Era of Explorer Vol. I Story Synopsis' |
Genesis: Captain Darryl Mansel Jr. receives command of the USS Explorer from his father. On their first mission, an Ambassador is kidnapped from a UNSF ship that is destroyed. The Explorer has to track down the kidnapper and rescue the Ambassador Sleight of Hand: Members of the crew start disappearing over Palla. It's up to Mansel and the rest of the crew to defeat the forces at work. Internal Hostages: Guests aboard the Explorer plot to hijack the ship and defect to the Imperials. Wrath of an Armada: The Explorer sees its first action in the war against the Imperial Aramada of Alpha Centauri. Marauder-- A Very Real Threat: An old enemy of Admiral Beckerd Benson's has resurfaced on Igma 2. He's building a fleet of ships, and the crew of the Explorer must stop him. Requiem for the Dead: On a mission to collect samples for testing aboard the Explorer, Imperial assassins kidnap the away team. An important member of the away team is singled out and killed. Mansel and the crew rescue them, and manages to destroy their headquarters. Family Ties: Marauder and Anarcha team up to defeat the Stealthlon, but the combination of the Stealthlon, Explorer and Force beat them back. Wargames-- Old Dogs, New Tricks: The crew of the Stealthlon vs. the crew of the Explorer. Who will win? Future's End: A mystical force throws the crew of the Explorer into the future to ship them their fate and how to avoid it-- A UNSF civil war. It's up to them to prevent it. Statements and Actions: An away team of the Explorer is beamed down to solve a murder on Tarsus IV. The transporter malfunctions as the team gets close to the answer. Soon, communications short out. Commander Vaughn is in charge of the away team. Minus Vaughn: Commander Vaughn is promoted to Captain and is given his own ship-- the Haymaker, an Independence class vessel. Bond. Captain Bond.: On shore leave, the senior staff of the Explorer are trapped in a holodeck jack-in-the-box, set during the Cold War era. Double Team: The Drunken Menace: The crew of the Explorer must face and defeat a drunken yet clever Imperial Captain. Mansel in Wonderland: During an away mission, Captain Mansel recieves a serious head injury which causes him to lose his memory. Held up in Sickbay, Commander Vaughn is forced to take command of the Explorer until something can be done about Mansel. Wishful Thinking: During Vaughn's administration, the Explorer is sent to deal with some dangerously close Imperials that have managed to sneak past the UNSF boarder. Vaughn's Folley: Vaughn and the Explorer are led into an Imperial trap set by Captain K'Tesh. It tests Vaughn's command skills to the limit as he calls upon every trick in his arsenal to save the ship he endangered. The Rally: The 1st, 3rd, and 4th Fleets mass around Gara IV, ready to deliver the Imperials a decisive blow. Trouble is, Imperial Intelligence has found out before hand and surprise them. The Explorer is recognized as the ship instrumental in turning the tide. General Inspection: It's time for the Explorer's first ship inspection, conducted by Admiral Blackbird and Captain Cain. The Cowboy Takedown: After an attempt to take Imperial Captain Southerland's life goes awry, Vaughn, Serena, and Lamb go cowboy on the takedown, making it up as they go along. Jogged Memory: With plenty of newly-introduced UNSF medicines and lots of help from Lieutenant Patterson, Mansel's memory is restored in segments. He retakes command of the ship, just in time for the new evil that will soon present itself. |
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