Campaign

The DarkStryder campaign is different from traditional Star Wars campaigns in many ways. The characters are all assigned to a single vessel, the FarStar, with specific mission objectives, primarily focusing on the capture of Imperial warlord Moff Sarne.

The DarkStryder campaign could best be described as "realistically heroic". The setting is darker and grittier than many traditional Star Wars campaigns, although the DarkStryder campaign retains the optimistic and heroic spirit that lies at the core of the Star Wars mythos.

The crew of the FarStar is faced with a nearly impossible task and equipped with a minimum of resources. The FarStar is on its own, with no bases or supply stations for relief or back-up. The characters will be presented with crisis situations that require bravery and sacrifice, but failure will often result in tragedy. In the DarkStryder campaign, characters will die, some due to their own mistakes, but others may be killed by artitrary events, just as in reality.

The FarStar has been forced to take on many crewmembers without full background checks. While many of the individuals aboard the ship are loyal to the New Republic, others have only their own interests at heart. Some seek profit and others may only want to escape Kal'Shebbol. There are former Imperials posing as New Republic sympathizers with the hopes of furthering Sarne's and their own interests. Many crew members have hidden agendas and are willing to compromise the FarStar's mission to please themselves.

The Situation

Moff Sarne has fled from the Kathol sector captial Kal/Shebbol, taking with him most of his personal fleet. The command crew of the FarStar has been selected by Lt. Page and ordered to recruit a crew from the civilian population of Kal'Shebbol.

As the New Republic's fleet returns to the Minos Cluster to continue the fight against other Imperial warlords, a token force has been left on Kal'Shebbol to restore order and establish a provisional government. A proper New Republic defense fleet will be arriving at Kal'Shebbol within three months... if it can be spared.

Meanwhile, the FarStar and her crew settle in for what is likely to be a long and dangerous mission. All of Sarne's government computers have been flash-erased, leaving the New Republic with no information: no knowledge of hyperspace routes, nothing on the sector's many colonies, and of course, no information on Moff Sarne's forces and where his key military bases are located. The FarStar must rely on astrogation charts begged or confiscated from free-traders and the knowledge of its crew.

With the assistance of Security Officer and former trader Gorak Khzam, the FarStar has been able to plot the astrogation coordinates to three nearby colony systems. As Captain Ciro orders the crew to make the jump to hyperspace, the mission begins...