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Star Wars Warlord Quest #7

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

STAR WARS: WARLORDS

It is a time of great unrest in the galaxy. The destruction of the DEATH STAR II, and the deaths of DARTH VADER and EMPEROR PALPATINE have thrown the galaxy into a desperate scramble to reassign the balance of power.

The NEW REPUBLIC, born of the REBELLION, wishes to remake the old, democratic precursor to the Galactic Empire. They have conquered, or received from defectors, several worlds that the Empire used to hold. They have made lightning strikes against the core, and have even taken CORUSCANT! However, the location of their true headquarters is unknown.

The IMPERIAL REMNANT, holding on by much more than a thread, is composed of Admirals, Generals, and Planetary Governors trying to forge their own legacy, and carve away their own little part of the galaxy. The largest fragment, led by GRAND ADMIRAL THRAWN, is making its way to the UNKNOWN REGIONS.

The WARRIORS OF MANDALORE are marching in a new rebellion! They aim to take advantage of the chaos, and perhaps restore the Mandalorian Empire to its pre-Republic glory. Led by the legendary BOBA FETT, they ride from MANDALORE, slowly expanding across the outer rim…

You are ADMIRAL JANUS CAIN, commander of a respectable warfleet, consisting mostly of the remains of the Caridan defense fleet. You lead from the BLIND MAN’S GAMBIT, a Victory-II Star Destroyer, and operate on the ground with the DARKEYE SQUADRON, an elite commando unit consisting of your best troops. You have under your command:

2 worlds:
>Phaeda
and
>Anobis

>100,000,000 liquid credits
>360,000 Stormtroopers with your fleet
>~100,000 Troopers on Phaeda
>100 AT-ATs, 200 AT-STs and assorted dropships with the fleet
>3 Imperial-class Star Destroyers, 1 of those Mark 2, 30 Victories (1 and 2s,) 2 Acclamators loaded for troops, 12 Tartans, 7 Nebulon-Bs
>160 TIE wings, 40 TIE bomber wings (with the fleet). TIE wings have 10 TIEs, bombers have 5 per

++++

Twitter: https://twitter.com/Telemac39455609
Discord: https://discord.gg/BGbAqx2
Welcome back: https://www.youtube.com/watch?v=Hiu1hPdJk-Y (Suggested by Hydrah2oh2o)
MC Stats: https://pastebin.com/sZNSTWm0
>cont.

Unplanned hiatus concluded! Back to your weekly programming...
>>
It’s a rare moment of peace for you. You stand on the observation deck of the Gambit, gazing out at the semicircle horizon of Phaeda, framed by a backdrop of stars and inky void. As you watch, one of your ISDs warps back in from a reconnaissance mission to Kuat. It’s been quite a while since you’ve been able to kick back with a nice cup of simcaf and just watch the stars… Since you shipped off Anobis, in fact.

Anobis. A farming planet embroiled in a civil war, at a glance. In reality…

You check the time. You have a few minutes to your next event. As you take your next sip of simcaf, your mind wanders back to Anobis…


We’re just going to jump right in here, hold onto all y’all’s butts.

Your foot almost slips on the mist-slick metal of the ship’s loading ramp, which is in motion to close. You manage to grab a hydraulic pump and hoist yourself into the cargo hold before it slams shut and kills you. You roll into it, do a quick push up, and draw your blaster. There’s some cargo held down with bindings that are definitely in violation of some regulations, a small cargo towcraft, and a ladder leading out of the hold.

>Investigate cargo
>Up ladder
>Other?
>>
>>1579012
>Investigate cargo
>>
Because it needs to be repeated. This quest is Old and Busted, Dark Empire is the New Hotness.
>>
>>1579055
Second
>>1579091
This is a lie sir
>>
>>1579091
>>1579699
AND improperly capitalized.
>>
>>1579012
>>Investigate cargo
This isn't a trap, is it?
>>
>>1579706
Well, it's not gay, so make your own judgement.
>>
>1d20, -2
>>
>>1579699
My roll
>>
>>1579807
I forgot how to do again
>>
Rolled 6 - 2 (1d20 - 2)

>>1579804

>>1579815
dice+1d20 -2
In options field
>>
Rolled 16 - 2 (1d20 - 2)

>>1579815
I'm sorry
>>
Rolled 15 - 2 (1d20 - 2)

>>1579804
>>
14 passes.

You rip the top off of one of the containers with very little effort. Inside is...

Some boxes marked ore, some marked ingots. A quick check confirms the labels. However, moving the boxes to check has revealed a small secret compartment. You open it...

It's filled with holodiscs. You don't have the time to check what's on them right now; you need to stop this transport from going to hyperspace.

Three turns remain before hyperspace.

>Up ladder
>Check more boxes
>Other?
>>
No replies for 5 hours, auto update.

You move slowly to the ladder, checking for boobie traps as you go; you're not new to boarding smugglers' ships, after all. The ladder on this model is a perfect killbox; any enemy trapped on it is a sitting duck without the ability to fire or move.

These smugglers, it seems, have let their guard down, for you make it off the ladder without so much as an alarm being triggered. You've emerged into a standard exit point for this ship, a small 2x2 meter room with exits NORTH, WEST, SOUTH, and EAST (relative to the ship of course).

The cockpit will be NORTH, engine room SOUTH, crew quarters EAST, and the lounge WEST.
>>
>>1585803
south, destroy the engines
>>
>>1585803
South
>>
You move back behind you into the engine room, sweeping with your gun as you go. As you enter, you take in the room.

It's relatively small; a reactor's access panel glows to the left, a control station is to your direct forward, with levers and switches all across it, and there's a small workshop, makeshift, tucked into a corner behind some backup O2 tanks. A Twi'lek woman is hunched over it. The hum of the sublight engines has masked your entrance, but they won't mask blaster fire or raised voices...

>Leave
>Subdue her
>Sabotage the engines sneakily
>Other
>>
>>1586257
>Sabotage the engines sneakily
>>
>>1586510
>>1586257
This
>>
>>1586257
>Sabotage the engines sneakily
Thread posts: 22
Thread images: 1


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