Darth Maul's Sith Citadel
Introduction
"There are places of power throughout the Galaxy, places where the Dark Side of the Force seems to run its fingers over the very walls of the buildings. Places where the stench of evil grabs at your senses so strong it will turn your will to water. Stay away from those places, if you value your life."
-Luke Skywalker, after returning from the planet Byss
Throughout the history of the Star Wars universe, the great villains have all had a place which they identified as their center of operations, or at the very least a location to which they could retire when the need for solitude arose. Jabba the Hutt had his desert palace on Tattooine; Darth Vader had his cliffside fortress on Coruscant; even Grand Admiral Thrawn had his Hand of Thrawn fortress on the edge of the Unknown Regions. So, too, did the powerful Sith Lord, Darth Maul, keep a fortress of his own to use as a base of operations. From this place he kept tabs on the Galaxy, responding to his Master's orders and preparing himself for the covert missions he engineered throughout his service to Darth Sidious.
Location
Lord Maul was a powerful and
formidable opponent to the Jedi, both behind the scenes,
and also in the more direct confrontation in which he
slew Qui-Gon Jinn. It is fitting, then, that he should
have a fortress equally powerful and also as well hidden
as he himself was. The base is located at the edge of
known space, on a small planet known as Zaddja, far from
the center of Republic activity. Many years later, a
rogue Imperial Royal Guardsman named Kir Kanos would
discover the name and location of the planet in some of
the Emperor's secret files, and used the planet to hide
from the traitorous Carnor Jax. When the planet was discovered by Lord Maul, he knew he had chosen the right place to locate his base of operations. The tribes of humanoids on the northern continent would pose no threat to him, but still he constructed his base in the southern hemisphere. Though undeveloped by sentient species, the planet was home to some forms of alien life which managed to survive despite the harsh climate and small amount of prey. After thoroughly scouting out the planet, he set to work having his lair constructed using a variety of construction droids, which were hijacked on their way to terraform an uninhabitable planet. Once construction of his base was complete, he wiped the droids' memories of their trip to Zaddja and sent them on to their original destination, so their owners would not be tempted to investigate their disappearance. The planetary system itself was also a deciding factor in the selection of the planet Zaddja. For one, there are no other inhabitable planets in the system on which colonists could settle without his knowledge; the few other planets in the system are gas giants, or small balls of rock without breathable atmosphere. More importantly, there were no valuable resources to be had in the system, so any probes sent in by commercial vessels would register the system as unprofitable. Its location on the outer edges of the Galaxy ensure its lack of tactical value, providing a great hiding place from any military actions. |
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The planet Zaddja itself is surrounded by several rings of asteroids, arranged in a way that any ship wishing to land must navigate one such field. These asteroid belts truly were one of the biggest advantages to selecting the planet, for Lord Maul saw their tactical advantage from a ground defense point of view. Scattered throughout each of the field area variety of sensor probes which alert the fortress of any incoming starships, and bring defense systems online. The asteroids also interfere with sensor scans from outside, giving the fortress several minutes of invisibility to sensor sweeps, while Maul's own sensors inside the asteroid belt alert the base to intruders well ahead of time. This gives the base an added element of surprise, which many times can be the difference between discovery and secrecy.
External Defenses
Despite the fact that the planet
itself is far outside the interest of nearly everyone,
the occasional smugglers or pirate band have wandered
into the system and attempted to establish a base.
Depending on the size of the intruding starship, there
are several ways the automated defenses might respond.
For most capital-scale ships (and, also, larger groups of
smaller ships), the response is for the weapons located
inside the asteroid fields to power down completely, and
leave the sensors on passive scan to avoid detection,
alerting Darth Maul to the presence of intruders via
comlink. Additionally, the base itself on the planet
employs a cloaking field similar to the one found on the
Sith Infiltrator. However, it requires large power output,
and is also susceptible to the drawback that makes
Stygian Crystal Cloaking fields visible to advanced
sensor arrays. The plan is that larger ships or groups of
many ships would not be totally taken out of commission
by the base's defenses, so the option of hiding becomes
the more appealing one. Should the intruding ships decide
to come in for a closer look, however, they will find a
nasty surprise waiting for them. The base is equipped
with a Loronar STS Turbolaser Cannon, which deals a
punishing blow to any incoming ships. The cannon was
procured by Darth Sidious from the Trade Federation, who
had originally purchased the prototype model for the
protection of their homeworld of Neimoidia. However, they
soon surrendered the powerful weapon as part of the deal
which allowed Lord Sidious to engineer the supposed rise
to power of the Trade Federation. Additionally, surface-to-air
ion cannons are optionally employed to knock out a ship's
shields before it can reach the planet. For smaller craft, there are some nasty surprises which have been planted in the asteroid field for any ships willing to brave its dangers and examine the planet more closely. Once the sensors pick up a ship entering the Asteroid field, they immediately begin broadcasting a wideband jamming signal which should knock out most communications from such ships. Inside the field itself are numerous space mines, which detonate (7D damage) unless the incoming spacecraft can make a Diffcult starfighter piloting or space transports roll (a Moderate sensors roll, hunting for anamolies within the asteroid field, reduces the piloting difficulty to Easy). Once clearing the asteroid belts, starfighter face the same ion cannons and turbolaser emplacement as any capital ships. The base does not utilize any sort of shielding system, for a variety of reasons. For one, it requires an even larger power output than the cloaking field, and also it is like a beacon to any ships with sensors that can penetrate the asteroid belts, letting invaders know that there is something of value on the seemingly desolate planet. A planetary shield of any sort would be more of a liablility and far too costly for Lord Maul to maintain, so he chooses to do without it altogether. |
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However, if a ship can land, there is very little in the way of defense systems on the ground. Since the Citadel is designed to be a hidden fortress, rather than a destructive power, the turbolaser, ion cannons, and space mines are all that is in the way of incoming spacecraft. Typically, however, the system is relatively undisturbed by space traffic, and those few times when outsiders have come into the system, the cloaking field surrounding the base has kept it a relative secret. Only extremely rarely are the weapons systems required, and with reluctance on the part of the Sith Lord, who values his secrecy above all else.
The Sith Citadel
The Citadel itself is an impressive sight to behold, presuming a visitor is present while the cloaking field is disabled. From the outside, it appears to be a rectangular fortress, with a rotunda built into the northwestern corner of the building connecting the ground floor to the second floor, and a tall observation tower stretching up an additional floor over the roof of the fortress in the southeastern corner. The building is crafted from the ultra-tough Hijarna stone (STR 12D capital scale), the same stone that was used to fashion the Hand of Thrawn fortress. It appears to be a smooth, black, obsidian-like stone, almost reflective though tarnished by the harsh climate of Zaddja, and cold to the touch despite the planet's heat. Though mostly utilitarian in design, the entranceway appears to be a large, cemicircular arch on the southern wall, with metal blast doors that seal horizontally. Inscribed in the ancient runes of the Sith along the archway is a warning to all approaching about the power of the Dark Side within the fortress. The four ion cannons are arranged in a circular pattern on the roof of the fortress, with the turbolaser battery at the top of the observation tower at the southeast corner of the building.
Inside the building, Lord Maul keeps a group of three Dark Eye probe droids on patrol at all times. One monitors the second floor, one monitors the ground floor, and a third patrols the perimeter. Their movements are coordinated and monitored by the central control computer, and should one fail to report in, the building is placed on alert.
Ground
Floor 1. Hangar and Entrance to Observatory - The hangar is where Lord Maul keeps his personal transport, the Sith Infiltrator. The hangar is a fully functional and equipped maintenance bay, allowing Maul to service and repair the craft himself, eliminating the need for outside assistance. This is the secondary entrance into the fortress, and is tightly secured. The bay doors, to the north end of the building, open outward to allow the Infiltrator passage to and from the hangar (operated by secure transmissions from the Infiltrator's communications system), and also have a complex locking mechanism (requiring a Very Difficult security roll to penetrate), and a failsafe device which creates a forcefield barring entrance by unauthorized parties. It is also through the hangar that the observatory can be accessed, where the interface for the turbolaser can be accessed, and visual sensors scan the surrounding terrain for incoming visitors. 2. Main Entrance and Antechamber - This entrance is the way in which the fortress is accessed by any invited guests, though such visitors are few and far between. Lord Sidious, as well as select patrons of the Sith Order, occasionally are given invitations to visit the Citadel. The large archway and blast doors give way into a small antechamber, which is heavily monitored by sensors and cameras, ensuring that no weapons or unexpected surprises make their way with visitors into the base. As an additonal surprise, this room is magnetically sealed, so any blaster fire inside the room will ricochet until hitting a solid object. 3. Mechanical Workshop - This is where Lord Maul works on the various mechanical devices which he uses in his works. Almost an extension of the hangar, this room connects to the bay where the Infiltrator is held so that anything needing to be transferred between the ship and the mech room has only a short distance to travel. It is in this room that the Dark Eye probe droids are modified and serviced, and also where Darth Maul's double-bladed lightsaber was designed and created. A handful of rare crystals can be found on the workbench, as Maul is constantly upgrading and redesigning his weapon of choise. The passageway from the mech room to the rest of the building is equipped with a retinal sensor, denying access to anyone who cannot match the unique retinal print of Lord Maul. Lying dormant until summoned by the central computer is a trio of Droidekas, which function as emergency security. 4. Rotunda - This Rotunda is a spiral stairway which leads up to the second floor. Its polished black walls are also magnetically sealed, and a pair of defensive blasters (4D character scale damage) are located above the blast door at the top of the stairs. |
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5. Control Room - The control room houses the Citadel's central computer systema large terminal which covers a good portion of the room's floor space. The room smells of metal and electronics, and faintly of burning dust, but is otherwise unremarkable. Again, a retinal scan is required for admittance into the Control Room. Failure to pass the retinal scan results in a lockdown of all doors in the building, and summons the destroyer droids from the Mechanical Workshop.
6. Interrogation chamber - Entering this room will send chills down the spine of most sapient beings. The room is solid black Hijarna stone, polished to almost mirror shine. The smell of blood is prevalent inside, and the floors seem to be stained an almost crimson color. Inside are various torture and interrogation devices, which are designed to inflict the maximum amount of pain while still keeping the victim alive. On the northernmost wall is a pair of holding cells for prisoners, with electically charged walls to prevent escape attempts. An interrogation droid stands dormant in the corner of the room, similar in build to a 2-1B medical droid, ready for use when Lord Maul brings in a prisoner.
Second Floor 1. Hallway and Quarters - The upper hallway leading from the Rotunda gives access to the rest of the chambers on the upper floor. The hallway itself is a defense mechanism, however. Sensors lining the hallway identify intruders and activate a gravitational field generator, which changes the pull of gravity so that intruders are flung towards the cieling. the cieling itself is lined with thin, conical spikes roughly a foot long. The intruder is flung up towards the spikes, which inflict 5D of physical damage (a Moderate Dexterity or dodge roll reduces the damage to 3D) .At the end of the hallway is Darth Maul's personal quarters. Laid out in a fairly plain fashion, Lord Maul's quarters appear to be more of a military-style barracks than anything else. A simple bed, a table and chair, and a closet offer simple furnishings for the Sith Lord. Additionally, one side of the room contains what appears to be a Sith shrine of some sort; various religous artifacts are laid out over a tiered cabinet, with incense and other ceremonial pieces laid out for use in Lord Maul's Dark Side rituals. A section of the eastern wall is actually a powerful holographic projection, which hides a turbolift which travels directly down to the catacombs below the base. |
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2. Communications Center - This room is solely dedicated to incoming and outgoing communications from the base. Some of the best encryption/decryption computers encode all transmissions (the equivalent of an 11D security roll) from the base, scrambling both content and point of origin. The transmission equipment sends all messages through a pair of relay stations in the asteroid belts surrounding the planet, allowing for clear incoming and outgoing transmissions. Additionally, a black circular raised holopad sits in the center of the room, before a massive holoprojector against the southernmost wall. It is here that Lord Maul kneels to send holographic transmissions to his Master, Lord Sidious.
3. Personal Database - Darth Maul, being a resourceful and talented assassin, has an extensive personal database, kept in a well-encrypted computer, which he uses to keep track of many elements which he finds useful. For instance, any dirt on Senators, Jedi, or other high ranking officials which Maul has uncovered is found in this database. Additionally, all ship and sensor logs from the Sith Infiltrator are automatically uploaded into this personal database for future review. It is here that Maul keeps records of events throughout the Galaxy which concern him, personal files on various individuals, contacts and suppliers, and all manners of maps and information on many locales. More interesting, though, is the record of Force-sensetive beings which he considers candidates to be his own Sith Apprentice once Lord Sidious is dead; Nikkos Tyris, Adalric Brandl, and even future High Inquisitor Tremayne are found high on the list of potential candidates. Built in to the system is an ancient Sith holocron, containing a gatekeeper in the persona of Darh Ferious, a Sith Lord from the golden age of the Sith. Accessing the database is no easy feat; a complex password system is merely a ruse while the computer's sensors analyze fingerprint data and compare them to Lord Maul's on record. If they do not match, the security system is placed on alert and the destroyer droids are summoned to the room.
4. Training
Room - Perhaps the greatest lightsaber duelist of all
time, Lord Maul spends many hours in his own personal
training room honing his skills to razor-sharpness. The
room itself is an impressively engineered dojo of sorts,
providing varying terrain and obstacles around which he
practices his lightsaber techniques. He has a specially
modified training droid, capable of handling a lightsaber
with skill, which he uses for sparring. Throughout the
room, 8 blaster cannons (set to a low power level, 1D
stun damage) produce distractive fire which he uses to
practice deflecting incoming projectiles. A magnetic
field can be activated on verbal command to produce the
ricochet effect for an extra challenge. The lightsaber
training droid may also be summoned for additional
defense against intruders. Catacombs Possibly one of the most intriguing aspects of the Sith Citadel is that it is built atop a system of catacombs through which flows fiery hot magma from the planet's core. By taking the turbolift from Maul's personal quarters, one will trace nearly 20 meters below the surface to a series of tunnels which wind their way under the surface of the planet. Gas vents and lava flows make the path treacherous, but at the end of the trail is a passage to the surface which give Lord Maul another escape option. It is those same hazardous gas pockets, however, which provide much of the fortress's power; by harnessing the energy released by lava vents, turbines generate the large quantities of power needed to operate the Citadel's various systems.
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Appendix
Darth Maul
Type: Sith Apprentice
DEXTERITY 4D
Dodge 8D+2, lightsaber: double-bladed Sith 10D, melee parry 7D+1,
running 6D
KNOWLEDGE 2D+1
Alien species 5D+1, intimidation 7D, planetary systems 6D,
streetwise 6D+1, survival 6D, willpower 5D+1
MECHANICAL 2D+1
Astrogation 4D+2, communications 6D+2, hover vehicle operation 5D+2,
sensors 4D+2, space transports: Sith Infiltrator 6D,
starship gunnery 5D, starship shields 5D
PERCEPTION 3D+1
Command 5D+2, hide 5D+2, investigation 6D+2, persuasion 6D, sneak
6D
STRENGTH 3D
Climbing/jumping 6D+1, stamina 7D+1
TECHNICAL 2D
Droid programming 5D, droid repair 5D, hover vehicle repair 5D,
security 5D+1, space transports repair: Sith Infiltrator 6D
Force Skills:
Control 8D: absorb/dissipate energy, concentration, control
pain, reduce injury, remain conscious, resist stun.
Sense 7D: life detection, magnify senses, sense force.
Alter 6D: telekinesis, injure/kill.
Control and Sense: lightsaber combat
Dark Side Points: 12
Character Points: 30
Move: 15
Equipment: Sith Lightsaber, Sith Infiltrator
with Sith Dark Eye probe droids, hoverbike
Capsule: Little is known about the history of
Darth Maul, however he was obviously found many years ago by
Darth Sidious and trained in the ways of the Force. He brandishes
the double-ended Sith lightsaber, which is incredibly hard to use
and is a testament to his amazing skill with the Force. He was
dispatched by Lord Sidious to bring Queen Amidala back to Naboo,
and then later to move against the Jedi themselves. In a great
battle inside the Theed palace, Darth Maul killed Jedi Master Qui-Gon
Jinn, but then he himself was killed by the then Padawan Obi-Wan
Kenobi. Darth Maul is a dangerous enemy of the Jedi and his
appearance alerted the Jedi of the return of the Sith a thousand
years after what they thought was the extinction of the Sith.
Sith
Infiltrator
Craft:
Seinar Design Systems Armored Star Courier
Type: Modified space transport
Scale: Starfighter
Length: 29 meters
Skill: space transports: Sith Infiltrator
Crew: 1
Crew Skill: See Darth Maul's stats
Passengers: 2
Cargo Capacity: 70 metric tons
Consumables: 2 Months
Cost: Not available for sale
Hyperdrive Multiplier: x3
Hyperdrive Backup: x8
Nav computer: Yes
Maneuverability: 2D
Space: 11
Atmosphere: 450, 1300 kmh
Hull: 4D
Shields: 2D
Sensors:
Passive: 60/1D
Scan: 90/2D+2
Search: 130/4D
Focus: 9/5D
Weapons
Laser Cannons x6
Fire Arc: Forward (2), Turret (4)
Crew: 1 (pilot)
Skill: starship gunnery
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Fire Control: 2D
Damage: 4D
Droidekas
Type: Colla IV Colicoids Droideka
DEXTERITY 4D
Blaster 7D
KNOWLEDGE 2D
MECHANICAL 1D
Sensors 4D
PERCEPTION 2D
STRENGTH 2D
TECHNICAL 1D
Equipment