Welcome to Gaia! ::

Galactic Empire: The Official Star Wars Guild

Back to Guilds

The Official Star Wars guild since it's creation nearly 8 years ago. Join the Empire, be part of the legacy. 

Tags: Star Wars, Official, Jedi, Sith, Empire 

Reply The Outer Rim
Outlaw's Guide to the Galaxy 2.6: 200 Entries and Growing!! Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 9 ... 17 18 19 20 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Do you find this Guide useful?
  Yes
  No
  I dont read this thing.
View Results

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sun Oct 23, 2005 7:54 am
Entry No: 978645
Subject: Lancer Frigate

Capsule:User Image

The lancer frigate is a 250-meter-long anti-fighter captial ship. It was originally designed by the Empire, embarassed at their constant defeat via fightercraft. The first Death Star was destroyed by a fighter, and convoys were being lost every day. Though the frigates never encountered many fighter attacks, their use was still deadly.

Twenty Corellian AG-2G quad laser cannons are mounted all around the ship, specifically calibrated against modern high-speed fighters. Each of these runs of its own power generator, so don't expect them to lighten up anytime soon.

The problem with the Lancer is that it is expensive, and for a captial ship, weak. It is quite slow at sublight speeds, and many of its targets can simply outrun the ship. It cannot take a pounding from other captial ships, and it has no ability to attack back. It is simply a captial ship to kick fighter butt, and that's about it. Due to the cost, it was not a primary weapon, and only a small hangar is available to fit two small shuttles.

Imperial tacticians tried to use the Lancer effectively, failing in their first attempts. Originallly it was placed on the outer perimeter of battle, but Rebel capital ships picked them off easily. Quickly, they were moved to protect other captial ship flanks, such as Star Destroyers, who didn't have many anti-fighter guns, but could defend against the larger cruisers. Thrawn employed these in raiding missions, quite effectively softening up fighter defenses, and paving a path for larger ships.

As an outlaw, you probably will have only a small vessel carring you from one end of the galaxy to the other. Fighters beware, as this vehicle will proceed to kick your a** if you get too close. Freighters should also be wary. If you don't have some serious backup from your boss, who owns a dreadnaught, then you probably should steer clear of these things. If you are brave, do a flyby, but your speed is your greatest asset. You won't have to worry about finding these things everywhere, but just in case, play it safe. A dead outlaw is useless in this day and age.  
PostPosted: Sun Oct 23, 2005 8:07 am
Entry No:111130
Subject: Nebulon-B Frigate

Capsule:User Image

The Nebulon-B frigate is an escort frigate. It is three hundred meters long, and originally designed by the Empire for use AGAINST Rebel starfighters, primarily due to convoys being raided, and much to the embarassment to commanders (oddly a strange recurring theme for many Imperial advancements). Though the frigates were meant for Imperial use, the Rebellion aquired a few by capture or by defection. And so, the Rebel forces gained their first foothold in the door with some of the first captial ships. Later on, the Nebulons still served roles as medical frigates and reconassaince ships.

Standard weaponry consists of 12 turbolaser batteries against capital ships and 12 laser cannons for use against starfighters. They can carry two squadrons (that's 24 fighters, for you who can't count) in their interior landing bays, and several docking fixtures on the outside for those of you who are a bit larger in size and are welcomed (probably not homely) aboard. Many have sophisticated sensors, so you're going to have to get some serious gear to hide yourself from radar. The frigates also hole many antennae for communications, though I imagine you can pick up any radio station you want if you can convince the commander for a break.

These medium sized combat vehicles are quite strong for their size, only dwarfed by the Carrack light cruisers for weaponry, and the strongest with its fighter contingency. Its a bit slow, but it packs quite a whollop to make up for it.

As an outlaw, this is probably another ship which you probably won't run into often, and if you do, probably won't need to worry about, unless the entire fleet is after you, like Han Solo. If you happen to fall into good channels, or happen to not be entirely neutral on the wars, you may happen to get aboard one of these vessels. You can feel somewhat secure aboard this thing, unless you happen to be charging an Eclipse Star Destroyer or something. Though if your dream is to get aboard one of these things, you can always try getting your hand sliced off during a confrontation with your father who has gone megalomanical.  

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sun Oct 23, 2005 8:18 am
Entry No:111132
Subject: Incom T-47 "Snowspeeder"

Capsule:User Image

The famous Rebel Snowspeeders are probably most noteably known for their instrumental use at the Battle of Hoth, though these airspeeders have more uses than just tripping an oversized metallic dog. The T-47 is a low atmospheric duty airspeeder, powered by a pair of repusorlift drive unites and high-powered afterburners. Flaps above the engines assist in maneuvering. Easy access make this thing a favorite among mechanics to repair and maintain.

These things are lickety-quick, probably one of the most fun things you can find to speed around in, unless you're a total speed freak. While not a podracer, these things actually fly, so I personally find them more fun to zip around in. and at 600 kilometers per hour, or about 372.8 mph, you really are going to zip around. This, along with small size and quick maneuverability, are its main components for survival, as it lacks strong shielding, if any.

Heavy armor plating and twin laser cannons are the only thing that make this thing ready for combat, though they are somewhat strong. The harpoon gun in back requires a gunner, and is usually for hauling cargo, though, as revealed on Hoth and engineered by Luke Skywalker and Alliance tactician Beryl Chiffonage, they are quite useful for tying things up, and may be your only weapon against walkers.

These things are easily adaptable for the planet you are going to head to next, provided you have transportation large enough for one of these. Swamps, sands, skies, it doesn't matter, you'll have a multipurpose, cargo hauling, superquick toy to play around with no matter where you go.  
PostPosted: Sun Oct 23, 2005 9:30 am
Entry No:111177
Subject: Tie Defender

Capsule:User Image

The TIE Defender is the next stage in evolution of the infamous TIE line of fighters. It was developed shortly before the Battle of Endor, and after intial testing, it was overseen by top imperial commanders and deployed to a few elite wings. It was used to defeat Admiral Zaarin, who wished to destroy the Emperor.

Its unusual, by far, for a TIE. It contains three sets of Solar Collection panels, instead of two. It has a hyperdrive, and 40% faster than the Tie fighter with the new P-sz9.7 engines, and has maneuvering jets for increased maneuverability. Four laser cannons and two ion cannons, along with two missle launchers that can be equipted with both proton torpedoes AND concussion missiles. And to top it all off, it has a pair of Novaldex shield generators, making this one tough bird.

All of this comes at a cost of over 300,000 credits, over five times as expensive as a standard TIE fighter. While some consider it a "logical advance", the Defender is a quiet admission to successful Rebel tactis. It is faster and more maneuverable than the TIE interceptor, and much stronger, but the cost, coupled with the upheval of the Emperor, this ship has been limited in its usage.

If you happen to encounter one of these, first, s**t your pants. These things are fast, agile, and deadly. X-wings have enough trouble just keeping up with them. There's a good chance your ship isn't as fast, strong, or agile, and natural skill is not going to help you out alone. The best thing for you to do is simply jump to hyperspace, and though the defenders may follow you, try to find some people who really hate these bastards, and have them attack it, rather than you by yourself.

If you manage to steal one of these birds, however, you may be considered one of the most feared people in the galaxy...  

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200

Nospai Deathous

PostPosted: Tue Nov 01, 2005 1:34 pm
Entry No: 468
Subject: Cover
Capsule:
User Image
Hey there, girls, guys and [other genders]! Long time no see; sorry 'bout that. Had to go into hiding for a while, thanks to a certain debilitating bounty on my head. Well, several planets and one concubine later, here I am in an imperial palace on Bastion (don't ask)!

It occured to me, as I reclined on a luxurious jarokili-skin hovercouch with a beautiul blonde Imperial spy in my arm, that it's still my duty to let all of you outlaws out there get by. SO! I thought, 'what do they need to know to survive? Already a great many subjects have been covered by my fellow articleers!' So I remembered the impractical practice of finding cover.

It may be hard to believe, but some people caught in firefights simply stand and shoot, with their whole body clearly visible and available for blaster scarring (you know who you are [Luke!!!!]!)!

Now, different situations require different kinds of cover. One of the most deadly situations is corridor fighting. Never stand in the middle of a hallway and shoot... find an adjacent hallway and duck into it after firing a few shots. When you come back out to fire some more, try doing it closer to or farther from the floor randomly, to keep your agressors on their toes.

If there are any solid metal pieces of furniture nearby, kick them over and get behind them. Such randomly placed things make great cover.

An important thing to remember in a firefight is your profile. No, not your holonet profile, but the profile of your body. This bigger your profile, the easier you are to hit. The smaller, the harder. So whenever possible, crouch, and/or fire sideways. If it's unlikely you'll be attacked from behind, try going prone. These practices /can/ save your life.

But what if you're out in the open? Say, a field. Well, you'd have to be pretty crappy to get caught here, but I give the same advice; watch your profile. If enemies are coming from the east, turn your body north and get low, and try to engage from a distance. They'll have a harder time spotting you and hitting you. Also, if you can, move around a lot. You don't want to give your position away too easily (this works better in the dark or low-light conditions).

My last example, and also most deadly, is taking cover from an orbital barrage. For the first few seconds, keep your eyes skyward and try to run away from the blasts coming at you. If you survive long enough, jump into an impact crater caused by a turbolaser blast. We in the field go by a certain rule: "Turbolaser blasts rarely hit the same place twice."

If you get somewhere that's already been hit, the chances of it being hit again are a lot slimmer than a place that hasn't been hit.

That's all I've got for now! Stay cool, outlaws.  
PostPosted: Mon Nov 07, 2005 2:09 pm
Entry No: 4537
Subject: Slang Sampler
Capsule:

What else can I say? this entry is devoted to slang of the GFFA. If you want to either sound cool or need a translation for what that outlaw called your mother, you've picked the right entry.

First off here's a few of my favorites:
Sith - curse word
Sithspit - Curse word
To make the Final Jump - to Die
Tarkin's Teeth - post Yavin exclamation
Barve - b*****d
Vrelt - Corellian rat, insult
Vape Bait - Moron, specifically one who attracts blaster bolts like a magnet
Nine Hells of Corellia - exclamation.
Space Scum - Derogatory name for spacer
Cheap Spice - Exclamatory curse
Cycle - one full Coruscant year, the galactic standard unit for time measurement.
Borg - Cyborg
Space Ball - Idiot, specifically a rather violent and well armed one.
Corellian - Human from the Corellia sector, star system, or one of Corellian descent
Pull a Jedi - to attempt a maneuver so suicidal only the Force can save you.
Nerf herder - Alderaani curse
Stang - Alderaani curse
Bombad - Gungan phrase meaning very bad.
Farkle - curse word
Greenie - Galactic racial slur for any sentinent humanoid with green skin, most often referencing rodians.
Skifter - Sabacc Cheat card (changes face value at player's touch)
Rhyskate walk - Corellian version of the phrase "Cake walk"
Jawa Rigged - Tatooine phrase for Jury rigged
Bird - spacer slang for ship
Legs - spacer slang for either sublight or hyperdrive engines
Imps - Imperial forces
Space Happy - Crazy
Sleemo - Huttese word. means slimeball
Old Guard - old Corellian term, translated. means Old friend (respectful)
Clear Skies - Spacer term. means "Happy Trails", "Good Luck", and "Farewell".  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Thu Nov 10, 2005 10:13 am
Entry No:3567
Subject: Dac
Capsule:
User Image

The Locals Call it Dac, outlanders call it Mon Calamari.
This world, the second one from the sun, is one big ocean, with only a handful of Marshy islands, volcanoes, and reefs breaking the surface.
Dac is home to two different alien races, the Mon Calamari, and the Quarren. Both races are amphibious, but the two raerly see eye to eye.

The Mon Calamari dwell on the surface, where they construct floating cities, ship yards, and write awful Musicals. (Never EVER go see Squid Lake.). They are VERY pro Republic and, despite their gentile demeanor, they don't take sith from anyone.

The Quarren live deep beneath the seas, well whats left of them after that Exodus five years ago. Seems they got tired of all the trouble the Mon Cals drew to their world. at any rate the remainder of the quarren live apart from their surface neighbors

The Capital city, Coral City, is the home of Admiral Ackbar. The whole thing floats above the water, so visitors have little to worry about from seasickness.

Probably the most important aspect of Mon Calamary is the massive shipyard facilities that hang in orbit. These Shipyards have constructed some of the meanest warships in the Republic navy and is a partner contractor for the dreaded B-wing starfighter.(Also produced by the Roche Company of the Roche asteroids)
To put it bluntly, only an idiot would attack this place with anything but a sector fleet and Thrawnesque Commanders leading the operation.  
PostPosted: Thu Nov 10, 2005 10:17 am
Entry No:3568
Subject: Borleias
Capsule:
User Image

The planet of Borleias is the fourth planet in the Pryia system, and it is a steamy blue-green world that has a single dark moon that gives the system its republic code name of Blackmoon. Borleias is the only inhabited world in the Pryia system and it also lacks the most valuable natural resoures. Also it passes through a metor shower each year. watch for dings.

The planet happens to be the location of a favorable hyperspace crossroads, and the Old Republic first established a small base here to plot runs to the Corporate Sector and elsewhere. The Empire later took control of the system and beefed up its defences.

The Republic choose to take control of Borleias because it was a key location for the invassion of Coruscant. In the first attack by the Republic they underestimated Borleias' defenses and got their asses kicked, but on the return mission Rogue Squadron pilots torpedoed a power conduit at the end of a rift valley to help bring down the base's shields while a commando team captured the facility.

Now Blackmoon is a major bulwark for protecting the inner rims from threats in the outer. The Republic has rebuilt the defenses and added to them. Heavy cruisers regularly pass through this point to ensure its safety but other than that its defense is mostly left up to the Planetary turbolasers and shields.

The only real point of intrest aside from the Hyperspace junction and the big Republic fort is the Alderaan Biotics lab that was constructded there back when there still was an Alderaan. the facility is a major sorce of Pharmecuticals and Alderaan plantlife (meaning that this place is the new source for Alderaani wine.)  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Thu Nov 10, 2005 8:31 pm
Entry No: 664
Subject: CEC's Yz-775 medium transport
Capsule:
User Image
If a Corellian gunship and a Corellian corvette had a child, it would be this baby.
The CEC is a fast, tough, little ship with a wicked bite. Its three big engines give it the speed to outrun a Star Destroyer and off the line it is armed with a pair of twin laser cannon turrets, a firelinked pair of turbolasers in partial turrets, and two proton torpedo launchers, each with a twelve torpedo magazine.
sweet, huh?
She can also carry 14 passengers and 400 tons of cargo space, so a smart captain can pay her off in no time flat.
She stretches out from stem to stern at 52 meters long and therefore because of her cargo capacity and Length she ranks at a Medium freighter.
However, she does have a few flaws. she needs a Crew of eight to run properly and the crew compartments are cramped. On top of that, she runs just shy of a military vessel and so the average outlaw is not gonna be able to get their hands on her. The Price tage is huge, costing over 500,000 credits off the showroom floor, but with a package like this, the price is worth it.
Talon Karrde has a pair of Yz-775's in his fleet: the Dawn Beat and the Amanda Fallow. From what I hear he loves them. His only complaint? the Crew quarters. I hear the only Modification he made to them was enlarging the cabins at the expense of cargo.  
PostPosted: Tue Nov 15, 2005 7:47 pm
Entry No: 38445
Subject: Prax Arms LG-5 Laser Gauntlet
Capsule:
Light, Elegant, Guranteed to wear well, these stylish laser gauntlets have been a staple of upper class defense for years. Usually they come in a matched pair of bracers wherein only one of them has the blaster. (Dual laser gauntlets cost twice as much.) The charge for these weapons is housed in the cuff of the gauntlet.
How do these deceptively deadly weapons fair in the outlaw's eyes?
Short Range
Low Ammo (three shots per glove)
Low damage.
No Stun Setting.
A Hold out pistol tops these things in everything but concealability (on second thought, a hold out's size might compensate for that...)
This is the sort of weapon a coreworlder buys to make himself feel dangerous, a wanabe's weapon. Don't underestimate this weapon though. In the hands of a skilled assasin, this thing is as deadly as any blast rifle. and with some modification (say, for example, a back mounted generator and a few strategic part swaps from a higher powered weapon) it can be pretty fearsome.  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Tue Nov 15, 2005 8:30 pm
Entry No: 43786
Subject: Accelerated Charged Particle repeater gun
Capsule:
User Image
A fun little gun if ever there was one. This baby stradles the line between Slugthrower submachine gun and blaster carbine. It uses specially designed cartridges that Arakayd (the producing company) dishes out in fourty round clips.
Just point and spray and your troubles go away. The empty casings disipate overtime so theres no need to freek out about people following your empties trail.
Theres an upside and a downside to this gun though that outlaws should be aware of.
the good thing is, it tears right through light shields and personal shield generators.
the bad news is that on metallic armors it's about as effective as a sligthrower. Definately not a weapon for droid hunters.
Regardless, the ACP is a good back up weapon to use and has been a staple of Dosh outlaws for years.  
PostPosted: Tue Nov 15, 2005 8:47 pm
Entry No: 43787
Subject: ACP Array Gun
Capsule:
User Image
Another gem from the Arakayd company, the Array gun is a scattergun in blaster form. It holds eight specially designed Charged Partical shells and at close range can blow away a raging wookie. the farther away your target the lesser the damage but the more targets you hit.
Simple enough. Yes?
Some outlaws use the array gun for hunting purposes, usually in the pursuit of avian creatures. However, don't expect anything you down with this thing to be worth eating.  

Sol Walker
Crew


Sol Walker
Crew

PostPosted: Tue Nov 15, 2005 9:16 pm
Entry No: 43788
Subject:LJ-50 Concussion Rifle
Capsule:
User Image
Continuing my outlaw weapons entry submission run, I bring to you the ULTIMATE in concussion weapons. Built by Blastech, the LJ-50 can literaly splatter someone against a wall. Its also remarkably effective against lightly armed speeders and groups of people as it has a blast radius.
Don't, I repeat DON'T fire this thing off at close range. People who do that usually get themselves booked for the final jump.
You Get five shots with the LJ-50 before you need a new concussion round. But if you need more than five shots to finish someone off with this thing, You have problems.  
PostPosted: Tue Nov 15, 2005 9:48 pm
Entry No: 43789
Subject: LS-150 Heavy ACP repeater
Capsule:
User Image
Arakayd makes some fine ACP weapons. They have the Array gun and the Repeater, both decent weapons in their own right.
But of course Blastech is the master of the arms market.
and they prove it with this monster.
The LS-150 is only slightly more poertable than a starship weapon turret and just about as deadly. the standard unit carries 200 rounds of stormie mowing fun, and they can be tripoded for more stability. Its Air cooled and uses the same type of plasma cartridges that most other ACP weapons use (the LS uses a much larger caliber of course). and of course it can lay down a solid sheet of fire. this weapon is only matched by the E-web as a squad support weapon and should have a home in any mercenary company.  

Sol Walker
Crew


NickCpointless

PostPosted: Thu Nov 17, 2005 1:56 pm
Entry No: 2840B
Subject: Kyle Katarn
Capsule: User Image
Kyle was the son of Morgan and Patricia Katarn, farmers from the Sullust colony moon of Sulon. Growing up on the farm, Kyle had a a brother of sorts in his father's custom-made labor droid, Wee Gee; as a result, Katarn became one of the few Humans in the Galaxy fluent in the electronic language of droidspeak. Kyle enrolled for education at the Imperial Academy on Carida when his mother was killed by a malfunctioning BT-16 perimeter security droid. He became a decorated Imperial stormtrooper officer, but his father, unbeknownst to him, was a supporter of the Rebel Alliance. During an attack on his homeworld of Sulon (which the Empire claimed was a Rebel attack), Morgan Katarn was killed. Kyle became immensely hateful toward the Rebellion, and supervised many Imperial operations against it.

However, he soon learned from Jan Ors, a double Imperial Intelligence agent who was actually working for the Rebellion, that his father was tortured and killed by the Empire for treason. He agreed to free Jan and defected, becoming a neutral mercenary. Jan introduced Kyle to Mon Mothma, the leader of the Alliance, and he became an important spy.
Kyle's first mission for the Alliance was the infiltration of an Imperial facility on Danuta to retrieve the plans for the first Death Star as a part of Operation Skyhook. These partial plans were eventually combined with those captured at Toprawa and on the Death Star itself, to create a complete outline of the station.

Soon after the Battle of Yavin, Mon Mothma asked Kyle to investigate the destruction of Tak Base resulting from the Battle of Talay. Kyle accepted, and took on Jan Ors as his mission officer. Kyle's investigation revealed the Imperial Dark Trooper project, led by General Rom Mohc. Several clues led Katarn to Anoat, where he captured Moff Rebus, an infamous Imperial weapons engineer. After raiding a testing facility for phrik on the planet Fest, Kyle was led to the Gromas system, where said mineral was being mined and the first stage of the Dark Trooper was manufactured. After destroying the facility, Kyle had to rescue Crix Madine from an Imperial detention center on Orinackra and traveled to the Ramsees Hed docking port on Cal-Seti. There, he was able to track a smuggling ship that was making runs to the frozen planet of Anteevy, where the second stage of Dark Trooper construction was being completed. Kyle destroyed the facility on Anteevy and was led to Nar Shaddaa, where he located a nav card describing the activities of all the smugglers involved in the Dark Trooper project. Upon leaving the planet, though, he was briefly captured by Jabba the Hutt.
He was able to regain the card, rescue Jan Ors, and escape Jabba's space cruiser. Kyle and Jan Ors infiltrated the ISB building on Coruscant, where he was able to decode the nav card. He also fought and defeated Boba Fett there. Using the new information from the card, Kyle and Jan tracked one of the smuggler ships to the Refueling Station Ergo. Kyle hijacked this ship and used it to sneak onto the Executor, which was the only ship that knew where the Arc Hammer could be found. Once on board, he smuggled himself aboard the Arc Hammer, where the third and final stage of the Dark Trooper was being manufactured. After a battle against General Mohc in the only Dark Trooper Phase III exoskeleton in existence, he proceeded to blow up the Arc Hammer and escape, destroying the Dark Trooper Project for good. In gratitude for his bravery, Mon Mothma awarded him the Star of Alderaan.

Kyle also was a member of a SpecForce mission assembled by Corwin Shelvay, in which he teamed up with Force-sensitives Shira Brie and Erling Tredway to sabotage the superlaser of Death Star II en route to D'rinba IV.
One year after the Battle of Endor, Kyle was visited by the spirit of the Jedi Qu Rahn who told Kyle of the Jedi heritage of his father; Morgan had helped the Jedi Master close off the Valley of the Jedi.

Kyle located a recording from his father as well as the lightsaber of the late Rahn, setting him on the path to become a Jedi. He embarked on a journey to locate the Valley of the Jedi and protect it from a faction of Dark Jedi led by Jerec, his father's killer. During his journey, he fought the other six Dark Jedi who followed Jerec. He defeated, but spared, Yun. He then fought and killed Gorc, Pic, and Maw, but, with each duel, Kyle brought himself closer to the dark side. His adventure took him to a secret Jedi burial ground, the Valley of the Jedi, where the spirits of many Jedi and Sith lay quiescent, trapped there after the Battle of Ruusan. This site was a nexus of power from which Force-sensitives could draw great energies of the Force. Jerec was attempting to gain this power for his own ends.
Kyle's ship, the Moldy Crow, was shot down, but Kyle escaped, rendering himself unconscious. One of the surviving Dark Jedi, Sariss, and Yun (whom she treated like a son), pulled the unconscious Jedi from the wreckage. Boc, another Dark Jedi, destroyed Katarn's lightsaber before leaving to assist Jerec. Sariss was about to kill Kyle, but Yun, out of pity for Kyle sparing his life and feeling guilty for executing so many people, blocked her blow with his lightsaber. Sariss' blade was deflected and struck Yun, mortally wounding him. As Kyle woke up, he heard Yun's final words:

Yun breathed his last, possibly returning to the light side. With his lightsaber destroyed, Kyle picked up Yun's saber and defeated Sariss, being careful not to fall to the dark side in doing so.
Kyle rushed to the temple and confronted Boc. Boc wielded two lightsabers but was no match for Kyle's dueling skills. After defeating Boc, Kyle rushed in to stop Jerec. The two dueled, and, though Jerec had already begun drawing power from the Valley of the Jedi, Kyle was able to defeat him. Disarmed, Jerec tried to turn Kyle to the dark side by reminding him of his father's murder. Kyle, not wishing to feed his hatred, but also not willing to spare Jerec's life, tossed the Dark Jedi his lightsaber back, and as Jerec was about to stab Kyle in the back, Kyle defended himself and killed Jerec, freeing (according to prophecy) the souls of the Jedi trapped millennia ago by Lord Kaan.
Kyle continued working with Jan for the New Republic, cooperating with Bey, Dash Rendar and Guri on an insertion mission to the Tof fortress world Saijo, and nearly razing Space Station Kwenn while apprehending the Ketton spy Derrida. Kyle took a more permanent role with the New Republic and served with Lieutenant Judder Page's Katarn Commandos, executing missions on various worlds like Kashyyyk, Boudolayz and Garos IV.

Luke Skywalker offered to train Kyle further, but Kyle held a great fear of the dark side, and declined.
Approximately 5 years after Kyle faced Jerec, former Imperial assassin Mara Jade came under the tutelage of Kyle, taking up the rare bond of reciprocal apprenticeship, a facet of the Jedi Concordance of Fealty little practiced since the Cleansing of the Nine Houses. During this period, the pair moved to Altyr 5 to support the New Republic bases. While sabotaging an Imperial assault, Kyle discovered a lead to the Sith ruins on Dromund Kaas, a long dead world. Kyle investigated the ruins but came under the influence of the dark side of the Force. His former pupil Mara Jade went to him and convinced him to come back to the light. After nearly succumbing to the dark side, Mara helped him turn back.

Luke made a second offer to Kyle when he founded the Jedi Praxeum on Yavin 4, and Kyle accepted, believing it would help him tame his dark self. He gave up Yun's lightsaber and built his own special blue one. Kyle developed a friendship with fellow Jedi trainee Corran Horn, but when two students of the Academy fell to the dark side, Kyle's fear of succumbing to it multiplied. Kyle gave up the Force, entrusting his lightsaber to Skywalker, and returned to his mercenary ways as Jan Ors' partner. During the next three years, Kartarn was noted several times by NRI investigators for his overzealousness in eliminating Remnant soldiers. After a mission on Tatooine, he had only left one Imperial survivor for questioning who was so distressed from his ordeal that he could barely relate what little information he had while under interrogation. All that the interrgation staff could get him to say was that his orders had come from Kejim.

Kyle was sent to the world of Kejim to act on this information and en-route fragments of Remnant communication intercepted by the New Republic were relayed to Kyle and Jan which further affirmed the Republic's suspicions that something was going on. Kyle was at first hesitant to go; the transmission had made mention of the Valley of the Jedi. There was indeed a Remnant base on the planet where, upon a detailed inspection of the base, Kyle found strange crystals which, when analysed were found to be very similar to ones used in a Jedi's lightsaber. Their mission would have ended there. Kyle didn't want to get involved with anything that involved Jedi, but Jan accepted the job on his behalf—having been offered twice their usual fee by Mon Mothma.
It was soon revealed that the Imperial Admiral Galak Fyyar was using the planet to experiment with these crystals and the Force, particularly in infusing non-Force sensitives with Force potential. Although Kyle successfully infiltrated and shut down the outpost, Jan was later captured and apparently killed by the Dark Jedi Desann and his student Tavion.

Angered by his partner's death, Kyle regained his Force powers by using the power of the Valley of the Jedi and once again treading dangerously close to the dark side. He went to the Jedi Academy to retrieve the lightsaber he had left with Skywalker, where he learned that Desann was a fallen student of Luke's. Luke and Kyle then set out across the Galaxy to bring Desann to justice. During his travels, he learned that Jan was still alive. She was eventually rescued, which allowed Kyle to overcome his thirst for revenge. Eventually he learned that Desann had discovered the Valley of the Jedi by following Kyle and had begun to create an army of Dark Jedi warriors called the Reborn to rule the Galaxy. Kyle tracked Desann back to the Jedi Academy on Yavin 4, and after an intense duel, killed him, ending his plan for domination.

Shortly after this, the Academy was attacked by a Nightsister and her band of outlaws who were seeking ancient Sith artifacts they had discovered the Academy owned. Despite the fact that they took advantage of the Academy's weakened state, Kyle and a group of others managed to push them back and kept them from retreiving the artifacts.

The New Jedi Order

After Desann's defeat, Kyle kept his lightsaber and continued in the ways of the Force as an instructor and Jedi Master at Luke's Academy. Kyle became the master of two students, Jaden Korr and Rosh Penin. Both students were talented, quickly learning through Kyle's wisdom. However, a new threat, the Dark Jedi cult known as the Disciples of Ragnos, began threatening the Galaxy. Rosh eventually succumbed to the dark side and joined the Disciples of Ragnos. Kyle again met Tavion, who was the leader of the cult. She possessed a device known as the Scepter of Ragnos and planned to resurrect the ancient Sith Lord Marka Ragnos.

Kyle's other student, Jaden, eventually became a Jedi, who redeemed Rosh, and defeated Tavion. Kyle was proud of his students. Kyle became the academy's foremost battlemaster, educating many Knights like Jaden Korr, and managing to stop a rampaging former Emperor's Hand by the name of Jeng Droga.

During the Yuuzhan Vong War, Kyle helped develop strategies against the invaders and freed the human captives of the Imperial Remnant world Ord Sedra. Near the end of the war, the living planet Zonama Sekot agreed to help the Galactic Alliance, and Kyle was one of several Jedi Knights bonded to seed-partners and provided with Sekotan starships in the final battle.

After the end of the invasion, Kyle heard a rumor that the Sith still existed. Due to his personal experience on Dromund Kaas, Kyle investigated, following clues from Ord Sedra in the Clacis Sector first to Yaga Minor, and then halfway across the Galaxy to the Cloak of the Sith, near Roon. Kyle went missing there. Jan Ors and Jaden Korr set out to locate him.

Mara Jade Skywalker, Jaden Korr and a group of Alpha Blue specialists led by Jan Ors tracked Kyle to Roon and freed him from Daye Azur-Jamin, who had been missing since early in the Yuuzhan Vong war, and had subsequently turned to the Dark Side. Daye was eventually redeemed, revealing the presence of a Force-sensitive Yuuzhan Vong. Kyle returned safely, and took an active role in Jedi affairs, being appointed to the Masters' council.
Five years after the war with the Vong, Kyle was a respected Master not afraid to voice his opinion and along with Han, Leia and Kyp traveled to Kr, fighting on the ground while Han and Leia helped Luke and Mara. As the Killik crisis expanded, Kyle led a Stealth-X squadron of Jedi Knights against Lomi Plo's Dark Nest.  
Reply
The Outer Rim

Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 9 ... 17 18 19 20 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum