Star Wars Roleplay: Chaos

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LFG Attack on Mek-Sha

team rocket is blasting off again

What's up gamers. I'm writing the lizard wizard again. Really out here tryna cook so stay with me.

Going to be writing Xeykard's forces attacking the shadowport of Mek-Sha (would bigly recommend reading the whole sub, it's pretty good). Mek-Sha is an asteroid station with a breathable atmosphere contained by a strong planetary shield. It's known for being fiercely independent and lawless in the best (and worst) way. Post-Bryn, it's been the entry point to the Scar Worlds and a hub for every sort of person who's involved in the region: refugees, criminals, rebels, defectors, and maybe -- just maybe -- you.

Here's the setup: A Star Destroyer and its escorts pull out of hyperspace, demanding access to the station to search for something, though they won't say what. After some hesitation, the station's ruling council acquiesces and opens one of the shield gates. They realize they're dealing with Xeykard, the de facto ruling warlord of their slice of space, and that there's already a company's worth of Sith marines already on the station. Xeykard promises that what he's looking for has nothing to do with the council, and that he and his men won't set foot on the Huttbreaker's compound. Trusting a Sith's word is a risk, but they don't really have much choice, given they don't have the means to deal with the firepower Xeykard has brought.

More Sith legionnaires set down; a squadron of fighters patrol the inner atmosphere, and the legionnaires secure most of the landing zones. General panic spreads across the station as they realize they're trapped, but it's kept at a simmer while the Sith don't act outwardly hostile. Xeykard leads a squadron to find what he's looking for, ultimately reaching a warehouse at the edge of the Three Points Bazaar, where he's tracked a locator beacon.

The thread opens when he realizes his prize isn't there, and orders his troops to tear up the station in search of it.

Here are some entry angles and story directions I see. Obviously these are by no means the only options; if you've got something cool, do it.

  • The Target: If you couldn't tell already, I currently have no idea what exactly Xeykard's looking for -- if you have an idea, throw it at me. It should be important and worthwhile, obviously, but other than that, no parameters. Ship schematics? A powerful artifact? An HVT he's looking to kill? Your character? He could be looking for anything. An opportunist or do-gooder might look to find the target first, whether to hand it over to Xeykard in hopes of favour or peace, keeping it out of his hands, or using it for themselves.
  • Slugfall Harbor: Mek-Sha is a major regional port, and this attack presents quite the challenge to that. Most of the gates are closed, and Slughall Harbor within the station is being watched closely by the bulk of the Sith forces. The Sith starfighters swarming about aren't a good sign either. Whether you're trying to get in, just arrived, or trying to get out, there are going to be quite a few obstacles.
  • Urban Warfare: The attack order from Xeykard means violence in the streets. The Sith troops aren't messing around; scrappy as Mek-Sha's residents may be, the legionnaires are well-trained, well-equipped, and, most importantly, could not give less of a shit about the safety or wellbeing of the people in the shadowport. Do you get caught up in a riot? Detained or attacked by some legionnaires? How do the various elements of Mek-Sha react to being attacked? Do you try to organize a defense, or try to defect to the legionnaires in hope they'll provide some protection?
  • Huttbreaker's Compound: The ruling council have holed up with most of their forces in the Huttbreaker's Compound, now the only safe place in Mek-Sha. It's impossible to reach on foot, but those who are able to get there are far more likely to survive the chaos in the streets below. The council is likely extremely split on what to do -- Mek-Sha has no military or police force, and organizing a popular resistance to the attack might be impossible. You could try to influence the council to intervene in one way or the other -- maybe it's best for them to stay back and stay safe, let the Sith find what they want and leave as soon as possible. Or maybe they need to close all the gates and deal with the legionnaires on the ground first. Or maybe it doesn't matter to you, just as long as they stay away from the Compound where you've found refuge.
  • Head of the Snake: Xeykard is mad. This was meant to be quick and easy; now he's deployed hundreds (maybe thousands) of troops to find his target. His presence is like a great stack of wood and kindling, waiting for a spark to ignite his fury. Yet, for the Jedi aboard the station (and their allies of necessity), taking him out might be their best bet at stemming the tide of the Sith. Of course, this is no small task -- there's a reason he's one of the last remaining warlords of the Scar Worlds. (It's not his charm and good looks.)
  • The Cavalry: While the Sith forces probably have some comms-jamming going on in the system, there's no doubt with all of the crafty low-lives of Mek-Sha that something's got through. Maybe you're a lone smuggler responding to the distress call -- or maybe you're an Alliance, Imperial, Ashlan, RTL, or Concord task force. While I welcome the latter sort of thing, the only limitation here is that you don't arrive immediately, so things can play out on the ground first.
Again, feel free to come up with your own angles. I'm excited to see what you bring.

Other than that, just a few general tone requests:

  • Acknowledge the panic. An organized military force descending on an independent shadowport without warning is going to be a bad time for the people who live on that shadowport.
  • Everyone's got their own thing going on. The diversity of people on Mek-Sha is part of what makes it special; everyone's got a different opinion on what's going on, everyone's got their own info, everyone's got their own strategy to stay safe. Encounter things, encounter people, throw something weird in your character's path.
  • Other than people being the Cavalry, focus on small-scale stuff. Don't pull an army out of your butt.
  • A Sith legionnaire is dangerous. Make them feel that way.
  • Check the geography. Seriously -- the maps in the sub are dope, and each area of Mek-Sha has its own little flavor and twist. Take it and run with it.
I'll give more details once I actually put the thread up, which will be in a day or two.

Reply below and I'll tag you in the OP, and don't forget to give me an idea about what the target could be.
 
I'm down for punching some people in the throat - or trying to grab the target too, depending on what it is.

Let's see about coming up with some suggestions; the underlying logic behind most of these is that whatever it is should help Xeykard expand his power base, restore the Sith Empire (with him as the head honcho?), or something along those lines. Is that his goal?
  • You mentioned ship schematics, which immediately gave me an idea - an adaptive database containing a number of Sith-Imperial schematics, sort of like my GMCs. That'd be invaluable if one's trying to grow one's sources with limited resources & shipbuilding capabilities.
  • A time-worn iron crown that projects effects comparable to battle meditation, strengthening the resolve of the user's subordinates.
  • Vital intel stolen from some Major Faction or another; seems like the kind of thing someone would try to sell in a Shadowport.
  • A box with a fuckton of Sith Spirits in it.
  • A mostly opaque orb that gives the user a vague idea about how likely whatever he's thinking of is to succeed.
    • Yes, this is a genuinely magic, magic 8-ball. Don't question me.
  • An admiral with a serious gambling problem but solid intel and some useful connections.
  • A prototype stealth device that can hide someone from both sensors and the Force.
    • Good look finding this damn thing if the current owner can turn it on.
  • The recipe to Darth Culinarius' famed 'Dark Side Cookies', which are said to be able to turn anyone to the Dark Side.
 
Do want to jump in, either on this character or make use of the smaller-scale stuff with either Koda Fett Koda Fett or Veno Veno . Let me know what suits your narrative best. With Rakaan, I can start him on some nearby system and jump over later on in response to a distress call. First responder with little to no information type of scenario.
 
Well Minerva had stayed on Mak-Sha for a time before volunteering with the Alliance military. I can see her being on the station to meet with some old contacts when the show begins heh. She will definitely take part in the urban warfare to follow if that is fine with you folks.
 
I got this fresh, new do-gooder that I wanna play, who I could see joining in. Likely though as the "Cavalry" Showing up at some point after things play out a bit like what was mentioned. Will defiantly be looking through the Mek-Sha sub to get a better idea of the location.
 
Let's see about coming up with some suggestions; the underlying logic behind most of these is that whatever it is should help Xeykard expand his power base, restore the Sith Empire (with him as the head honcho?), or something along those lines. Is that his goal?

Basically yeah. Xeykard's current goal is to lead a reunification of the Scar Worlds (mostly focusing on the ones that... didn't get genocided by the Bryn), and he's gathered a bunch of Sith-Imperial remnant forces to back him. While he's in theory shooting for another Sith Empire with him at the top, there's a pretty distinct lack of Sith in said empire right now. Most of the Sith left, and the few that remain are all looking for their slice of the pie, and Xeykard doesn't like to share.

He's not outright strong enough to dissuade challenges, and given that he betrayed another Sith warlord, he's extremely wary of any Sith trying to join him. Further, he's secretly afraid that more powerful Sith Lords (Maw, but mostly SO) might come and try to take what's his. As such, I'm pretty 50/50 on him accepting help from Malum, but I also trust you to make it work. Let me know if you need more info or have any questions Darth Malum of House Marr Darth Malum of House Marr .

Deadcurze, your ideas dope as usual. I'll think about it a bit more before I post. Or maybe I'll keep it a secret during the thread itself. No idea.

Rakaan Horne Rakaan Horne all up to you. Excited to see you there no matter who you're writing.

Minerva Fhirdiad Minerva Fhirdiad Minerva may have stayed on Mek-Sha, but has she slayed on Mek-Sha? Can't wait to find out.

Theus Eldoris Theus Eldoris dopers, let me know if there's anything I can help with.

Cale Gunderson Cale Gunderson i kill u or???
 
Jasper Kai'el Jasper Kai'el DOPE

Minerva Fhirdiad Minerva Fhirdiad already DM'd me about it, but I'll give a bit more extensive vibe for Xeykard's forces here. I'm actually working on a general army sub for them, maybe that'll be up before the thread, idk.

The attackers on Mek-Sha are a mix of two groups: veteran Imperial Legion shock troops and Gormak soldiers. The former have pledged themselves to Xeykard and are all career soldiers, veterans of the Third Imperial Civil War and the ensuing years of conflict in the Scar Worlds. The latter were picked up by Xeykard at the end of a long campaign on Voss; while not trained exactly the same as the legionnaires, the Gormak have a strong martial culture, are naturally competitive, and have a knack for technology.

Both groups in general don the same legionnaire combat armor, but diverge a bit in specific equipment and tactics. The Imperial Legion pretty uniformly wield Judicator blaster rifles (thanks deadcurze lol) modded for their role in the squad. This uniformity extends to squad specialization; if you encounter a legionnaire with a jump pack, everyone in the squad is likely to have them. The legionnaires work closely together, are pretty methodical, and communicate efficiently.

The Gormak lean more into individuality; their specific equipment will vary wildly from soldier to soldier. They'll carry anything from sonic blasters to slugthrowers, modify their armor, and have any mix of utility or auxiliary equipment at their disposal. They're also far more likely to be carrying melee weapons, and far more likely to try and get into a position to use them. The Gormak will still work together, but are a bit more likely to chase glory, and generally ignore people that look harmless, in favour of going after those who look like a challenge (i.e. someone wearing Mandalorian armor). Still, many of them have legion training, so they're pretty well disciplined, just with their own cultural flavoring.

In the thread they're (obviously) NPCs so 100% up to you to write them doing whatever. I'll occasionally throw a specialist squad in somewhere to spice things up, or maybe a line about a specific tactic they use, but otherwise it's all you. Again, might have more specifics later. Thread will either drop in a few hours or tomorrow evening. Very hype, see you there.
 

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