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Outlaw's Guide to the Galaxy 2.6: 200 Entries and Growing!! Goto Page: [] [<] 1 2 3 ... 8 9 10 11 12 13 ... 17 18 19 20 [>] [>>] [»|]

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Sol Walker
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PostPosted: Thu Apr 06, 2006 2:37 pm
Entry No: 797961
Subject: Incom T-70 Assault Wing Starfighter
Capsule:
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This is one of many variations of the X-wing/Z-95/ARC-170 design lineage and one of the better ones by my opinion. Trust me, there are some seriously weird ones out there too.
The Assault wing is a bit of a cross between the Arc and the Z-95, favoring the Z-95 aspect. Speed, hull, and maneuverability wise it handles much like an X-wing, a solid balance of defense and speed. She can integrate an R-series droid like an X-wing and is capable of hyperspace.
But don't think of her as just another X-wing knock off. Offensively she can tear someone up. The Dual cannons are straight off an Arc and can burn holes through things an X-wings quad guns can't. The Torpedo magazine is also longer than an X-wing's capable of launching a total of eight torpedoes, two more than the X-wing.
Her other unique feature makes this the ship a fave for Ships with Hangar bays: the outer edges of the wings retract when she lands, taking up less space in a hangar and allowing more to be fit in. Also she's about .4 meters shorter than an X-wing.
Sold in limited numbers before Incom's Nationalization, It recieved positive reviews, enough so that theres someone out there still making quality AW knock offs.  
PostPosted: Thu Apr 06, 2006 3:27 pm
Entry No: 67587
Subject: Blastech DC-17a
Capsule:
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((Arc holding his trusty DC-17a))
This is a clone war weapon, a gun favored by the elite of the Grand Army.
The DC-17a is what the DC-15 wants to be.
The 17a could be calibrated to fire Auto, semi-auto, and burst fire. It had a larger ammo magazine, an extendable stock, and was also more powerful than a '15. It coul be equiped with a variety of attachments, most commonly a Merr-Sonn PLX-1m micro-rocket launcher.
However, while easier to aim, more powerful, and all around better than the DC-15 the grunts were using, It lacked in Range, unable to take down an opponent from as great a distance as the DC-15 could.
Usually reserved for ARC troopers, this weapon was the daddy to the rest of the DC-17 line, including the DC-17m and the DC-17 repeating hand blasters.  

Sol Walker
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Sol Walker
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PostPosted: Fri Apr 07, 2006 10:21 am
Entry No: 564474
Subject: Phase 1 Clone Armor
Capsule:
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When the Boys of the Grand Army hit the soil at the begining of the Clone Wars, This is what they wore and would continue to wear for two whole years.
The Phase 1 Clone suit was a tough but heavy set of armor designed by Kaminoans to resemble Mandalorian shocktrooper armor.
Therein lies the problem.
Species shouldn't design gear for another species, especially one foreign to their body type. Phase 1 armor was heavy and uncomfortable. On top of that it was white, a bad color for engaging in combat just about anywhere but Ice ball planets. Couple this with the fact that the Boys of the Grand Army were using heavy, hard to aim DC-15's and it makes the Republic's victory on Genosis all the more impressive.
Getting back to the Armor, the suit was comprised of twenty or more form fitting pieces of armor sealed to a black bodysuit. The pieces were modular to a certain degree, as Clone medics could attach bacta packs to it and ARC troopers could utilize flamethrower projectors and shock chords. Officers were given a color designation to make it easier for nonclone personel to tell who was who.
Thankfully for the Grand Army's grunts, this crap would be phased out midway through the war.  
PostPosted: Fri Apr 07, 2006 10:32 am
Entry No: 564475
Subject: Phase 2 Clone Armor
Capsule:
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About two years after the war broke out, the Kaminoans released the Phase 2 Clone Armor, much to the relief of the boys and girls of the Grand Army.
This suit beats the tar out of the Phase 1 suit.
Taking a few cues from the success of Clone Comando Katarn armor and from the customization traits of ARC's and clone officers, This suit features all the good stuff from the old suit and none of the bad. Polarizing lenses, padding, sensor systems, lighter armor plates, this stuff was also far more comfortable than the phase 1. Add in the near infinite modular attachments that could be applied depending on the Clone's training and mission variables and you have the Armor that won the war. As can be seen, this suit has far less of a mandelorian influence to it since by this time the Spaarti cloners and the Kaminoans weren't getting their DNA from the same source any more.
This suit would eventualy become the armor for the Stormtroopers of the empire.  

Sol Walker
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Sol Walker
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PostPosted: Fri Apr 07, 2006 11:04 am
Entry No: 564476
Subject: Hutt Battle Armor
Capsule:
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Ive been around the galaxy my fair share of times. Ive seen alot of weird and unusual things in my day. And this has got to be one of the wackiest ideas Ive ever seen.
Aparently, there was a time when the Hutts actually risked their necks to fight. So they fought in this.
Hutt Battle Armor was a power suit that increased it's wearer's strength, dexterity and speed. It also offered the best protecion a slug could get, including top of the line eye protectors. The suit came with a Droid translator unit, a datapad, a pair of wrist lasers, and -get this- a shoulder firing E-web.
I'd almost be scared of this if I didn't know there ain't a hutt in the galaxy that would put themselves in one anymore.  
PostPosted: Fri Apr 07, 2006 1:02 pm
Entry No: 644765
Subject: Armorweave
Capsule:
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((Armorweave cloak))
Ever wonder why the hell Mercs, Pirates, Sith, and Bounty Hunters are so fond of cloaks and capes?
Because they're made of Armorweave.
Armorweave is a dense yet light composite cloth weave that can be made into clothing such as vests, boots, pants, shirts, and of course cloaks. Usually the stuff is a dusty tan or grey color, though it can be dyed for a little extra on the price. The dense material is great for protecting yourself from shrapnel, bullets, low grade energy blasts (like that of stun beams or the ocasional Ion blast) and sudden bursts of heat. Its also water retardent and stain resistant.
The stuff is pricey but if you can get it it's worthwhile. The problem is that while it won't tear, it disperses heat only moderately well. so while it protects against flamethrowers, a blaster will just put a hole through it and you. Plus it tends to trap heat. Anyone who wears a suit of this might need a portable AC unit to keep from sweating their choobies off.  

Sol Walker
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Nelowulf
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PostPosted: Sat Apr 08, 2006 9:20 pm
Entry no: 9374853
Subject: Corona class Frigate

Capsule: Following the recapture of Coruscant, and the eventual rise of the New Republic, several programs were instituted to create a military which would serve the new government to help control peace in the galaxy.

One of the first designs to come out was the Corona class frigate. Produced by Kuat Drive Yards, this is basically the successor of the EF76 Nebulon-B Frigate.

Much of the design is taken from its predecessor, including a large nose and engine, however the central pylon is wider, allowing for a larger hangar.

The Nebulon-B's were aging, and though versatile, they simply needed to be better. The Corona has a faster hyperdrive (a class 1 instead of a class 2), and also a full squadron more fighters, giving it a complete total of 36 fighters in its hangar bays. However, while the Corona has fewer turbolasers and laser cannons, the addition of faster engines and ion cannons make up for the lost firepower.

This design was not widely accepted, however, as the "New Class" program gained more and more popularity. Despite its success at being a versatile platform, only a limited production quota would be met, as the Corona would be bumped out of the way for the blindingly fast Sacheen class.

Due to the limited production, one may find these in outlying regions and possibly (though its probably too early) in the hands of elite crime syndacates or pirates.  
PostPosted: Sat Apr 08, 2006 9:33 pm
Entry No: 397584
Subject: Defender Starfighter

Capsule:
The Defender starfighter is a new age design. Originally, the Rebel alliance wanted fast fighters that would be able to engauge a target, cripple or destroy as much as possible, and get the hell out of there before a single person had time to get to their fighters or send a distress call. With the fall of the empire, the New Republic found itself in its enemy's shoes: They needed a fighter to defend against raids, rather than actually commit them.

Originally designed to deploy with assault carriers and destroyers of the same name, the Defender found itself produced ahead of its intended carriers. While the Defender saw combat as early as two years after Endor in such battles as Kathol and Cadinth, it never got as much attention as the new E-wing or the infamous Death Star destroying X-wing.

The defender is a small craft. A VERY small craft. At just over 5.3 meters in length, this ship is almost 2.5 times smaller than an Xwing, and half the size of the A-wing. Its only armament is three blaster cannons, and contains no hyperdrive. Its slower than an A-wing or a TIE intercepter, and only slightly faster than an Xwing.

However, these small craft are undoubtably hard to hit, and suprizingly easy to modify. They contain shields, and coupled with their size, make them difficult to take down with a decent pilot inside. They also can turn on a dime, pulling 180s in space with the use of their maneuvering jets located on the s-foils which can extend or retract depending on the situation. And despite the standard ones not having any hyperdrives, they can be fitted with one without the need of a larger power core.

By 9 ABY, these fighters found their way onto the black market, and have been readily accepted by any who purchase them, or have the cash to.

These little buggers are not to be trifled with. They're like TIEs, except smaller and more maneuverable. Good luck trying to hit one.  

Nelowulf
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Sol Walker
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PostPosted: Sat Apr 08, 2006 10:00 pm
Entry No: 497583
Subject: The Blazing Claw
Capsule:
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((Variations of the Blazing Claw))

While the Skull and Crossbones may be the standard symbol for human piracy, Its not nearly as well known as the Blazing Claw. Every race who's ever ventured among the stars knows the Blazing Claw and for thousand of years the Claw has struck terror into spacers and navy alike.
The symbol of Space Piracy, though having many incarnations, always has the same general identity: a predator's claw, or claws, surrounded by flame. It is unknown who first started using the claw, but Countles pirates and holovids have given it imortality as the symbol of the freeraider.
Not all pirates use this symbol. Many adopt their own unique markings to terrify their enemies. My band uses a sun only slightly darker than the hull color of the ship it is placed on surrounded by a wavy corona. Human bands are fond of the Skull and Bones. Infact, a skull of whatever Race is the majority of the Crew is quite common. But nothing gets the point across like the Claw.
Some Hotshot outlaws and spacers with too little common sense like to paint this romanticised symbol of freedom on their ships, but this just makes the local Sector Rangers and Customs Officers that much more likely to search you.  
PostPosted: Sat Apr 08, 2006 10:38 pm
Entry No: 758349
Subject: Echani
Capsule:
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((Echani Female))

One of several warrior cultures through out the galaxy, The Echani are the descendants of the Sun Guards of Thyrsus. Focusing on light weapons and armor, the Echani are some of the best pistoleers and fencers around, and in fact many of the best vibroweapons in the galaxy are of Echani make. Their society is Matriarchal in nature, the women holding much of the power. The Echani are a human culture and so can usually be found on primarily human worlds.
To Echani, war was an art, a means of self expression. The only way to know someone was to fight them in battle. The Echani also had a habit of being able to read an oponent's feelings and emotions though their actions in a fight, giving them a slight edge in battle.
For several thousand years the Echani Culture has been in slow steady decline. Their style of fighting has often resulted in heavy casualties against better armored foes with longer reaching weapons. Such results in combat put the Echani out of favor as mercenaries. Nowadays, most Echani work for either LaserHone(An Echani owned coproation that manufactures quality vibroblades), or operate martial art centers in the Mid and Inner Rim.
The Echani like to think themselves the rivals of the Mandalorians, though most Mandalorians roll their eyes at the idea. The reason Echani think this is that much of their Culture is the opposite of the Mando'ade way of life. Where the Echani prefer skill and grace, the Mando'ade prefer brute force skillfully applied. The Mando'ade favor heavy armor and big weapons as opposed to the Echani style of combat. That and the Echani blame the Mando'ade for their culture's decline.
The Mando'ade don't seem to care what the Echani think on this matter, as the pragmatic views of their culture keep them focused more on the survival of their way of life. Naturally the Mandalorian habit of reducing Echani to just another threat as opposed to their greatest rivals just makes the Echani all the more angry at their "rivals."
Cale
Contrary to one deluded nut's beliefs (I'm talking about you Jakar) Nowhere in any of the data that ive sifted through has their been any indication as to the hair Color of the Echani. Echani is a culture, not a race. The only logical explenation for their white hair is to set them at odds visually from mandos who have a tendancy towards dark hair, thanks in large part to Jango Fett's clones. So suck a nerf turd
 

Sol Walker
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Sol Walker
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PostPosted: Sat Apr 08, 2006 11:17 pm
Entry No: 758350
Subject: Mando'ade
Capsule:
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((Mando'ade married couple))

The Mandalorian people, called Mando'ade in their native tongue, are a society of warrior nomads known throughout the galaxy as some of the toughest barves in the galaxy. They've been in almost every war in the past 4,000 years fighting every creature and race known to the force.
and despite countless attempst to wipe them out, they have always remained.
The Society of the Mando'ade revolves around conflict, though it doesn't tend to glorify it though in their distant past they certainly did. At one point or another, someone has tried to kill each and every one of them, so now they make a habit of striving for survival. To survive, you have to be tougher to kill than your opponent. At age thirteen a Mando'ade child is an adult and probably has killed more foes than a soldier of the New Republic. Even if they are not a mercenary or bounty hunter, every mando'ade is a trained soldier.
As opposed to many warrior cultures, there is no concept of race or gender in the Mando'ade society. Women are trained to fight just like men, and their society is not exclusively human. In addition, the Mando'ade frequently adopt war orphens and raise them as their own.
To be a Mando'ade, there are six acts one must follow. Those being the following: wearing armor, speaking Mando'a, defending their families and themselves, raising their children as Mandalorians, helping their clan succeed and sustain itself, and when called to arms by the Mandalore, rallying to his cause.
Mandalorians tend to be a tough bunch and the Guide recomends you avoid them if possible for your own safety. But if one must be in the prescense of Mando'ade, here are some tips to help you avoid becoming a corpse:
*Be Honest
*Never refuse the offer of Food or Drink
*Never make a pass at a Mando'ad(of either gender) unless you plan on becoming Mando and marrying said target of your affections.
*Always look them in the eye, or in the center of their viewplate when masked.
*Take your boots off when entering their home.
*Pay your depts Immediately
*Make a fuss of their kids.
*Treat elderly Mando'ade with respect.
And if all else fails, offer them a drink. It might work. Mando'ade have never been known to be heavy drinkers but they might apreciate the gesture enought to let you live. For now.  
PostPosted: Sun Apr 09, 2006 12:16 am
Entry No: A#1
Subject: Corellians
Capsule:
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((typical Corellian Male))
Corellians are the greatest represenatives of humanity in the Galaxy.
Because we're everywhere.
If theres one human on a planet, theres a 50% chance of them being a Corellian.
Corellians, or Corellisi as they refer to themselves in their native language, were the first of the Human worlds to develop hyperdrives. This has lead many Corellians to a lifelong addiction for traveling the spacelanes as explorers, pirates, fighter pilots, traders, and Naval officers. Corellians also tend to be risk takers, meaning we're in the habit of doing extremely risky things. It should also be noted that Corellians, on average, are very lucky beings. An odd thing to say but it bears a hint of truth to it.
Now to be a Corellian, a human must be one of three things: Born on Corellia, born on a world in the Corellian sector, or the descendent of Corellian parents.
One can identify a Corellian by the following tell-tale clues. A true Corellian usually has four of these traits or more:
*Owns a ship of Corellian make
*Speaks Old Corellian
*Ignores any and all odds whenever possible
*Extremely fond of Corellian alchoholic beverages
*Suffers from extreme good and bad luck at regular intervals while still surviving the outcome
*Sports a corellian bloodstripe or favors black and green colored garments
*Owns more than two blaster pistols.
*has very strong opinions regarding CorSec, whether good or bad.
*Has a smile that melts the hearts of the opposite gender of most species
*Card Carrying Member of any Corellian trade guild (Ex. Corellian Merchant's Guild, Corellian Explorer's Guild)
*Has no trouble getting along with other sentinent races
*Brash and confident to an annoying degree.
*Skilled pilot of any flight capable vehicle
If you find a Corellian in your midst, do not be alarmed. we're a very friendly Breed of human, and if you buy us enough liquor and don't insult our mother, our ship, or our friends, we're more than likely gonna get along just fine.  

Sol Walker
Crew


Sol Walker
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PostPosted: Mon Apr 17, 2006 10:30 pm
Entry No: 45112
Subject: Brentaal
Capsule:
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Predictably, the jumping off point for the Hydian Way is a Mercantile Mecca. Cargoes core and rim bound go through this place with a dizzying frequency and speed, all under the watch of the numerous Noble Houses who control the shipping, the ports, and the warehousing where the stuff piles up in.
The planet itself is a warm rockball, aside from the poles of course. Most of the native Flora and Fauna has been wipped out by colonists and pollution, the Pollution problem having been taken care of a while ago.
Now the Vallies of the planet are packed with spaceports, marjets, and industry. Needless to say, they're a bit low on elbow room.
Not all of Brentaal is Comerce however. The locals are big sports nuts. Theres also a rather good Museum in Cormond, the Capital city.
The bad news? Eversince the Battle of Brentaal some five years after Endor crippled orbital facilities, the place has been in a recession.  
PostPosted: Sat Apr 22, 2006 1:22 am
Entry No: 31135411711192114
Subject: Cale Darksun, (Pre CotGCW Bio)
Capsule:
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He can out draw a jedi, outfly a fighter ace, out drink a wookiee and has been around the galaxy more times than he cares to remember. He's Fought Sith, Jedi, Bounty Hunters, and has survived some of the worst luck the galaxy has to offer.
His name is Cale Darksun.
This is his story...


Cale was born Cale Dulnas Lee, the second child to Han Nilkos, a freighter pilot turned raider, and his wife Laren Virena Lee, A.K.A Laren Darksun. Laren was the Daughter of Cyan Darksun, the king of the Dark Sun pirate band. The Darksun clan, Origionally a Corellian Pirate group operated a large fleet, based out of a band of Asteroids along the Hydian way in the Outer Rim.

He was born aboard the Pirate Cruiser, the Crimson Queen, and was taught his family's lore by a rather large extended family. At Age two he was given the Clan tattoo upon his right forearm, a symbol given only to direct blood descendents of the Clan's founder and to the most loyal of their brigand mates.

Cale's Grandfather Cyan died a year later when the Empire found the Pirate clan's hold. He went down with the Crimson Queen and most of the Pirate fleet trying to defend their home. It was a bitter blow for the Pirates, for just eightteen years earlier, the Former Republic had hired the
band as Privateers to harry the Seperatist Fleets.

As the Hunt continued, Cale, his older sister Valera, and his parents were forced to keep moving from system to system to keep ahead of Imperial officials. The hunt came to an end a year later when the man once known as Anakin Skywalker, a former friend of Cale's father and grandfather, burst through the door of the family's Hovel. Hidden in a closet with his sister, Cale could only watch with shock and horror as the menacing figure decapitated his father and choked his mother to death in his quest to find the location of the rest of the pirates. To Cale, this man was the incarnation of Lord Nyax, the heartless life stealer of Corellian Legend.
This was Cale's first introduction to the Jedi, and to this day he never trusts those of the Order.

Cale and his Sister were taken by imperial authorities and separated the next day. Cale was taken to serve as a guinea pig for Project Phoenix, an experimental fighter progam under development at Kuat Drive Yards. Through constant testing and conditioning, Cale became suprisingly good at piloting the Fighter, meant to be KDY's answer to Incom's X-wing and Sienar's TIE fighter. The experiments Cale would go through however, would have adverse affects on his physical development; stunting his growth and pushing his apparent age back a few years. He also developed a rather hardy immune system and heightened reflexes, something he would be grateful for years latter. The Duros Technician in charge of the project took a liking to Cale and came to care for the boy where the human staff would have let him rot like the lab specimen he was. Cale picked up a nack for tinkering from the Duros, as well as an acception of nonhumanoids that went well and beyond the Humanocentric views that predominated the Imperial era.

When the Death Star blew apart, KDY realized that to show any possible sympathy for the rebellion would be very bad for buisness. And they also realized that the Emperor did not want KDY starfighters. He wanted KDY battleships and walkers. Project Phoenix was terminated, starting with the Duros tech that was Cale's father figure. He was "Accidentally" ejected out of an airlock. Cale escaped KDY in the Phoenix, much to the dismay of KDY Security forces who lost six patrol ships chasing the fighter down before it jumped into hyperspace. They didn't look for the ship and test subject for long however, expecting the inexperienced boy to conveinienlt crash it somewhere and kill two vrelts with one stone.

Cale hid his fighter and would work his way across the galaxy for the next three years onboard the Raptor, a heavily modified YT-2400 owned and flown by a smuggler named Jarik Corran. Cale would learn the ins and outs of the outlaw life from the cagey gunrunner; how to shoot, how to play cards, how to dodge the law, and a host of other skills. Cale would meet many of Jarik's associates as well, such as the Mandalorian Hunter Nyran Rantel and his wookiee partner Yancarmof.

Cale took to this life like a duck takes to water, and quickly picked up the skills he needed to survive and thrive on his own. Feeling he was ready to make it on his own, Jarik gave the boy a DL-18. It would become Cale's constant companion.

After digging up the Phoenix from where he had hidden it last, Cale set out at the age of ten to make a name for himself as an Outlaw, a dream a bit too big for him quite yet. He made money as a space convoy guard, disquiseing himself as a rather eccentric Jawa to keep people from turning him down jobs because of his age. He made enough to keep flying, and that was just fine with him.

Things changed when one of his convoys, a munitions convoy of all things got attacked by none other than Rogue Squadron, seeking to build up the rebellions supplies after Hoth. The Phoenix got shot up and Cale was forced to abandon his post. The fact the Liberty showed up convinced him pretty quick that he couldn't win this fight.

Cale jumped to the nearest planet, an agricultural world named Gaellen. Here, hiding his damaged fighter in what he thought was an unused warehouse, Cale encountered Sia Nassen, the eleven year old daughter of the owner of the warehouse and the niece of the System Moff.

Sia took an instant liking to the boy, and followed him wherever he went, much to the young outlaw's chagrin. She interupted his scams, bothered him when he worked on his fighter, and never stopped asking him questions about the galaxy beyond her own sheltered life. Then came the day Cale got beaten to within an inch of his life when some thugs attempted to kidnap Sia for quick cash.

Cale got out of the hospital soon enough but he found himself in trouble when he couldn't pay his own hospital bills. Sia came through for him, promising to convince her father to pay for the boy's bills if he would work for the Nassin family as a servant until the debt was repaid. His options limited, Cale agreed to the terms.

Cale found life working at the Nassen household to be a lumrun compared to some of the jobs he had done before. No one was trying to shoot him, a steady paycheck was involved, the work was simple, and he got time to ocasionally work on fixing his fighter. He even managed to get it to run a couple of times. The local TIE jockeys learned soon enough to leave the mysterious fighter alone, and sightings of the UFO drew occasional press attention on slow news days.

Overtime, Cale became rather attached to Sia. She was sweet, kind, and eternally cheerful; The boy had never met anyone like her in his life. He would have been embaressed to say so, but he loved Sia.

Somehow the girl came upon knowledge of the Rebel Alliance's Movements at Sullust. She urged Cale to go join them, to take the fight to the Empire for all that it had done to him and the galaxy and to bring back the Republic of old. And so, Cale bid farewell to Gaellen and Sia and took off towards Sullust.

Cale's fighter pulled into the System where it was quickly surrounded by the pilots of Rogue Squadron. Wedge recognized the fighter from a year past and welcomed the pilot to join the offensive. Much to everyone's suprise, the seasoned pilot of that fighter was a prepubescent boy. It took everything Cale had to convince the powers that be to let him join in on the assault, even threatening to blackmail Han Solo, whom he had met in his years traveling with Jarik Corran. The smuggler turned general, rather than let his current sweetheart find out about a certain event Cale had witnessed years before in a bar on Ord Mantell, vouched for the boy to let him fly. Cale got his wish.

The Battle of Endor pushed Cale's skills to the limit and beyond. In the mad battle, Cale managed to shoot down several squadrons worth of enemy craft, mostly bombers and the slower movig standard Ties, though he was credited with the destruction of one TIE defender and aided in the sinking of two ISDs.

It was durring the midst of this furious dogfighting, when Cale was at the end of his rope, that he suddenly became aware of things on a level he had never before experienced. Those in the know would say he had been awakened to the force. At the time Cale considered it Lady Luck smiling upon him. Armed with this new insight, he managed to aid in harrassing the Empire's fighter squadrons long enough to give Lando and Wedge the time they needed to destroy the Death Star.

The Empire was beaten. the Good Guys won. And for the first time in his life, Cale got totally hammered. He was awarded the Alliance Civilian Battle Award and despite never having been an official member of the Alliance, the Battle of Endor Hero's Medal, awarded to him by a very grateful Leia Organa. He was even offered a shot to join the Alliance Fighter Corp by Wedge.

Cale had to turn Wedge down though. As soon as his fighter was fixed and refueled he lit out for Gaellen again.
But when he returned, it was not the happy welcome home he had been expecting. Instead, an overeager ISB commander by the name of Xent Tremain made a preemptive strike on a nest of supposed Rebel sympathizers: Sia's family. Cale arrived just in time to watch the ashes cool. He had failed to protect Sia. His loss would continue to haunt him for years to come. He never returned to Gaellen again.

With alot of frustration, anger, and agnst to vent, Cale joined up with the Black Curs, a Pro Alliance Mercenary Corp who scouted out the Coreworlds in preperation for an Alliance invasion. During this time Cale honed his melee skills, his survival instincts, and his gun hand-fast already by most standards. He would also become a master of disquise, able to blend in almost anywhere with only a little makeup, a false voice, and a decent holoshroud. His uncanny luck became a boon for the Curs, as he managed to escape from even the most dire situations still almost in one piece. During this time he began going by the surname Darksun, wishing to become closer to his Pirate herratage. When the Curs broke up after Coruscant was taken Cale joined up with a roaming band of Ryn, the Gypsys of the Galaxy. When Han and Leia got married, Cale recieved an invite. The Parking permits on Coruscant however ate up the last of his cash and earned his eternal hatred. Unable to afford to keep flying a high performance starfighter without the proper permits, Cale was forced to abandon it on Ord Mantell, where it was impounded and left in a lot for the next Seven years.

Cale took up the life of an Outlaw in earnest, drifting from one corner of the galaxy to the next. He Gambled, he dragged in the ocasional bounty, and did assorted odd jobs here and there, gaining and loosing fortunes in a fasion that only an outlaw would know. He took a liking to alchohol and women and became somewhat of the Archtypical Corellian Rogue-sans a ship of course. He often sought out information on the Nassen Massacre in the hopes of finding Sia alive, but it was all in vain. He Found his sister at long last, but discovered her to be living under an assumed name married to a CEO at Blastech. Rather than intrude upon the happyness his sister had finally found, he went back to the Rim and the Outlaw path. As he drifted, he watched in disgust as the battle he fought and lost everything for just became one more battle in a war that never ended. The Republic he had fought to build just became another government trying to grind him down. And the Empire was no better. Then the hated jedi started cropping up across the galaxy, bringing their own sense of justice to a galaxy that didn't want it. Everyone just kept trying to put him down in his eye. And he was determined to survive.

And so at age twenty one, Cale found himself skipping town after a sour deal on the first freighter he could find: The Coruscant bound Khar-selim....  

Sol Walker
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Nelowulf
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PostPosted: Mon Apr 24, 2006 2:05 pm
Entry No: 487293k4
Subject: Government Information Tape #12: How not to be Seen.

Capsule:
In a galaxy full of bounty hunters, jedi, sith, mercinaries, farmers, walking carpets, and the occassional princess, you're bound to get into a ton of trouble in somebody's eyes sooner or later. As an outlaw, this will probably be sooner, so we will investigate various methods of how not to be seen.

Tactic #1: Use the Force.

For you lucky bastards who have access to this wonderful gift, let me say this: You Suck. But, should you have this power, dont' neglect the usefulness of the skills of the Jedi Mind Trick.

Say you are stuck on a thin catwalk because you decided to bust out of a battlestation by disabling the tractor beams because you wanted to go to a destroyed planet and your pilot got stupid and followed a TIE Fighter. Besides this being a very foolish move, you really need a use on how not to be seen.

So how do you not get seen? Very simple. Use one of those mind tricks to lure people away to make them hear sounds, or think they see their boss coming, when in fact he's drinking an ice latte in the command chair sniffing his armpit. This is a great diversionary tactic, and shoudl you get discovered, use it again, this time to have them forget they ever saw you.

Unfortunately, it only works on stupid people, so you still have a good chance of getting knocked off by one of our hitmen. *explosion in background*

Tactic #2: Stygium crystal cloaking systems.

So, you're not force sensitive, or you are and you really suck at the mind trick. So the next best thing is to hide in space with a stygium crystal cloaking system.

Smart move, because now you are actually hiding. If we ask you to decloak, don't. Unfortunately, these systems are very rare, and Aetin II's crystal deposits are all but depleted, so getting a hold of one of these will be pretty damn hard.

And by the way, we can see you. Crystal matrix sensor suites are becoming more the rage, as throwing invisible asteroids towards coruscant was not exactly appreciated, which means, you guessed it, you have a good chance to be knocked off by one of our hitmen. *explosion in background*

Tactic #3: Not standing up.

This is a tactic which is rarely used. When hiding, one should never stand up, lest he wish to be seen. As this is something which we are trying to avoid, this is a good tactic to follow. If someone asks you to stand up, do not, because you will be shot.

However, if someone asks you to stand up, they probably know where you are. Which, as you guessed it, have a good chance to be knocked off by our hitman. *explosion in background*

Tactic #4: Don't pick an obvious hiding spot.

Another wise tactic often coupled with others is being ambiguous in your hiding spot. However, it is not recommended to use this tactic if your definition of ambiguious is very loose. Three bushes in an open field may distract the enemy from finding you, but a process of elimination really bites the dust.

Hiding under a lone tree also can create a lack of ambiguity, even if you are camoflagued in with the surrounding area. Which means, you have a good chance to be knocked off by our assassin droids (the hitman took a day off) *explosion*

Tactic #5: Be inventive.

If people are looking for you, a useful tactic is not to hide anywhere near where they can find you. For example, do not go home to hide, as that is probably one of the first places they'll look. In fact, try to go on vacation and in a particularily public place where your face will mesh in with hundreds of others, or possibly some remote, untracable location.

But don't tell your neighbor, as he probably will help people find you. Which means you have a good chance to be knocked off by our Base Delta Zero Tactic. *explosions in background*


And there you have it, a guide on how not to be seen.  
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