Difference between revisions of "Starfleet Command (Game)"
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We have not heard from the Organians in weeks, and we want to talk with them. Your mission is to go to Organia, and scan our listening posts for any messages that they may have sent. If there are no messages, then proceed to Organia and discreetly scan the planet to see if anything's wrong. Try not to disturb the Organians unless it's absolutely necessary - they're very sensitive about contact. | We have not heard from the Organians in weeks, and we want to talk with them. Your mission is to go to Organia, and scan our listening posts for any messages that they may have sent. If there are no messages, then proceed to Organia and discreetly scan the planet to see if anything's wrong. Try not to disturb the Organians unless it's absolutely necessary - they're very sensitive about contact. | ||
+ | {{Clear}} | ||
====Testing Ground==== | ====Testing Ground==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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The SES is loaded into the unmanned science vessel Dukain. We need you to tractor the Dukain to the system and place it in orbit. When the Dukain has achieved orbit, you will scour the system for possible intruders. Eliminate them, let the Dukain send out its test signal, then bring it home. | The SES is loaded into the unmanned science vessel Dukain. We need you to tractor the Dukain to the system and place it in orbit. When the Dukain has achieved orbit, you will scour the system for possible intruders. Eliminate them, let the Dukain send out its test signal, then bring it home. | ||
+ | {{Clear}} | ||
====Bordering on Insanity==== | ====Bordering on Insanity==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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You will head to the system. There's a communications relay there; scan it and get a copy of its log. The post is in neutral space, so try to be civil. Avoid a shooting war at all costs. | You will head to the system. There's a communications relay there; scan it and get a copy of its log. The post is in neutral space, so try to be civil. Avoid a shooting war at all costs. | ||
+ | {{Clear}} | ||
====Dancing With Myself==== | ====Dancing With Myself==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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We believe that your counterpart can be found at an abandoned Orion base in the system. Your mission is to find that ship, capture it, deliver it to our allies, and clear your name as well as restore the reputation of the Federation. | We believe that your counterpart can be found at an abandoned Orion base in the system. Your mission is to find that ship, capture it, deliver it to our allies, and clear your name as well as restore the reputation of the Federation. | ||
+ | {{Clear}} | ||
====A Nest of Spies==== | ====A Nest of Spies==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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It's going to be a difficult mission. Make as little contact with the enemy as possible, and watch out for scanning devices. | It's going to be a difficult mission. Make as little contact with the enemy as possible, and watch out for scanning devices. | ||
+ | {{Clear}} | ||
====Alliances==== | ====Alliances==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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And if you could capture Captain Decker and his ship, we'd be really happy. | And if you could capture Captain Decker and his ship, we'd be really happy. | ||
+ | {{Clear}} | ||
====Does Anyone Know What Doomsday This Is?==== | ====Does Anyone Know What Doomsday This Is?==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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We barely managed to defeat one of them. I don't want to think what a dozen of them could do to us. Starfleet Command needs you to go through the wormhole and stop them. Use your Deep Scan to search the 'dead' Planetkillers. If they manage to bring any of them on-line, destroy them. The only reliable method of destroying a Planetkiller is to send a large vessel, such as a cruiser, into its maw. You may have to capture enemy ships to accomplish this. | We barely managed to defeat one of them. I don't want to think what a dozen of them could do to us. Starfleet Command needs you to go through the wormhole and stop them. Use your Deep Scan to search the 'dead' Planetkillers. If they manage to bring any of them on-line, destroy them. The only reliable method of destroying a Planetkiller is to send a large vessel, such as a cruiser, into its maw. You may have to capture enemy ships to accomplish this. | ||
+ | {{Clear}} | ||
====Rift Raft==== | ====Rift Raft==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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To trigger a disruption, we're going to need to tap into an enormous power source - a star. We've rigged a freighter with a star tap; once it's achieved orbit, it will trigger the disruption. Unfortunately, there's a base on a planetoid near the star: when the Imperials detect your approach, they'll do everything they can to stop you. Your job is to keep the freighter alive until it triggers the disruption. | To trigger a disruption, we're going to need to tap into an enormous power source - a star. We've rigged a freighter with a star tap; once it's achieved orbit, it will trigger the disruption. Unfortunately, there's a base on a planetoid near the star: when the Imperials detect your approach, they'll do everything they can to stop you. Your job is to keep the freighter alive until it triggers the disruption. | ||
+ | {{Clear}} | ||
====Armageddon Away==== | ====Armageddon Away==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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The fate of Earth and the Federation is in your hands. | The fate of Earth and the Federation is in your hands. | ||
+ | {{Clear}} | ||
====Lands of the Lost==== | ====Lands of the Lost==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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I know it's a long shot, but finding the Organians could solve a lot of the galaxy's problems. Go to the system, scan the planets, and bring back any findings to Starfleet Command. Also, if you find any unusual phenomena in that system, scan it too. | I know it's a long shot, but finding the Organians could solve a lot of the galaxy's problems. Go to the system, scan the planets, and bring back any findings to Starfleet Command. Also, if you find any unusual phenomena in that system, scan it too. | ||
+ | {{Clear}} | ||
====Settling the Skorr==== | ====Settling the Skorr==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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The Skorr religion venerates the Soul of A'larr, the Skorr messiah. The Skorr wants the Soul removed for safekeeping. The USS Sidorov has been assigned to accompany you. Its priority is to go to the planet, get the Soul and take it to a safe haven. Given Skorr fanaticism, we don't know what would happen if the Soul is lost. Protect the Sidorov at all costs and protect as many freighters as possible. | The Skorr religion venerates the Soul of A'larr, the Skorr messiah. The Skorr wants the Soul removed for safekeeping. The USS Sidorov has been assigned to accompany you. Its priority is to go to the planet, get the Soul and take it to a safe haven. Given Skorr fanaticism, we don't know what would happen if the Soul is lost. Protect the Sidorov at all costs and protect as many freighters as possible. | ||
+ | {{Clear}} | ||
====Damnation==== | ====Damnation==== | ||
{{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | {{InfoBox|name=Captain's Log|float=right|boxwidth=30%}} | ||
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Starfleet developed the Mandoss system to imprison higher class beings as a weapon of last resort, in the event that the Organians ever became a threat. It's been loaded into the unmanned freighter USS Contempt. You will go to the Damnation system and drive the Contempt into the energy field. Once it has been imprisoned, you will send the Contempt into the black hole, imprisoning the entity. | Starfleet developed the Mandoss system to imprison higher class beings as a weapon of last resort, in the event that the Organians ever became a threat. It's been loaded into the unmanned freighter USS Contempt. You will go to the Damnation system and drive the Contempt into the energy field. Once it has been imprisoned, you will send the Contempt into the black hole, imprisoning the entity. | ||
+ | {{Clear}} | ||
===Gorn=== | ===Gorn=== | ||
====A Sign of Things to Come==== | ====A Sign of Things to Come==== | ||
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Seize your chance for greatness, my friend. | Seize your chance for greatness, my friend. | ||
+ | {{Clear}} | ||
====Picking the Bones==== | ====Picking the Bones==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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There's a weapons shortage right now, so we could really use those caches. Have fun, but don't drop the egg on this one. | There's a weapons shortage right now, so we could really use those caches. Have fun, but don't drop the egg on this one. | ||
+ | {{Clear}} | ||
====Bright Colony, Full of Flame==== | ====Bright Colony, Full of Flame==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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Garragan was taken from us several years ago, the first of our most recent wave of defeats. What you may not know is that something has happened. The defenses at Garragan are now minimal. Let's take advantage of it. Let's take Garragan, and seize whatever technology we can get our claws on. | Garragan was taken from us several years ago, the first of our most recent wave of defeats. What you may not know is that something has happened. The defenses at Garragan are now minimal. Let's take advantage of it. Let's take Garragan, and seize whatever technology we can get our claws on. | ||
+ | {{Clear}} | ||
====Green Eggs and Empire==== | ====Green Eggs and Empire==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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I cannot imagine that even the Orions would dare to attack this convoy, but do not let your guard down. Failure could mean civil war - and a slow death for anyone involved in this debacle. | I cannot imagine that even the Orions would dare to attack this convoy, but do not let your guard down. Failure could mean civil war - and a slow death for anyone involved in this debacle. | ||
+ | {{Clear}} | ||
====Hatching a Scheme==== | ====Hatching a Scheme==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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There are a lot of asteroids in the system. You will proceed to asteroids Sigma, Theta, and Upsilon and transport listening devices onto them. Try not to get caught, but if things go wrong, destroy as many Orions as possible and return to base. | There are a lot of asteroids in the system. You will proceed to asteroids Sigma, Theta, and Upsilon and transport listening devices onto them. Try not to get caught, but if things go wrong, destroy as many Orions as possible and return to base. | ||
+ | {{Clear}} | ||
====Wooden Starships and Iron Gorn==== | ====Wooden Starships and Iron Gorn==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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We aren't about to let either happen. Your mission is to go to Igarron and destroy all attacking ships. | We aren't about to let either happen. Your mission is to go to Igarron and destroy all attacking ships. | ||
+ | {{Clear}} | ||
====All the King's Starships and All the King's Captains==== | ====All the King's Starships and All the King's Captains==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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Sending a task force into a nebula without knowing the exact location of the base would be suicide. We're sending you ahead of the main force. Find the location of the base, get close to it, perform a deep scan, send a signal to the task force, then join them in the assault. When its shields are down, beam over your Vanguard teams to recapture the eggs. If the eggs are not present, or if they've been destroyed, leave no Orion alive. | Sending a task force into a nebula without knowing the exact location of the base would be suicide. We're sending you ahead of the main force. Find the location of the base, get close to it, perform a deep scan, send a signal to the task force, then join them in the assault. When its shields are down, beam over your Vanguard teams to recapture the eggs. If the eggs are not present, or if they've been destroyed, leave no Orion alive. | ||
+ | {{Clear}} | ||
====Muddy Waters==== | ====Muddy Waters==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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We could attempt diplomacy with the Federation, but there isn't time. Mudd will exchange information on the eggs for his freedom. You will rescue Harry Mudd from New Brisbane and bring him back to Gorn space. Don't let anything stand in your way. | We could attempt diplomacy with the Federation, but there isn't time. Mudd will exchange information on the eggs for his freedom. You will rescue Harry Mudd from New Brisbane and bring him back to Gorn space. Don't let anything stand in your way. | ||
+ | {{Clear}} | ||
====The Egg and Why==== | ====The Egg and Why==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | ||
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If we do not recover the eggs soon, civil war is inevitable. May the Mistress protect you on this, the most critical mission in Gorn history. | If we do not recover the eggs soon, civil war is inevitable. May the Mistress protect you on this, the most critical mission in Gorn history. | ||
+ | {{Clear}} | ||
====The Gorn Navy Versus a Higher Being==== | ====The Gorn Navy Versus a Higher Being==== | ||
{{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} | {{InfoBox|name=Ship's Record|float=right|boxwidth=30%}} |
Revision as of 20:17, 3 October 2021
Finally, a starship naval combat game worthy of the name Star Trek
Using data from the best-selling strategy board game, Star Fleet Battles, Starfleet Command puts you in the captain's chair for the most amazing real-time space combat experience ever created.
Pledge allegiance in the Klingon Empire, the United Federation of Planets, the Romulan Star Empire, the Hydran Kingdom, the Gorn Confederation or the Lyran Star Empire.
- Experience a 30-year campaign that takes you from Lieutenant Commander of a frigate to a Rear Admiral in control of a task force including Destroyers, Heavy Cruisers, and Dreadnoughts.
- Every good tactician knows there's a fine balance between speed and raw power. Choose from four classes of ships and over 50 3-D rendered hull designs.
- Command over 50 unique campaign missions generated by the Dynaverse engine, or reenact classic scenarios from the original series.
- Dozens of multifunctional display panels offer instant access to every critical system. Weapons, Shields, Sensors, Transporters, Marines, Mines, Engineering, Science, and Energy Management.
- Multiple tutorials and technicals will introduce the controls necessary for you to take command.
- Numerous multi-player options include "Pass the Tribble" and cooperative Starbase Assault with up to 6 players. Or go head-to-head via modem/serial cable, direct TCP/IP, IPX or Mplayer.
Starfleet Command is a true starship simulation
These are monstrous vessels, equipped with dozens of weapons and systems. Maneuver to keep your target within the arc of your weapons, but remember that these are massive ships and you will have to plan ahead. Use transporters, tractor beams, electronic warfare, marine boarding parties and sensors.
Between campaign missions...
Refit and repair your ships at Starbase. Recruit new officers or send your trainees back into the officer pool to earn additional prestige. Spacedock allows you to purchase additional shuttlecraft, marines, transporter bombs and more.
Command is a team effort.
Multiplayer supports up to 6 players via TCP/IP and IPX (Internet and LAN) or two players via modem or serial. Each player can control up to three ships. There are various multiplayer games and missions, both cooperative and competitive. Gang up on a computer controlled Starbase. Duke it out in a best two out of three. Or try your hand at a game of Tug of War.
The Dynaverse awaits.
The single-player dynamic campaign presents a fresh series of missions based on your performance and actions. A unique series of campaign missions for the Federation, Klingons, Romulans and Lyrans combine to tell the story of the missing Organians. There are over 100 missions that can be generated in thousands of different combinations. The galaxy is at war and you can make a difference.
Space is not completely empty.
Discover uncharted Nebulae, maneuver through dense asteroid fields and belts or battle at the fringe of a black hole. Flying close to a sun will test your shields and your ship. The different types of terrain require commanders to exercise additional caution and skill.
You are not alone.
In your missions, you may encounter Orion Pirates attempting to steal cargo or otherwise cause trouble. Freighter convoys require protection or plundering. Defensive satellites and battle stations orbit planets and moons. In the cold of space exist monsters of the most unusual kind.
Gold Edition
The Star Trek: Starfleet Command Gold Edition has 26 new missions, featuring three Federation missions, three Klingon missions, 10 Hydran missions, seven Gorn Missions, and three Romulan missions. Similar to the original Star Trek: Starfleet Command, the Gold Edition offers you the starring role as a captain in any one of six star empires. You start out with command of a frigate, then take on missions, such as Convoy Escort and Courier. Depending on your success with the missions, you gain prestige. With prestige comes rank, larger ships, multiple ships, and more experienced officers.
Missions
Federation
Errand of Curiosity
Our mission is to Deep Scan all the listening posts at the edge of the Organian system, and if we find anything wrong, to scan Organia itself.
Welcome to the Starfleet Special Task Force. We are very busy, so let's get down to business.
There has been an alarming increase in military activity across the quadrant in the last few months. The foundation for our recent peace has been the Organian Treaty, which was brokered by a race of advanced beings after hostilities between the Federation and the Klingons threatened to plunge the galaxy into war.
We have not heard from the Organians in weeks, and we want to talk with them. Your mission is to go to Organia, and scan our listening posts for any messages that they may have sent. If there are no messages, then proceed to Organia and discreetly scan the planet to see if anything's wrong. Try not to disturb the Organians unless it's absolutely necessary - they're very sensitive about contact.
Testing Ground
We are to tractor the SES toward the star until it is in position, then patrol the area until the mission is complete: destroying any hostile ships and capturing any curious ones.
Starfleet Special Task Force is conducting a small experiment, and we need your help.
The Subspace Equaliscopic System is a prototype device that can tap energy directly from a star and generate a dampening field that blocks subspace communications in a two parsec radius.
The SES is loaded into the unmanned science vessel Dukain. We need you to tractor the Dukain to the system and place it in orbit. When the Dukain has achieved orbit, you will scour the system for possible intruders. Eliminate them, let the Dukain send out its test signal, then bring it home.
Bordering on Insanity
Federation relations with an allied race are being threatened by mysterious attacks, allegedly by the Federation. Our mission is to scan a communications buoy and see if it might help us solve the mystery.
This is a delicate mission.
Starfleet Command is receiving reports of Federation ships attacking allies in the system. But no Federation ships are assigned to that sector, so we need you to investigate what's really happening.
You will head to the system. There's a communications relay there; scan it and get a copy of its log. The post is in neutral space, so try to be civil. Avoid a shooting war at all costs.
Dancing With Myself
In a bold gambit, we've been sent to capture our counterpart and deliver them to our allies as evidence of our innocence. I don't like being used as bait, but Starfleet feels that a larger force would scare away the Imperials.
Starfleet Command has some bad news.
Our allies are accusing you of some heinous crimes. We believe that your counterparts from the parallel universe are responsible. Our allies aren't buying the explanation - they want your head.
We believe that your counterpart can be found at an abandoned Orion base in the system. Your mission is to find that ship, capture it, deliver it to our allies, and clear your name as well as restore the reputation of the Federation.
A Nest of Spies
There's no rest for the wicked. We're going to pose as our extra-dimensional counterparts at a meeting. We hope to beam over an infiltration team, extract data on Imperial forces, and get out quietly.
We now have an opportunity to take the fight to the Imperials.
Our main problem in this skirmish has been the lack of reliable intelligence. This situation has now changed. Starfleet Command has just learned that the alternate universe version of your ship was supposed to meet with other Imperials at a captured Orion base.
You will take your ship to that meeting, pose as your counterpart, and send an infiltration team onto the station. Once the team has retrieved data from the Imperial computers, you will discreetly return to Federation space.
It's going to be a difficult mission. Make as little contact with the enemy as possible, and watch out for scanning devices.
Alliances
The son of the Imperial Supreme Commander, Will Decker, is having a secret meeting with our enemies. Our mission is to disrupt that meeting and show them that if they support the Imperials, they're backing the losing side.
Cryptographers at Starfleet Command Special Task Force have decoded information from the Imperial computers. Their leader is Supreme Commander Matthew Decker, the 'Mirror' counterpart of the great Starfleet hero, who, several years ago, sacrificed his life to save the Federation from an alien Planetkiller. I think it's safe to say Supreme Commander Decker is far less benevolent than 'ours'
Decker's son, Captain Will Decker, is being sent to a meeting with our enemies. He plans to make an alliance with them. This could be devastating to the Federation, so you need to break up that meeting. Destroy every Imperial ship, make them look weak, and destroy their credibility.
And if you could capture Captain Decker and his ship, we'd be really happy.
Does Anyone Know What Doomsday This Is?
We have a serious problem.
The Imperials have undertaken a special project. Since the Organians disappeared, we've noticed an increase in extra-dimensional phenomena such as dimensional rifts and wormholes. The Imperials have found a wormhole to a special place - a place outside the galaxy, a graveyard of Planetkillers. It appears they think they can activate some of them and use them as weapons against the Federation.
We barely managed to defeat one of them. I don't want to think what a dozen of them could do to us. Starfleet Command needs you to go through the wormhole and stop them. Use your Deep Scan to search the 'dead' Planetkillers. If they manage to bring any of them on-line, destroy them. The only reliable method of destroying a Planetkiller is to send a large vessel, such as a cruiser, into its maw. You may have to capture enemy ships to accomplish this.
Rift Raft
Our Special Task Force has located Decker's main base and we're about to launch an attack. However, the attack is actually a diversion from our main operation, and this is where you come in.
Decker's main base is located in dimensionally unstable space. If we can trigger a dimensional disruption in this star system, we can shift any ship that has traveled between dimensions back to its original universe.
To trigger a disruption, we're going to need to tap into an enormous power source - a star. We've rigged a freighter with a star tap; once it's achieved orbit, it will trigger the disruption. Unfortunately, there's a base on a planetoid near the star: when the Imperials detect your approach, they'll do everything they can to stop you. Your job is to keep the freighter alive until it triggers the disruption.
Armageddon Away
We're facing a desperate situation.
In spite of our recent success with the Imperials, Supreme Commander Decker has amassed a fleet of Planetkillers, and brought them through a wormhole into the heart of the Federation. They're on a direct course for Earth.
We assembled a task force led by the Enterprise, but they won't arrive in time. All we have are a few cruisers - and you. We've developed an experimental weapon to combat the Planetkillers, but it's untested. The Nova mines are a transporter weapon; you have to get to point blank range, transport them into the Planetkiller's maw, and detonate them.
You have two goals. First, save Earth from the Planetkillers. Second, get Decker. If he escapes, he'll try this again. We want him alive.
The fate of Earth and the Federation is in your hands.
Lands of the Lost
We finally have a lead in tracking down the missing Organians. A probe registered strange energy signatures around two planets, an energy signature that is identical to the Organians.
I know it's a long shot, but finding the Organians could solve a lot of the galaxy's problems. Go to the system, scan the planets, and bring back any findings to Starfleet Command. Also, if you find any unusual phenomena in that system, scan it too.
Settling the Skorr
The hunt for the lost Organians has hit an ominous dead end. The mysterious energy field you discovered has reappeared at the Skorr Homeworld.
The Skorr recently disavowed violence and disbanded their navy, leaving their planet defenseless. The energy field is increasing the radiation levels on the planet. We're sending freighters with anti-radiation drugs to the planet. When the freighters deliver the drugs, they'll take on cargo -- eggs from the Skorr hatcheries. And there's one other sensitive matter...
The Skorr religion venerates the Soul of A'larr, the Skorr messiah. The Skorr wants the Soul removed for safekeeping. The USS Sidorov has been assigned to accompany you. Its priority is to go to the planet, get the Soul and take it to a safe haven. Given Skorr fanaticism, we don't know what would happen if the Soul is lost. Protect the Sidorov at all costs and protect as many freighters as possible.
Damnation
We've made a disturbing discovery about that energy field you've recently encountered.
The Organians once mentioned that there were many beings in the universe like themselves. Some of these beings had gone mad over the eons and threatened the younger races, so the Organians and others like them imprisoned them in the Damnation black hole. An asylum for higher beings.
We believe the energy being you encountered is an escapee from the Organians' asylum. It's gathering energy sources, such as the Soul of A'lar and who knows what else, and has returned to the Damnation system in an attempt to free its brethren. It must be stopped.
Starfleet developed the Mandoss system to imprison higher class beings as a weapon of last resort, in the event that the Organians ever became a threat. It's been loaded into the unmanned freighter USS Contempt. You will go to the Damnation system and drive the Contempt into the energy field. Once it has been imprisoned, you will send the Contempt into the black hole, imprisoning the entity.
Gorn
A Sign of Things to Come
King's Guard: I am certain you've heard the reports of rioting on the Igorash system's outpost. Like most rumors, they are greatly exaggerated, but this is a season of weak tongues.
Nonetheless, the Igorash system is in need of medical supplies. Yours is the duty of delivering the supplies to the colony on Igorash I.
This region is being used as a poaching ground by the Orion. These jackals need to be removed from our space. Bloody your claws on them whenever possible.
Defenders of the Egg: This time, your's shall be an errand of mercy.
There has been an insurrection in the Igorash system, but it is over. Our duty now is to help those who have been loyal to our Loving Mistress. They need supplies from our healing stores. Our duty is to deliver them to Igorash I.
Take glory in your assignment, and know that the treacherous Orions have been seen in the area. The Orion are our greatest threat, a plague that must wiped clean.
Guardians Errant: I regret to inform you that we missed the fun in the Igorash system. Local authorities have managed to get the riots under control without our help.
Yes, I know, I'm surprised too...
We have agreed to deliver medical supplies to Igorash I. It's not much of an adventure, but our friends the Orions have been seen in the area, so this assignment might not be too boring.
Seize your chance for greatness, my friend.
Picking the Bones
King's Guard: The traitorous house of Manthar is falling, and it is your duty to push them into the abyss.
The Manthar have several weapons caches in the asteroid belt. Scan the major asteroids and find the location of every cache. If it is defended, destroy the defenses. If you find a base in the system, capture it. A marine transport is at your disposal.
Fly well, for the glory of our King.
Defenders of the Egg: The traitorous house of Manthar is being punished, and it is providing us with an opportunity to rearm ourselves.
We have discovered that the Manthar kept several weapons caches in the asteroid belt. We need those weapons for our own dwindling supplies. Scan the asteroids, find the caches, and destroy the defenses. If you find a major base, capture it. A marine transport is at your disposal.
And if any Orions cross your path, crush them with a smile. May the Mistress smile on your claws this day.
Guardians Errant: We've got an interesting assignment for you.
We've been mauling our favorite incompetent traitors, the Manthar, for quite awhile. The time has come to finish them. They've got a base and some weapons caches in the asteroid belt. Go there, scan the asteroids, find the caches, and take that base. You'll have a transport full of marines with you to make it easier.
There's a weapons shortage right now, so we could really use those caches. Have fun, but don't drop the egg on this one.
Bright Colony, Full of Flame
King's Guard: Morale in the Confederation is not good right now. Although rumors of openly rebellious planets and interfactional warfare are completely false, and anyone caught perpetuating them will be...punished.
Many of the current problems can be traced to the loss of Garragan, which was taken from us several years ago. Now is the time for retribution. Your mission is simple, retake Garragan. Leave no survivors.
Defenders of the Egg: A malaise grips the Confederation. The displeasure of the Mistress is clear to all. Planets are in rebellion, and the harmony of the guilds, faiths, and soldierly Orders has completely broken down into strife and chaos.
Many of our problems began when Garragan was stolen, but we have a chance to take Garragan back. Your mission is to retake the system. If any alien technology were to fall into our handsduring your mission, so much the better.
Guardians Errant: Listen up hatchlings. There's a lot to discuss.
As you know, morale in the Confederation is at an all time low, despite our beloved (ha!) King's best efforts. But we can use the current situation to seize some glory - and revenge.
Garragan was taken from us several years ago, the first of our most recent wave of defeats. What you may not know is that something has happened. The defenses at Garragan are now minimal. Let's take advantage of it. Let's take Garragan, and seize whatever technology we can get our claws on.
Green Eggs and Empire
A blessed event has occurred that will end the misfortunes of the Confederation. The Queen of Gihdahr has given birth to a clutch of eggs. According to the Mistress, four of the offspring will be Yellow-Blue Scales. This is a great omen, and may calm the unrest that has gripped the Confederation.
You have been selected to be one of the cruisers that will escort the eggs to Hatch Hold. There, the eggs will receive their traditional blessing. The system is heavily mined, but a lane of safe passage will be made available to you.
I cannot imagine that even the Orions would dare to attack this convoy, but do not let your guard down. Failure could mean civil war - and a slow death for anyone involved in this debacle.
Hatching a Scheme
King's Guard: The Defenders of the Egg have called a secret meeting with the Orions in the system. Given that the Holy Mother herself called for their extermination, this is most unexpected.
We will not permit secret meetings with our enemies. You will go to the system and destroy any alien ship you find there. If any Gorn ship fires on you, you may return it.
As for the Holy Mother, while we would never advocate harming her, it might be a good thing if she were taken into custody. To protect her from the Orions, of course.
Defenders of the Egg: The Holy Mother herself will be meeting with the Orions at the system to discuss important matters. This is unusual and most disturbing... but if the Holy Mother wills it, so be it.
Word of the meeting may have leaked to other Gorn factions. Your duty is to safeguard the meeting by patrolling the area and discouraging interference.
The Orions are hardly the most trustworthy creatures, so keep an eye on them. Should they threaten the Holy Mother, leave none of them alive.
Guardians Errant: This is a weird one, so listen up.
The Defenders of the Egg has called a secret meeting with the Orions in the system. They're mortal enemies. We'd like to know what this is all about.
There are a lot of asteroids in the system. You will proceed to asteroids Sigma, Theta, and Upsilon and transport listening devices onto them. Try not to get caught, but if things go wrong, destroy as many Orions as possible and return to base.
Wooden Starships and Iron Gorn
King's Guard: The Igarron shipyards have typically been the responsibility of the Guardians Errant, but their recent actions have forced the King to remove them from that office. We need a ship to go to the shipyards and announce the King's wishes. If they resist, destroy them - and the shipyards.
Defenders of the Egg: The Guardians Errant's recent espionage must be punished. Our target is the Igarron shipyard. Your orders are simple - destroy the shipyards and destroy every ship in the system.
Guardians Errant: We're expecting trouble. Word has it that the King is planning to take back control of the Igarron shipyards. It is also thought that the Defenders of the Egg are planning to destroy those shipyards in retaliation for our attempt to listen in on their conversation with the Orions.
We aren't about to let either happen. Your mission is to go to Igarron and destroy all attacking ships.
All the King's Starships and All the King's Captains
We've tracked down one of the ships that stole the Gorn Blue-Yellow Eggs. There's a hidden Orion base somewhere in the system's nebula.
Sending a task force into a nebula without knowing the exact location of the base would be suicide. We're sending you ahead of the main force. Find the location of the base, get close to it, perform a deep scan, send a signal to the task force, then join them in the assault. When its shields are down, beam over your Vanguard teams to recapture the eggs. If the eggs are not present, or if they've been destroyed, leave no Orion alive.
Muddy Waters
We have received word from a Federation trader who claims that he has information about the Orions and the whereabouts of our Blue-Yellow Eggs.
Unfortunately, his name is Harry Mudd, and he's currently incarcerated at the Federation New Brisbane penal colony.
We could attempt diplomacy with the Federation, but there isn't time. Mudd will exchange information on the eggs for his freedom. You will rescue Harry Mudd from New Brisbane and bring him back to Gorn space. Don't let anything stand in your way.
The Egg and Why
We have tracked down the location of the remaining stolen Eggs to the Fargaross system on the Romulan border. The Orions will shatter the eggs at the slightest opportunity, so we need to be very cautious.
There's a traitor Gorn freighter heading to Fargaross. You'll need to capture that freighter to acquire an up-to-date security pass-phrase. Send that freighter back to the homeworld for further crew...interrogation. We will provide you with an identical freighter that you will pilot to Fargaross safely, get the eggs, then return to Gorn space.
Romulan ships patrol the edge of the system, but if you treat them with respect, they should not be a problem, given our relations. There's a more serious threat: several Orion listening posts in the system. If you venture too close, they will scan you and penetrate your disguise.
If we do not recover the eggs soon, civil war is inevitable. May the Mistress protect you on this, the most critical mission in Gorn history.
We've gathered as large a force as we can on short notice. We're going to hit this Quosian - the so-called Great Father, hard enough that even the gods will hear it.
The Three Planets and all the Gorn Worlds are watching you. Today, you shall become like the Egg-Bringers of Myth, when you return with those who are destined to become the greatest of Gorns, rescued from the god of darkness, a new age will dawn. The only alternative is insurrection and chaos, the final nightfall of our race.
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SPECIAL THANKS TO
Beth Wershba – Editor, The SFC Beta Testers: Bradley Barr, Mark Mean, YnrohKeeg, Matt Reynolds, Geoff Conn, Brian Downer, Jim Pierce, Jason Bowman, Merlin, Chris Goff, Lee Contini, Russ Khater, Fletch, Bradley B Upson II, Bill Moore, Andrew Harding, Commodore Rook, John Kim, And to all the other beta testers and posters on the Starfleet Command forum
In memory of DeForest Kelley & Robert Berzins