Wargames Exercises

 

Although the rumors around Starfleet that Commander William Riker is little more than Captain Jean-Luc Picard’s shadow, the Borg threat gives Riker a chance to prove otherwise. Under threat from the Borg, Starfleet break with tradition and schedule, for the first time ever, war games. The USS Enterprise D is selected to be the first ship to participate. Both Riker and Picard protest against the military exercises, since Starfleet is not a military organization, but agree to participate nonetheless. So, on Stardate 42923. 7, a Zaradorn Master Strategist, named Sirna Kolrami, boards the Enterprise to observe and critique-mostly critique. In the exercise, Picard will captain the Enterprise and Riker against Kolramis better judgement, is given the U. S. S. Hathaway NCC-2593, an 80 year old starcruiser powered only by impulse Avidyne engines.

Little time

Riker is given just 48 hours to make the Hathaway battle-ready. With the help of 40 Enterprise crew members, including Chief Engineer Geordi La Forge, head of security Lieutenant Worf, and the teen-aged Wesley Crusher, Riker begins his task. Kolrami expects Picard to beet his shadow in record time. Picard is not so confident. He orders lieutenant Commander Data to compile records on Riker's battle Maneuvers. Data's mission is to uncover Riker's battle technique and look for an advantage. Data's startling conclusion was that only 21% of the time does Riker rely on traditional tactics. In fact, Riker's Records reveal several incidents that more than prove the point. In an academy simulation. Riker determined that the Tholian vessel he was pitted against had a sensor Blind spot. Riker hid within it. In another example, a young Lieutenant Riker, aboard the U. S. S. Potemkin, cut the Potemkin's power and remained suspended over a planets magnetic pole to boggle their attackers sensors. Additionally, Data notes a weaker position makes Riker more aggressive. As the Rickety old Hathaway is clearly outmatched by the Enterprise. Data predicts that Riker's Tactics are likely to be especially cunning. As the war game exercises begin-all real weapons are taken off-line and the battle is to be fought using special light beams that sensors translate into simulated damage. Riker counters Picard traditional Kumeh Maneuver opening by sending false information to the Enterprises sensors. on the Enterprises main viewer, Picard sees a Romulan warship swooping in with deadly intent. This distraction gives the lumbering Hathaway a chance to register a series of devastating hits on the Enterprise before Picard realizes he's been tricked. Even Kolrami is impressed by Riker's move.

One for Two

Geordi installs a small amount of antimatter, provided by Wesley, to give the Hathaway less then 2 seconds. Riker plans to surprise the Enterprise with this capability at the most advantageous moment. Unfortunately, the games are interrupted by an attacking Ferengi ship intending to capture the Hathaway and make a profit. Both Starfleet vessels have taken there weapons systems off-line, leaving them at the mercy of the Scavenging Ferengi. The Enterprise fires two functioning torpedoes at the Hathaway just as the ship makes a carefully timed warp jump sidestep. The Ferengi see the explosion and are fooled into thinking the Enterprise has destroyed the Hathaway rather than see it captured. The Hathaway follows up by sending false readings to the Ferengi craft. When sensors reveal several Starfleet craft heading their way, the Ferengi quickly flee.