Escape
from Sigma 12
A
Starcraft
experience by John &
Chaz
All
was quiet on the lone deep-space colony Sigma 12, safely tucked away in the far
reaches of the outer rim. Unexpectedly, the scanners on the main bridge
registered a blip. Something was traveling through hyperspace. Then
suddenly the scanners went berserk as a massive zerg fleet dropped out of
hyperspace just a few clicks away.
An
officer interrupted the captain from his thoughts of the alliance he had been
so painstakingly working on. "An emergency?" thought the
captain, "it couldn't be..." He dashed back to the bridge, and saw
the vast zerg fleet on the main viewer. "How did they know?" he
wondered, thinking of the alien ambassador. The enemy had come to destroy
their last chance of an alliance, and with it their
only hope of defending the last few planets remaining of the terran
federation. An agreement had been reached. The ambassador only had
to make it back to Tau-Ceti Prime. Quickly, the
captain went to the
com
station, but even before he could make one last command, the zerg struck.
The station shook violently, as the scourge obliterated the bridge and top
three decks. System protocols immediately began to seal the remaining
decks from the breach, but the damage was done, the defense grid was out, and
it was just a matter of time before the station was over run.
Deep
down in the bowels of the station, Lt Commander Sevel
awoke with a start from what felt like an earthquake. He wondered if the
zerg in the nearby bio-lab had escaped, and were tearing up the ship - maybe
blowing out a reactor. He employed his communicator,
but he got only static. When he went out of his room he knew something
was terribly wrong: the lights were failing, main systems were going
offline. He made his way to the satellite communications room, and sent
out a general distress beacon. "Mayday, mayday... We are under
attack." Though he did not yet know it, the fate of the entire terran
federation lay in his hands.
Goal
The goal for the terrans is to get Tassadar, the protoss ambassador off the station.This can be accomplished through shuttles located in either of the 2 hangars.The zerg on the other hand, must prevent this and can achieve victory by either destroying all terran ships or by killing the ambassador.Note that free flying shuttles may come in to help the terrans during the game.
Special units:
Lt. Commanders:These are the only officers on this deck.As officers, they have clearance to do a wide variety of functions via various computer terminals.Losing these will seriously limit the options available to the terrans.
Terran crewmembers: They are scattered throughout the station.While all marines and command personnel have been inoculated from the zerg’s biologic parasite, most crewmembers have not.Crewmembers who have not already been infected will be inoculated automatically when they are found.Those who have already been infected can’t be saved.All you can do to save them from their tortured existence is terminate them.Who knows what insidious plan the zerg have for the crewmembers they infect!
Crewmembers can serve as pilots for the experimental XG-ll mechs located in the Experimental Mech Lab.
The Protoss ambassador: Tassadar is very important.If he dies, then all is lost and the game ends.You must get the ambassador to one of the shuttles to win the game.The ambassador has special abilities he can use to protect himself, and also has 2 zealot bodyguards, but he will need more than that to make it safely to a shuttle.
Facilities:
Security station 12:There are a number of computers at the security station which can only be accessed by officers.Some of these computers are “cameras” which reveal different areas.Other computers can be used to activate defense systems.These include activating the main defense turrets throughout the deck, and activating the <> gas defense protocol in the hangars.Unfortunately, this mechanism has been destroyed in hangar 1 and only works in hangar 2.
Bio lab:The bio lab is where numerous biological experiments have been performed by the terrans in order to better understand their enemy.Unfortunately, this area contains a number of things that could be used by the enemy.The zerg swarm is aware through there psychic link that there are zerg life forms here, and can possibly rescue them.There are three “Hunter Killers”, an advanced form of hydralisk which are currently kept in stasis in one of the bio cells.In another cell is kept the dreaded “Lurker:”But perhaps the most dangerous thing in the lab are the Kaderon crystals which have a bio-magnetic resonance tuned to zergling biology.A zergling entering this crystal formation would undergo a transformation of unknown type.
Cryogenic stasis rooms:Military personnel are kept in cryo for months at a time to help conserve resources needed to supply them.The bridge would normally issue the command for revitalization, but the sudden and devastating zerg attack destroyed the bridge before all cryo restoration commands could be issued.An officer with security clearance can still waken remaining frozen troops through the computers in the cryo rooms.
Medical facilities:Medical facilities have come a long way on board Sigma 12, and there are two of them on every deck.Medics can use the facilities to quickly recharge their energy supplies, allowing them to heal others continuously.When away from the medical facilities, their energy still recharges, but at a much slower rate.
Hangars: There are 2 hangars on this deck, and both hold shuttles.The shuttle hangars are protected by an anti-zerg toxin.This toxic gas fills the hangar instantly killing all forms of zerg.This measure would typically prevent any small zerg force from infiltrating the ship, but is not particularly effective against a force as massive as this.The zerg have already destroyed the toxin dispensers in hangar 1, and it is only a matter of time before the dispensers in hangar 2 are destroyed as well.
Experimental Mech Lab:The experimental mech-lab houses a number of the new GX-11 prototype mechs.These mechs are fully functional, but require a pilot.Any crewmember can pilot one of these mechs, though some may be more qualified than others.Military personnel cannot pilot the mechs.The high security doors in this area are still functional and can only be accessed by the Terrans.
Ambassador’s Quarters:Tassadar’s quarters are equipped with high security doors, and can only be opened by him.Thus he is safe while in his quarters.
Lt. Commander Sarin’s Quarters: There is one other officer on this deck, Lt. Commander Sarin.If you can find him, he just might be able to help.The doors to this officer’s quarters are sealed from Zerg, and can only be entered by another Terran.
Infecting crewmembers: The zerg can infect any crew of the ship that has not been inoculated with a degenerative infection that quickly takes over the mind, and causes them to be servants of the overmind.These crewmembers can then be used in a variety of ways: they can be converted to broodlings by the Queen, they can be used as spies which are not always easily spotted by the enemy, or they can be completely infested in the queen’s nest.
Other zerg broods: The zerg can rescue any zerg from other broods that might be found in the terran bio lab.Also in the bio lab are some strange crystals that may be somehow used to the hive’s advantage.
The ambassador: While the zerg infestation of Sigma 12 is assured, there primary goal is to destroy the protoss ambassador and ensure that he does not make it back to his home system, virtually guaranteeing an alliance between the protoss and the terrans.
Toxic gas: The zerg must be careful of the toxic gas employed by the terrans.While the dispensers have been destroyed in one hangar, the overmind senses they are still functional in the other.