COSMIC BAL 2
FILE INFORMATION
FILENAME(S): COSMIC BAL 2
FILE TYPE(S): SEQ
FILE SIZE: 17.8K
FIRST SEEN: 2025-11-30 18:12:24
APPEARS ON: 1 disk(s)
FILE HASH
b91222eabe9c3a5290e341aed2ea6ffb1ae972c3b4a971b19504fc6f26e0e889
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| DOC S 008 | COSMIC BAL 2 | SEQ | Sailor, Ganheden | 10 | 4 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
00000000: 34 2E 31 33 20 20 C3 C1 D2 C7 CF 0D 0D C3 41 52 |4.13 ........AR| 00000010: 47 4F 20 48 4F 4C 44 53 20 41 52 45 20 55 53 45 |GO HOLDS ARE USE| 00000020: 44 20 54 4F 20 43 41 52 52 59 20 53 55 50 50 4C |D TO CARRY SUPPL| 00000030: 49 45 53 2C 20 54 52 4F 4F 50 53 20 41 4E 44 20 |IES, TROOPS AND | 00000040: 43 4F 4D 50 4C 45 54 45 20 50 52 45 46 41 42 52 |COMPLETE PREFABR| 00000050: 49 43 41 54 45 44 20 4F 55 54 50 4F 53 54 53 20 |ICATED OUTPOSTS | 00000060: 41 4E 44 20 53 54 41 52 20 42 41 53 45 53 2E 20 |AND STAR BASES. | 00000070: 20 D4 48 45 59 20 44 4F 20 4E 4F 54 20 50 4C 41 | .HEY DO NOT PLA| 00000080: 59 20 41 20 50 41 52 54 20 49 4E 20 54 48 45 20 |Y A PART IN THE | 00000090: 54 41 43 54 49 43 41 4C 20 53 43 45 4E 41 52 49 |TACTICAL SCENARI| 000000A0: 4F 53 2C 20 45 58 43 45 50 54 20 49 4E 20 54 48 |OS, EXCEPT IN TH| 000000B0: 45 20 56 49 43 54 4F 52 59 20 43 4F 4E 44 49 54 |E VICTORY CONDIT| 000000C0: 49 4F 4E 53 20 46 4F 52 20 43 45 52 54 41 49 4E |IONS FOR CERTAIN| 000000D0: 20 53 43 45 4E 41 52 49 4F 53 2E 20 20 C5 41 43 | SCENARIOS. .AC| 000000E0: 48 20 43 41 52 47 4F 20 48 4F 4C 44 20 54 41 4B |H CARGO HOLD TAK| 000000F0: 45 53 20 4F 4E 45 20 54 45 43 48 20 53 45 43 54 |ES ONE TECH SECT| 00000100: 4F 52 2E 20 20 C6 4F 52 20 4D 4F 53 54 20 54 41 |OR. .OR MOST TA| 00000110: 43 54 49 43 41 4C 20 53 43 45 4E 41 52 49 4F 53 |CTICAL SCENARIOS| 00000120: 2C 20 4C 45 41 56 45 20 54 48 49 53 20 4E 55 4D |, LEAVE THIS NUM| 00000130: 42 45 52 20 41 54 20 30 2E 20 20 D5 53 45 20 54 |BER AT 0. .SE T| 00000140: 48 45 20 52 49 47 48 54 20 41 52 52 4F 57 20 4B |HE RIGHT ARROW K| 00000150: 45 59 20 54 4F 20 4D 4F 56 45 20 54 48 45 20 43 |EY TO MOVE THE C| 00000160: 55 52 53 4F 52 20 54 4F 3A 0D 0D 0D 0D 34 2E 31 |URSOR TO:....4.1| 00000170: 34 20 20 C6 D4 C2 C1 D9 0D 0D D9 4F 55 20 4D 41 |4 ........OU MA| 00000180: 59 20 4E 4F 57 20 44 45 43 49 44 45 20 49 46 20 |Y NOW DECIDE IF | 00000190: 59 4F 55 20 57 41 4E 54 20 54 4F 20 45 51 55 49 |YOU WANT TO EQUI| 000001A0: 50 20 59 4F 55 52 20 53 48 49 50 20 57 49 54 48 |P YOUR SHIP WITH| 000001B0: 20 C6 49 47 48 54 45 52 53 2E 20 20 D4 48 45 53 | .IGHTERS. .HES| 000001C0: 45 20 4C 49 47 48 54 57 45 49 47 48 54 2C 20 52 |E LIGHTWEIGHT, R| 000001D0: 4F 42 4F 54 20 57 45 41 50 4F 4E 53 20 43 4C 4F |OBOT WEAPONS CLO| 000001E0: 53 45 20 49 4E 20 4F 4E 20 41 4E 20 45 4E 45 4D |SE IN ON AN ENEM| 000001F0: 59 20 53 48 49 50 20 49 4E 20 41 20 53 57 41 52 |Y SHIP IN A SWAR| 00000200: 4D 2C 20 45 56 45 4E 20 41 54 20 45 58 54 52 45 |M, EVEN AT EXTRE| 00000210: 4D 45 20 52 41 4E 47 45 2C 20 41 4E 44 20 43 4F |ME RANGE, AND CO| 00000220: 4E 54 49 4E 55 45 20 41 54 54 41 43 4B 49 4E 47 |NTINUE ATTACKING| 00000230: 20 55 4E 54 49 4C 20 45 49 54 48 45 52 20 54 48 | UNTIL EITHER TH| 00000240: 45 20 45 4E 45 4D 59 20 53 48 49 50 2C 20 4F 52 |E ENEMY SHIP, OR| 00000250: 20 45 56 45 52 59 20 46 49 47 48 54 45 52 2C 20 | EVERY FIGHTER, | 00000260: 49 53 20 44 45 53 54 52 4F 59 45 44 2E 20 20 C5 |IS DESTROYED. .| 00000270: 41 43 48 20 C6 49 47 48 54 45 52 20 C2 41 59 20 |ACH .IGHTER .AY | 00000280: 48 4F 4C 44 53 20 41 20 46 55 4C 4C 20 53 51 55 |HOLDS A FULL SQU| 00000290: 41 44 52 4F 4E 20 4F 4E 20 54 48 49 52 54 59 20 |ADRON ON THIRTY | 000002A0: 52 4F 42 4F 54 20 46 49 47 48 54 45 52 53 2E 20 |ROBOT FIGHTERS. | 000002B0: 20 C9 46 20 59 4F 55 20 57 41 4E 54 20 54 4F 20 | .F YOU WANT TO | 000002C0: 45 51 55 49 50 20 59 4F 55 52 20 53 48 49 50 20 |EQUIP YOUR SHIP | 000002D0: 57 49 54 48 20 4F 4E 45 20 46 49 47 48 54 45 52 |WITH ONE FIGHTER| 000002E0: 20 42 41 59 2C 20 50 52 45 53 53 20 54 48 45 20 | BAY, PRESS THE | 000002F0: 53 50 41 43 45 20 42 41 52 20 41 4E 44 20 54 59 |SPACE BAR AND TY| 00000300: 50 45 20 31 2C 20 46 4F 4C 4C 4F 57 45 44 20 42 |PE 1, FOLLOWED B| 00000310: 59 20 41 20 D2 C5 D4 D5 D2 CE 2E 20 20 CF 4E 45 |Y A ....... .NE| 00000320: 20 42 41 59 20 53 48 4F 55 4C 44 20 53 48 4F 57 | BAY SHOULD SHOW| 00000330: 20 4F 4E 20 54 48 45 20 44 49 53 50 4C 41 59 2E | ON THE DISPLAY.| 00000340: 20 20 C5 41 43 48 20 46 49 47 48 54 45 52 20 42 | .ACH FIGHTER B| 00000350: 41 59 20 54 41 4B 45 53 20 54 57 4F 20 54 45 43 |AY TAKES TWO TEC| 00000360: 48 20 53 45 43 54 4F 52 53 2E 20 20 D7 48 45 4E |H SECTORS. .HEN| 00000370: 20 59 4F 55 20 48 41 56 45 20 42 55 49 4C 54 20 | YOU HAVE BUILT | 00000380: 54 48 45 20 4E 55 4D 42 45 52 20 4F 46 20 46 49 |THE NUMBER OF FI| 00000390: 47 48 54 45 52 20 42 41 59 53 20 59 4F 55 20 57 |GHTER BAYS YOU W| 000003A0: 41 4E 54 2C 20 50 52 45 53 53 20 54 48 45 20 52 |ANT, PRESS THE R| 000003B0: 49 47 48 54 20 41 52 52 4F 57 20 4B 45 59 20 54 |IGHT ARROW KEY T| 000003C0: 4F 20 4D 4F 56 45 20 54 48 45 20 43 55 52 53 4F |O MOVE THE CURSO| 000003D0: 52 20 54 4F 3A 0D 0D 0D 0D 34 2E 31 35 20 20 C8 |R TO:....4.15 .| 000003E0: D5 CC CC 0D 0D D4 48 45 20 48 55 4C 4C 20 4F 46 |......HE HULL OF| 000003F0: 20 59 4F 55 52 20 53 48 49 50 20 48 4F 4C 44 53 | YOUR SHIP HOLDS| 00000400: 20 54 48 45 20 4C 49 56 49 4E 47 20 51 55 41 52 | THE LIVING QUAR| 00000410: 54 45 52 53 20 41 4E 44 20 57 4F 52 4B 53 50 41 |TERS AND WORKSPA| 00000420: 43 45 20 46 4F 52 20 49 54 53 20 43 52 45 57 2E |CE FOR ITS CREW.| 00000430: 20 20 D4 48 45 20 4D 49 4E 49 4D 55 4D 20 41 4D | .HE MINIMUM AM| 00000440: 4F 55 4E 54 20 4F 46 20 48 55 4C 4C 20 53 50 41 |OUNT OF HULL SPA| 00000450: 43 45 20 49 53 20 41 55 54 4F 4D 41 54 49 43 41 |CE IS AUTOMATICA| 00000460: 4C 4C 59 20 53 45 54 20 42 59 20 54 48 45 20 43 |LLY SET BY THE C| 00000470: 4F 4D 50 55 54 45 52 2C 20 44 45 50 45 4E 44 49 |OMPUTER, DEPENDI| 00000480: 4E 47 20 55 50 4F 4E 20 54 48 45 20 53 49 5A 45 |NG UPON THE SIZE| 00000490: 20 4F 46 20 54 48 45 20 53 48 49 50 2E 20 20 C5 | OF THE SHIP. .| 000004A0: 41 43 48 20 46 49 56 45 2D 4D 41 4E 20 53 45 43 |ACH FIVE-MAN SEC| 000004B0: 54 49 4F 4E 20 4F 46 20 54 48 45 20 43 52 45 57 |TION OF THE CREW| 000004C0: 20 4E 45 45 44 53 20 41 54 20 4C 45 41 53 54 20 | NEEDS AT LEAST | 000004D0: 4F 4E 45 2D 48 41 4C 46 20 43 55 42 49 43 20 53 |ONE-HALF CUBIC S| 000004E0: 45 43 54 4F 52 2E 0D 0D 20 20 20 20 20 D4 D9 D0 |ECTOR... ...| 000004F0: C5 20 CF C6 20 D3 C8 C9 D0 20 20 20 C3 D2 C5 D7 |. .. .... ....| 00000500: 20 D3 C5 C3 D4 C9 CF CE D3 20 20 20 CD C9 CE C9 | ........ ....| 00000510: CD D5 CD 20 C8 D5 CC CC 20 D3 D0 C1 C3 C5 0D 20 |... .... ...... | 00000520: 20 20 20 20 20 C3 4F 52 56 45 54 54 45 20 20 20 | .ORVETTE | 00000530: 20 20 20 20 20 20 20 20 20 20 32 20 20 20 20 20 | 2 | 00000540: 20 20 20 20 20 20 31 20 43 55 42 49 43 20 53 45 | 1 CUBIC SE| 00000550: 43 54 4F 52 20 0D 20 20 20 20 20 20 C6 52 49 47 |CTOR . .RIG| 00000560: 41 54 45 20 20 20 20 20 20 20 20 20 20 20 20 20 |ATE | 00000570: 20 34 20 20 20 20 20 20 20 20 20 20 20 32 20 43 | 4 2 C| 00000580: 55 42 49 43 20 53 45 43 54 4F 52 53 0D 20 20 20 |UBIC SECTORS. | 00000590: 20 20 20 C4 45 53 54 52 4F 59 45 52 20 20 20 20 | .ESTROYER | 000005A0: 20 20 20 20 20 20 20 31 30 20 20 20 20 20 20 20 | 10 | 000005B0: 20 20 20 20 35 20 43 55 42 49 43 20 53 45 43 54 | 5 CUBIC SECT| 000005C0: 4F 52 53 0D 20 20 20 20 20 20 C3 52 55 49 53 45 |ORS. .RUISE| 000005D0: 52 20 20 20 20 20 20 20 20 20 20 20 20 20 32 30 |R 20| 000005E0: 20 20 20 20 20 20 20 20 20 20 31 30 20 43 55 42 | 10 CUB| 000005F0: 49 43 20 53 45 43 54 4F 52 53 0D 20 20 20 20 20 |IC SECTORS. | 00000600: 20 C4 52 45 41 44 4E 4F 55 47 48 54 20 20 20 20 | .READNOUGHT | 00000610: 20 20 20 20 20 34 30 20 20 20 20 20 20 20 20 20 | 40 | 00000620: 20 32 30 20 43 55 42 49 43 20 53 45 43 54 4F 52 | 20 CUBIC SECTOR| 00000630: 53 0D 0D D4 4F 20 52 41 49 53 45 20 54 48 45 20 |S...O RAISE THE | 00000640: C5 C6 C6 C9 C3 C9 C5 CE C3 D9 20 4F 46 20 59 4F |.......... OF YO| 00000650: 55 52 20 43 52 45 57 20 46 52 4F 4D 20 4C 45 56 |UR CREW FROM LEV| 00000660: 45 4C 20 4F 4E 45 20 54 4F 20 4C 45 56 45 4C 20 |EL ONE TO LEVEL | 00000670: 54 57 4F 2C 20 42 55 49 4C 44 20 4F 4E 45 20 41 |TWO, BUILD ONE A| 00000680: 4E 44 20 41 20 48 41 4C 46 20 54 49 4D 45 53 20 |ND A HALF TIMES | 00000690: 54 48 45 20 4D 49 4E 49 4D 55 4D 20 48 55 4C 4C |THE MINIMUM HULL| 000006A0: 20 53 50 41 43 45 2E 20 20 D4 4F 20 52 41 49 53 | SPACE. .O RAIS| 000006B0: 45 20 54 48 45 20 45 46 46 49 43 49 45 4E 43 59 |E THE EFFICIENCY| 000006C0: 20 54 4F 20 54 48 52 45 45 2C 20 42 55 49 4C 44 | TO THREE, BUILD| 000006D0: 20 54 57 49 43 45 20 54 48 45 20 4D 49 4E 49 4D | TWICE THE MINIM| 000006E0: 55 4D 20 48 55 4C 4C 20 53 50 41 43 45 2E 0D 0D |UM HULL SPACE...| 000006F0: D9 4F 55 20 4D 55 53 54 20 41 4C 53 4F 20 41 4C |.OU MUST ALSO AL| 00000700: 4C 4F 57 20 4F 4E 45 20 43 55 42 49 43 20 53 45 |LOW ONE CUBIC SE| 00000710: 43 54 4F 52 20 46 4F 52 20 45 41 43 48 20 44 45 |CTOR FOR EACH DE| 00000720: 54 41 43 48 4D 45 4E 54 20 4F 46 20 4D 41 52 49 |TACHMENT OF MARI| 00000730: 4E 45 53 20 4F 4E 20 42 4F 41 52 44 2E 20 20 C9 |NES ON BOARD. .| 00000740: 46 20 59 4F 55 20 48 41 56 45 20 41 20 4D 49 4E |F YOU HAVE A MIN| 00000750: 49 4D 55 4D 20 43 52 45 57 20 53 50 41 43 45 20 |IMUM CREW SPACE | 00000760: 4F 46 20 32 30 2C 20 41 4E 44 20 59 4F 55 20 41 |OF 20, AND YOU A| 00000770: 52 45 20 43 41 52 52 59 49 4E 47 20 46 4F 55 52 |RE CARRYING FOUR| 00000780: 20 44 45 54 41 43 48 4D 45 4E 54 53 20 4F 46 20 | DETACHMENTS OF | 00000790: 4D 41 52 49 4E 45 53 2C 20 59 4F 55 20 4D 55 53 |MARINES, YOU MUS| 000007A0: 54 20 42 55 49 4C 44 20 33 36 20 43 55 42 49 43 |T BUILD 36 CUBIC| 000007B0: 20 53 45 43 54 4F 52 53 20 54 4F 20 52 41 49 53 | SECTORS TO RAIS| 000007C0: 45 20 54 48 45 20 45 46 46 49 43 49 45 4E 43 59 |E THE EFFICIENCY| 000007D0: 20 4F 46 20 59 4F 55 52 20 43 52 45 57 20 41 4E | OF YOUR CREW AN| 000007E0: 44 20 4D 41 52 49 4E 45 53 20 54 4F 20 4C 45 56 |D MARINES TO LEV| 000007F0: 45 4C 20 54 57 4F 3B 20 4F 52 20 34 38 20 43 55 |EL TWO; OR 48 CU| 00000800: 42 49 43 20 53 45 43 54 4F 52 53 20 54 4F 20 52 |BIC SECTORS TO R| 00000810: 41 49 53 45 20 54 48 45 4D 20 54 4F 20 4C 45 56 |AISE THEM TO LEV| 00000820: 45 4C 20 54 48 52 45 45 2E 20 20 D7 48 45 4E 20 |EL THREE. .HEN | 00000830: 59 4F 55 20 48 41 56 45 20 45 4E 54 45 52 45 44 |YOU HAVE ENTERED| 00000840: 20 59 4F 55 52 20 48 55 4C 4C 20 53 49 5A 45 2C | YOUR HULL SIZE,| 00000850: 20 59 4F 55 20 48 41 56 45 20 46 49 4E 49 53 48 | YOU HAVE FINISH| 00000860: 45 44 20 54 48 45 20 53 50 45 43 49 46 49 43 41 |ED THE SPECIFICA| 00000870: 54 49 4F 4E 53 20 4F 4E 20 4C 49 4E 45 20 4F 4E |TIONS ON LINE ON| 00000880: 45 2E 20 20 D0 52 45 53 53 20 D8 20 54 4F 20 52 |E. .RESS . TO R| 00000890: 45 54 55 52 4E 20 54 4F 20 54 48 45 20 44 45 53 |ETURN TO THE DES| 000008A0: 49 47 4E 20 4F 50 54 49 4F 4E 53 2C 20 41 4E 44 |IGN OPTIONS, AND| 000008B0: 20 54 48 45 4E 20 50 52 45 53 53 20 32 20 46 4F | THEN PRESS 2 FO| 000008C0: 52 20 4C 49 4E 45 20 32 2E 20 20 D4 48 45 20 43 |R LINE 2. .HE C| 000008D0: 55 52 53 4F 52 20 57 49 4C 4C 20 4D 4F 56 45 20 |URSOR WILL MOVE | 000008E0: 54 4F 3A 0D 0D 0D 0D 34 2E 31 36 20 20 D2 C1 C3 |TO:....4.16 ...| 000008F0: CB D3 0D 0D D2 41 43 4B 53 20 41 52 45 20 4C 41 |.....ACKS ARE LA| 00000900: 55 4E 43 48 49 4E 47 20 50 4C 41 54 46 4F 52 4D |UNCHING PLATFORM| 00000910: 53 20 46 4F 52 20 CC 49 47 48 54 20 D3 45 45 4B |S FOR .IGHT .EEK| 00000920: 45 52 53 20 41 4E 44 20 C8 45 41 56 59 20 D3 45 |ERS AND .EAVY .E| 00000930: 45 4B 45 52 53 2E 20 20 CC 49 47 48 54 20 D3 45 |EKERS. .IGHT .E| 00000940: 45 4B 45 52 53 20 41 52 45 20 47 55 49 44 45 44 |EKERS ARE GUIDED| 00000950: 20 57 45 41 50 4F 4E 53 20 54 48 41 54 20 53 45 | WEAPONS THAT SE| 00000960: 45 4B 20 4F 55 54 20 54 48 45 20 45 4C 45 43 54 |EK OUT THE ELECT| 00000970: 52 4F 4D 41 47 4E 45 54 49 43 20 4E 4F 49 53 45 |ROMAGNETIC NOISE| 00000980: 20 4F 46 20 41 4E 20 45 4E 45 4D 59 20 53 48 49 | OF AN ENEMY SHI| 00000990: 50 2E 20 20 54 48 45 59 20 43 41 4E 20 52 45 43 |P. THEY CAN REC| 000009A0: 4F 47 4E 49 5A 45 20 54 48 45 20 49 4E 44 49 56 |OGNIZE THE INDIV| 000009B0: 49 44 55 41 4C 20 53 49 47 4E 41 54 55 52 45 20 |IDUAL SIGNATURE | 000009C0: 4F 46 20 41 4E 20 45 4E 45 4D 59 20 53 48 49 50 |OF AN ENEMY SHIP| 000009D0: 2C 20 45 56 45 4E 20 41 4D 4F 4E 47 20 46 52 49 |, EVEN AMONG FRI| 000009E0: 45 4E 44 4C 59 20 53 48 49 50 53 2E 20 20 D4 48 |ENDLY SHIPS. .H| 000009F0: 45 59 20 41 52 45 20 45 53 50 45 43 49 41 4C 4C |EY ARE ESPECIALL| 00000A00: 59 20 45 46 46 45 43 54 49 56 45 20 41 47 41 49 |Y EFFECTIVE AGAI| 00000A10: 4E 53 54 20 45 4E 45 4D 59 20 53 48 49 45 4C 44 |NST ENEMY SHIELD| 00000A20: 53 2E 20 20 C8 45 41 56 59 20 D3 45 45 4B 45 52 |S. .EAVY .EEKER| 00000A30: 53 20 41 52 45 20 53 4C 4F 57 45 52 2D 4D 4F 56 |S ARE SLOWER-MOV| 00000A40: 49 4E 47 2C 20 4D 4F 52 45 20 50 4F 57 45 52 46 |ING, MORE POWERF| 00000A50: 55 4C 20 56 45 52 53 49 4F 4E 53 20 4F 46 20 4C |UL VERSIONS OF L| 00000A60: 49 47 48 54 20 53 45 45 4B 45 52 53 2E 0D 0D C5 |IGHT SEEKERS....| 00000A70: 41 43 48 20 52 41 43 4B 20 54 41 4B 45 53 20 55 |ACH RACK TAKES U| 00000A80: 50 20 54 57 4F 20 43 55 42 49 43 20 53 45 43 54 |P TWO CUBIC SECT| 00000A90: 4F 52 53 2E 20 20 D3 D0 C1 C3 C5 20 54 45 4C 4C |ORS. ..... TELL| 00000AA0: 53 20 59 4F 55 20 48 4F 57 20 4D 55 43 48 20 53 |S YOU HOW MUCH S| 00000AB0: 50 41 43 45 20 59 4F 55 20 48 41 56 45 20 4F 4E |PACE YOU HAVE ON| 00000AC0: 20 59 4F 55 52 20 52 41 43 4B 53 2E 20 20 C5 41 | YOUR RACKS. .A| 00000AD0: 43 48 20 CC 49 47 48 54 20 D3 45 45 4B 45 52 20 |CH .IGHT .EEKER | 00000AE0: 54 41 4B 45 53 20 55 50 20 4F 4E 45 20 52 41 43 |TAKES UP ONE RAC| 00000AF0: 4B 20 53 50 41 43 45 3B 20 45 41 43 48 20 C8 45 |K SPACE; EACH .E| 00000B00: 41 56 59 20 D3 45 45 4B 45 52 20 54 41 4B 45 53 |AVY .EEKER TAKES| 00000B10: 20 55 50 20 54 57 4F 20 52 41 43 4B 20 53 50 41 | UP TWO RACK SPA| 00000B20: 43 45 53 2E 0D 0D CC D4 D3 CB D2 20 53 48 4F 57 |CES........ SHOW| 00000B30: 53 20 48 4F 57 20 4D 41 4E 59 20 CC 49 47 48 54 |S HOW MANY .IGHT| 00000B40: 20 D3 45 45 4B 45 52 53 20 59 4F 55 20 48 41 56 | .EEKERS YOU HAV| 00000B50: 45 2E 20 20 D0 52 45 53 53 20 54 48 45 20 53 50 |E. .RESS THE SP| 00000B60: 41 43 45 20 42 41 52 20 41 4E 44 20 45 4E 54 45 |ACE BAR AND ENTE| 00000B70: 52 20 41 20 4E 55 4D 42 45 52 2C 20 54 48 45 4E |R A NUMBER, THEN| 00000B80: 20 50 52 45 53 53 20 D2 C5 D4 D5 D2 CE 20 54 4F | PRESS ...... TO| 00000B90: 20 44 45 43 49 44 45 20 48 4F 57 20 4D 41 4E 59 | DECIDE HOW MANY| 00000BA0: 20 59 4F 55 20 57 41 4E 54 2E 0D 0D C8 D6 D3 CB | YOU WANT.......| 00000BB0: D2 20 53 48 4F 57 53 20 48 4F 57 20 4D 41 4E 59 |. SHOWS HOW MANY| 00000BC0: 20 C8 45 41 56 59 20 D3 45 45 4B 45 52 53 20 59 | .EAVY .EEKERS Y| 00000BD0: 4F 55 20 48 41 56 45 2E 20 20 C6 4F 4C 4C 4F 57 |OU HAVE. .OLLOW| 00000BE0: 20 54 48 45 20 50 52 4F 43 45 44 55 52 45 20 41 | THE PROCEDURE A| 00000BF0: 42 4F 56 45 20 54 4F 20 43 48 4F 4F 53 45 20 48 |BOVE TO CHOOSE H| 00000C00: 4F 57 20 4D 41 4E 59 20 59 4F 55 20 57 49 53 48 |OW MANY YOU WISH| 00000C10: 20 54 4F 20 43 41 52 52 59 2E 0D 0D D9 4F 55 20 | TO CARRY....OU | 00000C20: 53 48 4F 55 4C 44 20 46 49 4C 4C 20 41 4C 4C 20 |SHOULD FILL ALL | 00000C30: 53 50 41 43 45 20 4F 4E 20 54 48 45 20 52 41 43 |SPACE ON THE RAC| 00000C40: 4B 53 20 42 45 46 4F 52 45 20 4D 4F 56 49 4E 47 |KS BEFORE MOVING| 00000C50: 20 4F 4E 20 54 4F 20 54 48 45 20 4E 45 58 54 20 | ON TO THE NEXT | 00000C60: 43 41 54 45 47 4F 52 59 2C 20 55 4E 55 53 45 44 |CATEGORY, UNUSED| 00000C70: 20 52 41 43 4B 20 53 50 41 43 45 20 49 53 20 57 | RACK SPACE IS W| 00000C80: 41 53 54 45 44 2E 20 20 D0 52 45 53 53 20 D8 20 |ASTED. .RESS . | 00000C90: 54 4F 20 52 45 54 55 52 4E 20 54 4F 20 54 48 45 |TO RETURN TO THE| 00000CA0: 20 44 45 53 49 47 4E 20 4F 50 54 49 4F 4E 53 20 | DESIGN OPTIONS | 00000CB0: 41 4E 44 20 54 48 45 4E 20 33 20 46 4F 52 20 4C |AND THEN 3 FOR L| 00000CC0: 49 4E 45 20 33 2E 20 20 D4 48 45 20 43 55 52 53 |INE 3. .HE CURS| 00000CD0: 4F 52 20 57 49 4C 4C 20 4D 4F 56 45 20 54 4F 3A |OR WILL MOVE TO:| 00000CE0: 0D 0D 0D 0D 34 2E 31 37 20 20 C5 CE C7 C9 CE C5 |....4.17 ......| 00000CF0: D3 0D 0D C5 4E 47 49 4E 45 53 20 47 45 4E 45 52 |....NGINES GENER| 00000D00: 41 54 45 20 54 48 45 20 50 4F 57 45 52 20 59 4F |ATE THE POWER YO| 00000D10: 55 20 4E 45 45 44 20 54 4F 20 43 48 41 52 47 45 |U NEED TO CHARGE| 00000D20: 20 59 4F 55 52 20 57 45 41 50 4F 4E 53 20 41 4E | YOUR WEAPONS AN| 00000D30: 44 20 59 4F 55 52 20 53 48 49 45 4C 44 53 2E 20 |D YOUR SHIELDS. | 00000D40: 20 C5 41 43 48 20 45 4E 47 49 4E 45 20 59 4F 55 | .ACH ENGINE YOU| 00000D50: 20 42 55 49 4C 44 20 57 49 4C 4C 20 47 49 56 45 | BUILD WILL GIVE| 00000D60: 20 59 4F 55 20 45 49 47 48 54 20 45 4E 45 52 47 | YOU EIGHT ENERG| 00000D70: 59 20 55 4E 49 54 53 2C 20 57 48 49 43 48 20 57 |Y UNITS, WHICH W| 00000D80: 49 4C 4C 20 53 48 4F 57 20 55 50 20 49 4E 20 54 |ILL SHOW UP IN T| 00000D90: 48 45 20 D0 CF D7 C5 D2 20 43 41 54 45 47 4F 52 |HE ..... 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(.).| 00002FA0: C1 CC C5 2C 20 C3 C8 C1 CE C7 C5 20 28 D4 29 C9 |..., ...... (.).| 00002FB0: CD C5 20 D0 CF C9 CE D4 2C 20 CF D2 20 C5 28 D8 |.. ....., .. .(.| 00002FC0: 29 C9 D4 2E 20 20 D4 48 45 20 45 4E 45 4D 59 20 |)... .HE ENEMY | 00002FD0: 53 48 49 50 20 4D 41 59 20 42 45 20 54 4F 4F 20 |SHIP MAY BE TOO | 00002FE0: 46 41 52 20 41 57 41 59 20 54 4F 20 42 45 20 56 |FAR AWAY TO BE V| 00002FF0: 49 53 49 42 4C 45 20 4F 4E 20 54 48 45 20 46 49 |ISIBLE ON THE FI| 00003000: 52 53 54 20 4D 41 50 20 59 4F 55 20 53 45 45 2E |RST MAP YOU SEE.| 00003010: 20 20 D0 52 45 53 53 20 D3 20 54 4F 20 43 48 41 | .RESS . 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FOR| 00004030: 20 54 48 52 45 45 20 43 4F 4E 53 45 43 55 54 49 | THREE CONSECUTI| 00004040: 56 45 20 54 55 52 4E 53 2E 20 20 D4 48 45 59 20 |VE TURNS. .HEY | 00004050: 41 52 45 20 52 45 41 44 59 20 54 4F 20 42 45 20 |ARE READY TO BE | 00004060: 46 49 52 45 44 20 44 55 52 49 4E 47 20 54 48 45 |FIRED DURING THE| 00004070: 20 54 48 49 52 44 20 54 55 52 4E 2E 20 20 C1 4C | THIRD TURN. .L| 00004080: 4C 20 57 45 41 50 4F 4E 53 20 4D 55 53 54 20 42 |L WEAPONS MUST B| 00004090: 45 20 55 53 45 44 20 57 48 45 4E 20 54 48 45 59 |E USED WHEN THEY| 000040A0: 20 41 52 45 20 52 45 41 44 59 20 4F 52 20 54 48 | ARE READY OR TH| 000040B0: 45 20 43 48 41 52 47 45 20 49 53 20 57 41 53 54 |E CHARGE IS WAST| 000040C0: 45 44 2E 0D 0D 20 20 20 20 20 D0 CF D7 C5 D2 20 |ED... ..... | 000040D0: CE C5 C5 C4 C5 C4 0D 20 20 20 20 20 CC 49 47 48 |....... .IGH| 000040E0: 54 20 D0 48 41 53 45 52 53 20 20 20 20 20 20 20 |T .HASERS | 000040F0: 20 31 20 45 4E 45 52 47 59 20 55 4E 49 54 20 50 | 1 ENERGY UNIT P| 00004100: 45 52 20 54 55 52 4E 20 46 4F 52 20 4F 4E 45 20 |ER TURN FOR ONE | 00004110: 54 55 52 4E 0D 20 20 20 20 20 C8 45 41 56 59 20 |TURN. .EAVY | 00004120: D0 48 41 53 45 52 53 20 20 20 20 20 20 20 20 31 |.HASERS 1| 00004130: 20 45 4E 45 52 47 59 20 55 4E 49 54 20 50 45 52 | ENERGY UNIT PER| 00004140: 20 54 55 52 4E 20 46 4F 52 20 4F 4E 45 20 54 55 | TURN FOR ONE TU| 00004150: 52 4E 0D 20 20 20 20 20 D3 49 45 47 45 20 D0 48 |RN. .IEGE .H| 00004160: 41 53 45 52 53 20 20 20 20 20 20 20 20 32 20 45 |ASERS 2 E| 00004170: 4E 45 52 47 59 20 55 4E 49 54 53 20 50 45 52 20 |NERGY UNITS PER | 00004180: 54 55 52 4E 20 46 4F 52 20 4F 4E 45 20 54 55 52 |TURN FOR ONE TUR| 00004190: 4E 0D 20 20 20 20 20 D0 48 4F 54 4F 4E 20 D4 4F |N. .HOTON .O| 000041A0: 52 50 45 44 4F 45 53 20 20 20 20 20 35 20 45 4E |RPEDOES 5 EN| 000041B0: 45 52 47 59 20 55 4E 49 54 53 20 50 45 52 20 54 |ERGY UNITS PER T| 000041C0: 55 52 4E 20 46 4F 52 20 4F 4E 45 20 54 55 52 4E |URN FOR ONE TURN| 000041D0: 0D 20 20 20 20 20 C4 49 53 52 55 50 54 4F 52 53 |. .ISRUPTORS| 000041E0: 20 20 20 20 20 20 20 20 20 20 20 32 20 45 4E 45 | 2 ENE| 000041F0: 52 47 59 20 55 4E 49 54 53 20 50 45 52 20 54 55 |RGY UNITS PER TU| 00004200: 52 4E 20 46 4F 52 20 54 57 4F 20 54 55 52 4E 53 |RN FOR TWO TURNS| 00004210: 0D 20 20 20 20 20 D0 4C 41 53 4D 41 20 D4 4F 52 |. .LASMA .OR| 00004220: 50 45 44 4F 45 53 20 20 20 20 20 35 20 45 4E 45 |PEDOES 5 ENE| 00004230: 52 47 59 20 55 4E 49 54 53 20 50 45 52 20 54 55 |RGY UNITS PER TU| 00004240: 52 4E 20 46 4F 52 20 54 48 52 45 45 20 54 55 52 |RN FOR THREE TUR| 00004250: 4E 53 0D 0D C2 45 46 4F 52 45 20 59 4F 55 20 46 |NS...EFORE YOU F| 00004260: 49 52 45 20 59 4F 55 52 20 57 45 41 50 4F 4E 53 |IRE YOUR WEAPONS| 00004270: 2C 20 59 4F 55 20 53 48 4F 55 4C 44 20 4D 41 4B |, YOU SHOULD MAK| 00004280: 45 20 53 55 52 45 20 54 48 41 54 3A 20 31 2E 29 |E SURE THAT: 1.)| 00004290: 20 D4 48 45 20 57 45 41 50 4F 4E 53 20 48 41 56 | .HE WEAPONS HAV| 000042A0: 45 20 42 45 45 4E 20 43 48 41 52 47 45 44 20 54 |E BEEN CHARGED T| 000042B0: 48 45 20 43 4F 52 52 45 43 54 20 4E 55 4D 42 45 |HE CORRECT NUMBE| 000042C0: 52 20 4F 46 20 54 55 52 4E 53 2E 20 20 32 2E 29 |R OF TURNS. 2.)| 000042D0: 20 D4 48 45 20 45 4E 45 4D 59 20 57 49 4C 4C 20 | .HE ENEMY WILL | 000042E0: 42 45 20 57 49 54 48 49 4E 20 52 41 4E 47 45 20 |BE WITHIN RANGE | 000042F0: 49 46 20 59 4F 55 20 46 49 52 45 2E 20 20 33 2E |IF YOU FIRE. 3.| 00004300: 29 20 D7 49 4C 4C 20 59 4F 55 52 20 50 48 41 53 |) .ILL YOUR PHAS| 00004310: 45 52 2C 20 44 49 53 52 55 50 54 4F 52 2C 20 4F |ER, DISRUPTOR, O| 00004320: 52 20 50 48 4F 54 4F 4E 20 54 4F 52 50 45 44 4F |R PHOTON TORPEDO| 00004330: 20 42 45 20 46 41 43 49 4E 47 20 54 48 45 20 45 | BE FACING THE E| 00004340: 4E 45 4D 59 3F 20 20 34 2E 29 20 C3 4F 4E 53 49 |NEMY? 4.) .ONSI| 00004350: 44 45 52 20 54 48 45 20 43 48 41 52 41 43 54 45 |DER THE CHARACTE| 00004360: 52 49 53 54 49 43 53 20 4F 46 20 54 48 45 20 57 |RISTICS OF THE W| 00004370: 45 41 50 4F 4E 2E 0D 0D CE 4F 57 20 49 46 20 59 |EAPON....OW IF Y| 00004380: 4F 55 20 41 52 45 20 52 45 41 44 59 20 54 4F 20 |OU ARE READY TO | 00004390: 46 49 52 45 2C 20 50 52 45 53 53 20 C6 2E 20 20 |FIRE, PRESS .. | 000043A0: C5 4E 54 45 52 20 54 48 45 20 4E 55 4D 42 45 52 |.NTER THE NUMBER| 000043B0: 20 4F 46 20 57 45 41 50 4F 4E 53 20 59 4F 55 20 | OF WEAPONS YOU | 000043C0: 57 41 4E 54 20 54 4F 20 46 49 52 45 20 57 48 45 |WANT TO FIRE WHE| 000043D0: 4E 20 54 48 45 20 43 4F 4D 50 55 54 45 52 20 50 |N THE COMPUTER P| 000043E0: 52 4F 4D 50 54 53 20 59 4F 55 20 42 59 20 50 52 |ROMPTS YOU BY PR| 000043F0: 45 53 53 49 4E 47 20 31 2D 39 20 4F 52 20 30 2C |ESSING 1-9 OR 0,| 00004400: 20 43 4F 4C 4F 4E 20 4F 52 20 48 59 50 48 45 4E | COLON OR HYPHEN| 00004410: 2E 20 20 C5 4E 54 45 52 20 54 48 45 20 54 41 52 |. .NTER THE TAR| 00004420: 47 45 54 20 41 54 20 54 48 45 20 50 52 4F 4D 50 |GET AT THE PROMP| 00004430: 54 20 42 59 20 54 59 50 49 4E 47 20 54 48 45 20 |T BY TYPING THE | 00004440: 49 4E 49 54 49 41 4C 20 4C 45 54 54 45 52 20 4F |INITIAL LETTER O| 00004450: 46 20 54 48 45 20 54 41 52 47 45 54 20 53 48 49 |F THE TARGET SHI| 00004460: 50 2E 20 20 CE 4F 57 20 54 48 45 20 43 4F 4D 50 |P. .OW THE COMP| 00004470: 55 54 45 52 20 57 49 4C 4C 20 41 53 4B 3A 20 CD |UTER WILL ASK: .| 00004480: CF C4 C5 20 CF C6 20 C1 D4 D4 C1 C3 CB 3F 20 20 |... .. ......? | 00004490: D9 4F 55 20 4D 41 59 20 43 48 4F 4F 53 45 20 54 |.OU MAY CHOOSE T| 000044A0: 48 45 20 53 45 43 4F 4E 44 20 44 55 52 49 4E 47 |HE SECOND DURING| 000044B0: 20 54 48 45 20 54 55 52 4E 20 49 4E 20 57 48 49 | THE TURN IN WHI| 000044C0: 43 48 20 59 4F 55 20 57 49 53 48 20 59 4F 55 52 |CH YOU WISH YOUR| 000044D0: 20 57 45 41 50 4F 4E 53 20 54 4F 20 46 49 52 45 | WEAPONS TO FIRE| 000044E0: 20 57 49 54 48 20 4F 4E 45 20 4F 46 20 54 48 45 | WITH ONE OF THE| 000044F0: 53 45 20 54 48 52 45 45 20 4F 50 54 49 4F 4E 53 |SE THREE OPTIONS| 00004500: 3A 20 31 2E 29 20 28 D2 29 41 4E 47 45 2D C1 53 |: 1.) (.)ANGE-.S| 00004510: 20 53 4F 4F 4E 20 41 53 20 54 48 45 20 54 41 52 | SOON AS THE TAR| 00004520: 47 45 54 20 49 53 20 49 4E 20 54 48 45 20 52 41 |GET IS IN THE RA| 00004530: 4E 47 45 20 59 4F 55 20 53 50 45 43 49 46 59 2C |NGE YOU SPECIFY,| 00004540: 20 54 48 45 20 57 45 41 50 4F 4E 20 57 49 4C 4C | THE WEAPON WILL| 00004550: 20 46 49 52 45 2E 20 20 32 2E 29 20 28 D4 29 49 | FIRE. 2.) (.)I| 00004560: 4D 45 2D D4 48 45 20 57 45 41 50 4F 4E 20 57 49 |ME-.HE WEAPON WI| 00004570: 4C 4C 20 46 49 52 45 20 4F 4E 20 54 48 45 20 53 |LL FIRE ON THE S| 00004580: 45 43 4F 4E 44 20 59 4F 55 20 53 50 45 43 49 46 |ECOND YOU SPECIF| 00004590: 59 2E 20 20 33 2E 29 20 28 CC 29 41 53 54 20 49 |Y. 3.) (.)AST I| 000045A0: 4E 53 54 41 4E 54 2D D4 48 45 20 57 45 41 50 4F |NSTANT-.HE WEAPO| 000045B0: 4E 20 57 49 4C 4C 20 46 49 52 45 20 41 54 20 54 |N WILL FIRE AT T| 000045C0: 48 45 20 42 45 53 54 20 50 4F 53 53 49 42 4C 45 |HE BEST POSSIBLE| 000045D0: 20 4D 4F 4D 45 4E 54 2E 20 20 C9 54 20 4D 55 53 | MOMENT. .T MUS| 000045E0: 54 20 42 45 20 41 49 4D 45 44 20 41 54 20 54 48 |T BE AIMED AT TH| 000045F0: 45 20 54 41 52 47 45 54 20 54 4F 20 42 45 47 49 |E TARGET TO BEGI| 00004600: 4E 20 57 49 54 48 2E 20 20 C9 46 20 49 54 20 43 |N WITH. .F IT C| 00004610: 41 4E 27 54 20 46 49 52 45 20 41 54 20 54 48 45 |AN'T FIRE AT THE| 00004620: 20 42 45 47 49 4E 4E 49 4E 47 20 4F 46 20 54 48 | BEGINNING OF TH| 00004630: 45 20 54 55 52 4E 2C 20 49 54 20 43 41 4E 4E 4F |E TURN, IT CANNO| 00004640: 54 20 53 48 4F 4F 54 20 41 54 20 41 4C 4C 2E 20 |T SHOOT AT ALL. | 00004650: 20 C1 20 57 45 41 50 4F 4E 20 52 45 41 44 59 20 | . WEAPON READY | 00004660: 54 4F 20 46 49 52 45 20 57 49 4C 4C 20 4C 4F 4F |TO FIRE WILL LOO| 00004670: 4B 20 4C 49 4B 45 20 54 48 49 53 3A 20 31 29 20 |K LIKE THIS: 1) | 00004680: D3 C9 C5 C7 C5 20 31 2F CC 2F C5 20 57 48 49 43 |..... 1/./. WHIC| 00004690: 48 20 4D 45 41 4E 53 20 57 45 41 50 4F 4E 20 31 |H MEANS WEAPON 1| 000046A0: 20 49 53 20 41 20 D3 49 45 47 45 20 50 48 41 53 | IS A .IEGE PHAS| 000046B0: 45 52 2C 20 49 54 20 48 41 53 20 43 48 41 52 47 |ER, IT HAS CHARG| 000046C0: 45 44 20 46 4F 52 20 4F 4E 45 20 54 55 52 4E 2C |ED FOR ONE TURN,| 000046D0: 20 49 54 20 49 53 20 53 45 54 20 54 4F 20 46 49 | IT IS SET TO FI| 000046E0: 52 45 20 41 54 20 54 48 45 20 CC 41 53 54 20 49 |RE AT THE .AST I| 000046F0: 4E 53 54 41 4E 54 2C 20 41 4E 44 20 49 54 53 20 |NSTANT, AND ITS | 00004700: 54 41 52 47 45 54 20 49 53 20 54 48 45 20 C5 4E |TARGET IS THE .N| 00004710: 54 45 52 50 52 49 53 45 2E 0D |TERPRISE.. |
4.13 CARGO..CARGO HOLDS ARE USED TO CAR
RY SUPPLIES, TROOPS AND COMPLETE PREFABR
ICATED OUTPOSTS AND STAR BASES. THEY DO
NOT PLAY A PART IN THE TACTICAL SCENARI
OS, EXCEPT IN THE VICTORY CONDITIONS FOR
CERTAIN SCENARIOS. EACH CARGO HOLD TAK
ES ONE TECH SECTOR. FOR MOST TACTICAL S
CENARIOS, LEAVE THIS NUMBER AT 0. USE T
HE RIGHT ARROW KEY TO MOVE THE CURSOR TO
:....4.14 FTBAY..YOU MAY NOW DECIDE IF
YOU WANT TO EQUIP YOUR SHIP WITH FIGHTER
S. THESE LIGHTWEIGHT, ROBOT WEAPONS CLO
SE IN ON AN ENEMY SHIP IN A SWARM, EVEN
AT EXTREME RANGE, AND CONTINUE ATTACKING
UNTIL EITHER THE ENEMY SHIP, OR EVERY F
IGHTER, IS DESTROYED. EACH FIGHTER BAY
HOLDS A FULL SQUADRON ON THIRTY ROBOT FI
GHTERS. IF YOU WANT TO EQUIP YOUR SHIP
WITH ONE FIGHTER BAY, PRESS THE SPACE BA
R AND TYPE 1, FOLLOWED BY A RETURN. ONE
BAY SHOULD SHOW ON THE DISPLAY. EACH F
IGHTER BAY TAKES TWO TECH SECTORS. WHEN
YOU HAVE BUILT THE NUMBER OF FIGHTER BA
YS YOU WANT, PRESS THE RIGHT ARROW KEY T
O MOVE THE CURSOR TO:....4.15 HULL..THE
HULL OF YOUR SHIP HOLDS THE LIVING QUAR
TERS AND WORKSPACE FOR ITS CREW. THE MI
NIMUM AMOUNT OF HULL SPACE IS AUTOMATICA
LLY SET BY THE COMPUTER, DEPENDING UPON
THE SIZE OF THE SHIP. EACH FIVE-MAN SEC
TION OF THE CREW NEEDS AT LEAST ONE-HALF
CUBIC SECTOR... TYPE OF SHIP CREW
SECTIONS MINIMUM HULL SPACE. COR
VETTE 2 1 CUBIC SE
CTOR . FRIGATE 4
2 CUBIC SECTORS. DESTROYER
10 5 CUBIC SECTORS.
CRUISER 20 10 CUB
IC SECTORS. DREADNOUGHT 40
20 CUBIC SECTORS..TO RAISE THE
EFFICIENCY OF YOUR CREW FROM LEVEL ONE T
O LEVEL TWO, BUILD ONE AND A HALF TIMES
THE MINIMUM HULL SPACE. TO RAISE THE EF
FICIENCY TO THREE, BUILD TWICE THE MINIM
UM HULL SPACE...YOU MUST ALSO ALLOW ONE
CUBIC SECTOR FOR EACH DETACHMENT OF MARI
NES ON BOARD. IF YOU HAVE A MINIMUM CRE
W SPACE OF 20, AND YOU ARE CARRYING FOUR
DETACHMENTS OF MARINES, YOU MUST BUILD
36 CUBIC SECTORS TO RAISE THE EFFICIENCY
OF YOUR CREW AND MARINES TO LEVEL TWO;
OR 48 CUBIC SECTORS TO RAISE THEM TO LEV
EL THREE. WHEN YOU HAVE ENTERED YOUR HU
LL SIZE, YOU HAVE FINISHED THE SPECIFICA
TIONS ON LINE ONE. PRESS X TO RETURN TO
THE DESIGN OPTIONS, AND THEN PRESS 2 FO
R LINE 2. THE CURSOR WILL MOVE TO:....4
.16 RACKS..RACKS ARE LAUNCHING PLATFORM
S FOR LIGHT SEEKERS AND HEAVY SEEKERS.
LIGHT SEEKERS ARE GUIDED WEAPONS THAT SE
EK OUT THE ELECTROMAGNETIC NOISE OF AN E
NEMY SHIP. THEY CAN RECOGNIZE THE INDIV
IDUAL SIGNATURE OF AN ENEMY SHIP, EVEN A
MONG FRIENDLY SHIPS. THEY ARE ESPECIALL
Y EFFECTIVE AGAINST ENEMY SHIELDS. HEAV
Y SEEKERS ARE SLOWER-MOVING, MORE POWERF
UL VERSIONS OF LIGHT SEEKERS...EACH RACK
TAKES UP TWO CUBIC SECTORS. SPACE TELL
S YOU HOW MUCH SPACE YOU HAVE ON YOUR RA
CKS. EACH LIGHT SEEKER TAKES UP ONE RAC
K SPACE; EACH HEAVY SEEKER TAKES UP TWO
RACK SPACES...LTSKR SHOWS HOW MANY LIGHT
SEEKERS YOU HAVE. PRESS THE SPACE BAR
AND ENTER A NUMBER, THEN PRESS RETURN TO
DECIDE HOW MANY YOU WANT...HVSKR SHOWS
HOW MANY HEAVY SEEKERS YOU HAVE. FOLLOW
THE PROCEDURE ABOVE TO CHOOSE HOW MANY
YOU WISH TO CARRY...YOU SHOULD FILL ALL
SPACE ON THE RACKS BEFORE MOVING ON TO T
HE NEXT CATEGORY, UNUSED RACK SPACE IS W
ASTED. PRESS X TO RETURN TO THE DESIGN
OPTIONS AND THEN 3 FOR LINE 3. THE CURS
OR WILL MOVE TO:....4.17 ENGINES..ENGIN
ES GENERATE THE POWER YOU NEED TO CHARGE
YOUR WEAPONS AND YOUR SHIELDS. EACH EN
GINE YOU BUILD WILL GIVE YOU EIGHT ENERG
Y UNITS, WHICH WILL SHOW UP IN THE POWER
CATEGORY. EACH ENGINE TAKES UP TWO CUB
IC SECTORS. PRESS THE SPACE BAR, ENTER
THE NUMBER OF ENGINES YOU WANT, AND PRES
S RETURN.....4.18 DRIVES..DRIVES ARE TH
E MATTER-ANTIMATTER UNITS THAT PROPEL YO
UR SHIP THROUGH SPACE. IF YOUR SHIP IS
A DREADNOUGHT, EACH DRIVE YOU BUILD WILL
GIVE YOU AN EXTRA FACTOR OF ACCELERATIO
N. ADDITIONAL DRIVES ALSO WILL ALLOW YO
U TO CHANGE COURSE MORE QUICKLY, AND SO
MAKE TIGHTER TURNS. EACH DRIVE TAKES UP
FOUR CUBIC SECTORS. PRESS THE SPACE BA
R, ENTER THE NUMBER OF DRIVES YOU WISH T
O HAVE AND HIT RETURN. NOW PRESS THE RI
GHT ARROW AND THE CURSOR WILL MOVE TO:..
..4.19 TRANS..TRANSPORTERS ARE USED TO
BEAM YOUR MARINES ONTO FRIENDLY SHIPS OR
TO BEAM BOARDING PARTIES ONTO ENEMY SHI
PS. EACH TRANSPORTER CAN BEAM TWO DETAC
HMENTS OF MARINES AT A TIME. EACH TRANS
PORTER TAKES UP ONE CUBIC SECTOR. ENTER
THE NUMBER OF TRANSPORTERS YOU WISH TO
BUILD AND PRESS THE RIGHT ARROW. THE CU
RSOR WILL NOW MOVE TO:....4.20 TRAC..TR
ACTOR BEAMS ARE USED TO SALVAGE FRIENDLY
SHIPS THAT HAVE BEEN DISABLED IN BATTLE
. THEY ARE USED TO HELP MAINLY IN DISAB
LED OR SHORT-RANGE SHIPS TO ESCAPE A BAT
TLE ZONE. EACH TRACTOR BEAM TAKES UP FO
UR CUBIC SECTORS. LEAVE THE NUMBER OF T
RACTORS AT ZERO AND PRESS 4. THE CURSOR
WILL MOVE TO:....4.21 ARMOR..A PLATING
OF EXTREMELY HARD ALLOYS CAN DEFLECT EN
EMY WEAPONS AND PROTECT YOUR SHIP FROM D
AMAGE. IF AN ARMORED SHIP IS HIT, THE D
AMAGE IT SUFFERS IS GREATLY REDUCED. ON
LY PLASMA TORPEDOES CAN DESTROY ARMOR, H
OWEVER A SHIP CAN BE DESTROYED WITHOUT F
IRST DESTROYING THE ARMOR, IT'S JUST HAR
DER. EACH LAYER OF ARMOR TAKES ONE CUBI
C SECTOR. ENTER THE AMOUNT, PRESS THE R
IGHT ARROW KEY, AND THE CURSOR MOVES TO:
....4.22 MARINES..YOUR MARINES ARE USED
TO BOARD ENEMY SHIPS, AND TO DEFEND YOU
R OWN SHIP AGAINST BOARDING PARTIES. LI
KE YOUR CREW, THEIR EFFECTIVENESS IS RAI
SED BY GIVING THEM EXTRA HULL SPACE FOR
THEIR LIVING QUARTERS. SEE SECTION 4.15
FOR SPACE REQUIREMENTS. ENTER THE NUMB
ER OF DETACHMENTS YOU WISH TO CARRY AND
PRESS THE RIGHT ARROW KEY. THE CURSOR W
ILL MOVE TO:....4.23 BELTS..BELTS ARE Y
OUR OUTER LINE OF DEFENSE AGAINST APPROA
CHING ENEMY WEAPONS. THEY ARE SMALL SAT
ELLITES, EACH WITH A SINGLE PHASER. THE
Y HAVE ONE CHANCE IN FOUR OF SHOOTING DO
WN AN APPROACHING ENEMY FIGHTER OR DAMAG
ING A PLASMA TORPEDO, LESSENING THE DAMA
GE IN CAUSES, AND ONE CHANCE IN EIGHT OF
DOWNING A SEEKER. EACH BELT TAKES UP O
NE CUBIC SECTOR. ENTER THE NUMBER OF BE
LTS YOU DESIRE AND PRESS RETURN. YOU HA
VE NOW COMPLETED YOUR SHIP'S ARCHITECTUR
E. YOU ARE READY TO ARM YOUR SHIP AND S
ET UP ITS SHIELDS.....4.24 WEAPONS..PRE
SS W FOR WEAPONS. THE SCREEN DISPLAY: P
RESS LETTER OF WEAPON TO ADJUST OR X TO
EXIT. YOU MAY NOW INSTALL UP TO TWELVE
WEAPONS, LETTERED A TO L, INTO THE SPACE
S SHOWN ON YOUR DESIGN DISPLAY. PRESS A
TO INSTALL THE FIRST WEAPON. THE COMPU
TER WILL NOW ASK IF YOU WANT TO ENTER: L
(LIGHT PHASER), H(HEAVY PHASER), S(SIEGE
PHASER), D(DISRUPTOR), T(PLASMA TORPEDO
), P(PHOTON TORPEDO) FOR WEAPON TYPE OR
E TO ELIMINATE...A LIGHT PHASER IS A HIG
H-ENERGY BEAM WEAPON THAT CAN LITERALLY
MELT THROUGH THE OUTER SKIN OF AN ENEMY
SHIP. A HEAVY PHASER HAS A WIDER, MORE
DESTRUCTIVE BEAM THAN A LIGHT PHASER. A
SEIGE PHASER CAN DESTROY WARNING STARS
AND FORTRESS STARS THAT GUARD THE BOUNDA
RY LINE. THEIR BEAMS CAN CAUSE TWICE TH
E DAMAGE OF A LIGHT PHASER. PHOTON TORP
EDOES BREAK DOWN AN ENEMY'S SHIELDS. BY
STRIKING A SHIELD WITH MANY FREQUENCIES
OF LIGHT AT ONCE, THEY CAUSE IT TO OVER
REACT, DRAINING ITS ENERGY. DISRUPTORS
ARE THE LONGEST-RANGE WEAPONS IN A SHIP'
S ARSENAL, WITH A RANGE OF ONE HUNDRED L
IGHTMILS. THEY ARE NOT ACCURATE, AND CA
N BE AVOIDED BY A FAST SHIP. PLASMA TOR
PEDOES ARE LARGE, SLOW WEAPONS WITH A HU
GE WARHEAD. THEY CAN EVEN DESTROY A LAR
GE SHIP. THE FARTHER THEY HAVE TO TRAVE
L TO THEIR TARGET, THE LESS EFFECTIVE TH
EY ARE...AFTER A WEAPON IS CHOSEN, PLACE
IT BY TYPING TWO ADJACENT NUMBERS, AS I
F YOUR SHIP WAS CENTERED ON AN 8-HOUR CL
OCK, THE NOSE OF THE SHIP BEING CENTERED
BETWEEN 1 AND EIGHT, AND THE REAR CENTE
RED BETWEEN 4 AND 5. SO, TO HAVE YOUR W
EAPON FIRE TO YOUR DIRECT RIGHT, PRESS 2
AND 3. IF YOU WISH YOUR WEAPON TO FIRE
TO THE RIGHT AND FORWARD OF YOU, PRESS
1 AND 2. TO THE DIRECT FRONT, PRESS 1 A
ND 8, AND SO ON...WHEN YOU ARE SATISFIED
WITH YOUR FIRE ARCS, PRESS X. THE WEAP
ON IS NOW INSTALLED. YOU MAY NOW TYPE B
AND INSTALL YOUR NEXT WEAPON. YOU MAY
ENTER A MAXIMUM OF TWELVE WEAPONS IN THI
S MANNER. IF YOU WISH TO SUBSTITUTE ONE
WEAPON FOR ANOTHER, OR ELIMINATE A WEAP
ON, ENTER THE LETTER OF THAT WEAPON AND
PRESS E. THERE IS A LIMIT TO THE NUMBER
OF WEAPONS YOU MAY HAVE IN ANY RANGE, D
EPENDING ON THE SIZE OF YOUR SHIP...
SHIP SIZE MAXIMUM WEAPONS PER ARC
ONE 2. TWO
4. THREE
6. FOUR 8.
FIVE 10....4.25 SETTI
NG UP SHIELDS..SHIELDS ARE POWERFUL FIEL
DS OF ELECTROMAGNETIC ENERGY. AS LONG A
S THEY ARE CHARGED, THEY CAN DEFLECT ENE
MY TRANSPORTER BEAMS OR WEAPONS. SHIELD
ARCS ARE LIKE WEAPONS ARCS, NUMBERED 1-
8 CLOCKWISE AROUND THE SHIP. PRESS S AN
D THE COMPUTER WILL INSTRUCT YOU: PRESS
NUMBER OF SHIELD TO BE CHANGED OR X FOR
EXIT. IF YOU WISH TO SET UP A SHIELD IN
ARC 1, PRESS 1. THE COMPUTER WILL NOW
SAY: ENTER NEW VALUE AND PRESS RETURN.
TYPE THE VALUE OF THE STRENGTH OF THE SH
IELD THAT YOU WISH TO PROTECT THAT ARC A
ND PRESS RETURN. THE MAXIMUM IS 30. EA
CH SHIELD NEEDS EIGHT BATTERIES TO KEEP
IT AT A STRENGTH OF ONE. EACH SHIELD BA
TTERY TAKES UP ONE SIXTY-FOURTH CUBIC SE
CTOR. TO MAINTAIN A SHIELD STRENGTH OF
ONE IN ALL EIGHT SECTORS, YOU WOULD NEED
A TOTAL OF SIXTY-FOUR BATTERIES, TAKING
UP ONE CUBIC SECTOR. EACH ADDITIONAL S
TRENGTH WILL TAKE ANOTHER CUBIC SECTOR..
.WHEN YOU ARE FINISHED SETTING UP YOUR S
HIELDS, PRESS X. YOUR SPACE IS PROBABLY
ALL GONE NOW, IF YOU HAVE TRIED TO BUIL
D A SYSTEM THAT TAKES MORE SPACE THAN YO
U HAVE THE COMPUTER PROBABLY TOLD YOU: N
O ROOM FOR THAT. IN THAT CASE, YOU MAY
WANT TO GO BACK AND CHANGE A SYSTEM YOU
SET UP EARLIER TO MAKE ROOM.....4.26 CH
ANGING SPECIFICATIONS..TO REDUCE OR INCR
EASE THE NUMBER OF ANY SYSTEM YOU HAVE B
UILT, SIMPLY PRESS THE LINE NUMBER, S, O
R W TO MOVE THE CURSOR BACK TO THAT NUMB
ER, PRESS THE SPACE BAR, ENTER A NEW NUM
BER, AND PRESS RETURN. THE SPACE LEFT W
ILL CHANGE TO SHOW THE NEW NUMBER.....4.
27 COMPLETING YOUR SHIP..YOUR SHIP SHOU
LD NOW BE FINISHED. PRESS X TO EXIT. T
HE COMPUTER WILL ASK: ARE YOU REALLY FI
NISHED WITH THIS SHIP? REMEMBER, ONCE Y
OUR SHIP HAS BEEN DESIGNED, AND THE SCEN
ARIO HAS BEGUN, YOU CANNOT CHANGE YOUR S
HIP! ANY CUBIC SECTORS YOU HAVE NOT USE
D WILL AUTOMATICALLY BE ALLOTTED TO YOUR
SHIELDS, ALTHOUGH THEY CANNOT EXCEED TH
E MAXIMUM STRENGTH PER SHIELD OF THIRTY.
IF YOUR SHIELDS ARE AT THEIR MAXIMUM,
EXTRA SPACE WILL BE ALLOTTED TO ARMOR...
THE COMPUTER WILL NOW ASK: DO YOU WISH T
O SAVE SHIP? IF YOU ANSWER YES, THE COM
PUTER WILL INSTRUCT YOU TO: INSERT YOUR
SSI SAVE GAME DISK, THEN PRESS ANY KEY T
O CONTINUE. IF YOU DON'T HAVE A SAVE GA
ME DISK, JUST INSERT A BLANK DISK. NOW
YOU WILL HAVE ANOTHER MENU PRESENTED TO
YOU. .(I)NITIALIZE-FORMAT A SAVE GAME D
ISK.(S)AVE-GIVE THE SHIP A NAME (10 CHAR
S MAX).(C)ATALOG-SEE A LIST OF ALL SAVED
SHIPS AND GAMES ON THE DISK..(D)ELETE-D
ELETE ANY SHIP OR GAME YOU HAVE PREVIOUS
LY SAVED..(E)ND-THE COMPUTER WILL END TH
E GAME, AND DECLARE A WINNER..(R)ETURN-L
EAVE THE MENU AND RETURN TO THE GAME...W
HEN YOU HAVE FINISHED YOUR LAST SHIP, TH
E COMPUTER WILL SAY: PLAYER TWO, IT IS Y
OUR SETUP. PLAYER TWO WILL NOW DESIGN H
IS SHIP, OR IF YOU ARE PLAYING SOLITAIRE
, YOU WILL DESIGN THE OPPONENTS SHIPS.
IF YOU PLAY SCENARIO SIX, THE COMPUTER W
ILL DESIGN THE SHIPS.....5.0 THE ORDERS
PHASE..THE COMPUTER WILL NOW SAY: IT IS
PLAYER 1'S TURN. PLAYER 2 TURN AWAY.
IF YOU ARE PLAYER ONE, YOU WILL NOW DECI
DE WHAT YOUR SHIP WILL DO DURING THE FIR
ST SIXTEEN SECONDS OF THE SCENARIO. ORD
ERS FOR WHAT SHIP? (/ TO END TURN, * TO
RUN AWAY) ENTER THE INITIAL LETTER OF T
HE NAME OF THE FIRST SHIP TO WHICH YOU W
ISH TO GIVE ORDERS.....5.1 THE STATUS D
ISPLAY..THE STATUS DISPLAY OF THE SHIP Y
OU HAVE NAMED WILL NOW APPEAR ON THE SCR
EEN. IF GIVES YOU A CURRENT REPORT ON Y
OUR COURSE, AND SPEED AND STATUS OF ALL
YOUR SYSTEMS AT THE BEGINNING OF EACH TU
RN. IF ALSO ASKS YOU WHAT TYPES OF ORDE
RS YOU WISH TO GIVE: (M)AP, (I)DENTIFY,
(C)OURSE, (S)HIELD, (W)EAPON, (B)ELT, (J
)AM, (E)CCM, (T)RANSPORT, OR E(X)IT.....
5.2 MAP..A MAP OF SPACE WILL APPEAR ON
YOUR SCREEN WITH YOUR SHIP IN THE CENTER
. BEARING 0 IS THE TOP OF THE SCREEN, 9
0 IS TO THE RIGHT, 180 AT THE BOTTOM, AN
D 270 IS TO THE LEFT. THE COMPUTER WILL
ASK IF YOU WANT TO: CHANGE (S)CALE, CHA
NGE (T)IME POINT, OR E(X)IT. THE ENEMY
SHIP MAY BE TOO FAR AWAY TO BE VISIBLE O
N THE FIRST MAP YOU SEE. PRESS S TO CHA
NGE THE SCALE (0-5, 5 BEING THE LARGEST
POSSIBLE FIELD OF VIEW.). YOUR INITIAL
MAP SHOWS SCALE 2. ..ONCE YOU HAVE SET
COURSE, YOU CAN SEE WHERE YOUR SHIP WILL
BE AT ANY TIME IN THE SIXTEEN SECONDS B
Y PRESSING T. PRESS ANY NUMBER BETWEEN
1-16 TO SEE WHERE THE SHIP WILL BE DURIN
G THAT SECOND. PRESS X TO RETURN TO THE
STATUS DISPLAY.....5.3 IDENTIFY..PRESS
I FOR IDENTIFY AND A DISPLAY WILL COME
UP WITH YOUR SHIP IN THE MIDDLE AND OTHE
R SHIPS AROUND YOU. IF YOU WISH TO IDEN
TIFY A SPECIFIC SHIP, PRESS I AND ENTER
THE LETTER OF THE SHIP YOU WISH TO SEE.
THE COMPUTER WILL SHOW YOU THE SPEED, C
OURSE, BEARING AT THE BEGINNING OF THE T
URN, AS WELL AS MASS, RANGE (MEASURED IN
LIGHTMILS), AND SHIELD (THE NUMBER OF Y
OUR SHIELD THAT IS FACING THE ENEMY). (
T)IME POINT AND (S)CALE ARE AVAILABLE HE
RE. TO RETURN TO THE STATUS DISPLAY, PR
ESS X.....5.4 COURSE AND SPEED CHANGES.
.PRESS C AND YOU MAY CHANGE EITHER (C)OU
RSE OR (S)PEED AT ANY POINT IN THE TURN,
OR CHANGE COURSE MORE THAN ONCE. ENTER
COURSE IN DEGREES, THE TIME POINT IN SE
CONDS. THE MINIMUM AND MAXIMUM SPEED YO
U CAN GO, MEASURED IN SUBLIGHT SPEED PUL
SE FACTORS, WILL APPEAR ON YOUR SCREEN W
HEN YOU CHOOSE TO ALTER YOUR SPEED. YOU
MAY NOT ACHIEVE A SPEED OVER THE HIGHES
T NUMBER OR BELOW THE LOWEST NUMBER DURI
NG THIS TURN. CHANGES IN SPEED OR COURS
E TAKE EXTRA POWER...YOU WILL DISCOVER T
HAT STARSHIPS REQUIRE AS MUCH ENERGY TO
STOP AS THEY DO TO SPEED UP. HOWEVER, Y
OU CAN MAKE USE OF A DRAG CHUTE EFFECT,
BY EXTENDING YOUR SOLAR PANELS AND CATCH
ING THE ALMOST INPERCEPTIBLE PUSH OF STA
RLIGHT AND USE IT LIKE A PARACHUTE. THI
S METHOD CAN BE USED TO SLOW DOWN ONE PU
LSE FACTOR EACH TURN WHILE NOT USING ENE
RGY, IF YOUR WARPS ARE DAMAGED. YOU MAY
NOT CHANGE COURSE USING THIS, HOWEVER..
...5.5 (S)HIELDS..YOU MAY CHARGE OR DRA
IN YOUR SHIELDS DURING THE ORDERS PHASE.
A SHIELDS STATUS DISPLAY WILL COME ON
YOUR SCREEN. EXAMPLES: SHIELD 1: 10/0 T
HIS SHIELD HAS A STRENGTH OF 10 AND NO B
ATTERIES NEED RECHARGING. IF YOU SHIELD
S WERE HIT BY ENEMY FIRE, YOU MAY SEE SH
IELD 1: 5/38 THIS SHIELD HAS BEEN REDUC
ED TO A STRENGTH OF 5 AND YOU MUST RECHA
RGE 38 SHIELD BATTERIES. TO DO THIS, PR
ESS C FOR CHARGE. TYPE THE NUMBER OF TH
E SHIELD YOU NEED TO RECHARGE BATTERIES
ON AND HOW MANY ENERGY UNITS YOU NEED TO
CHARGE TO BRING THE SHIELD TO FULL STRE
NGTH (IN THIS EXAMPLE, 38). THE SHIELD
STATUS DISPLAY WILL SHOW SHIELD 1: 10/0.
.IF YOU WERE TO SEE SHIELD 1: 2/0, THIS
WOULD MEAN THAT A SHIELD'S BATTERIES HAV
E BEEN TAKEN OUT, THE SHIELD CANNOT BE R
ESTORED. IT STILL HAS A FACTOR OF TWO,
THOUGH. IN THE EXTREME, WHEN A SHIELD I
S USELESS, IF WILL READ SHIELD 1: 0/0..Y
OU CAN PRESS D TO DRAIN POWER FROM THE S
HIELDS INTO ANOTHER SYSTEM THAT NEEDS PO
WER, IF NECESSARY. TELL THE COMPUTER WH
ICH SHIELD TO DRAIN FROM, THE AMOUNT OF
POWER. THIS IS NOT AN EFFICIENT WAY TO
GAIN POWER, FOR EACH FOUR BATTERIES YOU
DRAIN, YOU'LL HAVE ONE ADDITIONAL ENERGY
UNIT...YOU CAN PRESS T TO TRANSFER ENER
GY FROM ONE SHIELD TO ANOTHER, IF NEEDED
. JUST TYPE THE NUMBER OF THE RECEIVING
SHIELD, THE DONATING SHIELD, AND HOW MU
CH POWER DRAIN. THIS IS ALSO INEFFICIEN
T, FOR EACH TWO BATTERYS YOU DRAIN FROM
ONE SHIELD, THE OTHER SHIELD ONLY RECEIV
ES ONE UNIT AT THE OTHER SHIELD.....5.6
CHARGING AND FIRING WEAPONS..TYPE W FOR
WEAPONS. MOST WEAPONS CAN BE CHARGED B
EFORE FIRING THEM. SOME, LIKE PHASERS A
ND PHOTONS, CAN BE FIRED IN THE SAME TUR
N THEY ARE CHARGED. OTHERS, LIKE DISRUP
TORS AND PLASMA TORPEDOES, TAKE TWO OR M
ORE TURNS TO CHARGE BEFORE THEY CAN BE F
IRED. ON THE WEAPONS DISPLAY, IF YOU SE
E SOMETHING LIKE: 1) SIEGE 0/ / , IT WOU
LD BE A SIEGE PHASER, THE 0 INDICATES TH
AT IT HASN'T BEEN CHARGED. IF YOU WISH
TO CHARGE IT, TYPE (C)HARGE AND TYPE THE
CORRESPONDING NUMBER FOR THE WEAPON YOU
WOULD LIKE TO CHARGE. YOU MAY TYPE MOR
E THAN ONE NUMBER AT ONCE...LIGHT PHASER
S, HEAVY PHASERS, SIEGE PHASERS, AND PHO
TON TORPEDOES MAY BE FIRED IN THE SAME T
URN AS THEY WERE CHARGED. DISRUPTORS NE
ED TO BE CHARGED FOR TWO CONSECUTIVE TUR
NS. THEY ARE READY TO BE FIRED IN THE S
AME TURN THAT THEY ARE CHARGED. PLASMA
TORPEDOES NEED TO BE CHARGED FOR THREE C
ONSECUTIVE TURNS. THEY ARE READY TO BE
FIRED DURING THE THIRD TURN. ALL WEAPON
S MUST BE USED WHEN THEY ARE READY OR TH
E CHARGE IS WASTED... POWER NEEDED.
LIGHT PHASERS 1 ENERGY UNIT P
ER TURN FOR ONE TURN. HEAVY PHASERS
1 ENERGY UNIT PER TURN FOR ONE TU
RN. SIEGE PHASERS 2 ENERGY UN
ITS PER TURN FOR ONE TURN. PHOTON TO
RPEDOES 5 ENERGY UNITS PER TURN FOR
ONE TURN. DISRUPTORS 2 ENE
RGY UNITS PER TURN FOR TWO TURNS. PL
ASMA TORPEDOES 5 ENERGY UNITS PER TU
RN FOR THREE TURNS..BEFORE YOU FIRE YOUR
WEAPONS, YOU SHOULD MAKE SURE THAT: 1.)
THE WEAPONS HAVE BEEN CHARGED THE CORRE
CT NUMBER OF TURNS. 2.) THE ENEMY WILL
BE WITHIN RANGE IF YOU FIRE. 3.) WILL Y
OUR PHASER, DISRUPTOR, OR PHOTON TORPEDO
BE FACING THE ENEMY? 4.) CONSIDER THE
CHARACTERISTICS OF THE WEAPON...NOW IF Y
OU ARE READY TO FIRE, PRESS F. ENTER TH
E NUMBER OF WEAPONS YOU WANT TO FIRE WHE
N THE COMPUTER PROMPTS YOU BY PRESSING 1
-9 OR 0, COLON OR HYPHEN. ENTER THE TAR
GET AT THE PROMPT BY TYPING THE INITIAL
LETTER OF THE TARGET SHIP. NOW THE COMP
UTER WILL ASK: MODE OF ATTACK? YOU MAY
CHOOSE THE SECOND DURING THE TURN IN WHI
CH YOU WISH YOUR WEAPONS TO FIRE WITH ON
E OF THESE THREE OPTIONS: 1.) (R)ANGE-AS
SOON AS THE TARGET IS IN THE RANGE YOU
SPECIFY, THE WEAPON WILL FIRE. 2.) (T)I
ME-THE WEAPON WILL FIRE ON THE SECOND YO
U SPECIFY. 3.) (L)AST INSTANT-THE WEAPO
N WILL FIRE AT THE BEST POSSIBLE MOMENT.
IT MUST BE AIMED AT THE TARGET TO BEGI
N WITH. IF IT CAN'T FIRE AT THE BEGINNI
NG OF THE TURN, IT CANNOT SHOOT AT ALL.
A WEAPON READY TO FIRE WILL LOOK LIKE T
HIS: 1) SIEGE 1/L/E WHICH MEANS WEAPON 1
IS A SIEGE PHASER, IT HAS CHARGED FOR O
NE TURN, IT IS SET TO FIRE AT THE LAST I
NSTANT, AND ITS TARGET IS THE ENTERPRISE
..
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