droids are protected from the effects of the pulse.

Pulses happen every TWO posting rounds (once every member of the team has posted twice) and unprotected equipment will fail and need to be rebooted - this will take ONE post to occur.

Jury-rigging countermeasures can be achieved by a tech-savy Jedi but, again, takes ONE post to occur and it cannot be the same as the one taken to reboot the equipment in the first place. When re-adding counter measures, roll another 1D4 to see how many pulses it cane then resist.


 
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Nefieslab

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@Hal Mikko in for Mission Four
@Valen Pelora - Mission Four is ready to start with the three of you! Link me when the thread is up please guys!

You can put @Jaesa Valerin in for one of em :)
@Sace Vsil wherever you need him.
If you guys are good working together, please start up mission One! Link me when you've got it ready!

@Yvain for Mission three, I am sure he will be happy to see CIS again.
You and me got Mission Three! Either I can make it later or you can - whichever you prefer
 
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