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stealing a galaxy

Posted: 2003-11-25 06:50pm
by Jason von Evil
Let's say that there's been a coup or will be a coup by a SF admiral. He has alot of support, so the people who have found out about it are unsure whether or not the admiral and his forces will be defeated. Either way, you're charged with the task of stealing a GCS for the resistence that will/has formed. You have a group of maybe 20. (you can alter this, but don't get too crazy) The ship is at a shipyard or about to under go a baryon sweep. Either way, the ship is deserted. The nearest Feddie ship is about an hour or so away. You have to sneak onboard the ship and make off with it to the badlands or some other location where you can hide for a while.

Note: If you don't want it to be a Galaxy, you can change it to another class.

I'll post what I'd do shortly.

Posted: 2003-11-25 07:00pm
by MKSheppard
OOOH a good post, out of the depths of ASVS!

Posted: 2003-11-25 07:01pm
by MKSheppard
Ok, first, I need specifics, do my guys have semi-official backing from the
Admiral, or is this a private op? This is important as it determines the toys
and tricks I can pull. If it's official, the admiral can cut faked codes that allow me to
get aboard the ship legally, as opposed to hacking the system, which can
possibly raise red flags.

How competent is the security at the shipyard? Do they expect any external
threats in the next couple of hours?

Do I have a refuelling tanker set up to fuel the galaxy up? I would expect
that all her fuel load of M/AM has been offloaded to prevent any adverse
effects from the baryon sweep..

Posted: 2003-11-25 07:06pm
by Jason von Evil
MKSheppard wrote:Ok, first, I need specifics, do my guys have semi-official backing from the
Admiral, or is this a private op? This is important as it determines the toys
and tricks I can pull. If it's official, the admiral can cut faked codes that allow me to
get aboard the ship legally, as opposed to hacking the system, which can
possibly raise red flags.

How competent is the security at the shipyard? Do they expect any external
threats in the next couple of hours?

Do I have a refuelling tanker set up to fuel the galaxy up? I would expect
that all her fuel load of M/AM has been offloaded to prevent any adverse
effects from the baryon sweep..
They're working for the resistence or what will become the resistence, depending on the situation. You and most of your team are maquis that were captured by the Federation years ago. There are a few SF officers in your group, mostly to make sure you don't stiff the resistence.

Posted: 2003-11-25 07:07pm
by MKSheppard
Seeing as the ship is deserted, of my 20 man team, I would just have
a smallsquad of 4 men armed to the teeth with body armor and
disruptor rifles, as well as those grenade launchers worf used in
that ST movie with the Bak'u, to clear out any possible Starfleeters
who try to counter-board to seize control back.

That's 15 men left.

I'll need four people to run the bridge. Ten people can be put
in main engineering to start the ship up. And the last two people can
be put to work next to the main computer core, locking out all
starfleet codes, including the override codes.

Oh yes, and the shields go up first thing, to prevent them from
beaming security teams in, or beaming me and my men to
the shipyard's brig.

Posted: 2003-11-25 07:32pm
by Jason von Evil
I'd break my group into four teams, each with a different number of people.

Team one: Three people, four counting myself. Obvious what we'd do.
Team two: Engineering. Not sure how many people, maybe five people. They would jump start the warpcore and get power back online.
Team three: Three people. Go to the computer core to reprogram it to accept voice commands of the team.
Team four: The rest of the group. They head to the armory and load up on phasers and compression rifles. Two would head to the bridge and give the others better weapons, as would two more go to engineering for the same. The rest would split into patrols.

I might use 25 people though.

Posted: 2003-11-25 07:36pm
by MKSheppard
Aya wrote: Team four: The rest of the group. They head to the armory and load up on phasers and compression rifles.
We're the maquis man, we ALREADY have weapons, unless you're entering
the starbase/shipyard completely unarmed as not to spike suspicion.

Posted: 2003-11-25 07:42pm
by Jason von Evil
I forgot to mention, you're only armed with crickets and a few TOS era hand phasers. The resistence has limited resources, so they aren't going to heavily arm a group of maquis.

Posted: 2003-11-25 08:06pm
by MKSheppard
Aya wrote:I forgot to mention, you're only armed with crickets and a few TOS era hand phasers. The resistence has limited resources, so they aren't going to heavily arm a group of maquis.
Not even the ones who are going to steal a galaxy? :wtf:

Posted: 2003-11-25 08:08pm
by MKSheppard
What about using the replicators on board the shipyard to produce projectile
weapons like MG-42s and other stuff, using hackers or command codes
that your Admiral friend can get you.

Posted: 2003-11-25 08:10pm
by Jason von Evil
MKSheppard wrote:
Aya wrote:I forgot to mention, you're only armed with crickets and a few TOS era hand phasers. The resistence has limited resources, so they aren't going to heavily arm a group of maquis.
Not even the ones who are going to steal a galaxy? :wtf:
Note the part of my post that says people can substitute the GCS with another class.

Posted: 2003-11-25 08:12pm
by Jason von Evil
MKSheppard wrote:What about using the replicators on board the shipyard to produce projectile
weapons like MG-42s and other stuff, using hackers or command codes
that your Admiral friend can get you.
They use shuttles to get to the ship. Then, transporters to board.

Posted: 2003-11-25 08:20pm
by MKSheppard
Aya wrote: They use shuttles to get to the ship. Then, transporters to board.
Why can't you just walk aboard the ship through the docking tunnel attached
aft of the primary photon torpedo launcher?

Posted: 2003-11-25 11:31pm
by Howedar
Modern Starfleet shuttles appear not to have a docking mechanism like the little TMP intrasystem shuttles did.

Posted: 2003-11-25 11:57pm
by Ender
Well, Okudagrams mean The Club won't be an issue...


20 men to take a GCS eh? I think I can do this, my plan totally hinges on how fast a reactor startup can be conducted.

My team would consist of Me, 3 pilots, 2 hackers, and 15 of the best trek engineers I can get my hands on (with my plan treknobabble is a plus)

Unlike the rest of you, I'm not going in loaded to bear. My plan is thus:

Hacker slices a delay in the maintenance for some onboard repair to be done before the sweep, allowing us to get to it by shuttle. Other hacker was backup for the first. As we beam from our shuttles to toe ship, a small package of directed C4 is beamed concurrently to each of the docking struts where they connect to the hull. Onboard, the engineers begin setting up while me and the crew go to the battle bridge and set up our preplotted course. The hackers are busy at work on the computer core getting us access to everything, that way even if we don't make it our allies get an information boon. Then the moment of truth: The engineers will activate the warp core while simlutaneously bringing online some pre mission cobbled together transporter jammer. While the spaceyard is trying to figure out what happened, we blow the C4, freeing the ship. then we high tail it out of there at maximum warp. As power is going only to the engines, we should make good time.

Posted: 2003-11-26 12:12am
by Jason von Evil
We? Sheps the only one wanting to storm a ship with the 101st. :P

Why the battle bridge?

There's actually a fanfic on FF.net where a guy, a girl and a Ferengi steal a decommed Defiant from a ship graveyard. Kind of inspired by that. I might write a story based on this scenario.

Posted: 2003-11-26 12:16am
by Ender
Aya wrote:We? Sheps the only one wanting to storm a ship with the 101st. :P

Why the battle bridge?
Closer to engineering, thus less likey to arouse curiosity in anyone monitoring life signals onboard

Posted: 2003-11-26 01:05am
by Burak Gazan
Wonder If the Battle Bridge had a similar function to Auxillary Control on the Enterprise (no A, B, C, D or bloody E... :wink: ) If so, it'd be a great place to lockout all main bridge command functions and codes. Maybe have some of your tech team kill life support (gravity, air, heat) in all sections not directly in use by your team in the event of any unwanted guests (especially air -- hell, set up a routine to explosively decompress those sections if any intruders beam aboard :twisted: )
With a small team like this, you cant outfight 'em (unless you get those MG42s and other implements of archaic destruction...) so you gotta outsmart 'em. Engineers and techs be the crucial members of this team -- especially SMART ones who think outside the starfleet box :)

Posted: 2003-11-26 04:14am
by Einhander Sn0m4n
I'd rather we steal two Defiants with our 20 guys. I'd take one with my ten guys and (how good is Shep at piloting a starship?) Sheppard would take the other one. First priority: Raising shields to keep boarders out and getting the warp drive working for a fast getaway. Weapons and other systems can be figured out while we're underway. Our weapons loadout would probly be phaser rifles and as many grenades as we can carry. a couple replicated MG42s and a bunch of PPSh-41s would probly work wonders as well.

Posted: 2003-11-26 05:02am
by Patrick Degan
From the episode "11001001" we saw that the Enterprise was so completely automated in her functions that Picard and Riker were able to pilot the ship back to Starbase 74 from Byanus with no other crew on board. If the ship to be hijacked has its computer up and the command lockout isn't set, the main task would be to scramble, alter, or disable the prefix code system to prevent government forces from remotely seizing control of the ship. But otherwise, assuming no guards or maintenance personnel are on board and the ship is functional, it should be quite feasible for even a small team of 10 or less to take her out of dock and warp away into open space.

Posted: 2003-11-26 05:31am
by Darth Fanboy
Id find a way to destroy the facility as wellhide a few timed explosives on there and by the time I got to Phoenix (hahaha Glen Campbell) an enemy facility deep in its territory would be kaputz.

Re: stealing a galaxy

Posted: 2003-11-26 09:50am
by Stofsk
Aya wrote:Let's say that there's been a coup or will be a coup by a SF admiral. He has alot of support, so the people who have found out about it are unsure whether or not the admiral and his forces will be defeated.
Is the Admiral who is arranging for the coup on our (my) side? Is he the leader of the resistance?

Or is the resistance preparing to go up against the Admiral, assuming he's successful in his coup?

It just seemed a little murky to me.
Either way, you're charged with the task of stealing a GCS for the resistence that will/has formed. You have a group of maybe 20. (you can alter this, but don't get too crazy) The ship is at a shipyard or about to under go a baryon sweep. Either way, the ship is deserted. The nearest Feddie ship is about an hour or so away. You have to sneak onboard the ship and make off with it to the badlands or some other location where you can hide for a while.
Fairly straight forward: take engineering, and the battlebridge. Set up transporter inhibitors rather than raise shields - raising shields throws up red lights at the shipyard's ops area, while transporter inhibitors may be more passive (that's an assumption, but I gather it'll cause less scrutiny than a shield-raise).

If at a shipyard, the task will be easier to a certain extent. If undergoing a baryon sweep, then the clock's ticking - I seem to recall that the engines absolutely had to be shut down and couldn't be switched on again during that Die Hard episode.

The advantage of the baryon sweep scenario will mean less guards (or none at all) as the operation will "handle" any intruders. Therefore infiltration and subsequent hijacking should be relatively uninterrupted. The main disadvantage I mentioned above: namely, the clock's ticking, everything has to run smoothly, there can be no slip ups.

Everyone goes in armed.

Team A consists of 4 people who take the bridge. Their mission is to bring the computer online and to scramble command codes and prefix codes (I assume the resistance's resources have accounted for this and we have the old codes). No weapons and shields, not yet. Communications are monitored, as are sensors (we need to know if anyone beams onboard at the last second, if the shipyard is clear of ships, if the people at ops are blissfully unaware).

Team B consists of 12 people who handle engineering. They will be working like grease lightening to get the engines online. As I said before, everyone is armed, with the added bonus that all possible entrances into main engineering are covered somehow - probably sealed off somehow. Lock the doors, and hope they don't have blasters. :wink:

Team C consists of the remaining 4, and their duty is to make a diversion. If there's another ship in the yard (probably undergoing repairs) or some other opportunity they would somehow cause a complication which will focus the yard's attentions on the diversion. They will start earlier than the other teams, and once they're done they go to a waiting area and await transport (if the captured ship has working transporters, if not then Team C institutes an pre-arranged escape route - a waiting runabout in orbit, down to the surface to a safe house, something).

Everything's timed. This is risky, but if things go smoothly then it's one ship for the resistance.
Note: If you don't want it to be a Galaxy, you can change it to another class.
I'd probably go for a Defiant if possible. But then its the nature of the operation - whatever ship class is at this shipyard, it will be vulnerable for a short window, and the resistance will need the ship. Beggar's can't be choosers.

Posted: 2003-11-26 12:13pm
by Jason von Evil
Maybe I wasn't clear, but if you're working for the resistence, then it's safe to assume you're not helping the Admiral. :P In a nutshell, the resistence only has less than a quarter of the Feddie fleet. Most of those ships are scattered all over the place, hiding in the Klingon and Romulan Empires, (Yes, the Romulans allowed this. Hell, they pointed out a few good spots to hide) and in the Gamma Quadrent. They busted you and your people out of a luxory resort, I mean penal colony in a surprise raid, which cost them two Defiants and several Sabers. You pretty much feel indebted to the resistence, because people died to free you.

Anyways, when you steal the ship, you have to first hide it in a nearby nebula, then make a run for the Bajoran wormhole. Making it through isn't exactly any small feat, as the Feddie's end of the wormhole is protected by a small fleet of Defiants, Intrepids, Steamrunners and a war Galaxy.

Oh and just to be fair, the Galaxy (if you chose it as the ship to steal) is a war Galaxy aswell. :wink:

Posted: 2003-11-26 12:27pm
by SirNitram
Hrm.

Am I allowed to hack the shipyard's mainframe, if I bring enough skilled personnel specializing in it?

Can I use the Transporter's habit of being able to duplicate people?

Posted: 2003-11-26 12:32pm
by Kamakazie Sith
SirNitram wrote:Hrm.

Am I allowed to hack the shipyard's mainframe, if I bring enough skilled personnel specializing in it?

Can I use the Transporter's habit of being able to duplicate people?
LOL

Doesn't a habit require multiple occurrences?