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Kayle Skolaris
16 August 2001, 05:27 PM
The New Sith Order

The seeds of what would become known as the New Sith Order were planted in the aftermath of the Emperor's death over Endor at the hands of the traitorous Darth Vader. While the galaxy tore itself apart in a power-hungry feeding frenzy, the spirit of the Emperor fled to a waiting clone body on his fortress world of Byss. It was here away from the prying eyes of an Empire that the Emperor shed his guise as Palpatine to go by his Sith name, Darth Sidious. Darth Vader's betrayal and death left Sidious with a number of problems. Sidious was now a Sith Master without an apprentice and there were few choices to choose from. As Palpatine, Sidious had used a dangerous Sith ability to instill lackeys with powers of the Dark Side by splintering his very soul and investing a portion of it into his minions. This practice always left Sidious weakened, but it was the only way to empower numerous minions with the ability to use the Force without taking the extensive time and effort to actually teach it to them. Aside from leaving Sidious weak, the process inevitably destroyed the subject, driving him insane or burning him out from within.

So it was that Darth Sidious began a concentrated search for a student. Most of his Dark Adepts were useless for the task, being too steeped in their own traditions of Dark Side power to adequately train in Sith techniques. Most of his Hands had struck out on their own with his reported death at Endor and were therefore marked for death by their betrayals. A few, like Mara Jade, were simply too weak in the Force to ever be proper Sith Lords. Casting about for a suitable student, Sidious finally settled upon one of the few Hands who had remained loyal to him even after his death, and the only Hand to ever be given any true Sith knowledge, High Inquisitor Tremayne. Tremayne was a fanatic follower of Sidious and had been given direct training by Lord Vader. He was strong, ruthless, loyal, and best of all, available. Sidious had Tremayne recalled to Byss for the Sith Test to see if he was truly worthy of training. The test was brutal and agonizing, the experience left Tremayne with several more cybernetic replacements and looking more and more like his former master, Lord Vader. Tremayne was different from Vader, however, in that he followed Sidious out of true loyalty rather than fear. After surviving Sidious' tests, the man who had been Tremayne died and the Sith Lord who was Darth Quisitus was born.

For several years Darth Sidious ignored the raging wars around the galaxy in favor of training his new apprentice. Darth Quisitus lacked the raw power that had initially attracted Sidious to Vader, but he made up for this with tenacity and unwavering devotion to his studies. As Grand Admiral Thrawn made his bid for control of the galaxy, Darth Sidious trained the man he intended to be the true heir to the Empire. Towards the end of Thrawn's campaign, Sidious finally decided it was time to return to his role as Emperor Palpatine. His flagship, the prototype Eclipse-class battleship, was nearing completion and preparations needed to be made for his own coming campaign to retake the galaxy. He expected Thrawn to win and, lacking any other Grand Admirals, Sidious himself would be forced to lead the fight to reforge the Empire.

When Thrawn died, the shock was enough to make Sidious reconsider simply killing the Skywalker boy out of hand. If he could be seduced, he would make a formidable ally. This time, however, Sidious would do the work himself. Darth Sidious placed Darth Quisitus in command of the newly-completed prototype Sovereign-class battlecruiser and sent him to command his fleets while he concentrated on Luke Skywalker.

Darth Quisitus took to his duties with relish. He formed a huge armada around his flagship, which he'd named the Sweet Revenge, an armada that included over a thousand capital ships and tens of thousands of fighters. Something else his armada included was a young Captain by the name of Tanda Pryl. Tanda had commanded a destroyer in Elrood Sector for a year and a half before the Endor debacle and had continued to serve the Empire afterwards. While in the Elrood Sector, Captain Pryl had the amazing good fortune of finding a functioning Sith Holocron that had been lost for centuries. With this holocron Captain Pryl began to quietly train herself in the ways of the Sith, even constructing her own lightsabre and surviving her first halting attempts to train herself with it. Even her fanatically secretive methods could not hide her from the prying eyes of Darth Quisitus. Only her fanatical devotion to the service of the Empire prompted Quisitus' master, Darth Sidious, to spare her.

The war with the Republic was brief and brutal. Darth Sidious died twice more during the campaign, with his last death over Byss being decidely final in nature. And so the mantle of Sith Master passed to Darth Quisitus. Quisitus himself was engaged in a fleet battle at the time of Sidious' final death. The loss of his master shook the Dark Lord to the core, even ten thousand light years away. Quickly breaking off the engagement, Quisitus rushed back to Byss to try to rally the forces there. By the time he arrived it was too late. Most of the Imperial fleet there lay in ruins and Sidious' treasure houses and secret databanks were mysteriously bare. Even the legions of Imperial Guard and Sovereign Protectors were missing. Quisitus immediately suspected the thief, but there was little he could do at the time. After gathering as many ships as possible, Darth Quisitus ordered the massive armada out of the galaxy. Knowing he could not beat the forces arrayed against him, Quisitus intended to flee the field of battle altogether and rebuild out beyond the galactic rim. Even in the vast gulf between galaxies there were stellar dust clouds to hide in, and Quisitus intended to disappear into one to lick his wounds. He would wait and watch and prepare for the right time to strike, and when he did strike he would smash the Republic and pay back the thieving traitor who had eluded him.

It was out there that the ages-old tradition of Master and Apprentice was renewed. The choice for an apprentice was clear, Tanda Pryl would be a Dark Lord of the Sith, but she required training. So too did Quisitus' fleet need augmenting before an invasion attempt was made. While he commanded several thousand ships, including several dozen World Devastators, Quisitus knew he could not strike without truly overwhelming numbers on his side. He would be attacking without an industrial base to fall back upon, so his first strike must be complete and absolute. Setting the Devastators to work building the forces he needed, Quisitus set to training his new apprentice.

And so it went for nearly fifteen years. During that time the Empire factionalized and fought itself until there was nearly nothing left. The Pentastar Alignment endured, but the rest of the Empire had shrunk to little more than a handful of worlds and a thousand monuments to past glories. The rise of the Keltarrin Protectorate confirmed Darth Quisitus' suspicions regarding the traitor who had cleaned the Emperor's storehouses on Byss. The Yuuzhan Vong invasion surprised and concerned Darth Quisitus at first. He wanted the pleasure of bringing the Republic to its knees. It quickly became apparent, however, that the extra-galactic invaders did not have the resources to sustain the war. Despite their initial successes, the Republic began to recover from its early defeats and beat back the invaders. Darth Quisitus delighted at the news that the Jedi Knights were split down the middle as to how to deal with the invaders. Quisitus had no such dissension in his ranks and Tanda Pryl, now known as Darth Scythe, was a fully-trained Sith Lord. Between the two of them, they commanded nearly a hundred Sith Adepts and thousands of Sith Warriors. The ranks of the Revenge Fleet had swollen to nearly half a million capital ships and tens of millions of fighters and support craft.

It was now, during the time of greatest galactic turmoil, with the Yuuzhan Vong hordes hammering at the gates of the galaxy, that the New Sith Order would be unleashed on an unsuspecting galaxy.

Darth Quisitus
Type: Sith Master
Dexterity 4D
Blaster 8D, Brawling Parry 8D, Dodge 10D+2, Grenade 8D, Lightsabre 13D+1, Martial Arts: Keldaeris 10D, Martial Arts: Kelterek'dul 10D, Melee Combat 10D+2, Melee Parry 8D, Running 8D, Thrown Weapons 10D
Knowledge 4D
Alien Species 9D+1, Bureaucracy 10D+2, Bureaucracy: Revenge Fleet 12D+2, Cultures 10D, Intimidation 8D, Intimidation: Interrogation 11D+1, Intimidation: Torture 11D+2, Languages 8D, Planetary Systems 9D+2, Scholar: Sith Lore 12D, Tactics: Fleets 9D+2, Willpower 8D
Mechanical 2D
Astrogation 6D+1, Beast Riding, 6D+2, Capital Ship Piloting 6D, Repulsorlift Operation 6D, Sensors 6D, Starfighter Piloting 7D, Starfighter Piloting: Sith Marauder 11D, Starship Gunnery 6D+2, Starship Shields 4D
Perception 3D
Bargain 10D, Command 10D+2, Command: Revenge Fleet 12D+2, Con 9D+2, Hide 7D, Investigation 11D+1, Persuasion 7D, Persuasion: Oration 9D+2, Search 9D
Strength 2D
Brawling 6D, Climbing/Jumping 6D, Lifting 6D, Stamina 10D+2, Swimming 6D
Technical 2D
first Aid 6D, Lightsabre Repair 10D, Security 8D
Special Abilities
Force Powers: Control 16D+2, Sense 16D+1, Alter 14D+2
Control: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Enhance Attribute, Hibernation Trance, Rage, Reduce Injury, Remain Conscious, Resist Stun, Short Term Memory Enhancement
Sense: Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Sense Force Potential, Sense Path, Shift Sense
Alter: Bolt of Hatred, Dark Side Web, Injure/Kill, Telekinesis
Control/Sense: Farseeing, Lightsabre Combat, Projective Telepathy
Control/Alter: Accelerate Another's Healing, Aura of Uneasiness, Control Another's Pain, Feed on Dark Side, Force Lightning, Inflict Pain, Return Another to Consciousness, Transfer Force, Waves of Darkness
Control/Sense/Alter: Affect Mind, Control Minds, Create Force Storms, Doppleganger, Drain Life Essence, Enhanced Coordination, Projected Fighting, Telekinetic Kill, Transfer Life
Sense/Alter: Dim Other's Senses, Force Wind, Lesser Force Shield
Force Points: 46
Dark Side Points: 52
Character Points: 69
Move: 12
Equipment: Modified Lightsabre (7D), Sith Armor (Strength+3D, Sith Holocron, Blaster Pistol (5D+1), Datapad, Comlink
Cybernetics: Prosthetic Right Eye and Arm, Prosthetic Heart, Lungs, and Kidneys, Arm-Mounted Disruptor (8D+1, 3/7/9 meter range, 12 shots)


Darth Scythe
Type: Sith Lord
Dexterity 2D
Blaster 8D, Dodge 9D, Lightsabre 9D+2, Martial Arts: Keldaeris 8D+1, Martial Arts Kelterek'dul 8D+2, Melee Combat: Knife 7D+1, Thrown Weapons 8D
Knowledge 4D
Alien Species 10D+2, Bureaucracy 11D, Bureaucracy: Revenge Fleet 13D, Cultures 11D, Intimidation 10D+2, Languages 11D+2, Law Enforcement 11D+1, Planetary Systems 11D, Scholar: Sith Lore 10D, Tactics: Capital Ships: 12D, Tactics: Starfighters 8D, Tactics Fleets 8D, Willpower 12D
Mechanical 2D
Capital Ship Shields 8D, Communications 10D+2, Sensors 10D, Starfighter Piloting 6D, Starfighter Piloting: Sith Marauder 9D, Starship Gunnery 7D, Starship Shields 6D
Perception 4D
Bargain 11D, Command 11D, Command: Revenge Fleet 13D, Investigation 10D+1, Persuasion 11D+2, Search 10D, Sneak 12D
Strength 2D
Brawling 6D, Climb/Jump 6D, Lifting, 6D, Stamina 6D, Swimming 6D
Technical 4D
Computer Programming/Repair 10D, First Aid 9D, Lightsabre Repair 8D, Security 10D
Force Skills: Control 11D+2, Sense 11D+1, Alter 9D+2
Control: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Enhance Attribute, Hibernation Trance, Rage, Reduce Injury, Remain Conscious, Resist Stun, Short Term Memory Enhancement
Sense: Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Sense Force Potential, Sense Path, Shift Sense
Alter: Bolt of Hatred, Injure/Kill, Telekinesis
Control/Sense: Farseeing, Lightsabre Combat, Projective Telepathy
Control/Alter: Accelerate Another's Healing, Aura of Uneasiness, Control Another's Pain, Feed on Dark Side, Force Lightning, Inflict Pain, Return Another to Consciousness, Transfer Force,
Control/Sense/Alter: Affect Mind, Control Minds, Drain Life Essence, Enhanced Coordination, Projected Fighting, Telekinetic Kill
Sense/Alter: Dim Other's Senses, Force Wind, Lesser Force Shield
Force Points: 23
Dark Side Points: 26
Character Points: 34
Move: 12
Equipment: Modified Lightsabre (6D), Sith Armor (Strength+3D, Blaster Pistol (5D+1), Datapad, Comlink

Typical Sith Adept
Dexterity 4D
Blaster 9D, Blaster Artillery 6D+2, Bows 6D, Brawling Parry 7D+2, Dodge 8D, Lightsaber 7D, Martial Arts: Keldaeris 6D, Martial Arts Kelterek'dul 6D, Melee Combat 7D+2, Melee Parry 8D, Missile Weapons 7D, Thrown Weapons 6D+1, Vehicle Blasters 7D+2
Knowledge 4D
Intimidation 6D+1, Law Enforcement 5D+2, Scholar: Sith Lore 5D, Streetwise 7D, Survival 8D, Willpower 5D+2
Mechanical 2D
Astrogation 4D+2, Beast Riding 5D, Capital Ship Gunnery 5D, Capital Ship Piloting 6D, Capital Ship Shields 5D, Communication 4D+2, Ground Vehicle Operation 4D+2, Hover Vehicle Operation 7D+1, Repulsorlift Operation 8D, Sensors 4D+2, Space Transports 6D, Starfighter Piloting 6D+1, Starfighter Piloting: Sith Marauder 8D, Starship Gunnery 5D+2, Starship Shields 5D+2, Walker Operation 5D+2
Perception 4D
Command 6D, Hide 10D+2, Search 9D, Sneak 11D
Strength 3D
Brawling 8D, Climbing/Jumping 7D, Lifting 5D, Stamina 7D
Technical 2D
Armor Repair 7D, Blaster Repair 7D, Computer Programming/Repair 8D, Demolition 8D+2, Droid Programming 7D, Droid Repair 8D, First Aid 6D, Lightsaber Repair 5D, Repulsorlift Repair 6D, Security 8D
Force Skills:
Control: 6D+2, Sense: 6D+1, Alter 4D+2
Control: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Detoxify Poison, Enhance Attribute, Hibernation Trance, Reduce Injury, Remain Conscious, Resist Stun
Sense: Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force
Alter: Bolt of Hatred, Injure/Kill, Telekinesis
Control/Sense: Lightsabre Combat, Projective Telepathy
Control/Alter: Aura of Uneasiness, Control Another's Pain, Feed on Dark Side, Inflict Pain
Control/Sense/Alter: Affect Mind, Control Minds, Enhanced Coordination, Projected Fighting, Telekinetic Kill
Sense/Alter: Dim Other's Senses, Lesser Force Shield
Force Points: 3-7
Dark Side Points: 1-3
Character Points: 5-30
Move: 12
Equipment: Lightsaber (5D), Assault Blaster (7D+1), Blaster Pistol (5D+1), light battle armor (+3D versus physical and +2D versus energy, sensor suite adds +2D to search or Perception, servo-enhancers add +2D to Strength and related skills, sealed enviro-suit provides 2 hours of air when sealed, stealth systems add +3D to all sneak attempts), standard utility belt, survival kit, 2 Concussion Grenades (5D)

Typical Sith Warrior
Dexterity 4D
Blaster 7D, Blaster Artillery 5D+2, Bows 5D, Brawling Parry 5D+2, Dodge 6D, Lightsaber 6D, Martial Arts: Keldaeris 5D+1, Martial Arts Kelterek'dul 5D+2, Melee Combat 5D+2, Melee Parry 6D, Missile Weapons 5D, Thrown Weapons 4D+1, Vehicle Blasters 5D+2
Knowledge 4D
Intimidation 5D+1, Law Enforcement 4D+2, Scholar: Sith Lore 5D, Streetwise 5D, Survival 6D, Willpower 5D+2
Mechanical 2D
Astrogation 3D+2, Beast Riding 4D, Capital Ship Gunnery 4D, Capital Ship Piloting 3D, Capital Ship Shields 3D, Communication 4D+2, Ground Vehicle Operation 4D+2, Hover Vehicle Operation 5D+1, Repulsorlift Operation 6D, Sensors 3D+2, Space Transports 4D, Starfighter Piloting 5D+1, Starfighter Piloting: Sith Marauder 6D, Starship Gunnery 4D+2, Starship Shields 4D+2, Walker Operation 4D+2
Perception 4D
Command 5D, Hide 8D+2, Search 7D, Sneak 9D
Strength 3D
Brawling 6D, Climbing/Jumping 5D, Lifting 4D, Stamina 5D
Technical 2D
Armor Repair 5D, Blaster Repair 5D, Computer Programming/Repair 6D, Demolition 6D+2, Droid Programming 6D, Droid Repair 6D, First Aid 4D, Lightsaber Repair 3D, Repulsorlift Repair 4D, Security 6D
Force Skills:
Control: 3D+2, Sense: 3D+1, Alter 2D+2
Control: Accelerate Healing, Control Pain Enhance Attribute, Hibernation Trance, Reduce Injury, Remain Conscious, Resist Stun
Sense: Combat Sense, Danger Sense, Magnify Senses
Alter: Bolt of Hatred, Injure/Kill, Telekinesis
Control/Sense: Lightsabre Combat
Control/Alter: Inflict Pain
Control/Sense/Alter: Enhanced Coordination, Telekinetic Kill
Sense/Alter: Lesser Force Shield
Force Points: 2-5
Dark Side Points: 1-3
Character Points: 2-10
Move: 12
Equipment: Lightsaber (5D), Assault Blaster (7D+1), Blaster Pistol (5D+1), light battle armor (+3D versus physical and +2D versus energy, sensor suite adds +2D to search or Perception, servo-enhancers add +2D to Strength and related skills, sealed enviro-suit provides 2 hours of air when sealed, stealth systems add +3D to all sneak attempts), standard utility belt, survival kit, 2 Concussion Grenades (5D)

Sweet Revenge
Craft: KDY's Sovereign-Class prototype battlecruiser
Type: Modified prototype battlecruiser
Scale: Capital
Length: 15,000 meters
Skill: Capital Ship Piloting: Sweet Revenge
Crew: 451,253; Gunners: 2,488; Skeleton: 74,549/+15
Crew Skill: Astrogation 8D+1, Capital Ship Gunnery 8D+1, Capital Ship Gunnery: Superlaser (A) 10D+1, Capital Ship Gunnery: Gravity Well Projector (A) 8D, Capital Ship Gunnery: MCPS Operation (A) 8D, Capital Ship Piloting 8D, Capital Ship Shields 8D, Communications 6D, Sensors 7D+1, Starship Gunnery 6D
Passengers: 150,000 troops
Cargo Capacity: 50,000 metric tons; 20,000 cubic meters
Consumables: 5 years
Cost: Unique
Hyperdrive Multiplier: x.5
Hyperdrive Back-Up: x8
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Hull: 14D
Shields: 10D (+ Commander's Alter Dice with a moderate Alter roll, bonus shield dice gained this way are effective against all known forms of attack, including ion cannons and Yuuzhan Vong plasma cannons)
Sensors:
Passive: 250/2D
Scan: 350/3D
Search: 500/4D
Focus: 75/5D
Stealth Systems:
Sensor-Absorbent Hull: +5D to all sensor difficulties to detect ship
Active Sensor Jammer: +10D to all sensor difficulties to acquire information about ship, also imposes a -10D penalty to all computerized targeting systems
Weapons:
Axial Superlaser
Fire Arc: Front
Crew: 75
Scale: Death Star
Skill: Capital Ship Gunnery: Superlaser (A)
Fire Control: 6D
Space Range: 5-25/75/150
Damage: Gradational output can fire once every ROUND at 2D damage. It can also build a charge of 2D per round up to 10D. Current reactor can generate 30D total per day

Sith Doom Bolt Array
Fire Arc: Any
Crew: 1
Scale: up to Capital scale
Skill: Thrown Weapons and Bolt of Hatred
Fire Control: 2D
Space Range: 0-75
Atmosphere Range: 0-150 kilometers
Blast Radius: 10 kilometers or one ship
Damage: 6D
Special Notes: Ignores Shields and Hull to strike at the crew of a ship. Also ignores Yuuzhan Vong Dovin Basals and will kill Yuuzhan Vong bio-tech creatures. Strikes all such creatures for 6D damage in whatever scale the creature is up to Capital Scale. Has no effect on Death Star scale creatures.

600 Laser Cannons
Fire Arc: 200 Front, 150 Left, 150 Right, 100 Back
Crew: 2
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150km
Damage: 9D

400 Quad Turbolaser Cannons
Fire Arc: 100 Front, 100 Left, 100 Right, 100 Back
Crew: 2
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 300-1.5/3.5/7.5km
Damage: 11D

60 Heavy Ion Cannons
Fire Arc: 20 Front, 15 Left, 15 Right, 15 Back
Crew: 2
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100km
Damage: 6D

80 Tractor Beam Projectors
Fire Arc: 20 Front, 20 Left, 20 Right, 20 Back
Crew: 3
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 5D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60km
Damage: 7D

4 Gravity Well Projectors
Fire Arc: Turret
Crew: 10
Skill: Capital Ship Gunnery: Gravity Well Projector (A)
Fire Control: 5D
Space Range: 1-5/15/30
Damage: Blocks hyperspace travel

1 Heavy Metal-Crystal Phase Shifter Field
Fire Arc: Turret
Crew: 12
Scale: Capital
Skill: Capital Ship Gunnery: MCPS Operation (A)
Fire Control: 4D
Space Range: 3-30/60/300
Atmosphere Range: 6-60/120/600km
Damage: 10D
Special Notes: Affects an entire Space Unit or 10 kilometers if fired at a ground target. Shields and Dovin Basals are useless against this weapon


Craft: Sith Marauder
Type: Sith-Enhanced Space Superiority Starfighter
Scale: Starfighter
Length: 15 meters
Skill: Starfighter Piloting: Sith Marauder
Crew: 1
Crew Skill: Varies
Passengers: 1
Cargo Capacity: 50 kilograms
Consumables: 3 weeks
Cost: Unavailable for Sale
Hyperdrive Multiplier: x.5
Hyperdrive Back-Up: x5
Nav Computer: Yes
Maneuverability: 5D
Space: 18
Atmosphere: 555; 1,600kmh
Hull: 6D
Shields: 4D (+ Pilot's Alter dice with a moderate Alter roll, bonus shield dice gained this way are effective against all known forms of attack, including ion cannons and Yuuzhan Vong plasma cannons)
Sensors:
Passive: 50/2D
Scan: 75/3D
Search: 100/4D
Focus: 15/5D
Stealth Systems:
Sensor-Absorbent Hull: +3D to all sensor difficulties to detect ship
Active Sensor Jammer: +5D to all sensor difficulties to acquire information about ship, also imposes a -5D penalty to all computerized targeting systems
Weapons
Sith Doom Bolt Array
Fire Arc: Front
Scale: up to Capital scale
Skill: Thrown Weapons and Bolt of Hatred
Fire Control: 2D
Space Range: 0-15
Atmosphere Range: 0-1.5 kilometers
Blast Radius: 10 meters or one ship
Damage: 6D
Special Notes: Ignores Shields and Hull to strike at the crew of a ship. Also ignores Yuuzhan Vong Dovin Basals and will kill Yuuzhan Vong bio-tech creatures. Strikes all such creatures for 6D damage in whatever scale the creature is up to Capital Scale. Has no effect on Death Star scale creatures.

2 Turbolaser Cannons (Fire-Linked)
Fire Arc: Front
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 300-1.5/3.5/7.5km
Damage: 9D

8 Anti-Ship Missiles
Fire Arc: Front
Scale: Capital
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120km
Damage: 12D

Fred Getce
16 August 2001, 05:51 PM
Originally posted by Kayle Skolaris
The New Sith Order

Alignment endured, but the rest of the Empire had shrunk to little more than a handful of worlds and a thousand monuments to past glories.

I like everything here plus this line which I believe you got from Londo Mollari from Babylon 5

"What have we become. A dozen star systems and a thousand monuments to pass glories. My god man, we have become a tourist attraction."

Something like that. :) ;) :D

Kayle Skolaris
16 August 2001, 05:53 PM
You spotted it perfectly! :D

Dr_Worm
16 August 2001, 06:17 PM
Hey I am writing a sourcebook for my new campaign, could I use some of this if i credit you. If not I understand. I would be happy to provide you with a finnished copy when I am done.

bonedaddy26@hotmail.com

Kayle Skolaris
16 August 2001, 06:23 PM
Feel free! The only reason I post this stuff is so someone else can get some use out of it!

wolverine
16 August 2001, 11:07 PM
While the stats are a little....... exadgerated, and even the typical sith warrior would kick many of my characters asses (even ones ran for over 3 years of constant gaming) with ease, i like the history. Especially when this motley crew went outside the galaxiy.........

Moff Neomen
17 August 2001, 05:47 AM
I've been entertaining the idea of an NJO campaign for a while, and this would fit nicely :D. The only difference is, the campaign I'm thinking of involves a group of underworld freelance fighters on their own campaign against the Vong...and a couple of Sith would WAY out match them. But that's the way I'd like it ;). Would make a very interesting twist in a campaign....

Kayle Skolaris
17 August 2001, 07:12 AM
Something you must understand is that Sith, even Sith Warriors with minimal For Training, are DEADLY!!! They are NOT meant to be used as grunt warriors unless the party is an extremely advanced one. The Sith Warriors in the write-up above are actually modeled off of the Imperial Sovereign Protector that can be found in the Dark Empire Sourcebook. While the Sith Warriors have higher Force Skills than Sovereign Protectors, many of their mundane skills have actually been dumbed-down somewhat.In any event it is my contention that anything with the term "Sith" attached to it should be absolutely deadly and I designed the NSO as such.

Thrawn
17 August 2001, 12:25 PM
Why so long time after endor, I would like to kick my players seriously this time. And this is just what I was looking for.
Kayle my lord, I am deeply impresed, you are the best man the holonet has ever had. Apart from Emperor Armage that is, of course.
I like the modified Sovereign Class. That MCPS system, isn´t that what was used in the Maw cluster.

Kayle Skolaris
17 August 2001, 12:33 PM
I set it during the NJO period so as to make the "New Sith Order" title have an easier tie-in. Additionally, it makes me feel all warm and fuzzy inside to envision the Sweet Revenge making the Yuuzhan Vong crap kittens with its Doom Bolt Array.

You're partially correct regarding the MCPS. The original idea for the MCPS is from the Jedi Academy Sourcebook and novels. Admiral Daala downloaded all the files regarding superweapon projects from the Maw Central Computer and what you see mounted on the Sweet Revenge is an advanced version of the MCPS prototype.

Sithspawn
18 August 2001, 01:52 AM
Great write-up Kayle.


Darth Scythe
Amazing, my new Dark Lord is Darth Bloodscythe.
I was going to use Darth Vader stats, but I might use yours instead now. It's about time the players realised that they are not the tough guys of the galaxy.

Lokar
18 August 2001, 06:55 AM
Really great idea there Kayle. Nice set up for a high power NJO era game. Are all the ship of the former Empire/built by the World Devesators, or did the Sith make some 'alllies' during their time out beyond the rim. I don't thik that the Sith are that strong, since Sith=big, bad, turly evil guys you don't want to mess with. I like the background story.

Darthgurth
19 August 2001, 10:44 AM
I really like all that I see. I have always been a big fan of the High Inquisitors myself and really like to see what you've done with him. I do have one question though.

You wrote that he went outside of the galaxy to prepair. But in the NJO books they wrote that there was a galactic barriar that has kept anyone from leaving. Is there a device that you came up with to compensate for this, or do you not use the barriar?

Kayle Skolaris
19 August 2001, 12:39 PM
I'd never heard of this "galactic barrier" before and to be honest, I think the idea sucks. That is a DIRECT rip off from the Star Trek original series which featured a similar galactic barrier. I won't be using such a thing in my campaigns, but if you use them in yours, I suggest creating a special 'Penetrate Galactic Barrier' Sith power to explain away the continuity lapse.

Moridin
20 August 2001, 05:45 AM
Hm. Okay, you wanted to know what I think, here's what I think.

The writeup is good and thorough, and the stats seem to be written on the "Kayle Scale," but accurately reflect the concepts you're trying to get across. Everything seems good in the composition/stats department.

What I like:
Continuation of the Rule of Two: Good to see you keeping in line with what has been established in the movies now.
Tremayne: I dig him. Not much else to this point.
Gives another option in an NJO Campaign: I'm all about GM and player options, so this one definitely expands the things a gaming group can do.

What I don't care for:
More of the Same Factor: I'm kinda tired of the Empire. I know, it sounds dumb, but just like you don't use the Rebel Alliance all the time, I don't like to see yet another resurgence of the Empire. Me, I think the Hand of Thrawn duology should have happened sooner than it did. The whole point of the Yuuzhan Vong is to do something different as far as baddies go.
Emperor Death/Rebirth: I hated this part of DE. But, I accept it as part of SW continuity, though I don't want to. I think the Emperor is dead and should stay dead.
I don't see Tremayne as the next Sith Lord. If anyone, I point to Lumiya. In fact, according to Official continuity, she IS the true heir to the Sith tradition, and is off doing her Sithy thing in secret during the Vong invasion.


I dunno, it's a neat idea, but it conflicts with continuity and themes of the movies/EU. I'm a big continuity buff, mostly, and I don't run very high-powered games, as you know, so it's not exactly my thing. So I'll say this: I have mixed feelings about the way it meshes with the movies and EU, but think it is a sound idea for an NJO villan if you don't mind those continuity problems.

Moff Neomen
20 August 2001, 07:02 AM
Originally posted by Moridin
I don't see Tremayne as the next Sith Lord. If anyone, I point to Lumiya. In fact, according to Official continuity, she IS the true heir to the Sith tradition, and is off doing her Sithy thing in secret during the Vong invasion.




Hmmm....

Now THERE'S an interesting hook if you use this NSO idea....

Perhaps Lumiya is actually the leader of the NSO (she's not in secret anymore). But Tremayne is still there, n'est-ce pas? And he would be pissed that HE'S not the leader, right? Perhaps he would be inclined to ally himself with her enemies...whether they be the NR or the Vong, depending on who Lumiya is fighting. Would prove to be an interesting ally...a Sith fighting Sith and Vong :D.

Here's another one...perhaps whichever Sith is fighting the Vong would be attractive to certain jedi...I'm talking about Kyp of course. Kyp falls to the dark again...then you've got a whole more slew of problems :D.

wolverine
20 August 2001, 09:46 AM
Just a quick query??? WHO IS THIS LUMIYA?!??!?!?!?

Kayle Skolaris
20 August 2001, 10:20 AM
Lumiya is a character from the old Marvel Comics line of Star Wars comics. She's also the prototype for Mara Jade. Zahn borrowed heavily from Lumiya when creating Mara.

Moridin, the Empire/Rebel thing is central to Star Wars, in my mind. It's as central as the Light Side/Dark Side dichotomy. As for the idea of the ongoing war dragging on this long, I have three words for you: Jews and Arabs. They've been fighting for well over 2,000 years now with no sign of letting up. Some wars just go on and on and never really quit. Another example is the Protestant/Catholic conflicts in Ireland. And finally the most compelling reason to continue using the Empire in my mind is recognizability. Even someone who's only seen the first three movies can identify and instantly recognize the Empire.

Regarding the Death/Rebirth of the Emperor, I used it for the sake of continuity and because I liked the first DE comics. DE 2 and EE gave me gastrointestinal distress, however.

About Lumiya... I didn't use her for one major reason. I don't know enough about her. I've heard she recieved direct training from Vader like Tremayne did, and I've heard that some of her training was specifically geared towards Sith training. I talked to Eric Trautmann a couple years ago and he told me that while Tremayne was trained by Vader, he never received any Sith training. So yes, you're right, Lumiya is the better choice. I simply didn't know and still do not know enough about her to use her effectively in a write-up of this nature.

You say that she's being used in the NJO material. This brings up some very interesting possibilities. If she's become a Sith Master and has a student and Tremayne has become a Sith Master with a student, and neither knows about the other... Well, I see a galactic turf war in the making, winner takes all, and the Force help any poor fools, be they Republic, Imperial Remnant, or Yuuzhan Vong, who gets in the way!

Superdog
20 August 2001, 11:31 AM
Check out SW Gamer number 5 for more info on Lumiya and stats on her and such, if your the curious type.

Ferris Valyn
20 August 2001, 01:45 PM
could be used as a tie in for the whole for Lumiya vs Tremayne is Luke's dance with the dark side - at no point was he infused with the power like Palpy did with some of his other advisors. So, assume for the moment that Lumiya was in fact the original DV heir - then Luke comes knocking, and Papy decides he'd prefer Luke to Lumiya as a student (something you also ignored Kayle - an important thing NOT to ignore)- Lumiya isn't gonna be too happy, so Palpy arranges her death. unfortantly, she doesn't die (or maybe she uses the whole Reincarnation thing - your choice, although I'd suggested the reincarnation thing - it'd make it more, I don't know, cooler, let me think, I might have a better explanation for you)

Well, we all know Luke doesn't stick with Palpy, so when Luke says to Palpy "×××× off" Paply, having lost 2 students rather quickly, isleft with Trem, and doesn't trust entirely, but is left with him as his heir. Thus, while he was instructed as the next sith lord, palpy didn't not designate him as such, so when he took power, his ascendancy was questionable. Well, Lumiya is still pissed at getting stabbed in the back, and is pissed at Trem for taking what she sees is rightfully hers.

Add that into what Kayle already setup, I think she'd work


Oh, 4 other things
1. Reguarding the Empire vs Rebel thing, well, I don't see it so much as an Empire vs Rebel thing, but more along the lines of Dark vs Light, which is inherent, and something you can't really change, without changing the SW univerese.
2. the Jews and Arabs actually haven't been fighting that long - really, they got along quite well until the establishment of Isreal (Jews traveled in waves to Turkey during the Spanish Inquisition). A better comparison would be the Former Yugoslavia.
3. I don't see any evidence that Palpy thought Thrawn would. Or was that your own?
4. I like DE2 and EE (hey, him dieing in a force storm would've been too clean)

Rigil Kent
20 August 2001, 04:23 PM
All right, comments:

1. Power Level: This has already been attacked and defended; I don't agree with pumping them up to this level, but I won't argue the point.

2. Tremayne: He's coooool! I used him as a basis for a character in my universe (had to change him to an near-human for reasons that I don't need to go into) and is VASTLY underused. I agree with Moridin re: Lumiya, though, and you've already got a really cool idea with her & Tremayne duking it out.

3. Empire vs NR: I say go for it. I personally don't think I'd use it as a backdrop given the time period being NJO, but if you want to, then I say more power to you. I am currently using the Empire as the bad guys myself, although I haven't brought the PCs up to NJO time period yet. Actually, I think we're just in the NR era (post-Thrawn).

4. The deaths and resurrections of Palpatine: Blech. I may be in the minority here but I hated every single one of those stupid comics. His...return...cheapened the sacrifice made by Anakin Skywalker. (In my campaign, I cheated and had a diseased clone of Palpy waken up and activated but he was not as high-speed and was actually controlled by the new Sith). I think maybe I would have made Tremayne go insane following the battle of Endor and THINK that Palpy was reborn, but that is just me.

5. The Darth names: Love the Scythe, the Quisitus would have to grow on me. Of course, I've played in a campaign where the GM had a Darth Neth. Don't ask.

6. Like the Rule of Two being reborn. That has occurred in my campaign as well, with the Sith Lord violating it and having three apprentices but then discovering that the Rule of Two makes sense.

Overall, it is very interesting. I especially like the idea of two rival Sith Orders (Lumiya's and Quisitus') fighting it out. Perhaps Lumiya's apprentice with be a guy named Durron...? :D

Ferris Valyn
20 August 2001, 05:40 PM
If you really dont' wanna do Empire vs NR or Rebellion, or whatever,

Call it the Trempire (yes, I know thats a little to cutiesy like Mofference, from those cheesy young kid star wars stories, but hey)

And my other suggestion, just thought this up

Given Tanda Pryl to Lumiya

and make Trey's sidekick be Danaan Kerr (see wanted by Cracken)

If my suggestion of Trey's legitmacy is questioned, having an unstable sidekick could prove beneficial. Besides, he seemed more endured to the emporer.

And im sick and tired of Kyp's name beying thrown around as a posssible Dark side intiate. I mean, hasn't he gone through enough? And on top of that, he is suppose to be this kick ass jedi, and yet, in every book i've read (and to be fair, I haven't read i, jedi, or the NJO stuff) he either isn't there, or he has a minor minor role.

He and Corwin Shelvry should join up IMHO

Kayle Skolaris
20 August 2001, 08:08 PM
Just a question for all of you who dislike the power level of my write-up, what would you suggest as a fix? I tend to write high-powered material, as any of you who've read my other stuff know, and I'm honestly interested in what precisely it is that you find over-powered and what suggestions you have for fixing it. Is it the ships? That's the most common complaint I get. Is it the people themselves? What makes them too powerful in your view?

Wes Arranda
25 August 2001, 01:42 AM
Some skills are just too high, even Sith Lord has weak
skills. More those. And the resources... can you say
overkill. Against The Vong, maybe. Against NR and
normal characters, no. With those ships, talk about
fuel/repair logistics problems...
And getting a 500,000 of crew with good training takes something of major effort.

Other Imperials wont just give up their finest soldiers
and good commanders dont give up their present
commands and jump aboard of some seedy looking
figures. Most Imperials just would stick with familar
military structure. Treymane maybe an ex-Inquisitor,
but he carries no influence to armed forces anymore.

Use same NPC's, with more lowered skills, drop the
Empire-superweapons resources and make them
relocate to some obscure system with only Dark-Side
influenced henchmen. Maybe these Sith are planning
to hold just that system, not to take the whole galaxy.

And while doing so, these NPCs can still be a major
threat to anyone foolishly entering their domain.
This sounds a little harsh, but Sith with no interest
in Empire/Glory of Palpatine, would be refreshing.

"Just me and my apprentice ruling this planet and let the Jedi worry about Vong".

The Sith are self-centered people after all.

Kayle Skolaris
25 August 2001, 01:48 AM
Resources cease to be a problem when one has World Devastators at one's disposal. A WD can fly through a nebula and churn out everything from MREs to battlecruisers.

As for the skills, that was simply my take on them. If you want things different in your game, change it.

Wes Arranda
25 August 2001, 02:18 AM
You are right. With World Devastators, materials are easy to produce. But WD "grows" automatically only
its own bulk and it doesnt produce Star Destroyer-sized ships in its factories, so the produced
goods must be transported, put together make some ships and... find some crew.

So, there is a need for Shipyards ( a huge one), and populated planets.

World Devastators still dont produce humans. Without automated cloningfactories,
someone have to find those people to crew all those neccessary posts to make ships operational.

With a smaller Empire, the problem is finding 2,000,000 volunteers with sufficent training.:)

Sithspawn
25 August 2001, 11:54 AM
After reading the D20 Dark Side Sourcebook I decided to run a Dark Side adventure. Some of the new skills needed conversion to D6, so this is what I came up with for the Warriors of Gar.

I thought this would be the appropriate threat.


Scholar: Sith Lore
This skill is the knowledge of the Sith traditions. It covers Sith history and their beliefs. Sith Lore is vital for any Sith wishing to expand their knowledge and move into Alchemy or Sorcery.

Language: Read/Write Sith text
This skill allows the user to read/write not only regular texts, but create magical texts and runes.

Scholar: Sith Sorcery (prerequisite - Sith Lore 6D, Control, Sense, 6+ DSP)
This skill allows the user to summon and channel Sith Spirits.

Difficulty
Easy gain 1 CP to use next round
Moderate gain 1 CP for next 1D6 rounds
Difficult gain 1D Attribute increase for next 1D6 rounds
Very Difficult gain 2D Attribute increase, or 1D to All Attributes for an hour
Heroic Access to the skills of a Sith Spirit for an hour

After each use of Sith Sorcery the user must roll WILLPOWER, difficulty the same as the Sorcery roll. If this roll fails then they become possessed by a Sith Spirit. The original characters own spirit is shifted out of the body, effectively becoming a Sith Spirit who can attempt to regain control of his own or another body.

Sith Alchemy (Prerequisite - Sith Lore 6D, Control, Alter, 6+ DSP, equipment [10,000+ credits])
Through Sith Alchemy a Sith Lord is capable of charging weapons with the Dark Side of the Force, creating Sith Talismans and creating Sith Mutants ans Sith Spawn.

Note: All listed difficulties are +10 without access to plans from a Sith Holocron or texts.

Sith Swords & enchanted weapons
Sith Swords are regular blades that have been impuned with the Dark Side. Through ancient magic and the calving of magical runes a weapons can be empowered to be unbreakable, even by a Lightsabre, and even to inflict more damage.
If a Sith Lord is using the power Lightsabre Combat he may choose to ignore the weapon bonus in favour of adding his Control Dice to the damage. Using this power also adds the users SENSE to his Melee: Sith Sword skill

Charging Weapons
Difficulty Effect Cost

Moderate unbreakable 5,000 credits
Difficult Damage +1D 10,000 credits
Very Difficult Damage +2D 20,000 credits
Heroic Damage +3D (difficulty +10 for each additional pip of damage) 30,000+ credits

Sith Talismans
Sith Talismans come in all shapes and sizes. They are charged with the Force. Most often they are used by petty force-user to increase their meagre power. That can be in the form of jewellery such as rings, amulets or bracelets. Although it has become a fashion to use crystals or orbs. For some reason crystals are easier to charge with force energies. The Talisman's purpose can also vary. It could be a bonus to a single force power, a general usage of a users force skills, or even contain a power than could conceivably be used by a non-force user.

Creating Talismans
Difficulty Effect Cost
Moderate Single Force Power +1D 10,000 credits
Difficult Single Force Skill +1D 20,000 credits
Very difficult Any Force Skill +1D 50,000 credits
Heroic Contained Force Power (+5 per 1D of skill in the power) 100,000 credits



Creating Mutants bound to your Will (this usage gains 1 DSP per subject)
The equipment cost costs 10,000 credits per subject, +500 credits per additional effect.
Difficulty Description Effect
15 Add Claws or fangs Str +1D
15 Add Horns Brawl -1D, damage Str+2D
20 Night Vision Can see in total darkness
20 Batter Will Willpower -1D
20 Increase speed Running +2D
20 Natural Armour Armour +1D
25 Strength increase Str +1D, Dex & Perc -1D
25 Dexterity increase Dex +1D. Str & Know -1D
25 Increase Stamina Stamina +3D, Know, Perc & Dex -1D
25 Knowledge increase Know +1D, Dex & Str -1D
25 Perception increase Perc +1D, Str -1D

During the creation the subject can attempt to resist by making a Very Difficult Perc. or Control roll.
Once created a Mutant will be bound to their creators will, but can attempt to ignore commands. When commanded the Mutant may roll WILLPOWER vs. The Sith Sorcerers SENSE.

Create Sith Spawn
Sith Spawn come in two forms. First there are the twisted abominations of the Dark Side, uncontrollable mindless mutants that went wrong. These could be creatures created from Rancors or Krayt Dragons. The second kind are Sithspawn. These are mutated Sith Warriors. Always a Sithspawn will attempt to break it's bond with it's master. It's memories will often be broken or lost. Often their force powers will become dormant until a time of great rage awakes them to the Dark side and their true path. Sith Sorcerers will rarely create Sithspawn due to their rebellious nature.


Scholar: Sith Necromancy (Prerequisites - Sith Lore 6D, Control, Sense, Alter, 6+ DSP) (usage of Sith Necromancy gives a DSP)
The Sith Necromancer can raise the dead from the grave or fallen warriors from a battlefield and order them to fight at his command.

Raising Dead (usage of Sith Necromancy gives a DSP)
Roll Sith Necromancy, Control, Sense & Alter, difficulty as follows
Difficulty
1-4 recently dead Moderate
5-50 recently dead Difficult
51-500 recently dead Very difficult
501-1000 recently dead Heroic
1-4 long dead Difficult
5-50 long dead Very Difficult
51-500 long dead Heroic
501-1000 long dead Heroic +10

The Necromancy must re-roll every hour to maintain control. Any failed roll and the zombies will once more fall to the ground dead.
These undead warriors will have Strength equal to ˝ their original Strength, rounded up.
Their combat skills are equal to ˝ the Necromancers ALTER dice.
Undead may take five wounds before being destroyed.

Creating Undead Champion
A single undead may be raised with difficulties as above, but may be charged with independent control. This costs the Necromancer 5 CP's and a Sith Sorcery skill roll, Difficult, is also required.
This Undead Champion does not require the Necromancer to keep up his control. He will survive and obey his masters every command until slain. The Undead Champion will retain it's original Strength dice. A Necromancer may create as many Undead Champions as he wishes.

All of the Sith skills may only be used once the skill has been increased by a minimum of 1D greater than the characters Knowledge Attribute code to reflect they have spent time learning the subject. None of these skills can be learnt without a teacher or some for of reference such as a Sith Holocron or ancient Sith texts (although you'd need read/write Sith to understand them)

Ferris Valyn
26 August 2001, 12:55 AM
Originally posted by Wes Arranda
You are right. With World Devastators, materials are easy to produce. But WD "grows" automatically only
its own bulk and it doesnt produce Star Destroyer-sized ships in its factories, so the produced
goods must be transported, put together make some ships and... find some crew.

So, there is a need for Shipyards ( a huge one), and populated planets.

World Devastators still dont produce humans. Without automated cloningfactories,
someone have to find those people to crew all those neccessary posts to make ships operational.

With a smaller Empire, the problem is finding 2,000,000 volunteers with sufficent training.:)

2 things against this
1. Given enough time to "grow", I see no reason a WD couldn't produce a star destroyer, or even another deathstar. Now, thats not to say it would happen overnigt, but if we view it as something akin to the one planet in Transformers (××××, I can't remember its name, but its the one that could devouer planets, in a few seconds), there isn't any reason you couldn't scale up WDs. Or, if you prefer, imagine it like this - the shipyards are actually intergrated into the WDs.

As for crewers, well, that is a potential problem, but I see 2 possible solutions - 1 heavy use of driod army - Given DE2 and EE and DE (and TPM for that matter), or 2 - heavy emphisis on cloning facilities - Thrawn maybe a Genius, but other people can reporduce his work and ideas, and its much easier if they just copy. Again, all this could be intergrated into a world devistator of huge proportions (to quote Kayle "this isn't Death Star scale, this is Ringworld scale")

By throwing in Cloning and WD technology, the ground rules are literally thrown out the window

Also, I would argue its not self-centered (well, at least not how you see it) - Its an important difference between "I am the end all of existance" and "My will is perfect, and my will must be projected onto the universe to "save" it" - or to put it another wY - its the difference between a snob, and a matyr.

Wes Arranda
26 August 2001, 02:59 AM
If an WD would be able to build itself large enough to build Star Destroyers, you would have an
World Devastator strong enough going just by itself, not needing any Star Destroyers.
Bigger WD:s are, more powerfull they get (stronger hull, more weapons, fightersquardons,...).
And using WD:s only make some ships is really a waste of resources.

World Devastator is a siege/terror weapon, designated for offensive action. You could take that
factory-part aside and use it to make warships, it would be "World Builder"? :)

Most important factor here is: Is the facilities for making those World Devastators still
intact/under Imperial control? WD:s dont make themselves.

As for the Sith, well... They are people with a minds corrupted by the Dark Side.
These Sith-survivors wouldn't be strong as The Emperor, so they would need to hide. Actually to have
hidden Sith-kingdom somewhere with a "passive" NPC:s who actually avoid New Jedi Order would be
something new and refeshing. Smart Sith would be hiding and just learning their tradecraft.

Ok, every Dark Sider is still a living being, with its own goals (if twisted). A really strange plot
would be Sith helping personally some NJO Jedi's against Vong. For their own purposes of course.
Sith dont give freebies, they would be barganing for some Independent Authority over Kingdom X.

wolverine
26 August 2001, 06:01 AM
Your on about Unicron. The antithesis of Primus, the creator and "god" of the transformers (who also in actuallity is Cybertron.

Kayle Skolaris
26 August 2001, 06:52 AM
If a World Devastator is instructed to configure itself to build ships, it will. The big, boxy ships we saw in Dark Empire were configured for planetary assault. There's no reason a World Devastator can't be configured for any number of other missions, including warship construction.

A WD big enough to build star destroyers won't necessarily be as useful as a Death Star or even a star battleship like the Eclipse. It will be SLOW with a capital S and, if it hasn't been consistently building up its defenses to correspond to its size, it may be woefully undergunned. See, it's a matter of priority. The WDs at Mon Calamari were optimized for combat. a WD optimized as a shipyard won't have nearly the weapon load of those WDs despite being several times larger.

On the subject of cloning, there's no reason why a WD couldn't incorporate cloning tanks into its design.

My final point is, that with a comprehensive plan and a working knowledge of precisely what a WD is capable of, the sort of resources outlined in my original post are very possible, especially considering that Darth Quisitus/Tremayne had almost fifteen YEARS of uninterrupted build-up time. That's over twice the time that the WDs we saw at Mon Calamari had to grow.

I maintain that World Devastators are wasted as terror weapons. Their ultimate and most proper purpose is as the ultimate in supply ships. A WD can dive into an asteroid field and come out a month later leaving behind six dozen fully armed and armored asteroid fortresses decorated exquisitely in Old Corellian Baroque bas relief. A squadron of WDs can move into an uninhabited system full of dead worlds and come out a year later with a fully functional Ring World circling the system's star. With proper orders and materials, there is NOTHING that a WD cannot build. Only Palpatine's obsession with terror weapons saw World Devastators wasted on planetary assaults.

Ferris Valyn
26 August 2001, 01:03 PM
Originally posted by Wes Arranda

Most important factor here is: Is the facilities for making those World Devastators still
intact/under Imperial control? WD:s dont make themselves.
Assuming one WD made it out alive, yup. Basically as Kayle said. I would say you could use them as stragitic weapons and even tactical weapons as well, not just terror weapons, but for them moment, Kayle address most of the points. I'm going after the sith


Originally posted by Wes Arranda

As for the Sith, well... They are people with a minds corrupted by the Dark Side.
These Sith-survivors wouldn't be strong as The Emperor, so they would need to hide. Actually to have
hidden Sith-kingdom somewhere with a "passive" NPC:s who actually avoid New Jedi Order would be
something new and refeshing. Smart Sith would be hiding and just learning their tradecraft.

Ok, every Dark Sider is still a living being, with its own goals (if twisted). A really strange plot
would be Sith helping personally some NJO Jedi's against Vong. For their own purposes of course.
Sith dont give freebies, they would be barganing for some Independent Authority over Kingdom X.
You aren't factoring in the time again - 15 years is a long time. In that 15 years, they've had time to study, to practice, and to expand their knowledge. Throughing them into the fold that includes the NR and the NJOs, and the YV, its gonna make it fairly complex - think of it like The Bakura incident, only on a galactical scale - one hell of a campaign.

At the end of the day, siths aren't passive, or rather, they are only passive when thye must be

Darth L33T
12 February 2004, 04:44 AM
I'm not usually one to take an interest in a D6 forum thread, but I had to add something here--Where does Lord Nyax (Irek Ismaren in the NJO) fit in here?

I loved the guy in the Rebel Stand and Rebel Dream books, especially his assortment of Lightspikes (Lightsabers worn on elbows and knees and such to aid greatly with blaster deflection)!

Kayle Skolaris
12 February 2004, 10:40 AM
The short answer is: he doesn't. Before your most recent post, this thread hadn't been active since 2001, which I'm reasonably certain was before this 'Lord Nyax' character was even created. In any event, I loathe anything and everything involving the NJO series, so I wouldn't have included him anyway. Sorry.

If you like, feel free to work him into what I have above somehow. I've always said that once I post something to the forums, it's open for anyone and everyone to use, convert, pervert, twist, warp, and generally muck about with however they wish. It just gives me grins to know that people even read my rambling and think it's worth commenting on.

Kayle Skolaris
25 February 2006, 12:29 AM
*Bump of Thread Resurrection*

Fred Getce
26 February 2006, 07:48 AM
Originally posted by Kayle Skolaris
*Bump of Thread Resurrection*



He's alive! Alive I tell you! BUWAHAHAHAHAHAHAHA!

:D

Kayle Skolaris
26 February 2006, 07:56 AM
Hiya Fred! Long time, no chat! Yeah, I finally got around to having Moridin reset my password to something I can actually remember!

I have a 100% new post up in the non-denominational SWRPG Forum. Check it out!

Draylo Star
23 March 2006, 12:57 PM
I really like the idea of two seperate Sith Lords operating at once but thats just me

Ravnor
1 June 2006, 01:10 PM
They'd destroy each other before they could fully form their empires.

Kayle Skolaris
1 June 2006, 01:31 PM
Would they? Why? Why would they attack one another before they were completely prepared to do so?

Ravnor
2 June 2006, 06:41 AM
To see if they were capable of destroying a rival sith Lord.

Kayle Skolaris
2 June 2006, 06:51 AM
This response will not be diplomatic, and you may find it offensive, so consider yourself warned...



"To see if they can" is a mind-numbingly stupid reason to tip one's hand. The Sith hid from the Jedi for thousands of years without mindlessly charging into battle "to see if they could". Only a complete fool would lash out at a rival before they are completely prepared to do so, and the Sith are NOT fools. Only an idiot would assume that is how the Sith operate. Unfortunately, most EU material is apparently written by idiots, because time and again the Sith are shown attacking before they are ready. That's the EU, though. The films themselves, and this is one of the Prequels' few saving graces, specifically show the Sith to be highly astute, careful, conservative, and subtle in their planning and the execution of those plans.

Ravnor
2 June 2006, 07:45 AM
Originally posted by Kayle Skolaris
This response will not be diplomatic, and you may find it offensive, so consider yourself warned...



"To see if they can" is a mind-numbingly stupid reason to tip one's hand. The Sith hid from the Jedi for thousands of years without mindlessly charging into battle "to see if they could". Only a complete fool would lash out at a rival before they are completely prepared to do so, and the Sith are NOT fools. Only an idiot would assume that is how the Sith operate. Unfortunately, most EU material is apparently written by idiots, because time and again the Sith are shown attacking before they are ready. That's the EU, though. The films themselves, and this is one of the Prequels' few saving graces, specifically show the Sith to be highly astute, careful, conservative, and subtle in their planning and the execution of those plans.

I agree it was a stupid answer but i wanted to see how you would reply to it.

Kayle Skolaris
2 June 2006, 10:43 AM
Was my response everything you expected it to be? :D

Ravnor
2 June 2006, 11:25 AM
I think you went slightly overboard, but yes.:)

Kayle Skolaris
2 June 2006, 03:07 PM
You're pretty new here. 83 posts to your name so far. I'm one of the Great Old Ones of the board myself. Among old-timers I'm notorious for a rather feisty disposition and the occasional fiery outburst.

Anyway, I agree that I went overboard and I apologize. If no one else has said so yet, welcome to the Holonet.

Ravnor
3 June 2006, 02:00 AM
Thankyou