The Grand Army of the Republic

Vortex Patrol

Supplemental Report

to Major Yalor,
from Mercedes Vanadiaz “Vortex 1”

I had the honor to fly with them, sir, those brave clones of 33-Squad. We, the pilots of Vortex Squadron, left Arda Base intending to insert the clones’ action group into Arda Township as part of our patrol. The flight began as normal, but later went tragically wrong.

When we entered Sector 7-G, we took an attack run at the Vibrious Columns. One of the clones called an advanced attack pattern that we could not duplicate. I was not surprised when only one of their three speeders could pull it off. We were impressed anyway. Those guys have heart. I kept telling them how much I admired their abilities, right up until the end.

Soon after, we picked up another clone they called “Licey” or something, and I had the honor to see the most impressive type of dropship imaginable. It was all flash and hard thrusters, and very precise as it made planetfall.

From the pick-up, we diverted to investigate a signal emitter that one of the clones spotted eyes-only. It was attached to a mineral column and didn’t look like anything but trash to me. Not knowing what it was about, the clones’ leader decided to leave it in place and continue the mission. Immediately after, we were attacked by a Viper-Class droid ship, empty of its probes. The clones shot it down before the rest of us could form an attack pattern. It was very slick of those clones and I told them so quite a few times.

From there, things got confused. Signal jamming closed up the waves completely. The squadron split up; Vortex sweeping east to try to destroy jammers and the clones moving latterly to do the same. From what I could see over the trash hills, the clones themselves split up, probably to better hunt the jammers. They must have been successful because signals started to get through again.

We got word that a full-scale invasion was on. We then saw the droid fighters on the horizon. The clones went different directions and seemed to be trying to lead them off from us like big damn heroes. I know they were giving us time to get back to base because they went all the way almost to Arda Township over open ground before coming back, suffering withering blaster fire and even some missiles over both legs of that journey.

Unfortunately, none of their speeders made it back. Those little cars are no match for real fighters. We saw their three wreck smokes billowing from the garbage canyons, quite a ways apart from one another. It is my sad duty to report them MIA and I fear that no one could have survived such high-speed impacts.

Experience: +15 (200 total)
Duty: +10 (Dead-Eye, Fingers, Snake, Torque)
Dissociation: N/A

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Landing at Arda Base

Insertion of 33-Squad into Arda Base is complete. The clandestine troop has taken charge of the base.

Arda Base reports these assets, as of current date:

- Personnel: 1 squad GAR (9 clone troopers, regular), 1 platoon Arda Militia (36 militia, mixed/irregular), no naval or flight personnel, 47 civilian staff and construction laborers

- Vehicles: 1 flight Dust Squadron (4 of V-19 Torrent Interceptor and 4 of BTL-B Y-wing), 1 flight Rust Squadron (12 of Z-95 AF1 Headhunter), 1 flight Vortex Squadron (8 of T-47b Sandspeeder)

Ongoing operational report summarized as follows:

- Signals interference during insertion. The totality of the interference was suspicious. Thirty-Three is conducting ongoing investigations.

- Significant damage to Legion I piloted by Sgt. Dead-Eye. Damage incurred outside of enemy action. Five standard days are required for its repairs. Send compensitory desh alloy shipment to Arda Base during next rotation.

- Water-borne ailment reported to have incapacitated 6 of the 9 clones of the Arda Base squadron. Thirty-Three is conducting ongoing investigations.

- Thirty-Three intends to infiltrate the city, transported by Vortex Squadron during it’s morning patrol.

Additional reports to follow.

Experience: +10 (185 total)
Duty: +10 (Fingers, Shakes, Snake, Torque), +9 (Dead-Eye)
Dissociation: N/A

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EPISODE IV: EXECUTE ORDER 37

A long time ago in a galaxy far, far away. . . .


STAR WARS:

THE GRAND ARMY OF THE REPUBLIC

Episode IV

EXECUTE ORDER 37

The OUTER RIM SIEGES have begun.
Huge fleets post world-spanning
blockades, clashing in orbit around
major planets, seeking to cut off the
SEPARATIST CONFEDERACY from
reinforcements. Even smaller, less
important worlds are the scene of
conflict as tactical forces make raids
on strategic assets there.

One such smaller world is ARDA 1,
where Republic sympathizers have
requested aid in establishing resistance
forces to fight the Separatists. Troops
from the GRAND ARMY OF THE REPUBLIC
now operate there from a hidden base
that is beginning to show strategic
importance.

Following its successful mission on the ice
planet of Gauther, in pursuit of a rogue
SOROSUUB INDUSTRIES agent who is trying
to sell secrets to the Separatists, 33-SQUAD
now approaches ARDA 1 and its friendly
population with orders to execute the
dreaded Order 37.



An Order 37 directs a clone military unit to capture a single wanted individual hiding within a civilian population. The order instructs mass arrests and the threatened execution of the civilian population. Specific details include secret directives for body disposal of civilian casualties as well as the suppression of media and other communications.

Republic Astroship Doom Wail
Compartment 2A, Briefing Room
725 days after Geonosis

DATAPAD BRIEFING AS FOLLOWS

All forces, this is a priority-one briefing.

Thirty-eight standard days ago, the Galactic Senate drafted SoroSuub Corporation to manufacture DC-pattern blasters for the Grand Army of the Republic because BlasTech Industries could not fulfill its manufacturing orders. But recent intelligence indicates that SoroSuub and their Commerce Guild lackeys now secretly support the Confederacy of Independent Systems. Despite this, the Senate has decided to insist on SoroSuub’s compliance with manufacturing demands, believing no treachery could be possible under its diligent eye.

As your recent excursion to Gauther revealed, this diligence was almost insufficient. A rogue SoroSuub employee decided to act against the Republic anyway. His efforts at betrayal were observed and intercepted by the Grand Army, by this squad particularly. You have captured his clandestine delivery package, stopping his initial plan. But that agent is still at large and could initiate another hand-off of classified data.

We have tracked the rogue agent to the first planet in the nearby Arda system. The population there is nominally friendly to the Republic. One local governor has invited the Grand Army to set up a covert base there, which we have done, and from which we launch occasional commando operations that support the Outer Rim Sieges.

The population and the covert base are extremely useful to us. But the intelligence carried by the rogue agent is too valuable to lose, even if it means suppressing a friendly population. You are therefore ordered to proceed to Arda 1, take command of the operation forces there, and execute Order 37.

No additional briefing will follow.

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A Plan, Precisely Executed

Report: Shake-out mission, 33-Squad under new command, 724 days after Geonosis.

Objectives completed. Intel intercepted, recovered, parsed. No casualties. Minimal resistance.

Acting on data from the Ministry of Intelligence, the newly-formed 33-Squad, under the command of Sergeant Dead-Eye, landed on the ice planet of Gauther to search for a probe droid.

The commandos tracked the missing probe droid from the sight of its crashed transport. They captured it and secured its data. Their mission accomplished, the commandos seem to have taken a few extra days to survey local creatures and terrain hazards.

Experience: +15 (175 total after character creation)
Duty: +10 (Dead-Eye, Fingers, Shakes, Snake, Torque)
Dissociation: N/A

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EPISODE III: A COLD DAY IN HELL

A long time ago in a galaxy far, far away. . . .


STAR WARS:

THE GRAND ARMY OF THE REPUBLIC

Episode III

A COLD DAY IN HELL

The Galactic Civil War has taken a turn
in favor of the GALACTIC REPUBLIC.
Count Duku’s SEPARATIST FORCES have
been driven back to the Outer Rim and
fierce fighting is now underway to take
the Separatists’ final strongholds.

In the shadow of the OUTER RIM SIEGES,
on the ice planet of Gauther, clone
sergeant Dead-Eye leads his squad of
troopers in a desperate search for a
missing probe droid said to carry vital
intelligence on a new weapon that might
change the course of the war.

Alone now, cut off from reinforcements,
33-SQUAD continues their desperate
search, not only for the missing droid,
but also for a way out of the frozen hell
they find themselves trapped in. . . .

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Easy Infiltration

Report: In preparation for their secret mission, and in consultation with Master Lenric, 33-Squad re-outfitted the Doom Wail instead of proceeding in the Republicanus. The Doom Wail was scrubbed of Republic markings, reloaded with its two ARC-170 fighter/bombers (and its old utility lift boat), and supplied with a heavily modified hover tank to use as a civilian speeder.

Once underway, Master Lenric revealed that he was not intending to meet with his old friend Gavin, a member of the council of city governors. Instead, he would meet with another old friend, Baaz, who may or may not be a former member of the Jedi Order, and who may or may not be on the run from the Republic. Baaz has influence with the council, and Master Lenric claimed that the Force guided him to change the parameters of their mission at the last minute.

Despite trepidation, 33-Squad went along with the change of plans. They made planetfall and infiltrated a nearby city using their commando training in disguise and covert operation. Despite scrutiny from local law enforcement, the team passed unhindered into the city. There, at a run-down manor house, they made contact with a mysterious robed woman, Baaz, whom Master Lenric seems to be on good terms with. Or she was until Master Lenric told her of his plans to get Balnab 1 to join the Republic. Then things turned inhospitable; 33-Squad was asked to leave. But that was not before Baaz revealed that Gavin had become the head of the council of city governors and was pushing for Balnab 1 to join the Separatists.

Now the squad is loose in the city, and need to come up with a new plan to influence Balnab 1 toward the Republic.

Experience: 15 (100 total)
Duty: +10 (Deadeye, Ghost, Sarge)
Dissociation: +5 (Ghost, first non-clone Specialization)

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EPISODE II: INSURGENT MYSTIQUE

A long time ago in a galaxy far, far away. . . .


STAR WARS:

THE GRAND ARMY OF THE REPUBLIC

Episode II

INSURGENT MYSTIQUE

The Galactic Civil War rages on.
Count Duku’s SEPARATIST FORCES
have grown in strength, posing a
real threat for the newly formed
Army of the Republic.

Desperate to win new allies to their
side, the Republic deploys Jedi
diplomats to woo members of the
COUNCIL OF NEUTRAL SYSTEMS.
Each Jedi is accompanied by a cadre
of elite COMMANDOS who serve as
personal guards.

The heroes of the recent Giaca
Action, 33-SQUAD, are presumed to
be just such a group. Despite having
no special training or equipment,
their recent heroics get them
assigned to protect MASTER LENRIC.
The squad is about to meet its new
leader. . . .



Master Tal Lenric is known as a skilled diplomat and an effective tactician. Scuttlebut around the barracks says he is a human of great integrity. He is known among the clone army as being morally opposed to compelling service from clone troopers. His beliefs in the Republic’s use of “slaves” has not made him popular on Coruscant.

Republic Astroship Doom Wail
Compartment 2A, Briefing Room
664 days after Geonosis

DATAPAD BRIEFING AS FOLLOWS

All forces, this is a PRIORITY-TWO briefing.

Your assignment is first to rendezvous with JEDI GENERAL TAL LENDRIC on Triple-Zero.

Your assignment is second to defend MASTER LENDRIC and provide whatever aid he requires on this diplomatic mission.

This mission is SECRET-RATED. Details and destinations are need-to-know. All further details will be provided by Master Lendric as they become required.

No additional briefing will follow from official sources.

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Vindication

Report: Leaving their trained partisans in place to slow the advancing Peroenian army, 33-Squad circled behind them to attack their mountain strongholds. After light contact with a few remaining Peroenians, our heroes discovered the enemy fortifications to be mostly unguarded. They quickly liberated some captured Shur-shur and the remnants of the Long-Base’s science team. Among them was a Jedi Master named Wu-zho.

During their entrance to the mountain fortresses, 33-Squad noticed Separatists ships descending from orbit, including droid transport ships. As they attempted to escape through outer doors with their liberated scientists, the Separatists caught up to them. A firefight ensued, and Master Wu-zho had a brief lightsaber duel with a black-clad figure wielding a red lightsaber.

As 33-squad headed back to friendly territory, they observed a massive space and planetary conflict between Republic and Separatist forces. At its conclusion, the Separatists were driven off and 33-Squad was promoted from transport guard duty to a role more fitting an elite fighting force of their caliber.

The group’s new assignment is to guard an important Jedi diplomat, who they are about to meet aboard his diplomatic cruiser.

New Objectives: Meet the new Jedi Commander of 33-Squad. Plan logistics for high-risk diplomatic mission.

Experience: 25 (85 total)
Duty: +25 (Deadeye, Ghost, Sarge, Spanner)

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Diplomacy

Report: Just before ascending a hand-cranked elevator to the Shur-Shur queen’s audience chamber nestled high in a giant tree, the troopers received a communication informing them that the Iron Star had just arrived at Giaca. Sarge left a small contingent to perform diplomatic duties while he took the rest of 33-Squad to the Iron Star in what appeared to be a luxurious shuttle. He left Crash in command, who was eager to prove his leadership potential.

After shining up their boots, Crash’s contingent met with the Shur-Shur queen. They endured a stately dinner and entertainments in the treetops. Afterward, the queen asked to know how they planned to help the Shur-Shur defeat the Peroenians, whose armies would undoubtedly be headed there directly, having seen all of the troopers transport activities in the area. The troopers did not have an answer, but promised to get back to them. The shuttle returned and took them to the Iron Star.

The Iron Star’s 250 clone trooper contingent had to be left behind when the Iron Star left the fleet to answer the red zero distress call. But the ship brought with it some big guns, half an armory, and a full navy crew. It also had a broken AT-TE, which Spanner fixed up, and a handful of AT-RTs.

There was a captain’s mast interview for Spanner, who received a disciplinary note in his record for losing his sidearm without satisfactory explanation.

Much military planning ensued and the troopers underwent a training montage to train the Shur-Shur. Montage! Finally the scouts spotted the Peroenian forces, approaching exactly along the anticipated route.

New Objectives: Defeat Peroenian forces, recover the Long Base’s expeditionary force.

Experience: 15 (60 total)
Duty: +10 (Crash, Deadeye, Ghost), +9 (Spanner)

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Planetfall

Report: Sergeant Sarge and a handful of troopers made planetfall in the Lift Boat, attempting to flank a hill overlooking the Long Base’s camp on the assumption that the hill was the place from which that camp had been shelled. As the A Team investigated the hill, discovering the area where four pieces of artillery were once set up, the B Team recalled the Lift Boat to the Doom Wail and used it to make planetfall on the other side of the camp. The B Team took fire from unseen hostiles on approach to the camp.

The teams discovered that the camp’s perimeter fence, though still electrified, was completely breached in multiple places. The buildings in the camp were likewise shelled and in various states of ruin. Despite obvious signs of an intense battle, no bodies were found. Upon further investigation, the troopers discovered a hidden basement containing five Sullustan children, formerly the wards of Jedi Master Lus-Tal.

Since arriving on the planet, the troopers’ communications were being jammed. After investigating the camp, they discovered the source of the jamming in a nearby cave. They investigated and destroyed the equipment they found, but were immediately confronted by a giant, worm-like creature with a gaping maw encircled by dozens of grasping arms. The fight was quick and brutal. The troopers discovered more pieces of jamming equipment in caves with the same giant worms and concluded that the equipment’s purpose was to contain the worms in the caves; comms jamming was an unintended consequence.

While the troopers were investigating a pit, the two keeping watch at the top were approached by natives bearing archaic slug throwers. They spoke passable Basic and introduced themselves as the Shur-Shur. They asked the troopers to accompany them to their home, several standard days’ march to the southeast. Along the way, these Shur-Shur explained that, long ago, two races fought each other while attempting to colonize the planet. The Shorak brought in the Shur-Shur as slaves to carry on the fight with the Peroenians, and they continue fighting to this day even though the Shorak colonists died off long ago.

As the group traveled to the Shur-Shur settlement, Spanner engaged in some friendly diplomacy, trading his side arm for one of the natives’ slug throwers.

New Objectives: Treat with Shur-Shur leaders

Experience: 15 (45 total)
Duty: +5 (Crash, Deadeye, Sarge, Spanner)
Dissociation: +1 (Spanner)

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