Stage 22:
As the scene fades in, you can't help but feel nervous as
the transport crane lowers the gunnery pod onto the new micro
base. After all, you'll be needing the extra power, speed,
maneuverability, and ammo to survive on your new assignment. Gone
are the days of being strapped down to a ship, merely waiting for
the enemy to come to you. Oh, sure the pod has thrusters with
which use during brief separation from the weapon's supports of
the main ship. But, unless the ship was almost standing still and
the enemy population lite, you barly stood a chance of making it
back to the support alive. However, with the advantages that this
little miracle of technology provides, you can fly circles around
the assigned ship that you are protecting. You can take pop shots
at any pirates in the place where they hunt. Your shielding
tolerance for assault goes beyond anything that you could ever
have believed possible. As far as ammo goes, this little baby
stockpiles a comfortable (but limited) number of Missiles and
Torpedos for the journey. And fuel wise, rest assured that there
is more than enough for both the twin micro engines and high
output electric generator system to run off of. And it even
contains an experimental microbe repair network to repair minor
damage to systems and outer armor.
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Stage 25: (Coming Soon)
Return to part 3 of the stage board.
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Copyright Jerod Underwood Park 1997
All rights reserved