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The Road To Coruscant


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#1 Phoenix Rising

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Posted 10 December 2012 - 05:53 AM

Two-and-a-half years after the Empire was sundered and beaten at Endor, the war against its successors has stagnated. The New Republic has failed to gain more than a foothold in the Core and member worlds are beginning to doubt its legitimacy as a galactic government. The risk of this fragile coalition unraveling is too great, thus Supreme Commander Ackbar has drafted a campaign to thrust into the fortified Core and seize the galactic capital. This is the Road to Coruscant.

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Director Isard acquired the throne a little more than a year ago; however, it took the sacrifice of Brentaal to the New Republic in a complicated coup to put her there. From Brentaal, there are two paths to Coruscant: through Anaxes, or through Borleias. With Admiral Ragab locked in a standoff with Commandant Wermis on the Brentaal-Anaxes front, any movement on Borleias would require reinforcements. The answer came in the form of resurrecting the all-hero Rogue Squadron.

A secret training base was established on Folor, with General Salm in command. There, six new starfighter squadrons will be forged, including Commander Antilles' Rogue Squadron. The reformed Rogues are made up of seasoned pilots with a variety of leadership skills that, in most cases, also happen to hail from key worlds. They are equal parts elite unit and poster subject.

The plan is to temper the Rogues with a series of active duty exercises against Imperial forces in the relatively quiet Rachuk sector before commencing the main offensive. Rear Admiral Devlia coordinates the sector's Force Escort from the capital of Vladet.

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When the time comes, the Rogues will rendezvous with the New Republic Special Forces units staging on Noquivzor, along with whatever Fleet elements Ragab can spare. This group will move on Borleias under General Kre'fey. A word of warning: Borleias may look mundane, but the name has been linked to General Derricote, the eccentric bioweapons engineer.

In addition, Isard has a noted obsession with Rogue Squadron, who had previously helped foil several of her schemes. If the Rogues were ever annihilated to the last pilot, not only would it be a personal victory for her, but also an insurmountable propaganda nightmare for the New Republic.

A more conventional victory for the Empire would occur if loyalist forces were able to reconnect the Perlemian, pushing the New Republic from Brentaal, Ralltiir, and, finally, into the Colonies. Such a position would all but spell an end to the New Republic presence in the Core - and any hope of claiming the capital - for the foreseeable future.

Coruscant, of course, is the only prize for the New Republic. Controlling the Palace would secure the Provisional Council's authority, while the Rotunda would allow a senate to convene for the first time in years. The expected battle will be anything but easy: some of the best units in the Empire are garrisoned here. That's why Rogue Squadron will lead the way.

Edited by Phoenix Rising, 10 December 2012 - 08:07 AM.


#2 smashedsaturn

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Posted 10 December 2012 - 06:21 AM

Yes i've wanted to play these books out for years

#3 skie9173

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Posted 10 December 2012 - 06:22 AM

Mind = blown. Seriously, sounds awesome. Great work PR team!
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#4 Phoenix Rising

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Posted 10 December 2012 - 06:28 AM

It's been interesting to take the books, which really only focus on one squadron, and place those circumstances in the broader strategic context. For example, Anaxes is never mentioned, yet it clearly plays a pivotal role. Ragab only comes up briefly, but I was thrilled to see him mentioned in The Essential Guide to Warfare.

#5 johnchm.10

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Posted 10 December 2012 - 09:18 AM

dumb question, i know, but do you plan on integrating the Krytos Outbreak and the Bacta War into this or any of the other campaigns?
oh, and that image of the Rogues: where are the other 3-4 fighters (3 if Forbidden is that Lambda in the picture)?

#6 Phoenix Rising

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Posted 10 December 2012 - 06:27 PM

Heh, I knew someone would count them. The other four at above the camera - and, yeah, that's Tycho in the Forbidden. I staged that landing six times and the one I used simply was the best shot. To be clear, all of the reformed Rogue Squadron is in as a hero unit: Corran Horn, Ooryl Qrygg, Nawara Ven, Rhysati Ynr, Bror Jace, Erisi Dlarit, Peshk Vri'syk, Gavin Darklighter, Riv Shiel, Lujayne Forge, Andoorni Hui.

Derricote has IG-88's Infection ability; other than that, there's no Krytos, although we might find a way to work it in in the future. Bacta War would not fit in this campaign - the goal is to keep this one as light as possible.

#7 skie9173

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Posted 11 December 2012 - 02:39 AM

maybe silly, but are they one big hero squad, or each as individuals. Is this how Rogue Squadron will be in all campaigns or is it a RtC unique thing?
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#8 Ghostrider

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Posted 11 December 2012 - 08:27 AM

12 pilots. Each heroic. Formed as a cohesive coordinated squadron, but you can still give individual orders to each hero, or fire the whole squadron at a target.

Unbelievable in action! Their dogfighting skill is awe inspiring...

So far the Rogues only appear in RtC

Edited by Ghostrider, 11 December 2012 - 08:28 AM.


#9 Phoenix Rising

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Posted 11 December 2012 - 06:12 PM

The squadron as a whole only appears in RtC. That's because the roster keeps changing and we only have a whole unit in 6.5 ABY. Obviously Wedge and Tycho show up a lot elsewhere. Andoorni and Peshk... not so much.

#10 skie9173

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Posted 14 February 2014 - 03:21 PM

Ok here's an idea. Using the mission event system would it be possible to emulate Zsinj's strike on Noquivzor, or other attacks. It could be an interesting tactical dilemma for NR players forcing them to save some forces in defense in case of a raid.

I don't know if it is scriptable though.
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#11 evilbobthebob

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Posted 14 February 2014 - 03:31 PM

That kind of thing is actually really easy to script, once we have the appropriate factions. It's quite simple to spawn units in galactic mode.


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#12 skie9173

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Posted 14 February 2014 - 03:37 PM

Want a fast response, thanks!

Good to know, I was thinking of just generic independents but a specific fraction is a good ideas too. Is the team currently working on adding any fractions or is that for a later release?
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#13 evilbobthebob

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Posted 14 February 2014 - 03:39 PM

It's definitely for a later release. v1.3 has had enough feature creep already (so much that we haven't had time to write news about it!).


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#14 skie9173

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Posted 14 February 2014 - 04:20 PM

That's what I figured, but I had to go fishing...
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#15 a.fake.name

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Posted 15 February 2014 - 03:24 AM

Having small scale (and some not so small) attacks like that would be awesome.

 

 

 

Edit. Removed swear words.

 

This is a "nice" forum.

 

Please behave. 

 

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Edited by Ghostrider, 15 February 2014 - 07:32 PM.

Playing PR when stoned is awesome

 


#16 Gumballthechewy

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Posted 13 May 2014 - 08:05 PM

It's been over two years since I last played this game and I was going through my old games and I saw this and decided to reinstall it and play this mod again (best mod ever guys, seriously, if I was a rich man I'd donate a tonne of money to you guys, you deserve it!) Anyway I was wondering if you can build fleet commanders anymore and how, I can't seem to find them anywhere but when I started a Core Worlds campaign as the Empire and I started with one, I think at Kuat.

Sorry for posting this here but I didn't know where else to post if and I didn't want to start a new thread just for a stupid little question.

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#17 a.fake.name

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Posted 14 May 2014 - 05:26 AM

Far as I know they're gone from the latest version, other than as starting units, but I mostly just do GFFA rather than Core Worlds (for whatever reason it runs the smoothest for me).

That said, the profusion of fleet commander hero units is enough to at least somewhat replace the need for them, not to mention give you lots of over priced ISD I and IIs w/o having to research the vessels.

And if you dunno which guys have which ship, it's like playing the lottery.
Get the right guy upgraded, and you have an ISDII early on.


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#18 Guest_Gumballthechewy_*

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Posted 14 May 2014 - 03:04 PM

Ah, ok thanks. That's a bit of a bummer but I guess I'll have to risk my hero's more now. :p

#19 Gumballthechewy

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Posted 14 May 2014 - 03:05 PM

Ah, ok thanks. That's a bit of a bummer but I guess I'll have to risk my hero's more now. :p


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#20 skie9173

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Posted 14 May 2014 - 05:37 PM

Yes I believe PR's eventual intention is to replace generic fleet commanders with unique named ones. Generally this is great since heroes are more powerful, and until the next release a few get nice units.

This will change in the next release, since the free (pop. wise in tactical anyway) is kinda cheap. I do hope hero bonuses get at least a small buff to make up for it.
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