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Gian Greydragon

The Great Blackholio
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Operation: Badland Storm
Decades ago, when Szebat took the mantle as Warlord of the Sacred Band of Ziost, he carried out his pledge to his clan to return as an acolyte of the Dark Side. His return was vicious, but met with staunch resistance from the locals, with pockets of Jedi assistance. After the battle within the Old Neutral Zone; both sides were forced to retreat, in a draw from the sheer amount of losses sustained by both sides. Since then, it's been a cluster of shadow wars rumbling beneath the surface of Barab I. Multiple factions within the Barabel population have risen in defense of their way of life, and seek to make the Sith hurt during their time here. These pockets of resistance barely scratch the surface. The true enemy is not the Barabel rebel factions themselves, but their ideologies that venerate our sworn enemies; the Jedi. For too long, this belief has gone un-checked, and Szebat seeks to remove this thought from every Barabel living within the crust of Barab I, or kill and enslave them all trying.

The years have been unkind to the Sith, and the Vohari, as the fulll weight of the Barabel inhabitants has turned and focused their anger and frustration on the forces of the Empire, but Szebat has deemed the time, now to relinquish his full strength, with help from his comrade, Darth Cain, and the Inquisition. Sith, and Legion forces alike have been called to aid in the consolidation of the Barab system.


Standing Ground
(Ask)
(3 participants Sith/Inquisition or IL)
We've had enough of these savages sacking the site of our new underground base, and have assigned a greater number of guards, as well as Sith and Shock Troop. Set up an ambush, and wait for the raiders to strike again. The use of controlled explosives is encouraged, but do not bring the cave down your own teammates' heads, however.

Objective: Ambush and wipe out the Barabel Raiders. Find a way to block their escape, and eradicate them.
Secondary Objective: Close off the two main tunnels to prevent further raids.
PCS:


Root Out the Heretic

(Ask)
(Two Sith/Inquisition or IL)

One of the Vohari's own has been selling secrets to a rebel faction station in the Stev'shuulsz valley, during his patrol shifts. Follow this Judas closely during his shift, and confront him and his rebel handler. Do not allow this to go on any longer, and kill them both, not before extracting the location of their base from them on their dying breath.

Objective: Tail the Vohari traitor to his hidden meeting place, and confront his cohorts. Extract the location of their base, and silence them for good.
Secondary: For extra style points, lead a fire team into their base and clear out the rebel base.


Assault on Alater-Ka
(Ask)
Up to, but not required, eight participants across multiple threads



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The final stronghold is our for the taking. Do what you do best!
Alater-Ka is the last Barabel city to take before we can call the planet ours. The crowned capitol of Barab I is a city made entirely of stone, with multiple levels, expanding in several directions. As Barab I's trade hub, all sorts that associate with the Barabel gather her to discuss trade of goods and services; most commonly mercanary work on and off of Barab I. Complete with a flood-safe elevator large enough to raise and lower several ships at once to a cliff overlooking the main entrances of Alater-Ka.

Involve your Sith or Legionnaire however you may wish. As an priest of the Inquisition, take to the streets and preach the word of the Dark Side, and warn them of the coming storm. As an Inquisitor strike out on your own or with a friend to kidnap or assassinate a key figurehead that is taking refuge within the city. As a Templar, accompany an Inquisitor, or Priest in dragging heretics from their hovels and forcing their allegiance or executing them in the streets. As Imperial Legion, carry out the assault on the capitol, and steamroll through any opposition set before you.

 
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Gian Greydragon

The Great Blackholio
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Affiliation:
Primarily, the Imperial Legion, and other affiliates of the Sith, though the weapon is available on the civilian market, as a high-end repeater rifle, with specialized licensing.
.
Ownership:
N/A
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Model:
SZE-54 'Warhound'
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Type:
Medium Repeater
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Size:
Length: 97.5 Centimeters from buttstock to the tip of the barrel. The addition of the spike bayonet adds roughly 15 centimeters in overall length.
Weight: 5kg
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Composition:
All internal parts are encased in Durasteel. The stock is typically carved out of trees from Imperial forest planets. Alternatively, Plastoid is used to save on weight constraints, although both variants looks and feel like full length rifles, though many Stormtroopers and Shock Troopers alike prefer the wood, for it's customizability. Battle-hardened troops often notch kill counts into their stocks. Plastoid lower receivers are preferred by some career soldiers. While the weight difference is strictly personal, the stock does nothing in the way of providing more or less stability when firing the weapon. The decrease in weight does little to benefit the rifle and is largely personal preference.
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Range:
The maximum range of the rifle, when firing a single shot from the rifle, is 150 meters, as it is designed to engage from close, or medium range. Long range accuracy suffers as a result of the full-auto-only receiver. The optimal range for any one riflemen to use this rifle effectively is 75 to 100 meters.
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Ammunition Capacity:
30 rounds per power cell, sustained fire over more than 8 rounds on a target can over heat the barrel.
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Firing Mode:
Full Auto-Only/Self-controlled Burst-fire (Slow-ish rate of fire)



SZE-54 'Warhound'


Description:

The SZE-54 'Warhound' is the staple rifle of the Imperial Legion. Produced in mass quantity, under the harsh scrutiny of the Warlord 'Szebat' before his capture at Kessel, to fill the role of a multi-purpose medium range repeating rifle that was cheap and adaptive enough to produce for his Legion. Opting for middle-brow damage and rate of fire, the 'Warhound' is best used in conjunction with other blasters of similar caliber. While some Troops furnish their own rifles, or otherwise acquire some other rifle that adheres to their personal style of combat, this is the rifle all Stormtroopers qualify with before choosing Army or Naval military careers. With the benefit of fully automatic fire, comes a few distinct drawbacks to the rifle's function.

The first is to the weapon's base accuracy, when in a standing position. Every bolt fired after the third bolt fired raises roughly 2 centimeters for every ten yards between the barrel of the rifle and the target. Designed to be used in conjunction with other (PC) rifleman.

By design, the rifle as meant to fire slower than most repeaters. Although some have attempted single shot rapid-fire, it is virtually impossible, resulting in only a 10% increase in fire rate, at the cost of faster overheating. Bump-fire is impossible.

Easily overheated, the SZE-54 relies on the soldier to release the trigger before the barrel overheats. Negligence in this area can and will ruin the barrel of the rifle. Bursts of between two and four seem to be a sweet spot.

Because it is a repeater, it is heavier than a standard blaster, due to the large rotating power cell allowing the repetitive fire.

It comes standard with a telescopically collapsible bi-pod for added stability in the prone position and behind cover. The rifle also come with a standard 1.5x zoom scope, mounted on a quick-detach scope mount for field removal, allowing for the fixed iron bead sights laser-etched into the Durasteel frame of the upper receiver. Designed to be easily carried, the thin frame lent well to melee against unarmored opponents, in the form of a club-like weapon. Later versions of the prototypes featured a vibro-spike-style bayonet, for armor piercing in melee range, against weakened armor, and is a purely optional feature on the weapon.

Intent:
To provide a middle-of-the-ground repeater rifle for Legionnaires to use and train with, ICly. As a balanced intermediate rifle that fills the role of riflemen, and is a base platform for all Imperial Legionnaires to establish their base as a marksman.
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@Malon @Vinny
 

Malon

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Looking good, Gian!
 

Gian Greydragon

The Great Blackholio
SWRP Writer
Joined
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Messages
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Bringing War: Imperial Utapau Campaign (N-19)

(All Sith Faction members welcome)
Utapau has gone a day too long without being thrust into the middle of a war. Let's go rain on their parade.


Utapau has many resources we would benefit from taking away from the Jedi, including medical supplies, and various ores from which to forge weapons and ships. They also hold a strategic position, in the galaxy. The world is known for it's desert plains, and vast sinkholes. Some of which are so large,inhabitants have colonized them. As a result, some of these cities, are difficult to spot on land, and helps them remain hidden from ground based aggressors. The planet Capital of Pau city is an affront to the Sith, and as such, should be reduced to rubble, as is the will of the Emperor.


latest

Mounting the Offensive
(Open; Space Assault)
(2 Participants)
The Utapaun military has embedded a small fleet near a orbital communications array. Take out any opposition, and demolish the communications array. Return to the Barab's Hammer after doing so.


Participants: (Two Imperial Legion)

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A Sinking Feeling
(Ask)
The Utapaun people have built many small settlements in the Sinkholes of their great desert landscape. Known as Sanctuary Cities. We know of one of great importance the the Utapaun, and it is there that we will focus the Inquisition, and Sith Order. Follow the given coordinates, to the remote desert plain, and search for the sinkhole that holds the sanctuary city, then march in, and force the populace to comply, or exterminate them, before a rebellion can rise to oppose you. Templars will lead the march, going door to door with Priests in order to convert the residents, while the Inquisitors can silence the nay-sayers, behind closed curtains.

Legionnaires are welcome to join in on the assault, but only after at least four Inquisition members have signed up for the thread.
Participants: 4+ Participants (Inquisition/Imperial Legion)
** This thread may also be split into smaller threads if necessary **

latest

"Diplomatic" Relations
(Open)

As an emissary of the Imperial interest, you are tasked with meeting a Utapaun governor, in their home, to discuss peace. In reality, we are there to subdue and kidnap the diplomat for ransom. As a coordinated effort, a General, Admiral, or Darth can bring a team of Sith/Inquisition, or Legionnaires, one to act as his guard, and the other to assault the compound, from the ground with a contingent of Storm Troopers, in an ambush during the peace-talks. the group will assault the outer perimeter, while the Sith Leader, and his bodyguard capture the Pau'un diplomat, and escape through the diplomat's underground escape tunnel.

Participants: Three IL/Sith or Inquisition; One General, Admiral or Sith Lord is required.
Said Sith Leader may pick a bodyguard, and will leave the third option to sign ups.
 
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