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EztE\EzuE\EzbE\EzE\EzE]ZEzE][EzE]MEzE]|EzE]}E{gE]!E{=E]"E{,E]E{-E]E{E]E{E]E{E]E{E]E{E]ExWE]ExEBExEBExEBExEBExEBExEBEyWECEyECEyECEyECEyECEyECEyECE~eE@jE~)E@E~E@E~E@E~E@E~E@E~E@EEAoEEA.EEAEEAEEAEEAE|VEFcE|EFE|EF8E|5EF9E|%EF*E|&EFE|EGBE}^EG6E}EGE}EGE}EGEbQEDFEbREDvEbBEDwEb6ED;EbEDEbEESEcEEFEcEE EcEEEcEEEcEEEcEEEcEEE`WEJhE`EJE`EJE`:EJE`;EJE`EJE`EJEaNEKEa2EKEaEKEaEKEaEKEaEKEaEKEfSEKEfEHEfEHEfEHEfEI^EglEIqEgmEI%EgEIEgEN\EgENEdJENEd>ENEdEOlEeVEOEeEOEeEOEeELrEeEL&EeEL'EjQEL*EjREL+EjuELEj9ELEjELEjEMMEkOEM1Ek3EMEkEMEkEr^EhTErEhErEhErEhEs^EhEsEhEsEi@EsEi4EsEiEpoEiEpEnEpEnEpEn7EpEnEpEnEqEoOEq?EoHEq8Eo}Eq9Eo!EqEoEqEoEvRElLEvEl0Ev6El1EvEl,EvElEvEmDEwEmEEwEm EwEmEtrEmEt&ECEt'E7EtE0EtE1EuAEEu5EEu8EEu9EYEu:E|Eu;E EuEEzSEXEzaEYEzE EzEEzEE{NEbE{2EE{3EE{EME{EExTEExEExEOExE3ExEExEExEEyPEEyIEEy=EMEyE1E~UEE~EE~EE~EME~E1E~E+E~EE`ECEE7EEE|EEE| EE|;EE|EyE|E-E}\EE}]EE}GEE} EE}EYE`EZE`E E`EEatEEa8EEa9ETEa(EUEaEEf@EEfOEEfqEEf%EEfEgEg]E+EgEEg)EEg*ELPopular scout ship. Though the Imperial Navy uses the superior Class 7, Barnard Five, in the year 2345, This is the fourth issue of Tetracorprs Designed by Engineer R Marax at the Tetracorp Central Construction Yards on Inertia Damping: none Comms: Sensory Matrix transceiver 12,8 LY EW/ECM: 1.2 LD, fwd only Landing Gear: Triple Computer: SG Imagine os 5.1 910 MIPS Life Support: 4.5 years TN sampling units, code:TN 87991 Sensor: XLR sub array core, XLR-64 V5.2 Crew: 3 Boost: + 200 LS/Day Cargo: 5 tonnes Engine: Fortuna Impulse Dome, Mk3 RBW 690421-C Cost: 3000 Cr Ore: 4 Selenium, 2 Crystalite Hardpoints: 1 Build: 20 days From: Construction Yard Hull: 5 armour Mass: 34 tonnes Speed: 2 FN = 740 LS/day Speed: 10,200 km/h atmospheric Beam: 6m Length: 12m Internal Code: TC-888132-712-F Imperial Code: 12TC/B5/8751113 ---------- Scout Ship throughout the Empire. A general purpose Combat vessel. It has now become Tetracorps standard lowcost assault ship and widely used Institute on Barnard Five, under license to Tetracorp, in the year 2308. Designed by Engineer and Pilot R F Drake Stoker at the Morgan Design Inertia Damping: < 2 FN Comms: Sensory Matrix transceiver 2.3 LY effective EW/ECM: 2.5 LD, spherical Landing Gear: triple Computer: Kerell TX5, 560 MIPS Life Support: 1.5 years Sensor: XLR array, XLR793 V1.31 Crew: 7 Boost: + 2500 LS/day Cargo: 32 tonnes Engine: Fortuna Drive V3.4 (x2) MX3321H Cost: 8000 Cr Ore: 4 Selenium, 4 Crystalite Hardpoints: 2 Build: 30 days From: Construction Yard Hull: 30 armour Mass: 120 tonnes Speed: 3 FN = 1000 LS/day Speed: 15,700 km/h atmospheric Beam: 9m Length: 10m Internal Code: TC86608133X Imperial Code: 12TC/B5/8778103 ------------ Combat Eagle ever, and has provided the funding for many of their more recent ventures. position in Kerell. Ironically, this ship is one of their best selling may sound, Ms Riley is the only female engineer to have ever held a senior was L.G.R. Riley, Engineer Grade VII at the Kerell Corp. Incredible as it Corporation, based on the Industrial World of Tau Ceti III. Its designer quick to build and ideal in Combat situations. Developed by the Kerell In use since its initial design in 2232. A proven ship that is cheap, Inert Damping: none Comms: Sensory Matrix transceiver 1 LY effective EW/ECM: 1 LD fwd & rear only Landing Gear: triple Computer: Kerell TR37, 200 MIPS Life Support: 1 year Sensor: Nembry Avionics NA6518PD Crew: 3 Boost: +3000 LS/day Cargo: 10 tonnes Engine: Kerell Thruster MKII, x2 KA344325G Cost: 6000 Cr Ore: 2 Selenium, 2 Crystalite Hardpoints: 1 Build 20 days From: Construction Yard Hull: 20 armour Mass: 40 tonnes Speed: 3 FN = 1000 LS/day Speed: 15,700 km/h atmos. Beam: 8m Length: 13m Internal Code: KC651910067 Imperial Code: 15KC/TC/4158137 --------------- Assault Fighter --------------------- ZONE 012 : SPACECRAFT pulsing warp field happens automatically. capacators charged again and is thus vulnerable to attack again. This capacitor has discharged the ship phases back into normal space until the impervious to all damage but may still fire its own weapons. When the out of the Spacial Matrix (tm). In its phased out state the ship is and then the charge is released as a powerful warp field phasing the ship limited defence device. A capacitor is charged from the ships main engines This is a hardpoint that can be added to newly constructed ships. It is a Cost: 75000 Cr -------------- Warp Generator the Missiles section. particular project. For further details see the summary of this warhead in that Sci-Teks PR department has won several awards for its work on this minimum casualties. Such is the turnaround in the concensus of opinion suggests it is a more humane method of warfare: Maximum results with declared illegal on almost 200 separate worlds however modern thinking weapon (hence its price). Upon its initial release the Virus missile was across the asteroid destroying everything in its path. A very powerful stand upon this new, unstable substance. The virus will slowly spread rock of an asteroid to become unstable. It is impossible for buildings to This warhead releases a volatile substance upon impact that causes the very Cost: 350000 Cr ------------- Virus Missile damage it is capable of inflicting. charge the turret up when not in use and the surplus of power increases the secret, however the most popular theory is that a huge capacitor is used to can inflict in each shot. Quite how the device works is a closely guarded turrets of any type giving them the power to double the damage that they This devise has been long awaited. It modifies all existing and future Cost: 240000 Cr ---------------- Turret Optimiser see the description of this ship in the Spacecraft section. attack ship to everything but the fleet battleship. For further details This is a powerful Cruiser warship with 4 hardpoints making it a superior Cost: 90000 Cr ---------- Terminator of this warhead in the Missiles section. orbit about it for a period of time. For further details see the summary temporary field that stops time, freezing the asteroid and all ships in This state of the art missile encompasses the target asteroid with a Cost: 250000 Cr ------------- Stasis Missile completely vulnerable to our own attacks. During the pulse all enemy ships are unable to move or attack and are blueprint also shows how our own ships are protected against the e m pulse. pulse that temporarily confuses the electronics of enemy ships. The the ships main engines to concentrate and emit a powerful electromagnetic This is a Hardpoint that can be added to newly constructed ships it uses Cost: 80000 Cr -------------- Static Inducer section. basic Solar Panel For furthur details see the description in the Buildings This is a more space and cost effective means of power generation than the Cost: 30000 Cr ------------ Solar Matrix the ship invulnerable (but not quite) And all for a mere 40000 Cr. It provides a state of the art defence system almost guaranteed to render This is another hardpoint that can be added to a newly constructed ship. Cost: 40000 Cr ---------- Shield X50 their defence. It simply adds an extra layer of armour to the ships hull. This is a Hardpoint that can be added to newly constructed ships to improve Cost: 30000 Cr ---------- Shield X40 in the Buildings section. of becoming a major ore supplier. For further details see the description It is a large and very complicated building but vital if you have ambitions incredibly rare (and expensive) Traxium and Nexos ores from underground. This is the only type of drilling assembly capable of extracting the Cost: 120000 Cr ------------------ Seismic Genetrator For furthur details see the description in the Buildings section. neighbouring buildings absorbing some of the damage of an enemy attack. The Screen Generator produces a defence screen around itself and Cost: 175000 Cr ---------------- Screen Generator details see the description in the Buildings section colony buildings and carrying out repairs of battle damage. For further This building supports a fleet of repair droids that move through your Cost: 150000 Cr --------------- Repair Facility the description in the Buildings section. fusion process to convert Asteros ore into power. For further details see The Powerplant is a very cost effective means of power generation using a Cost: 40000 Cr ---------- Powerplant future Solar Panels, Generators and Solar Matrices. to your colony. The Amplifier is automatically added to all present and This optimises your solar panels allowing them to double their power output Cost: 100000 Cr --------------- Power Amplifier see the description in the Buildings section. A more powerful turret than the standard Laser Turret. For further details Cost: 60000 Cr ------------- Plasma Turret the Buildings section. ships attacking your asteroids. For further details see the description in The most powerful turret on the market today. Very effective against enemy Cost: 100000 Cr ------------- Photon Turret description of the Ore Teleporter in the Buildings section. Teleporters instantaneously. For instructions on its use see the on all your asteroids. Any type of ore can be teleported between lot of time and effort You can avoid this by constructing Ore Teleporters Transporting ore between your asteroids via Transporter ships can take a Cost: 150000 Cr -------------- Ore Teleporter For further details see the summary of this warhead in the Missiles section This missile inflicts large amounts of damage upon the asteroid it hits. Cost: 300000 Cr --------------- Nuclear Missile See the Missile section for details about how to use the Guidance System. distant. your attacks and avoid wasting missiles by firing them at targets too missile hitting the target asteroid. By using this device you can maximise information to provide you with an indication of the likelihood of each relative vectors of the launching and target asteroids. It uses this This device uses your sensors to accurately measure the distance and Cost: 35000 Cr ----------------------- Missile Guidance System silo in a matter of seconds. type of missile. The rack system is compact but can arm any warhead on any existing and future Missile Silos and allows them to store up to 20 of each as possible. This new loading rack system is installed in all your warhead on an asteroid. If they are to be loaded and launched as quickly Conventional missile Silos can only store a maximum of 10 of each type of Cost: 30000 Cr --------------------- Missile Bay Extension further details see the summary of this warhead in the Missiles section. the Empire capable of destroying an entire asteroid upon impact. For Incredibly expensive but then you are buying the most powerful weapon in Cost: 500000 Cr ------------ MEGA Missile using new techniques to allow them to probe surrounding space renders Sensor Arrays unnecessary by hiding the sensors underground and the CPU building so that all future colonies will have this device also it device that is installed in all your existing asteroids and also added to unexpected collision or surprise enemy attack. They have developed this their Sensor Arrays Without them an asteroid is very vulnerable to an Sci-Tek have recognised the reliance most asteroid mining colonies put upon Cost: 34000 Cr ---------------- Improved Sensors storage capacity of all Power Stores. existing Power Stores and any built from now on. It simply doubles the This specialised capacitance circuit is automatically installed in all your Cost: 15000 Cr ---------------------- Hi-Energy Power Stores section. between them. For further details see the description in the Buildings simply to hold several of your asteroids together for quick movement from moving. This is particularly useful to avoid asteroid collisions or built upon. This prevents the asteroid and close neighbouring asteroids The Nullifier generates a powerful gravity field about the asteroid it is Cost: 70000 Cr ----------------- Gravity Nullifier Spacecraft section have a Space Dock. For further details see the description in the blueprint you can construct these battleships at any asteroid where you One of the most powerful ships produced in the Empire. Using this Cost: 150000 Cr ---------------- Fleet Battleship and greatly improves the lifetime of a ship. and deflect most attacks. The Deflector can be used with existing shields engines. The energised hull is more resilient to attacks and can absorb ships hull all the time that it is in flight using power from the main their defence. It consists of a generator that pulses energy through the This is a hardpoint that can be added to newly constructed ships to improve Cost: 115000 Cr -------- Deflector less of your time spent supervising the Yards. construct up to 6 craft at a time. You can now build larger fleets with robotic assembly line. The sophistication of these droids allows you to yards and all future yards will be modified to include a state of the art manufacture up to 3 craft at a time. Once you have this blueprint all your Usually your Vehicle Construction Yards only have the resources to Cost: 20000 Cr ------------------- Construction Droids to enemy attacks. can use this in all new buildings you construct making them more resilient You have purchased the rights to a strengthened construction material. You Cost: 110000 Cr --------------- Building Armour its speed should it escape the nullifying field. gravity nullifying field and is not currently moving. The number indicates the speed is shown in red then that asteroid is caught in some kind of over. You can quickly get an idea of the speeds of all the asteroids. If and will temporarily show the speed of any asteroid you move the cross hair number next to it. It will always show the speed of the current asteroid on, the Asteroid Field Screen will display the speed of an asteroid as a The SPEEDS button toggles on or off the display of asteroid speeds. Once idea of the direction of all the asteroids. asteroid you move the cross hair over. You can therefore quickly get an (providing it is actually moving) and will temporarily show the path of any dotted line. It will always show the path of the current asteroid the Asteroid Field Screen will display the path of an asteroid with a green The PATHS button toggles on or off the display of asteroid paths. Once on PATHS SPEEDS PAFW EXIT button panel: Modes button. Two new buttons have now appeared in the Display Modes Asteroid Field Screen Bring up the button panel and click on the Display Once you have the blueprint you must activate the computer from the speed of each asteroid, enabling you to anticipate collisions. the movement of all known asteroids. It provides data on the direction and This powerful computer works in conjunction with your sensors to analyse Cost: 40000 Cr ---------------- Asteroid Tracker in the Buildings section. exactly where you want it in space. For full details see the description enabling you to steer it clear of collisions or even just position it Engines allow you full control over the direction and speed of an asteroid Cost: 190000 Cr ---------------- Asteroid Engines description of this warhead in the Missiles section. missile launched against one of your asteroids, For further details see the This warhead is the only known means of halting the effects of a Virus Cost: 100000 Cr ------------------ Anti-Virus Missile building several pods on each asteroid. harmlessly in flight. The pod accuracy is low but can be improved by detect and track any incoming enemy missiles and attempt to destroy them This is a powerful addition to your asteroid defences. The pods will Cost: 250000 Cr ---------------- Anti-Missile Pod can extract ore. those built in the future. It doubles the speed at which a Deep Bore Mine Bore Mines. It will automatically be added to your existing shafts and all This is a computer controlled multi-headed drill assembly for use on Deep Cost: 75000 Cr ------------------------------ 2nd Generation Deep Bore Mines the future. It doubles the speed at which a Mine can extract ore. automatically be added to all your existing Mines and all Mines built in This is a computer controlled multi-headed drill assembly. It will Cost: 55000 Cr -------------------- 2nd Generation Mines Quote this ref. (Grem.226) for an extra 10% off. your order. To order call 075846653687 and one of our androids will be happy to take Brochure 2425 Sci-Tek remember, this sign is your assurance of quality the end. Here at Sci-Tek we put YOU, the customer first and foremost. And more time we get to spend on our development, the better your equipment in production plants, you, the customer, dont suffer in the long run. The blueprints. And since we dont waste any of our precious time with mass As you will be aware, at Sci-Tek we only deal in the galaxys most advanced Welcome to Sci-Tek! ------------------ ZONE 011 : SCI-TEK asteroid. engines. One of these buildings provides such facilities for an entire This enables the manufacture of weapons, missile warheads and spacecraft Time: 32 Days Power: 2 MW/Day Cost: 4400 Cr --------------- Weapons Factory Clicking on this building lists the ore stored by category. Honest. Don`t delay buy one today. fires and think oh its another one of those realistic plastic guns I`m off. outgunned. The reality of course is that they see the tiny laser that it hope that any attacking fleet will see the fake weapon and decide they are and a fairly pathetic real lasser turret inside it. This is in the vain protect them. This is done by putting a huge fake plastic gun on the top the prime requisites of any colony. It would therefore seem wise to storage devices will be prime targets for enemy attacks, as they are one of Turret to fend off unwelcome visitors. It should be noted that all ore This is an improved design of the Storage Tower with an inbuilt Laser Time: 48 Days Power: 4 MW/Day Cost: 7500 Cr ----------------------- Protected Storage Tower Clicking on this building lists the ore stored by category. any type. This is a more space efficient Store capable of holding 600 ore units of Time: 40 days Power: 2 MW/day Cost: 3000 cr ------------- Storage Tower Clicking on this building lists the ore stored by category. small building can store a total of 300 ore units. belts and feeds it to Construction yards or Missile Silos as needed. This handles ore arriving at the stores from the Mines via underground conveyor This building stockpiles all types of ore for later use. It automatically Time: 20 days Power: 1 MW/day Cost: 1500 Cr ---------------- Storage Facility without power, if any. Clicking on this building brings up a list of all buildings currently sun. It outputs a constant 2MW/day. This is a very cheap and easily constructed array to harness power from the Time: 8 days Power: generates 2 MW/day Cost: 500 Cr ----------- Solar Panel without power, if any. Clicking on this building brings up a list of all buildings currently purposes. This improved design contains an Integral Laser Turret for defence Time: 48 days Power: gen 8MW/day Cost: 7200 Cr ---------------------------------- Protected Solar Matrix (blueprint) without power if any. Clicking on this building brings up a list of all buildings currently The output is 8MW/day. containing a large tower of solar panels using a very small surface area. This is an expensive building but maximises space on smaller asteroids by Time: 32 days Power: gen 8 MW/day Cost: 5000 Cr ------------------------ Solar Matrix (blueprint) without power if any. Clicking on this building brings up a list of all buildings currently up to 4MW/Day. It costs more but is more space efficient. A more effective means of harnessing solar power, this building can output Time: 10 days Power: gen. 4 MW/day Cost: 1500 Cr --------------- Solar Generator flash you are in danger! dots (for Missiles) or a red logo (for fleets). For as long as these icons of a fleet. The Asteroid Field Screen will indicate their position as red the presence of missiles and a ship inside a circle indicates the detection screen one or more icons will flash. A missile inside a circle indicates receive an on screen (and audible) warning. In the bottom left of the Whenever enemy missiles or an enemy fleet enters sensor range you will movements. range (increases the circle) and gives better warning of enemy fleet small black circle on the Asteroid Field screen). The array improves this Without a sensor array an asteroid has a very small sensor range. (The Time: 36 days Power: 2 MW/day Cost: 3500 Cr ------------ Sensor Array All mined ores are sent directly to Stores. Traxium and Nexos capable of extracting very valuable ores. It can extract: It takes more asteroid space and power than conventional Mines but is This is the very latest mining equipment recently introduced by Sci-Tek. Time: 42 Days Power: 3 MW/Day Cost: 26500 Cr ------------------------------ Seismic Penetrator (blueprint) Clicking on this building will access the Colony Summary window about every 50 employees to prevent criminal activities taking a foothold. importantly they also have guns. It is wise to have a Security Centre for discipline employees fine them, and imprison them if necessary. More highly trained security team steps in. They possess the power to standoffs between the management and the workers and this is where the dangerous work. It is inevitable that there will be regular rebellions and forget this and become slack or troubled by the long shifts and hard The Company believes in high pay for hard work but sometimes the employees Time: 24 Days Power: 2 Mw/Day Cost: 4500 Cr --------------- Security Centre All buildings shown with a white square are protected. Screen Generators) select Tactical Mode on the main asteroid view screen. To identify the area of effect of a screen (an asteroid can have several protection. erect a force screen over one or more buildings to offer greater and are easily damaged or destroyed. A screen generator uses power to Most buildings have very little defence against damage from enemy attacks Time: 52 Days Power: 7 MW/Day if on Cost: 20000 Cr ---------------------------- Screen Generator (blueprint) For details see the section on spying. satellites. Satellites are both constructed and launched from these silos. Gathering intelligence about the enemy requires the frequent launch of spy Time: 24 Days Power: none Cost: 5000 Cr -------------- Satellite Silo Clicking on this building will access the Colony Summary window workforce. better protection from enemy attack and subsequently safeguarding your The standard resiblock is now protected by an integral Laser Turret giving Time: 56 Days Power: 5 MW/Day Cost: 8500 Cr ------------------- Protected Resiblock Clicking on this building will access the Colony Summary window employees and is more space efficient. longer to construct than the basic Living quarters but supports 150 employees especially in the way of entertiainment and leisure. It takes This is a more advanced support building, offering more facilities for Time: 48 Days Power: 2 MW/Day Cost: 3000 Cr --------- Resiblock routinely move about the colony and undertake building repairs. to affect repajrs. This building controls a fleet of repair robots that especially during enemy attacks, Normally there are insufficient resources Colony buildings get damaged in the harsh environment of the mining colony Time: 36 days Power: none Cost: 20000 Cr --------------------------- Repair Facility (blueprint) without power if any. Clicking on this building brings up a list of all buildings currently Each one has a capacity of 200 MW of power. least prevent you from being totally out of power for a short while. power generation buildings, perhaps during an enemy attack. They will at good backup in the rarer cases where you may temporarily lose some of your Unused surplus power is channelled into these for later use. They offer a Time: 32 days Power: none Cost: 1500 Cr ----------- Power Store without power if any. Clicking on this building brings up a list of all buildings currently it will use less ores to give a much reduced output of 8MW/day. If there is an ample supply of Asteros it will generate 32 MW/day otherwise every 4 days. adequate supply of Asteros before construction since it uses 1 Asteros unit fusion process to turn it into a daily output of 32 MW. Ensure you have an generation. It extracts Asteros ore direct from the asteroid and uses a large and complicated building to construct but it offers superior power This is the major means of power generation upon your asteroids. It is a Time: 40 days Power: variable Cost: 10000 Cr ---------------------- Powerplant (blueprint) ships around the current asteroid providing it has sufficient power. you would expect. It too automatically tracks and fires upon any enemy warship moves pretty damn fast whereas a turret is rooted to the spot as by some of the larger intergalactic warships. Having sold this however a Photon Turrets power and accurracy is beyond compare and is only rivalled This weapon offers the greatest fire power of the three turret types. The Time: 52 days Power: 5 MW /day Cost: 7500 Cr ------------------------- Photon Turret (blueprint) asteroid providing it has sufficient power. automatically tracks and fires upon any enemy ships around the current This weapon offers greater fire power than the standard Laser Turret. It Time: 30 days Power: 3 MW /day Cost: 5500 Cr ------------------------- Plasma Turret (blueprint) charts to the left. To teleport from the destination to the current asteroid drag the bar charts to the right. To teleport from the current asteroid to the destination drag the bar instantaneously between the asteroids. the means explained earlier in the manual) and Ore will be teleported To teleport ore simply drag the bar charts either left or right (similar to asteroid (The second column of figures). window where you will now see the contents of the stores on the destination After selecting the destination you will be returned to the Ore teleport is owned by you and that contains an Ore Teleporter. click with the left mouse button you must of course select an asteroid that screen where you can move the cross hair over the destination asteroid and so, click on the asteroid button. You will be taken to the Asteroid Field You cannot do anything until you select the destination asteroid. To do asteroid both in bar chart form and numerical form A window appears listing all the ore available in the Stores on this move ore FROM. To teleport some ore, click on the Ore Teleport on the asteroid you want to asteroids. want to move ore between. For best results install one on all your asteroids you must have an ore transporter on both of the asteroids you This is a very effective and swift means of transporting ores between Time: 48 Day Power: 1 MW/Day Cost: 45000 Cr -------------------------- Ore Teleporter (blueprint) operations) the Missile Button (See the section on Missiles for details of both these select which missiles to build. Launching missiles is done by clicking on Clicking on a silo brings up the Missile Construction Window where you of multiple silos is that your launch rate is far greater. you have in storage you cannot launch them without a silo. The advantage missile, a total of 110 missiles. Obviously no matter how many missiles Each asteroid has underground caverns capable of storing 10 of each type of manual. details about Missiles see the appropriate section elsewhere in this All your missiles are constructed and launched from these silos. For full Time: 32 Days Power: none Cost: 4300 Cr ------------ Missile Silo All mined ores are sent directly to Stores Barium Crystalite Selenium Asteros extract: The basic mining drill for extracting the commoner types of ore. It can Time: 32 Days Power: 1 MW/Day Cost: 4000 Cr ---- Mine treatment for low doses of radiation rapidly through the close confinement of a mining colony and can also offer accidents. It is also invaluable in the rare cases when a virus spreads and health and in addition lowers the number of fatalities through mining without at least one Medical Centre. Having one improves employee morale routine and emergency medical care. It is unwise to have a large colony capable of supporting a colony of up to 100 employees, handling both and staff you`d expect to find in a major planetary Hospital. It is This is a state of the art facility incorporating all the medical equipment Time: 30 Days Power: 1 MW/Day Cost: 5000 Cr -------------- Medical Centre Clicking on this building will access the Colony Summary window quick to construct but very susceptible to damage from attack. building is underground and has adequate facilities for about 50. They are The basic support building for employees in the colony. Much of the Time: 32 Days Power: none Cost: 1000 Cr --------------- Living Quarters Clicking on this building will access the Colony Summary window will be stored in the Environmental Stores if you have any. gasses trapped within the asteroid and render them breathable. Surplus air chemical process is used to extract Hydrogen Oxygen and the various Noble environment for up to 500 employees. A revolutionary (and top secret) colony buildings. Each life support module can generate a breathable This building provides vital air and atmospheric control throughout the Time: 48 Days Power: 2 MW/day Cost: 13000 Cr ------------ Life Support asteroid assuming it has sufficient power. will automatically track and fire upon any enemy ship(s) around the current This low powered weapon offers defence against attack by enemy ship(s). It Time: 24 days Power: 2 MW/day Cost: 3400 Cr ------------ Laser Turret Controlling Ships elsewhere in this manual. more of these ships from here. For more information see the section on hangers or orbiting the current asteroid. You may issue orders to one or Clicking on a Landing Pad displays a list of all ships currently in the the rock is at its thinnest. Landing Pads cannot be built too close to the edge of the asteroid where repaired. as this keeps them safe from enemy attack and enables damaged ships to be underground hangers. It is advisable to leave unused ships in the hangers These are the access points for ships to enter and leave the vast Time: 16 days Power: none Cost: 300 Cr ----------- Landing Pad Clicking on this building will access the Colony Summary window. Surplus food will be stored in Environmental Stores should you have any. cost when compared to fresh food has made these units a Company Favourite) of 10 employees could not tell the difference and the drastic reduction in slurry can be moulded into any foodstuff (In tests it was found that 8 out algae fed with concentrated nutrients. It sounds inedible but the basic provides food for up to 400 workers which is grown from a slurry tank of These buildings provide essential food for your employees. Each one Time: 16 days Power: 2 MW/day Cost: 7000 Cr ----------- Hydroponics Clicking on this building will access the Colony Summary window if you have any. within the asteroid. Surplus water will be stored in Environmental Stores process is used to extract water and oxygen from ice crystrals trapped deep plant provides water for up to 500 employees. A very efficiet chemical These buildings provide essential water for your employees. Each hydration Time: 20 days Power: 1 MW/day Cost: 5000 Cr --------------- Hydration Plant Clicking on the Nullifier gives the option of turning the field on or off. Nullifier so regular checks on it`s operational status should be maintained the field will collapse if you have insufficient power to drive the asteroid using Asteroid Engines will be unaffected by the field. Note that the field is active you don`t have to worry about collisions, however any range from moving including the one the Nullifier is built on. As long as generates a gravitational field that stops all asteroids within a certain and those nearby and collisions are a constant danger. The Nullifier It can take considerable time to monitor the movements of your asteroids Time: 52 days Power: 4 MW/day if on Cost: 35000 Cr ----------------------------- Gravity Nullifier (blueprint) Clicking on this building will access the Colony Summary window. control, it would seem prudent to protect it. for colony defence. Bearing in mind the importance of environmental This is an extension to the normal building, with an integral Laser Turret Time: 32 Days Power: 3 MW/Day Cost: 8500 Cr ------------------------------- Protected Environmental Control Clicking on this building will access the Colony Summary window. of your colony. environment commodities to provide an uninterrupted supply in every section water units. It also monitors the usage and production of these use. Each building can store up to 5000 air units, 600 food units and 600 This facility primarily stores surplus environment commodities for later Time: 20 Days Power: none Cost: 3200 Cr --------------------- Environmental Control All mined ores are sent directly to Stores. Dragonium Korellium Bytanium Quazinc valuable Ores. It can extract: This is a sophisticated mining drill for locating and extracting the more Time: 36 Days Power: 2 MW/Day Cost: 5500 Cr -------------- Deep Bore Mine buildings. the heavier radioactive particles protecting the employees inside colony construction of one or more of these Filters which offer a screen against sickness which leads to loss of production. The Company advises the The background radiation on some asteroids is high causing employee Time: 36 Days Power: 3 MW/Day Cost: 8000 Cr --------------------- Decontamination Filter construction are given elsewhere. report of ships currently under construction. Full details on ship Clicking on this building allows you to construct ships or obtain a status issue orders to the hangered ships, click on the Landing Pads. When ships are constructed they are left in the underground hangers. To namely Assault Fighters, Combat Eagle, and Scout Ships. the Landing Pads). you can construct the smaller spacecraft in the yard, This large building extends underground into huge caverns (accessible via Time: 32 Days Power: 2 MW/day Cost: 7500 Cr ----------------- Construction Yard Command Centre. Note: You will be unable to command any fleets without at least one Use this to manage your transporters more effectively. all your Transporter ships whether they are around an asteroid or in space. c) By clicking on the Ship Button you can obtain a list of the location of Space Docks. orbiting Space Dock around the current asteroid. See the section about b) By clicking on the Space Dock button you have the option to construct an before the next Imperial Ore Carrier arrives at your colony. the price is held for. This window also indicates the number of days has been held. The number after the "H" indicates the number of years that the letter "H" will appear after the ore price to indicate that the price number of years for a paticular ore type that it needs badly. In this case will buy your mined ore. Sometimes the Empire will guarantee prices for a a) A window appears listing the prices at which the Imperial Home Worlds upon. These are: asteroids run more smoothly and also offers specific functions when clicked colonies therefore its exact location is unimportant. It makes all your amongst your asteroids. A Command Centre can control any number of This is a very important building and you are advised to have more than one Time: 32 days Power: 3 MW/day Cost: 8000 Cr -------------- Command Centre 250 days. until they reach zero. Thus the CPU cannot sustain a colony after about production of air, water and food (NOT power) will decrease by 1 unit/day phased out when you have your colony up and running. Because of this all The facilities at the CPU will degenerate over time since it is meant to be 50MW of power. 1000 water units 1000 food units 1000 air units In addition it has storage capacity for: 250 units of water per day 250 units of food per day 300 units of air per day 8 MW/day of power Living space for 100 employees provides: you time to construct. Further more specific buildings. To this end it The purpose of the CPU is to establish a minimum survival colony allowing new asteroid provided enough funds are available. Transporter ship will automatically construct one when it arrives at the uninhabited asteroid. (See the section on Colonising New Asteroids). The This building can only be built when beginning a new colony on an Time: 40 days Power: none Cost: 30000 Cr to start a new colony ------------------------ Colony Preservation Unit field that moves the asteroid. asteroid will no longer move. Power is essential to maintain the gravity If the Engines run out of power the speed will drop to zero and the surrounding the asteroid. To alter the direction click on any of the yellow dots in the circle stationary. (decrease). A speed of zero indicates that the asteroid will remain click on the right arrow button (increase) or the left arrow button The current direction and speed of the asteroid is shown. To alter speed When you click on the building a control window appears: speed any time you want the gravitational field of the asteroid enabling it to change direction and This is a phenomenally advanced facility that provides the means to control Time: 64 days Power: 0-5 MW /day depending upon speed Cost: 45000 Cr ---------------------------- Asteroid Engines (blueprint) is low. To improve accuracy build several automatically detect enemy missiles and target them though their accuracy These are your major defence against incoming enemy missiles. They Time: 36 days Power: 3 MW/day Cost: 7000 Cr ---------------------------- Anti-Missile Pod (blueprint) without warning, as manufacturing techniques improve. Note: This data is accurate at the present time but is subject to change purchased from Sci-Tek. These are marked as (Blueprint). in the game. Some are unavailable at the start of the game but can be This section describes each building available and its features and purpose ------------------------------------- ZONE 010 : BUILDING REFERENCE SECTION CLEARANCE BLUE AND ABOVE ONLY. TERRAN APPROVED: 2450 THE FOLLOWING SECTION IS FOR THOSE WITH SECURITY the asteroid fields Good luck! claimed a section of K240 and are ready to begin your mining operations in space 50 light years across. As a Tetracorp franchise holder you have Tetracorp. K240 is one of the Fragmented Sector and occupies a cube of In the year 2380, Sector K240 was made available for colonisation by ---- K240 Nexos. new and phenomenally valuable ores were discovered such as Traxium and of asteroids made it far easier to extract the valuable ores and several is unknown but it proved incredible good fortune for Tetracorp. The fields the star. The cause of this widespread destruction in so many star systems whose planets had been torn apart to produce huge asteroid fields orbiting exploration fleets began to discover an increasing amount of star systems As expansion continued in search of habitable worlds and resources the ---------------------- THE FRAGMENTED SECTORS prices. colonies and full rights to purchase all ore mined at standard Imperial these ore rich asteroids. In return for a degree of control over the equipment and support required to establish one or more mining colonies on Empire (known as the Fragmented Sectors). It would provide all the the asteroid fields being discovered every year on the frontier of the ships. It offered packages to anyone with the ambition to take over one of franchises. Having manufactured superior mining equipment and support By the middle of the 24th century it had cornered the market in mining Industrial World of Barnard Five. successful that by the year 2280 it had grown to own and fill the entire transporting rare ores mined in the depths of space which were so asteroid mining. It began developing new techniques for extracting and Its assets grew and it soon realised the potential of space exploration and manufacturing scout ships and sensory equipment for the Imperial Fleet. Another, larger, Imperial company is Tetracorp. It began in 2221, --------- TETRACORP of Sci-Tek license agreement the Imperial Administrator himself has stepped in favour designs have been stolen. In the few cases where a client has broken the has been found in Sci-Teks license agreement and as a result none of their resources into developing a larger product line. Surpisingly, no loophole plants and concentrate purely on development. They could put all their facilities and this allowed Sci-Tek to phase out their own industrial profits. Other corporations preferred to use their own manufacturing manufacture it themselves. The results were phenomenal as were Sci-Teks rights to the design blueprints for a particular Sci-Tek product and complicated licensing agreement whereby its clients could buy the license cunning and resourceful as their technicians. They devised an incredibly but useful devices and facilities. However its legal departments proved as Within ten years it led the way in the design and manufacture of obscure channel more money towards R&D. corporations bought the devices providing Sci-Tek with enough capital to the gravitational influence of other space objects Countless other Gravity Nuilifier: allowing complete control of an asteroid independent of theory. It's first products were the much acclaimed Asteroid Engines and Sci-Tek was founded in 2309 after decades of research into gravitational linked to the Expansion Policy. One such company was Sci-Tek. companies grew to immense size and profitability especialiy those directly Under the prosperity established by Parillo and later Marcissus many ------- SCI-TEK expected to abdicate in favour of her eldest son at any moment. returned and she is Empress to this day (the year 2380), though she is incidentally very preferential to the Terran Empire, Peace and prosperity the Imperial might and then negotiated treaty with them which was that very year. Her first act was to push back the Tharmaxions with all Lynn Salaria, Marcissus daughter and greatest critic was crowned Empress being deposed as Emporer in 2303. friendly alien minorities in the Empire for his open racism led to his peace negotiations with the aliens. That and the hatred of even the orbiting Beta Hydrae. Marcissus was blamed for his refusal to enter into the heart of the Empire and attacked and destroyed the Industrial Worlds their homeworlds in the Capella Sector. In 2301 they penetrated right to few short years they opened a great gash in the side of the Empire nearest came about in 2294 when the Tharmaxlons declared war on the Empire. In a of inflicting serious damage upon the Imperial Fleet. The Decade of Terror with newly discovered alien races, many of them highly advanced and capable Parillos policies were continued but his xenophobic nature led to many wars Upon his death in 2274 title of Emperor passed to his son Marcissus advances led to Parillo being formally declared Emperor in the year 2253. industry away from population areas and maximised productivity. These and established the Industrial Worlds so called because they concentrated By 2250 he had discovered and opened up many new worlds for colonisation Policy; promising to push out in search of new worlds to ease overcrowding. quickly offered their support for Parillo when he began his Expansion Deneb Markab. Several years of uncertainty followed but most worlds seized by the Commander of the Fleet Parillo, during the 5 year war at the homeworlds (the most densely populated worlds nearest to Earth) was The Empire came into unofficial existence in the year 2215 when command of century. population of alien races discovered during the great expansion in the 23rd inhabited and are home to countless billions of humans and a minor light years in radius with Earth at its centre. Over 1000 worlds have been The Terran Empire governs a vast area of space, a sphere approximately 300 ---------- THE EMPIRE --------------------- ZONE 009 : BACKGROUND WAY TO THE TOILETS. THANKS IN A MINUTE TO SELL YOU ICE-CREAMS AND COFFEE. PLEASE DO NOT OBSTRUCT THE THERE WILL NOW BE A SHORT BREAK IN THE MANUAL. THERE WILL BE SOMEONE ALONG --------- INTERVAL: for the bulk of your mining and ship production whilst they are safe. over and over. If you think this is the case use the undetected asteroids that he does not know about all your asteroids and attacks the same ones One last tip: Watch where the enemy attacks carefully. It is possible Sci-Tek and to add them to your fleet. will allow you to buy the blueprints for the Terminator and Battleship from Dont leave it too long in the game before constructing a Space Dock. This Examine the enemy defences carefully before you attack. enough to keep the enemy at bay whilst you plan something special for them! strikes. Other times regular attacks by small skirmish fleets may be large and strong attack fleets and back them up with regular missile and how they react when they are attacked. Sometimes it is better to build Your attack tactics will also depend upon what you discover about the enemy Protect your colonies with gun turrets and Screen Generators. fleet which can intercept the enemy fleet as soon as it is detected. are constantly plagued by enemy attack fleets maintain a strong defence concentrate on missile strikes build plenty of Anti-Missile Pods. If you of each Alien, maintain a varied defence. If it appears that the enemy Not too many clues here! Until you discover the weaknesses and strengths ----------------- MILITARY STRATEGY each Alien. information you can about him. You may well need different tactics against When you finally discover the enemy start spying at once to gather all the Everything in moderation. fleet. Maybe build a few missiles. Purchase a few devices from Sci-Tek. mining a new asteroid. Build a few ships and put them into a defensive at all costs. As you deplete an asteroids reserves colonise and begin Maintain a balance. Keep all of your colonies growing slowly. Keep mining time when you discover the enemy or they discover you. small fleet and lay down a few defences on your asteroids preparing for the situation should improve It is now worth your while beginning to build a Once you have sold several shipments of ore to the Imperial Ore Carrier the Filters. employees are dying from radiation because you can`t afford any Radiation point in having 20 Mines on an asteroid if they have no power or the the most important buildings first, whilst you have the money. There is no dont invest in unnecessary luxuries from Sci-Tek yet and ensure you build spend it wisely. Dont spread yourself across too many asteroids at once, There is usually a phase where you run severely short of money so try to Stores etc. built) you are in the position to expand that colony too building Mines and asteroid. When the new colony has been established (the CPU has been If you have discovered any send your Transporter ship off to colonise that first. Pick the one with most ore deposits, particulary the rarer ores. about them, you are in a position to decide which asteroid to colonise Once you have discovered a few other asteroids and obtained Ore Reports to Explore. in ores. If your sensors are looking bare send the Scouts out with orders dispatch your new Scouts on a Prospecting mission to see how rich they are If you have already discovered some other asteroids you may wish to take long. get your Ship Construction Yard building a couple of Scouts. They shouldnt is to expand onto other asteroids. You need to build some Scout Ships so Your colony should now be producing ore nicely. Your immediate concern now the Imperial Ore Carrier. too late then to purchase a Gravity Nullifier and wait for its arrival on several of them on a collision course with your main asteroid and it may be you by Tetracorp). Once you begin to discover asteroids you may find investment at this stage (assuming of course one has not been supplied for purchase one or two cheap devices. A Gravity Nullifier is well worth the It is often a good idea to enter into communications with Sci-Tek and any other asteroids yet. the Asteroid Field Screen to see where you are and whether you know about Once your asteroid is a mass of scaffolding take the time to have a look at Dont worry about military defences just yet. producing air, food and water and any other buildings that take your fancy. Centre, Sensor Array, Ship Construction Yard, Landing Pad, buildings for first asteroid. Build Mines, Stores, Power generation buildings, a Command When you begin the game spend about 50% of your money building up your offer some assistance if you have no idea what you should be doing next. not necessarily represent the best way to play K240 they only serve to K240 is an open ended game - there is no one way to win. These notes do GAMEPLAY TIPS ---------------- ZONE 008 : HINTS you remove money from those funds prior to accessing Sci-Tek. money allocated to Construction, Vehicles, Intelligence or Missiles unless section of your Financial Funds (See appropriate secton) You cannot use Note: The money available to you is the funds you have in the Basic Money have purchased. will break the communication link with Sci-Tek and order any blueprints you the displayed blueprint, or CLEAR to change your mind. Clicking on END Use PREV and NEXT to cycle through the catalogue. Click on PURCHASE to buy PREV NEXT PURCHASE CLEAR END of the screen is the command line: On the database screen you are shown one device at a time. At the bottom construction until then. you on the next scheduled Imperial Ore Carrier and are NOT available for blueprints as you desire. All purchased blueprints will be delivered to From the database you can peruse Sci-Teks catalogue and opt to buy as many communication devices. the database may take a few seconds to access even via hi-speed You can access the Sci-Tek database from the Sci-Tek button. In some cases included in the cost presented to you in the game. must however pay a royalty to Sci- Tek for every item you make but this is manufacture as many devices as you like from each blueprint you buy. You their comprehensive licensing agreement you purchase the rights to Sci-Tek is available 24 hours a day for you to purchase blueprints. Under SCI-TEK - THE TECHNOLOGY YOU PREFER This returns you to the game END to disk Any game you were playing will be lost unless you had previously saved it This option allows you to exit K240 altogether and return to the Workbench. DOS This option simply turns sampled speech on and off SPEECH This option simply turns on and off sound effect SOUND FX ON/OFF you were playing. Exits the Alien Database selecting no scenario. You may return to the game END that game unless you had saved it to disk. in the middle of a game that game will be deleted and you cannot return to This enables you to commence play on this scenario. Note that if you were PLAY This accesses the next Alien in the database. NEXT option click on one of the commands: At the bottom of the Database screen is the command line. To select an you play the scenarios in the order of Easy, Medium and Hard. Each Alien is given a difficulty rating and it is strongly recommended that about the Aliens by reading the section of the manual entitled "The Enemy" allen along with some information about them. You can obtain more detail scenarios. You access the Tetracorp Alien Database which presents each Clicking on ALIEN will allow you to load and play any one of the 6 Alien ---------------- LOADING AN ALIEN Follow the on-screen prompts to Save a game. directory as K240. running from Hard Disk the game is saved onto the Hard Disk. In the same pre-formatted disk inserted into the internal drive (DF0:). If the game is is running off of floppy disk, you can only save your game to a Clicking on SAVE allows you to save a game to continue later. If the game --------- SAVE GAME Follow the on screen prompts to Load a game. from Hard Disk the game is loaded from the Hard Disk. game disk inserted into the internal drive (DF0:) If the game is running If the game is running off of floppy disk, the game is loaded from a saved Clicking on LOAD allows you to load and continue a previously saved game. --------- LOAD GAME click on one of the commands: Along the bottom of the screen is the command line. To select an option selecting which scenario to play. Tetracorp screen provides the facilities for loading and saving games and Asteroid View Screen Button Panel (The icon depicting a floppy disk) The This screen is accessed by clicking on the Tetracorp button in the main TETRACORP -------------------------------- ZONE 007 : TETRACORP AND SCI-TEK TETRACORP ONLY. TERRAIN APPROVED 2450 THE FOLLOWING SECTION IS FOR EMPLOYEES OF SCI-TEK AND the Engineering Window. itself, it will of course change every time you select a new building from defined as the last building selected by from the Engineering Window You can in fact have a tenth programmed building because key 0 is alwavs buildings 1-9. Screen. Each click on the Blue Button will select one of the programmed the Blue Button situated under the building icon on the Asteroid View As well as selecting a programmed building using the kevs 1-9 you can use be remembered if you save the game. It is well worth taking time to define the keys 1-9. Your definitions will 1-9 by the same method. left and that building is now programmed. You can redefine a number key Engineering Window and press the key 1-9. The number will appear at top To program any building to a key 1-9 simply locate the building in the definitions of the keys 1-9. top left of some buildings eg the Living Quarters. These are the default In the Engineering Window you may have noticed numbers in brackets at the press 1-9 instead of accessing the Engineering Window. to 9 to specific buildings then to select one of those buildings you just choosing them all from the Engineering Window. You can program the keys 1 building when you colonise a new asteroid, and that it takes a long time You may discover that there is a subset of buildings that you are always --------------- Select Building quickly. With several function keys defined you can browse through asteroids very Orange - uninhabited asteroid Red - asteroid owned by enemy Green - asteroid owned by you The listing is colour coded; now defined. You can redefine it at any stage by the same method. Then click on any asteroid with the left mouse button. The function key is To define a function key click on the line in the listing from F1 to F10. screen you were previously on. take you to the Asteroid View Screen. For that asteroid from whatever to any of the function keys. Then simply pressing that function key will definitions of the 10 function keys F1 to F1O. You can define an asteroid When you click on the QuickView button you are given a listing of the between them frequently. enemy asteroids as well it can be very time consuming if you are switching If you are managing several asteroids and maybe know about a couple of --------- QuickView Left and Right Arrows - Rotate the asteroid left or right 90 degrees SPACE Toggles between normal and Tactical mode on the Asteroid View Screen S - Toggles between Normal (hand) mode and Ship Selection (arrow) Mode D - Toggles Demolish Mode on and off ------------------- Keyboard Short-cuts speed up play. Once you are familiar with the game you may wish to use these techniques to ---------------------- TIME SAVlNG TECHNIQUES Your customised screen will be remembered if you save the game. in the same way as you extracted the button. You can delete an extracted button from the screen by clicking and holding to access. now available at any time without you having to remember which Button Panel It is well worth the time to extract your often used buttons since they are the bottom. No button may be duplicated. There is space for 6 buttons up the right side of the screen and 8 along carried out. screen at the right or bottom edge. Notice that the button function is NOT button and keep the button held down until the button appears in the main (except the Exit button). Click the left mouse button over the chosen When any Button Panel is active you can pull out or extract any button Screen or any other screens. customise the Asteroid View Screen and Orbit Screen NOT the Asteroid Field making available all the buttons you commonly use. Note you can only the time. You can avoid this by customising the Asteroid View Screen Most likely you are finding it annoying accessing nested Button Panels all ----------------- BUTTON EXTRACTION Asteroid Tracker Device from Sci-Tek Other options are available. In this Button Panel when you purchase the Exit the Button Panel EXIT option off to avoid cluttering the Asteroid Field Screen are confident of your ability to manage your asteroids you can turn this Toggles the PAFW display on and off on the Asteroid Field Screen. If you PAFW PAFW EXIT ---------------------------- Display Options Button Panel Exit the Button Panel EXIT Enables control of the current asteroids Asteroid Engines. If it has any. ENGINES Access the Asteroid View Screen for the current asteroid. ASTEROID Access the Fleet Control Window FLEET will dim to protect your monitor from bright colours. leave the game paused for more than a couple of minutes then the screen Pause the game. To unpause the game click either mouse button. If you PAUSE Access the Missile Launch Window MISSILE progressing. See the appropriate section. you accessing the Asteroid View Screen to look at how a colonys are managing several asteroids simultaneously. Using this option can save elements at the colony on the current Asteroid and is very useful when you Access the Colony Summary Window. This provides a summary on the important SUMMARY QuickView is described in the section about Time Saving Techniques. Enables you to program and use the QuickView method at viewing asteroids QUICKVIEW information you want to appear on the Asteroid Field Screen (see below) Access the Display Options Button Panel. This enables you to select which DISPLAY ASTEROID ENGINES EXIT MISSILE PAUSE FLEET DISPLAY QUICKVIEW SUMMARY --------------------------- Asteroid Field Button Panel Exit the Button Panel EXIT described in the Tutorial. Toggles between normal and tactical mode on the asteroid. Tactical mode is TACTICAL Access the Asteroid Field Screen FIELD Asteroid View Screen. ships that are there. Clicking on this button again will return you to the This button switches to the Orbit Screen so you can view and select any Asteroid View Screen. orbit. The Space Dock is always on the Orbit Screen and never on the the larger ships cannot approach the asteroid too closely so they remain in The Orbit Screen represents an area of space above your asteroid. Many of Switch to the Orbit Screen ORBIT Rotates asteroid right 90 degrees RIGHT Rotates asteroid left 90 degrees LEFT TACTICAL EXIT ORBIT FIELD LEFT RIGHT ----------------------------- Asteroid Control Button Panel Exit the Button Panel EXIT Access the Missile Launch Window MISSILE Toggle between Normal (hand) and Ship Selection Mode white arrow) SHIP Access the Fleet Control Window FLEET MISSILE EXIT FLEET SHIP --------------------- Military Button Panel Exit the Button Panel EXIT Obtain a listing of all the blueprints you have bought from Sci-Tek BLUEPRINTS the Sci-Tek catalogue Access the Communications Screen which allows you to purchase devices from SCI-TEK Obtain an ore deposit report for the current asteroid GEOLOGY Access the Financial Funds Window FUNDS Access the Spying Control Window SPYING BLUEPRINTS EXIT GEOLOGY SCI-TEK SPYING FUNDS ------------------------ Information Button Panel Exit the Button Panel EXIT will dim to protect your monitor from bright colours. leave the game paused for more than a couple of minutes then the screen Pause the game. To unpause the game click either mouse button. If you PAUSE Access the Engineering Window that allows you to select a building BUILDING Toggle Demolish Mode on or off DEMOLISH Access the Asteroid Field Screen FIELD Access the Asteroid Control Button Panel (see below) ASTEROID Takes you to the Military Button Panel (see below) MILITARY Takes you to the Information Button Panel (see below) INFO loading and saving games etc Access the Tetracorp Control Screen providing options for changing scenario TETRACORP BUILDING PAUSE EXIT ASTEROID FIELD DEMOLISH TETRACORP INFO MILITARY --------------------------------- Asteroid View Screen Button Panel Button Extraction technique explained later. when you don`t know what Button Panel it is on. Better still use the This section summarises the major button panels. Use it to locate a button screen are inactive until you exit the Button Panel. only select buttons from the Button Panel - any buttons elsewhere on the of the buttons by clicking on them using the left mouse button. You can Whilst the Button Panel is in view the game is paused. You can select any will appear. right mouse button. A Button Pane appropriate to the screen you are on When the game is playing you can bring up a Button Panel by clicking on the ---------------------------------- ZONE 006 : BUTTON SELECTION PANELS EXIT: Returns you to the space battle PAUSE: Have we really got to explain this? ASTEROID: Returns you to the Asteroid Field Screen RETREAT: Enables you to force your fleet to retreat immediately PAUSE EXIT RETREAT ASTEROID available by clicking with the right mouse button anywhere on the screen. battle. You cannot examine your fleet listing but there are some buttons On the Space Combat Screen you can view yours and the enemys fleet in can watch the combat by clicking on the flashing icons. or retreats. The fleet icons on the Asteroid Field Screen will flash. You engage in combat. The battle will continue until either side is destroyed When two fleets meet in space they will pause in their initial orders and ------------------- SPACE COMBAT SCREEN destroyed. With 0%, the fleet will retreat as soon as a single ship in the fleet is successful or all the ships in the fleet are destroyed. With 100% the fleet will never retreat. It will fight until it is the figure by 10% or the right mouse button to increase it by 10%. right of the Fleet Control Window. Click the left mouse button to decrease To alter the retreat threshold simply click over the figure at the top will abandon its attack and return to a friendly asteroid. the amount of the original fleet which can be destroyed before the fleet Each fleet has a retreat threshold which is normally 100%. This reflects ------------------ RETREAT THRESHOLDS otherwise or it is destroyed. continue to intercept all approaching enemy fleets until you instruct it enemy it will return to the asteroid and go back to Sentry Mode. It will Intercept the enemy fleet (as above). If it is successful in defeating the the current asteroid the fleet will enter Intercept Fleet Mode and go to your asterold sensors. As soon as an enemy fleet is detected heading for asteroid as if nothing has happened but they are in constant contact with MODE button and then EXIT. Your ships will continue patrolling your This is used to guard one of your asteroids. Simply click on the SENTRY Sentry Mode See the Space Combat Screen section for further details can elect to watch the battle by clicking on the flashing fleet markers. (yours and the enemies) flashing to indicate that they are in battle. You retreats. On the Asteroid Field Screen you will see the fleet markers The two fleets will automatically fight until one is destroyed or one When your fleet arrives at the enemy fleet it will engage it in combat. Your fleet will use hostile movement so it will move slower than normal. marker. from the Asteroid Field Screen where the fleet appears as a numbered depart from the asteroid and then you can monitor the progress of the fleet Click on Exit and the fleet will carry out the order. The ships will selected has been entered at the top of the window as well as a summary of the order left mouse button. In the Fleet Control Window notice that the Destination Asteroid Field Screen where you can select the destination fleet with the Click on the INTERCEPT FLEET tactic button. You will be taken to the it can do damage to your asteroid. purpose of this is to attempt to destroy or weaken the enemy fleet before This is used to send your fleet to attack an approaching enemy fleet. The Intercept Enemy Fleet enemy. worry about them, though it is fun to watch your fleets devastate the attack Is automated you can dispatch several attack fleets and not have to buildings depending upon the hardpoint weapons at their disposal Since the enter an attack pattern. Ships will either attack enemy ships or enemy When the fleet arrives at the destination asteroid it will automatically always be prepared for an enemy attack as it nears its destination. A fleet using hostile movement moves slower than normal since it must marker. from the Asteroid Field Screen where the fleet appears as a numbered depart from the asteroid and then you can monitor the progress of the fleet Click on Exit and the fleet will carry out the order. The ships will of the order selected. Destination has been entered at the top of the window as well as a summary the left mouse button in the Fleet Control Window notice that the Asteroid Field Screen where you can select the destination asteroid with Click on the ATTACK ASTEROID tactic button. You will be taken to the of attacking it upon arrival. This is used to move an entire fleet to an enemy asteroid with the intent Attack Asteroid (Hostile Move) whilst it is in transit. attack mode since it does not have to consider the possibility of an attack A fleet using a non-hostile movement can move at a faster rate than one in marker. from the Asteroid Field Screen where the fleet appears as a numbered depart from the asteroid and then you can monitor the progress of the fleet Click on Exit and the fleet will carry out the order. The ships will selected. been entered at the top of the window as well as a summary of the order mouse button. In the Fleet Control Window notice that the Destination has Field Screen where you can select the destination asteroid with the left Click on the MOVE FLEET tactic button. You will be taken to the Asteroid asteroid NOT an enemy asteroid. this order to move a fleet to one of your asteroids or to an uninhabited This is used to move an entire fleet to another asteroid. You can only use Move Fleet (Non-Hostile Move) large buttons on the fleet Control Screen There are four orders or tactics that you can give a fleet. These are the ------------- FLEET TACTICS the current asteroid waiting for further orders. will disappear from the Fleet Listing Window and enter Patrol Mode about Then click on LEAVE and the highlighted ships will leave the fleet. They all the highlighted ships by clicking on ABORT. Clicking on a highlighted ship will de-select it. You can also de-select be highlighted in a different colour to show they have been selected. by clicking on those ships in the Fleet Listing Window. Their names will First you must select which ship(s) you want to leave the fleet. Do this b) Use the LEAVE button in the fleet Control Window: The ship will automatically leave the fleet to obey those orders. a) Simply issue new orders to the ship from the Spacecraft Control Window. it is in space between asteroids. ship can only leave a fleet when the fleet is orbiting an asteroid not when There are two ways to force ships to leave a fleet, but remember that a --------------- LEAVING A FLEET the ships in the fleet. button. This is useful if you forget the hardpoint assignments of any of clicking on the ship in the Fleet Listing Window with the right mouse You can obtain more detailed information on any ship in the fleet by numbers appear in the top right of the window. flick between the various pages of the listing. The current and total page If the Fleet Listing fills its window then you can use the PAGE button to the asteroid until you issue an order to the fleet. the Fleet Listing Window. These ships will switch to Patrol Mode orbiting ships you have selected These will be added to the fleet and will appear in The EXIT button will return you to the Fleet Control Window remembering the The ABORT button will de-select all selected ships. have selected. mouse button. The numbers at the right remind you of how many ships you blobs. You can quickly select more than one of a ship by holding down the Selected ships are shown by green blobs and non-selected ships by red ship. Click right to select one ship or left to de-select one ship. To select one or more ships click the mouse button over the name of the button. to do that you must use the Spacecraft Control Window and the JOIN FLEET this fleet. You cannot use this method to add hangered ships to the fleet: members of another fleet. All these ships are available to be added to ships in orbit around the current asteroid but ONLY ships not currently display will switch to the Ship Inventory Window. This details all the To create a fleet or add ships to an existing fleet click on JOIN. The fleet and their current armour points. If it does exist, there will be a listing of all the ships in the current If the Fleet Listing Window is empty then this fleet does not yet exist. and NEXT buttons. The fleet number in the top right will alter. to create a new one, select the fleet number 1-8 by clicking on the PREV You can control up to 8 fleets. To obtain the details about any fleet or b) Clicking on one of your fleet markers on the Asteroid Field Screen a) Clicking on the Fleet button You can obtain the Fleet Control Window by one of 2 means: -------------------- FLEET CONTROL WINDOW you will usually use method a). method b). If you later want to add one or two ships to an existing fleet In general it you are making a fleet for the first time it is best to use b) Use the JOIN SHIPS button from the Fleet Control Window described below appropriate section a) Use the JOIN FLEET option from the Spacecraft Control Window. See the There are two ways to group ships into a fleet: --------------- JOINING A FLEET prospecting. using individual ship control such as colonisation, exploring or it to perform more specialised duties. Certain orders can only be done However you can always remove a ship from a fleet at any time if you want There are only 4 orders you can give a fleet though they are powerful. The disadvantages are that you have less control over individual ships. enemy fleet, that can only be done using fleets. doing. There are also some functions such as intercepting an approaching type so that you know where ships are and what they are supposed to be on just a couple of buttons. It is also easier to group ships by their The advantages are that you can dispatch an entire battle fleet by clicking opposed to controlling each ship individually. asteroids. There are advantages and disadvantages to using fleets as Once joined together as a fleet ships can be easily ordered to move between A convenient method of controlling ships is to place them into fleets. ----------------- ZONE 005 : FLEETS to the same enemy asteroid to provide a backup. information too regularly. Better still dispatch more than one satellite request specific information from the Spy Screen so don`t ask for spy chance is. The satellite can also betray its presence each time you them. The longer a satellite orbits an enemy asteroid the greater this It is inevitable that the enemy will detect our satellites and destrov --------------------- LOSING SPY SATELLITES or incomplete spy report. accepts no responsibility for the loss and damage caused by an inaccurate Remember that spying information can occasionally be in error. Tetracorp strike you can determine where those missiles are headed. If you have been warned that this asteroid has recently launched a missile ----------------------------- Destination of Missile Strike valuable information allowing you to prepare a welcoming surprise! you can determine where that fleet is headed. Clearly this is very If you have been warned that this asteroid has recently deployed a fleet ----------------------------- Destination of Deployed Fleet of ships and number of Battleships in the fleet. you can obtain an estimation of its size. The report indicates the number If you have been warned that this asteroid has recently deployed a fleet ------------------------- Make Up of Deployed Fleet Missile Silos etc) and power generating buildings. Shield Generators or Anti Missile Pods) offensive buildings (Turrets There are categories for general buildings, defensive buildings (maybe This provides an indication of the buildings observable on the asteroid. ------------------ Building Inventory asteroids we need not defend since the enemy are unaware of their presence. give a valuable insight into where they are likely to attack or what This gives a list of our asteroids that are known to the enemy. It can ---------------------------- Our Asteroids Known to Enemy indicate that they occupy asteroids that we have not yet discovered. This estimates the number of asteroids occupied by the enemy and may ------------------------- Number of Enemy Asteroids warheads of whose purpose we have no idea at this stage. power) of the warheads. A fourth category marked "Other" indicates not given. There are three categories estimating the yield (destructive Since their technology differs from ours the exact types of warheads are This estimates the number of warheads stacked in their underground silos. ----------------- Missile Inventory This estimates the population on the asteroid ---------- Population annually. peace of mind interrogate your spy satelites on a regular basis, perhaps careful to encode their transmissions and conceal their true plans. For remember that the information is not always accurate, since the enemy are you like at no furthur cost. The categories are described below, but remain in the Spying Screen, you can call up these reports as many times as appropriate cost will be deducted and a report will be issued. Whilst you To obtain information, simply click on the chosen category. The Screen. sufficient money to the Intelligence Fund before entering the Spying available (The Intelligence Fund). Always ensure you have allocated obtaining that information. At the top of the screen is the money you have There are 8 categories of information listed on the screen and the cost of selecting the asteroid you gain access to the main Spying Screen. You must select an asteroid which has an orbiting spy satellite. After Asteroid Field Screen and asked to select the asteroid that interests you. the SPY button from the Asteroid View Screen. You are taken to the immediate information about the asteroid it is orbiting. To do so click on At any time you can interrogate any of your spy satellites and obtain ------------------------------- SPY REPORTS FROM SPY SATELLITES your spy satellites! fail to detect a missile launch or fleet departure. Do not over rely upon Warning: The spy satellite is not infallible. On rare occasions it will warning will disappear after a short while red box) surrounds the asteroid from which the launch was detected. This enemy asteroids has launched the attack. A flashing launch indicator (a Once you recieve a Launch Detect Warning you may need to know which of the The other visual indication is on the Asteroid Field Screen. detect the threat. a satellite can warn you of approaching danger long before your sensors the usual warning when the fleet or missiles enter your sensor range. Thus receive a Launch warning and then a short while later you will also receive enemy asteroid is not inside your sensor range. In this case you will the addition of the word Launch. You will receive this warning even if the missile or fleet warning icons appear in the bottom left corner but with This warning takes two forms. On the Asteroid View Screen you will see the will do a similar thing the moment it detects a Fleet leaving orbit. on the asteroid it will immediately issue a missile Launch Detection. It the range of your sensors. If the satellite detects missiles leaving silos are only aware of the presence of enemy missiles and fleets when they enter A satellite provides you with warnings of an enemy attack. Normallv you operating normally. you will see a small blue animation indicating that the satellite is immediately begins to monitor the asteroid. On the Asteroid Field Screen Once a spy satellite arrives at its destination it shields itself and ---------------------------------- SENSOR REPORTS FROM SPY SATELLITES launch mechanism must be reset. launch another satellite from the same silo for several days since the the satellite leave the silo and head for the enemy asteroid. You cannot To launch the satellite simply click on the LAUNCH button you will observe to the same asteroid without having to select the target again. destination asteroid is destroyed. Thus you can launch further satellites remembered by the Satellite Silo until either you change it or the asteroid by clicking on it with the left mouse button. This target will be will be taken to the Asteroid Field Screen where you can select an enemy First you must select its destination. Click on the TARGET button. You that you have a satellite available for launch. To launch a satellite click on the Satellite Silo and check that it reports ------------------------- LAUNCHING A SPY SATELLITE actually need them. launch. It is recommended that you construct several satellites before you Completed satellites are sent to the main asteroid hangers and are ready to line will inform you of any problems with construction. sufficient funds to that grant via the Financial Funds Window. A status money is taken from the Intelligence Grant so ensure you have allocated construct the complicated shielding equipment needed by the satellite. The Barium Ore. You also require a Weapons Factory on the same asteroid to At the present time each satellite costs 10,000 Cr and requires 2 units of by clicking on ABORT. satellite to be constructed. You may cancel these requests for satellites To construct a new satellite click on BUILD. Each click will order a new BUILD ABORT LAUNCH TARGET EXIT currently in the asteroid hangers and the number under construction. the Satellite Construction Window. You are told the number of satelites When you click on the Satellite Silo with the left mouse button you enter build a Satellite Silo on one or more of your asteroids. You may have as many satellites as you wish. To construct one you need to ---------------------------- CONSTRUCTING A SPY SATELLITE can watch the battle take place! Screen is when you have ships or fleets currently attacking it. Then you The only other time you can watch an enemy asteroid from the Asteroid View its function. extremely useful. If you click on an enemy building you can get an idea of building, what ships are in orbit etc. This information is free and colony yourself, to see what buildings they have, how quickly they are allows you to use the Asteroid View Screen and actually watch the enemy transmits back video information about the surface of the asteroid. This Once you have a Spy Satellite orbiting an enemy asteroid, it continually c) They allow you to examine the enemy asteroid b) They provide warnings of enemy fleet and missile movements a) They offer more detailed information Ships for spying: There are three major reasons for using Spy Satellites rather than Scout ------------------------- THE USE OF SPY SATELLITES estimation only. aware that due to the brevity of the Scouts mission, this information is an of a similar size since exact ship details vary from alien to alien). Be and in particular the number of Transporter ships and Battleships (or ships (not what types), the number of ships observed in orbit around the asteroid The report simply indicates the number of buildings on the enemy asteroid asteroid to issue a report. much information as it can without being detected and return to your The scout will head for the chosen asteroid. Once there it will gather as has been entered into the orders window. mouse button. Back at the Spacecraft Control Window notice that your order the known asteroids shown. Click on the asteroid of interest with the left Control Window. You will be taken to the Asteroid Field Screen with all Once you have an available Scout click on the SPY button in the Spacecraft This is the easiest approach to spying but the information gained is limited. ------------------- USING SCOUTS TO SPY b) A Spy Satellite a) A Scout Spying Mission There are two approaches to gathering information: dot). asteroid colonies (It will be marked on the Asteroid Field Screen by a red There is nothing you can learn until you discover at least one of their to predict their moves and could well give you an edge over them in combat. efforts. Obtaining data about the aliens on a regular basis will allow you information with more specific details discovered by your own spying During your exploration of sector K240 you will need to supplement this their expansion and military tactics. little about the physical make up of alien colonies and even less about and assumed from long distance sensors and spy satellites. We know very information about the known alien races, much of this data is interpreted Though the Empire and Tetracorp have extensive databases containing ----------------- ZONE 004 : SPYING you see. For transporting things. but the Transporter would simply ignore that order. They`re Transporters selected a Scout and a Transporter, you could order the Scout to explore Note also that some orders are unavailable to certain ships eg if you couldn't direct them to different sectors. ordered 7 scouts to explore, they would all head for the same sector you cannot however give them different parameters to the order: so if you ships and tell them all to land in the hangers or go to an asteroid. You issue the same orders to several ships at once. You could select several A distinct advantage of using the Ship inventory Screen is that you can the hangers via a Landing Pad before carrying out those orders. You can now issue any order to the ships and they will automatically leave Window and issue orders to the ships as described earlier in this section. Clicking on the SHIP button enables to you to access the Spacecraft Control The Exit button will exit the window performing no action on the ships. The ABORT button will deselect all selected ships. have selected. mouse button. The numbers at the right remind you of how many ships you blocks. You can quickly select more than one of a ship by holding down the Selected ships are shown by green blocks, and non selected ships by red ship. Click right to select one ship or left to deselect one ship. To select one or more ships click the mouse button over the name of the All these ships are available for control. underground hangers, but ONLY ships not currently members of another fleet. This details all the ships in orbit around the current asteroid and in the whilst in Normal Hand Mode. This brings up the Ship Inventory Window. by clicking on the ship graphic. Instead you must click on the Landing Pad When ships are in the underground hanger you obviously can`t control them -------------------------- CONTROLLING HANGERED SHIPS further details. the Spacecraft Construction Window. See the section on Space Docks for No orders are available to the Space Dock. Clicking upon it will initiate Space Dock GO TO AST JOIN FLEET ABORT EXIT detailed above: This has only the following orders available to it all of which are Fleet Battleship details. See the section on Ore Transportation in the Mining section for further Stores on the current asteroid enables you to move ore between the cargo bays on the Transporter and the Clicking on this button brings up the Ore Transportation Window, and LOAD/UNLOAD ORE: orbit around, simply click on COLONISE. If you want to start a colony on the asteroid the Transporter is already in EXIT. select an asteroid. (See instructions above). Then click on COLONISE and To give the required orders to the transporter first click on GO TO AST and the section on Colonisation for further details. complete you may begin to build up your colony to your requirements. See will begin construction of a Colony Preservation Unit. Once this is On Financial Funds). Upon arrival at the chosen asteroid the Transport 30000 Cr which must be available in the Free Money Grant. (See the section dispatch a Transporter to begin the new colony. Starting a colony costs When you have located an asteroid that you wish to colonise you must COLONISE: b) Transporting ore between colony asteroids a) Starting a colony on a new asteroid The Transporter is primarily used for two functions: The two new options available are COLONISE and LOAD/UNLOAD ORE COLONISE LOAD ORE GO TO AST JOIN FLEET ABORT EXIT Transporter can neither LAND nor LAND HANGER. These ships have the same orders as the Assault Fighter except that they Destructor & Terminator not. has found. You can then decide whether the asteroid is worth colonising or then return. Upon its return it will issue a report of the ore deposits it The scout will travel to the chosen asteroid land take mining samples and Window notice that your order has been entered into the orders window. mouse button on the destination asteroid. Back at the Spacecraft Control where all known asteroids will be displayed. Simply click with the left When you click on the button you will be taken to the Asteroid Field Screen are available for mining. Use this option frequently. It is vital that you prospect new asteroids to discover what ore deposits PROSPECT: Asteroid Field Screen and you will receive a bonus payment. asteroid to report its findings. The asteroid will become visible on the while. As soon as it discovers one it will return to the departure The scout will head for the chosen sector looking for asteroids all the entered into the orders window. Back at the Spacecraft Control Window, notice that your order has been Simply click with the left mouse button on the sector you wish to head for. with all the known asteroids shown. Space is divided into 40 sectors. When you click on the button vou will be taken to the Asteroid Field Screen Use this option. need to send out one or more scouts to discover new asteroids to colonise. Initially your knowledge of the asteroid field is very limited and you will EXPLORE: the section on Spying. Scout to gather very basic information about them. For full details see Once you know the location of one or more enemy colonies, you can use the SPY: are there. asteroids and then to prospect these asteroids to report what ore deposits The primary purpose of the Scout Ship is to explore space looking for new PROSPECT EXPLORE SPY and three new ones: This ship has all the orders available to the Assault Ship and Combat Eagle Scout Ship to cancel all orders and cause the ship to stop in space. must ABORT current orders first). You can also use ABORT followed by EXIT Use this to erase any current orders ready for you to enter new ones, (You ABORT: programmed if any. Use this to exit the Control Window and initiate the orders you have EXIT: notice that your order has been entered into the orders window. button on the destination asteroid. Back at the Spacecraft Control Window with all the known asteroids shown. Simply click with the left mouse When you click on the button you will be taken to the Asteroid Field Screen later) but there are times when you need or want to send a single ship. friendly or otherwise. It is often easier to send ships in Fleets (see This order allows you to send on individual ship to another asteroid GO TO ASTEROID: automatically leave the fleet and carry out the new orders. the Spacecraft Control Window and give it new orders. It will either use the LEAVE option from the Fleet Control Window or simply access Control Window (see appropriate section). To remove a ship from a fleet Note: Once a ship is in a fleet it can only be controlled via the Fleet travel to join the fleet wherever it is. space between asteroids the ship will automatically leave the asteroid and c) If the fleet is at a different asteroid to the ship, or travelling in and then join the fleet. the underground hanger it will launch from the hangers via a Landing Pad b) If the flett is in orbit around the current asteroid and the ships in will immediately join the fleet and go into Patrol Mode. a) If the fleet and ship are in orbit around the same asteroid the ship the fleet: The ship will do one of 3 things depending upon its position relative to another fleet simply click successively on the JOIN FLEET button. the order "JOIN FLEET 1" appears in the order window To assign the ship to see the later section on Controlling Fleets. When you click on the button This order is used to assign the ship to one of the 8 fleets. For details JOIN FLEET: attack. between the Asteroid View Screen and the Orbit Screen ready for any enemy The ship will enter the standard patrol mode. It will repeatedly fly PATROL: attack Damaged ships are repaired whilst they are in the hangers. main advantage at hangering ships is to get them to safety during an enemy Controlling Hangered Ships for how to gain access to the ship again. The ship into the underground hangers safly storing the ship. See the section and land there. Once on the Pad the elelator will automaticaily lower the Similar to LAND except that the ship will locate one of your Landing Pads LAND HANGER: square on the asteroid and land on it. The simplest order. This simply causes the ship to locate a random vacant LAND: Land Land Hanger Patrol Join Fleet Go To Asteroid Exit Abort These ships have the same orders. Assault Fighter & Combat Eagle individually. Each ship has different orders available to it so we`ll examine each ship they complete their orders, waiting for you to issue new ones. two orders to carry out at a time. Most ships revert to Patrol Mode when Orders are given by clicking on the buttons. You can give each ship one or belong to a fleet. you which fleet (1 to 8) this ship may belong to, or zero if it doesnt yet the contents of its hardpoints and remaining armour points. It also tells The ship details remind you what the capabilities of this ship are, such as When you click on a ship the Spacecraft Control Window appears: Both toggle between Normal Hand Mode and Spacecraft Selection Mode. b) Press the "S" key. a) Click on the Ship button normal hand. There are 2 ways to get into Spacecraft Selection Mode: Selection Mode. This is where the mouse pointer is a white arrow, NOT the To issue orders to a ship you must click on the ship whilst in Spacecraft Controlling Fleets is dealt with later. Ships can be controlled individually or as a group known as a fleet. ---------------------- CONTROLLING SPACECRAFT you can proceed as described above. and click on the Space Dock. The Ship Construction Window will appear and To construct one of the larger ships simply go to the Asteroid Orbit Screen ------------------ Using a Space Dock ready for use. To obtain a status report click on the scaffolding. built. Eventually this scaffolding will clear and your Space Dock will be the Asteroid Orbit Screen you will see scaffolding appear in space as it is Use the method described above to construct the Space Dock. If you go to much ore and money is required! Ship Construction screen and the details of the Space Dock. Notice how then on the Space Dock Button that appears. You are presented with the have a Command Centre on the asteroid. Click on the Command Centre and Each asteroid can only support one Space Dock. To construct one you must Constructing a Space Dock also an effective defence against attack by enemy ships. Since the Space Dock has 4 hardpoints and a large amount of armour it is A Space Dock is necessary if you want to construct the larger spacecraft. ----------- SPACE DOCKS as constructed by the Space Dock remain in orbit awaiting your commands. the asteroid Hangers (see the section on Controlling Ships). Larger ships As each ship is completed it will be stored. Smaller ships are stored in After Construction You may clear everything at any time by clicking on ABORT. Weapons Factory. will begin provided you have enough money and ore, and that you have a want to build, using the BUILD button. Then click on EXIT and construction When you are satisfied with your ship remember to select the number you blank if you are really short of money! Do this for every hardpoint on the ship, though you may leave hardpoints hardpoint empty. Click again to install the new weapon. already occupied hardpoint. The old weapon will disappear leaving the instead, select another weapon from the bottom icons and click over the To remove the weapon simply click on it again. To install another weapon the red boxes on the ship blueprint. The weapon is now installed. the ship's hardpoints by clicking with the left mouse button over one of selected. Its name and cost will be shown. You can install this in one of Click on one of the weapon icons with the left mouse button and it will be many are blank until they are purchased from Sci-Tek. available by clicking on the NEXT button. There are two sets of 8, but the bottom left window are up to 8 available weapon icons. More are To Install a weapon into a hardpoint you must first select the weapon. In Weapon Installation Details on each hardpoint weapon are given in the technical section. strategies. You must decide the contents of each hardpoint depending upon your own so the ship can attack an asteroid OR a ship. were attacked by enemy ships it may be wise to have a couple of each type Since a ship with all anti asteroid weapons could not defend itself if if as part of a fleet intercepting enemy fleets (see later) 4) A Terminator with all hardpoints installed with anti ship weapons to use maximise an attack against an enemy asteroid 3) A Terminator with all hardpoints installed with anti asteroid weapons to 2) An Eagle with 1 shield weapon and 1 attack weapon for defensive purposes 1) An Eagle with 2 attack weapons for use as an attack ship Here are a few suggestions: c) Defence. b) Weapon for use against an enemy ship a) Weapon for use against an enemy asteroid categories: custom ships for specific purposes. Hardpoint weapons fall into 3 available weapons/ defenses. This flexible system allows you to produce Each ship has a number of hardpoints into which you can install any of the Hardpoints give the total cost for each ship and for the whole production. The Cost is the basic Hull cost + the total hardpoint cost (in brackets) to The Ore Needed is also displayed. indicated here. The Build Times, both for individual ships and for the whole group are hardpoints have been installed in the ship (see below). hull. The second figure (in brackets) is the total armour if any defence There are two Armour Figures. The first is the basic armour of the ships number. currently selected for construction. Click on BUILD to Increase this The number in brackets after the ships name equals the number of ships in the technical section but a few require explanation. Most of the ship details are repeated in the Spacecraft descriptions given the ships available to you. Click on LEFT or RIGHT or use the left and right arrows to cycle through the Space Dock. This appears when you click on a vacant Spacecraft Construction Yard or on Spacecraft Construction Window time or 6 if you have purchased the Construction Droids from Sci-Tek. type of ship at the same time. Each Yard can construct up to 3 ships at a that type) but if you have another Yard then it can be building a different Each Yard can only construct one type of ship at a time (but up to 6 of not catered for. progress report. This report will state if any of the above factors are on the Yard. Instead of the options to build ships, you will be given a check the status of the Yard that is currently building ships by clicking Ship construction will pause if all these things are not present. You can Appropriate ore in Stores on the current asteroid. Money allocated into the Vehicles Fund (See Financial Funds) A Weapons Factory on the current asteroid the 3 smaller ship types. Before you do so, you must have the following: Once you have built one or more Construction Yards, you can begin building Spacecraft Construction Yard Space Dock Constructing Larger Spacecraft 4 Fleet Battleship Combat 6 Transporter Colonisation/Ore Transporting 2 Terminator Combat 4 Destructor Combat 3 NAME USE HARDPOINTS These ships can only be built using a Space Dock: (see Space Docks) Scout Ship Exploration/Prospecting/Spying 1 Combat Eagle Combat 2 Assault Fighter Combat 1 NAME USE HARDPOINTS These ships can only be built using a Spacecraft Construction Yard: technical supplement. greater details about each ship, see the Spacecraft descriptions in the There are 8 types of ship and each has its uses as summarised here. For reason or another. This section describes how to do so. You will not get very far in the game without constructing a ship for one ---------------------------------- ZONE 003 : SPACECRAFT CONSTRUCTION Stores using the left mouse button. above) except that ore is transferred from the Transporter to the asteroid The procedure for Unloading ore is identical for that of Loading ore (see ---------- Unload Ore Transporter to another asteroid See the section on Controlling Spacecraft for details of how to send the ---------------- Move Transporter Ores marked as green 1 unit at a time. Ores marked as orange 5 units at a time. Ores marked as red 50 units at a time load ore onto the Imperial carrier. To Load ore onto the Transporter simply use the same process as is used to contents of the Transporters cargo bays. Window. This lists all the ore you have in the asteroids stores and the the LOAD/UNLOAD ORE order button and you will access the Ore Transfer Spacecraft Control Window. (See appropriate section for details) Click on Click on the Transporter (whilst in Ship Selection Mode) to access the -------- Load Ore c) Unload ore from Transporter into new asteroid Stores b) Move Transporter to another asteroid a) Load ore onto Transporter from asteroid Stores procedure is: This is the main means of moving ore between your asteroids. The general ---------------- TRANSPORTER SHIP Ore Teleporter in the Buildings section. For details about how to use the Ore Teleporter see the description of the Transporter may take too long. transferring ore to your ore depot at the last minute when using a that have an Ore Teleporter installed. This facility is perfect for facility. It enables you to instantly teleport ore between any asteroids The Ore Teleporter must be bought from Sci-Tek but is a very useful b) Using an Ore Teleporter Building a) Using a Transporter Ship There are two methods of transporting ore between your asteroids: ---------------- TRANSPORTING ORE Ore Carrier returns to the Imperial Home Worlds. Ore Carrier orbits your asteroid. You will be paid for the ore when the You can access the Ore Transfer Window as many times as you like whilst the ore from the Empire. only Unload ore that you have previously loaded: there is no way of buying Asteroid Stores by clicking with the left mouse button. Note that you can If you change your mind you can unload ore from the Ore Carrier into your Ores marked as green 1 unit at a time. Ores marked as orange 5 units at a time. Ores marked as red 50 units at a time. rarer ores it is small. have large numbees of the cheaper ores the transfer quantity is large. For quantity depends upon which ore type you have selected. Since you usually with the right mouse button. A quantity of ore will be transferred. This To transfer ore to the Ore Carrier click over the name of the type of ore bays. The current Imperial Prices are listed for convenience. have in the asteroids stores and the contents of the Ore Carriers cargo will gain access to the Ore Transfer Window. This lists all the ore you Click on the Imperial Ore Carrier (whilst in Ship Selection Mode) and you the crew will radio down with the appropriate message. time before returning to the Imperial Home Worlds. 5 days before it leaves The Imperial Ore Carrier remains in orbit about your asteroid for a short other asteroids regularly ship their ore to this depot. have a central asteroid that acts as a major storage depot and that all transport ore in from your other asteroids. Tetracorp recommends that you has the most ore in its Stores. You can use this fact to ensure that you The Imperial Ore Carrier will always arrive at whichever of your asteroids can only sell ore when the Imperial Ore Carrier arrives. Imperial Ore Carrier arrives at your colony. This is important because you The Prices window also indicates the number of days before the next for. number after the "H" indicates the number of years that the price is held appear after the ore price to indicate that the price has been held. The particular ore type that it needs badly. In this case the letter "H" will Sometimes the Empire will guarantee prices for a number of years for a These are the prices that the Empire will pay for each unit of ore. To obtain the Imperial Ore Prices click on the Command Centre building. price may drop again. a high price before you sell ore but don`t speculate for too long or the vary each Imperial year. You may attempt to play the markets and wait for be sold to Tetracorp and the Empire. The Empire offers prices for ore that It is necessary to retain some ore for your own use but the remainder can ----------- SELLING ORE Nexos Mega missile Traxium Virus Missile Dragonium Space Dock, Terminator, Transporter, Fleet Battleship Korellium Stasis Missile Bytanium Space Dock Quazinc Napalm Missile, Hellfire Missile Scout Ship, Destructor. Crystalite Vortex Missile, Assault Fighter, Combat Eagle Barium Area Explosive Missile, Anti Virus Missile, Spy Satellite Asteros Nuclear Missile, Powerplant Transporter, Fleet Battleship Combat Eagle, Scout Ship, Destructor, Terminator Selenium Explosive Missile, Scatter Missile, Assault Fighter, ORE NEEDED FOR This is a summary of most of the cases in the game when you wil need ore: 3) Sell it to the Empire (see later) 2) Use it for missile construction 1) Use it for ship construction What do you do with ore? --------- ORE USAGE Make sure you have enough storage space for the ore. maintain a positive surplus. Keep a constant track on the population of your asteroid and try and Make sure there is enough power for all mines. consistently. Here are a few other points to bear in mind: The main thing to remember about mining is to keep it running smoothly and control over which units are extracted. Each mine extracts one unit of ore about every 8 to 16 days. You have no with a listing of what ores you have in ALL the stores on that asteroid. more Stores to hold the ore. Clicking on a Store building provides you As well as providing adequate power for the mines you must build one or Nexos Green obtainable from Sci-Tek Traxium Green Green requires a Seismic Penetrator Dragonium Orange Korellium Orange Bytanium Orange Quazinc Orange Orange requires a deep bore mine Crystalite Red Barium Red Asteros Red Selenium Red Red requires a mine which mines you require to mine particular ores by colour coding them: mine each mining a particular range of ores. The table below indicates To extract ore you must have one or more mines. There are three types of -------------- ORE EXTRACTION at the bottom. asteroid to be mined. The most common are shown at the top and the rarest The Ore Report simply details how much of each type of ore remains on the Geology button. any time for any at the asteroids you have prospected, by clicking on the asteroid and present you with an ore report. You can obtain this report at When the scout has examined the asteroid it will return to its departure Spacecraft. orders to Prospect for ore. Again see the section on Controlling which asteroids are the most abundant in ore you must use a Scout with the Each asteroid has different amounts of each type of ore. To determine particular attention to the subsection on Scouts. details of how to do this see the section on Controlling Spacecraft and pay search of new asteroids dispatch the Scout with orders to Explore. For Exploration Phase requires the use of one or more Scout Ships. To go in The first step is to locate asteroids rich in ore deposits. This --------------- DISCOVERING ORE to mine ore, what to do with it, how to transport it and how to sell it. profits and your fame in the mining fraternity. This section details how sale to Tetracorp and the Empire. The more you sell, the larger your The purpose of your colony in sector K240 is to locate and extract ores for --------------- ASTEROID MINING use the Arrow Buttons to cycle through the pages. type of building you have. The listing is broken down into pages - simply Clicking on INVENTORY will provide a detailed listing of how many of each name up to 15 characters. Simply delete the existing name using the backspace key and enter your own MAIN MINE or ORE DEPOT or SPACE DOCK etc. all your asteroids and give them a name that reflects their function, like Clicking on RENAME allows you to rename the asteroid. You can personalise RENAME INVENTORY EXIT There are also some options available by using the supplied buttons: The final line reminds you which fleets are present at this asteroid. to construct another Security Centre. If the message suggests that the asteroid is not secure you would be wise The Security line provides a summary of employee morale on the asteroid. must rectify the situation quickly! running entirely from reserves (or maybe none at all!) you Red - The asteroid is no longer producing a commodity and you are produced. Your reserves are being used up. Orange - The asteroid is using a commodity faster than it is being Green - No problems may need attention: The colour codes give you an instant indication of which of these factors much is being used daily and how much is stored for later use. Power, Air, Food and Water. You are told how much you are producing, how The most important part of the Colony Summary Window is the breakdown of Keep an eye on the Radiation reading (see Radiation above). short of food, water and air. allow for growth but if you overpopulate your asteroid you risk running above in Colony management try to keep the surplus a positive number to space in all your Living Quarter) and Surplus Population. As explained You are told your current population, your maximum population, the total colony on that asteroid. This information gives you an important breakdown on the status of your in the Asteroid View Screen Button Panel. you must be in Normal (hand) mode. You can also access it via the button as Living Quarters Life Support, Hydroponics and CPU etc. Remember that You can access this by clicking on any of the colony support buildings such --------------------- COLONY SUMMARY WINDOW using Radiation Filters. When mining these ores you must be very careful to protect your employees extensive combat and the presence of rare ores such as Traxium and Nexos. Factors that lead to high radiation values are the use of Nuclear missles section). with the necessary protection. (see the description in the Buildings even deaths amoungst your employees. Use Radiation Filters to provide them acceptable but higher radiation is harmful and will result in sickness and the radiation given off from the local star. Any value of 50% or lower is is expressed as a percentage. 0% means the radiation is immeasurable above Each asteroid has background radiation some higher than others. Radiation --------- RADIATION generating building and those buildings without power will be listed. fail last. To see which buildings have failed simply click on any power In general the most vital buildings like Life Support and Hydroponics will Should you suffer power shortages some buildings will fail before others. ahead of usage. PAFW to monitor the status of power to each colony and keep production Sci-Tek. Like Life Support it`s vital to use the Colony Summary Window and power production buildings and more efficient ones are available from manual details the power requirement of every building. There are several Clearly nothing can operate without power. The Buildings section of the d) Power tutorial pages. quick summary of the status of your asteroids. PAFW was explained in the Remember also that the PAFW display on the Asteroid Field Screen provides a section. More information is given for each of the above buildings in the Buildings ahead of population growth. are producing, using and storing, so monitor it often and keep production The Colony Summary Window (see below) details how much of each resource you all three of the above in vast quantities. In addition Environment Control continues where the CPU left off by storing Hydration Plant WATER Hydroponics FOOD Life Support AIR BUILDING PRODUCES Buildings section) To back up the CPU you need other support buildings. for a limited population and time. (see description of the CPU in the Unit (CPU) which provides living space, power, air, food and water but only Initially each asteroid colony begins with a single Colony Preservation employees but it is also wise to produce and store a surplus. is necessary to produce at least as many units per day as you have own Air, Food and Water. Each employee uses 1 unit of each every day so it Each asteroid colony must be self sufficient and that means producing its c) Life Support Window (see below) wait for these reports monitor the Security status in the Colony Summary You will be issued with reports when (if?) trouble breaks out but don`t inviting big trouble. often many more but don`t stretch your security too thin or you are is large enough. Each Security Centre can easily manage 150 employees and Security will keep your employees under control but only if their presence dedicated and highly paid security team. management failures. There would be mutiny every day were it not for your can flare, fights are commonplace and employees are quick to anger at employees work and play with the same faces day in and day out. Tempers Morale can fluctuate quickly on a mining colony. Spaces are cramped and b) Security trouble can break out. surplus is too high, boredom can effect those not currently working and double shifts to complete necessary work morale will deteriorate. If your surplus is negative then your employees are stretched and may be working stability attempt to keep the surplus positive but not too high. If the backup roles and to operate alternate shifts with technical employees. For number of surplus employees you have. These are employees available for Living Quarters. The Colony Summary Window (see below) indicates the so you can directly control your population by building fewer or more general your population will grow slowly to fill all avaiable living space and smoother running your colonies the easier recruitment becomes. In entices more men and women out from the Home Worlds. The more successful colonies will slowly grow in population as your personnel department Procreation is outlawed on mining colonies for safety reasons but your Tetracorp encourage their employees to play hard too. other leisure activities. Shifts are long and hard and as a result entire Service Industry offering training, relaxation and participation in the robots. To support the mining and technician employees there is an employees are required for many important duties and to oversee and control only undertake the tasks that are most dangerous to human life. Human Though many parts of your mining equipment are robotic,the robots usually a) Population d) Power c) Life Support b) Security a) Population There are four main aspects to successful colony management: colonies on all your asteroids and to keep them running smoothly. stable colony infrastructure. It is vital to regularly monitor the most successful and productive mining colonies all rely upon a strong and Your prime directive is to extract and sell as much ore as you can but the ---------------------------- ZONE 002 : COLONY MANAGEMENT the order that you are going to need them in. structured in such a way as to be chronologically correct ie they appear in the reference sections. In the order they appear, as they have been important features of the game in depth. We would recommend that you read The rest of the manual is a reference section and will explain the select and build a building, manage your budgets, and so on. access button Panels, view your asteroid, access the asteroid Field Screen, You should now have an understanding of the basics of the game: How to ------------------- Tutorial Conclusion SPACE key on the keyboard. A quicker way of changing between normal and tactical mode is to press the We`ll explain some of these later. Dark Blue - Anti Virus deposits Green - Asteroid Virus deposits White - Buildings protected by a Screen Generator Red - Landing Pads Light Blue - Buildings Dark Grey - Terrain unsuitable for building Light Grey - Flat land The various colours represent the following features: normal mode. You can also click on buildings to obtain information just as you can in every part of the asteroid and selecting a site to build upon is easy. have disappeared to be replaced by colour coded squares. You can now see Notice that when you exit the button panels all the buildings and terrain (Later we`ll show you a quicker way to access buttons!) The button will not take effect until you exit out of the button panels Outline box with "T" indicates tactical mode. Solid box with "N" indicates normal mode The bottom left button (a blue cube) toggles the tactical mode on and off. Button Panel and then the Asteroid Control Button Panel just like above. The other method to assist you is the Tactical Mode. Bring up the main the entire asteroid from another viewpoint. Notice how the Transporter in orbit rotates as well since you are viewing keyboard. A quicker way of doing this is to use the left and right arrow keys on the entire asteroid left or right by 90 degrees. There are two yellow arrow buttons. Clicking on them will rotate the left button which will take you to the Asteroid Control Button Panel. buildings. To do this bring up the main Button Panel. Click on the middle The first is to rotate the asteroid around so you can see behind existing there are two ways around this: If you were having difficulty locating a flat piece of land to build on ------------- Tactical Mode Sensor array Storage Facility 2 or 3 Deep Bore Mines 2 or 3 Mines Medical centre Decontamination Filter Weapons Factory Command Centre 4 or 5 Solar Generators following: section for more details. Build what you like but we suggest the For now simply exit any information windows and refer to the Buildings when they are built, click on them to see what information you can obtain. We suggest that you now construct a few more buildings on your asteroid and on Stores in the buildings section. being held in your Stores at this time. For further details see the entry Click on the Store and you are presented with a listing of all the ore window for a mine just it`s name at the bottom of the screen. As an example click on one of your finished Mines. There is no information identified. Certain buildings also pop up information or control windows. If you click on an existing building with the left mouse button it will be ----------------------- Interrogating Buildings enough power. You may want to build a couple of Solar Generators too, to ensure you have asteroid. come to a Storage Facility. Exit the store and build a Store on your Go back to the Engineering Window and move on a few buildings until you completion. button down you will be told what is being built and how many days until If you click on the scaffolding with the left mouse button and hold the Mines. Notice that scaffolding appears as your men begin work. You can now build some Mines by clicking on the asteroid. Build 2 or 3 ------------ Construction Now exit from this window (using the "exit" button) and return to the game. Window and allocate some more money. that one of your budgets has run out, simply return to the Financial Funds now. Add the lot if you like. If during the rest of the tutorial you find clicking on the CONSTRUCTION line. Anything over 100,000 Cr should do for top. We need to put some money into CONSTRUCTION so add some in by Continuing our tutorial return all your money to the Spare Cash line at the you`ll have to reduce another budget first. and nothing is happening, its probably because you have no spare cash and then add it to another budget. If you are trying to add money to a budget another, you have to delete it from one budget (making it spare cash) and MONEY) at the top, so you cannot directly move money from one budget to Notice that all money is given to or taken from the Spare Cash line (called more blocks. To remove some money from a budget click and drag left to remove one or Go ahead and experiment, its easier to use than to describe! drag it either left or right - this will add or remove a block. will add. To fine tune the amount, click and hold down the left button and 100,000 credits. The further to the right you click the more blocks you credits. Clicking between 100K and 1M will add one or more blocks of between the 5K and 100K headings you will add one or more blocks of 5,000 line, under any of the three columns. So if you click on the VEHICLES line To add some money to a budget simply click somewhere on the appropriate Red - Each block = 1,000,000 credits (heading is "1M") Orange - Each block = 100,000 credits (heading is "100k") Green - Each block = 5,000 credits (heading is "5k") There are also 3 bar charts for each budget. The number at the far right gives the amount allocated to each budget. Missiles - used for constructing missiles Intelligence - used tor financing spying Vehicles - used for constructing spacecraft Construction - used for constructing buildings Money - spare cash not assigned to any budget You have 5 different budgets to manage: ---------------------- Financial Funds Window how this works. You are now in the Financial Funds Window. Before we proceed we`ll explain Button Panel. Click on the Financial Funds button top-right) on the Information button (middle top). This in turn brings up another the Engineering Section. To do this, bring up the Button Panel and click Notice the error message? Good. We have not yet allocated any funds to mouse button, to build. Find a piece of flat land on the asteroid and click there with the left a Mine. select another building every time you click on the asteroid you will build graphic appears at bottom right reminding you of your selection. Until you you return to the main Asteroid View Screen, notice that the Mine building the "Mine" building. Click on the Exit button to select this building. As Since we are operating a Mining Colony let`s get things started. Cycle to section on buildings gives more detailed information about each building. Right arrow buttons. Have a look now at whats available. The later You can browse through the buildings available by clicking on the Left and ---------------------- The Engineering Window at bottom left. Click there now. Button Panel. You access the Engineering Window by clicking on the button As we showed you earlier click the right mouse button to bring up the main from the Engineering Window. purchase from the Sci-Tek Corporation. You select the building you want There are a range of buildings available to you and more are available for As already mentioned, you begin with a single CPU. give you a feel for colony construction. We`re now going to construct a small colony an our starting asteroid to --------------------- CONSTRUCTING A COLONY Click on it now. The bottom left button will take you back to the Asteroid View Screen. right button is the Exit button. has functions applicable to this screen. Notice again that the bottom is a different button Panel to that on the Asteroid View Screen since it Click with the right button to bring up the Button Panel. Notice that this Let`s return to your asteroid now and look at building it up a bit. Notice that the mouse pointer is now an orange cross hair. Finally, at the bottom right is the date/money indicator. the section about the Colony Summary Window. These factors are explained more fully a little later in the tutorial. In (or maybe not!) off surpluses alone. Time to do something!. A red letter indicates that you are producing none at all and are existing on that asteroid and will be using up your surplus. An orange letter indicates that you are using more than you are producing A green letter indicates that all is well. W Water supplies F Food supplies A Air supplies P Power supplies quick means of seeing which of your colonies needs attention. asteroid and will appear below all asteroids owned by you. It is used as a Below your asteroid is the acronym PAFW. This is a status summary of your game but these will be explained later. Other information will be laid over this screen at various points in the asteroids outside your sensor range. You can instruct Scouts to head into uncharted space and Discover new b) Scout Ships: a Sensor Array and by colonising other asteroids. will become visible. You can extend the range of your sensors by building If any asteroids move into your sensor range (the black circle) then they a) Sensor Range: There are two ways you can discover more asteroids: is your own, though there are one or two others visible. At the start of the game it is likely that the only asteroid you know about asteroids within the black circle which marks the extent of your sensors. grey. Grey indicates uncharted space, and you only know about ships and Around your asteroid is a small black circle. The rest of the screen is free for the taking. red dot belong to the enemy, and those without a dot are uninhabited and The green dot indicates that the asteroid is owned by you. Those with a Your starting asteroid is the one rotating with a little green dot an it. now. The centre button will take you to the Asteroid Field Screen. Click on it (Click the right mouse button.) From the Asteroid View Screen bring up the button Panel as shown above Asteroid View Screen will be the screens you will use most. Let`s have a quick look at this before we continue. This and the Main ------------------------- THE ASTEROID FIELD SCREEN the screen, the game is paused so take as long as you like. Note also, that whilst any information window or button Panel is visible on the return key on your computer. information window has an Exit button and in each instance it will resemble clicking on it takes you back to the game. Every button Panel or Notice the button in the bottom right. This is the Exit button and Panel appears with 3 rows of three buttons. Try it now: Click with the right mouse button. The Asteroid Screen Button button. there is a separate card provided which identifies the purpose of every Most buttons are explained in the appropriate section in the manual but screen. Some buttons also lead to other Button Panels. several Button Panels. A different button Panel appears for each different Clicking the right mouse button anywhere on the screen brings up one of the buttons, etc. selecting ships, selecting buildings, clicking on the asteroid, clicking on You carry out most operations by clicking with the Left mouse button, eg pressing the "D" key. Do so again to return to the normal hand mode. You enter this mode by clicking on the demolish Mode button (see later) or button over any building to destroy it. buildings should you desire to do so. Simply click with the left mouse This is the demolish Mode. In this mode you can ONLY demolish your c) Bomb: pressing the "S" key. Do so again to return to the normal "hand" mode. You enter this mode by clicking on the Ship Mode button (see later), or and control them. You can perform no other function. your spacecraft (or Orbital Space dock) to obtain information about them This is the Ship Selection mode. In this mode you can ONLY click on any of b) Arrow: obtain information. can click on the asteroid to construct buildings and click on buildings to This is the default mode used for most operations. Whilst in this mode you a) Hand: important that you are in the correct mode for an operation. Before we go any further, lets look at the 3 different mouse modes as it is --------------- USING THE MOUSE is the year 2380 AD. year has 100 standard Imperial days. The game begins in E2.380.01, which Where E2 marks the 2nd Millennium AD, yyy the year and dd the day. Each b) The date in the format: E2.yyy.dd a) your money in Imperial Credits but usually it flashes between two important pieces or information: Below that is the status line. Messages will appear here from time to time about "Time Saving Techniques". Below it is a blue button. This is explained in the section of the manual when we look at Colony Construction in a moment. buildings is currently active for construction. You`ll see how it`s used At bottom right is a building icon. This indicates which of the many Sector K240. In space above the asteroid is the transporter ship that you used to reach green.) terrain and the sole building in your colony (A Colony Preservation Unit in In the centre is a 3-D representation of your asteroid showing rocky around this screen. the Asteroid View Screen. Before we go any further let`s take a look Level one. You will now find yourself looking at your initial asteroid, on flag. When you reach the Tetracorp screen click on "END" to begin Alien When you start the game select your language by picking the appropriate ----------------------------- THE MAIN ASTEROID VIEW SCREEN message will go away and you can continue with the tutorial. button that will appear in a little box beside the message window. The tutorial, simply ignore it and click with the left mouse button on the Exit events. For now if any message window appears that is not explained by the most noticeable of these will be windows that pop up to report certain 1 in fact) events are bound to happen that are not documented here. The Because you will be playing a proper game during the tutorial (Alien level this tutorial. For a painless introduction to the game, we strongly advise you to follow understand when you have this basic knowledge. the game. The more complex aspects of the game will be easier to following pages you will be taken step by step through the initial parts of This section of the manual is designed as a full tutorial. Over the ------------------- ZONE 001 : TUTORIAL strategies. an understanding of these technical details may help you to develop better material is for background only, and is not necessary to play the game, but races etc, as well as some notes on Imperial history. The bulk of this This contains technical details on the various weapons, spacecraft, alien c) Technical section: should go about developing your mining colony. A hints section is included to assist you if you are unsure of how you that you are familiar with what you can do in the game. sections when you need them; but it is worthwhile skimming through it so read this part of the manual before you commence play; you can refer to the that you can easily find out about any subject. It is not necessary to This explains in detail all of the game. It is divided into sections so b) Main Reference section: to start. We strongly advise that you follow it. introduction to the basic elements of the game, and gives you an idea where actually quite straightforward to play. The tutorial forms a painless K240 is a complicated game. Once you are familiar with the basics it is a) Tutorial: This manual comes in three distinct sections. ----------------------------------- FINDING YOUR WAY AROUND THE MANUALS 6) Follow on screen directions. 5) Double click on the "Install K240" disk icon. 4) Double click on the K240 disk icon. to appear on the screen. 3) Insert K240 disk 3 into any Floppy disk drive. Wait for the disk icon 2) Wait for the Amiga to boot into Workbench. 1) Turn on your Amiga. Installing Onto Hard Disk same directory as the game has been installed. On the Hard Disk version, all saved games are made to the Hard Disk, in the any of the game disks in any Floppy disk drive, internal or external. Apart from the save-disk, which will always be in DF0, K240 will recognise game requires approximately 180K of space. instructions given in the manuals that came with the Amiga. Each saved Amiga format. If you are unsure how to format a disk, follow the YOU BEGIN TO PLAY THE GAME! The save disk must be formatted in standard IMPORTANT THAT YOU HAVE A PRE-FORMATTED DISK FOR USE AS A SAVE-DISK BEFORE version, all saved games are made to the internal disk drive (DF0:), IT IS disable the speech option from the Tetracorp screen. On the Floppy disk single drive system. If you do not have a second drive, we suggest you to announce important events. This can cause excessive disk swopping on a On Machines with more than half a Meg of chip ram K240 uses sampled speech almost instantaneously. The game will be easier to play due to do data and screens being loaded It is recommended that you install K240 onto a hard disk if you have one. 4) The game will run. "Installing onto Hard Disk" below) and double click on the K240 game icon, 3) Locate the directory you have previously installed K240 into, (see 2) Wait for the Amiga to boot into Workbench 1) Turn on your Amiga, From Hard Disk: 3) The game will automatically boot and run 2) Insert disk 1 in your internal disk drive, (DF0:) 1) Turn on your Amiga, From Floppy disk: ---------------- PLAYING THE GAME Quality assurance: Simon Short, Robert Millington, Tony Howe Additional Help: Graham Stone, Kevin Dudley and Damian Hibbard Voice of the Computer: Tracey Park Manual Artwork: Dave Lewis and Alan Batson Edited by: Steve Mckevitt Manual Design: Kai MacMahon, Manual Copy: Kai MacMahon and Graeme Ing Produced by: Mark Glossop Intro graphics: Paul Green and Syd Franklin Intro Programming: Michael Hart SFX: Patrick Phelan and Neil Biggin Music: Patrick Phelan Game Design: Graeme Ing and Pete Daniels Graphics: Pete Daniels Programming: Graeme Ing ------- CREDITS Rest for at least 10 to 15 minutes per hour while playing a video game. Make sure that the room in which you are playing is well lit. Avoid playing if you are tired or have not had much sleep. Preferably play the game on a small television screen. television screen, as far away as the length of the cable allows. Do not Stand too close to the screen. Sit a good distance away from the ------------------------------ PRECAUTIONS TO TAKE DURING USE video game, IMMEDIATELY discontinue use and consult your doctor. disorientation, any involuntary movement or convulsion, while playing a dizziness, blurred vision, eye or muscle twitches, loss of consciousness, children. If you or your child experience any of the following symptoms: We advise that parents should monitor the use of video games by their consult your doctor prior to playing. (seizures or loss of consciousness) when exposed to flashing lights, If you or anyone in your family has ever had symptoms related to epilepsy medical history of epilepsy or has never had any epileptic seizures. playing certain video games. This may happen even if the person has no Such people may have a seizure while watching certain television images or when exposed to certain flashing lights or light patterns in everyday life. Some people are susceptible to epileptic seizures or loss of consciousness it. Please read before using this video game or allowing your children to use ---------------- EPILEPSY WARNING Zone 015 - The Enemy Zone 014 - Missile Warfare Zone 013 - Hardpoint Weapons Zone 012 - Spacecraft Zone 011 - Sci-Tek Zone 010 - Building Reference Section Zone 009 - Background Zone 008 - Hints Zone 007 - Terracorp and Sci-Tek Zone 006 - Button Selection Panels Zone 005 - Fleets Zone 004 - Spying Zone 003 - Spacecraft Construction Zone 002 - Colony Management Zone 001 - Tutorial Finding Your Way Around This Manual Playing the Game -------- CONTENTS TYPED BY SHARD - N&B ================== K240 FULL MANUAL . +--------------------------------+ . CRaZY GaNG : : \__________| \___________/ |_____ | : \__________/ \ \_ | : : | |_______/ `N _/ \ \_________/ | \________/ | \ | \_ D_ / / _/ | / |___/ \_ | \ |____: : \_/ -A : \______ \ | \_ _: \_/ \_/ ._____ | __ / : ___________/ _ \ \ __ _ / : . _________ ________ _____________ this vessel is widespread amongst Tetracorp's franchised mining operations. Whilst it is near useless in combat situations, it carries superior XLR sensor arrays tuned to the discovery of ore rich asteroids. Destructor ---------- Imperial Code: 171GX/B7/3771826 Internal Code: GX48911-8834 Length: 34m Beam: 48m Speed: 9,700 km/h atmospheric Speed: 2 FN = 690 LS/day Mass: 1033 tonnes Hull: 40 armour Build: 48 days From: Orbital Space Dock Hardpoints: 3 Ore: 8 Selenium, 6 Crystalite Cost: 15000 Cr Engine: Gax V2 Hyper drive (7.1c) (x1) Gax RN35 Thrusters (x2) GRN35-7133 Cargo: 120 tonnes Boost: + 340 LS/day Crew: 16 Sensor: XLR array, XLR 793 V2.17 Life Support: 2.7 years Computer: Kerell NT-690, 1700 MIPS Landing Gear: none EW/ECM: 5.6 LD, spherical Comms: Sensory Matrix transceiver 4.4 LY Inertia Damping: < 2 FN Gax Industries are well known for their superior ship design, and this ship is no exception. It is widely used as a leading attack and support ship, and is extremely versatile, being capable of interstellar Jump travel, interplanetary and atmospheric use. Its designer was Y. Inars, working at the Gax R&D Facility on Brekon 7 , Initially designed in 2278, it was never built, instead it underwent a redesign and finally became operational in 2316. Terminator ---------- Imperial Code: 112ST/613922 Internal Code: ST-1D-7791337 Length: 52m Beam: 32m Speed: 2,100 km/h atmospheric Speed: 1 FN = 430 LS/day Mass: 7814 tonnes Hull: 50 armour Build: 80 days From:Orbital Space Dock Hardpoints: 4 Ore: 8 Selenium, 2 Dragonium Cost: 34000 Cr Engine: Sci-Tek InterSpacial Drive STC-87 revision 4.3 (x2) Sci-Tek Thrusting Unit STC-7133 revision 2 (x2) Cargo: 470 tonnes Boost: + 60 LS/day Crew: 38 Sensor: STC-7Y, sweep pattern Life Support: 4.5 years Computer: Sci-Tek Tek-16 2500 MIPS Landing Gear: none EW/ECM: 9.8 LD, spherical Comms: Sensory Matrix transceiver 16.4 LY effective Inertia Damping: full One of Sci-Tek's most popular warships, it is used widely by the Imperial Navy. Originally designed and built in 2321, this is the latest and updated version 5, newly built in 2371. Its original designer is unknown, but version 5 is credited to I. Atkin. He (Atkin) is considered by many to be one of the greatest naval architects the galaxy has ever seen. It is also widely believed that he has the worst colour sense of anyone in the known worlds, hence the Terminator's lurid (original?) colour schemes Transporter ----------- Imperial Code: 171GX/B7/3771663 Internal Code: GX42880-7515 Length: 105 m Beam: 74 m Speed: no atmospheric Speed: 1 FN = 400 LS/day Mass: 14320 tonnes Hull: 40 armour Build: 114 days From:Orbital Space Dock Hardpoints: 2 Ore: 6 Selenium, 1 Dragonium Cost: 24000 Cr Engine: Gax V2 Hyper drive (7.1c) (x1) Gax Drive DC-721603-K (x1) Cargo: 48000 tonnes Boost: +10 LS/day Crew: 8 Sensor: XLR array, XLR-793 V2.17 Life Support: 8 years Computer: Kerell NT-690, 1700 MIPS Landing Gear: none EW/ECM: 2.4 LD, spherical Comms: Sensory Matrix transceiver 14.2 LY effective Inert Damping: full Another ship designed by Y. Inara on Brekon 7, Inara obviously had a poor year when he designed the Gax Transporter as in many areas it is inadequate and in others it is woefully underspecced. As an example it has far too powerful a computer which is prone to system crashes when the Impulse Drives are used to manoeuvre the Transporter into orbit. Many clients have asked for better armour and longer range communicators and as a result it is likely that Inara will update the ship for re-release in the next few years. The reason the Gax Transporter sells is its enormous cargo bays and the ease of loading. Despite it's slow speed, the XLR Sensor Array is more than adequate for the ship to be used in an asteroid field. Shame it handles like a brick though. Fleet Battleship ---------------- Imperial Code: 112ST/617600 Internal Code: ST-1D-7785581 Length: 92m Beam: 63m Speed: no atmospheric Speed: 1 FN = 580 LS/day Mass: 45910 tonnes Hull: 70 armour Build: 114 days From:Orbital Space Dock Hardpoints: 6 Ore: 8 Selenium, 6 Dragonium Cost: 60000 Cr Engine: Sci-Tek InterSpacial Drive STC-87 revision 4.3 (x2) Sci-Tek Thrusting Unit STC-135 revision 3.1 (x4) Cargo: 1310 tonnes Boost: + 180 LS/day Crew: 74 Sensor: STC-7Y5, sweep pattern, globe Life Support: 12 years Computer: Sci-Tek Tek-18 5000 MIPS Landing Gear: none EW/ECM: 45.1 LD, spherical Comms: Sensory Matrix transceiver 38.6 LY effective Inert Damping: full One of Sci-Tek's most modern and powerful ships, it was designed by R. Giggs in 2364. Despite its grand name, it is a mere fraction of the size of the real Imperial Battleship, but is easily large enough to form the centrepiece of any independent fleet. Both Sci-Tek and Tetracorp use and recommend them as their primary warship, and its 6 hardpoints make it a very flexible vessel. Orbital Space Dock ------------------ Imperial Code: 12TC/B5?8799145 Internal Code: TC-734403-451T Diameter: 215m Speed: 1 FN = 50 LS/day Mass: 145512 tonnes Hull: 120 armour Build: 86 days Hardpoints: 4 Ore: 10 Bytanium, 20 Dragonium Cost: 200000 Cr Engine: Fortuna Thrusting Arrays MX-67-14 (x8) Cargo: 14400 tonnes Boost: + 5 LS/day Crew: 230 Sensor: XLR GlobCon MkIV XLR-GC-71334 Life Support: indefinite Computer: Kerell NT-690, 1700 MIPS Landing Gear: none EW/ECM: 1 LY, spherical Comms: Sensory Matrix transceiver, 70 LY effective Inert Damping: <1 FN Designed by M.D.Glossop at the Morgan Design Institute on Barnard Five in the year 2338. Tetracorp intended the O.S.D. to be used as a control post in the Frontier Sectors, keeping each mining colony in touch with the Home Worlds and Tetracorp. Glossop originally designed larger cargo bays but altered them at the last moment into a ship construction facility. This is probably the sole factor that has made the O.S.D. as successful as it is - the ability to contruct large warships in the depth of space ZONE 013 : HARDPOINT WEAPONS ---------------------------- This is a summary of the devices available for installation in a hardpoint. Ones marked with (blueprint) are only available once the construction rights have been purchased from Sci-Tek Note: Costs given are correct at the present time but are subject to change without warning Ion Cannon ---------- Cost: 1000 Cr This is the basic (and very cheap) weapon for use against enemy asteroids. It has a minimum impact area and does little damage Disruptor --------- Cost: 6000 Cr This weapon is another Air-to- Surface weapon for use against enemy asteroids. It has a greater area of effect than the Ion Cannon but darmage is still limited. Napalm Orb ---------- Cost: 4000 Cr This fires a stream of high temperature plasma gas at an asteroid with its own Oxygen supply which will burst into flame upon impact. Damage will be inflicted upon any buildings caught in the flame. The area of effect is very limited however. Chaos Bomb ---------- Cost: 12000 Cr This is an improved version of the Napalm Orb but with a much larger area of effect. Like the Hellfire Missile the flames from this weapon can easily spread to neighbouring buildings and devastate huge areas of an asteroid. Very effective against densely populated asteroids. Vortex Mine ----------- Cost: 5000 Cr An electrical vortex is released upon the asteroid. It will wander at random upon the surface inflicting damage upon any building it touches. The longevity of the vortex is indeterminate. It can vanish at any time. It is possible for the vortex to split into two parts each continuing to wreak havoc and each with the possibility of splitting again Laser ----- Cost: 1000 Cr This is the standard Ship to Ship weapon based on a focused beam of light. It does very little damage. Photon Cannon ------------- Cost: 4500 Cr A more effective ship to ship weapon. The twin guns fire packets of energy held together by a force field. Plasma Cannon ------------- Cost: 9000 Cr The most powerful ship to ship weapon. It fires a focused disruptor beam housing superheated plasma gas and is capable of ripping through even the most powerful armour. Caution should be exercised in the use of this weapon, and the Company is not liable for any damage incurred to the user should anything untoward happen. Static Inducer (blueprint) -------------------------- Cost: 4500 Cr This devise uses the ships main engines to concentrate and emit a powerful electromagnetic pulse that temporarilly confuses the electronics of an enemy ship. During the pulse the enemy ship is unable to move or attack and completely vulnerable to our own attacks. Warp Generator (blueprint) -------------------------- Cost: 9000 Cr This is a limited defence device. A capacitor is charged from the ships main engines and then the charge is released as a powelful warp field phasing the ship out of the Spacial Matrix (tm) In its phased state the ship is impervious to all damage but may still fire its own weapons When the capacitor has discharged the ship phases back into normal space until the capacitor is charged again and is thus vulnerable to attack again. This pulsing warp field happens automatically Deflector (blueprint) --------------------- Cost: 12000 Cr This devise consists of a generator that pulses energy through the ships hull all the time that it is in flight using power from the main engines. The energised hull is more resilient to attacks and can absorb and deflect most attacks. The Deflector can be used with existing shields and greatly improves the lifetime of a ship Shield X10 ---------- Cost: 1500 Cr This extends the armour of the ships hull to give better protection against damage. This shield adds 10 armour points and may be stacked with other Shields or defences Shield X20 ---------- Cost: 3000 Cr This extends the armour of the ships hull to give better protection against damage. This shield adds 20 armour points and may be stacked with other shields or defences Shield X30 ---------- Cost: 5000 Cr This extends the armour of the ships hull to give better protection against damage. This shield adds 30 armour points and may be stacked with other shields or defences Shield X40 (blueprint) ---------------------- Cost: 6500 Cr This extends the armour of the ships hull to give better protection against damage. This shield adds 40 armour points and may be stacked with other shields or defences Shield X50 (blueprint) ---------------------- Cost: 8000 Cr This extends the armour of the ships hull to give better protection against damage. This shield adds 50 armour points and may be stacked with other shields or defences. TERRAN APPROVED: 2450 THE FOLLOWING SECTION IS FOR THOSE WITH SECURITY CLEARANCE ORANGE AND ABOVE ONLY ZONE 014 : MISSILE WARFARE -------------------------- Missiles are an integral part of the military might of your colony. You should rely on neither ships alone nor missiles alone, but use a combination of both of them. The advantage of missiles is that they are a long range weapon, allowing you to strike at the enemy deep in space. This is a disadvantage too since missiles cannot be used to combat enemy attacks on your asteroids. BUILDING MISSILES ----------------- To be able to build and launch missiles you must have one or more Missile Silos on an asteroid Select these from the Bullding Selection Window and construct them on suitable asteroids preferably ones with a variety of ore and not too distant from an enemy asteroid. You need only one silo on an asteroid but the more you do have the more missiles you can launch simultaneously for a quicker attack. To build a missile click on the Missile Silo building. A window appears detailing each of the missiles available to you at this time. See the end of this section for a summary of each missile warhead type. Some missile types are only available once you have purchased the blueprints from Sci-Tek. At the start of the game you have 6 types available but there are 11 in total LEFT RIGHT BUILD ABORT EXIT Use the Left and Right Arrow buttons to cycle through the missile types until you reach the one you wish to build. Click on the Build Missile button to build a missile and click successive times to build more than one. Click on the Abort button to abort the building of any of this type of missile. Other types will be unaffected. Missiles will be built over a period of time. Each type takes the same amount of time to build but clearly the more you want to build the longer it will take. The cost of each missile will be deducted when the missile is finally built and delivered automatically to the underground missile hangers. These hangers can hold up to 10 of each type of warhead on each asteroid. NOTE: Money must be pre allocated to the Missile Fund in the Financial Fund Window. See the appropriate section for how to do this. The type of Ore needed to build the missile is given in the information window but you will be warned if there is insufficient ore to build any particular missile. The ore must be held in Stores on the current asteroid so you may need Mines to extract ore (See the section on Mining) Similarly you will be warned if the current asteroid does not have a Weapons Factory. Missiles cannot be built without one. Even if you receive one of these warnings about insufficient ore, lack of money or lack of Weapons Factory the Missile Silos will continually check whether they can build another missile. So as soon as you rectify the fault (ie mine or transport more ore allocate more money to the Missile Fund or build a Weapons Factory) the construction will continue automatically. LAUNCHING MISSILES ------------------ To launch a missile click on the Launch Missile button either from the Asteroid View Screen or the Asteroid Field Screen. A window will list the number of each type of missile you have on the current asteroid. Each blob on the barcharts represents one missile. At the bottom of the window the current target is listed, if you have selected one, and the expected accuracy of any missiles launched against this target. This accuracy is unavailable unless you have purchased a Missile Tracker from Sci-Tek. So until you buy a Missile Tracker you will have to estimate your chances of success for a missile attack (see below) LAUNCH TARGET ABORT EXIT SETTING THE TARGET ASTEROID --------------------------- Missiles can only target asteroids not individual ships or fleets. To select a target from the Missile Control Window click on the Target button. You will be taken to the Asteroid View screen (unless you are already there) and shown all the asteroids known to you. A circle is entered on the current asteroid and this marks the range of your missiles. The circle is of little use unless you have a Missile Tracker. In which case it will be accompanied by a percentage chance to hit figure. If you don`t use a Missile Tracker you`ll have to experiment. As you move the cross hair with the mouse the circle will grow and shrink and the percentage chance to hit will alter. The percentage chance is an approximate indication of the chance of EACH of your missiles hitting but remember that even if a missile reaches its target successfully the enemy may have the means to shoot it down. To select a target asteroid move the cross hair over an asteroid and click the left mouse button. You will return to the Missile Control window. That target is now set and will remain so unless you alter it ot the targetted asteroid is destroyed SELECTING THE MISSILES TO FIRE ------------------------------ You can fire as many missiles at a time as you want but remember that the missiles will take longer to launch if you only have one or two Missile Silos. To select missiles move the mouse pointer over the name of a missile. Click right to add one missile of that type to the launch bay. Click left to remove one missile from the launch bay. Hold down the mouse button to add/remove several missiles. The red blobs show available missiles and green blobs show missiles selected for launch. The numbers at the right of the window echo this information showing how many missiles you have selected of each type. The abort button will clear all selected missiles of all types. LAUNCHING THE MISSILES ---------------------- To actually launch the selected missiles click on the Launch button. To quit without launching any missiles click on the Exit button. You can watch the progress of missiles in flight from the Asteroid Field Screen. Your missiles appear as yellow dots. MISSILE WARHEAD DATA -------------------- The data on each missile type follows. Missiles marked with (blueprint) are only available from Sci-Tek. Note: This data is accurate at this moment in time but is subject to change by Sci-Tek and the other missile manufacturers without warning. Explosive --------- Cost: 1000 Cr Ore: 1 Selenium This is the basic (and very cheap) warhead. It has a minimum impact area on the target and several such missiles may be required to destroy enemy buildings. For best results launch many at one time. Area Explosive -------------- Cost: 8000 Cr Ore: 2 Barium As an extension to the basic Explosive warhead, this warhead does similar damage but over a wider area. For best results use against densely populated asteroids. Napalm ------ Cost: 6000 Cr Ore: 1 Quazinc This warhead has a core of plasma gas which is released at a phenomenal temperature upon impact. It carries its own Oxygen supply causing the impacted buildings to erupt into flame. This flame will burn for some time inflicting further damage. The area of effect is very limited however. Hellfire -------- Cost: 20000 Cr Ore: 3 Quazinc The chemical substance encased in this warhead is a by product of the development of the Napalm warheads. Upon impact the core shatters and spreads high temperature plasma gas over a wide area. Any structure caught in this blast will begin to burn ferociously and suffer damage over a period of time. The hellfire substance has the capability to spread to neighbouring buildings and it is possible for one missile to devastate an entire asteroid if the hellfire burns long enough. Clearly it is most eftective against densely populated asteroids. Scatter ------- Cost: 10000 Cr Ore: 3 Selenium This is a larger version of the basic Explosive warhead. In fact it contains 25 such warheads. It will explode just above the surface of the asteroid and the multiple warheads will fall at random upon the asteroid. The damage is slight but the random pattern is good at weakening many buildings at once. Vortex ------ Cost: 9000 Cr Ore: 3 Crystalite Upon impact an electrical vertex is released upon the asteroid. It will wander at random upon the surface inflicting damage upon any building it touches. The longevity of the vortex is indeterminate and Sci-Tek are still attempting to develop a Vortex MkII that has a guaranteed longevity. It is possible for the vortex to split into two parts each continuing to wreak havoc, and each with the possibility of splitting again. Nuclear(blueprint) ------------------ Cost: 50000 Cr Ore: 5 Asteros This is a multi-megaton warhead capable of inflicting enormous damage to an asteroid possibly destroyirng every building upon it. Spacecraft in orbit will also suffer damage from the blast. WARNING: USE WITH CARE! The radiation effects from a nuclear attack can render an asteroid uninhabitable for many many years. Virus (blueprint) ----------------- Cost: 30000 Cr Ore: 1 Traxium This is a very powerful weapon which unfortunately reguires the very rare Traxium ore for its payload. Upon impact it releases a volatile substance which begins at once to eat at the fabric of the asteroid itself. It will alter the molecular consistency of the asteroid material, turning it a different colour as it does so. No building can stand upon a weakened section of asteroid, but will simply collapse. The mutated rock becomes radioactive too. Over time the virus will spread across the asteroid never stopping until it has affected the entire asteroid which is then incapable of supporting any colony at all. A virus infected asteroid is living on borrowed time! There is one way to combat the virus an Anti-Virus missile. Anti-Virus (blueprint) ---------------------- Cost: 10000 Cr Ore: 4 Barium The only known means to enadicate the effects of a Virus missile. Upon impact it disperses a bacterial agent over the entire surface of the asteroid. Within moments this will seek out and destroy the virus substance and halt its spread. It will then begin to act upon the parts of the asteroid that have been altered by the virus. It takes a long time to act but will eventually restore the asteroid to a more stable form capable of supporting buildings again. The only known side effect is an increased radiation. Since you will only be firing this missile aganst one of your own asteroids it is possible to target the same asteroid as the launching silo by using the same technique explained above. Mega (blueprint) ---------------- Cost: 65500 Cr Ore: 1 Nexos This is the most devastating weapon available! It took Sci-Tek some 40 years of research to perfect it. Quite simply it destroys an entire asteroid or even a small sized planet - nothing but rubble remains. The actual process is extremely complicated, relying upon a gravity pulse to rip apart the target asteroid rather than simply using huge amounts of explosives. Stasis (blueprint) ------------------ Cost: 40000 Cr Ore: 2 Korellium This is the latest warhead from Sci-Tek utilising their research into temporal physics. Upon impact it will establish a temporal field around the asteroid latching it to the Spacial Matrix (TM) of the surrounding space. The effect is to freeze time itself or at least the local time inside the stasis field. Nothing will happen on the affected asteroid and no spacecraft or missiles may arrive or leave. The field will decay and die over a period of time. ZONE 015 : THE ENEMY -------------------- KLL-KP-QUA Home world: Tau Ceti III Physical Description: At first glance they resemble a Terran Praying Mantis, standing just under 1m tall. Their face however bears more resemblance to a bird than an insect. They have two eyes, two ears and a single mouth positioned where we would expect a nose to be. It is not known whether they possess a sense of smell. Atop their heads they wear an ornate headpiece, whose complexity and colours denote theie social standing. At all times they dress in exquisite and colourful robes, usually adorned with large ruffs and gemstones. Habitat: Their native habitat varies from hot and arid grassland to steamy jungles. They can adapt to other habitats except they have little resistance to cold or ice. Technology: They have adapted to space very well, building well-insulated structures and large underground caverns, filled with native jungle fauna, their spaceships are basic and their technology generally barely adequate. Social Structure: They exhibit remarkable similarities to Terran hive insects. Each asteroid possesses a single Queen, responsible for laying and hatching all eggs, the rest of the population is split into two distinct and genetically different groups. One remains on the asteroid and fulfils a support role building, maintenance, serving the Queen, etc, the others operate the spacecraft and are never allowed to return to the asteroids. They spend their entire life inside the spacecraft. In normal circumstances a Queen is born every 2 to 3 Terran Years. Once the Queen reaches maturity, in a few short months, she commandeers a transport ship and goes in search of her own asteroid. It is not known whether their is a hierarchy amongst the Queens. Each asteroid appears to operate independently, but there is regular communication between Queens on different asteroids. Power Generation: The primary means of power generation is the burning of their own corpses. All dead are carefully recovered and taken to the burners. Secondary power generation is by means of solar panels Special Weapons: It is known that they possess a special type of warhead, but its effects are unknown. Military Strategy: Their actions appear very predicable so expect few surprises. LAK`MAJ`TRAAL (ORE EATERS) Home world: Their exact home world is not known. We beleive they originated in the M53 galaxy in Sagittarius, which they appear to have explored extensively. Physical Description: An adult male stands 1m high at the head and up to 12m long. They are very large wormlike creatures covered in hard scales. Their fangs and horns have the strength to break up rocks. Their diet is one of rock. They regurgitate a special chemical that can break down even the hardest ores, which they then eat hungrily, digesting them with extraordinarily strong stomach acids. Their heat signature in Infra Red is enormous. They are slow moving which is why they rely on technology to assist them. Habitat: They seem able to exist in any habitat but particularly in the vacuum of space. Examining the M53 galaxy, we have discovered that huge areas of it have been destroyed. planet literally eaten apart by great migrations of these creatures. Their appetite is enormous - an adult male will eat up to twelve times his own body weight in ores every day! They are a real threat to the Empire Technology: Most of their structures are simple domes, protecting areas of an asteroid from solar radiation and meteorite bombardment while they eat into the heart of the asteroid in search of food. They possess powerful spacecraft which have carried them to our galaxy from M53. We know little of their technology since whenever they evacuate an asteroid they destroy all remnants of their structures and devices. Social Structure: We have been unable to determine their heirarchy, other than the obvious dominance that the adult males have due to their size. Procreation is via egg laying, but the population grows slowly due to the longevity of each male. It appears that duties are simply performed by whoever is in the right place at the right moment. Their must be some form of overall control, even if it is only the signal which makes them suddenly board the transporters and head for another asteroid which they do the minute they have drained it of ore. Power Generation: They use chemical reactions to break down useless rock, harnessing the power created. Special Weapons: No information Military Strategy: They are vicious when disturbed. We have observed that they only ever attack our mining colonies and never inhabited planets, as if they identify that our mining colonies are robbing them of food. Be prepared for regular missile strikes. AX-ZILANTH`S Home world: Beta Hydrae IV, though they are extensive in the Capella and Arcturus Sectors, where we have fought skirmishes with them on many occasions. Physical Description: The bulk of their 2m tall bodies are a hard carapace that protects their vital and sensory organs The lower part of their body consists of six extremely sensitive and flexible tentacles which they use both for movement (fast!) and manipulation of objects. Their eyes see in a greater spectrum than our own, allowing them access to Ultraviolet and Infrared light. Habitat: Varies from sparse desert and rocky badlands to temperate forest and grassy plains. Technology: Their technology has developed upon similar lines to our own. They use smelting processes to produce steel and use silicon and germanium components in their electronic circuits. Their spacecraft are certainly on a par with our own, if not superior and many possess cloaking devices. Social Structure: They operate on a strict hierarchy as does our Empire. Each asteroid is divided into sections responsible for a particular aspect such as engineering, food supply spacecraft manufacture, etc. Each section head reports to an asteroid council which determines overall policy for that asteroid. The chair being of each council participates in a regional council that comprises twenty or more asteroids and planets. We conclude that a representative of these regional councils sits upon a higher council that governs their entire Empire. Power Generation: Standard techniques of Fission and Fusion as well as harnessing solar energy. Special Weapons: No information. We suspect that they have Military Strategy: Our skirmishes with them in other sectors have led us to determine that they are never first to initiate an attack. They parade a threatening arsenal of weapons and warships but always wait for us to take the initiative before retailaiting. Try to use this to your advantage. TYLARAN EMPIRE Home world: Deneb Mira III Physical Description: They resemble hideous lizards, standing over 3m tall. Though they have no balancing tail, the bulk of their body and their strong legs enables them to walk easily as a biped. Their clawed hands are surprisingly dextrous and capable of manipulating very fine objects. They possess large mouths with fangs, identifying them as carnivores, and their craniums support a brain larger than our own. Habitat: Their homeworlds are ice worlds, far from their primary sun and covered with continual ice and blizzards. They are at home in the cold of space! We believe that their hide contains special insulating layers to protect them against temperatures up to -100 degrees below freezing. Technology: Their technology varies greatly. On the one hand they have only recently developed spacecraft capable of crossing interstellar space, (though we have monitored their home world for over a century and know that their weapons technology is spohisticated). On the other hand we have yet to understand other aspects of their technology, such as power generation. Social Structure: They seem to operate on the principle of Imperial supremacy, where each region of space has a sub Emperor who has complete control over his region, but reports to the real Emperor on Deneb Mira III. They are very social creatures and work well with each other. Discipline is strong and absolute and apparently welcomed. Power Generation: We can only suspect that they harness power directly from the Spacial Matrix, which would give the access to practically unlimited power. We have detected new kinds of radiation from the buildings that we have called Flux Convertors and Power Collectors and we suspect that these play an important part in the process. Special Weapons: One of their structures emits a huge surge of energy at regular intervals. This could well be a weapon proceed with caution. Their asteroids also have a screen generator whose purpose is unclear. Military Strategy: Unknown. THE RIGELLIAN CONFEDERATION Home world: Rigel system Physical Description: We were very surprised when we first identified their species over a century ago. They corresponded almost exactly with historical depictions of vampires, which makes it conceivable that they visited Earth in the long distant past to provide a source for the classic legends. They appear similar to a human but with bald domed heads, and of course those legendary fangs. Their eyes glow an eerie red, which we know to be the reflection of light off their retinas. All their senses are well developed. Habitat: Unknown Technology: Their technology is sophisticated, though not in the area of power generation. Their devices appear to require vast amounts of power, and several of our scout ships have been mysteriously drained of all power after entering Rigellian Space. They are also extremely advanced in the areas of Warp technology. Social Structure: From the few communications we have made with them, we know them to be an extremely ancient race. It is likely that they were developing technology when dinosaurs walked the Earth. They name themselves a Confederation, which suggests that they operate as a series of individual states or worlds that are independently governed but have allegiance and common laws with each other under the authority of a federal government. They are highly developed socially, but steadfastly refuse to open negotiations with us for the trade of materials or information. Power Generation: Primitive methods of burning fossil fuels. They only recently aquired the secrets of atomic power, stolen from one of our research vessels. Special Weapons: They have the abilility to drain power from our batteries. Otherwise, we expect few surprises. Military Strategy: We would best describe their strategies as muddled. They are very trigger-happy with missiles. We also know that their ships carry advanced warp engines. SWIXARANS Home world: They originate from the densely grouped star systems at the heart of our galaxy. We have detected their presence in over thirty star systems. Physical Description: The Swixarans are one of those rare cases when plant life has developed intelligence and the ability to develop technology. A typical Swixaran is between 1m and 4m high and composed of a mass of soft and pliable shoots and creepers. Constantly moving. Their exact form varies with their surroundings - if they enter corridors they flatten their body and use many of their creepers to probe the way ahead. We are unsure of their sensory organs but it is likely they possess very sensitive touch sensors in their extremities and maybe motion detectors as well. There is a small part of their body which we suspect houses their vital organs and brain, but it is always well protected by the creepers. Habitat: Unknown, but we suspect either dense jungle worlds or huge forests. Technology: Almost incomparable to our own, since much of their technology is based on biological proteins and DNA encoded, self replicating tissue. They are very advanced in areas of shield generation and cloaking devices. Social Structure: Difficult to determine. We suspect that they possess a group intelligence and there is evidence to support the theory that a great deal of this intelligence is located in a particular location on each asteroid. Their aims seem only to be expansion and colonisation. Power Generation: We do not understand their method of power generation. It is certainly biologically based and undoubtedly bears more resemblance to blood sugar levels in their organic structures, rather than the harnessing of nuclear power. Special Weapons: Our spies report several closely guarded weapons, the details of which are unavailable at this time. Be prepared for anything! Military Strategy: They seem to react to our own strategies and attacks rather than initiating their own they are especially susceptible to fire-based weaponry, but otherwise their structures are well protected. There does seem to be a pattern to their attacks, but we have yet to understand it. ANY PROBLEMS ? If you have prohlems loading K240, then return it to your retailer, or to Gremlin Graphics at the address on the packaging. If you have any questions relating to the game, then Gremlin Graphics Helpline is available between the hours of 09:30 and 17:30 U.K. time Monday to Friday, on 0742 753423 COPYRIGHT Copyright 1994 Gremlin Graphics Software Limited. All Rights Reserved. This manual and the information contained on the disks are copyrighted by Gremlin Graphics Limited. The owner of this product is entitled to use this product for his or her own personal use only. No one may transfer give or sell any part of the manual or the information on the disks without the prior permission of Gremlin Graphics Software Limited. Any person or persons reproducing any part of the program, in any media, for any reason, shall be guilty of copyright violation and subject to civil liability at the discretion of the copyright holder. ------------------------------------END------------------------------------