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Outlaw's Guide to the Galaxy 2.6: 200 Entries and Growing!! Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 ... 17 18 19 20 [>] [>>] [»|]

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Nelowulf
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PostPosted: Thu Sep 01, 2005 7:47 pm
Entry no: 98
Subject: Hoth

Capusule: User Image
Hoth. A barren wasteland, in the middle of an asteriod belt, pummeled day and night by meteors, and harsh snowstorms that could freeze the beard off a bantha is suprizingly inhabited by three kinds of creatures. The tauntaun, a bipedal hairy horned lizard thingy that smells bad, and worse on the inside. Wampas hide in the frozen caves, ready to pounce on anything warm and meaty. And finally, the human, who in this case is not a native creature, but instead, either someone very stupid, an imperial criminal, or trying to hide from imperials.

This frozen ice cube was home to the hidden rebel base, named Echo base for its... echo. Though the ice can be carved into magnificent fortresses, the only other purpose besides being the icecube of the galaxy's martini, hoth is an unsuccessful imperial prison camp, known only for being a historical battle sight.

So what does an outlaw, or anyone, have to do there? Well, Nothing. Unless you are trying to own the world's largest wine cooler (which really won't work here, as the temperature is too cold) or want to take pictures of a wampa before it eats you, then there is no means of being here.

Suggestion: Don't freeze your balls off here. Do it someplace civilized, like Rhen Var.  
PostPosted: Mon Sep 05, 2005 10:21 am
Entry No: 92
Subject: Garos IV

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The empire always did have a vast base of operations, and while some have been well known, other planets have been more quiet in their taking, and quiet with their rebellion.

The fourth Planet of the Garos system is filled with forests, mountains, and oceans, and all of its population is on a single continent broken into three major centers. Zila is a waterfront resort, dreamy for most people willing to take the plunge. Garan is an industrial workplace and one of the most agriculturally superior production plants in the universe. Finally Ariana is the capital city, boasting universities, and the somewhat local favorite bar, the Chado's Pub.

While Garos IV has always been a planet historically steeped in civil war, the Empire got to quiet the planet down, but even still, rebellion pumped full in its blood. After the Battle of Endor, it looked as if the planet would be free, but unfortunately, a rare mineral called hibridium resides there, and makes a natrual cloaking effect. The opression eventually died after Grand Admiral Thrawn's campaign was defeated, and now the planet is free.

But what does an outlaw get here? Good food, great alcohol, some illegal cloaking stuff... the usual. Oh, and the local hottie has to be the politican's daughter. So, if you're in the neighborhood, and looking for a relaxing time, or simply want a good peice of cloaking technology, go for Garos IV.

That is, unless you have to pay off your loans to the university, then don't.  

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Sol Walker
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PostPosted: Tue Sep 06, 2005 7:02 am
Entry No:125178
Subject: Light Shields
Capsule:
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Surviving in the GFFA ain't just about what kind of heat you're packing. Theres a reason Fett wears his armor, and a reason behind stormie armor as well: Defense is key.

Light shields are portable energy shields that are used to deflect incoming attacks. the descendent to the shields carried by Droidekas, the light shield is usually worn in a pair of specially made gloves or integrated into armor or worn on a belt. Muscular action or remote activates it, where in you can defend yourself from an attack. they can block vibroswords, lightsabers, blasers, and slugthrowers. the more powerful ones can even protect against repeating blasters.

The Cons? continual use will burn up the energy cell in about two minutes, the shield's primary deflection only covers your forward fire arc with your sides and rear shield noticibly weaker, and large amounts of damage will over tax the unit, causing it to short out. also they tend to be rather expensive gadgets: a cheep one will run you about 8000 credits while a good and expensive one will cost you upwards of around 25,000.
Still, you'll never regret the loss of money when the thing eats a blaster bolt for you.  
PostPosted: Tue Sep 06, 2005 3:04 pm
Entry No:437654
Subject:Collapsable Missle Tube
Capsule:
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This is a fun toy no mercenary should be without. Its Cheap, dependable, and can blow the leg off a scout walker, as well as blow up most armored speeders, infantry troopers,small buildings, and, of course, the ocasional Tie Fighter. best of all, all this fun comes in just 5 kilos. (around ten pounds for you primatives)

The M-72 LAW rocket, also known as the Collapsable Missle Tube, is a powerful anti vehicle weapon developed by a small company called Mestic Munitions. The M-72 is self contained and gets its title as collapable due to the fact that the rocket is packed in two tubes. the Outer tube contains the trigger and activation systems, as well as protects the rocket from the elements. The inner tube, which slides out when its ready to fire, holds everything else, including the 66mm HEAT warhead.
No fuss, no muss. the whole unit is self contained. But once the rocket is fired, you can't reuse the launcher. you have to buy a new one.

This little baby will set you back about 1,150 credits, though if you have about 3,000 you can upgrade to the M-92 GMW. Its the newer version of the dependable M-72, except that the rocket has been replaced with a guided smart missle.  

Sol Walker
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Sol Walker
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PostPosted: Sun Sep 18, 2005 6:16 pm
Entry No:2438
Subject:Alderaan-well, whats left of it.
Capsule:
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Everyone knows the story of Alderaan: Death Star shows up, takes aim, and blows the planet away just to pump info out of captured rebels, which fails anyway.
This pisses off a bunch of worlds who start secretly channeling supplies to the alliance and gives the Rebs the shot in the arm they need to eventually bring down the Empire.

Alderaan is still around of course. though its just a collection of dead rocks, debris, and whatever else survived the explosion. They call it the Graveyard now, a place of death and of memory.
No wonder they say its haunted. Phantom ships, ghosts, strange noises, and all sorts of creepy things have been sighted in the Graveyard. Even force users feel something ominous when they pass through here, or so Im told.

Surviving Alderaani make a ritual of returning and casting gifts to their lost loved ones into the Graveyard, and more recently they've started shooting their dead into here as well. Robbers often lie in wait and pick bodies clean or snag valuable trinkets to resell. naturaly, any thief caught doing this is arrested by the local groundskeepers. any thief who is caught by a returning Alderaan native is in for far worse than being arrested.  
PostPosted: Mon Sep 19, 2005 6:41 pm
Entry Number:7766
Subject biggrin elaya
Capsule:

The Sister planet of Alderaan and the third world in the system, Delaya has mostly become a forgotten world in the wake of Alderaan's elimination. With a population of about two billion sentinents its not a very populated planet.

The major trade is tourism, specifically of Alderaan's remain. countless chartered trips boast the greatest tours and what not. an infinate number of shops have oppened up as well dealing in relics from the graveyard, bits of alderaan itself, and cheesy mementos and souvineers. no one can resist sending a postcard from Alderaan's remains.

Yet there's another side to this too. Delaya's government in cooperation with the survivors of Alderaan set up the Alderaan Preservation Society, or the APS. they work to keep the asterioid field as it was after its destruction and police it to keep out riff raff. currently they are taking up a collection to create a "Fence" to keep the asteroids from spreading any further. said "Fence" is going to be some sort of solar powered gravity field that can hold the Graveyard together from what I here, Force knows when they'll get it running.

Suprisingly, theres a fairly small Alderaan comunity on Delaya. most of the survivors left system for New Alderaan. They aprove of the conservation efforts but strongly disaprove of the "Alderaan Industry."  

Sol Walker
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FrozenPhoenix32

PostPosted: Mon Sep 19, 2005 6:51 pm
Entry Number: 2678
Subject: New Alderaan
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A refuge for the Alderaani Survivors, New Alderaan, a planet in Wild Space, is a popular place for Alderaani survivors, as well as tourists coming to see the prestige of Alderaan. Though not quite Galactically famous as the Original Alderaan, New Alderaan has done it's part, including sheltering the Solo Children during the Reborn Emperor crisis.  
PostPosted: Wed Sep 21, 2005 8:26 pm
Entry No: 4326
Subject: XG-33 Spear
Capsule:
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This ship ain't new, but its a good bird for those who want an X-wing subsitute.
this ship was designed by a smaller company called Frost works industries to be a contemporary of the X-wing but the Empire put the kabosh on that. with no market for the spear due to the Empire's restrictions, Frostfell dumped them onto the black market where they were snapped up by pirates, crime lords, mercenaries and outlaws. compared to uglies these things were forcesends.

How does it handle? X-wing good. its got a good set of legs and good maneuverability. it has decent shields and her hull can take a beating. It also has a six jump military grade hyperdrive. it also has a pretty good sized fuel tank for a fighter, giving it a large operating theater
If there was a downside for this ship its that its somewhat underpowered in the weapons department. it has a pair of low grade lasers(They'll shoot something down, but im not too worried by them) and a five shot proton torpedo launcher.

current market price on this thing:85,000 credits.  

Sol Walker
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FrozenPhoenix32

PostPosted: Thu Sep 22, 2005 8:26 pm
Entry No:334
Subject: Twin Suns Squadron
Capsule:

Founded by Luke Skywalker at the beginning of the Battle of Borleias (Yuuzhan Vong War), Twin Suns Squadron quickly passed to Jaina Solo who gave coleaderiship to her boyfriend Jag Fel. Twin Suns served several campaigns, at Borleias, Bakura, N'zoth and others. After the Galalctic Alliance victory over the Yuuzhan Vong at the Battle of Coruscant, Twin Suns was disbanded after Jaina Solo returned to full time duty as a Jedi, and now-Commander Jag Fel was promoted as commander of the Chiss Expeditionary Defense Force.  
PostPosted: Tue Oct 04, 2005 10:51 pm
Entry No:95735
Subject: Vergresso Shadowport.
Capsule:

The Tenloss Syndicate boys can be rather tricky barves. Everyone knows the Vergresso Shadow port was vaped by Vader. what few know is that a Year after Vader's visit, Tenloss rebuilt their infamous shadowport and opened it up to a select few trusted spacers. soon word got around and savy smugglers, privateers, outlaws and criminals from across the stars were back in Vergresso. Good Deals, good booze and good company were abound. It was like Heaven, but with far more vice and vile activities. So it became known as Dark Heaven.

Now the place handles thousands of tons of illicit cargo a year, ranging from Spice and Slaves to Bootleg holo's of this years block busters. Saloons, Gambling Halls, Brothels, Gun shops, Tenloss has gathered it all here and with a few well placed bribes manages to keep it hidden from the Federation and the Republic (who are far too busy killing each other to crack down on crime right now anyway.)

Now on to the base itself, which is actually constructed inside a moon sized asteroid just like it's predisessor. Tenloss' only creative idea in this whole project was the idea to build a shadow port under the very rock the Empire had checked. everything else was built off of the blueprints of Vergresso Prime.
There are Three layers to Dark Heaven: The Facility, The Life, and the Center. all get their own description in the following entries so pay attention you womp rats.

The Facility: also called "The Gates" in keeping with the heaven theme, this is the docking facility for the miscreants who make port here. The bays here can deal with ships ranging from fighters to Bulk Frieghters and corvettes. Small ships land in crater hangars on the surface and take a lift down into the base but the big ships make port inside specially made bays inside the asteroid. landings are usually covered by Vergresso Port controlsers of slave your ship to their computers and do the tricky landings for you. The service here is suprisingly good for a shadow port, but the parking costs are almost as bad as in the coreworld.

The Life: Also jokingly refered to as "the Death", this is the place where all the fun happens. Booze and brawls, hookers and haggling, Gambling and gluttony, as long as you got the credits to burn, you can find it here in varying price and quality. The two major sections are the Open market and the Arcade. in either place you can loose alot of coin in a hurry and their names are self explanatory enough that I really doubt I need to elaborate more. Rooms to rent are on average a hundred cred for a basic room to three hundred for a larger and more luxurious suite. The Tenloss Syndicate has two of their more well known front organizations here to remind you who's boss. The local peace keepers are Tenloss' Mercenary grunts: the Natori Association. at least a full platoon is patrolling the Life at anytime, and trust me, you don't want to make enemies of these guys. Their training regime would make a stormie blanch.
The Tenloss Syndicate also has a fencing and credit laundering firm of their's on hand called Galindas Exports. They have connections across the outer rim and can quiet easily exchange a hot item for cold cred.
Theres also a strong NR allied presence in dark heaven, a throw back to the days when the Rebels did buisness with Tenloss. NR allied Privateers, former soldiers, and smugglers from the good old days take up a whole sector to themselves, having named it the Starbird sector. Tenloss leaves them alone out of respect and likewise the Starbird Locals don't interfere with buisness in other parts of Dark Heaven. Compared to the rest of the Life this section is pretty tame, despite the fact Natori doesn't police here. theres a reason for it and a damn good one, alot of these old hands were with Rebel Spec Force and they don't take kindly to spice or slavery in their chunk of Dark Heaven. The bar there, called Norric's is a good place to go, though if you weren't with the Rebel Alliance back in the day, you won't be trusted much, though it is still safer for a newb to the Life than some of the other rougher bars.

The Center: This is where Tenloss operates the vitals of Dark heaven and is the nerve center of Vergesso operations. You can't go here or the Natori boys will bust your choobies (or their equivilent.) besides, theres not much to see here. No card tables, no Dancing girls, no nothing. so just stick to the first two if you know whats good for you.

There you have it. another notable outlaw hangout brought to you courtesy of the Outlaw's Guide to the Galaxy.  

Sol Walker
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Sol Walker
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PostPosted: Wed Oct 05, 2005 10:45 pm
Entry No:6543
Subject:Disruptor weapons
Capsule:
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There are some nasty weapons in our beloved galaxy. most of them are the super weapons the government pin heads seem so fond of. but even in personal combat, there are truly horrid weapons. the disruptor gun is in my mind one of the best example.

A blaster strikes with a solid bolt of light. when it kills someone, it will leave a body.
A Disruptor is a disintegration weapon. when it kills someone, it will leave nothing but a smoking pile of ash.
There is not a government anywhere that doesn't outlaw these despicable weapons. hell even the hutts are afraid of them. If you are caught with one in almost any system, expect to get busted and either executed, exiled, or Life imprisonment in the harshest conditions, depending on the world and government. Most worlds give you a death mark on possesion.
Tenloss makes these weapons by order and never mass produces them. despite their lethality though, even the rifles have a ultra short range, a maximum of six meteres. the only way to kill someone with a disruptor is to sneak up behind them. also, these guns are slow fireing with a low ammo capacity so you better hope whoeverer you shoot with one doesn't have friends.
expect to pay up the nose for one of these guns. also exect someone to shoot you with your own disruptor, a common outlaw practice when they've aprehended a disruptor user.
My advice on these weapons? Save yourself some trouble and buy a thermal detonator.
 
PostPosted: Sun Oct 09, 2005 11:20 am
Entry no: 60
Subject: Corellia

Capsule: User Image

Corellia. Famous for its gold beaches and hella good pilots and officers. In fact, this planet is probably the most influential planet in the entire history of the galaxy, directly or indirectly.

The planet is filled with fields, forests, and seas. One of the planets in the corellian system, it is home to not only humans, but selonians and drall as well. The capital of Coronet is grand, highly urbanized, and definately one large spaceport. Other notable places include Treasure ship row and the Corona houses.

Really, corellia as a planet is a great place to visit, but is often overshadowed by the people that this place is spawned. Wedge Antilles, Corran Horn,General Crix Madine. Just to name a few.

But probably the most notable person in the galaxy has to be the infamous Han Solo, and his ship the Millenium Falcoln.

But, since this entry is about Corellia, and not wedge, or han, we shall end this entry here with a few more words.

Why would an outlaw want to go there? Well, their light freighters are notorious for being good smuggling ships. That, and Corellia is a beautiful planet, and the old saying is true.

"Corellians have rocket fuel for blood."  

Nelowulf
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PostPosted: Sun Oct 09, 2005 11:56 am
Entry Number: 58
Subject: Chandrila

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Chandrila is a quiet planet in the core world. Unusal of this core world, it has vast plains and forests, with sparce cities. Its unusally rural for a coreworld, though its importance historically is not anything to be scoffed at.

As livestock and squalls roam across the vast plains, Chandrila has the appearance of being a very peaceful planet, and has often been compared to Alderaan for beauty and peace.

This planet always has felt that they could discuss (though debate is often a better word) their problems without fear of reprisal or agression. This environment let the infamous Mon Mothma become the senator who eventually would, will, or did, depending on what point in time you are, create the Rebel Alliance and lead the New Republic.

Being one of the youngest senators elected to the Republic senate, which was not at this time under the Empire's rule yet. When Palpentine declared himself Emperor, her and Bail Organa banded to make a faction that could oppose the new tyrrany. Mon Mothma went underground, and made the Rebellion that would destroy the empire many years later.

In the meantime, Chandrila found itself without any leadership, and Elected Canna Omonda, whose heated ideas made the Empire finally decide to crack down on the idealistic planet.

Three Star destroyers came into orbit, and after capturing, torturing, and obtaining a false confession of crimes, Canna was sentenced to public execution on coruscant, and the enitre system was placed under heavy tariffs. The citizens believed themselves lucky to escape the fate or Raltiir, or alderaan.

Chandrilan opression continued on, even after the Battle of Endor. Grand Vizier Sate Pestage declared a total blockade on the planet, and until Ysanne Isard forced him from office, used it as a hostage for the Rebels threatining Coruscant. Currently, the planet is once again freed, thanks to the New Republic's intervention.

So why would an Outlaw care so much for this planet? Its a nice place for a vacation, with the seas and Hanna city. But this planet is good for a politician rather than an outlaw. It is common fact that this planet was nearly as bothersome as Alderaan in the senate with its ideas.

Some speculate it has to do with the clean, fresh air...  
PostPosted: Sun Oct 09, 2005 12:25 pm
Entry Number: 911
Subject: AT-AT Walker

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Of all the walkers invented, and all the walkers ever produced, probably none of them have achieved the fame, and fear, of the All Terrain Armored Transport walker. Towering beasts of metal and gyros, they stood over fifteen meters tall and twenty meters long, and were unmatched by anything in the Rebel Alliance's arsenal.

The walkers were originally designed by Kuat Drive Yards, these weapons were to be used for their namesake: All Terrain. Since many repulsorlift vehicles were affected by odd conditions, the Empire needed a weapon that was strong, powerful, and unable to be hindered by the terrain. Designers turned to the ancient of technologies, which was limited to teh older designs such as the AT-PT, but never had such a design been made for such a grand weapon of war.

The finished product not only passed with flying colors, but exceeded all expectations and set new ones. They were unstoppable weapons of war, and were psychologically damaging as well.

AT-ATs were impervious to all but the heaviest artillery weapons. Anything short of a concussion missle is probably going to be deflected without a care in the world.

Its head contains a command cockpit, with holographic imaging systems to provide veiws of their position. Its main weapons are two heavy laser cannons mounted on the chin, with two medium blaster on each side of the head. The head can rotate as much as 90 degrees left or right, and thirty degrees up or down to provide a massive field of fire. They can carry up to fourty troops and five speeder bikes. AT-ATs travel up to sixty kilometers on a flat stable surface, but due to the illusion the machine is "plodding", even the slowest speed is miscalculated, and they are on you before you know it.

These walkers have always been instrumental to the Empire's war efforts. Most notably is the assault on the shield generators that protected Echo base on Hoth. Though the walkers were slowed by the ice they trod upon, the only thing that hindered the blizzard group was the use of snowspeeder's tow cables tying up the legs and "tripping" the beasts. However, General Veers provided a counterdefense, spacing his units out to cover each other's flanks, and eventually suceeded in achieving his objectives.

So what can I say about this to an outlaw? There's really not much to say. If you have one after you, then you're already in a world of s**t. Just stay out of its way, and duck and cover. If you're base is being assaulted, then pray to god you have air support, as there is nothing produced yet to my knowledge that can match this thing toe-to-toe.  

Nelowulf
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PostPosted: Sun Oct 09, 2005 12:48 pm
Entry No: 87153Y
Subject: Y-wing

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The Koensayr BTL-S3 Y-wing Attack Starfighter is an older design, in terms of the Battle of Yavin and the Galactic Civil War. It predates the X-wing and the TIE/In by several years, and follow the old fighter style of Durabilty over speed.

Before the "superior" X-wing was produced, and the humiliating display of the limitations of the Y-wing were shown during the Death Star Trench Run, these fighters were the flagship and the backbone of the Rebel Alliance. These ships saved millions of lives, and are famous (that is if you're old enough to remember) at the Battle of Vnas at Duro and teh First Battle of Ord Biniir, and teh Famous Seige of ank Ki'Shor.

But as the newer X-wing fills the role of fighter, more and more Y-wings are being shifted to raiding imperial convoys rather than fighting TIEs.

The Y-wing is a multipurpose vessel wth a mission profile as being a fighter and a bomber. They are deadly in close-quarters, where their speed isn't a hinderance and their durability lets them withstand several blasts. They are also useful for reconnassaince, with the BTL-A4 LP (long probe) upgrade.

The problems of the Y-wing are often summarized in the old quote: "They can take a beating, but are slower than a sleepy hutt." These fighters are garunteed to take a licking, which is a good thing because you're not going to be dodging many blasts anytime too soon.

The ship has shifted to a bomber role, perhaps for the better. Its armament is easy enough to shift from one role to another, but it is garunteed to have a pair of Taim and Bak IX4 laser cannons, and an ArMek SW-4 ion cannon sits on top. It can carry up to twenty proton bombs, or a pair of Arakyd Flex tube proton-torpedo launchers, with a magazine of 8 torpedoes.

Alike in the xwing, an R2 or R4 snugly fits in the socked and controls many of the essential functions of the ship.

The Y-wing is a staple craft, and though in this day and age they are becoming less likely to be seen, they are a good vehicle to compare strengths to. Often one may hear that you can "buy a ship with the relative firepower to a Y-wing," or "is suitable as a Y-wing".

However, you probably won't have to worry much about these fighters much anymore. But if you do, chances are you can take them out easily. Older pilots, however, will still reminice about the Y-wing, though the reputation of the fighter will probably die with the pilots.  
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