Starfleet Command 2

Starfleet Command 2

15.10.2013 08:00:25

Starfleet Command Volume II: Empires at War

Unofficial Strategy Guide and FAQ

by Kasey Chang

released June 12, 2002


0 Introduction


0.1 A WORD FROM THE AUTHOR

This is a FAQ, NOT a manual. You won't learn how to play the game
with this document, and I'm NOT about to add it to ease the life
of software pirates, no matter how old the game is.

Most of the tactical tips and discussions will also apply to SFC1
and SFC2:Orion Pirates.

This version is NOT complete yet. I mainly play as the Federation
and Mirak (Kzinti) so those sections are done. As of this guide
I've also finished as the Klingons. When I find the time to play
other races those sections will be added.

Some of you may recognize my name as the editor for the XCOM and
XCOM2: TFTD FAQ's, among others.

If you don't care about all these verbiage (it's mainly for
people who want to redistribute the guide) you can jump right to
the end of this section and read some of the FAQs.


0.2 TERMS OF DISTRIBUTION

This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002,
all rights reserved excepted as noted above in the disclaimer
section.

This document is available FREE of charge subjected to the
following conditions:

1) This notice and author's name must accompany all copies of
this document: " Starfleet Command Volume II: Empires at War
Unofficial Strategy Guide and FAQ" is copyrighted (c) 2002 by
Kasey K.S. Chang, all rights reserved except as noted in the
disclaimer."

2) This document must NOT be modified in any form or manner
without prior permission of the author with the following
exception: if you wish to convert this document to a different
file format or archive format, with no change to the content,
then no permission is needed.

2a) In case you can't read, that means TXT only. No banners, no
HTML borders, no cutting up into multiple pages to get you more
banner hits, and esp. no adding your site name to the site list.

3) No charge other than "reasonable" compensation should charged
for its distribution. (Free is preferred) Sale of this
information is expressly prohibited. If you see any one selling
this guide, drop me a line.

4) If you used material from this, PLEASE ACKNOWLEDGE the source,
else it is plagiarism.

5) The author hereby grants all games-related web sites the right
to archive and link to this document to share among the game
fandom, provided that all above restrictions are followed.

Sidenote: The above conditions are known as a statutory contract.
If you meet them, then you are entitled to the rights I give you
in 5), i.e. archive and display this document on your website. If
you don't follow them, you did not meet the statutory contract
conditions, thus you have no right to display this document. If
you still do so, then you are infringing upon my copyright. This
section was added for any websites who don't seem to understand
this.

For the gamers: You are under NO obligation to send me ANY
compensation. However, I do ask for a VOLUNTARY contribution of
one (1) US Dollar if you live in the United States, and if you
believe this guide helped your game. If you choose to do so,
please make your US$1.00 check or $1.00 worth of stamps to "Kuo-
Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco,
CA 94118 USA".

If you don't live in the US, please send me some local stamps. I
collect stamps too.


0.3 DISTRIBUTION

This USG should be available at Gamefaqs
(http://www.gamefaqs.com) and other major PC game websites (such
as gamesdomain.com, gamespot.com, etc.). I only release it to
Gamefaqs, so they would always have the latest. If you get it
from anywhere else, beware that it may NOT be the latest and
greatest version.

To webmasters who wish to archive this FAQ on their website,
please read the terms of distribution in section 0.2. It is quite
clear.


0.4 OTHER NOTES

There is no warranty for this unofficial strategy guide. After
all, it depends on YOU the player. All I can do is offer some
advice.

PLEASE let me know if there's a confusing or missing remark... If
you find a question about this game that is not covered in the
USG, e-mail it to me at the address specified later. I'll try to
answer it and include it in the next update.

The address below is spelled out phonetically so spammers can't
use spambots on it:

Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT
Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike

To decipher this, simply read the first letter off each word
except for the numbers and the punctuation.


0.5 THE AUTHOR

I am just a game player who decided to write my own FAQs when the
ones I find don't cover what I want to see. Lots of people like
what I did, so I kept doing it.

Previously, I've written Unofficial Strategy Guides (USGs) for
XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing
Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I)
Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4,
Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed,
The Sting!, Terranova, and a few more.

Most of them should be on http://www.gamefaqs.com, the biggest
FAQ site around.

To contact me, see 0.4 above.


0.6 DISCLAIMER/ COPYRIGHT INFORMATION

Starfleet Command, Starfleet Command Volume II: Empires at War,
Starfleet Command Volume II: Orion Pirates are trademarks of
Interplay and its strategy division, "14 Degrees East"
respectively.

Starfleet Command Volume II: Empires at War was created by
Taldren. (http://www.taldren.com)

Star Fleet Battles is a registered trademark of Amarillo Design
Bureau. Starfleet Command is partially based on Star Fleet
Battles. See http://www.starfleetgames.com for more details.

Starfleet Command and Star Fleet Battles are both based
on/inspired by Star Trek, which is a trademark by Paramount
Pictures. See http://gaming.startrek.com.

Some material in this guide is taken from the master ship list
and master fighter list included with the game.

This guide was written withOUT having read the official strategy
guide published by BradyGames.


0.7 REVISION HISTORY

01-JUN-2002 Initial Release, only has Fed and Mirak
information, no info on the special missions

12-JUN-2002 Second release, some mistakes fixed (like calling
Dynaverse "Metaverse", blame my spellchecker!)
major reorganization into 3 parts (tactics,
Dynaverse, and ships), added Klingons discussion,
more detailed maneuver tips, more info on special
missions, some Dynaverse play tips


0.8 THE MOST FREQUENTLY ASKED QUESTIONS

Q: Can you send me SFC2 (or portions thereof)?
A: No.

Q: Can you send me the install code?
A: That's a portion of the game.

Q: Can you send me the manual (or portions thereof)?
A: That's a portion of the game too.

Q: Can you tell me how to play the game?
A: Read the manual.

Q: What are the keyboard shortcuts?
A: Read the manual or look in the game options

Q: Which race should I start first?
A: Probably the Feds. They are "average" in all areas and their
ships are a bit more survivable. Another good start is Mirak.

Q: What is the maximum number of ships I can own?
A: Three ships. You may temporarily command more if you capture
enemy ship(s) during the battle. Those ships go away at the end
of the battle.

Q: What's the latest version of SFC2?
A: 2.0.1.3, released December 2001. You can find patches at
http://www.khoromag.com. They have taken over "maintenance" of
SFC2 from Taldren (for the most part). Other patches are "coming
soon".

Q: Where are the cheat codes?
A: There aren't any. This is a STRATEGY game.

Q: What are some of the terms used in SFC/SFB mean?

A: See the "glossary" at 1.8



1 Game Information: What is SFC?

SFC, or Starfleet Command, is a starship combat simulation set in
the Star Trek universe. It is an officially licensed Star Trek
product.

SFC2 is the sequel to SFC, with a more extensive "campaign
generator" called Dynaverse II where you can actually affect the
outcome of the war by winning sectors, building bases, and so on.


1.1 BEFORE SFC, THERE WAS SFB

Star Fleet Battles was a board game that was inspired by Star
Trek. Amarillo Design Bureau (ADB) based Star Fleet Battles (SFB)
on the Franz Joseph "Star Fleet Technical Manual" (to Trekkers,
the TOS Tech Manual) where ships such as destroyers and
dreadnoughts were proposed as part of Federation Star Fleet. SFB
was VERY careful not to ever mention Star Trek or use ANY of the
Star Trek elements in its materials, as Paramount never licensed
SFB.

The original SFB was published in a small "booklet" format sealed
in ziplock bags. It was first published in 1979 though it was
designed as far back as 1975. It only had the Feds, Klingons,
and Romulans. Some races were added later.

Then came the "Commander's Edition" in 1990. Commander's Edition
had Federation, Klingon, Tholians, Romulans, Orions, Gorns, and
Kzintis (from the animated Star Trek episode, "The Slaver
Weapon", which used the Kzintis from Larry Niven's stories). You
can find more about the Kzintis by reading the "Man-Kzin Wars"
collection in your local library or bookstore.

The final (often called "Doomsday") "Captain's edition" rules
was in 1994. All the rules are now revised properly and swore
never to be changed except for VERY good reasons. Other races
such as Lyrans and Hydrans were added, and later the ISC. There
are also a lot of minor races like Lyran Democratic Republic
(LDR), the WYN, and so on in later expansion modules.

In time, the SFB universe diverged significantly from the Star
Trek universe. In SFB, the empires continue to fight minor wars
on and off until the General War, where everybody started
fighting. The Organians are missing, off dealing with some other
threats. The General war lasted 18 years. Organians later came
back with the ISC and tried to let ISC enforce peace on
everybody, and initially the ISC were successful, until a new
invader came, the Andromedans.

To learn more about the General War, please read the "General War
Timeline" on the SFB website at
http://www.starfleetgames.com/sfb/sfin/general_war.htm.

There was even a company or two that creates "unofficial
expansion" for SFB that adds new races in a different galaxy with
completely different combat rules. ADB themselves also published
several "alternate universe" products, including "Omega Sector"
and "Stellar Shadows".

SFB also inspired a pen-and-paper role-playing game called "Prime
Directive", where you command "prime teams", basically special
agents that can handle ANYTHING for your empire.

SFB also has a strategic component called "Federation and
Empire", which is a board game that simulates the General War
complete with strategic movement, supplies, shipbuilding, fleet
battle, bases, and more. You can even generate battles to be
fought with SFB. It has its own set of expansion modules which
adds rules to deal with marine action, detailed combat resolution
with new special devices, more races, and so on.

Later, Paramount granted ADB a conditional license that basically
says, "as long as you continue what you do now you are okay with
us." ADB has NO permission to use ANYTHING beyond what they do
now... To quote from their website, "We have Vulcans, but no one
named 'Spock'."


1.2 THEN COMES INTERPLAY

When Interplay obtained the license to make computer games based
on the "original Star Trek" license, one of the ideas thrown
around was to computerize Star Fleet Battles, and make it into an
official Star Trek product. Alan Emrich (noted strategy game
designer) claim to be the first to submit the idea to Interplay.

The result is "Starfleet Command". It featured a full "career"
mode where the player creates a captain, gets a starship, goes on
missions, win prestige pts, then spends the points on better
crew, bigger ships, and so on. You can also join one of several
special organizations within each "empire". As a Fed, you can
join "Starfleet Special Task Force". As a Romulan, you can join
the "Tal'Shiar", and so on. You will need to use your prestige
pts, but they will allow you access to even more lucrative
missions.

The Lyrans, Kzinti, and ISC never made it into SFC1 though. The
term 'Kzinti' was copyrighted and Interplay couldn't get a
release without paying another license fee. Tholians didn't make
it in due to the complexity of their "web" rules. Orion ships are
in SFC, but you can't command one. They are only there for you to
fight against.


1.3 NOW THE SEQUEL

Starfleet Command Volume II features several new races: Mirak,
ISC, and Lyrans. It also features expanded ship list for all of
the races, plus a whole slew of neutral ships, planets, and so
on. Mirak were the SFB Kzintis.

Fighters and Fast Patrol ships (gunboats), and carriers/tenders
that carry them have been added as well. However, the individual
crew for each station (captain, science officer, tactical
officer, etc.) have been eliminated in favor of a vastly expanded
"campaign engine" dubbed "Dynaverse II".

The different races have campaigns set in the SFB "ISC
Pacification" period. Basically, the ISC jumped in near the end
of the General and shot at everybody, and was universally hated
as meddlers. They prompted the end of the General War.
Essentially the galactic powers, through separate efforts, pushed
back the ISC on all fronts, and you will discover the fate of the
Organians, and that threat they were talking about...

You can also play as the ISC and fight against everybody.

If you don't like the scripted campaigns, you can play a "pure
conquest" game by doing some unsupported modifications in your
game install directory.

A stand-alone expansion pack: SFC2: Orion Pirates was later
released featuring advanced weapons and X-ships, Orion campaigns,
and final bug fixes. You can now finally play as one of the
pirates by joining one of the cartels. However, the individual
race campaigns have been eliminated. You can still play as one of
the galactic races, but you can only play "conquest". OP does NOT
require SFC2 to play and can be installed side-by-side with SFC2.


1.4 SO WHAT IS SFC2?

SFC2 has two parts: a campaign engine, and a starship battle
simulator. In that way, it is similar to XCOM, with the
separation of GeoScape (world view) and BattleScape (tactical
combat view).

In the starship battle simulator, all of the systems on a
starship are at your command, from the sensors to the engine room
(power distribution), from the weapons to the transporters (to
beam out T-bombs or marines), from tractor beams to shuttles, and
more. The battle is on a 2D plane though the ships and other
units are fully 3D.

Surrounding the battle simulator is the campaign engine dubbed
"Dynaverse II", which can work both in single-player and
multiplayer modes. Dynaverse 2 tracks each and every hex on the
map, location of enemy planets and bases (which are visible on
the map), location of enemy and friendly ships (which may or may
not be visible), special terrain features (asteroids, nebula,
black hole, etc.). Then based on your movement, it will generate
missions for you. In single-player, some missions are "special"
missions and pre-scripted. Others are randomly generated. Some
missions will have a forfeit penalty.

As you win missions, you earn prestige points, which can then be
used to buy supplies, repair and upgrade your ships, purchase
more ships, and so on.

Depending on how well you perform the missions, your empire can
win or lose control of a particular sector.

Each of the races has its custom campaign. Some have more than
one. If you prefer a raw "conquest" campaign, that can be
arranged by running some special setup files in the SFC2
directory.

In Multiplayer mode, SFC2 can be played in skirmish mode (fight a
single battle online), or on Dynaverse II server, where you can
contribute to your empire's war effort by winning battles.


1.5 WHO MAKES SFC2?

Talden created SFC2. It is published by Interplay's "strategy"
division, "14 Degrees East".

KhoroMag has taken over the ongoing support of SFC2. See
http://www.Khoromag.com


1.6 IS THERE GOING BE A SFC3?

Taldren has signed on to make SFC3 for Activision. SFC3 will
feature "Next Generation ships", including Galaxy, Sovreign,
Akira, and other classes. You'll be fighting the Borg, Romulans,
and more. It will be set AFTER Voyager returned home.

Supposedly, the plot is about a new super starbase the Feds built
in collaboration with the Klingons, and Romulans didn't like that
at all. Then the Borg somehow got involved...

The game will also be redesigned from the ground up, thus
removing the dependence on SFB inspired rules. For example,
shields will be reduced from 6 to 4 per ship. You will be able to
outfit your ship with specific enhancements, such as better
shields, weapons, and so on.

Supposedly this game will also make each race a lot more
dependent on that race's unique weapons. Feds will feature
phasers, Klingons will feature disruptors, and so on.


1.7 ORGANIZATION OF THIS GUIDE

This guide will organized in roughly THREE parts.

Part 1 is a discussion of the battle simulator in SFC2, and the
various tactics.

Part 2 is a discussion of the campaign engine, Dynaverse II, how
to play single-player and multi-player campaign, how to pick the
best missions, and so on.

Part 3 is a race specific discussion on the ships, tactics, and
so on.


1.8 SOME SFC/SFB TERMINOLOGIES

Alpha strike -- fire EVERY weapon that is currently in arc at the
designated target. Also see "peak output"

Crunch Power -- see "peak output" below

Drones -- i.e. missiles, self-seeking weapons with anti-matter
warhead and small warp drives. They were called drones in SFB,
missiles in SFC. They come in various types, but in SFC there are
only 2: Type I, and Type IV (which are twice as big as Type I).
Each comes in 3 separate speeds: slow (16), medium (24), and fast
(32).

Drone control limit -- a ship can only control a certain number
of drones. If you launch more than that, the first ones were
"lost" due to the limit. Most ships can control 6 drones. The
special drone ships can control 12 ("double drone control"). Some
very large ships can have "triple drone control" (18 drones).

Drone reloads -- each ship that has drone launchers need to
determine how many reloads to carry. By default, they carry only
one set of reloads. For example, if your launcher carries 6, you
have 6 more in storage, and that's it. It is best to upgrade to 4
set of reloads ASAP.

Erratic Maneuvers (EM) -- sudden random movements, makes your
ship harder to hit but move a bit slower and makes your weapons
less accurate as well.

EW / ECM / ECCM -- EW is electronic warfare, which is comprised
of ECM (electronic counter-measures, better known as "jamming")
and ECCM (electronic counter-countermeasure, known as counter-
jamming).

Hit-and-Run Raid (H&R) -- raid on specific enemy systems
conducted by your marines/boarding parties. If they succeed, the
system they attack is destroyed.

Internals -- short for "internal damage", amount of damage that
penetrated the shields. Example: "That salvo caused some
internals."

Peak output -- also known as "crunch power", the theoretical
maximum damage that can be done in one alpha strike from a ship
in a single salvo. A Federation ship, for example, would have
higher peak output due to photon torpedoes doing twice the damage
as the disruptors. Seeking weapons shooters have even higher peak
output. Usually used like "a Federation ship has higher crunch
power than a Klingon ship."

Scatter-pack -- a shuttle packed full of missiles (just 6) so you
can get a lot of missiles in flight all at once instead of
relying on the launcher to pump them out one at a time. There is
a delay between scatter-pack launch and the scatter-pack "pop",
so you have to protect it or drop it just before the enemy is in
weapons range.

Shock -- when internal damage is received, one or more systems
may be 'shocked' into being temporarily disabled. A "shocked"
system will come back online after a period of time without being
repaired, but in the meanwhile you have to do without the system.

T-Bomb -- short for transporter bomb, a small mine you can place
via transporter in the path of the enemy. You need to drop a
shield to transport a mine. You can also "drop mine" out of the
rear hatch of the shuttle bay. That does not require dropping a
shield.

Tractor beam -- a force field beam that can push or pull other
objects as needed.

Wild Weasel -- i.e. sensor decoy, a shuttle packed with
electronic gear that simulates your ship. It can deceive seeking
weapons such as drones and plasma torpedoes. However, it can be
"voided" if you go too fast, fired weapons, or so on. If you
launched a weasel and then voided it, the seeking weapons turn
back and come after you again.



2 Power, and what it affects

Before we explain the tactics, weapons, etc., we need to explain
HOW the ships actually produce the energy and move around, and
where all the energy would go.


2.1 POWER SOURCES

A ship has several sources of power: the warp engines, the
impulse engines, the auxiliary power reactors, and the auxiliary
warp reactors. You don't really need to know all this though.
Just remember that a ship needs a LOT of power to move at "full
speed", which is "31". In fact, few ships would have move than a
few pts of power left over while moving at speed 31.

A typical cruiser has 34-40 pts of power.

The power then is used in movement, EW, weapons, shields, and
other ship systems. There is never enough, so consider how are
you going to use it.


2.2 MOVEMENT COST

A ship has "mass", and power must be applied to move it. The
"movement cost" is a ratio of how much power does a ship need to
move at a certain speed.

A typical cruiser has movement cost of 1. To move at speed 30, a
cruiser would need 30 pts of power. Smaller ships have lower
movement costs; larger ships have higher movement costs.

Here's the movement cost list:

FF (frigate) -- 0.33
DD (destroyer) -- 0.5
CL (light cruiser) -- 0.66 or 0.75
CA (cruiser) -- 1
DN (dreadnought) -- 1.5
BB (battleship) -- 2.0

Special movements like HET and Erratic Maneuvers (EM) use some
movement energy. You can have full energy applied to movement and
still not get full speed if you are using either an HET or EM.
HET and EM are explained in 3.1.

As mentioned before, a typical cruiser has 34-40 pts of power. As
31 of that is needed to move the ship at top speed, that leaves
very few left for the rest. If you need power to arm weapons,
tractors, shields, and so on, you need to take it away from
speed.

Gives a totally new meaning to "speed is life", doesn't it?


2.3 ELECTRONIC WARFARE (EW)

One of the places you can use power is electronic warfare, namely
ECM and ECCM. They are technically more efficient than
reinforcing shields in some circumstances.

Maximum power you can use in EW is 6 pts of power. At medium
ranges, they can be more efficient in reducing damage than shield
reinforcement.

EW is explained more in 4.2


2.4 WEAPONS

There are basically three classes of weapons: phasers, direct-
fire heavy weapon, and seeking heavy weapon.

Phasers are simple enough to charge with energy... Each Ph-1
takes 1 pt, Ph-2 takes 1 pt, Ph-3 takes 0.5 pt, and Ph-G takes 1
pt.

Heavy weapons can be normal load or overload. Overload cost
double the power but produced a more powerful shot with limited
range. Some weapons can have other special modes. Please see
individual weapon explanations in 5 for full discussions.

Once loaded, the weapon needs to pay a "hold" energy charge per
weapon until fired. When you shoot, then the weapons are charged
again.

Seeking heavy weapon need charging also, (except drones) with a
longer charging period in general. Once charged, seeking weapon
also pay a "hold" cost.


2.5 SHIELDS

Shields need 2 pts to power up to full strength. If you have
excess power, you can use that to reinforce one or more of the
shields against attacks.

Shield damage during battle is repaired automatically, but that
takes time.


2.6 OTHER SHIP SYSTEMS

A ton of other systems can use power, such as electronic warfare,
tractor beams, transporters, suicide shuttles, and so on.


2.7 POWER MANAGEMENT IS THE KEY

As you can see, there are many demands for power, but the source
is limited. The proper management of your available power is the
key to success in SFC2.



3 Ship Controls

This will serve as a quick review of all the systems in SFC2.

You should run through all the tutorial missions AND read through
the manual before you start reading this section. This is an
overview, not a full explanation.

A good captain uses ALL tools at his/her disposal. Those captains
that can use ALL of his/her tools most efficiently will defeat
the captains that do NOT use tools as efficiently or only use
some of the tools.

I'll go down the list of the commands given in the "officer
strip".


3.1 HELM

This is a quick overview of all the helm commands and what is it
used for.


3.1.1 Emergency Deceleration

Or in plain terms, "emergency brakes". It is usually shortened to
EmerDecel.

EmerDecel immediately slams your ship to speed 0 (well, it takes
a second). It will be at least 10 seconds (at default speed 7)
before you can move again.

EmerDecel also has the effect of increasing your forward shields
by a few points, depending on your speed before you come to be a
full stop. The higher your speed was, the most shield bonus you
get.

EmerDecel have several tactical uses. In general it is to stop
approaching something. For example, if you suddenly realized
you're heading directly at a planet and you're moving too fast to
turn away, you can do EmerDecel, which would give you a chance to
turn away.

If you combine EmerDecel with a tractor beam, you can slow down
an enemy ship so other ships (or missiles, or torpedoes) can
catch up to it. Slap the tractor beam on the enemy, then hit
emergency stop. The other ship will then "drag" you along, thus
slowing it down (how much depends on your size and his size).

EmerDecel, combined with a wild weasel (sensor decoy), becomes a
defensive maneuver against seeking weapons. As wild weasel cannot
be launched at speeds greater than 4, the quickest way to slow
down is with EmerDecel.


3.1.2 Erratic Maneuvers

Erratic maneuvers, usually shortened to EM, is basically small
random changes in course that makes you harder to hit.

EM reduces your overall speed, but generates several pts of ECM
in addition to what you can produce internally. However, it also
makes your weapons less accurate as well. So you will need to
stop EM before you attack.

EM is basically a defensive maneuver. Smaller units or slower
units can use it to avoid taking hits at long-range, then unleash
weapons when the range is closer and they can be sure of doing
some damage before being destroyed.

Races that use plasma torpedoes can use EM to help them avoid
enemy counter-fire when they have fired off their torpedoes and
are in the process of recharging. Or you can turn on EM to
confuse the enemy, to make them think you're recharging when you
really are not.


3.1.3 High-Energy Turn

Better known as HET, this allows your ship to ignore the "turn
mode" for a split second and make a turn in any direction. Thus
it is sometimes called a "snap turn". It is also sometimes called
"warp turn" as it basically generates a small warp field, thus
reducing the mass and allows the ship to freely rotate. On the
helm panel, some preset angles have been created for you (left,
right, hard left, hard right, 180) or use the free-angle control.

The problem with HET is you are NOT guaranteed to always succeed.
. You can see your "HET success chance" as a percentage on the
helm panel. In general, the smaller the ship, and slower you're
going, the better your chance of success.

If you failed in performing an HET, you'll suffer random damage
and you will temporarily lose control of your ship in the "HET
breakdown". The crew will pull themselves off the floor in a
while, but your ship is vulnerable in the meanwhile.

There is a delay of second seconds when you issue the command and
when the HET was actually performed. That was delay for the warp
field to "charge up". This makes timing the HET maneuver very
difficult.

HET can be used both offensively and defensively. Defensively, it
can be used to snap a new shield into place. Offensively, it can
be used to bring the weapons on the other side of the ship to
bear.

See maneuvers section 8 for more discussions on HET maneuvers.


3.1.4 Intercept / Orbit Target

Intercept basically means you're pointing the ship directly at
the target, right down the centerline. It is sometimes referred
to as "follow target".

Orbit target means you're pointing slightly off to the left of
the target. When you get close to the target you'll go into a
clockwise orbit around the target at speed 10. You can increase
speed though and the computer will do its best to orbit. However,
every time you select "orbit" you'll slow down to 10 again.

Giving any other helm order (like click on the map to indicate a
turn) will cancel any existing follow or orbit command.

While intercept is good to keep the enemy in your sights, it does
not do "lead" or "lag" pursuit (i.e. no aiming at where the enemy
would go or try to fall behind). It only does "pure" pursuit.

Orbit is pretty useless unless you're dealing with an extremely
slow or immobile target like planet, base, and so on. It also
slows you to speed 10. You can increase speed though.

Both can work on a "non-target". Just target the ship you wish to
follow or orbit, select the command, then target another ship.
Your ship will still follow the first ship while you can target
the second ship for more shots. If you want to follow other
friendlies into battle, target one of them for intercept, match
their speed, and you can start targeting enemy ships.


3.2 REPAIR

There are two things you can repair: engine power, and ship
systems. Each repair attempt uses one of your "spare parts". You
only have 8 maximum, provided you purchased extra ones. You start
with only 4.

Shields are repaired automatically as time goes by.

Engine power can and should be repaired if your ship's power
falls below the normal/undamaged levels. As for how much that is,
you should check your power graph (at the bottom of the screen)
when the scenario starts. If the number falls lower after damage,
engine repair should be done. If you still get "repair engine",
it's probably non-essential system like batteries and that can
wait.

Individual ship systems can be repaired as well. Usually, that
means weapons systems, though shuttle, transporter, tractor, and
sensors can also be hit.

Tractors and transporters are generally not worth repairing in
battle as you usually have several of those so losing one is not
a big deal. If you have only one, then you may want to think
about repairing it, and then only if you plan to use it later.

Drone launchers are probably not worth repairing, as the drones
are destroyed with the launcher. If you have reloads, then
repairs may be worth it. If you have virtually no reloads left,
spent your spare parts on something more productive.

Other heavy weapons should be repaired immediately, as they can
be put back to use immediately.

Phasers should be repaired ASAP as they have multiple uses.
Though if you have a lot of Ph-3's damaged you may want to hold
off on those and repair more important weapons first.

If you reach a friendly planet or base you can repair there as
well.

Hull integrity cannot be repaired in battle. It can only be
repaired at a friendly planet or base.


3.3 SCIENCE

Not too many commands here, except probe, deep scan, and self-
destruct.


3.3.1 Probe

The probes have two modes: normal, and weapon.

The probes don't do much damage if you arm them as weapons. Only
use in desperate situations.

If you fire them normally at a ship or planet or whatever, you
can pick up details about them earlier. This can be useful as you
can tell how they are armed, what class they are, and such info
long before they actually come into sensor range.


3.3.2 Deep Scan

Deep scan is needed to finish some missions. You may need to scan
enemy ships or planets.

You can "charge" the deep scan ahead of time then when you get
into range the target will be scanned. That is, if you don't
switch targets. If you switch targets you'll lose the deep scan
"charge".

Deep scan must be performed at less than range 10.


3.3.3 Self-Destruct

Self-destruct is obvious. There's a count down before the ship
actually goes up, so it's best to anticipate the enemy's final
approach, and make sure you don't blow up before then. Slap a
tractor beam on the enemy can be good as well.


3.4 SECURITY

There are two modes in security: hit-and-run, or capture.


3.4.1 Hit and Run raids

Hit-and-run raids (usually abbreviated H&R) are basically marine
boarding parties with demolition charges. They will try to damage
the enemy ship system you target. It is a one-way trip though for
them.

When you get close enough to the enemy ship (range 15 or less)
you can see detailed display of the enemy ship's systems. Click
on the systems you want to hit and they will be attacked in
sequence subject to available transporters and boarding parties.
To remove an item from the attack queue, click on it.

As a shield must be dropped to transport, you should immediately
start a turn to avoid the enemy pounding your down shield.
Remember that H&R raids are "automatic". You can't control when
will the shield be dropped. As soon as the enemy is in range, you
have available transporter and targets are in the queue, and you
have marines, your shield goes down and the raid is gone.

H&R raid is quite powerful and way too easy. It is devastating
against the AI and can turn the tide of a battle. The AI
controlled ships don't use H&R. Don't be surprised that some
human players request that BOTH of you do NOT use H&R raids
against each other during battle.

In general, it is better to target systems like phasers,
shuttles, tractors, etc. instead of heavy-weapons and such. Those
have more impact later in the scenario as most people tend to
repair heavy-weapons. Phasers are good choices also.

Monsters cannot be boarded.


3.4.2 Capture

In capture mode, you basically beam over a bunch of marines in
hopes of taking over the enemy ship.

To best accomplish this, you need multiple ships, all set to
"capture" order, and at "medium" autonomy so they all target the
same ship, and set to "trail" formation, with you in lead.

You beat down the enemy-facing shield, then beam over your
marines. Your other ships will also hit the enemy ship and beam
over their marines. You need two or three ships each with at
least 4 transporters to best capture enemy ships. You need to
beam over at least what the enemy ship has in "one pass" to be
able to hold the ship.

For example, let's say the enemy ship has 10 boarding parties
defending. You beam over 4 (that's all the transporters you
have). By the time your transporters cycle back, that 4 would be
down to 1, and they may or may not have caused even 1 casualty.
So now, you're left with 9 vs. 1. If you have like 20+ boarding
parties, you can eventually beam over enough, but you end up
wasting a lot of boarding parties if you beam them over piece-
meal. That's why you need multiple ships to do captures... A lot
transporters and marines to beam over.

While assault shuttles (see 3.5) can help get more marines over
at once (4-6? per shuttle), the shuttles are quite slow and can
be shot down. Using assault shuttles on armed targets moving at
speed is a waste of resources. They may work against planets.

Stop beaming over marines when you enjoy a 15-25% or higher
superiority (say, 8 to 6 in your favor). You can do that by
changing other ships' modes to "tractor" or "defend". Any
boarding parties you use must be replaced (which costs prestige
pts), and there's no reason to beam over more when you know
you'll win. You'll just win faster, and those extras you beamed
over must be replaced. .

Small units like shuttles and fighters, PFs, and so on cannot be
captured.

Monsters cannot be boarded.

Boarding may not work in Dynaverse against a ship controlled by a
real human player. Against AI ships it seem to work fine.


3.5 WEAPONS

The weapons panel is used to assign weapon groups, but you can
also assign weapon groups directly by using the ship system
display with hotkeys, so this panel is not that useful. This can
be good for quick adjustments of weapons groups though.

With 4 weapons groups to use, and a "choose all" ("red alert"
command), I suggest organizing your weapon groups this way:

1) Attack phaser group, 50-75% of your ph-1s or ph-2s, probably
frontal arcs. Used in attacks.

2) Defense phaser group, all your ph-3s or ph-Gs, maybe some of
your ph-1s with 360 arcs, mostly rear arcs. Used in point-
defense.

3) Heavy weapons group

4) Any auxiliary weapons (drones, etc.)

Assign the groups as YOU see fit. You can change group settings
here or use the hotkeys directly, so change them when you need
to.

You can also use weapons panel to switch between regular and non-
violent combat (i.e. minimize enemy casualties). However, no one
uses non-violent combat any way, so you can safely ignore that.


3.6 COMMUNICATIONS

This panel is virtually useless tactically except in special
missions.

Some special missions may allow you to control certain other
units by issuing commands here. You need to target the specific
ship and select the proper commands.

You may also be able to hail other ships from here in certain
special missions.


3.7 DEFENSE

You can use this panel to hit EmerDecel, turn on/off point-
defense mode, turn on/off point-defense tractors, and get status
of sensor decoy (wild weasel) shuttles (and launch if you got
any).

EmerDecel is discussed in the Helm section.

Point-defense allows the ship to automatically fire bearing
phaser(s) on approaching plasma torpedo or drones. In general,
you would want to leave point-defense on.

Defense tractors setting allows you to set the number of tractors
beams you got to point-defense (i.e. hold the drones from hitting
you.) Set defense tractors to 1 less than max, or max if you
don't plan to do anchors (6.3).

Wild weasels are discussed in (3.5).


3.8 TACTICAL MAP

In general, it's best to set lowest zoom (widest view), and zoom
in when needed. You can see the heading of the individual ships.
The contacts are also color-coded with each race a unique color.


3.9 FLEET CONTROL

See your manual for fleet control explanations, about the
different formations, "postures" (attack, capture, defend,
tractor), order intensity settings (loose, medium, tight), and
weapon control settings (off, regular, overload, special,
stealth).

In general, I set order intensity to medium to make sure all
ships are targeting the ship I want except in free-for-alls, and
weapon control is set to default.


3.10 ENERGY MANAGEMENT

Usually I don't adjust this. See your manual for explanations.


3.11 PREFERENCES

See your manual for preferences panel explanations.



4 Ship Systems

These systems are a part of the ship that can be used in various
ways that does not directly affect combat, but are important in
other ways.


4.1 SHIELDS

Shields protect your ship from being actually hit (duh!). There
are six of them, covering the "hex" around the ship. The "front"
shield is #1, go clockwise. So rear shield is #4.

You can raise shields in multiple stages: down, minimal, and up.

You can reinforce any or all of the shields with any excess
energy you got. Each pt you use in reinforcement on a specific
shield will cancel one pt of damage applied to that shield.

For example, let's say you have a 35 pt front shield. You have 2
pts of reinforcement. Enemy fires phaser and scores 8 pts of
damage. Actual damage to your front shield is 6, as 2 were
covered by the reinforcement. Your front shield is now at 29.

A facing shield will be automatically dropped for special
transporter activity such as T-Bomb, Hit-and-Run raids, beam-
in/out, and so on.

If you are in a nebula, your shields only operate at "minimal"
level.


4.2 SENSORS (ECM/ECCM)

You can jam enemy sensors by sending some power to ECM
(electronic countermeasures). You can counteract enemy jamming by
sending power to ECCM (electronic counter-countermeasures). This
together is known as EW (electronic warfare).

Maximum amount of power you can dedicate to EW is 6 pts total.
You can distribute this between ECM and ECCM as you see fit.

ECM creates a "defensive shift". The number is the "square" of
the power you put in. So if you put in 1 pt, defensive shift is
1. If you put in 4 pts, defensive shift is 2.

An active wild weasel (sensor decoy) produces ECM as well (until
it is destroyed).

ECCM creates "offensive shift" the same way.

Enemy can use ECCM to counter your ECM, just as you can use ECCM
to counter his ECM.

The "net" shift (defensive-offensive) is then used to calculate
reduced damage from weapon hits.

Some natural terrain like nebula and so on can produce natural
ECM or ECCM that affects everybody.


4.3 TRANSPORTERS

Transporters send things out or bring things in. Transporters
have short range (5.99) so you need to be very close.

Transporter bombs are small mines that you can "beam" out into
space, hopefully right into the path of enemy ships. (You can
also drop such bombs out the rear hatch, but that's a different
use altogether). See your command reference on how to designate T-
bomb targets. Also see 4.10 for more information on mines in
general.

In general, the AI ships under your control seem to be very good
at placing T-bombs. Usually they place it so the enemy ship runs
right over it with no chance to dodge, and they can do this
several bombs in a row.

Transporters can also be used to conduct hit-and-run raids. See
2.4.1

Transporters can also be used to capture enemy ships or bases or
planets. See 2.4.2.

In more peaceful uses, transporters can bring up certain items
from planets and ships, or even empty space. It can also send
certain items to planets and ships. In a lot of the special
scenarios, this is the only way you can solve the problem: get to
the place, beam up things, beam down things, and get away.


4.4 TRACTORS

Short for tractor beams, these are the force beam emitters that
can exert both push and pull forces.

Tractor beams have an even shorter range, at 2.49.

Tractor beam can be set to either pull or repel. Tractor beams
can be charged to six different force levels. The higher the
level, the longer it takes to "charge", but the more likely it'll
hold an enemy ship for a longer period (until he charges his own
tractor to repel, see below).

Tractor beams can keep annoying things from you (things like
drones) in point-defense mode.

Tractors can keep stuff close to you (like enemy ships) in "pull"
mode.

Tractors can also keep other ships from tractoring you when set
to "repel" mode. While in repel mode, the tractor will repel all
attempts to tractor up to the force strength it is set to. For
example, if you have your tractor set to repel at strength 3,
enemy tractors set to strength 2 will not be able to tractor you,
but enemy tractors set to strength 4 can.

One of the most satisfying ways to kill another ship is to
tractor it, then rotate it (using the tractor rotation buttons)
so you crash it into an asteroid or planet. However, DO NOT do
this to human-commanded ships while online. It is VERY annoying
and is considered VERY BAD MANNERS. Same goes for tractoring the
human-commanded ship and pushing him off the map.

Against AI, then "who cares".

Tractor beam do NOT work on shuttles.


4.5 SHUTTLES

Shuttle panel controls the shuttle bay. A ship can have several
shuttles in a shuttle bay. The normal "admin" shuttles can be
reconfigured as wild weasels (sensor decoy), assault shuttle,
scatter pack, or suicide shuttle. Or you can just launch it as is
and it'll shoot its ph-3 like a fighter while trying to follow
you around.

You can launch fighters the same way. The difference is the
entire squadron (2-6 fighters) is launched together as if it's a
single ship. Each squadron also behaves like a single ship (they
fly together and shoot together).

Most ships have only a limited amount of shuttles (1-5) and with
this many uses, you'll have to decide carefully how to use each
one.


4.5.1 Wild Weasel (Sensor Decoy)

Wild weasel is a decoy that attracts seeking weapons such as
drones and plasma torpedoes. It is created from a shuttle (must
be one of yours) and it only distracts seeking weapons that are
targeting you. It costs 1 pt of energy to hold per "turn".

A functioning weasel can be "voided" if you do any of the
following:

1. Exceeding a speed of 4.
2. Activating fire control (firing weapons).
3. Operating transporters.
4. Launching a probe.
5. The launching ship exceeds range of 35 from the WW.

You can only launch a weasel from speed or 4 or less. If you are
moving faster and try to launch a wild weasel, you will
automatically EmerDecel (to speed 0).

You cannot launch a weasel if you are being tractored. (This is
the foundation of the "anchor" tactic, see 6.3)

In general, it is NOT a good idea to use a weasel unless you have
NO hope of survival otherwise. Using a weasel slows you down and
the enemy can do all sorts of things to you before you can shoot
again. After all, you don't know if that enemy torpedo coming at
you is a real one or a pseudo, and if you launch a weasel, you'll
never know. He may still have that torpedo charged and ready to
shoot...


4.5.2 Assault Shuttle

An assault shuttle carries a team of marines to board enemy ship.
However, assault shuttle is slow and vulnerable to enemy weapons.
It is not that useful.

Assault shuttle may be useful against undefended planets.


4.5.3 Scatter Pack

A scatter pack is basically a shuttle packed with multiple
missiles/drones on a delay-launch profile.

When launched, the shuttle points at the enemy and when the
sensor stabilizes, it dumps its payload into space. This
temporarily increases the launch rate of any drone-using ship at
the expense of a shuttle.

As a con, the scatter pack itself can be shot down if done early
enough. Then you've wasted all that time used to arm it, the
shuttle, AND the drones.


4.5.4 Suicide Shuttle

A very slow seeking weapon with a powerful punch, a suicide
shuttle is just that... a shuttle with autopilot and an
antimatter warhead onboard. It can only be used on VERY slow (or
nearly dead) enemies. It can be easily shot down by the puniest
of weapons.

In general, SS is not that useful. If you are out of other
weapons, SS may be considered as a last resort.


4.5.5 Regular (admin)

A regular admin shuttle can be launched and be kept nearby for
defense. You can give it orders just like a fighter, except it is
very slow and has just a single ph-3.


4.5.6 Fighters

While fighters in general refer to fighter-shuttles, in SFC2 it
can also refer to PFs (fast patrol ships, a.k.a. gunboats, a.k.a.
pseudo-fighters) and INTs (interceptors, basically a half-sized
PF).

A fighter squadron is launched like a single admin shuttle, but
it is actually multiple fighters. The squadron flies together and
shoots together. Each squadron a single "fighter" icon in the
shuttle bay.

There are actually 3 classes of fighters: light, medium, and
heavy, but that just affects their damage capacity (each) and
their weapons load.

PFs and INTs are gunboats. PFs are twice is large as INTs. PFs
are roughly half the size of a police corvette. They are carried
externally on "PF tenders", though some heavy ships carry PFs
externally as well. The PF tenders are considered carriers in
SFC2.

SFC2 TIP: If you kill the carrier, the fighters (and PFs) blow up
as well. So if you are fighting a small carrier like a FFV, DDV,
or CLV, blow up the carrier first so you don't have to deal with
the individual fighters and PFs.



5 Weapons

While these are the primary ways you do damage from a starship,
they are NOT the only way. (Don't forget the probe in weapon
mode, hit-and-run raid, and so on.)

In general, the weapons that can be overloaded cost 100% more
energy to load, cause 50% more damage, and have a max range of 8.

TIP: Most heavy weapons can be "fast-loaded". Basically, you
overload the weapon. Then when the overload is half-done, you
switch it back to regular load. Now you have a regular-load
weapon in half the time.


5.1 PHASER

Phaser, the directed energy weapon, is the most popular weapon,
and one of the most energy efficient direct-fire weapons.

Everybody use phasers, including some monsters.

There are five types of phasers: ph-1, ph-2, ph-3, ph-4, and ph-G
(gatling).

Ph-4's can only be mounted on a base, though some monsters may
have equivalent weapons.

Only Hydrans and Federation use ph-Gs. Hydrans have it on every
ship while Feds have it on certain special escort ships.

Phasers cannot be overloaded.


5.2 HELLBORE

Hellbore is a Hydran heavy weapon for long-range engagements.
Some monsters may use a similar weapon. Hellbore is a direct-fire
weapon that acts in an indirect way.

When a hellbore hits, it envelopes all six shields of the target
and damages the weakest shield. If one of shields on the target
is down, the hellbore will cause "internals".

If hellbore's flight path intersects an ESG, it ALWAYS hits the
ESG.

Hellbore can be overloaded.

Hellbore can be fast loaded.


5.3 FUSION BEAM

Fusion beam is the "other" Hydran heavy weapon designed for close-
range combat. It is a "normal" direct-fire heavy weapon.

Fusion beam can be regular loaded, overloaded, or suicide
overloaded.

Overloaded fusion beam cause 50% more damage than regular and
cost twice the energy to load.

Suicide overloaded fusion beam cause 100% more damage than
regular, cost 3 times the energy to load, AND destroys the weapon
after shooting.

Fusion beam should ALWAYS be overloaded as it doesn't do that
much damage beyond overload range any way. Charge in, reinforce
forward shield, then blast the enemy to pieces.

Fusion beam can be fast loaded.


5.4 ESG

Expanding Sphere Generator is a Lyran heavy weapon, which can be
used as ramming and drone defense.

Basically, it generates a "solid" forcefield around the
projecting ship at a variable radius. The smaller the radius, the
more powerful the field, but the less area it covers.

If the projecting ship can maneuver so the field hits another
ship, that ship's facing shields will be damaged. If you overlap
multiple fields, you can beat down the facing shield completely.
Then the rest of your weapons will find down shield to exploit.

The field is also murderous on fighters, PFs, shuttles, and
drones that come close to the ship.

However, the field has a very limited range. More maneuverable
units can avoid the field completely. The field also does not
affect energy-based weapons such as plasma torpedoes.

ESG cannot be overloaded or fast loaded.

ESG is very useful against cloaked ships, as ESG just "sweeps" a
section of space.


5.5 DISRUPTOR

Disruptor is a very standard direct-fire heavy weapon used by
Klingons, Lyrans, and Mirak. Some monsters also use disruptor
equivalents.

Disruptor is a pretty even weapon. Takes half the time of photons
to load, takes half the energy overall, causes half the damage.
It has low "crunch power", so you'll need to fire more shots at
the same shield to do the same amount of damage, making it a
"finesse" weapon.

Disruptors generally have better weapon arcs than other weapons.


5.6 PHOTON TORPEDO

Photon torpedo is the probably best known heavy weapon of all.
It's a reddish blob that pulsates as it traverses the distance.
It takes twice the time to load than a disruptor, but causes
twice the damage.

Photon does some of the highest damage among direct-fire weapons
at point-blank range.

Photons have 3 modes: regular, overload, and proximity.

Photon can be overloaded, which limits its max range to 8, but
doubles the damage.

Photon also has a proximity mode, which allows more hits at long
distances.

Photon can be fast-loaded.


5.7 PPD

The Plasmatic Pulsar Device (PPD) is an ISC heavy weapon. It is
quite weird in that it is more like a "chain-fired" direct-fire
weapon.

When you charge it, and the enemy is in range, you get a
"wavelock" on the ship. When the wavelock has established, the
PPD will send "pulses" of plasma down wave lock. It takes a few
seconds to send all the pulses.

The PPD damages the facing shield and the 2 shields beside it.

You can overload the PPD, which makes it send more pulses.

The PPD has several limitations. It has both a maximum range AND
a minimum range. Inside the minimum range, the PPD cannot
establish the wavelock. This zone is called the "myopic zone".

The PPD takes a while to load, and firing the pulses also takes
time.

(Keep in mind that ISC ships also carry plasma torpedoes.)

PPD and fast load?????


5.8 MISSILE/DRONE

Missiles, also known as drones, are seeking weapons with small
warp drives and anti-matter warhead. Many races operate drones,
including Feds, Klingons, Mirak, and more.

There are two types of drones in SFC2, Type I, and Type IV (which
is twice as large as a Type I). You cannot mix types on a ship. A
ship must carry one or the other type.

For example, let's say you have one drone launcher of capacity 6.
With one set in the magazine and four sets of reloads, that's 30
Type I drones. If you choose Type IV drones, you only get 15.

Each type of drone comes in 3 "speeds", slow (16), medium (24),
and fast (32). Slow drones are free. Medium cost some, fast cost
a LOT.

You can only have one speed of drones in your ship, no mixing and
matching allowed. When you have several launchers and a LOT of
missiles to upgrade, the cost of upgrading the speed can be
significant.

Drones cost no energy to launch, but are subject to reload
limits. If you're out, you're out. Each launcher can have one to
four sets of reloads, and those will cost money (except the slow
drones, which are free). You control the number of reloads in the
supplies menu.

There are several types of drone launchers. Some reload faster,
some have larger capacity, and so on. You can see the manual for
their explanations.

You can temporarily increase the launch rate by using a scatter-
pack.

Drones are subject to launching ship's control limit. Most ships
have single drone control, meaning it can control 6 drones. Some
ships can control 12 (double drone control) or 18 (triple drone
control). Those will be noted specifically on the ship list.

You can launch a drone at another drone. Target a seeking weapon
chasing you, then launch a single drone at it. You can use the
"target nearest seeking weapon" command to help you.

Drones don't always hit where you want them. It can also be
stopped by many different means

* phaser (in point-defense mode)
* tractor beam (in point-defense mode)
* anti-drone launchers (ADDs) (in point-defense mode)
* Transporter bombs (beam them or drop them)
* Wild weasel (takes care of ALL seeking weapons targeting
you)
* ECM (which can reduce the damage)
* ESG (absorbs all physical hits, including drones)
* Another drone (yes, you can launch a drone at another drone)
* Terrain features (planets, asteroids, dust field, etc.)


5.9 PLASMA TORPEDO

Plasma torpedoes are seeking weapons. It is basically a blob of
plasma enveloped in a force field inside a warp field. The
Romulans and Gorns are the primary plasma users, as well as ISC.
Feds operate some plasma-equipped ships as well.

The plasma torpedoes "dissipate" as it travels. They are very
powerful up-close, but become less powerful as they travel.

The plasma torpedo can also be further dissipated by phaser fire.

Plasma torpedo moves at speed 32, like "fast" drones.

The plasma torpedo comes in several sizes, from small to large:
F, G, S, and R. There's actually also a plasma-D, which is a "pre-
packaged" torpedo for the Romulan and Gorn fighters and defense
turrets.

The plasma torpedo takes a VERY long time to charge (3 times the
recharge period of a disruptor).

Plasma torpedo has three modes: regular, enveloping, shotgun.

Enveloping torpedo cost twice the energy, and produces a torpedo
that is twice as large, but this spreads itself evenly against
all six shields when it hits (at the REDUCED strength).

Shotgun torpedo subdivides into multiple type-F torpedoes, each
of which must engage a different target randomly. Obviously, a
type-F cannot be fired as shotgun.

Each plasma torpedo launcher also has one to two pseudo-
torpedoes, which are torpedo decoys that looks JUST like a
torpedo when fired, but does not require charging and does no
damage. This primarily used to confuse the enemy as to your
torpedo charging cycle. Is that torpedo you fired a real torpedo,
or a fake?

You can "download" a plasma torpedo by charging a size that is
smaller than the launcher can hold. For example, if you have a S-
type launcher, you can charge G- or F- type torpedoes at a
reduced energy rate.

[Can plasma torps be fast loaded?]


5.10 MINES

Mines are stationary explosive weapons you plant either via the
rear hatch or via transporter.

There are two sizes of mines: a T-bomb, and a NSM (nuclear space
mine). T-bomb does 10 pts damage, while NSM does 25 pts.

In SFC2, only Romulans carry a NSM, and that's "built-in". You
can't buy extras, nor can any one else.

You can drop a shield and beam out a T-bomb, which will activate
after a second or two if you beam it far out enough.

If you drop the mine out the rear hatch, it will activate when
you get at least 1 unit away.

Mines just "stay" there for 5 minutes after being laid and blows
up near anything that comes by (drones, shuttles, ships, PFs...)

Drop mine just before overrun is a good start. Beam bombs into
enemy ship's path is also good idea.

Mines are also good to rid yourself a bunch of drones chasing
you.



6 Introduction to SFC2 tactics

The old adage "Apply your strengths to his weaknesses" is the
heart of SFC2 tactics.

Or as American Civil War General Nathaniel Bedford Forest was
reputed to have said, "Get there fastest with the mostest."
(Which is a misquote, by the way.)

To do that, you need to know energy management, maneuver, and
timing.

We will also discuss the difference between passive vs.
aggressive play styles, and how to counter each type in general
terms.


6.1 ENERGY MANAGEMENT

A starship never has enough energy to run everything it needs. If
you want speed, you have to give up energy from elsewhere, such
as shields, weapons, and so on. There is SOME reserve power
available, but amount is small and it runs out quickly.

Fortunately, in SFC/SFC2 AI handles energy management and there
usually isn't much need for changing any thing. You just need to
remember your energy expenditure and how they affect your energy
allocation, and remember to change it when you need to.

Basically, energy management is having enough energy WHEN you
need it so you don't have to wait to do something else.

If you overload all heavy weapons, you HAVE to sacrifice speed.
However, will the lower speed allow you to enter overloaded
weapons range (8) at all? Can you afford to arm AND "hold" all
the heavy weapons while you chase the enemy ship down? Do you
have enough energy for tractor beams and transporters? Are you
moving fast enough so you can turn in time? If not, do you have
enough energy for an HET?

You have to make decisions on these and more during battle in
split seconds. Make the right ones and you'll likely succeed.
Make the wrong ones and you will likely fail.


6.2 MANEUVER

Two things affect maneuver: your turn rate, and your weapon arcs.

Your ship's size, speed, and design affect your turn rate. A Gorn
ship is relatively slow to turn while a Klingon or Lyran ship of
the same size would turn faster. The larger the ship is, the
slower it turns, so a frigate would outturn a dreadnought any
day. Finally, the faster you go, the slower you turn (and bigger
your turn radius). Yet when you go very slow, you also turn very
slow. Each ship has a "corner speed", where it turns the fastest.
Find it, and exploit it.

Your weapon arcs are very important when fighting, as you want to
put most of your firepower on the enemy while avoiding his
firepower. Most ships have most of their firepower concentrated
on their forward centerline (i.e. when it is facing you
directly). If you are off to one side (the 3 o'clock or 9 o'clock
positions) of the enemy the firepower facing you is vastly
reduced, as most heavy weapons are FA arc only. (For explanation
of the various firing arc terms, please see your SFC2 manual).

For example, let's say you are flying a Klingon ship that have FH
firing arcs for your disruptors instead of the regular FA arcs.
FA is only the front 60 degrees, while FH is the entire forward
hemisphere. So instead of having to point your nose more-or-less
at the enemy, you can put the enemy on your 3-9 line (off to a
side) and still hit the enemy with your heavy weapons. That makes
your maneuvering much easier. Therefore, your maneuvers will be
very different from a Federation ship that only has FA firing
arcs for the photon torpedoes.

Maneuvering in battle basically means you are trying to point
most of your weapons at his weakest shield while keeping YOUR
weakest shield away from most of his weapons. This can get tricky
when there are multiple enemies involved.


6.3 TIMING IS EVERYTHING

Timing is basically tactical sense on knowing WHEN to do
something, not too early and not too late.

For example, if you make a turn too late, you may not hit the
enemy's downed shield with your phasers, or worse, exposed your
own downed shield to his weapons.

If you activate an ESG too late that weapon may not activate soon
enough to block the enemy missiles.

And so on.


6.4 PASSIVE VS. AGGRESIVE PLAY STYLE

To paint broad strokes, there are two types of play styles:
aggressive, and passive. Aggressive players come after you, while
passive players wait for you to go after them and will try to
keep their distance.

Direct-weapon users tend to be aggressive, esp. those with close-
range weapons, like Hydrans (fusion beam) and Lyrans (ESG). Those
with heavy weapons in FA arc only need to be aggressive as they
need to point the weapons at you to do damage.

Ships with high crunch power (like Feds) also need to be
aggressive. Ships with low crunch power tend to be passive as
they need time to wear you down.

Drone-users tend to be passive, as they need time to build-up a
"swarm" of drones. Drones are 360 free-fire so they can be
launched as pursuers. Drone users prefer to be chased as they
hold the "positional advantage". They shoot drones "downstream"
while your seeking weapons have to travel "upstream". However,
some drone users, using plasma-style tactics, can be aggressive.

Plasma users can be both passive and aggressive. Gorn, with their
"anchor" tactic (see 8.3.1), can be aggressive in their charge,
but passive during their recharge cycle. Same with Romulans.

To fight aggressive style players, you need to take out their
FRONT shield. This will force them to expose their down shield in
order to hit you.

To fight passive style players, you need to take out their REAR
shield. This will force them to turn their shield 3 or 5 (rear
side) shields toward you, thus allowing you to get closer.


6.5 "USE YOUR TRACTORS, DAMMIT!"

In SFB lore, this slogan was in a plague right above the door to
the starship combat simulator in the Federation Starfleet
Academy.

What it REALLY means is you should use ALL your ship's systems. A
captain who is aware of ALL his ship's capabilities and can use
them at the right time has advantage over the captain who is not.

For example, how many people use the probe at all? Yet using it
can mean the difference between knowing what you are fighting
ahead of time vs. when you get close enough to do H&R raids.

Learn and use ALL of your ship's systems.


6.6 "SPEED IS LIFE"

This is actually the motto of the Israeli Air Force, but borrowed
for the SFB. It is referring to the fact that in order to power
non-movement systems, you need to divert power from the movement
systems. But if you do it too much, you can't maneuver. Battle is
a careful balancing act.


6.7 SITUATIONAL AWARENESS

Situational awareness basically means being aware of everything
around you. Someone with good situational awareness doesn't need
to take attention off the primary task to double-check.

While situational awareness is not as crucial in starship combat
(i.e. SFC2) as in more fast-paced games like space combat or air
combat, it is still important. For example, it wouldn't do for
you to line up a perfect pass at the enemy's down shield if your
facing weapons haven't recharged yet, and so on.

The control panel indicators are there to help you. All the
indicators have a meaning, and it's up to you to learn them all.
The two ship displays have relative facing indicators, but that
only works on the ship being targeted. If you are fighting
multiple ships you may end up dodging one ship and exposing your
down shield to another. Or worse... fly right into a planet or
asteroid.

Having good situational awareness also helps in the other three
aspects of tactics: timing, maneuver, and energy management. You
would know when to time your burst of speed (based on your ship's
acceleration) to maneuver so your weapons are pointing at the
enemy's down shield with enough power to shoot.


6.8 LEARN THOSE KEYBOARD SHORTCUTS!

Almost EVERY command in SFC2 has a keyboard shortcut. You should
learn them by heart, or at least copy the quick reference card.
They allow you to give orders much faster than going through the
mouse-clicks alone.


6.9 PLAY AT A SLOWER GAME SPEED IF YOU WANT

If you play alone, you can go as low as game speed 1. However,
such a game would be really slow. Default speed of 7 is actually
quite fast. You may want to consider 4 or 5 first, then increase
speed when you understand the battle a bit more, then speed up or
slow down as needed.


6.10 A QUOTE TO DWELL ON

"The only valid test is combat; the only valid result is victory"

-- Adm. Steven V. Cole, designer of Star Fleet Battles

In other words, no matter how fancy of a tactic we can explain to
you, it is up to you to put it into action. You can dream up
fancy tactics on paper, but until you test them in combat, you
would never know if they work or not.



7 Combat Checklists


7.1 BATTLE START CHECKLIST

Here's a list of items you should immediately perform upon
starting a mission

* Red Alert (which arms and selects all weapons)

* Check number of friendlies, note classes and numbers

* Arm scatter-pack and/or decoy shuttle depending on mission

* Set tactical zoom level to lowest/widest (so you can see
more of the space)


7.2 ENEMY DETECTED CHECKLIST

Here is a list of items you should immediately perform upon
detecting enemies on sensors

* Determine enemy numbers and type (use a probe if necessary)

* Determine which enemies friendlies (if any) appear to be
engaging

* Determine which enemy ship to engage first or to disengage

* Determine whether to capture or destroy the target if
engaging

* Determine initial tactic: overrun, oblique pass, etc?

* Determine shield reinforcement if needed (usually front
hemisphere shields)

* Determine battle speed (slow, fast, etc?)

* Determine hit-and-run targets if needed

* Determine ECM and ECCM settings if needed

* Charge tractor beam(s) for anchor if needed

* Set point-defense mode for phasers and tractors beams if
needed


7.3 CAPTURE CHECKLIST

Here is a list of items you should check before attempting to
capture an enemy unit

* Check all available marines on YOUR ships (AI friendly ships
do NOT assist in captures. They often RUIN your captures by
blowing up that ship with your marines onboard)

* Count total number of transporters available on YOUR ships

* Check enemy marines on target in the "capture" panel.

* Calculate approximate marines usage.

Marines usage is dependent on the number of transporters you have
available and how fast can you send over reinforcements.

The rule of thumb is

Usage = 1.5 * (enemy_marines ) * (enemy_marines /
your_transporters )

For example, if the enemy has 10 marines, you have only 5
transporters available, expect to use about 30 marines to capture
the enemy ship. (1.5 * 10 * 10 / 5) = 30

However, if the enemy has 10 marines, and you have 10
transporters available, then you can expect to use only 15
marines to capture the enemy ship. (1.5 * 10 * 1 = 15)

* If you have enough marines to do it, then continue.
Otherwise, destroy the enemy ship and don't bother.

* Confirm all your ships set to medium order intensity and
capture mode. Also set all ships to "inline" formation with you
in the lead. (This is to make sure they try to capture the same
ship instead of wandering the map with "no target" and they would
go through the same shield you do in a single "burst")

* Make your pass, use just enough weapons to beat down a
shield, and beam on your marines. Fire weapons in single shots.
As the other ships see the down shield they should beam their
marines also. Then repeat sending in marines if necessary.


7.4 CALCULATING YOUR ODDS

You can read enemy ship classes at distance of over 100 kk. You
should be able to figure out how far are you outmatched, if you
are at all.

Here's a rule of thumb to use

Use 9 for BB, 7 for DN, 5 for BCH, 4 for CA, 3 for CL, 2 for DD,
1 for FF. Zero for all else.

If the any are carriers or PF tenders, add 1 per carrier.

Total up the "force number" for both sides and compare the
number. That should give you a quick idea on how the two forces
match up.

If the ratio is within 10% of 1 to 1, you should be able to win
if you don't make any mistakes, and not lose any ships. However,
it's a very even fight and there wouldn't be much 'profit' in it.

If the ratio favors the enemy a bit, see if you can even up the
odds a little by using tricks like scatter-pack and anchor to
quickly kill one ship. Otherwise, stay back and kill the smaller
ship(s) that gets close first. You can think about disengaging
later.

If the ratio favors the enemy a lot, run away and pick something
easier.

If the ratio favors your side, blast them.

If the ratio REALLY favors your side, try going for captures to
enhance your prestige.

For example, say you have 2 BCH's against 1 enemy BB. The ratio
is 10 to 9 in your favor (roughly). You should win in the end,
but there's probably no "profit" in this battle. This will be a
tough fight. If you can find easier battles, do so.



8 Offensive Maneuvers

You need to know some of the common maneuvers that are
performed...


8.1 SIMPLE MANEUVERS

These maneuvers don't require any special devices or any specific
setup, and does not involve HETs.


8.1.1 Overrun

Overrun is simple: point the nose at the enemy, shoot at point-
blank, and fly right over the other ship. As most ships have
maximum firepower right down their centerline, overrun is good.

To exploit the downed shield, overrun should be followed up by
several attacks, such as hit-and-run raids, drop mine, scatter-
pack, fighters, drones, or better... another ship.

You can combine overrun with anchor (see below) for a really
devastating blow.

The overrun is very simple but it usually results in your front-
shield being blown, and that can be bad.

In a cloak-able ship, you can approach until enemy is range, fire
weapons, then cloak as you fly over him. This is called an "under-
run".

The Hydrans specialize in the "fusion charge" with their fusion-
armed ships. Basically, they overload the fusion beams, then hold
the weapons, go maximum available speed, and charge right down
the middle with forward shields reinforced, erratic maneuvers,
max ECM. Enemy fire would be ineffective. Then at point blank,
stop the EM and deliver a devastating alpha strike at point-blank
range.

The Feds can do the same with a photon salvo at point-blank
range.

Plasma using races can do the same by firing plasma so close the
enemy has no chance to launch a weasel.

The "charge" doesn't work against people who know how to maneuver
and avoid the charge. Those who use "saber dance" maneuvers can
avoid the charge easily. The "charge" also usually causes severe
damage on the front shield, leaving you vulnerable to later
attacks.


8.1.2 Oblique pass

Oblique pass is nearly as simple as overrun. Instead of point
directly at the enemy, you point slightly off to one side, so
when you are in weapons range of each other, you hit the right-
front or left-front shields instead of front shield. Then you can
decide if you want to turn away, or turn in to attack.

The oblique pass can quickly turn into an overrun if both sides
turn in to each other.

If one side turns in and the other side turns out, it becomes a
tail-chase situation. The chasee can launch drones, drop T-bombs,
etc. to attack, but cannot use primary weapons. The chaser has
primary weapons in arc but can't really use seeking weapons as
he's a positional disadvantage.

If both sides turn out, it's time to disengage.

Oblique pass may not be good if your ship has firing arcs that
emphasize firepower to the sides. Oblique pass can halve your
firepower, though you can always maneuver after you fire half of
your weapons.


8.1.3 The Saber dance

The Klingons invented the "saber dance" maneuver. Basically, the
enemy ship stays at range 15, where the disruptors have a better
chance to hit than other weapons. The enemy ship then repeats the
maneuver, keeping the range open, while it wears down your
shields.

The Hydrans can use the saber dance with their Hellbores the same
way, but their weapon arcs aren't as nicely designed as the
Klingons and require a bit more maneuvering to stay away.

Saber dance requires patience and very good weapon arcs. One
mistake and the enemy may get close enough to do you real damage.


8.1.4 The Starcastle

This tactic can be effective against races that have low "peak
output" and prefer to nibble you at medium range, like Klingons.
This is a counter against the "saber dance" maneuver.

Basically, it means go at speed 4, maximum ECM, erratic maneuver
(EM), max shield reinforcements on facing shield, and wait for
the enemy. At maximum jamming and EM, it's doubtful attack at
range 15 will do any damage.

The enemy must close in to do any damage. You can then switch to
an overrun or oblique pass.


8.2 ADVANCED MANEUVERS

The advanced maneuvers involve using HETs in combination of
simple maneuvers.


8.2.1 The Flanking Snap Turn

This is a continuation of the oblique pass if both sides simply
keep going. Basically you pass down the side of the enemy so your
3 o'clock is at his 9 o'clock, or vice versa. THEN you use an HET
so you can bring your weapons to bear on his side/rear shields,
which are probably weaker than his front shields.

To counter the flanking snap turn, keep your distance in the
oblique pass. A T-bomb or two and a turn-away would help also.
Then you can use an HET reversal after you've damaged his front
shields.


8.2.2 Defensive HET

A defensive HET is using an HET to bring a fresh shield into
play, so enemy won't be able to pound a weakened or down shield.

HET takes time to charge, so you have to plan this ahead of time.
If you suddenly decide you need one, it would have been too late.


8.2.3 The HET Reversal

At the oblique approach, you turn out, the enemy turns in, and
he's now chasing you, hoping to hit your weaker rear shields. You
then suddenly use an HET to bring your front-weapons to bear and
turn it into an overrun.

To counter this, you just have to be careful. If the enemy looks
like he's overloading, don't chase too close!


8.3 SPECIAL MANEUVERS

Special maneuvers use specific devices (such as tractors),
weapons, and so on to exploit a specific characteristic.


8.3.1 Anchor

The "anchor" maneuver was "invented" by the Gorn, as it makes
their plasma torpedoes very effective and makes maneuvering
minimal. The concept is very simple: slap a tractor beam on the
enemy ship, THEN shoot the torpedoes.

Why do it this way? A ship being tractored cannot launch a decoy
shuttle (i.e. launch wild weasel), so they will have to shoot the
torpedoes or let them hit. At point-blank range, they can't
rotate a new shield into play quickly.

Any race using seeking weapons can use the anchor. A frigate can
kill a cruiser if the anchor was deployed properly. Scatter-pack
is very useful here as it suddenly pops 6 or more missiles at a
target that can't launch decoys.

Anchor can be defeated by NEVER coming into tractor range. You
can also pre-charge the tractor beam to REPEL. Choose the
strength you want to repel, up to 6. You can then repel all
tractors charged up to that strength.


8.3.2 Plasma String

Sometimes called a "plasma bid", this is used by the plasma using
races, mainly the Romulans.

Basically, you start randomly mixing the real and the pseudo
plasma torpedoes one at a time at a certain interval. The enemy
can't tell which one is real or not. Even if you shot 3
torpedoes when you have only 2 launchers, he still wouldn't know
which one is the fake. He will have to dump a weasel at some
point if he's slow enough.

It is called a "bid" because you keep raising the ante with more
torpedoes until he "blinks" and launches a weasel.

Then you wipe out the weasel, anchor him, and feed him the rest
of your torpedoes. He should run out of shuttles before you run
out of torpedoes.

Plasma string can be countered by speed and distance, like the
general anti-plasma tactics.


8.3.3 Drone Swarm

The swarm can be a scary sight for races not armed with anti-
drone weapons. Mirak is the primary drone swarm user, though any
race with drones (Feds, Klingons) can do a swarm also with the
right ship(s).

Basically, you have a LOT of drones (more than 6) all targeting
one ship and travel in close proximity. You can help create a
swarm by using a scatter-pack if your internal launchers can't
create a swarm.

Remember that each ship has a drone control limit. If you exceed
it, the earliest drones you fired are lost. Most ships can
control 6 drones (single drone control), some ships can control
12 (double drone control) or 18 (triple drone control).

Obviously, faster the drones, the more dangerous they are. Fast
drones can chase down fast ships, are less vulnerable to anti-
drone fire, and so on.

The swarm can be beaten with a nicely placed T-bomb. It is also
not that useful on ships equipped with ADDs, ESGs, and other anti-
drone weapons.



9 Offense

There are a lot of ways to do damage to the enemy


9.1 PHASERS

Phasers are the most energy-efficient weapons in the game. A ph-1
can do up to 10 pts of damage with 1 pt of energy. Heavy weapons
don't come close. However, ph-1 is the largest phaser a starship
can mount.

Everybody uses phasers in one form or another. They are all
treated as "phasers" in terms of SFC even though their innards
may be somewhat different.


9.2 DIRECT-FIRE HEAVY WEAPONS

Direct-fire heavy weapons hits (or misses) facing shield
immediately. In general those don't hit that often unless you're
very close.

Some heavy weapons like hellbores and PPDs can damage non-facing
shields.

If you are very close, you can usually overload, but that will
reduce your speed significantly by making less power available.
Overloaded weapons also have limited range.


9.3 SEEKING HEAVY WEAPONS

Mirak, Gorn, and Romulan use seeking weapons.

Those in general pack a much larger punch than firect-fire
weapons, but you can't hit the facing shield.

There are also ways to reduce the impact of the weapons. Plasma
torpedoes can be reduced by phaser fire. Drones can be killed by
phasers or ADDs, kept away by tractors, or blasted by T-bombs.
Drone users also have to watch out for the drone control limit of
their ship(s).

Drones don't cost any energy to launch, but you can exhaust your
reloads in a long battle. Drones also in general travel at a
lower speed.

Plasma torpedo never "run out" (unlike drones), but it takes a
LONG time to charge (3 times as long as disruptor) and takes
energy. They also dissipate over distance traveled.

Plasma users can use a pseudo-torpedo to scare the enemy. It
looks JUST like a regular torpedo, but causes no damage. You can
use the pseudo-torpedo to hide the fact that you're still
recharging.

Enveloping plasma torpedo can be used to "sandpaper" the shields
and perhaps hit a down shield. This can wear down the enemy ship
for later attacks.

If there are multiple targets, a plasma torpedo can be used in
"shotgun" mode which shoots several smaller torpedoes against
multiple targets.

Drone users can use scatter-pack to increase the number of
missiles in a salvo, at the cost of using a shuttle and the
possibility of having that shuttle shot down before it can "pop".


9.4 OTHER HEAVY WEAPONS

ESG can be used for ramming, which can be a very effective weapon
that can beat down enemy's facing shield(s).

ESG is also a good defensive weapon, as it kills fighters,
shuttles, and drones.


9.5 HIT-AND RUN RAIDS

Hit-and-run raids can kill specific ship systems on an enemy
ship, subject to transporter, boarding party, and energy
availability.


9.6 MINES AND T-BOMBS

Mines and T-bombs, when placed properly, can cause significant
damage to enemy ships, fighters, shuttles, PFs, etc.


9.7 TRACTOR/TERRAIN

One of the most satisfying ways to kill enemy ship is by pushing
the enemy ship into an asteroid or a planet. This can be hard to
arrange though, and is considered "bad manners" if done in a
Dynaverse battle against human opponent.

Terrain such as dust fields can cause damage to shields, and if
shields are down, cause damage to the ship directly. Therefore,
when fighting in a dust field, you may want to target the front-
shield of the enemy ship(s).


9.8 SHUTTLES/FIGHTERS

Shuttles and fighters have phasers, heavy weapons, and drones
which can be used to defend you, defend others ships, or to
attack other ships (from long range or close assault).

Suicide shuttle is just another seeking weapon (albeit a very
slow one).



10 Defense

How to prevent your ship from being damaged while dealing damage
to the enemy ships is very important. After all, this quote said
it best.

"You don't serve your country by dying for your country. You
serve your country by making the OTHER poor bastard die for HIS
country."

--- General George S. Patton, US Army


10.1 "SPEED IS LIFE"

Speed, when your ship is heading in the proper direction, gives
you more time to deal with the incoming threats. You can run
until the plasma torp run out of juice. You can run until the
drones run out of juice. You can run to keep enemy out of
overload range so he can't hit you if his weapons are overloaded.
NONE of this can happen if you do NOT have speed!


10.2 USE EW!

Electronic warfare, at long to medium range, is more efficient in
reducing damage than shield reinforcements. With max ECM and EM,
you should rarely if ever take damage at medium range.


10.3 REINFORCE FACING SHIELD(S)

You can use any excess energy for shield reinforcements. This
would prevent "premature" wear on your shields when the enemy is
just firing some long-range shots.

Only shields that are still "up" can be reinforced. So if a
shield has been busted, there's no point in reinforcing it.


10.4 TURN A NEW SHIELD AROUND

If the enemy beats down one of your shields, maneuver and present
a different shield. Use HET if you have to!


10.5 "USE YOUR TRACTORS! DAMMIT!"

Seeking weapons such as missiles, suicide shuttles, and so on,
can be kept away by tractor beams. You can set the number of
tractors to use for defense in your "defense" control panel.


10.6 LEAVE SOME PHASERS FOR POINT-DEFENSE!

Are your phasers armed and ready for your own ship's defense? If
you have point-defense set your phasers will automatically engage
nearby seeking weapons such as plasma torpedoes and drones. Of
course, that also means that you will not have those phasers to
shoot at enemies.


10.7 AVOID THE ENEMY'S WEAPON ARCS

If you know the enemy's weapon arcs you know which sides of the
enemy ship to avoid. Few enemy ships can fire into the hex
directly behind the ship.


10.8 WATCH THE ENEMY SHIP DISPLAY

That tells you a LOT about weapons under repair, being recharged,
and so on. Best time to attack is when the enemy cannot fire
back! You need to be close, or use a probe.


10.9 WATCH THE RANGE!

If the enemy is going fast, he is probably not overloading, so
close assault should not be a problem.

If the enemy is going slow, he may be overloading, so you should
stay out of overload range.

Of course, these two are not rules, but general observations. You
can "trick" the enemy into you're overloading when you're not by
moving slower than you can, and so on.

Stay away from plasma users as they need to be close to do
significant damage.



11 Tactics and Counter-Tactics

Here, we discuss some common questions on how to use plasma
weapons, and drones, and how to counter each.


11.1 PLASMA TACTICS

First, let us discuss the strengths and weaknesses of a plasma
torpedo.


11.1.1 Plasma Strengths

Plasma torpedoes deliver a LOT of damage in a compact package.
Plasma torpedo has some of the highest crunch power available.

Plasma weapons are seeking. As long as the launcher is in arc you
can shoot and maneuver away.

Plasma torpedoes are fast (speed 32).

Plasma torpedoes are flexible: you can regular, download,
envelope, or shotgun.


11.1.2 Plasma Weaknesses

Plasma takes a LONG time to charge (3 times the period needed by
disruptors).

Plasma takes a lot of energy to charge

Plasma, as a seeking weapon, give the target a choice on which
shield to expose.

Plasma dissipate as it travels

Plasma can be distracted by a weasel

Plasma launchers are NOT 360 degrees.


11.1.3 Dealing with recharge period

To counter the long recharge period, do NOT fire ALL of the your
torpedoes at once. Fire them one at a time. (This is the
foundation of the "plasma string" tactic, see 8.3.2). By
staggering the reload cycle you also solve the energy problem.

On the other hand, that also means you're spreading out your
firepower. By spreading your firepower, enemy can choose which
shield he would want to take the hit on. You risk the chance of
not hitting the same shield.


11.1.4 Dealing with dissipation

To solve the dissipation problem, you need to launch the torpedo
as close to the target as possible. Launch close also prevent the
enemy ship from turning a new shield. However, launching close
exposes you to his counter-fire. It also reveals your charging
cycle to his sensors.

The foundation of the "anchor" (see 8.3.1) is on getting as close
as possible.

Torpedoes are great against stationary targets like bases, which
can't dodge.

If the enemy ship will not expose a down shield, an enveloping
torpedo may be the answer. While that takes more energy, it can
go through down shields, as well as damage all the other shields.


11.1.5 Dealing with weasel

The "cure" for weasel is the anchor. If you tractor a target, the
enemy cannot launch weasel. Of course, the trick is getting close
enough to do it.


11.1.6 Be unpredictable

Plasma users need to be unpredictable. With so many options and
combinations, you need to confuse your enemy as to your actual
operating pattern.

Your opponent will try to guess your reload cycle and attack
while your torpedoes are recharging. How do you minimize your
vulnerability during that time is critical to your success, and
being unpredictable here is critical.

To completely confuse enemy regarding your reload cycle, you can
download to a smaller torpedo, or use a pseudo torpedo.

An opening salvo of enveloping torpedo can surprise a lot of
opponents. As you run away, the enveloping torpedo "sandpaper"
all of your opponent's shields. Subsequent torpedoes would have
much better chance to break through.


11.1.7 Keeping the enemy away during recharge period

You are vulnerable during the recharge period. So keeping the
enemy away during the recharge period is the key.

One of the best ways to keep the enemy away is with a pseudo-
torp, and that's discussed in the next chapter.

Another way to keep the enemy away is with the cloaking device.
Actually, it doesn't keep the enemy away, it just make you harder
to hit when the enemy does get close. The problem then is getting
AWAY from the enemy when you're ready to decloak. When you
decloak, you're at the MOST vulnerable stage.

If you have speed, you can just stay away from the enemy that
way.


11.1.8 Deploying Pseudo-Torps

In general, Pseudo-torp is used when you want to make the enemy
think it's a REAL torpedo when it is not. There are two
situations: you want to keep the enemy AWAY, or you want the
enemy to pop a weasel.

If you want the enemy to stay away while you recharge, a pseudo
can do that. However, if the enemy is careful in timing your
recharge, or pays careful attention to his sensors (or use a
probe), he can guess pretty well if that torpedo is real or not.

You can force the enemy to pop a weasel if you have enough
torpedoes in the air, and he doesn't know which ones are real or
fake. As fighter pilots say, "honor the threat!" Your enemy must
treat each torpedo as a real one if he is not sure. That is the
foundation of the "plasma string" tactic (see 8.3.2).


11.2 COUNTER PLASMA TACTICS

A lot of new players (newbies) have problem fighting the plasma
races. The AI fires off all three plasmas... The newbie tried to
maneuver. The three plasmas hit the same shield, wrecking his
ship. Then the AI ship fires phasers... And the newbie blew up.

Well, this section is for the newbie. Welcome to plasma avoidance
101.

Please read 11.1.1 and 11.1.2 to review strengths and weaknesses
of the plasma torpedo.


11.2.1 Use your speed and distance

To counter plasma races, you need to keep your speed up and keep
your distance from the enemy ships. By keeping the range open,
you give time for the plasma to dissipate. If he waste his
plasma, he will have to get away from you to recharge. You can
then pound him during his recharge cycle.

Of course, that's assuming you're NOT dealing with a pseudo.


11.2.2 Use your sensors!

If you scan the enemy ship, you can see if his torpedoes are
recharging of not (if you are close enough). If you know when his
torpedoes are recharging, then the torpedo in flight must be a
pseudo. If you know when his torpedoes are charging, then you
know when to attack!

If you are NOT close enough, you can use a probe.


11.2.3 Use all your shields!

You can virtually choose which shield you want to let the seeking
weapon hit. While most people assume that would be the rear
shields, you COULD let the torpedo hit a front shield. If the
enemy ship fire torpedoes one at a time, you can take them on all
different shields.

If he fires all of the plasma torpedoes, he just spat away most
of his firepower. After dealing with the torpedo, you can pound
him during his reload cycle. (Assuming no pseudos, of course)

There is also of course, the wild weasel. After those torpedoes
hit, you can accelerate away and hopefully still catch the guy
before he recharges.


11.2.4 Counter the pseudo

You may want to allow the dissipated torpedo to hit a shield of
your choice, so you can tell whether it is a pseudo or not.

In SFC2 you get an infinite number of pseudos (albeit there's a
"recharge" time). So counting the pseudo doesn't help that much.
Still, knowing that you got hit by a pseudo vs. a real torpedo
helps if you can keep a clear count.


11.2.5 Counter the anchor

To counter the anchor, don't get close to a plasma ship, and
always charge repel tractors. Anchor prevents the 'weasel'
defense.

I personally consider the weasel as a last resort, which is why I
am usually NOT afraid of the anchor.


11.2.6 Against cloaking plasma users

Cloak guys may actually be EASIER to kill than you think. In
SFC2, the cloakers CAN be found. In fact, you can designate a
cloaked ship, you just can't lock-on to it. That simply means
that 1) you can only use direct-fire weapons to shoot at him and
2) you may not do much damage to him unless you're point-blank.

Plasma takes energy to charge, and so does cloak. So a cloaker
need to be QUITE slow to do both. That means you have PLENTY of
time to fry a cloaker if you keep your speed up.

While I DID say it's dangerous to get close to a plasma ship,
keep in mind that a cloaker takes time to decloak. During that
time, he's NOT under the protection of cloak AND he's vulnerable
to weapons.

If you can catch him while he's reloading under cloak, even
better! You can make two to three different passes and he'll
still be recharging.

A point-blank alpha strike CAN still work. It may not do as much
damage, but it will still damage a shield. And he can't stay
"under" forever.

Catch the cloaker with a drone swarm or alpha strike right as he
decloak on his rear shield, and turn away to disengage. He'll
have to build up speed to catch you again, if he survives the
swarm.


11.2.7 Worst-case scenario: the wild weasel

In general, I don't like weasels. You only have a certain number
of weasels (none if you don't charge any). Using a weasel also
gives up the initiative to the plasma user.

However, if you are sure you can take whatever else he's got
left, then wild weasel can be a good choice. Launch a weasel and
let the torpedoes hit the weasel. Then accelerate away and catch
the plasma user in an alpha strike.


11.3 DRONE TACTICS

Yes, I prefer the term "drones" to "missiles". I started playing
SFB in the 1990's and I tend to use the SFB terms.

Any way, let's see what are the advantage and disadvantages of
drones.


11.3.1 Drone advantages

Drones deliver a LOT of damage in a compact package. Type IV
drones cause a LOT of damage, esp. if you can get a salvo to hit
the same shield.

Drones are seeking weapons. They are "fire-and-forget".

Drones are 360-degree weapons: no firing arc restrictions

Drones cost NO energy to launch

Drones CAN be fast (though that cost a LOT of prestige pts)


11.3.2 Drone disadvantages

There are a TON of ways to kill drones (see 11.3.4).

Drones cost a lot of prestige pts if you want faster speed

Drones, as seeking weapons, give the target a choice on which
shield to expose.

Drones can be distracted by a wild weasel

Drones are subject to control channel limits

Once you're out of drones, you're out, period.


11.3.3 Scatter-pack

Pros: dramatically increases the launch rate from 1-2 to 6 drones

Cons: Uses a shuttle, pack itself is vulnerable before it "pops",
can overwhelm control limit

Scatter-pack can be useful if you are sure the enemy cannot kill
it before it pops. If you drop one before an overrun (say, range
15) it should pop right when you meet the enemy ship.

You can launch it close to the enemy if you are SURE enemy has no
weapons left to kill it.


11.3.4 Spread them out if you can

A swarm is a concentrated target. You should spread the drones
out so one t-bomb or one counter would not get all of them. This
means you need to set the launch racks to "one missile" instead
of "all missiles". Then you just need t launch multiple times
with a slight gap in between. Leaving the gap in between would
give the enemy a bit of a breathing room, but also makes your
swarm multiple smaller targets. You need to determine what IS the
optimum gap... So the salvo is still concentrated enough to be a
swarm, yet separate enough so one T-bomb won't get them all.

Obviously you can't control a scatter pack...


11.3.5 Mediums are the best compromise

The medium speed drones are the best compromise between
capability and prestige cost. The "fast" drones just cost too
much, esp. if you need a LOT of reloads.

You probably want Type-IV drones instead of Type-I. While get
half as much Type-IV's as Type-I's, the Type-IV's, if hit, do
TWICE the damage. That's even MORE than plasma torpedoes.


11.3.6 Do the anchor

A Mirak anchor is just as dangerous as a Gorn anchor if you
perform it correctly. A full salvo of 6 type-IV drones will
severely maul a cruiser and kill lighter ships.

Anchor also makes SLOW drones dangerous.

You can even anchor another ship to slow it down so slow drones
launched by other ships can catch up to it. This is sometimes
called the "deadweight" maneuver.

Combine an anchor with a scatter-pack can be completely
overwhelming. Imagine this scenario... You dropped a scatter-pack
before you enter weapons range. You snagged the enemy just as the
scatter-pack popped, before he can pop a weasel. He shot down 1-2
and stop another 3 via tractors. THEN you feed him a salvo from
your internal launchers AND your alpha strike from your other
weapons.


11.3.7 Counter-counter tactics

A swarm sure look scary, but there are a LOT of ways to stop
drones. To recap, here's the list:

* phaser (in point-defense mode)
* tractor beam (in point-defense mode)
* anti-drone launchers (ADDs) (in point-defense mode)
* Transporter bombs (beam them or drop them)
* Wild weasel (takes care of ALL seeking weapons targeting
you)
* ECM (which can reduce the damage)
* ESG (absorbs all physical hits, including drones)
* Another drone (yes, you can launch a drone at another drone)
* Terrain features (planets, asteroids, dust field, etc.)


Let us discuss each of the counter and discuss how to counter
that.


11.3.8 Phaser

You can make the enemy use up the phaser so it is not available
shoot your drones. Basically, you need to offer the enemy ship
something else to shoot at, and usually, that would be yourself.

On the other hand, you can shoot the drones to let the enemy
spend the phasers on the drones instead of you. That's usually
what Klingons do.


11.3.9 Tractor Beam and ADD/AMD

You can't do much about tractor beams and AMDs, except with hit-
and-run raids. To do that, you need to expose yourself to counter-
fire.


11.3.10 T-Bombs

T-Bomb can kill a large group of drones at once. To beat that,
spread your drones out by firing at slight intervals instead of
one blob. So one T-bomb will kill only a few instead of the whole
swarm.


11.3.11 Wild Weasel

You can't do much about the wild weasel except to note that a WW
user surrenders the initiative and speed completely. The WW user
also used up one of the shuttles, which is always in short
supply.

Once you got the initiative, don't ever give it back.

You can always do the anchor, which negates the weasel.


11.3.12 ECM

ECM is not an efficient way to counter drones. You can slightly
reduce the damage from a drone, but minimally only.


11.3.13 ESG

If you are a Lyran, ESG is a good drone defense tool. Keep the
radius to a minimum for maximum stopping power.


11.3.14 Another drone

Just note that ONE drone can kill only ONE drone. So you have to
target individual drones individually.

Also note that AI don't do counter-drone launches.


11.3.15 Terrain Features

Enemy can fly behind objects so the drones can fly into them.
However, this requires a fairly crowded map. If you have a pretty
empty map, there's nothing to hide behind.


11.4 COUNTER-DRONE TACTICS

In general, if you run the drone user out of drones, you would
win as they lose most of their "punch".


11.4.1 Use ALL your anti-drone means

If you need a reminder, read 11.3.4 for the full list.

You should almost ALWAYS turn on point-defense tractors and point-
defense phasers unless you're flying against races that do NOT
use drones.


11.4.2 Keep your speed up

Slow drones aren't that dangerous unless you get anchored, and
the enemy must get close to you to do that. If you keep you speed
up, you can keep your distance and give you time to deal with all
the drones "in the air".

You can run medium drones out if you just fly around the map
slightly faster than they are.

If you keep the speed up you have more time to deal with fast
drones.


11.4.3 Find help

All friendly ship will assist in drone defense. Play against the
AI and you'll see other ships fire at nearby drones using ADDs,
tractors, and so on as they see drone swarms aimed at one of
their own units. Your friendly units will do the same, if you are
near them.



12 Introduction to Single-Player Dynaverse Campaign

This is an introduction to single player Dynaverse campaign.


12.1 SIGNING ON

When you start a new campaign, you choose a race and enter your
name. Then you get to read a lot of text while the map is
initialized.

When it's done, you're at the game map. You get a new frigate,
and you start in the interior of your empire.

Try the up and down arrow on the upper right (the two on the
right edge, not the 4-point star). That zooms in and out the map.
At the lowest zoom, you can see most of the map. At the highest
zoom, you can see other ships in the neighboring hexes.


12.2 LOOK AROUND AND MOVE AROUND THE MAP

The left menu has six commands: map, news, mission, supplies,
shipyard, and medals.

Please note the upper left corner, where you see your rank, your
ship, and your prestige points.

Your prestige points act as your "currency" in the Dynaverse. You
need them to get supplies, new ships, and so on. The only way you
earn them is to do well on the missions.

At [map], you can get information on each hex by right-click on
the hex. You'll get information on the hex, even hexes not
belonging to your empire. The numbers don't mean that much,
really.

The [news] button shows a screen that doesn't say that much.
Basically it's galaxy-wide news about how each empire is doing.

The more economy an empire has, the more and better ships that
empire can build and more and better ships become available in
the shipyard.

If there are missions available in that hex, the [mission] button
is click-able. Click on it to see the mission available in that
hex. Most missions are "non-essential" in that you can simply
choose to not accept. Those just show an "accept" button.
However, some missions are 'required' in that they show two
buttons: accept and forfeit. These "essential" missions carry a
forfeit penalty. You may even lose your biggest ship if you
forfeit. You will NOT be able to leave the hex until you choose
to accept or forfeit.

If you are at a sector with friendly base or planet, you see the
[supplies] and [starbase] buttons active. The [supplies] screen
let you buy supplies for your ship(s) with your prestige points.
The supplies available are basically shuttles (admin shuttles),
fighters (if the ship is a carrier), supplies (marines, t-bombs,
spare parts), and missiles (type, reloads, etc.).

The [supplies] screen also allows you to trade in one of your
ships, and to rename one of your existing ships. Note that trade-
in price on a ship is MUCH lower than what you paid for it in the
first place.

The [shipyard] screen takes you to ship availability list for
your empire, where you can spend your prestige points on a new
ship. (Don't forget to buy supplies once you got the ship!)

The [medals] screen shows your current rank insignia and your
medals, if any. You win medals by completing those special
missions you received.

If you ever want to go back to the map, click on the [map] button
again.

To move into a new hex surrounded your hex, just click on it.
After a short calculation, you'll move into that hex.


12.3 PICKING A MISSION AND FIGHT THE BATTLE

Look in the [mission] screen and see if there's a mission.

When you click [accept], on the mission, you get the briefing
screen.

Read the briefing text and look at the icons in the little
picture. Often, that gives more warning on what the mission is
like than the briefing text itself.

Click on [continue] to enter the mission.

For notes on what missions are easy, please see 13

You can forfeit a battle by hitting ESC and select [Forfeit
Mission]. You will have to pay a penalty, of course.

When you have finished the battle, you will exit back to the
"map" screen.


12.4 REFIT AFTER A BATTLE

Remember to repair damage (if any) and buy new supplies after
each mission. You don't need the maximum on each one, but having
them can be useful in certain situations.


12.5 BUYING NEW SHIPS

When you have saved up enough points, it's time to buy a new
ship. Buy a new ship at the shipyard screen of a type you want,
then either keep or trade in your existing ship. Buy some more
supplies. Now you are ready for bigger challenges!



13 Ten Tips for your Dynaverse Campaign

The following tips apply in both single-player and Dynaverse
campaigns.


13.1 START SMALL AND EASY

Do NOT overextend. You may be tempted to switch to a bigger ride
ASAP, which would be a DD. Don't do it. Save your prestige. You
take a 50% loss trading in ships, so you should do it as few
times as possible. You want to jump to CL or CA directly. See
[4.7].

You also need medium speed drones when they become available.
Slow drones are just too slow.


13.2 START MISSILES/DRONES

Easiest way to get started is with a missile-using race like
Mirak or maybe even the Federation. You can launch missiles while
yourself get away or stay away from enemy damage. Tricks like
anchor and scatter-pack can allow you to kill larger prey.

However, the reloads cost a lot of prestige points. So your
progress may be slower than if you take a direct-fire race.
Still, the ability to get away can be quite useful.

Try to fight enemies that do NOT use drone defenses, like
Romulans, Gorns, ISC, and maybe Orions.


13.3 STAY INTERIOR

Stay in the interior of your empire until you have 1-2 decent
large ships. The interior are usually only menaced by light enemy
raiding units or pirates. You shouldn't see heavier units, and
having 2 CL's or CA's should be quite sufficient to defeat most
threats.

If you stay at the interior you are also more likely to find
friendly ships about, and having friendlies in a mission is
always a big help. Remember to "zoom in" to see friendlies about.

Only venture out to the borders when you are ready in big ships.
And even then, look for friendlies nearby.


13.4 STAY ALIVE

Stay alive by checking your enemies and determine quickly "do you
have ANY chance of destroying the enemy." If you are a frigate up
against a battlecruiser, it's time to run.

See 7.4 for a quick way to calculate your odds of success.

A ship, esp. when you get to cruiser or bigger ships, is a major
investment. A BCH costs around 2500 prestige pts. A good CA costs
around 2000. A BB costs over 7000 prestige pts. At only about 200-
400 pt per mission, it takes a LONG time to build up those pts.
Therefore, it is ALWAYS better to run away and live to fight
another day.


13.5 STAY SUPPLIED

Keep going back to a base or planet to keep yourself supplied,
esp. if you use missiles. It's bad when you're required to fight
a battle with empty missile launchers or no mines, or worse, no
marines to defend yourself.


13.6 STAY POSITIVE

Positive in terms of prestige pts, that is. You need to always
keep a reserve of 200+ pts around, more if you use a lot of
drones/missiles.

If you fail a mission, you may need that reserve just to repair
and buy reloads. Some missions also have a penalty if you do
really badly.


13.7 TRADE UP IN BIG STEPS

Your vessel's trade-in value is like HALF of what you paid for
it. So it's bad economic sense to trade up in small steps, like
FF to DD to CL to CA to BC, and so on. Instead, trade up in BIG
steps like FF to CL to BC and you can save a lot of prestige
points.


13.8 DON'T BUY A SECOND (OR THIRD) SHIP JUST YET

If you are a missile user (Mirak, Fed drone-ship, etc.) you
should consider NOT buying a second ship. If you do, make your
second ship a REGULAR, not a drone variant. If you have two to
three ships all firing drones, you can actually spend MORE
prestige pts on missiles than what you can earn per mission, esp.
if you go for those "fast" drones!

Instead, upgrade your own ship to what you want (BCH is good),
THEN if you have a lot of pts left over, THEN make your own
fleet.

The optimum number of ships is 2 (not 3) if you are a fighter-
heavy or drone-heavy race. Three ships just require too many
reloads.


13.9 PICK THE EASY MISSIONS

Some missions are hard, while others are very easy. Monster
missions are the easiest (in general). Other missions can be
difficult or easy depending on your firepower. See 13 for
specific mission advice.

Don't forget to use the "zoom level" on the strategic map to
determine if you are likely to see any help in the scenario. At
the highest zoom level, you can see if there are known enemy and
friendly ships in the same hex or nearby hexes. Many of them will
join you in your battle. Obviously, the more help you have, the
easier the mission is.


13.10 EARN THE EXTRA PTS

Every ship you capture is worth extra pts. If you have a clear
superiority and a lot of transporters (multiple ships in your
fleet), captures can yield extra pts.

Some scenario have items you can recover for extra pts.

Convoy escort missions yields bonus prestige if you save all the
freighters and esp. if you capture the enemy raiders.

Stardock defense missions yields bonus prestige, esp. if you
capture the enemy ship(s).



14 Specific Mission Types

Here are some hints and tips for the generic mission types.


14.1 PATROL

Patrol is worth about 250 pts, depending on friendly and enemy
ships in the battle.

Probably the most common mission type, basically you show up at
one corner of sector while some other ship show up in the
opposite corner. You see the other ship(s) right away.

You can retreat if you need to. No penalties if you do.

There are actually THREE variations of this... They are all
called patrol, but 3 different scripts are called (6, 10, and
Enigma). Haven't figured out what the differences are between 6
and 10 yet. (Maybe one was the 'ambush' scenario?)

Enigma goes like this: you start on one side of map. In the
middle of the map is a derelict ship (or any race), no shields,
90% damaged. On the opposite side of the map is an enemy ship.
The derelict ship may have an item you can transport off for
bonus prestige. The other ship (and even your other AI ship) will
destroy the derelict ASAP.

For the other two, there are up to three groups of enemies in a V-
formation. One or more of the group may be monster(s).

There can be up to 3 other groups of friendlies.

Best outcome is for you to capture one or more of the enemy
ships.

Advice: pick the easy battles here. If the enemy is nicely
matched, retreat and find easier picking.


14.2 DEEP SPACE ENCOUNTER

Deep space encounter is worth about 250, depending on enemy and
friendly ships in the battle.

Virtually same as patrol, except you don't see the enemy ship(s)
right away, as they are further into the corner of the map.

You can retreat if you need to. No penalties if you do.

Best outcome is for you to capture one or more of the enemy
ships.

Advice: pick the easy battles here. If the enemy is nicely
matched, retreat and find easier picking.


14.3 SCOUT / DEFEND

Scout is worth about 250 pts if you succeed in scanning all the
ships and disengage.

As attacker: scout means you need to get within 10 kk of each
enemy ship(s). Scan each enemy ship using "deep scan", and
disengage. You get very little pts for this though.

Best outcome is if you capture all the ships you scout AFTER you
scout them.

As defender: capture the scout if you can. It must not scan your
ships and get away. [Can any one find this mission?]


14.4 SCAN / DEFEND

Scan is worth only about 20 pts if you do scan only.

As scanner: you need to scan a planet. Another enemy ship is also
there in the system and may interfere. You can scan the planet
and leave (get 20 pt) or destroy/capture the enemy ship, THEN
scan the planet (get a lot more).

As defender: prevent the planet from being scanned, or
capture/destroy the scanning ship [Any one seen this mission?]


14.5 AMBUSH! / AMBUSHEE

The points are almost the same as patrol, except the ambushee
gets 100 pt bonus, while ambushers get 100 pt penalty (rough
estimates).

As attacker: the enemy ship(s) are sitting ducks... Destroy them!
You are on one side of map, a friendly ship is on the other side,
and the enemy ship is in the middle, immobile. They will start
moving when you get close though. Plan for MAXIMUM violence when
you arrive. It's too soon for scatter-pack to have armed, so you
have to use H&R raids and so on. Overrun the enemy ship with
everything armed and ready. Drop a mine just as you go by. The
whole works.

You may be assigned to attack some ridiculous ships. Once, I was
a Fed frigate, and I was assigned to ambush a Klingon B-10
(battleship). The other friendly was also a frigate. Needless to
say, I'm "out of there".

As defender: you're starting from cold start with time delay in
the middle of the map, and enemy ships are coming in from 2
sides. Can you get away in time? You'll get a message about "It
is an ambush sir!"

First, increase speed to max. Then check which side's enemy ship
is weaker (so you can blow by them without getting shot to
pieces). Then approach that side. If both sides are equally bad,
split the difference (go perpendicular to both).

The inverse can also be true: those ambushers can be so weak they
are of no threat to you. In that case, slow down, blow them away
or capture them, and get a prestige bonus.


14.6 INFO RETRIEVAL / HOLDING ACTION

Info Retrieval is one of the easiest 150-300 pts you can make.

As attacker: You need to reach the listening station to retrieve
some info. Enemy ships may stop you. The listening station is
directly ahead. Up to 3 groups of enemy ships may come at you in
a delta formation. There are two ways to play this: retrieval
only, or battle first.

You can blow directly by them and just get the info if you just
go yellow alert, don't bother with weapons, and speed 31 with
energy to jamming and shield reinforcements.

If you think you have enough firepower with other friendly ships
around to wipe out the competition, then by all means do so. If
you capture/destroy the enemy ships you will gain much more
prestige points than information retrieval alone.

As defender: you need to prevent the enemy ship from retrieving
the data. Basically, that means doing everything you can,
including slapping a tractor beam on the guy. You can't let him
get within the retrieval distance. If he does get the data, you
can't let him disengage. [Any one seen this mission?]


14.7 CONVOY RAID/ESCORT

Convoy Raid can be worth 300 pts as a raider, 450 pts if escort.

As the attacker, you need to destroy as many as the freighters as
possible and get away. Best is if you destroy all five
freighters, AND capture the enemy escort. On the other hand, as
long as you blow up the freighters you should be fine.

The freighters only move at speed 10, and will NOT maneuver.

Your starting position is randomly chosen from 3 spots. If you
start in a tail chase, you better hurry up before those
freighters get away. In a battle with multiple escorts some of
the freighters can get away, though usually that takes a long
time.

You may slow the freighters down with a tractor beam.

In general, it's better to attack the front of the convoy first.
The damaged ship will fall out of formation (slowed to 6.5
usually). Repeat until all freighters are slow, then you can blow
them up one at a time.

The best raider is a carrier. The PF/fighters can attack one
freighter while you go after another. You will kill them faster
and get away faster. Second easiest is with cruisers. Cruisers
have the combination of speed and firepower. Destroyers and below
don't have enough "crunch power" to blow up freighters in a
single pass.

One way to blow up the freighters is to capture it with marines.
As freighters don't have that many marines to start with, you
just need to knock down the shields and beam onboard 2-4 marines.
The ship will self-destruct when captured, thus count as
"destroyed". On the other hand, marines are pretty expensive.

As the defender, you need to prevent your freighters from being
destroyed. Best outcome is none destroyed, AND you captured the
enemy raider(s).

If enemy launchers fighters, go after them first. They can kill
your convoy while you are still trying to deal with the carrier.
Most carriers don't have enough firepower to kill a freighter
quickly any way.

The freighters don't have much firepower, even if you get armed
freighters or Q-ships.

If you are outmatched, grab one of the freighters with tractor
and SHOVE it off the map. At least you've saved one of them.

The enemy must come to you, so use the extra power for overloads.
After that, switch to normal load as you need the speed to chase
the enemy down.

Enemy can come from three separate directions. Handle the closer
threat and don't get too far.

Monsters may occasionally join a convoy raid.


14.8 SHIPYARD ASSAULT/DEFENSE

Shipyard Assault can be worth 300 pts as attacker, 450 pts for
defender.

As the attacker, you need to destroy 3 stardocks, which have
shields and tractor beams. In your way are one or more enemy
ships (up to 3 groups).

Kill enemy ships first. It takes a LONG time to kill a stardock.

You need direct-fire ships to kill stardocks. The stardocks have
5-10 tractor beams each so you can't really destroy a stardock
with drones unless you have a LOT of them. They also have too
many boarding parties to be captured easily. As they don't fire
back, just orbit them and keep firing into the downed shield(s).

If you DO have enough marines to capture stardocks, you get extra
pts.

As the stardocks don't move, transporter bombs are useless.

As the defender, you need to destroy all the attackers. The
attackers will be coming after you. Force all of them to retreat
or destroy all of them before you are destroyed.

Concentrate on one attacker at a time. Stardocks take a while to
die so you have time. The hard part is judging when are you
outmatched. Follow friendlies and attack the same target to kill
one quickly.

Monsters may occasionally join shipyard assault.


14.9 STARBASE ASSAULT/DEFENSE

Starbase assault can be worth 400 pts as an attacker, 300 pts if
defender (?).

As the attacker, you need to destroy the base. A starbase is VERY
heavily armed with long-range weapons. You can't go in piece-meal
or you'll be wiped out one at a time.

Kill the defenders away from the base so you don't get hit on
multiple sides. Starbase have those extremely long-range ph-4s
that can hit you from range of 100. Start very slow and let the
defending ships come to you. Destroy the defenders, then follow
the friendly ships in.

If you use drones, arm a LOT of scatter-packs. Base does have
tractor beams, but if you have multiple ships all firing drones
you can overwhelm a base.

Do the "oblique pass" on the base, reinforce facing shields, and
circle the base. Start popping out the scatter-packs, try to go
for ONE specific shield (the one that got hit in the initial
pass). The base will be rotating so you can just wait for the
down shield to come back around. If you or one of your ships get
hammered, do a 180, circle the base the other way, and let the
other side take the heat for a while.

Starbase assault can be very difficult and costly. The starbase
has you outgunned at every turn. Your only hope is to concentrate
your firepower upon one shield and overwhelm.

As the defender, you need to destroy all the attackers. The
attackers will be coming after you. [Any one got this mission?]


14.10 PLANETARY ASSAULT / HOMEWORLD ASSAULT

Blast all the defenders to kingdom come, then capture the planet.

Some planets can be armed with ph-4s.

Planet has 20 boarding parties. You can damage the planet a bit
to kill off some of those defenders. When you think you've done
enough, start beaming down marines, use assault shuttles if you
need to. Get as many of them down there as possible in one
stroke.

Don't run into the planet! [Rare mission unless you attack a
sector with a planet]


14.11 MONSTER

Destroy the monster(s) ravaging the sector.

The difference mainly is in what type of monster it is. Some
monsters are tougher than others. There are 18 different types of
monsters, divided into 6 "breeds" (AM, DM, LC, MT, SG, SS) of 3
sizes (S,M,L) each.

Most monsters are vulnerable to seeking weapons and esp. drones
and scatter packs. Most simply don't move very fast to dodge
seeking weapons. The fast one (SS) doesn't do much damage.

For more details, please see Monsters section [15].


14.12 STARBASE CONSTRUCTION

This is an unusual mission. If you "bought" a starbase with a ton
of prestige points, you can bring it with you into enemy
territory. Then you get to plant that starbase somewhere. When
you do, you play this mission... Enemy ships come to prevent you
from building the base. If you win, the base is built. If not,
you lose that base.

Basically, this means you need to protect that special freighter
that contains the "skeleton" of your base from all enemy
attackers.



15 Special Missions

All special missions are listed here, no matter who they belong
to. If any are only for a specific race it will be noted.

This list is NOT complete yet. I am working on it. :-)


15.1 PEACE IN OUR TIMES (EVERYONE EXCEPT ISC?)

Difficulty rating: 5?

This is the FIRST special mission you run into. You only get this
while you own a frigate.

You're being sent to transport a diplomat to Organia. Four
neighboring races are asked each to send only a frigate. No
shooting unless others shoot first.

When you get there, you find Organia in the middle, and the 4
other frigates at the 4 compass directions. It doesn't matter who
gets there first, no pts for being first, but feel free to race
everybody there.

When you get there, get into transporter range (5.99 or less) and
beam down the diplomat (go to your transporter menu and you'll
see an extra icon there).

When you do that, the Organian 'vessel" arrive (a blob of light),
along with 2 ISC ships, a CL and a FF. The Organian delivers a
speech about how his lesson of peace has failed, and the ISC will
help bring "reason". Then ISC ship demands all four of you to
surrender at once.

Hail the other 3 ships that came with you one at a time. (Target,
then choose Comm panel, and hit the HAIL button). They should
agree that they hate the ISC more than they hate each other and
you. You can also hail the ISC, who will demand that you shut
down and surrender. You can surrender if that makes you feel
better.

The ISC should start shooting when everyone ignores the surrender
request. Fight's on. Blow up or capture (unlikely) the ISC ships.
With 4 ships you should be able to overwhelm the ISC ships. Don't
be first. Let someone else soak up those torpedoes. Keep your
speed up and avoid the plasma torpedoes. Take both ISC ships out
and you win.


15.2 PROMISES TO KEEP (EVERYONE EXCEPT ISC?)

Difficulty rating: 8

ISC has set a blockade on a planet with a plague outbreak. You
must break the blockade, beam down medicine and personnel, and
beam up wounded. However, there is a catch... ISC has placed
mines all over the place, and cannot be avoided. The scientists
have came up with a way to neutralize the minefield, but the
neutralizer only fits on a freighter, and its range is only 15.
If you get outside that limit, you go BOOM. If the freighter goes
boom, you go boom.

ISC has ship(s) in the system, and a defense platform. The
freighter that laid the mines is also in orbit. Get detailed scan
on the platform and the freighter for bonus rewards. Destroy the
defense platform if you can.

You start right next to the freighter. You should immediately
slap a tractor on it. In fact, set your speed to zero. Use all
your power for shield reinforcements, jamming, and weapons. Then
use tractor rotation to put the freighter behind you. Let it
"push/drag" you to the planet.

If you are in a frigate, you'll probably see 1 ISC police
corvette coming for you, another corvette behind the planet and
coming. Capture them if you can. They only have 2 boarding
parties each. Beat down one of the shields and it should be easy.
They will probably go for the freighter first so you should be
okay. Use tractor rotation to keep you between them and the
freighter. Remember, if the freighter goes boom, so do you!

When the freighter reached the planet, it will continue to the
defense platform.

If you have a captured ship, this is then easy. ISC ships are
immune to the minefield, so they can go anywhere. Get the
medicine and personnel onboard the captured ship, go to the
planet, beam down, beam up the "wounded" and "Harry Mudd", and
primary mission is accomplished.

If you don't have a captured ship, you have to be very careful.
Increase speed to slightly exceed the freighter's speed (15) and
drop off the tractor, then move close to the planet without
exceeding the range 15 circle. When you've got all the beaming
done, head back to the freighter and get on the tractor again.

Make sure the freighter is heading to the defense platform.
Target the freighter, then to go the comm panel and do "set
course", then select defense platform.

Now you need to scan the defense platform, but that's simple
enough. Just engage deep scan, max reinforce front shield and
jamming, and get in there. After you got the scan, blow it up.
ISC defense platforms have 4 ph-2, 4 ph-3, and 1 or 2 plas-F. So
watch out for torpedo. If you armed a scatter-pack, use it now.
Also send your captured ships in. Those ISC police corvettes have
plas-Fs too.

After you took care of the defense platform, you need to scan the
mine-laying freighter. Hail your own freighter again and have it
set course for the freighter. Engage your deep scan again. The
enemy freighter will attempt to move out, but you can catch up to
it. After you scan it, feel free to capture it for extra points.
It has 4 boarding parties, so you'll need a little help from
those boarding parties you sent to those two ISC ships.

After you captured the enemy freighter, the mission should end,
or you can disengage by hailing your freighter and click the
disengage command. You then wait until it leaves the limit of the
map.


15.3 NO IRON BARS THE CAGE (EVERYBODY EXCEPT ISC?)

Difficulty factor: 6

The ISC has "arrested" the governor and staff of one of our
colonies for resisting ISC pacification. The hostages are being
shipped off to another planet. Capture the transports, destroy or
capture its escorts, and destroy any ISC units you encounter.

Note: depending on the race, you may be requested to destroy the
freighters instead of capturing them.

You start near the edge of the map. You are in this little
"enclosure" of asteroids (see your tactical map). Off to your
right is the planet with 2 def-sats in orbit. Start heading out
and turn slightly left.

After a little while, you should see two ISC ships. If you are in
a frigate, those are probably 2 police ships. The enemy is
probably scaled to be two ships one class smaller than your ship,
along with two freighters moving at speed 7.

From there on, it should be a standard fight. Kill or capture
both escorts. You can use the firepower they provide, so try for
capture. Then use their help to capture both freighters by
beating down the shields on each and beam onboard enough to
capture. Each has 4 boarding parties. One carries the "hostages"
while the other contains some supplies. You don't know which is
which until you capture one of them.

When you have captured both, they will change course out of the
system. If they have gotten close to the def-sats, the def-sats
may fire on them or your ships. Feel free to engage, but it's not
required.

When the two freighters leave the map, the mission is over.


15.4 THE GRIM RESOLVE (EVERYONE EXCEPT ISC?)

Difficulty rating: 5-8

The difficulty rating depends on what ship(s) you got. If you
have a cruiser or two, this is like 5. Otherwise this can be
quite difficult.

You have three objectives... 1) Destroy the shipyard, 2) Send
down an infiltration team and retrieve info from the ISC base on
the planet, and 3) destroy Captain Marinus, the ISC "ace".

Some races require you the do the infiltration mission, others
don't.

You do get some help though. A captured ISC freighter loaded with
antimatter will fly into the middle of their shipyard and be
detonated. That should take out most of the stardocks. You need
to destroy the rest. You will control the detonation.

You start on the edge of the map. The freighter is just ahead of
you and moving in. To your left should be a POLW approaching.
Target the freighter and set "remember target" to one of the 4
target keys.

Capture or destroy the POLW.

When the POLW is disposed of, a CL (Marinus) should approach from
the planet. While you approach the CL the freighter should reach
the shipyard. Use the tactical map to be sure. Just remain out of
range 30. When the freighter is in the middle of the mess, target
it (use the hotkey) and send the detonation command. 3 of the 4
stardocks should blow up.

Now take care of Marinus, then capture or destroy the remaining
stardock to end the mission.


15.5 J'ACCUSE (EVERYONE EXCEPT ISC)

Difficulty rating: 6-8

The difficulty rating depends on your ship size(s). If you have
destroyers, you can have trouble here. If you have two cruisers,
this should be a piece of cake.

You have been ordered to approach an ISC planet with a ship of an
opposing empire. Together, you will challenge the ISC. Destroy
all ISC defenders.

You start range 300 or further away from the planet and the
ships. Your "friendly" is a BCH of an opposing race.

As you approach, the ISC hail both of you. They claim that they
have a fleet above one of your worlds. Unless you two fight each
other and demonstrate your aggressive nature, a world will be
destroyed. The winner's world will be spared.

If you have more than one ship, make sure you are on "weapons
tight" BEFORE you target the "friendly" to "reinforce alliance".
If you don't, your other ship will accidentally fire on the
"friendly", thus turning that into an enemy ship. That ex-
friendly ship will be very annoyed and shoot you. He'll also stop
and you will continue alone. This makes fight against the ISC
very difficult, so don't do that.

If you have hailed the friendly and the alliance is reinforced,
he MAY still shoot at you later. The ISC will hail again with the
threat. Just reinforce the alliance AGAIN. Take the hit and
ignore it. Weapons-tight until you reach the ISC perimeter.

When you get close to the ISC ships, the allied captain should
say something like "I'm tired of these ISC meddlers. Let's
attack!" From there on, he won't turn on you, so change tactic
to fire at will, and start attacking.

You'll see the planet, along with two defense platforms, and 2
DDLZs and 1 FFL and 1 FFLG. Destroy or capture all of them.
Strangely, they never exceeded speed 7, so taking them is easy.
One of them is an FFLG (commando frigate leader) and has a lot of
marines (24 vs 6-8 on other ships). Just destroy that one.

When you destroy the defense platforms, the jamming clears.

Hail Organia (comm panel, target planet, select HAIL), and you'll
get some dialog going. Apparently Organians have some plans, and
ISC is merely a part of it. Apparently they are preparing us for
some other threat...


15.6 DIPLOMATIC IMMUNITY (EVERYONE EXCEPT ISC)

Three other races have sent delegations to a peace conference on
a starbase on how to deal with the ISC... Except an ISC sabotage
team got there first. All three ships have been disabled, and the
Starbase weapons are not working either.

You have an engineering team and a rescue party onboard. Use the
engineering team to get the 3 ships working (one at a time), then
send the rescue party onboard the starbase. Beam them back, then
use the engineering team to rig self-destruct on the starbase.
Destroy the base, and disengage.

This one is not that hard if you hurry a bit. The 3 ships are in
an L-shape formation. Pick the closest one, aim at it, and go
maximum speed. Start arming scatter-packs ASAP. When you get to
range 10, go to Comm panel and tell the ship to drop shields.
When you reach 5.99, beam the engineering team (not the marines!)
onboard, and hit emergency stop. Turn the ship so you face the
next ship, and set speed 5. When your ship start moving again,
the repair should be done or almost. Instruct the ship to drop
shields again and beam the engineering team back. Head for next
ship.

Repeat the same steps at the other two ships.

When all three ships are done, the ISC should be arriving. There
should be 4 ships, a CA, a CL, and 2 DDs. Head to the starbase,
tell it to drop shields, and beam the marines onboard. When the
marines say they're ready to beam back, order shields dropped
again, then beam back the marines, beam in the engineering party,
and wait.

The 3 ships you helped repair should keep the ISC busy, but they
may not last very long under the plasma torpedoes. The three
cruisers will engage the ISC separately and probably be destroyed
one by one. Feel free to shoot at a few targets and pop a few
scatter-packs to help out, but your objective is to destroy the
starbase after rescuing the delegates.

When the engineering party reports ready, beam them back (drop
shields again), move away a bit (range 10), target the starbase,
then go to Comm and try "send destruct". It may take many
attempts, but the starbase should go boom.

After that, you can just disengage, or you can try killing ISC
ships if you can.


15.7 INTERCEPTOR (EVERYONE EXCEPT ISC)

You need to intercept a freighter. It is carrying plans relating
to the ISC invasion. It uses a route no one uses... next to a
black hole. Capture the freighter, obtain the data onboard, then
dump the freighter into the black hole so ISC won't suspect your
involvement. After that, disengage.

This occurs on a map with a dust field all over and a blackhole
in the middle of the map. You want to catch the freighter as fast
as possible, so set maximum speed, and aim a bit ahead of the
freighter (don't use follow, as that takes more time). Set
maximum reinforcement to front shield to counteract the dust
field damage. Then just wait until you get close.

When you reach range 10, start slowing down to the same speed
(he's going 12) so you can stay within transporter range. Pound
down his rear shields, and beam in the marines. He has 6 marines
defending, so it'll take you more than one pass unless you have 2
or more ships. When you get the ship, the ship will stop. Slap a
tractor beam on the freighter. Start heading to the black hole.
You should get the notice that you found the data. Increase speed
to max. When the range reaches 15, disengage tractor and do max
left turn and get away from the black hole (use HET if you need
to).

Start heading for map's edge. The freighter should go in after a
little while. Exit the map, and you win!


15.8 RECLAMATION (ALL GALACTIC?)

The best person to stop the ISC ground invasion is a prisoner of
(something). You are being sent to retrieve the man any way you
can from the (something) base.

(If you're Klingon, this would be from another Klingon House. If
you're the Feds, this is probably from the Orions, and so on.)

When you start, there's a "listening post" near you. The base
station is about 135 beyond the listening post. There would be 2
or 3 VERY light ships around, depending on your fleet size. If
you have 1 CA /1 CL, the enemy fleet is 3 FF. If you have 1 CA,
enemy fleet is 2 POL.

Go to the listening post and do a deep scan. Your science officer
would suggest you beam a science team onboard. Use the
transporter to do so. After a while, you'll get reports of random
messages... About drunken officer thrown into brig, someone being
bored, Romulan ale ordered, etc. Eventually, you'll get the
access code to the station.

Now take your fleet and approach the station, set to weapons-
tight. Send the code at about range 50. The station will NOT fire
heavy weapons on you, but it WILL defend itself against scatter-
packs and such if you launch it too close. So start popping
scatter packs at range 15. Reinforce front shields to max.

When you get close enough, order all ships to capture, all ships
fire to beat down a shield, then rush in there to plant enough
boarding parties to take over the station. There are only 12
defenders, so you can do it in ONE pass if you have enough ships.
The base should be screaming "traitor!" and starting to fire on
your ships. Start rotating shields so those phaser-4s don't kill
any one. The station should be yours in a little while if you've
planted enough marines.

The defending ships should be attacking, but you should get a
message from the 'legend' that he can do something about it. So
hail the defending ships, they'll cease fire, and you win! With
the 100 bonus for using the listening post, you can get up to 550
on this mission.

The alternative way: stay away from the base station, and capture
as many of the defenders as you can. Then group them all
together, repair all items, arm scatter packs, and then ALL
charge for capture. With multiple ships you should be able to
capture the station. You get slightly less points this way, and
there is a danger of blowing up the station before you capture
it. However, the pts from capturing all those defenders helps a
little.


15.9 BLEEDING THE APES (ALL GALACTIC?)

You need to prevent ISC reinforcements to the ground battle.
Except this is NOT a convoy... This is a fleet.

When you start, the planet is in front of you, and to the right
is the fleeg. There will be 2 CLGs, which are the invasion ships.
The invasion ships will have other ships as escorts. The exact
composition will be identical to your fleet. If you have 1 CA/2
CL, the enemy will have the 1 CA and 2 CL. If you have 2 CA, the
enemy fleet will have 2 CA as escorts. If you bring a DN, they
will have a DN as well.

To reduce confusion, do NOT bring any war destroyers or light
cruisers. That way you know any CLs you see need to be destroyed.

The invasion ships are easy to spot... they move at speed 20, and
does NOT head toward you. They also have only phasers/PL-Fs and a
TON of boarding parties (30+). The invasion ships will peel off
if you attack them. So just do close passes and they won't go
toward the planet.

Try to get AROUND the escorts so the escorts can't protect the
invasion ships. Try to separate the two CLGs and kill each one
separately.

When playing as the Klingons, I can't win this one with cruisers.
I ran around a bit, finished enough missions so I was able to
trade up to a C8K with fast type-IV drones (there are 6 type B
launchers on a C8K). I armed all the scatter-packs, and damaged
the ISC DN so it can't chase me. Then I used my 6-missile
launchers to destroy both CLGs after softening their shields with
my other weapons. Then I used the scatter-packs on the DN.


15.10 BATTLE AT THE GRAVE OF THOUGHTS (ALL GALACTIC?)

The offensive against the ISC has begun. You will lead the attack
against one of the ISC "reeducation camps", which are 3 base
stations. Capture each one, call in a transport for each, which
will take off the prisoners.

You will get 2 other cruisers for this mission. The HQ has a
relay station in the sector, which has extra marines onboard that
you can use at the edge of the system. You can use the relay
station to call for further assistance. You can use the relay
station to request up to 8 other units. The HQ would really
appreciate it if you can lure enough of the enemy ships out so
you can destroy 10 of them.

You start on the map edge. Right behind you is the friendly relay
station. In front of you are the 3 base stations in a triangular
formation (the tip pointing at you). You will probably only see
the one at the tip until you get closer. Behind the station seems
to be a LOT of asteroids. That's the ISC "holding zone", where
their reinforcements come from. There is also an Orion relay
station next to the asteroids. If the Orion listening post is
destroyed, ISC can't call for any further reinforcements (which
would prevent you from doing the secondary objective).

Move in SLOWLY and take your time. You don't need to capture a
base yet.

Your AI friendlies are over-eager and they will go after the 2
CM's that come out first. They simply go after the closest target
(except the base stations, those are considered "neutral"). If
you don't keep them away from the enemy relay, they will probably
destroy the relay and prevent you from meeting the secondary goal
of destroying ten ships.

Instead, you'll have to "manage" the AI by letting the AI ships
get killed. Do NOT help them. Let them fight with the 2 CMs while
you wait near the first base station you see. Those two CMs will
try to kill the AI cruisers. Let them. When they come after you,
call for help and go back to your relay. Then when your help
arrive, stay near your relay and wipe out the ISC.

The next ISC group should come out then and by the time your
group gets there that other group should be in front of the
relay. Then keep blasting. When you've got ten, you can let the
AI friendlies destroy the enemy relay.

Then capture a base, call in the transport, order the transport
to "goto station", wait for transport to leave the map. Repeat
two more times, and you win!


15.11 DROPPING THE HAMMER (ALL GALACTIC?)

You are to attack an ISC planet being used as a forward base.
This should draw out the fleet. Destroy it, then capture/destroy
the planet.

The planet is not armed. There is ONE def-sat in orbit.

Once you blew away the def-sat, the AI should pound the planet.
Just follow the AI closely as the 2 ISC cruisers will take a
while to get here. Save your missiles and scatter-packs for the
cruisers. Use disruptors and phasers only on the planet. You
can't destroy the planet.

Try hailing the planet and your allied units for some interesting
conversation.

Destroy both cruisers (you can try capture, but your allies will
probably blow them up first). Then capture the planet.


15.12 OPERATION TYR (ALL GALACTIC?)

The final attack on the ISC is on... You are to destroy the ISC
starbase. This will break their back, figuratively. Destroy all
defending ships as well. Use all your allies.

The ISC starbase is nicely armed and it has 3 def-sats covering
it as well. There should be five defending ships, though once I
only saw three.

You will be accompanied by many ships, total of 5 (or more if you
brought more than one).

You can hail each of your allies and give them targets.

Unconfirmed: You can also hail the ISC base or units and demand
surrender.

Just blow up the starbase. Then blow up all the defenders.


15.13 THE WAR CRIMINALS (ALL GALACTIC)

It's time to try the Organians in a war criminal court... A
special freighter has been equipped with a neutrino pulse
emitter, which should "imprison" the Organians. You are to lead
the task force to capture the Organians. When the freighter is
within range 15 of the planet, hail the planet with nutrino
pulse, then use the freighter to capture the Organians.

In front of you is Organia. In your way is the final ISC task
force.

If you can get the freighter there faster (within range 15), you
can beat the ISC there. You can even demand that the ISC
surrender.

The ISC have just destroyers and frigates by this time, with ONE
cruiser. My task force blew them to bits.

Then we approached the planet... Hailed, and the Organians came
onboard willingly. Didn't even have to use the freighter.

Thus ended the ISC Pacification War...



16 Dynaverse Online Play

A little history... Flipside.com was supposed to have hosted the
Dynaverse servers, but backed out just as the game went gold.
Interplay had to scramble to get servers online. Won.net was
enlisted as the substitute. Later, the registration changed yet
again to Gamespy.

Some information here have been summarized from the SFC Dynaverse
FAQ by K'tujHegh.


16.1 BEFORE YOU START

PLEASE patch your SFC2 to the latest version so you can get
online.

Register at the specified registration service if you haven't
done so.

Once you've done that, sign in and you'll see the Dynaverse
server list. You then choose a server to join. Different servers
may have slightly different rules and setup. Some servers permit
or prohibit certain races. Other servers can change ship
availability, supply costs, ship costs, mission chances, and
more. Read the description, and make your choice.

You can join multiple servers using the SAME username and
password. You can pick a difference race per server. You can play
on as many servers as you want. Each one is unique and the
progress is saved separately (until the admin decides to restart
the campaign).


16.2 INTRO TO DYNAVERSE

You start by logging in to a Dynaverse server. You begin with a
frigate in the race you've chosen. Each server can have different
rules and different prices. You also get 50 prestige pts to
start.

If a server you had been playing on is asking you for a login and
password again, the server admin had "reset" the campaign and
everyone had to start over.

You can only join "one" empire per server. To play more than one
side on a single server, you need to use multiple accounts.

Once you've logged into a Dynaverse server, you will see a map
just like a single player campaign map. Except this time, if you
right click on the map, you may notice other players in certain
hexes. If you right-click it, you will see the following
information:


Empire:
Prestige: ####(available)/#### (Career total)
Ship #1
Ship #2 (if they have more then one)
Ship #3 (if they have more then two)

An example would be:

Commander Chang (355)
Empire: Federation
Prestige: 357 / 2355
(Destroyer) USS Tucson

The Glicko rating is basically a measure of how well you handle
battles and how are the odds in those battles. If you can beat
big ships with small ships, your Glicko rating would be quite
high. If you can only beat small ships, your Glicko rating would
be quite low.

When you first sign on, you are in the "General" channel and you
can chat with all other players. You can also join specific
channels. Some other commands are:

/list: Lists chat channels available. Those that you have
joined have an asterisk (*) in front.
/join [ channel ] : Joins a channel ( example: "/join
federation" )
/leave [ channel ] : Leaves a channel ( example: /leave
General" )
/w [name] : whisper to name

You can zoom the map in and out, move the map around, and choose
your movements, just like the single player campaign. Except this
time, there may be other REAL human players, who may be on your
side, or on the other side... And there will still be AI ships
around.

If you have friends online and on the same server at the same
time, use chat and invite them over. Tell them what hex you're in
(the hex number, in x,y format) and see if they will come over.


16.3 THE "DRAFT"

If you are in or near a sector where a battle just started, you
can be "drafted" into a mission. You can't "dodge" the draft
(legally, that is, there are way to "refuse" it, but it's
considered bad manners online). Basically, it's a mission you
need to play with others.


16.4 BUYING SHIPS

Dynaverse II has slightly different procedure for buying ships.
The ships are actually up for bid. You need to place a bid on the
ship you want. You may end up paying "above" market rates for a
specific ship if everybody wants it.

After you place the bid, you can move to a different hex. If you
win, the ship will join your fleet.

Older ships are cheaper. Newer ships, when first introduced, are
more expensive than normal.


16.5 SOME DO'S AND DON'TS

Do use the "chat" feature, it adds to the atmosphere.

Do help people on your side, it makes the game easier for
everyone.

Do ask for help if you need it

Do give rookies a break (i.e. those with low prestige totals).
You were once a rookie.

Do have fun out there.

----------

Do NOT refuse a draft, it's consider rude

Do NOT forfeit, as it both hurts your prestige pts and makes your
side lose

Do NOT insult anybody. Actions speak louder than words.

Do NOT try the dirty tractor tricks (push other ships into
asteroids or planets or out of the map)

Do NOT try to capture an enemy ship commanded by a human (you can
crash the game)


16.6 PARTING COMMENTS

The rest of online Dynaverse is just like the single player
campaigns.

Have fun out there. Perhaps you CAN make a difference!



17 SFC ships

Each empire has multiple classes of ships, from freighters to
frigates, from destroyers to dreadnoughts.


17.1 SHIP CLASSES OVERVIEW

The civilian / auxiliary ship classes are

* Small Freighters
* Large Freighters

The warship classes, from smallest to largest, are

* Fighters / Attack-Shuttles
* Interceptor (INT)
* Gunboat (a.k.a. Fast Patrol ship, pseudo-fighter) (PF)
* Police Corvette (POL)
* Frigates (FF)
* War Destroyer (DW)
* Destroyer (DD)
* Light Cruiser (CL)
* War Cruiser (CW)
* Heavy Cruiser (CA)
* Battlecruiser (BC/BCH)
* Dreadnought (DN)
* Battleship (BB)

In general, police corvette have 1 heavy weapon, frigates have 2,
destroyers have 3-4, cruisers have 4, dreadnoughts have 6, and
battleships have 10 (8 fore, 2 aft)


17.2 FREIGHTERS

That is discussed in the next section, in 17.


17.3 WARTIME CONSTRUCTION

In wartime, the smaller ships are easier to build as their
stardocks are easier to build. The larger ship hulls are needed
for certain specialized variants. When the losses start to build,
shipyards must somehow increase production of larger ships. Thus,
the "war destroyers" and "war cruisers" are born.

A "war destroyer" is basically a frigate expanded to have the
power and weapons of a destroyer. It has less overall volume than
a destroyer, but can be built in a frigate shipyard.

A "war cruiser", similarly, is a destroyer or light cruiser built-
up to full cruiser, but can be built in destroyer/light-cruiser
shipyards.

Each race has its own solutions to the wartime construction
problem. For example, the Federation did not have a "war
cruiser". Its "new light cruiser" (NCL) design, using some of
destroyer's parts, essentially served as that design. The
Federation also had a competition between the FFB (battle
frigate) and the DW (war destroyer) and the DW was ultimately
chosen.

There are many other variants to each class. Some races chose to
build "leader" version of certain classes to act as 'squadron
leaders' when operating in a group. For example, a group of
Klingon F-5 frigates will be lead by a F-5L.

A battlecruiser is essentially a ship with the maximum amount of
firepower one can pack onto a cruiser hull. It can be built in a
regular cruiser shipyard. Eventually no more dreadnoughts were
made. They have been replaced by battlecruisers.


17.4 CARRIERS, FIGHTERS, INTERCEPTORS, AND GUNBOATS

Carriers are special ships designed to carry smaller vessels into
battle. Smaller vessels include fighters, interceptors (half-
sized gunboats), and gunboats (sometimes called Fast Patrol
ships, of PFs, and occasionally, Pseudo-Fighters).

Carriers were converted from regular cruisers, destroyers, and so
on. Some retained their regular armament.

Fighters are basically armed shuttles that carry drones and
perhaps some pre-charged heavy weapons. Each 'squadron' is
launched together and can be ordered to attack target or defend
you.

Interceptor and PF are individual entities and can be used to
attack many targets. They have shields and thus are harder to
kill, but one or two drone hits should kill one.

If the carrier is destroyed, so are all the units it carried into
battle.


17.5 VARIANTS

All races operate multiple variants of ships. In general, the
most of a specific type that race builds, the more likely
different variants will be produced.

For example, a destroyer can be built as normal, drone, battle
(heavy), escort, and more.

Here are some common suffixes used to denote the variants

A Aegis, a variant of Escort
B Battle (extra heavy), EX: FFB = battle frigate, almost a
destroyer
C Command, has flag bridge, slightly more weapons, EX: CC =
command cruiser
D Drone, lots of drone launchers, EX: NCD (new drone
cruiser, drone version of NCL)
E Escort, phaser heavy, fewer heavy weapons, EX: DDE =
destroyer escort
G Commando (except Federation), Guided (Federation)
H Heavy, EX: DNH = heavy dreadnought
L Light or Leader
V Carrier, carries PFs, INTs, or fighter-shuttles


The Feds chose to use a C PREFIX for their commando ships.


17.6 POLICE CORVETTES (POL)

The police corvettes are the smallest standalone vessels operated
by a fleet. Sometimes, they are just called "police ships". They
may lack heavy weapons altogether, though some may have a single
heavy weapon. They can barely deter a pirate vessel. Don't expect
one to survive in a real battle.

Think of them as SMALL frigates.

Some races built police flagships (leaders) which has a few more
phasers.


17.7 FRIGATES (FF)

In general, frigates are very weak, and tend to blow up quickly
in presence of cruisers or larger ships.

Frigates are in perpetual need of power because their available
power is quite small and any further use of power requires a
large decrease in speed. To get an extra point of power, a
cruiser slow by 1 (movement cost of 1), while a frigate need to
slow by 3 (movement cost of 0.33).

A frigate usually has only a single heavy weapon. If there are
several sizes to the weapon, a frigate would have the smallest
one (with lowest effective range).

With little power available, ECM, overload, and so on require
very careful consideration. EM is more efficient than ECM in most
cases.

Fighting with frigates requires a LOT of maneuvers, as neither
side can deal a "killing" blow.

When you fly frigates, you want the ones with the LEAST energy
usage. The drone frigates are probably the best. With a scatter-
pack you have the potential to kill larger ships.


17.8 WAR DESTROYER (DW)

A war destroyer is a frigate built-up to destroyer capability. It
is a destroyer missing a few parts. It has 2 heavy weapons and
movement cost of 0.5 like a destroyer.


17.9 DESTROYER (DD)

Destroyer, being the next size up, has slightly less of the power
problem. However, it can still be quite acute. It loses 2 in
speed for every point of power (movement cost of 0.5).

In general, destroyers have two heavy weapons. There are some
exceptions (the Fed DD had four photons, just like the Fed CA,
but no power to arm them).

Destroyers have enough power to start using EW and shield
reinforcements sparingly.

A "large" destroyer is VERY close in size to a light cruiser. So
much so, some navies chose not to build light cruisers.

Destroyers still relies on maneuver, but a bit less than
frigates.


17.10 LIGHT CRUISER (CL)

In general, light cruisers have 3 or 4 heavy weapons like a CA,
but have less shields, phasers, and other equipment. Some CL's
have movement cost of 1 just like a CA.

Most CL's have only forward facing weapons. There are one or two
exceptions: the Fed Miranda-class cruiser has a rear-facing
photon torpedo. (This is to fit in with the USS Reliant in the
movie Star Trek II: The Wrath of Khan)

Cruisers have power to spare for EW, but not that much in a CL.


17.11 WAR CRUISER (CW)

A war cruiser is a destroyer or light cruiser built-up to full
cruiser firepower. It would have 4 heavy weapons and movement
cost of 1, but slightly fewer weapons than a full cruiser. In
general it should "drive" just like a cruiser.


17.12 HEAVY CRUISER (CA)

A heavy cruiser usually has 4 heavy weapons, and movement cost of
1. There are some exceptions like the Klingon D-7T, which has 5
photon torpedoes (yes, photons).

A heavy cruiser is your average ship and can use all the tactics
discussed. Power can be a little tight in certain situations.

CA/CW should have some power left over to be able to move at
decent speed (24 or higher) and arm all weapons.


17.13 BATTLECRUISER (BCH)

A battlecruiser has 6 heavy weapons like the dreadnought, but
still has movement cost of 1. They eventually replaced the
dreadnought on the production line.

BCH is a bit tight on power as losing speed here doesn't yield as
much power as it would on a DN, while it has all those DN-class
weapons to charge. That's why the Feds build all the different
variations on the BCH trying to come up with a design that
doesn't suck up too much power.

Consider disabling one or two of the heavy weapons after the
initial pass so you get more power to maneuver. That way, the BCH
should fly just like a cruiser with a few extra weapons.


17.14 DREADNOUGHT (DN)

A dreadnought has 6 heavy weapons, and movement cost of 1.5.

A DN usually has globs of power to spare. By reducing speed by 1,
a DN can spare 1.5 pts of power. A DN should exploit this by
charging those energy-intensive systems like tractors, ECM, and
so on.

A DN's maneuverability is pretty bad, and it can't make an HET
safely, so you probably shouldn't. Instead, use your superior
firepower to pound smaller ships into scrap. You can probably
kill a frigate in a single pass. You have enough transporters to
capture small ships in one pass also.


17.15 BATTLESHIP (BB)

A battleship has 10 heavy weapons (8 fore, 2 aft) and movement
cost of 2. Some may carry PFs or fighters for additional
firepower.

Even bigger than the DN, a BB have a lot of power to spare, and
extremely heavy shields. Every point reduced in speed spares 2
pts of power, and that's a lot. Consider disabling some of the
weapons (like 2 of the front-arc weapons or 1 front/1 rear) to
save even more power.

Of course, a BB has horrible maneuverability. Don't even THINK
about using an HET in a BB. Instead, use your superior firepower
to kill ONE enemy ship at a time, esp. those that can get past
your shields (and frigates/destroyers probably can't).



18 Freighters

Every race has freighters, and some has more models than others.
The freighters essentially fall into 3 sizes: small, medium, and
large. They also falls into several types: civilian, military, Q-
ships, and auxiliary naval.

The civilian freighters are very lightly armed. Most carry one Ph-
2, maybe some Ph-3's. Some may carry ADD for drone defense. The
refitted versions get an extra weapon or two, but are still very
lightly armed.

The military "armed" freighters have slightly heavier shielding
than the civilian versions, with a few more weapons, but are
still very weak.

Q-Ships are basically freighters converted to warships. They look
just like a freighter, until you get a closer scan. They also get
slightly heavier shielding. However, they are still quite weak
and have lousy acceleration just like a freighter.

Historical note: The idea originated in World War I, when the
German U-boats ruled the seas. At that time, it was customary for
a warship to demand the surrender of a merchant vessel. An U-Boat
must surface to demand the surrender of the merchant. The British
introduced the Q-ship, which is a normal merchant with hidden
guns on the deck. When the U-Boat surfaces and is in range, the Q-
ship will engage the submarine. Q-ship has only ONE chance... It
either sinks the sub right there, or it will die from torpedoes.
After multiple losses to Q-ships, Germans simply sank the ships
without warning. This is known as "unrestricted warfare".

The auxiliary naval freighters are freighters converted to other
uses, such as an auxiliary carrier (AuxCV). Those that use Fast
Patrol ships (PFs) use a similar ship called AuxPFT.

In a scenario, most freighters will not exceed speed 10 or 15,
except Q-ships. However, this is not always true.


18.1 FEDERATION

Federati Luxury Liner F-Lux
on
Federati Presidental Liner F-Pres
on
Federati Large Merchant Ship (Drone F-LMDr
on refit)
Federati Large Merchant Ship (Phaser F-LMPh
on refit)
Federati Large Merchant Ship (Q-Ship) F-LMQ
on
Federati Medium Merchant Ship (Drone F-MMDr
on refit)
Federati Medium Merchant Ship (Phaser F-MMPh
on refit)
Federati Medium Merchant Ship (Q-Ship) F-MMQ
on
Federati Small Merchant Ship (Drone F-SMDr
on refit)
Federati Small Merchant Ship (Phaser F-SMPh
on refit)
Federati Small Freighter F-FSML
on
Federati Large Freighter F-FLRG
on
Federati Small Phaser-Armed Freighter F-FSPh
on
Federati Large Phaser-Armed Freighter F-FLPh
on
Federati Small Drone-Armed Freighter F-FSDr
on
Federati Large Drone-Armed Freighter F-FLDr
on
Federati Small Q Ship F-FQS
on
Federati Large Q Ship F-FQL
on
Federati Auxiliary Small Carrier F-AxCVL
on
Federati Auxiliary Large Carrier F-AxCVA
on


The Feds have a full range of freighters. The "merchant" ships
are civilian-owned. Starfleet owns others.

Only the Q ships carry photon torpedoes. Others rely on phasers
and drones.

The two "Liners" are special ships that only appear on special
missions.


18.2 MIRAK

Z-FSML Small Freighter FREIGHTER
Z-FLRG Large Freighter FREIGHTER
Z-FSPh Small Phaser-Armed FREIGHTER
Freighter
Z-FSDs Small Disruptor-Armed FREIGHTER
Freighter
Z-FSDr Small Drone-Armed FREIGHTER
Freighter
Z-FLPh Large Phaser-Armed FREIGHTER
Freighter
Z-FLDs Large Disruptor-Armed FREIGHTER
Freighter
Z-FLDr Large Drone-Armed FREIGHTER
Freighter
Z-FQS Small Q Ship FREIGHTER
Z-FQL Large Q Ship FREIGHTER
Z-AxCVL Auxiliary Small Carrier CARRIER
Z-AxCVA Auxiliary Large Carrier CARRIER


Mirak are your typical freighter race. They don't have those
exotic types like the Feds. Only two sizes: large, or small. The
differences are regular, phaser, disruptor, drone, Q, aux. That's
it.

Most freighters are armed with only Ph-2s and Ph-3s. The Phaser-
armed, Q-ship, and Auxiliary may get Ph-1s. Most carry only 2
boarding parties.


18.3 OTHER FREIGHTERS

To be completed.



19 Federation Overview

In general, Federation ships have good all-around shields, good
long-range firepower due to their photon torpedoes, and more
"hull" than other races so their ships can take a bit more damage
than other races and keep on running.

However, Federation ships are just average in most areas, like
maneuverability, firepower, available power, and so on. Many of
the ships also lack rear phaser coverage. There were a lot of
refits like the "plus" refit and the "R" refit to address some of
the shortcomings.

In general, the Feds have the most variants of ANY "empire".


19.1 GENERAL FED TACTICS

Federation ships generally have average to lousy heavy weapons
arcs. In general, the photons are FA arc only, so you have to
face the enemy to shoot.

Feds have relatively few weapons in the rear arc. The "R" refit
helped a little, but not enough, and not all ships have that
refit.

Protect your front and rear shields, as you really need it.

The photon torpedo is both a blessing and a curse. The long-
recharge time is a big problem. To do a lot of damage you have to
get in close, with overloaded photons. To do that, you're going
to need power, but your power is spent overloading photon.

Photons suck up a lot of power so don't expect to move very fast.
If you need to move faster, deactivate 1 or more photons.

On the other hand, photons are very flexible. You can stay at
long range and pound the enemy with proximity photons. You can
stay at medium range and engage with regular photons, or point-
blank with overloaded photons. The choice is yours.

Use the secondary weapons to keep the enemy busy while you
recharge your photons.

Overloaded photons are very powerful up close, but getting up
close is the problem.

Photons are also susceptible to ECM. You need ECCM to counter any
enemy ECM.

Feds usually have a secondary weapon like drones to keep the
enemy busy while the photon reloads. Or you can combine the
weapons for a true alpha strike.

Your ship's maneuverability is average, so you won't be able to
outturn any one. Use HETs only for emergencies (such as enemy on
your tail).

As a Fed, you need to time the photons. Start slow and charge the
photons to regular or overload. When necessary, speed up to 24+,
get in close to shoot, then open the range again to recharge.

If the enemy won't let you get close, use prox photons to pound
them and wear them down.

SideNote: You'll see me refer to "plus refit" or "R refit" a lot.
Basically, this is a wartime ship improvement program that added
some equipment on the ship, such as extra phasers that covers
rear-arc, extra drone launchers for missile defense, extra
shielding, etc.


19.2 COMMENTS BY CLASS

Freighters are discussed in their own section, as you'll never
"command" one.


19.2.1 Frigates and War Destroyers

F-POL Police Ship FRIGATE
F-POL+ Police Ship (plus FRIGATE
refit)
F-FF Frigate FRIGATE
F-FFG Improved Frigate FRIGATE
F-FFD Drone Frigate FRIGATE
F-FFD+ Drone Frigate (plus FRIGATE
refit)
F-FFE Frigate Escort FRIGATE
F-FFE+ Frigate Escort (plus FRIGATE
refit)
F-FFB Battle Frigate FRIGATE
F-DW War Destroyer WAR_DESTROYER
F-DWC Command War Destroyer WAR_DESTROYER
F-DWD War Drone Destroyer WAR_DESTROYER
F-CDW Commando War Destroyer SPECIAL
F-CFF Commando Frigate SPECIAL
F-CFF+ Commando Frigate (plus SPECIAL
refit)
F-PV+ Police Carrier CARRIER
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.

There are three "types" of frigates in Federation service:
frigate, police corvettes, and war destroyer (basically a beefed-
up frigate to destroyer-level firepower). However, most of them
carry at least one photon torpedo launcher. The war destroyers
carry two.

Photons cause the same damage at any range if it hits, which is
good

The Feds are also the only ones to operate a police carrier. It's
not much of an improvement over the police ship. Two fighters
don't add much firepower to a tiny ship.

Fed frigates are actually pretty "standard". Try to get the drone
frigate, as that needs the least amount of power.

Otherwise, just follow the standard frigate tactics (see 16.6).


19.2.2 Destroyers and Light Cruisers

F-DE Destroyer Escort DESTROYER
F-DER Destroyer Escort (R-refit) DESTROYER
F-SC Scout SPECIAL
F-SC+ Scout (plus refit) SPECIAL
F-DD Destroyer DESTROYER
F-DD+ Destroyer (plus refit) DESTROYER
F-DDG Guided Weapons Destroyer DESTROYER
F-DDG+ Guided Weapons Destroyer DESTROYER
(plus refit)
F-CL Light Cruiser LIGHT_CRUISER
F-CL+ Light Cruiser (plus refit) LIGHT_CRUISER
F-NCL New Light Cruiser LIGHT_CRUISER
F-NCL+ New Light Cruiser (plus LIGHT_CRUISER
refit)
F-NCD New Drone Cruiser LIGHT_CRUISER
F-NCD+ New Drone Cruiser (plus LIGHT_CRUISER
refit)
F-NEC New Escort Cruiser LIGHT_CRUISER
F-NAC New Aegis Cruiser LIGHT_CRUISER
F-NSC New Scout Cruiser SPECIAL
F-NSC+ New Scout Cruiser (plus SPECIAL
refit)
F-CLC Light Command Cruiser LIGHT_CRUISER
F-NCA New Heavy Cruiser NEW_HEAVY_CRUISER
F-NCM Miranda Class NEW_HEAVY_CRUISER
F-NCC New Heavy Command Cruiser NEW_HEAVY_CRUISER
F-NCT New Commando Transport SPECIAL
F-NCT+ New Commando Transport (plus SPECIAL
refit)
F-NVS New Strike Carrier CARRIER
F-NVL New Light Carrier CARRIER
F-NVL+ New Light Carrier (plus CARRIER
refit)
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.

The Fed destroyers are a weird bunch. The original Fed DD is
basically a cruiser saucer with a warp nacelle instead of a
secondary hull. It actually had cruiser armament (4 photon
torpedoes) and not enough power to charge all of them. This was
quickly modified. Half of the photons are removed and replaced
with drone launchers, which don't use power, to create DDG.

Destroyer escorts are not regular fleet ships. Instead, they
designed to be a part of a carrier task force to protect the
carrier. They have most of their heavy weapons removed, replaced
with drone launchers, and their light Ph-3's replaced with
gatling Ph-G's.

The Aegis ships are also escorts but not quite as specialized as
the true escorts. The Aegis ship carries the Aegis fire control
system that helps defend again drones, but still carry regular
weapons.

The Feds never really made a "war destroyer" class ship. Instead,
they created an excellent light cruiser platform called the NCL
(new light cruiser) from which a lot of the other variants are
based, including commando, command, even carrier.

The Fed Miranda-class cruiser has a rear-facing photon torpedo.
This is to fit in with the USS Reliant in the movie Star Trek II:
The Wrath of Khan.

The NCA is basically an NCL with a secondary hull and built-up to
CA standards.

If you got a regular DD, deactivate two of the photons as you go
into battle. If you got damaged, activate the undamaged ones and
use your repairs on something else.

If you got DDG or NCD, try to load a scatter-pack and do the
"anchor" on the opposing ship.

NCL/NCC/NCA are pretty balanced and can be flown as a regular Fed
ship. Start slow to overload the photons. Arm scatter-pack and
charge tractor beam if drone-equipped. Then increase speed to 20+
and chase the enemy down, any excess energy to front-shields. Get
into overload range and feed him the photon torpedoes and phasers
on an overrun or anchor. Repeat until dead.


19.2.3 Heavy Cruisers

F-CA Heavy Cruiser HEAVY_CRUISER
F-CA+ Heavy Cruiser (plus refit) HEAVY_CRUISER
F-CAR Heavy Cruiser (R refit) HEAVY_CRUISER
F-CAI Heavy Cruiser Improved HEAVY_CRUISER
F-CC Command Cruiser HEAVY_CRUISER
F-CC+ Command Cruiser (plus HEAVY_CRUISER
refit)
F-GSC Galactic Survey Cruiser HEAVY_CRUISER
F-GSC+ Galactic Survey Cruiser HEAVY_CRUISER
(plus refit)
F-CAD Heavy Drone Cruiser HEAVY_CRUISER
F-CAD+ Heavy Drone Cruiser (plus HEAVY_CRUISER
refit)
F-CADR Heavy Drone Cruiser (R HEAVY_CRUISER
refit)
F-CB Heavy Command Cruiser HEAVY_CRUISER
F-BCG Battlecruiser (Kirov HEAVY_BATTLECRUISER
Class)
F-BCF Battlecruiser (Bismarck HEAVY_BATTLECRUISER
Class)
F-BCJ Battlecruiser (New Jersey HEAVY_BATTLECRUISER
Class)
F-BCE Battlecruiser Excelsior HEAVY_BATTLECRUISER
Class
F-CFS Fire Support Cruiser HEAVY_CRUISER
F-CFS+ Fire Support Cruiser (plus HEAVY_CRUISER
refit)
F-CVS Strike Carrier CARRIER
F-CVS+ Strike Carrier (plus CARRIER
refit)
F-CVL Light Carrier CARRIER
F-CVL+ Light Carrier (plus refit) CARRIER
F-BCV Battle Carrier CARRIER


The Fed cruisers are the benchmark all other cruisers are judged
by. Heavy shields, 4 photons, etc. etc. There are essentially 4
classes: regular (CA/CC), GSC, CB, and BC.

The regular heavy cruiser (CA) is nearly the same as a command
cruiser (CC). The only differences are the addition of a "flag
bridge" and two more phasers on the secondary hull on the CC. Any
deficiencies are quickly rectified via the Plus and R refits.

The GSC is not really related to the regular "Constitution-class"
cruisers. Instead, GSC, as the name suggests, is a survey cruiser
to explore unknown sectors. It is basically half-scout, half-
cruiser. In wartime they sometimes operate as a light carrier
(CVL). Only Feds operate GSCs as a unique class. Other races
convert regular cruisers into survey cruisers.

The CB is basically the halfway point between the CA and the BC.

The BC, the ULTIMATE expression of the heavy-cruiser class, has
dreadnought armaments (or equivalent) on a cruiser hull. The Feds
are weird as they have FOUR separate variants of the BCH class.
Depending on the variant, they fly a bit differently. Some are
photon-heavy, while others have drones or even plasma torpedoes.

The carriers have their secondary hulls converted to hangar bays
from the original variant. Most retained their original
armaments.


19.2.4 Dreadnoughts

Dreadnought F-DN
Dreadnought (plus F-DN+
refit)
Space Control Ship F-SCS
Improved F-DNG
Dreadnought
Heavy Dreadnought F-DNH
Plasma Dreadnought F-DNF
Heavy Carrier F-CVA
Heavy Carrier (plus F-CVA+
refit)
Battleship F-BB


The first Federation dreadnought was a pretty abysmal failure, as
it only has 4 photons, same as the cruiser. The "Plus" refit
fixed that, but didn't quite add enough power to feed all six
tubes while maintain a decent speed, and lacks drone defense. The
DNG, which added some drone racks, fixed that. DNF is a plasma-F-
armed variant of the DNG.

The Fed CVA is basically a DN converted to a full carrier.

The SCS is basically a super CVA that carries an extra bomber
squadron externally. Federation does NOT operate PFs, so the Fed
SCS is a bit different from other SCS's.

DNH is half way between the DNG and the BB. Same number of
photons (6), but more drone launchers.

Fed BB basically is one huge photon shooter... 8 tubes forward, 2
rear, and a TON of phasers. It even carries a few fighters.


19.3 FIGHTING OTHER RACES

The Feds borders just about EVERYBODY, so they have to be
prepared to fight everybody. Feds are usually allied with Mirak,
Gorn, and Hydrans. They fight with everybody else.


19.3.1 Klingons

Klingons have ADDs, so drones and scatter packs don't work that
well unless you can make the Klingons use up their ADDs. If you
have drone-armed ships, don't fight on the Klingon border!

Klingons have low "peak output" and their ships aren't built
quite as strong as your ship. Your photons may take twice as long
to load, but does twice the damage as his disruptors, so if you
can blow down his shields, you'll cause more internal damage.

If they choose to overrun, reinforce front-shields and BLAST them
point-blank, and thank them for their stupidity.

If they decide to do the "Klingon Saber Dance" (stay around range
15), arm regular torpedoes and see if he turns in or out. If he
turns out, shoot at his weaker rear shields. If he turns in,
overrun him with a sudden speed increase.

You can also try the "Starcastle" as a defensive maneuver.

Remember to counteract their ECM with your ECCM as your photons
are more affected by ECM.

Keep a few tractors to defend against their drones. Save the
phasers for the enemy SHIP.


19.3.2 Romulans

Hunting cloaked Romulans is difficult, as is dodging plasma
torpedoes.

Keep your speed up, 20 or higher, then load prox photons and
phasers and keep firing them 2 at a time to wear down his
shields, even when he's cloaked. Reserve phasers for anti-torpedo
defense. Stay out of his torpedo firing arc so he can't shoot his
torpedo at you.

Scatter pack or drones can be useful if timed right, but wasted
otherwise.

Plasma torps don't do that much damage. The danger is eating them
on a downed shield.


19.3.3 Lyrans

The ESGs can be a problem as the ESG can be used for both ramming
(protect against overrun) and drone defense. Launch drones to
waste his ESG field so you can blast him with photons.

Otherwise, Lyrans are like Klingons without drones. They are
vulnerable to anchors as they don't carry ADDs.


19.3.4 ISC

ISC ships are nicely equipped, as good as Feds, and armed with
PPDs and plasma torps. The smaller ships only have plasma, so if
you can eat the plasma on the side shields, your overrun will not
be affected. Keep the speed up to outrun the torpedoes.

PPD can be a problem as the "splash damage" can strip your facing
shields. Use reinforcements and left-right turns to spread the
damage.

Otherwise, ISC are like Romulans, except they don't cloak, and
thus vulnerable to seeking weapons. Anchors work great on ISC.


19.3.5 Other races

You should not be fighting Mirak, Hydrans, or Gorns as they are
usually your allies. However, here's are some quick tips.

Mirak is basically like Klingons, except Mirak use more missiles
than disruptors. Once you used up their missiles they are easily
defeated. Keep your tractors available for drone defense. Keep
your speed up and phasers in point-defense. Stay away from point-
blank to prevent him from doing an anchor on you.

Hydrans are like ISC but with heavier weapons closer-in.
Hellbores hit your downed shield no matter the facing. They also
like their fighters. Stay at range, kill the fighters, then
bombard the enemy ship with prox photons. With Ph-Gs Hydrans are
almost drone-proof.

Gorns are like Romulans that turn worse and don't cloak. Keep
your speed up and go for its rear shields. Stay away from those
plasmas and you should eat them for lunch. They don't fight
drones that well either.


19.3.6 Orions

Orions can be equipped with anything, but in general are smaller
and weaker than equivalent Starfleet ships. They can't take much
damage after their shields are penetrated. If they cloak, treat
them like Romulans.

Orions are vulnerable to anchors.


19.3.7 Monsters

There's nothing special about killing monsters with Feds. Just
use all the weapons, a scatter-pack if you can build one.



20 Klingons

In general, Klingon ships are faster, more manueverable, with
better weapon arcs, but less shielded (more shields up front than
rear), less hull (so can take less damage overall), and armed
with generally weapons with lower peak output.

The Klingons fight by maneuvers, exploit their superior weapon
arcs, and wear down the enemies. Klingons use their drones to tie
up enemy phasers rather than as a primary weapon. This is
opposite the Mirak.

Playing Klingons are generally quite difficult on the "timed"
missions, as you don't have time to wear down the enemy. You have
to exploit the scatter-pack to draw away enemy phasers and maybe
even get a few hits in.

Klingons needed a lot of refits as those disruptors don't quite
deliver the crunch power. In general, there are two, the B-refit
which added drone launchers, and K-refit, which improved phasers.

Klingon command ships (C variant) that received the K-refit are
re-designated as L variant. So a D-7C that received the K refit
is known as D-7L.


20.1 PRIMARY KLINGON TACTICS

Klingons invented the "saber dance" tactic. You need to maneuver
a bit and keep as far as possible.

You may be able to get some hits with a scatter-pack, but you
probably don't have enough launchers to provide a lot of reloads.
Most of your opponents have ADDs or phasers. Still, it may be
enough to surprise an opponent.


20.2 COMMENTS BY CLASS

Freighters are discussed in their own section, as you'll never
"command" one.

Klingon ships have several refits. The B refit added B-class
drone launchers. The K-refit enhanced firepower with replacing Ph-
2's with Ph-1's.

The few Klingon ships with cloaking devices are designated Y
variants.


20.2.1 Frigates and Destroyers

The problem with Klingon frigates is they have PAPER-THIN rear
shields, except the F-5C/F-5L/F-6. Even the regular F-5 is too
vulnerable in the rear hemisphere to other frigates. Don't even
get me started about the E-3 and E-4... That's probably why
Klingons built so many different versions.

F-6 is sometimes called a "frignought" as it has a lot more
weapon and power than a typical frigate, comparable to destroyers
or even light cruisers.

The G2 were not used in combat. They are police ships, pure and
simple.

K-G2 Police Gunboat FRIGATE
K-G2C Police Gunboat Leader FRIGATE
K-E3 Escort FRIGATE
K-E3E Carrier Escort FRIGATE
K-E3Y Bird of Prey FRIGATE
K-E4 Escort FRIGATE
K-E4B Escort (B-refit) FRIGATE
K-E4D Drone Escort FRIGATE
K-E4E Carrier Escort FRIGATE
K-E4EB Carrier Escort (B-refit) FRIGATE
K-E4G Commando Escort SPECIAL
K-E4GB Commando Escort (B-refit) SPECIAL
K-E4K Escort (K-refit) FRIGATE
K-E4Y Cloaking Escort FRIGATE
K-E6 Battle Escort FRIGATE
K-F5 Frigate FRIGATE
K-F5B Frigate (B-refit) DESTROYER
K-F5C Frigate Leader DESTROYER
K-F5G Commando Frigate SPECIAL
K-F5GB Commando Frigate (B- SPECIAL
refit)
K-F5S Scout SPECIAL
K-F5SB Scout (B-refit) SPECIAL
K-F5K Frigate (K-refit) DESTROYER
K-F5L Frigate Leader DESTROYER
K-F5V Light Carrier CARRIER
K-F5VK Light Carrier (K-refit) CARRIER
K-F5W War Destroyer DESTROYER
K-F5Y Cloaking Frigate DESTROYER
K-FWC War Destroyer Leader DESTROYER
K-FWK War Destroyer DESTROYER
K-FWL War Destroyer Leader DESTROYER
K-F6 Battle Frigate DESTROYER
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.


20.2.2 Light Cruiser

Klingons don't believe in "light" cruisers until the war started.
Their "light" cruiser before the war was the D-6 series, the
predecessor of the D-7 series. The D-6 is short on weapons and
was mainly used to create "variant" ships and being exported to
the Romulans.

When the war came along, the Kozenko Design Bureau created the D-
5 "war cruiser" from scratch. It is basically a slightly shrunk D-
7, and quite a bit easier to build. The D-5 also has excellent
disruptor and phaser arcs to execute the saber dance.

Strangely, the D-5's are counted as "war destroyers", not war
cruisers, in SFC2. It is considered equivalent to a light
cruiser.

K-D5 War Cruiser WAR_DESTROYER
K-D5C War Command Cruiser WAR_DESTROYER
K-D5D War Drone Cruiser WAR_DESTROYER
K-D5E Escort Cruiser WAR_DESTROYER
K-D5G War Commando Cruiser SPECIAL
K-D5K War Cruiser (K-refit) WAR_DESTROYER
K-D5L War Command Cruiser WAR_DESTROYER
K-D5S Scout Cruiser SPECIAL
K-D5V Light Carrier CARRIER
K-D5W New Heavy Cruiser WAR_DESTROYER
K-D5Y War Cloaking Cruiser WAR_DESTROYER
K-AD5 Escort Cruiser WAR_DESTROYER
K-DWC New Command Cruiser WAR_DESTROYER
K-D6 Battlecruiser LIGHT_CRUISER
K-D6B Battlecruiser (B- LIGHT_CRUISER
refit)
K-D6D Drone Battlecruiser LIGHT_CRUISER
K-D6DB Drone Battlecruiser LIGHT_CRUISER
(B-refit)
K-D6G Commando Cruiser SPECIAL
K-D6GB Commando Cruiser (B- SPECIAL
refit)
K-D6K Battlecruiser (K- LIGHT_CRUISER
refit)
K-D6S Heavy Scout Cruiser SPECIAL
K-D6SB Heavy Scout Cruiser SPECIAL
(B-refit)
K-D6V Carrier CARRIER
K-D6VK Carrier (K-refit) CARRIER
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.


20.2.3 Heavy Cruiser

Klingons love their D-7 so much, they have a lot of different
variants of it.

The D-7C with the K refit is known as D-7L.

The D-7W is equivalent to the Fed CB.

The D-7T is a SFC2 only creation, in order to fit with the Star
Trek: The Motion Picture about Klingons firing photons and had a
rear launcher.

K-D7 Battlecruiser HEAVY_CRUISER
K-D7B Battlecruiser (B- HEAVY_CRUISER
refit)
K-D7C Command Battlecruiser HEAVY_CRUISER
K-D7D Drone Battlecruiser HEAVY_CRUISER
K-D7E Survey Cruiser SPECIAL
K-D7EB Survey Cruiser (B- SPECIAL
refit)
K-D7K Battlecruiser HEAVY_CRUISER
K-D7L Command Battlecruiser HEAVY_CRUISER
K-D7W Heavy Command Cruiser HEAVY_CRUISER
K-D7V Strike Carrier CARRIER
K-D7VK Strike Carrier (K- CARRIER
refit)
K-D7T Battlecruiser Ktinga HEAVY_CRUISER
Class
K-C7 Heavy Battlecruiser HEAVY_BATTLECRUISER
K-C7V Battle Carrier CARRIER
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.

The D-7D is a much superior ship to the D-6D. The D-7D retained
all of its disruptors, losing only some phasers in exchange for
the drone racks.


20.2.4 Dreadnoughts

Klingons are the most fanatical about their battleship, the B-10.
They manage to deploy the first battleship among all the galactic
powers. Even during the construction, design specs changed. The
second was redesigned as carrier (B-10V). The Klingons managed to
build THREE battleships during the General War, nearly
bankrupting the Klingon Empire. While contracts were drawn to
export one of these to the Romulans, and plans were drawn up for
an improved B-11, the total BB production run stopped at three.

Klingons are also unique to have built a "light" dreadnought
class, as well as having two variants of the main dreadnought
class.

The C8 and the C9 are designed for different borders. One is
designed for the Federation border while the other was designed
for the Hydran/Mirak border. Their armament differs slightly.

Some ships may have the K-designation, but they were BUILT that
way, so there was no "non-K" version of the ship. Examples
include the C-10K and the B-11K.

K-C5 Light Dreadnought DREADNOUGHT
K-C5B Light Dreadnought (B- DREADNOUGHT
refit)
K-C5K Light Dreadnought (K- DREADNOUGHT
refit)
K-C8 Dreadnought DREADNOUGHT
K-C8B Dreadnought (B-refit) DREADNOUGHT
K-C8K Dreadnought (K-refit) DREADNOUGHT
K-C8V Heavy Carrier CARRIER
K-C8VK Heavy Carrier (K-refit) CARRIER
K-C9 Dreadnought DREADNOUGHT
K-C9B Dreadnought (B-refit) DREADNOUGHT
K-C9K Dreadnought (K-refit) DREADNOUGHT
K-C10K Heavy Dreadnought DREADNOUGHT
K-B10 Battleship BATTLESHIP
K-B10K Battleship (K-refit) BATTLESHIP
K-B10V Superheavy Carrier CARRIER
K-B11K Super Battleship BATTLESHIP



20.3 FIGHTING OTHER RACES

Here's some discussion on fighting special enemies.


20.3.1 Federation

The "flatheads" build solid ships, and prefer overruns. You can
wear them down by saber-dancing. Use ECM to make their photons
miss, and stay out of overload range. Then hit them during their
reload cycle.


20.3.2 Mirak

The drones aren't THAT dangerous as most Klingon ships have ADDs.
Add the tractors and the side-phasers and your ship is pretty
well insulated from drones. You don't even need to worry about
anchors as you don't ever plan to use a weasel. Just stay out of
tractor range and wear them down.


20.3.3 Hydrans

Try to kill the fighters first. Their fighters can do you a lot
of harm by creating down-shields that the mothership can exploit
with hellbore. Stay out of fusion beam range. Their fighters
should pull ahead of the ship. Save your phasers and AMD/ADD for
the fighters. Use drones on the fighters. After the fighters on
gone, do your normal saber-dance against the Hydran ship.


20.3.4 ISC

ISC ship is very good all around, esp. the heavier ships. Many
have rear I-torps that guard their rear arcs. The PPD can wipe
out your weapons and engines if it finds your down shield. Those
G- and S-torps can really do you harm also.

Keep the speed high (24-26) and reserve phasers for point-
defense. Try to kill ONE ship at a time. You will have a very
hard time killing the heavy ships. Scatter-packs should be used
liberally. Saber-dancing CAN work against the ISC but not that
well as they can chase you all over the map with plasma torps and
PPDs.


20.3.5 Romulans and Lyrans

Romulans and Lyrans are traditionally friendlies (or "enemy of my
enemy") and thus you usually don't fight against them.

Romulans with cloak can be difficult to kill. Keep the speed
high. If the Romulan cloaks, move in to point-blank and do an
overrun from the side and exit to the rear. Have scatter-pack
ready to deploy the second he decloaks.

Lyrans need their ESG to do full damage. Thus saber-dancing can
wear them down.


20.3.6 Gorn

Usually a Klingon ship will never encounter a Gorn ship as the
Gorn is on the OTHER side of the Federation (on the Romulan
side).

Gorn ships are generally slow to turn but have good firing arcs
for their plasma torpedoes. Stay away, keep speed high, and wear
them down.


20.3.7 Orions

Orions can be armed with just about anything.


20.3.8 Monsters

Klingons have slightly harder time dealing with monsters, as
their drone launch rate is generally quite low (except for the
drone variants like D-6D or D-7D), but no harder than the Feds.
Most monsters do not have shields (except SGs) so the lower
"crunch power" of the Klingons does not matter that much.



21 Gorns

Gorns are intelligent saurians (dinosaurs) and are pretty slow
and clumsy, but very powerful. They design their ships the same
way... They don't turn well, but they have great torpedo coverage
arcs and those torpedoes will put a world of hurt on you. They
also have a lot of "marines" onboard (accounts for increased
combat prowess).


21.1 PRIMARY GORN TACTICS

Gorn invented the "anchor" tactic.



22 Hydrans

Hydrans have several specialties... They love fighters (a lot of
their ships carry small squadrons). They have fusion beams (close-
range heavy weapon). They have hellbores (which damages your
weakest shield, even if non-facing). Hydrans also use gatling
phasers for point-defense. If you get close to them, they will
destroy troy you.


22.1 PRIMARY HYDRAN TACTICS

Hydrans invented the "charge" tactic.



23 ISC

ISC is a lot like the Federation, even MORE idealistic. They
honestly believe they can conquer the galaxy and enforce peace on
everyone. Their ambition however, is further than their fleet.

Their ships aren't too bad. Their PPD is an interesting weapon
that is sort of like direct-fire plasma torpedo yet it spreads
among multiple shields. The main problem with the PPD is its
limited engagement range, with both a max range and a min range.
However, ISC ships carry a lot of plasma torpedoes for backup.



24 Lyrans

Lyrans are like Klingons, except they use ESGs (expanding sphere
generators), which basically puts out a forcefield that can be
used for drone defense, shuttle defense, and ramming. They use
disruptors as secondary weapons.

Lyrans are mortal enemies of the Mirak. Their ESG was designed to
counter the Mirak drones.

The ESG is a difficult weapon to use well. They are great in
overruns but they don't do damage until extremely close range,
and they have limited duration. If you dance at extended range
they are useless.

The Lyran AI seems to be vulnerable to long-range drone
bombardments. It doesn't seem to power up the ESG except when you
are nearby. So if you can launch a swarm at it from beyond range
15 often it will not power up the ESG and many drones will get
through.


24.1 GENERAL LYRAN TACTICS

Lyrans love the overrun so they can put their ESG to work.



25 Miraks

Mirak likes drones. Their ships usually have a LOT of drone
launchers and a LOT of reloads. They use disruptors as secondary
weapons.

Mirak ships are decently built though not quite to the level of
the Feds. Maneuvering is slightly better than the Feds. Reliance
on drones means it CAN kill larger prey if it gets lucky with the
drone hits. However, there are plenty of defenses against drones.

Mirak are mortal enemies of the Lyrans.


25.1 GENERAL MIRAK TACTICS

Mirak, as the primary drone-using race, relies on the "drone
swarm" tactic. They use scatter-packs all the time. They use
anchor when they can.

Mirak, being drone users, can maintain a higher battle speed than
most other races since drones don't use power.


25.2 COMMENTS BY CLASS

Freighters are discussed in their own section, as you'll never
"command" one.


25.2.1 Frigates

Z-POL Police Corvette FRIGATE
Z-FLG Police Flagship FRIGATE
Z-FF Frigate FRIGATE
Z-FF+ Frigate (Refit) FRIGATE
Z-FFK Improved Frigate FRIGATE
Z-FFK+ Improved Frigate FRIGATE
(Refit)
Z-DF Drone Frigate FRIGATE
Z-DF+ Drone Frigate FRIGATE
(Refit)
Z-FH Heavy Frigate FRIGATE
Z-FH+ Heavy Frigate FRIGATE
(Refit)
Z-EFF Escort Frigate FRIGATE
Z-AFF Aegis Escort Frigate FRIGATE
Z-SF Scout Frigate SPECIAL
Z-SF+ Scout Frigate SPECIAL
(Refit)
Z-SDF Scout Drone Frigate SPECIAL
Z-SDF+ Scout Drone Frigate SPECIAL
(Refit)
Z-FFG Commando Frigate SPECIAL
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.

Police ships, as in all races, are extremely weak. The flagship
has more shields at the expense of firepower.

The frigate is doesn't quite have enough direct firepower. Once
it is out of drones it must disengage. The FFKs (sometimes called
the "Killer" refit) added more disruptors for direct-combat
power. There are also plenty of other variants such as Heavy,
Escort, Aegis Escort, Drone, Scout, and so on.

Regular ships have single drone control. Drone ships have double
drone control.

A note on the Scout Drone frigate: it's an odd hybrid of a scout
and a long-range drone bombardment ship. One of the Mirak drones
is like a "long-range cruise missile" (not in SFC though),
capable of reaching across sectors. If a scout can pin point the
location of an enemy convoy, a drone bombardment vessel, loaded
with these "cruise drones", can attack one of these convoys from
a safe distance. However, scouts are hard to build and the more
vessels you send, the more likely they will in intercepted. The
result is this hybrid ship that can do both. That idea turned out
to have problems as the Klingons simply resorted to staking out
likely launch spots.

Mirak frigates have surprising amount of firepower if you exploit
the scatter-pack. However, when fighting races equipped to fight
drones the Mirak are at a disadvantage. Their firing arcs aren't
that great, tend to be one side vs. the other side.


25.2.2 Destroyers (including War Destroyers)

Z-DD Destroyer DESTROYER
Z-DD+ Destroyer (Refit) DESTROYER
Z-DWS War Destroyer Scout SPECIAL
Z-DWS+ War Destroyer Scout SPECIAL
Z-DW War Destroyer WAR_DESTROYER
Z-DWD War Drone Destroyer WAR_DESTROYER
Z-DWE War Destroyer Escort WAR_DESTROYER
Z-DWG Commando War SPECIAL
Destroyer
Z-DWL War Destroyer Leader WAR_DESTROYER
Z-DDV Destroyer Carrier CARRIER
Z-DWV Mobile Carrier CARRIER
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.

There are two classes of destroyers in Mirak hierarchy:
destroyer, and war destroyer.

A war destroyer is basically a beefed up frigate so it's almost
equivalent to a destroyer.

The DWV is a carrier based on the war destroyer hull. The
squadron is quite small (2+2).

There's nothing too special about these ships. They are typically
Mirak.


25.2.3 Cruisers / Light Cruisers / Battlecruisers

Z-CL Light Cruiser LIGHT_CRUISER
Z-CL+ Light Cruiser (Refit) LIGHT_CRUISER
Z-CLG Light Commando Cruiser SPECIAL
Z-MDC Medium Drone Cruiser LIGHT_CRUISER
Z-MDC+ Medium Drone Cruiser LIGHT_CRUISER
(Refit)
Z-CM Medium Cruiser LIGHT_CRUISER
Z-CM+ Medium Cruiser (Refit) LIGHT_CRUISER
Z-MEC Medium Escort Cruiser LIGHT_CRUISER
Z-MAC Medium Escort Cruiser LIGHT_CRUISER
(Refit)
Z-MCC Medium Command Cruiser LIGHT_CRUISER
Z-MCG Medium Commando SPECIAL
Cruiser
Z-MCV Medium Carrier CARRIER
Z-CVE Escort Carrier CARRIER
Z-CVE+ Escort Carrier (Refit) CARRIER
Z-CA Heavy Cruiser HEAVY_CRUISER
Z-CS Strike Cruiser HEAVY_CRUISER
Z-CD Drone Cruiser HEAVY_CRUISER
Z-CD+ Drone Cruiser (Refit) HEAVY_CRUISER
Z-CC Command Cruiser HEAVY_CRUISER
Z-CC+ Command Cruiser HEAVY_CRUISER
(Refit)
Z-CCH Heavy Command Cruiser HEAVY_CRUISER
Z-BC Battlecruiser HEAVY_CRUISER
Z-BC+ Battlecruiser (Refit) HEAVY_CRUISER
Z-BCH Heavy Battlecruiser HEAVY_BATTLECRUISER
Z-SR Survey Cruiser HEAVY_CRUISER
Z-CLV Light Carrier CARRIER
Z-CLV+ Light Carrier (Refit) CARRIER
Z-CV Carrier CARRIER
Z-CVS Strike Carrier CARRIER
Z-CVS+ Strike Carrier (Refit) CARRIER
Z-BCV Battle Carrier CARRIER
Z-NCA New Heavy Cruiser NEW_HEAVY_CRUISER
NOTE -- the ships marked "SPECIAL" cannot be purchased for your
use.

Mirak designed a range of "medium cruisers", which are really
light cruisers with lengthened hulls. They don't have a 'war
cruiser' class. Their light and medium cruiser hull is sufficient
for their use.

Mirak was the first to introduce a "battlecruiser", but it is
really just a heavy cruiser with a couple more weapons than
normal. It wasn't until the BCH that the Mirak have a "true"
battlecruiser.

With up to 5 drone launchers, the Mirak cruisers can put out a
true swarm without using a scatter-pack. Some drone variants can
launch 7 drones simultaneously. That is a lot of drones to defend
from. Of course, the reload costs will stagger you, esp. if you
don't earn much from each battle.

Mirak disruptor arcs are not as good as the Klingon's arcs. Make
180 turns to bring the other side's weapons to bear.

The BCV can be quite dangerous as its fighters can double/triple
your drone launch rate. If you got 2 full squadrons of heavy
fighters (total of 8 fighters), they each will shoot off their
own drones, plus reloads. Add your own swarm, and there will be
30+ drones at the same time. Not even multiple ESG can protect
the Lyrans from that kind of swarm.


25.2.4 Dreadnoughts

Z-DN Dreadnought DREADNOUGHT
Z-DN+ Dreadnought DREADNOUGHT
(Refit)
Z-DNH Heavy Dreadnought DREADNOUGHT
Z-CVA Heavy Carrier CARRIER
Z-BB Battleship BATTLESHIP


The dreadnoughts are just heavier versions of your typical Mirak
ship, with a LOT of drone launchers and more disruptors.

Like the BCV, the CVA can be quite dangerous.


25.3 FIGHTING OTHER RACES


25.3.1 Klingons

Klingons operate ADDs, so to kill Klingons you need REALLY big
swarms, and use the anchor so he can't weasel.

He can't hurt you with his drones so just reserve a few tractors
for defense.

H&R targets should be ADD, disruptors, tractors, and phasers.


25.3.2 Lyrans

The main problem killing Lyrans is their ESG. If they charge all
ESGs and do an overrun, they can do severe damage to your ship
depending on how many ESGs. The ESGs recharge, and your drones
don't replenish.

Sacrifice a side shield and your first swarm to pop the ESG.
Leave the scatter-pack behind (beyond his weapons reach) just
before the overrun so when his ESG popped, the missiles will
catch him. Of course he still has phasers and tractors, but at
least it's more likely to penetrate.

Designate ESG as your primary H&R target, along with tractors and
maybe phasers.


25.3.3 Romulans

Romulans love to cloak. Use regular weapons to "plink" them when
they're under cloak. Launch swarms when they decloak.

Keep phasers in reserve, esp. rear-arc phasers for point-defense.
Designate certain groups of phasers for offense and use those
only for "plinking".

Keep speed up to outrun torpedoes. Keep at least distance of 5-10
between you and the enemy for room to maneuver.


25.3.4 ISC

ISC are sort of like Romulans, as they like plasma torpedoes.
Their PPD can do you some damage, but nice part about drones is
no firing arc restrictions. You can rotate all around and still
launch drones.

ISC are vulnerable to swarms and will tend to weasel. Just don't
get caught by those torpedoes on a weakened/down shield and you
can beat the ISC.


25.3.5 Orions

Orions can be equipped many ways, so tactics fighting them will
vary.

If they don't cloak, you can anchor and swarm normally. Watch out
for the drone equipped Orions, as they can use scatter-packs.

If they do cloak, treat them like Romulans.


25.3.6 Feds, Hydrans, Gorn

These are nominally Mirak allies and you should not be fighting
them any time soon. In any case, the Gorn is on the other side of
the Federation and you should almost never see them.

The Feds have ADDs and they can use up your drones. Fly like a
Klingon and wear away his shields. Launch really close to him so
he has no time for his ADDs to fire. H&R his drone defenses
(tractors, ADDs, etc.).

The Hydrans... First kill their fighters with drones and phasers.
THEN their ship will be vulnerable to drone swarms. They don't
operate that many Ph-Gs. Stay away from their fusion beams.
Reinforce weakened shield so the hellbore don't break through.

Gorns are slow and cumbersome. Drone swarms work wonders on the
Gorn.


25.3.7 Monsters

Monsters are very easy to kill with Mirak. Just keep your
distance and keep launching drones. Most monsters can't even
outrun slow drones, much less medium and fast drones. You
probably don't even need a scatter pack.

On the weaker monsters (the small ones), or space shell, you can
close in and use overloaded weapons, thus save the drones for
later.



26 Romulans

Romulans are famous for their cloaking device and plasma
torpedoes.

Romulan ships have three distinct generations: refitted relics,
Klingon conversions, and new designs. Each generation is quite
different in design philosophy and equipment. See the manual for
more details on each generation.

To be completed.



27 Orions

Orions show up just about EVERYWHERE and can act as mercenaries
to all of the major races. They can also use all sorts of
equipment.

Most Orions use a mix of weapons. Orion ships also have a lot of
boarding parties compared to other ships.

As you can't play AS the Orions (the OP expansion will be covered
by a separate guide) this section is mainly as a tactical
briefing.

Orions don't operate heavy military ships. The largest military
ship they have is a BCH, and there is only one of them per
cartel, as the main cartel enforcer.

Each local "branch" of the cartel would then own a CA as the
local enforcer.

The smaller ships, such as CR, BR, LR, and DBR did the every-day
raiding and mercenary activities.





28 Monsters

You can't play as a monster. This is mainly here to show you how
the monsters are armed and how you can kill them.

There are 18 different monsters, divided into 6 types (AM, DM,
LC, MT, SG, SS) of 3 sizes (S,M,L) each.

Monsters rarely if ever exceed speed 15, though some can go speed
25 in certain cases. The larger they are, the slower than move.
Average speed is about 12. The small monsters have been seen
moving at speed 28 to 31.

Monsters are unshielded except Sungliders (SG's). They have armor
instead. That means you can hit them from ANY angle. Plasma users
should use enveloping torpedoes, as that causes FAR more damage.
On a shield you end up damaging shields, but on unshielded
targets they do all internal damage.

Monsters are vulnerable to mines in general. They usually have
pretty lousy turn rates.

Monsters are vulnerable to seeking weapons except the SG's. That
one has phasers that can kill drones. However, a big enough salvo
can kill any monster.

In general, monsters are quite easy to kill unless you are
careless. These are the easiest prestige points you can earn.


28.1 ASTRO MINERS

[Looks like an asteroid]

The AM's (Astro-miners) are armed with plasma torpedoes, and are
very dangerous. The bigger ones have heavier torpedoes, including
Type-R torpedoes, as well as an assortment of smaller torpedoes.

Stay at high-speed and stay away from it. Reserve phasers for
torpedo defense. Fight at long range so you have time to wear
down the torpedo. Do NOT close to overload range. Don't even come
with in range 10 of this monster.

Use all seeking weapons you got, scatter-pack is good.


28.2 DOOMSDAY MACHINES (SPECIAL)

Doomsday Machine only appears in special scenarios.

The DM's (Doomsday Machines) are armed with PPDs. Their splash
damage can strip your facing shields. It also has tractor beams,
so drones may not be of much use against this one.


28.3 LIVING CAGES

[Looks like a bunch of rods connected together like a
construction scaffold]

The LC's (Living Cage's) are armed with Hellbores. Their splash
damage goes after your weakest shields. Otherwise they are not
too hard to kill, esp. with seeking weapons.

LC's (along with MT's) can repair themselves slowly.


28.4 M-EATERS

[Looks like a tripod inverted]

The MT's (M-Eater's) are armed with Fusion Beams, which is a
close range weapon, so stay away. The bigger the MT, the more
FB's it has. It can beat down your facing shield on one pass.

MT can also repair itself slowly (like Living Cages).


28.5 SUNGLIDERS

[Looks like a spinning top where the top part is a spread of
spikes]

The SG's (Sungliders) are armed with phasers (up to Ph-4's). Stay
at long-range and overwhelm one of its shields, then go in and
blast it into pieces. It can repair itself.


28.6 SPACESHELLS

[Looks like a bullet with a split tail]

The SS's (Spaceshells) are armed with disruptors, and not that
dangerous. They can move pretty fast so they may be able to
outrun slow drones. The bigger the monster, the more/heavier the
disruptors are.



29 Bases


29.1 STARBASE

Starbase is the big mama, armed with ph-4's that can blow up
ships, as well as heavy weapons. Some have hangars for PF's or
fighters, and shields that are extremely heavy. So how do you
kill one? With a LOT of firepower.

Deal with the defender ships first, away from the base. Those ph-
4's can hit from very far away (range of 100) so stay away. Then
kill the PF's or fighters. Arm all the scatter packs you can and
perform oblique passes, with ECM and EM set. Then start launching
overwhelming salvoes of drones. Then start circling the base,
reinforce facing shields, and fire at its down shields. If it
hits your (or your ships) hard, turn 180 and let the other
shields take the heat for a while. If you shoot only at the down
shield it should not take long to kill the base.

Some starbases carry PF or Fighter modules for added firepower.


29.2 BATTLESTATION

To be completed.


29.3 BASE STATION

To be completed.


29.4 MISC STATIONS

To be completed.



30 Fighters

Please see your "ManualAdditions.doc" to see a list of the
fighters and PFs in the game.

Basically, there are 3 classes of fighters, and 2 classes of PF.s

Fighters are just class I, class II, and class III.

PFs are "Interceptors" and PFs.

To be completed.



 
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10.Oktober 2008
Unofficial Strategy Guide and FAQ by Kasey Chang
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