The Denmark, Part 2

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The Denmark, Part 2
General Data
*SIM Type: USS Sheppard Missions
*Production number: SHEP-RP038
*Initiated: 101016
*Ended: 101016
*Year: 2385
Navigation
*Forum Thread: The Denmark, Part 2
*Previous Mission: Previous
*Next Mission: Next >>
Credits
*SIM Concept: Mulgrave Dwi
*Historian: April Coswell

A mysterious asteroid base holds the USS Denmark... and some perilous booby traps for the Sheppard's away team.

Prelude

Captain's log, Stardate 101016.

Intel have given us the data we need to locate the USS Denmark. For that I am grateful, but for the task of retrieving the Denmark I am not so grateful. The tactical data shows multiple small shipyard-type facilities with one large central asteroid base in an area close to the badlands. Initially you wouldn't think you could hide such a large facility so well, but with the interference of sensor readings that the badlands provides, and the tendency for ship traffic to avoid the area, it's the perfect spot to keep a hidden base.

What this means, though, is that the base is heavily defended and they are on alert due to the recent interception of the Intel team. however, that doesn't mean we don't have a few tricks up our sleeves - it seems that the sensor interference also affects them and they are susceptible to an attack from the badlands. This, of course, has its risks as the plasma storms and funnels can rip a ship apart, so we will have to be careful on our approach.

The facilities themselves are hardened against regular plasma storms that spill over from the badlands. These storms lose their intensity quickly and so they are not a heavy risk. They do pose enough of a risk, however, that the mercenaries tend to keep the majority of their patrol ships on the inside of the asteroid base with only a couple of patrol ships outside. If we can move in fast enough we could trap them inside and only have the patrol ships and any ships being currently refitted in the yard facilties to deal with.

This will just leave us the task of recovering the intel agent, and getting the Denmark out before more ships arrive.

Computer, end log.

Events

The Sheppard used a short warp jump to beam an away team onto the main asteroid base, before being met and fired upon by three patrolling mercenary ships. Although it was able to disable or destroy thre three vessels, the Sheppard was kept busy with more incoming mercenary ships.

Meanwhile, upon arrival at the base, the away team had to deal on a recurrent basis with fire from attack drones. As a result, it sustained serious casualties, but was able to recover the body of an unidentified Starfleet officer, gain access to the base's computer in order to locate the Denmark, and then hack into the mooring systems to free the captive Starfleet vessel. Unmooring the Denmark triggered an alarm and unleashed yet another drone attack, the Sheppard was able to beam the away team up swiftly... only to transport them immediately to the Denmark in order to power her up and get her out of the asteroid base.

With a severely disabled Denmark in tow, the Sheppard was able to make it to the Badlands to hide from an incoming mercenary fleet. Once the Denmark was within safe transport distance, emergency medical and engineering teams were beamed over to tend to the away team and the recovered ship's systems.

Supplementals