STAR TREK: A Long Road (Voyager Fix It Quest)

SHIP & CREW ROSTER
The Dragon: Once per episode, at the beginning of combat place an Advantage on the field representing a cunning tactic or strategy devised by Danara Pel.

NAME
USS Voyager
PROF.
MULTIROLE
CLASS
Sovereign Class Heavy Exploration Vessel
CONST
2371
SHIELDS
13/13​
RESISTANCE
6​
SCALE
6​
POWER
13/13​
CREW SUPPORT
6​
SMALL CRAFT
5​
COMMS
ENGINES
STRUCTURE
COMPUTERS
SENSORS
WEAPONS
BREACHES
0/6
0/6
0/6
0/6
0/6
0/6
9​
11​
10​
11​
9​
10​
COMMAND
3​
12​
14​
13​
14​
12​
13​
CONNING
2​
12​
14​
13​
14​
12​
13​
ENGINEERING
2​
11​
13​
12​
13​
11​
12​
SECURITY
3​
13​
15​
14​
16​
13​
14​
SCIENCE
2​
11​
13​
12​
13​
11​
12​
MEDICINE
2​
11​
13​
12​
13​
11​
12​
TALENTS
Command Ship: Can give advantages using Command within range to Away Missions or to supporting ships.

EMH: Has an EMH!

Improved Warp Drive: When going to warp, roll 1cd on an effect, regain the power point.

Quantum Torpedoes: Can use Quantum Torpedoes! (60 total)

Secondary Reactors: +5 to Power

High Resolution Sensors: +1 momentum to out of combat sensor checks.
TRAITS
Federation Starship – A highly sophisticated and advanced vessel, with holodecks, replicators, and similar comforts, primarily designed to handle multiple operations. Highly sensitive and requiring constant maintenance, the vehicle is less rugged than other interstellar craft

Maquis Crew - a good chunk of the crew are former Maquis troublemakers. Expect discipline problems and unorthodox plans.
WEAPONS
Phaser Arrays
Power Cost: 1-3 | Range: Medium | Damage: 9cd [+1 per extra power spent]
Can Use Spread: Hit +1 time at ½ damage per effect OR Area: hit +1 ship per effect within close range.
Versatile 2: Gain 2 bonus momentum with a successful hit

Photon Torpedoes
Power Cost: 0 | Range: Long | Damage: 6cd
High Yield: If it causes 1 breach, it causes +1 breach

Quantum Torpedoes
Power Cost: 0 | Range: Long | Damage: 7cd (Vicious 1 - +1 damage on effects)
High Yield: If it causes 1 breach, it causes +1 breach
Calibrations: Requires 1 minor action to calibrate

Tractor Beam (Strength 5)
Power Cost: 0 | Range: Close | Damage: None
Effect: If successfully established, enemies face a diff 5 check to escape.

CREW COMPLIMENT (Base Stat: 9 | Base Skill: 2)
CO: Captain Katheryn Janeway (Skilled: Command, Science | Weakness: Combat)
SPECIAL ABILITY: "We Can Be Better" - if you succeed on any diplomatic check with Janeway, Get +1 momentum​
XO: Commander D-91 (Skilled: Command | Weakness: Socialization)
HELM: Lt. Tom Paris (Skilled: Conn | Weakness: Not Being A Fucking Up)
TACTICAL: Ensign Harry Kimm (Skilled: Gunnery | Weakness: Harry Kim)
SECURITY: Lt. JG Amy Strong (Skilled: Personal Combat | Weakness: Lying)
MAQUIS HEADBREAKER: C'nola (Skilled: Combat, Sneaking and Scheming | Weakness: Emotional Wreck)​
SCIENCE: Tuvok (Skilled: Science | Weakness: Emotionless)
COMMS: Lt. Bian T'are (Skilled: Communications | Weakness: Combat)
MEDICAL: The EMH (Skilled: Doctor | Weakness: Kind of a Dick)
ENGINEER: B'lanna Torres (Skilled: Engineering | Weakness: Also a dick)

SECONDARY CHARACTERS
Ensign Steve (Useless Security Goon)
Ensign Becky (plural fighter jock)
Petty Officer Third Class Jessie (Hard working engineer)
Crewman Billingsly (Dude, Billingsly!)
Crewman Chandra (Concerned Crewman)
Bifurcate (bidimensional robot girlfriend of Harry Kim)
Princess Lyan Positron (runaway daughter of magician most foul and girlfriend of Harry Kim)
Soria Flyte (Pegasus girl and girlfriend of Harry Kim)
Mirror Universe Trevor (he's fine!)
NAME
MRSS Val Jean
PROF.
TACOPS
CLASS
Keldon Class Heavy Cruiser
CONST
2370
SHIELDS
12/12​
RESISTANCE
5​
SCALE
4​
POWER
7/7​
CREW SUPPORT
4​
SMALL CRAFT
3​
COMMS
ENGINES
STRUCTURE
COMPUTERS
SENSORS
WEAPONS
BREACHES
0/4
0/4
0/4
0/4
0/4
0/4
9​
9​
9​
8​
7​
10​
COMMAND
3​
12​
12​
12​
11​
10​
13​
CONNING
2​
11​
11​
11​
10​
9​
12​
ENGINEERING
2​
11​
11​
11​
10​
9​
12​
SECURITY
3​
12​
12​
12​
11​
10​
13​
SCIENCE
1​
10​
10​
10​
9​
8​
11​
MEDICINE
2​
11​
11​
11​
10​
9​
12​
TALENTS
Electronic Warfare Suite: Whenever making a Jamming or Intercept communications check, can spend 2 momentum to select +1 target (repeatable.)

Fast Targeting Systems: No +1 diff for called shots

Improved Hull Integrity: +1 Resistance

Cloaking Device: Spend 3 power, and make a Control+Engineering + Engines + Security check with a diff of 2. If successful, gain the Cloaked Trait (impossible to detect, cannot attack, shields are down.) It takes a minor action to decloak.
TRAITS
Cardassian Ship – Durable, uncomfortable, close, cramped and cheap. Thinks creature comforts are for other people and technical sophistication is for people who haven't spent decades starving to death. The fact that the starving could have been avoided if the government were less...you know, monstrous doesn't seem to have occurred to that many of them.

Okampan Crew – the crew are bright, perky, cheerful, and incredibly psychically powerful. Individually, they're all better than Vulcans, and as a gestalt? Who knows!
WEAPONS
Phaser Arrays
Power Cost: 1-3 | Range: Medium | Damage: 7-9cd (Spread: Hit +1 time at ½ damage per effect OR Area)
Versatile 2: Gain X bonus momentum with a successful hit

Disruptor Banks
Range: Medium | Damage: 8-10cd (Vicious 1: Each effect adds +1 damage)

Tractor Beam (Strength 3)

CREW COMPLIMENT (Base Stat: 8 | Base Skill: 1)
CO: Lt. Commander Brian Wacoche (Skilled: Commando Tactics | Weakness: Independent)
TACTICAL: Seska (Skilled: Being Seska | Weakness: Everything Else)
CONN: R'lash skilled: Piloting | Weakness: Romulan Fuckup)
ESPIONAGE: Kes (Skilled: Commando Tactics | Weakness: Naive)

Crewman Stadi - Age 23, Betazoid, born Beta Colony-5 to Zani and Talwyn of the House of Riis, survived by her sisters Tari and Batri.
R'mor - age 182, Vulcan, burn on Romulus to R'tan and Leslali, survived by his twelve nieces and nephews across the Empire
 
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So, first off, She-Rus was v good.

Second off, this is also very good! Networked biocomputers are awesome and creepy and the way it all comes together with the outwardly squeaky clean medical aesthetics is amazing and chilling in equal measure.

Now, so far as the boarding action and the current predicament… how about this?? (Totally stealing a Zardo move here)

[X] Plan: Invisible, Creeping, Inevitable Loss of Consciousness:
-[X] Beam back to position down the corridor and defeat them in detail.
-[X] Request/Equip an oxygen supply.
-[X] Activate a vapor blocking force field behind the intruders as they advance.
-[X] Replace the air in the corridors past the force fields with pure nitrogen.
-[X] Beam them to the brig when they pass out.

Now this is of course assuming that they aren't wearing space suits/have their own air supply. Which… they're lower tech so maybe they're more reliant on that than starfleet?

Either way, monofilament and vibroblades are a big nooope for me when it comes to melee. Does starfleet even have hand to hand weapons?
 
Move our people back and increase the gravity in the area.
Slam them down, brake some bones, minor internal injuries etc.
Then fire on them with our weapons and beam them to a cargo hold.
Then counter charges!!
 
[X] Plan: Teleportariums Always Win
-[X] Request the bridge to replicate/teleport an armed photon torpedo into the grid co-ords of the Breaching Tube they used, deep enough in to have Voyager be past the minimum safe distance.
-[X] Have Telsa and Alex continue to use Pulses to pierce their armor.
-[X] Prepare a Change should any boarders already on the ship get into melee.

Since my end goal is to make sure they don't try anything on us again let's go with ventilating their hab via explosive decompression where they're being naughty. Stops the flow of reinforcements, gets rid of some manpower supporting whoever is assaulting us, and avoids melee. Monofil and vibroblades sound like a bad thing for Starfleet personnel to deal with. Have we ever seen starfleet armor outside of video games?
 
An armed photon torpedo has a yield orders of magnitude greater than a nuclear weapon. I don't think there is a safe distance - it's basically trying to blow up the station and everyone on it, and I imagine stations have countermeasures to prevent easily teleporting bombs inside them, same as ships do.
 
[X] Counter Charge - morale shocks at an unexpectedly difficult entry are very effective.
 
[X] Counter Charge - morale shocks at an unexpectedly difficult entry are very effective.
 
An armed photon torpedo has a yield orders of magnitude greater than a nuclear weapon. I don't think there is a safe distance - it's basically trying to blow up the station and everyone on it, and I imagine stations have countermeasures to prevent easily teleporting bombs inside them, same as ships do.

Could swear they were dial-a-yield from firework to city annihilating. Depending on where you place it I'd expect it could atomize the contents of a few compartments on the low end and probably blow containment there. On the high end complete station destruction seems likely unless they've got some very sturdy and exotic bulkheads and forcefields everywhere as well as isolated atmo systems.
 
[X] Counter Charge - morale shocks at an unexpectedly difficult entry are very effective.
 
Could swear they were dial-a-yield from firework to city annihilating. Depending on where you place it I'd expect it could atomize the contents of a few compartments on the low end and probably blow containment there. On the high end complete station destruction seems likely unless they've got some very sturdy and exotic bulkheads and forcefields everywhere as well as isolated atmo systems.

I mean, that's a very reasonable point, but we didn't specify the yield, so I didn't read it that way.

Trying to synthesise the ideas, what about this?

[X] Plan Terminator Honours
-[X] Counter Charge - morale shocks at an unexpectedly difficult entry are very effective.
-[X] Ask the bridge to attempt transporting disarmed boarders into a holodeck/cargo bay, or transport pulsed grenades into their assembly points.
-[X] If Adora begins to feel the Change at a dramatically appropriate moment, she orders a point-to-point transport into the midst of the enemy.

This gives DC a bit of leeway to go with the plan he feels our bridge officers would find most appropriate, and hopefully gets us rolling more dice at the problem.

With a possible bonus option of She-Russ hulking out and going on a rampage.
 
"Please continue to input data as if you were Upper Security Manager Trell for the next forty seconds, Mr. Kim," Tuvok said as Torres started to swear at a mile a minute in Yiddish, her fingers working faster and faster. Harry blinked, then...well, tried to type the stupidest programs he could think of into the computer. He actually had to try and think like his great grandfather, who was from a recreationist community in the middle of China and hadn't seen a computer until he was sixty eight. He shrugged, then leaned into the input, whispering.

"Hello computer. Fix the problem."

"Very good, Mr. Kim," Tuvok said. "We have completed the subterfuge."

"What happened?" Harry asked.

"We hooked up to their...system..." Torres said, her voice tight. "And I have figured out why their programming systems are so shit. Because they don't have to be good. Look at this."

Harry stepped over and saw the feed she was getting - it was a thousand data-feeds at once, scrolling by at incredible speeds. "The computer's already done an analysis, all of this is Vidiian inputs - they have the muscle delay and input lag that only comes from biological systems," Torres said, pointing, the disgust dripping from her voice. "Every single person we saw in that pen is hooked straight up to their security network and working like this, twenty four seven."

"That's..." Harry frowned. "That's not good. How the hell did we beat that?"

"Oh, we have a computer a century more advanced than them and programming technology that doesn't take shortcuts," Torres said, shrugging. "They can make their programs work-"

"-by having their slaves do it all, oh my god," Harry said, looking at the unconscious Trell. "...that's why he's a manager."

"...the airlock is right down the corridor, you know," Torres growled.

"Miss Torres," Tuvok said, warningly.

"You were thinking it too!" Torres snapped.

This entire segment screams sysop in corporate work to me. Like this is a mirror for a lot of people posting on TalesFromTechSupport. I quite literally laughed out loud.

On to the actions, I think as much as Amy being a Horus expy is strong, the rest of the crew are not space marines, and a counter charge with Starfleet equipment is likely to leave us with a ton of casualties. I also don't necessarily think that oxygen deprivation is going to be as effective on a race specializing in transhumanism and biotech in full space combat armor.

We're not playing Space Marines, we're playing Tau. So I'll make a slight mod to @Skippy and @Eater 's plans:

[X] Plan Kauyon - The Patient Hunter
-[X] Beam back to position down the corridor and defeat them in detail.
-[X] Request NBC gear at the next checkpoint as the troops get there.
-[X] Activate forcefields along the corridor to delay them, beam in anesthazine gas canisters behind those forcefields so when they break through, they get gassed. We've seen that stuff knock out Klingons. It should work a bit better.
-[X] See if we can use the ship's internal systems in any other way to impede the invaders - gravity traps by overloading artificial gravity plating, hidden grenades, etc. Attacking a fortified position is supposed to be incredibly difficult, make them bleed for each inch. Defence in depth.
-[X] If Adora begins to feel the Change at a dramatically appropriate moment, she orders a point-to-point transport into the midst of the enemy.

The patient hunter gets the prey.
 
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I'm not sure about the charge plan. These might just be meat puppets controlled by the people with different insignia. Or something.

Look, their computers are people. I wouldn't put it past them for their shock troops to not be in control of themselves or still be a themselves. So not sure about a morale breaking charge.
 
I mean that's probably true, but if those shock troops are trying to shoot us so they can seize the ship and turn it into an organ harvesting operation, I don't know how salient an objection it is right now.

We should do what we reasonably can to avoid War Misdemeanours, but self-defence is self-defence.
 
I mean that's probably true, but if those shock troops are trying to shoot us so they can seize the ship and turn it into an organ harvesting operation, I don't know how salient an objection it is right now.

We should do what we reasonably can to avoid War Misdemeanours, but self-defence is self-defence.

Well... sure.

But I'm mainly commenting about the morale breaking charge plan. I'm not sure the enemy even have morale except maybe their controllers.

[] Counter Charge - morale shocks at an unexpectedly difficult entry are very effective.
 
Well... sure.

But I'm mainly commenting about the morale breaking charge plan. I'm not sure the enemy even have morale except maybe their controllers.

Oh, right!

That's a good point. Well, I tend to assume votes that DC offers are not a trap - and I think from what we know about their computing, their "wetware" actually needs a fair bit of independence and agency to work well given their programming is actually rather bad - so I'm not sure if these are actually "meat robots" so to speak, even if there is probably a fair bit of conditioning and control at play. But it's a very good point nonetheless.
 
[X] Plan Kauyon - The Patient Hunter

This entire segment screams sysop in corporate work to me. Like this is a mirror for a lot of people posting on TalesFromTechSupport. I quite literally laughed out loud.

On to the actions, I think as much as Amy being a Horus expy is strong, the rest of the crew are not space marines, and a counter charge with Starfleet equipment is likely to leave us with a ton of casualties. I also don't necessarily think that oxygen deprivation is going to be as effective on a race specializing in transhumanism and biotech in full space combat armor.

We're not playing Space Marines, we're playing Tau. So I'll make a slight mod to @Skippy and @Eater 's plans:

[X] Plan Kauyon - The Patient Hunter
-[X] Beam back to position down the corridor and defeat them in detail.
-[X] Request NBC gear at the next checkpoint as the troops get there.
-[X] Activate forcefields along the corridor to delay them, beam in anesthazine gas canisters behind those forcefields so when they break through, they get gassed. We've seen that stuff knock out Klingons. It should work a bit better.
-[X] See if we can use the ship's internal systems in any other way to impede the invaders - gravity traps by overloading artificial gravity plating, hidden grenades, etc. Attacking a fortified position is supposed to be incredibly difficult, make them bleed for each inch. Defence in depth.
-[X] If Adora begins to feel the Change at a dramatically appropriate moment, she orders a point-to-point transport into the midst of the enemy.

The patient hunter gets the prey.

Since Plan Kauyon involves throwing everything and the kitchen sink at the Vidiians, how would you feel about adding my earlier suggestion about beaming boarders over to a transporter room that takes advantage of the transporter's ability to disarm unauthorized weapons to whittle down the number of enemies Amy and her team have to face? With how Plan Kauyon throws obstacle after obstacle at the boarders too, forcing them to slow down if not periodically stop their assault, it should also increase the chances of successfully locking onto the boarders.

-[ ] Continuously work to lock onto and beam over the Vidiian boarders to a secured transporter room. We'll take advantage of the security features built into the transporter to disarm as many of them as possible and contain them with force fields raised around the transporter pad.
 
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