464 lines
17 KiB
Groff
464 lines
17 KiB
Groff
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** Drive Systems **
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Hyperdrive -
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Used for interstellar travel. The only way to move from one starsystem
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to another is to use the hyperdrive. The hyperdrive is too inaccurate
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to use for moving from planet to planet.
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Sub-light Drive -
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Used to travel between planets within a starsystem. Unable to propel
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yoour spacecraft faster than light, the sublight is too slow to be used
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for moving between starsystems.
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Gravity Generator -
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Generates gravity for environmental and protective purposes. The gravity
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generator will also protect you from acceleration caused by the
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sub-light drive.
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** Energy Systems **
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Converter -
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A power generator that transforms Ore IV into energy units.
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Accumulators -
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Store energy units made by the converter. This system is primarily used
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whenn another system, such as the hyperdrive, requires a large amount
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opf eneregy at a rate much faster than the convertoer can produce.
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Essentially a large collection of batteries.
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Ore Storage -
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Holds the 4 different types of ore (I-IV).
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** Command and Support Systems (C&S) **
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Bridge -
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The command cneter of your ship. If the bridge is destroyed, the game
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ends.
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Crew Quarters -
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The living quarters and off-duty stations for your crew.
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Computer -
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The central computer for your spacecraft. It is very powerful, but not a
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true machine intelligence.
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Autodoctor -
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An automatic medical repair unit used for raising you and your crew's
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health percentage.
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Hibernaculum -
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A cold-storage unit for transporting passengers. The process is
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dangerous and you should expect to lose a certain percentage of the
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passengers upon revival.
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Vidcomm -
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The video communications device for your spacecraft. In this game it is
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limited to receive only. Messages are stored by repeater units in orbit
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around all of the habitable planets, so you won't miss any messssges
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that you might need.
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Cargo Hold -
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Stores cargo that you purchase down at the starports or that you capture
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from enemy vessels.
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Atmospehrics -
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The environmental control for your spacecraft. If this sustem is
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destroyed, everyone on the spacecraft will die.
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** Scanning Systems **
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Solar/Planetal Scanner -
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Scans the starsystem that you are in or the planet that you are
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currently orbiting.
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Resource Scanner -
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Scans the surface of habitable or airless planets for the best available
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mining site.
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High Definition Scanner -
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Provides a detailed scan of any spacecraft within your range.
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** Lander systems **
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Orbital Shuttle -
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Used to travel to and from starports, which are found on the surface of
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almost all of the habitable planets.
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** Weapon Systems **
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Missile Launcher -
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Powers and launches missiles at enemy ships.
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Missile Rack -
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The system of racks and conveyors used to store missiles and load them
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in the Missile Launcher.
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Enhanced Beam Weapon (EBW) -
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A type of highly destructive particle-beam weapon.
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Shield Generator -
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Generates a sphere of disruptive gravity waves around your spacecraft,
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lessening the effects EBW or missile hits upon your spacecraft.
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Docking Adaptor -
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Used only for docking and boarding an enemy spacecraft. It will adhere
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to the other spacecraft's hull and, if marines are deployed, burn a
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breach right through the outer hull.
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Electronic Countermeasure (ECM) -
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A variety of jamming equipment which renders your ship invisible to
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enemy scanners.
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Assault Capsule -
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A lander used on habitable planets with a population sophistication of
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40 or greater when you wish to mine ore illiegally. The capsules are
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siimilar to the orbital shuttles, but they carry marines, are covered
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with armor, have a cannon mounted on top, and can land almost anywhere.
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** Mining Systems **
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Ore Processor -
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Another lander, this one greatly resembles a flying off-shore oil rig of
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the 20th century. Used to mine ores on habitable and airless planets.
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Ramscoop -
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A recently invented device which allows you to collect ore IV directly
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from the atmosphere of a gaseous planet.
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CREW: USE AND MAINTAINANCE
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Running a complex starship of the 24th century requires the aid of many
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skilled technicians. Although you are initially provided with a few
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crewmen, as ou expand your ship you will find the need to hire more.
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Each crewman has a number of characteristics on which they should be
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judged. Hiring the right crewman can make the difference between winning
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and losing.
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The characteristics for each crewman are:
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Health -
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A measurement of a crewmember's ability to perform his duty. If the
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health percentage reaches 0, the crewmember dies. Reduced health may
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result from battle damage, injury when moving dangerous cargo, and
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changing watch. A crewman with a health percentage of less than 70% may
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die of untreated injuries during any watch. This is especially true for
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older crewmen.
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Age -
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In the time period that Universe II depicts, a crewman's age runs from
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20 to 130. All crewmen automatically retire when they reach 130. On a
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dossier, the promotion date is also the birthdate. Age primarily
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determines a crewman's ability to resist death from injuries. Older
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crewmen are more likely to die from untreated (below 70% health)
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injuries.
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Specialty -
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Every crewman has a specialty, which they may not switch. They are:
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Captain -
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The supreme authority on a spacecraft. Captains are invariably
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asomnigenated and technically always on duty.
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Astrogator -
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The person responsible for getting the spacecraft from one place to
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another. An astrogator's grade is especially important for hyperspace
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jumps. The higher grade astrogators will break the ship out of
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hyperspace much closer to the habitable zone of a starsystem, thus
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saving a great deal of time and energy.
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Gunner -
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The gunner is an expert on all the various forms of weaponry that your
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ship may carry. A superior gunner hs a greater accuracy with missiles
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and more skill in using ECM's.
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Pilot -
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The pilot is the person who flies the orbital shuttles, ore processors,
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and the assault capsules. All lander-type vehicles require one more
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pilot to operate. The higher-grade pilots' ships will receive less
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damage when descending through the atmosphere. In addition, when an
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assualt capsule is on the ground, the pilot mans the cannon and the
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higher grades are better shots. Pilots also move cargo to and fromm the
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cargo hold.
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Miner -
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They are the crewmen who land on habitable and airless worlds to mine
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the various ores. They are required to launch ore processors. The
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higher-grade miners (15 and above) will recover even more ore than the
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resource scanner indicated for the mining site. Since miners work in
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gangs, it is important to realize that their grades are averaged and
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that it is the average which determines a particular ore processor's ore
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recovery rate.
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Marine -
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Marines are used in two circumstances: boarding & ground assaults. When
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boarding an enemy spacecraft, the marine works as a individual,
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neutralizing enemy marines, providing cover fire or capturing control
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panels. During ground assaults, the marines move as a squad,
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neutralizing enemy ground squads and attacking enemy defense stations.
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All marines are outfitted with various types of exosuit armor and
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portable cannons. As a marine's grade rises, his ability to move and his
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accuracy of fire improve.
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Engineer -
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|
the fix-it man for your ship. Engineers are very expensive to keep,
|
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being the highest paid of all the specialties. As an engineer's grade
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rises, his speed and ability to repair the various ship-board systems
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improves.
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Grade -
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A measurement of a crewman's knowledge of his specialty. Grades run from
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1 to 20, grade 20 being the highest. Once a crewmember has been hired,
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his grade will rise once a year. To speed things up, a crewman can be
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left at a technical school, where it will take much less than a year per
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grade (and several thousand credits!).
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|
Promotions -
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|||
|
Promotions happen once a year, on the crewman's birthday. A promotion
|
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|
increases the crewman's grade and income. Once a crewmember's grade
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reaches 20, promotion day only signifies his next birthday.
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Income -
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|||
|
Income is based on the crewman's grade and specialty. The pay scales
|
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are:
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Specialty | Base Income Raise Per Grade
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------------------------------------------------
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Captain | N/A N/A
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Astrogator | 15,000 750
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Gunner | 10,000 600
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Pilot | 7,000 250
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Miner | 8,000 300
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Marine | 4,000 1300
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Engineer | 19,000 1000
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|||
|
Crew can be paid when entering a drydock, in the Pay Day section. Any
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|||
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crew member which has not been paid in over 60 days will quit.
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|
Watch -
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|
Watch determines which part of the day the crewman is on duty. The day
|
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|
is broken up into three 8 hour watches. Astrogators and gunners stand
|
|||
|
regular watches. Pilots, miners, marines, and engineers have special
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|||
|
watches: They only work when their duties are needed. You as the
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|
captain, have undergone a process called asomnigenation. Asomnigenation
|
|||
|
alters the body's chemistry and makes it unecessary for you to sleep.
|
|||
|
Astrogators and gunners can also be asomnigenated. Anyone who is
|
|||
|
asomnigenated is on a "full" watch and are always available.
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|
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|
**Provisions**
|
|||
|
|
|||
|
One provision includes enough food, water, etc. to keep one person alive
|
|||
|
for one day. Usually it is convenient to think of the provisions supply
|
|||
|
in terms of days, that is, with the current complement of crew, how long
|
|||
|
before they starve. To calculate the number of provision/days, divide
|
|||
|
the number of provisions by the current number of crew.
|
|||
|
|
|||
|
|
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|
|
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|
COMMERCE IN THE LOCAL GROUP
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
|
|||
|
In the Local Grooup, the basic unit of currency is the credit. The
|
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|
credit has been fixed by the Interworld Trade Commision, at the famous
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|
Meeting of 2167, as being equivalent in value o one unit of Ore IV.
|
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|
Since Ore IV is a common substance, but tedious to refine, it provides a
|
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stable monetary base.
|
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|
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|
Your primary goal, as an interstellar merchant, is to earn money. The
|
|||
|
four sources of revenue available to youuare: trading, passenger
|
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|
transport, mining, and orbital piracy.
|
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|
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|
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|
** Trading **
|
|||
|
|
|||
|
The object of trading is to buy an item on a world where it is
|
|||
|
commonplace and relatively inexpensive and brin it to a world whose
|
|||
|
sophistication is from 1 to 10 points lower. Suddenly, your product
|
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|
becomes state-of-the-art and highly desirable. Multiply your profit
|
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|
times the 10 products you can carry per trip and you have a sizable
|
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|
amount of credits.
|
|||
|
|
|||
|
Certain products are even more marketable. Not only will food/spice,
|
|||
|
lifeforms, narcotics, and jewelry sell at a starport 10 sophistication
|
|||
|
points lower than the point of purchase, they can be sold at starports
|
|||
|
up to 10 sophistication points higher than the point of purchase. This
|
|||
|
reflects the fact that these product types have a more universal appeal
|
|||
|
and that they are not as dependent on local technology.
|
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|
|||
|
Products have several characteristics. They are:
|
|||
|
|
|||
|
Name -
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|
This is the product's brand name.
|
|||
|
|
|||
|
Type -
|
|||
|
The product's classification. Almost every culture has product types
|
|||
|
which are illegal to import. In the appendix is a list of the cultures
|
|||
|
and their illegal product types.
|
|||
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|
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|
Cargo Size -
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|||
|
A measurement of the product's bulk.
|
|||
|
|
|||
|
Sophistication -
|
|||
|
A measurement of the product's complexity. This figure is always the
|
|||
|
same as the product's planet of origin. At best, products appeal to a
|
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|
range of 20 sophistication points. This reflects the fact that products
|
|||
|
too simple for the buyer have been out-moded (no one buys grindstones
|
|||
|
anymore) and products that are too complex do not have the other
|
|||
|
supporting technologies required (an ancient Egyptian would not have any
|
|||
|
use for a television set).
|
|||
|
|
|||
|
Price -
|
|||
|
The value of a product is based upon its sophistication and its original
|
|||
|
manufacturer's price (a figure you will never know exactly). Note that
|
|||
|
products up for sale at their planet of origin or on planets outside of
|
|||
|
the sophistication's range of appeal will be worth 0 credits.
|
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|
|
|||
|
|
|||
|
** Mining **
|
|||
|
|
|||
|
Mining is a fairly straightforward way of earning money. It requires at
|
|||
|
least one ore processor, a mining squad, a resource scanner, a scanner
|
|||
|
program, and patience. In additio, depending on how intent you are in
|
|||
|
the pursuit of ore, you may need some assault capsules and their
|
|||
|
paraphernalia.
|
|||
|
|
|||
|
Once the ore has been collected and refined, it is brought to a
|
|||
|
starport, where it can be exchanged for credits.
|
|||
|
|
|||
|
The disadvantages of mining are numerous. High concentrations of ore are
|
|||
|
difficult to find. LAnding on airless worlds is usually very dangerous.
|
|||
|
The start-up costs in minng are very high, typically above 50,000
|
|||
|
credits.
|
|||
|
|
|||
|
|
|||
|
** Passenger Transport **
|
|||
|
|
|||
|
At every starport in the Local Grou there are people waiting for flights
|
|||
|
to other planets. You, as a merchant, are continually hopping from
|
|||
|
planet to planet. Equipped with a hibernaculum, you can carry these
|
|||
|
people for a fair amount profit, which is based on the distance and
|
|||
|
sophistication of the destination from your current starport.
|
|||
|
|
|||
|
|
|||
|
** Orbital Piracy **
|
|||
|
|
|||
|
In many of the less-developed starsystems, complete anarchy in orbit is
|
|||
|
the rule. Properly outfitted, you can profit from this situation.
|
|||
|
|
|||
|
Capturing another spacecraft, though, is not a simple process. You need
|
|||
|
to select a suitable target, scan it, and destroy its entire complement
|
|||
|
of crew and marines, all without destroying the ship. If it isn't
|
|||
|
possible to destroy all of the marines, you will have to send over some
|
|||
|
of your own and hope the can secure the ship.
|
|||
|
|
|||
|
Once the target ship is captured, you will be able to take all of the
|
|||
|
credits, ore, and products on board... if you survive.
|
|||
|
|
|||
|
|
|||
|
THE ON-BOARD COMPUTER
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
|
|||
|
In order to operate, your spacecraft must be equipped with an on-board
|
|||
|
computer. The computer controls many of the other systems on your ship.
|
|||
|
|
|||
|
The speed of the computer is measured in *tevops per minute* (trillions
|
|||
|
of operations per minute). Program size is measured in the number of
|
|||
|
operations which must be executed in a complete run. So, to find the
|
|||
|
amount of time it takes for a program to completely run, divide the
|
|||
|
program's size (tevops) by the computer's tevops per minute figure. This
|
|||
|
will give you the time in minutes.
|
|||
|
|
|||
|
The following is a list of the programs available for your computer:
|
|||
|
|
|||
|
Hyperspace Navigation -
|
|||
|
Calculates the course, energy, time, and distance required to make a
|
|||
|
hyperespace jump. This program must be available for the hyperdrive to
|
|||
|
work.
|
|||
|
|
|||
|
Normalspace Navigation -
|
|||
|
Calculates the course, energym and time required to move your ship
|
|||
|
anywhere within a starsystem. This program must be available for the
|
|||
|
sub-light drive to work.
|
|||
|
|
|||
|
Autodoctor -
|
|||
|
Controls the autodoctor. This program must be available for the
|
|||
|
autodoctor to work.
|
|||
|
|
|||
|
Hibernaculum -
|
|||
|
Controls the freezing and thawing of passengers in the hibernaculum.
|
|||
|
Thie program must be available for the hibernaculum to work.
|
|||
|
|
|||
|
Solr/Planetal Scanner -
|
|||
|
Interprets the data gathered by the solar/planetal scanner. This program
|
|||
|
must be available for the solar/planetal scanner to work.
|
|||
|
|
|||
|
Resource Scan -
|
|||
|
Interprets the data gathered by the resource scanner. This program must
|
|||
|
be available for the resource scanner to work.
|
|||
|
|
|||
|
High Definition Scan -
|
|||
|
Interprets the data gathered by the high definition scanner. This
|
|||
|
program must be available for the high definition scanner to work.
|
|||
|
|
|||
|
Shuttle Guidance -
|
|||
|
Controls the ascent and descent of orbital shuttles. This program must
|
|||
|
be available to launch orbital shuttles.
|
|||
|
|
|||
|
Ore Processor Guidance -
|
|||
|
Controls the ascent and descent of ore processors. This program must be
|
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|
available to launch ore processors.
|
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|
|
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|
Assault Capsule Guiudance -
|
|||
|
Controls the ascent and descent of assault capsules. This program must
|
|||
|
be available to launch assault capsules.
|
|||
|
|
|||
|
Missile Track -
|
|||
|
Aims and launches missiles at a target object. This program must be
|
|||
|
available to launch missles.
|
|||
|
|
|||
|
EBW Track -
|
|||
|
Aims and fires the EBW at a target object. This program must be
|
|||
|
available to fire the EBW.
|
|||
|
|
|||
|
ECM -
|
|||
|
Controls the ECM unit. This program must be available for the ECM to
|
|||
|
function.
|
|||
|
|
|||
|
Athena IRS -
|
|||
|
The information retrieval system program. This program contains hundreds
|
|||
|
of important facts and figures which can be recalled by typing a key
|
|||
|
word.
|
|||
|
|
|||
|
|
|||
|
When you sell a computer, all of the programs you have purchased for it
|
|||
|
will be lost. Once a program has been purchased, there is no way to
|
|||
|
remove it short of selling the computer.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
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|
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|
|
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|
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|
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|
|
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|
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|
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|
|
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|
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|
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|
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