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Sol Walker
Crew

PostPosted: Fri May 13, 2005 1:01 pm
The Outlaw's Guide to the Galaxy
User Image

Hey there fellow spacers. Im Cale Darksun. Outlaw, Pirate, Bounty Hunter, Smuggler, yeah, you could say Ive done it all. Ive seen quite a few things in my jorneys across the galaxy. Learned some stuff too, and for your benifit Here's gonna be a repository of my vast and infinite knowledge. If you want to survive in the galaxy far, far away, you better listen good, cause you don't want to learn the hard way. Believe me.

However, this need not be just my Info posted here. I may be an old hand in the seedier sides of the galaxy, but theres still some things I don't know. Any of you spacers out there who want to pass on your Knowledge to the rest of us are free to tap something in. Weather its how to fly backwards through an Imperial Blockade((Been there, done that. the ship I flew didn't make out entirely though.)) or where to find the best restraunt on Ortoolan((Not an easy thing to do. Most Ortoolans are master gourmands(sp?). )) You can post it here. But No one liners please.
Just follow this simple pattern when ya post and it'll be all green.
Entry No sad (either follow the entry numbers I write, or make up your own. No order is necessary))
Subject sad (this is where you put your topic name so others can get an idea about what you're blabbing about.
Status: ((this is where you put the canonicity of the article. Canon, Fanon and GM (guild made) ))
Capsule sad (the meat of the entry))
I recomend you put the entry number and subject in Bold lettering. just easier to see that way.

Cale Darksun
From time to time, an entry might appear with one of these in it. In this box, I'll have additional info and a general oppinion on the quality of the article. Why? because I can. Anyone caught deleating or modifying these Cale Quotes will be banned from adding any new entries and be severely repremanded.


Also, from now on, if you have an entry, place it here for me to approve before posting it in the guide:
http://www.gaiaonline.com/guilds/viewtopic.php?t=5989277

And so without further ado, I geive you the Outlaw's Guide to the Galaxy.
((hey, the Hitchhikers have one. why shouldn't we?))

Entry Contributers:

Me, of course. mrgreen
Nospai Deathous
Nelowulf
Darkened Angel
Missing nin Itatchi
FrozenPhoenix32
NickCPointless
Uber_Bunny
Lord of the Demon Hunters
PaulTheWolf5575
Angelic Celestia
ElladanKenet
stellarmagic
Shinn Matsunaga

Tale of Contents
(In order of entry apearance)

Page One: The Kessel Run, Invading and Claiming a planet, Space and the Universe, Base Delta Zero, Caught Red Handed, Jedi Mind Tricks for the Force Impared, Acting Like an Outlaw Parts 1 and 2, Dying, Presden Mallow, StormTroopers, Death Star, StarForge Station, E-11 part 1

Page Two: An Outlaw's View of Lightsabers, Detonite Tape, Mos Eisely Special, Weapon Varieties, Jedi, E-11 part 2, Fusion Cutter Ect, DL-44, The Force, Tie Fighter, Jabba the Hutt, T-65, B1 Battle Droids, A-wing, Flying Paragraphs

Page Three: Boba Fett, HK-47, Booze of the Galaxy, IG-88, Falthorn Hallok,
Honor among Thieves, Merr-Sonn M18 Blaster Carbine, BlasTech SO-19, Golan Arms MB-2, Blockade Running, A parsec... in lame mans terms, getting parts, Protocol droids, Cor-sec, Storm commandos

Page Four: The Pangalactic Gargleblaster, Sith Lords, Pod Racers and Swoop Bikes, Sharba the Hutt, Space Pirates, BlasTech SO-27, Galactic Empire: The Official Star Wars Guild, I-7 Howlrunner, Holographic imagers, Spacial Paranormal activities, A-9 Vigilance Interceptor, Why don't Outlaws pay taxes?, Mandelorean Iron, Corellian Corvette, Ord Mantell

Page Five: Hoth, Garos IV, Light Shields, Collapsable Missle Tube, Alderaan-(well, whats left of it), Delaya, New Alderaan, XG-33 Spear, Twin Suns Squadron, Vergresso Shadowport, Disruptors, Corellia, Chandrilla, AT-AT, Y-wing

Page Six: Lancer Frigate, Nebulon-B Frigate, Incom T-47 "Snowspeeder", Tie Defender, Cover, Slang Sampler, Dac(Mon Calamari), Borleias, CEC's Yz-775 medium transport, Prax Arms LG-5 Laser Gauntlet, Accelerated Charged Particle repeater gun, ACP Array Gun, LJ-50 Concussion Rifle, LS-150 heavy ACP repeater, Kyle Katarn

Page Seven: Echuu Shen-jon, Yt-1300, Plo-koon, Kai-Adi-Mundi, Kit Fisto, Obi-wan Kenobi, Lightsaber Form I: Shii-Cho, Lightsaber Form II: Makashi, Lightsaber Form III: Soresu, Lightsaber Form IV: Ataru, Lightsaber Form V: Shien and Djem So, Lightsaber Form VI: Niman, Lightsaber Form VII: Juyo and Vaapad, Unofficial Lightsaber Forms, Sector Rangers

Page Eight: Selkisto Jendon Hothun, Zeltrons, Blastech DC-15, CEC YT-2400 Light freighter, Sentinel-class landing craft, Blastech DT-57 Annihilator, The Cheese Star, The Millenium Falcon, Barabels, The Outrider, Rudimentary Imperial Fleet Tactics; Star Fighters I, Y-Class Corvette, VT-49 Decimator, Cambot, Light Corvette

Page Nine: Customs Frigate, Guardian 344-class Light Cruiser, Gallofree AA-12 Transport, Clone Commandos, Open Circle Fleet, Spice, Tibanna Gas, Rhen Var, Nebulon Ranger, Darth Maul, KDY Class 100 Cruiser, Sith species, LaserHone Razor Vibrocutlass, Merr-Sonn Munitions Z-6 Rotary Blaster Cannon, Merr-Sonn Munitions Reciprocating quad blaster

Page Ten: Incom T-70 Assault Wing Starfighter, Blastech DC-17a, Phase 1 Clone Armor, Phase 2 Clone Armor, Hutt Battle Armor, Armorweave, Corona class Frigate, Defender Starfighter, The Blazing Claw, Echani, Mando'ade, Corellians, Brentaal, Cale Darksun, (Pre CotGCW Bio), Government Information Tape #12: How not to be Seen.

Page Eleven: Rain Starwind, Seperatist Comandos, Nebula-class Star Destroyer, Republic-class Star Destroyer, DE-10 Heavy Pistol, Miraluka, The Galactic Liberation Front, Acclamantor-class Assault Ship Mark III, ARC-9965 Blaster, Predator-class Fighter, Imperial Star Destroyer (User Manual), General overview of energy pistols, Idiots guide to Chiss names, Victory-class IV Star Destroyer

Page Twelve: Pellaeon-class Super Star Destroyer, Rapora, Koensayr BTS-A2 Long-Range Strike Fighter/Bomber, Sorosuub Preybird-class Starfighter, Wayland, Advanced Recon Commandos, Noghri, Sevid'nak, X-wing Starfighters, Medpacs, Action IX Medium Transport, Gladius-class Star Frigate, Wombat II-class Star Frigate, Stalwarth-class Star Destroyer, Revenge II-class Star Cruiser

Page Thirteen: Shield Systems, Canderous-class Frigate, Nemesis-class Star Destroyer, LT Transverter, Jorus and Joruus C'baoth, Force-ability: Dominate Mind, Imperator Series of Star Destroyers, Golan Arms G-3HJ, Blas-tech E-54, Scythe-class main Battle Cruiser, Incom CF9 Crossfire starfighter, Ship Classification – Star Corvettes and above

Page Fourteen: Jedi Master Zao, Lightfoils and Saber Rakes, Form XII: Firestorm, Rail Detonator, Echani (Fanon), Starwind Staryards I-CC7 "Sparrow" Starfighter, Verp-corp T-wing Assault Starfighter, Nubian Shipyards LS-67 "Rocket-sled" Interceptor, Kuat Drive Yards All Terrain-Combat Transport, Talon Light Fighter, Aratech HT-74 Military Hovertruck, Kuat Drive Yards All Terrain Infantry Walker, Rothana Heavy engineering 32-K Main Battle Tank, Starwind Shipyards MN-9G "Vynock" Combat Airspeeder, T-97 Epsilon Bomber,

Page Fifteen: Crix Madine, KDY All Terrain-Armored Dreadnaught, Blastech Infantry Support Emplaced Laser, Krupix Works AA Quad Turbolaser turret, Krupix Works Ground Defense Dual Turbolaser turret, Amorioncorp AC-T37 Daedalus  
PostPosted: Fri May 13, 2005 1:27 pm
Entry No:1
Subject: The Kessel Run
Status:Canon
Capsule:
User Image
Everyone's heard of the Kessel Run, and every Smuggler worth his salt claims he's got the fastest time. what is it exactly? Its a relay race to catch up to and unload cargo onto Container ships moving up and down the Kessel trade corridor. Run cargo to them all before they leave Kessel space and youve done it. usually theres six or so of these big ships moving in completely different directions.

Before you make any attempts at this, you need a few things.
1:you need a fast ship. and I mean a bootlegger fast ship.
2:you need to be a good pilot. You'll know if you're a good pilot if you survive the run. thats a small number. Half end up in Imperial prisons mining spice, the other half haven't been heard of since.
3:you need to be sober. you'd be suprised how often this rule is broken.
4:you need to be familiar with Kessel space. I recomend shipping a few legitimate cargoes through the area so you get a feal for it.

Now, the problem with the Kessel Run is that its widely known as a Drug run. ships often hide illegal spice from Kessel on their ship while they go on the run, seeing it as a way to disquise their activities. Trouble is, the Imps all know this. Customs ships will be all over the place and will run you down and pull you over. If you resist they blast you to atoms. if you run they blast you to atoms. so heres where smuggling comes in. If you've hidden the stash good enough and the imp inspecting you is bribable or lazy, you got nothing to fear. But half those Customs agents are hard asses and have no trouble on trumping up false charges against you. Even if you aren't hauling spice they'll pull your a** over and search you. If you keep your ship squeeky clean and if you suck up to them enough, they'll just get frustrated and leave. But if they so mutch as find one gram of Glit, you'll be mining the stuff till the Maw collapses on itself.
hey, thems the breaks.

Han's record is 12 Parsecs but anything under 18 will get you famous. But what made the Falcon the record holder is that Han skimmed near the Maw's black holes, distorting time and space. DO NOT TRY THIS. Han isn't the first one to try and cheat reality by skimming the holes, but its near guarenteed suicide. get too close and its bye bye.

Hope that clears things up for ya. Until next time, Clear skies spacers.  

Sol Walker
Crew


Nospai Deathous

PostPosted: Fri May 13, 2005 1:46 pm
Entry No: 1943
Subject: Invading and Claiming a Planet
Status: Comical
Capsule:User Image

Invading a planet can be easy or hard. For instance, if you were to invade the planet of Dantooine, you'd need only to land, step foot on the ground, stomp on it, place a flag of your choosing, and shout "It's mine now! So ******** off!"

However, to invade a planet like, say, Coruscant, you'd need a lot of what we in the military strategy, smuggling, bounty hunter, and beef grilling industries call "firepower." It's good to have a few hundred capital ships, a good 250,000 dropships, some 750,000 fighters, and about 2 million troops.

Now's the moment where you say, "Screw that! I'm going to Dantooine!" That's a good idea. However, if you're an up-and-coming government who wants a real seat of power, Coruscant is a must. Y'know. A reputation booster and all. I mean, really, it has no other use than that. It's smoggy, and crowded, and the sunsets suck a**. Plus, the locals tend to be unfriendly.

Anyway, first you need to take down the planetary shield. You can try ignoring this step, but if you do, it's wise to bring many, many waves of the aforementioned forces (oh, another thing, bring some backup that'll come in only at the last second, and only when all hope seems lost- for dramatic effect). This can be done in many ways, but some are rather painful, and all require a good supply of Ibuprofane and "Who's that Squib" re-runs on a portable holoprojector. You need to infiltrate the planet and de-activate the shield. Now, this is rather difficult, but as long as you have a main character or jedi doing the job, it's a safe bet that you can't fail. Make them take out long-range sensors and communications while they're at it, too.

Now, set your capital ships up for an orbital bombardment. You'll need to remove any defense sattelites, fighter squads, and defensive batteries and such before that can happen, though (hope you read through this before attempting that). Those can be removed through long-range means. When they're in orbit, blast the planet.

BLAST THE ******** TO SMITHEREENS!!!
MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!

*ahem* Go in with dropships/fighter escorts and deposit troops while eliminating resistance. One, two, three, you own coruscant!

These steps can be applied in varying degrees of severity, depending on the defensive measures around the planet.

(OGG is not responsible for failed invasions, but if you do mount a successful invasion, don't forget to send a bit of 'thank you' credits to your pals here at the OGG publishing offices)

UPDTATE:
Dantooine has been so overrun by outlaws claiming the planet, it's now necessary to bring at least 7 armed guards and a well armed medium-sized spaceship to ensure a successful invasion.
 
PostPosted: Fri May 13, 2005 1:54 pm
Entry No:2
Subject:Space and the universe
Capsule:
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In the beginning, the universe was created. This has been widely reguarded as a bad move. However, the universe is big, Really BIG! You won't believe how vastely hugely mindbogglingly big it is! I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space. To be fair though, when confronted by teh sheer enormity of the distances between the stars, better minds than the one responsible for the Guide's introduction have faltered. Soem invite you to consider for a moment a peanut in Reading and a small walnut in Johannesburg, and other such dizzying concepts.

The simple truth is that interstellar diestances will not fit into the human imangination. Even light, which travels so fast that it takes most races thouusands of years to realize that it travels at all, takes time to journey between the stars. It takes eight minutes to journey from the star Sol to to the place where Earth used to be, and four years more to arrive at Sol's nearest stellar neighbor, Alpha Proxima.

For light to reah the other side of the Galaxy, for it to reach Damogran, for instance, takes rather longer: five hundred thousand yearas.

The record for hitchhiking this distance is just under five eyars, but you don't get to see much on teh way. However, in the SW Universe, the quickest one may possibly do a run from one end of the galaxy to the other is strictly undefined, as such systems are numerous, and traveling from system to system depends on how fast your ship may be and you're ability to determine the correct path of which way to go.  

Nelowulf
Vice Captain

Codger

6,200 Points
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Sol Walker
Crew

PostPosted: Fri May 13, 2005 1:57 pm
Entry No: 1945
Subject: Base Delta Zero
Status: Canon
Capsule:
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Every person in the Empire fears this code. its the one Imperial battle code that never changes when they shift their encryption. And ist the one reason why every world in the galaxy fears the ISD.
The Battle code Is the order to wipe life off the surface of the world through orbital bombardment, and a single ISD can do this on a normal sized planet in a week at most. This is the way the empire punishes worlds that put up a resistance against them. Fortunately, this tactic is rarely employed. The only Time I know of it is when It was ordered unscucessfully against Nar Shadda. But I can guarantee you that most Base Delta Zero operations never officially happened. meaning that they were kept secret from the galaxy. If anyone ever encounters the Imps using the phrase Base Delta Zero in any comn chatter or comunication, Its a good Idea to head for the stars before they Blockade the planet.  
PostPosted: Fri May 13, 2005 2:39 pm
Entry No: 27
Subject: Caught Red-handed
Capsule:
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A common situation for an outlaw is that in which he's caught red handed. Such activities to be doing whilst being caught red handed are killing, maiming, mauling, stealing, mugging, destroying property, or inhaling illegal substances. When this happens, you should clear your mind and sharpen it immediately, except in the last case, where all hope is lost.

First, start by acting surprised. Red-hand-catchers like this. They feed off of it, somehow. We're working on figuring that out at the moment. If you're the jumpy type, this shouldn't be too hard.

Now for the hard part: resist the urge to run away like an Ewok with its a** on fire. If you're sitting, or lying down, or are in an odd sexual position, casually stand up. Face your captor, stare them in the eyes, and, using you best acting skills, break out in tears.

Make up some s**t about being raised in a broken home with a drunken father and a prostitute for a mother. Then explain your life's story to them, every stinking detail (exaggerate wherever you want). Make sure you get lots of snot all over their shoulder. Wait a little while of hyperventilated breathing, then calm down and say that you're sorry.

If this doesn't work, shoot them and run.  

Nospai Deathous


Sol Walker
Crew

PostPosted: Fri May 13, 2005 2:40 pm
Entry No: 23
Topic: Jedi Mindtricks for the Force impared
Capsule:
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You don't need the Force to mess with people's heads. Heres a useful trick that'll get somone to do what you want them to do for a short while. Gotta warn you, while this trick will work on even creatures imune to jedi mind tricks, its a one shot. ((The Zeltrons are masters of this kind of mental persuasion, so be careful when dealing with them.))

Step 1: Gain your target's trust: Listen closely to the target as they talk to you, making note of their speach patterns. begin to imagine what it would be like to be his clone, to be just like him.
Step 2: Make your subject feel safe: Do not do anything threating and make small talk. you know, ask him about himself. maintain an open and friendly manner. Smile and maintain eye contact((depends on the alien you want to coerce. these might not be accemptable to beings of other cultures))
Step 3: Match your target exactly in his tone, speech patterns and breathing: self explanitory but don't make it obvious.
Step 4: Begin to Mirror your oponent's behavior: also self explanatory. imagine yourself as a mirror image or clone of your target and mimic his vocabulary and movements. Subtly is key here as well.
Step 5: Attempt to Lead your opponents behavior: Begin to take control. subtly lead his movements, breathing and vocabulary. take note that he's mimicking you now. Now, Insist confidently what you want of your target. Ex: you don't need to see our Identification, or Let me through those doors. If this dosent work, try being more passive in your aporach.

keep in mind that you must stay flexible. You're sneaking into the target's subconcious and must be careful. the trick works well when your taget is expressing a heightened emotional state. believe it or not, this trick even works on jedi. Often times they believe themselfves imune to such trickery, and that confidence is their Death Star exaust vent.  
PostPosted: Fri May 13, 2005 2:58 pm
Entry No: 97a
Subject: Acting Like an Outlaw
Capsule:
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What's the point of being an outlaw if you can't act like one? Exactly! There is none!

Well, first start by not shaving for a few days. Don't take regular baths either. Eat junkfood that's expired at least 5 years ago. Do whatever you want.

Now you're ready to start acting like an outlaw!

There are many ways to act like an outlaw. We've compiled a list to aid you in your quest to become an awesome(er) outlaw. There will probably be many addendums to this list in subsequent entries (denoted by subsequent letters), so be prepared for those.

1. Shoot first, ask questions later (that means you, Han!!)
2. Speak to your spaceship/gun/pet as if it's your wife/husband. If you have a wife/husband, speak to them as if they are your spaceship/gun/pet.
3. Never use the following phrases:
-golly gee!
-mamma pajama!
-look at the size of that thing!
-look at all these tampons!
-look at me, mommy!
-true love will always tiumph! (unless you are a romantic outlaw)
-holy grasshoppers, Batman!
-you know, i've always enjoyed spandex...
-you need to accessorize!
-like, totally.
-i gotta boo-boo! *weep*
4. If you're gonna go and die, do it in a cool way. You know, crushed between two Star Destroyers, or poisoned to death or something.
5. Shoot first, ask... wait...
6. Never get a tattoo of something girly
7. Never wear pink
8. Never dress in drag
9. Never wear perfume, unless you are female, in which case you must wear far too much
10. Never, ever, carry a handbag  

Nospai Deathous


Sol Walker
Crew

PostPosted: Fri May 13, 2005 3:07 pm
Entry No:97 b
Subject: Acting Like an Outlaw.
Capsule:
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Being an outlaw isn't just doing what you want all the time. Real Outlaws are people who don't fit anywhere else. they are outside the law and often make a living through non legal means. No two outlaws are the same but I feel I need to make a few adjustments to the list. several of the rules above I disagree with.
1. Shaving. Yes, I shave. its often easier to impersonate people if you shave. plus they trust a clean shaven person.
2. No, You can't do whatever you want. You do what you can get away with.
3. Bathing. I bathe too. chicks dig guys who can clean up good. plus it leaves less of a noticible scent for aliens with good senses.
4. Shooting first: Never shoot first until you understand whats going on. and never open fire on a Star Destroyer first. NEVER.
5. Handbags. usually, a tool pouch or duffel bag can be a great asset, since you often find yourself without a berth.
The other Rules: generally accepted by the Outlaw comunity as Canon.
The primary Rule of being an Outlaw, is that you have to survive and look cool doing it.  
PostPosted: Fri May 13, 2005 4:11 pm
Entry No: 42.5
Subject: Dying
Capsule:
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Dying, expiring, going kapoot, or any form of pushing up the dasies happens to even the greatest of Jedi. Nobody lives forever, except for maybe Wowbanger the Infinantely Prolonged or Jar Jar Binks, because of a nasty contagious chronic disease called Death. Death has been noted as being a good comeback for creating the universe's mistake, though some ripples have been caused.

First, People either die too young, or too old. Often, the latter is common to many people who generally suck. This common pattern is usually what makes many people not like death. This has given rise to the common phrase, "Only the Good Die Young," which was also turned into a hit single in the US and UK during the 1960's or 1970's.

Upon focusing on this great dillema, we realise that some people die too young, which are usually pretty cool ones. Such names include: Chewbacca, Yoda, and Dash Rendar. Don't be put down by these greats though, there are some rules to dying that even the fancy shootin' smuggler and outlaw can help in aiding their death become one of stories and legends.

1) NEVER ever die because of something natural, unless you have somebody witnessing and you sputter out a rather large secret that turns the plot of the story into something the audience will be shocked at.

2) NEVER die due to some illness like flu, syphillis, or even Tuberculosis. Despite how good this may sound, this approach is lame, and often makes the death even less important, unless you are pairing this with reason #1.

3) If you must die, go by dying to save the universe for the time being. This is a decent way to die, though the Sun Crusher has made this pseudopopular, and only to be used if nothing better is available.

4) When dying, one must have to get to the higher rungs of death a massive, overwhelming force that could kill billions of people. Such things include: Massive explosion that takes out all the enemies, haveing a moon crash into you, using yourself as an electrical conduit to power a shield to save the universe, etc.

5) For you outlaws that are a bit more nymphomaniacal, one may even suggest dying by "kinkyness". This death is pretty decent, but hard to pull off due to suggestive nature. Only one person has ever died like this and had a good reputation for it. Lister of the RED DWARF died at the age of 104 by choking on a bra. However, use this death with extreme caution.

6) For you people who want a challenge, you can go for the best death possible: Pseudodeaths, or faking your death. Dash Rendar has pulled this feat off, and many a more person has attempted this. The entire point is to try and wrap up all the cool aspects of dying into one, and then surviving. Basically, you try to die, and ******** up in a good way to start over again. However, one can easily make this technique turn sour. Jar Jar Binks is one of the most successful at this, but due to lack of usefullness and tact, is considered just an annoyance.  

Nelowulf
Vice Captain

Codger

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Sol Walker
Crew

PostPosted: Fri May 13, 2005 5:38 pm
Entry No: 789
Subject:Presnednen Mallow, AKA Navigator Mak, Mak the Munitions Merchant
Capsule:
User Image - Blocked by "Display Image" Settings. Click to show.
In a well maintained shop along the periphery of Cloud City, theres an elderly Duros known as Presnednen Mallow. His shop, Fantastic Firearms, is a place frequented by the wealthy with a taste for Artful blasters and slugthrowers. we're talking carved wooden stocks, Barrels inlaid with platinum, hand etched details, the works. all of them are worth a considerable credit and often appear in the collections of everyone from Coruscanti Nobles, to Hutt Crimelords. Pres dosen't make most of these items, he acts as the middle man, selling the works of talented gun artisans and taking a percentage of the profits. Ocasionally old pres makes a work of his own, but thats a rare occasion. more often he repairs and cleans the weapons he has shipped in from his buisness partners. the average individual wouldn't bother coming in here to shop for a blaster for several reasons. 1. they're all very pricy. 2. they're all sporting firearms, nothing with a punch. Theres also a reason why old Pres never worries about burglers in his shop. he's very accurate qand proficient with all his pieces, and only he knows which ones are loaded. But aside from that, Pres runs a very honest buisness.

But what a small few realize is that Presnednen Mallow is an alias. In another lifetime he was known simply as Mak. he first started out as a Navigator for a fearsome pirate fleet. when it was busted up by the law, he put his mind to finance, selling and dealing in Black market arms. it was here that he gained his love for Fiream art and how he found his "retirement". when the heat was getting too close to finding him out, Mak disapared. Roughly around the time that Old Pres set up shop on Bespin.
Mak still deals in illegal arms, but he only sells to trusted assoicates, like former bodyguards and the descendents of old shipmates. and if anyone were to cause harm to Old Mak, It can be assured that these trusted associates will hunt down the perp and repay the favor for Mak.  
PostPosted: Sat May 14, 2005 5:14 am
Entry No:Tk-421
Subject: Stormtroopers
Status: Canon
Capsule: User Image
White hats, Snow-men, Stormies, whatever you call them you know who I'm talking about: the faceless hammer of the Empire: the Stormtrooper. These guys are everywhere theres an imperial base, star destroyer, or even an Imperial Flag. Pry up a rock on Corulag and I can guarantee you that instead of bugs, you'll find these guys. You Can't Bribe them, you cant Blackmail them, and my Female associates tell me you can't seduce them. they only have two loyalties: To the Empire and to other stormtroopers.

Despite what rebel propaganda tells you, these guys are no push overs. Mix the best training money can buy with the best equipment money can mass produce and you are faced with an elite fighting machine. Those helmits they got can adjust for changes in lighting and visibility, so no matter the circumstance they can always get off a clear shot. Their head gear also contains built in comlinks. to sumarize, they can carry on a conversation with a unit five klicks away while they're shooting holes in your a** in the middle of a foggy night without having to fumble with their weapons. and contrary to popular belief they are VERY accurate with those E-11 blasters. Their armor is enviromentaly sealed and can survive mulitple hits from a blaster pistol. I know. I unloaded a pak into one and it took like five shots to drop him. granted I was fighting a running battle but regardless that armor's tough.

So I bet you're wondering how to beat these guys. well the best way to beat them is to avoid them entirely. Killing one only makes the situation worse as the minute one goes down, two more show up to take their place. and just because he's lying face down on the ground dosen't mean he's dead. chances are the armor took the brunt of the blow. they'll drag the guy to the med lab, bacta him up and he'll be on patrol in about a week. then, when he sees you again, trust me, he'll remember that it was you who shot him and vape your a** on sight. Keep in mind that no jury in the Empire will convict a stormtrooper for anything.
Trickery is a good back up plan when dealing with Imperial Snowmen, for outside of battle they seem to be lacking in common sence. My "Jedi" mind trick works on them, as do good lies and fast talk. Nonimperial Disguises work well if you have good ID or can avoid having to show it. and as a last resort, try barking at them like a drill sargeant.

As to wearing Stormie armor, you often hear stuff like "I can't see a thing in this Helmit!". this is because the speaker hasn't been trained in it's use. The stuff is heavy, hard to move in, and usually its a custom fit for the guy you stole it from. The resale value for the stuff is pretty high, but the empire can trace it so you're better off leaving it. if you salvage from a dead stormie, there's only three things you need to take: His gun, his utility belt, and his helmit's comlink. you can use this to tap into imperial channels for about thirty minutes before they figure out he's dead and kick that comlink from the circuit.  

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PostPosted: Sat May 14, 2005 7:43 pm
Entry No: IV
Subject: Death Star
Status:Canon
Capsule: User Image
The Death Star is a wonderful piece of technology utilized by the Empire. Many theories exist on who specifically and originally created the idea and designs for this obiting ball of doom, but Outlaws know this: it is hella big.

The Death Star is something Outlaws have always not wanted to be near. This cannot be blamed, as the Death Star is teh size (and shape) of a Class IV moon, and is bristiling with guns, tractor beams, a superlaser and of course, guns. Not to mention its masses of fighters and irritatingly huge number of people inside.

The Outlaw's Guide to the Galaxy recommends this for attacking the Death Star: Don't. The Outlaw's Guide to the Galaxy recommends this course of action for the following activities as well: Showing off to, shooting at, seeing if you can touch it, mooning it, sniffing it, landing on it, testing your engines against its tractor beams, testing your capital ships shields against it, or generally any activity that involves in any way shape or form of not running the hell away from it faster than Yoda on speed.

Of course, if you must attack it, then you can enjoy the option of looking at your life pass before your eyes. If it has been a good life, then you'll be pleased when it is over. If it has been a shitty life, which is more likely the case since you're here in the first place, then you can take comfort that chances are you won't be around much longer to experience it anyway.

Seeing as how attacking this awesome battlestation should only be attempted by fools (not even skilled pilots should try this), only one other option remains besides running away and doing something smart: Boarding it.

If you are stupid and daring enough, and have more luck than the universe is big (see entry 2, the Universe and Space), then by all means, attempt this feat. Take care and follow these steps.

1- Blast your way out of a spaceport owned by Imperials, so they can be curious about your vessel and actually want to inspect it instead of just shooting it.

2- Use your hidden smuggling compartments to hide from the boarding crew that will be inspecting your ship momentarily. If you don't have any hidden compartments, try using a Jedi Mind Trick to make sure nobody sees you. If there is a force user on the Death Star or you aren't force sensitive, I suggest that you read the fourth paragraph of this entry before kissing your a** goodbye.

3- Make sure you use blaster noises to distract and kill one of the boarding crew. Once you have his suit, it will make sneaking around for some fun and disabling the tractor beams much easier. More info on this at entry TK-421.

4- Upon exiting the ship, tap your helmet to show that the com in your headset is not working. This will irritate the Imps to no end, and give you a chance to sneak in and kick a**.

5- Now you are in the battlestation. Some may find out that you are here, but in the meantime, you can (A) disable the tractor beams and get the hell out of there and be smarter than you have, (B) go rescue a princess, and get laid, not necessarily in that order when you're captured yourself, or (C) go on a rampage and be a one man army and see how long you last.

6- Once you have chosen your path, and have actually lived, you can blast out, and make sure you're ready for some TIEs to follow you, since they are pissed. However, they will only send out four of them because the rest of the pilots are taking a piss, and you're being tracked anyway.


You may wonder why your Death Star has a shield around it as well, not to mention, looks unfinished. You have simply have seen the second one being built. It is speculated that the first one was such a blast, they needed to open another one up to the public. You can either take one of two paths for this one.

If you wish to board this second Death Star, simply go to Endor and get caught, and say you're related to the Emperor and demand to see him. There is a good chance you'll be taken to him, especially if you manage to show a lightsaber to the guards. Don't worry, you can get out of there easily, as transports will always wait for you to drag a dead guy and fly away by yourself than be used for a reasonable purpose.

If you don't actually want to board this second Death Star, then you must do a wee bit more work. First, you have to go to Endor, rally the natives, destroy the shield generator, and fly through the maze and blow the core and power regulator.


The Death Star is unique in the fact it has a superlaser that can destroy an entire planet... or anything that's about or less than that size. Alderaan was a succesful test of this, and few realize that we were there to record the last thoughts of the Alderaanians. here is a sound clip:

"Aww shi..." *explosion*


However, few realize that the Alderaanians weren't the only ones who were thinking something the beam hit. Few realize that against all improbability, a laser beam had suddenly been called into existence several thousand miles above the surface of an alien planet. This of course is a not a good position for a laser, since a laser should always go towards it's target, but this laser's target was teh planet Alderaan, which of course, makes this laser in the perfect place for it to be. This laser had very little time to come to terms with the world and its identity as a laser before it had to come to terms with not being a laser any more.

This is a complete record of its through the moment it began its life to the moment it ended it.

AH! What's happening?
Er, excuse me, what am I?
Hello?
Why am I here? What's my purpose in life?
What do I mean by who am I?
Calm down, get a grip now.... oh! this is an interesting sensation, what is it? its a sort of... whining, groaning sound in my ... my... well, I suppose I'd better start finding names for things if I want to make any headway in what for the sake of what I shall call an argument I shall call the universe, so let's call it my power coils.
Good. Ooooh, it's getting quite strong. And hey, what about this peircing noise going past my what I'm suddenly going to call my apex of the focusing lens? Perhaps I can call that... Solar wind! Is that a good name? It'll do.. perhaps I can find a better name for it later when I've found out what it's for. It must be something very important because there certainly seems to be a hell of a lot of it. Hey! What's this thing? This... Lets call it a cohesive beam of energy- yeah... Hey, I can really be pushed by it quite well, can't I? Wow! Wow! that feels wonderful! Doesn't seem to achieve very much, but I'll probably find out what it's for later on. Now, have I built up any coherent picture of things yet?
No.
Never mind, hey, this is really exciting, so much to find out about, so much to look forward to, I'm quite dizzy with anticipation...
Or is it the Solar wind?
There really is a lot of that now, isn't there?
And Wow! Hey! What's this thing suddenly coming toward me very vast? Very, very fast. So odd and round and dirty, it needs a big, wide-sounding name like... Arouty... Alderity... Adleraa.. ALDERAAN! That's it, That's a good name! Alderaan!
I wonder If it will be friends with me?

And the rest, after a sudden explosion, was silence.

Curiously enough, the only thing that went through themind of the second Death Star's laser that was aimed at a Mon Calimari cruiser was Oh no, not again. Many people have speculated that if we knew exactly why the second laser had thought this, we would know a lot more about the nature of the Universe than we do now...  
PostPosted: Sat May 14, 2005 11:07 pm
Entry No:110
Subject: Starforge Station
Status:Canon
Capsule: User Image
Not far off the Ringali Shell in the Ado sector, Theres the Starforge Nebula: a seething mass of spacial gas that stretches for lightyears in a dozen diferent directions. the Gases in the nebula sith with your sensors and planetoid sized rocks show up when you least expect it, forcing your going to be slow. although it may look pretty, open space is more apealing by comparisson. which makes it a great place to put an Outlaw Hangout. That hangout is Starforge Station.

For over 90 years, Starforge has been a thorn in the law's side. Blasters, Spice, illegal Cybernetics, the place has it all, and it does a brisk buisness with coreward outlaws. The Law know it exists, but they can't ever find it. hell even I have a hard time finding it. The place moves constantly, setting up a net of passive sensor buoys and constant patrols to keep abrest of the situation and alerted to newcomers. chances are, if you've spent over 15 minutes in the nebula, Starforge knows you're there.

Aside from the usuall illegal goodies and the respite from the local Imps and sector police, the Reason most beings visit Starforge is because of the Yard. the Yard is the #1 place to trick out your ride free of red tape and regulations. If you're looking for a sweet new hyperdrive or sensor dish, or are willing to shell out for a quality knock off ((trust me, theres nothing but quality at the Yard)) then the Yard is the place to go. but don't be suprised if you have to pay 3 to 5 times the normal price on anything the Law would frown upon. freedom don't come cheep.

One nice thing about Starforge is that, unlike Nar Shadda, You don't have to worry about getting knifed in the back just for your cred stick. there are a small set of laws that are enforced by the majority of the station's 10,000 or so residents:
No Heavy Weapons. If you buy one on the station, its packed up and delivered to your ship.
No Killing. exept for self defense and pre arranged duels
No Beatings Fair fights and duels aside, beating up people for no good reason is bad news for you.
No Stealing. period.
Breaking any of these gets one of two punishments: Exile or Death. don't bother snitching on the station if you're kicked off. 1. they'll hyper jump to a new location and the law won't find sith. as usuall. 2. theres a standing 20,000 credit bounty on any known snitch, Dead or Alive. interesingly, Thats the same price the Yard sells those spiffy Corellian Avatar-10 hyperdrives. the same ones used by proffesional Hyper racers...  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Sun May 15, 2005 1:33 pm
Entry No:1947
Subject:E-11 Blaster Rifle
Status:Canon
Capsule: User Image
Theres no denying that the E-11 is a good gun. the weapon has been around since the Republic and still is the most heavily produced rifle on the market. Its got good range, good stopping power, and ((best of all)) its just about the length and weight of a carbine. wearing a long coat, you could probably hide four of these on you. in addition, you can probably cram another four in a standard sized luggage case. thats eight blaster rifles in one inconspicuous trip. try that with a long arm.

The Gun is made by Blastech, so you know its quality. The Sorosub company makes a knock off called the Stormtrooper 1 and in later years the Freedom 1. Its generally the same thing, but I prefer the Blastech model. an average Rifle power pack gives the gun 50 shots. ((though theres a rumor that Stormtroopers use power packs that give them twice that many.)) the gun weighs around 4 kilos ((10lbs for you primitives)) so its fairly light. soldiers love this part, as it gives them the room for more ammo. the fact that its so prevalent means parts are easy to come by. most independent mercs and bounty hunters own at least 1 customized E-11 because its a cheap dependable gun.

it does have its draw backs though. Its not as durable as a carbine and it dosen't have the range and stopping power of a longarm. However, the weapon remains an outlaw weapon as well as a military weapon because it has more ups than downs. The Imps use it, the Rebels use it, the Fringe use it, everyone uses it. But what really makes this an outlaw weapon is its light weight. Outlaws are attracted to a powerful weapon they can use from the seat of their moving swoop or use in each hand. Its pretty scary to see a man stand up, a blaster rifle in each hand, and accurately mow down anyone who gets in his way. granted he may have them modified to transmit targeting data to a HUD in his biker helmit's visor, but still its impressive.  
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