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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[X] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.

Ok I'm convinced. Disable the ships so they can't accidentally fuck up our patch job, then tell them 'no you idiots, we're not gonna bring the Borg down on your heads.' :D

[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)

Like CyberEnby said, this is a foregone conclusion :D
 
[X] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.

[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)

I'm sure this won't lead to any long term complications.
 
"They're bearing down on us, straight out of warp, full impulse, attack vectors,"
................................

"Save us? From what?"

"The Takers, you fucking idiot," the woman snapped. "How the fuck did you get a ship this advanced into orbit without spotting the fuckers."

"The...Takers," Janeway said.

"Whatever you call them, you have to know them, which leads me to think you're another Singularity chasing bunch of assholes. Show you're not by dropping your shields at once or else we will open fire," the woman said.
Trying to keep an open mind because this is an AU, but this feels like a con job.

They came in ready and spoiling for a fight, enforcing a sense of urgency, then give a half-way plausible story while keeping on the pressure. Do it now drop your shields now hurry the fuck up you idiots drop your shields so we can save you hurry hurry hurry.

Bullshit. It's a con artist tactic, shoving a narrative in your face, then creating pressure so you can't think about it, can't think of alternatives or spot the holes in their story. Make you think you need to make a decision right now, while trying to make you think you can only make one decision.

[X] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.

[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)

Half of them are ex-Starfleet anyway, and we could use the emergency infusion of trained personnel.
 
[X] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.
[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)
 
[X] We can't risk them firing on us, not with our ship in this condition, and we cannot allow our crew to be at their mercy. Bring about, full power to phasers.

[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)

I'll add that I do think we should try to have T'ara keep them talking. We might be able to end the fight a few passes sooner if someone is still trying to talk through it.
 
[X] Try and negotiate - send them our origin point, they'll realize that we're not going to bring the Borg down on their heads.
[X] Offer Maquis crew battlefield promotions (removes the "crew hurt, dead & confused" truth, but adds "partial maquis crew" trait to your ship - note, traits are PERMANENT, unlike truths.)

We seem to be playing negotiator Janeway this episode so to stat true to the spirit of the show we should stick to negotiation actions for the rest of the episode bo matter how irrational
 
CARETAKER (1.6)
Janeway frowned. There were to articles of Starfleet regulations that directly opposed one another sometimes - you were to avoid violence at all costs, but also, keep your ship safe at any lengths. And so, at times like these, a Captain had to make a call. She made it, without hesitating. "Mr. Paris, bring us about and prepare to show them why no one makes carriers anymore," she said, rubbing her neck as she leaned back slightly in her chair.

Tom nodded.

As space began to wheel around the USS Voyager, Janeway turned to T'are. "Open a link up to cargo hold."

***
"Wacoche, we're under imminent attack by hostile aliens. Our ship is missing crew and you have a good chunk of our tactical officers and phaser crew in there. You're my third in command. Get her ready to fight in five minutes or you're back to being a terrorist," Janeway said. "Oh, and we need an engineering crew, now."

Wacoche frowned, then laughed. "Nola, you're with their tactical officer - make sure this is legit. B'lanna, to the warp core, keep this thing from falling apart. Tuvock, you're with security. Come on, people, we can sort out who runs what later, after the ship's not about to explode!"

Harry blinked as the half-catiain came to his side, her phaser already holstered. He started to jog towards the doors, which were opening with a soft hiss. He stopped at a wall console, while the catgirl leaned against the wall. "So, uh, may i ask why you're coming with me?" He asked, quietly, while he tapped at the controls.

"Sure," Nola said.

"Why are you coming with me?" Harry asked as glowing light swept around them, and then faded with him at his console and her leaning against the rear of the bridge.

"Cause I'm the only one badass enough to take the whole bridge if you're lying!" she said, not seeming ruffled by the point to point transport. Janeway glanced over at the two of them, but had no time to respond - Paris was calling out.

"We're in range - sweeping through forward phaser arcs!"

The Kazon fighters moved in fluid formations, arranging themselves into a curved clawlike pattern - so that every single one of their blunt, brutal looking cannons could be aimed at a singular, large target. However, Tom saw it. His fingers played along the console and the inertial dampeners whined and groaned. The deck beneath Harry's feet shifted as Janeway watched intently from her chair. The starscape wheeled around and the claw formation whipped past them at incredible speed, putting them between the two heavier Kazon ships.

"Mr. Kim," Janeway said. "Fire."

Harry gave the order.

Phaser strips on the upper edges of the Voyager's saucer whirred and lances of bright orange-white light stabbed out. Shields rippled on both of the Kazon ships, and the shields partially failed, tearing ragged holes before the hulls of the ships were then dimpled and blown in by the shots. Outgassing spread from them while Janeway frowned. "Those fighters are coming around for another pass..."

"They're small and fast, Captain, I'm updating the targeting programs and routing it to the phaser crews," Harry said, his brow knitting as Nala leaned over his shoulder, watching intently.

The first volley of pulsed phasic shots from the foremost fighter struck the port nacelle of the Voyager. The ship rocked.

"Damage?" Janeway asked.

"Minimal - shields ate it up, but if we get hit by every single fighter in that wing-" Paris started.

"Firing," Harry said, then sent the order.

As Kazon fighters wheeled around the bulky Voyager, the phaser array strips on fore, aft, and secondary decks all lit up at once. Beams of light struck out with pinpoint accuracy, sheering off maneuvering frames and scorching holes through hulls. They hit with unerring accuracy, and the fighter's smaller shields were utterly wiped out, leaving each of them smoldering and wobbling, bleeding atmosphere and coolant into space.

"Good work, Mr. Kim," Janeway said, quietly, as she watched the fighters wheeling away. "What are the capital's doing?"

"They're turning away," Tom said, grinning. "Wait, both have launched-"

The two Kazon capital ships launched from their aft torpedo bays. The entire bridge crew of the Voyager tensed - but rather than striking their ship, the torpedoes detonated in space - and rather than spilling their energy as destructive force, they instead blanketed space with electromagnetic interference and quantum roiling. On the sensors of the Voyager, it was as if someone had filled space with thick white fog.

"The fighters are using it for cover to escape," Tom said. "They'll be through in the next few seconds, Captain."

"Let them go," Janeway said, firmly. "Lets see if maybe now they're willing to talk."

The fighters swept into the light. It faded, bit by sputtering bit.

But rather than talking, the two Kazon ships warped away.

"They'll be back," Nola said, her voice grimly certain. Then she beamed. "BUt, hey, you did it!" She punched Harry in the shoulder hard enough to make him wince.

"Excellent work, Mr. Kim," Janeway said. "Now..." She turned to face the caitian. "...lets arrange a meeting."

***
The staff meeting contained every ranking officer that had a command position in a major department: Janeway, at the head of the table, D-91 to her left, Brian Wacoche to his left, with Tuvok, B'lanna Torres (who was the De Facto engineering chief as Gar had died of his wounds before he could even be recovered to the medical bay) and C'nola as his representatives. Across from them was T'ana, Kim and Paris representing science, with the obvious hole of Amy Strong being filled with her temporary replacement, Steven Shives, who was looking distinctly out of place and mildly terrified.

"So, you've seen the full report," Janeway said. "We're seventy thousand light years from home, in two damaged ships, both with huge crew losses. The local space seems to be inhabited by alien civilizations that see advanced technology the same we'd see playing with fireworks in a warp reactor. The only way home appears to be a psychic parasite to an entire civilization and brought us here to fix his station." She nodded. "Now, lets talk about the ship." She looked at Torres. "You've checked our engines?"

"Yeah, and who the fuck repaired them?" Torres asked. "It was like they just ripped chunks out of it and smashed new pieces in like a...like a toddler."

"Lieutenant Amy Strong was, at the time, suffering from intense radiation sickness," Janeway said, quietly.

C'nola froze, her tail stilling. Wacoche glanced at her, but C'nola shrugged her shoulders, started breathing again, then frowned and sat up.

"Well, it's a miracle that your ship didn't explode," Torres said, rubbing her temple. "As it is, I have my boys working on turning it from barely functioning jerry rigging to stable jerry rigging. But the simple answer is, we need a starbase. We cannot fix this stuff in space. Just won't happen."

"And if I said you had to make it happen?" Janeway asked, quietly.

Torres glared back at her. "A year," she said.

"Excuse me?" Janeway asked.

"I'd say a year," Torres said. "We'd have to find a class-M planet with relatively accessible caches of transnewtonian ore - mostly duranium. Then we land the ship on the planet-" She bulled forward through Tom exclaiming about how impossible that was. "-we land the ship on the planet by configuring the inertial dampeners and a-grav systems from creating to negating a one G field. We then erect a scaffolding with the industrial replicators and our own hands, and we fucking fix the goddamn ship. But it'll take us, oh, I don't know, ballparking it at three thousand man hours of work, with an engineering crew of two dozen people and half a dozen bottlenecks on replication, and, that's not even getting into feedstock quantities or burnout on the replicators and-"

"I got it!" Janeway said, holding up her hand. "So, either a year doing it ourselves, or..."

"If we can find a spaceport, even if the spaceport is radically underteched and alien, I could get these repairs done in...two weeks and change."

"That's better," Janeway said. "The Kazon build ships, they have to have spaceports. We can find one."

"Using it may be tricky," C'nola muttered.

"How are we for stores?" Janeway asked.

"Indefinite, with a few exceptions," Harry said, biting his lip and blowing air through his teeth. "We can reproduce basically anything, so long as we have the feedstock. We can mine asteroids easy as winking - phaser them while spinning them in a tractor beam bubble. This will sort the material by their weight. Then we just beam it into storage, then filter into the feedstock canisters. We could make anything with the industrial replicators, given time. New shuttlepods, new photon torpedoes-"

"Really?" Tom asked. "Don't those take antimatter? We can't replicate antimatter."

"No, but a phaser's just a particle accelerator with modifications. We can cap one end, feed power into it, and use it to generate antimatter in a force field," Harry said, grinning. "The hard part is the quantums."

"Can we not replace them or is it just hard?" Janeway asked.

"We can't replacement, full stop," Harry said, his voice growing a bit solemn. He sat up, squaring his shoulders. "Basically, uh, antimatter? It's the most destructive weapon we have. The difference between quantum torpedoes and photon torpedoes doesn't have to do with their payload - it has to do with the delivery. The antimatter is suspended in a kind of quantum foam that energy-locks the antimatter in a grid pattern. The foam is dispersed on contact with pre-coded materials...that's why we calibrate it before firing." He smiled, slightly. "It means that each particle of antimatter is delivered to the target, as the quantum foam continues carrying it forward even as the antimatter ahead of it is exploded - with photons, sometimes more than half the antimatter just bounces away into space from the explosion. It's called, uh, fizzle loss."

Janeway nodded. "And we can't make this foam."

"Not without a big factory and a bunch of specialized tools," Harry said. "We have sixty quantums. Once we're out, we're out."

Janeway nodded. "All right..."

---
What is your goals!
[ ] Investigate Caretaker. Maybe he can fix your ship and send you home.
[ ] Investigate Kazon. If they have spaceports that can repair our ship, then diplomacy may be our only option.
[ ] Investigate Okampa. You don't trust the Caretaker - better learn from the people he "protects" about their situation.
[ ] Find M-class planet and settle in. You're deep space crew, you can spend a year prepping.
[ ] Write In

Combat...BEGIN!

ROUND ONE

Starfleet: Tom Paris goes first and takes the maneuver action. He spends 2 power (16 left) to add +2 complication range and +2 momentum. He gets a 5, 5 and 8 - getting him 3 successes against a diff 0 check for 5 momentum in total! This moves VOY into medium range of the incoming Kazon ships. He spends 2 momentum to create Advantage of "Sweeping Through Forward Phaser Banks" and then spends 3 momentum to take a second action at +1 diff. This action is to take the evasive flying maneuver (costing 1 power, 15 left.) He rolls a 8, 4 and 15, for 3s! Against a diff of 2, that nets him 1 momentum, which he banks. Voyager is now at +1 diff to shoot and +1 diff to be shot at!

Kazon: The Kazon Commander uses her action to create advantage and gets 3 successes. She banks 1 threat, but successfully creates organization of "Claw, Formation Set!" on the incoming fighters.

Starfleet: Janeway is up next. She uses her once per scene direct to bolster Harry Kim's attack rolls - he spends 1 power to fire, +2 for bonus damage dice for 3 energy total (bringing us to 12 power!) We get 19, 16, 13, 8! So, Harry's base skill is 11+4, so he actually...fails both of his rolls. However, the ship's weapon+security and Janeways command are both higher than 13 and 8, so he still gets 2s to hit! It's a diff 2 check to hit with a phaser, +1 for evasive manuvers, -1 for the advantage tom made, so he hits with 0 momentum, bolstered to 2 by Phaser's versatile.

We got 8 damage, with 5 effects, allowing Harry to hit both Kazon ships...but since the fighters are Scale 1, they are at +1 diff to be hit, meaning that he fails to hit them. Still, 8 damage! Harry spends 2 momentum to reduce their resistance by 4, dropping their resistance to 0. They both lose 8 shields (bringing them to to 3 each) and take 1 breach to the engines and structure.

Kazon: The Kazon commander gives the order to her fighter wing. Break and attack! There are 8 fighters in total, so the first comes in for her pass and gets 2s - but the diff to hit is 2, +1 for evasive maneuvering, -1 for claw formation set. She spends her threat to roll an additional d20 and...gets a success! Her ship has phasic cannons, which means she's doing 1d (for scale), +2d (for cannons), +2 for security, for 5d in damage, plus 2d for adding more power, 7d in total! However, her phasic cannons lack versatile, so she only has 1 momentum, which she spends to reduce the resistance by 3. She does 4 damage, which is soaked by the resistance down to 1. Shields drop from 13 to 12!

Starfleet: Harry's up again! Yes, he can act twice, cause the previous action was Janeway acting. He's going to try and take those fighters out, since if given time, they might do some serious damage. He spends 3 power (9 power left) and fires! He gets 3 successes, versus a diff of 3, +1, -1, meaning he hits by 0, and gets 2 momentum! He gets 9 damage and 4 effects. He spends 1 momentum to re-roll some damage dice, bolstering himself to 12 damage and 5 effects, which means he hits all six fighters got 12 damage, reducing their 2 resistance to 0 with 1 momentum. This drops their shields to 0 and does 5+ damage, so it does 2 breaches to each! For ease of rolling, I rolled once to see where to hit and got two structure - meaning their fighters are disabled and drifting through space, harmlessly!

Kazon: the Kazon captain immediately orders their fighters to return to base and for her ships to withdraw. She gets 2s on her movement, allowing her to retain initiative.

Kazon: The other Kazon ship gets 3s on their movement, allowing them to take a second action - they get 2s to create the advantage of "blinding flares"

Starfleet: Starfleet goes to yellow alert and allows the Kazon fighters to withdraw.
 
Good work Harry! :D

Oof, those are some serious repairs we need to make.

Nice explanation for how quantum torpedoes are different from photons. Definitely wanna save them for when we really need them.

Like the description of mining asteroids and using the phasers to get antimatter too.

[X] Investigate Caretaker. Maybe he can fix your ship and send you home.

Let's try the Caretaker first. He's right here, and might be able to magic our ship back into shape if he can't send us home.
 
Can we salvage anything off the Val Jean that would be useful to us?

Salvage, hell, the ship's mostly functional.

The issue is the crew - you don't have enough people to man both ships...basically, there's enough to run the Val Jean, but that'd leave a lot of people on the Voyager without enough crew to run it - while if you take everyone from Val Jean, you'll be at full compliment on the Voyager, but have zero people on the Val Jean.

...unless you wanna start a recruitment drive in the Delta Quadrent.

EDIT: Oh, but if you wanna, like...dismember it, you can steal their disruptor banks.

Those would do 10d damage, but have no spread/AOE or versatile. What they do have is Vicious 1! Which means that every 5 or 6 rolled does +1 damage, meaning that the dice curve is 1, 2, 0, 0, 2, 2 for damage, rather than 1, 2, 0, 1, 1.

This means full powered disruptor banks mounted on your prow can be doing OBSCENE amounts of damage to a target - but they really lack the general utility of phasers and would take a lot of refitting.
 
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I'll type up something more detailed later, but shame on you DC for forgetting a small detail from an obscure book. Tsk tsk.

Federation starships are equipped with quantum charge number switching machinery for dedicated antimatter production.
 
[X] Investigate Okampa. You don't trust the Caretaker - better learn from the people he "protects" about their situation.
 
What about using the Val Jean as the primary vessel and having it tow Voyager with the latter acting primarily as a factory ship slash spaceborne turret platform? It's not like she can propel herself right now anyways.

Actually the voyager can move! You have effected repairs, but you have not repaired the breeches. This means you operate with zero range for error, even one breach to your engine causes the warp core to maybe explode (50% shot, getting bigger with every breach after that)
 
Actually the voyager can move! You have effected repairs, but you have not repaired the breeches. This means you operate with zero range for error, even one breach to your engine causes the warp core to maybe explode (50% shot, getting bigger with every breach after that)

And it is those repairs that would take 1 year on our own, or 2 weeks with a starbase, yes?
 
As Kazon fighters wheeled around the bulky Voyager, the phaser array strips on fore, aft, and secondary decks all lit up at once. Beams of light struck out with pinpoint accuracy, sheering off maneuvering frames and scorching holes through hulls. They hit with unerring accuracy, and the fighter's smaller shields were utterly wiped out, leaving each of them smoldering and wobbling, bleeding atmosphere and coolant into space.
Oh, the description seems like a few of those destroyed Kazon fighters are relatively intact. That means salvage and, hopefully, a database.

Possibly info on local factions, territorial borders, and maybe even the location of a starbase we could visit for repairs. Or maybe nothing but porn and the local equivalent of cat videos, but we won't know until we check.


[X] Salvage the Kazon. See if they have a database worth the name.
-[X] Investigate Okampa. You don't trust the Caretaker - better learn from the people he "protects" about their situation.

Thus far the Caretaker seems .. less than trustworthy. I'd like a few more data points on him before we try dealing with him again.
 
The rolls breakdown suggests the Kazon managed to recover all of their wayward birds.

Actually the voyager can move! You have effected repairs, but you have not repaired the breeches. This means you operate with zero range for error, even one breach to your engine causes the warp core to maybe explode (50% shot, getting bigger with every breach after that)

By comparison, how bad is the Val Jean with it's 3 breaches? Does it too need months of work and is at high risk of going up in flames?

Edit:
Just a minute, Val Jean wasn't one of those Obsidian Order Keldons that came equipped with a cloak, was it?
 
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By comparison, how bad is the Val Jean with it's 3 breaches? Does it too need months of work and is at high risk of going up in flames?

Edit:
Just a minute, Val Jean wasn't one of those Obsidian Order Keldons that came equipped with a cloak, was it?

Val Jean can take one breach before it's engine is damaged, then one more before it's destroyed! Then it'll be at the same level of damage as our. It'll take half a year to fix on the ground, maybe A week and change in a star base!

And…roll me 2d20 for a retroactive "how good is Brian at his job"

If he rolled well, then yeah, he pantsed the Obsidian Order!
 
Val Jean can take one breach before it's engine is damaged, then one more before it's destroyed! Then it'll be at the same level of damage as our. It'll take half a year to fix on the ground, maybe A week and change in a star base!

And…roll me 2d20 for a retroactive "how good is Brian at his job"

If he rolled well, then yeah, he pantsed the Obsidian Order!

Let's see.

Edit: I have no idea how good this is or not!
CyberFemme threw 2 20-faced dice. Total: 18
11 11 7 7
 
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