® 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
EMAILsupport@3000ad.com
WWWhttp://www.bc3000ad.com
NEWSalt.games.bc3000ad
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.
7
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.
8
•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.
9
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
10
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.
11
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 AlienNations 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.
12
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.
13
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.
14
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.
15
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.
16
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.
17
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.
18
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.
19
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..
20
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.
21
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.
22
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.
23
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 NationTerrans
HomeworldEarth / Sol
LocationTerran Quadrant : Sector D9
Prime AttributeResearch
GALC OM MemberYes
Tech Level3
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 CommanderJack Dearth, Tacops Commander
24
Alien NationEmpirians
HomeworldCentris / Alpha Centauri
LocationTerran Quadrant : Sector C8
Prime AttributeResearch
GALC OM MemberYes
Tech Level2
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
25
Alien NationVesperons
HomeworldCanaan / Omicron Eridani
LocationTerran Quadrant : Sector B6
Prime AttributeExplorers
GALC OM MemberYes
Tech Level1
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
26
Alien NationCredians
HomeworldRonus-IV / Trenis
LocationCredian Quadrant : Sector I7
Prime AttributeExplorers
GALC OM MemberNo
Tech Level1
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 NationKandorians
HomeworldLydan / Krynon
LocationCredian Quadrant : Sector I5
Prime AttributeWarriors
GALC OM MemberNo
Tech Level4
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
27
Alien NationMandorians
HomeworldPravis / Cyrian
LocationCredian Quadrant : Sector H5
Prime AttributeWarriors
GALC OM MemberNo
Tech Level3
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 NationZelons
HomeworldZelana / Lanix-V
LocationCredian Quadrant : Sector G5
Prime AttributeTraders
GALC OM MemberNo
Tech Level0
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
28
Alien NationValkeries
HomeworldOtura-6 / Omega Centauri
LocationGammulan Quadrant : Sector G2
Prime AttributeWarriors
GALC OM MemberNo
Tech Level3
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 NationFalkeries
HomeworldLV-103 / Alpha Cygni
LocationGammulan Quadrant : Sector G1
Prime AttributeTraders
GALC OM MemberNo
Tech Level1
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
29
Alien NationGammulans
HomeworldGamma-1 / Gammula
LocationGammulan Quadrant : Sector F2
Prime AttributeWarriors
GALC OM MemberNo
Tech Level5
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
30
Loading...
+ 134 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.