Games PC BATTLECRUISER 3000AD User Manual

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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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
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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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Alien Nation Syrions Homeworld Sarien / Alpha Canis Location Syrion Quadrant : Sector E4 Prime Attribute Research GALC OM Member No Tech Level 1
The Syrions are highly advanced cyborgs and one of the most intelligent nations in the galaxy. No one knows quite where they came from, and since only Syrions themselves are allowed anywhere near their highly restricted home base, speculation is high. They appear to be mild mannered at first but can becom e quite aggres sive if intim idated. T hey rarely vent ure out of their quadrant and when they do it is usually on research and de velopment trips. They refuse to be referred to as cyborgs and think of themselves as organism s that have descended fr om a higher intelligence. W hen war broke out with the Gamm ulans their casualt y rates ran at onl y about 1%. This is because most of their ships were unmanned robots with very advanced systems.
It is not clear how the Syrions allocate their res ources but due to their high level of intelligence and the items found at their b ases, it can be assumed that the y concentrate h eavily on all form s of advanced technology. The Syrions are not currently members of Galactic Command.
Tani Shar, Syrion Military
Alien Nation Droidans Homeworld Alteris / Vega Eridani Location Syrion Quadrant : Sector B4 Prime Attribute Research GALC OM Member No Tech Level 2
This race is closel y related t o the S yrions but th e relationsh ip is not c lear. W here the Syr ions ar e part machine and part living tissue, the Droidans are all machine. No Droidan has ever been encountered outside the Syrion quadrant. They have been known to join in against the Gammulans in defens e of the S yrion qua drant. It is cer tain that th e Gamm ulans , and pr ett y m uch every undesirable entity in the galaxy, are interested in learning the secrets behind the Syrion and Droidan nations. Due t o the h igh le vel of sec urit y within t heir ter ritor ies, it is im pos sible t o v entur e into any restricted section of the Syrion quadrant without being intercepted.
There are those who believe that the Syrions and Dr oidans are r esponsibl e for link ing the galax y with wormholes and flux fields the way it is no w. These claims have n ot been acknowledged b y either race.
Mega Byte, Droidan military
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3.3 Alien Castes
The alien nations in BC3K belong to several castes with unique attributes and goals. Castes can be either aggressive or harmless and their allegiance to one another can be ally, enemy, or neutral. Certain castes can also be found as crew members serving aboard craft of another caste. For example, a military caste craft might typically contain paramedics, system engineers, flight engineers, and Marines.
Note: See Appendix N, for a detailed description of the various castes.
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

4.0 Tour Of GALCOM HQ starstation
Galactic Command HQ is located at the
GALCOM
star station in orbit around the Terran home world, Earth. It is one of the most advanced and heavily defended stations in the Terra quadrant.
GALCOM
also handles some planetary conflicts in co-operation with commanders take command of their first ship here at stations,
GALCOM
HQ has many facilities for use by commanders who dock here.
You can access various sections of from the Central Command computer,
You can move from system to system via the spinning
handles all combat and tactical operations from this station. It
. All new
GALCOM
logo in the top right corner
GALCOM
CENTCOM
EARTHCOM
GALCOM
HQ. Like other star
HQ or station or base you are docked at
.
GALCOM
of the screen.
4.1 ROSTER [Enlisting]
When you start the game the first time you will be taken to the

ROSTER

computer where you will create your alter-ego. To create, delete or select a new alter-ego,
[LEFT CLICK]
on one of the buttons on the lower left. If you select an existing alter-ego you may then choose one of your saved games to continue from where you last saved.
When creating a new alter-ego type in your name and press for your Battlecruiser and press
[ENTER]
When you are done,
.
33
[ENTER]
[LEFT CLICK]
then type in a name
on
ACCEPT
.
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4.2 MISCON [Choosing A Career]
PERSONAL STATS
Once you have selected a player in Roster or have created a new alter­ego, you will be taken to the Mission Control (

MISCON

) computer where you will select your campaign scenario. Select one of the displayed scenario titles and click on it to display your orders. Once you have read your orders,
ACCEPT
. You entry will then be
[LEFT CLICK]
on
recorded and your personal stats displayed.
AGE SPECIES RANK GALCOM ID
STATUS
COMMAND CRAFT
ASSIGNMENT
Your current age which starts at 35. Your species which is always Terran. Your starting rank is Commander. This is a unique number assigned to all new
commanders. It references a database of your personal statistics and is also used to determine your security clearance.
The current status of the selected commander.
ACTIVE MIA
Still on active duty. Contact was lost with your ship in hostile or uncharted territory. This marks the end of your career. A profile with this status cannot be selected to play the game.
KIA
Confirmed that you were killed on duty. A profile with this status cannot be selected to play the game.
CMA
This flag indicates that you were court-martial for violation of
GALCOM
regulations. A profile with this status cannot be selected to play the game.
The type of ship you have been assigned to
command. Your current assignment. This is set to Free Flight by default and changes to Advanced Campaign Mode once you start playing an ACM scenario
selected from
MISCON
.
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VIOLATIONS
FINANCES GALCO M SALARY
Number of reported
GALCOM
violations. During the game, you will receive violation points each time you violate any of the
GALCOM
directives. Your available credits for trading and repairs. Every 24 hours,
GALCOM
transfers your salary credits to your cash reserves as payment for your services. Your salary during an ACM campaign is 15% higher than in Free Flight.
INVENTORY WORTH EXPERIENCE POINTS
The total value of inventory. During the course of your career you will be
awarded experience points for certain missions or feats that you perform. Experience points are also deducted each time a violation is recorded against you.
MISSIONS TO DATE
Number of completed missions or assignments to date.
FLIGHT STATUS COMMISSION DATE CURRENT DATE
Your current location. The date & time you took command of your ship. Current date and time.
The number of medals you have won to date, if any, are listed on the right side of the display along with a summary of your ship’s crew complement. You can also view the attributes of your ship’s personnel. The roster is based on class. This class can be changed by positioning the mouse over the icon marked
PERSONAL
and selecting the
desired class from the drop-down menu.
Note: See Section 19: Personnel Operations for more info on personnel attributes and Section 24.1: Galactic Command Ranks & Medals.
4.3 ENGINEERING [Repair Operations]
35
Every star station and star base has facilities which are capable of performing repairs on docked space craft. At these facilities, you have to pay for all repairs performed except at
GALCOM HQ
where all repairs are performed free of charge. Sometimes, spare parts may not be available and therefore some damaged systems may not be repaired to 100% functionality.
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This engineering computer is identical to the one on your Battlecruiser called the
LOGISTIX
computer. Docked at a station, all repairs are performed by the station’s personnel. On your ship,
they are done by your ship’s engineers.
Selecting A System For Repair
Once you access the engineering computer, the type of buttons and number depends on the type of ship you are currently docking. If your currently docked craft is a Battlecruiser, there will be buttons representing the Battlecruiser and all its support craft currently on-board. These may include the ship’s Interceptors, shuttles, and All Terrain Vehicles (ATVs).
[LEFT CLICK]
on one of the listed ships you would like to repair or inspect:
BC INT SH ATV
Battlecruiser Interceptors Shuttles All Terrain Vehicles
Selecting BC displays the schematics for the Battlecruiser and allows you to choose a specific deck on which to perform repairs. The other buttons allow you to perform repairs on any craft that is currently on-board the Battlecruiser.
The Repair screen is divided into three sections. The top left area displays a schematic diagram of the craft and all its systems. The area on the right displays all the crafts systems and their operational condition. The lower left is the orders area used for processing your repair orders.
The condition of the ship’s systems are color coded as follows:
GREEN BLUE YELLOW
Operational Already undergoing repairs Slight or minimal damage. Depending on the damaged component, you should be able to perform a repair
RED
Destroyed system. Replace or upgrade
Repairing The Selected System
To select a system for repair,
[LEFT CLICK]
in the ship schematic or in the systems list on
the right. Once you have selected the system that needs repair the computer will display the
repair time. You will also be presented with a bill for the repair if the station charges for repairs. To proceed with the repairs, click on the
REPAIR
button. If you don’t have
sufficient funds for the repair, it will not be performed. If the repair is done, the status of the system will be reset to green and the system will be fully operational.
If a system is badly damaged or destroyed, you can only replace it with a new one. If this is the case, a
REPLACE
option will also appear. Usually replacements take longer to
perform and cost more. You can select another deck or ship to repair by selecting the To exit the
LOGISTIX
computer, select the spinning
36
GALCOM
logo.
LEFT ARROW
button
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4.4 TRADCOM [Trading Operations]
The

TRADCOM

computer is used for trading transactions and is available when your Battlecruiser or shuttle is docked at a starstation. It is also available when a shuttle or ATV docks at a surface starbase. The STARSTATION or STARBASE QUANTITY column lists items available at the facility you are docked at. The SHIP QUANTITY column lists items you currently have in your cargo bays.
The size of the cargo bays depend on the type of ship that is docked.
The items are listed based on class. This class can be changed by positioning the mouse over the icon marked
MISCELLANEOUS
and selecting the desired class from the
drop-down menu. The available classes are:
MISCELLANEOUS ITEMS NORMAL MINERALS REPAIR MINERALS SPARE PARTS WEAPONS ILLEGAL ITEMS PERSONNEL
- Normal trade items
- Normal minerals
- Minerals used for some repair tasks
- Spare parts for all ships
- Weapons
- Items deemed illegal by
GALCOM
- Personnel for hire roster
The Battlecruiser has two cargo bays, each with a capacity of 7500 units. It also has two weapons bays, each with a capacity of 250 units. Fuel for the nuclear reactor ( shield systems (
PLUTONIUM
),and cloaking system (
IRIDIUM
), are stored in special tanks with
RADINE
),
storage capacities of 25000, 10000, and 1000 units respectively. The bottom of the screen displays the available space in your cargo and weapon bays
and your current finances. Weapons are only stored in weapon bays and regular cargo are distributed among the two cargo bays. Certain items can only be stored in a specific bay. Each item has a displacement value which determines how much storage space it requires. You can check an item’s displacement value and storage bay by moving the pointer to the items buy icon. If an item’s displacement value exceeds the currently available storage space, it cannot be purchased.
Note: If your Chief Engineer remembered to a make note about repair parts he requires for pending repair jobs, the amount of the items required will be indicated in the second column next to the item name.
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Trading
To purchase an item and have it marked for transfer to the Battlecruiser, the
icon. The purchase price will be deducted from your finances and the item will be
BUY
[LEFT CLICK]
transferred to your ship if you have sufficient cargo space. To sell an item and have it marked for transfer to the facility, left click on the
icon. The selling price will be
SELL
added to your finances and the item transferred to the facility once you exit. You can scroll either list by using the
UP
and
arrow icons.
DOWN
Recruiting Personnel
The Battlecruiser can host up to 237 personnel. You can recruit replacement system engineers, flight engineers, medics, and Marines if they die in combat. Selecting the
PERSONNEL
icon will display the current roster of personnel available at this facility for hire. You must have a vacant slot in your personnel file in order to recruit replacement personnel. If you have a vacancy, click on the
RECRUIT
icon to recruit someone in that class. If the deal is valid you will be charged a recruitment fee by this facility which is displayed when your pointer is over
RECRUIT
. You cannot sell or fire personnel. Once
you’ve got them, you’re stuck with them until they die.
Planet Information
Clicking on the
button in Tradcom will display info on your current planet and
INFO
system.
Note: See Appendix S, for a complete list of trade items.
on
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4.5 NAVITRON [Galactic Course Plotting]
The Battlecruiser 3000AD galaxy contains 25 star systems, 75 planets and 145 moons spread out nearly 100 space regions. Without a map of this galaxy, you would be virtually lost in space. The computer is used to plot waypoints to any region you wish to visit.
Note: See Section 13 : Navitron Computer, for more info on the Navitron computer.
4.6 COMMLINK [Communications Link]

NAVITRON

The

COMMLINK

computer serves as an internal and external communications link. All messages generated internally by your crew and those from external sources are displayed here. Use the
ARROW KEYS
to scroll up and down the message list. Messages are displayed in the log as they are transmitted, unsorted, with a date/time stamp and the name of the communicating party.
This main computer is also linked to a multi-channel version located on the bridge and cockpits of all crafts.
- Displays the current log of messages
LOG STATS CLEAR
- Displays your personal stats
- Allows you to clear the log if you get a low disk space warning
Note: See Section 17 : Communications Link Computer, for more on communications.
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4.7 LAUNCH BAY [Launch Operations]
The launch bay interface is where you request launch clearance from Central Command. To leave the computer system interface and enter the launch bay, select the spinning
GALCOM
bay. From here, select
logo. Once you’ve logged off, you will be at the station’s pre-launch

LAUNCH BAY

to enter the launch bay or
LOG ON
to jack back into the
LOG OFF
from
Central Computer system. Once you enter the launch bay, you will see your Battlecruiser undergoing pre-launch
preparations by an android. To launch, move the mouse over the ship and click on
CENTCOM

to return to Central Command.

LAUNCH
. You can also select
5.0 Commander On the Bridge!
The Battlecruiser bridge is the main operations area of the ship. As you emerge from the turbo-shaft doorway, your crew come to a state of alert readiness. Greetings all around.
The bridge area is a large area with virtual reality consoles and chairs at various locations on floor and above floor levels. There are some auxiliary personnel, ensigns, already going through diagnostic checks as the station launch ops android issues the launch clearance command allowing the ship’s autopilot to launch from the station. While your crew is preparing to brief you on the results of their analysis, you take a few minutes to chat with your command personnel.
5.1 Command Personnel Check
FLIGHT OFFICER
Tommy Brooks Helm control and other flight related tasks.
NAVIGATION OFFICER
Lanna Kasugi Navigation and galactic cartography.
COMMUNICATIONS OFFICER
Sandy Crane Communications.
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TACTICAL OFFICER
Kara Moran Tactical operations including target acquisition and weapons deployment. Deployed support ship command and control.
COMBAT OFFICER
Paul Resnig Combat operations including Marines and support ships command & control. In charge of 20 combat Marines and 8 pilots.
MEDICAL OFFICER
Allison Weeks Medical operations including surgeries, vaccinations and cloning. In charge of 20 medics.
CHIEF ENGINEER
Kendrick Engineering and power allocation operations. In charge of 20 systems engineers and 20 flight engineers.
RESEARCH ENGINEER
Jo Lanix Research and Development. Artifacts analysis and installation support.
After the briefing and general introductions, Paul, Allison, and Kendrick leave for Operations, MediBay, and Engineering where they are stationed most of the time. You saunter over to your station.
Note: See Section 16: Personnel Scan Computer, for details on tracking personnel and Section 19: Personnel Operations for more info on the ship’s crew.
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5.2 Systems Status Check
Well, you’re the commander of this ship, so naturally, you take your seat at your station and securely fasten your harness. Gently and consciously, you attach the VR console connectors to your temples, insert the tiny personal right ear and gently lower the
COMMLINK
microphone over the general vicinity of your
COMMLINK
communicator into your
mouth. Taking one final look around with your own eyes, you lower the VR visor over your eyes. The system verifies your identity by scanning your eyes and you hear the gentle voice of ‘Mother’, the ship’s central computer, “Welcome Commander…”, she says soothingly, “..would you like me to initiate a systems status check?” You respond with a single thought pattern and Mother proceeds to outline the status of each bridge system as she activates and tests each one sending the data to you via your VR console. On a distant subliminal channel, you could hear dozens of internal communications being filtered through the
COMMLINK
system. That sound always gave you a headache so turn it off and put you main channel on standby so that you can only hear and receive messages directed to by the bridge crew.
…damn it feels good to be back. You slowly reach into your pocket, retrieve your lucky Empirian rabbit’s foot and a pair of ivory die. After a brief moment spent fondling these ancient artifacts you hang them above your console.
Mother finishes her systems analysis checks and displays a report on the screen just as a message from Allison appeared, reminding you to stop by later for your stasis tests. You quickly scan the archive database. Other than reports of a newly discovered fluxfield in Alpha Centauri, there is nothing new. You decide to proceed with the status checks.
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6.6. BRIDGE SYSTEMSBRIDGE SYSTEMS
6.0 Overview
The BRIDGEVIEWER is the largest view area on the bridge. The display shows you a view of the outside world but it is not a window into the world in the common sense of the term. The Battlecruiser is a combat ship and therefore has very few portholes which could make it vulnerable to attack. Instead, its main view of the outside world is provided by its internal navigation systems with triangulated data from several GALCOM probes and satellites scattered across the galaxy. If anything should go wrong with the GALCOM Communications & Navigation, COMNAV system, most of the GALCOM ships linked to it would be literally blind and would have to rely on probes launched from the ship for general navigation and tactical data analysis.
There are four main computer systems on the bridge linked directly into a virtual reality sub-system which projects data from these systems directly into your head set visor. Several of the BRIDGEVIEWER options can operated using the mouse. The following systems are projected onto the display.
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[1] Navigation Interface Display, NID
The NID COMPUTER is primarily used for navigation and probe monitoring. The [J] key is used to activate the system and put it in command mode. You can use the same key to cycle the various modes and [SHIFT+J] to turn it off. You can also [LEFT CLICK] in the NID display to access its operating modes.
Note: See Section 7. Bridge Systems – NID Computer
[2] Tactical Scanner, TACSCAN
The TACSCAN COMPUTER is used for target acquisition and weapons delivery. The [K] key is used to activate the system and put it in command mode. You can use the same key to cycle the various modes and [SHIFT+K] to turn it off. You can also [LEFT CLICK] in the
TACSCAN to access its operating modes.
Note: See Section 8. Bridge Systems – TACSCAN Computer
[3] Computer Video Display, CVD
The CVD COMPUTER has several modes varying from video link to NID and TACSCAN targets to personnel options. The [L] key is used to activate the system and put it in command mode. You can use the same key to cycle the various modes and [SHIFT+L] to turn it off. You can also [LEFT CLICK] in the CVD to access its operating modes.
Note: See Section 9. Bridge Systems – CVD Computer
[4] Communications Link, CommLink

The bridge also has a link to the main COMMLINK communications computer via a multi­line display at the top half of the BRIDGEVIEWER. This supports two lines of display and a log of the last fifteen messages transmitted. You can also change the message delay time which determines how long the messages are displayed.

To access the bridge COMMLINK menu, position the mouse at the top edge of the screen and [LEFT CLICK] on the Grey bar that appears. You can then: (a) view the last fifteen messages displayed and (b) change the message delay from one to ten seconds. To clear the display, [LEFT CLICK] anywhere on the bridge.
Note: See Section 17: Communications Link Computer
[5] Systems Status Display, SSD
The left side of the main BRIDGEVIEWER hosts the SYSTEMS STATUS DISPLAY containing several ships systems, some of which you can modify with the mouse. Those systems are as follows.
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Nuclear Reactor Status, NRE
This indicator shows the current power output of the ship’s nuclear reactor based on the type of reactor installed. If the nuclear reactor ever goes off-line, the ship’s systems will shut down causing a severe catastrophe. A breach in the reactor core due to damage or sabotage is the primary cause of nuclear destruction. During times of power shortage, the internal fail-safe system will auto-allocate power to the ship’s critical systems (i.e., life support) until the power output reaches a normal level. Power allocation is performed via the LOGISTIX computer.
Solar Reactor Status, SRE
This indicator shows the current power output of the ship’s solar reactor based on the amount of solar energy that it has converted to power units. The amount of solar power converted by this reactor is based on the status of the solar panels. To extract solar energy, the ship must be at an orientation which allows the rays of the source to hit the panel at an angle that is perpendicular to the surface of the panel. In a severe power crisis, the solar reactor can convert enough power to support the ship’s systems until the nuclear reactor is back on line.
Shield Protection Status, SHE
This indicator shows the current level of protection that the shield is providing. The maximum amount of protection depends on the type of shield installed. The higher the shield level, the higher then protection it provides for the hull. If the shield is breached, the weapon hits to the ship will be absorbed by the hull armor.
You can [LEFT CLICK] on this symbology to adjust the shield settings.
Ion-Disruptor Array, IOD
This indicator displays the current setting of the ship’s main laser weapon system. Arming the weapons system activates the Ion Disruptor Array laser. The strength of the laser intensity determines the amount of damage inflicted on the target. The higher the setting, the slower the recharge rate, and the slower the firing rate.
You can [LEFT CLICK] on this symbology to adjust the laser settings.
Passive Target Acquisition, PTA
This indicator displays the status of the ship’s PTA weapon system which controls the three laser turrets mounted on the ship. When the PTA system is activated, it displays the current recharge rate setting and the three bar graphs represent the fore, mid and aft turrets which also fluctuate as the turret fires and recharges. The intensity of the laser turrets can be modified from this display. The strength of the laser intensity determines the amount of damage inflicted on the target. The higher the intensity, the slower the recharge rate, and the slower the firing rate of the turrets. Activating the PTA system will arm the weapons system, putting the BRIDGEVIEWER in Tactical (TAC) mode.
You can [LEFT CLICK] on this symbology to turn the PTA system on or off or to change the recharge rate. To change the laser intensity, press [SHIFT+;] or [SHIFT+’] on the keyboard.
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Armor Protection Status, ARM
This indicator shows the current level of protection provided by the hull armor. The maximum amount of protection depends on the type of hull armor installed. The higher the armor protection level, the higher the protection it provides for the ship. If the armor is breached, the ship’s hull will take damage directly and may result in severe damage to systems, and in some cases personnel casualties.
Hull Integrity Status, HUL
This indicator shows the current integrity level of the ship’s hull. If the hull is breached, the ship will take damage and may result in severe damage to systems, and in some cases personnel casualties.
Electro Magnetic Disruptor, EMD
The systems and you cannot launch missiles. The to function. The higher the
is a missile jammer. When activated, it produces interference on the ship’s
EMD
integrity must be 20% or higher for it
EMD
integrity, the more effective it is and the higher the
EMD
probability of it jamming any incoming missiles, causing the missile to fly in a straight line as long as the
You can
[LEFT CLICK]
is active.
EMD
on this symbology to turn the
on or off.
EMD
Tractor Beam Indicator, TRB
The Battlecruiser tractor beam can be used to capture various types of space-borne objects depending on size and velocity. Once the target is selected, selecting this indicator will activate the tractor beam.
You can
[LEFT CLICK]
on this symbology to turn the tractor beam on or off.
Orbital Profile Indicator, ORB
The Battlecruiser can establish orbit around a planet or moon in order to perform high resolution surface scans from the
TACOPS
computer. This system can be used to establish orbit by selecting it after the desired planet or moon has been programmed into the navigation system.
You can
[LEFT CLICK]
on this symbology to initiate orbital procedures.
Identify Friend or Foe Indicator/Emergency Broadcast, IFF/SOS
The The
indicator is lit when a friendly target emitting an
IFF
indicator is lit when a ship in the current vicinity is emitting an SOS signal.
SOS
signal is selected on radar.
IFF
Autopilot Indicator, A/P [mode]
You can
[LEFT CLICK]
on this symbology to turn the autopilot on or off, or use change modes. You have control of the craft in pilots assume control.
Threat Warning Indicators, TRK/LCK/LNH
The track warning indicator, The lock warning indicator, ship. The launch warning indicator,
, is lit when your ship is being scanned on radar.
TRK
, is lit when a hostile target has a lock solution on your
LCK
, is lit when a weapon is launched at your ship.
LNH
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mode and in AI mode the ship’s
DIRECT
[SHIFT+A]
to
Page 47
Current Location
This is the ship’s current location in space or on a planet.
[6] Tactical Launch Menu, TLM
The right side of the main BRIDGEVIEWER hosts the TACTICAL LAUNCH MENU which is used for ship tactical operations.
The TLM lists the status of the Battlecruiser and all it’s support crafts. The list is also color coded based on the status.
RED Destroyed, not launch ready or stolen YELLOW Docked and undergoing pre-flight launch procedures BRIGHT GREEN Docked and launch ready (manned) DARK GREEN Docked and launch ready (unmanned) WHITE Launched and operational BLUE Docked and undergoing repairs in engineering
Moving the mouse over the ships in the list, provides critical info about the craft if has been launched. This info includes the follow and varies based on the ship selected.
PILOT/COPILOT names and stats of the pilot and co-pilot of the interceptor PERSONNEL the number of personnel in the shuttle or ATV CARGO ITEMS the contents of the shuttle or ATV cargo bay WEAPONS the number of missiles in the interceptor A/P auto-pilot status CONTROL current flight control state LOCATION ship’s current location SHE/HUL/INT shield, hull/armor and overall ship integrity HEADING current heading ORDERS current orders being executed OBJECTIVE current objective (if any) LEADER the name of the ship’s launch platform or escorted target MANOEUVER current flight dynamics order being executed STATE current internal AI state RANGE TO ship’s range to its current target (if any) SRE NRE ENGINE settings for the solar reactor, nuclear reactor, engine WEA PTA IOD settings for the weapon systems, PTA, IOD EMD TRB CLOAK settings for the EMD, tractor beam and cloaking system HJ SPD HyperJump engine charge status and the ship’s current
speed.
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To activate the orders for a ship, move the mouse over the ship name and [LEFT CLICK] on it to display the menu. The orders vary based on the type of ship selected.
When the menu is first selected several options are available based on the launch status of the ship and you cannot manipulate it unless it is ready or launched.
It is important to note that when ordering the Battlecruiser from the TLM, the auto-pilot must be in AI mode for it to carry out the order. The same holds true for all the other
crafts. Below are the menu options and list of orders that can be sent to a craft. This list
contains some orders also available in the waypoint setting option of the TACOPS computer.
PRE LAUNCH
LAUNCH Launches craft if ready and manned. For the
Interceptor, you can select its mission profile which determines which missile types it is launched with. See the Interceptor’s weapons loadout profile in
section 23.0.
GAG/UNGAG PILOTS Toggles the pilots communications broadcast. CREW Displays the crew currently in the craft.
POST LAUNCH
SWITCH TO Allows you to switch to and fly the ship. GAG PILOTS Toggles the pilots communications broadcast. TARGET Selects craft and displays in the CVD . ORDERS Activates the tactical orders menu for the ship.
RESUME
WAYPOINTS Follow TACOPS waypoints. FLY TO Fly to a specific target location. You
can select from any number of targets that are added to the dynamic menu including those in a priority list.
JUMP AT Jump into another space region
using the selected jump anomaly.
ESCORT Escort the selected target. DEFEND BC Defend the Battlecruiser. DEFEND Defend the selected target. ATTACK Attack the selected target.
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MINELAY Lay mines in the region. MINESWEEP Clear detected mines in region. PATROL Patrol the current region. HALT Halt at current location with radio
silence.
SAD Search & Destroy all detected
hostiles.
CAP Combat Air Patrol in planetary
region and engage all detected airborne hostiles that come into range.
SEAD Suppress Enemy Air Defenses in
planetary region and engage all detected ground based air defense hostiles that come into range.
COLLECT Collect the selected mining drone,
ATV, cargo pod or deployed team.
DEPLOY Deploy the selected mining drone,
ATV, cargo pod or deployed team.
TOW Tow the selected target. DELIVER TO Deliver the currently towed object to
the selected target.
CARGOSWEEP Patrol region and collect all detected
cargo pods until cargo bay is full, then return to base.
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[7] Tactical Data Display, TDD
The center portion of the main BRIDGEVIEWER hosts the TACTICAL DATA DISPLAY which operates in either NAVigation (default) or TACtical mode. Pressing [W] activates the ship’s weapon systems and activates TAC mode.
NAV MODE
[1] Operating Mode
Current operating mode, Tactical (TAC) or Navigation (NAV). The ship’s afterburner A/B or retro-thrusters R/R indicators are also displayed above when engaged.
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[2] Waypoint Heading Indicator, WHI
This system shows up to three carets. A solid triangle is the bearing to the current object selected in the NID or TACSCAN and designated as an FPD flight path target using the [F] key. An open triangle is the current target selected in the CVD and is not a flight path target. A vertical box is the current waypoint (if set). When this is displayed, the current waypoint number and your range to it are displayed on the right side of the display below the heading. All carets will peg and flash if at the limits of the heading tape. There is some visual correlation between the WHI and the target. It merely indicates the bearing, as read off the SHIP HEADING INDICATOR [4], to the destination. If there is no suitable destination or the bearing is invalid, i.e. if the ship is above the destination, the
SHI will be invisible or undefined. In space, bearings are computed assuming that Z=0 is
aligned with the solar system’s orbital plane.
[3] Ship Velocity Indicator, SVI
This is the ship’s current velocity based on the current thrust setting. It is represented by the figures on the left of the display. The value will increase or decrease based on the thrust, afterburner, and retro-rocket settings. If the afterburner or retro-rocket is engaged and released, the display will slowly decrease until it matches the current thrust setting.
This setting can be modified with a [LEFT CLICK] of the mouse and adjusting it to the desired value.
[4] Ship Heading Indicator, SHI
This is an artificial heading indicator, represented by the bearings at the top of the display. It indicates which direction the ship is pointing. In space there is no defined sense of direction, however, numerous probes and provide space-borne ships with a generic navigation aid.
[5] HyperJump Status Indicator, HSI
Due to the vast expanse of space, ships use hyperspace for long-range traversal. The ship’s engine is configured by the Chief Engineer for hyperspace transition. This indicator provides an accurate method of determining the transition time before the ship drops out of hyperspace. This indicator is shown on the right of the display and is represented by 10 green circles. As the ship continues its hyperspace transition, the display will gradually countdown. Once it reaches 0, this indicates that the ship is going to drop out of hyperspace. After each jump, the ship’s engine is again configured in preparation for a future HyperJump. During that time, the levels will gradually increase. Once it reaches level 10, this is an indication that the engine is now ready for another HyperJump. Each time you jump into a new space region, your HyperJump charge will be fully depleted and must be allowed to recharge before another HyperJump can be attempted. Each jump consumes 10 units of Radine.
[6] Flight Path Vector
The flight path vector appears when the ship is in motion and shows the direction in which your ship is moving, not where it’s pointing. As you maneuver the ship, this indicator automatically adjusts until it is aligned with your current flight direction. When fully aligned, it is at the center of the display and obscures the LASER TARGET DESIGNATOR.
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[7] Laser Target Designator, LTD
When the ship’s primary laser is fired, it flies straight and toward the direction in which the ship is pointing. The
provides a targeting aid when the
LTD
laser is fired. The
IOD
LTD
is coupled to the ship’s flight control so that it moves with the ship. It can be de-coupled from the flight controls so that it moves around the system’s field of view when selecting a direction of fire. Though visible in both operating modes, the ship’s laser cannot be fired unless the weapons system is armed. When the laser is recharged and ready to fire, the designator will be Green, otherwise it will be Red.
[8] Experience Points Level, EP
This indicator shows the accumulated Experience Points.
[9] Time Compression Indicator
This indicator shows the current time compression being used.
[10] Ship/Combat Alert Status, SAS/CAS
SAS
and
The conditions. system breaches. The
indicators are color coded and monitor the internal and external ship
CAS
monitors events such as intruder alerts, radiation leaks, and life support
SAS
monitors external conditions such as target acquisition,
CAS
weapons launches against the ship, as well as the presence of hostile forces in the region. Critical alerts such as reactor core breaches, attacks, on the ship are coded in red while other less serious ones such as escaped prisoners, intruder alerts, etc, are coded in yellow. Once the conditions are cleared, the indicators are reset to green.
[11] Cloaking System Status, CLOAK
This indicator displays the status of the ship’s cloaking system which cloaks the ship and prevents it from being detected on radar. When the cloaking system is activated, a countdown timer is displayed next to the indicator. This timer shows how much time is left before the cloaking system shuts down due to lack of cloaking fuel.
You can
[LEFT CLICK]
on this symbology to turn the cloak ing system on or off.
[12] Tactical Target Designator, TTD
The
is activated when a target is selected in the
TTD
TACSCAN
computer. It is depicted as a small color coded (based on target alliance) box in the display. If the target is within the field of view, its name, race, and caste is displayed below the box. Its overall damage level is at the top and its shield and armor are displayed on the left and right sides of the box respectively. During combat the damage level, shield, and armor levels are updated as the target takes damage or recharges its shields. Once the target’s shields are breached, its armor will begin to take damage. Once the armor is completely breached, the object will be destroyed. When a target is selected in the the
changes to a small blue box called the
TTD
NAVIGATION TARGET DESIGNATOR (NTD)
computer,
NID
. If the target is within the field of view, its name is displayed below the box and your approximate range to it is displayed at the top of the box.
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[13] Flight Path Designator, FPD
The
is a navigation aid which enables you to accurately locate the direction of the
FPD
current navigation target in space. It consists of a series of rectangles pointing in the general direction of the target. It is color coded to assist in accurate orientation of the ship to the target. If the target is within the display field of view but at a great distance, it will be yellow. If it is relatively behind your ship and at a great distance, it will be red. It will change to grey once you are relatively close to the target. The be displayed at the center of the cleared if the system is switched to
if the target is in front of you. The
FPD
(Tactical) mode disabling the ability to jump to a
TAC
of the target will
NTD
will be
FPD
target region.
[14] Flight Path Indicator, FPI
When a navigation target is selected and programmed into the navigation computer the current flight path is indicated at the top of the display with the letters the target that is currently programmed into the flight path. The the display is switched to
mode. The current target can be cleared by pressing
TAC
FPI
plus the n ame of
FP
is persistent even if
[X]
.
[15] Flight Profile
The ship’s current flight profile is displayed above the display’s operating mode. When in forward flight,
[CAPSLOCK]
key,
is displayed. When vertical takeoff and landing is activated using the
FTOL
is displayed.
VTOL
TAC MODE
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[1] Operating Mode
Current operating mode.
[2] Ion-Disruptor Array, IOD
This indicator displays the current setting of the ship’s main laser weapon system. Arming the weapons system activates the Ion Disruptor Array laser. The strength of the laser intensity determines the amount of damage inflicted on the target. The higher the setting, the slower the recharge rate, and the slower the firing rate.
[3] Missile Tracking Indicator, MTI
An armed missile has three operating states. When armed using the missile enters into a
SCAN
as the
MISSILE TRACKING DESIGNATOR, MTD
moves around the
[BACKSPACE]
the display in search of a valid target. Once it finds a target within its view and tracking
range, the status will change to
and finally to
TRACK
the launch range. This is your cue to fire the missile by using the
once the target comes within
LOCK
[SPACEBAR]
.
[4] Missile Class
The currently armed missile class. This can be either Air To Air (ATA), Air To Surface (ATS), Space To Space (STS), or Orbit To Surface (OTS). If the wrong missile is armed this indicator will flash indicating that it cannot be launched. This will happen if you, for example, arm an ATA missile while in space.
[5] Missile Type
The currently armed missile type. Currently armed missile types can be cycled by using the
[BACKSPACE]
key.
[6] Missile Tracking Designator, MTD
Once a missile is armed, its seeker system will start to scan for a valid target as the
MTD
starts moving around the display. During this search, the missile’s acquisition state will be set to ‘ valid target, the ‘
mode. If the target is a friendly or an invalid target, a flashing
TRACK
be displayed over the currently armed missile, the acquisition state will change to At this time, you can press the
mode. Once the weapons computer verifies that the current target is
SCAN
will be superimposed inside the
MTD
. As soon as the target comes within the valid range of the
TTD
to launch the missile.
[SPACEBAR]
and its state will change to
TTD
BREAK X
as indicator by the MTI.
LOCK
symbol will
[7] Missile Target Acquisition Reticle, MTAR
The
is active when a missile is armed. The reticule diameter is dependent on the
MTAR
range of the selected weapon. The greater the range, the larger the diameter of the reticule. The maximum range is pegged at 1100 km. The actual diameter should be used only as a ‘guide’ to the weapon range. If the selected weapon is the wrong type, such as an ATA missile selected in space, the reticule will change to red and will flash continuously, indicating that the weapon cannot be fired.
Target range is indicated on the reticule by a triangular Target Pointer which moves around the outer edge of the reticule clockwise from the top as range increases. The complete circumference of the circle represents a range of 1100 clicks. If the range is greater than this, the pointer pegs at the top and flashes.
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The reticule has two tick marks on its circumference which represent clockwise respectively the minimum and maximum lock range of the current weapon. The goal is to get the Target Pointer between these two marks for a valid lock. It is also assumed that the chance of a missile hit is best if the pointer is exactly midway around the circle between the minimum/maximum marks. In VGA, ticks and pointers are simple lines. In SVGA, open triangles are used for the range limits while a filled triangle represents the Target Pointer.
[8] Target Locator Line, TLL
The position of a activated. The edges of the entire that it does not reflect the position of the target and that the
is used to locate the currently selected navigation or tactical target. If the
TLL
TTD
or
TTD
leaves the field of view, the
NTD
or
rectangle then changes to a thickened box pegged to the
NTD
BRIDGEVIEWER
. A flashing X is superimposed over the box indicating
TLL
and
BREAK X
and
NTD
symbology is
do not have a
TTD
valid target. The position of the box is such that an imaginary line drawn from the display optical
center through the center of the box intercepts the target. To further clarify the position of the target the
is drawn from a position in the
TLL
(indicated by a small
BRIDGEVIEWER
) to the target. The position of the target can be triangulated from
+
above the optical center
this information except when the target is abeam (when the lines will be parallel). When the target is behind the ship, the
TLL/BREAK X
symbology flashes rapidly. The triangulation must be interpreted differently in this case as the target is not in the indicated position in
of the ship, but at that position
front
valid as a steering cue in this state. The color of the current
TTD
and
NTD
target.
behind
TLL/BRE AK X
it. The
TTL/BRE AK X
is the same as the
is still
Target Lead Designator, TLD
Though not shown in the screen shot, the
is a target acquisition aid which resembles
TLD
a small broken box. It attempts to predict where the current target would be in the next few seconds. If you were to fire at the box, this is where the target is calculated to be by the time the laser shot reaches it. When dogfighting, try to fire at this box or near it to increase your chances of hitting the target.
System Date/Time
The current game date and time is displayed on the extreme right side of the
BRIDGEVIEWER.
6.1 Bridge Menu
To activate the bridge
COMMAND MENU, [LEFT CLICK]
anywhere on the bridge. The following
options will be presented.
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BC ORDERS Allows you to send quick orders to all your support crafts.
ALL CRAFT sends a LAUNCH, RTB, ESCORT BC or RESUME WAYPOINTS
order to all Interceptors and shuttles that launched from the Battlecruiser. The success of the command depends on the pilot’s ability to carry out the order and also on the state of the Battlecruiser Interceptor launch bays.
ALL SHUTTLES same as ALL CRAFT but only sends the order to
deployed shuttles.
ALL INTERCEPTORS same as ALL CRAFT but only sends the order to
deployed Interceptors.
ORDERS same as BC orders in the Tactical Launch Menu
CURRENT TARGET Allows you to send orders to the currently selected CVD target. Unless you have Fleet
Command & Control authority which gives you access to other forces, this command will only work on your own support ships.
The type of order sent varies with the ship type and capabilities. Ship orders are discussed in detail in the TACTICAL LAUNCH MENU section on page 47
SWITCH TO Allows you to switch to and fly the ship. ORDERS Activates the tactical orders menu for the ship. TARGET Selects craft and displays in the CVD. GAG PILOTS Toggles the pilots communications broadcast. CREW Displays the crew currently in the craft.
SYSTEMS This menu option gives you access to all the computer systems available on the ship.
TACOPS Tactical Operations computer Section 18 PERSCAN Personnel Scanner computer Section 16 LOGISTIX Logistix computer Section 14 NAVITRON Navigation computer Section 13 TACTICAL Tactical computer Section 15 ROSTER Enlistment computer Section 4.1 MISCON Mission Control computer Section 4.2 COMMLINK Communications Link computer Section 4.6 CONFIG Configuration computer Section 1.5
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MISSION
This menu is only relevant to ACM mode.
SHOW STATUS IN CVD
REQUEST NEXT MISSION
SAVE GAME
This menu allows you to save the 3D gameworld.
QUIT/MAIN MENU
This menu auto-saves the 3D gameworld and returns you to the main menu. From the main menu, selecting game in progr ess.
6.2 Commander’s Notes
CONTINUE
returns to where you left off without having to save the
Shows your current mission status in the Theatre : space region where mission occurs
Start : mission start time End : mission end time Next : time to next mission Vio : number of violations to date Exp : number of experience points to date Rank : current rank Career : current caste
If your current mission time has expired, you can request a new mission.
CVD
Most of the ship’s functions are accessible from the bridge.
All of the systems available on the bridge can be controlled by mouse or
keyboard. Interceptors require two combat pilots in order to launch. If one of them dies
during combat, the other is capable of returning to base if he can. A Shuttle will not launch unless it has at least one person in it.
When you assign people to a ship or any location on the Battlecruiser, you must
give them sufficient time to reach their destination because they have to move through the ship. In order for personnel in the shuttle or ATV to carry out their orders they must
have been deployed on the surface. Once deployed, they will attempt to carry out the orders. The bridge systems will malfunction or cease to operate if they take sufficient
damage. Every system on the Battlecruiser is linked to the main computer which must remain operational at all times. Activating the bridge menu also pauses the game.
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6.3 Quick Reference Commands
AUTOPILOT ON/OFF A AUTOPILOT DIRECT OR AI MODE SHIFT+A ENGINE ON/OFF SHIFT+E REACTOR ON/OFF SHIFT+R FULL SHIELD PROTECTION SHIFT+] SHIELD OFF SHIFT+[ INCREASE SHIELD PROTECTION ] DECREASE SHIELD PROTECTION [ REQUEST DOCKING CLEARANCE WITH TARGET ALT+D EVACUATE SHIP CTRL+E REQUEST SOS TOW SHIP CTRL+S WEAPONS SYSTEM ON/OFF W WEAPONS SELECTION MENU SHIFT+W RADAR TARGET MASK SHIFT+M NAVIGATION INTERFACE DISPLAY ON/CYCLE J TACTICAL SCANNER COMPUTER ON/CYCLE K COMPUTER VIDEO DISPLAY COMPUTER ON/CYCLE L SELECT PREVIOUS TARGET/WAYPOINT , SELECT NEXT TARGET/WAYPOINT . ELECTRO MAGNETIC DISRUPTOR JAMMER ON/OFF E CLOAKING SYSTEM ON/OFF SHIFT+C PASSIVE TARGET ACQUISITION ON/OFF P INCREASE PTA TURRET LASER INTENSITY SHIFT+' DECREASE PTA TURRET LASER INTENSITY SHIFT+; FIRE MAIN IOD LASER ENTER FIRE MISSILE SPACEBAR CYCLE MISSILES AND MINES BACKSPACE
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7.7. BRIDGE SYSTEMS - NID COMPUTERBRIDGE SYSTEMS - NID COMPUTER
7.0 System Overview
The Navigation Interface Display (NID) computer has several modes of operation. It is primarily used for navigation and probe launches.
Pressing [J] activates the NID computer and puts it in command mode, allowing you to cycle through its operating modes. You can also [LEFT CLICK] in the NID area of the
BRIDGEVIEWER to use the menu. The NID is linked directly to the ship’s navigation and
tactical systems and has four operating modes. The modes are: NavMap, Waypoint Tracking System (WTS), Probe Link System (PLS), and Navigation Information Relay (NIR).
7.1 Target Selection
By default, all targets tracked in the NID are displayed. You can change the class of target that are scanned by using the [SHIFT+M] command. Once the target class list is displayed in the CVD, press the number corresponding to the target types you want to filter out. These will be displayed in a low red color.
Once a target is selected the Navigation Tracking Designator, NTD, will appear on the
BRIDGEVIEWER in the general direction of the target and will continue to move with the
target as it tracks it. Targets in the NID can be cycled by pressing the [.] and [,] commands and can be viewed and identified in the CVD by pressing [V]. To cancel a target and clear the radar lock, press [X].
When a target is selected, the Navigation Tracking Designator, NTD (blue box) appears in the BRIDGEVIEWER and marks the general location of the target. The number above the
NTD is the target’s range and its name appears below the NTD box. Its range is also
displayed in the top left corner of the NID and its closure rate displayed in the top right corner.
7.2 Mode 1 : Navigation Map, NAV
In space, this mode tracks navigation related targets on a grid with your ship at the center. On a planet surface they are tracked on a static topological bitmap of the planet or moon with your ship in the center. In space, targets are represented by color coded dots with stalks pointing away from the center of the display indicating the relative position. On a planet, they are simply dots on the map.
Targets can be selected and cycled by pressing [,] and [.]. The radar scan range, depicted by a vertical column of dots on the left of the display,
can be increased or decreased by pressing [Z] or [SHIFT+Z] and [CTRL+Z] sets the max zoom.
When on a planet surface, the topology map of the surface is removed as the zoom level is increased to display a view of the object at the current location.
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Space Mode:
GREEN - Planet GREY - Moon RED - Hazard (comets, meteors, asteroids, blackhole) BLUE - Jump Point BROWN - Worm Hole YELLOW - Flux Field
Planetary Mode:
WHITE - Compound targets: cities, bases, sites, etc GREEN - Ground targets: sams, sals, troops, etc BLUE - Airborne crafts YELLOW - Naval crafts RED - Starbases
The NID grid in space indicates a flight plane to the target. Chevrons are added to the grid to define which edge of the rectangular grid indicates direction to the target. When the chevrons are pointing up with regard to the display, the ship is pointing towards the target. The chevrons are active only if a target is selected. The selected target can be viewed in the CVD by pressing [V].
Vertical stalks are added to the target blips to give a feeling of depth. The stalks are pointing away from the center of the NID (your position). Since the grid interferes with this visual depth cue, it is disabled unless a target is selected. Cancel your target to view the grid. Note: The stalks are a fixed length and only indicate relative position.
On a planet surface, there is line extending from the center of the map to the edge of the display. This line indicates your current direction of flight.
7.3 Mode 2: Waypoint Tracking System, WTS
When a destination is set in the NAVITRON computer, the Navigation Officer plots a course to the destination and stores these as waypoints in the WTS. These waypoints can be used by the ship’s AutoNav system for the journey to the destination. The WTS lists the number of waypoints required to reach the destination, the name of the sector, and system each waypoint is located in.
To program the AutoNav system to fly the ship to a previously selected destination, simply press [A] to activate the autopilot. You can abort the journey and clear the waypoint list at anytime, even during flight, by pressing [SHIFT+X] in WTS mode. Note: This will also clear the current route in the NAVITRON computer.
In the cockpit and under AI mode, you can have the ship fly to a target and ignore the current waypoints. Simply select it in the TACSCAN or NID, press the [F] key and engage the auto-pilot if not already engaged. The ship will fly to the target. If you cancel the target, the ship will resume waypoints.
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7.4 Mode 3: Probe Link System, PLS
The Battlecruiser can launch and monitor up to 10 probes at one time. Probes are used primarily to explore distant regions. Once a probe is launched, you can use the and
TACOPS
computers to link your navigation system to the probe. Probes are very
TACSCAN
robust but if you launch one into a hostile region there is a chance it will be destroyed. Probes come in different types and the range determines how many waypoint jumps it
can make. During a probe’s life, it will take some wear and tear, and if damaged enough it will shut down. A short range probe can make four jumps, a medium range probe can make six jumps, and a long range probe can make eight jumps.
A probe can operate in one of two modes,
NAVSCAN, ORBSCAN, or TACLINK
. In
NAVSCAN
mode (the default), the probe simply orbits a point in space and reports any and all detected ship movements within the region. In
ORBSCAN
mode, a probe will establish orbit around a planet or moon and send reports on surface activities only. Once a probe is launched, its status will change to
NAVSCAN
or
ORBSCAN
When you access the region where a probe is located via the probe switches to
TACLINK
mode.
based on its launch target.
TACOPS
computer, the
Launching a probe
To launch a probe,
[LEFT CLICK]
in the
to activate the menu. Select the
NID
PROBES
option
and choose the probe you wish to launch. This menu will only list probes that are available for launch or have been launched. If the probe has not been launched, select the
LAUNCH
command to launch it. Now that the probe has launched, see below on how
to program it. Once the probe is launched, the
will display statistics such as its status, region,
PLS
location, or planet name if in orbit, launch date and time, current program, target sector (if in en route), and the number of jumps it can make.
If a planet or moon comes within the flight path of a probe, it will attempt to veer away from its gravitational pull and continue on its journey. A probe will be destroyed if it is hit by an asteroid, meteoroid, comet, or other hazard.
In
NAVSCAN
mode, the probe’s radar scanners are active and operate like normal ship radar and can be detected as such. Each time a target comes wit hin range of the probe’s radar, it will send a message to the ship. A probe only relays information about dynamic objects such as ships, star stations, comets, and asteroids. When it first enters orbit, the probe will announce the name of the planet or moon.
Programming a probe
You can program a probe and set its destination by using the
JUMP AT
can reprogram a probe to leave its current location and go to another from the from
TACOPS
To program a probe,
computer.
[LEFT CLICK]
in the
to activate the menu. Select the
NID
command. You
or
NID
PROBES
option and select the probe you wish to program. You can only program probes that have been launched. The following menu choices are available:
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JUMP AT
Allows you to select a valid target for the probe to jump to. If you select a planet or moon, the probe will establish orbit upon arrival. Selecting a jump anomaly will cause the probe to jump into the other region once it reaches the jump anomaly.
NORMAL
SILENT
This mode reverts the probe to normal operation and cancels
SILENT
modes.
This mode prevents the probe from broadcasting tactical data to your ship.
DETACH
This detaches the probe from the ship’s computer relay system and destroys the probe. Once you detach a probe, you can replace it.
Detaching/Replacing a probe
Your Battlecruiser can track up to ten probes at a time. In order to replace a probe that is declared obsolete, you need to detach it from the tracking system. This immediately self­destructs the probe and clears the slot. Select the probe from the command or use the
DETACH
command in the menu. Once the probe gets the command,
and press
PLS
[SHIFT+X]
it will immediately self-destruct. A probe is also automatically detached from the ship’s tracking system if it is destroyed. When a probe is destroyed, its slot becomes vacant allowing you to launch a replacement. Probes are expendable, once launched they cannot be retrieved.
Remote Region Access – TACLINK mode
You can view a region your probe is in even though your ship is not physically located there by using it’s
TACLINK
mode and using the
TACOPS
the probe gets to the region, simply select it from the
computer to view the region. Once
and its target menu will now list
NID
targets available in the region where it is currently located. You can then select those targets and send the probe to a new region from its current location.
In
TACOPS
, select the probe and select the
VIEW PROBE REGION
option. You will then be able to view that region as long as the probe is active and on-line. You can even send orders to your ships and troops in regions being observed by the probe.
Probe Status
When a probe is selected in the
STATUS REGION PLANET DATE TIME PROGRAM TARGET JUMPS
, the following information is displayed.
NID
Current status,
ready, navscan, orbscan
Current space region location Current planetary location Date of launch Time of launch Current program,
silent, normal
Current target destination Number of jumps made / Total number of jumps
7.5 Mode 4: Navigation Information Relay, NIR
This mode shows your region location and the current game date and time. On the planet surface, it also shows your polar co-ordinate position on the planet.
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7.6 Basic Navigation Procedures
Basic flight navigation operations can be performed using the NID computer. You can fly to any target currently selected in the NID either in real space or via hyper space. This procedure will get you to your target either in the current region or in a different region.
Press [J] or [K] to put the NID or TACSCAN into command mode and cycle through to the
NAVMAP mode.
• Press [.] to select any target and press [V] to view it in the CVD.
Press [.] and [,] to cycle through all valid targets until the desired one is displayed in
the CVD.
Using flight control keys, orient the ship until the TLL becomes visible. Continue to
orient the ship until the TTD of the target comes into your forward view.
Apply thrust to your engines using the [1-9] keys and fly toward the target. You can
also use your HyperJump engines by pressing [SHIFT+9].
Note: See Section 12: Flight Dynamics & Navigation, for more info on navigation.
7.7 Commander’s Notes
ü Basic navigation can also be used to fly to targets selected in the TACSCAN. ü If the weapon systems are armed, the FPD will not activate causing the ship to not
jump to a target region. Press [W] to disable weapon systems.
ü Sometimes the FPD will be located at an obscure angle, causing it to be displayed
outside you field of view. If you are navigating manually, you will have to orient the ship so that the FPD appears in front of you.
ü Once you’ve selected an FPD target, you can use the HyperJump engines to
travel faster if you are not using the autopilot. To activate the HyperJump engines, press [SHIFT+9]
ü The distance from the jump target at which the ship emerges from hyperspace is
dependent upon the size of the object in relation to your own ship’s size.
ü If the region you are in is cluttered, you can save yourself some time by using the
radar filter and disabling all but the NID navigation targets. You will then be able to cycle through the jump anomalies more quickly.
ü Sometimes you will end up in null space which is the region between real and
hyper space. To make it easy for you to leave, simply cycle through all asteroids (try filtering them out) until you find the fluxfield. Activate the FPD and jump through it to return to real space.
7.8 Quick Reference Commands
NAVIGATION INTERFACE DISPLAY ON/CYCLE J NAVIGATION INTERFACE DISPLAY OFF SHIFT+J VIDEO ID CURRENT TARGET V CLEAR CURRENT TARGET X CLEAR ALL WAYPOINTS/TARGETS SHIFT+X INCREASE RADAR ZOOM Z DECREASE RADAR ZOOM SHIFT+Z MAXIMUM RADAR ZOOM CTRL+Z SELECT PREVIOUS TARGET/WAYPOINT , SELECT NEXT TARGET/WAYPOINT .
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8.8. BRIDGE SYSTEMS - TACSCAN COMPUTERBRIDGE SYSTEMS - TACSCAN COMPUTER
8.0 System Overview
The TACSCAN computer is the heart of the Battlecruiser’s weapon system. It is capable of tracking targets in space and in Interceptors, and can also scan airborne & ground targets. Within the display are two circles which give an approximate indication of where the target is located in relation to your ship, and it’s the target’s bearing. Generally, any target which is within the inner tracking region is in front of you. Anything outside this region and within the outer region is behind you. Your ship is in the center of the display. If a target were at the center point of the BRIDGEVIEWER its designator would appear in the center of the TACSCAN.
Pressing [K] activates the TACSCAN computer and puts it in command mode allowing you to cycle through its operating modes. You can also [LEFT CLICK] in the TACSCAN area of the
BRIDGEVIEWER to use the menu.
Targets in the TACSCAN are identified by color coded dots:
GREEN - Friendly RED - Enemy BLUE - Unidentified/Neutral WHITE - Missiles/mines GREY - Disabled craft YELLOW - FATAL designated target CYAN - Tractor beam target
8.1 Target Selection
By default, all targets tracked in the TACSCAN are displayed. You can change the class of target that is scanned by using the [SHIFT+M] command. Once the target class list is displayed in the CVD, press the number corresponding to the target types you want to filter out. These will be displayed in a low red color.
Once a target is selected, the Tactical Tracking Designator (TTD), will appear on the
BRIDGEVIEWER in the general direction of the target and will continue to move with the
target as it is tracked. The number above the TTD is the target’s damage condition. The target’s name, race, and caste appear below the box while its shield and armor levels appear on the left and right side of the display respectively. The target range is also displayed in the top left corner of the TACSCAN and its closure rate displayed in the top right corner. The target can be viewed and identified in the CVD by pressing [V]. If the target is friendly the IFF designator will illuminate. Targets in the TACSCAN can be cycled by pressing the [.] and [,] commands. To cancel a target and clear the radar lock, press
[X]. There are times when the display will become cluttered with targets. You can switch
the system into Single Target Tracking (STT), mode by pressing [S]. This filters out all targets except for the one currently selected.
The circles radiating from the radar blips represent the tactical scanning status of the object. A faster radiating set of circles indicates that the target is aggressively searching for targets. TACSCAN can be programmed to filter out these signal emitters by pressing the [R] key to put the system in passive mode. However, in passive mode, the audible inbound missile warning beep which sounds when an inbound missile has a positive lock on your ship, is not played.
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8.2 Mode 1: Space Scan, SPC
This mode only tracks space-borne targets and is only available in space. It is depicted by the letters SPC displayed at the lower right corner of the display.
Once the TACSCAN is activated it is placed in active scan mode. This means that it will continue to scan the region and display all detected targets as color coded blips.
When another system is placed in command mode, the TACSCAN switches to passive mode. In this mode it does a less frequent search pass making it harder for other radar systems to get a lock solution on your ship.
8.3 Mode 2: Ground Scan, GND
This mode only tracks surface targets and is only available when on a planet’s surface. It is depicted by the letters GND displayed at the lower right corner of the display.
8.4 Mode 3: Air Scan, AIR
This mode only tracks air-borne targets and is only available when on a planet’s surface. It is depicted by the letters AIR displayed at the lower right corner of the display.
8.5 Mode 4: Support Unit Locator, SUL
This is a special target filter which allows you to track your own BC (blue), Interceptors (cyan), shuttles (yellow), ATVs (green), mining drones (grey) probes (white) and personnel (red) in space or on a planet’s surface. This filter also filters out the NID targets so if activated, all but your own resources will be tracked in the NID and TACSCAN. It is depicted by the letters SUL displayed at the lower right corner of the display.
8.6 Commander’s Notes
ü When in extended engagements in hostile territory, you want to stock up on ATL
and ATL/V missiles. These give you extended range and a stand-off advantage.
ü The Battlecruiser has an advanced Electro-Magnetic Disruptor (EMD) which jams
the signals of incoming missiles causing them to lose their lock. First, look at the
TACSCAN to determine the missile’s heading. Activate the EMD by pressing [E].
Failure to change your ship’s location may result in the missile hitting your ship once it reverts to dumb fire mode.
ü All missiles have a lock time which determines how long a missile will scan
before it achieves a valid lock. Though you can fire a missile at any time, if you fire before you get a lock, the missile will be launched in dumb mode and fly straight ahead.
ü If the selected target is a friendly, the IFF indicator will start to flash and a flashing
X symbol will be displayed in the target’s TTD.
ü Increasing the intensity of the laser burst results in a slower recharge rate but
inflicts more damage on the target.
ü The audible inbound missile warning beep only goes off based on the closest
missile to you, no matter how many missiles have a positive lock on your ship. The faster the beeping, the closer the missile is. Take evasive action!
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As a target’s shields take hits, the shield will be depleted and recharged based
on the type of target. If the shields are completely breached, they will not recharge in fighters but targets with crew on-board such as cruisers, carriers, stations, etc will initiate repairs to bring the shield system back on-line. Once the shields are breached the target’s hull/armor start taking hits and eventually the target will be disabled or destroyed. Switching to
In an extended combat engagement where lasers are used, you can use the
Target Lead Designator (
mode will shut down the weapons system and clear all targets
NAV
), to predict where the target will be when you fire
TLD
your lasers. If you learn to use the system effectively, your kill rate will increase because it is extremely accurate. Once the concentrate on firing in that direction ignoring the target’s indicates where the target is currently located). During Interceptor launch operations, it is a common mistake to go on planetary
strike missions without the proper armament. Always load up on air to air ( and air to surface (
) missiles if you plan on surface strikes.
ATS
8.7 Quick Reference Commands
WEAPONS SYSTEM ON/OFF W ELECTRO MAGNETIC DISRUPTOR JAMMER ON/OFF E INCREASE MAIN LASER INTENSITY ' DECREASE MAIN LASER INTENSITY ; FIRE MAIN LASER ENTER FIRE MISSILE SPACEBAR CYCLE MISSILES AND MINES BACKSPACE TACTICAL SCANNER ON/CYCLE K TACTICAL SCANNER OFF SHIFT+K VIDEO ID CURRENT TARGET V SINGLE/MULTIPLE TARGET ACQUISITION MODE S CLOSEST ATTACKER TO MY CURRENT TARGET B MY CLOSEST ATTACKER N CLOSEST ENEMY TARGET M PREVIOUS TARGET , NEXT TARGET . NEAREST TARGET IN LINE OF SIGHT / MATCH CURRENT TARGET'S SPEED SHIFT+`
is displayed, you should
TLD
(which simply
TTD
ATA
)
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9.9. BRIDGE SYSTEMS - CVD COMPUTERBRIDGE SYSTEMS - CVD COMPUTER
9.0 System Overview
The Computer Video Display (CVD), computer is primarily used for displaying various types of data.
Pressing [L] toggles the CVD computer and puts it in command mode allowing you to cycle through its operating modes. You can also [LEFT CLICK] in the CVD area of the
BRIDGEVIEWER to use the menu system. The CVD provides video relay to the NID and TACSCAN and also displays weapons, personnel, and support craft data. It has eight
operating modes.
9.1 MODE 1 : Video Link, VID
When a target is selected in the TACSCAN or NID computers, a video image can be displayed in the CVD using [V] when either the NID or TACSCAN is in command mode. Once the target is identified, its race, caste, and type are displayed in the top part of the display. Its shield and armor levels are displayed as vertical bars on the left and right sides of the target’s image. These correspond to the values in the target’s TTD.
A set of three or four additional numbers are also displayed above the object image depending on the type of object. From left to right, these numbers represent the status of the target’s reactor, engines, weapon systems, and launch bays. The fields for certain targets, i.e. shuttles which have no weapons, remains blank. During combat, the integrity of the target can be monitored via the CVD. These values make up the target’s overall integrity. As the target’s systems are breached the indicators will be adjusted to reflect these changes. If a target is destroyed or cleared using [X] from the NID or
TACSCAN, the VIDLINK will display NO TARGET.
ENGINE - affects speed and turn performance WEAPON - below 25% integrity, the weapon systems will fail REACTOR - if the reactor is destroyed, the target will explode LAUNCH BAY - below 25%, target will be unable to launch other craft
9.2 MODE 2 : Weapons Select System, WSS
This mode displays the currently loaded missiles in the ship. It displays the missile type and amount currently loaded in the weapons launch pod. To select a missile, press the number corresponding to its position in the list. You can arm and load a missile from here by pressing the number corresponding to it. This is also the screen where you assign FATAL targets.
Note: See Section 11: Weapons Systems Operation for more on FATAL.
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9.3 MODE 3 : Crew Status Display, CSD
This system is linked directly to the
MEDIBAY
computer system and is used to display the life status of the ship’s crew. Use the [,] and [.] keys to cycle through the list of personnel. The person’s image can also be displayed in the
by pressing
NID
to show
[V]
his/her Fatigue Factor and Life Factor. The image can be removed by pressing this key again. When the list gets to the last officer, it will scroll over to the combat pilots. You can also use this mode to disconnect this person’s video and comms by pressing
The name will be grey indicating that messages from this person will no longer
[SHIFT+V]
be displayed in the bridge
.
COMMLINK
. Messages will be sent directly to the
COMMLINK
computer log.
9.4 MODE 4A : Support Ship Status, SSS
This mode allows you to view the status of your Interceptors, shuttles, and ATVs. Use the [.] and [,] keys to cycle through the list. The name of the craft is displayed at the top of the display and its current status code below the name. Each Interceptor requires two pilots for flight. Once an Interceptor docks, two Flight Engineers are assigned to run diagnostics and systems integrity checks. If the Interceptor passes these tests, then the craft is armed, powered, and declared launch
. If it fails these tests due to damage,
ready
lack of weapons, inability to charge it’s reactor cells (in the event that the charger is malfunctioning), or otherwise, it is set to
off-line
until repairs are completed by the
Systems Engineers.
Changing an Interceptor’s weapons profile
You can change the ship’s weapons profile by using the
[SHIFT+.]
keys to cycle through the various profiles. This determines the type of weapons
[SHIFT+,]
and
with which the computer system will arm the Interceptor. Valid pr ofiles are
patrol, search and destroy, escort, combat air patrol,
See
Section 23: Support Ship Complement
for an explanation of the weapons
and
suppress enemy air defenses
loadouts for each of these profiles. Status codes:
- currently deployed
- undergoing pre-launch diagnostic checks
- ready for launch
- currently destroyed
- undergoing engineering repairs
- mission profile which also determines weapons loadout
- name of pilot
- name of co-pilot
The
DEPLOYED READYING READY DESTROYED ENGINEERING
also displays the following data for the currently selected craft:
SSS
CHARGE DAMAGE MISSION PILOT CO PILOT
- current reactor charge
- integrity level
intercept
,
.
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MODE 4B : Support Ship Status, SSS
This mode lists all the ships in MODE 4A on one screen for an at-a-glance look. The entries are color-coded to match those in the BRIDGEVIEWER menu.
You can alter an Interceptor’s mission profile by pressing [SHIFT+.] or [SHIFT+,] in Mode 4. This will cause the computer system to arm the Interceptor based on the selected profile.
9.5 MODE 5 : ACM Status, ACM
During an ACM scenario, this mode will display various information about your current mission in the scenario:
THEATRE - Region where the current mission is taking place START - The start time of the current mission END - The computed duration of the mission (if any) NEXT - Time until the next mission orders are transmitted VIO - Current number of violations on your record EXP - Current number of experience points on your record RANK - Your rank CAREER - Your career or caste. In ACM this always set to Military
9.6 MODE 6 : Radar Target Mask, RTM
This mode allows you to build a target filter list which is used by the NID, TACSCAN and
TACOPS computers. Once a target class is removed from the filter, targets in this class will
no longer appear in these systems. To add a class of target to the filter, press the number corresponding to the desired class. This is a toggle, pressing the number again will put the target back in the filter. By default, the radar system tracks all target types. The radar mask can also be activated using the [SHIFT+M] hotkey.
CRAFT Space and air crafts RADAR EMISSION Targets with active search radar TACTICAL Stations, bases and other similar targets STRATEGIC Primary threat systems such as SAMs, personnel etc FRIENDLY Friendly targets ENEMY Enemy targets MISSILE/MINE Missiles and mines NAVIGATION Planets, jump anomalies etc MISCELLANEOUS Asteroid fields, comets, buildings etc
9.7 MODE 7: Stores Manifest Display, SMD
This mode allows you to view the cargo manifest of the target object selected in the
TACSCAN. This will not work for all objects and especially if they don’t want you to see
their stores. You can also use this mode to view the stores of your mining drone when deployed on a planet as well as cargo pods. Use the [.] or [,] keys to scroll the list.
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9.8 MODE 8 : Systems Status Relay, SSR
This mode displays a series of color coded icons showing the various primary systems.
RED - Destroyed and inoperable YELLOW - Damaged and possible malfunction BLUE - Damaged and undergoing repairs
NRE Nuclear Reactor SRE Solar Reactor TAC Tactical Computer LOG Logistix Computer NAV Navitron Computer MNC Main Computer
SHD Shield HULL Hull ENG Engine REC Reactor Core WEP Weapons Computer COM Comms Computer MLS Main Life Support ALS Aux. Life Support MIN Mine Bay PRO Probe Bay TRA Tractor Beam Control BRV Bridgeviewer EMD Electro Magnetic Disrupter TAC Tacops Computer CLK Cloaking System LAS Photon Laser Array SP1 Solar Panel 1 SP2 Solar Panel 2
9.9 Commander’s Notes
ü Shuttles and ATVs are not subject to combat preps by flight engineers; therefore
the readying status does not apply to them.
ü Unless a ship is on ready status it cannot be launched. ü ATVs can only be deployed from shuttles, therefore their status will also show
which shuttle they are loaded on and whether the shuttle (it’s platform) is ready for launch.
ü All ship systems rely on their condition to ensure peak performance. If a system
is damaged it will affect its performance. In the case of computer systems, a damaged sub-system can result in static in the display, out of synch displays, and even data loss and/or corruption. If a system is damaged, go into the LOGISTIX computer and schedule repairs immediately.
9.10 Quick Reference Commands
COMPUTER VIDEO DISPLAY ON/CYCLE L COMPUTER VIDEO DISPLAY OFF SHIFT+L VIDEO ID CURRENT CREW MEMBER V DISABLE CREW MEMBER'S VIDEO/COMMS LINK SHIFT+V SELECT NEXT CREW MEMBER . SELECT PREVIOUS CREW MEMBER , CYCLE PREVIOUS OFFICERS AND PILOTS SHIFT+, CYCLE NEXT OFFICERS AND PILOTS SHIFT+.
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10.10. TACTICAL SYSTEMS OPERATIONTACTICAL SYSTEMS OPERATION
10.0 Shield Specifications
During combat engagement, you must always monitor your shield and armor levels. The shield levels can be adjusted to suit your needs. It is very important that the shields are not breached. Once that happens, the ship’s hull armor will be compromised and your ship’s systems will start to take damage. The higher the shield setting, the more protection it will provide and the more power it will require.
Shields are activated in 4 levels. Each level provides an accumulated degree of protection, i.e. Level 1 provides 25%, Level 2 provides 50%, level 3 provides 75%, and level 4 provides 100%. Note that these are a percentage of the total protection provided by the currently-installed shield system. The maximum amount of protection the shield provides is based on the type of shield installed. When the shield is hit, it absorbs the impact based on the force of the impact and the current protection level. After absorbing the impact, the shield will then attempt to recharge to the current protection level. This recharge rate depends on the amount of power allocated to shield control. Plutonium is used as fuel for the shields. If zero power is allocated or all Plutonium is depleted, shield control will shut down. Plutonium is depleted when the shields absorb an impact as this is needed in order for the shield deflectors to operate. The higher the protection level, the more Plutonium required.
The shields can be operated via keyboard commands. You can also [LEFT CLICK] on the
SHE indicator on the HUD which will bring up a shield strength menu where you can select
the desired protection. The shields only offer protection against weapons fire, they do not protect against
collisions. The ship’s shields can be upgraded as follows (from least to most powerful)
SPECTRUM/A LINEAR SPEC II LINEAR SPEC III LINEAR SPEC IV TACYON ANAGRAM
10.1 Hull and Armor Specifications
The ARM indicator on the bridge displays the ship’s current hull and armor protection. It is color coded based on the hull & armor condition.
GREEN Armor operational. YELLOW Armor breached with possible malfunction. RED Armor severely breached. Protection level is zero.
If the shields are inactive when the ship takes a hit, the armor will provide some protection based upon (a) the force of impact and (b) the amount of protection the armor can provide. If the hull armor is breached, then the ship’s hull will take the hit directly and be breached. If the hull armor is completely breached, the ship systems and personnel will start to take damage and injury and will eventually be destroyed.
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The ship’s armor can be upgraded as follows (least to most powerful)
TITANIUM LEVEL II TITANIUM LEVEL III TITANIUM LEVEL IV TITANIUM LEVEL V
Note: See Section 22: Ship Engineering Schematics, for notes on upgrading ship systems.
10.2 Cloaking System Operations
The Battlecruiser has an advanced cloaking system which shields it from detection. This system uses Iridium crystals for power and also requires that power be allocated to the ship’s main weapon systems. If you are engaged in heavy combat or going up against a relentless and powerful target such as another attack carrier or star station, you may want to cloak your ship. While cloaked, the ship is invisible to all radar systems. If you launch support ships or fire weapons while cloaked, it will create a distortion field and your ship will be momentarily visible. Activating the cloak only makes your ship invisible. An incoming missile will lose its lock if you cloak, but it will continue to fly in it’s pre­programmed direction until it runs out of steam. Therefore it is best to change the ship’s heading and location when you cloak.
The cloak counter displayed in the bottom right of the
BRIDGEVIEWER
gives you an indication of how much time is left before the system runs out of Iridium and shuts down. If at anytime the ship runs out of nuclear power or Iridium, the cloaking system will automatically shut down. The system will also shut down as a result of damage to the systems which control it.
To activate/deactivate the cloaking system press symbol on the
BRIDGEVIEWER
.
[SHIFT+C]
or
[LEFT-CLICK]
on the
CLOAK
10.3 Tractor Beam Operations
The Battlecruiser has a tractor beam system with which it can tow ships and other large objects. Power must first be allocated to this system before it will operate.
To capture a target, first select it in the
TACSCAN
computer and press
to activate the
[T]
tractor beam locking computer. As soon as the tractor beam is activated, you will see the image of the target with a cyan box around it and a series of brackets marking the extents of the object.
In order to capture the object, you must maneuver the ship so that the larger box becomes small enough to be superimposed over the brackets surrounding the object. The range to the target, displayed at the bottom of the display, will start to decrease as you move closer to the target. The tractor beam extends down and to the lower rear part of the ship. So, in order for the target to be captured quickly, the ship must pass over and above it slightly. You will know this because the range will start to decrease. If the range increases, reduce your thrust and orient the ship properly. Once you are moving in the right direction, the range will start to decrease. You must continue to orient the ship so that the object stays within the larger box. Once the proper range is reached and the target is at the optimum orientation, the tractor beam will lock and the target will be captured.
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If you captured one of your own ships, you will be prompted to retrieve it. Answering “yes” will bring the ship into the Battlecruiser. You cannot retrieve any other ships in this manner.
Sometimes you will run into ships in distress or perhaps you have defeated a hostile target in combat. You can then tow the ship back to
GALCOM HQ
for a reward. The amount
of reward is based on the race, caste, class, and the ship’s condition. Since the shields need to be lowered to activate the tractor beam, raising them will
deactivate the tractor beam system. To disengage the tractor beam , press cancel the target from the
TACSCAN
using
[X]
.
again or
[T]
10.4 Probe Deployment Operations
Note: See Section 7.4 Bridge Systems - NID Computer and Section 18: Tacops
Computer, for detailed discussions on probe deployment.
10.5 Commander's Notes
If you plan on going on any deep space excursions, check the nearby regions for
cheap shield and armor upgrades. If you find them, assign your engineering crew to upgrade to the new systems as soon as possible. You cannot perform component upgrades at starstations. During combat, if your shields are breached severely enough to breach your
ship’s armor, you should jump out of the region immediately because one lucky shot to your reactor core is all it takes to end your career. When you capture a ship in your tractor beam, it will remain immobilized until the
tractor beam is disengaged. However, if it is a carrier, transport, cruiser, or other craft with engineering personnel on-board, they will be performing repairs. So don’t be surprised if the captive takes off if you activate your shields causing the tractor beam to disengage. Some ships with functional weapon systems will continue to fire at you while
captured in the tractor beam. Because of this, you should refrain from capturing hostile ships that have not been disabled. When you cloak your ship, any ship or weapons launch operations will indicate
your position to the enemy. Because of this, you should avoid all ship launches and turn off your weapon systems to prevent
PTA
and
from firing and
FATAL
indicating your position to the enemy radar systems. Turning off your weapon systems will deactivate both
PTA
and
FATAL
systems.
10.6 Quick Reference Commands
SHIELD OFF SHIFT+] SHIELD FULL SHIFT+[ INCREASE SHIELD PROTECTION ] DECREASE SHIELD PROTECTION [ CAPTURE TARGET IN TRACTOR BEAM T CLOAKING SYSTEM ON/OFF SHIFT+C
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11.11. WEAPON SYSTEMS OPERATIONWEAPON SYSTEMS OPERATION
11.0 ION Disruptor Array, IOD
The Battlecruiser’s main laser array is a forward mounting Ion Disruptor array beam weapon which was recently upgraded to a Multi-Axial, MAX, variant of this proven technology. It’s maximum range is approximate target acquisition range is approximately 75 - 100 units. It has a damage factor of 50 units per shot and burst lifetime of 5 seconds. This means that the laser shot is active for 5 seconds during which it will inflict 50 units of damage on any target it hits. The ship’s weapon systems must be armed in order to fire the IOD laser.
The laser intensity of the IOD can be modified in increments of 10% up to a maximum of 100% using the [;] and [‘] commands. The higher the laser intensity, the more damage inflicted on the target. Each percentage of intensity increases the damage factor by the intensity setting, therefore, if the setting was 50%, the target would get hit at the rate of 50% plus the default value of the default damage factor.
To fire, simply turn the ship toward the target and fire. If you are an experienced commander, you will use a combination of the TARGET LEAD DESIGNATOR and the TARGET
LOCATOR LINE, to lead, acquire, and fire on the target.
When the IOD is fired, it must recharge before it can fire again. The higher the laser intensity, the longer it takes to recharge between bursts. The current setting and recharge time is displayed on the BRIDGEVIEWER above the PTA indicator. The first value is the current setting and the second value is the recharge state which reads 100% when fully recharged.
In situations where the ship is on a pre-computed flight path but you still want to be able to fire the lasers, you can de-couple the fire control system from the flight control system. This allows the ship to continue on it’s course while you manipulate the laser without altering the flight path.
11.1 Passive Target Acquisition, PTA
The Battlecruiser has 3 turret laser arrays in addition to the main IOD laser. These are controlled by the Passive Target Acquisition (PTA) system. The FORE TURRET is mounted on top of the ship, the MID TURRET is in the lower mid section and the AFT TURRET is mounted in the lower rear section.
The PTA system is activated by pressing [P]. You can also [LEFT CLICK] on the PTA symbology on the BRIDGEVIEWER to activate or change the setting. The laser turrets, under
PTA control, will acquire and automatically fire on hostile targets that are in range. The
system automatically selects a low recharge setting for the lasers but you can modify them manually using the [SHIFT+;] and [SHIFT+’] commands. The PTA turret intensity setting affects both firepower and re-charge rate of the turrets. At min setting, the PTA recharges at 1.5 the time but has 1/4 the power and range. The penalty at high fire rates is compensated for by increased rate of fire greatly improving the chances of a hit on smaller objects.
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Manual Turret Firing Control
You can also switch to any operational turret for manual fire control. Once you switch to a turret, if it is in PTA mode, it will stop firing. The turrets have a different gun-sight from the IOD. The left and right line brackets indicate the recharge rate of the turret based on the current power setting. If the turret is re-charging a flashing broken X is displayed. The distance between the two brackets determines the recharge time. Once these two brackets meet at the center of the display, the turret is fully charged and ready to fire.
11.2 FAst Target Acquisition & Lock, FATAL
This target acquisition system provides an easy way of attacking targets in the heat of combat using the ship’s weapons computer and missile launch systems. Whereas the
PTA system fires lasers, the FATAL system auto-fires Ralix and Vagrant missiles.
To designate a target for the FATAL system, select the desired target in the TACSCAN and press [D] to designate it as a target. This will activate the FATAL weapons system and display the Weapon System Select mode of the CVD. From the weapons list, enter the number of the missile you wish to use for this target.
When a FATAL target is designated, the missile is armed and starts to track the target which is displayed in a yellow TTD. Once the target comes within range of the missile, the missile will be automatically launched by the FATAL system and guided by it’s own internal radar guidance system. If the target is destroyed, it is cleared from the target list.
Once you’ve assigned a missile to FATAL, you will no longer be able to fire it manually. To regain control of a previously assigned missile, remove the target from the list.
You can assign up to eight FATAL targets. To cancel a FATAL target press [X]. Press
[SHIFT+X] to cancel all assigned FATAL targets.
11.3 Missile Target Acquisition & Attack Procedures
The Battlecruiser has the ability to arm and deploy a variety of missile systems from its main weapons pod. This weapons pod can contain up to 20 missiles and can be replenished directly from the weapons cargo bay. The weapons pod can be armed via the TACTICAL computer.
The ability to launch missiles effectively is one of the most valuable and important skills to learn when patrolling hostile territory. Learn it well. You must study your missile armament and choose the right missile for the job. Missiles come in many variations and differ in acquisition range, lock time, damage factor, etc.
All missiles have proximity logic which allows them to detonate when they are within a certain range from the target. If a missile in flight does not hit its target or come close enough for the proximity logic to activate, the missile will self-destruct.
In order to launch a missile at a target, you must first acquire and identify the target, then select a weapon. Once the missile gets a launch solution, launch the missile. To launch a missile at a stationary or moving target, follow these instructions:
Press [K] to put the TACSCAN in command mode.
Press [,] and [.] to cycle all valid targets until the desired target is displayed in the CVD.
You can view the target in the CVD by pressing [V].
Press [W] to turn on the weapon systems. TAC should be displayed in the HUD.
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Press [BACKSPACE] to cycle through your missiles stores and select the desired
missile. The Target Acquisition Reticle, TAR, should now be visible with the Missile Tracking Designator, MTD, whizzing around inside the TAR as it searches for a valid target to lock on. You can also access the weapons bay and select a missile manually from the list by pressing [SHIFT+W]. Once the list of weapons is displayed, press the number of the desired missile to select & arm it.
Maneuver your ship until the TTD for the target is within the TAR and in front of you.
You may need to turn off the auto-pilot using [A] in order to have manual flight control. Continue to fly toward the target so that it comes within range of the missile and a valid lock is achieved.
Once the missile achieves a lock, indicated by a flashing LOCK symbol in the
BRIDGEVIEWER, press the [SPACEBAR] to launch the missile. If you are not using a
missile with ATL or ATL/V logic, keep the target in view and locked until the missile detonates.
11.4 Mine Deployment Operations
The Battlecruiser can also arm and launch up to 10 mines from its special mine launch bay. Like missiles, these mines are armed via the TACTICAL computer. Unlike missiles, deploying mines is a simple matter of cycling through the currently armed weapons using the [BACKSPACE] key and pressing [SPACEBAR] to launch the selected mine. Once deployed, the mine will operate depending on it’s intelligence and type. A crab mine has turrets which fire at targets that come into range and a Leech mine detonates on collision or when an object breaches its proximity sensors. Mines will auto-destruct once their timer expires. The TTD for deployed mines displays the self-destruct timer.
11.5 Commander’s Notes
ü There are times when you will find yourself in a skirmish involving several hostile
craft. Though you can increase the intensity of your lasers for maximum damage to the target, if the target already has you locked, it will be firing much faster than you. Your best bet is to increase your shields to max, activate the PTA system and reduce the laser intensity of your turrets and main IOD. This way, they will fire faster and the target will be forced to take evasive action with the faster barrage of shots.
ü If you are taking heavy damage and survival is your goal, turn off your weapon
systems and activate your cloaking system. Then change your ship’s location and heading. Use this trick to escape from the region or, if you have enough Iridium, remain cloaked while your engineers perform repairs to your critical systems.
ü If you had to choose between upgrading your shields or armor due to financial
constraints, upgrade your armor. This is because, though your shields will absorb impact, several well placed shots will breach the shields in a single volley and this will cause your ships hull armor to take damage immediately. Once your hull armor is breached, your systems are bound to take significant damage. This will also put your crew at risk.
ü If you are trying to disable a target, you must turn off your PTA system so that the
turrets don’t destroy the target by accident. You can then reduce the intensity of your IOD and fire at the target until you disable it.
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The
system selects targets based on range and threat priority. It creates a list
PTA
of all targets within range and fires the turrets at the hostile ones it acquires. This means that sometimes it will run out of ‘slots’ for all the hostile targets and it will appear to ignore hostile targets that are close by. This is normal and is a flaw in the system. In fact, sometimes its slots will consist of non-hostile targets as the friendly fire avoidance code continues to filter targets. In these instances, hostile targets will continue to fire at you until the system frees up a slot and assigns it to a hostile target. The If you must use the
system has 24 slots for target acquisition.
PTA
system, make sure you have an ample supply of Ralix
FATAL
and Vagrant missiles because these are the only ones that it will use due to their advanced independent target acquisition logic and firepower. Mines can come in quite useful in a crisis situation. If you deploy enough of them,
they can keep the enemy busy while you carry out your mission or escape from the region. You can also deploy mines around jump anomalies so that hostile targets jumping into the region are immediately engaged before they track you on radar. If your weapons computer takes even the slightest damage during combat, have
it repaired immediately otherwise all systems which use that computer, i.e.
, etc, will malfunction or cease to operate.
PTA
If you are in a region which has a friendly or neutral starstation and you are
engaged, moving your ship closer to the station will cause it to detect the threat as it chases after you. The station, resources permitting, may launch ships to engage the threats. Don’t get too close or you may take hits from the station’s turrets. If you have to park in orbit around a hostile planet which has an
system in
ODS
orbit, keep a safe distance away from it because their missiles are deadly and cannot be jammed once launched. A common mistake is to launch an Interceptor and enter a planet only to find that
you don’t have any air to air ( of changing your Interceptor profiles in the
) or air to surface (
ATA
) missiles. Get in the habit
ATS
to match their mission. You can
CVD
even program the arming of deployed Interceptors by selecting the profile in the
and recalling the Interceptor. It will be armed with the new weapons for the
CVD
selected mission profile in time for its next launch.
FATAL
,
11.6 Quick Reference Commands
WEAPON SYSTEM ON/OFF W WEAPONS SELECTION MENU SHIFT+W INCREASE IOD LASER INTE NSITY ‘ DECREASE IOD LASER INTE NSITY ; FIRE MAIN IOD LASER ENTER DE-COUPLE IOD LASER CONTROL SCROLL LOCK PTA SYSTEM ON/O FF P INCREASE PTA LASER INT ENSITY SHIFT+’ DECREASE PTA LASER INT ENSITY SHIFT+; DESIGNATE FATAL TARGET D CANCEL FATAL TARGET X CANCEL ALL FATAL TARGETS SHIFT+X SWITCH TO FORE TURRET F5 SWITCH TO MID TURRET F6 SWITCH TO AFT TURRET F 7 FIRE MISSILE OR MINE SPACEBAR CYCLE MISSILES AND MINES BACKSPACE CHANGE INTERCEPTOR MISSION PROFILE IN CVD SHIFT+, OR SHIFT+.
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12.0 Flight Controls & Dynamics
Flying the Battlecruiser, or any ship for that matter, is fairly straight-forward. First, you need to make sure the autopilot is off. If it is on, turn it off by pressing control of the stick, find a nice relatively unpopulated section of space and experiment by moving the stick as described below. If the controls seem unresponsive or drift when you let go, calibrate it by pressing
[CTRL+J]
You can also use the keyboard for flight control.
.
. Once you have
[A]
To change your pitch, push the stick [
UP]
and [
. In space, this will not change your
DOWN]
altitude but on a planet or moon where gravity is in effect, it will. On a planet you can increase or decrease your altitude by pushing the stick
[UP
] or
[DOWN]
In space this
.
merely changes your ship’s pitch angle as altitude is not affected. You can also use the
[UP ARROW]
and
[DOWN ARROW]
keys to pitch the ship. Notice that there is no change to the
Ship Heading Indicator as you pitch the ship. To yaw the ship, push the stick
[LEFT]
or
pitch remains unchanged. You can also use the
. This changes your heading but your
[RIGHT]
[LEFT ARROW]
and
[RIGHT ARROW]
keys to yaw the ship. Notice that the Ship Heading Indicator changes as you yaw the ship left and right.
To roll the ship, press
[BUTTON 2]
while pushing the stick
will cause you to lose altitude on planets with gravity. You can also use the
[DELETE]
to roll the ship. Notice that there is no change to the Ship Heading Indicator as
[LEFT]
or
[RIGHT]
. Rolling the ship
[INSERT]
and
you roll the ship. To move the ship forward you must apply thrust by pressing
on the keyboard or by
[1-9]
using your stick’s throttle wheel. This causes the ship to accelerate forward. You can also use your stick’s throttle control if it has one. Once thrust is applied, the ship will start to move as indicated by the Ship Velocity Indicator. You can also fine tune your thrust for precision approach using the throttle wheel or by pressing the
and
[-]
keys. The ship’s
[+]
max speed is 1500 mps (meters per sec) The afterburner and retro-rockets go at 1.5 times this amount. These speeds are also affected by the amount of damage to your ship’s engines. Also, the more you use your afterburner and retro-rockets, the more fuel you burn.
You can stop the ship or cause it to move backwards by applying retro-rockets using the
key. Pressing
[TAB]
(Zero) and holding it or moving your throttle all the way back will
[0]
cause the ship to reduce thrust and eventually come to a halt.
Note: If you have a joystick with a throttle, it will have precedence over keyboard thrust controls. You can restore keyboard controls by moving the throttle all the way back and using the keyboard for thrust controls.
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Vertical Take Off & Landing, VTOL
Your ships also have VTOL capability which allows them to take off from a fixed spot and maintain a sustained hover in the air. This feature is made possible by the rotation of the ship’s thrust vectors to initiate forward or upward thrust. The thrust vectors are configured for upward thrust by pressing the [CAPSLOCK] key.
Activating VTOL mode causes a new symbology to appear in the cockpit. This symbology is represented by a box with a pair of carets on the left, right and bottom sides. The carets on the left and right sides indicate the ship’s collective pitch and the carets on the bottom represented the ship’s yaw movement.
In VTOL mode, the ship’s controls operate differently. You increase or increase your vertical speed and subsequently your altitude, by pressing and holding the [`] and [TAB] keys. Your forward thrust, though minimal, can be increased by pushing the stick forward and decreased by pulling it back. The higher the movement, the higher the speed change. You can also use the throttle on your stick to control vertical speed. The carets will change indicating variations in the ship’s pitch and yaw angle. They will eventually center on the VTOL box as the trim is centered. You can also press and hold the [NUMERIC 5] key to center the trim and auto-hover at a steady speed and altitude.
While hovering, you can press joystick [BUTTON 2] and move the stick [FORWARD] and
[BACK] in order to control your pitch attitude. You would need to do this in order to attack
targets from a stationary position.
Note: If a throttle axis is available, it has more authority than [`] or [TAB]. For best results with a throttle axis, use the throttle for center trim and use the keys to adjust vertical speed. Hold down the keys to build up vertical speed. When the keys are released the vertical speed will return gradually to zero.
Matching A Target’s Speed
You can match the current CVD target’s speed by using the [CTRL+`] command. This is a toggle and when active displays an M symbol in the HUD near the speed indicator. If you have a target in front of you, you can match its speed by issuing this command. If you need to close or increase the distance from the target, use the normal afterburner and retro-rocket keys, [`] and [TAB]. The match target speed command has no effect when the autopilot is off.
The M caret will constantly adjust your set speed but pegs at 0 and 1500 kps (kilometers per sec). It’s very useful and makes dogfighting easy. Once you’re on a target’s six, it prevents you from overshooting and maintains your distance from the target. All you need to do is keep the target in your sights and fire when in range.
Note: If you change the target, it leaves the region, cloaks, gets towed, is blown up, or does a HyperJump, this command will be cancelled.
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12.1 Inter-System Course Plotting
You can plot a course to any location or target within the current region or to other regions. The simplest method is to select the target in the
NID
or
and fly to it manually
CVD
by using normal thrust controls. This is useful for short hops or in cases where you have insufficient fuel or power to initiate a HyperJump.
However, there are times when you will want to let the ship’s
AUTONAV
computer take
over and fly the route to the target. The procedure is simple:
Press
HUD
Press
NAVMAP
Press
Press
the
Press
to turn off the weapon systems if on.
[W]
or
to put the
[K]
[J]
mode if using the
to select any target and press
[.] [.]
CVD
[SHIFT+9]
and
.
to cycle through all valid targets until the desired one is displayed in
[,]
to activate the HyperJump engines and fly the ship to the region. If the
NID
NID
or
TACSCAN
should now be displayed in the
NAV
in command mode and cycle through to the
to view it in the
[V]
CVD
.
engines are not charged, you will have to wait and then try again.
Once the target, distance, power and transit related computations are complete, the ship will start to orient itself to face the target destination. Once it computes a flight path, a hyperspace jump anomaly will form a short distance from the ship. The ship then engages it’s HyperDrive engines and flies straight into the anomaly and enters hyperspace. While in hyperspace, you can still go about your normal tasks. You cannot drop out of hyperspace once it’s committed. In hyperspace, nothing is real and even though you would seem to fly into things, you cannot collide with them since they are not real. Once the transition ends, the ship will emerge a short distance from the destination and the jump anomaly will collapse. The HyperJump system then shuts down and will begin to recharge as indicated by the HyperJump Status Indicator.
12.2 Intra-System Course Plotting
There are times when you will want to leave the current region or even the system. You will use the same procedure are described above but in this case, you will need to select a jump anomaly such as a wormhole, fluxfield, or jump point in the
computer. Once
NID
the ship reaches the anomaly, it will enter and then emerge on the other side of the anomaly. Using the method, you will be able to travel to any region or starsystem in the entire galaxy.
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To travel to another region, follow the procedure above but you can only select jump anomalies in the NID computer’s NAVMAP mode.
Press [W] to turn off the weapon systems if on. NAV should now be displayed in the
HUD.
Press [J] to put the NID in command mode and cycle through to the NAVMAP mode.
• Press [.] to select any target and press [V] to view it in the CVD.
Press [.] and [,] to cycle through all valid targets until the desired one is displayed in
the CVD.
Press [F] to program the target to the AUTONAV flight computer.
Press [F] again to activate and lock the Flight Path Designator to the current flight
path. The FP : TARGET symbol will appear in the top-center of the BRIDGEVIEWER, displaying the name of the jump anomaly leading to the target region.
Activate the AUTONAV computer by pressing [A] . If the target is a jump anomaly, the
ship will enter it and emerge on the other side.
Once you emerge on the other side, deactivate the autopilot with [A] and re-arm your
weapon systems using [W].
Note: See Section 13 : Navitron Computer, for more info on advanced navigation.
12.3 Waypoint Tracking
You have the ability to follow waypoints created using the TACOPS computer. If the ship is under pilot AI control, then they will attempt to visit each waypoint, carry out the order assigned, and move on to the next waypoint. Once the final waypoint is reached, they will return to base unless otherwise instructed.
When you take manual control of a craft, you have the ability to follow the waypoints created for it. You will notice a waypoint designator on the top right corner of the HUD (inverse color) and the range in km (kilometers) to the waypoint. The current waypoint being tracked is indicated by a vertical box below the heading indicator. Fly toward this heading in order to reach the waypoint.
If you have the autopilot on and the pilots have flight control thereby following a waypoint pattern, you can still cycle targets in the NID or TACSCAN and view them in the CVD. The current target will be designated with an open triangle. If you turn off the autopilot and make this target the current destination, and then engage the autopilot again this will over-ride the current waypoint and the ship will fly to the target. In order to resume following the original programmed waypoint, destroy or cancel the current target using [X] and the autopilot will resume the original waypoint pattern.
You can dynamically alter a ship’s waypoint pattern by activating TACOPS and either moving the waypoint location or changing its order. The HUD will reflect the new waypoint location and range which the ship, under pilot control, will now follow.
In the cockpit and under AI mode, you can have the ship fly to a target and ignore the current waypoints. Simply select it in the TACSCAN or NID, press the [F] key and engage the auto-pilot if not already engaged. The ship will fly to the target. If you cancel the target, the ship will resume waypoints.
Note: See Section 8: Bridge Systems – TACSCAN Computer for more details.
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12.4 Docking Procedures
There are starstations scattered around the galaxy. There are also starbases on the surface of some planets and moons. You can dock with, trade at, and perform repairs to your ship at any friendly or neutral facility.
Stations will usually refuse docking clearance if there are hostiles (or inbound missiles) in the region. This is so that the launch bays are used by its own fighters as they engage the enemy in the region. Once the region is safe, you will be allowed to dock as normal.
In space, you can dock your Battlecruiser, Interceptor, or Shuttle with a starstation. On a planet or moon surface, you can dock your Interceptor, Shuttle, or ATV with a
starbase. If you dock while you have a ship in tow, you will be asked by the station if you would
like to deliver the towed object to the station. If you say “yes”, then the ship will remain at the station when you launch. If there was a reward, this will be credited to your account. If you say “no”, then the ship will remain in tow when you launch from the station.
You can also dock an Interceptor or Shuttle with the Battlecruiser provided that the docking bays for the ship are operational. If the shuttle is towing one of your own crafts, the towed craft will also be docked automatically if the shuttle is under AI control. If towing your craft using the Battlecruiser tractor beam, once captured, you will be prompted to bring the craft on-board. If you say “yes” and the docking bay supporting the ship is operational, the ship will then be docked. If you say “no”, the captured ship will remain in space.
To dock with a target :
• Press [K] to put the TACSCAN in command mode.
• Press [.] to select any target and press [V] to view it in the CVD.
Press [.] and [,] to cycle through all valid targets until the desired one is displayed in
the CVD.
Using normal flight controls, fly toward the target until you are within 25 clicks from it.
If you are a long distance away, you may want to HyperJump to the target and then cruise towards it at low speed.
Monitor your range to the target as indicated by the values in the top left corner of
the TACSCAN computer. Once you are within 25 clicks of the target (based on size of target), request docking clearance by pressing [ALT+D]. If clearance is granted, your ship will automatically dock and you can log into the facility’s CENTCOM unit as normal.
12.5 Orbital Procedures
Orbital procedures are not implemented in the game because you do not need to be in orbit to perform actions on the planet. To simulate an orbit around a planet or moon, simply HyperJump to the planet (or approach manually, but be cautious so that you are not pulled by its gravitational field) and the autopilot will stop the craft at a safe distance.
Then, kill your engines (don’t forget to shut your joystick throttle too!) and clear any targets you currently have selected in the NID or TACSCAN. The MODE 1 of the CVD should read NO TARGET. You do this so that if you switch out of the ship, the autopilot does not engage and possible fly to, the currently selected target. You can also turn on the autopilot and give it the HALT order from the orders menu. That’s it, you are now in orbit.
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12.6 Planetfall Operations
You can fly to and enter the atmosphere of any planet or moon in the galaxy. The procedure is simple. Simply locate the planet or moon visually or by selecting it in the
NID. Once you’ve located it, use normal flight controls and fly directly toward it. Continue
to fly toward it until your ship is captured in the planet or moon’s gravitational field. A short external camera transition sequence will occur after which your ship will be located within the atmosphere. Controls will then be handed over to you by the flight computer once the planetfall procedures are completed.
To leave a planet or moon’s atmosphere, pitch the ship upward and apply sufficient thrust to breach the planet or moon’s escape velocity. Once this is breached, the ship will leave the planet and after an external camera transition, will be located in space. Controls will again be handed over to you by the flight computer once orbital breach procedures are completed. You can also press the [O] key when you want to immediately engage orbital breach procedures when above 45,000 feet.
One of the worst things that can happen to you when on a planet is if your ship is too damaged to achieve enough thrust to breach the planet’s escape velocity. If you cannot attain this thrust level, your ship will never reach the 45,000 feet minimum altitude required to engage orbital breach procedures. If this happens, you have several choices. You can either:
(a) scuttle the craft and send a rescue team of Marines to the surface to protect the survivors until an evacuation plan gets underway, (b) using the TACOPS computer, you can beam survivors back to the ship using the transporters, (c) using the TACOPS computer, you can send a shuttle down to the surface to evacuate personnel, or (d) using the TACOPS computer, you can send a shuttle down to the surface to tow the downed craft back to the Battlecruiser.
Flying down to the surface of a planet or moon can be an enjoyable experience. There are scores of objects to see, places to visit, and beautiful terrain. If you fly around long enough, you will witness night and day complete with sunrise, sunset, night stars, etc. You will also witness variable weather and terrain conditions such as desert, temperate, polar, etc. The visibility on gaseous planets and moons is limited and at night you can use your ship’s infra-red visual aid to guide you. Most planets and moons are divided into hostile, friendly, and neutral sections.
AUTO-LANDING SYSTEM
You can use the auto-landing system by pressing the [SHIFT-E] key when on a planet. The system works only in AI mode (not DIRECT mode) so while landing is in progress you cannot cancel AI mode (but you can cancel auto-landing using [SHIFT-E]). Once on the ground you can take off again by pressing [SHIFT-E]. If the ship does not have a waypoint set or does not have some target (in the NID or CVD) for the AI system to follow, takeoff will not work correctly because the ship does not accelerate.
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While you’re busy gawking at the terrain, remember, hostile planets don’t like unwelcome guests. Every red dot you see on TACSCAN radar has a missile or laser tracer with your name painted on it. If you have a mission to accomplish, stay low, keep it quiet, and pack a lot of long range, high profile air to air (ATA) and air to surface (ATS) missiles. If you plan to enter a planet which has an Orbital Defense System (ODS) platform in orbit, wait until it is on the other side before you enter the planet. Some ODS platforms have the capability to fire missiles at targets within the atmosphere, so if it sees you before you enter the planet, it will still try to attack you from orbit where it stands an even greater chance of hitting you – hard. Since you can’t select a target in orbit if you’re on the surface, you will have to find a way to take out the ODS before it takes you out.
12.7 Planetary Terrain Following & Avoidance
The support ships have a terrain following and avoidance model which allows them to follow the surface terrain without crashing into the ground or into mountains. It’s not 100% fail-safe especially at high speeds. To use, activate the autopilot and the ship will fly a low altitude, making course corrections to avoid collisions with the ground and other terrain features such as hills etc. If you have waypoints programmed, the autopilot will fly the pattern, using the TFA model. When you make planetfall, the autopilot assumes an altitude of 250 ft MSL and engages the terrain following and avoidance model. The TFA model is disabled during manual flight control but can be enabled by putting the /A parameter in the BC3K startup .BAT files. Under manual control, if you fly too close to the ground and are in danger of colliding with it, the computer system will sound a warning and a pull-up cue will also appear in the HUD.
12.8 Commander’s Notes
ü Sometimes when using fluxfields, your ship may jump and emerge in the current
system. This is because jump points have multiple end points one of them being your last region location.
ü If you dock at a friendly station which does not permit illegal items, any illegal
items will be confiscated. You will then be fined a hefty fee for the act and a violation logged on your record.
ü You don’t always have to dock with your Battlecruiser to trade. You can use the
shuttle to make trade runs with stations, leaving the Battlecruiser in space.
ü If you’re going to be sending shuttles down to the surface of a hostile planet,
remember to send down an Interceptor escort with Escort as the mission profile.
ü Don’t forget to select a mission profile which includes surface missiles when
planning to send an Interceptor to the surface of a planet or moon.
12.9 Quick Reference Commands
ENGAGE ORBITAL ENTRY/BREACH O REQUEST DOCKING CLEARANCE ALT+D HYPERJUMP SHIFT+9 WINGS LEVEL/AUTO HOVER NUMERIC 5 YAW LEFT/RIGHT LEFT/RIGHT ARROW ROLL LEFT/RIGHT INSERT/DELETE PITCH UP/DOWN UP/DOWN ARROW THRUST FACTOR 1-9 FULL STOP 0 (HOLD) FINE TUNE THRUST + / ­AFTERBURNER/VTOL UP ` RETRO ROCKETS/VTOL DOWN TAB VTOL/HTOL CAPSLOCK
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13.0 System Overview
The galaxy is divided into four The top left section is the The top right section is the
QUADRANTS
TERRAN
CREDIAN
quadrant.
quadrant. The lower right section is the
GAMMULAN
section, is the
quadrant. The fourth, lower left
quadrant. Each
SYRION
quadrant contains a number of
STARSYSTEMS REGIONS
which are also divided into
The entire galaxy is linked via
.
wormholes, jump points, and fluxfields.
When the
NAVITRON
is activated, it displays the full-screen galactic map and a smaller
system map based on your Current Location in the galaxy. It also displays:
CURRENT LOCATION PREVIOUS DESTINATION CURRENT DESTINATION
[RIGHT CLICK]
- Current
-
-
the mouse anywhere in the display to remove the smaller system map. The
Previous Programmed
REGION/SYSTEM
REGION/SYSTEM
REGION/SYSTEM
location
destination
destination
main galactic map shows the various starsystems in their relative positions within the galaxy.
.
To activate a system map and view the regions within it,
[LEFT CLICK]
on the system map. The internal region links in the system map are displayed by red (wormhole), yellow (fluxfield), and blue lines (jump point). The regions themselves are represented by spherical icons.
13.1 Galactic Cartography
The Galaxy in Battlecruiser: 3000AD is made up of 25 major habitable systems, containing 75 planets, 145 moons, and several spatial anomalies. The entire galaxy is evenly divided into four quadrants.
Starsystems are primarily linked by wormholes though some fluxfields have been reported to provide links into certain starsystems. This means that in order to move from a region within a starsystem to another region within another star system, you have to locate a region with a wormhole that will provide the link to the destinat ion. For example, you can only go from the Sol system to Alpha Centauri via a wormhole located in the Pluto region in Sol.
The regions within the starsystems are linked via jump points, therefore, you can jump from Earth to Pluto region using a jump point and from Pluto to the Centris region in the Alpha Centauri starsystem.
Note: See Appendix F for a large scale map of the entire galaxy.
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The principle star systems within our Galaxy are shown in the following diagram, which highlights how they are linked to one another. Your start location is in the Sol system (near the top left of this diagram).
Quadrant Format:
T
ERRANCREDIAN
S
YRIONGAMMULAN
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TERRAN QUADRANT
The Terran Quadrant is home to the f ounding mem bers of
GALCOM
: the Terrans, Empir ians, and the Vesperons. Desp ite its large militar y presence, this quadrant has it’s fair share of hot spots, notably Tau Ceti, which provides a haven for raiders and assassins, control of which is hotly contested by the Vesperons; and Barnard’s Star, which provides the main strike base for the Terran Insurgent faction. The systems of Polaris and Procyon, however, form a refuge for scientists and traders from many alien races.
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CREDIAN QUADRANT
The Credian Quadrant is home to the Credian, Man dorian, Kandorian, and Ze lon races. Next to the Gammulan Quadrant, this is the most militarized area of the galaxy with most of the Star Stations and Star bases found here owned by their respective government’s military. The somewhat isolated system of Tau Ranis is the main haven for scientists and tra ders, whilst the Arenis and Xyon systems are the only places in the quadrant left to the mercy of pirates and raiders.
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GAMMULAN QUADRANT
Named after the galaxy’s most aggressive race, this quadrant is home to their comrades the Valkerie, and also the ens laved F alk erie r ace who are ru led b y a p uppet Gam m ulan g overnment. Highly militarize d, travelers here can be sur e of a less-than-cordial greeting. All systems in this quadrant are occupied by the mighty forces of the Gammulan/Valkerie Alliance.
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SYRION QUADRANT
The Syrion Quadrant c ontains the greatest mysteries of all the quadrants. Home to the cyborg Syrion and robotic Droidan races, whos e origins are surro und in secr ec y. Mindful of the ir privac y, these two races monitor all traffic in this quadrant closely, and can prevent travelers from penetrating into it any further than allowed.
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Jump Anomalies

Due to the vast expanse of the galaxy, advanced technology was used to
JUMP POINTS
:
create jump points. These transport the ship through hyperspace to emerge at the other end of the jump point. These devices are reasonably safe to use and have only one entry point and one exit point. Jump point links are displayed as connecting blue lines. If you call up the Sol system map, you will notice that the Saturn region is linked to the Earth region by a jump point.
Flux fields are natural phenomenon which effectively function as jump
FLUX FIELDS
:
points but some have multiple entry and exit points. Once you enter a flux field you have no way of knowing where your ship will emerge. Flux fields are displayed as connecting yellow lines extending from the planetary region to the boundaries of the system map. This means that the exit point is outside the currently displayed system. If you call up the Sol system map, you will see a flux field originating in Mars, another in Jupiter and a third in Mercury. Flux fields can have one or more exit points which link several regions. In a flux field, the ship takes no damage and will emerge safely. Flux fields appear and disappear at random. It is still not known what causes a flux field to appear or disappear. The entry points of a flux field includes the originating point itself. This means that sometimes it would seem that entering a flux field did not work. It may have simply deposited you back at the point at which you entered. Some flux fields have end points in black holes which make them dangerous. Flux fields can link both regions and starsystems making it possible to hop across the entire galaxy. For example, the fluxfield in Sygan (Barnard's Star) will take you across the galaxy to Majoris (Alpha Majora).
These anomalies are a natural phenomenon which exist in various parts
WORMHOLES
:
of the galaxy. Wormholes are the gateway to other star systems within the galaxy. They are highly unstable and will likely cause some damage to a ship as it passes through. Wormholes only have a single entry and exit point and are displayed as connecting red lines. Unlike flux fields, you can always tell from what system a wormhole originates. This is displayed at the end of the wormhole line. If you call up the Sol system map you will see a wormhole originating from the Jupiter region and another from the Pluto region. The names at the end of the wormhole lines indicate that one connects to Alpha Centauri and the other in Sirius. Since you know that wormholes always connect star systems together, you can deduce that those two wormholes link the Sol system to the Sirius and Alpha Centauri systems. The wormhole paths are shown as Grey lines on the full screen galactic map linking the starsystems.
13.2 Advanced Intra-Stellar Course Plotting
To plot a course from your current location to another starsystem do the following:
Display the system map for the destination and
Locate the destination system and then
The
CURRENT DESTINATION
now displays the name of the region you have selected and
[LEFT CLICK]
[LEFT CLICK]
on it to set it as your destination.
on it.
the starsystem in which it is located.
The destination is now programmed into the ship’s auto-navigation system,
AUTONAV
. Exit, return to the bridge, activate the autopilot and the flight computer will compute & plot all the routes required to take the ship to the programmed destination. The flight and navigation data will be displayed in the can cancel all waypoints using
GALCOM
logo.
[ALT+X] .
for the duration of the trip. During flight, you
NID
To exit the
NAVITRON
computer, select the spinning
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14.0 System Overview
The Logistix computer is the backbone of the ship’s engineering operation. It is identical to the version found at starstations. From this computer, you can schedule repairs, access power management systems, and check your current cargo & spares inventory. If this computer is badly damaged, you will not be able to use it without first repairing it. Since the program runs in real time, repairs will only be commenced when you exit this computer and return to the bridge. Some repairs take longer than others, and without system engineers you cannot perform any repairs. Without the Chief Engineer being on­station to supervise these repairs, some will take longer to perform or may not be performed at all.
Activatin g th e
LOGISTIX
computer displays three options, Crafts, Cargo, and Power:
14.1 Craft Repair Operations
Selecting A System For Repair
[LEFT CLICK]
on one of the listed ships you would like to repair or inspect:
BC INT SH ATV
- Battlecruiser
- Interceptors
- Shuttles
- All Terrain Vehicles
To access this area of the computer,
[LEFT CLICK]
on the
CRAFTS
button.
Once you login, on the left side of the screen you will see buttons representing the Battlecruiser and all its support craft.
On the right you will see the list of System Engineers, their current repair task and completion time. The current game date and time plus the Ship Alert Status condition are also displayed.
Selecting
displays the schematics for the Battlecruiser and allows you to choose a
BC
deck on which to perform repairs. The other buttons allow you to perform repairs on any craft that is currently on the Battlecruiser.
The screen is divided into three sections. The top left area displays a schematic diagram of the craft and all its systems. The right displays all the crafts systems and their operational condition. The lower left is the orders area used for processing your repair orders.
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The condition of the ship’s systems are color coded as follows:
GREEN BLUE YELLOW
- Operational.
- Already undergoing repairs.
- Slight or minimal damage. Depending on the damaged component, you should be able to perform repairs on this system.
RED
- Destroyed system. Replace or upgrade.
Repairing The Selected System
To select a system for repair,
[LEFT CLICK]
in the ship schematic or in the systems list on
the right. Once you have selected the system that needs repair, the computer will display the
system’s component list divided into three columns. The first column lists the components that comprise the system. The second column lists the quantity of this component necessary to repair the system. The third column lists the number of units of the component you currently have in stock.
If you have the components which are required to perform the repairs, the above column will be lit and active. If the system can be upgraded, then
UPGRADE
REPAIR
button
will be lit on the bar at the bottom of the screen. If a system is badly damaged or it is destroyed, you may only replace it with a new one. If this is the case and you have a replacement unit, the
REPLACE
option will also appear and be lit. Usually replacements take longer to
perform. To proceed with the repairs, click on the
REPAIR
button and the following data will be
displayed:
COMMENCED COMPLETION OPR STATUS COMPLETED ASSIGNED
- Start date/time of repair task.
- Estimated date/time to task completion.
- System ’s curr ent operation status.
- Repair t ask percent age completion.
- Number of systems engineers assigned to this repair task.
STANDBY STATUS
Next, you must assign Systems Engineers to this task. To do this,
ARROW]
next to the
have assigned engineers, the repair status will also change to
- Number of available Systems Engineers.
- Cur rent repair status.
[LEFT CLICK]
ASSIGNED
field to assign the desired number of engineers. Once you
SCHEDULED
. The system
on the
[UP
color code will change to blue indicating that it is currently undergoing repairs. This will also cause the start and completion times to be updated. The more engineers you assign, the more rapidly the repairs will be completed. You can reduce the number of engineers thereby increasing the repair completion time. To do this,
[DOWN ARROW]
next to the
grey arrow under the
STANDBY
STATUS
field. To complete the task,
field.
[LEFT CLICK]
[LEFT CLICK]
on the large
on the
You may wish to replace a system if it cannot be repaired or if repairs would take too long to perform. The first line of the display always indicates a replacement system. If you wish to replace a system and you have a replacement, the
REPLACE
option would be available. Simply click on it and assign engineers to do the replacement as explained above.
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The damage status of the engineering lab and the health of the engineers also determines the speed at which repairs are performed. These values add additional time to the stated estimated repair completion time. If the engineering lab is destroyed all the equipment will be lost and no repairs can be performed. All repairs in progress will be terminated or suspended.
If you later wish to modify the repair task for a system, select the system again and select the desired repair task. If you remove all engineers, then the task will be
SUSPENDED
and it’s color code change to white. The components already allocated to the task will not be returned to stock. Once you assign engineers again, the task will resume as previously scheduled.
If you start repairs on an Interceptor you will not be able to launch it until those repairs are either completed or cancelled. You can access the systems status of launched Interceptors, but you will not be able to perform any repairs on them.

Clearing Radiation

There are times when certain systems will become damaged and leak radiation. If a deck is radiated, a flashing indicator will be displayed. You will need a Radiation Control Unit ( displayed and one
), to clear radiation on a deck. Simply select the Clear Radiation prompt when
RCU
will be used to clear the radiation from the entire deck. These
RCU
units are disposable and used only once per deck.
Repairing & Replacing Support Ships
You can repair Interceptors, Shuttles, and ATVs using the above procedure. To select a ship,
[LEFT CLICK]
on the large grey arrow to the left of the listed decks to return to the
main login screen where you can then select another class of ship to repair. If you lose an Interceptor, Shuttle or ATV, you can replace it by buying and selecting a
replacement. You will then be given the option to replace the lost craft if you have a replacement. You cannot replace an Interceptor if the escape pod is still active and flying around.
Note: See Section 22 : Ship Engineering Schematics, for info on the ship’s deck layout and design.
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14.2 Cargo Operations
The classes are:
This option allows you to view your entire ship’s cargo inventory. A class list is displayed at the top of the screen with the list of items in that class listed on the left of the screen. The cargo and weapons bay capacity indicators are listed on the right of the screen.
The items are listed based on class. This class can be changed by positioning the mouse over the icon marked
MISCELLANEOUS
and selecting the desired class from the drop-down menu.
MISCELLANEOUS ITEMS NORMAL MINERALS REPAIR MINERALS SPARE PARTS WEAPONS ILLEGAL ITEMS PERSONNEL
- Spare parts for all ships.
- Weapons.
- Items deemed illegal by
- Normal trade items.
- Normal minerals.
- Minerals used for some repair tasks.
GALCOM.
- Personnel for hire roster.
The Battlecruiser has two cargo bays with a capacity of 7500 units each. It also has two weapon bays each with a capacity of 250 units. Fuel for the nuclear reactor (Radine) , shield systems (Plutonium) and cloaking system (Iridium) are stored in special t anks wit h storage capacities of 25000, 10000, and 1000 units respectively.
Weapons are only stored in weapon bays. Regular cargo is distributed among the two cargo bays. Certain items can only be stored in a specific bay. Each item has a displacement value which determines how much storage space it requires.
Simply click on the category you wish to access. Click on the arrows to scroll the list. There are times when you may want to jettison some cargo into space. To do this, you
would
[RIGHT CLICK]
on the item to display a small menu. Here, you can select how many
units of the item to eject into space.
Note: See Appendix S, for a complete trading database
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14.3 Power Allocation Procedures
Power management on the BattleCruiser is one of the most important and critical aspects of its operation. Without power, most of the ship’s systems will shut down. The nuclear reactor is responsible for providing power for the operation of all the ship's systems. It uses Radine crystals for fuel. Its operation and ability to provide maximum power is dependent upon it's condition.
If the nuclear reactor is damaged, it will not be able to reach its operational peak and therefore produce less than 100 units of power. The reactor can be upgraded to better models which offer better fuel consumption and increased power output in excess of 100 units.
The status of the reactor core and its cooling system also affects the nuclear reactor's operation. If these systems are severely damaged or destroyed, the reactor will shut down. If the reactor core is destroyed, it will cause a fusion reaction which will destroy the entire ship.
If the nuclear reactor cooling system is destroyed, the logic control system will automatically shut down the nuclear reactor to prevent overheating. It then attempts an auto-power reallocation.
The ship has an auxiliary solar reactor which converts solar power retrieved by the solar panels to raw power. When the ship is close to a solar source, the solar panels automatically convert this to power and stores it in an internal battery. This power is then added to the total amount of power available to the ship. Once the solar batteries are exhausted, they will automatically be recharged again when the ship is near a solar energy source. The status of the solar panels determines the amount of solar energy extracted.
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Power Allocation
When you login to this screen, displayed are the ship’s current power usage, its fuel storage levels and the power grid itself. The current game date/time and Support Ship Status condition is also displayed.
NUCLEAR REACTOR POWER NUCLEAR REACTOR OUTPUT SOLAR REACTOR POWER SOLAR REACTOR OUTPUT CURRENT POWER OUTPUT MAXIMUM POWER REQUIRED
- Maximum power output.
-
-
-
-
-
Current power output. Maximum power output. Current power output. Total power output (nuclear + solar). Maximum power required if all systems at maximum.
MINIMUM POWER REQUIRED
-
Minimum power required if all systems at minimum.
CURRENT POWER USAGE AVAILABLE POWER UNITS
-
-
Current power used by all systems. Power units available for allocation. This indicator will flash if this value reaches critical levels.
The amount of power allocated to a system determines its operation. The num ber to the right of the display is the minimum setting allowed for the system. If you allocate zero units of power to a system, it will shut down immediately taking all system s connected to it down with it. A system that is shut down will blink intermitt ently until power is allocated to it.
To increase/decrease the power allocation for a system,
[LEFT CLICK]
on arrows to the left
and right of the indicator.
Note: See Section 22 : Ship Engineering Schematics, for notes on power management.
To exit the
LOGISTIX
computer, select the spinning
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15.0 System Overview
The Tactical Computer is used for a variety of tactical-related operations. These include weapons loadout, personnel resource management, and support ship operations. If this computer is badly damaged, you will not be able to use it without first repairing it. Since the program runs in real time, time related operations will be commenced when you exit this computer and return to the bridge.
15.1 Crew Operations
To access this area of the computer,
[LEFT CLICK]
on the you login, the main screen will contain several columns of data. Some fields can be modified and others are read-only. The Ship Alert Status,
, is displayed on the lower
SAS
right corner of the display. The personnel roster is based on
class. This class can be changed by positioning the mouse over the icon marked
OFFICERS
and selecting the desired class from the drop-down menu.
button. Once
CREW
The screen only displays 10 items at a time. If a class contains more than ten rows, use the
UP
and
arrows to the left of the list to scroll through the list.
DOWN
The Life Factor, Fatigue Factor, Artificial Intelligence, and Status of each person, is listed next to the person’s name. You can monitor a person’s vital signs from this screen regardless of whether or not they are on the ship.
Note: See Section 19 : Personnel Operations, for a discussion on personnel attributes.
Assignments
Anyone aboard the ship can be tracked from this computer and you can use this info to find their current location. By default, the right-most column displays the
ASSIGNMENT
of
the personnel listed. This indicates what they are doing and where they are assigned.
Officers
are always on-station to indicate that they are on-duty, regardless of their
current location on the ship.
are set to either pilot or co-pilot assignments.
Pilots Systems Engineers
that are not working on a specific task are listed as on-station meaning they are available for assignment. The system will show the location of Engineers who have been assigned specific tasks.
Flight Engineers
are similar to Systems Engineers but are assigned to Interceptors
when they are working on them (i.e. running diagnostics, arming them, etc.).
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Medics, like officers, are on-station when they are available for work. Marines are listed as off-duty when they are hanging around wasting time. Once they
are assigned a task, the specific task will be listed. Marines can be assigned a searching order but a location cannot be specified. They will pick a search location based on a path from their current location.
Guests can be assigned anywhere though they won’t carry out any tasks. Prisoners, and Intruders, do not have assignments and therefore cannot be
manipulated. Prisoners are usually confined to the detention hold unless they escape.
Changing Assignments
You can change the assignment of some of the personnel on the ship if you [LEFT CLICK] on the arrow next to the desired person’s assignment. The type of available assignments varies with the person’s profile. For instance, you can assign Marines to search the ship for intruders, but this assignment is not available to officers.
When you change a person’s assignment and the new assignment requires them to go to another location on the ship, you must give that person time to move from the current location to the destination. Sometimes the trip may take longer than others, especially if a direct route to the target location has been damaged. The entire ship is linked by a myriad of corridors, turbo-shafts, and moving walkways and it takes time to plot and travel a route to a destination.
Locations
To view a person’s physical location in the ship, [LEFT CLICK] on the arrow next to the
ASSIGNMENT button to display their LOCATION. There are dozens of locations on the ship.
During operation of the ship, people move around dynamically as they go about their business. You cannot change a person’s location unless you change their assignment.
Note: See Section 22 : Ship Engineering Schematics, for a discussion on the ship’s layout.
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15.2 Launch Operations
To access the Launch Operations area of the computer, the
LAUNCH
button. Once you login,
[LEFT CLICK]
on
the main screen is split up into three distinct regions. The top left displays the status of the current craft which defaults to
representing
INT-1
Interceptor 1. This area contains several fields
which can be modified only if the craft is on-board the Battlecruiser.
Below the status area is the system diagnostics area which lists the status of the specific ship’s components.
This data is accessed directly from the
LOGISTIX
computer and is color-coded accordingly. The attributes of the available combat pilots are listed on the right side of the display. The Ship Alert Status is displayed on the lower right corner of the display. You can select a ship to access by moving the mouse over to the icon marked
to display the
INT-1
drop-down menu.
Flight Status
The ship’s status contains several fields which can be modified if the ship is currently docked.
FLIGHT STATUS
:
This displays the status entered into the computer by the Flight Engineers. When an Interceptor docks, two flight engineers are assigned by the Flight Officer to run diagnostics on the ship and assess its flight status. During this period, the ship’s status code is set to
READYING
diagnostics due to damaged systems, its code is changed to
and the completion time displayed. If the ship fails
It is loaded on
ENGINEERING
.
a ramp and shuttled down to engineering so that the Systems Engineers can fix the problem. Sometimes the ship’s code will be set to
OFFLINE
to indicate a non-engineering related problem. The cause of this can be a variety of things including a failed power allocation procedure, absence of Flight Engineers, pilots, etc. Correcting the problem updates the status. If an Interceptor is destroyed, cannot be located anywhere in the galaxy, or the pilots have ejected, its status will be set to
DESTROYED
. If the ship passes the diagnostics check, its reactor batteries are then re-charged, armed, and its code updated to
FLIGHT ENGINEERS
. It can then be launched.
READY
This option allows you manually assign Flight Engineers to an
:
Interceptor. If the Flight Officer is not on-station when an Interceptor docks, the craft will go off-line until you manually assign flight engineers to the ship. The pilots will attempt to ready their own craft, however this will take longer than normal. You can only assign 2 Flight Engineers to a craft. To assign Flight Engineers,
[LEFT CLICK]
on the arrows next to
the option.
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