Fight the Power (Gorkon): Difference between revisions

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Revision as of 14:03, 11 February 2023

2400, Episode 22
The Tyrellian Sector Saga
Gorkon Mission History
Previous Missions · Crew Logs
Overview Individual Missions
2393 A Wolf in Sheep's Clothing
2394 Old Hatreds · The Silver Function · The Devil's Expanse · Telutho'kai
2395 Hvei'khenn · Sweet Dreams Are Made of This
2396 The Njörðr Incident · Operation Sea Devil · Together in Electric Dreams
2397 Serpent Heart, Flowering Face · Welcome to Dinosauria · Operation Q-Ball
2398 What Do Boys Dream · The Pelian Brief
2399 Shadows of the Rift · Rogue World
2400 Fight the Power · Shadows in the Temple
2401 The Dying of the Light
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Creating Fight the Power


  • Stardate 240002.05 to Present

Rise up, brave souls! The time for action is now. The Cardassian oppressors have enslaved our brothers and sisters, but we will not stand idly by. We are the Maquis, and we will not rest until we restore freedom to our people. We call upon all those who will fight for freedom to join our ranks. Together, we will overthrow the Cardassian oppressors and bring an end to their reign of terror. The future of our colony is in our hands: let us seize it with strength and determination. This is our moment: let us make the most of it.

Locations


Witherington

  • Located on Indre III, a temperate, lush Class M planet;
  • It is the main colony/urban centre on the planet—there are other townships and villages, but this is the seat of government, trade, and travel;
  • The Cardassians are in full occupation of the city and have deposed/imprisoned the government, disbanded the local law enforcement, instituted their own patrols and imposed a curfew;
  • Some sections of the city are damaged and/or without power;
  • Rainfall is constant, a result of damage to the colony’s weather control systems.

Notable Characters



Mission Summary


Click sub-headings below to expand or collapse.

Act One: The Long Night


The Skarbek crew have smuggled themselves onto the planet in small teams, to better escape the Cardassians’ notice. Currently, they had spread out through the city in order to pursue their goals and minimize the chance of getting caught. Communications were available, but to be used sparingly in case the Cardassians notice the transmissions.

Scout (Forces)

Neathler, Sevo, Stoyer, sh’Qynallahr — Gather intelligence on Cardassian forces and defences. Use stealth and deception to evade Cardassian patrols and gather information without being detected.

Scout (Infrastructure)

Reynolds, zh'Tisav, T'Lar — Prepare and plan for sabotage operations against Cardassian ships, weapons, and equipment. Identify key infrastructure such as power plants, supply depots, and transporter hubs to target and cripple the Cardassians’ ability to operate on the colony.

Supply

Marshall, Gnaxac, Tagren-Quinn — Acquire medical supplies and equipment for the care of wounded resistance fighters and colonists. Locate and secure weapons and ammunition for the resistance fighters.

Recruit

Tahna, Alieth, Finch — Identify and recruit local colonists who are willing to join the resistance. Distribute propaganda and information to the colonists to raise awareness of the resistance and their cause. Provide medical care, food, and shelter to the oppressed colonists.

Act Two:



Act Three:




Notable SIMs


Mission Reports



REV SD 240002.11