* * * * * * * * * * BEARING (COMMAND 1.1) * * * * * * * * * * *
Enter a number in the 0-360 range indicating the bearing in degrees
you desire to travel. Course changes occur at the rate of
45 DEG/SM (20 DEG/SM when using impulse drive). The ENTERPRISE
will turn in the direction of the shortest arc between the present
bearing and the desired bearing. Remember that a change in bearing
while moving consumes energy just as a change in speed would. Your
present bearing is given in parentheses.
* * * * * * * * * * SPEED (COMMAND 1.2) * * * * * * * * * * * *
Enter your desired speed (it will be in parsecs per starminute).
Acceleration is at the rate of .25 P/SM/SM (.1 P/SM/SM if using
impulse drive). At speeds of warp 1 and higher you are in
hyperspace and will not collide with objects. Certain commands are
impossible when in hyperspace, these are 2,4,5,6,10,11,14,15,19,20,
21, and 22 commands. Travelling faster than warp 3 is dangerous as
you may not be able to decelerate in time to avoid leaving the
galaxy. Maximum docking speed with a starbase is .2 P/SM. Your
present speed is given in parentheses.
* * * * * * * * * DIRECTION (COMMAND 4.1) * * * * * * * * * * *
Type "F" for forward, "R" for rear. Phasers are most effective along
the axis the ship is pointed (either forward or rear), but your
two phaser banks can cover all 360 degrees. If the enemy you are
firing at is behind some other object, such as a star or another
enemy, that enemy will be shielded from your fire to some extent.
* * * * * * * * ENERGY AMOUNT (COMMAND 4.2) * * * * * * * * * *
Energy for phasers is drawn from the ship's energy banks (the amount
available is shown in parens). Energy in your deflectors is not
available unless you first do a 12 or 13 command. It takes a 300
unit hit to destroy a Klingon, and a 400 unit hit for a Romulan.
It may take more if you don't get him with your first shot as he
will be repairing the damage in the interim. Your phasers are also
causing casualties to his crew (which are not replaces as long
as you are in the same quadrant), and if you have troops on board
fighting, they may be affected by your fire also. Once you have
captured an enemy vessel, however, your phasers can't harm it.
* * * * * * * * TORPEDO NUMBER (COMMAND 5.1) * * * * * * * * *
You may fire any number of torpedos in one command up to the number
you have on board. However, torps are fired at the rate of 1 per
starminute, (unless improved by exploring), not all simultaneously.
if the resultant velocity of a torpedo (vector sub of torp veloctiy
and ship's velocity) is warp 1 or higher, the torp "dissappears"
* * * * * * * * TORPEDO BEARING (COMMAND 5.2) * * * * * * * * *
Bearing must be in the range 0-359 degrees. Don't forget to take into
account the ship's velocity. For example, if you are traveling at
warp .4 at 30 deg. and fire a torp with a given bearing of 0 deg.,
the actual bearing of the torp will be 15 deg. (unless torp speed
increased by exploring).
* * * * * * * * * BEAM TYPE (COMMAND 6.1) * * * * * * * * * * *
Tractor (T) beams act only on ghostships and are the sole means of
docking with them and transferring their energy and torps (if any)
to the ENTERPRISE. Your shields must be down when docking or a
collision will result. Since the energy required to bring in the
ghostship is calculated automatically, be careful of trying to dock
with distant ghostships as the amount of energy required varies as
the square of the distance. For example, 100 units of energy will
be required at a distance of 2 parsecs, but 1600 will be required
at a distance of 8 parsecs. A 22 command can tell you how much
energy exactly it will take to pull in a ghostship.
Repulsor (R) beams act only on the Klingon you specify and will push
it away along the line between you and it.
* * * * * * * * ENERGY AMOUNT (COMMAND 6.2) * * * * * * * * * *
The distance the Klingon will be moved depends on the amount of energy
you expend and its present distance from you. If you plan things
right, you can push him into a star or out of the galaxy.
* * * * * * * * KLINGON TO MOVE (COMMAND 6.3) * * * * * * * * *
If there is more than one Klingon in the quadrant for your pulsive
beams to lock onto, you must select one of them. This condition
arises even if there is only one Klingon left and there used to be
more but they were destroyed. The number should correspond to the
number of the Klingon on your scan that you want to repulse.
* * * * * * * * * TRAVEL TIME (COMMAND 7.1) * * * * * * * * * *
This merely speeds up the computer's internal clock so that the number
of starminutes you specify will pass in the normal number of
starminutes between commands. Can be dangerous to use when you are
moving, as you won't be able to do anything else for that number of
* * * * * * * * DAMAGE CONTROL (COMMAND 9.1) * * * * * * * * *
The two possibilities are "R" for report and "P" for reassignment of
damage control crews.
* * * * * * * * DAMAGE REPAIR (COMMAND 9.2) * * * * * * * * * *
By assigning a percentage of your crew to repairing specific damage,
you can speed up or slow down the rate of repair of that damage.
You should enter up to 10 integers, separated by commas and
terminated by a slash, which should sum to <= 100. The positions
of the integers in the input string correspond to the numbers of
the damaged items.
For instance, if phasers, sr scan, and w drive are all damaged,
to repair only w drave and sr scan type 50,,,,,50/ (this would
assign 50 % of your repair crews to each item). To repair sr scan
only, type ,,,,,,100/. If only one item is damaged, you don't have
to assign damage control personnel, as any unassigned personnel
(or those assigned to non-damaged items) are automatically
reassigned equally to damaged items. For instance, if your
priorities are 10,20,30,40,0,0,0,0,0,0 and w drive and sr scan are
damaged, 55 % will be assigned to w drive and 45 % to sr scan. If
w drive and phasers were damaged 40 % would be assigned to w drive
and 60 % to phasers.
* * * * * * DAMAGE REPAIR AT BASES (COMMAND 9.3) * * * * * * *
Enter the numbers of the items you want repaired separated by commas
and terminated by a slash. If you want none repaired, type "-1/".
repair rate is 3-10 times faster than if your crew were assigned
to repair that item.
* * * * * EMERGENCY MANEUVERS (COMMAND 10.1 or 11.1) * * * * *
Course change is instantaneous by +90, -90, or 180 degrees (P, S, or R
respectively). 200 - 300 (if command 11 500 - 750) units of energy
are consumed by this maneuver. If command 11 is used, your
acceleration will be temporarily doubled, but it may damage your
warp drive engines. If this occurs, you will continue to drift at
your present speed (1.1). If both drives are dead, you will
continue to drift and be unable to come to a stop or change course!
* * * * * * * * ENERGY AMOUNT (COMMAND 12.1) * * * * * * * * *
A positive number adds energy to your deflectors, while a negative
number returns that anount to your main energy banks. If you get
a condition red when entering a quadrant, better raise your
deflectors quick! Warning messages will appear if your defelectors
are getting low during battle.
* * * * * * * * SELF DESTRUCT (COMMAND 18.1) * * * * * * * * *
The code word required to initiate the auto-destruct sequence is your
password. Once started, this sequence can't be interrupted by any
* * * * * * * * TRANSPORT FROM (COMMAND 19.1) * * * * * * * * *
Valid "from" designations are: E, B, G, K, and R. G, R, and K can be
used only if you have at some point beamed troops over to them.
A starbase may or may not have additional troops for you. If you
type K or R you must follow it with its number as shown on your
short range scan.
* * * * * * * * TRANSPORT RATE (COMMAND 19.2) * * * * * * * * *
Transport rate is 40 troops/starminute (unless increased by exploring)
The more men you send over to an enemy vessel, the better chance
you have of capturing it with fewer casualties. Size of crew on
enemy vessels can range from 75 to 200 and at odds of less than 1-1
you will probably not capture it. Once you have captured it, it
will respond to your commands via a 20 command, but the speed of
response will depend on how many men you have on board at the time.
* * * * * * * * TRANSPORT TO (COMMAND 19.3) * * * * * * * * * *
Valid "to" designations are E, G, K, or R. In the case of K or R
destination, you must follow the letter by the number to tell which
vessel to use (even if there is only one in the quadrant). If the
vessel you have troops on leaves the quadrant or is destroyed, the
troops on board are lost also.
* * * * * * * CLOAKING DEVICE (COMMAND 19.4) * * * * * * * * *
You must guess the X and Y coordinates of a Romulan using the
cloaking device. He is invisible to your short range sensors.
If you guess correctly and capture him in the subsequent battle,
you will also capture the cloaking device. Enter 2 integers
separated by a comma.
* * * * * * * * COMMUNICATIONS (COMMAND 20.1) * * * * * * * * *
You can attempt to communicate with B, G, K, or R. In the latter two
cases, follow the letter designation with the appropriate number.
If there are other enemy vessels in the quadrant, your message may
be intercepted or jammed. You can only communicate with ghostships
or vessels you have captured with your troops.
* * * * * * * * * MESSAGES (COMMAND 20.2) * * * * * * * * * * *
The following matrix shows the possible messages:
K - status report, damage report, fire phaser, change course,
R - status report, damage report, fire torpedos, self destruct
G - status report, damage report, fire phasers, fire torpedos,
change course, raise or lower deflectors, self destruct
B - status report, plot bearing
Ghostships have only the forward phaser bank, and will fire with 100
units of energy (if they have that much left). Klingons have 4
phaser banks and will fire all 4 at once against any other K or R
(non-captured) in the quadrant. Klingons only have to be told to
fire their phasers once. They will keep firing every 3 to 5
starminutes until they are destroyed. With ghostships, the various
facilities (phasers, torpedos, deflectors, or impulse drive) may
be dead, in which case the troops you have beamed over will
attempt to repair them (repair rate depends on how many men are on
board). Note that if you order a vessel to self destruct, this
will automatically first beam back any of your troops that were
aboard it. You will not be able to use your transporters while
this automatic beam back is occurring (nor can you cancel it), but
you can order a vessel to self destruct even if your transporters
are in use at the time. A message will be printed telling you the
number of starminutes to destruct. This command is useful for
adding captured enemy vessels to your victory total.
* * * * * * * * * * BEARING (COMMAND 20.3) * * * * * * * * * *
Klingons change course at the rate of 30 deg/sm, ghostships only turn
at 10 deg/sm. To get the old bearing, it is necessary to do a
short range track (15) or get a status report for it.
* * * * * * * * * * SPEED (COMMAND 20.4) * * * * * * * * * * *
Klingons change speed at .2 P/SM/SM, ghostships at .1 P/SM/SM.
Maximum speed is .5 for K, .35 for G. Note that if a captured
enemy leaves the quadrant, it is immediately recaptured by the
enemy. Klingons leaving the galaxy and ghostships leaving the
quadrant are destroyed.
* * * * * * * * * TORPEDOS (COMMAND 20.5) * * * * * * * * * * *
Romulan torp velocity is .55 P/SM. You can fire up to 5 torps with
one command from Romulans and ghostships. Input up to 5 bearings
separated by commas, terminated by a /. With ghostships, the G
velocity must also be taken into account. Ghostship torp velocity
is .4 P/SM.
* * * * * * * * * DEFLECTORS (COMMAND 20.6) * * * * * * * * * *
Ghostships can be destroyed by torpedos, collisions, or leaving the
quadrant. By raising the deflectors, you may stop the torpedos
from getting through. Do a status report (20, then 8) for the
G first to find out how much energy is available.
* * * * * * * GHOSTSHIPS PHASERS (COMMAND 20.7) * * * * * * * *
The ghostship will continue to fire phasers up to the number of times
indicated, or until all it's energy is used up. A value <= 0
cancels this order and all previously queued firings.
* * * * * * * * SHUTTLECRAFT (COMMAND 21.1) * * * * * * * * * *
The two commands are E (explore) and R (return to ENTERPRISE).
* * * * * * * * EXPLORATION (COMMAND 21.2) * * * * * * * * * *
There may be up to 9 stars in a quadrant. You may explore them in
any order. The numbers of the ones you wish to explore should
correspond to the numbers of the stars on the short range scan
and should be separated by commas and terminated by a slash.
Shuttlecraft velocity is .25 P/SM. It is not necessary to return
after exploring one star system, but you can explore several with
one command. You will not know the results of the exploration
until it returns. If the star system is destroyed while the
shuttlecraft is en route, it will go on to the next unexplored
star system (or return if there are no more to be explored).
If the star system is destroyed (E.G. by torp hit or collision)
while the shuttlecraft is exploring it, the shuttlecraft will
be destroyed also.
* * * * * * * * * COMPUTER (COMMAND 22.1) * * * * * * * * * * *
There are six requests you can make of the computer:
B - tells you where a black hole in the quadrant will take you.
C - allows you to turn the cloaking device on or off if under
G - tells you how much energy will be retuired to pull in the
R - gives you current rank of all starship captains.
S - gives you shuttlecraft round trip time for stellar exploration.
T - gives you the current time.
* * * * * * * CLOAKING DEVICE (COMMAND 22.2) * * * * * * * * *
The cloaking device when captured can be turned on or off. If the
cloaking device is on the ENTERPRISE will not be displayed on a
short range scan, but Kligons and Romulans will not be able to
see the ENTERPRISE to fire at it.
* * * * * * * * * GAME LEVELS (GENERAL 1) * * * * * * * * * * *
There are 3 game levels, numbered 1 to 3.
Game 1, the beginner's game, has the following limitations:
1. The enemy will not move between quadrants.
2. Romulans will not move within a quadrant.
3. There will never be more than 3 Klingon or 3 Romulan in a
4. Klingons are not programmed to dodge your torpedos.
5. Phasers are not masked by intervening objects.
Game 2, the basic game, the above limitations are removed.
Game 3, the advanced game, adds the following features to the
1. Black holes - G and T entering are destroyed.
E, K, and R entering are zapped to another quadrant.
Black holes show up on your short range scan as a blank.
Black holes have gravitational fields that reach throughout
the quadrant and affect E,K,G, and T (not Romulans). You can,
presumably, go into orbit around one although it is very tricky
to attempt. If you are captured by one, it will take you to a
specific quadrant, thus if you are willing to sustain the
damage, you can take shortcuts through the galaxy. Black holes
mask phaser fire almost entirely.
2. Supernovae - Every star has a minute chance of going supernova.
When this occurs, everything in the quadrant is destroyed,
except the ENTERPRISE, which is badly damaged. Supernova
explosions will always damage your SR and LR scans.
3. Cloaking device - Certain Romulans will have a cloaking device
which will make them invisible to your short range sensors.
If you succeed in capturing it, you will become invisible to the
enemy for a varying period of time! Use your troops. Warning -
its crew strength will be higher than ordinary Romulans.
4. Nucleonic storms - These will not show up on your sensors at
all, but if an object enters one, it will be thrown to some
other point in the quadrant with random speed and bearing. The
probability of a storm increases with the number of stars in a
quadrant. E, G, K, R, S, and T are effected by storms.
* * * * * * * * * GALAXY SIZE (GENERAL 2) * * * * * * * * * * *
Enter the size in quadrants of the galaxy you wish to fight in. It
must be an integer between 2 and 10 inclusive.
* * * * * * * * * ENEMY VESSELS (GENERAL 3) * * * * * * * * * *
You can specify a lower limit to the number of enemy vessels you will
be fighting. The exact number will vary depending on the size of
the galaxy you are fighting in and the mood the random number
generator is in. You will never get more than 99 of each or fewer
* * * * * * * * * RATING SYSTEM (GENERAL 4) * * * * * * * * * *
Here is how the STAR TREK rating system works:
RANK POINTS NEEDED
LIEUTENANT JG 40.
LIEUTENANT COMMANDER 60.
REAR ADMIRAL 95.
VICE ADMIRAL 110.
FLEET ADMIRAL 140.
WIN(1) LOSS(2) GAME LEVEL(3) #ENEMY(4) MAX RANK(5)
1 1 1 6 - 24 LIEUTENANT
2 1 2 6 - 24 COMMANDER
3 1 3 6 - 24 COMMANDER
2 2 1 25 - 49 LIEUTENANT
4 2 2 25 - 49 REAR ADMIRAL
6 2 3 25 - 49 REAR ADMIRAL
3 3 1 50 - 99 LIEUTENANT
6 3 2 50 - 99 ADMIRAL
9 3 3 50 - 99 ADMIRAL
5 5 1 100 - 198 LIEUTENANT
10 5 2 100 - 198 ADMIRAL
15 5 3 100 - 198 FLEET ADMIRAL
Notes for table II:
1 - A win is a score of 750 or higher. Points gained are on a
percentage basis of the score divided by 1000. If you win by
self destruct, however, you only get half the points.
2 - A loss is a rating of less than 750. Points lost are on a
percentage basis of the score divided by 1000. Your total
points cannot fall below 1 after you have become a recruit.
3 - 1 = BEGINNER GAME, 2 = BASIC GAME, 3 = ADVANCED GAME.
4 - This is the total # enemy you started out with. See table III
for the size of the galaxy to specify to get the required #.
5 - This is the maximum rank you can achieve by playing at this
level. Once you reach this rank, you will not gain points,
even if you win (but you will lose points if you lose).
Once you reach the rank of captain, a score of <900 is a loss. The
only way to reach the rank of fleet admiral is to win a game
(rating=1000) vs 198 enemy at level 3 playing at a timing factor of
10 or less. Once you do attain this exalted rank, however, you can
never lose points and may play at any level to gain points.
GALACTIC SIZE MAXIMUM ENEMY POSSIBLE
2 6 (18 AT LEVELS 2 OR 3)
3 16 (18 AT LEVELS 2 OR 3)
The minimum you can get at level 1 is 6 and at level 2 or 3 is 18. Of
interest to the player is the following table showing, the number
of starbases you will get depending on other considerations.
GALACTIC SIZE # ENEMY # BASES
2-6 6- 61 1
6 62- 70 2
7 6- 33 1
7 34- 96 2
8 6- 19 1
8 20- 78 2
8 79-126 3
9 6- 12 1
9 13- 48 2
9 49-109 3
9 110-160 4
10 6- 7 1
10 8- 31 2
10 32- 71 3
10 72-127 4
10 128-198 5