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T R E K 7 3
A Star Trek(R) Battle Simulation
Trek73 is a computer-simulated battle based on the famous
Star Trek television series and the game Star Fleet Battles. Via
computer terminal, you can clash with enemy battle cruisers, such
as Klingon D-7's and Romulan Sparrowhawks, and use the same stra-
tegies that Captain Kirk has used. Like Kirk, you control a
Federation vessel similar to the Enterprise; a computer program
directs the enemy. Victory can fall into several categories:
Decisive Victory -- You completely destroy or cripple the
attacking force.
Tactical Victory -- You out-maneuver the enemy using high-
speed escapes, corbomite bluffs, `play dead' tactics; or the
enemy surrenders.
Moral Victory -- You surrender or self-destruct and destroy
each other.
All distances are measured in megameters, one million meters
(abbreviated `M'). Speed is expressed in `warp factors'. Each
warp factor equals 100M per second. All angles are expressed in
common degrees from zero to 360, measured counter-clockwise from
the x-axis, similar to reading a protractor. Only two dimensions
are used.
Play is as follows:
1. You issue one of a number of commands (fire phasers,
change course, launch antimatter pods, surrender, etc.) by typing
the appropriate code number into the keyboard;
2. The enemy, under programmed instructions, issues a simi-
lar command;
3. Both your commands are executed (phasers are fired,
probes are launched, damages are assessed, courses changed, etc.)
while the vessels move through space;
4. Unless certain end-game conditions are met (you destroy
the enemy, the enemy destroys you, your out-maneuver the enemy,
you both destroy each other, or one party surrenders) the above
steps are repeated.
__________________________
Star Trek is a registered trademark of Paramount
Pictures.
Although technically incorrect, it does save the player
from having to compute cube roots.
This saves the player from having to work out problems
in spherical geometry.
- 1 -
STAR TREK
Appendix 1 displays certain weapon and shield angles.
Appendix 2 depicts the Enterprise's power circuits.
Appendix 3 lists certain weapon and vessel specifications.
Appendix 4 lists initial deployment of resources.
CODE COMMAND
==== =======
1 Fire Phasers
2 Fire Photon Torpedos
3 Lock Phasers Onto Target
4 Lock Tubes Onto Target
5 Manually Rotate Phasers
6 Manually Rotate Tubes
7 *Phaser Status
8 *Tube Status
9 Load/Unload Torpedo Tubes
10 Launch Antimatter Probe
11 Probe Control (Detonate, Direct, Lock)
12 *Position Report
13 *Position Display
14 Pursue An Enemy Vessel
15 Run From An Enemy Vessel
16 Manually Change Course And Speed
17 *Damage Report
18 Scan Enemy (Damage Report Of Enemy)
19 Alter Power Distribution
20 Alter Torpedo And Phaser Firing Parameters
21 Jettison Engineering
22 Detonate Engineering
23 Attempt Defenseless Ruse
24 Attempt Corbomite Bluff(s)
25 Surrender
26 Ask Enemy to Surrender
27 Initiate Self-Destruct Sequence
28 Abort Self-Destruct
29 Survivors Report
30 *Reprints Above List
*Does Not Use A Turn
- 2 -
STAR TREK
Detailed Descriptions of Each Command
What follows is a detailed description of each command.
Each command is referred to by a number from 1 to 30. After the
name of the command is given, a synopsis of the arguments the
command requires is given, if any. These arguments can be
entered on the command line, separated by a space, if you wish.
For instance, to fire phasers 1 through 4 with a spread of 15,
you could type '1 1234 15' on the command line.
1. Fire Phasers.
[Phasers] [Spread]
Phasers are pure energy units which emit a beam similar to
lasers, but of a pulsating nature which can be `phased' to inter-
fere with the wave pattern of any molecular form. Phasers get
their power from phaser banks, which in turn, derive their power
from the ship's engines. Each phaser bank is capable of holding
a charge of 10 units. When firing, these banks discharge, simi-
lar to batteries, to spread their destructive power through
space. After discharging, these banks are then recharged by the
engines. Each phaser can be set to automatically track a target
or can be manually rotated. Unless engineering is jettisoned
(code 21), phasers only fire from 0-125 and 235-360 degrees,
relative to the ship's course. In other words, each vessel has a
110 degree blind side in back of it in which phasers cannot fire.
If phasers fired into this blind side, they would destroy the
ship's engineering section.
The Captain also designates a wide or narrow phaser beam: a
wide beam to disrupt many targets; a narrow beam to inflict max-
imum damage on a single target. The maximum spread of phasers is
45 degrees, the minimum is 10 degrees. The total beam width is
twice the designated spread.
The firing percentage of each bank is preset to 100. In
other words, the bank fully discharges when firing. This can be
changed, however, using code 22.
The maximum range of phasers is 1000M; the maximum hit fac-
tor is 45 with a ten degree spread, 10 with a forty-five degree
spread. Phaser hit factors are calculated by the following for-
mula:
hit = (bankunits)(firing%)sqrt(1-range/1000)(45/spread)
Phasers fire in .2-second intervals starting with bank one.
Phasers inflict heavy damage and casualties, but do not destroy
shields as much as antimatter explosions do.
A phaser is unable to fire if damaged, if firing into your
blind side, or if completely discharged.
2. Fire Photon Torpedos.
[Tubes]
- 3 -
STAR TREK
The Enterprise is equipped with six torpedo tubes, which, as
phasers, can be set to automatically track a target or be manu-
ally rotated. Unless engineering is jettisoned, tubes only fire
from 0-135 and 225-360 degrees. Each tube fires all its
antimatter pods, which are temporarily held suspended in a
magno-photon force field. Photon torpedos can be fired directly
at an enemy, laid out as a mine field, or scattered in an
attacker's path as depth charges.
Tubes must be loaded (code 9) prior to firing. Each tube
will be automatically loaded with 10 units or whatever remains in
the engines, whichever is less. Normally, torpedos are launched
at warp 12 in .2-second intervals, beginning with tube one. Pho-
ton torpedos have a proximity fuse of 200M. All of these values
can be changed by using code 22.
Torpedos must be launched with care since the antimatter
pods which are fired can never be recovered. It is suggested
that you not fire more than four torpedos at any one time, since
a certain number of them do miss, or are destroyed by the enemy
firing phasers at them. It is also suggested that you fire them
at distant targets, beyond 1100M, to avoid the explosion radii of
your own weapons. Hit factors resulting from antimatter explo-
sions are calculated as follows:
hit = 5(#podscontained)sqrt(1-range/(55(#podscontained)))
The maximum hit factor of an antimatter device is five times
the number of pods contained (in the case of torpedos, 50); its
explosion radius is 50 time the number of pods contained (in the
case of torpedos, 500). Antimatter explosions heavily weaken
shields but do not damage equipment as much as phasers do. This
formula also applies to vessels, engineering sections, and
antimatter probe explosions.
Tubes are unable to fire if damaged, if firing into your
blind side, or if unloaded.
3. Lock Phasers.
[Phasers] [Target Name]
Phasers locked on an enemy vessel will automatically aim
towards it. Although phasers may track a vessel which is in the
firing blind side, they will not fire unless engineering is jet-
tisoned. To fire at vessels behind, simply change course at
least 50 degrees. Once a phaser is locked, it is not disengaged
until the target is destroyed (in which case it is then rotated
to zero degrees relative), relocked, manually over-ridden, or
damaged.
4. Lock Tubes.
[Tubes] [Target Name]
Tubes lock and unlock in the same manner that phasers do.
5. Manually Rotate Phasers.
- 4 -
STAR TREK
[Phasers] [Bearing]
Manually rotating phasers disengages any previous locks and
positions them as directed, relative to your course. For exam-
ple, if your course is 30, and phasers are rotated 45 degrees,
they will hit a target bearing 75 degrees. Rotating phasers into
you blind side is permissible, however, they will not fire.
6. Manually Rotate Tubes.
[Tubes] [Bearing]
Manually rotating tubes is similar to rotating phasers.
7. Phaser Status.
Phaser status reports the control (locks and damages),
deployment, levels, firing percentages (normally 100), and
charge/discharge rates (normally +10) of all phasers.
8. Tube Status.
Tube status reports the control, deployment, tube levels,
launch speeds (normally 12), proximity delays (normally 200), and
the time delays (normally 10).
9. Load/Unload Tubes.
[l | u] [Tubes]
Tubes are loaded with 10 charged antimatter pods until your
fuel runs out. Tubes can also be unloaded if the need arises.
10. Launch Antimatter Probe.
[Pods] [Time] [Proximity] [Target | [<CR> Course]]
Probes are slow-moving devices equipped with internal gui-
dance systems which allow them to chase an enemy vessel. Probes
consist of at least ten antimatter pods which are launched from
an undamaged probe launcher at warp three. As with torpedos,
probes are set with time and proximity fuses, and use the same
hit factor formula as do torpedos.
11. Probe Control.
[y | [n [Probe] [y | [n [Target | [<CR> Course]]]]]]
Probe control allows you to detonate or redirect probes
which may have missed.
12. Position Report.
Position reports are vital since valuable information on
courses, bearings and ranges are given to aid the formation of
good strategy. This order does not use a turn.
13. Position Display.
[Radius of scan]
Position displays, similar to radar scans, show objects
which surround your vessel. The Enterprise is indicated by a
`+', jettisoned engineering sections by a `#', probes by a `*',
torpedos by a `:', and enemy vessels by the first letter of their
names.
14. Pursue An Enemy Vessel.
- 5 -
STAR TREK
[Target Name] [Warp Factor]
This order instructs the ship's navigation to face an enemy
vessel whenever possible.
15. Run From An Enemy Vessel.
[Target Name] [Warp Factor]
This order, just the opposite of order #14, instructs the
navigation to keep the stern of the Enterprise towards an enemy
vessel whenever possible.
16. Manually Change Course and Speed.
[Course] [Warp Factor]
This order instructs navigation to maintain a fixed course
and speed. The following information applies to the above three
orders:
Your maximum rotation rate when turning is:
degrees per sec = 5 * (12 - desired warp)
Accordingly, you can turn 55 degrees at warp one, 50 at warp
two, ..., up to 15 degrees at warp nine. In other words, the
faster your speed, the less maneuverable you are. You are also
less maneuverable if you lose your warp drive. Your maximum
speed is warp nine, the enemy's is warp eleven.
17. Damage Report.
This report informs you of certain equipment status. A mal-
functioning computer (very rare) make orders 3 (lock phasers), 4
(lock torpedos), 14 (pursue), 15 (run), 27 (initiate self-
destruct), and 28 (abort self-destruct) impossible to execute.
You will be required to manually rotate phasers and torpedos, and
manually change course and speed. Damaged sensors (rare) makes
orders 13 (position report) and 18 (scan) impossible. A damaged
probe launcher (sometimes) prevents you from launching probes. A
disabled warp drive (common) slows your speed and maneuverabil-
ity. See order #20 about jettisoned engineering section. When
your crew of 450 dies, your vessel is as good as dead. There are
350 men aboard each enemy vessel.
Shield percentage is calculated by its energy drain times
its operating efficiency. Efficiency starts at 100 and declines
with each hit. No damages of any kind are incurred when a shield
absorbs its first hit, no matter how great the hit. Shield one
is 1.5 times as strong as the other three shields.
`Efficiency' indicates the number of energy units being
burned per warp-second. This number is initially one (.75 for
enemy) and increases per hit.
`Regeneration' indicates the number of energy units being
gained per second. Initially set at 10, this number decreases
per hit.
`Fuel capacity' indicates the number of matter-antimatter
- 6 -
STAR TREK
pods a vessel has aboard. This number rapidly decreases with
each torpedo or probe fired.
`Fuel' indicates the number of matter-antimatter pods which
are filled with energy. This number rapidly decreases when main-
taining high warp speeds or firing phasers.
18. Scan Enemy (Damage Report of Enemy).
[Ship Name]
An enemy damage report is essentially the same as the
Enterprise's.
19. Alter Power Distribution.
[Shld 1 drain [* | ... Sh 4]] [Phsr 1 drain [* | ... Ph 4]]
The synopsis of this command can be confusing. The first
set of numbers gives the drains for each shield. All four shield
drains can be specified, but if a star is used immediately after
a shield drain (eg, 19 0.5 1*), then the remaining shields will
all be given a drain equal to the number preceding the '*'.
(Thus, in the above example, shield 1's drain is 0.5, whereas
shields 2, 3, and 4 have a drain of 1). The same applies to the
phaser drains.
The power circuits of all vessels are illustrated in appen-
dix 2. Dilithium crystals produce energy much like generators.
This power is then used to maintain warp speeds, recharge
antimatter pods in the engine reserve, recharge phaser banks, or
maintain shield power. Your initial regeneration is ten, how-
ever, shields normally drain four units and engines burn one unit
per each warp-second.
Shields can be thought of as electro-magnets. The more
energy put into them, the stringer their force field becomes.
Therefore, a shield's overall percentage is calculated by the
following formula:
shield percentage = (energy in)(effective %)
Notice that dropping power to a shield has the same effect
as having it hit. Notice also that if your regeneration drops
below four, you may have to discharge your phaser banks to main-
tain full shield power.
Phaser banks, similar to batteries, not only discharge (when
firing), but also recharge. Initially, they are set to recharge
fully in one second (+10) so that you can continually use them.
However, they can discharge fully (-10) in one second to provide
extra power to shields, warp engines, or engine reserve.
Under most conditions, you need not concern yourself with
power distribution unless some special need arises. Distribu-
tion, for the most part, is automatic. Regeneration is calcu-
lated first; that power is placed in reserve, along with any
discharged phaser units. Shield drain is calculated next, then
- 7 -
STAR TREK
phaser and engine drains.
Be concerned with wasting power by indiscriminately firing
phasers and torpedos, maintaining speeds over warp three, or
dumping scores of units onto antimatter probes. Huge power
losses cannot be made up in battle.
20. Jettison Engineering.
Although this order was never executed in the television
series, it is quite possible, according to its producer. Jettis-
oning engineering has serious consequences, but it may be your
only course of action.
One would jettison engineering if being pursed by vessels,
probes or torpedos, or as a suicidal gesture.
The following things happen when engineering is jettisoned:
A: You lose all your fuel and reserve capacity; B: you lose your
regeneration; C: you lose your warp drive; D: your lose your
probe launcher; E: you lose your shields until you designate
phasers to discharge; F: the engineering section itself
decelerates to a stop; G: a ten second time delay on it is set;
H: hopefully, when it does explode, you are far from its effects;
I: your phasers and torpedos are now free to fire in any direc-
tion.
21. Detonate Engineering.
[nothing | [y | n]]
This order, issued after the previous one, manually
detonates your engineering section. It may also be issued
without the previous order, in which case you will be asked to
confirm your (crazy) order.
22. Alter Torpedo And Phaser Firing Parameters.
[[y [Launch Speed] [Time Delay] [Proximity Fuse]] | n] [[y
[Firing Percentage]] | n]
This option allows you to change the launch speeds, time and
proximity delays of all torpedos. At the beginning of play, tor-
pedos are launched at warp twelve, have ten second time fuses,
and 200M proximity fuses. Any vessel or engineering section
which comes within the proximity range will cause the torpedo to
explode.
Phaser firing percentages can also be altered. A phaser
bank need not fire its full charge.
23. Defenseless Ruse.
[e | p]
Another name for this tactic is `playing dead'. When
issued, your shields are dropped to zero, and power is diverted
to your engines or phaser banks. Hopefully, the enemy will
believe you dead and come too close or break off their attack.
You should then be able to fire or run in the opposite direction.
- 8 -
STAR TREK
24. Attempt Corbomite Bluff(s). There were two corbomite bluffs
in the television series; one was against a midget operating a
huge space vessel the other was against Romulan attackers. Both
have been incorporated into this game. Whichever bluff issued is
selected randomly.
25. Surrender, If Possible.
This order sends a message to the enemy, saying that you
wish to surrender. The enemy will then decide whether or not
take you alive. You will have difficulty surrendering to Romu-
lans, who have never accepted one.
26. Ask Enemy To Surrender.
This order ends a message to the enemy demanding that they
surrender. Please bear in mind that Romulans are the most suici-
dal.
27. Initiate Self-Destruct.
This order activates a twenty-second self-destruct sequence.
Because final destruct does not occur until ten turns after ini-
tialization, it is best to start it early, if at all. When you
do explode, you hope that you explosive force will also destroy
your attackers.
28. Abort Self-Destruct.
This order, issued after the previous one, halts the des-
truct sequence. Self-destruct cannot be aborted withing five
seconds to detonation.
29. Survivors Report
This order prints out the number of survivors on board all
the ships. This order does not use a turn.
30. Reprint Above List.
This option, which does not use a turn, lists code numbers
and associated descriptions of each.
31 And Up.
Future options, currently being designed in Trek74, will
include Dr. Daystrom's paranoid, M5 multi-tronics computer which
will take over while you relax; or battle someone else who is on
another terminal; or battle in teams; or have a free-for-all
against nine other starships.
- 9 -
STAR TREK
Options
In TREK73, all the names are taken from the series Star
Trek. Through the use of options, the names can be changed to
whatever you want.
To use the options, you must add the variable TREK73OPTS to
your environment. A sample would be (using the C-shell):
setenv TREK73OPTS 'name=Jerk, ship=Boobyprize, terse'
The option string is a list of comma-separated options.
Options are designated as either boolean or string options.
Boolean options are turned on by typing their name and turned off
by prepending 'no' to them. String options are set equal to the
string which follows the "=".
There follows a list of all the options, what type it is,
and an explanation of what they mean. The default for the option
is in square brackets following the option.
terse BOOLEAN [noterse]This option, when set, turns off the
information regarding the ship's purpose in the area. It
thus reduces the amount of drek on the screen. If you are
on a slow terminal, this is a nice option to have set.
shipname STRING [Enterprise]This option names your ship.
name STRINGThis option names the captain of the ship. If this
option is not set, then the program will ask for a name.
The captain is the one who must make all the decisions of
strategy and tactics for the ship.
sex STRINGThis option gives the captain a gender. If this option
is not set, the program will ask for it's value. If you
respond with something that starts with other than "m" or
"f", beware!
science STRING [Spock]This option names the science officer, who
is responsible for checking the parameters of the captain's
commands. It is also this officer's duty to report damage
to the ship as well as scan for enemy damage.
engineer STRING [Scott]This option names the chief engineer of
the ship. It is this officer's duty to report on the status
of the ship, especially its energy supply and distribution
of the same. The officer also controls the launching of
anti-matter probes.
helmsman STRING [Sulu]This option names the ship's helmsman.
This officer's duty is to control the speed of the ship and
also controls the firing of the ship's weapons.
- 10 -
STAR TREK
nav STRING [Chekov]This option names the ship's navigator, who is
responsible for the navigation of the ship. This officer
makes changes to the ship's course as directed by the cap-
tain. This officer also controls any anti-matter probes
after they have been launched.
com STRING [Uhura]This option names the ship's communications
officer. It is the duty of this officer to handle all com-
munications between the ship and the rest of the universe.
ships STRINGThis option, if set, tells the program how many ships
you wish to fight. If it is not set, then the program will
ask.
enemy STRING [random]If this option is set, it tells the program
which race you wish to fight. The available races are:
Klingon, Romulan, Kzinti, Gorn, Orion, Hydran, Lyran, or
Tholian. If the option is not set, the race you will fight
is chosen at random.
foename STRING [random]If this option is set, it specifies the
name of the commander of the enemy ship(s). If this option
is not specified, the name is chosen at random.
silly BOOLEAN [nosilly]If this option is set, an additional race
is added to the list of possible races to fight. This race
is the Monty Pythons. Note that if you wish to always fight
the Monty Python's, you merely have to set the enemy option
above.
- 11 -
STAR TREK
Simple Strategy
If you are a beginner, a simple strategy to follow is A:
fight only one attacker; B: pursue him (code 14) at warp factor
one; C: lock on all phasers (code 3); D: continuously take posi-
tion reports (code 12) and watch his range; E: when he gets
within 1000M, fire all phasers (code 1) and keep on firing when
he is in range; F: When the enemy is out of range, take damage
reports and scans of the enemy (codes 17 and 18).
After a few trial games using the above strategy, you will
want to become as efficient as the enemy at firing photon tor-
pedos. Finally, when you master launching antimatter probes, you
can designate more that one attacker.
Trek73's History
Trek73 was programmed on a Hewlett-Packard 2000C system by
William K. Char, Perry Lee, and Dan Gee. In January, 1973, Mr.
Char started with a few ideas and five months later, in May,
introduced $SPACE, his first version.
Space had only 14 commands and comprised one 10K program.
Response was so great that new ideas flooded in and in June, work
on Trek73 was begun. Over 70 recordings of past shows were
reviewed to reconstruct dialogue and vessels. On October 8,
1973, Trek73 was introduced.
In 1984, Dave Pare at Univeristy of California at San Diego
and Chris Williams at the University of California at Berkeley
independently translated the BASIC code into C to run under BSD
UNIX.
In April 1985, Jeff Okamoto and Peter Yee, both at the
University of California at Berkeley combined the two versions
into one, fixing bugs and adding new commands. The user-settable
options were also added.
Ideas and bug reports should be sent to:
ARPA: okamoto@BERKELEY and yee@BERKELEY
UUCP: ..!ucbvax!okamoto and ..!ucbvax!yee
__________________________
UNIX is a registered trademark of Bell Laboratories.
- 12 -
STAR TREK
APPENDIX 1
Secondary Hull Primary Hull
(engineering)
-------
:-----------------------------------------\ | .5 | . . . .
:: N C C - 1 7 0 1 |} |0 / 1|---< . . . . .
::________________________________________/ | | . . . .
warp engines ^ | .5 | . . . .
+++ |0 / 1|---< . . . . .
===== | fuel | | . . . .
|+| + OOOOO reserve | .5 | . . . .
|+| ---------> +++ ---> OOOOO --- +++ ---> |0 / 1|---< . . . . .
------- + ***** | | . . . .
| | ***** shield | .5 | . . . .
------- | \ control |0 / 1|---< . . . . .
dilithium * \ ------- . . . .
crystal *** +++ shields
generator * \phaser control
| -------- : : :
| |-10/10|-OOOO>. . : : : | : :
<***: <[=====| <---+ |-10/10|-**OO>. . : : : :
probe launcher | |-10/10|-****>
V |-10/10|-****>
=*******= -------- phaser banks
photon =*****===
torpedo =**======
tubes =======******
========= *******
========= ********
+ Energy unit
O Matter-anti-matter pod
* Filled matter-anti-matter pod
---+++---> Energy transfer
---***---> Pod transfer
- 13 -
STAR TREK
APPENDIX 2
Shield 2
|
135 90
\\,,,,,,,,''-``,,,,,,,,
,,''\ .Phaser.Firing An``,, 45
,' \ \125 gles`,/
,' \. . Torpedo. . `,
:------------------------\ \135_-----_ Fir . ,
:________________________/ _- 1 -_ ing . `
| || / 0 \ Angles . |
Shield | ,_^^_____/| _ 7 | . . | Shield
-180| [ { (o) 1 } . . |0-
3 | `-vv-----\| - C | . . | 1
| || \ C / . . |
:-----------------------\ -_ N _- . . ,
:_______________________/ -_____- . . '
`, /225. . . . . . . ,'
`, / . ,' \
``,/ /235. . . . . . . . ,,'' 315
/`````````,,_,,''''''''
225 270
|
Shield 4
- 14 -
STAR TREK
APPENDIX 3
Weapon And Vessel Specifications
Enemy exceptions are enclosed within [brackets]
Phasers
Number of banks 4
Max range 1000 megameters
Max spread 90 degrees (45+45)
Min spread 20 degrees (10+10)
Max hit with 45 degree spread 10
Max hit with 10 degree spread 45
Loss of shield 1 per hit hit/4.5
Loss of shields 2-3-4 per hit hit/3
Firing angles with engineering 0-125, 235-360 degrees
Max charge per bank 10 units
Min charge or discharge time 1 sec
Tubes
Number of tubes 6
Max range 12,000 megameters
max launch speed warp 12
Max time delay 10 seconds
Max proximity delay 500M
Max explosion radius 500M
Max number of pods launched 10
Max hit factor 50
Loss of shield 1 per hit hit/3
Loss of shields 2-3-4 per hit hit/2
Firing angles with engineering 0-135, 225-360 degrees
Probes
Number of probe launchers 1
Max range 3000M
Max launch speed 2
Max time delay 15 sec
Max proximity delay any
Max explosion radius 50 times number of pods
Max pods launched fuel available
Max hit factor 10 times number of pods
Loss of shields per hit same as torpedos
Firing angles with engineering all
Vessels
Max turning rate 50 degrees
Max speed warp 99 [11]
Min units burned per warp-second 1 [.75]
Crew 450 d[350]
APPENDIX 4
Initial Settings
- 15 -
STAR TREK
Enemy exceptions are enclosed within [brackets]
Crew 450 [350]
Speed 1000 megameters
Course 0 [0-360] degrees
Engine Efficiency 1 [.75]
Fuel Level 150
Fuel Capacity 200
Regeneration Rate per Second 10
Helm Lock None [Federation Vessel]
Phaser Deployment 90, 0, 0, 270
Phaser Bank Levels 4 x 10 units
Phaser Charge/Discharge Rates 4 x 10 units
Shield Drain 4 x 1 units
Shield Percentage 4 x 100
Torpedo Deployment 120, 60, 0, 0, 300, 240
Tube Levels 6 x Zero
Total Charged Pods Available 190
- 16 -