Shortly after Mastermind finally began exploring the Dark Sphere, N'Ferra sacrificed a Spelljamming vessel to provide it with disinformation about N'Ferra's capabilities. As expected, this led Mastermind to into an immediate, overconfident attack. The rocket mines performed as expected, disabling 90% of Mastermind's attack force. The attack craft turned out to be better armored than expected, but much weaker in effective point defense. Unfortunately the secondary assault by metas was almost completely ineffective due to Mastermind's superior armor. The real turn-around came when Mastermind assaulted the base directly. Sanctity, Magic, and Psionics were able to take the assaults and disperse or redirect them, sometimes directly back on the attack craft! 48 of 50 craft participating in this stage were disabled or destroyed with the base suffering minimal damage. At this point Mastermind through the tacticians a curve by withdrawing the 5 support vehicles while having the two remaining attack craft make suicide runs on the base. The cyberpsis were redirected against the support craft, while base defenses attempted to deal with the suicidal attack craft. One attack craft managed to get through, crashing into the base and causing significant damage, over 2,000 deaths, and about ten times that number of significant injuries. Z1 was asked to join a team of 5 whose mission was to get a cyberpsi to one of the support ships. In addition to you and the cyberpsi, there was a kinetic to supply maneuver and defense, a priest to hide you with invisibility, and a spiritualist to make you lucky. Between the five of you, you managed to sneak aboard one of the support vessels and get the cyberpsi to the onboard computer. With some effort, the cyberpsi managed to rewrite the local computer's program, switching its "loyalty" to N'Ferra. Unfortunately, the local computer managed to release an emergency message before complete control was achieved. In spite of the later followup that the emergency had been dealt with, the support vessel will be quarantined and inspected when it reaches Mastermind's Dark Sphere base, and no attempt to release a virus into the base or the other support craft is possible. It will take some 15 days for the support craft to reach Mastermind's Base. Life support for your companions is not a problem as the priest can create food, water, and air, and they're in vacc. suits. 500 Spelljammer craft are in position to attack Mastermind's base, but they only have a single cyberpsi with them. Your cyberpsi, _thinks_ she has a virus which will rewrite programming to identify non-humanoid biologicals (which includes the Nye cyberpsi with the fleet) as friendly, but it will only work if inserted in a way which bypasses standard security. Z1 talks to his team: "Because of this emergency message getting through, our operation has just become a suicide mission. Only way with which we have any chances to reach our mission objectives is to use a diversionary attack by our attack fleet in order to tie up base defenses while we physically intrude the base, in an attempt to plant the virus directly. After this transport is incapacitated or close enough to the base, we would move out in my carryall and attempt to get through the defenses and inside the base before they hit us with missiles or cannons." "My opinion is that this plan is unlikely to succeed, and will result in unacceptable human casualties. I would appreciate hearing any alternatives you may have?" "Also, I would like to know at this stage if any one of you wants to abort this mission. Be informed that I estimate the odds of our team surviving this mission at 1 against 200." Though there are some thoughtful looks, no one is going to back out at this point. After sleeping on it, the priest relates the following dream. "On the world of Ssst't there are creatures who can change their appearance. Last night I dreamed of such a creature. A bird-like one, called a pijiof. From above this pond I saw a pijiof fly in and mingle with a group of ducks, keeping its original form. When a hunter approached, the pijiof assumed the form of a duck, duplicating a duck the hunter couldn't see. He then stirred up the flock of ducks so the hunter lost track of him. That's when I woke up. Is there some way we might be able to make our enemy think we're something that we're not?" After much discussion the group comes up with the following plan. A group of spelljammers will attack the supply ships, forcing them to group together for mutual defense. At some point, a ship next to the one you're on will be destroyed. At that point your ship will assume the identify of the destroyed ship. Does Z1 think this has any chance of working at all? Z1 raises his estimated odds of success up into 1 against 5. The most critical moment will be the switching of IFF codes without being noticed - To get those, the cyberpsi will have to hack into the craft being replaced, yes? Actually no, the IFF codes are a matter of record. What is needed is for Z1 to use his electronics skill to build a new IFF transponder which the ship can switch to when appropriate. The tricky part is arranging the switch so that none of the other shipminds become suspicious. In order to do this the Cyberpsi will have to link to Z1 while Z1 is interfaced with the ship's computer. Effectively this grants the effectiveness of two minds directly interfaced with the ship's computer. The switch works as planned. N'Ferra's spelljammers pursue the support ships into the arms of Mastermind's base. In the meantime, a few more people are moved aboard the ship you've taken over. While the fleet distracts the outer defenses, the cyberpsis, protected by Z1 and other members of the team link into a terminal and start hacking the system. The base brain is highly sophisticated and shreds the programs previously prepared by the cyberpsis and Z1's mother. However, while it's doing so, the psis are able to turn some of the bases defenses against itself and get some of N'Ferra's fleet past the outer defenses. Picture the huge climactic scene: N'Ferra spelljammers assault the base while the cyberpsis attack the control center in cyberspace. Psis, spiritualists, and marines hold back the peripheral bots attempting to kill the cyberpsis, sometimes improvising equipment from the dead bots. A spelljammer explodes as a laser holes its powder magazine. A cyberpsi falls dead as base breaks through his defences with Black IC. The people defending the cyberpsis are pushed back as more 'bots are pulled from other areas of the base to attack them. Here a bot is torn apart by telekinesis, another bot stops and starts reciting nursrey rhymes as a spiritualist curse rewrites vital programming areas. Others fall to the primitive missiles of the N'Ferra troops or to weapons improvised from the bodies of their fallen kin. In the meantime, Z1, equipped with up-to-the-second IFFs, clandestinely makes his way to the physical location of the controlling computer. It's programs overwhelmed, Control doesn't notice him until he is actually placing the explosives that will blow the entire control complex to kingdom come. Completely overloaded by this third assault, the base's defenses fall across the board and the base explodes, destroying itself in a final cataclysm. Incapable of feeling fear, Zulu One ended its mission by exchanging its life to that of Masterminds Dark Sphere base.. Its thoughts after the explosion were: "Total System Failure in 20 seconds, environmental seal compromised, powerplant failing, powercells destroyed. Tertiary mission goal completed, support base eliminated. Secondary mission goal incomplete, Mastermind is still operational. Primary mission goal complete, mother Selena Keller is safe... Systems failing, power plant nonfunctional, photonic flow unstable.." Disintegrating photonic circuits wracked the metal skeleton of the dying robot, its limbs and head had been torn off by the secondary explosions of the base. It was now part of the wreckage which floated around the battle site, it was almost impossible to spot from among the debris of other robots and the base. As its circuitry began to die, Zulu Ones last coherent thought was a visual image of his mother Selena, standing near the airlock of the fortified dwelling, on her new world which had no Mastermind, and smiling for the first time in a decade. Zulu One felt joy and pride, he had cheated the merciless laws of physics - Then, microseconds later, Zulu One was no more as the cold night of the Dark Sphere made its way into his optical microchips.. Anticlimactic, but neccesary, when the gate opens from Mastermind's universe a supply ship is sent through and succeeds in destroying the wormhole generator. However, when the surviving cyberpsi recovers she recounts that Mastermind put another wormhole generator in Saturn orbit. The second wormhole opened to a stellar system. . . .