Difference between pages "Task Force 72" and "Melkot"

From Bravo Fleet
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{{icons|bfc}}{{Task Force
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{{icons|bfc}}{{Government
| name = Task Force 72
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| name = Melkot
| seal = [[Image:TF72Seal.png]]
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| image =  
| mandate = Diplomatic Operations
+
| species = Melkot
| headquarters = [[Starbase 72]]
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| homeworld = Unknown
| url = [http://www.bravofleet.com/group/task-force-72 Main Website]
+
| founded = Unknown
| co = [[bfms_char:29961|Commodore Zack Marshall-Bennet]]
+
| warp = Unknown
| xo = [[bfms_char:97152|Captain Edward O'Gallagher]]
+
| language =  
| logo = [[Image:Tf72-logo.png]]
+
| currency =  
}}Based out of [[Starbase 72]], close to the [[Cardassian Union|Cardassian]] border, '''Task Force 72’s''' ships are at the forefront of diplomatic intervention and peacekeeping. Their duties focus on engagement with political powers in volatile regions, ensuring stability between major governments and the protection of local populaces.
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| government = Unknown
 +
| leader =  
 +
| advancement =
 +
| military = Unknown
 +
}}
 +
The '''Melkot''' are a xenophobic species and minor power with territory in the [[Alpha Quadrant]]. Historically xenophobic and deeply territorial, they have long jealously guarded their borders and resisted encroachment or even peaceful visitation by any outsiders. The [[Federation]] made a [[ma:Spectre of the Gun (episode)|fraught first contact in 2268]], with the USS ''Enterprise'' earning permission to enter Melkot space. Since then, relations between the Federation have been cordial at best, non-existent at worst. There are rarely interactions between the two powers; [[Starfleet]] ships may not approach or enter Melkot space without permission, and the Melkot have only communicated with the Federation in times of dire need for either side. In those times of necessity, however, contact has been possible, and the Melkot wary of engagement but open to discussion.
  
== Objectives ==
+
== Melkot Species and Culture ==
 +
The Melkot themselves are non-humanoid and powerful telepaths. They have bulbous bodies without limbs, which appear to float through unknown means, and have bright, round eyes. They are capable of projecting telepathic illusions that are indistinguishable from reality to the recipients, especially in non-telepaths. These illusions are so potent that experiencing injury and death can cause sufficient psychic trauma to hurt or even kill. Other telepathic species, such as Vulcans, have proven capable of resisting the illusions with varying degrees of success.
  
* Perform critical and sensitive diplomatic missions within and outside of Federation space, especially those with national security implications.
+
The only confirmed survivors of a telepathic illusion intended to be lethal for the victim was the crew of the ''Enterprise'' in 2268. They were immersed in an illusion of the Old West and were expected to be killed in a gunfight. It is believed that the Melkot identified an experience, setting, or period that the crew associated with violence, where death would be an inevitable outcome. It was through resisting this expectation of violence, when Captain Kirk refused to kill an illusory opponent, that the Melkot became curious enough about humanity to make contact.
* Execute peacekeeping operations in conjunction with allies and friendly powers
 
* Build alliances, trade relations, and other diplomatic relationships that foster peace across the galaxy
 
* Lead Starfleet efforts in specific diplomatic flashpoints, including:
 
** The [[True Way]] crisis in the [[Former Demilitarized Zone]]
 
** Delta and Gamma Quadrant second and third contact operations
 
** Ongoing negotiations with worlds now under Federation influence following the collapse of the [[Romulan Neutral Zone]]
 
  
== Overview ==
+
Little else is known about the Melkot people. The Federation highlight their xenophobia and territorialism, but also point to the fact that they were stirred by unexpected mercy from those they viewed as invaders. Starfleet presumes the Melkot border policies to be dictated by fear, and thus strives very hard to follow the example of mercy and compassion set by Kirk in all their dealings with them.
Unlike nearly every other large spacefaring civilization, the United Federation of Planets does not expand primarily through conquest or even large-scale colonization, but through diplomacy. For over two hundred years, Starfleet has served as the Federation’s first, best impression and its most adept diplomatic arm. First contacts, trade negotiations, ceasefires, and countless other diplomatic exercises conducted by starship captains have slowly but steadily turned the Federation into the largest and most progressive alliance of species the galaxy has ever seen. This is the spirit that guides Task Force 72, the Fourth Fleet’s designated Diplomatic Operations unit.
 
  
All starship captains are empowered to conduct negotiations on behalf of the Federation, as real-time consultations with Starfleet Command and the Federation Council is often impossible for front-line exploratory vessels, but Task Force 72’s specific mandate is to handle the most pressing and sensitive diplomatic missions within and outside of Federation space, especially those with national security implications for the Federation and its member worlds. This task force also handles peacekeeping operations and conducts many joint operations with allied or friendly powers, such as the Klingon Empire, Cardassian Union, and the Romulan Republic.
+
== Border Defences ==
 +
The Melkot leave warning buoys at the edge of their territory, which all communicate a message directing anyone approaching to leave. Those ignoring such warnings are treated harshly, with the Melkot demonstrating their xenophobic tendency to view such outsiders as 'aliens' or even 'disease'. Most ships which ignore the warnings meet a grim fate, the Melkot sentencing them to death. Either technological defences repel encroaching ships or, if possible, the Melkot kill the crews through their telepathic illusions.
  
Historically, Task Force 72 was assigned specifically to the Federation-Cardassian Border and remains headquartered at Starbase 72 in the Minos Korva system, but its operations have expanded to the full width and breadth of the Fourth Fleet’s tip-of-the-spear ethos, with vessels in all four quadrants of the galaxy. The evolving diplomatic situation in the Former Demilitarized Zone remains a focus for the task force, with a number of ships directly working with the Cardassian military to end the True Way crisis diplomatically and through direct peacekeeping operations. Other important operations include forging new alliances with Delta Quadrant powers, and ongoing negotiations with neutral worlds within Federation space that the Federation is eager to finally bring into the fold.
+
Ships which need to approach Melkot space are advised to establish a communication link with a warning buoy, state their business and identify themselves as part of Starfleet, and await further contact. If no response is heard, no ship has permission to violate Melkot territory.
  
== Task Force Assets ==
+
== In Play ==
=== Starbase 72 ===
 
''Main Article: [[Starbase 72]]''
 
[[File:Spacedock type closeup.jpeg|thumb|Starbase 72 over Minos Korva|alt=|250x250px]]
 
Minos Korva was a system targeted by both the Cardassian and Dominion Wars. It never fell to either power, and is home to the present headquarters for Task Force 72: Starbase 72. It is here that officers slated for command of ships in Task Force 72 are trained in the art of diplomacy and where most TF72 ships are refit and repaired. It is also the headquarters for Starfleet's peacekeeping mission against the forces of the True Way in the Former Demilitarized Zone.
 
  
=== Starships ===
+
* The Melkot are a deeply inhuman and unknowable species encountered in one episode of TOS, who are also deeply isolationist. This combination gives writers only limited storytelling opportunities with them, as it is inconceivable Starfleet would not leave them alone unless they had no other choice.
* [[USS K'Ehleyr|USS ''K'Ehleyr'']], an [[Excelsior II Class|''Excelsior II''-class heavy cruiser,]] serving as the flagship of Task Force 72
+
* With the right level of emergency or accident, Starfleet ships may still have encounters in or near Melkot space. It is up to the writer if the Melkot would accept any request for access, or how indulgent they would be of transgression, especially intentional. This might be an opportunity for intense and difficult diplomacy, or a story of a crew trying to survive an encounter with Melkot telepathic illusions such as those seen in TOS: Spectre of the Gun.
 +
* Melkot telepathic illusions feel real to all but the most disciplined of minds or powerful of telepaths. If your crew is hit by one, it's entirely up to you how much Vulcans, Betazoid, or others are affected, or how much they can affect the illusion in turn. The Melkot are clearly very powerful, but it's up to you decide what's best for your story.
  
====Task Group 21====
+
== External Information ==
*[[USS Dragonfly|USS ''Dragonfly'']], an [[Obena Class|''Obena''-class]] explorer
 
*[[USS Rhea|USS ''Rhea'']], a [[Luna Class|''Luna''-class]] light explorer
 
* [[Mackenzie Squadron]]
 
**[[USS Mackenzie]],  an [[Excelsior II Class|''Excelsior II''-class]] heavy cruiser (Squadron Flagship)
 
**[[USS Daedalus|USS ''Daedalus'']], a [[Rhode Island Class|''Rhode Island''-class]] scout
 
*[[USS Rhyndacus|USS ''Rhyndacus'']], a [[Raven Class|''Raven''-class]] muilti-mission light starship
 
*[[USS Cantabras|USS ''Cantabras'']], a [[Raven Class|''Raven''-class]] muilti-mission light starship
 
*[[USS Riverside|USS ''Riverside'']], a [[California Class|''California''-class]] utility cruiser
 
  
====Task Group 99====
+
* [[ma:Melkot|Melkot]] at Memory Alpha
*[[USS Athena|USS ''Athena'']], a [[Prometheus Class|''Prometheus''-class]] heavy escort
 
*[[USS Galaxy|USS ''Galaxy'']], a [[Galaxy Class|''Galaxy''-class]] explorer
 
*[[USS Carlsbad|USS ''Carlsbad'']], a [[California Class|''California''-class]] utility cruiser
 
*[[USS Sacramento|USS ''Sacramento'']] a [[California Class|''California''-class]] utility cruiser
 
*[[Horizon Squadron]]
 
**[[USS Horizon|USS ''Horizon'']], an [[Excelsior II Class|''Excelsior II''-class]] heavy cruiser (Squadron Flagship)
 
**[[USS Alexandria|USS ''Alexandria'']], a [[Reliant Class|''Reliant''-class]] frigate
 
**[[USS Glasgow|USS ''Glasgow'']], an [[Parliament Class|''Parliament''-class]] utility cruiser
 
*[[USS Oakland|USS ''Oakland'']], a [[California Class|''California''-class]] utility cruiser
 
*[[USS Galaesus|USS ''Galaesus'']], a [[Raven Class|''Raven''-class]] muilti-mission light starship
 
 
 
== Task Force History ==
 
Task Force 72 is one of the oldest Task Forces in the 4th Fleet, notable for never being disbanded in the turbulent decades since its inception. Task Force 72 was formed initially as a defensive screen for the still-under-construction Starbase 72 in 2373, but its duties gradually expanded to include oversight over the majority of the Federation-Cardassian Border.
 
 
 
It has been a more than a decade since the signing of the Treaty of Bajor ending the Dominion War and the cessation of hostilities between the Federation Alliance and the Dominion. Since the end of the war, Task Force 72's mission has changed in size and scope many times. Through the mid-2380's until early 2399 Task Force 72 has encompassed most of the Alpha Quadrant but was stretched thin as Starfleet pulled away resources in the wake of the attack on Mars.
 
 
 
The decision by Starfleet to advance its operations included a reform of Task Force 72's mandate to bring it in line with the reforms to the [[Fourth Fleet|4th Fleet]], to serve as one of its specialist units. Already experts at operating in diplomatically fraught regions, Task Force 72 was given the same galaxy-wide operational jurisdiction as the rest of Bravo Fleet.
 
 
 
== Notable Crew ==
 
 
 
=== Commanding Officers ===
 
* Mid 2401: [[bfms_char:29961|Commodore Zack Marshall-Bennet]]
 
* Early 2401: [[bfms_char:56930|Captain Geronimo Fontana]]
 
* Late 2399: [[bfms_char:33287|Fleet Captain Th'lora Vehl]]
 
* Late 2399:  [[bfms_char:15311|Rear Admiral Thomas Belvedere]]
 
* Mid-2399: [[bfms_char:27965|Captain Micah Mendoza]]
 
* Mid-2399: [[bfms_char:15311|Rear Admiral Thomas Belvedere]]
 
* Mid-2399: [[bfms_char:24059|Captain Jon Bastin]]
 
* Early 2399: [[bfms_char:20384|Captain Elisabeth Basmanoff]]
 
* Early 2399: [[bfms_char:13424|Commodore Julius Woodward]]
 

Revision as of 14:08, 21 March 2024

This article is official Bravo Fleet canon.








Melkot
Basic Information
Major Species

Melkot

Homeworld(s)

Unknown

Founded

Unknown

Warp Capable

Unknown

Political Information
Governance Type

Unknown

Military Branches

Unknown

Template:Government

The Melkot are a xenophobic species and minor power with territory in the Alpha Quadrant. Historically xenophobic and deeply territorial, they have long jealously guarded their borders and resisted encroachment or even peaceful visitation by any outsiders. The Federation made a fraught first contact in 2268, with the USS Enterprise earning permission to enter Melkot space. Since then, relations between the Federation have been cordial at best, non-existent at worst. There are rarely interactions between the two powers; Starfleet ships may not approach or enter Melkot space without permission, and the Melkot have only communicated with the Federation in times of dire need for either side. In those times of necessity, however, contact has been possible, and the Melkot wary of engagement but open to discussion.

Melkot Species and Culture

The Melkot themselves are non-humanoid and powerful telepaths. They have bulbous bodies without limbs, which appear to float through unknown means, and have bright, round eyes. They are capable of projecting telepathic illusions that are indistinguishable from reality to the recipients, especially in non-telepaths. These illusions are so potent that experiencing injury and death can cause sufficient psychic trauma to hurt or even kill. Other telepathic species, such as Vulcans, have proven capable of resisting the illusions with varying degrees of success.

The only confirmed survivors of a telepathic illusion intended to be lethal for the victim was the crew of the Enterprise in 2268. They were immersed in an illusion of the Old West and were expected to be killed in a gunfight. It is believed that the Melkot identified an experience, setting, or period that the crew associated with violence, where death would be an inevitable outcome. It was through resisting this expectation of violence, when Captain Kirk refused to kill an illusory opponent, that the Melkot became curious enough about humanity to make contact.

Little else is known about the Melkot people. The Federation highlight their xenophobia and territorialism, but also point to the fact that they were stirred by unexpected mercy from those they viewed as invaders. Starfleet presumes the Melkot border policies to be dictated by fear, and thus strives very hard to follow the example of mercy and compassion set by Kirk in all their dealings with them.

Border Defences

The Melkot leave warning buoys at the edge of their territory, which all communicate a message directing anyone approaching to leave. Those ignoring such warnings are treated harshly, with the Melkot demonstrating their xenophobic tendency to view such outsiders as 'aliens' or even 'disease'. Most ships which ignore the warnings meet a grim fate, the Melkot sentencing them to death. Either technological defences repel encroaching ships or, if possible, the Melkot kill the crews through their telepathic illusions.

Ships which need to approach Melkot space are advised to establish a communication link with a warning buoy, state their business and identify themselves as part of Starfleet, and await further contact. If no response is heard, no ship has permission to violate Melkot territory.

In Play

  • The Melkot are a deeply inhuman and unknowable species encountered in one episode of TOS, who are also deeply isolationist. This combination gives writers only limited storytelling opportunities with them, as it is inconceivable Starfleet would not leave them alone unless they had no other choice.
  • With the right level of emergency or accident, Starfleet ships may still have encounters in or near Melkot space. It is up to the writer if the Melkot would accept any request for access, or how indulgent they would be of transgression, especially intentional. This might be an opportunity for intense and difficult diplomacy, or a story of a crew trying to survive an encounter with Melkot telepathic illusions such as those seen in TOS: Spectre of the Gun.
  • Melkot telepathic illusions feel real to all but the most disciplined of minds or powerful of telepaths. If your crew is hit by one, it's entirely up to you how much Vulcans, Betazoid, or others are affected, or how much they can affect the illusion in turn. The Melkot are clearly very powerful, but it's up to you decide what's best for your story.

External Information