Doors
League Games:
-BRE - 000
-BRE - 069
-BRE - 169
-BRE - 267
-BRE - 555
-BRE - 666
-BRE - 10
-BRE - 77
-Clans - 10
-FE - 77
-FE - 000
-FE - 555
-IntrLORD - 10
-IntrLORD - 77
Local Games:
-Ambroshia 4.5
-Advanced Xoru
-Aladdin
-Arcadian Legends
-Arena Of The Ancients
-Arena Warrior
-AOTD3
-Arrowbridge 1
-Arrowbridge 2
-Artillery
-Assassin
-AOD
-AOTGG
-Atlantis
-Avalon
-Axe & Fang
-BBS Crash
-BRE
-Battlefield
-Battle Quest
-Camptown Races
-Card Sharx
-Clans
-DoorMUD
-Drakeville
-Empires At War
-Escape
-Evangelist Wars
-Exitilus
-Food Fite
-FE
-FH
-Forbidden Planet
-Freshwater Fishing Sim
-Ghost Town 3
-Global War
-GOC
-Gopher Hunt
-Gruntfest
-Iron War
-Jet Combat
-Junkyard
-KNK
-Kylon's World
-LOD
-Legion
-LORD
-LORD Tourn
-LORD 2
-LORE
-Mille Borne
-Net Runner
-Operation Overkill II
-Pimp Wars
-The Pit
-Rise To Power
-Romans At War
-SAGE
-Scavenger Hunt
-SOTL
-SRE
-Star Force Commander
-F-14 Thunder Cat
-TEOS
-TFB
-TW2002
-Ultimate Universe
-Usurper Classic
-Usurper .2
-Way Freight
Star Force Commander
1 Star Force Commander: Warfare in the 25th Century. 1 When Star Empires collided there began a terrible 1 war. Billions perished in the 17.5 years of it's 1 span. This game represents a time 3 years into that 1 war were each side was fairly equal. The region 1 involved spanned some 35 light years. In that area 1 waring sides commited whatever forces that were 1 available. Adhoc task forces of every discription 1 were throw in bit by bit in a vicious meatgrinder. 1 No side could mass the force necessary to sweep the 1 area clear of their opponents. Thus small task 1 forces raided and attacked for several years. 1 At first average grade units were assigned to this 1 quadrant. But as the situation grew more desperate, 1 first crack and then elete units were thrown in only 1 to be destroyed piecemeal. Both sides learned 1 valuable lessons in tactics and from this conflict 1 some of the most distingiushed star force commanders 1+of all time were baptized. 2 Star Force Commander is a game of tactics and skill 2 commanding star ships in the 25th Century. Each 2 player starts out as the senior captain in charge of 2 an adhoc task force. With this force he may be 2 alloted some support ships or some tactical units 2 such as fighters, interceptors and troops. 2 With this force he must to go into combat against 2 ships of other races commanded by either other 2 players or the computer. If he does well he may be 2 promoted to Commodore (2nd level). Later he may 2 be upgraded to a higher levels. 2 Each time the player enters the game he will be 2 assigned different warships and support ships. 2 At the end of each game these are returned to Star 2 Fleet Command. But as the games progress you may be 2 given special weapons or troops. These are yours to 2 keep from one game to the next as long as they are 2 not destroyed or killed. You may even be able to 2 capture some of these special items from other 2 players. Also, you are rewarded for victories with 2 more funds. With your funds you can requisition more 2 units from your Fleet Command. 2 After aquiring all the equipment you can for battle 2 the turns start. The turns continue until no more 2 players are in the battle. Either because their 2 ships have been destroyed or damaged or they have 2+withdraw from the sector. 3 Operations: 3 Each game function has a main menu. When an option 3 is selected a sub-menu may appear. This gives the 3 player a more detailed list of possible options. 3 1. When a single number or letter choice is needed 3 a propeller will be shown some place on the 3 screen. Simply type one of the option numbers or 3 letters. 3 2. If more information is required an entry box 3 will appear. Type the number or word and press 3 enter if you want that info to be passed to the 3 game. If you don't want the information then 3 press the Escape key. This will usually cancel 3 the option and return to the last menu. 3 3. When playing by yourself against the computer 3 an option must be selected at each menu. Players 3 can take as long as they want to decide on an 3 option. 3 4. When another player enters the game in a head-to 3 head battle the event-timer will be engaged and 3 the computer fleet will be erased. A limited 3 amount of time will be allowed for each phase. 3 The 'End of Phase' time will determine how much 3 time is left for a selection. If you do not 3 choose an option be the time limit you will move 3 to the next phase regardless. If all players 3 complete their options before the time limit 3 the phase will immediately move to the next 3 phase. 3 Note - Help is available on all major menus by 3+ pressing H. 4 Scoring: 4 Players score points for any enemy troops and ships 4 they face and defeat in combat. Ships must be 4 totally destroyed in order to get points. Troops and 4 and tac-craft destroyed in enemy bays and hangers do 4 not score points. Points Scores are boosted by the 4 ratio of losses to start points. 4 This is further multiplied to the ratio of friendly 4 losses to enemy losses. Requistion fund credits 4 (€) are also allocated in even more generous terms 4 to a victorious commanders. This money can be used 4 to requistion new equipment. 4 If the player quits, disconnects or runs out of time 4 his game is saved. Usually he will lose 50 points 4 if this happens. 4 Special Weapons and Artifacts captured can be put 4 to use by the capturing player as soon as their 4 next game. 4 The game will end immediately when one side or the 4+other has no offensive weapons on any ship. 5 Turn Sequence: 5 The turn consists of two basic parts. The Deploy- 5 ment Phase and the Battle Phase. 5 1. The Deployment consists of a single deployment 5 action. Either moving a ship from one position 5 to another, transfering equipment around or 5 repairing. 5 Ships that have working engines can even leave 5 the battle zone. 5 2. The second phase consists of 3 fire segments. 5 Each side gets to choose attack Ops and in effect 5 'fire' at their opponents. This causes damage, 5 first to the shields and then when they are lost 5 to the ship itself. 5 After each firing the results of all attacks are 5 shown briefly and then the next segment takes 5 place. 5 Each operation requires a proper Ops command. 5 After 3 fire segments a new Deployment Phase starts. 5 New Ops commands are issued at the start of each 5+turn. 6 Winning: 6 There are several levels of winning. 6 Winning the Battle: 6 The winner is the player with the highest score or 6 has eliminated 100% of the enemy force. Consider- 6 ing the initial point value and how much each side 6 loses it is possible for both or neither to actually 6 be considered a winner. 6 Winning the Glory: 6 Players accumulate points, commissions, and medals 6 as they play. Rank gives you better ships and more 6 credits which is just script used to ration out 6 scarce war materiel to the best commanders. 6 The 5 highest single battle score for each of the 4 6 races will be saved along with the 5 highest overall 6 total points on all sides. 6 Winning the War: 6 Besides your personal glory there is a war on and 6 the object is to win it. Facing enemy task forces 6 and fleets is just part of the job. His network of 6 forts and bases must be smashed or the sector can 6 never be safe. It may be necessary to work with 6+other Star Force commanders to defeat these. 1 Blackhole Containment Unit (BHCU) A blackhole the 1 size of an atom is captured within a magnetic-grav 1 bottle. Tremendous amounts of energy are quantum- 1 mechanically radiated from a blackhole this size. 1 So much so that the ship cannot use all of it except 1 in combat. The excess energy is redirected back 1 into the singularity to maintain it's size. 1 To generate the power needed to warp a ship needs 1 one of these units. A ship containing a BHCU is 1 refered to as a powership. Should this containment 1 unit ever rupture the energy released is so great 1+that it would tear the ship apart. 2 Shields: Immensely powerful eletro-magnetic fields 2 hold a cloud of ionized particles in a shockfront 2 cloud to the front and to the sides of a powership. 2 (Not unlike Earth's Van Allen Belts or the bow wave 2 in front of Jupiter.) Attacks by high energy beams 2 or other weapons are deflected or pre-detonated by 2 the ionized buffer. Ionized particles generated by 2 the ship's engines are used to replace those that 2 are bled or blown away. The display will show a 2+blue background for all ships with active shields. 3 Hulls: Basic ship structural integrity represented 3 as a factor. The larger the ship the larger the 3 hull factor. Once this figure reaches zero the ship 3+will break apart. 4 Armor: The hulls of armored ships are clad in what 4 is known as field armor. This is the strongest 4 composite-metal armor plate imbedded by hyper- 4 strength force fields that align and maintain 4 molecular formations. The field strengths and the 4 intrinsic thickness contribute to factors that make 4 up the armor value. Armor can resist hits like no 4 other feature of a ship. If the armor of a ship is 4 penetrated there can be great damage done to all 4+sections of that ship. 5 Section: There are many specialized ship sections 5 that must be maintained in order for the ship to 5 function. The engines manuever the ship in line and 5 recharge the shields. The fire controls target and 5 fire onboard weapons. Crew sections represent 10-15 5 non-combat techinical personal that run the ship's 5 vital systems. The crew sections are needed if any 5 of the other functions are to work. When all crew 5 on a ship have been eliminated along with the fire 5 control and engines the tactical display will show 5+this ship as colored grey. 6 Bays and Hangers: Bays are areas supported by their 6 own lifesupport and service systems and can 6 accomodate more than three squads (30-40) of the 6 heaviest armed troops. Hangers are launch and 6 support areas for tactical fighter and interceptor 6 craft. Each hanger can hold 6 such craft. 6 Freighters can hold containerized tac-craft, but 6+none can be launched from them. 7 Security troops are assigned to the security 7 sections. There are usually two security squads 7 per section. Security troops are for defense only 7 and do not have the capacity to make boarding 7+attacks on enemy ships. 8 The screen will show the enemy's ship disposition. 8 The B row represents the main battle line. From 8 here a ship may fire any weapons it has the Ops 8 command for. The C line is the reserve line. Ships 8 in this area may not fire nor be hit by direct 8 attack if screened by a ship in the B row. They may 8 still launch fighter attacks and may launch probes. 8 The A line is the picket line and is mainly for 8 interceptors and minefields. 8 The whole arrangement is highly abstract and is 8 meant to represent 3D space. Since it is not 8 possible to screen in more than one dimension per 8 ship, there a feature that will not allow too many 8+ships to be screened by too few screeners. 9 Note- Tonage does not include the weight of the BHCU 9 which with the BH weights .5 to 1.5 million mt. 9 9 Generally, there are two types of fleets. The huge 9 strategic fleets sent to face an enemy strategic 9 fleet. Or small task force fleets meant to stem an 9 infiltration action. Most battles during the period 9 covered here where small actions involving less than 9+a dozen capital ships per side. 1 SD - StarDestroyer 7,000 - 10,000 mt. Armed with 1 phaser Is. Secondary armament consists of missile 1 racks. Usually contains one point defense array. 1 These units usually cover the flanks of a battleline 1+to prevent flanking attack. 2 FR - Frigate 10,000 - 15,000 mt. Armed with phasers 2 and missile racks. Usually contains one point 2 defense array (ams I). Frigates operate alone or 2 with other frigates or stardestroyers. However, in 2 this conflict they were pressed in service as a 2+stop gap measure. 3 CA - Cruiser 25,000 - 40,000 mt. Various subclasses. 3 Armaments vary but usually with photon torpedoes and 3 phasers. All known races use battlecruisers or 3 cruisers as their medium tactical battle vessel. 3 The Federation has at four main classes of cruisers. 3 Many small crusiers were designed under limits 3 imposed by the 2432 Armaments Treaty and are thusly 3+called 'treaty cruisers'. 4 BB - Battleship 99,000 - 125,000 mt. Usually armed 4 with improved photon torpedoes, phaser IIs or IIIs. 4 This heavy armored tactical battle vessel is most 4+often found in Federation Strategic Fleets. 5 EX,CX - Escort Carrier,Fleet Carriers The EX carry 5 2 squadrons of 6 tac-craft each. Designed to fill in 5 the 'gaps' between strategic fleets with their two 5 or more fleet carriers. CX, the fleet carriers carry 5 4-6 squadrons of tac-craft. Designed to deliver a 5 massive tac-craft punch. Strategic fleets of 100 or 5 more ships built around one or more fleet carriers. 5 However, in this conflict strategic fleets were dis- 5+persed into many small groups. 6 BX - BattleCarriers 150,000 - 200,000 mt. These a 6 carry 4-6 squadrons of tac-craft similar to Fleet 6 Carrier. But Battlecarriers have a dual purpose in 6 that they are also have heavy armor and firepower 6+and can go 'on the line' if need be. 7 DX - Dreadnoughts 200,000 and more mt. These carry 7 6 or more squadrons of tac-craft. These also have a 7 dual purpose in that they are also have very heavy 7+armor and carry the heaviest standard weapons. 8 ** - Forts/Bases are extreamly well armored and 8 armed installations. These are sometimes built 8 within super high density asteroids or moons. Bases 8 must be eliminated to progress toward the enemy's 8 home base. First the outposts have to be dealt with, 8 then the forts. After these is a major base or two. 8 Finally the Sector Base must be overcome. 8 Forts and Bases take time to destroy. A fort keeps 8 it's damage from player to player. But, every day 8 some repairs are done. The enemy may even send 8 ships to help protect the fort or base. 8 Battles with bases are not saved as they are when 8 fighting the computer enemy. You can easily withdraw 8 from fighting a base, but this counts as a loss on 8+your permanent record. 9 Generic Support Ships: 9 The support ships are important in that they help 9 keep the fleet supplied with replacement troops and 9 fighters. They also serve other special needs. 9 However, they have light shields and little or no 9 armor. One good hit often destroys them. 9 T - Troop Ship: Holds up to 4 platoons of troops. 9 F - Freighter: Holds additional containerized tac- 9 craft or other items. Is also used to store 9 captured enemy items. 9 R - Repair Ship: Repairs damaged ship. Must be 9 adjacent the crippled ship in order to affect it. 9 U - Battle Tug: Is used to tow disabled ships to 9 safety. 9 M - Minesweeper: Sweeps away enemy mines and lays 9 friendly minefields. 9 S - SuperFreighter: Very large version of the 9 freighter. 9 L - StarLiner: A civilian passenger liner pressed 9 into military service. Hold many times the troops 9+that a ordinary troop ship can hold. 1 W3 - War Bird 7,000 - 8,000 mt. Usually armed with 1 disrupters and missiles. Contains at least 1 point 1 defense array. Light armor and fast speed make this 1 more of a raider than a main battleline ship. W3 are 1+sometimes refered to as War Hawks. 2 W4 - War Bird 4 sometimes refered to as a War Eagle. 2 10,000 - 15,000 mt. Usually armed with disrupters 2 and missiles arrays . Usually contains one point 2+defense array. 3 D5 - Assaultcruiser 10,000 - 15,000 mt. As the war 3 wore on it apparent that the lack of tac-craft left 3 a serious hole in Klingon combat effectiveness. 3 Originally intended for plantary assaults, assault 3 carriers were pressed into service as escort 3 carriers. The 15 standard issue assault landing 3 craft were replaced by a single squadron of 6 tac- 3 craft. But, any amount of fighters were welcome by 3+the thinning Klingon forces. 4 D6,D7,D8 - Battlecruisers. Usually armed with photon 4 torpedoes and disrupters. These are the main capital 4 battle vessel of the Klingon Empire. The 'D' series 4 cruisers get that designation from the name of the 4 first one to battle Fed forces which was Drakon 1. 4 Touted as super-cruisers and designed to out fight 4 any comperable sized Federation ship it was soon 4 clear that the disruptors were not as powerful as 4 the Feds' new secret weapon, the phaser. 4 Klingons take pleasure in personal combat and a 4+large complement of boarding troops. 5 K8 - Base ship 100,000 - 150,000 mt. Usually armed 5 with photon torpedoes, phaser II or disrupter II or 5 proton torpedoe type II. Very strong ams. These 5 carry 10 or more squadrons of tactical craft and 5+have room for at least a battalion of troops. 6 A9 - Andromdea class dreadnaughts 200,000 and more 6 mt. These carry 6 or more squadrons of tac-craft. 6 They also have a dual purpose in that they are have 6 very heavy armor and carry the heaviest known 6+ weapons. 8 ** - Forts/Bases are extreamly well armored and 8 armed installations. These are sometimes built 8 within super high density asteroids or moons. Bases 8 must be eliminated to progress toward the enemy's 8 home base. First the outposts have to be dealt with, 8 then the forts. After these is a major base or two. 8 Finally the Sector Base must be overcome. 8 Forts and Bases take time to destroy. A fort keeps 8 it's damage from player to player. But, every day 8 some repairs are done. The enemy may even send 8 ships to help protect the fort or base. 8 Also, battles with bases are not saved as they are 8 when fighting the computer enemy. You can easily 8 withdraw from fighting a base, but this counts as 8+a loss on your permanent record. 9 Generic Support Ships: 9 The support ships are important in that they help 9 keep the fleet supplied with replacement troops and 9 fighters. They also serve other special needs. 9 However, they have light shields and little or no 9 armor. One good hit often destroys them. 9 T - Troop Ship: Holds up to 4 platoons of troops. 9 F - Freighter: Holds additional containerized tac- 9 craft or other items. Is also used to store 9 captured enemy items. 9 R - Repair Ship: Repairs damaged ship. Must be 9 adjacent the crippled ship in order to affect it. 9 U - Battle Tug: Is used to tow disabled ships to 9 safety. 9 M - Minesweeper: Sweeps away enemy mines and lays 9 friendly minefields. 9 S - SuperFreighter: Very large version of the 9 freighter. 9 L - StarLiner: A civilian passenger liner pressed 9 into military service. Hold many times the troops 9+that a ordinary troop ship can hold. 1 CL - Light Cruiser Early generation starship. 1 Used mostly on escort duty and to secure the 1 flanks of a battle line. Not as fast nor as 1 powerful as their enemy counterpart, these were 1 withdrawn from active duty when the larger ships 1+entered service. 2 CC - Standard Cruiser Imperium cruisers allowed 2 for great numbers of the dread Imperium storm- 2 troops to be quartered. The standard style of 2 the Imperium is not to use a mix of weapons but 2 to use one type, the Gamma laser, and to use it 2+in dual mounts. 3 MC - Millenia Cruiser - Heavy version of the CC 3 cruiser. This type of warship also contains greater 3+space for more troops. 4 AX - Attacktcarrier - Standard configuration of a 4+medium battlecarrier. 5 MC - Magnum Cruiser - Largest version of the 5+cruiser class used. 6 QX,BX - Battlecarrier/Dreadnought - The Imperium 6 were aware of the Xoraptor dreadnought building 6 program and to match them they produced some of 6 these type ships themselves. These were a success- 6 ful design and in fact were used more often against 6+other races than the Xoraptor. 7 JX - Juggernaut - Super Dreadnought - These were for 7 a period the largest of all known warships and are 7 considered the most powerful of all. Only the 7+Leviathon proved to be of superior size. 8 ** - Forts/Bases are extreamly well armored and 8 armed installations. These are sometimes built 8 within super high density asteroids or moons. Bases 8 must be eliminated to progress toward the enemy's 8 home base. First the outposts have to be dealt with, 8 then the forts. After these is a major base or two. 8 Finally the Sector Base must be overcome. 8 Forts and Bases take time to destroy. A fort keeps 8 it's damage from player to player. But, every day 8 some repairs are done. The enemy may even send 8 ships to help protect the fort or base. 8 Also, battles with bases are not saved as they are 8 when fighting the computer enemy. You can easily 8 withdraw from fighting a base, but this counts as 8+a loss on your permanent record. 9 Generic Support Ships: 9 The support ships are important in that they help 9 keep the fleet supplied with replacement troops and 9 fighters. They also serve other special needs. 9 However, they have light shields and little or no 9 armor. One good hit often destroys them. 9 T - Troop Ship: Holds up to 4 platoons of troops. 9 F - Freighter: Holds additional containerized tac- 9 craft or other items. Is also used to store 9 captured enemy items. 9 R - Repair Ship: Repairs damaged ship. Must be 9 adjacent the crippled ship in order to affect it. 9 U - Battle Tug: Is used to tow disabled ships to 9 safety. 9 M - Minesweeper: Sweeps away enemy mines and lays 9 friendly minefields. 9 S - SuperFreighter: Very large version of the 9 freighter. 9 L - StarLiner: A civilian passenger liner pressed 9 into military service. Hold many times the troops 9+that a ordinary troop ship can hold. 1 SH - Star Hunter Fast Destroyer type warship. 1 Lightly armed but useful in hit and run attacks. 1 The speed of these ships usually allowed them to 1+withdraw from a fight where they are outgunned. 2 SP - Star Predator Light cruiser. Usually armed 2 with heavy mx missiles and proton cannons. Also, 2 supports small flights of tac-craft. Considering 2 the boarding power of their prime enemy the craft 2+usually carrier are interceptors. 3 AX - Attackcarrier Medium strength battlecarrier 3 For smaller taskforces these served as bases for 3 interceptor screens against the heavy boarding 3+attacks favored by the enemy. 4 BT - Terrorizer Heavy cruiser class starship. The 4 Xoraptor moved from their cheap lighter raiding 4+design ships to the heavy multi-purpose design. 5 BR - Reptilon - Battleship The Xoraptors have spent 5 heavily on a warship building program and these are 5+the first of a new class of super heavy warships. 6 RX - Battle Rex - Battlecarrier. The battlecarrier 6 is the prime warship design used by the Xoraptors. 6 Second only to the Federation in tac-technology the 6 Xoraptors makeup anything they may lack in quality 6+with quantity. 7 LX - Leviathon Ultra-Dreadnought The largest war- 7 ship of all. These immense craft are basically 7+movable bases. 8 ** - Forts/Bases are extreamly well armored and 8 armed installations. These are sometimes built 8 within super high density asteroids or moons. Bases 8 must be eliminated to progress toward the enemy's 8 home base. First the outposts have to be dealt with, 8 then the forts. After these is a major base or two. 8 Finally the Sector Base must be overcome. 8 Forts and Bases take time to destroy. A fort keeps 8 it's damage from player to player. But, every day 8 some repairs are done. The enemy may even send 8 ships to help protect the fort or base. 8 Also, battles with bases are not saved as they are 8 when fighting the computer enemy. You can easily 8 withdraw from fighting a base, but this counts as 8+a loss on your permanent record. 9 Generic Support Ships: 9 The support ships are important in that they help 9 keep the fleet supplied with replacement troops and 9 fighters. They also serve other special needs. 9 However, they have light shields and little or no 9 armor. One good hit often destroys them. 9 T - Troop Ship: Holds up to 4 platoons of troops. 9 F - Freighter: Holds additional containerized tac- 9 craft or other items. Is also used to store 9 captured enemy items. 9 R - Repair Ship: Repairs damaged ship. Must be 9 adjacent the crippled ship in order to affect it. 9 U - Battle Tug: Is used to tow disabled ships to 9 safety. 9 M - Minesweeper: Sweeps away enemy mines and lays 9 friendly minefields. 9 S - SuperFreighter: Very large version of the 9 freighter. 9 L - StarLiner: A civilian passenger liner pressed 9 into military service. Hold many times the troops 9+that a ordinary troop ship can hold. 1 Main Guns: Massive weapons that fire a variety of 1 electromagnetic beams. Usually mounted in armored 1 turrets that can cover a near 360ø arc. These take 1 few minutes or so to recharge their capacitors when 1 fired. The most common beam fired is the laser beam 1 or one of two derivation scalled either Disruptors 1 or Phasers. Phasers packing more distructive over- 1 all force, but disruptors tend to produce slightly 1+more structural damage in ships and bases. 2 Proton Torpedoes: When fired through high energy 2 particle wave packet guides these assume the 2 appearance of a ball of light. While moving at 99% 2 the speed of light these are less accurate than the 2 disruptors or phasers but more powerful. The proton 2 packet disperses somewhat with distance but may do 2+some damage with a grazing hit. 3 Missiles: Self guided short ranged vehicle armed 3 with a thermo-nuclear warhead. These must overcome 3 with stealth, electronic countermeasures, and anti- 3 missile system (ams) gattling cannons before they 3 can deal a hit on the target. Special appliqu‚ add 3 on racks contain a two-shot missle salvo of multi- 3 megaton warheads can give even a small ship a very 3+powerful punch. 4 Tac-Craft: Small one or two-man, highly maneuver- 4 able, short ranged tactical craft. These have no 4 shields and minimal armor. Each squadron consists of 4 6 tac-craft. One carrier hanger factor can accommo- 4 date a single squadron. When undertaking a mission 4 the whole tac-craft force of a single ship is sent. 4 Fighter: Most common type of tac-craft. Their 4 mission is to attack capital ships. Weaponary 4 varies from ship type to ship type and from race to 4 race. The particular 'tac-armaments' are abstracted 4 into a single attack factor at this level. Fighters 4 must approach within anti-missile systems (ams) 4 gattling cannon range to assure hits. Sometimes this 4 causes frightful loses to the squadrons. They must 4 also fight their way through any interceptor screen 4 in their way. 4 Interceptors: Both the interceptor and interdictors 4 are anti-fighter tac-craft. These patrol a region of 4 space looking for enemy fighters. They are usually 4 the equal of 3 enemy fighters in a dog fight. They 4 are deployed as a Deployment option and remain on 4+patrol until they are recalled, destroyed or damaged 5 Boarding Attacks: Troops can attempt to board enemy 5 ships that have no shields. The strongest force is 5 automatically sent. This force does not contain any 5 crew or security. Boarding forces are first subject 5 of anti-missile defense fire. Next they must breach 5 the armor of the target ship. The chance to do this 5 is porportional to the armor value. Armor of 7 or 5 higher is impossible to breach. Those that do manage 5 to get through engage enemy shipboard forces in a 5 brief and deadly fight.If the defenders are defeated 5 the defending crew may decide to fight or surrender. 5 If all personel on board are defeated the remaining 5 boarding party seize all special weapons and devices 5 and remove them to the attacking players recovery 5 ships. There is room for a single captured item on 5 each carrier as well as one item per empty bay on 5 each freighter. 5 Boarding parties also set demolition charges to 5 destroy as much of the invaded ship as they can. 5 Capturing ships is near impossible since all are 5 equipped with scuttle devices that self destruct if 5 unauthorized personal try to command it. 5 Remaining boarding forces return immediately to 5 their home ship and will be ready for next turn. 5 Troops are assigned to ships in platoon strength. 5 Each platoon consists of 3 squads of 10-12 troops. 5 A single bay can accommodate 3 squads. In addition 5 every ship contains security spaces that can 5+ accommodate 2 squads/sections of security troops. 6 Probes: While the tactical long range scans can 6 give some information on the disposition of enemy 6 ships probes are useful in determining exactly 6 which systems are functioning on a particular ship. 6 The probes life span in an area containing a enemy 6 ship often in only a few seconds. However, in that 6+time it can scan and report a wealth of data. 1 The Deployment Menu will highlight the first letter 1 of available options. In many cases only one option 1 can be selected per turn. 1 1 Unlisted Options: 1 Help - Engages Online Help Menu system. 1 Escape Key - Exits most submenus. 1 Freshen Screen - Press 'F' at the Deployment Menu to 1 repaint the grid and the menu. 1 View Fleet - Press 'V' to see a quick list of the 1+ fleet. 2 Battle Menu allows certain toggles. Changing the 2 background color from black to grey also changes the 2 grid from dark grey to light grey. 2 2 Unlisted Options: 2 2 Help - Engages Online Help Menu system. 2 2+Escape Key - Exits most submenus. 3 Flagship Menu - allows admirals and higher to keep 3 and maintain personal flagships. Rear admirals and 3 vice admirals receive free flagships selected from 3 their fleets. Other higher ranks must purchase 3 flagships from the ship yards. Flagships can be 3 attached to a tactical fleet or can attempt to fight 3 other flagships in a duel. 3 Setting a flagships patrol factor to 0 means it will 3 not fight another flagship in a duel. 3 Flagships that remain with a game in progress can- 3 not fight in a duel. 3 Damaged flagships can be repaired or scraped. 3 A player cannot purchase a new flagship until he 3 scraps his old flagship. 3 Flagships that remain with a game in progress that 3 is abandoned are in effect scuttled and destroyed.