Balmorra is a world of grasslands and mineral-rich rocky outcroppings. Galactically famous for its cutting edge weapon and battle droid manufacturing industries, independent Balmorra was a long-time staunch ally and major supplier of arms to the Republic. When the Sith Empire invaded during the last war, heavy bombing by Imperial forces destroyed much of the planet’s infrastructure. The battle for Balmorra was left undecided when the Treaty of Coruscant was signed 10 years ago, forcing a Republic withdrawal and leaving the planet under Imperial control. Though some troops remained in secret, many Balmorrans feel abandoned by the Republic.
Despite harsh reprisals, a bitter resistance campaign organized by the remnants of Balmorra’s local army has been waged ever since and has proven surprisingly effective against the understaffed and undersupplied Imperial occupation force. Rebel forces have occupied many of Balmorra’s key industrial sites and effectively prevent the Empire from consolidating its hold on the planet. Despite the fragile galactic peace that now exists, the Republic has begun to aid the rebels more directly in possible violation of the Treaty of Coruscant. Meanwhile, the Sith Empire escalates its presence on the world in a continuing attempt to stamp out the local resistance and monopolize Balmorra’s research and production capabilities.
The headquarters for the Imperial occupation is the once-capital city of Sobrik, which was almost completely destroyed by Imperial bombing runs before being rebuilt by Imperial engineers.
At the spaceport in Sobrik, the capital of Imperial Balmorra, you are approached by Captain Rigel of the Imperial Conquest Consolidation Corps. He tells you that the Balmorran government-in-exile, backed by Minister of Defense Vol Argen strongly supports the resistance and that his allies on planet must be crushed. He sends you to meet with Lieutenant Davrill, also in Sobrik [Operation Breaking Point] who lays out the plan of ‘Operation Breaking Point’. Your first task is to travel to the Neebray Warehouse in Moraine Gulch to destroy some generators being supplied to the resistance by the government-in-exile [Big Guns].
Outside Sobrik spaceport, you are approached by Gryffin Remus who wants to defect from the Balmorran resistance. He offers you tactical information in exchange for clemency and an introduction to Imperial High Command, though his manner does nothing to ingratiate him. Upon bringing his request to the attention of Imperial Lieutenant Treshoda, who handles defectors, you can recommend he be either recruited as an informant or tortured for information.
An Imperial officer has killed a Chiss delegate in the Sobrik Sunken Sarlacc Cantina. Working with Intelligence Officer Breerdin, you head to the cantina. The doorman is expecting you and allows you access to the crime scene. You destroy the Chiss delegate’s bodyguard droids which are still active, and plant evidence that suggests the Balmorran rebels are responsible for his death. Breerdin hopes this can be used as a rallying point against the Resistance as well as avoiding a major embarrassment and preserving the strength of the Imperial-Chiss alliance.
The Troida Military Workshop, although ostensibly an independent business, serves as a supply depot and weapons manufacturer for Imperial headquarters in Sobrik. It’s production is strategically vital to the war effort and convoys between it and Sobrik have been the target of frequent resistance attacks.
[Step Lightly EXP] – Balmorran resistance forces have ambushed four dewback convoys sent from Sobrik to the Troida Military Workshop. Rebels have been using buried seismic sensors to track the convoys and avoid armoured patrols. Acting on behalf of Imperial Governor Lysennius Melchiro, you rampage through resistance forces [Bonus – No Tolerance] in Sobrikarill Valley along the road to Troida. Then, you trigger the sensors to summon the resistance ambushers and destroy them too. Finally, you take the power cores from the sensors and deliver them to the Troida Workshop for study by Imperial engineers
[Settling Debts HEROIC] – Lieutenant Larbec in Sobrik City is being badgered by Kodai Burkan, owner of the Troida Military Workshop to better protect the supplies sent from Sobrik to his factory. Larbec has intel that put the forces responsible for the raids in a series of caves nearby. On his instructions, you head to the Neebray Garrison encampment in the resistance heartlands of Moraine Gulch. This is where raids on Imperial supply convoys are staged. After decimating the resistance forces inside, killing a technician [Bonus – Say Hello to the Maker] and destroying four main defensive emplacements, you complete Labec’s secondary objective of recovering a set of stolen Imperial power regulators and move to destroy the main generator. As you do so, you are approached by a woman named Min. She begs you to allow her and some refugees who have lost their village in the war to continue to use the generator to power basic necessities. You can agree or destroy the generator to prevent anyone from using it again. You also have the option of telling Larbec about the refugees when you report back in which case he promises to have them investigated.
[Wild Fire EXP] – Balmorran Rebels have reprogrammed the defence turrets in Gorinth Canyon near Sobrik to target Imperial troops. On behalf of Engineer Mucdermon at the Troida Military Outpost, you disable the shields and patch the software on each turret to fix them.
[The Leak EXP] – Senior Science Officer Sakoal at the Troida Military Outpost believes his wife Kelara has stolen experimental blaster designs from him and given them to Harez Bant, a civilian who works at the Sunken Sarlacc Cantina in Sobrik and with whom he suspects she is having an affair. The bartender at the cantina introduces you to Harez, who is working his charms on a group of women. He admits both the affair and ownership of the data disks and suggests that for the source of future leaks you look to “every bored housewife in Sobrik”. You persuade him to give you the disks, after which you have the choice of letting him go or killing him as a Republic spy. The barman objects to the killing as being bad for his business.
[Quiet Kill EXP] – Sakoal, faced with proof of his wife’s involvement in passing classified information to a suspected Republic spy, and keen to avoid a scandal, asks you to murder her quietly in such a way as can be blamed on a rebel ambush. He tells his wife Kelara that you are to escort her through resistance territory to the Makaran Outpost. You actually take her to an abandoned surveillance tent in Moraine Gulch and disable the security scanners. Confronted with the knowledge that her husband has sent you to kill her, she admits to the affair with Harez, but protests her innocence when it comes to espionage. She can’t believe she is about to be killed for a lousy one-night stand. You can tell her to run or you can kill her in cold blood as a traitor. You report to Science Officer Garboza at the Makaran Outpost who has been instructed to reward you without being told what for. He offers payment in exchange for dirt on Sakoal and, if you wish, you can reveal the whole sordid affair to him. If you do so, Sakoal is put under investigation for attempting a cover up. If you spare Kelara, she later contacts you to say that she has cleaned out her joint account with Sakoal and is using the money to start fresh elsewhere in the galaxy. If you kill her, Sakoal contacts you with a reward for helping him.
PLANET: In the Neebray Warehouse, you destroy the generators which are being used to power resistance artillery and which are defended by pardoned criminals whom you kill [Bonus – Life Sentence].
The Markaran Plains cover a large area West of Sobrik known for its industrial infrastructure. The Okara droid factory and the Traken-4 waste processing plant are in this area and both the Republic and the Empire maintain several bases and camps.
You meet with Lieutenant Thorpe at Makaran Outpost where the resistance are stirring up trouble in the old Balmorran Industrial area. Thorpe plans to demoralise the resistance by crushing the spirit of the Balmorran people. The resistance are air-dropping effective cyborg soldiers onto the battlefield. Thorpe asks you to kill the cyborgs in the Sunstruck Grasslands near the Okara Droid Factory and retrieve the air-drop technology so he can redeploy it against the resistance [Despair]. The cyborgs defeated and the technology recovered, Thorpe tells you that Vol Argen has heard of your attack on the generators and may visit Balmorra personally. He sends you to Gorinth Outpost to prepare for your final push across the Gorinth Wilds towards the main Resistance base.
[Coms Away EXP] – Fixer 66 with Imperial Intelligence, stationed at Makaran Outpost, has enlisted the aid of a Balmorran native known as Toybox to rig Republic comm units to explode when used. He wants you to plant them on the bodies of fallen Resistance troops in the Sunstruck Grasslands, knowing the Resistance will salvage them and take them back to base. However, Toybox is worried about the potential for collateral damage as civilians, including children, sometimes loot the corpses. He wants you to plant rigged grenades instead of rigged comm units. Either way, you do it and report back to Fixer 66. If you went with his original plan and used the comm units, he’s pleased with the results, noting that one of the units exploded in a resistance medical bay. He is also pleased to have incurred additional civilian casualties including a teenager who looted one of the comm units and which will demoralize the Resistance further. If you changed the plan and used grenades he is furious at one of his missions being changed without his knowledge, despite the resistance taking some losses, and tells you that every grenade salvaged by the Empire must now be disposed of incase it is rigged. He has Toybox lashed as punishment and informs you that only your rank as Sith, or outsider status protects you.
[Calling All Droids] – A recon droid in the Sunstruck Grasslands gives you a mission to cull the entrenched droid forces around a nearby satellite control tower and overload some nearby call-back stations to disrupt their transmissions. While doing this, you also summon a C-11 battle droid, destroy it and recover its battle chip so the Empire may analyse droid behaviour.
The Okara Droid Factory used to be one of the most productive droid manufacturers on Balmorra. During the Empire’s initial invasion over a decade ago, Imperial technicians introduced a computer virus into the factory systems, corrupting the droids within and turning them against the population. Unfortunately for the Imperials, the droids have secured the factory and continued production, attacking any organics on site and forcing the Empire to commit military forces in an effort to retake the factory.
[Data Corruption EXP] – Major Tyrus at the Makaran Imperial Outpost asks you to assist a rescue operation. Contact has been lost with Besh Company’s entire First Platoon who were sent to the Okara Droid Factory on a covert mission. You find Lieutenant Rutau of Besh company taking cover inside the entrance to the factory. First Platoon were ambushed and killed by droid patrols, leaving him the sole survivor and determined to complete his mission. As he is severely wounded in the leg, you do it for him, obliterating droid forces inside the factory [Bonus – Decomission the Droids] as you go. Using a security spike on certain probe droids, you deposit a virus designed to shut them down during future assaults. After you are done, Rutau assures you he will seek medical assistance while testing the virus from a distance. You can praise him for his bravery and fortitude when reporting back to Major Tyrus, who promises to extract him shortly.
[Assembly Line EXP] – The rogue droids of the Okara Droid Factory have reactivated the assembly lines. Accepting this mission from a recon droid inside, you fight down into the depths of the factory, decimate the assembly line droids [Bonus – Annihilate the Assembly], shut down the assembly line computers, destroy the cooling systems and destroy the Overseer Droid and recover its datacore so Imperial engineers can study the evolution of the Okara droid virus.
[Research and Development EXP] – The rogue Okara Factory droids have seized the Research and Development wing of the factory. It could be a serious threat to Imperial interests were the droids to get their hands on the prototype technologies within. You destroy the droid forces in the R&D wing [Bonus – Droid Deterioration] and disable security. Then, you destroy the R&D power regulators before activating and destroying two prototype director droids. Finally you use the R&D facilities to create a C-13 prototype droid in order to destroy it and recover its datacore for study.
Gorinth canyon is a large system of ravines South of Sobrik, dotted with Republic and Imperial bases. The Balmorra resistance arose here, in Moraine Gulch.
PLANET: At Gorinth Outpost, your contact is a Balmorran defector named Cavill Arin. He tells you that Balmorran stealth troops have been harassing Imperial troops in the area. As he developed the stealth tech, he knows how to counteract it. He gives you a detector device and you move across the Windswept Plateau rooting out the hidden troops near their Resistance camp to kill them [Disguises]. When you’ve done this, Cavill connects you to Captain Rigel who informs you that Vol Argen is indeed likely to be arriving on Balmorra. He tells you to report to the head of the Imperial Conquest Consolidation Corps, Colonel Vrain, who has come to personally oversee the final battles against the resistance and is stationed at Sundari Outpost.
[Secret of Cave 52 EXP] – Major Tyrus at Makaran Outpost has told you that while you were planting an Imperial virus in the Okara Droid Factory, Aurek, Cresh and the remainder of Besh companies invaded rebel posts in Broken Valley, Gorinth Canyon and their droids uncovered intel from the resistance databanks that the Balmorran Rebels are moving special cargo into a hidden base on the Windswept Plateau designated Cave 52. He wants you to investigate alone, feeling that an assault with troops will cause the Rebels to evacuate. Inside Cave 52 you connect via holo with a Republic Commander, Hunn, who tells you that the cave is a place of refuge for force-sensitives fleeing the Empire’s edict that they be trained as Sith. He tells you that none of them are strong enough in the force to be trained as Jedi either and that the Republic simply wants to evacuate them to live normal lives in Republic space. You can choose to leave them be, or rampage through the cave complex, killing their guards and a martial assault droid [Bonus – No Sanctuary], and slaughtering them. Outside, you report to Surveillance Officer Trecht who is watching the cave from cover. If you spared the force-sensitives, you can choose whether to report their presence or conceal it. If you conceal it they escape. If you report it, Major Tyrus arranges for extermination gas to be released into the cave system. If you killed them, you also have the option of lying and claiming to have faced a secret army of Jedi. If you either killed the force-sensitives or told Trecht about them, Tyrus later contacts you to say that the cave was sterilized with little resistance and the computers yielded key information on Rebel supply lines which have since been raided.
[Firestar HEROIC] – Captain Neddis at Gorinth Outpost wants you to destroy some rebel shield generators at Outpost Victory, a fortified resistance base built into a massive bombardment crater. Imperial bombers have had no luck, and he wants to implement plan Firestar, created by his predecessor: You fight deep inside the base, killing many defenders [Bonus – Assault the Outpost] and retrieve satellite access codes from a mainframe. Then, you locate the three generators, hijack the Republic control tower and call a surgical laser strike on the generators from orbiting defence satellites. Neddis is pleased that you have accomplished what he could not.
[Comrades in Arms HEROIC] – In the Narrows in Gorinth Canyon you come across two battle droids near the Barasin Refuse Yards. One has been badly damaged by resistance troops and insists the other complete their non-specified mission alone, but the other refuses to abandon his comrade. The first droid, R-5TM explains that his fellow, B-6NX was given experimental emotional programming designed to promote unit cohesiveness on the battlefield but that his concern is preventing him from achieving mission priorities. B-6NX asks that you use their single-use pass-card to retrieve a new motivator from the junk-yard in order to repair R-5TM, bribing you with knowledge of a hidden supply cache. R-5TM would prefer you use it to retrieve a data spike and counteract B-6NX’s emotional programming. If you bring back the data spike, B-6NX is upset but has no choice but to use it whereby he resumes his duties and R-5TM thanks you before powering down. If you choose to repair R-5TM instead and bring back the motivator, you also engage a bonus mission [Bonus – Some Disassembly Required] which involves damaging resistance operations in the Refuse Yards by destroying droid forces, including some JT-65 Salvage droids and eventually a giant R4-Salvatron battledroid, whose servos you recover. Upon return, R-5TM begins repairing himself while B-6NX thanks you and gives you the location of the supply cache he promised.
[Gift of the Exiles EXP] – You find a datapad in a speeder on the Windswept Plateau. It contains a distress call from a freelance operative, Giana Kayl, working for the resistance. Tai Cordan the former Balmorran trade secretary and a member of the Balmorran government-in-exile has given her the location of major supply caches, hidden before the Imperial occupation began. You search for the crash site of her ship, the Meridian Grace, and locate the data disk in a storage crate. As you open the crate, Republic and Resistance droids burst from the ground. You destroy them and recover the disk, turning it over to the Sith Yavorus at Gorinth Outpost. Depending on your class, you can suggest he either recover the supplies or destroy them to demoralise the Rebels.
The main Resistance Stronghold is the captured Balmorran Arms Factory in the Sundari Flatlands. Built by the galactically renowned Balmorran Arms Corporation and one of the most advanced factories in the galaxy, its production capabilities and fortress-like walls now supply the resistance with both a stronghold and a virtually limitless supply of military resources. Under constant siege since the Republic withdrew decades ago, the factory has yet to fall.
PLANET: At Sundari Outpost (if you didn’t already encounter him near the Barasin Refuse Yards), you are approached by an Imperial messenger who tells you that a Sith Lord emissary of the Dark Council has arrived on Balmorra to personally oversee the state of the occupation. The planetary Governor has summoned you for a war conference at the Sundari Outpost [The Governor’s Call]. You arrive in time to see the emissary, Darth Lachris, in the process of executing Governor Melchiro for incompetence.
Darth Lachris is sharp and wary; a talented fighter and former apprentice to Darth Marr, a powerful member of the Dark Council. 10 years ago she took part in the sacking of Coruscant and is currently tasked with regrouping the Imperial efforts against the local resistance on Balmorra and stamping it out once and for all. Although understanding of political necessity, she remains a warrior at heart with a lust for all the galaxy’s bloody pleasures.
You can stand by and watch this happen or you may intervene to save his life. You may also flirt with Darth Lachris if you are male. She informs you of a new threat, Grand Marshal Cheketta. Cheketta is one of the Republic troops who remained unofficially after the Republic withdrawal. The presence of he and his men among the Balmorran Resistance technically violates the Treaty of Coruscant, so the Republic denies their affiliation while secretly supporting him with supplies and arms.
While at Sundari Outpost, you also meet with the head of the Imperial Conquest Consolidation Corps, Colonel Vrain, who has come to personally oversee the final battles against the Resistance.
Both Lachris and Vrain give you objectives relating to the destruction of the Resistance stronghold at the Arms Factory. Vrain wants you to shut off the power and then in the panic that follows, shut down the security so that Imperial troops can enter the base. He also wants you to find and kill Minister Vol Argen [Breaking the Resistance]. Lachris wants you to destroy the factory defences and the barricades that block Imperial scans, further softening the base for Imperial troops. She also wants you to recover evidence of the Republic’s duplicitous support of Cheketta and the Balmorran resistance so they can be exposed publicly [The Siege of Balmorran Arms].
[Crash Course EXP] – Lieutenant Quisun at the Sundari Outpost tells you that the Resistance have stolen some Imperial walker plans from a research outpost. Their ship was shot down and he wants you to investigate the crash site and recover the plans. In the wreckage of the ship in the Sundari Plains, you find a datapad informing all survivors to congregate at a nearby friendly training facility under Jedi protection. You raid the facility and kill survivors until you find the plans, which you pass on to Agent Nianla, stationed in the advance camp near the Balmorran Arms Factory.
[Resistance Sympathizers HEROIC] – The bounty board at Sundari Outpost yields a mission from Imperial Governor Melchiro. Off-world Rodian, Chagrian and Kel Dor mercenary forces and Republic war heroes have illegally joined the Balmorran resistance and have taken position near some anti-aircraft guns near the Balmorran Arms Factory. To date they have been responsible for 304 Imperial casualties and over 50 downed aircraft. You travel to the gun emplacements in the Motor Pool in the Sundari flatlands and wipe them out, also destroying their communication towers [Bonus – Communications Blackout] and killing their leader, General Tao.
[The Missing Agent EXP] – Watcher Eight with Imperial Intelligence at Sundari Outpost has lost contact with his best field agent, Agent Velt, inside the grounds of the Balmorra Arms Factory. He wants you to investigate. You find Velt still alive and holding position near the entrance to the factor proper. He says that his surveillance mission has been compromised. At his behest, you retrieve clearance code cylinders from Republic security officers scattered around the landing field outside the factory and set explosive charges on ships resting on the landing pads in order to provide cover for Veld’s classified recon op. Finally, you return with the code cylinders to Watcher Eight, who thanks you for your assistance.
[On The Line] – Sergeant Tulsar, stationed in the small advance camp near the Balmorran Arms Factory asks you to destroy six stationary gun emplacements positioned in the fortified grounds of the Factory. You also destroy a portion of Resistance forces guarding the defensive trench network, along with two BAF-1010 artillery droids [Bonus – Clear the Line].
PLANET: Battling through the heavily fortified grounds of the Balmorran Arms Factory until you reach the interior, you decimate the Resistance forces inside [Bonus – Shut Down the Factory] and shut down the main generator and the primary and secondary security hubs for Colonel Vrain, while disabling the internal sensors and destroying some powered-down droids for Darth Lachris. You also find and finally kill defence minister Vol Argen and his bodyguards.
Inside the factory, you are contacted by Cheketta who tells you he has sent friends to stop you. His friends are fresh Republic allies: a Jedi Knight named Ralon Nys and the troopers of Tempest Squad, all of whom fall beneath your might.
After defeating them, Lachris’s troops begin to scan the base and tell you they have detected a hyperspace beacon in the factory. This incredible feat of engineering must have been under secret development since the Republic withdrew decades earlier and could allow Republic ships to jump in system directly above the Factory, bypassing the Empire’s orbital defences. A fleet of special forces transports has been detected and is en-route trying to land. You quickly destroy the Republic’s landing pads and guidance systems at the Power Center behind the Factory [Repelling Invasion], preventing a landing and allowing Imperial air defence to destroy the enemy ships.
A single ship has managed to land in a hanger on the upper level of the Factory complex. You head there and discover Cheketta, flanked by Jedi Sedoya Senn and his Padawan, preparing to escape Balmorra. You defeat him and the two Jedi. Cheketta offers to publicly confess the Republic’s involvement in the attempted invasion if you show mercy to his men and allow the non-combatants and Balmorran Resistance members to leave. You can agree to his terms completely, ask him to additionally push the Republic to disarm and withdraw from Sith space, agree with the condition that he be executed so that someone pays the price, or kill him, keep all prisoners for the Empire and let the battlefield tell its own story. An Imperial soldier of Squad 815 approaches you, sent by Darth Lachris to reinforce your position. If you spared Cheketta, they take him into custody. Either way the battle is won; the Imperials are mopping up the last of the Resistance inside the factory and you return to Sundari Outpost.
Back at the Sundari Outpost you report back to Colonel Vrain and Darth Lachris. Vrain compliments you on your success and finally asks that you report back to Captain Rigel. Darth Lachris shows you a broadcast from the Republic senate, disowning the actions of cheketta and attempting damage control after getting caught violating the Treaty of Coruscant. If you spared Cheketta you are also shown his confession to the Galaxy. Clearly, exposing the attempted invasion of Balmorra is proving a severe political embarrassment to the Republic. Darth Lachris becomes Balmorra’s new planetary governor and makes the Balmorra Arms Factory her base of operations. If you are male, you may pursue a brief relationship with her before leaving. Returning to Sobrik spaceport, you are congratulated by Captain Rigel on your routing of the resistance. Afterwards, you are contacted by Lerek Serrus, Darth Lachris’ apprentice who tells you the Republic disownment of Cheketta has demoralized the Balmorran resistance so much that deserters are being recruited by the Empire.
BONUS: Some time following your successes against the rebel forces, you are hailed inside Sobrik Spaceport by a Captain Laverse who connects you via holo with Darth Lachris. Lachris informs you that the remaining members of the Balmorran resistance have rallied for a final assault. With 10,000 troops they threaten Sobrik city, using choke points and toxic hot spots in the terrain to control the flow of battle. Lachris asks you to lead the charge against them [Return to the Front].
As a small, unnamed factory town, Ghost Town was once the site of experimental industrial farming operations until it became the site of a massacre during the Imperial invasion. Now, resistance troops use the abandoned buildings as staging posts for guerrilla attacks and launch anti-aircraft attacks from a local cave system.
You travel to Ghost Town in the Sunstruck Grasslands area of the Makaran Plains. At the small Remote Makaran outpost nearby, you meet with Colonel Proshen. He asks you to move at your discretion against several priority targets:
[Downed Pilots] – Lieutenant Helm at Vanguard Outpost, Stillwater Bend tells you resistance snipers have been terrorising his troops and have captured several groups of Imperial pilots. You kill the snipers and sharpshooters [Bonus – Flush Out the Snipers] and free the pilots from Striker, Viper and Talon squadrons who are being held in the open near Stillwater Estuary and Stillwater Farms.
[The Guns of Traken-4] – Colonel Treeg at the Remote Makaran Outpost has bad news: The Gold Neebray rebels have taken control of Outpost Traken-4 near the Traken Waste Processing plant. If they get the gun emplacements operational they could destroy the Makaran Outpost with a single shot. You head to the Traken-4 Outpost in the toxic Makaran Wastes and obliterate the resistance forces, including a resistance campaigner [Bonus – Take Out the Rebel Rabble]. You disable the power couplings on turrets Alpha and Theta before returning to Colonel Treeg who tells you his reinforcements were killed by a rebel ambush and that the Rebel attack would have succeeded were it not for your help.
[Flight Plan] – Commander Moriden at the Remote Makaran Outpost near Ghost Town has intelligence that the Balmorran rebels are developing sophisticated stealth ships from captured Imperial shuttles. He knows where in Ghost Town the rebels keep the ships. You storm the area cutting a bloody swath through the resistance [Bonus – Show Your Own Loyalties]. You destroy four anti-aircraft guns before entering the hidden rebel hangar, wrestling the launch codes for the shuttles from the Sivron Flight Officer and reprogramming the shuttle autopilot from a console inside, sending one straight back to the Empire for study. Moriden assures you it will be dissected for technological secrets.
[Biohazard EXP] – Captain Jaggard at the Remote Markaran Outpost in the Sunstruck Grasslands tells you that a spy has infiltrated an Imperial Capital ship, killed 16 officers and stolen a sample of a deadly Imperial bioweapon before crash landing in the nearby swamps. He asks you to deal with the local wildlife, find the spy and retrieve the bioweapon, carefully. In the toxic bogs of the Makaran Wastes, you find the spy’s crashed shuttle near the Traken Waste Processing plant and learn from its datalog that he was critically injured and fled on foot with the bioweapon canister. Killing tainted Zeldrate Marshwalkers and a Zeldrate Mother [Bonus – Clean Up the Wastes], you slog through the toxins until you find the dead spy. A datapad left for the Republic near his body tells you he hid the canister under space debris in the swamp. After a brief search you fish it out and report back. Captain Jaggard thanks you and assures you that he will see the weapon transported off-world.
[Escape and Evade EXP] – In the toxic Makaran Wastes, you discover the body of Imperial Lieutenant Xak Herra. He explains in a recording left on his body that he and his squad had orders to recover a stolen Imperial data card from resistance forces. They succeeded, but were ambushed by a Republic patrol. Not willing to leave his injured squad members behind, Lieutenant Herra passed up the opportunity to escape. The Republic killed him and his squad and recovered the data card, which can open Imperial security doors. He asks anyone who finds the recording to recover the card and report to Captain Labe at Vanguard Outpost. You find the card in a computer inside a tent in the resistance-held Traken-4 Outpost. When you speak to Captain Labe, he is incensed by Lieutenant Herra’s death, a man with whom he served for six years. He tells you the Eighty-third Platoon will embark on a mission of vengeance against the resistance. You can goad him on or tell him to be cautious with his plan of attack. Depending which, he thanks you for either inspiring his men, or helping him keep his head, in which case he ensures you he is requesting reinforcements before launching any attacks.
[Toxic Bombs HEROIC] – At the bounty board at the Remote Makaran Outpost, you accept a mission to thwart the Balmorran resistance’s efforts to manufacture toxic bombs using the waste from pools in the bombed out remains of Balmorra’s old Industrial sector. These bombs are well guarded inside the Traken Waste Processing plant and protected by the resistance’s top marksmen, who have already taken out two crack Imperial commando teams. You travel through the toxic Makaran Wastes to the Traken Waste Processing plant and destroy the bomb stocks. You also kill the resistance bomb makers for good measure [Bonus – Defuse the Situation].
[Boom Town EXP] – At the Remote Markaran Outpost, you speak to Intelligence Officer Kytoma who is following up on a confession from a captured resistance member. Apparently the rebels, operating out of the abandoned bunkers in the cliffs above Ghost Town, are scavenging unexploded thermal detonators from the battlefields of Balmorra and using the thermite to build their own improvised bombs. You retrieve some of the makeshift bombs from the Rebel bunkers and use them to destroy rebel turrets, fuel barrels and ammunition caches in the area.
[The Republic’s Last Gasp HEROIC] – The bounty board at Vanguard Outpost offers you a mission from Darth Lachris: Jedi Noth Armin, Sergeant Tove Weylan and mercenary Korin Norrus, the Republic’s top tactician, field commander and gunner on Balmorra have regrouped the resistance and have already downed three Imperial squadrons. You fight through the Republic’s cave hideout near the Stillwater Farms and take all three of them out.
[Over the Top EXP] – At Vanguard Outpost in the Markaran Plains you come across a corporate security captain arguing with Maverse Pontilo, a Balmorran businessman who supports the Empire. Republic troops of Lancer Squad tried to assassinate him but managed to kill his wife and daughter instead. Corporate security have failed to take Maverse’s revenge for him, and now he wants you to try. You head to the toxic Glowwater Swamp and eliminate Lancer Squad. When you return to Maverse with their dog tags as proof, he muses that revenge wasn’t as satisfying as he hoped and wonders if he should hunt down their families as well. You can encourage him to do this, or try to dissuade him from continuing the cycle of vengeance.
[Salting the Fields EXP] – While travelling through the resistance-controlled Stillwater farms, you find a holo-communicator next to the body of Imperial Lieutenant Torsin. He is being contacted by Captain Ardmore, to whom you relay news of his death. Ardmore tells you his squad was sent to recapture the Stillwater farmsteads which provide vital food production for the resistance. Having failed to recapture them, he now wants you to take a set of RK-9 soil devastators carried by Torsin’s squad and poison the fields. While doing this, you defeat many resistance raiders and spotters, along with a resistance patron in one of the homesteads [Bonus – Eliminate the Rebel Scum].
[Hidden Crimes EXP] – You find a datapad inside a homestead on one of the Stillwater Farms. Apparently a member of the village had an arrangement to trade supplies with the Empire through a Colonel Adun. However, he was seen by Captain Varmett with whom he had a petty feud and Varmett killed him and his entire village, both committing an atrocity and depriving the Empire of its supplies. You confront Captain Varmett about this at Vanguard Outpost. He admits the truth and offers you a bribe to keep quiet. You can accept or force him to contact Colonel Adun and come clean.
Colicoids are a highly intelligent, ruthless and calculating insectoid race at the cutting edge of scientific research and technology. A group of colicoids calling themselves the ‘Creation Nest’, were instrumental in the creation of the Farnell Research Facility on Balmorra, an experimental facility that created mutated, non-sentient colicoid variants. The Creation Nest were seeking to evolve advantageous traits that could be recombined with the species as a whole. Unfortunately, these violent mutations were released by Imperial forces during the invasion and have multiplied in the wild, posing a severe threat to everyone and completely over-running the research facility and surrounding area. The remains of the infested research facility and grounds have become known as Bugtown in the years since.
BONUS: [Colicoid Feast] – Captain Renzfeil Neuwt at Vanguard Outpost enlists your aid against the colicoids. He has developed a colicoid poison and gives you a supply of human body parts coated with the poison to disperse near the colicoid feasting mounts in Bugtown. He hopes that once the colicoids associate the smell of human flesh with dying, they may attack less often. You move through the colicoid nesting grounds slaughtering dozens of colicoids including a colicoid mutilator [Bonus – Clean up Bugtown] and plant the body parts as directed.
[A Question of Motivation HEROIC] – In Bugtown, a valley infested with mutated insectoid colicoids freed from the Farnell Research Facility by the Empire years ago, you find Lieutenant Piloc dressing down Private Gambar for failing his mission. Gambar and his squad suffered losses of 50% with severe injuries attempting an assault into the Farnell Facility’s Industrial Complex in order to retrieve the fragmented plans to a Republic neutron bomb, capable of destroying a city. With the squad incapacitated, the task falls to you. Fighting your way through the lab, killing colicoids as you go [Bonus – Colicoid Infestation], you recover the data fragments along with a holo-recording of an Imperial Private Suzoku who accuses Piloc of sending him and his men to their deaths out of personal ambition, claiming that the assault on the complex was never sanctioned by Imperial command. When you return with the fragments, you have the option of confronting Piloc with Suzuku’s accusations. He assures you that his men will back him up only to find that they have little interest in defending the man who got half their squad wiped out. If you chose to expose him, there is little doubt you leave him facing a court martial for his actions.
[Project Hexapod HEROIC] – In Bugtown, you speak with Doctor Revis of the Imperial Science Bureau. Revis helms Project Hexapod, designed to turn the mutated colicoids against the Empire’s enemies. He wants you to enter the infested research base with a data spike and download all information remaining on the colicoids and the experiments that created them. You fight through the facility and use the data spike in the Gas Chromatograph, the Genetic Compiler, the Regulatory System and the DNA Sequencer. Finally you access the facility mainframe only for Revis to tell you someone is blocking the data upload from within the lab. You search and discover a sentient colicoid named Cessik. Cressik tells you that the colicoid Creation Nest willingly provided the DNA for the experiments that created the mutations. The Colicoids were studying how the mutations evolved and adapted with a view to recombining their improvements with the main colicoid species. He wants to work with the Empire to ensure the experiments continue. You pass this information on to Doctor Revis.
[Colicoid Expulsion EXP] – In Bugtown you speak to Captain Augatta. He tells you Imperial forces are setting up a new base of operations and the colicoids need to be driven out. Orbital bombers can deliver toxic bomb payloads but need infrared markers to aim at. You move through the colicoid nesting grounds and plant the markers in the Sol Nest, Matriarch’s Nest and Patriarch’s Nest, leaving them in ruins.
BONUS: Finally you return to Captain Laverse and Darth Lachris who inform you that thanks to your campaign, such chaos and disorganization has been sown among the resistance forces that Imperial bombers devastated them in minutes. All available forces are engaged in a mop-up operation. The resistance sixth battalion was even forced into Bugtown to be devoured by the colicoids. If you previously romanced Darth Lachris, you may flirt with her conversationally now. Either way, you receive her personal thanks and she tells Captain Laverse to inform his troops the Balmorran resistance has finally been crushed.


























How to Craft
Choose a Crew Skill
Armormech
Armstech
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Biochem
Cybertech
Synthweaving

Gathering Guide
Rare Materials Guide
White Materials Guide
Jawa Junk
Augments
Medpacs, Stims and Adrenals
Synthweaving Crafting Tree




Crafted Decorations
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Galactic Seasons
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Feast of Prosperity
Gree Event
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Spring Abundance Festival
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Jedi Knight
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