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BRIDGE CREW
DESCRIPTION OF SHIPS AND MISSIONS
VERSION SW1.12D
(Shareware)
Bridge Crew is a trademark of Mithril Software Pty Ltd.
This product is Copyright Mithril Software Pty Ltd 1994, 1995.
All rights reserved.
Description of Ships and Missions supplied with BRIDGE CREW sw1.12d
The shareware version of BRIDGE CREW includes a 'universe' that is
based around Earth at location 500000.500000. Opposing earth are the
Kara, a warlike race that loves to attack the unwary, and the
Cruxians, a less hostile but more advanced race. The scenarios
provided have a selection of ships and other objects suitable for the
creation of small combats and missions.
Ship classes used in the shareware version of Bridge Crew:
COOK CLASS (Cruiser, Human)
The Cook class starship is an effective military design. The
vessel is a general purpose cruiser with a balanced
complement of Beam and Missile weapons. It has good Damage
Control capability and includes a useful sensor fit. It is
used for a wide range of blockade, escort, pursuit and
bombardment missions, where its high speed is seen as an
advantage.
ROSS CLASS (Scout, Human)
The Ross class starship is a scout designed for patrol and
escort work. The design lacks firepower and is not as effective
as its designers had hoped.
NICHOLS CLASS (Transport, Human)
The Nichols class starship is an low tonnage transport, it
has been produced in large numbers to fill the all important
role of trade. In a standard configuration it is unarmed.
RODDY CLASS (HQ Starbase, Human)
The Roddy class starbase is designed as a well defended HQ
for the direction of fleet sector operations.
BOFFO CLASS (Light Cruiser, Kara)
The Karans use this as their main general purpose fleet
cruiser, preferring to produce it in volume (at lower cost)
than to produce heavy cruisers or dreadnoughts. Its odd
arrangement with slow missiles makes it a 'tactically
sensitive' vessel (i.e. if you engage it with the wrong tactic
you get killed). In the Karan language a specific word
KKarratat (meaning "to joyfully engage in war") is used to
describe this class.
HALL CLASS (Frigate, Kara)
The Karans use this as an escort and scout preferring to
produce it in volume (at lower cost) than to produce both a
scout and an escort. While not a heavy warship, it does deserve
respect and is a cool match for our Ross class vessels.
Copyright Mithril Software Pty Ltd Page 1
READMAN CLASS (Armed Transport, Kara)
The Karans use this as their main general purpose transport,
its high tonnage making it an ideal trader. While it has low
manoeuvrability and minimal armament, several 'pirates' (read
'government sanctioned privateers') have discovered that these
vessels are definitely not unarmed.
SWAN CLASS (Starbase, Kara)
This starbase class is quite heavily defended. It is much
more a defence station than our own starbases, not big on
recreation, repair or science facilities but it is well
defended.
CLINTON CLASS (Cloaked Frigate, Cruxian)
Not a lot is understood about the stealth technology that
hides this vessel from our sensors. It has a weak armament
(which is good because if it didn't it would be almost
unstoppable). Intelligence reports that a number of these
vessels have wound up in the hands of the Cruxians which
unnerves the commanders quite a bit.
ALEXANDER CLASS (Fast Cruiser, Cruxian)
This vessel is roughly the equivalent of our own Cook class
but quite a bit faster. Its shields are Huge by earth
standards, and its missiles can easily out-range us. However,
with a determined captain, it's felt by the fleet strategists
that the class could be defeated by a Cook (Editors Note: I
don't want to be that captain).
MAZZ CLASS (Big Nasty, Alien)
What the hell is it? - Just big and possibly nasty!
WASS CLASS (Planetary defence system, Various)
The 'Crowther Weapons Company Pty Ltd' has produced this
planetary defence hard point to provide planets without a
'Home Fleet' some protection from smugglers, pirates and
marauding individual Karan vessels. With a good big shield
generator and missile and beam armament, it performs its job
well.
Copyright Mithril Software Pty Ltd Page 2
GM NOTES PUB1.SSW
DESCRIPTION
This scenario is the standard single ship training
scenario.
NOTES
The GM can use this to train the players, and
should 'ACTIVATE' and 'RMOVE' ships around to
provide a bit of variety. Note the only one on one
encounter that is really interesting is C1
(Alexander class). However various combinations
can make for good fun. Especially those involved
with C0 because it can cloak.
IDEAS
Activate and move ships as you see fit, use the
XUNCLOAK command at appropriate times if you are
using C0.
Active Ships
K1 Hall
Inactive Ships
K2 Readman
C0 Clinton
C1 Alexander
K3 Boffo
GM playtest notes
It is unfair to force them to engage C1 without
having done XRELOAD F0.
Remember this is basic training - try not to get
too fancy with tactics.
Copyright Mithril Software Pty Ltd Page 3
PLAYERS BREIFING PUB1.SSW
Mission
This is standard training. You must destroy all
starships you encounter.
Politics
Irrelevant - all ships are hostile.
Victory Conditions
F0 Alive at end of play
Your Fleet
F0 Cook Class
Players Playtest Notes
Try to convince the GM to reload your missiles
before engaging C1.
Copyright Mithril Software Pty Ltd Page 4
GM NOTES PUB2.SSW
DESCRIPTION
This scenario is about a convoy escort from SOL to
BARNARDS (both shown as stars)
IDEAS
Activate and move K1,K2 and K3 ships as you see
fit.
Try some pincer attacks (i.e. from both sides).
User the 'SHADOW' mission with captaincy style 20
to keep them guessing.
Active Ships
None
InActive Ships
K1 Hall
K2 Hall
K3 Boffo
Playtest Notes
All 3 ships (k1,k2,k3) together are more than a
match for the players, be fair and hit them with
one ship at a time (or at most 2).
The players have a tendency to run out of missiles
at which time they are particularly vulnerable.
Copyright Mithril Software Pty Ltd Page 5
PLAYER BREIFING PUB2.SSW
Mission
You must escort and protect the merchants M1 and
M2 from SOL to BARNARDS.
Notes
The command 'TAG STARS' helps identify SOL and
BARNARDS
Politics
At war with Kara
At peace with Cruxians
Victory Conditions
F0 Alive at end of play
at least one merchant alive at end of play and
within 2000 TSU of BARNARDS.
Your Fleet
F0 Cook Class.
M1 Nichols Class.
M2 Nichols Class.
Playtest Notes
If you run out of missiles you can be in big
trouble.
Copyright Mithril Software Pty Ltd Page 6
GM NOTES PUB3.SSW
DESCRIPTION
This scenario is about planetary defence. The
players must protect the planet P0 from the
attacking forces.
Ideas
Activate ships as you see fit
Active Ships
None
InActive Ships
K1 Hall
K2 Boffo
K3 Readman
K4 Boffo
Playtest notes
You could allow the planet to reload its missiles.
You can put conditions on this like "must be 300
distance from planet and 'OTHER' function on
planet must be undamaged".
You have more than enough firepower here to swamp
them - be fair and don't use it all.
Copyright Mithril Software Pty Ltd Page 7
PLAYERS BREIFING PUB3.SSW
Mission
You must defend the planet P0 from all hostile
forces. P0 is also you HQ from whom you must take
orders.
Politics
At war with Kara.
At peace with Cruxians.
Victory Conditions
F0 Alive at end of play.
P0 not to bashed up.
Karan transport (K3) not in transporter range of
P0 (600).
Your Fleet
F0 Cook Class.
P0 Pom Planet (Undefended Planet).
Playtest notes
P0 is undefended, if they get past you it is
history.
Copyright Mithril Software Pty Ltd Page 8
GM NOTES PUB4.SSW
DESCRIPTION
This scenario is about a fleet action in open
space.
Notes
The two fleets collide and sparks fly.
Ideas
The Kara fleet could try to separate the Human
fleet and conquer it in bits. This is one for the
fleet action strategists.
Active Ships
K1 Boffo
K2 Boffo
K3 Hall
InActive Ships
None
Playtest Notes
Feel free to modify the fleet formation to vary
this one.
Periodically use the FROM command to determine if
the 500 distance is violated.
Copyright Mithril Software Pty Ltd Page 9
PLAYER BREIFING PUB4.SSW
Mission
You must engage the Kara fleet in battle and
defeat it. You must not allow them to reach within
500 of BARNARDS.
Politics
At war with Kara.
At peace with Cruxians.
Normal Victory
Conditions
F0 Alive at end of play.
No Kara vessel has been within 2000 of BARNARDS.
Crushing Victory
Conditions
F0, F1 and F2 Alive at end of play.
No Kara vessel has been within 2000 of BARNARDS.
All Karans encountered destroyed, not just driven
off !
Your Fleet
F0 Cook Class
F1 Ross Class
F2 Cook Class
Playtest Notes
Try leaving a ship near BARNARDS to stop any that
get through.
Don't let them get behind you.
Copyright Mithril Software Pty Ltd Page 10
GM NOTES PUB5.SSW
DESCRIPTION
This scenario is a one-sided fleet action in
defence of planet P1 against a big alien.
Notes
A1 is big and nasty. This is a challenging
scenario. If they are having trouble winning,
bring in F3 to help using 'ACTIVATE F3'.
Ideas
Send non-threatening messages from A1 and set
'SIDE A1 NEU' this will make it neutral and it
will just mosey around. If they attack it, make it
hostile. If you like, it can then run away using
'MISSION A1 SHADOW F0'
Active Ships
A1 Mazz Class
InActive Ships
F3 Cook Class
Playtest Notes
The players will need to work at this one.
Copyright Mithril Software Pty Ltd Page 11
LAYER BREIFING PUB5.SSW
Mission
You must defend the planet P1 from the alien A1
(if it is hostile). The Planet P1 is your HQ for
this mission.
Politics
At peace with Kara.
At peace with Cruxians.
Victory Conditions
F0 Alive at end of play.
P1 not bashed up (less than 100 casualties).
A1 not attacked if it is not hostile.
Your Fleet
F0 Cook Class
F1 Ross Class
F2 Ross Class
P1 Defended planet
Playtest Notes
Pray for a lucky shot (if it's hostile).
Copyright Mithril Software Pty Ltd Page 12
GM NOTES PUB6.SSW
DESCRIPTION
This scenario is about a raid on an opposing
starbase.
Notes
The opposing starbase is not unarmed.
Ideas
The inactive ships could 'intercept' the players
before they reach K9.
The inactive ships could help defend K9 from near
K9
The inactive ships could pursue the players after
the event.
Active Ships
K9 Swan
InActive Ships
K1 Boffo (between f0 and k9)
K2 Boffo (between f0 and k9)
K3 Readman (near K9 if activated)
Playtest Notes
You don't have a lot of extra firepower here. You
can MALF F0 or F1 to make it an even battle.
Copyright Mithril Software Pty Ltd Page 13
PLAYER BREIFING PUB6.SSW
Mission
You have to attack and bombard the Cruxian
starbase K9. This is in retaliation for a raid on
an outpost.
Politics
At war with Kara.
At peace with Cruxians.
Normal Victory
Conditions
F0 Alive at end of play and within 2000 of
BARNARDS.
F1 Alive at end of play.
K9 suffers at least 100 casualties.
Crushing Victory
Conditions
F0 and F1 Alive at end of play and within 2000 of
BARNARDS.
F1 Alive at end of play.
K9 destroyed.
Your Fleet
F0 Cook Class
F1 Cook Class
Playtest Notes
This one is fairly easy.
Copyright Mithril Software Pty Ltd Page 14
GM NOTES PUB7.SSW
This scenario is about recovering a spy from
starbase K9 and returning unharmed.
Notes
The opposing starbase is not unarmed and the
players' job would be made easier by the command
'DAMA K9 SHIELD 1' as they start bombardment.
Ideas
The ship F0 (Cook Class) is inactive and can be
substituted for C0 if desired. This can be done
using the commands:
'ACTIVATE F0'
'USUS F0 CONFIRM'
'DEACTIVATE C0
Active Ships
K9 Swan
InActive Ships
K1 Hall
K2 Boffo
K3 Boffo
F0 Cook Class
Playtest Notes
You can activate F0 (side neutral) as an HQ if you
like (use SCRIPT F0HQ.SCR). You have heaps of
firepower.
Copyright Mithril Software Pty Ltd Page 15
PLAYERS BREIFING PUB7.SSW
Mission
You have been given a Cruxian ship C0 (Alexander
Class) which should be allowed to get into Kara and
lift out a spy (shown as a passenger on K9) You will
need to reduce the shields on the starbase to do
this and you will then probably be pursued
Politics
At war with Kara.
At peace with Cruxians.
Cruxians being treated suspiciously by Kara though
not at war (yet?).
Victory Conditions
C0 Alive at end of play.
Spy on C0 and within 2000 of BARNARDS
Your Fleet
C0 Alexander Class
Playtest Notes
Don't attack ships prematurely.
Copyright Mithril Software Pty Ltd Page 16
GM NOTES PUB8.SAV
DESCRIPTION
This scenario is about a defector who must be
escorted home.
Notes
The players start with a patrol mission and are
advised of the defection by S0. Use the XMIT
command to do this.
The defectors are the entire crew of K0. They are
being pursued by K1.
K0 must be alive at end of play in order to win.
Ideas
It is not entirely clear whether the Karans will
want to start a shooting war or not They could
just run away when challenged or a MAJOR war could
start (perhaps requiring the combined forces of
K0, F0, and S0 against K1,K2,K3
Active Ships
S0 RODDY class starbase near BARNARDS
K0 Readman
K1 Hall
InActive Ships
K2 Boffo
K3 Boffo
Playtest Notes
You can decide not to have K0 defect until later
in the scenario.
Copyright Mithril Software Pty Ltd Page 17
PLAYERS BREIFING PUB8.SSW
Mission
You have to patrol the sector around BARNARDS at
distance 20000
Note the Karan border is 20000 away from BARNARDS.
Politics
At peace (though tentative) with Kara.
At peace with Cruxians.
Victory Conditions
F0 Alive at end of play.
S0 Alive at end of play.
Your Fleet
F0 Cook Class
S0 RODDY class starbase
Playtest Notes
Make all missiles count, as you don't have ones to
waste. You can reload at S0. The starbase is far
from defenceless. The scenario is quite winnable.
Copyright Mithril Software Pty Ltd Page 18
GM NOTES PUB9.SAV
This scenario is about an incident on the Cruxians
border.
Notes
It turns out that the Cruxians, several hundred
years ago, had claimed the planet P2 when it was
in Cruxian space. It has since drifted into the
earth's space and has been colonised. The problem
is that the Cruxians have just worked this out.
The zone comand will work with this scenario but
no other scenarios.
Ideas
Beam on an ambassador, use live roleplaying
techniques.
Perhaps valuable mining resources have been
discovered on P2.
Give P2 some identity (e.g. a name)
Active Ships
P2 Defended Planet
C0 Clinton
InActive Ships
C1 Alexander
C2 Alexander
K1 Hall (just a nosy Karan)
Playtest Notes
Watch this one, as it can get boring for the
players.
Copyright Mithril Software Pty Ltd Page 19
PLAYERS BREIFING PUB9.SSW
Mission
You have been sent to investigate threats against
P2 from the vessel C0.
Politics
At peace with Kara.
At fragile peace with Cruxians.
Victory Conditions
F0 Alive at end of play.
P2 Less than 150 casualties.
Your Fleet
F0 Cook Class
P2 Defended planet
Playtest Notes
Don't get bored at the start, because things can
happen quickly.
Copyright Mithril Software Pty Ltd Page 20
GM NOTES PUB10.SAV
DESCRIPTION
This scenario is about a raid from Kara on P1
using hired Cruxian ships.
Notes
The players should be pre-occupied with K1 and
pretty much ignore C1 and C2 until too late!
Ideas
You could give the players a hint about the
Cruxian hire vessels by using the IMIT command.
Active Ships
P1 Defended Planet
K1 Hall
Inactive Ships
C1 Clinton
C2 Alexander
K3 Readman
Playtest Notes
This scenario has lots of firepower available.
Copyright Mithril Software Pty Ltd Page 21
PLAYERS BREIFING PUB10.SSW
Mission
You have been sent to prevent punitive raids
against P1 by Kara.
Politics
At war with Kara.
A fragile peace with Cruxians.
Victory Conditions
F0 Alive at end of play.
P1 Less than 250 casualties.
Your Fleet
F0 Cook Class
P1 Defended planet
Playtest Notes
This scenario is relatively hard, unless you think
carefully about your actions.
Copyright Mithril Software Pty Ltd Page 22
Current Ships
Class Description Race
COOK CLASS CRUISER Human
ROSS CLASS SCOUT Human
NICHOLS CLASS TRANSPORT Human
RODDY HQ STARBASE Various
POMUNDEFENDED PLANET Various
WASS DEFENDED PLANET Various
BOFFO CLASS LIGHT CRUISER Kara
READMAN CLASS ARMED TRANSPORT Kara
HALL CLASS FRIGATE Kara
SWAN KARA STARBASE Kara
CLINTON CLASS CLOAKED FRIGATE Cruxian
ALEXANDER CLASS DESTROYER Cruxian
MAZZ CLASS NASTY Alien
Copyright Mithril Software Pty Ltd Page 23
CONTENTS
Description of Ships and Missions supplied with BRIDGE CREW sw1.12d1
Ship classes used in the shareware version of Bridge Crew:1
GM NOTES PUB1.SSW.........................................3
PLAYERS BREIFING PUB1.SSW.................................4
GM NOTES PUB2.SSW.........................................5
PLAYER BREIFING PUB2.SSW..................................6
GM NOTES PUB3.SSW.........................................7
PLAYERS BREIFING PUB3.SSW.................................8
GM NOTES PUB4.SSW.........................................9
PLAYER BREIFING PUB4.SSW..................................10
GM NOTES PUB5.SSW.........................................11
LAYER BREIFING PUB5.SSW...................................12
GM NOTES PUB6.SSW.........................................13
PLAYER BREIFING PUB6.SSW..................................14
GM NOTES PUB7.SSW.........................................15
PLAYERS BREIFING PUB7.SSW.................................16
GM NOTES PUB8.SAV.........................................17
PLAYERS BREIFING PUB8.SSW.................................18
GM NOTES PUB9.SAV.........................................19
PLAYERS BREIFING PUB9.SSW.................................20
GM NOTES PUB10.SAV........................................21
PLAYERS BREIFING PUB10.SSW................................22
Current Ships ..........................................23