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- BRIDGE CREW PLAYER GAME MANUAL
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- For
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- SHAREWARE VERSION SW1.12D
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- INTRODUCTION
-
- Welcome to the world of computer assisted co-operative role-playing.
- Bridge Crew is the first of a series of computer assisted multi-player
- role-playing games designed to be played on the current generation of
- high power DOS PCs.
-
- Like all role-playing games, BRIDGE CREW is played with a game master
- who develops a scenario for the players and may get actively involved
- during the playing of the scenario. The players roll up characters just
- as they would in a normal role-play game.
-
- The players play the part of the crew of a starship. Each player is a
- bridge officer in a universe created by the GM. The typical players are
- Captain, Beam Weapons officer, Helm Officer, Missile Weapons officer,
- Communications officer, Security officer, Computer officer, Damage
- control officer, and others. Obviously most players have more than one
- function, so things can get quite hectic for the players.
-
- The PC's system console, which all players can see, reflects the
- starship's tactical display. Ideally this is an overhead projector
- which has a projection panel placed on it, or a large video screen.
- Most crews can't afford the expense, so they make do with a 14" monitor
- on a table.
-
- Whilst non combat scenarios can be built, it is essentially a combat
- driven game, hence most scenarios have starship combat.
-
- Each player has a computer terminal with which he/she can pull up
- various reports about the state of the ship and the state of the
- universe. He/she can also enter commands that relate to the player's
- assigned functions (e.g. the helm officer can set course and speed).
-
- Like the bridge of a modern warship, the captain gives orders and
- expects the crew to either obey or make sensible alternative
- suggestions. The crew is expected to run the relevant parts of the ship
- without specific orders.
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- Copyright Mithril Software Pty Ltd Page 1
- Main Console
-
- When the game is started, the monitor of the host PC (or the display
- panel, if one is available) will show the main display. Examples of the
- display are shown in DISPLAY1.BMP and DISPLAY2.BMP below, along with
- explanations of the objects found on the screen.
-
- HOW THE GAME PLAYS (OR THE COMPUTER AS A RULES LAWYER)
-
- Bridge Crew is a multi player co-operative role-play game in which the
- players role-play the crew on the bridge of a starship.
-
- Bridge crew is played by two or more players and a Games Master. A
- normal complement of players would be; three crew members, a captain
- (without a terminal) and a Game Master. In this configuration you will
- need four terminals or PCs daisy chanined see GETSTART.TXT for details of
- how to wire up BRIDGE CREW.
-
- A normal arrangement is to have the main system console/monitor at the
- end of the table and the other terminal/PCs set up so that all players
- can see the main system's console.
-
- The program, when running on a sufficiently powerful machine, will
- refresh the screen every 2 seconds. This 2 second interval is called a
- turn. Turns happen in real time i.e. 2 seconds = 2 seconds of real
- time. In one turn each player may enter and have processed by the
- computer, one command. A type ahead buffer is used to store extra
- commands, however only one will be processed each two seconds.
-
- SPACE
-
- For the purposes of this game, space has been divided into TSUs (Time
- Space Units.) The game universe is a square 999,999 TSU by 999,999 TSU.
- For simplicity's sake, space has been flattened into 2 dimensions (so
- forget about reality, this is a game). The universe is bounded by the
- points (1,1) in the bottom left hand corner and the point
- (999999,999999) in the top right hand corner. When quoting locations,
- the x co-ordinate is first (x=horizontal, y=vertical). Within the game,
- the notation used is a dot (decimal point between the co-ordinates).
- (E.g. the point (12,450567) becomes 12.450567)
-
- The speed of light in space is 10, which means that in 2 seconds light
- would travel 10 TSU.
-
- Because of the very long travel times (e.g. to travel 70 light years at
- eight times the speed of light would require about nine years) we have
- compressed space very significantly. This has been done to facilitate
- game play, so that journeys between stars can be completed in a three
- hour play session.
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- Copyright Mithril Software Pty Ltd Page 2
- DIRECTIONS
-
- All directions are entered in tenths of a degree e.g. a course of 900 =
- 90 degrees, as shown below :
-
- 0
- 3150 | 450
- \|/
- 2700<----+---->900
- /|\
- 2250 | 1350
- 1800
-
- Some directions are absolute, which is to say that they are based on the
- directions shown above and others are relative to the heading of the
- ship (e.g. the AIM angle of weapons).
-
- Absolute directions are used in the issue of the commands COURSE and
- DIRECT as well as in the information returned from RECON and THINGS.
-
- Relative directions are also used when displaying the arc of fire of
- beam weapons and the initial heading of missile weapons.
-
- TIME
-
- Each milli-stardate tick occurs every 43 turns (86 seconds). There are
- 1000 milli-stardate ticks in a normal 24 hour day.
-
- The stardate is shown on the main display. The section after the dot on
- stardate shows divisions of day by thousands (milli-stardates).
-
- ENERGY MANAGEMENT
-
- Starships (hereafter known as ships) use energy to do things. How much
- energy varies from ship to ship. The tasks that require energy are:
-
- Cloaking the Ship to hide it
- Sensors
- Loading Missile Weapons
- Moving the Ship
- Charging the Shields
- Charging Beam Weapons
- Charging the Battery
- Using Transporters
-
- Energy is created each turn by the warp and impulse engines and is
- available for use in that turn. Unused energy is placed in storage in
- the battery (if the battery is full, excess energy is lost). If energy
- is needed then the energy will be taken out of this turn's supply. If
- there is not enough, then the battery will be depleted.
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- Copyright Mithril Software Pty Ltd Page 3
- Damage done to the functions associated with the impulse engines and the
- warp drive will reduce the amount of energy available in a turn, and can
- be seen with the command "report engines".
-
- The order in which energy is used is as follows
-
- 1. Cloaking the ship to hide it
- 2. Sensors
- 3. Loading missile weapons/using transporters
- 4. Moving the ship
- 5. Charging the shields
- 6. Charging beam weapons
- 7. Charging the battery
-
- If all of the ship's energy is used up by the first two functions
- (Cloaking and sensors) then the missiles will not load, the ship will
- not move etc.
-
- All of the energy using functions can be adjusted so they use no energy,
- Specifically:
-
- 1. Turn off the cloaking using the "CLOAK" command.
- 2. Turn off one or more sensors "SENSOR".
- 3. Don't load the missiles "MLOAD" or use the transporters "TRANS".
- 4. Reduce your speed "SPEED".
- 5. Reduce the charge to the shields "SHIELDS ALL 0".
- 6. Do not initiate the charging of the beam weapons "CHARGE" or
- "BCHARGE"
- 7. You can not stop excess energy going into the battery this has NO
- negative side effects on play.
-
- Energy will not be used unless enough is available to complete the
- operation for that turn. E.g. if the battery contains 200 EU (Energy
- Units) but it requires 300 to charge the beam weapons, then the battery
- will not be depleted to 0, because 200 is less than 300.
-
-
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- MOVEMENT
-
- Each turn, ships move a number of TSUs equal to their speed in the
- direction of their current heading. Additionally, ships can rotate on
- their axis at a specific speed (depending on the ship) to put them in a
- different direction next turn. The turn rate of a ship is fixed, e.g. a
- Monarch will always turn at 10. However, dependant upon your speed,
- the distance travelled whilst you turn may in practical terms increase or decre
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- Copyright Mithril Software Pty Ltd Page 4
- THE MAIN DISPLAY
-
- The main display has 2 modes of operation, TACTICAL and STRATEGIC. The
- helm officer may swap between the modes using the MODE command.
-
- The TACTICAL mode is suitable for combat and manoeuvre. It shows the
- direction and current location of all visible ships, starbases, planets,
- stars and visible missiles.
-
- The STRATEGIC mode is suitable for campaign planning and strategy
- conferences. It shows the last known location of the known starships
- and the correct location of the stars. In strategic mode, the direction
- in which the ships are travelling is not indicated by the ship
- silhouette (the ships are shown in direction 0). If a starship is shown
- as a red blob, this means that it is within sensor range of a sensor
- that does not provide a clear picture.
-
- Objects on the main display are not shown to scale. Their size can be
- changed with the "MAGNIFY" command.
-
- The scale of the main display can be changed with the "SCALE" command.
- The scale is the number of TSUs from the centre of the screen to the top
- of the screen (the radius of the circle with centre at the centre of the
- screen). E.g. "SCALE 5000" will display 5000 TSUs from the centre of
- the screen, i.e. 10,000 TSUs from top to bottom and 10,000 TSUs from
- left to right.
-
- TYPES OF OBJECTS
-
- The game has 5 kinds of objects that can be seen on the main console:
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- Starships
- Starbases or Outposts
- Planets/Asteroids etc.
- Stars
- Missiles
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- STARSHIPS
-
- If your ship's sensors can 'see' a starship (Use the 'RECON' command to
- see what your sensors are detecting) on the main display, and if SCALE,
- MAGNIFY, MODE and VIEW are set correctly then the main display will
- display the starships that can be seen by the sensors.
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- Copyright Mithril Software Pty Ltd Page 5
- PLANETS
-
- Planets are treated as starships with a zero movement allowance.
- Planets however, do not disappear when they are destroyed. Note that
- using the Scenario designer, it is possible to build a planet that has
- most of the properties of a starship; movement and weapons etc.
-
- STARBASES OR OUTPOSTS
-
- Starbases are treated as starships with a zero or reduced movement
- allowance. Note that using the Scenario designer, it is possible to
- build a starbase that is indistinguishable from a starship, with full
- movement and weapons etc.
-
- STARS
-
- The universe has a backdrop of stars. These are shown on the main
- display and may be listed by the use of the "SYSTEMS" command. The
- shareware version of Bridge Crew has only a few stars; the registered
- version has 46 stars.
-
- MISSILES
-
- If ships fire Missile Weapons, these can be shown on the main console.
- Note that using the Scenario designer, it is possible to build ships
- that fire invisible missiles.
-
- Three events are also indicated on the main console
- Missile weapon explosions or self destruction
- Beam weapons firing
- Hits on the players ship
-
- SENSORS
-
- A sensor only uses energy when switched on. It operates from the ship's
- current position in a radius around the ship as dictated by the sensor's
- range.
-
- There are two types of sensor. One which will give you a 'Clear
- Picture' - a proper silhouette on the main screen. The second type or
- 'Poor Picture Quality' will only give you a red blob on the main screen.
- Only a good quality picture can be used for locking missile weapons and
- for the 'ANALYSE' command. A poor quality picture will however, be
- sufficient for the use of beam weapons and for the 'SCAN' command.
-
- All sensors are limited to a speed range for detection purposes. In
- real terms this means that your sensor will only register ships within a
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- Copyright Mithril Software Pty Ltd Page 6
- given warp range - e.g. WS Sensors cannot detect a ship going at under
- warp speed i.e. speed 10 or less. EM Sensors cannot detect ships
- travelling above speed 10.
-
- Each ship has a reflectivity for each type of sensor. If a sensor
- cannot detect a ship's reflectivity (based upon a ship's sensor cross-
- section) then the ship is invisible.
-
- CLOAKING
-
- Certain ships can cloak (hide from sensors). This process works by
- reducing the sensor echo for a given class of sensor. Ships with
- cloaking normally require energy to maintain the function. Cloaking is
- controlled from the strategy position and ships generally have one
- cloaking device for each sensor from which the ship is hiding.
-
- Cloaking devices come in several types, following the general rules laid
- out below:
-
- + They may or may not allow the firing of beam weapons while cloaked,
- depending on the type of cloaking device used.
- + They may not or may not allow the firing of missile weapons while
- cloaked, depending on the type of cloaking device used.
- + They may require several turns before they can be reactivated.
- + They may force the beam weapons to unload when decloaking.
- + They may force the missile weapons to unload when decloaking.
- + They may require energy to remain turned on.
- + They may not be powerful enough to hide from all ships (especially
- those with sensitive sensors)
- + If damaged they will not be as effective - they degrade slowly.
-
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- When warp engines are asked to perform above the speed at which they can
- dissipate sufficient heat, they get hotter. When their temperature
- reaches 100 HSU then they have a probability of failure. The rate at
- which they reach these temperatures varies from ship to ship and can be
- quite slow or very rapid. When the temperature reaches 100 HSU, damage
- is done to the warp function. In blowing out, the warp engine cools and
- if not fatally damaged, the reaction will continue, usually resulting in
- a further warp blowout until the engine is sufficiently damaged to
- prevent further overheating.
-
- The effects of heat strain are only modelled in the game when the
- parameter overheating is set to on. (See the SETP and SETV commands for
- details.)
-
- MISSILES
-
- Missiles use energy for one turn in order to load (called the missile's
- "Energy to Load"). Missiles fire at an original aim angle relative to
- the starship from which they are fired. A missile will manoeuvre like a
- starship in terms of turn rate and speed. However, as each missile has
- its own sensor, once released it will operate independently of your
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- Copyright Mithril Software Pty Ltd Page 7
- ship. The sensor in the missile is relatively unintelligent and will
- only track an object that it is already locked on to. This is why you
- must lock onto a target using the ship's sensors.
-
- Before being fired, a missile must be told how far away from the target
- to explode. This is called the proximity and is set with the "PROX"
- command. See the section on 'Granularity' for the effects of proximity.
-
- Missiles have a recognition signal keyed into them so that they will not
- deliberately explode when near friendly vessels. You cannot, therefore,
- attack friendly vessels with missiles. Neutral or hostile vessels can
- be targeted with missiles. Note that the missile will explode when it
- comes within proximity distance of any "non-friendly vessel." Missiles
- can therfore be blocked by "sacrifical" actions of other ships.
-
- Any given missile type has a blast radius, doing damage depending upon
- how close to the centre of the blast radius an object is. This means
- that if your ship is too close to an enemy ship when your missile goes
- off you will be damaged. The purpose of setting a proximity is to tell
- your missiles how close to another ship they get before exploding. A
- low proximity will inflict maximum damage; a high proximity will inflict
- little damage, but has an increased range and suffers less from the
- effects of Event Granularity.
-
- E.g. A Monarch Class vessel fighting a hostile vessel with a proximity
- of 10 will have a base range of 1210 and a damage of 300. The same
- missile with a proximity of 300 will have a base range of 1500 and a
- damage of one, if it detonates at extreme range. NB the Monarch class
- is included with the registered version of Bridge Crew
-
- All ships have a limited number of missiles which they can carry at any
- time. If a ship runs out of missiles it must go back to a starbase in
- order to be reloaded.
-
- Note that using the Scenario Designer's Kit, it is possible to build a
- ship which can reload itself and other ships.
-
- Missile weapons also move each turn and are checked to see if they are
- in proximity at the start and end of their movement.
-
- Granularity (or the Problem with Missiles)
-
- Put simply, Granularity is the amount of time or movement between
- events. In the case of BRIDGE CREW, this is 2 seconds.
-
- The Bridge Crew software only checks the position of a missile for
- proximity (and therefore detonation) before it moves the missile and
- after it moves the missile. The sequence of a turn is therefore:
-
- 1. Move ships.
- 2. Test missiles.
- 3. Move missiles.
- 4. Test missiles.
-
- Using this sequence, it is possible for a missile with a low proximity
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- Copyright Mithril Software Pty Ltd Page 8
- to miss a target by moving over it. Here's how:
-
- Proximity 50
- Missile speed 120
- Target speed 10 (Towards the missile)
- Current distance 70
-
- 1. Move the ship. Current distance now 60.
- 2. test missile (outside proximity)
- 3. Move missile (distance now 120-60 = 60)
- 4. test missile (still outside proximity)
- 5. the missile now starts to turn back toward the target, but will,
- in most cases, miss.
-
- The golden rule here, is that proximity should always be set to greater
- than or equal to half the missile speed to ensure a detonation.
-
- Also with this sequence, it is possible for a missile with a low
- proximity to detonate against a non-facing shield by moving past the
- target. Here are 2 ways that this can happen:
-
- Proximity 50
- Missile speed 120
- Target speed 80
- Current distance 60
-
- 1. Move the ship (Current distance is now -20 i.e. behind the target
- ship)
- 2. Test the missile (which is inside proximity, so it will detonate
- and attack the back shield)
-
- Proximity 90
- Missile speed 120
- Target speed 0
- Current distance 100
-
- 1. Move the ship (Current distance is now 100)
- 2. Test missile (outside proximity)
- 3. Move missile (the distance is now (100-120) = -20 - i.e. behind
- the ship.)
- 4. Test missile (which is now inside proximity, so that it will
- detonate against the back shield).
-
- The golden rules here, are that to increase the chance of hitting the
- facing shield, proximity should always be set to greater than the
- missile speed and greater than the target speed.
-
- Because the ship moves before the missile when firing across the path of
- an opposing ship, a glance can occur where the ship moves into and out
- of proximity in one movement. This will tend to occur more with lower
- proximity and higher ship speeds. The golden rule here is that
- proximity should be not less than the target ship's speed.
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- Copyright Mithril Software Pty Ltd Page 9
- BEAMS
-
- A beam weapon is the space age equivalent of a cannon. This means that
- if you can see it, make the weapon face it and have it within range you
- can shoot it. Like a cannon, beams have a point blank range. If you
- are at point blank range you will do maximum damage. Damage will
- decrease as you move further away from an object, up to a point where no
- damage occurs, as you are out of range.
-
- Beam weapons require a number of turns to load, and use energy in every
- turn in which they are loading.
-
- TRANSPORTERS
-
- All transporters have a maximum distance at which they will work. In
- order to successfully use the transporters, you must maintain a speed
- equal to or lower than the maximum speed for your transporter type.
- Energy cost for using transporters is calculated per person or crew.
- Transporters also have a shield penetration value. If any shield is
- below this value (in points, not as a percentage) then they will be able
- to transport crew onto the vessel. If your transporter will not
- penetrate a shield, you can ask friendly ships to lower their shields
- using the 'ORDER LOWER' command. If you wish to transport to/from
- unfriendly ships, you must lower their shields by other methods. All
- transporters also have a maximum number of people they will transport at
- any one time. If you are unaware of your transporters capabilities then
- a 'REPORT TRANSPORTER' should respond with the information needed.
-
- SECURITY
-
- The game could not be played without this function. The security
- officer is the person who assigns the ships functions.
-
- It is also the job of the security officer to key in the ship's
- condition e.g. Red. Some ships will only obey orders under condition
- Red or Blue; please consult the world book to discover the appropriate
- times to declare a change of condition. When a condition red or blue is
- declared, then other ships may fall under your command.
-
- SHIP'S FUNCTIONS
-
- The ship is divided into up to twenty functions. Each of these
- functions has the following properties:
-
- 1. Each function has a certain quantity of native hit points. This is called
- original damage. As the function takes damage, the number of
- points remaining drops. When it drops below the failure point, the
- function will no longer operate at full capacity. When the hit
- points drop to zero, the function is totally destroyed.
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- Copyright Mithril Software Pty Ltd Page 10
-
- 2. The function may additionally require crew in order to be
- operational. If it does not have sufficient crew, then it will
- perform at less than 100% efficiency.
-
- 3. If a function is damaged but still has at least one point of damage
- remaining, then any crew above and beyond those needed to make it
- 100% operational will start to restore the function to full operating
- potential. Different starships and different functions will all
- restore at different rates, so the same number of crew will restore
- the same function at different rates on different ships.
-
- 4. When a function has been damaged beyond easy restoration, which is to say
- its points have reached Zero, the function will need to be
- repaired. In order to do this spares will be required. If spares
- are not available then that function is crippled (which may cripple
- the entire ship). If the ship cannot repair itself, it will require
- the services of a starbase repair facility (only useful if one can be
- reached). On some occasions, if a ship is completely crippled, a
- repair ship may be sent.
-
- 5. In order to prevent the entire crew rapidly fixing a function an
- artificial limit has been placed into all functions allowing varying
- maximums of extra crew in each function. This maximum crew is the
- game's way of limiting skill bases and repair rates on each ship.
-
- 6. Each function has a physical space requirement limiting the maximum
- number of people allowed in the function, this includes passengers
- and crew.
-
- 7. One function may or may not be related to one weapon, or sensor.
- E.g. all 10 missile weapons could rely on one ship's function if the
- scenario (ship) designer designed it that way.
-
- COMMUNICATIONS
-
- Starships may send one line messages to each other over "warp space
- communications". Non-player Starships will automatically respond to the
- messages "HELLO", "ID" and "NEWS". Other communications that are sent
- by the players to non-player ships will be redirected to the GM's
- terminal. Most GMs do not like large amounts of idle chatter which they
- then have to read and in such circumstances may miss important messages
- that you send. The scenario designer can pre-program multi-line
- messages which can be read by any officer. (Future versions of bridge
- crew will have enhanced multi-line communications facilities).
-
- SHIELDS
-
- Starships have four shields. One at the front, one at the back and one
- on either side. For game purposes there are no gaps between shields.
- All attacks of any nature will be stopped by shields if the shields are
- up. (Note: there is a difference between a shield being up and a shield
- being charged). A shield is charged when it is at 100% of its shielding
-
- Copyright Mithril Software Pty Ltd Page 11
- capacity. It can, however, be below its full capacity and still be
- charged. Shields take energy to charge, however a fully charged shield
- takes no energy to maintain. A shield with a strength of 300 points is
- capable of taking 300 points of damage (DV). Any damage done to it
- above this amount will penetrate the shield and effect damage on the
- ships functions and cause crew casualties. Each turn, a shield that is
- down but is still capable of recharging will attempt to recharge itself
- in the following order; front, right, back and left.
-
- The shield officer may alter the rate of recharge of one or all shields
- to assist with starship energy management.
-
- E.g. If the shield charge rate is set to 100 for all shields and 250 EU
- are available and the current state of the shields is
- front 300, (100%),
- right 100, (30%),
- back 30 (10%),
- left 150 (50%)
- and the ship has a shield efficiency of 5%, then this turn the shields
- will recharge as follows:
- front 0
- right (will take 100 points of energy and give 5 points) 105
- back (will take 100 points of energy and give 5 points) 35
- left (will not recharge at all as there is insufficient energy left
- to recharge i.e. 50) 150.
- This would be an undesirable situation if an enemy was currently on your
- left bow. A trained and efficient shield officer would reduce the
- charge rate on the right shield (assuming it is not facing an enemy
- ship) to 50 or less to allow the left shield to recover. Obviously this
- kind of decision is often made by the Captain as he or she knows which
- shields will be used next.
-
- SCIENCE
-
- The science officer is responsible for the sensor and the scanning and
- analysis of other ships. If objects are visible on the sensors then the
- science officer, with the assistance of the ships computer, may be able
- to ascertain information about various aspects of the object or ship.
- The basic rule is that scan will operate with poor picture sensors and
- analyse will only work with a good picture. The two functions i.e. scan
- and analyse are independent of each other and may or may not work at the
- same time. For general usage, if you can't scan it, analyse it; if you
- can't analyse it, scan it. In many situations, the two commands will
- give you virtually the same information, but this is not always true.
-
- BRIDGE OFFICERS
-
- HELM OFFICER
-
- The Helm Officer's main function is to steer the ship in the manner and
- speed directed by the captain.
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-
- Instructions from the captain may be given in exact form or as general
- instructions. The Helm Officer should be flexible in approach.
-
- The Helm Officer is also responsible for the main view screen and should
- provide advice on views, scales and magnification at any time where it
- may be appropriate. This includes keeping the starship centred in the
- display with the VIEW command.
-
- A common abbreviation is the use of the term warp for speed. Speed is
- given in tenths of a warp, so the captain ordering a speed of warp four
- would be asking for a speed of 40.
-
- In the FIP universe, the Helm Officer is responsible for answering
- questions about direction and travel times to various objects.
-
- DAMAGE CONTROL
-
- The Damage Control Officer is responsible for assigning crew to repair
- stations. He or she should, without instruction, assign crew to damaged
- functions in the priority sequence desired by the captain, whilst the
- ship is in combat.
-
- When the ship is low on crew (e.g. as a result of combat) the DC Officer
- may need to recommend a sensible crew distribution in line with the
- general needs of the captain.
-
- BEAM WEAPON
-
- The Beam Officer is responsible for firing and loading the beam weapons.
- The Beam Officer should not lock or charge the beam weapons on his or
- her own initiative unless condition red or blue has been declared.
-
- If directed to "fire at will", the Beam Officer should fire at all
- possible opportunities. During a "normal" combat the captain must
- specifically authorise a list of targets.
-
- Beam Officers should be aware of the problems associated with charging
- the beam weapons during energy crisis situations, and adhere to the
- captain's needs in such situations.
-
- The Beam Officer should also advise the captain of beam firing
- opportunities and of manoeuvres that favour beam firing opportunities.
-
- The Beam Officer should decide on the beam firing ARC before combat and
- set it without recourse to the captain.
-
- Many captains like to be advised of beam hits made against enemy
- starships.
-
-
-
- Copyright Mithril Software Pty Ltd Page 13
- MISSILE WEAPONS
-
- The Missile Officer is responsible for firing and loading the missile
- weapons. The Missile Officer should not lock or load the missile
- weapons on his or her own initiative unless condition red or blue has
- been declared.
-
- If directed to "fire at will", the Missile Officer should fire at all
- realistically possible opportunities, without unnecessarily wasting
- ammunition. During a "normal" combat the captain must specifically
- authorise a list of targets.
-
- A common command is to "keep lead in the air", which authorises the
- Missile Officer to fire even if a hit is not a certainty.
-
- The Missile Officer should advise the captain of missile opportunities
- and manage the use of missiles. It is common protocol to periodically
- advise the captain of the number of missiles remaining.
-
- The Missile Officer should decide on the proximity setting before combat
- and set it without recourse to the captain.
-
- Many captains like to be advised of missile hits made on other
- starships, since the main display is not to scale.
-
- COMMUNICATIONS
-
- The Communications Officer is responsible for the sending and reading of
- messages from and to other ships. He or she should bring any reports
- that may be relevant to the captain's attention. The Communications
- Officer should not send any unauthorised messages.
-
- The Communications Officer is also responsible for the sending of orders
- to other ships.
-
- COMPUTER OFFICER
-
- The computer officer is responsible for scanning the ship's computer for
- information that may be of use to the captain in the current scenario.
-
- The computer will normally contain extracts from the FIP charter, and
- from any relevant FIP treaties, along with scenario specific
- information.
-
-
-
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 14
- ENGINEERING
-
- The Engineering Officer is responsible for advising the captain on the
- state of the engines and transporter.
-
- Repairs will be needed at various times. The Engineering Officer will
- be responsible for their execution. Remember to liaise with the captain
- to ensure the optimum use of spares and starbase facilities.
-
- The Engineering Officer also performs any transportation of passengers
- and crew.
-
- SECURITY OFFICER
-
- The Security Officer is responsible for the allocation of bridge
- functions to the crew.
-
- Unless ordered otherwise, if the captain dies, he or she should assume
- command of the ship.
-
- He or she is also responsible for the safety of passengers, cargo and
- Prisoners on the ship.
-
- He or she should move rapidly to bring the ship to alert status of
- yellow, red or blue, on the captain's order.
-
- SHIELD CONTROL
-
- The Shield Control Officer is responsible for the raising/lowering of
- shields and the recharge setting on the shields.
-
- Given the serious effect that damaged shields have on energy management,
- he or she should advise the captain of the options available to him/her
- and be quick to respond to instructions given.
-
- SCIENCE
-
- The Science Officer is responsible for gathering information about the
- objects encountered during a mission and advising the captain of any
- anomalies. that are apparent.
-
- He or she should also control the ship's sensors as required.
-
- During combat he or she should offer advice to the captain on sensor
- usage and damage done to hostile ships.
-
- Many captains expect the Science Officer to constantly monitor the
- damage status of enemy shields and functions and to advise any changes
- of status.
-
- Copyright Mithril Software Pty Ltd Page 15
-
- STRATEGY OFFICER
-
- This member of crew is a 'behind the scenes' advisor to the captain.
-
- His or her main function is to keep the captain advised of the strategic
- situation in which the ship is operating.
-
- POSITION UPDATES of vessels being tracked by Deep Space Fleet will be
- transmitted to the strategy officer who should assess them for
- importance and advise the captain accordingly.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 16
- PLAYER COMMANDS
-
- Only the first four characters of a command need be entered. When
- entering function names or system names (i.e. anything that is shown in
- italics) the full word needs to be entered - abbreviations are not
- accepted. For example, to get a RECON, you only need to type RECO into
- the computer, but to get a report on your impulse engines you need to
- type "FUNC IMPULSE".
- -----------------------------------------------------
-
- GENERAL COMMANDS
-
- The following commands are available to all players.
-
- DIRECT end_location [start_location]
-
- Reports the distance and heading from start_location to end_location.
- End_location and start_location can be either x.y co-ordinates or an
- Object Id. If an Object Id is used, then the last known x.y location
- of that object is considered. The default for start_location is your
- own ship.
-
- ETA start_location speed end_location
-
- Calculates an time taken to travel to end_location from start_location
- at constant speed.
-
- End_location and start_location can be either x.y co-ordinates or
- an Object Id. If an Object Id is used, then the last known x.y
- location of that object is considered.
-
- Speed is in TSU per turn.
-
- It also tells you the stardate based on the current stardate, plus the
- travel time to end_location, along with the elapsed play time, in
- minutes.
-
- FROM ship_id start_ship_id
-
- Lists known objects regardless of sensors relative to a specific ship.
- Objects include ships, starbases and planets.
-
- All known objects are stored in a list. The 'FROM' command will list up
- to 10 objects from this list starting from the start_ship_id. Ship_id
- specifies which ship to use as the origin for calculating Heading and
- Distance values.
-
- For example:
-
- FROM F2 will list the first 10 known objects relative to ship F2
-
- FROM K1 X7 will list the first 10 ships starting from X7,
- relative to K1.
-
- Copyright Mithril Software Pty Ltd Page 17
-
- The 'FROM' command is similar to the 'THINGS' command but calculates the
- listed Heading and Distance from a specified ship.
-
- An example of the report is shown below
-
- Id Heading Distance Xpos.Ypos Tagged
- F1 2992 1420 500090.196277 Tagged
- F2 1178 26 501353.195571 Tagged
- K1 123 10149 503500.205500 Tagged
- K2 195 9461 504500.204500 Tagged
- K3 177 10409 504500.205500 Tagged
-
- FUNCTION function_id
-
- Lists crew and damage status of a function.
-
- Report For WARP
- Crew Needed 65 Actual 65 Maximum 75
- Damage at Start 100 Damage to Degrade 70
- Current Damage 100 Current Performance 100%
- Repair rate 0 Spares held 2
- Casualties 0 Passengers 0 Max People 76
-
- The function_id can be found from the command REPORT FUNCTIONS.
-
- GET message number
-
- Retrieves the multi line message from the ships computer. Message 0 is
- usually the scenario orders.
- HELP command
-
- Where command is a player's command or security code.
-
- NOTE: This command is designed to assist only those players who are
- familiar with the game. It is not designed as a tutorial, or to tell
- the player what effect the commands will actually have. Its objective
- is to assist with the syntax of less commonly used commands.
-
- INTERCEPT ship_id [speed]
-
- Tells the players of the speed and course needed to intercept a given
- starship. In order for the command to be effective, the starship must
- be visible on sensors at the time that the command is given.
-
- LOG [text]
-
- Makes an entry in the ships log. Text is the message entered. This is
- stored in a file called BCREWLOG.DAT.
-
- If text is empty, the command lists the last ten logged messages.
-
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 18
- MACRO number text
-
- Sets up a user macro, where number is a number from 0 to 9, and text is
- the command that you wish to have available as a macro.
-
- For example, the Helm officer may set up macros for the command VIEW and
- certain headings as follows:
-
- Macro 0 View
- Macro 1 Course 0
- Macro 2 Course 900
- Macro 3 Course 1800.
-
- To recall the macro (and therefore enter the command in the macro), he
- or she can subsequently simply enter the number of the macro at the
- terminal.
-
- E.g. entering 2 will execute the command COURSE 900 at his or her
- terminal.
-
- Macro recall occurs on a 0 through 9 at the beginning of the line
-
- Macros may include %digit, which is evaluated to the digitth word in the
- player command. Digit can only be 0 through 9
-
- Eg: MACRO 0 MLOCK %1 PT1 PT2 followed by 0 K1 evaluates to MLOCK K1 PT1 PT2
-
- This is also known as parameterised macros (for those of you with a bent
- for programming.)
-
- MACGET filename
-
- Where filename is a digit between 0 and 9.
-
- This will restore a set of previously saved macros. See MACSAVE for details.
-
- The user must have entered their name using the ME command for this to
- work (the player must have entered the same name as when he or she did
- the MACSAVE).
-
- MACLIST
-
- Lists your macros:
-
- In the example given for the command MACRO, the following report would
- be returned.
-
- 0 VIEW
- 1 COURSE 0
- 2 COURSE 900
- 3 COURSE 1800
-
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 19
- MACSAVE filename
-
- This command will save the macros currently used by the player to a .BCM
- file. In order to use this command, the player must be logged on using
- the ME command.
-
- Filename is a number in the range 0 through 9.
-
- E.g
- ME fred
- MACSAVE 2
-
- ME name
-
- Registers the character (or player's) name at the terminal, so that it
- can be used for log reports and for saving macros.
-
-
- PORT [port_number RESET]
-
- This command can be run on any terminal. If it is run with no
- parameters, it will list the status of all active terminals that the
- Bridge Crew program is aware of.
-
- Its main use, however, is to reset the communications line to a
- particular port after a failure has occurred (eg someone tripping over
- the cable and unplugging it).
-
- Eg: PORT
- lists the status of all ports that the Bridge Crew program beleives a
- terminal is attached to.
-
- PORT 2 RESET
- Restarts communications to port 2.
-
- READ message_number
-
- Displays a message that was received in the players' queue.
-
- RECON
-
- List all objects detected by the sensors on that turn. Objects include
- ships, starbases and planets. Ships outside the range of the sensors or
- that are effectively cloaked for that turn will not be listed.
-
- An example of the report is shown below
-
- Id Heading Distance Id Heading Distance
- F1 3320 836
- F2 830 810
-
- Note: if more than 30 objects are visible, only the first 30 will be
- shown.
-
- To list all ships regardless of sensors use the 'THINGS' command.
-
-
-
- Copyright Mithril Software Pty Ltd Page 20
- REPORT CREW
-
- Lists the status of your ships crew.
- An example of the report is explained below.
-
- Function Needed Actual Spare max Function Needed Actual Spare max
- HELM 15 15 0 25 DC 1 45 44 50
- PH1 20 20 0 30 PH2 20 20 0 30
- PH3 20 20 0 30 MIS1 25 25 0 35
- MIS2 25 25 0 35 COMMS 5 5 0 15
- WARP 65 65 0 75 IMPULSE 25 25 0 35
- SHIELD 20 20 0 30 COMP 5 5 0 15
- TRANS 5 5 0 15 SENS0 20 20 0 30
- SENS1 20 20 0 30 SENS2 7 7 0 17
- HULL 1 1 0 10 OTHER 0 7 7 10
-
- Function identifies the ship functions that crew are assigned to.
- Needed refers to the minimum number of crew needed for normal
- operations of the system at 100% efficiency.
- Actual refers to the number of crew are currently assigned to the
- functions.
- Spare calculates the number of 'Actual' crew over the 'Needed' crew
- for each function. These 'extra' crew could be restoring damage
- and are not necessarily spare.
- Max The maximum number of crew that can be assigned to the function.
-
- Function OTHER represents miscellaneous functions.
-
- REPORT CLOAKING
-
- This command reports on the status of the cloaking devices, if any are
- featured on the players' ship.
-
- REPORT COMPUTER
-
- This command lists the multi-line messages in the computer and lets you
- know which ones you can access.
-
- REPORT CROSSSECTION
-
- Lists the sensor echo for your craft for all of known frequencies.
-
- The example crosssection report is shown below:
- EM 69
- WS 78
- SR 69
- SE 67
- PS 77
- ZZ 66
-
- Note: In the current release, frequency ZZ is not actually used.
-
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 21
- REPORT ENERGY
- This report simply lists the energy required to maintain various speeds.
-
- Energy management is critical at high warp speeds. Normally the warp
- engines provide surplus power that is used in the ships power grid. At
- high warp speeds they may consume more than power than they create. The
- meagre output of the impulse engines and battery reserves are needed to
- supplement this.
-
- This table assists the crew in managing energy and determining the
- amount of energy needed.
-
- REPORT ENGINES
-
- Lists the current state of the engines
-
- Current Energy Generation 1500
- Current Maximum Speed 80
- Impulse Energy Available 400
- Warp Energy Available 1100
- Engine Temperature 0
- Warp Max speed (safe) 80 (60)
-
- REPORT FUNCTIONS
-
- Reports on damage status of ships functions.
- An example of the report is explained below.
-
- Function Orig remain fail perf Function Orig remain fail perf
- HELM 100 100 50 100% DC 100 100 20 100%
- PH1 100 100 80 100% PH2 100 100 80 100%
- PH3 100 100 80 100% MIS1 100 100 50 100%
- MIS2 100 100 50 100% COMMS 100 100 70 100%
- WARP 100 100 70 100% IMPULSE 100 100 30 100%
- SHIELD 20 20 10 100% COMP 100 100 10 100%
- TRANS 100 100 80 100% SENS0 100 100 90 100%
- SENS1 100 100 90 100% SENS2 100 100 90 100%
- HULL 500 500 100 100% OTHER 100 100 100 100%
- Function identifies the ships functions.
- Orig is the amount of damage a function can sustain before being
- destroyed when undamaged (i.e. ignoring current damage).
- remain is the amount of damage a function can sustain before being
- destroyed allowing for current damage.
- fail is the value which 'remain' has to fall to or below for the
- system to fail.
- perf is a percentage of effective performance allowing for current
- damage.
- Function OTHER represents miscellaneous functions.
-
-
-
-
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 22
- REPORT PEOPLE
-
- Reports on casualties amongst crew and passengers.
- An example of the report is explained below:
- Function Crew Pass Invade Casual Function Crew Pass Invade Casual
- HELM 15 0 0 0 DC 45 0 0 0
- PH1 20 0 0 0 PH2 20 0 0 0
- PH3 20 0 0 0 MIS1 25 0 0 0
- MIS2 25 0 0 0 COMMS 5 0 0 0
- WARP 65 0 0 0 IMPULSE 25 0 0 0
- SHIELD 20 0 0 0 COMP 5 0 0 0
- TRANS 5 0 0 0 SENS0 20 0 0 0
- SENS1 20 0 0 0 SENS2 7 0 0 0
- HULL 1 0 0 0 OTHER 7 0 0 0
-
- Function identifies the ship functions.
- Crew refers to the number of crew assigned to that function.
- Pass refers to the number of passengers assigned to that function.
- Invade refers to the number of invaders performing a boarding
- action.
- Casual refers to the number of casualties taken in that function.
-
- Function OTHER represents miscellaneous functions.
-
- Note: Invaders are not included in the current release, so the column
- with heading Invade will always contain 0.
-
- REPORT SECURITY
-
- This report lists each of the security positions along with the terminal
- that is allocated to that position.
-
- REPORT SHIP
-
- A quick summary of your ship's damage status. An example of the report
- follows.
-
- Damaged Functions 0
- Casualties 0
- Damage Remaining 2120
- Failure Point 585
- Hull Before Fail 1535
-
- Damage Functions is the number of ship's systems that are currently
- subject to any damage.
- Casualties refers to casualties amongst the crew and passengers.
- Damage Remaining is the damage remaining in all functions. In role play
- terms, this is the ship's current hit points.
- Failure Point when 'Damage Remaining' falls below this point, the ship
- falls apart.
- Hull Before Fail is 'Damage Remaining' minus 'Failure Point' and is the
- amount of damage in DV that you can take before the ship falls apart.
-
-
-
-
- Copyright Mithril Software Pty Ltd Page 23
- REPORT TRANSPORTER
-
- Reports on the properties of the ship's transporters.
-
- Transporter Features :
- Maximum Range 400
- Energy per person 50
- Shield Penetration 20
- Capacity in people 5
- Maximum Speed 9
-
- SYSTEMS start_system
-
- Lists star systems in the current sector (game play area).
-
- Star systems are stored in a list. The 'SYSTEMS' command will list up to
- 10 star systems from this list starting from the start_system. For
- example,
-
- SYSTEMS SOL
-
- will produce the following report:
-
- Name Heading Distance X.Y
- SOL 2492 524404 10000.10000
- XING 3523 787341 394688.975699
- ALPHA_CEN 2507 453093 72667.46326
- PROXIMA 2511 455525 69507.48027
- MENKENT 242 347792 643265.512640
- PLATO 170 650166 690899.817163
- ARISTOTLE 269 624878 784087.752323
- EINSTEIN 3152 474395 165830.531725
- SCARAB 47 643722 554254.836974
- PLANCK 3389 316940 385945.491014
-
- The registered version of Bridge Crew (which contains 46 stars) will
- show the first ten stars; the shareware version will show less as the
- shareware universe has less than 10 stars.
-
- TELL system
-
- Reports on the status of a star system.
-
-
- TERM [BS|ECHO ON|OFF]
-
- This command configures the terminal characteristics for the port that
- the player is on. If entered without any parameters, it will display
- the current characteristics for the terminal.
-
- The characteristic BS is used to control the printing of the Backspace
- character. When this option is switched on, it will echo a backspace as
- character 8. When the option is switched off, it will use an ANSI escape
- sequence.
-
- The terminal characteristic ECHO controls whether the command is echoed
- back by the Bridge Crew program. This allows for easier development of
-
- Copyright Mithril Software Pty Ltd Page 24
- "smart" terminal emulators to provide a better/friendlier user-interface
- than the 'dumb terminal' currently used.
-
- Eg: TERM BS ON
- Sets the backspace character echo to character '8' for this terminal.
-
- THINGS ship_id
-
- Lists known objects regardless of sensors. Objects include ships,
- starbases and planets.
-
- All known objects are stored in a list. The 'THINGS' command will list
- up to 10 objects from this list starting from the ship_id supplied. If
- no ship_id is supplied, it will start from the player ship.
-
- For example:
-
- THINGS will list the first 10 known objects (starting with the player
- ship).
-
- THINGS F2 will list the 10 known objects starting at F2.
-
- Objects are listed with their last known position, updated from your own
- and other friendly sensors. At any time during the game, the ships'
- true positions may be nowhere near their last known position.
-
- An example of the report is shown below
-
- Id Heading Distance Xpos.Ypos Tagged
- F0 0 1 500500.195500 Tagged
- F1 3306 790 500111.196188 Tagged
- F2 797 758 501246.195639 Tagged
- K1 167 10440 503500.205500 Tagged
- K2 239 9848 504500.204500 Tagged
- K3 218 10770 504500.205500 Tagged
-
- Note: The "Position updated ..." messages received by the strategy
- officer indicate that the last known position of the starship concerned
- has changed.
-
- The 'FROM' command is similar to the 'THINGS' command, but calculates
- the listed Heading and Distance from a specified ship.
-
- A more graphical display of the last known location of known objects is
- obtainable by switching to strategic mode and selecting a large scale.
-
- WHO
-
- Lists who you are, your terminal and your current security assignments.
-
- An example of the report follows.
-
- port 1
- HELM DC BEAM
- MISS COMMS ENG
- SEC SHIELD SCI
- STRAT COMP
-
- Copyright Mithril Software Pty Ltd Page 25
-
- The port number is the terminal number. The codes are explained below:
-
- HELM Helm Officer
- BEAM Beams Weapons Officer
- COMMS Communications Officer
- SEC Security Officer
- SCI Science Officer
- COMP Computer Ops Officer
- DC Damage Control Officer
- MISS Missile Weapon Officer
- ENG Engineering Officer
- SHIELD Shield Operations Officer
- STRAT Strategy Officer
-
- Note: The name entered by the 'ME' command will also be shown.
-
- VERS
-
- Will tell the player the current version of Bridge Crew that is running.
-
- ZONE location
-
- Reports who owns the space at location. Location can be either an x.y
- co-ordinate or an Object Id. If an Object Id is used, then the last
- known x.y location of that object is considered. Ownership may be
- currently contested.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
- Copyright Mithril Software Pty Ltd Page 26
- Helm Officer
-
- The following commands are available only to the Helm Officer.
-
- AUTOVIEW [ON|OFF]
-
- If this command is entered without parameters it will display the
- current AUTOVIEW setting.
-
- This command switches the main display into and out of auto view mode.
- When in AUTOVIEW mode, the players' starship is automatically centred on
- the screen each turn. This mode makes it difficult for inexperienced
- players to tell if the player ship is moving. AUTOVIEW can be disabled
- by the GM for any given universe.
-
-
- COLOUR number
-
- This command changes the colour scheme of the main display. Its major
- use is with mono monitors or liquid crystal displays. Values for number
- are:
-
- 0 Full colour (16 colours)
- 1 Grey ships (suitable for grey scale LCD displays).
- 2 Black & blue (0,1) (mono).
- 3 Black, blue, green, cyan (0, 1, 2, 3) (4 colours)
- 4 Black & white (0, 15) (mono)
-
- COLOUR 1
-
- sets the colours for the display.
-
- COURSE angle
-
- Sets the ships course, in tenths of a degree. Angle can be any number
- from 0 to 3599. See the diagram below:
-
- 0
- 3150 | 450
- \|/
- 2700<----+---->900
- /|\
- 2250 | 1350
- 1800
-
- MAGNIFY number
-
- Sets the magnification of ships. Number can be any number between 1 and
- 300. Some examples of MAGNIFY are:
-
- MAGNIFY 130 The default; i.e. normal size. Ships will be shown this
- size when the game starts.
- MAGNIFY 50 Small
- MAGNIFY 200 Large
-
-
- Copyright Mithril Software Pty Ltd Page 27
- A large magnify can be used to take a good look at a previously unknown
- ship, thereby providing clues to its origin.
-
- MODE TACTICAL|STRATEGIC
-
- Sets the main view screen mode.
-
- The TACTICAL mode is suitable for combat and manoeuvre. It shows the
- direction and current location of all visible ships, starbases, planets,
- stars and visible missiles.
-
- The STRATEGIC mode is suitable for campaign planning and strategy
- conferences. It shows the last known location of the known starships
- and the correct location of the stars. In strategic mode, the direction
- in which the ships are travelling is not indicated by the ship
- silhouette (the ships are shown in COURSE 0). If a starship is shown as
- a red blob, this means that it is within sensor range of a sensor that
- does not provide a clear picture.
-
-
- SCALE number
-
- Scales the viewport size in TSU measured from the centre of the screen
- to the edge. The view screen is a square with sides twice the length of
- the scale. A command of SCALE 5000 will give a view screen that is 5000
- TSU from the centre to each side, and 10 000 TSU from top to bottom and
- left to right.
-
- SPEED speed
-
- Sets the ship's speed.
- Speed 1 1 TSU/turn
- Speed 10 10 TSU/turn
- Speed 100 100 TSU/turn
-
- STARS star size
-
- Sets the size of stars between 1-100. The default star size is 20.
-
- TRACK ship_id
-
- Sets the ship that is being tracked on the main screen.
-
- VIEW location
-
- Sets the centre of the view screen. If location is left blank, then the
- current location of the players' ship is used. If location is used,
- then the centre of the view screen will be the ship, system, or x.y
- co-ordinates of the location parameter.
-
- E.g. if the helm officer enters VIEW F5, and F5 is not currently
- visible, the screen will be centred on F5, and the players' ship will
- not be shown on the screen. This is a good way to confuse the captain.
-
-
-
- Copyright Mithril Software Pty Ltd Page 28
- DAMAGE CONTROL
-
- ASSIGN function1 number function2
-
- This command moves a number of crew from function1 to function2. For
- example:
-
- ASSIGN WARP 3 SHIELD
-
- will move 3 crew from the function warp to the function shield. A
- situation where this might be required would be if the shields were
- damaged, but the warp engines were fully functional.
-
- Use the REPORT CREW command to see which types of crew members (and how
- many) can be moved to a different location.
-
- Note that if the Damage Control function is damaged, you can only order
- crew to and from the HELM (Bridge) until DC is repaired.
-
-
-
-
- REPORT DC
-
- This useful report is only available to the Damage Control officer and
- is as follows:
-
- Function Damage Fail Spare Perf Function Damage Fail Spare Perf
- HELM 1 0 0 0 100% DC 9 0 0 44 100%
- PH1 0 0 0 0 100% PH2 0 0 0 0 100%
- PH3 0 0 0 0 100% MIS1 0 0 0 0 100%
- MIS2 0 0 0 0 100% COMMS 0 0 0 0 100%
- WARP 2 0 0 0 100% IMPULSE 1 0 0 0 100%
- SHIELD 1 0 0 0 100% COMP 0 0 0 0 100%
- TRANS 0 0 0 0 100% SENS0 0 0 0 0 100%
- SENS1 0 0 0 0 100% SENS2 0 0 0 0 100%
- HULL 0 0 0 0 100% OTHER 0 0 0 7 100%
-
- Function the id of the ships function.
- Unlabeled field the number of spares - the report will not show more
- than nine spares.
- Damage the total points of damage done to the function.
- Fail the points needed to be repaired to make the function
- perform at 100%.
- Spare the number of excess crew assigned to the function.
- If the figure is negative, then it shows the number
- of crew needed to bring performance to 100%.
- Eg a spare of 2 means that there are two crew 'extra'
- assigned to the function; a spare of -5 means that
- five more crew members are needed for 100% performance.
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- Copyright Mithril Software Pty Ltd Page 29
- BEAM WEAPON OFFICER
-
- ARC angle weapon_list
-
- Sets the dispersion angle of the beam weapons. In the current version
- of Bridge Crew, no advantage can be gained from setting it to anything
- other than the default (10).
-
- BLOCK target weapon_list
-
- Locks a list of weapons functions via the ship's sensors. The Beam
- Weapon Officer cannot lock onto the target ship unless it is visible on
- the ship's sensors. Weapon List is an abbreviation of the beam weapons
- - the beam weapons for your ship can be found by using the REPORT BEAM
- command. E.g.:
-
- BLOCK K3 LP FP RP
-
- will lock the beam weapons LP, FP, and RP onto target ship K3.
-
- Prior to combat, you will often know which ships are potential targets.
- This command would normally be loaded into several macros (one for each
- target) to maximise the firing opportunities for the Beam Weapon
- Officer. If there are numerous targets, a parameterised macro would be
- useful. Eg - load the macro:
-
- MACRO 3 BLOCK %1 LP FP RP
-
- to lock onto another ship, say, X4, type:
- 3 X4
- this will execute the command
-
- BLOCK X4 LP FP RP.
-
- BFIRE weapon_list
-
- Fires the weapons in the weapons list. E.g.
-
- BFIRE LP FP RP
-
- will fire the beam weapons LP FP and RP.
-
- This command would normally be loaded into a macro to maximise the
- firing opportunities for the Beam Weapon Officer.
-
- If the ship being fired upon is not within the firing arc of the
- weapons, no shot is fired.
-
- BUNLOCK weapon_list
-
- Unlocks the weapons in the weapons list. Eg
-
- BUNLOCK FP RP
-
- unlocks beam weapons FP and RP.
-
- Copyright Mithril Software Pty Ltd Page 30
-
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- CHARGE weapon_list
- or
- BCHARGE weapon_list
-
- Initiates a charge sequence which uses energy for a significant number
- of turns. E.g.
-
- BCHARGE LP FP RP
-
- will charge the beam weapons LP FP and RP.
-
- This command would normally be loaded into a macro to maximise the
- firing opportunities for the Beam Weapon Officer.
-
- REPORT BEAM
-
- Provides a report of the beam weapons:
-
- Id Arc Firing-Arc Function Perform Dam Aim Status Lock
- LP 10 2699-1 PH1 100% 300 0 Empty NONE
- FP 10 3149-451 PH2 100% 300 0 Empty NONE
- RP 10 900-0 PH3 100% 300 0 Empty NONE
- End report
-
- Id The weapon identification string. Usually meaningful
- (e.g. LP = Left Phaser).
- Arc Dispersion Angle (set by the 'ARC' command).
- Firing-Arc The firing arc of the weapon relative to the starship
- heading.
- Function The ship's function that governs the beam weapon.
- Perform Current performance (misfire chance) based on damage and crew.
- Dam The damage it will do at point blank range.
- Aim Manual aim angle (for future expansion).
- Status Charged, charging, or empty.
- Lock The current target ship.
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- Copyright Mithril Software Pty Ltd Page 31
- MISSILE WEAPON OFFICER
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- LOAD weapon_list
- or
- MLOAD weapon_list
-
- Initiates a missile load sequence. This uses a missile from the
- magazine and also uses energy. E.g.
-
- MLOAD PT1 PT2
-
- will load the missiles PT1 and PT2.
-
- This command would normally be loaded into a macro to maximise the
- firing opportunities for the Missile Weapon Officer.
-
- MFIRE weapon_list
-
- Fires the weapons in the weapon list. E.g.
-
- MFIRE PT1 PT2
-
- will fire the missile weapons PT1 and PT2.
-
- This command would normally be loaded into a macro to maximise the
- firing opportunities for the Missile Weapon Officer.
-
- If the weapon is damaged, a misfire can occur. A misfire will either
- unload the launcher or reduce the speed, turn rate and endurance of the
- missile. In many ships, misfired missiles may travel more slowly than
- the ship that fired them.
-
- MLOCK target weapon_list
-
- Locks a list of missile weapons' functions. Weapon List is an
- abbreviation of the missile weapons - the missile weapons for your ship
- can be found by using the REPORT MISSILE command. E.g.:
-
- MLOCK K3 PT1 PT2
-
- will lock the missile weapons PT1 and PT2 onto target ship K3.
-
- Prior to combat, you will often know which ships are potential targets.
- This command is normally be loaded into several macros (one for each
- target) to maximise the firing opportunities for the Missile Weapon
- Officer. If there are lots of targets, a parameterised macro is useful.
-
- MUNLOCK weapon_list
-
- Unlolcks the weapons in the weapons list. Eg
-
- MUNLOCK PT1 PT2
-
- unlocks missile weapons PT1 and PT2.
-
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- Copyright Mithril Software Pty Ltd Page 32
-
- PROXIMITY range weapon_list
-
- Sets the proximity range on the missile weapons. E.g.
-
- PROXIMITY 90 PT1 PT2
-
- See the Chapter How the Game Plays (sub-heading Missiles) for advice on
- the setting of proximity, along with the section on Granularity.
-
- RELOAD starbase
-
- Allows you to reload your missiles provided you are within transporter
- range of a starbase or tender ship.
-
- REPORT MISSILE
-
- Provides a report of the missile weapons:
-
- Id Prox Ammo Function Perform Dam Sp End Aim Status Lock
- PT1 0 30 MIS1 100% 300 120 10 0 Empty none
- PT2 0 30 MIS2 100% 300 120 10 0 Empty none
- End report
-
- Id The weapon identification string. Usually meaningful
- (e.g. PT1 =Photon Torpedo 1).
- Prox Current proximity.
- Ammo Number of missiles ready in the magazine.
- Function The ship's function controlling damage to this weapon.
- Perform Current performance (misfire chance) based on damage and
- crew.
- Dam Damage done if a direct hit is scored.
- Sp Speed at which the missile will travel.
- End Endurance (number of turns before the missile self-destructs).
- Aim Initial launch direction relative to the ship.
- Status Loaded, loading or empty.
- Lock Current target.
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- Copyright Mithril Software Pty Ltd Page 33
- Communications Officer
-
- DELETE message_number
-
- Removes a message from the queue to make room for new incoming messages.
- Only twenty messages can be held in the queue at any one time.
-
- DETAIL ship_id
-
- Lists intelligence information about the ship given in shipid. The
- resultant report is shown below:
-
- Ship class COOK CLASS
- Delloits Attack Rating 104 Delloits Defence Rating 155
- Ship Name LASAGNE
- mission
- TO PATROL THE QUADRANT
-
- The mission is only given if the ship is in your command.
-
- The following three commands (MODIFY, MODSPEED and ORDER) are related;
- the explanatory notes follow the command definitions.
-
- MODIFY dsf_ship angle distance
-
- Changes the station-keeping parameters of a ship.
-
- MODSPEED dsf_ship speed [rotate]
-
- Modifies the speed of a starship under your command.
-
- ORDER dsf_ship mission details
-
- Orders a ship to a specific mission type.
-
-
- Explanatory notes for MODIFY, MODSPEED and ORDER:
-
- dsf_ship is a Deep Space Fleet ship under your command.
- angle is an angle in tenths of a degree.
- distance is a distance in TSUs
- speed is the requested speed and can be a number from 0 to 300, or
- the following text messages:
- FULL the starship's maximum warp speed
- SAFE the starship's maximum safe speed
- rotate is an angle to "orbit the selected craft by". It is in
- tenths of a degree per turn and may be in the range -450 to
- 450. Negative numbers rotate anti clockwise. It is an
- optional parameter.
- mission details a list of commands for the subject starship to follow.
- Permitted commands are in the table below:
-
-
-
- Copyright Mithril Software Pty Ltd Page 34
- Command Meaning
-
- wait Do nothing till further orders but attack
- hostiles.
- escort ship Escort and defend
- trade location location Move to and from pausing to load/unload
- shadow ship Follow, hide, don't attack (Works best for
- captain 20)
- attack ship Attack
- patrol location location Defend and watch
- scout location location Just watch
- goto location Go there
- fleet ship Join a fleet and keep station
- lower Lower your shields for 10 turns for us to
- transport crew retreat location, Get the hell
- out of here
-
- location can be an object id (i.e. a ship or system) or an
- x.y co-ordinate.
-
- Examples:
-
- order f2 attack k1
-
- Order ship F2 under your command to attack enemy ship K1.
-
- order f5 retreat
-
- Order ship F5 under your command to retreat (get out of there!)
-
- order f3 patrol Xenophon 12378.12345
-
- Order ship F3 under your command to patrol between Xenophon (a
- star-system) and the point 12378.12345.
-
- Order will only work on vessels under your command. Some merchant ships
- will react to your commands if you call a condition red or blue.
-
- To get an escort to circle you, try the following:
- order f1 escort f0
- modspeed f1 safe 50
- modify f1 900 1000
-
-
- QUEUE
-
- Shows messages that are waiting to be read and their status.
-
- READ message number
-
- Displays the message on the user's console.
- This command is actually available to all players.
-
- SEND ship_id message
-
- Sends a message to an object via the comms function.
-
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- Copyright Mithril Software Pty Ltd Page 35
- The command will not return anything if the COMMS function on the
- receiving ship is damaged.
-
- Standard messages are:
-
- ID Gives ship ID
- HELLO Opens friendly communications
- QUERY Request object mission Must be in your command or will not
- return factual data
- NEWS Request scenario relevant news
- STATUS How bashed up are you? (Must be in your command)
-
- Any non-standard messages will be passed on to the GM's queue.
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- Copyright Mithril Software Pty Ltd Page 36
-
- COMPUTER OFFICER
-
- NOTE in sw1.12d the ships computer is rather empty
-
- GET and REPORT COMPUTER are general commands, able to be performed by
- anyone.
-
- REPORT COMPUTER
-
- This command lists the ten multi-line messages in the computer and lets
- you know which ones you can access.
-
- GET message_number
-
- Retrieves the multi line message from the ships computer where
- message_number is a number between 0 and 199. Message 0 is usually the
- scenario orders.
-
- SEARCH key1 [key2] [key3]
- Lists the first ten entries with the key or keys, for use with a subsequent Gecommand.
-
- FIND key1 [key2] [key3]
-
- Finds the first occurance of a record with matching keys and retrieves that
- record.
-
-
-
- SHIPS ENGINEER
-
- REPAIR starbase function
-
- Allows you to repair a function if within transporter range and speed of
- a starbase, repair ship, or planet. REPAIR also allows you to repair
- yourself if you have that ability -to do this enter your own ship_id in
- place of starbase.
-
- REPAIR S5 Shield
-
- Repairs the function Shield when within range of starbase S5.
-
- TRANSPORT CREW crew TO|FROM ship_id ship_function
-
- Provides for the transport of crew to and from a specific area of
- another ship.
-
- TRANSPORT PASSENGERS pass TO|FROM ship_id ship_function
-
- Provides for the transport of passengers to and from a specific area of
- another ship, were pass is the number of passengers.
-
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- Copyright Mithril Software Pty Ltd Page 37
- SECURITY OFFICER
-
- CONDITION GREEN|YELLOW|RED|BLUE
-
- Allows the alert status to be set.
- green normal
- yellow man stations
- red under attack
- blue seriously damaged
-
- The play effect of setting alert status is that some starships are
- programmed to accept your orders only when your condition is red or
- blue.
-
- Other effects of changing the alert status are up to the Games Master.
-
- GIVE security_id port
-
- Assigns ships functions to the crew (i.e. the players). Each player
- (except the captain) has a terminal (or PC running a terminal emulator)
- which is connected to a port on the computer running Bridge Crew. The
- ports have ids 0, 1, 2, 3 etc.
-
- Security Ids are
-
- HELM
- DC (Damage Control)
- BEAM
- MISS (Missile)
- COMMS (Communications)
- ENG (Engineering)
- SEC (Security)
- SHIELD
- SCI (Science)
- STRAT (Strategy)
- COMP (Computer)
-
- The Game Master assigns Security to the relevant officer; it is up to
- the security officer to assign the rest. E.g. the command
-
- GIVE COMMS 1
-
- will assign communications to the player at the terminal (or PC)
- attached to the computer's port number 1.
-
- Note that the WHO command will give you the current port number.
-
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-
- Copyright Mithril Software Pty Ltd Page 38
- SHIELD CONTROL OFFICER
-
- REPORT SHIELDS
-
- Lists the current status of the shields.
-
- SHIELD ALL|FRONT|BACK|LEFT|RIGHT charge_value
-
- Sets the charge rate for the various shields.
-
- SHIELD ALL|FRONT|BACK|LEFT|RIGHT UP|DOWN
-
- This command raises and lowers the relevant shield. Up to raise, Down
- to lower.
-
- Note that shields do not lose any strength when they are lowered, they
- just don't stop any damage.
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- Copyright Mithril Software Pty Ltd Page 39
- SCIENCE OFFICER
-
- ANALYSE LIFE|FUNC|BEAM|MISS|GEN ship_id [via_ship_id]
-
- Provides a detailed scan of the object, showing only those functions
- which the federation has the ability to analyse. The ship must be
- clearly visible by the ship doing the scan, or by the ship referred to
- in the via_ship_id clause. The reports for each type of scan are shown
- with the corresponding command to scan your own (ie the players') ship -
- the same as this command, with ship_id omitted..
-
- ANALYSE GEN
-
- Provides an analysis of the players' ship. The resultant report is
- shown below:
-
- Front : 560 100 100% UP
- Right : 560 100 100% UP
- Back : 560 100 100% UP
- Left : 560 100 100% UP
- Battery 462
- Energy 0
- Class COOK CLASS
- Race Human
- Course 237 Speed 60
- End scan F1
-
- ANALYSE LIFE
-
- Provides an analysis of the players' ship. The resultant report is
- shown below:
-
- Function Crew Pass Function Crew Pass
- HELM 15 0 DC 50 0
- PH1 20 0 PH2 20 0
- PH3 20 0 MIS1 30 0
- MIS2 30 0 COMMS 12 0
- WARP 55 0 IMPULSE 25 0
- SHIELD 20 0 COMP 5 0
- TRANS 5 0 SENS0 20 0
- SENS1 20 0 HULL 1 0
- OTHER 2 0
-
- ANALYSE BEAM
-
- Provides an analysis of the beam weapons on the players' ship. The
- resultant report is shown below:
- ID Damage
- LP 180
- FP 180
- RP 180
-
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-
- Copyright Mithril Software Pty Ltd Page 40
- ANALYSE MISS
-
- Provides an analysis of the missile weapons on the players' ship. The
- resultant report is shown below:
-
- ID Damage
- PT1 180
- PT2 180
-
- ANALYSE FUNC
-
- Provides an analysis of the functions on the players' ship. The
- resultant report is shown below:
-
- Function Status Function Status
- HELM 100% DC 100%
- PH1 100% PH2 100%
- PH3 100% MIS1 100%
- MIS2 100% COMMS 100%
- WARP 100% IMPULSE 100%
- SHIELD 100% COMP 100%
- TRANS 100% SENS0 100%
- SENS1 100% HULL 100%
- OTHER 100%
-
- REPORT SENSOR
-
- Lists the status of the various sensors. The resultant report is shown
- below:
-
- Id State Sensitiv Cost Range Speed Perform Function
- 0 SR ON 40 300 9500 0-100 100% SENS0
- 1 SE ON 40 100 6000 0-180 100% SENS1
- 2 EM ON 40 20 3500 0-9 100% SENS2
-
- SCAN LIFE|FUNC|BEAM|MISS|GEN ship_id [via_ship_id]
-
- Initiates a scan of the requested ship (ship_id), which need only to be
- visible as either a ship silhouette or as a blob. The via ship is any
- friendly ship which can see the target ship.
-
- The scan command can scan for; Life, Function, Beam Weapons, Missile
- Weapons or do a General Scan.
-
- SENSOR ON|OFF sensor_id
-
- Switches a given sensor on or off. See the REPORT SENSOR function for
- examples of sensor-id.
-
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- Copyright Mithril Software Pty Ltd Page 41
- SHIPS STRATEGIST
-
- CLOAK ON|OFF cloak_id|ALL
-
- This command controlls the cloaking devices on the ship. Use the
- 'REPORT CLOAK' command to get the names of your cloaking devices.
-
- Eg: CLOAK ON SE
-
- will switch on the SE cloaking device
-
- Eg: CLOAK OFF ALL
-
- This command will decloak the ship (switch off all cloaking devices).
-
- DETAIL ship
-
- Lists intelligence information about the ship given in ship. The
- resultant report is shown below:
-
- Ship class COOK CLASS
- Delloits Attack Rating 104 Delloits Defence Rating 155
- Ship Name LASAGNE
- mission
- TO PATROL THE QUADRANT
-
- The mission is only given if the ship is in your command.
-
- SCAN LIFE|FUNC|BEAM|MISS|GEN ship_id [via_ship_id]
-
- Initiates a scan of the requested ship (ship_id), which need only to be
- visible as either a ship silhouette or as a blob. The via ship is any
- friendly ship which can see the target ship.
-
- The scan command can scan for; Life, Function, Beam Weapons, Missile
- Weapons or do a General Scan.
-
- See SCAN under the Science Officer commands for a full description of
- this command.
-
- TAG ship
-
- Displays the id of the ship on the main viewer.
-
- UNTAG ship
-
- Removes the display of id from the ship on the main viewer.
-
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- Copyright Mithril Software Pty Ltd Page 42
- Glossary
-
- Clearly Visible
- A starship that is visible to a sensor that can resolve the ship's
- outline.
-
- Course
- A direction between 0 and 3599 in tenths of a degree.
-
- DV
- Damage Value.The amount of damage done by a weapon or stopped by the
- shields. For internal damage, 1 DV - one point of damage to one
- function.
-
- Energy
- An imaginary amount of energy measured in units called EU (Energy
- Units).
-
- Energy Crisis
- When a ship is using more energy each turn than it is generating and
- its battery is flat, it is said to be going into energy crisis.
-
- EU
- See energy.
-
- Granularity
- The amount of movement each turn.
-
- HSU
- Heat Strain Units. The warp engines of a ship that exceeds its
- maximum safe speed generate excess heat measued in heat strain units.
- A ship that reaches 100 HSU runs the risk of permanently damaging its
- warp drive.
-
- Ship
- Throughout this document, the word ship refers to space faring ships,
- i.e. starships, not vessels that float on water.
-
- Speed
- A number representing the number of TSU travelled in a two second
- turn.
-
- Tag
- A note on the main console showing the ship ID of the ship
- silhouette.
-
- TSU
- Time Space Unit
-
- Visible
- A starship is said to be visible if it can be detected by 1 or more
- sensors of the players' ship. A starship may be visible but still
- shown as a blob if it is no being detected by a sensor with good
- picture resolution.
-
-
- Copyright Mithril Software Pty Ltd Page 43
- Warp
- A speed of 10 equal to the speed of light e.g. warp 2 would be a
- speed of 20.
-
-
- Copyright Mithril Software Pty Ltd 1993, 1994, 1995 All Rights Reserved
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- Copyright Mithril Software Pty Ltd Page 44
- TABLE OF CONTENTS
-
- INTRODUCTION..............................................1
- Main Console..............................................2
- HOW THE GAME PLAYS (OR THE COMPUTER AS A RULES LAWYER)....2
- SPACE.....................................................2
- DIRECTIONS................................................3
- TIME......................................................3
- ENERGY MANAGEMENT.........................................3
- MOVEMENT..................................................4
- THE MAIN DISPLAY..........................................5
- TYPES OF OBJECTS..........................................5
- STARSHIPS...............................................5
- PLANETS.................................................6
- STARBASES OR OUTPOSTS...................................6
- STARS...................................................6
- MISSILES................................................6
- SENSORS...................................................6
- CLOAKING..................................................7
- MISSILES..................................................7
- Granularity (or the Problem with Missiles)................8
- BEAMS.....................................................10
- TRANSPORTERS..............................................10
- SECURITY..................................................10
- SHIP'S FUNCTIONS..........................................10
- COMMUNICATIONS............................................11
- SHIELDS...................................................11
- SCIENCE...................................................12
- BRIDGE OFFICERS...........................................12
- HELM OFFICER............................................12
- DAMAGE CONTROL..........................................13
- BEAM WEAPON.............................................13
- MISSILE WEAPONS.........................................14
- COMMUNICATIONS..........................................14
- COMPUTER OFFICER........................................14
-
- Copyright Mithril Software Pty Ltd Page 45
- ENGINEERING.............................................15
- SECURITY OFFICER .......................................15
- SHIELD CONTROL..........................................15
- SCIENCE.................................................15
- STRATEGY OFFICER........................................16
- PLAYER COMMANDS...........................................17
- GENERAL COMMANDS........................................17
- Helm Officer............................................27
- BEAM WEAPON OFFICER.....................................30
- MISSILE WEAPON OFFICER..................................32
- Communications Officer..................................34
- COMPUTER OFFICER........................................37
- SHIPS ENGINEER..........................................37
- SECURITY OFFICER........................................38
- SHIELD CONTROL OFFICER..................................39
- SCIENCE OFFICER.........................................40
- SHIPS STRATEGIST........................................42
- Glossary..................................................43
-