Games PC BATTLECRUISER 3000AD User Manual

BATTLECRUISER 3000ADv2.0
GALCOM COMMANDERS SUPPLEMENT Fourth Edition 9/99
® Copyright 1989-1999 3000AD, Incorporated. All rights reserved. 3000AD reserves the right to alter the contents of this manual and the product described
in this manual at any time and without notice. Unless authorized by the expressed written consent of 3000AD, no part of this document or software may be copied, reproduced, translated, transmitted, or reproduced in any form or by any means, electronically or mechanically for any purpose.
3000AD, Battlecruiser 3000AD, GALCOM, Xtreme Carnage, and associated logos are the trademark and copyright properties of 3000AD Inc.
Other names are trademarks of their respective companies. 3000AD, Inc.
1520 NW 125th Avenue Unit 10-306 Ft. Lauderdale, FL 33323
TEL 1-954-851-1405 FAX 1-954-851-1407 EMAIL support@3000ad.com WWW http://www.bc3000ad.com NEWS alt.games.bc3000ad
comp.sys.ibm.pc.games.space-sim
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1.0 System Requirements
1.1 Installation
1.2 Sound Setup
1.3 Starting BC3K
1.4 Configuring BC3K
1.5 Main Menu Options
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2.0 Free Flight
2.1 Advanced Campaign Mode
2.2 Xtreme Carnage
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3.1 History Of Galactic Command, GALCOM
3.2 Galactic Time Line
3.3 Alien Nations
3.4 Alien Castes
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4.0 Tour Of GALCOM HQ starstation
4.1 ROSTER - Enlisting
4.2 MISCON - Choosing A Career
4.3 ENGINEERING - Repair Operations
4.4 TRADCOM - Trading Operations
4.5 NAVITRON - Galactic Course Plotting
4.6 COMMLINK - Communications Link
4.7 LAUNCH BAY - Launch Operations
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5.0 Commander On the Bridge!
5.1 Command Personnel Check
5.2 Systems Status Check
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6.0 Overview
6.1 Bridge Menu
6.2 Commander’s Notes
6.3 Quick Reference Commands
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7. BRIDGE SYSTEMS - NID COMPUTER
7.0 System Overview
7.1 Target Selection
7.2 Mode 1 - Navigation Map, NAV
7.3 Mode 2 - Waypoint Tracking System, WTS
7.4 Mode 3 - Probe Link System, PLS
7.5 Mode 4 - Navigation Information Relay, NIR
7.6 Basic Navigation Procedures
7.7 Commander’s Notes
7.8 Quick Reference Commands
8. BRIDGE SYSTEMS - TACSCAN COMPUTER
8.0 System Overview
8.1 Target Selection
8.2 Mode 1 - Space Scan
8.3 Mode 2 - Ground Scan
8.4 Mode 3 - Air Scan
8.5 Mode 4 - Support Unit Locator, SUL
8.6 Commander’s Notes
8.7 Quick Reference Commands
9. BRIDGE SYSTEMS - CVD COMPUTER
9.0 System Overview
9.1 MODE 1 - Video Link, VID
9.2 MODE 2 - Weapons Select System, WSS
9.3 MODE 3 - Crew Status Display, CSD
9.4 MODE 4A/B - Support Ship Status, SSS
9.5 MODE 5 - ACM Status, ACM
9.6 MODE 6 - Radar Target Mask, RTM
9.7 MODE 7 - Stores Manifest Display, SMD
9.8 MODE 8 - Systems Status Relay, SSR
9.9 Commander’s Notes
9.10 Quick Reference Commands
10. TACTICAL SYSTEMS OPERATION
10.0 Shield Specifications
10.1 Hull and Armor Specifications
10.2 Cloaking System Operations
10.3 Tractor Beam Operations
10.4 Probe Deployment Operations
10.5 Commander's Notes
10.6 Quick Reference Commands
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11.0 ION Disruptor Array, IOD
11.1 Passive Target Acquisition, PTA
11.2 FAst Target Acquisition & Lock, FATAL
11.3 Missile Target Acquisition & Attack Procedures
11.4 Mine Deployment Operations
11.5 Commander’s Notes
11.6 Quick Reference Commands
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12.0 Flight Controls & Dynamics
12.1 Inter-System Course Plotting
12.2 Intra-System Course Plotting
12.3 Waypoint Tracking
12.4 Docking Procedures
12.5 Orbital Procedures
12.6 Planetfall Operations
12.7 Terrain Following & Avoidance
12.8 Commander’s Notes
12.9 Quick Reference Commands
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13.0 System Overview
13.1 Galactic Cartography
13.2 Advanced Intra-Stellar Course Plotting
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14.0 System Overview
14.1 Craft Repair Operations
14.2 Cargo Operations
14.3 Power Allocation Procedures
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15.0 System Overview
15.1 Crew Operations
15.2 Launch Operations
15.3 Loadout Operations
15.4 MediBay Procedures
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16.0 System Overview
16.1 Tracking & Locating Personnel
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17.0 System Overview
17.1 Comms Operations
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18.0 System Overview
18.1 Basic Operation
18.2 The Command Palette
18.3 Setting Waypoints & Orders
18.4 Deployment Operations
18.5 Transporter Operations
18.6 Launching Orbit To Surface Weapons
18.7 Probes Operations
18.8 Direct Orders
18.9 Waypoint Orders
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19.0 Personnel Roster & Assignments
19.1 Personnel Attributes
19.2 Accommodation & Maintenance
19.3 Medical Operations & Cloning
19.4 Recruiting New Personnel
19.5 Away Team Deployment
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20.0 Alert Status Monitoring
20.1 Intruder Alert
20.2 Prisoners
20.3 Guests
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21.0 Ship Integrity Breaches
21.1 Reactor Core Breach
21.2 Radiation Leaks & Infectious Diseases
21.3 Life Support Systems
21.4 Evacuation Procedures
21.5 Requesting A Tow
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22.0 Design Specifications
22.1 Deck Layout
22.2 Weapon & Defense Systems
22.3 Propulsion & Power Systems
22.4 Power Management
22.5 Primary System Upgrades
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23. SUPPORT SHIP COMPLEMENT
23.0 Interceptor
23.1 Shuttle
23.2 Mining Drone
23.3 All Terrain Vehicle
24. GALCOM COMMANDERS GUIDELINES
24.0 Galactic Command Directives
24.1 Galactic Command Ranks & Medals
24.2 Command Operations And Guidelines
25. SMART SPEAK
26. CREDITS
27. TECNNICAL SUPPORT & TROUBLE SHOOTING
27.0 Installation problems
27.1 Video problems
27.2 Sound problems
27.3 Controller Problems
27.4 Windows 95 Configuration
28. APPENDICES
List of Appendix Files On The CD-ROM APPENDIX A KEYBOARD COMMANDS
APPENDIX B EXPERIENCE POINTS APPENDIX C ARTIFACTS DATABASE APPENDIX D WEAPONS DATABASE APPENDIX E CARTOGRAPHY CHART APPENDIX F CARTOGRAPHY MAPS APPENDIX G CARTOGRAPHY LINKS APPENDIX H ATV DAMAGE SPECS APPENDIX I INTERCEPTOR DAMAGE SPECS APPENDIX J SHUTTLE DAMAGE SPECS APPENDIX K BATTLECRUISER DAMAGE SPECS APPENDIX L BATTLECRUISER POWER ALLOCATION APPENDIX M ALIEN NATIONS DATABASE APPENDIX N CASTES DATABASE APPENDIX O GALCOM RANKS & MEDALS APPENDIX P SURFACE THREATS DATABASE APPENDIX Q CRAFTS DATABASE APPENDIX R STARTATION/STARBASE DATABASE APPENDIX S TRADE DATABASE APPENDIX T REPAIR COMPONENTS DATABASE APPENDIX U FLEET COMMAND & CONTROL
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1.1. GETTING STARTEDGETTING STARTED
1.0 System Requirements
Battlecruiser:3000AD v2.0 requires the following minimum system configuration to run. Once you are satisfied that your system meets these minimum requirements, you can move on to the installation section.
Computer : Pentium 166 Operating system : Windows 95/98 2D video card : Any graphics card with 2MB of memory 3D video card : 3Dfx Voodoo based 3D graphics card (optional) Hard drive : 100 MB (compact install); 165MB (full install) CD-ROM : 2x MPC-11 compliant Memory : 16 MB Mouse : Mouse Microsoft or compatible mouse Sound card : Most major sound cards are supported.
A Pentium 200MHz or higher processor, 32MB RAM, PCI or AGP 2D graphics card, a 3Dfx based 3D card, and a joystick controller are highly recommended.
Windows 95/98 Considerations
Due to significant improvements and changes to the engine kernel, you are advised to run the game using a shortcut. If you are running v2.0 purchased from a retailer, the installer has already created these shortcuts for you.
1.1 Installation
Follow these steps to install BC3K on your hard drive. Make sure you have the necessary disk space indicated by the installation program.
Place the BATTLECRUISER 3000AD V2.0 CD ROM in your CD-ROM drive.
Double click on MY COMPUTER icon. If your computer does not have this icon, then
double click on your CD-ROM drive.
Double click on the SETUP icon
Once the setup program starts, following the on screen instructions to install the
program on your computer. Several icons will be created which you can use to run the software or 3DFX versions of the game.
Note: Do NOT install the game to a folder that has a name that exceeds the standard eight characters. Installing to C:\battlecruiser will NOT work, but C:\GAMES\BC3000AD or similar is OK.
Refer to Section 27 : Technical Support & Trouble Shooting of the manual if you experience any difficulties installing or running the game.
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1.2 Sound Setup
Once the installation is complete, select the Sound Setup icon to setup your sound card. You can run it directly by running the Sound Setup icon in the BC3000AD group. This is different from the SETUP.EXE file on the game CD-ROM which installs the game! Follow the prompts and select the digitized card you have installed. If you know your card’s configuration, you can manually enter the information or allow the program to auto detect it for you. You will want to test the card selected to ensure its operation. Once you have completed the sound configuration, save the selection and exit. If your card is not listed, please consult the FAQ on the website for assistance with setting up your sound card.
Note: The auto detect option may cause certain machines to hang. If this occurs, you will have to reboot the machine. After rebooting, simply run SETUP.EXE from within the installation directory and manually enter the parameters for your sound card.
1.3 Starting The Game
To start BC3K, make sure you have configured the sound card as instructed above. Put the CD-ROM in the drive and double [LEFT CLICK] on either the normal software version or 3Dfx version icon in the BC3K install folder on your desktop. The CD-ROM is required to be in the drive at ALL times during operation of the game.
Note: If BC3K refuses to start or you get an error message, please refer to Section 27: Technical Support & Trouble Shooting.
1.4 Configuring BC3K Once BC3K is up and running, the Main Menu will be presented, [LEFT CLICK] on
CONFIGURE or type [G] to access the configuration program.
To change an option, [LEFT CLICK] on the arrow to the right of the option. Each click will cycle through all possible settings for that option.
Note: Some of these configuration options impact game performance.
Digitized Sounds Enable for digitized sound playback.
Midi Music Enable for MIDI music playback.
Bridge Comms Chatter Enable to hear background personnel comms while on the bridge.
Explosion Fragments Determines the type of explosion fragments that are generated when an object explodes. A high setting will impact performance but it looks good.
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Flight Control Use this option to select your control device. Several devices are supported. If you select a joystick, you will be given the option to calibrate it.
Flight Dynamics Select the realistic flight model to add more realism to your flight experience
Asteroid Density BC3K dynamically generates asteroid belts on the fly. This setting determines the density of these asteroids when generated. A high density setting will impact performance.
Space Object Rendering BC3K employs several rendering methods when displaying 3D objects in space. High settings produce the most visually appealing results but will also impact performance.
External Planet Rendering Same options as Space Object Rendering but controls the exterior rendering of the 3D planet as viewed in space.
External Planet Shadow If turned on the star in the system will cast a shadow on the planet, dividing it into dark and light sides.
Background Stars Density This controls the density of the stars in space. The higher the setting, the more stars displayed. A high setting will impact performance.
Background Space Debris BC3K automatically generates debris to make up for the monotonous nature of space flight. This, combined with the stars, attempts to alleviate this monotony. The higher the setting the more space debris are generated. A high setting will impact performance.
Planetary Cloud Cover BC3K uses texture maps to simulate clouds when on a planet or moon. While this may be visually appealing, it can have an impact on performance.
Planetary Object Rendering Same options as Space Object Rendering but controls the rendering of objects on the planets and moons.
Planetary Night Stars If turned on, stars will be visible in the night sky when on planets or moons.
Planetary Terrain Rendering Same options as Space Object Rendering but controls the rendering of the surface terrain. High settings produce the most visually appealing results but will impact performance significantly.
Planetary Visibility When flying on the surface of a planet or moon, you can use this setting to control your distance visibility. The higher the setting, the farther you can see. A high setting impacts performance. You can also increase/decrease planetary visibility when flying on the planet surface. Check your keyboard commands list.
Once you are satisfied with your selections, click on SAVE to confirm your settings or
ABORT to cancel all changes you have made and return to the Main Menu.
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1.5 Main Menu Options
The BC3K Main Menu gives you a number of options described in the following sections. You can
[LEFT-CLICK]
on the desired option or by typing the underlined character on the
keyboard.
Continue
Allows you to continue playing from the most recent game you were playing before you quit BC3K. If one does not exist either because there isn’t one in progress or your career has ended, you will be taken to the Roster screen where you can select a new player configuration. If you had a game in progress, it will be loaded and you will be taken to the point at which you exited.
Start New Game
This option takes you to Roster where you can start a new game.
Save
This option takes you to Roster where you can save the current game. Once the save game screen comes up, the name of your current commander will
be displayed along with 10 save game slots on the right. To save the current game,
[LEFT CLICK]
saved game. Click on files. You will then be returned to the Main Menu. You can then select
on one of the slots on the right and enter the name of the
ACCEPT
to saved the current 3D world and the player data
CONTINUE
to
return to your game in progress
Restore
This option takes you to Roster where you can restore a previously saved game. Once the restore game screen comes up, select the commander whose career
your would like to restore. This will display the save game slots on the right. Select the restore game you would like to restore and button. The game data will then be restored and you will be taken directly to the game exactly where you saved it.
Note: You cannot save/restore a commander whose status is killed in action, missing in action, court-martialed or retired. You can only save/restore the game from the Battlecruiser bridge or Main Menu.
Xtreme Carnage
The Xtreme Combat simulator is a training computer where you can hone your combat skills.
Note: Refer to Section 2 : Starting A Career with Galactic Command
ConfiGure
This option takes you into the game to suit your playing environment. Before you start tinkering with these options, make sure you understand the impact that these settings may have on the game’s performance.
Quit
Selecting this option exits BC3K and takes you to back to the operating system.
CONFIG
[LEFT CLICK]
on the
RESTORE
computer where you can configure the
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Before you enlist in
GALCOM
trouble you plan on getting into. Though
and start a career, you have to first figure out how much
GALCOM
pays you to do a job, there are times when you will question their policies and methods of solving problems in a crisis situation. If you enlist in a campaign, you will be expected to complete it or face a court martial. If you decide to stay away from policy making issues, then you’re better off staying with a normal patrol career. You will be doing your job as you see fit but without the constraints of following orders you do not like. If you ever find yourself facing a court martial hearing due to a large number of violations, you have a 50-50 chance of being dismissed from
GALCOM
.
For more on this, refer to Section 24: GALCOM Commander’s Guidelines.
BC3K is a very advanced and complex game. As a result of this complexity, you must find a method of play which is suitable to your style. The BC3K world is truly a dynamic one where events and actions are going on around you all the time where other AI controlled entities called
actors
are oblivious to your existence. Nothing you do affects the grand scheme of things nor does the world revolve around your existence. In short, you don’t count for much except to the people you work for.
In the BC3K universe, there are wars being fought, lost and won, alliances forged and broken, every day, all day, all year round. In your travels you will encounter invasion fleets, strike fleets, raiders, hackers, traders, diplomats, and a host of other types of ships and aliens, some friendly and others downright hostile. There are ships using advanced technology to plot routes that take them to the edge of the galaxy and back again. You may be stationed in one part of space oblivious to an invasion being fought light years away but if you were to go to that region, you would witness the invasion or combat strike going on and given the chance to take sides or just go on your way. All this action also takes place on planets and moons as well. Of course, poke your nose where it doesn’t belong and you won’t live to tell your friends about it.
Added to this dynamic nature of the universe, other actions occurring include asteroid, meteoroid and comet collisions with planets and space objects, the destruction, repair and upgrading of starstations, planetary cities, the upgrading of space and planetary defense systems, etc. The real time processing nature of the BC3K universe also allows you to witness sunrise and sunset based on the time zone for the planet you are on. Most planets and moons also have a variety of climate zones and weather patterns that change as you traverse the surface. Alien nation intelligence also allows them to provide more advanced threats against you based on the amount of damage you inflict on them during your previous whimsical strike sorties.
With the exception of the Xtreme Carnage world (which is smaller, self contained, and doesn’t contain anything this complex), the main BC3K world which hosts Free Flight and Advanced Campaign Mode (ACM), contains 91 self contained space regions, 75 planets and 145 moons. All totally populated, belonging to someone, and updated in real time. In short, the BC3K universe never sleeps unless you pause the game. Pause the game with a missile up your pipe and it will be there when you un-pause the game.
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The dynamic and unpredictable nature of the game universe allows for never-ending and advanced gameplay. You will never encounter the same situation twice in a row, and no matter what time you enter the universe there is always something to do and one more raider to engage. Even in Advanced Campaign Mode (ACM) where the missions are sent to you via orders from GALCOM, the missions, though scripted, have unpredictable results each time you play. You may, for instance, get a mission to destroy a target in a seemingly quiet region of space and though your adversaries may not be scripted within the mission, you can always count on someone making your life a misery & causing you untold grief. There’s nothing worse than having a pair of raiders flying carriers with advanced weaponry warp into the region just when you thought you had the mission licked. Of course, you can also count on other GALCOM ships to show up and help you out. In a region where there is a friendly starstation, you can count on them to launch intercept crafts to deter any attacks by hostile fleets. Naturally, if your travels take you through hostile space, especially one with a hostile starstation, expect to get beat up -­real bad. The next time you establish orbit around someone’s planet, be sure to find out who and what is down there.
In BC3K space, everyone can hear you scream. Now that you get the picture, you have to figure out what mode you’d like to play. BC3K
offers three modes of gameplay modes described in the following sections.
2.0 Free Flight
In this mode, you start at Commander rank with a Terran Military designation working for Galactic Command (GALCOM). You will have to adhere to GALCOM rules and regulations. Once you enlist, it is assumed that you have already received and understood your orders via these guidelines and you will not be receiving any further orders from GALCOM.
Your main order of business is to ensure that all GALCOM assets and those of Terran allies are secure and free from attack by hostile forces. Of course, since GALCOM trusts you and isn’t keeping tabs on you, you can pretty much do what you want. You’re your own commander and are left alone to make or break the rules. You are free to explore the game galaxy and offer assistance where necessary, exploring new worlds and encountering new alien nations, both friendly & hostile. You will need to study the alien nations in BC3K and the sectors that they control. This information is in the Alien Nations Database appendix file. Failure to learn this information will most likely end in your destruction if you venture into hostile territory. GALCOM pays you a salary every Earth day based on your rank and offers free ship repairs and replacement personnel at the GALCOM headquarters (also called GHQ). In ACM mode, your salary is 15% higher.
In BC3K, you rely on Experience Points (EP) for promotion. Certain actions earn you Experience Points which count toward your promotion. As you rise in rank, you will find that your salary and command actions also increase.
Note: Refer to Section 24: GALCOM Commander’s Guidelines for more on GALCOM ranks and Appendix B for Experience Points allocation.
Most commanders playing Free Flight will embark on a profit-making career by trading between the numerous starstations and starbases scattered around the galaxy, ignoring their primary duties of maintaining law and order.
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Several arms of the
GALCOM
science, and technology. For this reason, your Military. Under this designation,
organization concentrate on the promotion of free trade,
designation is set to Terran
GALCOM
GALCOM
ships can usually enter most space sectors
where people you encounter will not regard you as a threat but as a neutral emissary of
GALCOM
. We wish you all the best because once they figure out that you have combat capable weaponry, since you will be radar acquired so fast you’d think there was a bullseye on your ship where the
GALCOM
insignia should be.
2.1 Advanced Campaign Mode (ACM)
Think of ACM as a series of missions built around a campaign in which
GALCOM
is determined to make your life a living hell and ensure that you earn your keep by getting them out of their messes. This experience is not for the feint at heart. ACM is more complex and involved, so it will be discussed in sections to make the experience a little more pleasurable. Each section below deals with the difference between Free Flight and ACM.
GALCOM designation
In ACM your
GALCOM
designation is set to Terran Military. This means that you’re fair game for every undesirable that’s out there. Not to mention the Terran enemies who will attack you regardless of your designation.
Assignment
All options available in Free Flight are also available in ACM except that you are signing up for intense service. ACM gives new meaning to the words ‘active duty’. Not only are you expected to go up against incredible (and sometimes impossible) odds most of the time, they also expect you to come out alive and bring their ship back in one piece.
Rewards
The upside to volunteering for ACM duty is that your weekly salary is 15% higher than in Free Flight. Of course you have to live to spend it.
Also in ACM mode, the Experience Points awarded are slightly higher, (as much as 25% higher in some cases) making promotions possible in a shorter period of time than in Free Flight mode.
Diplomacy
Though the state of the galaxy is identical to the state in Free Flight, ACM campaigns sometimes directly affect, and therefore modify, this balance of power. You may find your best friends becoming your worst enemies overnight. As a Terran commander, you inherit all Terran enemies. This means that if
GALCOM
blunders in its diplomatic moves you’ll be in the firing line faster than you can raise your shields. Believe me when I tell you this, it’s a wonder the Terrans still have friends considering the number of policy­related blunders they make on an almost daily basis. Of course, you’re always stuck in the middle asking yourself if you’re really one of the good guys. This is a question you will be asking yourself throughout your entire ACM career.
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Tour Of Duty
In an ACM campaign, you get your orders directly from
GALCOM
. These orders are in the form of Tour Of Duty (TOD) missions which make up the ACM scenario you are playing. These TOD missions sometimes have linear or non-linear branches so that a series of missions may occur in a specific order whereas another TOD mission may branch to another depending on the results of the original TOD. Each set of TOD missions is designed around a particular branch of the scenario story. Some TOD sets can contain up to ten missions before another TOD branch is executed.
TOD missions all have their rewards for success or failure. In some, you will gain Experience Points, medals, finance credits, or all of the above. Do poorly and you may be court-martialed. Of course you don’t have to show up for the hearing…
The basic campaign scenario is outlined when you first enlist for ACM duty. It’s short and to the point. The parts they conveniently forget to tell you are the parts that are guaranteed to get you and your crew into trouble. Naturally, once
GALCOM
starts sending
you orders it will all begin to dawn on you, but of course by then it’s too late.
Patrol Zones
Between TOD assignments,
GALCOM
may assign you to a specific region of space called a Patrol Zone (PZ). This area includes a space region with all the planets and moons it contains. You are responsible for whatever goes on in that PZ. If a diplomat ship is attacked and destroyed in your PZ, then you are penalized for it by the deduction of Experience Points. This can sometimes lead to loss of rank. Once your PZ is cleared it is no longer your responsibility. Sometimes a TOD mission may occur within your PZ and this is guaranteed to get you into serious trouble if you are not careful. Generally speaking, you are required to protect all friendly assets within your PZ. If a pirate ship or other hostile ship shows up, you have to dispatch it as quickly as possible before a friendly ship shows up and gets attacked. Once your PZ is cleared, you will be informed via satellite communications and you are free to do what you want until your next assignment.
ACM Format
Once you start an ACM career your orders are transmitted to your ship via a secure communications channel. You then access your
COMMLINK
specs, and go to see the ship’s resident empath. Each ACM mission has
Orders
which tell you about the mission, a
Start Time, Run Time
computer, read the mission
Mission
and a
Down Time
.
These are discussed in detail below.
Mission Orders:
Contains the orders for the mission detailing where the mission takes
place and what you need to accomplish in order to complete it.
Start Time:
Indicates when the scenario will commence. It will commence at this time whether you make it to the ‘theatre’ on time or not. Of course, you can’t cheat; if you get to the ‘theatre’ early the scenario starts immediately.
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The
Run Time
determines how long the scenario will last. Scenario run times can last for several minutes, hours, or even days. You usually have to solve the problem and end the scenario before the time expires. Once it expires, the system enters a resolution phase during which it decides what to do with the actors introduced into the theatre. In most cases, everyone goes back to their base. Of course, knowing your luck, you’ll probably end up with a scenario in which the resolution phase decides the hostile actors should stick around and fight to the death; eating into your down time and depriving your crew of their much deserved R&R.
The
Down Time
is simply a period during which
GALCOM
figures out what to do next based on the outcome of the previous scenario. During this period you can repair or upgrade your damaged systems, buy new weapons, treat your injured crew, or seek out and beat up that trader who told you about the secure trade route and got you into one hell of a fire fight. You can pretty much do whatever you want. If you are reasonably confident, you can request your next orders from
GALCOM
via the bridge menu. This is the
only time during which you get to request new orders. If you don’t request new orders,
GALCOM
will automatically send you new orders once this down time expires.
An ACM scenario is a collection of short mission scenarios designed around a common problem. The problem is presented to you when you enlist and the story will unfold as your orders are transmitted. Once an ACM scenario ends, you can still continue to play the game but you will no longer get orders from
GALCOM
. In short you will exist in a world that is now based on the events that occurred during the ACM scenario. Since the BC3K universe does not shut down, there will always be once more raider or Insurgent out there. No matter what was destroyed, the evolution based model in BC3K allows for the gradual re-creation of all destroyed objects including stations, bases, planetary cities, etc. Planets or moons that were reduced to barren and uninhabitable versions will remain this way, however, due to the fact that the surface texture maps that were replaced during the catastrophic explosion (asteroid, meteoroid, comet impact, or a weapons-based explosion) cannot be reversed.
Once you enter an ACM scenario it cannot be stopped. If you find a nice quiet corner of space to hide out and never respond to your orders the entire scenario wil l play itself out in its entirety and produce its own results.
Note: The design of BC3K allows for additional scenarios to be introduced to the universe via ACM plug-in missions. BC3K was designed to support up to 100 ACM scenarios. This plug-in nature allows for the introduction of new scenarios, aliens, planets, space regions, ships, and any other element which exists in the current version via ACM scenarios.
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2.2 Xtreme Carnage (XC)
Xtreme Carnage is a combat simulator shoot-‘em-up. In Xtreme Carnage mode you are flying an Interceptor after being deployed into a hot combat zone by a Battlecruiser. XC has three space regions with a number of planets, moons, and the usual space anomalies.
Each phase is presented in a series of waves of increasing difficulty. There are ten waves in XC. Your mission is simply to destroy as many hostile targets as possible and make it through the tenth wave. At the end of every wave (and, depending on the wave difficulty, sometimes during the wave) your ship will be repaired, re-powered, and re­armed.
At higher waves you will be given wingmen to assist in your mission. If they survive they progress to the next wave with you.
In Xtreme Carnage mode, you still have freedom to ignore your orders and roam the galaxy, enter planets, etc. If you do this, you will effectively lose any experience points that would otherwise have been awarded had you carried out the mission.
Once the wave loads, you will get your orders via the
COMMLINK
computer. Use the arro w keys to scroll the message. When you are done viewing the orders, exit via the spinning logo to return to battle.
If you die in XC, you are returned to the
MAIN MENU
where you have to start over.
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3.0 History Of Galactic Command (GALCOM)
As the Earth survived each threat to its existence through the passing decades, the need for an alternate home world became more and more apparent. The good old home world has survived global conflicts, catastrophic diseases, comets, asteroids, meteorites, and more, but each challenge has prompted technological advances in order to maintain the integrity of the planet and its inhabitants.
Terrans have always been fascinated by space exploration. Due to their life expectancy such space exploration was limited to the planet’s orbit and, later, the moon. Early travel beyond the moon was only possible by robotic sensor probes and data-gathering unmanned spacecraft. Throughout the years, scientists could only observe as planets and moons in the Solar system were bombarded by comets and asteroids. It became obvious that it was only a matter of time before our planet was hit by one of these space objects. Terran databases contained catalogues of every object in the planet’s orbit and indeed all comets, asteroids, and meteoroids in the Solar system.
By 1990, a group of asteroids whose orbits cross that of Earth were catalogued and named the Apollo objects. One of these, Eros, was approximately 16km long which is about the size of old New York City. At that time, the chances of one of these objects hitting Earth was considered remote. In mid-1994, Jupiter was bombarded by fragments of a large comet. The effects of this assault were observed by many on Earth and posed some serious questions about the fate of our planet. It is theorized that some of the first living things on Earth were made extinct by a stellar object hitting the planet.
Through the decades, the threat became more and more apparent as several other planets and moons were bombarded by objects which seemed to originate from far beyond the reach of capable sensors. Meanwhile, exploration efforts were concentrated on the search for other life forms within our galaxy. Small meteorites which fell on Earth were found to contain Amino acids which support the existence of living organisms. Speculation about the existence of extra-terrestrial life continued to grow. Fuelled by conflicting accounts of alien abduction and the sighting of extra-terrestrial space craft, mankind continued to search for the existence of other life forms within the Milky Way. Advancements in the fields of neural networks, artificial intelligence, robotics, and light wave transmission allowed mankind to push his knowledge further into the outer regions of the galaxy. However, we still could not overcome the space-time continuum and the subsequent aging process which prevented manned space flight beyond our own star system.
Of the nine planets in the Solar system, only Mars was remotely capable of supporting human life. Scientific colonies and research stations were set up on Mars to study its atmosphere, which was found to be 95% Carbon Dioxide gas and one hundred times thinner that of Earth. It could not readily support human life. As the years went by, special air and water filtration facilities were constructed on the surface of the planet. These provided the proper balance of nitrogen, carbon, and oxygen in the to support human life. Gradually, research stations were constructed which then evolved into small colonies consisting of scientific and defense engineers and their families.
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Back on Earth, spacecraft designed to make the Martian journey were constructed. These used improved fuel management and booster rockets to escape the Earth’s gravitational pull and solar power to facilitate the journey to Mars. These early journeys were limited to military and research personnel and were usually one-way trips.
On stardate 03.18.2328, the first non-military colony was established on Mars. This facility was open to the commercial traffic of large conglomerates. Aided with technology from research studies, these interests were able to make the planet more habitable by building cities above and below the surface. This led to plans for colonization on a much larger scale. At the end of 2334, after numerous failed attempts and disasters, the new colony was open and fully functional. Additional research stations were later built.
Unfortunately the closest we had come to manned interstellar spacecraft were sophisticated neural androids. These androids had an advanced program which allowed them to gather and analyze data from their travels and send this data back to stations on Earth and Mars. Their life span and mean failure average was twenty five years. In the event that they did encounter other intelligent life within or beyond our galaxy, their memory banks contained data regarding the human race, the location of our home world, etc. By the turn of the century no alien contact had been made. This was due in large part to the vast expanse of the Milky Way galaxy, the limited range of the spacecraft, and the need for faster ships.
At this time, the United Free Nations (
) began work on orbital space stations around
UFN
Mars and Earth. These were designed to facilitate continued space exploration and research. Though it was assumed that military units would be assigned to these installations, it was still not clear how much presence Earth Command ( military arm of the
, would have on each station.
UFN
EARTHCOM),
the
Both stations were completed within six years. The star station Starpath, in orbit around Mars, could support up to six thousand
personnel and ten spacecraft. Within a year, it was outfitted with defense systems including advanced search-and-detect radar, phased matter shields, and Roton laser arrays. The second star station, Genesis, was designed primarily as a military installation from the onset. It had better defensive and offensive systems and was used to pinpoint the location of Earth Command opposition on the planet’s surface. This station was three times the size of Starpath and capable of supporting up to twenty five thousand personnel. It was also the site of the first space-borne shipyard.
Every planet has had its problems and Earth is no different. There were the usual dissidents who were opposed to resources being allocated to develop defense technology as well as those who were convinced that the government was holding back information regarding the discovery of extra-terrestrial life and technology. It was also rumored that the government was using its citizens for biological experiments in deep space travel.
The most powerful opposition to the
UFN
and
EARTHCOM
The ultimate goal of the Insurgents was to cripple the operations of force the
to disband the organization. Most government organizations were
UFN
were known as the Insurgents.
EARTHCOM
and
infiltrated by the Insurgents. The computer industry had blossomed out of control and imagination was often all it took to come up with something innovative, brilliant..., and dangerous. As the number of Insurgents increased and their organization became more powerful, some high-ranking Insurgent officials were bold enough to defect to secret bases scattered across the globe.
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Several skirmishes erupted between
EARTHCOM
and the Insurgents which resulted in
loss of life. There were rumors of brutality, manipulation, kidnapping, and blackmail by
EARTHCOM
operatives on Earth and on the evolving Martian and Lunar colonies. The official statement by the government was that the Insurgents were a ruthless group who had no real purpose other than to bring down the
for political gain. Nevertheless,
UFN
support for the Insurgents grew. In 2899, an unmanned deep space probe in Alpha Centauri sent back sensor data which
supported scientific theory that there was life in other parts of the galaxy. Even with advanced technology of the time this sensor data took almost five years to be relayed back to Starpath. Later that same year, a space craft manned by an android known as Arianne was vectored to the source of the probe transmission. The journey would take Arianne five years. It would be an additional five to six years before new data was received from the android.
As technology advanced, new discoveries were made in areas of engine and reactor design. The research division of
EARTHCOM
also made significant progress in defense technology by designing new shields, lasers, and missile systems. Most of the Apollo objects were used as targets for testing these powerful weapons. In 2907, the first fully­functional Mass Drive Reactor was developed. This reactor used a mineral called Radine as fuel for anti-matter conversion. The reactor was also capable of using energy absorbed from a solar source. Stronger materials for building the external hull of ships were also developed. Technological research had reached a new level.
On approach to Alpha Centauri in 2910, Arianne began transmitting research data back to Starpath. At the same time, space exploration became a flourishing industry. There were now regular commercial trips between Earth, Mars, and the Moon. Several new colonies sprouted up on these worlds. The Insurgents subsequently infiltrated these colonies and continued their crusade against
EARTHCOM
.
Limited progress was also made in bio-stasis technology using animal experiments. Still, the longest time a primate had survived in stasis was three years.
Experiments using constructive DNA signatures were far more successful. A living organism could now be replicated by using a stored DNA signature. This was adequate for the purpose of cloning biological entities, but useless for extending the life span of the original subject.
In 2915, a nineteen year old student at the University of Biological Research on Earth discovered a method by which a biological entity could be put in stasis indefinitely and restored with the aid of an implanted computer chip. All that was needed was a way to implant the chip without it being rejected by the host body as a foreign entity. The student and all his research equipment were relocated to Mars by
EARTHCOM
to continue
work on this discovery. In 2919 the Biological and Stasis Regeneration project was concluded with tremendous
success. The technology, under the supervision of the
EARTHCOM
research and development section, was given a Level 10 classification, the highest of any experiment conducted involving non-military personnel. Citing its instability and the need for more extensive tests,
EARTHCOM
refused to release any further information about the
experiment. In short, it was put under lock and key.
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The first advanced exploration spacecraft, the Sphinx class GCV-Seeker, departed from Genesis on stardate 01.07.2926 with a crew of two hundred fifty personnel. This craft, though designed for deep space exploration, had the most advanced military defense systems to date and a complement of seventy-five
EARTHCOM
Marines on-board. The ship’s fifteen year mission was to rendezvous with Arianne and seek out life forms within the Alpha Centauri system. It was designed to travel at up to three times the speed of light.
Due to a computer glitch the stasis regeneration computer failed to awaken the crew at the programmed time and they missed their rendezvous with Arianne by seventeen days. Arianne had since continued on to the Sirius star system.
In 2928, GCV-Seeker was intercepted by four alien spacecraft in the vicinity of an unknown planet. The details of the encounter and the return to Earth of the GCV-Seeker and its hosts are still classified.
The Empirians who made first contact with the Terrans were a race of researchers and explorers willing to share their advanced technology with the Terrans. Several reports indicate that this mild-mannered race had previously visited Earth on several occasions. They had made contact with Terrans but due to the instability of the planet’s affairs had decided to simply catalogue their discoveries rather than open full diplomatic relations. The arrival of GCV-Seeker at Alpha Centauri was a surprise to the Empirians and though still apprehensive about dealing with Terrans, they decided to renew contact. By the end of 2963 the Terrans had made contact with almost all intelligent life forms in the Milky Way galaxy.
Meanwhile, the Insurgents’ conflicts with
EARTHCOM
and the
persisted. The
UFN
alliances formed with alien nations, the allocation of Earth resources for the maintenance of the resident aliens, and the expenses associated with the space exploration program were all factors that perpetuated the rift. The Earth was still threatened by a depleting ozone layer and yet the
had failed to address the problem, instead choosing to
UFN
continue allocation of resources to space research and the subsidizing of alien nations. In an effort to save face, the
officially declared the Insurgents an outlaw
UFN
organization in 2965 . All the organization’s assets were seized and most members put in confinement at
EARTHCOM
prison facilities on Earth, Mars, and special colonies on the
Moon. Collaborative studies were conducted with alien nations in technology, religion, and
trade. Using Droidan and the Syrion technology, starships were fitted with special Atrian-Alloy hulls capable of using wormholes and flux fields for traversing space. Since unstable flux fields were sometimes dangerous to ships, special structures were built around all the known stable ones. With the help of the Credians and the Syrions, the first accurate galactic navigation’s map charted all these intra and interstellar links.
As a result of these advances in technology, intrastellar travel became less tedious and time consuming. Significant advances were also made in cloning, bio-stasis, and propulsion systems..
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Intragalactic politics was another area where rapid advances were required. Alien nations had their own unique policies, traditions, and complex systems of government for the Terrans to contend with. Without a thorough knowledge of these issues, it was easy to accidentally offend an alien counterpart which could lead to serious consequences. Alien nations had their own internal problems as well and outside interference was rarely welcome. The balance of power within alien sectors was often threatened by territorial wars.
With progress came new problems. There were pirates and smugglers from all nations. Diplomatic relations became strained for many reasons and were difficult to repair. Meanwhile, splinter groups of the outlawed Insurgents were waging a private war with
EARTHCOM
forces on every front. It was reported that these splinter groups had formed alliances with rebels from alien nations. Even pirates operated under the guise of the Insurgents.
EARTHCOM
ships were hijacked and bases were overrun.
EARTHCOM
was challenged to maintain law and order in Terran-controlled systems. Impenetrable Insurgent bases and the frequent sorties by pirates and smugglers from all alien nations caused considerable problems for the controlled sectors and the constant threat of war prompted the
. Instabilities within alien
UFN
and the Empirian &
UFN
Vesperon governments to start investigating co-operative methods of curbing these problems. After five years of diplomatic talks, it was decided that a powerful force of military and research personnel from all respective nations was the answer. Joint military missions would be undertaken. Technology and resources would be shared.
On stardate 05.11.2993, Galactic Command (
GALCOM)
was formed. Its founding members were the Terrans, Empirians, and the Vesperons. The Genesis star station in Earth orbit, already a 90% military installation, was converted to a fully-functional tactical operations center, and eventually became known as
GALCOM HQ
(or GHQ). The organization's primary objective was to maintain law and order within its member’s regions and to provide assistance to crafts venturing into unknown or hostile territory.
As space exploration progressed, other intelligent life forms were encountered. Some were hostile and others were friendly. As news of the formation of
GALCOM
spread, opposing factions argued that the stars belonged to no one race and that the division of known space into sovereign regions was unacceptable. Several small wars erupted. During these conflicts,
GALCOM
members while on deep space incursions. Despite this, the
craft were sometimes denied access to facilities of non-
and the other
UFN
governments continued to seek the support of non-member nations and attempted to outline the benefits of defined borders and a military force to maintain law and order in those territories. Most races who did not wish to join remained neutral and maintained a cordial trading relationship with
GALCOM
forces travelling through these nation’s territories or docking at their space
GALCOM
members. Strict protocols were established for
facilities. On stardate 11.06.2998, contact with the
GALCOM
research vessel GCV-Stargazer was lost. This ship had been on a routine patrol in the Gammulan quadrant. At first no one knew what had become of the vessel. Then the ship’s communications probe was retrieved by another
GALCOM
ship in the Credian quadrant. This log revealed that the ship had been attacked without warning by a then unknown alien race. The entire crew had perished.
GCV-Recovery and GCV-Starsearch, the most heavily armed and combat ready vessels in the Gammulan quadrant, were dispatched to the vicinity of the Stargazer’s last transmission. These two ships were never heard from again.
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It is now 3000AD and the galaxy is bracing itself for war.
GALCOM
is building a large and powerful fleet commanded by a mixture of seasoned combat veterans from its member nations and promising young commanders fresh out of the academy. They are all well armed and confident, and determined to seek revenge for the loss of these three great vessels and the souls they carried.
3.1 Galactic Time Line 2328 : First colony built on Mars. Consisted mainly of military and research
personnel but later expanded to include commercial ventures in the areas of biology, cartography, mineralogy, and military research.
2899 : A Terran deep space probe, Voyager 2, discovers extra-terrestrial life in Alpha Centauri. Space research is boosted by 75%. Work begins on new engines, reactors, and space craft components.
2907 : The first long range MassDrive reactor, which used a mineral mined from asteroids as fuel, is developed.
2910 : The android Arianne sends back supporting data of intelligent life from its flyby of Alpha Centauri.
2915 : Scientists continue to explore methods of halting the human body’s metabolism in order that it could endure deep space travel. The first stasis experiments are performed on animals.
2919 : Stasis experiments are performed on Terran subjects. It becomes possible to reduce the body’s metabolism by stasis. Some subjects were in this form of ‘hibernation’ for as long as 5 years with no side effects. It becomes possible for a body to remain in stasis indefinitely. By further expanding on this technology, a device is developed which creates the proper conditions within an environment, such as a space ship, that would allows the body’s metabolism to progress at its normal rate relative to the distance traveled. This, and the increased speeds of new engines, makes space travel far easier. Travelling vast distances at several times the speed of light, takes a matter of months instead of years. The term light speed (LS) was used in measuring the distance traveled by a spacecraft. Lightspeed is equivalent to the speed of light or approximately 299,800 km/sec.
2925 : The first military research spacecraft is completed. The Sphinx class Battlecruiser, Seeker. This craft was fitted with a MassDrive reactor and Syrian Mark IV engines. With advanced hull design and life support systems this ship could withstand the harsh forces of interstellar space on its journey to Alpha Centauri. It is capable of speeds in excess of several times the speed of light.
2926 : GCV-Seeker is commissioned for deep space travel. Its crew, all veteran astronauts, were hand-picked from advanced nations on Earth. The crew was put in stasis during the long journey. Their mission: to explore Alpha Centauri and ‘make contact’ with intelligent life.
2928 : GCV-Seeker is intercepted by an alien lifeform. Contact is made with mankind’s first extra-terrestr ials, the Empirians.
2965 : The UFN declares the Insurgents an outlaw organization. 2967 : The first navigation chart is completed. It divided the galaxy into four
quadrants with each being named after the predominant occupying alien nation.
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2993 : The situation in the Terran quadrant went from bad to worse and the instability in other quadrants threatens to cause even more problems. hard pressed to carry out its duties. Galactic Command,
GALCOM
is formed.
EARTHCOM
is
2998 : GCV-Stargazer, GCV-Recovery, and GCV-Starsearch are lost in the Gammulan quadrant.
3000 : Galactic Command steps up its recruiting campaign as a result of increased conflicts within the Terran quadrant, the disappearance of more vessels in the Gammulan quadrant, and rumors of an invasion by an alien force.
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3.2 Alien Nations

The image of important ACM pers onal ities is used as a r epresent ation of the a ppear ance of each race. These ‘special’ people exist in ACM and can be used to create a story line for ACM scenarios. Unlike the Supreme Commander who rarely leaves GALCOM HQ unless on diplomatic missions, the other s are Commanders just like the player and have their own p atrol zones and tasks scripted in ACM.
Alien Nation Terrans Homeworld Earth / Sol Location Terran Quadrant : Sector D9 Prime Attribute Research GALC OM Member Yes Tech Level 3
The Terrans have evo lved into a slightly aggress ive nation. They are intereste d in space travel and allocate huge am ounts of resour ces to researc h and developm ent of advanc ed technolog ies in the areas of spac e travel and def ense systems. T he Terrans are waging an unsuccessf ul war with the Insurgents on Earth and in space. Several GALCOM fleets of Terran ships are on permanent station in Terran and Empirian territories.
The Terrans are currently members of Galactic Command.
Karl Reines, Supreme Commander, Head Of Galactic Command
Mark Stryker, Fleet Commander
Nat Mason, Strategic Commander
Randy Karynia, Tacops Commander Jack Dearth, Tacops Commander
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Alien Nation Empirians Homeworld Centris / Alpha Centauri Location Terran Quadrant : Sector C8 Prime Attribute Research GALC OM Member Yes Tech Level 2
The Empirians have been waging a losing war with pirates and s mugglers for decades. Due to their advanced research background, their territories have always been the targets of these undesirables. The Empirian Starforce HQ in orbit around Cro nus is the most heavily defended base in the Terran quadrant. However, frequent skirmishes have proven to be costly for the Empirian high command to the point of preventing the construction of additional star stations within their territories.
Then there are the Sla'ti. Long before the Em pirian/Terran contact, the Sla’ti had plagued the Empirians in space and on their homeworlds. The sole purpose of the Sla’ti is to profit from technological advances made in the r e gi on. T heir inf luence spans the ga lax y an d while they h a ve some outside alliances, they are hated at home. It is rumored that the high counsel of the Empirian supreme comm and had ties to the Sla'ti which may be why all attem pts to eradicate them have failed. The Sla'ti bases on the Empirian planets Nevuela and Varan are virtually impenetrable. Neither of these plan ets is c ons ider e d to b e of ec onomic value to the Empirian high command, so after severa l lopsided skirm ishes which resulted in heavy government losses , the planets have been left to their own devices.
Shortly after GALCOM was form ed, a Sla'ti vessel captured a Ter ran transport convo y. Some of the crew were said to have been taken to a labor camp on Varan. As a result, the Terran government consult ed with the Em pirians and soon af ter a GALCOM patr ol and strike f orce was dispatched to the region. The fleet's primary objective was to block the Sla'ti shipping routes, capture their ships, and eventually lead a strike on t heir bases. What at first appeared to be a quick and simple mission turned out to be a war that would last for many years.
Soon, rumors surfaced that contende d that the Sla'ti were not responsible f or the original attack on the Terran convo y. Rather, it is insinuated tha t factions within t he Empirian go vernment had orchestrated the attack in order to draw GALCOM into deploying troops into the region.
The Empirians also allocate huge am ounts of resource to def ense research. The Empir ians are currently members of Galactic Command.
Ugo Ra-Zin, Strategic Commander
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Alien Nation Vesperons Homeworld Canaan / Omicron Eridani Location Terran Quadrant : Sector B6 Prime Attribute Explorers GALC OM Member Yes Tech Level 1
This slightly aggressive race are essentially explorers and traders operating from their home world on Canaan. Their system is isolated from the normal space lanes and they have been trying for years, with little success, to build a stable jump point linking Omicron Eridani and Procyon. This would provide an easier access to the Credian quadrant and the well-traveled trade routes beyond. The jump point in Ramis has exits that end up ne ar Barnard's Star and Alpha Majora. With new technology, the Vesperons thought to build a special jump point that would allow them to direct one of these exit points into Procyon. Unfortunately, once the technology hurdles were surm ounted, another problem was discover ed. Procyon, because it was isolated, had become a haven for pirates, smugglers, and other undesirable galactic rejects. Vesperon fleets that took the long way around to wage war with the occupants of Procyon were usually unsuccessful. The y had to travel too far to r efue l, repair , an d rearm . T his led th e Ves perons t o tr y a policy of seek ing alliances with oth er, more capabl e, alien nations in the hop e of defeat ing the undesirable inhabitants of Procyon. They then cou ld proceed with the develo pment of a special device that would allow them access to Procyon directly from Ramis.
This strategy has been blocked b y GALCOM's rejection of the plan. G ALCOM cla ims that no one would gain from annexing Omicron except the Vesperons, and site GALCOM directives that prohibit interference in internal conflicts that were beyond the alliance's jurisdiction. As the system does not belong to the Vesperons, any hostile invasion would be in violation of GALCOM regulations.
The Vesperon governm ent is also acc using the Empirians of condoning the ac tions of the Sla'ti. To make matters worse, Tau Cet i, the onl y short link to the Syrion quadra nt is a const ant source of bounty for pirates who routinely escape either to Alpha Centauri or to Alpha Majora. This prevents any non-milit ar y base fr om being bui lt in t he syst em . The Vesper ons c laim that T au Ceti was also the responsibilit y of the Empirians who th ey feel should assist in th e construction of a military station there. Citing economic constraints, the Empirians declined to participate in the construction of the station. The situation in Tau Ceti remains unchanged. The inhabitants of Procyon aren't budging and the relations between the Vesperons and the Empirians remain strained.
The Vesperons rem a in com m itted to gain ing co ntro l of Pr oc yon and annexin g O m icr on Erida ni to Procyon. They allocat e a huge amount of resources to technologica l and def ense research. The Vesperons are currently members of Galactic Command.
V’lith R’ar, Vesperon Military
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Alien Nation Credians Homeworld Ronus-IV / Trenis Location Credian Quadrant : Sector I7 Prime Attribute Explorers GALC OM Member No Tech Level 1
The Credians are very advanced in ex ploration. It is rumored that th ey have traveled thr oughout the galaxy and perhaps be yond. They are curre ntly involved in a war with the Zelons over an ancient artifact that was suppos edly rec overed b y a Credian ex ploratio n team fr om the wreckage of a Zelon spacecraft in Tau Ranis . T he Cr edi ans cl aim they don't posses th is it em but the Zelons insist that they hav e proof that they do. Hostil ities broke out over eight m onths ago and thou gh the Zelons are a small nation they are putting up a brave fight.
The Credians allocate large amounts of resources toward exploration. The Credians are not members of Galactic Command.
Alin Tin, Credian Military
Alien Nation Kandorians Homeworld Lydan / Krynon Location Credian Quadrant : Sector I5 Prime Attribute Warriors GALC OM Member No Tech Level 4
This race is one of the most advanced in warf are. They are extremel y aggressive but are rare ly involved in prolonge d conflicts. The y are very close their sister race the Mandorians . They have recently joined forces with the Mandorians to drive Valkerie and Gammulan forces out of the Credian quadrant.
The Kandorians allocate a vast amount of resources toward weapons technology. The Kandorians are not members of Galactic Command.
Z’tar Ka-Hi, Kandorian Military
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Alien Nation Mandorians Homeworld Pravis / Cyrian Location Credian Quadrant : Sector H5 Prime Attribute Warriors GALC OM Member No Tech Level 3
Like their sister race the Kandorians, the Mandorians are warriors, but with a less aggressive nature. They have been engaged in a war with the Va lk eries f or m ore than t en years over Rinaa l, a planet on the edge of the Credian a nd Gammulan quadrants. Though the Valkeries were the first settlers of Rina al, limited resources and a catastrophe that destroyed half the planet for ced them to abandon it and migrate to Omega Centauri. The Kandorians were able to rebuild the planet and use it for training and research bases. It wasn't long before small colonies were constructed. At present, the planet is fully populated. The Valk eries decided to return to Rinaal and though the Mandor ians welcomed them to settle among their peop le, the Valk eries insisted upon reclaiming the planet as th eir own and adopting a Valk erie gover nment. W ar broke out and continues to the present time.
The Mandorians divi de their r esources between we apons tec hnolog y and galactic exp loration. At present, the Mandorians are not members of Galactic Command.
C’tha Ma, Mandorian Military
Alien Nation Zelons Homeworld Zelana / Lanix-V Location Credian Quadrant : Sector G5 Prime Attribute Traders GALC OM Member No Tech Level 0
The Zelons are a mild race of reli gious traders who will buy or sel l anything if it makes them a profit. They are notorious for securing the largest and m ost ambitious deals in th e space lanes. They are currently at war with the Cr edians over an anc ient artifact the y claim was taken b y the Credians from the cr ash site of one of their spacecraf t. Due to its s trategic locat ion in the galax y, the Zelon system Lanix V is a very important link to the rest of the galaxy.
The Zelons allocate most of their resources to trading and exploration. The Zelons are not currently members of Galactic Command.
Z’gar, Zelon Military
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Alien Nation Valkeries Homeworld Otura-6 / Omega Centauri Location Gammulan Quadrant : Sector G2 Prime Attribute Warriors GALC OM Member No Tech Level 3
The Valkeries are a very aggressive and ruth less race. They do not welcome strangers in their regions and frown upon any neighbor who has access to a tec hnology m ore advanced tha n their own. They are sworn en emies of their sister nation the F alkerie and h ave aided the Gam mulans in the invasion of the Falkerie homeworl ds. They are currently at war with the Mandorians over Zelana, a planet their ancestors ab andoned many centuries bef ore. They are close allies of the Gammulans.
The Valkeries alloca te resources toward exploration and weapons t echnolog y. The Valk eries are not currently members of Galactic Command.
Z’dan Nad, Valkerie Military
Alien Nation Falkeries Homeworld LV-103 / Alpha Cygni Location Gammulan Quadrant : Sector G1 Prime Attribute Traders GALC OM Member No Tech Level 1
The Falkerie are a mild race of tr aders and explorers. Their homeworlds are densely populated by citizens of different nations as a result of their tra vels within the galax y. The Falkerie planets are very rich in Radine deposits m aking them extremely valuabl e. The Gammulans invad ed the Falkerie homeworlds in order to seize control of these R adine mines. The Falk erie fought long and hard for many years but were no match for the Gammulans. They are currently under Gammulan rule but a sm all group of resistance f ighters are waging a silent war to liberate their homeworlds.
The Falkerie resources are all ocated to ward tra ding s ince weapo ns res earch is forbi dden b y their Gammulan rulers. They are not currently members of Galactic Command.
Vli Ron, Falkerie Military
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Alien Nation Gammulans Homeworld Gamma-1 / Gammula Location Gammulan Quadrant : Sector F2 Prime Attribute Warriors GALC OM Member No Tech Level 5
The Gammulans are th e most aggressive and perhaps the m ost advanced race in the galaxy. They are also the lar gest and richest nation. For m any years the Gam mulans pre yed on weak er nations and advanced in ar eas of research and weapons by stea ling these tec hnolog ies. Tr ading within their territor ies continues to prosper ev en though (or perhaps bec ause) the y are haven for pirates and smugglers.
The Gammulans have fought three unsuccessful wars with the Syrions and Droidans in an attempt to annex the Alpha Canis s tar system. In order to acquire suf ficient resources to finance another conflict wit h the Syrions and Droida ns, the Gammulans invaded their weaker neighbors the Falkeries who had refused to join in the war agains t the Syrions and Droidans. They took over the Falkerie worlds thereby controlling over 90% of the Radine deposits in the quadrant. An alliance with the Va lkeries assisted th e Gammulans in inf iltrating the Falk erie defense s ystem in the early stages of the conflict. In order t o return the favor, the Gamm ulans are supporting the Valkerie war eff ort against the Mandorians over another territorial matter. When GALCO M was formed, the Gammulans were refused membership because of their aggressive nature and general disregard for law and order. As a result, r elations between the G am mulans and GALCOM member nations have remained strained for many years.
The Gammulans alloc ate most of their resources to weap ons technology. The Gamm ulans are not members of Galactic Command.
Darien Mane, Head of Gammulan War Council.
Gla Zir, Gammulan Military
Rygan, Gammulan Military Tanis Veer, Gammulan Military
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