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Posted: Fri Dec 15, 2006 2:56 pm
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Posted: Fri Dec 15, 2006 3:11 pm
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Posted: Fri Dec 15, 2006 3:11 pm
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Posted: Fri Dec 15, 2006 4:19 pm
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Posted: Sun Dec 17, 2006 10:09 pm
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Ahh, there my freidn you are wrong. Battalions have 820 Troopers, and Regiments have 4000. Legions have 20,000. Not countine Support Staff.
Anyway!
The idea is that the fleet supporting the 505th, the 457th, its fleet and the remnant of the GA's 5th fleet all come into agreement. The 5th fleet comes, and scuttles some of its damaged ships, while the 505th's Fleet does the same. They then destroy a couple of useless platforms, hypering the rest (The Shipyards) out. The base by that point has been stripped of anything useful, and the 5th Fleet orbiatal bombards it, making it look like the Core Fleet has made it out rimward, and is marauding.
The process is repeated with the 457th.
Also, the 5th is on the otherside spinward of the Chiss Ascendancy, in a system that is unknown except to the survivors of the 300th Pathfinders, which ended with Calgar. Discovery can come in ch.3, however any Chiss charas in Ch.2 can start investigating rumors of a military force in the Unknown Regions, while the Sith forces hunt the Core Fleet in the rim...
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Posted: Wed Dec 20, 2006 12:47 pm
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At last, I finally remember to write my Guide entry. I hope this is as good in practice as it is in theory. Constructive criticism welcome. Feel free to point out any things that need pointing out. Lastly, I am aware that Tip #3 contradicts Tip #1. That's the point.
Entry Number: Thirty-twelve Subject: Time Travel Rules for the Quantum Impaired Status: Comical Image: Can't find a good one.
At some point in your meager existence, you may find yourself stuck in another period in time. This may be willfull, via a mishap with a physically improbable time machine, or maybe you just had to try out Force Lightning on the wrong household appliance (toasters are especially unstable). Here are a few basic pointers to make sure you get the most out of your experience while causing as little damage as possible to the inner machinations of the universe.
The First Rule of Time Travel: DON'T. Only under three conditions should you attempt time travel: 1) to prevent a catastrophe, 2) to stop damage to the space-time continuum, or 3) because you really, really want to.
Tip #1: If you are in the past, refrain from sexual activity with anyone. Nothing is worse than becoming your own ancestor. Not only does it create a lot of confusion, but it makes geneology into an excersize in futility. If you are in the future, feel free to sleep with whomever you feel like. I mean, who gives a s**t if your newly-conceived offspring becomes the worst tyrant the universe has ever seen? You won't live to see it happen anyway, assuming you return to your home time.
Tip #2: One of the best things to do, assuming you can travel freely through time, is to set up a bank account. Set one up a few thousand years before your birth and deposit a small amount of money inside. Then, travel through the future to the day before the bank you deposited the money in collapses or shuts down. Withdraw your money, plus interest, and you should be on the gravy train for life.
Tip #3: Lastly, try to avoid thinking of the consequences of your actions. For example, let's say Jar-Jar really annoyed you. If you remove him from the timeline, you erase the reason you travelled there in the first place, therefore, you didn't travel there in the first place, therefore, Jar-Jar Binks is still alive, and therefore, dead. Thus, you nullify your own actions. Either that, or you ******** up the timeline in such a way that it really makes no difference. It is for this reason that the study of time travel repercussions has been banned from most of the galaxy's major universities. Except for the Nal Hutta University, but then again, the faculty there is generally too stoned to be aware of their names, let alone their teaching careers. Building a college on a planet that ships narcotics as its main economic source was a wonderfully shortsighted idea. Stupid Hutts.
These rules should be useful in quantum-heavy situations, but be warned. The Guide staff takes no responsibility for loss of life, limb, soul, or existence through time travel. All losses are therefore your own problem, and should be treated as such (i.e., by sending the writer of this article money).
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Posted: Wed Dec 20, 2006 10:22 pm
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Posted: Thu Dec 21, 2006 6:37 am
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Posted: Thu Dec 21, 2006 8:36 am
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Posted: Thu Dec 21, 2006 5:53 pm
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Posted: Thu Dec 21, 2006 9:06 pm
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Posted: Tue Dec 26, 2006 4:04 pm
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Posted: Tue Dec 26, 2006 8:41 pm
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Posted: Tue Dec 26, 2006 8:48 pm
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