![]() This is the one weak spot of Star Command as it can cause a chain reaction if it's being targeted. Here, LGMs and Space Rangers alike regulate traffic and give clearance to vessels launching out of the space station and vessels to and from the Galactic Alliance's territory. Mission Control is the main deck of Star Command. Where Star Cruisers are temporarily placed for maintenance to ensure they do not interfere with landings or take-offs in the Launch Bay. If they want to gaze at the beauty of the stars, a large window or two is there for them to view through. Vid-screens are available to them in case they want to watch something on the tube. There are couches, chairs and a few tables located in these areas. Rangers can hang out and relax in these seating areas. Where Rangers come in to change in and out of their uniforms, and place their personal possessions inside their lockers. For self-defense and combat, a user can release small blue Star Command logo-shaped laser drones.Īll the ships used by Star Command are docked, serviced, and launched from here. This is the one room that can control and override all of Star Command's functions, as well as act like an escape pod from danger. The room also contains a large window which overlooks Capital Planet. ![]() A large table is centered in the middle of the room with many chairs. This is the room where Space Rangers get the information on important missions from Commander Nebula. There are several launch bays, cafeterias, and training decks. Its exact size is unknown, but it can easily accommodate hundreds of Space Rangers, LGMs and Star Cruisers alike. Only trouble is, the clubs are almost as large as Buzz is, so he is at a marked disadvantage, but he manages to win (in a fairly underhanded way.) by landing the cloaked 42 on Varg (.since it's invisible, it looks like Buzz managed to defeat Varg long enough for the outcome to be ruled in his favor.).Orbiting high above Capital Planet, the headquarters of the Galactic Alliance, Star Command is a large space station shaped like two three-dimensional triangles wedged together at their bases. Buzz ends up in club-duel with Varg in order to have he and the other captured folks go free. Finally, the LGMs also decide to help, which almost allows for Mira & Buzz to free Booster (.and XR, and Booster's parents, and the Roswelleans.), but they end up being discovered. The capture of the Roswelleans provides yet another distraction. When they're attempting to figure out how to get through the second line of defense, Becky and her father, the Sheriff from Roswell, arrive (having also heard the news of Booster's capture). ![]() This allows the invisible Mira & Buzz to get through the first line of defense, while the capture of the Munchauser's provides a distraction. While attempting to sneak into the Raenok prison, Mira and Buzz spot Booster's folks, who heard about their son's capture and decided to attempt to save him. While attempting to sneak into the Raenok prison, Mira and Buzz When Booster is kidnapped by the Raenoks, in order to conduct a prisoner trade for Varg (XR is sent to guard Varg, who quickly escapes and takes XR to Raenok), Buzz & Mira fly off to save him w/ a newly developed cloaking device that can render 42 and/or its crew invisible. Summary: When Booster is kidnapped by the Raenoks, in order to conduct a prisoner trade for Varg (XR is sent to guard Varg, who quickly escapes and takes XR to Raenok), Buzz & Mira fly off to save him w/ a newly developed cloaking device that can render 42 and/or its crew invisible.
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