!! Date: Wed, 19 Aug 2015 11:31:19 -0700
!From: xxxxxx@gmail.com
!To: xxxxxx@simplelists.com
!Subject: [TML] Taking the Bridge
!
!Yet another dumb question from yours truly...
!
!Imagine that you're in the middle of a shipboard combat aboard a small merchant or scout vessel.
!IYTU, how important is it to take the bridge? If one side has the bridge, what can they do to leverage
!the "power of the bridge" against their enemies?
!And, for the side that doesn't have the bridge, how hopeless is their situation?


 
Depends. 
 
If you have a crew of innocent, naive Merchants you/they are probably deep in the brown stuff.
 
If you have a crew of nasty, suspicious ex-Navy types they probably have ways to disable the Bridge so any would-be Hijackers can't control anything until they discover the secret switch hidden in the underside of the Captain's chair-arm  (Okay, so they "borrowed" the idea from the People's Republic of Haven).
 
If you have a crew of long-suffering, cynical and experienced ex-Scouts then they can reset and enable or disable any system from anywhere aboard as long as they know the correct hidden buttons to press and concealed control panels to use... if you manage to avoid dying on the Operating Table, or you have your ship maintained by the indigs at 'local' Scout Bases, for long enough, you learn to have alternate control systems in all sorts of sneaky places!  (Not that we would ever consider adding our own highly unnofficial mods without the full knowledge and permission of the local Sector Command and Control Office, oh no!)
 
 
YMMV :-)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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