Missions

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 the 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. 

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. 


Current Ships	

Class 		Description		Race

COOK CLASS   	CRUISER			Human
ROSS CLASS    	SCOUT			Human
NICHOLS CLASS 	TRANSPORT		Human
RODDY		HQ STARBASE		Various
POM		UNDEFENDED PLANET	Various
WASS           	DEFENDED PLANET		Various
BOFFO CLASS   	LIGHT CRUISER		Kara
READMAN CLASS 	ARMED TRANSPORT		Kara
HALL CLASS	FRIGATE			Kara
SWAN		KARA REGIONAL STARBASE	Kara
CLINTON CLASS 	CLOAK ATTACK CRAFT	Cruxian
ALEXANDER CLASS	DESTROYER		Cruxian
MAZZ CLASS	NASTY			Alien

PUB1.SAV

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.



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.







PUB2.SAV

This scenario is about a convoy escort from SOL to 
BARNARDS (both shown as stars)

Notes


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.



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.





PUB3.SAV

This scenario is about planetary defence. The 
players must protect the planet P0 from the 
attacking forces.

Notes


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.



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.





PUB4.SAV

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. 



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.






PUB5.SAV

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.


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).





PUB6.SAV

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.


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.






PUB7.SAV
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.


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.





PUB8.SAV
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.


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.





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. 

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.


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.





PUB10.SAV
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.


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.


