A Brute Squad 3/Faction Missions

From Star Trek Timelines
Jump to navigation Jump to search

A Brute Squad 3: Ferengi Traditionalists

IconFerengiTraditionalists.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
A Spot of Sabotage Science
AND
Security
Medicine
AND
Command
Science
AND
Medicine
Frank Hollander knows he resembles the Starfleet office Data, and knows Data’s affection for his cat, Spot. Perhaps a cat with a special collar would make the perfect spy? A Starfleet crew is needed to screen any and all Spots. Your away team identified a version of Spot intended to spy on Starfleet. The modified collar has been removed and is being cared for by a version of Data. Your officers have been trying and failing to literally herd cats. A version of the Enterprise-D is now adrift in space as Spots make their way through the Jefferies tubes, chewing on wires.
Another Bad Crowd Engineering Diplomacy Security
AND
Command
Medicine
AND
Diplomacy
After falling under the sway of the Augments, the adult Alexander has decided that Frank Hollander may be his new best path to glory. Can a Starfleet team save him from this perversion of childhood memories? Your away team has once again prevented Alexander from taking a disastrous path. The young Klingon has returned to Qo'nos in search of a new answer. Your away team's awkward efforts have only driven Alexander further into Hollander's gang.
Durango in Durance Command Security
AND
Diplomacy
Command
AND
Diplomacy
Security In a fit of proactivity, Frank Hollander’s gang has rounded up every Counselor Troi-or Durango-they can find. It is Starfleet’s duty to rescue the Counselors and arrest their kidnappers. Your crew rescued another version of Counselor Troi before Hollander's gang could reach her. She then met up with the rest of the "Durangos," who had managed to escape on their own. When your crew arrived to rescue the "Durangoes," they found that the Counselors had banded together and were on the verge of rescuing themselves. They thank you for the thought.
From the Source Command
AND
Security
Security
AND
Science
Engineering
AND
Command
Reginald Barclay, original co-author of the Deadwood holodeck program, has been kidnapped by Frank Hollander and forced to program new holograms to join his gang. He has sent a coded message begging for a Starfleet rescue. Your away team has rescued Reginald Barclay from a recreation of the Deadwood brothel, where mere discomfort was holding him hostage. Hollander and his gang have been tipped off about Barclay's message, and have increased security. Your away team is unable to reach him.
High Noon Diplomacy Security Security
AND
Diplomacy
Command
AND
Security
Hollander's gang has popularized dueling again. Phaserfights are breaking out on Andoria and bat'leth grappling on Qo'noS. A Starfleet team well-respected by participants must convince them this is an issue of public safety. Respected as masters of combat themselves, your away team convinces both the Andorian and Klingon public that dueling died out for a reason. Hollander's gang is seen as savages. Your away team not only failed to depopularize dueling, but were challenged to a number of duels in the process.
Historical Recruitment Security
AND
Science
Science
AND
Engineering
Command
AND
Engineering
The Skagarans tried to enslave Humans of the ancient west, and it ended in bloodshed. Frank Hollander believes they would be far more open to working for him. This could have grave repercussions on an already stressed timeline, and a Starfleet team must intervene. Your away team has stopped Frank Hollander from collecting the research and hardware he would need to try and pluck more humans from the Ancient West to join his gang. Your away team was unable to stop Frank Hollander's plans, and Doc Holliday and Wyatt Earp are now part of Hollander's gang.
Horse Thieves Security
AND
Science
Engineering Command Command
AND
Diplomacy
Many of Hollander's gang were horse thieves and have set their sights on stealing starships, the twenty-fourth century horse. But, knowing nothing about starships, these men pose a threat to both themselves and others. Send a team to apprehend them. Two starships stolen by Hollander's gang have been boarded, the gang members arrested, and control returned to Starfleet. Many lives were saved by this effort. Your away team was unfortunately unable to apprehend members of Hollander's gang before a starship collision. All aboard were killed.
In Another Vault Science Diplomacy
AND
Command
Security
AND
Engineering
Command Ferengi authorities have taken Eli Hollander as leverage against his father. Now Frank is threatening to harm civilians until he gets his son back. A Starfleet team must find Eli and return him over Ferengi protests. After a long search, your away team finally located Eli Hollander and extracted him, despite Ferengi protests. Frank Hollander has made no promises, but Ferengi civilians seem safe for now. Your away team has been unable to find any sign of Eli Hollander. His father's gang has hit several Ferengi civilian targets already, causing injury to both people and --perhaps worse-- property.
Melkotian Allies Science
AND
Command
Medicine
AND
Diplomacy
Science
AND
Medicine
Frank Hollander has made some new friends: the Melkot, who share his appreciation for the Ancient West. Several starships are adrift as their crews battle phantom Melkotian images. Send a team to wake them. The crews who had fallen victim to Melkotian visions have been brought back to reality, and your away team has helped develop psychological tools to cope should such an attack happen again. Not only did your crew fail to help the stricken crews, but also went radio silent for several weeks while the Melkotians made them believe they were in medieval times.
New Life for Deadwood Engineering
AND
Security
Command Science
AND
Engineering
Command
AND
Science
Frank Hollander misses home. He has taken control of a Ferengi colony and has forced the colonists to begin transforming it to look like Deadwood, South Dakota. Can a Starfleet team sabotage these efforts without military intervention? Through mechanical sabotage and scientific subterfuge, your away team has managed to derail Frank Hollander's efforts to recreate Deadwood. The horrified Ferengi colonists are relieved. Your away team cannot come up with any ways short of brute force to derail Frank Hollander's plan to recreate Deadwood. The Ferengi colonists are disgusted by the changes.
No Honor, No Contracts Diplomacy
OR
Engineering
Diplomacy Diplomacy
OR
Command
Command Science Grand Nagus Brunt has announced that he has gotten Frank Hollander to sign a new contract, not knowing that men like Hollander spit on contracts. A Starfleet delegation must convince Brunt that contracts are not the best defense. Your away team finally managed to get through to Brunt about the honorless ways of the Ancient West. Brunt has declared all contracts with Hollander null and void. Brunt thinks your officers simply do not understand the ways of ancient humans, and even sniffs that perhaps Humanity has deevolved in modern times.
Saving Sylvia Diplomacy Diplomacy
AND
Command
Science
AND
Command
Command Pavel Chekov is rounding up a posse to save Sylvia-a figment of his imagination now held hostage by Frank Hollander. A Starfleet team must convince Chekov that Sylvia is in no danger. Through psychological treatment and scientific query, your away team has convinced Chekov that Sylvia only exists in his mind. If he inagines her rescued, she is. Your away team only makes matters worse when Chekov breaks free, steals a shuttle, and goes in search of Sylvia.
Sheriff Worf Rides Again Diplomacy Diplomacy
AND
Security
Command Command
AND
Science
Frank Hollander has bragged that no one can bring him to justice–except, perhaps Sheriff Worf. But Worf has refused to take this hologram's bait. Can a Starfleet team convince him otherwise? After appealing to Worf as a Starfleet officer, the famed Klingon finally agreed it is his duty to face Frank Hollander. They met in a phaserfight... and Worf won! Nothing your officers say can convince Worf to lower himself to face this hologram in combat again.
Skagaran Cowboys Diplomacy
AND
Command
Diplomacy
AND
Engineering
Command Diplomacy Though the Skagarans’ last attempt to work with Humans ended in disaster, Frank Hollander has convinced them that he will be a much more equitable partner. Your officers must convince the Skagarans to think twice. The Skagarans have fortunately seen the light when it comes to Frank Hollander, and pledged to help the Ferengi contain them in any way they can. The Skagarans reacted poorly to your away team's assessment of Frank Holland: they tried to enslave them! Thankfully, your officers escaped.
Stay of Execution Security Command Command
AND
Diplomacy
Diplomacy
AND
Engineering
The Melkot, having joined Hollander's gang, now plan to finish what they started and execution Kirk and his crew via gunfight. Send your officers to intervene immediately. Your away team arrived in the nick of time, rescuing a version of Kirk and his crew from a Melkotian execution. Whether it would have have been death of the body as well as the mind is an ongoing argument. Your away team arrived too late. While Kirk and his crew are physically unharmed, they are now in a catatonic state. The Melkotians may have performed a mental execution.
Switcheroo Engineering Science Science
AND
Engineering
Security
AND
Science
Several versions of Data have stopped responding to commands and speaking in western slang. Frank Hollander is clearly exploiting the original malfunction that led to his appearance as Data, and a Starfleet crew must stop him. Your away team has managed to corral all the malfunctioning Datas and perform a progressive memory purge. Starfleet programmers and cyberneticists are working to close this loophole in Data's programming. Your away team has been unable to subdue the malfunctioning Datas, who all now believe themselves to be Deadwood citizens.
The Good, the Bad, and Rom Diplomacy Command Security
OR
Engineering
Engineering Security
OR
Command
The impressionable younger version of Rom has fallen sway to Frank Hollander, and this time seems poised to actually do some damage. A Starfleet team must show Rom the error of his ways and get him back to serving pancakes. Rom has realized Frank Hollander does not intend to share any profits, and it's best to stick with the devil he knows. He has returned to the fold of the Traditionalists. Your away team's efforts have only driven Rom further towards Frank Hollander's "wild" west" way of making deals. Rom has even started sporting a bolo tie and hat.
The Ferengi Heist Security
AND
Command
Security Security Security
AND
Command
Diplomacy Frank Hollander signed up with the Traditionalists to get rich, but knows he can get richer by turning on them. Grand Nagus Brunt demands Starfleet protection for their most vulnerable vaults. Your away team has put security measures in place that ensure every last bar of latinum in the Traditionalists' coffers will be safe. Your away team failed to account for Ancient West tenacity; the Traditionalists lost thousands of bars of latinum in an overnight theft.
The House of Harmony Security
OR
Command
Security Diplomacy Security
OR
Diplomacy
Medicine Hollander's gang has pressed Ferengi females into service at a recreation of the Deadwood brothel. Females may not have many rights under Brunt, but they have never been forced into prostitution. Brunt has called for Starfleet aid. Your away team has liberated Ferengi women from the Hollander brothel. Grand Nagus Brunt may even think twice about the rights of females as a result. Your away team has been unable to extract Ferengi women from Hollander's brothel. This task has been made doubly hard now that Hollander has offered them pay and clothing.
Tombstone Invasion Diplomacy Security Command Science
OR
Engineering
Command
OR
Security
Together, Hollander's gang and the Melkot have taken control of Tombstone, Arizona on Earth! Local authorities do not want any collateral damage, but the town must be freed. Only a Starfleet team can achieve such an outcome. Your away team fights old with new, setting up power grids and other modern technology that frustrates Hollander's gang until they leave. The Melkot are then forced to surrender Tombstone. Your away team attempts to besiege Tombstone, but Hollander's gang is used to living in primitive times with little resources, and they flourish.