Starfleet Command (Game)
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
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
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
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
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
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
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.
Hydran
Midwife
Welcome to the Keepership. In addition to your duties as a Hydran Knight-Captain, you will also be responsible for the protection of sacred Hydran Star-Beasts, which are worshipped by some of our most prominent cults.
The situation is a mess. When the Organians vanished, the subsequent quantum wave disrupted the energy fields that envelop the Star Beast preserves. Quite a few of our gods escaped, and we're going to need someone to round them back up. But we won't send you after them until you've gotten a lot more experience.
We'll start with something small. A pair of hanyurii mated in the sector and produced several offspring. As is the habit of hanyurii, these orphans were left to fend for themselves.
Agents of a star-beast hunter cult have been spotted in the area. We need to drive the hunters away, wrangle the offspring and deposit them in the local mineral field, where they'll be able to grow in peace and safety.
Fait Accompli
Repair the three sub-space generators and disengage. Do not destroy the monster, lose your ally or the generators.
The containment fields around many of the Star-Beast preserves have failed. We have assembled engineering teams to repair them. Your task will be to take the engineering team to the system, transport them aboard each generating station, and then beam them away when they've completed their task.
Be careful. There are Star-Beasts in the area, and the monster-hunters have also been spotted. In addition, the muriyz, the most fanatical Star-Beast cult, have excommunicated the Keepership and threatened to destroy all of the containment field projectors.
...bloody lunatics...
Eye of the Storm
Capture the enemy comm station and retrieve their computer core information. Disengage after you have the files.
We believe that the enemy has been sending genetically engineered spies into our space.
We need to gather evidence of their spy network and determine what they know and who their operatives are. We've uncovered an enemy communications station in the dust cloud of a system along our border that we believe is their local headquarters. We want you to land your Triad boarding parties, capture the station, get as much data as you can, and get out fast.
There are high energy discharges in the cloud, so be careful.
Final Voyage
Escort the Star-Beast until he gets close to the sun. Protect Him from His enemies.
We have received a communication from one of the oldest known Star-Beasts, Ctalhru, Scion of Stars. He is dying. He wishes to throw himself into the sun of his home system. He wishes us to send a ship to escort him on his final journey. You'll be commanding that ship.
We are worried that members of the star-beast hunter cult may decide that Ctalhru would make a fine trophy. So watch out. Though I'd really like to bloody the noses of those spoiled brats.
You're IT!
Transport bio-monitors onto all star-beasts and destroy all poachers.
This should be a relatively dull mission - I hope. We've discovered a new herd of scovion, a young star-beast type, in the system. We need to constantly monitor their condition. So we're sending you into the system with bio-monitor packages. You'll transport the bio-monitors into the creature's nautical cavity, then move to the next one. Preliminary reports indicate there are five scovions in the area.
It's possible that the muriyz will view this as a sacreligous act, or that the star-beast hunters will be nearby. So be careful.
Dragon's Breath
A Hydran base has come under a surprise attack. We had few forces in the area, and most of them have been destroyed. It's almost certain that the system will fall, leaving a strategic gap in our defenses.
We have one hope, although it's a violation of the principles of the Keepership. There is a small herd of scovions in the first system. Some may be intelligent. We want you to convince them to intervene in the conflict, then proceed to the second system and drive the enemy away.
Perhaps you have moral problems about involving a Star-Beast, a space god, in mundane affairs. But whatever we may feel about them, orders are orders.
Endangered Species
We have a desperate situation in the system. The muriyz beast cult, protesting our use of scovions in military engagements, has seized the planet and the system's base. The matriarchs are most upset over this development, and I don't need to tell you what that means...
You will be accompanied by a transport ship loaded with many Triads of our best ground troops. Your mission is to retake both the planet and the base. If you can do so without bloodshed, do it, but if diplomacy fails, use whatever force is necessary.
A Beast Unknown
A wormhole has opened up in a system which leads to enemy space. We believe they have an astrophysics observatory there. We've decided to retaliate for their recent raid. You will travel through the wormhole, board the observatory, gather as much of their data as possible, and return.
If this raid is to be more than a symbolic gesture, it needs to be thorough. Hit them fast and strike them hard.
Trophies
There is a large migration of star beasts to the system. Our mission is to discover why they're here. Scan the star and destroy all poachers.
There is a large gathering of Star-Beasts near the system nebula. These Star-Beasts are among those who escaped when the quantum disruption destroyed their confinement fields.
We don't want them recaptured yet. We want to know why they are gathering together. This doesn't fit any established mating patterns. Something in the system must be drawing them there. Your job is to find out what it is.
Also, there are reports that the ulazhi, the Star-Beast hunters, have gathered at least two task forces and they're heading toward the nebula. It's time to obliterate them once and for all.
The Abyss Stares Back
Subdue the Star-Beasts so tugs positioned just outside of this system may safely approach them.
We have a crisis. The Star-Beasts are leaving Hydran space, heading into uncharted territory. The Beast-Cults are treating this as an apocalyptic sign. There is unrest on many planets.
The time has come at last to recapture the Star-Beasts and return them to the preserves. Some of our larger ships will be escorting you. You will attack the Star Beasts and knock them unconscious. Then we'll send in a fleet of tugs to tractor them back to their preserves.
One last thing, due to these troubled times, fighter reinforcements are not available and all fighters have been pulled off the line. You must make do without fighter escorts.
Klingon
Expedition to Organia
The Organians were a plague who violated the Klingon right of conquest. Although we should be celebrating their departure, those mewling beacons of pacifism could not be bothered to share the reason for their disappearance with lesser beings such as ourselves, so we are forced to investigate this mystery ourselves, launching probes at spatial anomalies. Probes! This mission would insult a child.
A little over 6 light-hours from the Organian system...
So this is the best that the Academy could produce. Pitiful.
This mission might prove challenging for a child, so perhaps you will not completely disgrace yourself. The Organians have recently vanished. Near the Organian system is a large space-time anomaly. You are to scan the anomaly and launch a probe near it.
It is possible that Federation vessels may be present in the system. Find out what they know, one way or another.
Now go out there, and act like a Klingon.
A Hole in Time and Space, Part I
Wormholes have opened into distant corners of Lyran and Hydran space, providing the Black Fleet with a unique opportunity.
This mission has two phases. In phase one, you travel through the wormhole, arriving in a newly discovered system where the Lyrans are mining dilithium. Intelligence believes there are two light vessels in the system. Capture one, destroy the other, then return through the wormhole. We'll brief you on Phase Two when you return.
A Hole in Time and Space, Part II
You will transfer operations to the captured vessel and pose as a Lyran on a raid in Hydran space. You will take the Lyran vessel and a freighter loaded with fusion bombs through a second wormhole, and enter a system near the Lyran-Hydran border. Here, you will protect the freighter until it rams a Hydran space station. Once the station has been destroyed, you will return through the wormhole.
If you succeed, the balance of power in the quadrant will be changed for the better.
Paradise By the Disruptor Light
Klingon High Command is quite upset. A week ago, three Klingon Birds of Prey entered a wormhole and vanished without a trace.
Two days ago, however, these ships appeared out of nowhere, attacked the Golrek shipyard and stole the components for Klingon defense platforms. They did not answer any hails.
Your mission is to determine what happened to those ships: to return them and their crews to Klingon space, and to punish them for criminal behavior if they have mutinied.
The Cloak of Night
One of our neighbors is researching anti-cloaking technology. If this technology is allowed to develop, it could threaten Klingon interests. Fortunately, a wormhole has opened into the system where the test is taking place.
The Black Fleet needs you and a companion to travel through the wormhole to the system, find the vessel containing the anti-cloak field, destroy it, and return through the wormhole. Destroying enemy ships is also a desirable goal.
TITLE
Lyran
Romulan
General
Historic
Tutorial
QUICKSILVER SOFTWARE, INC.
Lead Programmer
Marc Hertogh
Senior Technical Lead
Michael Donovan Mandap
Networking Programmer
Tung Mei "Rita" Liu
Interface Programmers
Stephen Roney, Tung Mei "Rita" Liu
Sound Programmer
Otmar Schlunk
Game Design
Marc Hertogh, Tom Hughes
Additional Design
Otmar Schlunk, Gary Graeper, William Fisher
SFB Consultant
Tom Hughes
Engine Programmers
George Shackelford, Rob Barris, Greg Marsters
Special Tools
Brian MacDonald
Technical Writer
Nancy Berman
Animated Quicksilver Logo
Rantz A. Hoseley
Quicksilver Web Site
Debra Hilton
Technical Consultant
David Steffen
Production Assistant
Sarah McKinley Oakes
Star Trek Consultant
Ralph Miller
Producer
Gary Graeper
President
William Fisher
INTERPLAY PRODUCTIONS
Lead Designer
Erik Bethke
Senior Designer
Chris Taylor
Art Director
Scott Bieser
Lead Artist
Adam Rote
AI Programming
Zachary Drummond
Scripting Engine
Dave Boulanger
Special Effects
Sean Dumas
Mission Scripting
Lance Watanabe
Campaign Mission Design
Scott Bennie
Senior Artist
David Potter
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Michael Blumenthol, Tim Kuder, Marc Bergo, Kelly Wine, Mike McCarthy, "3", Mike Harris
3–D Ship Models
Perry Scalf, Regalado Christopher, Salazar Manuel, Arlene Somers
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Heather McLaughlin
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Debbie Howell
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Paul Naftalis
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Warren Schultz
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Erik Bethke
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Brian Christian
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Trish Wright
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Brian Fargo
INTERPLAY AUDIO
Lead Sound Designer
Adam Levenson
Sound Design
Tim Walston (EFX), Charles Deenen, Shannon Mills, Jeff Witchers (EFX)
Mastering by
Craig Duman
Voice Editing by
Stephen Miller
VO Direction/Supervision
Chris Borders
VO Talent
George Takei, Kevin Michael Richardson, Michael Bell, Wayne Grace
'Music by
Ron Jones Productions
Music Supervision
Sean Dumas, Rick Jackson
Audio Administrator
Gloria Soto
Re–Recording Mixer & Audio Director
Charles Deenen
Video Services
Dan Williams, Dave Cravens, Bill Stoudt
INTERPLAY QUALITY ASSURANCE
Admiral
Jeremy S. Barnes
Vice Admiral
Mikey "Ghibli" Motoda
Rear Admiral
Greg "Moose" Baumeister
Commodore
Monica Vallejo
Captain
David "Tiberius" Simon
Chief Steward
Dubs
Communications Officer
Larry "EQHura" Smith
Helmsman
Danny "Sancho" Martinez
Chief Medical Officer
Dr. Charlie "Bones" Gale
Science Officer
Gary "Home Brew" Tesdall
Weapons Officer
Rafael "Tribble Trainer" Lopez
Green Orion Animal Woman
Shanna Takayama
Chief Engineer
Darrel "I Don't Care" Jones
Lieutenants
Cory "Faerl" Nelson, Jeremy "RayZor" Ray, Doug "Thor" Finch
Lieutenants, Junior Grade
Ed Hyland, Rob "Sassypants" Giampa, Amy "Schlamma" Presnell
Ensigns
John "Psy" Kirkland, Kevin "Daulton" Osburn, Jay "Pancake" Nielsen, Asher "Tattoo" Luisi, John "Diablo" Palmero, Eric "Dev Button" Chung, Dan "The Humongous" Levin, Ed "Berserker" Kang, Ishmael "Ishtar" Quijano, Tony "Wardog" Piccoli, GJ "Mofs" Ramirez, Tim "Cthulhu" Anderson, Harold "Dragonball" Kim, Mark "Noodles" Holtzclaw, Amy Avery, Sean "Darkman" Johnson, Brad "Bushwhacker" Dutton
Cadets
John Parker, David Parkyn, Derek Gibbs, Josh Walters
MONDO MEDIA
Producer
Philo Northrup
Art Director
Mark Giambruno
Producer
Liz Stuart
Lead Artist
Richard Fong
Modeling, Mapping, Design
Leila Noorani
Modeling, Mapping
Johannes Huber
Mapping, Design
Cody Chancellor
Mapping
Luis Castro
Design
Johnny Harrup
Modeling, Mapping
Eric Ronay
PARAMOUNT PICTURES
Director, Interactive Product Development
Juliet Dutton
Manager, Interactive Product Development
Harry Lang
Box Cover Art Direction
Dan Curry
Box Cover Art
Brandon MacDougall
ADB, INC
Star Fleet Battles Game Design
Stephen V. Cole, PE
Star Fleet Battles Executive Developer
Steven P. Petrick
ADDITIONAL STAR FLEET BATTLES CREDITS
Lyran Creator
Jim Curtis
Hydran Creator
Andrew Robinson
MPLAYER.COM
Internet Gaming Consultant
Joshua “Jinxx” Morris
Mplayer Software Engineer
Edmond L. Meinfelder III
Content Engineer
Rich Rice
Service Engineer
Adam Schricker
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