2062 The Apocalyptic Crusades User's Manual Copyright (C) 1995 by Jamie L. Estes All rights reserved Table of Contents 1.0 Description .................................... 8 2.0 The Game Universe .............................. 9 2.1 Background .................................... 9 2.2 Into the Future .............................. 11 2.3 Victory Conditions ........................... 11 3.0 General Game Operation ........................ 12 3.1 Game Procedure Summary ....................... 12 3.2 The Host ..................................... 12 4.0 Score Calculations ............................ 12 4.1 Base Score ................................... 13 4.2 Bonus Multiplier ............................. 13 5.0 Diplomacy ..................................... 15 5.1 Diplomatic Actions / Dispositions ............ 15 5.2 Diplomatic Status ............................ 16 5.3 Economic Aid ................................. 19 6.0 Resources ..................................... 19 6.1 Resource Types ............................... 20 6.2 Production Levels ............................ 20 7.0 Production Items .............................. 21 7.1 Item Types ................................... 21 7.2 Technology Levels ............................ 22 - 2 - 8.0 Resource Cache ................................ 23 9.0 The Stock Market .............................. 23 10.0 Urban Areas ................................... 24 10.1 Population ................................... 25 10.2 Planetary Morale ............................. 25 10.3 Taxes ........................................ 26 10.4 Growth Rate .................................. 26 10.5 Developement ................................. 26 10.6 Facility Production .......................... 29 10.7 Defense Installations ........................ 30 11.0 Stategic Defense Force ........................ 32 11.1 Defense Devices .............................. 32 11.2 Launch Requirements .......................... 35 11.3 Device Targeting ............................. 35 11.4 Espionage .................................... 37 12.0 NBC Contamination ............................. 38 12.1 Fallout ...................................... 38 12.2 Effects ...................................... 39 12.3 Removal and Dissipation ...................... 39 13.0 The Military Units ............................ 39 13.1 Unit Value Information ....................... 39 13.2 Unit Organization ............................ 43 13.3 Mobility Classes ............................. 44 13.4 Movement Terrain Effects ..................... 45 - 3 - 14.0 Unit Maintenance .............................. 46 14.1 Supply ....................................... 46 14.2 Refits ....................................... 47 14.3 Upgrades ..................................... 48 14.4 Reserves and Transfers ....................... 48 14.5 Transports and Cargo ......................... 48 14.6 Disbands and Rebuilds ........................ 49 15.0 Unit Operations Orders ........................ 49 15.1 Ground Ops.................................... 50 15.2 Air Ops ...................................... 50 15.3 Sea Ops ...................................... 51 15.4 Ground Combat Tactics ........................ 53 15.5 Air Combat Tactics ........................... 53 15.6 Sea Combat Tactics ........................... 54 15.7 Ground Unit Deployment ....................... 54 15.8 Unit NBC Use ................................. 55 16.0 Unit Order Execution .......................... 56 16.1 The Air Phase ................................ 56 16.2 The Ground/Sea Phase ......................... 59 17.0 Unit Combat ................................... 60 17.1 Combat Cohesion .............................. 60 17.2 Target Types and Attack Values ............... 61 17.3 Terrain Effects .............................. 62 17.4 Survivability ................................ 64 - 4 - 18.0 Turn Editor Controls and Information .......... 65 18.1 Map Modes .................................... 65 18.1.A Star Map .................................. 65 18.1.B Map Reference ............................. 66 18.1.C Operational and Tactical Maps ............. 66 18.2 Cursor Controls .............................. 67 18.3 Show Units ................................... 67 18.4 Show Owner ................................... 68 18.5 Show Espionage ............................... 68 18.6 Show Targets ................................. 68 18.7 Next City .................................... 68 18.8 Order (Unit) ................................. 69 18.9 Hex Info ..................................... 69 18.10 Help ........................................ 70 18.11 Red Directional Controls .................... 70 18.12 Exit ........................................ 70 18.13 Score ....................................... 70 18.14 Trade Package ............................... 70 18.15 Icon Editor ................................. 70 18.16 Quik Manager ................................ 71 18.16.A Resource Cache Distribution .............. 71 18.16.B Resource Surplus Collection .............. 72 18.16.C Urban Development ........................ 73 18.16.D Military Supply .......................... 73 18.17 Next (Planet) ............................... 74 18.18 SM (Star Map mode) .......................... 74 18.19 OM (Operational Map mode) ................... 74 18.20 TM (Tactical Map mode) ...................... 74 18.21 Messages (Lightning Bolt) ................... 74 - 5 - 18.22 Diplomacy (Pen and Paper) ................... 75 18.23 Report (Planetary) .......................... 76 18.24 Develop (Planetary) ......................... 76 18.25 Stock Market ................................ 76 18.26 Transfer (City) ............................. 76 18.27 Urban Development (City) .................... 77 18.28 TO&E ........................................ 78 18.29 Build Devices (Missiles) .................... 78 18.30 Launch Devices (Missile launch) ............. 78 18.31 Target Devices (Crosshairs) ................. 79 18.32 Espionage (Armed Militant) .................. 79 18.33 Build Units ................................. 79 18.34 Organize Units .............................. 81 18.35 Unit Ops .................................... 81 18.35.A Reserve Transfer ......................... 81 18.35.B Supply Transfer .......................... 82 18.35.C Upgrade Units ............................ 83 18.35.D Refit Units .............................. 83 18.35.E Cargo Transfer ........................... 84 18.36 Battle Film (Camera) ........................ 84 - 6 - Tables List I. Diplomatic Action Impacts .................... 17 II. Stock, Transfer, and Storage values .......... 24 III. Urban Facility Maximum Builds ................ 27 IV. Facility Construction Costs .................. 28 V. Facility Consumption and Production Info ..... 29 VI. Device Maximum Builds ........................ 32 VII. Device Build Costs ........................... 34 VIII. Device Launch Requirements ................... 35 IX. Espionage Missions Costs and Targets ......... 37 X. Unit Categories .............................. 43 XI. Terrain Movement Costs ....................... 45 XII. Ground Combat Tactics ........................ 52 XIII. Air Combat Tactics ........................... 53 XIV. Sea Combat Tactics ........................... 54 XV. Reserve Commit Ranges ........................ 55 XVI. Combat Engage Attempts ....................... 58 XVII. Applied Target Types ......................... 61 XVIII. Terrain Defense Multipliers .................. 63 - 7 - 1.0 Description This is a PBEM (Play-by-electronic-mail) game requiring economic management, military decision, and diplomacy to outperform opponents in a race to secure multiple worlds in a science fiction setting. Military unit scale is the division. Maps are 180x180 hexagon wrap around at approximately 100 miles per map hex, each depicting various urban and terrain assortments. Features nuclear, biologic, chemical, and conventional weapons. Satellite warfare, terrorism, guerrillas, nuclear/biologic fallout and effects, strategic weapons, logistics and other features. Units include all major components of air, ground, sea, and submarine, also headquarters units to support as well as customize organization of units. Players can choose from one of six available weapon sets to purchase desired military components. Diplomatic capabilities to allow war declaration on several scales, propose treaties, esculate or deesculate war, and others. Economic aid to allies, self adjusting stock market, battle film, internal e-mail system and more, plus a few surprises. Game supports up to 100 players. - 8 - 2.0 The Game Universe The game is initially configured for up to 100 players. There will be a maximum of 12 players per planet to start. Each player begins the game with 1 capitol city, 2 major cities, and 3 minor cities. Each player is given some resources and funds to seed his game ambitions. Each player will control the land area around his capitol city. Each player's initial resource output capacities will vary from player to player and are dependent on the resource contents of the controlled land around the capitol city. Each player recieves a default battle emblem and is urged to create his own. A weapons supplier is preassigned by the players setup request and cannot be changed. Each player is assigned a unique unit color scheme that cannot be altered. All morale levels are preset at 75%, production and technology levels start at level 1 on all planets. Depending on the number of players in a game, there will be 1 to 50 planets. Most of these will be unusable and are included in the game simply to cause players to waste resources in reconaissance attempts. 2.1 Background In 2022, physicist Hubert Edmond Lustre successfully controlled a nuclear reaction at the molecular level electronically using a specially made superconductive material. Three years later, Lustre stunned the world when he successfully transported a 5 ton crate 20 kilometers away using a nuclear plasma portal projection (NPPP), marking the beginning of another new age. In the following years, the world shape itself into a much different place. Lustre's NPPP discoveries revolutionized mass transit. Superhighways, railway - 9 - systems, sea shipping, and aircargo all became second rate as a commerce medium. Over the next few years NPPP was perfected to allow animate objects (life) to transport. Also, nonreceptive transport was accomplished. Previously all transports had required a receptor device to achieve the gate effect. This resulted in unheardof space exploration capability. Star systems that would have taken millions of years to reach through conventional means could now be reached in milliseconds. In 2053, the world was engulfed in chaos as armed militants stormed major government seats and organizations worldwide in a deadly two week rampage of terror. Power struggles and civil wars quickly erupted disolving whole nations into independent cities and states under the control of mostly tyrants and other oppressive types which had been involved in the global conspiracy. It was rumored that Lustre himself had masterminded the conspiracy because of government deceptions. It is now 2062. Most states abolished nonreceptive NPPP years ago in fear of more terrorism. However, a few faction leaders have opted to keep and exploit the technology. Those who have, have enjoyed trade with a large galactic organization of traders who used the technology to contact them. The trade with them has proved to be highly profitable, economically and politically. To each faction leader, these traders have made it known that several other worlds have traversed the same course of history. They have suggested that the leaders of these worlds are about to become consumed in a war of apocalyptic scale in a struggle for power. A superpower will emerge and dominate all others. - 10 - 2.2 Into the Future In 2062, cold fusion has replaced petroleum as an energy source. NPPP gates serve as the commerce highways. Vehicles are powered by cold fusion reactors, minaturized nuclear reactors, hydrogen powered engines and/or combinations of each. Weapons have advanced to include rail guns (hyper velocity projectiles launched by electromagnetic pulses), gas (pressurized chemicals) powered weapons, matter accelerators, and plasma weapons. Stronger, lightweight composite materials have revolutionized airframe construction and improved vehicle and body armor. The use of cold fusion reactors in combination with hydrogen burning engines has enhanced jet propulsion. Ships have evolved into hi-speed surface effect craft using large jet engines for propulsion. Similarly, submarines use water displacement jets. Aircraft rely on thrust vectoring for top performance. As an example of the technology, the typical foot trooper is equipped with NBC protective battle dress with heads up display, built-in laser range finder and designator, short range communications equipment, combat computer, and fully integrated assault rail rifle, including ballistics computer for automatic ammunition selection. 2.3 Victory Conditions The game is won by the player possessing the highest score at the end of the game. - 11 - 3.0 General Game Operation 3.1 Game Procedure Summary Using the turn editor, players perform all desired gaming options such as managing, building, and planning, producing a turn file. The player uploads the turn file via modem to the host board for processing. The host simultaneously processes all player turns producing individual player result files which are posted on the host board. The player downloads his result file, puts the file into the appropriate game directory and uses the turn editor to review the turn results and edit another turn file. This process continues until game end. 3.2 The Host The host board prepares and configures new games, schedules game turn cycles (pick up and delivery times), and operates the host processing software. 4.0 Score Calculations There are a maximum 15000 points available in each game. in addition, a bonus multiplier is awarded to each player, that is dependent on that players morale, tech and production level advancement. This multiplier ranges from 1.0 to 2.0 allowing for up to 15000 possible bonus points. - 12 - 4.1 Base Score Each players base score is calculated as... A) Percentage of urban levels controlled by the player compared to the total urban levels available in the game. (0-100%) B) Percentage of population points controlled by the player compared to the total population points available in the game. (0-100%) The combination of items a and b multiplied by 7500 is the players base score. (0-15000) Example... A player controls 1000 of the 1500 urban levels available in a game. The player also controls 20000 of the current 80000 population points. The base score calculation... Item A = 1000/1500 = 67% Item B = 20000/80000 = 25% Base Score = 7500(.67 + .25) = 6900 4.2 Bonus Multiplier Each players bonus multiplier is calculated as... A) Players average morale of planets multiplied by 50%. (0-50%) Note: undiscovered planets maintain a value of 75% morale for calculation purposes. - 13 - B) The total of all six planetary production levels more than 1, totalled for all planets, compared to the maximum attainable production level total and then multiplied by 20%. (0-20%) Note: undiscovered planets maintain a value of 1 for each production level. C) The total of all seven planetary technology levels more than 1, totalled for all planets, compared to the maximum attainable technology level total and then multiplied by 30%. (0-30%) The combination of items a, b, and c multiplied by the players base score yields the player bonus point addition. The players total score is the sum of the base score and bonus points. Example... There are 3 useable planets in the game. at planet #1 the player has a morale of 100%, production levels of 20,20,20,20,20,20, and tec levels of 5,5,5,5,5,5,5. At planet #2, a morale of 45%, production levels of 10,10,10,10,10,10, and tec levels of 4,4,4,4,4,4,4. The player has not discovered planet #3. The bonus point calculation... Item A = [(1.0 + .45 + .75) / 3] x 50% = .367 Item B... Sum of all production levels more than 1 = 114 + 54 + 0 = 168 Max attainable = 19 levels x 6 production items x 3 planets = 342 Item B = (168 / 342) x 20% = .098 - 14 - Item C... Sum of all tec levels more than 1 = 28 + 21 = 49 Max attainable = 6 levels x 7 tec items x 3 planets = 126 Item c = (49 / 126) x 30% = .389 Bonus multiplier = 1.0 + (.367 + .098 + .389) = 1.854 Total score = 6900 x 1.854 = 12793 5.0 Diplomacy Diplomacy allows players to interact with other players in the game. Players use diplomacy to forge alliances and declare war. 5.1 Diplomatic Actions / Dispositions There are 13 possible actions a player may perform. Which options are available is dependant on the current status with the subjected player. Any initiated action will remain in effect from turn to turn until the player changes it. These actions are described... A) None - The do nothing approach. Used when the player is satisfied with the current relations. B) Unproductive Negociations - Gridlock. Basically, anything the other player proposes is automatically refused or otherwise opposed. C) Open Negociations - The player will immediately accept (good or bad) any proposal by the other player. - 15 - D) Submit Treaty - Used to make coalitions, alliances, or change a cease fire to a nonaggressive indifferent status. E) Degrade Relations - Used when a coalition or alliance is no longer convenient. F) Request Cease Fire - Used to stop hostilities. The other player must accept for the cease fire to go into effect. G) Esculate - Used to increase the current war level. H) Deesculate - Used to decrease the current war level. I) Declare Conventional War - Self explanatory. J) Declare Chemical War - Self explanatory. K) Declare Limited Nuclear War - Self explanatory. L) Declare Total Nuclear War - Self explanatory. M) Declare Genocidal War - Self explanatory. War Declarations are automatically in effect on the turn after the initial action. Most actions will impact morale regardless of success or failure. Table I. describes these morale impacts. Each action is reported back to the other player as a Disposition and allows some insight to the other players intentions. 5.2 Diplomatic Status This is the current relations with the other player. The following describes the benefits and limitations that apply to each... A) Indifferent - Total nuetrality. No treaties or wars involved. Units may not enter any territory of this type, though it can be overflown by air units. - 16 - Action Morale None +0 Unproductive Necociations -1 Open Negociations +1 Submit Treaty +5* Degrade Relations -5* Request Cease Fire +3* Esculate -1 Deesculate +1 Declare Conventional War -10** Declare Chemical War -15** Declare Limited Nuclear War -20** Declare Total Nuclear War -25** Declare Genocidal War -30** * Only if successful ** Other player will also have a loss equal to 1/2 the amount. If against a coalition partner additional -5, ally -10. War declared during an existing war is determined as -5 per level difference. Table I. Diplomatic Action Impacts - 17 - B) No Contact - No contact has been made and therefore no ambassador exchange has taken place. When both players have sent ambassadors to the same planet, this status will change to Indifferent. Note: An ambassador is automatically sent to each newly discovered world. C) Coalition - A temporary alliance treaty which can be quickly extinguished. Units will be able to move through each others territory. Satellites will not fire on each other. Economic aid can be exchanged (see Section 5.3). Mutual ADM and Disruptor defense. Inclusion of SDF report totals. D) Alliance - The best treaty available, but can be broken. These are generally for the long term. Players enjoy the benefits of a Coalition plus shared satellite reconaisance results, improved economic aid (see section 5.3), and joint commando intelligence operations. E) Cease Fire - No combat will take place, however, enemy unit infiltrations are likely. F) Conventional War - A state of war exists between the players. Only stanard munitions are available. Transfer beacons are useable. G) Chemical War - As above plus the introduction of chemical weapons. H) Limited Nuclear War - As above plus tactical nuclear weapons are available. I) Total Nuclear War - As above plus stategic IPBM's are useable. J) Genocidal War - All weapons are available. Deesculation cannot occur. Only a cease fire can stop this massacre, as this war level represents the upmost hatred of one's enemy and the primary objective is to totally anhilate him. Real estate is of no concern. - 18 - Note: For those who can't wait to push the shiny red button, consider this... Nuclear and Biologic fallout will spread far and wide. Your neighbors and allies may find you unfit and send you out in a big glowing bang. 5.3 Economic Aid Players may send economic aid to coalition and allied partners. The recieving player is not required to pay for the aid package. Coalition partners are limited to recieving basic resources only, while allied players may recieve all available types. A report will be recieved by the reciever outlining the transaction. 6.0 Resources Resources are scattered throughout planet land surfaces. Deposits of resources will be marked on the map if the amount qualifies as a large deposit. A qualifying amount is 160 or more. Resources within controlled areas are gathered by the host and placed in the owners cache. The player will receive a report on the amount of resources gathered at each planet. The amount gathered is a total of all resources modified by the appropriate players planet production level. Radiation and bio hazards in the hex will reduce the amount of resources gathered from it. - 19 - 6.1 Resource Types There are 6 basic resource types... A) Fusionable Resource Points (FRP) - Hi-grade ores required to fuel cold fusion reactors. B) Metal Resource Points (MRP) - These are mostly used in construction and weapons production. C) Nuclear Resource Points (NRP) - This type ore contains uranium and requires heavy refining to produce nuke points. D) Organic Resource Points (ORP) - These are used for food and medicine. E) Petroleum Resource Points (PRP) - Mainly used for lubricants, sealants, and tires. F) Superficial Resource Points (SRP) - This ore is the material used in making superficial energy deflector points, and require heavy refining. 6.2 Production Levels There are 6 planetary production levels, one for each basic resource. These range from a minimal level of 1 to a maximum of 20. Each level will increase the corresponding resource output by an additional 5% per level greater than 1. Thus, the maximum resource output is 195%. Production levels are purchased using available funds. The cost for a production level increase is equal to 1000 times the current level. Example... FRP production level is currently at level 8. To increase to level 10 would require an expense of: 8000 + 9000 = 17000 credits. - 20 - Production levels cannot be reduced, all increases are permanent. 7.0 Production Items Production items are those items produced by city factories. The amount produced is dependent on the production effeciency and technology levels. 7.1 Item Types The prduction items are described as follows... A) AEROspace points (AERO) - Lightweight airframe components used in building aircraft, missiles, and sea skimmers. B) ARMament points (ARM) - Materials used in building ground forces equipment, including helicopters. C) BIOlogical points (BIO) - Represent deadly viruses or vaccine counterpart, depending on the way they are used. Bio agents are used in nuetralizing and creating biohazards. D) Construction Points (CP) - Materials used in contructing urban facilities and installations. E) CHEMical points (CHEM) - Chemicals used as military weapons and as nuclear radiation decontaminant agents. F) Energy Points (EP) - These represent the energy required to power urban production facilities. G) MUNition points (MUN) - These are the projectiles and reloads required by military weapons. H) NUKe points (NUK) - Radioactive materials used in bomb building and power generation. - 21 - I) TECHnology points (TECH) - Represent technology advancements and discoveries. They are used to increase tec levels. J) Superficial Energy Deflective materials (SED) - These are used in conjuction with NUK points to preform transfer operations. Note: CHEM, BIO, and NUK points will degrade a small amount each turn. 7.2 Technology Levels There are 7 planetary technology levels, each represents a particular area of manufacturing. The levels range from 1 to a maximum of 7. Each level will increase the facility production output of that technology by 10% per level greater than 1. Thus, the maximum production output of a given area is 160%. Tec levels are purchased using available funds and TECH points. The funding required for a tec level increase is equal to 2500 times the current tec level. In addition, the number of TECH points required is 250 times the current tec level. Also, no tec level can be increased to more than the current research and developement tec level. Example... R&D tec level is currently at level 1. To increase to level 3 would require an expense of: 2500 + 5000 = 7500 credits and 250 + 500 = 750 TECH points. The technology areas and affected facility types are... A) Refining - Nuclear and SED refineries. B) Energy - Fusion and nuclear power facilities. C) Construction - Metal works. D) Organics - Biolabs and chemical facilities. - 22 - E) Weaponry - Armament and munition facilities. F) Aerospace - Aerospace facilities. G) Research & Development - R&D centers. Technology levels cannot be reduced, all increases are permanent. Weaponry and aerospace technologies also introduces new military units and upgrades. 8.0 Resource Cache The cache is a collection of off site storage areas. Their locations vary from subterranean caverns to moonbases. The site locations are highly guarded secrets and are relatively safe from other players except for the luckiest of terrorists. Planetary resources are gathered and stored in the cache. Reserve military equipment are also stored in these areas. The cache will always have the necessary transfer capability to perform all necessary transfers. Transfers from urban areas to the cache require local urban transfer facilities to perform the transfers. Any transfer from the cache will require a receptor station such as a transfer beacon or station. 9.0 The Stock Market The stock market allows players to buy and sell products as desired. Market prices will vary from turn to turn depending on supply and demand. Market prices will usually vary from 1/10 to 10 times the base value of the product. The amounts available are controlled by the amounts bought and sold by the players. However, stocks will be - 23 - replenished or depleted as prices become extreme. Table II outlines the base prices and starting amounts of marketable products. Product Value Avail Store/Xfer cost FRP 2 25K .001 MRP 5 25K .001 NRP 12 5K .001 ORP 1 25K .001 PRP 8 15K .001 SRP 20 5K .001 NUK 72 1K .001 SED 120 1K .001 CP 30 10K .001 TECH 100 1K .001 CHEM 25 5K .001 BIO 40 2.5K .001 MUN 1 5K .001 ARM 10 5K .004 AERO 14 10K .004 SLAVES 50 1K NA/.01 Table II. Stock, Transfer, and Storage values 10.0 Urban Areas Each useable planet has city types consisting of 143 minor, 73 major, and 24 primary totaling 243 cities. There is also 1 capitol city for - 24 - each player. Each city has a number of urban levels equivalent to the city size, ranging from minor = 1 to capitol = 4 for purposes of score calculations. Cities adjacent to sea hexes are considered port cities. Cities recieve an addition 50 energy points per river hexside next to it for use at production time (considered as hydroelectrical power). 10.1 Population Though most map land areas are populated, only urban areas have significant amounts worth considering. Each population point represents about 1000 people. Population points are used to operate facilities (Population), as military recruits (Recruits), and for trade (Slaves). Population points in urban areas consume ORP's at a rate of 1 per point. A deficet of ORP's required by the population will result in a famine, which will reduce the growth rate an amount proportional to the deficet. 10.2 Planetary Morale Each planet has a seperate morale rating ranging from 0% (extreme discontent) to 100% (very happy). A low rating will result be counter productive, while a high rating will be fruitful. Morale is negatively affected by war, high taxes, famines, and terrorism (maybe). Morale is positively affected by treaties and low taxes. Low morale will result in widespread rebellions. Riots will break out if not subdued, and the rioters will begin dismantling urban facilities. - 25 - 10.3 Taxes Each planet has a seperate tax level ranging from 0% to 100%. Initially, the tax level is set at 10%. The amount of taxes collected from each planet is equal to 10 times the total urban population points owned, multiplied by the tax rate. All tax collections are deposited into the city stocks. Example... A city has 1000 population points. The tax rate is 25%. Collected amount = 10 x 1000 x 25% = 2500 Credits 10.4 Growth Rate The population growth rate at any city is dependent on morale and famines. The rate varies from a maximum of 2% under the best conditions, to -2% and worse. 10.5 Urban Development Building new facilities requires that there are enough funds, construction points, and population for the new build. Facilities cannot be dismantled unless the number of new facilities is the same or more than the number of facilities being dismantled. Table III outlines the maximum build limits for each city type. Table IV outlines the cost requirements of facility construction. Dismantled facilities will return 35% of the construction points. Note: A strategic defense base cannot be dismantled. - 26 - Item Minor Major Primary Capitol Security Levels 100 100 100 100 Fortification Levels 100 100 100 100 Nuclear Refineries 5 10 20 25 SED Refineries 5 10 20 25 Metal Works 35 50 75 100 Nuclear Power Fac. 1 3 7 10 Fusion Power Fac. 8 15 20 25 Chemical Fac. 10 12 16 20 Biolabs 5 7 8 10 Munition Fac. 25 40 75 100 Armament Fac. 12 25 40 50 Aerospace Fac. 10 20 35 45 R & D Centers 5 10 20 25 EM Supressors 35 60 75 90 NPPP Disruptor Arrays 25 36 64 100 NPPP Shield Generators 3 8 18 25 NPPP Transfer Fac. 10 15 20 25 Missile Bases 3 5 8 10 Strategic Defense Base 1 1 1 1 Supply Depots 120 175 220 250 Table III. Urban Facility Maximum Builds. - 27 - Item Pop $Cost CP Security Levels - 50 0 Fortification Levels - 175 0 Nuclear Refineries 4 1000 100 SED Refineries 4 1500 125 Metal Works 6 250 50 Nuclear Power Fac. 3 1000 75 Fusion Power Fac. 2 200 40 Chemical Fac. 4 800 60 Biolabs 5 1200 120 Munition Fac. 5 200 45 Armament Fac. 8 350 85 Aerospace Fac. 7 750 75 R & D Centers 3 1200 50 EM Supressors 1* 10 15 NPPP Disruptor Arrays 1* 75 35 NPPP Shield Generators 1* 1000 90 NPPP Transfer Fac. 5* 1200 100 Missile Bases 4* 1500 150 Strategic Defense Base 10* 3000 350 Supply Depots 1* 35 20 * Required only for building purposes, not facility operation. Table IV. Facility Construction Costs. - 28 - 10.6 Facility Production Each facility requires enough manning and resources of the required type to produce. Deficets of resources and manning will reduce the production effeciency which will result in reduced product output. Table V outlines facility resource consumptions and production output. Item Consumes Produces Nuclear Refineries 50 NRP, 15 EP 10 NUK SED Refineries 75 SRP, 20 EP 15 SED Metal Works 100 MRP, 12 EP 20 CP Nuclear Power Fac. 5 NUK 500 EP Fusion Power Fac. 25 FRP 100 EP Chemical Fac. 50 ORP, 20 PRP, 6 EP 10 CHEM Biolabs 20 ORP, 5 EP 5 BIO Munition Fac. 5 MRP, 15 PRP, 8 EP 150 MUN Armament Fac. 40 MRP, 10 PRP, 10 EP 40 ARM Aerospace Fac. 20 MRP, 15 PRP, 15 EP 35 AER R & D Centers 5 MRP, 15 PRP, 5 EP 10 TECH EM Supressors - 5 Supress NPPP Disruptor Arrays - - NPPP Shield Generators - 1 Shield NPPP Transfer Fac. - 5 XFER Missile Bases - 5 Launch Strategic Defense Base - - Supply Depots - 1 Storage Table V. Facility Consumption and Production Information - 29 - The output of facilities are increased by applicable technology levels. 10.7 Defense Installations There are 7 defense installations which can be built. Cities can also build security and fortification levels. The following summarizes the use and capabilities of each... A) Security - Represent armed police. Their purpose is to defend against terrorists and subdue riots which may occur because of low morale. Security forces are locally controlled and will remain if the city falls into the control of another player. B) Fortifications - Represent fixed defenses such as bunkers, tank traps, firing ramps, and mine fields prepositioned to help military units defend against enemy attacks. Every unit in the city will have a 1% defense increase per fortification level. C) EM Supressors - These facilities are used to reduce the electro- magnetic noise produced by other facilities. The overall effect is to reduce the total planetary EM noise output which will reduce the chances of the planet being detected by sector probes. Each Supressor will supress the EM produced by 5 other facilities. D) NPPP Disruptor Arrays - Used to defend against incoming enemy devices. Disruptors have a range equal to the square root of the amount in the city. Disruptor power also increases with the amount. This allows them to defend a large area against enemy strategic attack. E) NPPP Shield Generators - These facilities defend against incoming devices that have penetrated all other defenses. The area of - 30 - defense is limited. F) NPPP Transfer Facilities - Used to perform all types of transfers. These act as NPPP Receptors in the case of recieving, and NPPP Transmitters in the case of sending. Reception does not require any expediture, while transmission does. These facilities are the core of the logistics system. Refer to Table II for transfer costs. These are also used to gate commandoes to target sites. G) Missile Bases - Missile Bases are required to launch and store satellites, probes, and missiles. At least one missile base is required at each city where devices, other than commandos, are to be built. Missile bases also provide space defense (ADM) against enemy satellites and missiles in the same and adjacent hexes. Table VI describes the maximum device builds at each urban area. Each device launched requires 1 launch point. H) Strategic Defense Bases - These facilites are required to perform military unit tech level upgrades and allow units to transfer from deployed to the military reserve. Only one base is allowed in each city and cannot be dismantled once built. I) Supply Depots - Supply depots store city resources. Storage capacities are proportionally allocated to each resource/product item. Unstored resources will degrade. Refer to Table II for storage costs. - 31 - Device Minor Major Primary Capitol Commandos 25 50 75 100 Sector probes 1 3 5 8 Recon probes 1 3 5 8 Recon satellites 5 8 12 15 Defense satellites 5 8 12 15 Nuclear IPBM 5 8 12 15 Biologic IPBM 3 5 8 12 Transfer Beacons 10 15 20 25 Table VI. Device Maximum Builds. 11.0 Stategic Defense Force The SDF is a combination of the defense installations at urban areas and all other non unit devices. The SDF will issue summarized offensive and defensive reports for each planet every turn. 11.1 Defense Devices Defensive devices are built and stored at cities until launch. Commandos are included as devices, but represent teams of specially trained troops. They are included because of the similarities in their travel mode. The following describes the various devices... A) Commandos - Specially trained troops used in gathering intelligence, recruiting guerrilla forces, disrupting enemy - 32 - production, and other covert operations. They are also used in protecting cities against enemy commando operations (counter- espionage). They are equipped for transfer via NPPP nonreceptive transfer, which is the typical commando move mode. Opponent commandos are refered to as terrorists. Commandos remain deployed at the planet they are sent to and can be sent on future missions or transferred back to a city. B) Sector Probes - These are launched into sectors of space to attempt the detection of other planets. They rely on EM listening devices for the detection. Multiple probes are used to increase chances of a successful detection. Probes will continue surveillance of a sector until a planet is successfully detected. C) Recon Probes - These are launched into sectors of space where sector probes have successfully detected EM traffic. The recon probe is launched to a position near the target planet and attempts a survey of the planet. If the planet is useable, maps are made available, and an ambassador is automatically sent to the planet. Diplomatic relations will be made with other uncontacted players with their own ambassadors on the planet. D) Recon Satellites - These can be launched into local orbit or gated to another planet. They perform ground surveillance in and adjacent to their designated target hex. They will report enemy units and city contents. Recon satellites are defenseless and easily destroyed. Once in orbit, they are not retrievable and will remain in orbit until destroyed, although they may be retargeted. E) Defense Satellites - These are launched and targeted the same as recon satellites. They are used to defend against other defense satellites and enemy devices. They are not retrievable and will - 33 - remain in orbit until destroyed. They will attack enemy devices in or next to their target hex. Surviving defense satellites can be retargeted. F) Nuclear Interplanetary Ballistic Missile (IPBM-N) - These are strategic strike weapons of mass destruction. Each missile is actually a salvo of 3-5 missiles each carrying 5-8 mrvs with high nuclear yields. They are launched locally or through gates and targeted by the player. G) Bioagent Interplanetary Ballistic Missile (IPBM-B) - These are the same as IPBM-N except they carry bioagents instead of nuclear warheads. H) Transfer Beacons - These are single use transfer stations used by the military. Once in place, each beacon can be used to transfer one military unit to or from the beacon location. The beacon is consumed in the use. They are launched locally or through a gate. Table VII outlines the build costs of each device. Device AERO $Cost NUK SED BIO Commandos - 20 - - - Sector Probes 15 - 1 1 - Recon Probes 50 - 1 1 - Recon Satellites 25 - - - - Defense Satellites 35 - - - - Nuclear IPBM 50 - 10 - - Biologic IPBM 60 - - - 50 Transfer Beacons 150 - 1 1 - Table VII. Device Build Costs. - 34 - 11.2 Launch Requirements All devices except commandos, require missile bases for launch. In addition, NUK an SED points are required under certain circumstances. Table VIII outlines the launch requirements of each device. Device Launch XFER NUK SED Commandos - 1 1 1 Sector Probes 1 - 1 1 Recon Probes 1 - 1 1 Recon Satellites 1 - 1* 1* Defense Satellites 1 - 1* 1* Nuclear IPBM 1 - 1* 1* Biologic IPBM 1 - 1* 1* Transfer Beacons 1 - 1* 1* * Gate launches only, no cost if local launch. Table VIII. Device Launch Requirements. 11.3 Device Targeting All devices, except satellites, must be targeted if launched, or they are lost. Satellites remain in orbit from turn to turn, unless destroyed, and do not require targeting to maintain this status. The player cannot target more than 100 of each device at each target area. Each player may designate up to 255 targets at each planet. Some other restrictions apply to targeting some device types... - 35 - A) Sector Probes - Can only be sent to an empty sector where nothing has been detected. B) Recon Probes - Can only be sent to sectors where EM has been detected. C) Recon and Defense Satellites - Can only be launched into orbit around the active planet (local) or gated into orbit around another useable planet. D) IPBM-N - Can only be targeted against opponents with the current diplomatic status is Total Nuclear War or Genocidal War. They can also be targeted at ones self. E) IPBM-B - Same as IPBM-N except during a Genocidal War only. F) Transfer Beacon - Any hex except nuetral cities, Cease Fire or Indifferent diplomatic status. Probes and Recon Satellites have increased chances of detecting targets in large numbers. Recon satellites survey the target hex, and adjacent hexes at less efficiency. They will detect units and city content levels. Defense satellites defend the target hex and adjacent hexes from incoming enemy devices. Coalition and allied owned satellites will not engage each other. The recon reports of coalition and allied players will be shared between them. SDF reports will also include ally/coalition amounts. IPBMs cause major destruction in the impact hex. IPBMs will do heavy damage to cities and units. In addition, residual fallout will be created (refer to Section 12 for fallout effects). Transfer Beacons are destroyed if an enemy unit is present in the target hex. When multiple players deploy beacons in the same hex, beacons will be destroyed 1 for 1. Any remaining beacons are intact and ownership is transfered to that player. Otherwise, hex ownership is retained by the original owner. - 36 - 11.4 Espionage Commandos can be targeted to perform various missions. The type of mission is dependent on the target location. Different missions also have an armaments cost requirement attached to each mission type. This cost represents military equipment required to carry out a mission type. This amount is per mission type carried out, with no relation to the number of teams involved in the mission. Table IX portrays the armament requirement and targets of the espionage missions. Mission ARM Targets Intelligence 3 City intel data updates Disrupt Security 8 City security levels Disrupt Production 14 Production facilities Disrupt Stockpiles 16 City stocks Disrupt Defenses 24 City defense installations General Terrorism 6 City population/morale Recruit Rebels 100 Territorial guerrilla recruiting Table IX. Espionage Mission Costs and Targets There is a limit of 100 commandos max used per mission per city. Nuetral cities cannot be targeted for espionage. Any non-city land hex can only be targeted for guerrilla recruitment. All players' commandos of each mission type in a city are totalled into one combined force and applied against the city. Successes and losses are distributed proportionately among attackers. Security Disruption missions are executed before any other mission in an effort to reduce the security - 37 - defense opposing other mission types. Any commandos within the city are also used to defend against these missions. All players involved will receive reports indicating mission results and any additional information. Espionage even allows allies to raid each other. The owner of the attackers remains anonymous unless interogations of captured commandos are successful. In this case, the defender will be notified without the attackers knowledge. Regardless of affiliation, after all missions are complete, all surviving commandos, including those commandos that are deployed without targets, will engage in a free-for-all combat, simulating global counter-espionage. In general, the primary concern of city missions is the cities' security level and counter-espionage teams stationed there. Guerrilla recruiting is primarily dependant on the morale of the hex owner where the recruiting is being attempted (nuetral territory is considered 75% morale). All new recruits are automatically attached to an Armee HQ unit. The intelligence reports of a city is returned as updated city information. A player can designate up to 255 different espionage targets per planet. 12.0 NBC Contamination NBC contamination is the result of strategic or tactical nuclear, biologic, or chemical weapons use. 12.1 Fallout When an IPBM-N or -B is detonated, fallout will be deposited along a generally eastward track. These fallout areas are slow to disperse. Biohazards and radiation areas will be marked similar to resources and - 38 - beacons. 12.2 Effects Biohazards and radiation will affect populations, cause spoilage of resources and product items, and reduce output of basic resource deposits. Additionally, military units will suffer some damage and increased rates of fatigue. Generally, a city with a biohazard level of 100% will suffer a population reduction of 35% per turn. A radiation level of 100% will inflict population losses of 10% per turn. Chemical weapons act as biohazards, but on a much smaller scale. 12.3 Removal and Dissipation BIO points can be used to reduce biohazards by 1% each. CHEM points will reduce radiation by 1% per point used. Biohazards will naturally dissipate at the rate of 10% per turn. Radiation will dissipate at 4% per turn. 13.0 The Military Units Military units can be purchased as desired. Each player can build up to 5000 units. 13.1 Unit Value Information Each military unit is made up of individual battalion or squadron elements. The combination of these elements determine most of a units - 39 - various values. These values describe a units capabilities, limitations, and status. The following briefly describes each value... A) Antiarmor - Represents armored or hard target combat attack values. This value is applied against armored targets. B) Antipersonnel - Represents soft target combat attack value. This value is applied against infantry and unarmored targets. C) Antiair - Represents air target combat attack value. This value is applied against aircraft. D) Defense - Represents the combined arms defense capability of a unit. E) %Armor - The percentage of armored targets contained within the unit. F) %Personnel - The percentage of personnel or soft targets contained within the unit. G) %Air - The percentage of air targets contained within the unit. H) Ops Range - The distance, in hexes, a unit can perform attacks on targets. I) Sections - This represents the number of smaller manuever brigades or regiments within the unit. A units attack strength is divided among the smaller formations during combat. This allows units with more sections to make more attacks at reduced intensity for each. Units with fewer sections will make less attacks, but with greater intensity per attack. Units with more sections will usually endure combat longer than units with fewer sections. Units with fewer sections will tend to deliver harder punches, but have increased vulnerability to nuclear attacks. J) Mobility Class - Describes the units move capability as applied to move costs of terrain. A '+' indicates special unit capabilities. K) Move Rate - The number of move points a unit can use per turn. - 40 - L) Munitions Load - The number of munition points contained within a munition multiple. M) FRP Load - The number of FRP points contained within an FRP multiple. N) ORP Load - The number of ORP points contained within an ORP multiple. O) Munition Multiple - This is the amount of munitions a unit has in its supply. The ammunition expendature of a unit depends on the amount of combat it is involved in as well as its combat mode and tactics. Under the most violent conditions, a unit would expend around 3 munition multiples in a single turn. Units forced to fight without munitions, do so at 10% normal. P) FRP Multiple - This is the amount of fuel carried by the unit. The rate of use is usually 1 multiple per hex, but is dependent on the terrain traversed by the unit. The maximum any unit will use is equal to the units move rate. Units without fuel have their mechanized components combat strengths reduced. Q) ORP Multiple - This is the amount of food and medical supplies carried by a unit. The rate of consumption is 1 multiple per turn. Units without ORP supply will suffer 5-15% losses. R) Chemicals - This is the number of chemical attacks a unit has available. S) Nukes - This is the number of nuclear attacks a unit has available. T) Cargo Capability - Some units are able to transport other units. The capabilities are: None, Airlift, Sealift, and Naval Air. U) Armaments - The number of ARM points required to build the base unit. V) Aerospace - This is the number of AERO points required to build - 41 - the base unit. W) Recruits - The number of recruits (pop points) required to build the base unit. X) Composition - Lists the number and type of battalion elements that the unit is composed of. Y) Strength - The units current strength. 100% is full strenth and 0% is completely dead. Units lose strength as a result of enemy attacks. Loss of strength reduces the effectiveness of the unit. Z) Troop Quality - Represents the experience of the troops. This value ranges from 1 (poorly trained-inexperienced) to 9 (crack- elite). Units gain experience only from combat. The higher the troop quality of a unit, the better it will perform. Units with higher troop quality tend to hold their position longer, deliver harder punches in attacks, and absorb more damage than less experienced units. 0) Prepared Defenses - Represents the units prepositioned defenses and improved positions. Units defend better when the prepared defense value is high. 1) Morale - Represents a units will to fight. As units absorb damage, their morale will drop. The morale of inexperienced units will drop faster than experienced units. Units with low morale are easily forced into retreat. If a units morale reaches 0% it is destroyed. 2) Fatigue - Units become fatigued when performing anything but rest. The units combat capability will become reduced as its fatigue increases. Units that rest will decrease fatigue amounts. 3) Tec Level - This is the Tech level of the unit. 4) Unit Id - The units id and chain of command structure. - 42 - 13.2 Unit Organization Units are classed into 3 seperate unit categories: ground, air, and sea. Units are named according to the unit category and formation level of the unit as described in Table X. >------- Formation levels --------< Category Lvl 0 xx Lvl 1 xxx Lvl 2 xxxx Ground Division Corps Armee Air Wing Air Division Air Force Sea Group Task Force Fleet Note: For brevity, ground command level name references apply to all categories. Table X. Unit Categories. Units are formed (attached) into larger formations under the command of a headquarters unit (HQ) unit. Up to 15 seperate formations can be attached to a higher HQ unit. Units can be crossattached as desired without penalty. HQ unit icons have red id numbers and non hq unit icons have white id numbers. All HQ units have an NPPP receptor, allowing them easy access to resupply. All subordinate units to the HQ that are within half range (rounded to nearest whole number) of the HQ's move range, can also draw supply from the cache. HQ units also have a battledrill order option which allows all unordered units subordinate to the HQ, to follow the same orders given to the HQ at the time of the command. HQ units will also provide area air defense - 43 - to subordinate units if possible. The first initial unit built by a player must be an armee level formation for attaching other unit builds. The initial build cost of an Armee HQ unit is 2 times listed TO&E values. The initial build cost of a Corp HQ unit is 1.5 times listed TO&E values. Higher level formations cannot be attached to lower level formations. 13.3 Mobility Classes There are 7 different mobility classes. Each mobility class has different movement restrictions and benefits. The following describes the unit mobility classes... A) Leg - Primarily dependent on unaided movement. Leg units have some amounts of mobile equipment to move heavy weaponry only. B) Motorized - Motorized units typically have soft skinned wheeled vehicles such as trucks, light personel carriers and armored cars to transport troops and equipment. C) Mechanized - This type consists mainly of tracked vehicles such as tanks and infantry fighting vehicles. D) Airmobile - This type is largely made up of combat and utility helicopters. E) Air - This type represents jet aircraft. F) Surface Sea - Sea capable vessels excluding submarines. G) Subsurface Sea - Submarine type vessels. Some units have special move capabilities... A) Mountain Units - These units move and defend better than other units in mountains and alpine areas. B) Airborne - These units are capable of air assault (paradrop). - 44 - C) Marine - These units can perform beach landings. D) Naval Air - These are the only air units that can be stationed on aircraft carriers. 13.4 Movement Terrain Effects Unit mobility classes pay varying costs to traverse the assorted terrain features. Table XI outlines these costs. Terrain Leg Motor Mech Airmob Air Surf Sea Sub Sea Sea NA NA NA 1 1* 1 1 Swamp 1.5 2.5 2.5 1 1* NA NA Flats 1 1 1 1 1* NA NA Hills 1 1.5 1 1 1* NA NA Mountains 1.5(1) 2.5 2 1 1* NA NA Alpine 2(1.5) 3.5 3 1 1* NA NA Desert - - - - - - - Plain - - - - - - - Brush - - - - - - - Wooded - +.25 +.25 - - - - Forested +.25 +1 +.5 - - - - () Mountain unit costs. * Cost is .5 if air unit is changing base. Table XI. Terrain Movement Costs. - 45 - 14.0 Unit Maintenance 14.1 Supply All units require the owner to perform supply maintenance for them. New unit builds begin without supplies (exception: guerrilla units). Unit supply refers to FRP, ORP, MUN, CHEM, and NUK points required for units to operate. A unit must be 'in supply' to perform supply maintenance on it. A unit is 'in supply' if it is a HQ unit or it is within 1/2 the move range (rounded up) allowance of its commanding HQ, disregarding terrain restrictions. Note: Any unit in an urban hex can draw supply locally from the city resources, regardless of the above conditions. however, the amount of supply drawn is restricted to the city contents. Different units have different supply requirements. Each units FRP, ORP, and munitions are summarized into supply multiples. A multiple is considered a specific amount required by the unit to perform a specific task. Specifically... A) 1 FRP multiple is required by a unit to expend 1 movement point. B) 1 ORP multiple is required to sustain a unit 1 turn. C) 1 MUN multiple is required to sustain a unit 1 combat round (3 per turn). Actual use depends on unit tactics and combat events. The points contained in each multiplier is determined by the combined battalion requirements, and adjusted for any unit damage. When resupplying a unit, the amount of supply drawn will be in groups of multiples. If there are insufficient amounts to fill a multiple, no supplies will be drawn to fill that multiple. - 46 - Example... The 21 Heavy Infantry division is at 75% strength and is being resupplied locally with ORPs. Its combined battalion requirements total 80 ORPs per multiple. Because of the units strength, this amount is reduced to 60 ORPs per multiple. It is attempting to take on the maximum amount of 6 multiples and currently possesses 2. The city ORP stock is 200. The resupply will require 60 x 4 multiples = 240 ORPs. The stocks are unavailable, so the unit will only draw 3 multiples (equivalent to 180 ORPs), leaving the city stocks at 20 ORPs. The unit now has 5 ORP multiples. Units may also desupply. Units which desupply must be in a city and all desupplied points are transferred directly to the city stocks. 14.2 Refits Units that have taken damage can be refit with replacements in the form of ARM or AERO points and recruits. Units to be refitted must be in supply or at a city where the required replacements can be drawn locally. Refitted units will recieve recruits of the same troop quality to a maximum of quality level 4. The refitted units troop quality will become a proportional average. Units recieving refits will inevitably lose supply multiples. Players may wish to dump supplies into cities (if the unit occupies one) and resupply after the refit. Otherwise, a small number of supply points (FRP, ORP, and MUN) will be lost in the conversion. Refitted units recieve the same tech level equipment as the original unit at the original costs. Unit ARM and AERO refit costs are 10% less than build costs. - 47 - 14.3 Upgrades As higher technology levels are attained, better (and more expensive) equipment will replace the old. Any new units built will be of the new tech level. Units of previous tech levels can be upgraded to the new tech level. Unit upgrades can only be performed if a unit is at a city containing a Strategic Defense Base. Reserve units cannot be upgraded. Under-strength units that are upgraded will also be built back to full strength. Supply and troop quality are affected as if a refit had occurred. The cost of an upgrade is the standard cost less 75% of the original equipment value, discounting any other costs incurred. 14.4 Reserves and Transfers All new unit builds are automatically placed in reserve. Reserve units are available at all times and may be deployed at any city on any planet that has a NPPP transfer facility or at the expense of 1 transfer beacon per unit transfer. Once a unit is deployed, it can be returned to the reserve by the use of a transfer beacon or if it occupies a city hex containing a transfer facility and a strategic defense base. 14.5 Transports and Cargo Some units are capable of carrying other units. The types of capabilities are... A) Airlift - Air Transports can carry any ground unit if the unit does not exceed its airift capacity. In addition, airlift units - 48 - can perform airdrops if the cargo is an airborne unit. B) Sealift - Sea Transport (LHA) units can transport a ground unit if the unit does not exceed its sealift capacity. A sea transport can also perform beach landings if the cargo unit is a marine. C) Naval Air - Aircraft carriers can serve as airbases for Naval Air units only. If a transport unit recieves damage, its cargo will also sustain an equivalent amount. If a cargo unit is destroyed, its cargo is also destroyed. 14.6 Disbands and Rebuilds Any reserve or destroyed unit can be disbanded. HQ units can be disbanded only if no subordinate units are attached to them. Disbanding a unit will return 75% of its ARM/AERO point values, all recruits, and all supplies. Destroyed units can be rebuilt. Units are rebuilt at a 10% lower ARM/AERO cost. Destroyed units may or may not still retain a few survivors and therefore will cost even less. HQ units are rebuilt at standard rates instead of the x 1.5 and x 2 cost for new HQ builds. 15.0 Unit Operations Orders Each unit will perform a set of operations based on the orders it has been given by the owning player. Each ground and sea unit is given up to 5 orders and air units are given up to 3. These orders are performed sequentially, executing each order for an amount of time or until the objective has been achieved. - 49 - Orders involving movement are carried out until the destination is reached it has expended its maximum move points. Other orders last 1 round. At the completion of an order, the next order is implemented. Units without orders will be given standby orders. Ground units that are fully rested and given standby orders will alternate between preparing defenses and rest. Air units can use the full amount of their move point capability on any mission of an air phase, but cannot use more move points in a turn that is available to it. 15.1 Ground Ops The following briefly describes the various operations available to ground units... A) Standby - Unit will attempt to rest, decreasing unit fatigue. B) Prepare Defenses - Unit will prepare defenses, improving its defense capability. C) Move - Unit will attempt to move to the designated objective. D) Target Strike - Unit will fire upon the specified target, regardless of affiliation or contents. If the target is out of range, the unit will move to within attack range. E) Interdiction - Unit will hold position and attempt to engage any enemy ground unit that comes with its operations (ops) range. 15.2 Air Ops The following briefly describes the various operations available to air units... A) Standby - Unit will attempt to rest, decreasing unit fatigue. B) Standby/Intercept - Unit will attempt to intercept enemy air - 50 - missions within its ops range. The unit conducts the intercepts from its base position and fatigue will increase by only a small amount. C) Move - This allows the air unit to change its point of operations or base location to the designated hex. Any cargo will also be transported. The target hex must be owned at the time of transfer or the mission is aborted. D) Air Superiority - The unit will attempt to move to the target hex. Then, it will loiter and attempt to intercept any enemy air units that come within its ops range. E) Close Air Support - The unit will attempt to move to the target hex. Then, it will search for and engage enemy units adjacent to friendly ground forces. F) Ground Interdict - Same as close air support except the unit will attempt to engage any enemy ground forces within its ops range. G) Sea Interdict - Same as ground interdict except it will engage sea units. H) Air Strike - Unit will attempt to move to the target hex. Then, it will attack the hex regardless of the contents. I) Paradrop - Unit will attempt to move to the target hex. Then, it will drop its cargo unit (a paratrooper) and return to base. Restricted to transport aircraft with paratroop capable cargo units only. 15.3 Sea Ops The following briefly describes the various operations available to sea units... A) Standby - Unit will attempt to rest, decreasing unit fatigue. B) Move - Unit will attempt to move to the designated objective. - 51 - C) Sea Interdict - Unit will hold position and engage any enemy sea unit that comes within its ops range. D) Target Strike - Unit will fire upon the specified target, regardless of contents. If the target is out of range, the unit will move within attack range. E) Assault Landing - Unit will drop its cargo (a marine) into the sea when adjacent to the target area. If the target is not adjacent, the unit will attempt to move adjacent. Restricted to assault landing ships with marine capable cargo unit. Tactic Off Fire Ret Fire Defense Static Defense NA x .4 x 1.8 Counter Attack (Dfc) NA x .65 x 1.3 Mobile Defense NA x .5 x 1.6 Delaying Defense NA x .3 x 2.0 Withdraw (Dfc)* NA x .2 x 2.2 General Attack x 1.0 x .25 x 1.3 Concentrated Attack x 1.6 x .1 x 1.0 Heavy Assault x 1.4 x .15 x 1.1 Assault x 1.2 x .2 x 1.2 Limited Attack x .8 x .3 x 1.4 Skirmishing Attack x .6 x .35 x 1.5 * Units with withdraw defense will retreat when an enemy unit is adjacent to them. Table XII. Ground Combat Tactics - 52 - 15.4 Ground Combat Tactics Ground units are assigned a combat tactic for each order. There are 5 defensive tactics and 6 offensive tactics. Tactics describe the amount of emphasis placed on offensive fire, return fire, and defense. Table XII describes each tactic and the applicable multipliers. The default tactic is the static defense. Units with defense tactics cannot initiate attacks on adjacent units. Units with defense tactics perform strikes and interdictions using return fire multipliers, while other units will use the offensive multiplier. 15.5 Air Combat Tactics Air unit tactics describe how an air unit will react to an opposing air unit and described as follows... A) Engage - If an enemy air unit comes adjacent, the air unit will discard the primary mission and change to an air superiority mission at the current location. Mission Off Fire Ret Fire Defense Air Superiority x 1.0 x .25 x 1.0 Alternate Air Superiority x .75 x .25 x 1.0 Other NA x .25 x 1.0 Table XIII. Air Combat Tactics - 53 - B) Avoid - If an adjacent enemy air unit blocks the path to target, the unit will change to an air superiority mission at the current location. C) Flee - As avoid except the unit will abort the mission instead. Units which change to air superiority midmission operate at reduced effectiveness. Table XIII shows the applicable multipliers of air combat. 15.6 Sea Combat Tactics Sea unit tactics describe how a sea unit will react to an opposing sea unit and described as follows. A) Engage - If an enemy sea unit is adjacent, the unit will initiate attacks against it, ie take offensive action. B) Avoid - If an enemy sea unit is adjacent, the unit will defend, performing return fire when attacked, ie take defensive action. C) Flee - Adjacent enemy sea units will cause the unit to retreat away from the opposing unit. Mission Off Fire Ret Fire Defense All Sea Missions x 1.0 x .25 x 1.0 Table XIV. Sea Combat Tactics 15.7 Ground Unit Deployment Ground units can be deployed in either forward or reserve modes. The - 54 - forward mode is the standard deployment method. The reserve mode is a special mode that allows a ground unit to ignore its standing orders and move against an advancing enemy units. Typically, a reserve unit will be positioned behind the front line allowing it freedom of movement. Reserve units not adjacent to enemies, make a check at the beginning of each ground phase for enemy units that are within a search range as determined by Table XV. The reserve unit will commit itself against the closest enemy unit found. If no enemies are found, the unit will perform its regular orders. If it is committed, it will begin advancing on the enemy position, retaining its standing tactics, chemical, and nuclear use guidelines. Mobility Class Range Leg 2 Motorized 3 Mechanized 3 Airmobile 4 Table XV. Reserve Commit Ranges 15.8 Unit NBC Use All unit order sets include nuclear and chemical useage guidelines. Unit NBC weapons represent the low yield tactical types, which have a lesser effect than the high yield strategic IPBMs. Units which have the capability can be set to one of the three following modes... A) Employed - Unit will always use this weapon type. - 55 - B) Restraint - 50% chance the unit will use this weapon in an attack. C) Disallow Use - The unit will not use the weapon type. The nuclear or chemical options are only available as long as the unit has NUK or CHEM points available. Each use in an attack, depletes that particular attack type by 1. Units can only use these weapons in an self initiated attack. Therefore, a ground unit with defense tactics performing an interdiction or strike, could use these weapons in the attack. If a unit has both nuclear and chemical options available, then the selection will be randomly determined. Chemical attacks will enhance a units attack by 15%, while a nuclear attack will increase the inflicted damage by 75%. NBC attacks contribute to the hex radiation or biohazard levels. Nuclear attacks increase radiation levels by 10% per attack. Chemical attacks increase biohazard levels by 3% per attack. 16.0 Unit Order Execution The unit operations turn is divided into 3 rounds. Each round consists of an air phase and a ground/sea phase. 16.1 The Air Phase Air units check pre-mission requirements such as fuel, munitions, fatigue level, paratroop cargo for paradrops, move point availability, etc. Assuming a satisfactory check, air units will launch and move to the designated target. During this time, any enemy air superiorty, standby intercept, or alternate air superiority ordered units may - 56 - attempt to intercept and engage the moving air unit. Also, ground/sea units may also attempt to engage the unit. If a combat occurs during the move, it is conducted at the actual range using the return fire multiplier of the attacker. The moving air unit does not get a return fire option. Should the air unit take excessive cohesion hits, it will abort back to base. This type of combat will be referred to hereafter as transit fire. When the air unit reaches the target area, it will preform its mission as described by the following... A) Standby - Unit will rest, reducing fatigue. B) Standby/Intercept - Same as Air Superiority. C) Move - Unit will land. If any cargo was transported, its position is changed to the new location. If the new hex is not owned the mission is aborted and the air unit is returned back to the original location. D) Air Superiority - The unit will loiter, performing transit fire when possible, and will attempt to initiate air attacks against enemy air when actively searching. The unit will return to base when it has used up its attacks, is out of munitions, out of loiter time, or receives excessive cohesion hits. The chance of engaging air units is shown in Table XVI. E) Close Air Support - The unit will search for enemy ground units adjacent to friendly ground forces. It will return when no enemies are found, it is out of munitions, out of attacks, or recieves excessive cohesion hits. The engagement occurs at range 0 for purposes of calculating combat. If the target unit parent HQ is within range, it will lend area air defense support. F) Ground Interdict - Same as Close Air Support except the unit will attempt to engage any enemy ground forces within its ops range. - 57 - The chances of engaging units is shown in Table XVI. G) Sea Interdict - Same as Ground Interdict except it will engage sea units. Sub units are difficult to detect and is reflected in the engage chances of Table XVI. H) Air Strike - The air unit will attack the hex if it contains a unit or it is a city hex. Target units do not get the benfit of supporting fire from parent HQs. It is assumed the parent HQ could have already made transit fire attacks against the air unit. Note: Strikes are absolute, care must be taken not to hit owned or friendly forces. I) Paradrop - The air unit will paradrop its cargo unit (a paratrooper) and return to base. The drop zone must be free of non-owned units or the mission will be aborted. Operation/Scenario Rng-> 0 1 2 3 4 Air vs Air Transit - 100% 50% 33% - Grd vs Air Transit 75% 38% 25% 19% - Air vs Air - 100% 85%* 60%* - Grd/Sea Interdict 100% 85%* 60%* 35%* 10%* Sea Interdict vs Sub 20%** 17%** 12%** 7%** 2%** All other 100% 100% 100% 100% 100% * +10% per unit > 1 in hex ** +2% per unit > 1 in hex Table XVI. Combat Engage Attempts - 58 - 16.2 The Ground/Sea Phase Ground and sea units perform operations simultaneously. Units will check for adjacent enemies before performing their orders. If enemies are adjacent, the unit will conduct combat based on the units tactics. Otherwise, the unit will perform its orders as described by the following... A) Standby - Unit will rest, reducing fatigue or will Prepare Defenses if it is fully rested. B) Prepare Defenses - Ground unit will Prepare Defenses, improving its defense capability. If it has fully optimized its defensive position, it will rest if needed. Otherwise, it will do nothing. C) Move - Unit will move in a direct path to the designated objective, expending the necessary fuel and move points. If a units path is blocked by impassable terrain, it will cease movement. D) Target Strike - Unit will fire upon the specified target, regardless of affiliation or contents. If the target is out of range, the unit will perform a move order to close within attack range. The target will be unable to return fire. E) Interdiction - Unit will hold position and attempt to engage any enemy ground unit that comes with its operations (ops) range. The chances of detecting and engaging an enemy unit is shown in Table XVI. Sea Interdiction involves sea targets and Ground Interdiction involves ground units. F) Assault Landing - (LHA units only) Target must be a coastal hex (next to a sea hex). The sealift unit moves adjacent to the target hex if it is not already. The sealift unit will unload the marine unit into the sea. The marine unit is issued move orders - 59 - and the target hex as the objective. At this point, the sealift unit is considered to have achieved the objective and attempts to conduct the next order. The marine unit will remain in the sea until it takes the target hex or is forced to retreat. A retreat will most likely result in the units destruction. Marines may remain in sea hexes without sea transport so long as they are not forced to move into another sea hex. 17.0 Unit Combat This section describes what occurs during combat. 17.1 Combat Cohesion Normally, units are organized, disciplined, commanded and controlled. However, with combat, unit elements will become disoriented, disorganized, and out of control in the chaos. This effect is especially realized under heavy fire. Units must maintain cohesion in order to be effective fighting forces. Sometimes elements are forced to fallback and reorganize. The cohesion hit is used to simulate these conditions. A unit recieves a cohesion hit when it suffers damage and fails the resulting morale check. The number of cohesion hits a unit can take is equal to the number of sections in the unit. An air unit moving to target will automatically recover from hits if it does not abort. An air unit on target which recieves hits will lose 1 attack during the operation. When the number of attacks made plus the number of cohesion hits an air unit suffers is equal to or exceeds the number - 60 - of sections in the unit, it will abort. The unit will automatically recover by the next air phase. Ground/Sea units recover from cohesion when they move to a new hex. However, cohesion hits can only be inflicted upon them by enemy ground close (adjacent) combat engagements. During close engagements, ground units have the option to recover from cohesion hits rather than attack. Ground units suffering excessive cohesion hits and fail morale checks are forced to retreat. 17.2 Target Types and Attack Values Units have differing target type components. Attacking units' attack values are applied proportionally as the defending units target types dictate. Table XVII shows the target types and the appropriate attack value applied to them. Example... A unit (Antiarmor = 100, Antipsnl = 70, Antiair = 10) attacks another unit whose values are: Defense = 80, %armor = 10%, %psnl = 90%, %air = 0%. Disregarding other possible combat modifications, the attacking units attack value is determined as... Antiarmor = 100 x 10% = 10 Antipsnl = 70 x 90% = 63 Antiair = 10 x 0% = 0 The attack value applied to the defenders defense value will be... 10 + 63 + 0 = 73 vs. 80 - 61 - Target Type Applied Value %Armor Anti-Armor %Personnel Anti-Persnl %Air Anti-Air Table XVII. Applied Target Types 17.3 Terrain Effects A units defense is modified by the terrain being defended. Terrain affects target types differently as shown in Table XVIII. A units defense is determined by its base defense and proportionally modified by terrain as applied to the target types of the unit. Example... A unit has the values: Defense = 125, %Armor = 25%, %Personnel = 65%, %Aircraft = 10%. It currently occupies a major city hex with wooded hills. The city has 15 fortification levels. The unit is defending against an attack from a ground unit in an adjacent hex. There is a river hexside between the attacker and defender. The modified defense for this attack is calculated as... Armor Defense multiplier = 1.1 + .1 + .75 + (15 x .01) + .25 = 2.35 Psnl Defense multiplier = 1.15 + .35 + 3.0 + (15 x .01) + .25 = 4.9 Air Defense multiplier = 1 Adjusted Armor Defense = 125 x 25% x 2.35 = 73.4 Adjusted Psnl Defense = 125 x 65% x 4.9 = 398.1 Adjusted Air Defense = 125 x 10% x 1 = 12.5 Modified Defense = 73.4 + 398.1 + 12.5 = 484 - 62 - Terrain Armor Personnel Aircraft Sea 1 1 1 Swamp 1 1 1 Flats 1 1 1 Hills 1.1 1.15 1 Mountains 1.15 1.3 1.05 Alpine 1 1.35 1.1 Desert - - - Plain - - - Brush +.05 +.2 - Wooded +.1 +.35 - Forested +.15 +.5 - Minor City +.2 +.5 - Major City +.4 +1 - Primary City +.6 +1.5 - Capitol City +.8 +2 - Each Fort Level +.01 +.01 - River Hexside +.25* +.25* - * Applies only in adjacent ground to ground combat Table XVIII. Terrain Defense Multipliers - 63 - 17.4 Survivability The ratio of the attack value versus the defense value will determine the amount of damage the defending unit will suffer. A morale check is performed to check cohesion. A unit is put out of action when its morale is reduced to 0% or it suffers 100% damage. When a unit suffers damage, its morale will also be reduced. - 64 - 18.0 Turn Editor Controls and Information The turn editor consists of several button controls. These can be selected using the mouse. Some buttons contain words with highlighted letters. These highlighted letters are 'hot keys' that can be used from the keyboard for the same operation. Some of the verbal buttons also describe general editor style keys which can also be used such as 'PGDN' which could also be activated by using the keyboard 'PGDN' key. Map scrolling/cursor position can be controlled using the number pad keys 1 thru 9 (with numlock off). Most all other commands can only be invoked using the mouse. The top of the editor screen displays the game date (representing the turn number), sector coordinates, and planet name or sector info. The bottom of the screen will display probe amounts in SM mode and unit information in other modes. City emblem and the hex owner battle emblem will also be shown. Extended unit information can be obtained be double selecting the highlighted unit in the information area. 18.1 Map Modes There are three mapping modes: Star Map mode (SM), Operational Map mode (OM), and Tactical Map mode (tm). The map reference (small planet map in upper right corner of the screen) is used in conjunction with the OM and TM modes. 18.1.A Star Map The Star Map is a 40 x 40 square grid. Each square represents a single sector of the galaxy. The grid is for reference and tracking - 65 - only and does not represent any certain spacial distance. In this game, a sector is considered a suspicious point in space which is likely to support life or more specifically, possible positions of useable planets. Sectors are explored by using sector and recon probes. The information displayed on the star map is keyed to... A) Dark red squares - Probe positions. B) Blue dot - Electromagnetic traffic (EM detected). C) Cyan dot - Unuseable planet. D) Yellow dot - Active or useable planet. Sectors that require further exploration will display a probe device along with the number deployed at bottom left when the SM cursor is moved to different sectors. 18.1.B Map Reference The map reference displays an overall planet map when a useable planet is active, otherwise it will be blank. This map displays a window representing the area displayed by the OM or TM maps. The OM and TM maps can also be repositioned by clicking the mouse on the reference map at the desired position. The reference map can also be rotated using the red directional control buttons. 18.1.C Operational and Tactical Maps The operational map is only available at useable planets. The OM displays an 80 x 80 portion of the planet map. This map can be panned horizontally and vertically using the directional keys. Alternately, the map can be repositioned by clicking on the desired position of the map reference, which will center the OM on that position. - 66 - The tactical map functions similar to the OM map. The TM map offers a higher detailed view with more visual information, but only displays a 14 x 14 hex area. Easy switching between OM and TM map modes can be accomplished by clicking mouse button 2 on the map display area. The maps are made up of hexes each representing the various terrain types. Each hex consists of 3 basic parts: Contour, Vegetation, and Urbanization. Each hex will also contain some or none of the basic 6 resources. In TM mode, some hexes will be marked with resource markers if the resource amounts at the hex location qualifies as a major deposit. Beacons and environmental hazards will also be displayed. The Hex Info control button will aid players in determining the terrain features and other map symbol information. 18.2 Cursor Controls There are 8 directional cursor control buttons and 1 cursor lock control button. When the cursor lock is pressed, the other cursor control buttons will move the cursor around the map area. When the cursor lock is depressed, the directional controls will move the map without changing the cursors position on the screen. 18.3 Show Units While depressed, known unit positions are displayed on the map at their current positions. In OM mode, only a small colored box is displayed. In TM mode, unit symbols and identifications are easily recognized. Groups of units are also portrayed. - 67 - 18.4 Show Owner While depressed, hex ownership can visually be determined. In OM mode, boundary lines are shown. A small square appears on the bottom portion of a hex in TM mode, signifying ownership. The color of the square and boundary lines are keyed to the diplomatic status with that player as follows... A) White - Owned territory. B) Dark Red - Nuetral players territory. C) Yellow - Coalition or Allied players territory. D) Bright Red - Enemy players territory. E) None - Unowned or Independent territory. 18.5 Show Espionage While depressed, espionage mission areas will be displayed. A black box will surround each mission hex in OM mode and a terrorist emblem will appear in mission hexes in TM mode. 18.6 Show Targets While depressed, target areas will be displayed. A white circle will surround each target hex in OM mode and a device (or multi-device) emblem will appear in target hexes in TM mode. 18.7 Next (City) When activated, the cursor will move to the next owned city. - 68 - 18.8 Orders (Unit) Can only be invoked in OM or TM modes when the cursor is positioned on owned units. This control can alternately be performed by holding down button 1 of the mouse on the desired unit. This control activates the unit orders editor. Tactics, deployment mode, order type, and nuclear / chemical useage can all be set as desired. The order number and total number of orders are also shown. Orders requiring an objective target will be entered by the user when the order is accepted. Units will move along a direct path from the origin to the objective hex. Units will not move around obstacles blocking their ordered paths. Therefore, it is necessary to set paths which can be followed. A series of sequential objectives can be set, using the same order settings, by performing a short mouse button 1 click at each target. Otherwise, the button 1 must be pressed until the orders editor dialogue box reappears. The CLR command will delete the selected order from the set. The ORDER command is used to change order set displays. The DRILL command will send the current orders to all subordinate units that do not have orders and which are within command range of the issuing HQ. The CONTINUE command accepts the current order setting and changes to an objective selection mode if required. Afterwards, the next order is displayed for editing. The EXIT command will exit the orders editor, keeping the current orders information. 18.9 Hex Info When activated, information about the active hex will be displayed. - 69 - 18.10 Help Provides quick access to this game manual. It allows manipulation of the manual by page only. 18.11 Red Directional Controls Use to rotate the reference map in either direction as desired. 18.12 Exit Terminates the turn editor program and returns to the main menu. Turn files are updated and saved. 18.13 Score Sorts and ranks the players according to score for display. 18.14 Trade Package Allows transfer editing of cache stocks to an ally or coalition partner. 18.15 Icon Editor Used to custom draw battle emblems. All players will see the new emblem in the next turn. Select the desired color from one of the sixteen color buttons. Use the mouse for drawing the new emblem. - 70 - The controls are described... Restart - Discards changes and reloads current emblem. Clear - Clears the entire matrix to the selected color. Fill - Fills from the active pixel outward to edge of editor unless a border of the same color is encountered. Model - Loads a premade sample emblem for editing. Accept - Replaces current battle emblem with new edited version. Cancel - Discards changes. 18.16 Quik Manager The quick manger is a group of fast preprogrammed macros designed to aid in the management of cities and military supply. They are especially intended for use for those players who have large amounts of real estate to manage and prefer not to micromanage. These macros only affect the holdings on the active planet. 18.16.A Resource Cache Distribution This macro initially reports current production deficets that exhist on the planet and allocates the optimum amount of cache stocks to fill those requirements. If there are insufficient stocks to distribute, the transfer amount will be displayed in red. Each city must have at least one transfer facility to be included in the transfer. Unequipped cities cannot recieve nor are they included in the deficet tally. Column heading descriptions: Level - Displays selected percentage of cache stocks to distribute. Cache - Displays current cache amounts of each type. - 71 - Deficets - Displays current deficet amounts of planet cities. Distribute - Indicates amounts to be distributed to cities. Deficets will be filled first, then the remaining amount will be evenly distributed among cities. A red number indicates that the amount will be insufficient to satisfy minimum deficet reduction requirements. The Deficet Reduce button will clear current setting to deficet reduction requirement settings. The Initiate button will submit the settings for immediate action. 18.16.B Resource Surplus Collection This macro is used to mass collect surpluses. Surpluses are defined as those product amounts which will not be required for production at the current city facility levels. Column heading descriptions: Level - Displays selected percentage of city stocks available for collection. The Xfer button setting is used to set the maximum useage of transfer capacity of cities in conducting the collection. Surplus - Displays the combined amounts of surpluses available for collection. Cache - Displays current cache amounts. Collect - assuming the transfer points are available, These numbers reflect the maximum amounts that will be gathered. Rarely will this number be acurate in the actual collected amounts. The initiate button will execute the macro. - 72 - 18.16.C Urban Development This macro is used to mass develop cities of the planet. It consumes from the locally available city stocks to attempt to meet the specified development requests. When the Cache Access button is active, cache stocks are made available to cities with transfer facilities, and can draw upon the cache to perform the builds. No checks are made to verify that the required energy or resources are available to operate newly constructed production facilities. Column heading descriptions: Local - Displays the combined city total amounts available for new builds. Cache - Displays current cache amounts available for new builds, assuming cache access is enabled. Totals - Displays the current combined totals of the facility build types. 18.16.D Military Supply This macro is used to quickly resupply deployed military units on the planet. Rules of unit resupply are in effect. Column heading descriptions: Level - This percentage sets the maximum supply levels units of the selected type will be resupplied to. Only units with a supply level below the set level will be resupplied. In case of inadequate amounts, units with the highest supply depletion will be serviced first. - 73 - The Ground, Air, and Sea buttons selects the unit move classes to service. These are available because of the differing amounts of the different move classes, allowing easier management of supply transfers. The Local button enables units only at cities to draw supply from the city stocks if they are available. The Resupply button will initiate the macro using the current settings. 18.17 Next (Planet) Changes mode to star map mode (if not in SM mode) and moves cursor to the next planet. 18.18 SM (Star Map mode) Changes from current mode to SM mode. 18.19 OM (Operational Map mode) Changes from current mode to OM mode. This is disabled in SM mode if there is not a mapped planet at the current sector location. 18.20 TM (Tactical Map mode) Changes from current mode to TM mode. This is disabled in SM mode if there is not a mapped planet at the current sector location. 18.21 Messages (Lightning Bolt) Activates the messaging system. Various reports and player messages are accessed through the messaging system. The Previous/Next buttons allow scrolling through the messages. The Send Message button is used to communicate with other players. - 74 - The send message sub menu displays a player list for picking the player(s) to route the message to. One or multiple players can be chosen. The Select All button will select all players for message reception while the Select Clr button will clear all selections. The Prev/Next buttons are used to scroll through the player list. The Accept button activates the message editor. The message editor generates a header for routing and information purposes and cannot be changed. The editor has simple editing functions such as Insert, Delete, Left/Right/Up/Down cursor controls, and Ctrl-End for editing the message. The Escape key is used to end the message edit. There are three options available after pressing escape... A) Restart - Discard the message and return to the player select menu. B) Done - Sends the message to the selected players and returns to the main message menu. C) Cancel - Discards the message and returns to the main message menu. After a message has been sent it cannot be removed. 18.22 Diplomacy (Pen and Paper) Activates the diplomatic options menu. The Prev/Next buttons are used to select the desired player. Status indicates the current relations with the selected player. Disposition indicates the last action taken by the selected player. Action displays the last action taken toward the selected player. This will remain in effect through future turns until changed. Morale displays the projected effects of the action being taken. Darkened items are illegal and not selectable. - 75 - 18.23 Report (Planetary) Generates a planet report of the players total assets on the current planet. 18.24 Develop (Planetary) Displays for upgrade, the current production levels, technology levels, and tax rate of the planet. Morale is also displayed. Funds and TECH points show the current cache amounts available to use for upgrade levels. 18.25 Stock Market Accesses the stock market, allowing the player to buy or sell products. Funds indicates the amount of funds in the cache available for purchases. Column heading descriptions: Value - The current turn value of the item. Stocks - Current cache content amount less the amounts to be sold. Action - Displays buy or sell amounts. The x1, x10, and x100 buttons select the amount multiplier. The accept button will submit the trade. 18.26 Transfer (City) Allows transfers from the active city to and from the cache. The N-S-T cost displays the current NUK, SED, and XFER point cost required - 76 - (a 1:1:1 ration) to move selected stocks from the city to the cache. XFER displays the amount of unused transport points available in the city. NUK and SED point amounts in the city are shown in the city stocks column. Column heading descriptions: Stocks - City amounts of each item. Cache - Cache amounts of each item. The x1, x10, and x100 buttons select the amount multiplier. The accept button will keep the current transfers. Cancel will discard changes. 18.27 Urban Development (City) Allows building or dismantling of facilities, security, and defense installations of the active city. Also displays current city production and deficets of resources. The upper portion of the menu displays city resource consumption and base production output. Items displayed in red are deficets that will adversly affect the city's production effeciency. The lower portion of the menu displays city facility and defense levels. The selectors are used for building or dismantling facilities. The accept button will keep any changes made. Column heading descriptions: Stock - Amount of items currently in city. Consume - Amount required for 100% production. Items in red indicate a deficet. Production - Base amount that will be produced during production. Some of these amounts may differ from actual production and is dependant on current technology levels and effeciency. - 77 - 18.28 TO&E Activates the TO&E viewer. It allows the player to review military unit compositions and values of all weapon suppliers. Initially, the selected supplier will always be set to the players own weapon supplier selection. The supplier selector changes the supplier. The Tech level selector changes the tech level of the units for review at the different tech levels. The unit selector allows selection of the desired unit. 18.29 Build Devices (Missiles) Allows the building of strategic devices at the active city. The various amounts of resources available in the city required to build devices are displayed. 18.30 Launch Devices (Missile launch) Activates the device launch menu. Devices can be launched locally or through a nonreceptive NPPP transfer gate to other planets or sectors. The launch points and availability associated resources required for launch are displayed. Column heading descriptions: AVL(available) - The number of each device type at the city. Local/Gating - The current nontargeted amount of each device type enroute to target including current launches. The Local button is used to select a local or gate transfer launch - 78 - mode. The Launch button will keep the current selections. 18.31 Target Devices (Crosshairs) Allows targeting of devices in the active hex, city, or sector. Column heading descriptions: Local/Gating/Available - Displays the current amounts of devices in the current transit mode. Target - Displays the current amount of each device targeted for the selected area. The Local button is used to select local or gating devices for targeting. The Accept button will keep the targeting information modifications. 18.32 Espionage (Armed Militant) Allows the designating of commandos for espionage missions at the active map position. Local/Gating displays the available commandos of the selected transit type. Armaments displays the available armaments in the cache available to perform missions. The Local button switches between transit modes for selecting commandoes. The Accept button will keep all changes. 18.33 Build Units Used for purchasing, rebuilding, and disbanding of military units. The amounts of armament, aerospace, and recruit stocks available in - 79 - the cache are displayed. The selector buttons are described... A) Parent Unit - Used to cycle through Armee level formations. Attached units are also displayed under the 'Subordinates' heading. These units can be highlighted for selection of other fuctions. Corps level formations can be selected and will change the parent unit displayed to that formation. The Corps subordinates will be shown. The following describes applicable unit shading... 1) Gray shading - Unit is deployed at current planet. 2) Cyan shading - Unit is deployed at another planet. 3) Yellow X - Unit is destroyed. 4) No shading - Unit is in the reserve. Reselection of Parent Unit selector will return to the Armee level unit from a Corp display or advance to the next Armee. B) Rebuild Selected Units - This selector will rebuild selected units. The costs of this action is displayed in the 'RBLD' column. C) Disband Selected Units - This selector will disband selected units. D) Troop Quality - Selects the troop quality (1 - 4) of new and rebuilt units. E) Type - Displays current formation level to select units from. Corps formations consist of the Corp HQ and standardly attached units. Armee formations consist of the HQ only. F) Select Unit - Used to cycle through the available units of the selected type. G) Purchase New Unit - Used to purchase the selected unit. The first unit purchased in any new game must be an Armee unit. The cost requirements are displayed under the 'NEW' column. - 80 - 18.34 Organize Units Allows restructuring of military formations. Units can be cross- attached as desired at no expense. The selector buttons are described... A) Detach From - Used to select the formation from which units will be moved from. Units to be moved are highlighted for selection. Corps level formations can be selected and will change the Detach From unit displayed to the Corp formation. Reselection of the selector button will return the displayed units to the Armee formation or advance to the next Armee formation. B) Attach To - Used to select the formation from which units will be moved to. The selector operates similar to Detach From except units cannot be highlighted. C) Transfer - Used to transfer the detaching units to the new formation. 18.35 Unit Ops Accesses the unit maintenance options. 18.35.A Reserve Transfer Used for selecting units for deployment and return to reserve. The amounts of NUK, SED, Transfer points, transfer beacon and presence of a Strategic Defense Base are indicated. Also, costs required to perform the transfer are displayed. In addition to displaying subordinate units, units which are deployed in the hex are also displayed. An SDB is required to transfer deployed units back to the - 81 - reserve. The selector buttons are described... A) Reserves - Used to change the formation selections. B) Transfer Selected Units - Will deploy selected reserve units and transfer deployed units into the reserve, attaching themselves to the selected formation. 18.35.B Supply Transfer Used for resupplying and desupplying units. The current unit stack is displayed for selection. Units which cannot be supplied/desupplied cannot be selected. Column heading descriptions... Level - Displays the supply level (selected by the selector buttons) of each supply item. Stocks - If Local is enabled, the amount currently in the city will be displayed. Otherwise, the cache amounts are shown. Cost - Displays the current amount of the item that is required to resupply the selected units to the selected supply level. A red number indicates insufficient amounts are available. The selector button descriptions... A) Resupply - Used to initiate the transfer of supplies to the selected units. B) Desupply - Used to initiate the transfer of supplies from the selected units to the local city stocks. All of the selected unit supplies are transfered. The desupply option is only available in the local mode. C) Other - The other selector buttons are used for setting the supply level of that particular supply item. - 82 - The Local button allows access to city stocks when enabled. 18.35.C Upgrade Units Used for upgrading units. The current unit stack is displayed for unit selection. Below each displayed unit is two numbers that indicate the units current tech level and the level which the unit can be upgraded to. Column heading descriptions... Tec - Displays the current technology level of aerospace and armaments at the active planet. Stocks - The cache item amounts. Cost - The current amount of each item required to upgrade the unit to the tec upgrade level. Refit costs are included. The Upgrade selector button initiates the upgrade of the selected units. 18.35.D Refit Units Used for refitting damaged units. The current unit stack is displayed for unit selection. Each units strength is displayed below it. Column heading desriptions... Stocks - The cache item amounts. Cost - The current amount of each item required to refit the unit. The Refit selector button initiates the refit of the selected units. - 83 - 18.35.E Cargo Transfer Used for transferring cargo units to and from transport units. The current unit stack is displayed for loading/unloading. Each transportable unit has a percent space requirement or 'NA' if it cannot be transported by the selected transport unit. Selected transport units will have their cargo unit highlighted. Each transport can carry only one unit. Transported units will remain with their transport until unloaded. The selector buttons are described... A) Transport - Used to select an available transport unit. The space available percentage is also displayed or 'loaded' if it is currently transporting cargo. B) Load - Used to load the selected units onto the selected transport. C) Unload - Used to unload the selected transporting units cargo. 18.36 Battle Film (Camera) The battle film replays the movements and combats of which owned units were involved. The map can be manipulated during the film replay as normal. The film controls are described... Position Bar - Displays the general position of the film. It can be manipulated for performing film position seek functions. Speed Bar - Displays the current film speed. It indicates the delay between on screen changes during film play mode. Battles will also last longer at slower speeds. Seek Control - When activated, the battle film will seek to a position indicated by the positon bar. Single Step - This button will advance through the film to a viewed - 84 - action and stop. Play - The film will run at the current speed set by the speed bar. Stop - Stops the film at its present position. Exit - Exits back to the turn editor. All other controls function normally. Note: Resource deposits are not displayed. - 85 -