***THIS IS PART II OF THE DOCS TO RULES OF ENGAGEMENT!*** S K NEXT PAGE I D The PageDown button jumps to the next or following "page" of items in the selector (if any). R O Orders W The following is a listing of all orders available on the COMMUNICATIONS S panel. The first 16 are for Federated Worlds ships only, and the remaining K two are for sending to enemy ships. As always, the personalities of the I Captains and enemies will determine whether or not they will follow the D orders you send. R MANEUVER AT WILL O W Instructs Captain of the FW vessels(s) in question to do whatever they think is appropriate. As this is an essential "blank check" order, you S should carefully review the dockets of any Captains before sending this K order (dockets are available on panel 304 DATA RETRIEVAL). I D HOLD POSITION R Instructs the Captain of the vessel(s) in question to come to an immediate O stop and take no action without further orders. W FORM WITH Flagship S K Instructs the Captain of the vessel(s) in question to follow the flagship I (your ship) wherever it goes. This order merely instructs the ships to D follow you, and the Captains of those vessels may or may not engage in the actions your ship undertakes. R O RESUPPLY AT OUTPOST W Instructs the Captain of the vessel(s) in question to proceed to and S resupply at the Outpost highlighted in the standard selector. If the K outpost is FW, the ship will have no trouble getting supplies and repairs. I If it is a neutral outpost, the Captain's diplomacy is needed to negotiate D for supplies, etc. If you order a Captain to resupply at an enemy Outpost, he/she will have to capture it first, and therefore it is the same order as R CAPTURE OUTPOST when the subject is held by the enemy. (The allegiance of O any Outpost can be determined by probing it from 301 NAVIGATION.) W CAPTURE OUTPOST S K Instructs the Captain of the vessel(s) in question to proceed to, attack, I and then attempt to board and capture the Outpost highlighted in the D standard selector. You can capture both enemy and neutral outposts, though it's easier to first try asking (RESUPPLY AT OUTPOST) a neutral Outpost R before using hostilities. If the outpost is FW, there is no reason to O attempt to capture it. (The allegiance of any Outpost can be determined by W probing it from 301 NAVIGATION.) S Enemy ships can capture Outposts as well, so you may find yourself having K to order one of your ships to retake an FW Outpost seized by the enemy. I D CAPTURE ENEMY SHIP R Instructs the Captain of the vessel(s) in question to intercept, attack, O and then attempt to board and capture the enemy ship highlighted in the W standard selector. S DESTROY ENEMY SHIP K I Instructs the Captain of the vessel(s) in question to intercept, attack, D and then attempt to destroy the enemy ship highlighted in the standard selector. R O PROCEED TO WAYPOINT W Instructs the Captain of the vessel(s) in question to proceed to the S Waypoint highlighted in the standard selector. K I PATROL OUTPOSTS D Instructs the Captain of the vessel(s) in question to move from Outpost to R Outpost within the system, much like a guard or sentry. O W PATROL PLANETS S Instructs the Captain of the vessel(s) in question move from planet to K planet within the system. Used to initiate a "search pattern" or sentry I action by the selected ships. D REPORT STATUS R O This order is similar to the ALL SHIPS REP STAT TO ff button (see above), W but instructs only the selected ship to send a single update message. As with ALL SHIPS REP...,the report goes not to the Communications panel, but S to 304 DATA RETRIEVAL. K I FORM BATTLE GROUP D Instructs the Captain of the vessel in question to form a Battle Group and R take charge as the Group Leader. All ships instructed to join that Battle O Group then come under the immediate command of the Group Leader's Captain. W This gives a great deal of authority to the Captain in question, so make sure you've picked the right Captain for the job. S K JOIN BATTLE GROUP I D Instructs the Captain of the vessel(s) in question to intercept, follow, and otherwise follow the orders of the Captain of the ship designated the R Group Leader of the Battle Group currently highlighted in the standard O selector. Battle Groups are always identified by an I.D. starting with G, W as in G01 or G12. S DISBAND FROM BATTLE GROUP K I Instructs the Captain of the vessel(s) in question to disengage from the D Battle Group currently highlighted in the standard selector, and to no longer follow the orders of the Captain of that Group. R O ACTIVATE SELF-DESTRUCT W Instructs the Captain of the vessel(s) in question to proceed to S immediately arm and initiate the DESTRUCT function on their vessel. If the K Captain obeys, 15 seconds after receiving the order, the ship(s) in I question will explode. Make sure your own, or any other FW ships or enemy D targets to be captured, are not in the vicinity. Any vessel within 4 million kilometers of a self-destructing starship will be instantly R destroyed, and those under 100 million kilometers range risk severe damage O or destruction. W SURRENDER TO ENEMY SHIP S K Instructs the Captain of the vessel(s) in question to proceed surrender to I the enemy ship currently highlighted in the standard selector. Since your D score and performance is ranked depending on many factors, including FW casualties, in many cases it's better to instruct a doomed ship to R surrender rather than be destroyed, for at least the crew then has a chance O for survival. Of course, whether or not the enemy accepts the surrender is W an entirely different matter. S The following orders are sent only to enemy ships: K I SURRENDER TO FW FORCES D Instructs the captain of the enemy vessel(s) in question to surrender to R one of the FW ships in the system. O W THE FW Flagship SURRENDERS S If you issue this order you yourself are offering to surrender your ship to K the selected enemy ship. This is used only to avoid the complete I destruction of your vessel, which would result in a lower score than D surrendering. Of course, whether or not the enemy accepts your surrender is an entirely different matter. R O W 303 TACTICAL S As the name implies, this panel is from where you undertake most tactical K action. All combat and defense related activities are carried out from I this panel, including ship to ship combat, docking with friendly outposts D and boarding hostile ships and outposts. R The TACTICAL panel is, by far, the most complex one you will work with. In O some instances you may be faced with as many as 56 buttons at one time, in W addition to thermometer and dial type scales, etc. The reason for this complexity is the vast number of actions that must be available from the S TACTICAL panel. You can lock onto targets, undertake tactical manuevers, K set your desired position and range from a target, toggle defensive systems I on and off, study the combat area, dock, pick weapons settings... and, of D course, the most important thing, fire on enemy ships. R Actually, this panel is composed seven interrelated subpanels, not all of O which can be seen at the same time. They are: W Target Sys Targeting scope and lock-on controls S Weap Set Fire and weaponry setting controls K Tactical Map A combat map I Attitude Set Sets your position and range to a target D Tactic Tactical manuevers and actions Defense Subsys Defensive system controls and readouts R Destruct Self-destruct control O W Operational Overview S Tactical is most commonly used for combat and combat related actions. K Before you can combat a ship you must lock it into the TARGET system. Once I a target is locked in, you can, if within firing range, attack it using D Enhanced Beam Weapons (EBW) or missiles (if your ship is carrying any). The EBW strength and beam-width is selectable, as are which types of missiles R you choose to fire (if your ship is stocked with two or more types). O W Navigational control of your ship in combat can either be left to the 301 NAVIGATION panel or overridden using one of the TACTIC buttons, which allow S you to take up certain positions relative to the current target, evade, K escape, board or dock with it. The ATTITUDE controls allow you to set the I actual position and range that you want relative to a target when using D some of the TACTIC modes. R The DEFENSE subsystem allows you to raise and lower your ship's defensive O shields as well as toggle on Anti-Missile CounterMeasures (AMCM). W In a situation where your ship is severely crippled and there is no way to S avoid destruction at the hands of your enemy, the DESTRUCT option allows K you to destroy your own ship before they get the chance, and, in some I cases, allows you to take some of the enemy ships out with you. D Damage sustained by your own ship is displayed, as always, in the 300 bar R at the top of the screen. O W This section of TACTICAL occupies the upper-left quarter of the panel, and consists of a Target Damage Meter, Targeting Scope, Target Readouts, and S Target Selection Controls. K I This subpanel is operated by first selecting a target by using the Target D Selection Controls, awaiting a target acquisition, and then executing firing/docking/boarding actions (using other subpanels) when within the R correct range. O W Breakdown of the Target Sys subpanel is as follows: S TARGET DAMAGE READOUTS K I Immediately to the right of the TACTICAL panel label are small readouts: D six letters, to the right of each of which is a small bar/meter. These represent the status of each of the currently targeted ship's six primary R systems. If the status meter for a system is complete/full, that system is O 100% operational. Each time a system sustains an additional 10% of damage, W the meter's length slips a notch. Once a meter is completely depleted, the system in question is 0% operational, and technically "destroyed". S K NOTE: A ship may repair damaged systems, but once a system is 0% I operational (destroyed), it cannot be repaired without the D help of a sufficiently sophisticated outpost. R Alongside each meter is a letter identifying the system represented by that O particular meter. The list of letters read "CPLSWD" and stand for: W C Communications S P comPuter K L Life support I S Shields D W Weapons D Drive/propulsion R O TARGETING SCOPE W This consists of a "viewer" which displays computer simulations of targets S as well as target and targeting related information. Targets are displayed K as computer generated images which do not change size as their range I alters, although the viewing angle of target vessels will change to reflect D that ship's current heading. R In addition to target visuals, there are a number of readouts displayed O within the scope. They are as follows: W Target Position S K The readout which appears to the right of the T: flag shows the currently I selected target's position in degrees (0 to 359), relative to your ship's D position in the solar system. The value 0 (zero) is always due "north" on the system map. R O Weap Sys Bearing W The readout which appears to the right of the B: flag displays the current S bearing of your ship's weapon system in degrees (0 to 359), relative to K your ship's position in the solar system. I D The EBW projectors and missile launchers are directional, and can be rotated in any direction. And the value alongside the B: flag will change R as your weapons system constantly attempts to keep the selected target, if O any, centered. W For a lock to be achieved on the currently selected target, the readout S here must match that of the Target Position readout (T:, see above). K I If no targets have yet been locked into the Targets A-D selectors (see D below), then the Weap Sys Bearing will read 0 (zero). R Range O W The readout which appears to the right of the R: flag displays the currently selected target's range from your vessel in kilometers. Range is S very important to know, because if you are beyond particular distances, K certain actions are futile. For instance, a target ship that is under I 550,000 kilometers away is considered within the effective firing range of D EBWs, while missile ranges may be considerably less. R The operational range of each range-restricted system or function is O explained in the section on its operation. However, for quick reference, W the following is the effective maximum range of each of listed items. You should be under the specified range to use that item or system: S K Item/System Maximum Range I EBW 550,000 km * D Missiles variable ** Board ship/outpost 5,000 km R Dock w/outpost 1,000 km O W * - Actual EBW maximum range is 3 million kilometers, However, as it takes ten seconds for a beam to cross that distance, S and ships rarely stand still for you to shoot at, the K effective combat range for EBW fire is considered to be I just over half a million kilometers. D R ** - Dependent upon a given missile type's fueled flying time O and the course and velocity of the target (see Missile W Selection Buttons (Full) under Weap Set, below). S K H.A.l./Horizontal Attitude Indicator I D This is simply a horizontal gauge which displays "tick marks" on a line which are used to visually indicate when your weapon system is turning to R maintain a bearing on a target. The space between each "tick" on the scale O represents 10 degrees of bearing. W Current Target I.D. S K The I.D. number of the currently selected target is displayed on both the I left and right ends of the bottom of the Targeting Scope. The target can be D an enemy ship, and FW ship, or an outpost. R The I.D. displayed here will be identical to that displayed alongside the O Current Target Switch (see Target A-D below). W Acquisition Indicator S K When the currently selected target (see Target A-D, below) is at the center I of the Targeting Scope and the Target Position (T:) and WeapSys Bearing D (B:) readouts match, this flashing indicator bar will appear at the bottom of the Targeting Scope, between the Current Target I.D. Readouts. R O The bar contains cycling colored "blips" (no cycling in CGA) and an W "ACQUISITION" message. When this bar is present, your targeting system has achieved a lock on the current target, and you may fire your weapons (see S Weap Set below). K I If you fire when the Acquisition Indicator is not present you will probably D not hit your target as EBWs will be fired at nothing and missiles have no targets specified. R O W TARGETS A-D S This section consists of four action buttons, A, B, C, and D, (keyboard K users simply press the indicated letters) which represent target "slots". I Each slot can contain the I.D. of a given ship or outpost, identified by D the small readout at the right edge of each button. The current target is selected by and whichever button is highlighted. Therefore, you can have R four targets locked-in, one per slot, and switch back and forth between O them as you like. W Whenever you highlight one of these buttons, the targeting system S immediately swings around to get a lock on the specified item. K I Most tactical actions and maneuvers are taken relative to whichever target D is currently locked in. For instance, if you activated the POSIT function (see TACTIC section below), your ship would take up a position relative to R the currently selected target. If you then changed from target A to target O B, your ship would then attempt to take up a similar position relative to W target B. S To enter a target into one of the slots, highlight the selected button, K make sure the desired target is displayed in the Target Selection Controls I (see below), and then use the ACQUIRE button (below) to lock it in. The D computer will automatically enter the I.D. for the specified target into the specified target slot. R O W TARGET SELECTION CONTROLS S These controls are used to select targets for the Target AD slots. A K single-line scroller selector and related action buttons is used to pick I and lock in targets. D OUT (U), ENS (E), and FWS (F) R O These three action buttons are used to select what types of items will be W displayed in the associated scroller selector. OUT selects outposts, ENS selects enemy ships (it is the default setting when you start the game), S and FWS selects your own ships (you cannot select your own ship, however). K Only one of the three buttons can be highlighted at any one time. I D ACQUIRE (Q) R Activating this trigger action button causes the I.D. of the item currently O displayed in the scroller selector to be locked into the currently W highlighted "slot" (A-D), replacing whatever I.D. was already there, if any. S K (PageUp) I D Scrolls the scroller selector back to the previous item in the current list, if any. R O (PageDown) W Scrolls the scroller selector to the next item in the current list, if any. S K I I.D. READOUT AND SCROLLER SELECTOR D This is a standard scroller selector with a standard I.D. readout. The only R difference between it and those seen on other panels is that this one O displays only a single item at any given time. In essence, it simply W displays only the highlighted item in the list, rather than the highlighted item and those immediately preceding and following it. S K AUTO (T) I D This is a toggle action button. When activated, it causes your ship's computer to automatically switch to the closest of the targets currently in R the Target A-D slots. For example, if you had targets in all four slots, O had target A selected, but target C was the closest to you, when you W activated AUTO the highlighted target button would automatically be changed from A to C. If, while AUTO was activated, another of the selected targets S were to become the closest in range, the selected target would again K change. Toggling AUTO off (unhighlighted) switches this mode off, and the I system will no longer automatically lock onto the closest of the locked in D targets. R Manually activating one of the Target A-D buttons deactivates the AUTO O mode. W WEAP SET S K These controls are related to firing of your ship's weapons and adjusting I their settings. D There are two "modes" to this subpanel, set by use of the GET (G) button at R the top of the controls. When GET is not highlighted, the TACTICAL MAP O (see below) is displayed to the right, and only the fire buttons, EBW power W meter, and missile selector buttons and readouts are accessible. But, when GET is activated, the TACTICAL MAP disappears, revealing the full set of S weaponry controls, including EBW beam-width and pinpoint targeting K controls; full missile selector buttons are displayed, with missile labels I fully visible. D FIRE EBW (F9) R O This is a trigger type action button which, when activated, fires the W Enhanced Beam Weapons at the current target. The beam travels at 1 c (lightspeed) and has a maximum strike range of 3 million (3,000,000,000) S kilometers (although your chances of hitting a moving target at ranges K greater than 550,000 kilometers are slim). The force of the beam is I determined by the EBW CHARGE METER and the EBW POWER SELECT controls (see D following items). R EBW CHARGE METER O W This meter shows the charge status of the EBW batteries. If the meter's bar is full then 100% power is available. If the bar is partially full, then S lesser percentages are available. The system recharges at a steady rate K (variable depending on a given ship's equipment and damage the system has I sustained), so if you wait, the power climbs. D EBW POWER SELECT R O The actual percentage of potential EBW "hit" power your wish to use is W selected with these controls. The position of the arrowhead pointer along the EBW CHARGE METER sets the percentage of EBW power you wish to apply S when firing. The numerical value of this strength is displayed in the K small readout immediately below the EBW CHARGE METER. I D The arrowhead may be moved in one of two ways. Players with compatible mice can simply drag the arrowhead along the scale, releasing it when it is R where they wish it to be. Keyboard users can use the Home and End keys to O move the arrowhead along the scale to the left and right respectively. As W with most thermometer type scales, pressing Home or End switches on a "move pointer" mode which remains "on" until you press another key. S K In some circumstances you may find that the arrowhead cannot be moved to I the top of the scale, or that during or after battle, that it has slipped D down the scale and cannot be moved back up it. This is an indication that the weaponry system has sustained damage, and that the EBW beam projectors R are incapable of firing at power levels greater than those the arrowhead O can be moved to. In such a case, the only way to restore full EBW power is W repair the weaponry system (see DAMAGE CONTROL under 304 DATA RETRIEVAL in this section on the manual and also the sections pertaining to system S damage in " Part VI: Tactics"). K I FIRE MISSILE (F10) D This is a trigger action button, and activating it causes your weapons R system to attempt to fire one missile of the currently selected type at the O current target. If no missiles of the selected type are present, no missile W will fire. Each time you press FIRE another missile launch is attempted. Thus, if you have lots of missiles in stock, you can launch a veritable S salvo at the selected target. K I MISSILE INVENTORY READOUTS D These numbers appear to the right of the missile selection buttons-labels, R and indicate the current stock of the indicated class of missile. If the O readout displays 00, then no missiles of the indicated type are present. W Missiles can be restocked by docking with outposts. The more sophisticated S the supply capabilities of an outpost, the greater range of missiles they K supply. However, remember than not every ship can carry all types of I missiles. The type of weaponry system a given ship carries determines the D types and number of missiles the ship can carry. R MISSILE SELECTION BUTTONS (MINI) O W There are eight of these selection buttons, one for each type of missile. Only one button can be highlighted at any given time, and which ever one is S selected is the type of missile currently chosen for firing. To highlight a K missile type, either click the mouse on the desired button or press the I associated number (1 through 9) on your keyboard. D In this mode only a small portion of each button is visible. See MISSILE R SELECTION BUTTONS (FULL) below for descriptions of each missile type. O W EBW FOCUS SELECTORS S There are three selection buttons here, only one of which can be active at K any one time. The active button determines the beam-width/focus of your I ship's EBW fire. D WIDE (W) Spreads the beam widely, making it easier to hit evasive R targets. However, although your chance of achieving O a hit increases on wide beam setting, because the beam W is "fanned out" the hit strength is diminished. S NORM (O) Sets the beam to normal width. K I PIN (N) Sets the beam to pinpoint width. In this mode your odds D of hitting an evasive target drop, however, this is made up for in that you can pinpoint specific systems of the R target, and the power of the EBW will be directed against O that system alone (see PINPOINT FIRE SELECTOR below). W PINPOINT FIRE SELECTOR S K If the EBW FOCUS is set to pinpoint fire, specific systems of the target I can be singled out for EBW attack. This selector box allows you to specify D which system to hit when using pinpoint fire. The box displays an image of the current target (if any), linked to selector buttons representing its R six primary systems. Whichever of the system buttons is highlighted O represents the subject of any pinpoint EBW fire. W Mouse users need only click on the label for the system they wish to S target. Keyboard users can use the + and - keys to move the highlighter up K and down the list. I D NOTE: The highlighted system in this box will not have any effect on EBW fire with normal or wide beam settings. R O MISSILE SELECTION BUTTONS (FULL) W There are eight of these selection buttons, one for each type of missile. S Only one button can be highlighted at any given time, and which ever one is K selected is the type of missile currently chosen for firing. To highlight a I missile type, either click the mouse on the desired button or press the D associated number (1 through 8) on your keyboard. R In brief, the missile types are as follows: O W Button Missile Type Purpose 1 PN PRT SRB Pritchard SRB Damages shields S 2 MELB FU8 Melbourne FU8 General damage K 3 GIAPRLI FU9 Giaperelli FU9 General damage I 4 FRA LAB FE Franklin Lab FE Anti-Personnel D 5 WODEN FE Woden FE Anti-Personnel 6 THIOD P/PD Thiodyne P/PD Damages drives R 7 WOD NOVA Woden Nova General damage O 8 ILIYA NOVA Iliya Nova General damage W Details on missile types, their uses, range, etc., can be found in S Appendix IV. K I D TACTICAL MAP R This is a simplified and miniaturized version of the map display on 301 O NAVIGATION, and works identically to that map. The only differences are as W follows: S Only potential targets (enemy and FW ships, and outposts) can be displayed. K I The map view is limited to your vessel's sensor range, with no telemetry D from other ships or "mix" modes available. R No course project mode. O W EBW and missile fire and "hits" are displayed on the map. S There are six buttons and one thermometer scale related to the map. They K are as follows: I D COMBAT ZONE (Z) When activated this recalibrates the map radius controls so that the maximum map radius is 500,000 kilometers R instead of your ships' maximum sensor range, allowing for O easier zoom adjustments in combat. W Any or all of the following three can be highlighted at any time. S K OUT (O) When highlighted, the map displays outposts. I ENS (N) When highlighted, the map displays enemy ships. D FWS (W) When highlighted, the map displays FW ships. R Mouse users can, as on 301, move the mouse over the map, frame and area, O and click the left button to zoom in and the right button to zoom out. They W can also drag the arrowhead below the scale at the bottom of the map to adjust the view radius. S K Keyboard users must adjust the zoom radius by using the + and - keys, which I are equivalent to the increase and decrease map radius buttons bracketing D the RADIUS: readout. R See the section on 301 NAVIGATION for more details of working with map O displays. W ATTITUDE SET S K This subpanel consists of controls which allows you to set your desired I attitude relative to a target when using one of the tactical maneuvering D controls (see below). R THE ANGLE DIAL O W The position of the flagship icon at the perimeter of the dial represents a position, in degrees, set relative to a target vessel or outpost (the S dial's center). The angle can be from 000 to 359 degrees. K I The dial can represent two different things. If you select the "shado" D maneuver (see Tactic below), the top of the dial represents the "bow" or "front" of the target vessel, and the position of the ship icon at the rim R of the dial represents your ship's desired position relative to the O direction the target is facing. On the other hand, if you select the W "position" (POSIT) maneuver, the top of the dial represents the top of the map, and the position of the ship icon at the rim of the dial represents S your ship's desired position relative to the target's position in space, K not relative to the target's heading. I D The following is a breakdown of the elements of the Angle Dial. R Desired Angle Readout O W This displays the desired angle you want your ship to take in a shado or positioning maneuver. The value displayed here is determined by the S position of the Desired Heading Cursor (see next item) on the outside of K the Dial. When you set a new desired heading this readout will change I instantly to reflect it. If MANUAL is activated, the Current Heading D Readout (see above) will begin to change to match the desired heading as your ship takes up the new course. R O Desired Angle Indicator (Flagship Icon) W This operates identically to the Desired Heading Indicator on the HELM S portion of 301 NAVIGATION. The icon represents your current flagship, and K its position around the dial is important, however, the way the icon itself I is pointing (always up) is not of any concern. D The position of the icon on the outside of the dial indicates your desired R angle in degrees. The actual numerical value of the heading is displayed O in the Desired Angle Readout (see above). W There are two ways to change the desired angle: dragging the pointer with S the mouse, or using the Turn Clockwise and Turn Counter-Clockwise controls K (see below). I D To drag the pointer, you must have a compatible mouse. Click the left mouse button on the pointer, and, while holding the button down, "drag" the R pointer around the dial to the desired position. As you move the pointer, O the Desired Angle Readout will change to reflect the new setting. When you W release the mouse button, the pointer will stay where you left it. S Turn Clockwise K I This function is activated by the RIGHT button, and its purpose is to move D the Desired Angle Indicator around the Heading Dial in a clockwise direction. When you activate the RIGHT button by clicking on it with the R mouse, it stays "on" only as long as you hold the mouse button down. If O using the keyboard, the button stays "on" and the icon moves clockwise W until you press another key. S Turn Counter-Clockwise K I This function is activated by the LEFT button, and its purpose is to move D the Desired Angle Indicator around the Heading Dial in a counter-clockwise direction. When you activate the LEFT button by clicking on it with the R mouse, it stays "on" only as long as you hold the mouse button down. If O using the keyboard, the button stays "on" and the icon moves W counter-clockwise until you press another key. S NOTE: If neither the SHADO or POSIT buttons are activated (see K Tactic below), the settings in the ATTITUDE box won't have I any effect. D R RANGE CONTROLS O W This portion of the ATTITUDE box is where you can adjust your range for shado or positioning maneuvers. There are a number of items associated with S setting the range. K I Tactical Range Scale D This is a standard "thermometer" scale (see Part IV). It represents the R potential tactical range of your vessel relative to a target. The scale O represents ranges of between 0 (bottom of scale) and 500,000 (top of scale) W kilometers. The position of the Desired Range Pointer alongside the scale determines range setting. S K Desired Range Pointer I D This pointer is similar to pointers on standard "thermometer" scales (see Part IV). Its position along the Velocity Range Scale determines the R desired velocity you want your ship to use when under manual helm control. O W There are two ways to change the desired velocity; dragging the pointer up and down the sale using a mouse, or using the Increase and Decrease S Velocity buttons (see below). K I To drag the pointer you must have a compatible a mouse. Click the left D mouse button on the pointer, and, while holding the button down, "drag" the pointer up and down the scale to the desired position. When you release the R mouse button, the pointer will stay where you left it and, if the MANUAL O button is active, your ship will immediately begin making velocity W adjustments. If in manual mode, you can see the velocity change happening by watching the Current Velocity Readout (see below). S K Increase Range Button I D This function is activated by the 9 button, and its purpose is to move the Desired Range Pointer up the Tactical Range Scale. When you activate the 9 R button by clicking on it with the mouse, it stays "on" only as long as you O hold the mouse button down. If using the keyboard, the button stays "on" W and the pointer attempts to move up the meter until you press another key. S Decrease Range Button K I This function is activated by the 0 button, and its purpose is to move the D Desired Range Pointer down the Tactical Range Scale. When you activate the 0 button by clicking on it with the mouse, it stays "on" only as long as R you hold the mouse button down. If using the keyboard, the button stays O "on" and the pointer attempts to move down the meter until you press W another key. S Desired Range Readout K I This readout displays the numeric value of your ship's desired range. D R FACE SHIELDS O W This final section of ATTITUDE allows you to specify which of your ship's four shields you wish to try to keep towards the current target. This is S very useful, particularly when some of your ship's shields have been K seriously depleted or destroyed (see DEFENSE SUBSYSTEM below), and you wish I to keep your strongest defenses towards the enemy. D The arrow pointing towards the word TARG indicates the direction of the R target, and the number below the arrow indicates which shield you wish O to keep towards that target. The default is shield 1, the bow shield, but W you may, by using the next shield and previous shield buttons, the UP and DOWN keys, turn any shield towards the target. S K As with all of the setting under ATTITUDE this is only a "desired" shield I facing. As your ship manuevers to maintain position, course, etc., it is D not always possible to keep a particular shield oriented towards the target. R O TACTIC W At any given time there are seven action buttons in this bank. Six are S consistently present, and the seventh varies depending on the current K target and its status. Each of the following, when activated, will remain I active until another button in the bank is activated, or when navigational D control is usurped via the 301 NAVIGATION panel. Only one of the buttons can be active at any one time. R O SHADO (H) Initiates a "shadowing" maneuver, where your ship will W attempt to take up the range and position set in the Attitude Set subpanel relative to the current target. The S angle will be set relative to the targets bow, which K always represents 0 (zero) to the shado mode. Therefore, I if the ANGLE is set at 180, your ship will constantly D attempt to remain behind the target no matter which way it faces on the map. Because your ship must try R to maintain an angle relative to potentially turning and O moving targets, it is much more difficult to achieve and W maintain target acquisition in SHADO mode than it is in POSIT mode (see below). S K POSIT (I) Initiates a "positioning" maneuver, where your ship will I attempt to take up the range and position set in the D Attitude Set subpanel relative to the current target. The angle will be set relative to the map, where "up" always R represents 0 (zero) to the position mode. Therefore, if O the ANGLE is set at 180, your ship will constantly W attempt to remain "due south" of the target on the map. S ESCAP (P) Initiates an "emergency escape maneuver" in which K your ship determines the heading of the current target I and immediately thrusts at full power in the opposite D direction (180 degrees different from the target) in an attempt to reach and maintain a "safe" distance from R the target: 900,000 kilometers or greater. O W HALT (L) Causes your ship to immediately perform a full power breaking manuever, coming to a complete halt relative S to the current solar system. K I EVADE (V) Initiates an evasive action sequence. In such a mode, D your ship proceeds at high thrust and randomly changes course every few seconds. This manuever is used to R shake missile fire or try to avoid having enemy ships O get and keep you in their gunsights. W BOARD (R) This button appears if the target is an enemy ship, S enemy outpost or a Neutral outpost that has refused K you permission to dock. I D DOCK (K) This button appears in the place of BOARD if the current target is a friendly or neutral outpost, or an R outpost that has been seized by FW forces. Activating O it when your ship is under 1,000 kilometers range from W the outpost causes you ship to halt and a docking sequence to be initiated (see Docking Control below). S K (Y) This button, when highlighted, hands navigational controls I back to the 301 NAVIGATION panel, in whichever mode it was D last set prior to been overridden by the TACTIC maneuvers. R O Defense Subsys/303-B DEFENSE W This subpanel provides control over both your ship's primary defensive S systems, and information on hits taken and the status of your shields. K I D MISSILE DEFENSE CONTROLS/AMCM R There are two Anti-Missile CounterMeasure (AMCM) options available, JAM (J) O and BEAM (M). Both can be active at the same time, if you wish. W JAM uses special transmitters to confuse the guidance systems of incoming S missiles. When a missile falls within the "sphere of influence of the K jammer, it should lose track of the target (you), and will most likely pass I by without exploding. When the missile clears the jamming range, it may D very well double-back and try again and again until it either gets lucky and hits you or runs out of fuel. R O The one drawback to having jamming on is that the energy used for it is W tapped from the shield generators, and thus the regeneration/recharge rate of the shields is lowered, meaning it takes hit shields longer than normal S to build back up. K I BEAM, on the other hand, bleeds power from your EBW charging system for use D by automated defensive EBW batteries which attempt to shoot-down incoming missiles. The BEAM mode's primary disadvantage in combat is that it R prevents your main EBW system from recharging as quickly as normal, O hindering your combat firepower. W LAST ATTACK READOUT S K This readout displays information about the last attack on your ship. At I the top, a value readout displays the I.D. of the last ship that fired on D you and got a "hit". Below that a text display explains what happened, such as informing you that your ship was: R O HIT BY EBW W NORMAL. ON SHIELD 1 S K The example tells you that the enemy hit shield number 1 with a normal I width EBW beam. Likewise, if your are hit by a missile, the enemy missile D type number (see Appendix IV) is displayed along with the number of the shield hit. If you are hit with the shields down, or hit on an inoperative R shield, the message will be similar, but instead of saying "ON SHIELD n" it O will say "THRU SHIELD n", indicating which shield location the fire passed W through. S SHIELD STATUS DISPLAY K I This display contains a symbol of your flagship. If the shields are on D (raised), a green "bubble" will encircle the ship. There are actually four shields, each composing one quarter of the defensive sphere. The number of R each shield is displayed next to its quarter of the bubble. O W When your ship takes a hit with the shields up, the impact is shown on the affected shield and that shield flashes (a corresponding power loss is S reflected on the shield strength meters; see below). K I If any of the four shields are completely depleted of energy, the section D of the bubble representing it will disappear until such time as it can regenerate/rebuild power (see the SHIELD STRENGTH METERS below). R O SHIELD CONTROL W This action button toggles the shields on and off. When the button is S highlighted, the shields will be raised (if the shield system is K functional). If the button is magenta/unhighlighted, the shields are off. I D Always make certain that your ship's shields are raised prior to engaging an enemy vessel. The same "hit" on identical shielded and unshielded ships R will have drastically different results, with the unshielded ship O sustaining far more damage than the shielded one. W In beginner level games, the shields are raised automatically when you are S fired upon. K I SHIELD STRENGTH METERS D There are four numbered meters here, each linked to a specific shield. The R meters represent the strength of a given shield. Whenever a shield takes a O "hit", the height of that shields' meter drops, and there is a W corresponding loss of power, which takes time to build back up. Weak shields are less effective at preventing damage than strong shields, so S it's a wise idea to keep your eyes on these indicators and try to keep the K strongest shields towards the enemy (see FACE SHIELDS above). I D DESTRUCT R If your ship sustains so much damage that it cannot move or complete its O mission, or if it is about to be destroyed by hostile ships, you can "take W yourself out" of the game by self-destructing your flagship. S To use the self-destruct you must be on the 303 TACTICAL panel and the GET K (G) button at the top of the panel must be highlighted, thus providing I access to the full weaponry settings and, of course, the DESTRUCT subpanel. D There is but one button on this subpanel, an action button labeled EXECUTE R (X). If you activate it, a usurper box asking "Are you sure you want to O activate the self-destruct * system?" appears. If you answer affirmatively, W the usurper disappears and the surface of the CCSI panel will slowly slide open, revealing the self-destruct controls. S K Operation is extremely simple, but not one-step. To activate the destruct I sequence you must press/highlight all four numbered buttons at the top-left D of the destruct controls (1,2,3, and 4). The striped panel will then pop open, and if you click on the PULL (P) tag hanging from the arming level, R the lever will be thrown and a 15 second countdown will start. O W To halt the destruct sequence, use the ABORT (A) button at any time prior to the destruct sequence countdown reaching 5 seconds. S K 5 seconds is critical, because the destruct system works by creating a I feedback loop in the drive and power systems of your ship. It takes ten D seconds for this power feedback to reach critical level, and, once this level has been achieved, the imminent explosion cannot be aborted. R O When a starship self-destructs, the energy released will destroy any ships W within 4 million kilometers range, and those between 4 and 100 million kilometers risk damage ranging from minor to critical. If you time your S destruction just right, you might take some of the enemy ships out with K you. Just watch out for your own ships! I D DOCKING CONTROL R When you successfully dock with an outpost (see DOCK under Tactic above), O the ATTITUDE subpanel is replaced by a docking status display: DOCK. When W docked with an outpost, the outpost's technicians will attempt to repair whatever system you have highlighted under REPAIR and restock any missiles S that your ship is capable of carrying that the outpost carries. K I D There are only a handful of controls on this subpanel. To the left are six selection buttons, each representing one of your ship's primary systems. R The highlighted item is the one the outpost's technicians will attempt to O help you repair. To change systems, click on the appropriate button or use W the UP and DOWN buttons to move the highlighter from system to system. S When you are ready to disengage from the docking maneuver, use the UNDOCK K (K) button. I D The repair and resupply sophistication of the outpost are displayed below the OUTPOST visual. The higher the numbers, the more sophisticated the R outpost is. O W To the lower right end of the DOCK box are two STATUS readouts. The readouts to the right of the repair sophistication value tells you the S status of repair on the currently highlighted system and the status of K missile resupply. The readout for repair will be one of the following. I D UNDERWAY Repairs are in progress COMPLETE The system was undamaged or repairs completed R TOO SOPH The system is too sophisticated for the outpost to work on O W When one system is completely repaired, move the highlighter to another damaged system to have it repaired. S K The STATUS readout for supply tells you when loading of missiles will be I complete. The time readout there tells you the mission time when resupply D will be finished. When the outpost has fully restocked your missiles to the best of its ability, a COMPLETE message appears. R O While you are docked the tactical maneuvering controls and both fire W buttons are disabled (because firing your weapons within docking range of an outpost is very dangerous). While the DOCK panel is present, you can S switch targets, relock all target slots, adjust weapons settings, etc., but K you cannot maneuver or fire. I D If you switch to 301 NAVIGATION and set a course while docked with an outpost the docking is automatically aborted. R O If you break off a docking manuever before repairs and resupply are W completed, you may end up with unfinished repairs and only a percentage of the total number of missiles the outpost could have provided (if any). S K Boarding / 401 SQUAD DEPLOYMENT I D When you have knocked out an enemy ship's shields and drive systems and moved within 5000 kilometers range, you can board the ship. When you have R knocked out an enemy or neutral outpost's shields and moved within 1000 O kilometers range, you can board the outpost. W If you have Breach 2, the IGS system may load and run that game, if an S appropriate scenario has been linked. If Breach 2 is not installed, or no K linked scenario is located, then panel 401 SQUAD DEPLOYMENT appears. I D The SQUAD DEPLOYMENT panel reports on the boarding action status. It displays an image of a FWSF marine in full combat gear to the left, and an R image of a member of the opposing forces to the right. The name of your O Fleet Commander (now acting as a Squad Leader), and his/her squad-level W statistics appear, as does the name of the enemy race/force and the rank of their Captain. The higher the rank of the enemy Captain, the better S leadership the enemy will have, and the tougher they will be to beat. K I At the center of the display is a Systems Control meter, which shows how D much of the enemy ship's systems you control and how much is controlled by the enemy. A horizontal marker indicates the level of control you must R reach in order to be victorious. When the meter for FWSF reaches that O marker, you have won control of the alien ship. As your meter increases the W meter for your opponents decreases, and vice-versa. S Under the image of the FWSF Marine and the enemy are a set of icons K representing the forces in combat. The health of each is indicated by their I color. The more red that shows, the more seriously injured the combatant. D When a combatant's status meter is entirely red, he/she is dead and the icon is removed. On each side, one icon is separated from the rest. The R separate figure on the FWSF side is the health of your Fleet O Commander/Squad Leader. The separate figure on the enemy side is the enemy W Captain. If the enemy Captain dies, his forces will be less organized and easier to beat. If your Fleet Commander dies the game ends. S K You have no actual control over the boarding sequence. What you must do is I keep your eyes on the percentage of systems you control, and weigh the D health of your squad against that of the enemy forces. If your squad is badly injured and the enemy is not, or if your Fleet Commander is in danger R of dying, or if you cannot seem to make any progress in gaining control of O the enemy ship's systems, it would probably be a good idea to abort the W boarding. You can abort by using the WITHDRAW/UNDOCK (W) action button. S K 304 DATA RETRIEVAL I D Although every control panel on your flagship is a technically part of the computer access system, it is on DATA RETRIEVAL that you actually consult R the computers directly for various types of information. This panel has O eight different modes, each called up by one of the action buttons at W screen right. When you first begin a mission you arrive initially on DATA RETRIEVAL in Fleet STAT mode (see below). Whenever you return to 304 from S another panel, it reappears in the mode you last left it in. K I The eight data modes are as follows, and are accessible by activating the D indicated action buttons. The highlighted button indicates the current mode. R O FLEET STAT (F) W Lists all FW ships (your ship, the flagship, is usually at the top of the S list). You can see the stats for up to 16 ships at any one time. And, while K its rare that you'll play missions with more than this number of ships, if I more than that number are present, using the PageUp and PageDown buttons D allow you to see all of them. R This mode is designed to allow you to get a quick overview of your fleet. O However, this information here is based upon status reports sent to your W computer by each ship under your command, and those ships do not automatically report. Once the mission begins, if you want status reports S you'll either have to periodically issue "REPORT STATUS" orders to certain K or all ships, or activate the ALL SHIPS REP STAT... function, which orders I each ship to send a status report once every minute (both accomplished via D 302 COMMUNICATIONS). R There are seven readout categories for each ship in FLEET STAT mode. They O are: W SHIP S K Lists, on small action buttons, the mission I.D. number of each vessel. One I ship's I.D. will always be highlighted. This indicates which ship or D Captain will be the default if you switch to SHIP STAT or FW CAPTAIN (see below). To move the highlighter, either click the mouse on another ship's R I.D. number or activate the UP and DOWN keys to move the highlighter from O button to button. If you return to FLEET STAT from SHIP STAT the W highlighter will be on the ship last viewed in that mode. Likewise, returning to FLEET STAT from FW CAPTAIN causes the highlighter to be on the S ship commander by the last Captain viewed in that mode. K I TIME D Lists the time when the indicated ship last transmitted a status report to R you. O W HEADING S Lists the heading/course of the indicated ship as of its last transmitted K status report. I D VELOCITY R Lists the velocity of the indicated ship as of its last transmitted status O report. W GROUP S K If the indicated ship is a member of a Battle Group, the number of the I Group (01 to 99) is displayed under this heading. Group Leaders are D indicated by highlighted (white) Group numbers. R SYS DMG STAT O W Lists the operational capacity for each ship's systems, from communications to weapons. S K SHIP STATUS I D Lists the action being undertaken by the indicated ship as of its last transmitted status report (i.e.- "HOLDING FOR ORDERS"). Your own ship's R status will always read "FLAGSHIP". O W SHIP STAT (S) S Allows you to review detailed information about each ship in your fleet, K one at a time, and allows you to see their status. The UP and DOWN buttons I alongside the ship name (SHIP) allows you cycle through all ships. When D you enter this mode the default ship to be displayed is the ship whose I.D. is currently highlighted on FLEET STAT. R O While much of the information displayed in this mode is identical to that W displayed in Fleet STAT mode, there is additional data provided in SHIP STAT mode that is not displayed elsewhere. Remember, the information S displayed in this mode is only as recent as the last update report. If the K ship has not reported its status in a while (see SINCE UPDATE below), the I information may not be accurate! D ID R O Lists the mission I.D. number of the currently displayed vessel. W SHIP S K Displays the full name of the currently displayed vessel. I D SHIP STATUS R There are five readouts under this heading. The first is the actual SHIP O STATUS readout for the selected vessel, and lists the action being W undertaken by the indicated ship as of its last transmitted status report (i.e.- "HOLDING FOR ORDERS"). If you are displaying information about your S own ship, this readout displays "Flagship". K I There are four additional readouts under this heading: D SINCE UPDATE R O Lists the time, via a running "clock", that has passed since the indicated W ship last transmitted a status report to you. If you are displaying information about your own ship, this readout displays a time of S "00:00:00", since your ship doesn't bother sending status reports to K itself. I D HEADING R Lists the heading/course of the indicated ship as of its last transmitted O status report. W VELOCITY S K Lists the velocity of the indicated ship as of its last transmitted status I report. D GROUP R O If the indicated ship is a member of a Battle Group, the number of the W Group (G01 to G99) is displayed under this heading. Group Leaders are indicated by highlighted (white) Group numbers. S K CREW I D Displays the percentages of the currently selected ship's crew that are active, injured, or dead. The greater the number of injured and dead, the R less likely a given ship will be able to deal with repairing damage. O W MISSILE INVENTORY S Lists how many of each type of missile the listed ship was carrying at the K time of the last update. The numbers are listed to the left of the missile I labels. Missiles in stock are displayed with green labels, and those D exhausted/not carried have red labels (cyan and magenta in CGA). R To the left side of the display is the indicated ship's technical data O display, which lists parts, system damage, and ship type. W % OPERATIONAL S K Lists the operational capacity for each of the selected ship's systems I (labels are to the right), from communications to weapons. D PRT R O This readout displays the part number for the indicated system of the W currently selected ship. This information is provided so that you can size up the capabilities of your ships against enemy ships by comparing their S system statistics. (The stats for ships and parts are listed in K Appendix III.) I D SYSTEM R Labels the six primary systems of the selected ship. O W At the bottom of this display is a diagram of the selected ship, displaying its physical form and identifying its class (Transport, Scout, Destroyer, S Cruiser, Heavy Cruiser or Dreadnought). K I DAMG CONT (D) D Brings up the DAMAGE CONTROL panel for your flagship (and only your R flagship). This lists the operational capacity of each system and allows O you to distribute percentages of your total repair capacity to each W system, allowing you to prioritize your repair efforts. S As with SHIP STAT mode, the operational percentage and part number for each K system is displayed. I D Under REPAIR CREW DISTRIBUTION are a series of six "thermometer" type scales, each of which can potentially be set from 000% (extreme right) to R 100% (extreme left). However, the only way to set any given meter to 100% O is to set all others to 000%, this is because the sum total of the values W of all six meters cannot exceed 100%. For example, if all six systems are set at 016%, there will be 4% left over (AVAILABLE), because 16% x 6 = 96% S and 100% - 96% = 4%. K I The AVAILABLE readout displays the total percentage of damage control D personnel currently unassigned. If this value read 000% you'll have to lower one or more of the meters before you can add any personnel to a given R system. O W The default settings for this mode are for each system of your ship to have 16% of the repair crews assigned to them, with 4% left available. S K Operation of this panel is simple. Mouse users need only to "drag" the I arrowheads under each scale to set their values. Keyboard users use the + D and - buttons/keys to move the arrowhead of the currently selected system left and right. The currently selected system is indicated by ifs label, a R selection button, being highlighted. To change if, press the number (1 to O 6) of the system you wish to adjust the percentage of. W Finally, at the bottom of the screen is an extremely large action button, S the DISTRESS SIGNAL (F10). This is a switch type action button which, when K activated, sends out a message requesting immediate assistance from other I ships in your fleet. This is to be used only in the most dire of D circumstances, or when you need help and your communications system is so severely damaged that you can't send orders. R O FW CAPTAIN (C) W This gives you the docket for each Captain, allowing you to read his/her S docket and see what he/she looks like. K I When you enter this mode, the ship Captain of the ship I.D. currently D highlighted on FLEET STAT, or the ship currently displayed in SHIP STAT, is the default Captain to be displayed. The + and - buttons above the image of R the Captain can be used to cycle to different Captains. O W NOTE: Whichever Captain is currently displayed when you switch to another mode is the one whose ship will be selected when S you next go to FLEET STAT or SHIP STAT mode. K I The docket is displayed immediately to the right of the Captain's picture. D The message "-END OF FILE-" appears at the bottom of the docket. If you cannot see this message, then there is more of the docket to read. Use the R PageUp and PageDown buttons to move through various "pages" of the docket. O W ENEMY (E) S This provides you with the docket for the forces opposing you in the K current mission, allowing you to read the docket on them and see an example I of what they look like. D The docket is displayed to the right of the enemies' picture. The message R -END OF FILE-" appears at the bottom of the docket. If you cannot see this O message, then there is more of the docket to read. Use the PageUp and W PageDown buttons to move through various "pages" of the docket. S BRIEFING (B) K I This simply displays the mission briefing, which summarizes your mission D objectives and often provides useful strategic and tactical information. R OBJECTIVES (O) O W Lists objectives which must be satisfied to successfully complete the mission. Those preceded by a checkmark have been met. S K At the top of the panel is a MISSION TIME display which shows the ELAPSED I mission time and the REMAINING time you have in which to meet all of the D mission objectives. All objectives must be met before the remaining time elapses else the mission will fail. R O NOTE: If you are in a mission without a time limit, the readout W following REMAINING will read "NO LIMIT". S Refer to Objectives in Part III of this manual for a complete description K of each mission objective. I D NOTE: In some cases you may see what appear to be two mutually exclusive and conflicting orders in the same list of R objectives. For example, you might be instructed to capture O a particular enemy ship and neutralize 100% of the enemy W fleet. How can you do both? Well, "neutralizing" a ship can be accomplished by capturing it. In such a case, you should S interpret the orders as saying "capture this particular vessel K and eliminate all others as you see fit." I D EVALUATE (V) R Produces a computer evaluation of your mission performance thus far. It O includes the following statistics: W - If your ship successfully completed the mission objectives S - Total elapsed mission time K - Number of FW ships which survived the operation I - Number of FW ships destroyed during the mission D - Number of surviving FW ships damaged at the mission end - Number of FW ships that surrendered R - Number of Enemy ships destroyed O - Number of Enemy ships captured W - Number of Enemy ships operational at the mission end - Number of Enemy outposts captured by FWSF marines S - Percentages of FW personnel surviving, killed and injured K during the mission I - Performance index/mission score D When a mission ends, successfully completed or not, a final mission R evaluation is displayed. O W S PART VI: TACTICS K I Knowing how to control your ship's systems is one thing, but understanding D how to use those systems in tactical situations is something completely different. This section discusses various tactics and how they can be used R in a mission. O W MANEUVERS S Maneuvering your flagship is relatively easy, since all computations are K performed by the on-board computers. Maneuvering controls are located on I the NAVIGATION (301) and TACTICAL (303) panels. The operation of these D controls is described in "Part V: The Main Panels". R NOTE: The on-board computer is limited in its ability to alter O your ship's heading and velocity dependent on the type of W (and damage level) of your drive system. There will be situations where a target has a more powerful drive system, S effectively preventing you from being able to position your K ship where you want. I D The following is a description of each maneuver and' its tactical and strategic value. R O INTERCEPT (Panel 301, Button INTRCPT) W This maneuver will set the ship's autopilot to intercept an object or S waypoint. The autopilot will adjust course and velocity so that the ship's K velocity will be 0 upon interception. This is useful for approaching I stationary targets such as planets and outposts. When targeting moving D objects (such as enemy ships), the object will usually appear to move away upon being intercepted. This is due to the fact that your ship will be R stopped upon intercept while the target object is still moving. O W CHASE (Panel 301, Button CHASE) S This maneuver is similar to intercept, but will approach the target object K and hold at a range of 500,000 kilometers. If the target is moving, the I autopilot will attempt to hold this distance directly behind the object. D This, in effect, is chasing the object. This is useful for following an enemy ship just at the edge of weapons range. R O SHADOW (Panel 303, Button SHADO) W This maneuver is similar to chase, but allows you to select the distance S and bearing you want to be from the target. Using the angle and range K attitude controls on the TACTICAL panel (303), you can adjust these I parameters. For instance, if you want to position off the starboard D (right) side of the target, set the angle to 90. To position directly in front of the target, set the angle to 0. R O POSITION (Panel 303, Button POSIT) W The position maneuver is identical to shadow with the exception of how the S angle setting is interpreted. Assuming that the angle is set to 180, shadow K would try and keep your ship directly behind the target. Position would, I however, try and keep your ship to the "south" of the target, regardless of D the target's heading. Refer to the adjacent figure for an example of shadowing and positioning. R O ESCAPE (Panel 303, Button ESCAP) W The escape maneuver is used to put some distance between your flagship and S the current target. Escape will attempt to move your ship to, and maintain, K a safe distance (900,000 kilometers) from the target. The computer will I adjust your beading so that, at the beginning of the maneuver, you are D travelling in the opposite direction as the target. This will make the escape as quick as possible. Remember that the ability to escape depends R on your ship's drive being more powerful than that of the target. O W HALT (Panel 303, Button HALT) S Halt, the simplest maneuver, will simply stop your ship dead in space. It K automatically switches manual helm control on. I D EVADE (Panel 303, Button EVADE) R This maneuver will cause your ship to zig-zag at maximum acceleration in O order to evade incoming EBW and missile fire. The usefulness of this W maneuver depends on the strength of your drive system. A weak or damaged drive will not he able to out-maneuver the incoming fire. S K DOCK (Panel 303, Button DOCK) I D The dock button will appear when you have selected an FW outpost, neutral outpost, or enemy outpost that has been captured. You must be within 1,000 R kilometers of the target. Docking with an outpost will allow you to repair O and resupply your ship. W BOARD (Panel 303, Button BOARD) S K The board button will appear when you have selected an enemy outpost or I enemy ship. You must be within 5,000 kilometers in order to board the D target. You will need to board ships and outposts in order to capture them. R Fire Control Techniques O W Key to the successful completion of most missions is your ability to combat enemy ships and Outposts. The following are hints and suggestions you can S use when engaging the enemy. K I 1) Try to knock out critical enemy systems first. The drives and D weapons system should be the primary targets. Knocking these out first will make the destruction of the other systems easier. Use the R appropriate missiles in addition to pinpoint EBW fire to target these O systems. W 2) To make missile hits more damaging, lower your EBW power to S around 50% so that you can fire rapidly. Pinpoint the shields and hit K repeatedly. This will have the effect of weakening the shields, I making them less resistant to missile attacks. D 3) Pinpoint fire works well only with ships that cannot outmaneuver R you. If you find maintaining a target lock is difficult, use the O normal beam width. If you still don't get enough hits, switch to wide W beam. S 4) Choose your maneuvers based on the strength of your drive system K relative to that of the enemy. Some maneuvers, such as escape, I work only when you have the superior drive capability. To determine D the strength of the enemy drive, use your probe (from panel 301) to determine the class of ship you are fighting. Then refer to Appendix R III and look up the maximum velocity and acceleration for the drive O system that is used on that class of enemy ship. Compare these W values to the values for the drive on your ship (values for the parts can also be found in Appendix III). If you do not know which drive S system you have on board your ship, you can look up the part number K by using SHIP STAT on the Data Retrieval (304) Panel. I D 5) Make frequent use of the facing control. Try to keep orienting the strongest shield towards the enemy. Remember, though, that the R autopilot may not always be able to orient that shield to your O liking. Maneuvering the ship requires that the ship rotate in W various directions. The autopilot will, however, do its best. When in the Halt maneuver, the ship will not be under power so the autopilot S will always be able to orient the selected shield. K I 6) When the enemy has the superior drive capability, you may be better D off to select the Halt maneuver. Otherwise, your ship may simply spin around trying to keep up with the enemy ship. This may prevent R you from being able to achieve a target acquisition to fire your O weapons. W Tactical Use of Asteroid Fields S K Asteroid fields can be both a hindrance and a help. When a ship is within I one, it risks being partially sensor-blinded by the numerous rocky objects D surrounding it, which generate confusing "echoes" and distort hyperscanner field readings. The denser the asteroid field, the less sensor visibility R a ship within it is likely to have. Because of this, it's not a good idea O to chase an enemy ship into a dense asteroid field, as it could evade you W while in the field, or even emerge in clear space before you do, and have the advantage of being able to see - and target - you before you can see S it. K I On the other hand, there are several ways in which you can use asteroid D fields to, your advantage. R 1) Lure an enemy ship into approaching you by passing through an O asteroid field. If you see an enemy ship approaching you, and you are W near an asteroid field, set a course (using the manual helm control) that will allow you to "skim" the outside of the field on the side S opposite of the approaching enemy. Once the field is full between you K and the enemy, move towards the field until you are almost at its edge, I and then halt. If the enemy makes a beeline for you, he will pass right D through the asteroids and, if the field is sufficiently dense, will be unable to get a fix on you until he clears the field. Meanwhile, since R you're not in the midst of the rubble, you'll be able to see him O approaching and fire EBWs several times long before he can see you. W Your EBWs have a maximum "hit" range of 3 million kilometers, and, while in normal combat firing at targets over 550,000 kilometers away S is wasteful, in this circumstance it's worth trying. since the enemy K will probably be flying straight through the field, you have a greater I chance of getting a hit at extreme range. D 2) Lead a pursuing enemy through a dense asteroid field. As with the R previous technique, if your drive is powerful enough, you'll clear the O other side of the field before your opponent does, and you can halt W your ship and nail the enemy a few times before he emerges and can lock onto you. S K To do this, go to Panel 301 and set the autopilot intercept the I desired asteroid field. Your ship will make directly for the center. D Once you are on course and at full speed, use the GET (G) function (see 301 Navigation in Part V) to copy the current course and velocity into R the manual controls. Your ship will now fly into the asteroid field, O through its heart, and out the other side. Once you emerge on the far W side, you may, if the enemy has followed, be able to get a few shots in on him before he can lock onto you. S K 3) Hide and seek. Large, dense asteroid fields are good places to "hide" I if you're in desperate need of a breather. If the center of the field D is so far "in" that an enemy's sensors cannot detect you from outside the field, you can sit tight and lick your wounds, somewhat safer than R normal from enemy attack. To do this, locate a very large, dense field O and intercept it. Your ship will stop at its center. W To check an asteroid field's density, probe it from the NAVIGATION panel S (301). The higher the density, the more sensor problems it will cause. K I Doubling Back Through an Asteroid Field D Another trick you can pull with a ship pursuing you through an asteroid R field is to wait until you think the enemy is in the field with you and O then suddenly change course. If the field is dense enough, the enemy W ships(s) might miss your course change and lose track of you. Turning at a 90 degree angle to your current heading is one course change you might try. S K Damage Control and Outpost Repair/Resupply I D Your ship's crew includes repair personnel capable of repairing any of the six systems on your ship. The crew cannot, however, repair a system that R has been completely destroyed. A system is considered completely destroyed O once its damage status reaches zero. At this point, the only place to W repair the destroyed part is at an outpost. S You distribute your repair crew to the six systems using the damage control K panel (304). A specific percentage of the crew is allocated to each system I using the slider controls. You may change the distribution at any time. You D should distribute a higher percentage to the systems you deem most critical. Repair crews assigned to undamaged systems will sit idle until R the part needs repair. Each part on your ship has a sophistication level. O The higher this number, the more sophisticated the part. Sophistication W levels for your parts can be found in Appendix III. Your crew can repair a part of any level of sophistication, however the lower level parts will be S repaired much more quickly than higher level ones. In addition, the more K damage a part sustains, the longer it will take to repair. I D Outposts can repair your parts even more quickly, but they are limited by their sophistication level, in which parts they can work with. By using a R probe on the outpost, you can ascertain its repair level. This level is the O maximum sophistication part that they can repair. Outposts can also repair W destroyed parts. Outposts are also your only source for resupply of missiles. Missiles, like system parts, have sophistication levels. Each S outpost has a supply sophistication level. This level means the outpost K has missiles up to, but not beyond, that sophistication. The sophistication I level of each missile type is listed in Appendix IV. D After docking with an outpost, a resupply procedure will automatically be R initiated. The outpost will reload your ship with its maximum compliment of O Missile up to the supply sophistication. Resupply of missiles takes 5 W minutes for free-floating, and 15 minutes for planetary based outposts. Resupply at the planetary based outposts take longer since it is necessary S for them to launch a supply shuttle into orbit that will rendezvous with K your ship. I D Tactical Use of Self-Destruction R Your flagship is armed with a detonation system that will destroy the ship O on your command. This is useful should you encounter a no-win situation. W Detonating your ship will initiate a blast that will instantly destroy any ships within 4 million kilometers range, and those between 4 and 100 S million kilometers risk damage ranging from minor to critical. K I Although your Fleet Commander character will be killed, you may be able to D complete the mission by using this tactic. For instance, if the only remaining victory condition is to destroy an enemy ship with which you are R engaged in battle, the resulting explosion may destroy him for you. O W Keep in mind that you can also order your other ships to self-destruct. Self-destruction is, however, the ultimate sacrifice a ship captain can S make, so play close attention to whom you are making this request. Check K the docket available on 304) of the Captain first to see if he/she is I likely to obey this order. D CAUTION! Make certain that vital mission objectives are not within R dangerous proximity of a ship about to self-destruct. For instance, if you O intend to blow your own ship to atoms, try to get some distance between W your ship and those you want spared. Likewise, you can order ships that are near a ship you wish to destruct to go somewhere "safe". S K Surrender Tactics I D Both enemy ships and Federated World ships may surrender to the opposing forces. Using the communications system, you can order any or all of your R ships to surrender. You can also send a message to any enemy ship, O surrendering your own flagship. Once the flagship has surrendered, the W mission is lost. A surrender will in many cases be your only alternative to self-destruction or destruction at the hands of the enemy. S K The enemy may or may not accept your surrender. That depends a large part I on whom you are fighting. In addition, the enemy will be more susceptible D to your ~surrendering if a large percentage of your feet has already surrendered. The enemy dossier may contain information you can use to R determine how likely it is they will accept your surrender. O W The enemy may also surrender to you or one of your fleet ships. You can also send messages to enemy ships requesting their surrender. Again, the S personality of the enemy plays a large part in their likelihood of K surrendering to you. I D Forming Battle Groups R In many missions you will have several objectives to meet. In some cases O you may be required to tend to all of them quickly, and will find that W there isn't time to lead your forces in all required actions. Naturally, you can order various ships to take care of certain tasks, but in S situations where two or more ships may be required to meet a particular K objective, it is sometimes best to form a Battle Group. I D A Battle Group is a grouping of ships, the Captain of one of which you have assigned to act as the Group Leader. The Group Leader then has authority to R give orders to other ships in the Group and instruct them in what to do. O This is particularly handy in situations where there will be a significant W communications delay between your flagship and other ships in your fleet. S The best choice for a Group Leader is a ship whose Captain is loyal, K experienced, stable and ingenious (amongst other things). The reasons? I First, disloyal Captains are more likely to surrender to hostile forces, D Secondly, some Captains do not take orders well from captains with less experience than they themselves have, so the more experienced the Captain R you selected as Group Leader is, the less likely he is to have problems O with "renegade" or disobedient Captains under his command. Third, a stable, W non-temperamental Captain is less likely to take rash action that could risk lives unnecessarily. In light of this, choosing Captains to act as S Group Leaders is not a decision to take lightly, and choosing which ships K to assign under that Group Leader is important as well, so read their I dockets carefully (panel 304). D NOTE: The right Captains may not have the right ships for the job. R You also have to take into account the relative strengths of O the vessels commanded by those Captains you wish to assign to W Battle Groups. S To form a Battle Group, go to COMMUNICATIONS (302) and send the order K "FORM BATTLE GROUP" to the ship you have selected as a Group Leader (you I cannot send it to ALL ships). If ACKNOWLEDGE is on, the Captain of that D ship will acknowledge the order when (and if) he/she forms the group. If not, the next time the ship sends you a status report (send the order R "REPORT STATUS" or activate the ALL SHIPS REP STAT TO button), its group O status will be reported. The Group Leader must notify you that it has W formed a group in one of these fashions before you can assign other ships to join that group. S K NOTE: A ship selected as a Group Leader will, on some readouts, have I its normal Ship I.D. replaced by a Group I.D. Thus, if you D assigned ship F07 to form the first Battle Group, its I.D. would be changed to G01. R O Once the Group Leader has acknowledged the Group formation (you will W receive the message "FORMING BATTLE GROUP Gn" (where n is the Group number; 00-99). You can then send the order "JOIN BATTLE GROUP" to the ships you S wish (if you send the order to ALL ships, all ships but your own and the K selected Group Leader will join the Group). Ships obeying the order will, I if the ACKNOWLEDGE flag is on (see 302 Communications in Part V), respond D "JOINING WITH GROUP G n". R Deploying Battle Groups O W Once a Battle Group has been formed, all you need to do to deploy it is to send an order to the Group Leader. If you order the Group Leader to destroy S a particular enemy vessel, the entire Group will follow the order (as K always, this depends on the Captain leading the Group and those under I his/her command). D It is important to issue orders only to the Group Leader, because sending a R specific order to a ship or ships within a Group will cause them to O automatically disband from the Group ("REPORT STATUS" is the only order W that you can send to a Battle Group "follower" that will not cause that ship to disband). S K As you issue orders to the Group Leader, the ships led by it will, if I ACKNOWLEDGE was on when you sent the last order to the Group Leader, D "GROUPED WITH G n" to let you know they are following the actions of the Leader. R O Disbanding Battle Groups W When you wish to break up a particular Battle Group, send the order S "DISBAND FROM BATTLE GROUP" to the Group Leader. K I To have individual ships leave a Battle Group without disbanding the entire D Group, send the "DISBAND..." order to the specific ships you want to break free from the group, or send those ships specific orders to do other things R (such as MANEUVER AT WILL", "DESTROY ENEMY SHIP", etc.). O W You can break up all existing Battle Groups by issuing the "DISBAND..." order to ALL ships. This order will affect all Groups, but will not affect S ships ordered to form with your flagship (see following section). K I Forming with the Flagship D In addition to ordering a Captain to form a Battle Group and instructing R ships to join that Group, you can order the ships under your command to O form the equivalent of a Battle Group with your own ship acting as the W Group Leader. Send the order "FORM WITH Flagship" to those ships you want to lead. If the Captains of those ships obey the order (as always, whether S they do or not depends on their personalities), their ships will follow K yours and do what you do. If you set a specific course, they will follow I it. D NOTE: This order does not form an "official" Battle Group, and your R flagship will not be assigned a G (Group) designator on the O map displays. W The "FORM WITH FLAGSHIP" order is really just an instruction for ships to S follow you. If you attack an enemy ship while other ships are grouped with K you, the Captains of those ships may not join the attack until you issue an I attack order. D Hints On Keeping Your Battle Group Together R O When a Battle Group is formed, the ships in it follow the lead of the Group W Leader. The danger in such formations is that not all ships have the same maximum velocity. It is possible for the ship leading the Group to S outdistance one or more of the Group members when moving towards a target. K This is potentially dangerous, because it can lead to your forces being I widely scattered, resulting in some ships of the Group encountering the D enemy prior to others. If you intend to work from a strength-in-numbers posture, you do not want to spread your Battle Group out. The problem here R is that the autopilot modes, such as chase and intercept (panel 301), set O your ship on a full-power course for the selected target. Velocity in such W modes is controlled by the ship's computer. Ideally, you want to set course for the target and then maintain a velocity which will allow even the S slowest ships in your Battle Group to keep pace. K I This need can be met through use of the manual helm control on the NAVIGA- D TION (301) panel. Using the autopilot controls, you would set out to chase or intercept a given target. Once the desired heading has been set, R activate the GET (G) button on the HELM subpanel, which switches to manual O control while maintaining the heading and velocity set by the autopilot W mode. After GET has copied these values into the manual helm control, you can make appropriate adjustments to your velocity to ensure that all of the S ships formed with you can keep up. In this way you don't end up scattering K your forces. I D The drawback to this approach is that it doesn't work well on nearby fast-moving or distant moving targets, since, in manual mode, your ship R does not automatically correct course to compensate for moving targets. To O solve this logistical problem you will either need to manually adjust your W heading, or switch back to an autopilot mode for a moment and then use GET again to pick up the new heading. In either case, you will want to do this S periodically in order to avoid wasting a great deal of time. K I Disbanding a Flagship Formation D As with any other Battle Group, ships that are formed with your flagship R can be disbanded from your "group" by issuing other orders to those ships. O Sending the order "DISBAND FROM BATTLE GROUP" to ships formed with your W flagship is equivalent to a "MANEUVER AT WILL" order. S Capturing Outposts K I In some missions you my be required to capture one or more enemy outposts. D Even if you are not compelled to take over such outposts, in some circumstances you may find it to your advantage to seize strategically R placed enemy or neutral outposts. Enemy ships cannot get resupplied or O repaired at outposts controlled by your forces, so it makes strategic sense W to capture outposts your enemies could seek assistance from. Naturally, the enemy won't just sit still for this. They may very well try to capture such S outposts themselves, or even go after established FW outposts to try to cut K off your supply and repair lifeline. If you have two or more outposts as I potential "capture" targets, the one you pick to go after first should be D determined by balancing which is of greatest value to the enemy (sophistication) against their positions relative to enemy ships. R O HINT: If you have to choose between two nearby and similarly sophisticated W outposts, one free-floating and the other planet-locked, capture the free-floating one first. It takes longer for ships to resupply at S planet-locked outposts, so enemy ships who attempt to resupply their K missiles while you're occupied won't get the jump on your forces as I quickly. D Capturing an outpost is accomplished from the TACTICAL panel (304). You R must knock out the outpost's shields and then board it. If the boarding O action is successful, the outpost is yours. Following a successful outpost W capture, your marines will repair the outpost's shields to hold off enemy ships. Likewise, if you abandon a capture attempt, the outpost personnel S will themselves repair their shield systems. K I Dealing With Non-Objective Enemy Ships D In some missions your orders may require you to capture or destroy specific R enemy ships, etc.,that leave other enemy ships essentially "non-objective" O items. In such circumstances, destroying such ships is a complete waste of W time. Your only concern with such ships is the threat they pose to your ships and outposts. Therefore, the best way to eliminate such threats, if S you get the chance, is to disable them. For example, if confronted by a K non-objective ship that threatens your forces, concentrate your attack on I knocking out the ship's drive system. If you completely destroy the ship's D drive, it will be forever unable to maneuver and effectively "neutralized". You can therefore leave it for later. R O Crippling Enemy Ships W In some cases, you may need to deal with some pressing problem (like S assisting a ship or outpost in danger) while in the act of fighting an K objective enemy vessel (one you must capture or destroy). In such cases a I useful tactic is to attempt to cripple the ship in question in such a way D that it is temporarily rendered "lame". For example, if you severely damage the target's drive, chances are you might be able to go and take R care of other business and return to finish the target before it can repair O the damage or reach an outpost. Likewise, a ship threatening an outpost W could be dealt with by damaging its weapons system. If it can't fire, it can't penetrate the outpost's defenses, and thus, the outpost is spared... S for the time being. Also, if your attention is required elsewhere, you K could cripple the current target, then order another ship to "finish" it I while you go off about more urgent business. D Keeping an Enemy from Calling for Help R O If you are in a system with at least one hot star (such as a class F, A, or W B) and can ambush an enemy ship nearby such a star, the interference generated by the star will keep him (and, alas, you) from being able to S call for help from his fellows. To determine the type of a system's K star(s), probe it from the NAVIGATION panel (301). A small temperature I scale appears alongside the star graphic, and the taller this scale is, the D hotter the star. The hotter the star, the more communications interference it will cause. Also, the closer a ship is to star, the greater the R interference, so catching an enemy nearby a cooler star may have the same O effect as being farther from a hotter star. W S STANDARD TEMPERATURE RANGES FOR EACH STAR CLASS K I Type Color Temperature (celsius) D B White/bluish 25,0000 C R A White 11 ,0000 C O F Yellowish 75000 C W G Yellow 53000 C to 58000 C K Orange 40000 C to 49000 C S M Red 30000 C to 34000 C K I D PART VII: THE BUILDER R O Overview W This section explains each and every panel in the builder sections of the S game. Each panel's purpose and functioning is detailed. Screen buttons are K listed in uppercase bold text, with the key equivalent listed, in I parenthesis, immediately following the button text, as in: "...use BUTTON D (B) to... R Please note that many options will bring up alert messages, such as "are O you sure you want to delete...", and the usurper boxes bearing these W messages are not always noted in the text because, as a rule, what to do when one appears is fairly self-evident. S K Each panel is listed by number and name. Operation of the controls on these I panels are as described in Part IV, unless otherwise noted. D Operational Overview R O There are five builder panels. The first four are used to create individual W elements that can be used in many missions. The fifth builder panel is where elements created with the other four are assembled to create S missions. To wit: you create FW Captains, then your create ships for the K Captains, next you create an opponent/enemy, and then you create a solar I system in which they will clash. Finally, you assemble all the parts, set D objectives, and you have a mission. Access to each of the builder panels is via the 101 GAME/MISSION panel (see Part V of this manual for details). R O The Upper Bar W Each of the 5 builder panels all share a common bar at the top of the S screen. In addition to the current builder panel number and label, this bar K always contains the following controls: I D ADD (Fa) R Activating this button will cause the current item being edited (be it a O ship Captain, solar system, mission, etc.) to be saved as a new item. W For instance, you would activate this button prior to using SAVE (below) if you have edited an existing item and want to save the changes (but S retain the original). K I SAVE (Fa) D This button will save the current item and exit the panel, returning you R to the main panel (101). O W CANCEL (Fa) S This button will cancel any changes you have made and exit the panel K without saving, returning you to the main panel (101). I D NEW (Fa) R This button will cause the settings of the selected builder panel to be O reset to their default "create" settings. This allows-you to create a W new item and begin editing it without having to exit to 101 and use the create function for that panel. S K Since the item currently in the builder panel will be cleared when NEW is I used, you will be allowed to first save any unsaved changes to the current D item. R 202 CAPTAINS O W This section of the builder allows you to create, edit, and delete Federated Worlds ship Captains. This panel operates in two modes, one S allowing you to edit the personality traits, the other allowing you to K edit the dossier. Initially, this panel will be in the "traits" mode. I D Just below the upper bar is a bar containing a text field for the Captain's name, a button for editing the name, and controls for switching between R traits and dossier mode. These controls are as follows: O W NAME (N) S This is a toggle action button. When activated, a text editing frame and K cursor appears, allowing you to enter/edit the Captain's name. (See Part IV I for details on working with text editing fields.) D DOSSIER (D) and TRAITS (T) R O Only one of these two buttons can be active at one time. In dossier mode, W the lower portion of the screen is occupied by the Captain's dossier editor. In traits mode (the default), the lower portion of the screen is S filled with the Captain's personality traits editor. Switching modes has no K effect on anything entered or edited in either mode, so you can feel free I to go back and forth between them without fear of losing your work. D TRAITS MODE R O When the TRAITS button is highlighted, the lower portion of the screen is W occupied by the PERSONALITY TRAITS editor. This consists of ten thermometer type scales, each used to set a particular trait (see Part IV S for details on the operation of thermometer scales). K I Each trait can range from 00 to 99, and the current setting is always D displayed in the related value readouts to the left of the scales. To adjust a trait, simply move the arrowhead pointer below the selected R scale. Moving the arrowhead to the right increases the value; moving it to O the left decreases the value. The value changes while the arrowhead. W Keyboard users will note that the same buttons (- and +) are used for all S ten scales, and might be confused as to how you pick which trait you wish K to edit. The label for each trait is a selection button. The scale next to I the currently highlighted label is the one the - and + buttons will affect. D To change traits, simply press the indicated key to highlight the trait that you wish to edit. Mouse users will note that each time they click/drag R an arrowhead, that arrowhead lights up, and the highlighted label changes O to reflect the current trait being edited. W It is the combination of the values of each of these traits which determine S the personality of a Captain. The ten traits are as follows and affect the K indicated aspects of the Captain: I D AGGRESSIVENESS (A) R The higher this factor, the less likely the Captain will accept a surrender O or negotiation. A high factor also means the Captain may seek to destroy W the enemy more that the mission objective require. S BRAVERY (B) K I The higher this factor, the more likely it is the Captain will engage in D risky situations. R DIPLOMACY (P) O W The higher the factor, the better the Captain is at negotiating with neutral outposts for repair and resupply. S K EXPERIENCE (E) I D The higher this factor, the more experience the Captain has had in combat. More experience means the Captain is better at whatever tactics are known R by him/her. Tactics known are determined by ingenuity. O W HUMILITY (H) S The higher this factor, the better able the Captain is at taking orders K from lesser experienced Captains. I D INGENUITY (I) R The higher this factor, the more sophisticated battle tactics the Captain O knows. W LEADERSHIP (L) S K The higher the factor, the better the Captain is at controlling his group. I D LOYALTY (Y) R Low loyalty means the Captain is liable to surrender easily. A low factor O will also mean that he is less likely to take risks to complete the W mission. S STAMINA (S) K I Low stamina means the Captain is likely to make errors during a prolonged D battle. R TEMPERAMENT (M) O W The lower the factor, the less stable the Captain. This would cause the Captain to make errors under pressure. S K I SELECTING AN APPEARANCE D To the left of the trait editing scales is an image of a "generic" Captain R which alters somewhat as you change certain traits. Directly above that is O a small set of controls labeled FACE, which consists of two action buttons W and a small display. These controls allow you to select a "look" for each Captain. There are 24 different faces available: 16 men and 8 women. Use S the RIGHT to go to the next face, and the LEFT to go back to the previous K one. I D Whichever face is shown in this display when you save the Captain determines the face and sex of that character during game play only. The R full-figure image of the captain on the screen will not change. O W DOSSIER MODE S K The text in the CAPTAIN'S DOSSIER is what will appear in a mission when a I player reads the docket for the Captain. D When the DOSSIER button is highlighted, the lower portion of the screen is R occupied by the CAPTAIN'S DOSSIER editor. This consists of nothing more O than an extremely large text field into which the text for the Captain's W dossier is entered/edited. S Since the dossier editors for the CAPTAINS and ENEMY RACES and the mission K briefing editor of the MISSION BUILDER (206) are all virtually identical, I documentation on the operation of the editor is covered at the end of this D part, under the heading Supplement: Dossier/Briefing Editors. Refer to that section for details on using the dossier editor. R O W WRITING A CAPTAIN'S DOSSIER S Admittedly, you can write just about anything you like, but, ideally, the K function of the dossier is to give the player a "personality sketch" of the I character, useful for determining that Captain's strengths, weaknesses, and D potential uses and dangers. Therefore, the best way to write a dossier is to, through the text, give some clues as to the Captain's personality R without spelling out each trait numerically (ie., - "his LOYALTY is low at O 34"). W As an example, the following is the dossier for Captain Denial Mabuso S (included with the game), followed by her actual traits. Notice how the K text manages to give string hints as to what these traits are without I actually listing them off. D BORN: 2346 CE R SERIAL NUMBER: SF3641 - BR1 1697 O W Captain Mabuso is the daughter of Renita Mabuso, Defense Minister of Imperial Beurn. As the child of a high-ranking government official, she is S well aware of the "pomp before progress" stance of the Mellus K Administration ruling Beurn. As a result, she has developed an intense I disdain for bureaucracy, and thus is something of a "maverick", rejecting D authority she considers incompetent. R This hotheaded, rebellious nature is tolerated primarily because Mabuso is O one of the most brilliant tacticians ever to serve the FW. She is the only W academy graduate to ace the "Leslie Maru" endurance test, and has been known to achieve minor miracles under the most extreme pressure. S K Now her actual stats/traits: I D AGGRESSIVENESS 64 BRAVERY 70 R DIPLOMACY 34 O EXPERIENCE 52 W HUMILITY 25 INGENUITY 99 S LEADERSHIP 44 K LOYALTY 67 I STAMINA 88 D TEMPERAMENT 26 R A few final notes on writing a dossier that is "correct" for the Omnitrend O "Universe". If you're creating your own worlds, the following is not so W important. S Our "convention" for Captains is to begin with the BORN: and SERIAL NUMBER: K fields on the first two lines, leave the next line blank, and then write I the rest of the dossier in paragraph form (see above example). D The BORN: value can be easily determined. The "war" that is declared in the R game's opening sequence begins/began in 2374 CE (Common Era). You can O assume your mission will take place sometime after that. Figure out your W Captain's age at the time war was declared, subtract it from 2374, and you have your BORN: date. S K FWAF serial numbers always begin with SF, and always contain letters and I numbers in the precise configurations as in this example serial number: D SF3641-BR1 1697. In other words, the 'SF', four digits, a hyphen, two letters, and a final six digits. R O W 203 SPACECRAFT DESIGN S This section of the builder allows you to create, edit, and delete K Federated Worlds and allied starships. Construction is simplicity itself: I you select the ship class, pick the parts, name the vessel, and save it. D Spacedocks should have it so easy! R O SHIP SELECTION W The upper third of the panel is occupied by the ship selector. At the S center is an image of a ship flanked by + and - buttons, which allow you to K cycle through the ship classes. There are six ships classes. From weakest I (militarily) to strongest, they are: D TRANSPORT R SCOUT O DESTROYER W CRUISER HEAVY CRUISER S DREADNOUGHT K I When you first enter the panel or use NEW (F4), the default ship type is a D SCOUT. R To the left of the ship display are MAX SYS SIZE and STAT readouts. Under O MAX SYS SIZE are labels for each of the ship's six primary systems, and the W number displayed in the value readout to the right of each label is the maximum "size" of each system the currently selected ship class can carry. S If any select part for a system has a size that is larger than the number K indicated, a TOO BIG warning will appear under STAT. I D NOTE: You will not be allowed to save the current ship if any TOO BIG warnings appear. R O If any TOO BIG warnings appear, you'll either have to change the ship class W to a larger ship to accommodate the systems you have specified, or select smaller parts for the indicated systems. If, after selecting parts that fit S the current ship class, you change the ship to a lower/smaller class, one K or more of the selected parts may not fit. I D SHIP NAME R O To the right is a field labeled SHIP NAME. It consists of a standard text W editing field and one button, NAME (N), which activates the text editing mode. See Part IV for details on the operation of text editing fields. S K You will not be able to save the current ship if no name has been entered I for it. D R PARTS SELECTORS O W The majority of the panel is dominated by the parts selectors, which allow you to equip each ship from an inventory of numerous part. To the left are S six parts selectors. Using the arrow buttons there you select the K combination of parts you want. To the bottom-right of the screen is a I CURRENT PART STAT DISPLAY, which displays the stats of the last part you D selected. R O THE SELECTORS W These are used to select which parts you wish to use for each of the ship's S six primary systems. Each part selector consists of a label (selection K button), and a part display, bracketed on either side by previous part and I next part action buttons (LEFT and RIGHT). To change a part, all you need D to do is use the arrow buttons to move forward or backward through the selections. R O Keyboard users will note that the same buttons are used for all six W selectors, and might be confused as to how you pick which system you wish to edit. The label for each system is a selection button. The scale next to S the currently highlighted label is the one the LEFT and RIGHT buttons will K affect. To switch parts to edit, simply press the indicated key to I highlight the part that you wish to edit. Mouse users will note that each D time they click one of the arrow buttons, the highlighted label changes to reflect the part being edited. R O The six system types and selectors are as follows: W COMMUNICATIONS (C) Picks the communications system you S want to equip your ship with. There are K 3 models to choose from. I D COMPUTER (M) Picks the computer system you want to equip your ship with. There are 4 R models to choose from. O W DRIVE (D) Picks the drive system you want to equip your ship with. There are 5 S models to choose from. K I LIFE SUPPORT (L) Picks the communications system you D want to equip your ship with. There are 3 models to choose from. R O W SHIELDS (S) Picks the defensive shield system you want to equip your ship with. There are S 5 models to choose from. K I WEAPONS (W) Picks the offensive weapons system D you want to equip your ship with. There are 5 models to choose from. R O W CURRENT PART STAT DISPLAY S This box is directly below the SHIP NAME box and right of the PARTS K SELECTORS, to which it is linked by a bracket featuring a moving tab which I links the STAT DISPLAY to whatever part has been selected last. Its job is D to provide you with the statistical information for the last selected part. R For example, when you first create a new ship (from 101), when you arrive O on 203 the highlighted system is communications, and the parts displayed W there is the first part in the list. The CURRENT PART STAT DISPLAY identifies it as a THUKE XX, which is capable of sustaining 4 points of S damage before it fails, has a sophistication level of 33, and a size of 2. K If you then advanced to the next part for the communications system the I stats would change to reflect it (a Giaperelli Marconi II). If you were to D switch to editing parts for another system, the stats for the current part listed under whatever system you moved to would appear in this box. R O In brief, the more sophisticated a part, the more effective it is, but the W harder it is to repair, and the less chance you'll have of finding an outpost than can repair or replace it. The larger the size of a part the S fewer ship classes it will fit into. K I At the top of the CURRENT PART STAT DISPLAY is the logo of the company that D manufactures the currently selected part. Below that is the company name, and below that is the part name. Finally, the bottom three lines list R damage points, sophistication and size of the part. O W NOTE: Technical details about all FW ship classes, parts, and enemy ship classes and parts are covered in Appendix III. S You can consult it to determine how various ship and part K combination stack up against those of opposing forces. I D SHIP BUILDING HINTS R O Although there are a limited number of possible combinations of ships and W parts, there are enough so that you can create a group of ships with widely varying capabilities. S K It's important to remember that the Heavy Cruiser class vessels can only be I commanded by Fleet Commanders with a rank of at least 1st Lieutenant, and D the Dreadnoughts by those with a rank of at least Commander. Thus, if you're making missions to be played by less "experienced" player R characters, you shouldn't make tons of top-end ships (although you can O always assign a Captain to command such ships in a mission). W When naming ships that operate within the established Omnitrend "universe", S always precede all Federated Worlds Armed Forces ship names with an FWS, as K in FWS YURY GAGARIN or FW STERESHKOVA. Privately or corporately owned I transports and scouts can also be added, and such ships should not have D an FWS prefix. R O SAVING SHIPS W When you save a ship it is added to the current ship list. If, when you S try to save a ship, any part is too big for the current ship class, and/or K the ship has no name, you will be warned and returned to the ship builder. I D If you create (having used CREATE from 101 or NEW from this panel) anew ship with a name identical to an existing one, the existing one is not R overwritten. O W 204 ENEMY RACES S K This section of the builder allows you to create, edit, and delete enemy I races. This panel operates in three modes, on allowing you to the D personality traits, a second allowing you to design the "look" of the creatures, and a third allowing you to edit the dossier. Initially, this R panel will be in the "traits" mode. O W The actual operation of this panel is identical to that for FW Captains with the exception of the addition of the PHYS FORM mode. S K Just below the upper bar is a bar containing a text field for the race's I name, a button for editing the name, and controls for switching between D traits and dossier mode. These controls are as follows: R NAME (N) O W This is a toggle action button. When activated, a text editing frame and cursor appears, allowing you to enter/edit the race's name. (See Part IV S for details on working with text editing fields.) K I PHYS FORM (Y), DOSSIER (D) and TRAITS (T) D Only one of these buttons can be active at one time. In phys form mode, the R lower portion of the screen is occupied by a "body construction" panel. In O dossier mode, the lower portion of the screen is occupied by the races's W dossier editor. In traits mode (the default), the lower portion of the screen is filled with the race's personality traits editor. Switching modes S has no effect on anything entered or edited in either mode, so you can feel K free to go back and forth between them without fear of losing your work. I D TRAITS MODE R The default mode. When the TRAITS button is highlighted, the lower portion O of the screen is occupied by the PERSONALITY TRAITS editor. This consists W of ten thermometer type scales, each used to set a particular trait (see Part IV for details on the operation of thermometer scales). S K Each trait can range from 00 to 99, and the current setting is always I displayed in the related value readouts to the left of the scales. To D adjust a trait, simply move the arrowhead pointer below the selected scale. Moving the arrowhead to the right increases the value; moving it to the R left decreases the value. The value changes while the arrowhead. O W Keyboard users will note that the same buttons (- and +) are used for all ten scales, and might be confused as to how you pick which trait you wish S to edit. The label for each trait is a selection button. The scale next to K the currently highlighted label is the one the - and + buttons will affect. I To change traits, simply press the desired key to highlight the trait that D you wish to edit. R Mouse users will note that each time they click/drag an arrowhead, that O arrowhead lights up, and the highlighted label changes to reflect the W current trait being edited. S It is the combination of the values of each of these traits which determine K the personality of a race. The ten traits are as follows and affect the I indicated aspects of the race: D AGGRESSIVENESS (A) R O The higher this factor, the less likely the race will accept a surrender. A W high factor also means that they will be more violent. S BRAVERY (B) K I The higher this factor, the more likely it is the race will engage in risky D situations. R DIPLOMACY (P) O W The higher the factor, the better the race is at negotiating with neutral outposts for repair and resupply. S K EXPERIENCE (E) I D The higher this factor, the more experience the race has in combat. More experience means the race is better at whatever tactics are known by them. R Tactics known are determined by ingenuity. O W HUMILITY (H) S The higher this factor, the better able the race is at taking orders from K those of lesser experience. I D INGENUITY (I) R The higher this factor, the more sophisticated battle tactics the race O knows. W LEADERSHIP (L) S K The higher the factor, the better the race is at controlling groups of I ships. D LOYALTY (Y) R O Low loyalty means the race is liable to surrender easily. W STAMINA (S) S K Low stamina means the race is likely to make errors during a prolonged I battle. D TEMPERAMENT (M) R O The lower the factor, the less stable the race. This would cause them to W make errors under pressure. S PHYS FORM MODE K I When the PHYS FORM (Y) button is highlighted, the lower portion of the D screen is occupied by a special "construction panel" which allows you to assemble physical forms for aliens out of a series of parts. To the right R are four parts selectors. Using the arrow buttons there you select the O combination of parts you want. To the bottom-left of the screen is a W pigment selector (disabled in CGA), with a bright border around the color you select. When you have picked the parts you like and the color you S want, using the ASSEMBLE (S) button puts together your choices and produces K a full alien. I D THE PARTS SELECTOR R This is used to select which parts you wish to use for the race. There are O four body part categories, and almost any combination of parts are possible W (there are a few restrictions). Each part selector consists of a label (selection button), and a part display, bracketed on either side by S previous part and next part action buttons ( LEFT and RIGHT). To change a K part, all you need to do is use the arrow buttons to move forward or I backward through the selections. D Keyboard users will note that the same buttons are used for all four R selectors, and might be confused as to how you pick which part you wish to O edit. The label for each body part is a selection button. The scale next to W the currently highlighted label is the one the LEFT and RIGHT buttons will affect. To switch parts to edit, simply press the indicated key to S highlight the part that you wish to edit. Mouse users will note that each K time they click one of the arrow buttons, the highlighted label changes to I reflect the part being edited. D The four part types and selectors are as follows: R O HEAD (H) Picks the type of head you want the race to have. There W are 41 different heads to choose from, or you can decide these aliens have no head at all. (The last head S looks like that of the creature on the Breach 2 box.) K I TORSO (O) Picks the type of main body you want the race to have. D There are 13 torsos to choose from. You cannot choose not to have a torso, as the race has to have at R least one part. Body number 11 is snakelike and used O to construct the Aliens seen in Breach 2; if you select W it, any arms you selected will not appear when the race is assembled because the body has no "shoulders" to S which to attach arms. K I LEGS (L) Picks the type of legs you want the race to have. There D are 13 sets of legs to choose from, or you can decide these aliens have no legs at all. R O Of the 11 set of legs (11 presses of the + or, 3 presses W of the from the "blank" or "no legs" option), only one leg is fully visible, and the other leg is only partly there. S These legs are used to construct the Aliens seen in Breach 2 K and designed specifically to work with body 11 (see above). I If you select these legs, when you assemble the race, body D 11 will be used regardless of which body you selected, and, since body 11 does not permit arms, any arms you selected R will also not appear because body 11 has no "shoulders" to O which to attach them. W ARMS (A) Picks the type of arm you want the race to have. There are S 11 arm types to choose from, or you can decide that these K aliens have no upper limbs. I D THE PIGMENT SELECTOR R This occupies the lower-left corner of the PHYS FORM display. (It is O disabled in CGA). This portion of the panel simply consists of eight W selection buttons, although you wouldn't necessarily realize that's what they are by looking at them. Unlike regular selection buttons which are S blue (cyan in CGA), each of the eight selection buttons here are different K colors. The currently selected color is indicated by a white frame around I the button. When you select another color button (either by clicking on it D or pressing the number for a color), the white frame moves to it. R Whatever color you have selected when you use ASSEMBLE (S) is the "skin O pigment" you have chosen for the race. The sections of the body parts which W appear pink/light-red in the parts selector will be recolored to match your choice, but other colors will not (like those featuring silvery mechanical S parts, etc.). K I THE ASSEMBLY BOX D This appears above the pigment selector and to the left of the part R selector. It consists of a display and a single button: ASSEMBLE (S). O When you use ASSEMBLE the parts and pigment currently selected are put W together to generate complete physical form for the race you are working on. If, following assembly, you are not happy with the results, simply edit S your part and/or color selections and then use ASSEMBLE again. you can do K this as many times as you like. I D 700,000+ POSSIBILITIES R Given all of the part and color options available, the PHYS FORM editor can O potentially generate up to 733,744 possible variations of enemy forms! W PRE-MADE ENEMY FORMS S K Included with the game are a set of special graphics which feature pre- I made enemy images which are not affected by the PHYS FORM mode. For D example, while a UDP Officer is clearly human, creating a naked man with the PHYS FORM editor hardly results in an "official" looking UDP Officer. R Thus, a picture of a uniformed UDP Officer, as well as other potential O enemies, have been included with the program. W To access these graphics, all you have to do is type a very specific name S into the NAME field. The graphic will not appear on panel 204 (you'll see K whatever form was last assembled from PHYS FORM mode), but the appropriate I image will appear when playing a mission (on the communications and enemy D docket displays). Remember, you must type the name exactly as indicated. R Name Description O W UDP OFFICER A UDP Officer FWSF MARINES A (renegade) FWSF Marine S FWRP FW Reserve (outpost crew) Personnel K I DOSSIER MODE D The text in the ENEMY DOSSIER is what will appear in a mission when a R player reads the docket for the race. O W When the DOSSIER button is highlighted, the lower portion of the screen is occupied by the ENEMY DOSSIER editor. This consists of nothing more than S an extremely large text field into which the text for the race's dossier is K entered/edited. I D Since the dossier editors for the CAPTAINS and ENEMY RACES and the mission briefing editor of the MISSION BUILDER (206) are all virtually identical, R documentation on the operation of the editor is covered at the end of this O part, under the heading Supplement: Dossier/Briefing Editors. Refer to that W section for details on using the dossier editor. S KEYBOARD NOTE: Since keypresses in dossier mode are interpreted as text K entry into the dossier, to use any of the normal screen buttons in dossier I mode, hold down the Alternate key on your keyboard while pressing the D indicated letter, such as pressing Alt+T to switch back to traits mode. The Alternate key is not necessary when using the function keys for buttons on R the Upper Bar. O W S PART VII: THE BUILDER K I WRITING A RACE'S DOSSIER D Admittedly, you can write just about anything you like, but, ideally, the R function of the dossier is to give the player some background information O on the opposing forces, useful for determining their strengths and W weaknesses. Therefore, the best way to write a dossier is to, through the text, give some clues as to the race's traits without spelling out each M aspect numerically (ie - "their stamina is very high at 92"). I C A few final notes on writing an enemy dossier that is "correct" for the T Omnitrend "Universe". If you're creating your own worlds, the following is L not so important. Our "convention" for races is to begin with the RACE: A and ORIGIN: fields on the first two lines, leave the next line blank, and N then write the rest of the dossier in paragraph form. T E RACE: MUTAI LAICR'MOK BETA C ORIGIN: TUOLES LAICR'MOK, SYSTEM LG-MD8: (30, -27, -6) U H T 205 SOLAR SYSTEMS L I Every battle requires a battleground, and in Rules of Engagement battlegrounds are solar systems. Sorry, we don't allow fighting in the S vast emptiness between stars. T A The solar system builder is fairly simple, and has few requirements. Each R system has a map area 4 x 4 billion kilometers square, and all items for K that system must fit within that space. Secondly, all solar systems must have at least one star/sun. T H Beyond that, you can place 1 additional sun, and anywhere from 0 to 99 of E the following: planets (3 classes), asteroid fields, and outposts (3 types). It's entirely your choice. C O R THE MAP S A The map display on this panel works virtually identically to the map on the I navigation panel in the game proper (see 301 Navigation in Part V for R operational details), with a few minor additions. First of all, the view radius is not limited by any sort of sensor range restrictions as in a S mission, so you can alter the view from 2 billion to 75 kilometers in K radius. I D The horizontal and vertical coordinate pointers along the bottom and right edges of the map can be moved manually, allowing you to change the view R center. The arrowheads there can either be dragged using the mouse, or O moved by activating the UP, DOWN, LEFT and RIGHT buttons on-screen or their W equivalent keys. S Zooming in and out using the mouse is identical to on other maps. keyboard K users must use the + and - buttons to change the view radius. I D Furthermore, additional off-map controls can be used to alter the view center and radius (see MAGNIFICATION and SET VIEW CENTER below). R O EDIT SYSTEM W To the right of the map are three banks of controls. The uppermost is the S most important, for the controls in it are used for creating and editing K system components. Under EDIT SYSTEM are selection buttons used to pick the I type of item to act on, and action buttons used to act on the selected item D type. R Of the selection buttons, only one can be highlighted at one time. A small O movable "tab" links the highlighted button to a bracket which connects it W to the action buttons immediately to the right. The selection buttons are: S STAR (S) When highlighted, the action buttons allow you to K create, edit, relocate or delete stars in the system. I D PLANET (P) When highlighted, the action buttons allow you to create, edit, relocate or delete planets in the system. R O ASTEROID (A) When highlighted, the action buttons allow you to create, W edit, relocate or delete asteroid fields in the system. G OUTPOST (O) When highlighted, the action buttons allow you to R create, edit, relocate or delete outposts in the system. E E The action buttons are to the right of the selection buttons. They are: T S CREATE (C) Brings up a usurper box which is used to create a new star, planet, asteroid field or outpost. C R EDIT (E) Produces a selector with which you pick which specific Y item of the type selected you wish to edit. Once the S item has been picked, a usurper box appears, which is T used to edit the selected item. A L RELOCATE (R) Produces a selector with which you pick which specific item of the type selected you wish to relocate. Once the T item has been picked, the map display switches into H "locate" mode (see below), allowing you to alter the G system location of the item. T DELETE (D) Produces a selector with which you pick which specific D item of the type selected you wish to delete. T VIEW FIELD Q T This subpanel consists of three items: two action buttons and a miniature X representation of the map. The first action button is MIN (N), and activating it causes the map radius to be set to minimum radius (75 T kilometers). The second button is MAX (M), which sets the map radius to R maximum radius (2 billion kilometers). S I The miniature map is used to show the size and location of the current map view relative to the full system map. A square frame within the mini map F indicates the current map area. If you reduce the view area of the large L map, the framed area will shrink. And, if you alter the view center, the T frame will move off-center as well. S SET VIEW CENTER N I The four action buttons here are used to quickly center the map view on P specific items within the system. Activating any of the buttons causes a E selector to appear, with which you identify the specific item of the R indicated type to center on. Highlight the item on the selector and then use its CENTER (N) button. This causes the map's horizontal and vertical F centering coordinates to be altered to center on the selected item. The R name of the item will appear at the top of the main map. E D The centering options are: D Y STAR (T) Center on a star PLANET (L) Center on a planet B ASTEROID (I) Center on an asteroid field U OUTPOST (U) Center on an outpost L L D THE INFO BUTTON O G Between the VIEW FIELD subpanel and the main map is a single action button: INFO (F). Activating INFO results in an information usurper box appearing, S listing data about the item the map display is currently centered on (if C any). The name currently centered item will appear at the top of the main O map. O P If you manually move the view center off of an item, the last centered item E remains listed at the top of the map and the subject of INFO until you X re-center on another item. C This feature is a quick way to check on the stats of an item without having O to enter an editing mode. Use the SET VIEW CENTER controls to center on the M object you want and then use INFO to "scan" it. P A N CREATING/EDITING STARS Y When you first create a new solar system, there is always one star already C present. This star has the I.D. 501 and defaults to a M type (red) star O with a radius of 696,000 kilometers. You can edit the stats of this star R (name, type, and radius), but you cannot delete it unless there is another P sun in the system. O R To create or edit a star, go to EDIT SYSTEM, highlight STAR (S) and then A use either the CREATE (C) or EDIT (E) button. A usurper panel appears, on L which you can enter the name of the star (a standard text editing field), select its class (highlight one of the six class labels under STAR TYPE), A and even adjust its radius (using a thermometer scale at the bottom of the N box). Once the star's stats are to your liking, use the LOCATE (L) button D to exit the box and go into map's locate mode to place the star (see LOCATE E MODE below). V E Star Limit R O There is a limit of two stars per system. This is realistic because, N while many stars come in clusters, it is rare (outside of the center of a galaxy) to find more than two within 4 billion kilometers of each I other. N C Star Names S When you first create a new system, the default star has an I.D. (501), K but no name. The name of the first star will be the name of the system, I so choose carefully. D If you create a star, you are always creating the second star (502) in R the system, and its default name will be the name of the first star O (501) followed by a space and the letter B, as in "Alpha Centaur B". If W the first star's name is already 17 or 18 characters long (the limit), the last two characters are replaced by the space and B. Naturally, you S can edit this name to be anything you want. K I Star Sizes D The default size for a star is a 696,000 kilometer radius, the size of R Earth's sun. You can actually adjust this radius from a bottom end limit O of 5,000 kilometers to a top end limit of 300 million kilometers. The W sizes of stars indicate their "class", ranging from Neutron Stars through Supergiants. As you adjust the radius, the readout under STAR S CLASSIFICATION in 002 tells you what class the star is. K I Class Radius in Kilometers D SUPERGIANTS 100,000,000 to 300,000,000 R GIANTS 10,000,000 to 99,999,999 O MAIN SEQUENCE 50,000 to 9,999,999 W WHITE DWARF 10,000 to 49,999 NEUTRON STARS 5,000 to 9,999 S K HINT: Stars with habitable planets would most likely be those I of Main Sequence size. D Star Types R O There are six star classes in Rules of Engagement, ranging in W color/chemical composition and temperature. The hotter a star, the more communications related interference it generates. Remember this when S creating your systems and missions. (The temperature of a star and a ship's K proximity to it determine the interference levels.) I D Type Color Temperature (Celsius) R B White/bluish 25,000 C O A White 11,000 C W F Yellowish 7,5000 C G Yellow 5,300 C to 5,800 C S K Orange 4,000 C to 4,900 C K M Red 3,000 C to 3,400 C I D HINT: Stars capable of supporting habitable planets would most likely be classes F, G, and K. R O W CREATING/EDITING PLANETS S When you first create a new solar system, there are no planets present. K Each planet has an I.D. starting with the letter P, as in P02. I D To create a planet, go to EDIT SYSTEM, highlight PLANET (P) and then use either the CREATE (C) or EDIT (E) button. A usurper panel appears, on which R you can enter the name of the planet (a standard text editing field), O select its class (highlight one of the three labels under PLANET TYPE), and W even adjust its radius (using a thermometer scale at the bottom of the box). Once the planet's stats are to your liking, use the LOCATE (L) button S to exit the box and go into the map's locate mode to place the planet (see K LOCATE MODE below). I D Planet Limit R You can have anywhere from 0 to 99 planets in a system. O W Planet Names S When you first create a new planet, the default name is "MAGRATHEA". K You can edit this and change it to whatever you like. I D Planet Sizes R The default size for a planet is a 7,000 kilometer radius, roughly the O size of the Earth. You can actually adjust this radius from a bottom end W limit of 100 kilometers to a top end limit of 200,000 kilometers. S HINT: Realistically, habitable planets should have a radius no K greater than 7,800 and no less than 6,100 kilometers. I D Planet Types R There are three planet types in Rules of Engagement: O W Type Classes Realistic Sizes (radius in km) S Gaseous A-C 20,000 to 200,000 K Airless D-J 100 to 20,000 I Habitable K-N 7,800 to 6,100 D Gaseous planets are those which are composed primarily of light gasses, R such as hydrogen and helium. They tend to be very large, with no tangible O surfaces. Examples of gaseous planets in our own solar system are Jupiter, W Saturn, Uranus and Neptune. S Airless planets are rocky worlds with atmospheres that are either K nonexistent or unbreathable. Examples of airless planets in our own solar I system are Mercury, Venus, the Moon, Mars, and many of the moons of the D gaseous outer planets. R Habitable planets are those with a breathable atmosphere. Human habitable O planets require water, and acceptable surface gravity. W S CREATING/EDITING ASTEROID FIELDS K I When you first create a new solar system, there are no asteroid fields D present. Each field has an I.D. starting with the letter A, as in AO1. To create or edit an asteroid field, go to EDIT SYSTEM, highlight Outpost (P) R and then use the CREATE (C) or EDIT (E) buttons. A usurper panel appears, O on which you can adjust the field's density (using the thermometer scale at W the bottom of the box). The denser the field, the more sensor blockage it will cause to ships within it. S K Once the field's density is to your liking, use the LOCATE (L) button to I exit the box and go into the map's locate mode to place and set the size of D the field (see LOCATE MODE below). R HINT: When calling this box using EDIT (E), two arrow buttons flank the O field I.D., allowing you to scroll through all of the different W fields you've created and adjusted their densities without having to call the edit function many, many times. S K I CREATING/EDITING OUTPOSTS D When you first create a new solar system, there are no outposts present. R Each outpost has an I.D. starting with the letter T, as in T02. O W To create or edit an outpost, go to EDIT SYSTEM, highlight Outpost (R) and then use either the CREATE (C) or EDIT (E) buttons. A usurper panel S appears, on which you can enter the name of the outpost (a standard text K editing field), select its type (highlight one of the three labels under I outpost TYPE), and adjust its supply and repair sophistication (using the D two thermometer scales at the bottom of the box). Once the outpost's stats are to your liking, use the LOCATE (L) button to exit the CREATE Outpost R box and go into the map's LOCATE MODE to place the outpost (see LOCATE MODE O below). W Outpost Limit S K You can have anywhere from 0 to 99 outposts in a system. I D Outpost Names R When you first create a new outpost, the default name is "TANTALUS". You O can edit this and change it to whatever you like. W Outpost Sophistication S K The default sophistication levels for any outpost's supply and repair I factors is 50. You can adjust this factor from a bottom end limit of 0 D to a top end limit of 99. The more sophisticated the outpost, the better equipped it is to help starships. R O Outpost Types W There are three outpost types in Rules of Engagement: FW, Enemy/UDP and S Neutral. K I FW outposts are those which are allied with the FW or under FW control. D They will allow your forces to dock without hesitation and do their best to resupply and repair you. R O UDP/Enemy outposts are those controlled by hostile forces. They will not W allow your forces to dock with them, but will allow your enemies to dock and receive assistance. FW forces can, of course, attempt to board and S seize control of such outposts. K I Neutral outposts are those which are not allied with either you or the D enemy forces. They may nor may not allow a given ship to dock (dependant on that the diplomatic ability of the ship's captain). In extreme emergencies R FW forces can, of course, attempt to board and seize control of such O outposts. W Outpost Locations S K Outposts can either be free-floating or planet-locked. A Free-floating I outpost is a space station, while a planet-locked outpost rests on the D surface of or in the atmosphere of a planet. To make an outpost free floating, locate it outside of the boundaries of any planets. To make it R planet-locked, place it within the bounds of a planet. O W HINT: It takes ships longer to resupply at planet-locked outposts than from free-floating ones. S K I RELOCATING STARS, PLANETS, ASTEROID FIELDS, AND OUTPOSTS D When you select RELOCATE (R), a selector box appears allowing you to R specify which item of the selected type you wish to relocate. Highlight O your selection and use LOCATE (L). You will jump immediately into locate W mode, details of which follow. S LOCATE MODE K I In this mode the EDIT SYSTEM buttons vanish and are replaced by DONE (D) D and ABORT (A) buttons. At map center, a small crosshair appears, showing the current location of the object to be located. You can move this R crosshair anywhere on the map by either holding down a Shift key while O clicking the mouse or by holding down a Shift key while pressing and W holding one of the arrow keys on the keyboard. S NOTE: Asteroid fields are placed by locating two opposite corners K of a rectangular area defining the field. With the mouse this I is accomplished by Shift-clicking to set the first corner of D the rectangle, and then Shift-clicking again to set the opposite corner. R O With the keyboard this is accomplished by using the Shift and arrow keys to W set the first corner, and using the following keys to position to opposite corner: S K Home moves the end corner to the left I End moves the end corner to the right D PageUp moves the end corner to the up PageDown moves the end corner to the down R O Using a Shift-arrow key combination after a field area has been drawn W erases the current field area and sets a new starting point. S In locate mode all of the usual map, map centering, and map zoom controls K work normally, allowing you to change the view radius, center, etc., which I choosing the location for your object. D When the crosshair is placed correctly, use the DONE (D) button to exit R LOCATE MODE and lock-down the selected item. If you decide you don't want O to do this after all, ABORT (A) will exit LOCATE mode without making any W changes to the map. (If you are relocating an existing object, it will not be moved; if you were placing a newly created item, it's creation will be S aborted and it will not appear at all.) K I D SAVING A SOLAR SYSTEM R There are no special conditions for saving a solar system, as the editor O will not allow you to remove the only condition this builder requires: that W you have at least one star. S K 206 MISSION I D The mission builder allows you to edit and create missions for the game. It is the same mission builder used to create the missions included with the R game. O W Missions are made up of the following components: S 1) A single solar system in which the battle takes place K 2) One or more Federated Worlds ships and captains I 3) An Enemy Race to battle against D 4) Some (or possibly no) enemy ships 5) Some (or possibly no) waypoints R O The first three mission components are created and stored separately from W the missions (they will be referred to as "external components"). This allows you to maintain a "library" of ships, ship captains, solar systems, S and enemy races so that you do not need to create them each time you make a K mission. Before creating or editing a mission, you should create and/or I edit the external components. The external components are copied and stored D in the mission file. This is done so that if you wish to trade missions with someone, you need only send the mission file and not all the external R components. O W Should you make a change to an external component, the change will not be made in any missions that use the component. You will need to edit the S mission and reread the component. Procedures for re-reading these K components will be described later. I D The mission builder provides for the creation and editing of the remaining mission components; enemy ships and waypoints. These are "internal R components" and are unique to the mission. O W ENTERING THE PANEL S K If you entered the panel by selecting CREATE from the main panel, you will I first be required to select the solar system in which the mission takes D place. You will be able to change this system later, but a solar system is always required to begin a new mission. R O W THE MAP S You will notice that the mission builder panel is similar to the solar K system builder panel (205). The map works almost identically. The I difference is in the centering control (see SET VIEW CENTER below). D R EDIT MISSION O W To the right of the map are three banks of controls. The uppermost is the most important, for the controls in it are used for creating and editing S mission components. Under EDIT MISSION are selection buttons used to pick K the type of item to act on, and action buttons used to act on the selected I item type. Below these are a group of four buttons used to edit other D mission information. These four buttons will be described later. R O Of the selection buttons, only one can be highlighted at one time. A small W movable "tab" links the highlighted button to a bracket which connects it to the action buttons immediately to the right. The selection buttons are: S K FW FLEET (F) When highlighted, the action buttons allow you to load I (from a library), edit, relocate or remove Federated D Worlds ships in the mission. R ENEMY (Y) When highlighted, the action buttons allow you to O create, edit, relocate or delete enemy ships in the W mission. S WAYPOINT (W) When highlighted, the action buttons allow you to K create, edit, relocate or delete waypoints in the mission. I D IGS (G) When highlighted, the action buttons allow you to specify Breach 2 scenarios that are linked to outpost R and enemy ships. O W The action buttons are to the right of the selection buttons. There are two sets of action buttons. The first is for FW FLEET, ENEMY, and WAYPOINT. S They are: K I ADD (A) Brings up a usurper box which is used to add a new FW D ship, enemy ship, or waypoint. R EDIT (E) Produces a selector with which you pick which specific O item of the type selected you wish to edit. Once the W item has been picked, a usurper box appears, which is used to edit the selected item. S K RELOCATE (R) Produces a selector with which you pick which specific I item of the type selected you wish to relocate. Once the D item has been picked, the map display switches into "locate" mode (see below), allowing you to alter the R system location of the item. O W DELETE (L) Produces a selector with which you pick which specific item of the type selected you wish to delete. S K The second set is only for IGS. They are: I D OUTPOST -> BREACH 2 (O) Brings up a usurper box which is used to link a Breach 2 scenario to an outpost. R O ENEMY -> BREACH 2 (E) Brings up a usurper box which is used to link W a Breach 2 scenario to an enemy ship. S K VIEW FIELD I D This subpanel consists of three items: two action buttons and a miniature representation of the map. The first action button is MIN (N), and R activating it causes the map radius to be set to minimum radius (75 O kilometers). The second button is MAX (M), which sets the map radius to W maximum radius (2 billion kilometers). The miniature map is used to show the size and location of the current map view relative to the full system S map. A square frame within the mini map indicates the current map area. If K you reduce the view area of the large map, the framed area will shrink. I And, if you alter the view center, the frame will move off-center as well. D SET VIEW CENTER R O The SET VIEW CENTER (T) button here is used to quickly center the map view W on specific items within the solar system. Activating this button will bring up subpanel 011. This subpanel contains buttons for all the map S elements. Activating any of these buttons causes a selector to appear, with K which you identify the specific item of the indicated type to center on. I Highlight the item on the selector and then use its CENTER (N) button. This D causes the map's horizontal and vertical centering coordinates to be altered to center on the selected item. The name of the item will appear at R the top of the main map. O W The centering options are: S FW SHIP (F) Center on a Federated Worlds ship K ENEMY SHIP (E) Center on an enemy ship I WAYPOINT (W) Center on a waypoint D STAR (T) Center on a star PLANET (L) Center on a planet R ASTEROID (I) Center on an asteroid field O OUTPOST (U) Center on an outpost W ABORT (A) Abort the centering command S THE INFO BUTTON K I Between the VIEW FIELD subpanel and the main map is a single action button: D INFO (I). Activating INFO results in an information usurper box appearing, listing data about the item the map display is currently centered on (if R any). The name currently centered item will appear at the top of the main O map. W If you manually move the view center off of an item, the last centered item S remains listed at the top of the map and the subject of INFO until you K re-center on another item. I D This feature is a quick way to check on the stats of an item without having to enter an editing mode. Use the SET VIEW CENTER controls to center on the R object you want and then use INFO to "scan" it. O W MISCELLANEOUS CONTROLS S Four other buttons, grouped below the edit mission controls, allow for the K editing of the remaining mission information. I D NAME/DIFF (D) R Activating this button will bring up subpanel 014, allowing you to set the O name and author of the mission, difficulty level, and solar system used in W the mission. S The EDIT (E) button allows you to edit the mission name. The mission name K is the name displayed on the main game panel (101). This name should I appear similar to a military operation codename. The NAME (A) button allows D you to edit the author's name. The author's name will appear when a mission is played. R O The mission difficulty is your estimation of the difficulty in completing W the mission. Note that by convention, missions should be rates assuming the game is played on the advanced level. S K The CHANGE SYSTEM (C) button will bring up a usurper box allowing you to I select a new solar system or re-load the existing one. You would want to D re-load the same solar system if you were to make changes to the system in the solar system builder. R O When you are finished editing, select DONE (D) to save the changes. W RACE (C) S K Activating this button will bring up a selector box allowing you to select I or change the enemy race in the mission. Before saving a mission, you will D need to make this selection. R At the top of the selector box, the currently selected enemy race will O appear. If no race has yet been selected, "NONE" will appear. W There are three buttons at the bottom of the selector box. CANCEL (C) will S remove the selector and no change will result. EXAMINE (E) will bring up K subpanel 006 allowing you to view the personality traits and dossier of the I currently highlighted race. DONE (D) will remove the selector box, making D the currently highlighted race the enemy race used in the mission. R Note that subpanel 006 that appears on selecting EXAMINE has a few controls O of its own. When it initially appears, the personality traits will be W displayed. By activating the DOSSIER (O) button, the dossier for the race will be displayed. You can scroll the dossier up and down using the up and S down arrow buttons. When displaying the dossier, activating the TRAITS (T) K button will return you to the traits display. Selecting DONE (D) will I remove the subpanel and return you to the selector box. D SET VICTORY (S) R O Activating this button will bring up subpanel 012, allowing you to edit the W victory conditions for the mission. For a description of each of the victory conditions, see Part III of the manual under "Objectives". S K This subpanel lists the eight mission victory conditions. Each of the I conditions can be turned on or off by activating the appropriate ON (O) or D OFF (F) button in the toggle column. A check mark will appear to the right of these buttons (in the active column) if the condition is on. R O When playing from the keyboard, you will first need to select the victory W condition by pressing the appropriate number key (1-8). The edit column will display the currently selected condition. Some victory conditions have S additional data that must be entered. These are as follows: K I CONDITION 2 For this condition, you must select both a ship and a D waypoint. The + and - buttons are used to select the ship, and the UP and DOWN buttons are used to select the R waypoint. You must first add the ships and waypoints, O since these controls will scroll through only the existing W items. If you later remove a ship or a waypoint that relates to this victory condition, the condition will S automatically be turned off. K I If you are using a keyboard, you must select victory D condition 2 (by pressing 2) before using the +, -, UP and DOWN. R O CONDITION 4 For this condition, you must first select an outpost W using the UP and DOWN buttons. S If you are using a keyboard, you must select victory K condition 4 (by pressing the number 4) before pressing I the UP and DOWN keys. D CONDITION 5 For this condition, you must select an enemy ship using R the UP and DOWN buttons. O W If you are using a keyboard, you must select victory condition 5 (by pressing the number 5) before pressing S the UP and DOWN keys. K I CONDITION 6 For this condition, you must select a percentage of the D enemy fleet to neutralize. Activate the SET % (S) button and an edit field will appear around the current R percentage. Backspace over the old percentage and O enter a new one. Press the enter key when done. W CONDITION 7 For this condition, you must select a percentage of the S outposts to control. Activate the SET % (E) button and K an edit field will appear around the current percentage. I Backspace over the old percentage and enter a new D one. Press the enter key when done. R CONDITION 8 For this condition, you must enter a time limit in hours O and minutes. Activate the HOURS (H) button and an W edit field will appear around the current hour value. Backspace over the old value and enter a new one. S Press the enter key when done. Activating the MINS K (M) button will similarly allow you to edit the minutes I value. D When you have finished editing the victory conditions, activate the DONE R (D) button to save the changes. Activating the ABORT (A) button will abort O all changes you have made. W BRIEFING (B) S K Activating this button will bring up subpanel 015 allowing you to edit the I mission briefing. The editing controls work the same as the editing D controls in the captain and enemy race dossier panels. Operation of these controls is covered at the end of Part VII, under the heading Supplement: R Dossier/Briefing Editors. Refer to that section for details on using the O mission briefing editor. W KEYBOARD NOTE: Since keypresses in the editor mode are interpreted as text S entry into the mission briefing, to use any of the normal screen buttons in K the editor mode, hold down the Alternate key on your keyboard while I pressing the indicated letter, such as pressing Alt #I to switch back into D insert mode. R ADDING FW FLEET SHIPS O W When you first create a new mission, there are no FW ships present. Each FW ship has an I.D. starting with the letter F, as in F02. S K To add an FW ship, activate the FW FLEET (F) button, and then use the ADD I (A) button. A selector box will appear, allowing you to select both a ship D and a captain. The left-hand column will display the list of ships in your library. R O Preceding each ship name is a two letter code indicating the class of the W ship. The codes are: S TR Transport K SC Scout I DE Destroyer D CR Cruiser HV Heavy Cruiser R DR Dreadnought O W The right-hand column displays your library of ship captains. These two lists can be scrolled up and down by using the buttons on either side of S the names. The PageUp and PageDown buttons will scroll the ship list, and K the + and - buttons will scroll the captains list. I D Select both a ship and a captain by pointing to the name and clicking the mouse. From the keyboard you can use the UP and DOWN keys to select the R ship, and use the LEFT and RIGHT keys to select the captain. Note that by O selecting the Fleet Commander as the ship captain, you are in effect W selecting the flagship for the mission. This is the ship that the player will be commanding. Since there can only be one flagship in each mission, S you can only select the fleet commander for one ship in each mission. K I Below each list are buttons for examining the currently selected item. D Activating EXAMINE SHIP (S) will bring up a box (007) displaying information on the selected ship. The ship name, class, and parts manifest R are all shown. Activating DONE (D) will remove this box. O W EXAMINE CAPTAIN (C) will bring up a box (006) displaying information on the currently selected captain. Initially, the personality traits will be S displayed. Activating the DOSSIER (O) button will display the dossier. The K dossier can be scrolled using the UP and DOWN keys. Activating DONE (D) I will remove this box. D Once you have selected the ship and captain, use the EDIT/LOCATE (E) button R to continue with the process. Activating the ABORT (A) button instead will O abort the process of adding a ship. If you have continued the process, a W new box (007) will appear allowing you to edit the damage status of the ship. This allows you to have the ship begin the mission with some damage S already sustained. Each system will begin at 100% operational. Reducing K each value will cause each system to be damaged that amount. Reducing the I value to zero means the system is destroyed. The only way the player will D be able to repair a destroyed system is at an appropriate outpost. R If using a mouse, you can operate either the slider controls or the + and - O buttons to set the damage level. From the keyboard, first select the system W you want to set (using the buttons to the left of the damage level amount), then use the + and - keys to adjust the damage level. S K Activating the ARMAMENTS (A) button will display the initial missile I quantity on board the ship. The ship will begin with no missiles. Missiles D can be added by pressing the UP and DOWN buttons. When using a keyboard, first select the missile type you wish to change by activating the R appropriate button (use keys 1 thru 8). Next, use the UP and DOWN keys to O change the missile quantity. You will be limited in the quantity of each W type of missile that can be loaded according to the weapons system on the ship. Refer to Appendix Ill under the weapons system parts list for the S maximum quantities. K I After the damage and armaments are set, use the LOCATE (O) button to exit D the box and go into the map's locate mode to place the ship within the solar system (see LOCATE MODE below). Activating the ABORT (B) button R instead will abort the addition of the ship. O W EDITING FW FLEET SHIPS S To edit an existing FW ship, activate the FW FLEET (F) button, and then use K the EDIT (E) button. A selector box will appear, allowing you to select the I ship you wish to edit. The left-hand column will display the list of ships D already in the mission. R The right-hand column displays the captain currently assigned to the ship. O The ship list can be scrolled up and down by using the buttons to the left W of the ship ID. Select the ship you wish to edit by pointing to the name and clicking the mouse. From the keyboard you can use the UP and DOWN keys. S K Below the right-hand list is the CHANGE CAPTAIN (C) button. Activating this I button will cause the selector box to change into a mode allowing you to D select a different (or re-load the existing) captain for the selected ship. This works similar to the selector box for adding a ship, except the R left-hand column will only display the selected ship. O W Note that the ship that is assigned the Fleet Commander will act as the flagship for the mission. This is the ship that the player will be S commanding. Only one ship can be assigned the Fleet Commander. K I Once you have selected the ship, use the EDIT (E) button to edit the damage D and armament, or the RELOCATE (R) button to relocate the ship. Activating the ABORT (A) button instead will abort the editing process. R O If you have selected EDIT, the damage and armament edit box will appear. W This box will operate the same as it does in adding a new ship. S If you selected the RELOCATE button, the map will go into the locate mode, K allowing you to reposition the ship. I D ADDING ENEMY SHIPS R O When you first create a new mission, there are no enemy ships present. Each W enemy ship has an I.D. starting with the letter E, as in E02. S To add an enemy ship, activate the ENEMY (E) button, and then use the ADD K (A) button. A selector box will appear, allowing you to select both a ship I and a captain. The left-hand column will display the list of enemy ship D classes. R The right hand column displays a list of ranks for the ship captain. These O two lists can be scrolled up and down by using the buttons on either side W of the names. The PageUp and PageDown buttons will scroll the ship list, and the + and - buttons will scroll the captains list. S K By making the two selections, you are picking the class of the enemy ship, I and the rank of the ship's captain. If you pick a captain with a higher D rank, he will be more experienced at commanding the ship and crew. R Select both a ship class and a captain rank by pointing to the name and O clicking the mouse. From the keyboard you can use the UP and DOWN keys to W select the ship class, and the LEFT and RIGHT keys to select the rank. S Once you have made your selections, use the EDIT/LOCATE (E) button to K continue with the process. Activating the ABORT (A) button instead will I abort the process of adding a ship. D If you have continued the process, a new box (007) will appear allowing you R to edit lit the damage status of the ship. This allows you to have the ship O begin the mission with some damage already sustained. Each system will W begin at 100% operational. Reducing each value will cause each system to be damaged that amount. Reducing the value to zero means the system is S destroyed. The only way the enemy will be able to repair a destroyed system K is at an appropriate outpost. I D If using a mouse, you can operate either the slider controls or the + and - buttons to set the damage level. From the keyboard, first select the system R you want to set (using the buttons to the left of the damage level amount), O then use the + and - keys to adjust the damage level. W Activating the ARMAMENTS (A) button will display the initial missile S quantity on board the ship. The ship will begin with no missiles. Missiles K can be added by pressing the UP and DOWN buttons. When using a keyboard, I first select the missile type you wish to change by activating the D appropriate button (use keys 1 thru 8). Next, use the UP and DOWN keys to change the missile quantity. You will be limited in the quantity of each R type of missile that can be loaded according to the weapons system on the O ship. Refer to Appendix II under the weapons system parts list for the W maximum quantities. S After the damage and armaments are set, use the LOCATE (O) button to exit K the box and go into the map's locate mode to place the enemy ship within I the solar system (see LOCATE MODE below). Activating the ABORT (B) button D instead will abort the addition of the ship. R EDITING ENEMY SHIPS O W To edit an existing enemy ship, activate the ENEMY (Y) button, and then use the EDIT (E) button. A selector box will appear, allowing you to select the S ship you wish to edit. The left-hand column will display the list of enemy K ships already in the mission. I D The right-hand column displays the rank of the captain currently assigned to the ship. The ship list can be scrolled up and down by using the buttons R to the left of the ship ID. Select the ship you wish to edit by pointing to O the name and clicking the mouse. From the keyboard you can use the UP and W DOWN keys. S Below the right-hand list is the CHANGE CAPTAIN (C) button. Activating this K button will cause the selector box to change into a mode allowing you to I select a different rank for the captain of the selected ship. This works D similar to the selector box for adding a ship, except the left-hand column will only display the selected ship. R O Once you have selected the ship, use the EDIT (E) button to edit the damage W and armament, or the RELOCATE (R) button to relocate the ship. Activating the ABORT (A) button instead will abort the editing process. S K If you have selected EDIT, the damage and armament edit box will appear. I This box will operate the same as it does in adding a new ship. If you D selected the RELOCATE button, the map will go into the locate mode, allowing you to reposition the ship. R O ADDING WAYPOINTS W When you first create a new mission, there are no waypoints present. Each S waypoint has an I.D. starting with the letter X, as in X02. K I To add a waypoint, activate the WAYPOINT (W) button, and then use the ADD D (A) button. The map will go into the locate mode to allow you to position the waypoint within the solar system (see LOCATE MODE below). R O RELOCATING SHIPS AND WAYPOINTS W When you select RELOCATE (R), a selector box appears allowing you to S specify which item of the selected type you wish to relocate. Highlight K your selection and use LOCATE (L). You will jump immediately into locate I mode, details of which follow. D LOCATE MODE R O In this mode the EDIT MISSION buttons vanish and are replaced by DONE (D) W and ABORT (A) buttons. At map center, a small crosshair appears, showing the current location of the object to be located. You can move this S crosshair anywhere on the map by either holding down a Shift key while K clicking the mouse or by holding down a Shift key while pressing and I holding one of the arrow keys on the keyboard. D In locate mode all of the usual map, map centering, and map zoom controls R work normally, allowing you to change the view radius, center, etc., which O choosing the location for your object. W When the crosshair is placed correctly, use the DONE (D) button to exit S LOCATE MODE and lock-down the selected item. If you decide you don't want K to do this after all, ABORT (A) will exit LOCATE mode without making any I changes to the map. (If you are relocating an existing object, it will not D be moved; if you were placing a newly created item, it's creation will be aborted and it will not appear at all.) R O SAVING A MISSION W Before you can save a mission, you must first give it a name, select an S enemy race, and add at least one FW ship with the Fleet Commander as the K captain (the flagship). If you try to save a mission before specifying one I of these elements, you will receive a warning message and be returned to D the editor. R SUPPLEMENT: DOSSIER/BRIEFING EDITORS O W The dossier editors for the CAPTAINS (Panel 202) and ENEMY RACES (Panel 204) and the mission briefing editor of the MISSION BUILDER (Panel 206) are S all virtually identical, documentation on the operation of the editor is K covered in this subsection. I D THE EDITOR R The editor consists of a field some 15 lines tall and approximately 70 O characters wide. We say "approximately" because all of the text in Rules of W Engagement is proportionally spaced. This means that, unlike standard computer text, each character does not take up exactly the same amount of S space as all others. Thus, an I requires only half the space of an A and K one third the space of an M. I D Like the smaller text editing fields seen in Rules of Engagement, a small cursor appears wherever you are currently typing. Unlike those fields, the R Enter-Return key on your keyboard does not exit the text editing mode, nor O does clicking the mouse. As long as the DOSSIER button is active, all W normal keyboard input is interpreted as text editing. S KEYBOARD NOTE: Since keypresses in dossier mode are interpreted as text K entry into the dossier, to use any of the normal screen buttons in this I mode, hold down the Alternate key on your keyboard while pressing the D indicated letter, such as pressing Alt + T to switch back to traits mode. The alternate key is not necessary when using the function keys for buttons R on the Upper Bar. O W MOUSE NOTE: Clicking the mouse on existing dossier/briefing text jumps the text editing cursor to that location. If you click where no text has been S typed, the cursor will not jump to that location. K I There are two text editing modes, overtype and insert. The default setting D when you first enter panel 202 is for overtype mode. The current mode is determined by the status of the two buttons to the right of the dossier R text field. Only one of them can be active at any one time. O W INSERT (Alt + I) S If this is highlighted, when you move the cursor into the midst of existing K text and begin typing, text in inserted at the cursor position, pushing I existing text to the right. If the end of the existing text being "pushed" D hits the physical end/limit of the dossier text field, the last "word" (a group of characters with no spaces within) will be deleted. To prevent the R loss of the end of your dossier you will have to delete some existing text O first, move the cursor to another location, or switch to overtype mode W (below). S OVER (Alt + O) K I If this is highlighted, when you move the cursor into the midst of existing D text and begin typing, the text you type replaces existing text, overwriting it. R O Finally, in the MISSION BRIEFING editor (015) there is a DONE (Alt + D) W button below the insert and overtype mode controls. This button is used to exit to the MISSION panel (206). S K Additional notes on text editor operation: I D The arrow/cursor keys can send the text editing cursor up, down, left or right. The only limitation is that you cannot cursor out into "blank" space R where no characters or spaces have been typed. O W Word-wrap is automatic. If the word you are typing reaches the end of the current line and will not fit, it is automatically "wrapped" around to the S next line. K I Enter/Return puts a "hard-Return" at the end of the current line and forces D the cursor to the next line down. R The Backspace key deletes text to the left of the-cursor. O W The Delete key does nothing. S The numbers and decimal point/period on the numeric keypad are not usable K (although the 2,4,6 and 8 keys are used as cursor keys). I D The text which appears in this editor is purely uppercase, thus the status of the Shift and CapsLock keys have no effect on the case of letters. R O Although most standard characters and punctuation are supported, the W following symbols are unavailable: S @ # $ ^ & = | < > { } K I There is no provision for importing external text files as dossiers. D While the proportionally spaced text makes the dossier nicer looking, its R main drawback is that it forces the program to do lots of recalculations O every time a character is inserted or deleted, as it must do a lot of W redrawing. Therefore, the dossier editor can get quite sluggish if you're backspacing or inserting text in a fairly "full" dossier. S K Because of the proportional spacing, the maximum number of characters I possible in a single dossier is variable. D R O PART VIII: THE INTERLOCKING GAME SYSTEM W Overview S K The Interlocking Game System (herein referred to as IGS) is an innovative I new approach to computer games. IGS Games are capable of working with one D another, appearing to the player to be a single game. R Rules of Engagement (hereafter referred to as Rules) is an IGS controlling O module. It is, in effect, the starting point for your characters. Rules W will automatically load and run other IGS games when the game conditions warrant. S K Requirements I D The only special requirement to run the IGS system is a hard drive. Unfortunately, running such a complex and intertwined system as IGS just R does not work smoothly on a floppy based system. O W Breach 2 S As of this writing, the game Breach 2 is the other game in the IGS series. K You will need Breach 2 version 2.0 or higher (the version number is shown I on the title screen of the game). When installing Rules, you will have the D option of installing the IGS links. This procedure requires your original Breach 2 disks and will actually copy Breach 2 into the same directory of R your hard disk that contains Rules. O W Some Rules missions contain "WIGS Links", meaning that there is at least one enemy ship or outpost that is linked to a Breach 2 scenario (included S with the mission). When attempting to board the ship or outpost, the game K will bypass the normal boarding screen (panel 401) and instead, load I Breach 2 and the scenario. No additional interaction is required on your D part! Your Fleet Commander will act as the Squad Leader for the mission. All experience gained in the mission is transferred back to Rules and saved R in your Fleet Commander's record. O W The scenario can be saved in progress if you desire. Once you resume the mission, Rules will automatically reload Breach 2 and resume the scenario. S When the scenario is complete, you will return to Rules right where you K left off. I D The Future R More IGS modules are planned in the future. Under consideration are modules O to simulate planetary assaults, and a module permitting you to explore and W colonize uncharted space. S K I APPENDIX I: ALL ABOUT FLEET COMMANDERS D Fleet Commander characters are created by you, the user, and act as your R alter-ego in the game. You can create as many Fleet Commanders as you O like, although playing consistently with one or two will probably increase W the rate at which promotions are achieved. S NOTE: If your Feet Commander is killed in a mission the character K is not erased from the disk. The mission is simply I logged as a "mission loss" in the character's stats. D Your overall objective is to advance your Fleet Commander. This is R accomplished by successfully completing missions, which raises the total O score for the Commander. When certain scores are reached, the Commander is W promoted (see Scores below). S Moving up through the ranks is very important. Fleet Commanders who have K not reached particular ranks will not be allowed to command missions where I the flagship is a large warship. For instance, in order to command a heavy D cruiser class flagship, your Fleet Commander must have a rank of at least 1st Lieutenant. R O Following is a listing of flagship classes and the minimum rank a Fleet W Commander must have in order to assume command. S Flagship Class Minimum Rank K Transport Ensign I Scout Ensign D Destroyer Ensign Cruiser Ensign R Heavy Cruiser 1st Lieutenant O Dreadnought Commander W When a game has been started, the Fleet Commander chosen for the game is S removed from the "available" list, and his/her name is followed by a N/A K (Not-Available) flag. Until the game in question is completed or deleted, I that Commander will not be usable. This is to prevent the character from D being used in multiple games at the same time, which would cause problems when, the character completed the missions. After all, how could anyone R command two Flagships in two different locales at the same time?! O W Creating Commanders and Importing Others S From the GAME/MISSION 101 panel you can create, examine and delete Fleet K Commanders characters (this is covered in detail in Part V of this manual), I as well as import Breach 2 Squad Leaders as Commanders (covered in Appendix D VI). All Fleet Commanders are stored in a file called RULES.CMD. It is possible to import other RULES.CMD files and add the Commanders in that R file to your own list. See Appendix VI for details on how to import .CMD O files. W WARNING! Deleting or overwriting the RULES.CMD file erases all Fleet S Commanders you have created. K I Character Stats D Each Fleet Commander has his/her own set of statistics. There are two R categories of stats for each Commander, 'Mission' and 'Squad Level'. O Mission stats are related to the commander's performance in Rules of W Engagement missions. Mission stats are: S SCORE K I Each mission attempted results in a score, which is added to the total D score from all missions attempted by the Commander. R ATTEMPTED O W The total number of missions the Commander has attempted so far. S BATTLE TIME K I The total time the Commander has spent in missions; listed in hours. D VICTORIES R O The total number of missions the Commander has successfully completed. W LOSSES S K The total number of missions the Commander has failed to complete. I D SHIPS LOST R The total number of Federated Worlds starships lost in battle in missions O commanded by the Commander. W KILLS S K The total number of enemy vessels captured/destroyed in missions led by the I Commander. D The Squad Level stats relate to the boarding of enemy ships and Outposts. R The first six stats (encumbrance, base moves, bonus moves, accuracy, O cracking, and detecting) come into play only if the Interlocking Game W System (IGS) is used to access Breach 2 when boarding enemy ships and Outposts. These stats relate specifically to Breach 2 action and have no S effect in Rules of Engagement itself. (See Part VIII of this manual for K more information about IGS and Breach 2.) The remaining six Squad Level I stats are affected by both Breach 2 and the built-in marine-combat routines D of Rules of Engagement. These stats are: R SQUAD BATTLES O W The total number of squad battles the Commander has attempted thus far. S SQUAD VICTORIES K I The total number of successful squad battles the Commander has led thus D far. R SQUAD LOSSES O W The total number of unsuccessful squad battles the Commander has led thus far. S K SQUAD TIME I D The total time (in minutes) the Commander has spent leading squads. R SQUAD LEVEL KILLS O W The total number of enemies killed by the Commander (himself) in squad missions thus far. S K MARINES LOST I D The total number of FWSF marines under the Commander who were killed in squad battles thus far. R O Score W At the end of each mission the Commander receives a mission score, which S is appended to the character's total score. K I The mission score is based upon mission performance. For instance, D sustaining crew casualties, damage, and destruction of Federated Worlds ships, and enemy takeovers of FW Outposts all have negative effects on the R mission score. On the other hand, if the Commander's forces destroy enemy O ships, or capture enemy ships and Outposts, the score is effected W positively. S HINT: Capturing enemy vessels yields more points than simply K destroying them. I D Promotions R A Fleet Commander is promoted in rank when his/her score reaches certain O levels. Promotions are based on score. W Rank Minimum Score S K Ensign 0 I 2nd Lieutenant 150 D 1st Lieutenant 300 Lieutenant Commander 500 R Commander 800 O Captain 1,100 W Commodore 1,800 Rear Admiral 2,700 S Vice Admiral 3,400 K Admiral 4,100 I Fleet Admiral 5,000 D Commendations R O In addition to being promoted through the ranks, your Fleet Commanders can W also receive commendations for their actions. There are six medals that can be awarded, and any commander can have multiples of each. The medals are S displayed when you examine a Fleet Commander from either the GAME/MISSION K panel or when you check the Commander's docket from DATA RETRIEVAL within I the game. Medals are as listed below and awarded in the circumstances D following. R FW CROSS O W Awarded when, in a single mission, at least 3 enemy Outposts or 8 enemy ships are captured or destroyed. S K DISTINGUISHED SERVICE I D Awarded once every 40 enemy ships losses. R PURPLE HEART O W Awarded when, upon returning from a mission, the Fleet Commander's ship suffered more than 50% crew loss. S K DISTINGUISHED CAREER CLUSTER I D Awarded every 20 victorious missions. R FW MEDAL OF HONOR O W Awarded for every 500 points of score. S K I APPENDIX II: OPPOSING FORCES D (were pictures here. You want them, go BUY the game!) R UDP/Enemy Fleet Ship List O W Part Numbers Communication 1 S Drives 1 K Life 1 I Shields 1 D Computer 1 Weapons 1 R O Class: Transport Crew Compliment: 26 W Length: 390 Meters Manufacturer: Dorner-Chapman Beam: 247 Meters Classification: Goods and Passenger Transport S Draught: 196 Meters K I Part Numbers D Communication 1 Computer 2 R Drives 2 O Life 1 W Shields 1 Weapons 2 S K Class: Scout Crew Compliment: 53 I Length: 125 Meters Manufacturer: Vaccusys D Beam: 41 Meters Classification: Research and Exploration Draught: 40 Meters R O Part Numbers W Communication 2 Computer 1 S Drives 2 K Life 2 I Shields 2 D Weapons 3 R Class: Destroyer Crew Compliment: 79 O Length: 125 Meters Manufacturer: DuBois Autoengineering Company W Beam: 50 Meters Classification: Warship Draught: 49 Meters S K Part Numbers I Communication 2 D Computer 3 Drives 3 R Life 2 O Shields 3 W Weapons 4 S Class: Cruiser Crew Compliment: 84 K Length: 143 Meters Manufacturer: GordCon Aero-Astro I Beam: 54 Meters Classification: Warship D Draught: 67 Meters R O Part Numbers W Communication Unknown Computer 4 S Drives 4 K Life 2 I Shields 4 D Weapons 4 R Class: Heavy Cruiser Crew Compliment: Unknown O Length: 206 Meters Manufacturer: Vaccusys/GordCon Aero-Astro W Beam: 137 Meters Classification: Warship Draught: 82 Meters S K Part Numbers I Communication 3 D Computer Unknown Drives 5 R Life Unknown O Shields 5 W Weapons 5 S Class: Dreadnought Crew Compliment: Unknown K Length: 338 Meters Manufacturer: Classified I Beam: 140 Meters Classification: Warship D Draught: 125 Meters R O Enemy Parts Lists W The following are lists of parts for the six different system on board the S ships. K I NOTE: The following information is listed for each part in D each system. Most systems have other information that will be described in each section. R O DP's Damage points the system can incur. W The more DP's, the stronger the part. Soph Sophistication level of the part. S Size The size factor of each part. K I Life Support System Parts List D # Type DP's Soph Size R O 1 Enemy Type 1 6 33 1 W 2 Enemy Type 2 14 56 3 3 Enemy Type 3 25 95 4 S K I Communications System Parts List D # Type OP's Soph Size Max Inf Base Sig Scan Radius R O 1 Enemy Type 1 5 35 1 22 38 39 W 2 Enemy Type 2 6 56 3 51 62 153 3 Enemy Type 3 18 90 5 95 97 230 S K Notes: I D "Max Inf" is the maximum interference level that the part can experience and still transmit. R O "Base Sig" is the base signal strength. The higher number indicates a W stronger transmitter. S "Scan Radius" is the maximum range of the scanner in millions of K kilometers. I D Computer System Parts List R # Type OP's Soph Size O W 1 Enemy Type 1 5 39 5 2 Enemy Type 2 12 42 6 S 3 Enemy Type 3 21 76 8 K 4 Enemy Type 4 34 98 4 I D Shield System Parts List R DP Blockage O # Type DP's Soph Size 1 2 3 4 W 1 Enemy Type 1 15 63 3 2 2 2 2 S 2 Enemy Type 2 21 68 6 9 8 8 6 K 3 Enemy Type 3 26 72 11 15 12 12 8 I 4 Enemy Type 4 41 85 12 18 15 15 12 D 5 Enemy Type 5 53 98 14 32 24 24 11 R Notes: O W "DP Blockage" is the number of damage points that will be blocked by each of the 4 shields. S K Drive System Parts List I D # Type DP's Soph Size Max velocity Acceleration R 1 Enemy Type 1 6 73 1 0.42 0.013 O 2 Enemy Type 2 9 76 5 0.64 0.047 W 3 Enemy Type 3 21 83 4 0.87 0.089 4 Enemy Type 4 32 86 8 0.92 0.103 S 5 Enemy Type 5 43 94 11 0.98 0.093 K I Notes: D "Max Velocity" is listed as a percentage of light-speed. R O "Acceleration" is listed in units of light-speed per second per second W Weapons System Parts List S K Maximum Missiles I D # Type DP's Soph Size 1 2 3 4 5 6 7 8 EBW R 1 Enemy Type l 4 42 2 5 1 1 0 0 0 0 0 13 O 2 Enemy Type 2 12 49 6 4 3 1 2 0 0 0 0 15 W 3 Enemy Type 3 22 63 13 6 6 2 4 2 0 0 0 21 4 Enemy Type 4 37 79 8 10 10 8 9 3 2 2 0 32 S 5 Enemy Type 5 43 90 11 14 10 12 12 8 3 3 2 41 K I Notes: D "Maximum Missiles" lists the maximum number of each type of missile that R can be carried. O W "EBW" lists the damage points inflicted by the EBW at 100% power. S K I APPENDIX III: FW SHIP STATS & PARTS LISTS D FW Ship List R O W Maximum Sizes for Parts Communication 2 S Computer 5 K Drives 2 I Life 2 D Shields 4 Weapons 3 R O Class: Transport Crew Compliment: 38 W Length: 450 Meters Manufacturer: DuBois Autoengineering Company Beam: 173 Meters Classification: Goods and Passenger Transport S Draught: 173 Meters K I Maximum Sizes for Parts D Communication 3 Computer 6 R Drives 4 O Life 2 W Shields 8 Weapons 8 S K Class: Scout Crew Compliment: 61 I Length: 108 Meters Manufacturer: YopCo Astronautics Division D Beam: 39 Meters Classification: Research and Exploration Draught: 39 Meters R O Maximum Sizes for Parts W Communications 4 Computer 6 S Drives 7 K Life 3 I Shields 11 D Weapons 8 R Class: Destroyer Crew Compliment: 67 O Length: 170 Meters Manufacturer: YopCo Astronautics Division W Beam: 55 Meters Classification: Search and Destroy Draught: 49 Meters S K Maximum Sizes for Parts I Communication 5 D Computer 7 Drives 14 R Life 3 O Shields 16 W Weapons 9 S Class: Cruiser Crew Compliment: 91 K Length: 225 Meters Manufacturer: Woden I Beam: 115 Meters Classification: Exploration and Defense D Draught: 52 Meters R Maximum Sizes for Parts O Communication 5 W Computer 12 Drives 14 S Life 4 K Shields 18 I Weapons 10 D Class: Heavy Cruiser Crew Compliment: 109 R Length: 250 Meters Manufacturer: Woden O Beam: 130 Meters Classification: Warship W Draught: 52 Meters S Maximum Sizes for Parts K Communication 8 I Computer 13 D Drives 16 Life 5 R Shields 20 O Weapons 11 W Class: Dreadnought Crew Compliment: 134 S Length: 303 Meters Manufacturer: Classified K Beam: 141 Meters Classification: Warship I Draught: 81 Meters D FW Parts Lists R O The following are lists of parts for the six different system on board the W ships. S NOTE: The following information is listed for each part in each K system. Most systems have other information that will be I described in each section. D DP's Damage points the system can incur. The more DP's, the R stronger the part. O Soph Sophistication level of the part. W Size The size factor of each part. S Life Support System Parts List K I # Type DP's Soph Size D 1 Yopcompany Cli-Mate 3 8 45 2 R 2 Gas Technology AF #4 12 78 3 O 3 Franklin Lab Zonemaster 21 94 4 W S Communications System Parts List K I # Type DP's Soph Size Max Inf Base Sig Scan Radius D 1 Thuke XX 4 33 2 20 47 47 R 2 Giaperelli Marconi II 11 60 5 57 73 137 O 3 Psion WF2l64 24 94 7 92 99 203 W Notes: S K "Max Inf" is the maximum interference level that the part can experience I and still transmit. D "Base Sig" is the base signal strength. The higher number indicates a R stronger transmitter. O W "Scan Radius" is the maximum range of the scanner in millions of kilometers. S K Computer System Parts List I D # Type DP's Soph Size R 1 Alkis 22/3 13 45 5 O 2 Gedinex Mica 7 58 5 W 3 Intellect 500 17 81 7 4 Intelligence Engine Mark 2 29 97 10 S K Shield System Parts List I DP Blockage D # Type DP's Soph Size 1 2 3 4 R 1 Hinto/KotoCo DF1 18 70 4 3 3 3 2 O 2 Voltac Group Gen 9 18 62 8 9 5 5 4 W 3 Deflect Technologies M/20 28 67 10 12 10 10 12 4 Franklin Lab Lodi 38 81 15 19 8 8 18 S 5 Woden Plate ++ 49 97 16 25 17 17 25 K I Notes: D "DP Blockage" is the number of damage points that will be blocked by each R of the 4 shields. O W Drive System Parts List S K # Type DP's Soph Size Max velocity Acceleration I D 1 Rynox BTB 5 71 2 0.47 0.011 2 Vromus 830/2 14 79 4 0.68 0.050 R 3 Hinto/Koto Co 2 25 84 5 0.85 0.092 O 4 AthikTech 100-32 32 89 12 0.90 0.067 W 5 Franklin Lab Oyabe 41 98 12 0.99 0.101 S Notes: K I "Max Velocity" is listed as a percentage of light-speed. D "Acceleration" is listed in units of light-speed per second per second. R O Weapons System Parts List W Maximum Missiles S # Type DP's Soph Size 1 2 3 4 5 6 7 8 EBW K I 1 Zeus Penetrator Mk2 9 46 3 3 3 1 0 0 0 0 0 11 D 2 Sunstorm HF4 15 56 7 3 3 2 2 0 0 0 0 21 3 Sunstorm HF5 24 67 9 5 5 4 4 3 0 1 0 321 R 4 Woden EBW ++ 34 78 9 8 8 6 6 6 4 5 0 36 O 5 Woden Arma IX 45 92 11 12 12 14 8 9 9 S 2 44 W Notes: S K "Maximum Missiles" lists the maximum number of each type of missile that I can be carried. D "EBW" lists the damage points inflicted by the EBW at 100% power. R O W APPENDIX IV: MISSILE TYPES S K Federated Worlds Armed Forces Missile Types I D # Name Soph Damage Accur Accel Range Description R 1 PN Pritchard SBR 39 n/a 78 0.040 8.00 Damages shields O up to 5 dp W 2 Melbourne FU8 43 42 92 0.068 27.50 General damage 3 Giaperelli Fu9 49 64 84 0.098 13.00 General damage S 4 Franklin Lab FE 54 n/a 80 0.058 26.50 Anti-Personnel K 5 Woden FE 63 n/a 86 0.190 9.50 Anti-Personnel I 6 Thiodyne P/PO 78 96 71 0.164 13.00 Targets drive D system 7 Woden Nova 87 122 62 0.184 12.00 General damage R 8 Iliya Nova 95 148 46 0.226 5.00 General damage O W UDP / Enemy Missile Types S # Name Soph Damage Accur Accel Range Description K I 1 Type 1 32 52 81 0.032 9.80 General damage D 2 Type 2 48 n/a 69 0.064 19.20 Anti-Personnel 3 Type 3 51 n/a 72 0.106 25.30 Damages shields up R to 5 dp O 4 Type 4 59 84 87 0.098 29.50 General Damage W 5 Type 5 65 n/a 91 0.158 10.50 Anti-Personnel 6 Type 6 71 74 79 0.170 8.30 Targets weapon S system K 7 Type 7 73 84 75 0.174 15.20 Targets drive I systems D 8 Type 8 92 142 58 0.214 7.40 General damage R Notes: O W Accuracy is measured in percentage chance of hit. S Acceleration is measured in light-speed per second per second. K I Ranges given are in the duration of fuel aboard (measured in seconds). D R O APPENDIX V: PANEL ID NUMBERS W The following is a listing of every panel, subpanel and usurper box in S Rules of Engagement. When a 000 series usurper box's description is K followed by a number in parentheses, as in (202), that number indicates the I panel number the usurper is linked to. D 000 Program Info box (100). R 001 Standard alert box (any). O 002 Create/Edit Star/Planet/Outpost box (205). W 003 Create/Edit Asteroid Field box (205). 004 Centered Item Info box (205/206). S 005 Add/Edit/Remove Ship selector (206). K 006 Examine Captain/Enemy Docket box (206). I 007 FW & Enemy Ship damage/armament editor/list (206). D 008 Fleet Commander Info (101). 009 Create Fleet Commander box (101). R 010 Name Game/Set Difficulty box (101). O Also Select/Edit Path for Importing Breach 2 Squad Leaders (101). W 011 Center view box (206). 012 Set Objectives/Victory Conditions box (206). S 013 Item selector (205/206). K 014 Mission & Author Name, Difficulty, Change System box (206). I 015 Mission Briefing (206). D 100 MAIN MENU bar Help, Game Info, and Quit controls. 101 GAME/MISSION Access to game sections. R 202 CAPTAINS FW Captain creator/editor. O 203 SHIPS FW Ship creator/editor. W 204 ENEMY Enemy race/force creator/editor. 205 SOLAR SYSTEM System editor/creator. S 206 MISSION Mission editor/creator. K 300 MASTER CONTROL Main flagship controls, icons to access I all main panels, and save-game controls; D chronometer and time passage controls. 301 NAVIGATION Flagship's navigation controls. R 302 COMMUNICATIONS Flagship's communication system. O 303 TACTICAL Flagship's weaponry, defense, and W tactical maneuvering controls. 304 DATA RETRIEVAL Flagship's computer, accessing fleet and S ship status, damage control, captain and K enemy dockets, mission briefing, I objectives and evaluation. D 401 MARINE DEPLOYMENT Marine boarding status (303). R O W APPENDIX VI: IMPORTING COMMANDERS, CAPTAINS, SYSTEMS, ETC. S Converting Breach 2 Squad Leaders K I If you own a copy of Breach 2, you can convert your existing Squad Leaders D into Rules of Engagement Fleet Commanders. From the main game panel (101), select FLEET CMDR. The list of existing Fleet Commanders will appear, along R with a bar of button selections. Activate the CONVERT (V) button. A usurper O box will appear (010), allowing you to enter the path name where your W Breach 2 Squad Leaders exist. S If you are playing on floppy disks, you will (prior to running Rules of K Engagement) want to copy the Squad Leaders to your data disk (disk 4 for I 5.25" players, disk 2 for 3.5" players) to prevent having to swap disks. D NOTE: Breach 2 Squad Leaders are stored in files with the file R extension .B2L; ie - NAME.B2L. O W Use EDIT PATH (P) if you wish to alter the path to another directory. A text editing frame and cursor (see Text Editing Fields in Part IV for S details on operation) appears around the current pathname, allowing you to K alter it. If you are satisfied with the current path, or finished editing I the pathname and wish to continue with the importing action, use the DONE D (D) button. If you have second thoughts, press ABORT (A) to return to panel 101. R O For each Squad Leader found in the selected path, a "Create Fleet W Commander" box (009) will appear, allowing you to modify the name and select the appearance of the Fleet Commander (see Part V for details on the S operation of the "Create Fleet Commander" box). K I At any time during the importation process you may use the ABORT (A) button D on the 009 box to stop importing Squad Leaders. If you do this, the process will be aborted, and the currently displayed Breach 2 Squad Leader and all R others not already converted will not be added to your Fleet Commander O list. W Transferring Builder Items S K All of the builder elements (Fleet Commanders, Captains, Enemies, Ships, I Solar Systems, and Missions) are stored in separate data files. With the D exception of missions, all items of a single type are combined into one data file. These file names are as follows: R O RULES.CMD Fleet Commanders W RULES.CAP Ship Captains RULES.EMY Enemy Races S RULES.FLT Fleet Ships K RULES.SOL Solar Systems I D Missions are stored in separate files with the file extension .MIS. R Rules of Engagement provides a way you can add builder items from a O friend's game, or items you download from a modem. Upon running the game, W the program will look for files named XFER.CMD, XFER.CAP, XFER.EMY, XFER.FLT, and XFER.SOL. If it finds one or more of these files, it will S merge the contents of the file with the main data file of the same type K (ie - merging XFER.CAP with the current RULES.CAP). The "XFER" file will I then be deleted. D For instance, suppose you want to give a copy of your enemy races file to a R friend of yours who also owns a copy of the game. Make a copy of your O RULES.EMY file, renaming it XFER.EMY. Send the file to him and have him W copy it onto his disk that contains his copy of RULES.EMY. When he runs the program, your enemy races will be merged with his. S K Note that duplicate entries in any of the data files will result if both I the "RULES" and "XFER" files contain the same item. This will not cause any D problem with the game, but you may want to delete such duplicate entries. R CAUTION! Just because two items have the same name does not mean they are O identical. Examine each item before deleting it. Two alien races are both W called Martians and two ships are both named Shalmanseer could actually be quite dissimilar. In other cases, the items are virtually identical, but S one has been edited slightly. In such cases, we recommend editing one of K the duplicate items to change its name, simply to avoid confusion. In cases I where there items are exact duplicates, it's best to delete one of them. D Since missions are stored in separate files, you do not need to follow this R procedure to transfer missions. Simply copy the new MS files onto your disk O containing your original mission files (disk 4 for 5.25" players, disk 2 W for 3.5" players, or your hard disk directory containing the game). S Btw, there may be mistakes; it took us long enough to edit it as much as K we did! Just be glad that we did this much for you! I D If there is some text below this saying that this file was dl'd from X BBS, do us all a favor and DON'T CALL IT! R O Mictlantecuhtli/Skid Row-Amiga W