The Bulwark

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Tarus

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Ladies, gentlemen. Please, take a seat. Let's get these light emitters dimmed, ASAP.

Alright, folks. I'm Commander Veln. Welcome to the Bulwark. You can all read, right? Good. Hopefully that's one skill that has helped you get far. If you've got it, that means you've probably been keeping track of the HoloNet; keeping track of all the bravado and fistpumping the Republic has been pulling lately. The public thinks we're winning, but let me assure every single one of you this: we're a lot closer to retreat than the government would like you to believe. The Hutts don't have us running yet, but the battle is far too close to home for comfort.

This, ladies and gentlemen, is why I stand before you right now. Yes, you're all tired; yes, this room smells. These things are true. But get used to it. This briefing room is where the Republic will win. Each and every one of you has been chosen for a single purpose; to win. Together, we will see this thing through, and surer than a bantha in a sandstorm, we will prevail.

Now, some of you won't make it. It breaks my heart to tell you this. We are the Republic's saviours, but we are mortal. We are the best and brightest the Galaxy has to offer, and we're damn near-perfect, but even we bleed. Those who do not make it will go down in the archives as those who saved trillions. Those who do not make it will be remembered and avenged by their compatriots. And when we crack the last Hutt open and settle in for a thousand years of peace, know this: it will be because of you.

Oh, I nearly forgot. Know why this place is called the Bulwark? Because this is where the Hutt threat will break. Welcome to the Special Operations and Light Assault Group. Now, let's talk action.
 
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Tarus

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Sabotage Missions:


One-Way Ticket to Slavery... and Back
Heard of the Black Suns before? Of course you have. Hell, even the most pampered of toddlers in the Core have heard night-time stories about the Black Suns Boogeymen. These scum are the worst of the worst; they do not have a shred of decency in their bodies, but their ringleaders are intelligent and cunning. This throws a wrench in any standard plan you've got brewing in your head. If anything, take as much care as you would fighting Black Suns as you would with any other paramilitary force.

Now that I've finished making you scared, let me make things better. I do not mean to say these guys are unbeatable. They may be smart, but they're smart for thugs; compared to a RepCom operative, beating a Black Sun is pure pazaak. Coincidentally, that's what we are going to be doing: beating them.

Most pirates tend to stay out of galactic politics, only because they don't want to bring the full wrath of the Republic down on them if they're caught red-gloved with the enemy. However, the Suns seem to be riding on their prestige here. We've caught quite a few money trails leading from the Hutts to the Suns. Money for what, you may ask? The simple answer is: slaves. Given that they're too fat and useless to do anything for themselves, Hutts rely solely on extra-species labourers to get things done. Of course, they don't bother asking politely.

Pay attention to what I'm about to tell you, and remember that all information in this room is top-level classified; disclosing it outside of RepCom jurisdiction is grounds for immediate termination. Due to the sacrifice of many noble Bothans, we've pinned down a massive exchange happening in a few cycles; the Black Suns are moving over a thousand slaves-to-be to the Hutts. The slated rendezvous point lies about two million kilometers off of A-Foroon, a planet in the Arkanis sector. The Suns will be moving in a convoy, heading from off-world to the rendezvous point.

Your objective is to be staged in four phases and involve three squads.

The first phase: all squads will stow away on the main Black Suns freight hauler, the Innocuous Womp Rat, as it is in dry-dock above A-Foroon. This phase is mission-critical and must be completed without any raised alarms. Why A-Foroon, you may ask? The Hutts used to own it until the Republic took it away from them. Guess they thought it would be funny.

The second phase will involve the takeover of the main transport after it has left dry-dock. All Black Sun forces are to be imprisoned or removed from the equation. All operatives for this task must know advanced starship astrogation and operation on top of regular combat training.

Phase three will have to be executed with extreme haste. The hauler is to be flanked by four guard frigates. These frigates will not know you have commandeered their home ship, and will have to dock prior to the hyperspace jump. When they do, their pilots will be subdued and replaced with our forces.

Phase four will be the turning point. With all ships in our possession, you will arrive at the rendezvous point. Regrettably, you will have to - coerce - the captain and his first mate to get any code phrases the Hutts may have put in effect for the trade-off. At the meetup, you will no doubt arrive first; the Hutts will be lying in wait to see if you show up. When you do, and they see nothing wrong, they will approach and hail you.

We'll need some actors for this part. In essence - feel free to be creative - you will tell the Hutts to take their slaves and stick them, the deal's off. Make sure you're ready to jump to hyperspace right after you're done insulting every sort of hermaphrodite slug. Your jump targets will involve three randomized locations to be determined at some point in the future, the last of which will involve a rendezvous with a Republic battle group of two cruisers and ten frigates - just in case the Hutts manage to tail you. After you're cleared there, you will jump to Republic space and complete the mission.

If all goes as planned, we'll end up with a bunch of Black Sun vermin to imprison, a thousand thankful people to free, and devastated Hutt-Pirate relations.

Summary:
Commandos will infiltrate a Black Sun slave transport and commandeer it, then flip the figurative drexl to the Hutt buyers and hyperspace to Republic coordinates.

Required forces: Three squads. At least seven commandos who are trained in astrogation and starship navigation.

Required equipment: Standard combat loadout, barring explosives - venting ships with innocents on board is bad. No heavy weaponry. Slicing tools are a must.

Outcome upon mission completion: Black Sun prisoners and intel, freed slaves, overwhelmingly-lessened relations between Hutts and their main pirate allies.

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Care Package
Those of you who are more attentive will probably still remember my introduction fifteen minutes ago. For those who do not, let me refresh your memory; the Hutts are evenly-matched with us. They have gained ground in recent weeks. As a side point, I apologize to those who are offended by my brutal honesty, but can only tell you to learn to deal with it. I make no habit of padding my words and treating those I speak to like infants. Do not think for a second that I am questioning whether or not we will win this war. I just don't want to delude anybody with false notions of premature victory like some of your former superiors may have done.

Now that that's said and done, allow me to get back to my previous point. The Hutts are gaining ground, but there's a shelter in every sand storm. A beast of war is only successful if it is in good health; starve it, and it will wither as all things do. As the Hutt front moves farther and farther from their home cluster, which houses almost all of their manufacturing and supply centers, their shipments to the conflict have to cover more and more distance. This is where we will strike.

A typical Hutt trade convoy is small and lightly-guarded; they have pulled a few too many escorts to the front lines to help the war effort. Generally they will consist of no more than two medium-sized freighters with an escort of three or fewer starfighters. These convoys are lightly-guarded mostly because the journey from Hutt space to the front lines is clear of obstructions and allows for one straight hyperspace jump.

However, our intelligence agencies believe they have found a weakness. On one supply ship that we recently 'liberated' from the enemy we noticed that, on each trip on the way here and back, there is a particular set of coordinates where a four-hour-long sublight detour is necessary. Some negotiations with the captured crew revealed that there is a large cluster of black holes, referred to by the locals as 'the Maw', near the planet of Kessel, which itself lies in Hutt space. Given the massive gravity well in the area, ships cannot safely traverse it in hyperspace.

This is where you come in. Two squads of commandos, each commanding a captured Black Sun privateer ship, will be 'resupplying' on Kessel as the Hutt convoy passes. You will hail the Hutts and offer them your services at no charge, given that you want to make up for recent mistakes a few Black Suns made regarding a slave trade with the Hutts. The Hutts will accept, as the captains of these resupply caravans are constantly afraid for their lives, are paid poorly, and do not care much for Hutt politics. They will not decline.

You will escort the convoy at sublight until they are ready to jump to hyperspace. When you have docked your ships to the freighters, you will proceed to commandeer both host ships and subdue their crew; given the nature of hyperspace, they will be unable to communicate their plight to the outside world. After you have rid the ships of their infestation, you will proceed to modify, and I stress creativity here, every piece of equipment. Food will be poisoned, blaster rifles sabotaged, armour damaged. It doesn't sound honourable, but there is very little in war that is honourable. If you find yourself questioning the ethics of what you are doing, remember the millions of slaves who are dying to fund the scum's war of greed.

After thorough sabotage has been completed - it is imperative all sabotage is unnoticeable - you will stop at a midway point and transfer supplies to a cruiser that distributes them further to Hutt forces. The process is fully automated, so do not worry about blowing cover. After unloading, you will make two randomized jumps before jumping towards a destination where your Hutt ships will be recovered by the Republic military.

Summary:
Commandos will insert onto Hutt supply ships and commandeer them, sabotage their contents, and deliver them to redistributing stations.

Required forces: Two squads trained in close-quarters combat.

Required equipment: Standard combat loadout, barring explosives - venting ships with innocents on board is bad. No heavy weaponry. Poisons and slicers to sabotage electronics are a must.

Outcome upon mission completion: Hutt prisoners and ship logs, thorough confusion and chaos resulting from altered supplies.
 
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Tarus

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Retrieval Missions:

Natural Intelligence
Soldiers, as you're no doubt aware, the victorious trooper standing on the battlefield at the end of the day isn't always the one with the biggest gun. While the Special Operations and Light Assault Group doesn't have any rules of engagement, we prefer that you employ a stealthier approach when appropriate; after all, we are not the most numerous group out there, and I will not lose any men to a head-on charge. If we want to win this war, we'll have to rely on more than our blasters and thermal detonators.

Most of you are familiar with our friendly spooks over at REPUBINTEL - Republic Intelligence, for the uninitiated - and the work they do. In short, without REPUBINTEL, we would have lost this war a long time ago. They warn us about troop movements, pass on leaks, and provide untold amounts of logistical support, all without any of the fanfare or glory that comes with being a regular grunt. I don't know about you, but they've saved my skin more times than I could remember.

Now, here's the situation. The spooks are mostly based Core-side in Republic-controlled territories, but they have numerous mobile harvesting stations; interceptor cruisers, destroyers, frigates, all bristling to the fangs with electronics warfare equipment and those dark shady things we don't talk about. One of these cruisers - they're called Shadow Crawlers, apparently - was recently helping the battle on Bothawui when it went silent and off-grid. We thought we lost it to Hutt patrols, but it seems we were wrong.

Shadow Crawler XF5's emergency distress beacon was activated at 0900 hours this morning; there's some signal interference, but the coordinates point to Krant, a jungle planet neighbouring Bothawui in the Bothan sector. Now here's your snag - and it's a good one - the planet is rumoured by locals to be a hideout for both Dark Jedi and numerous pirate gangs. The Republic hasn't ever encountered anything, but in total there have been two expeditions to the planet and both were part of civilian botanical forays into the Mid Rim, so don't quite take their word for it.

Two squads are to insert onto the planet, avoiding any Hutt patrols who aren't with their host ships above Bothawui, and locate the downed intelligence ship. If it is not repairable, you are to remove the memory banks and destroy all evidence, then escort any survivors to your extraction point. REPUBINTEL will task two intelligence corvettes, the Stalwart and Ravenous, to escort your normal drop-off frigate; this mission is a direct request from Intelligence, so let's show them our best.

Ah, I almost forgot to mention we'll have another party tagging along. The Jedi Council is convening on whether or not they'd like to send some escorts with us; they take any mention of Dark Force-users seriously, so they'll likely spare no expense in making sure our forces don't fall prey to some lightning-spewing anarchist punk. I know some of you have reserves about serving with the Jedi, but remember, they're on our side, and will be by the Republic's side whether you like it or not. In the case Jedi are attached, do not worry; you will retain operational command, and they will only serve as protection against hostile Force users.

Summary:
Operatives will perform an attempted search-and-rescue of a Republic countermeasures warship.

Required forces: Two squads trained in jungle navigation and survival.

Required equipment: Light combat loadout, with additional flamethrowers for foliage clearance.

Outcome upon mission completion: Republic survivors, intelligence information, possible recovery of Shadow Crawler.
 
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Tarus

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Scout Missions:

Is That An Army In Your Pocket?

Summary:
Alright, so. While the S.O.L.A.G. is completely independent of the Republic military, we aren't anti-social; once in every little while, we may have operations where we end up doing favours for an external party. Today, we're going to talk about one of said operations.

Our good friends at the REPUBINTEL need our help again. The spooks have uncovered transmissions that talk about another Hutt push toward the Core. Now, we know that they still have plenty of forces left; however, the concentration and location of these forces is completely unknown. So far, it all makes sense, right? Well, unfortunately, the Hutts have learned from their mistakes; they're now limiting crucial information to persons of importance only, leaving their armies to run-and-gun on completely random trajectories until more-direct orders are given.

This provides Intelligence with a problem. No longer can they capture a forward Commander and squeeze a plan of attack from him; he wouldn't know. This was foreseen as a possible consequence, and the Republic is ready for it, but that doesn't mean they won't need us. Of course, Intelligence has their own mission-capable forces, but they prefer less-dangerous roles. And may I mention that I think this is the only room in the Galaxy where people start smiling at the mention of dangerous missions. Gar, calm down.

As I said, Intelligence caught wind of a possible attack, but they do not know where, they do not know when, and they do not know the magnitude. And, as we've discussed before, the Republic cannot afford to pull forces out of the Core to defend the frontier if we do not know where attackers are coming from.

Intelligence does have one lead; extensive data-log recovery from recovered Hutt ships has shown that a rapidly-increasing amount of material, both supply- and personnel-wise, is moving through the bottleneck hyperspace lanes at the planet of Sleheyron. This planet lies deep in Hutt space, but is surrounded by Hyperspace lanes, two of which are crucial to the operation of the Hutt war effort - one leading to Nal Hutta, one the neighbouring Kessel system, which houses a large portion of Hutt manufacturing facilities.

Unfortunately, we cannot attack Sleheyron; not yet. Such an attack would be crippling, yes, and it would be a game-maker, but striking such a target would require extensive resources, resources that the Republic can not risk with so much of the Hutt armada sitting on Her doorstep. Instead, a small force of Commandos has been requested to land on the planet and make an extensive reconnaissance sweep. Intelligence wants to know everything; shipment details, military details, everything down to what grub the scum are eating. The most important thing is statistics; the exact number of inbound forces must be known.

Now, don't think that this will be easy, and, given that some of you are looking disappointing; it will most-definitely be dangerous. You'll be in the heart of Hutt territory, cut-off from reinforcements with only one of the Apostasy's frigates to provide extraction and support. Infiltration will be silent and unseen, but extraction may prove more difficult.

This mission will require three squads of Commandos, all trained in stealth, close-combat and undercover recon. Whether or not we fail will depend solely on how quickly you can dispatch any threats between yourselves and your objective; and remember, this mission may save the lives of hundreds of thousands of your former squadmates if executed properly.

A bonus is that you will be granted speeder bikes for covering terrain quickly, electronics-warfare suites for jamming and disabling enemy sensors, and long-range weaponry to minimize close contact.

Required forces: Three squads of Commando forces.

Required equipment: Standard kit, with additional electronic countermeasures, long-range modifications and speeder bikes.

Outcome upon mission completion: Operation-critical information on upcoming stages of the war.
 

Tarus

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Assault Missions:

Operation: Revenant

Summary:
The moment's at hand, commandos. For a while, Republic Intelligence has been working with the Jedi Council to determine where the Bogan are situated; until recently, the faction was thought to be cell-based, but Intelligence reports from yesterday have broken new ground.

The world of Ando Prime in the Ando system is now suspected to be the Bogan central hideout; the Intelligence wing scouting the world could not get too close, so we don't have exact information, but they detected hundreds of freighter craft in the vicinity, all unmarked. The planet is literally teeming with vermin.

The Republic is planning a full-out assault. Admiral Mohatu is preparing a division of Republic soldiers; brigades of foot soldiers and armoured vehicles, followed by a batallion of artillery and support craft. Twenty wings of Republic Navy starfighters and multiple battleships will be providing air supremacy and orbital bombardment in advance.

Republic Commandos will insert with Jedi escorts through Flea dropships, striking at specialized targets while the military assaults key choke points.

Our main assault will target Bloodied Orchid base, the Bogan's main stronghold on Ando Prime.

Godspeed, soldiers.

Required forces: Ten squads of Commando forces.

Required equipment: Assault kit, with additional armoured personnel carriers and anti-vehicular munitions

Outcome upon mission completion: The taking of Ando Prime.
 
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