7: Real Men Don't Wait For No Damn RedAlert

terminal 0

unfinished

<checkpoint 1>

Star Cruiser Sheppard: RED ALERT All active duty combat personnel are ordered to report to the Bridge.

terminal 1

unfinished

<checkpoint 1>

Star Cruiser Sheppard: RED ALERT All active duty combat personnel are ordered to report to the Bridge.

terminal 2

unfinished

<checkpoint 1>

Star Cruiser Sheppard: RED ALERT All active duty combat personnel are ordered to report to the Bridge.

terminal 3

unfinished

<checkpoint 0>

Star Cruiser Sheppard: RED ALERT This is Captain L.G. Evans speaking. We have overtaken a small Pfhor jump ship. Operations has concluded that this craft is the deTag Ah'Cronos (Time Flies Like an Arrow), an escapee from the battle in Sol system. It is believed that they are attempting to warn the forces occupying Rigel 4 of our planetary landing. Their ship is too small for sub space comm links so it is safe to assume that they are not yet in range to signal Rigel 4. If we bring ship's weapons to bear on their craft the energy discharges will be detected. The element of surprise is critical! Your first mission with the FMC, Captain, is to board and commandeer this vessel before they come into range of their home planet. You will find a full complement of weapons in the Ready Room. Most of your original weapons and ammunition were damaged beyond repair by the corrosive effects of the engine coolant you were immersed in. Replication techniques would have been useless as it would have produced corroded equipment so the Armory has done it's best to recreate your armament. As we are still manufacturing ammunition, we will have to beam it to you as it becomes available to us. Although your weapons are primitive by Federation standards they are still extremely effective, and in your hands the most deadly combination ever witnessed in our military experience. The artist requires his most familiar brushes. Report back to this comm term after you have armed your boarding party.

success

Star Cruiser Sheppard: RED ALERT I must take time to emphasize the importance of this mission. It is imperative that you silence the enemy vessel before it can warn our target planet of our approach. You have been busy first recovering your health, then training, but now it is time you learn the full gravity of the situation at hand. We are at a turning point in our war with the Pfhor Empire. When we found you on Earth, you were fighting a desperate battle much the same as we are fighting here. The Allied Planets are launching our own D-Day, a D-Day on a cosmic scale. The fate of over 300 planets, friend and foe alike, await the outcome of this operation. The planet we are approaching is called "Lak'Tose" by the Pfhor, "Bahruse" by it's original occupants. Bahruse is the strategic key to this sector of space. If our endeavor is successful, it will mark the beginning of the end for the Pfhor. From here we can reclaim the entire Northern Quadrant of the galaxy and drive back the Pfhor into their own original space in the Eastern Quadrant. It will take them at least 500 years to recover. You, of all of us, may well live to see that day. You will make them rue that day for us, won't you Captain? For now, find an installation port on the enemy ship to insert the circuit chip we will teleport to you. The chip will contain a virus that will disable any signaling devices and wipe the ships memory banks. You must accomplish this before the jump ship comes out of hyperspace and downloads it's information. Prepare to disembark: