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The Major Eras of Planetary Combat . . . . . . . . . . . . 1
The Early Years . . . . . . . . . . . . . . 1
The Age of Firepower . . . . . . . . . . 1
The Era of Defense . . . . . . . . . . . 2
The Age of Disruption . . . . . . . . . 3
The Age of the Shield . . . . . . . . . 3
Getting Started . . . . . . . . . . . . . . 4
What Comes with This Game . . . . .5
Readme File . . . . . . . . . . . . . . . . 5
Copy Protection . . . . . . . . . . . . . 5
Using the Mouse . . . . . . . . . . . . . 5
Saving and Loading Your Game . . . 5
Quick Start Tutorial . . . . . . . . . . . 6
Beginning a Battle . . . . . . . . . . . 7
Space Turns and Ground Turns . . . 8
Game Types . . . . . . . . . . . . . . . . 21
Battles . . . . . . . . . . . . . . . . . . 21
Fast Start Wars . . . . . . . . . . . . . 21
Expansion Wars . . . . . . . . . . . . 21
Menus and Screens . . . . . . . . . . . 22
The Cinematic Screen . . . . . . . . 22
The Opening Screen . . . . . . . . . . 22
The Battles Screen . . . . . . . . . . 23
The War Screen . . . . . . . . . . . . . 25
The Space Menus . . . . . . . . . . . 28
The Ground Menus . . . . . . . . . . 34
Secondary Menus and Panels . . . 40
Details of Play . . . . . . . . . . . . . . 51
The Maps . . . . . . . . . . . . . . . . . 52
Resource Points . . . . . . . . . . . . 55
Technology . . . . . . . . . . . . . . . 63
The Unit Icon . . . . . . . . . . . . . . 64
Movement . . . . . . . . . . . . . . . . 65
Spotting . . . . . . . . . . . . . . . . . 66
Combat . . . . . . . . . . . . . . . . . . 67
Conquering a Planet . . . . . . . . . 69
Landing and Loading Transports . . 71
Resupplying . . . . . . . . . . . . . . . 73
Repair and Replacements . . . . . . 74
Race and Unit Statistics . . . . . . . 75
The Races of STAR GENERAL . . . . .75
Unit Class Descriptions . . . . . . . 80
Unit Statistics . . . . . . . . . . . . . 92
CONTENTS
THE MAJOR ERAS OF PLANETARY COMBATThe Early YearsWhen the seven space traveling races in the Terran Cluster rediscovered each other,weapons for use on planets had changed little since the fall of the Empire. Virtuallyall armored vehicles used cumbersome, inefficient, magnetic suspension and couldhover only a few inches above the ground. This meant they were subject to the samelimitations of terrain as tracked vehicles. Most Armored Fighting Vehicles still firedexplosive rounds or used explosions to propel solid shot. Protection was primarily amatter of brute strength, with mass and thickness being the key factors. Individualweaponry was limited to laser rifles, slug throwers and hand-held weapons so tradi-tional and ancient that their first uses are lost in prehistory.
The Age of FirepowerIncreasing pressure on the Alliance from Khalian raiders, encouraged by the SchleinelHegemony, inspired the first revolution in Ground warfare in two millennia. Combiningsurprise with overwhelming numbers, the Khalians gained control of nearly a third ofthe Alliance’s worlds in a lightning fast campaign. Previously expanding in an envi-ronment which contained little military competition, the invasion came as a seriousblow to the suddenly outnumbered ships of the Fleet. The Alliance, however, was aremnant of the Empire, something its member planets had long since forgotten. TheKhalian threat sparked an intensive program of military research in the hopes of devel-oping, or rediscovering among the millions of archives remaining on the ancientcapital of Earth, weapons that could restore parity to a lost war. The results wereamazingly effective.
Among the Ground combat weapons developed or refined from vague records were theGauss rifle and Gauss cannon. Paralleled with advances in broadcast power and bat-teries, these discoveries added to both the firepower and the range of all levels ofweapons. A carefully kept secret until a number of units were simultaneously re-equipped, the new weapons made a decisive difference. Their first major use was in adefensive battle by three regiments of Gauss equipped Fleet Marines on Antaresagainst an estimated four times their number of Khalians that constituted the entirebattle strength of the Jagged Tooth clan. Supported by an active militia, the Fleet lit-erally shot the Khalian invasion force to pieces — less than 10% of their groundforces and a quarter of their landing craft managed to escape. Later techniques wereperfected which allowed the Gauss cannon to fire plasma rounds rather than explo-sive or solid ordnance. This modification virtually doubled their penetration powerand damage radius. With such firepower, offense dominated as the Fleet Marines,backed by a massive warship building program, regained planet after planet.
T he lieutenant stared at the cube. Inside was recorded all that any Fleet officerneeded to know. It contained only two records, Allison’s Rules of Command and theStanding Orders. All, at least, he would need to know to pass the lieutenant’s exam
and make his brevet commission permanent.Depressing keys on the side of the cube, the young officer began to study the text
that hovered a foot in front of him. Pages from the five-hundred-year-old classic guideto command that had been the final legacy of Admiral Allison, hero of the Cluster Warsand father of the modern Fleet. . . .
QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 1
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The Age of DisruptionBy the time of the third Family War between the Schleinel Hegemony and the felineHressa, new developments in unified universe theory and its limited field model hadopened the door to the class of weapons commonly described as Disrupters. Theseweapons, using a variety of gravitational and sonic beams, could actually tear apartthe molecular bonds of their target. Armor thickness, along with strength, returnedas a factor in battlefield survival. The heavy masses of armor needed to resistDisrupter fire meant that, even as hover technology gave way to null grav technol-ogy, there was little increase in the speed or distance an armored vehicle could move.Unarmored targets not protected by entrenchments found themselves extremely vul-nerable to this new generation of offensive weapons.
The Age of the ShieldA means of resisting disrupter fire consumed the efforts of the best minds in militaryscience for all seven races. With the extreme secrecy that corresponded to the begin-ning of the Betrayal Wars, it is difficult to verify who made the first breakthrough inshield development, although Fleet engineers have the most solid claim to that honor.Within a few years, all seven major races had some form of shield protecting first theirBattleships, then Armored Fighting Vehicles, and finally as miniaturization allowed,even their armored Infantry.
The shield is, simply put, a neutralization of reality. The exact mechanics are still amystery, but scientists speculate that it is a sliver of another universe, or even onenewly created. Within this sliver, which can be shaped to conform to any shape, thelaws of physics are different. As such, the effectiveness of beam weapons is changedand explosions do less damage. The two largest drawbacks of any shield is that it isless effective against missile fire, as the missiles may pass through basicallyunchanged and explode behind it, and it is impossible to fire out of a shield. To over-come the latter a shield is shut down for a fraction of every few seconds, and this iswhen the defending ship fires and launches.
The development of increasingly more powerful shields, often creating more and moreexotic mini-universes, balances the continuing increase in power of both beam andmissile weaponry. At the current time, both have found a sort of parity . . . until thenext generation of weapons or defenses once more destroys the balance.
This second era of weaponry also saw the introduction of hover tanks and personaljump packs as magnetic propulsion systems were refined. The introduction of the plas-matic battery provided a portable, if occasionally unstable, power source that wascapable of delivering the massive power surges needed to raise an AFV several metersfor short periods of time. This meant that only major terrain features could hinder anarmored vehicle’s movement. Combined with ever larger Gauss cannons, mobile armorand artillery dominated the battlefields.
The Era of DefenseThroughout the history of weaponry, advances in offensive ability are soon balancedby counteracting defensive developments. In ancient times, the machine gun and longrange artillery were, in less than two decades, almost nullified by the development ofarmored fighting vehicles. Likewise, it was almost a decade after the Khalians weredefeated that Sophist Armor was developed by the Cephians in a joint research pro-gram with Fleet scientists. Consisting of layers of mega-molecules spread in sheets aslarge as five by five meters, a single sheet could stop a primitive slug thrower round,and ten sheets, barely half an inch thick, were proof against most laser fire.
By this time all the nearby races had stolen, backwards-engineered, or independentlydeveloped Gauss weaponry or its equivalent. Ironically, with the introduction of Sophist armor, much of the new weapons’ penetrating ability was lost. For a time, Sophist-clad Armored Fighting Vehicles and armored Infantry became so effec-tive that there was some thought given to the design of vibrating swords capable ofpenetrating the Sophist body suits, as generals predicted modern soldiers would bereturning to the era of bayonet and sword charges. This was not the eventual reality,however, as artillery soon took up the slack, but such predictions show how the offen-sive/defensive balance had been restored and then some.
2 THE MAJOR ERAS OF PLANETARY COMBAT: THE AGE OF FIREPOWER THE MAJOR ERAS OF PLANETARY COMBAT: THE AGE OF DISRUPTION 3
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What Comes with This GameYour game box should contain this rule book, a Windows and DOS data card, and a CD-ROM. The rule book explains how to play and contains important information onmenus, scenarios, unit classes, and equipment. To play, install the game according tothe instructions on the data card.
Readme FileElements of the game which could not make it into this manual or datacard areaddressed in the readme file, README.TXT.
Copy ProtectionThere is no physical copy-protection on your STAR GENERAL CD-ROM. However, the diskmust be in your CD-ROM drive in order to play the game.
Using the MouseIt is necessary to have a functioning mouse with your computer to play. STAR GENERAL
features an active mouse pointer; whenever the mouse pointer is passed over a unit,a button, or a map hex, a description of that item appears in text bars at the top andbottom of the screen. This allows for quick and easy game play.
In this book, “click” or “left-click” means to move the pointer over the desired loca-tion on your screen and press and release the left mouse button. “Right-click” meansto move the pointer over the desired location on your screen and press and releasethe right mouse button. “Drag” means to move the mouse pointer over to the desiredlocation, press and hold down the left mouse button while moving the pointer toanother location. While you hold down this button, the object under the pointer is“dragged” to the new position.
In STAR GENERAL left-clicking is used to press all buttons and to activate most otherfunctions. The right-click deactivates the function you are in or releases the Space orGround unit selected.
Saving and Loading Your GameOnce you have begun a game, access the Options Menu by clicking on the top button ofthe Main Menu. The Save/Load/Quit button at the bottom of the Options Menu brings upadditional menu options, including saving and loading games. When you choose tosave or load a game a screen appears. Clicking on the button on the left side of a slottells the computer to save or load the current game in that slot. The name and timeare recorded for each save. Additionally, pressing Alt-S on the keyboard at any timesaves your game into the last slot chosen on the Save screen.
GETTING STARTEDIf you want to plunge immediately into battle, refer to the “Quick Start Tutorial” sec-tion beginning on page 6. There you are guided through the tutorial scenario, whichshould familiarize you with the most frequently used commands and buttons. Toimmerse yourself in the details of STAR GENERAL, please read the sections on “Menus andScreens” and “Details of Play” starting on pages 22 and 51 respectively.
4 GETTING STARTED GETTING STARTED: WHAT COMES WITH THIS GAME 5
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Beginning a Battle
To begin the tutorial click on the green check marks from the Cinematic screen. Thisends the opening cinematic and brings up the Opening screen. Click on the Start Gamebutton (the green check mark on the left), and the Battle screen appears.
The Battle screen is the starting point for all STAR GENERAL games. There are eightBattles displayed on the screen, whose participants are represented by their race’sinsignia. The name of each Battle appears in the text bar at the top of the screen,when a Battle is selected. A green light appears at the lower right corner of the cur-rently selected Battle’s slot.
Clicking on a Battle slot brings up a short description of that Battle and the specificvictory conditions for both sides in the panel in the center of the screen.
At the bottom left of the Battle screen are several buttons allowing you to Load a SavedBattle, Go to War Setup Screen, and Begin Battle.
In the bottom center of this screen are two panels, allowing you to choose whethereach side in the Battle is run by a human player or the computer, and to adjust therelative strengths of the opponents.
QUICK START TUTORIAL
Fleet Command
Earth
Isaac Meier, Admiral of the Red
To: Officer Commanding Home Fleet
Commander,
A Hressan raider has landed a force on the small planet
called Moon in the New Earth System. You are to take
military control of New Earth and regain Moon for the
Alliance.
Major Victory: Capture the sole city on Moon and
destroy the Hressan ship in orbit over the planet.
Minor Victory: Destroy the Hressan Destroyer Escort.
Units start at Experience level 1 and Tech level 1
The game can last up to 10 turns
Production units on the Planets do not produce RPs
The computer AI can build any unit for the Hressans
Fleet Starts with 850 Resource Points.
Hressans start with 10 Resource Points.
<<message ends>>
6 QUICK START TUTORIAL QUICK START TUTORIAL: BEGINNING A BATTLE 7
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Battle Name
Battle Slots Begin Battle Text Bar
Exit Menu
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SPACE TURN 1
In this first turn, your goal is to build units on the planet and in space, with whichto make war on the Hressans. To do that you need to become familiar with the mapsand menus of STAR GENERAL.
Maps and Menus
The Space Map takes up most of your screen, a field of stars on which your ships andthe special features and obstacles of space are superimposed. Along the right side ofthe Space Map is the Menu Panel. Currently the Space Main Menu is displayed, butother menus may appear depending on your actions.
Right now, move the mouse pointer around the map; the type of space terrain is givenin the text bar at the top center of the Space Map, as you move the pointer through a hex. Locate the edge of a nebula, to the upper right, and the planet in the centerof the Space Map at (4,4); move the mouse pointer over the planet and its name, “NewEarth,” appears in a text bar at the bottom of the screen. Note that the majority ofthe Space Map is darkened, because you do not have any units to scout the outlyingareas. At the moment you can see one enemy ship, the Hressan Destroyer Escort, LionAlpha lurking on the edge of your sensors at (7,7). We’ll get to her in a few minutes.
The bottom right of the Battle screen also has three buttons, Start with RPs Only, whichwhen active allows you to purchase your own ships, rather than use the default fleet,Go to Network Setup Screen, and Exit Game.
At the far right of the Battle screen are arrow buttons which you can use to scrollthrough all the available Battles. Click on the first Battle in the left column, entitled“Tutorial.” To begin the game, click on the Begin Battles button on the bottom left.
A Briefing screen appears, pro-viding again the missionbriefing and victory objectivesfor both sides. Click on the Fleetinsignia button on the left sideto get the Fleet mission brief-ing. This tutorial is written fromthe Fleet perspective. Click onthe green checkmark to bring upthe Space Turn Informationscreen. At the beginning ofevery turn an information screenappears, providing information
on your forces, as well as estimates of the enemy’s fleet. After looking over thisscreen, left-click again on the green checkmark and the Space Map appears.
Space Turns and Ground TurnsIn STAR GENERAL, because of the ability to fight both in space and on the ground, thereare two types of turns. The “shorter” unit of time is a Ground Turn. If a world is notcontested (two races vying for the same planet), the controlling player can move andbuild units on that planet as often as they like within a single Space Turn. However,if a planet is contested, the invading and defending players must take turns, withthe active player, whose Space Turn this is, building, moving and attacking withtheir units first, then the other player. A Ground Turn consists of building, move-ment, and combat for units on a planet by both the attacking and defending player.After a limited number of Ground Turns the players are returned to the Space Mapfor the remainder of that Space Turn. Therefore, a Space Turn consists of building,movement, and attack for each player’s units on the Space Map, and the resolution ofa set number of Ground Turns, per player, on each invaded world. Confused yet? Let’ssee it in action.
8 QUICK START TUTORIAL: BEGINNING A BATTLE QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 9
Current Resource Points Mouse Pointer Coordinates and Terrain Description
Enemy LION ALPHAText Bar
Menu Panel
At this time, simply click on the green BioDome, the button turns black behind thechosen image to indicate it has been selected. On the Ground Map to the left youshould see hexes that are now highlighted in light green. You may place theBioDome in any one of these hexes. Click on any highlighted hex to place theBioDome. Repeat this process until you have placed a BioDome, Mine, Plant, andFactory. You are now able to build a Military Complex, which allows you to buildGround combat units.
Click on the Military Complex button and then on any highlighted hex to place theMilitary Complex on the map. Note that combat units are built adjacent to the MilitaryComplex, and since these can only be built on clear, empty spaces, it is advised thatyou place all Military Complexes in such a way as to have the maximum number ofoutside hexes that are clear terrain.
Once you have placed the Military Complex you can begin to build Ground combatunits. Only three Ground combat units are built in this tutorial because you have onlya limited number of resource points and still need to build space units. There is noartificial limit in STAR GENERAL to the number of combat units of any sort you may build.
Landing on New EarthPass the mouse pointer over the planet and left-click. You are now looking at the sur-face of New Earth. To the right of the Map is the Menu Panel, where the Ground MainMenu currently appears. Various terrain features, including cities, are labeled in thetop center text bar of the Ground Map screen. Using the mouse you can scroll aroundthe Ground Map, until you find your three cities. It is now time to begin building yourforces; however, before you can build any combat units you need to get your militaryproduction machinery up and running.
Building Your Production UnitsTo do this you need to build production units. To purchase aunit, click on the second buttonfrom the bottom of the GroundMain Menu, the one containinga dollar sign. This brings up thePurchasing Unit panel.
Units types available for pur-chase are listed, each oneaccompanied by a pair of arrowswhich allow you to select thetech level, one through four, of the unit to be purchased.
Clicking on a unit type displays that unit’s statistics at the top of the Purchase panel.At the far right of the Purchase panel is another set of arrows; click on them to scrollthrough all the available Ground unit types. For now, click on the down arrow untilthe circular BioDome is visible.There are six types of Ground production units:BioDomes, Mines, Factories, Plants, Military Complexes, and Tech Centers. The firstfour types generate resource points every turn after they are built, and investing inthem can be vital to success in STAR GENERAL. These Resource Point producing unitscan be built adjacent to any city, but a city can only support two production units.One of each of the four types that produce income are required to produce the fifthtype of Ground production unit, the Military Complex. This large unit does not pro-duce any Resource Points, but instead allows you to manufacture all forms of Groundcombat units. Tech Centers allow you to build more technologically advanced units,and can only be built when all other types of production units have been built.
10 QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 11
Text Bar Current RP’s Unit Cost Unit Statistics
Scroll Arrows
Exit MenuGo To Strategic Map
Placement Hexes
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There are other Unit menu options, for more information see the “Ground Menus” section beginning on page 34, but now it is time to return to space. Press the red X button at the bottom of the Unit Menu to return to the Main Menu. Then click on the Back to Space button, (it has a miniature spiral galaxy on it).
This returns you to the Space map. Having built the infrastructure on the planet, youcan now build the Space Dock needed to build space ships. Building units in space isdone in a similar manner to purchasing Ground units.
Constructing a Space ArmadaFirst click on the Purchase button ($). This again brings up the Purchase panel. Usethe down arrow at the far right to scroll down to the last of the choices. This is theSpace Dock. Select it, and the area around the planet is highlighted with green hexes.Click directly below the planet to place the Space Dock there.
You are now able to purchase ships. Use the arrows to return the unit selections onthe Purchase panel to the top of the list. Then click on the top right button, theLexington class Battleship. Move the mouse pointer over the hex to the bottom rightof the station, this being the closest point to the Hressan Destroyer Escort visible onyour screen, and click to build the Battleship there.
Click the down arrow twice and purchase a Matilda Class Transport, located in the lower left slot. Place this ship directly above the Battleship so it is adjacent to New Earth. Click on the X button to exit the Purchase Screen.
Since newly built ships cannotmove or fire, this effectivelyends your turn. Click on the EndTurn button at the bottom of theSpace Main Menu and confirmthat you want to end your turn.
Taking a Little PunishmentThe Hressan Destroyer Escortshould attack either the Transportor Space Dock you just built, butit won’t destroy them as it can doonly about two points of damage.
A Transport can carry its full load of troops until it is completely destroyed. At that pointall troops are lost. After the Hressan turn ends, the Space Turn Information screenappears. Click on the green checkmark to continue.
Marshaling Your Ground ForcesClick on the Purchase panel up arrow until you reach the first unit type screen. Abovethe production units are all of the ground units you can purchase. Below the produc-tion units are all of the skimmers you can purchase. The unit in the first slot is theArmored Fighting Vehicle (AFV), click on this unit and place the unit by clicking onone of the now highlighted light green hexes adjacent to the Military Complex. Notethat the cost of the AFV is subtracted from your resource point total when the unit isplaced. Once placed, units cannot be returned, only scrapped. Now click on theAssault Vehicle below the tank and place it adjacent to the Military Complex as well.Finally, click on the Infantry unit in the bottom right slot, and place it.
You are now finished buying Ground combat units; close the Purchase panel by click-ing on the red X button at the bottom right.
Take a moment to look at the units you have purchased. Click on any unit; notice thatthe hex it occupies turns blue and a new set of buttons appears in the Menu Panel onthe right side of the Ground Map screen. This is called the Unit menu. Left-click onthe Examine Unit button, second from the bottom of the Unit menu with the eye icon,to bring up the Unit Information panel. The statistics for the currently selectedGround unit are given in this panel, and the pair of arrows at the bottom allows youto scroll through all your Ground units. Right-click or press on the red X button toreturn to the Unit menu.
12 QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 13
Unit TypeUnit Name
Currently SelectedUnit’s Statistics
Exit MenuScroll ArrowsGo To Unit Button
SPACE TURN 3
On this new turn you should load the three Ground units you built earlier onto theTransport, in preparation for an assault on the Moon.
Transporting Ground TroopsSelect your Transport, bringing up the Unit menu. Run the mouse pointer down untilyou find the Land on Planet button, (with a miniature planet on it), and click on it.Note that in order for a transport to land on a planet, there can be no enemy unitsadjacent to the planet.
Since there are now no enemy units adjacent to New Earth, the Ground Map is given,partially obscured by the Transport panel.
Scroll around the map with the mouse pointer until you see one of the landing zones,a diamond shaped structure with blinking lights. If the planet were contested thiswould be the only place where you could land or load troops. You can land and loadfrom anywhere on a uncontested planet, by clicking twice anywhere on the map, andyou should be able to load Ground units from anywhere on the planet (exceptingMilitia Infantry or Militia Artillery). Scroll across the map until you find the three unitsyou created earlier.
SPACE TURN 2
You now have two objectives: repair the Transport or Space Dock and destroy whatremains of the Hressan Lion Alpha Destroyer Escort. In order to repair a unit, it is firstnecessary to destroy the Lion Alpha. Note on the Space map that a small gunsightsymbol is visible above both your ships. This indicates that they have not fired thatturn, or performed some other activity, such as loading troops or making repairs, thatwould prevent a ship from firing. Below each ship is a flashing box containing thestrength value of the unit; the flashing indicates that the unit still has movement left.
On the Attack!Click on your Battleship, and move the mouse pointer over the Hressan Lion. Thepointer changes from an arrow to a large targeting sight, indicating that your cur-rently selected ship is eligible to fire at the enemy ship beneath the mouse pointer. Tofire left-click on the hex the Hressan ship occupies. The result should be an explosionand the total destruction of the Hressan Destroyer Escort.
Making RepairsYou can now make repairs. Select the damaged unit. There are three types of repairsavailable from the Unit menu: Replacements, Elite Replacements, and Repair Unit. Since theunit is already adjacent to a Space Dock the replacements can be added this turn. Anadjacent Tender would serve the same function. However, if there were neither aTender nor a Space Dock adjacent, then only repairs of any damaged ships are allowed.The differences between the repair options are explained in detail in the “Repair andReplacement” section, beginning on page 74.
This time click on the Elite Replacements button, fourth from the top of the Unit menu(containing a spaceship and the gold plus sign). The value beneath the ship returns to10, and you are notified of the cost of the elite replacements in the Text bar at thebottom of the screen. The Space Main Menu reappears, and the targeting mark alsodisappears and the box below the unit is no longer flashing. Replacements or repairsuse a unit’s entire turn.
Biding Your TimeSince your Battleship has fired, and your Transport was repaired, you can take no fur-ther action this turn. Click on the End Turn button, and confirm the decision.
Once more the Hressan turn cycles past; click on the green checkmark to exit theSpace Turn Information screen.
Note: If your Transport was not damaged, you can load troops from the planet this turn.
14 QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 15
Transport Inventory
Strategic View of Planet
Currently SelectedUnit’s Statistics
Scroll Arrows Exit Transport Screenand Return to Space
Deploying Ground Combat TroopsWith the Transport still selected click on the Land on Planet button. This opens up thesame screen you saw when loading troops. To land these units locate the Landing Zoneon the right side of the Hressan Moon’s surface. Click twice on the hex containing theLanding Zone and an area two hexes around it are illuminated. This is where you areeligible to deploy the Ground combat units from the Transport.
Before landing the troops you may desire to gather some intelligence. To get a betterlook at the planet you are invading, click on the image of that world shown at the topright of the Transport screen. This gives you a strategic view of the planet. To returnto the tactical view simply click once on any part of the map. Click now on the land-ing zone, which returns you to the Ground Map centered on that Landing Zone.
Click first on the AFV and then on the illuminated hex to the farthest left. Repeat thisprocess with the Assault Vehicle and then the Infantry unit placing them as far to theleft as possible.
Since there are no more troops to land, click on the exit button at the bottom of theTransport screen. This returns you to the Space Map with the Hressan Moon centeredon it. It is now time to move the units you have landed. To do this click first on theMoon and then confirm that you wish to Go To Ground War.
The Ground Turn Information screen appears. Note that your three newly landed unitsare listed on it, as are the Hressan units. When you are finished looking at it, click onthe green check mark to exit the screen.
Prepare for Transit!To load a unit onto a Transport click on that unit. It disappears from the Ground mapand reappears on the Transport panel. Click to pick up all three of the units you builtearlier. Their images should now extend across the top of the Transport panel’s cargowindow. To return the unit to a friendly planet, click on the unit in the Transport paneland then on the Ground map in any location not occupied by another unit. The high-lighted unit from the Transport panel is placed in that hex. If you have done this,return the unit to the Transport at this time, so that all three units are loaded.
Close the Transport screen by clicking on the X button. This returns you to the SpaceMap. Note that loading a Transport takes up the entire turn for that ship. This meansthat once you begin loading a Transport you must complete all the loading at thattime as a single process.
Since there are no further enemy ships in space and the Transport has completed itsentire move, click once more on the End Turn button of the main screen and confirmyour choice.
SPACE TURN 4
Your goal now is to get your Ground units to the Hressan controlled Moon, and landthem in preparation for your assault. Directly after exiting the Space Turn Informationscreen, check your Transport to make sure that the units are loaded. Select theTransport and then click on the Examine Unit button second from the bottom of theUnit Menu. This brings up the panel containing the ship’s statistics. Click on the trans-port and a different panel appears, showing who is loaded on that Transport. Click onthe various units on the Transport to see each Ground combat unit’s values. Assuredthat you have loaded all your Ground troops, you can now move the Transport towardthe Hressan occupied planet. Click on the red X to exit the Examine Unit panel.
Navigating the Space MapNow, click again on the hex containing the Transport to select the ship. An area isilluminated in blue, showing the farthest extent of the potential movement for theship. Move the ship one hex to the bottom right by clicking on that hex, coordinates(6,5). The Transport moves into this hex, and the blue remaining available movementarea is now smaller. Move the Transport two more hexes by clicking on the spacedirectly above the Hressan world, (8,6). Note that there is still one hex of movementremaining. This allows us to deploy the three units from the Transport onto the planet.There must be at least one hex of movement allowance remaining in a Transport for itto land troops in a Space Turn. If there had been no movement left, the landing wouldhave had to wait until the next Space Turn.
16 QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 17
Landing ZoneDeployment Hexes
Exit Transport andReturn to Space
SPACE TURN 4, GROUND TURN 3
This turn you are in a position totake the sole Hressan occupiedcity on Moon. Capturing all ofthe cities on a planet gives youcontrol of that planet and theResource Points it generates.
Capturing the Hressan MoonThe city is being held by a single Hressan Infantry unit. To attack this unit, first movethe AFV adjacent to it and attack the Hressan Infantry unit in the city with it. Repeatthis process next with the Assault Gun and then the Fleet Infantry unit.
When the Hressan unit retreats out of the city, or is destroyed, move a unit into the city. Immediately you are told you have captured the city. If you destroy theHressan Infantry unit, or occupy all the cities on the planet, the remaining defendersare automatically destroyed and you are notified that you have captured the planet.After being notified that you have captured the planet, move your unit off of the city;the color in the box in the center of the city has changed from “Hressan” yellow to “Fleet” blue.
Return to space, and end your Space Turn to claim a major victory over the Hressans.
Congratulations, you have fulfilled your mission and won the Battle!
SPACE TURN 4, GROUND TURN 1
Your mission objectives for this tutorial include taking control of the Moon, and to dothat you must destroy the Hressan Infantry units defending the planet’s sole city.
Undertaking a Ground AssaultYour Armored Fighting Vehicle is your strongest unit, but its attack range is one hex,so you must move it adjacent to the Hressan Infantry. To begin the invasion, click onyour AFV and click on the hex next to the Infantry, (5,6) moving your unit into attackposition. Pass the mouse pointer over the Infantry and a gunsight appears. Noticethat on the bottom of the screen the projected results of that attack are shown.Random factors cause the actual result to be different, but the results listed here area good guideline for determining the wisdom of an attack.
Click once on the Hressan Infantry to attack it. Now move your Assault Gun adjacentto the Hressan Infantry and repeat the process by clicking on the Hressan unit. Finallymove your own Infantry unit toward the city.
As this completes your Ground Turn, click on the End Turn button and confirm. TheHressan player moves on its turn, probably fleeing with the damaged Infantry, if ithas survived. You should pursue the Infantry on the next turn to destroy it.
SPACE TURN 4, GROUND TURN 2
Pressing the Attack Pursue the Hressan Infantry with your Assault Gun. Once the Hressan Infantry unit isdestroyed, you are free to repair the AFV. To do this select the AFV, which should nothave moved yet this turn. You can only add replacements to a unit that has not movedand is not adjacent to any enemy units.
To repair the selected AFV move the mouse pointer over the Unit Menu button markedReplacements, the tank with a blue “+” sign adjacent to it. Click on this button and thecombat value of the AFV returns to “10 .”
Complete this Ground Turn by moving your Infantry unit closer to the sole city on the Moon.
Click on the End Turn button and confirm.
18 QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS QUICK START TUTORIAL: SPACE TURNS AND GROUND TURNS 19
GAME TYPESYou may play any one of three types of games with STAR GENERAL, one you access fromthe Battles screen, the other two from the War Setup screen.
BattlesBattles are one-on-one scenarios with preset sides and victory conditions. One or twoplayers, AI or human, can be involved in a Battle. Single scenarios are called Battles.You may choose to use either the pre-selected forces or spend the equivalent RPsbuilding a custom force of Space and Ground units. Battles range from skirmishesbetween a few ships to massive engagements between large fleets and ground forces.
Fast Start WarsThe second type of game is the Fast Start War. These are campaign games where youhave the choice of being one of up to seven races. The War can be played by two toseven players, AI or human. In this game you choose a universe and compete to con-quer it. There are no preset units in this campaign, and each player starts with controlof an equal number of planets. The objective here is to control either one more thanhalf of all the planets, or all of the planets.
Expansion WarsThe third type is an Expansion War, similar to the Fast Start War in that you choose arace and conquer the galaxy. You can face up to five AI or human opponents. However,each player starts with only one planet, and must build their forces up to graduallytake over more and more planets. Again the goal can be to conquer the entire uni-verse, or 51% of it, the player’s choice.
20 GAME TYPES GAME TYPES: BATTLES 21
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The Battles ScreenThe Battles screen allows you to choose one of several Battles, to load a saved game,or to go on to the War Screen. There are eight Battles displayed on the screen. Theparticipants in each Battle are represented by their race’s insignias on the button.When you click on a Battle’s button, a short description of that Battle and the spe-cific victory conditions for one side are displayed in the center of the screen. Click onthe race insignia at the bottom of this text window to view the other side’s victoryconditions. To scroll through all of the available Battles click on the up and downarrows in the bottom right of the screen.
On the bottom left of the screen are three buttons.
Load a Saved GameBrings up the Load Game screen.
Go to War Setup ScreenChanges the screen to the War/Multiplayer screen.
Begin BattleClicking on the “okay” symbol on the bottom left of the screen beginsthe selected Battle.
MENUS AND SCREENSA “Menu” is a list of choices that allow you to access the various functions of the game. “Screens” are graphic interfaces that take up the entire monitor, over which“Menus” are displayed. Most menus occupy the right side of a screen and are repre-sented by buttons. Buttons are presented in two states. Grayed-out buttons can notbe accessed, while non-grayed buttons are active and available to manipulate. Left-clicking on a button activates the function of that button or moves you to anotherindicated menu.
The Cinematic ScreenClick on the green checkmark but-ton at the bottom of the screento exit the opening cinematic,and bring up the Opening screen.
The Opening ScreenFrom this screen you can startthe game, view the credits, orexit the game. Clicking on theCREDITS button (with the blackCatware™ logo on it) brings up alisting of the people who createdSTAR GENERAL. Choosing EXIT (thered X) quits the game. Select StartGame (the green checkmark) tobring up the Battles screen.
22 MENUS AND SCREENS: THE CINEMATIC SCREEN MENUS AND SCREENS: THE BATTLES SCREEN 23
Battle Name
Battle Slots
Scroll Arrows
Human/Computer Control ToggleBattle CombatantsA.I. ControlsVictory Conditions Text Panel
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The War Screen
There are several columns of controls on this screen, allowing you to set up single andmultiplayer games of different sizes, with varying conditions for play and victory.
The far left column contains the symbols for the seven possible races. Each player orcomputer player must choose a different race. There cannot be two sides with thesame race in a game. Clicking on the human or robot face next to a race eliminates itfrom being chosen under the random opponents option. Click on the race symbol torestore that race to its default setting.
You may choose to play as the sole human against one to six opponents, or in a mul-tiplayer game either on the same or networked computers.
To the right of each race’s symbol are human and robot buttons. If the robot setting isselected the computer plays that race. If the human is chosen, then a human playercontrols that race.
The next column to the right sets the starting Resource Point level for each race. Thisallows you to give an advantage or handicap to each race. There are four settings from1000 to 10000 RPs.
The two columns to the right of the Starting Resource Points column contains severaloptions for customizing the map size, and composition, as well as general play optionsand conditions for victory.
Battle Order and Human/Computer SettingIn the bottom center of this screen are two locations where you choose whether eachside in the battle is to be run by a human player or the computer. The symbol of therace is given in a large box. Click on an insignia to highlight the race, and display thatrace’s victory conditions in the text window above. To the side of the insignia are twoboxes showing a human and a robot. The robot represents having the computer playthat side. Click on a box to have a human or computer player control each side.
AI ControlsBeneath these choices are two human/computer settings. These are only relevant ifone side is being played by the computer and the other race by a human. These set-tings allow you to adjust the strength of the computer opponent. The left side settingadjusts the effectiveness of the artificial intelligence and the amount of damage doneby the weapons of the computer opponent. The right side setting adjusts the rate atwhich RPs are earned by the computer opponent. In both cases the choices are 50%,75%, Normal, 150%, and 200% enabling you to make the game harder or easier to win.
On the right and adjacent to the arrows that move you through the scenarios are threeadditional buttons.
Start with RPs OnlyThe top button with the dollar symbol allows a human player to chooseto receive RPs instead of a preset order of battle. This lets you custompick your forces for the battle, once you are in the game.
Go to Network Setup ScreenThe second button changes your view to the networking choices andshould be used where you are networking two or more machines.
Exit GameThe final button returns you to the Opening screen.
24 MENUS AND SCREENS: THE BATTLES SCREEN MENUS AND SCREENS: THE WAR SCREEN 25
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Player Races Starting RPs
War Setup Options
Begin War
Go To Network Setup Screen
Go To Battle Screen
Random AI PlayersUse the arrow buttons to select a number from zero to six, up to thenumber of available races; those not already chosen for play by ahuman or computer player. The computer then chooses that numberrandomly from the available races, to be controlled by the AI.
Ground Turns per Space TurnUse the arrows to adjust how many Ground Turns are allowedper each player’s Space Turn.
Starting Space Tech LevelThis number, from one to six, is the starting available technology levelfor the ships of all races.
Starting Ground Tech LevelThis number, from one to four, is the starting available technologylevel for the ground troops of all races.
Starting Experience LevelThis number, from zero to four, is the starting experience level for allunits of all races.
At the bottom of the screen, three additional buttons can be found.
Go to Battles Screen
Switches the view to the Battles screen.
Go to Network Play SetupSwitches the view to the Network Setup screen. For more informationon network play, see the enclosed data card.
Start War
Starts a War game with the defined preferences.
Planet DensityDetermines the number of planets on the Space map, increasing asthe slider is moved from left to right.
Map SizeDetermines the size of the Space Map, increasing as the slider ismoved from left to right.
Starting StatusThese buttons toggle between two options for starting play.The left button, a single planet, is the Expansion button, andrepresents each player starting with only one planet. Theright button, showing three planets, is the Normal War but-ton, and represents each player starting with an equalnumber of planets, the total number of planets on the mapbeing divided among them.
Victory RequirementsThese buttons toggle the requirements for victory. The leftbutton, a partially shaded planet, represents the need to con-trol 51%, one more than half of the total planets in the gamefor victory. The right button, a fully visible planet, representsthe need to control 100%, all of the planets in the game inorder to achieve victory.
DiplomacyIf diplomacy is on, computer controlled races can be con-vinced on an individual basis to maintain their neutralitytoward you during play. When diplomacy is off, all races areat war with one another.
26 MENUS AND SCREENS: THE WAR SCREEN MENUS AND SCREENS: THE WAR SCREEN 27
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Unit InventoryThe Unit Inventory screen appears, giving you a complete listing andinformation on your Space and Ground units.
Fast SaveSaves the game without having to access the save menu. The game issaved into the last slot on the Save screen.
Ship Information Screen
Brings up the Ship Information screen featuring the ships of all races.
Planet InventoryA Planet Inventory screen appears, giving you a complete listing of theplanets you have discovered or own.
Diplomacy Allows the player to view the Diplomacy screen as it stood at the end ofthe last Space Turn.
Race StatisticsChanges the view to the Race Statistics screen on which you can exam-ine the unit strengths, losses, and production capacity of all players.
Purchase Unit
Allows you to add reinforcements by switching to the Purchase panel.
End TurnEnds the player’s Space Turn and proceeds to the next opponent’s SpaceTurn. This is confirmed before taking effect.
The Space Menus
SPACE MAIN MENU
The Main Menu is the menu you use during much of the play of the game. From its selec-tions you are able to change views of the battlefield and access the other screens neededto complete any action during a game. Left click on the menu buttons to use them.
Go to Options Menu
Changes the Menu Panel to the Options Menu.
View Strategic MapShows the entire Space Map and the location of all ships and planets youhave spotted on it. Clicking again returns your view to the tactical map.If you click on a Strategic Map location, you are returned to the tacticalmap centered on that hex.
Hexes On/Off
Removes the hexes drawn on the screen or returns them.
28 MENUS AND SCREENS: THE SPACE MENUS MENUS AND SCREENS: THE SPACE MENUS 29
Space Map
Menu Panel
Unit DescriptionText Bar
Race StatisticsChanges the view to the Race Statistics screen from which you can exam-ine the unit strengths, losses, and production capacity of all players.
Save/Load/QuitChanges the menu panel to the Functions Menu that allows you to savea game in any slot, load any saved game, quit the game entirely, orreturn to the Battles or War Setup screens to start over.
SPACE FUNCTIONS MENU
Go To Main MenuThe first choice on this menu returns you to the Main Menu.
Go To Options MenuThe second button returns you to the Option Menu.
Save GameBrings up the Save Game screen which allows you to save a game in anyof the save game slots.
Load GameBrings up the Load Game screen which allows you to restart any saved game.
Wars ScreenEnds your current game and takes you directly to the War Setup screen.A confirmation is required.
Battles ScreenEnds your current game and takes you directly to the Battles screen. Aconfirmation is required.
SPACE OPTIONS MENU
Go To Main Menu
Changes the menu panel to the Main Menu view.
Ship Information Screen
Brings up the Ship Information screen, featuring the ships of all races.
Turn Supply On/OffToggles the supply rule, governing fuel and ammunition, on and off. Formore information on the Supply rule, see the “Combat” and “Movement”sections on pages 67 and 65 respectively.
Set Music Volume
Toggles the background music on or off, and adjusts the volume.
Set Sound Volume
Toggles the sound effects on or off, and adjusts the volume
Hide/Show Unit Strengths
Hides or shows the unit strength values.
Show/Hide Computer MoveChanges the view from showing only those parts of the computer’s movewhich are currently within the spotting range of a player’s planets andships, to showing all movement on the computer’s turn, including ter-rain, planets, and other ships in the area.
30 MENUS AND SCREENS: THE SPACE MENUS MENUS AND SCREENS: THE SPACE MENUS 31
Supply Unit
Restores to a ship up to 50% of its maximum load of fuel and ammunition.
Explore AsteroidWhen a Recon or Transport ship is adjacent to an asteroid this buttonallows that ship to explore the asteroid. This may or may not be beneficial.
View PlanetWhen a Reconnaissance or Transport ship is adjacent to a hostile planet,this button allows you to view the surface of that planet.
Note: Explore Asteroid and View Planet occupy the same slot on the Space Unit Menu. Whichone is active depends on which type of space terrain the selected unit is adjacent to. If aship is adjacent to neither a planet, nor an asteroid, this option slot is grayed out.
Land on PlanetAllows you to land Transports who have movement remaining to them ona planet, to load or unload ground troops. If the selected ship is not aTransport, or not adjacent to a planet, this button is grayed out.
Next UnitCenters the screen on and selects the ship sequenced immediately afterthe unit currently selected.
Previous UnitCenters the screen on and selects the ship sequenced immediately beforethe unit currently selected.
Examine UnitCalls up the Unit Information panel which contains the vital statisticson the selected ship. It also allows access to information on your otherships, and is linked to the Ship Information screen.
Quit GameEnds the game. A confirmation is required.
SPACE UNIT MENU
Long Range NavTakes you to the strategic map. Click on any point on the map; a pathappears, and the selected unit begins to move toward that point at theend of your Space Turn, after the End Turn button has been selected.
Unit Options MenuChanges the menu panel to the Unit Options Menu.
Replacements This replaces all of the losses taken by that unit with newly recruitedforces, whose addition lowers the experience level of that unit. It maybe used only when a space ship is adjacent to an Space Dock or a Tender,and the unit in not adjacent to an enemy. There is an RP cost for thisfunction.
Elite ReplacementsThis replaces all of the losses taken by that unit with highly trained andexperienced veteran forces at the same experience level as those alreadyin the unit. It may be used only when a space ship is adjacent to an
Space Dock or a Tender, and the unit in not adjacent to an enemy. The RP cost for thisfunction is significantly more expensive than regular replacements.
Repair UnitReturns only damaged units to combat readiness, but this may be doneany time the ship is not adjacent to an enemy unit. There is an RP costfor this function.
32 MENUS AND SCREENS: THE SPACE MENUS MENUS AND SCREENS: THE SPACE MENUS 33
View Strategic MapShows the entire Strategic Ground Map and the location of all units andterrain on the planet. Due to improved detection techniques and thepresence of ships in orbit there are no hidden units on planets. Clickingagain returns your view to the Tactical Ground Map.
View Skimmers/Ground
Toggles the view between Skimmers and Ground units.
Hexes On/Off
Removes the hexes drawn on the Ground Map or returns them.
Unit InventoryThe Unit Inventory screen appears, giving you a complete listing of, andinformation on your Space and Ground units.
Land More TransportsAllows you to land more Transports on the surface of the planet, todeploy or load troops without ending your current Ground Turn.
Fast SaveSaves the game without having to access the Save screen. The game issaved into the last slot.
Back to SpaceReturns to the Space Map. Note that if you are engaged in a Ground War,only the player with an active Space Turn may utilize this function, andwhen done, this ends all planetary combat until the next player’s Space
Turn.
Diplomacy Allows the player to view the Diplomacy Screen as it stood at the end ofthe last Diplomacy phase.
Exit MenuExits from the Space Unit Menu, returning to the Space Main Menu.
SPACE UNIT OPTIONS MENU
Exit Menu
Returns to the Space Unit Menu
Upgrade UnitIncreases the Tech Level of the unit selected, when available. This optionhas an RP cost, and the upgraded unit retains its full experience level.
Disband UnitCauses a unit to cease to exist. If you disband a military unit, it con-tributes a small amount of RPs to your total. If you disband a productionunit, it generates no income.
Name Unit Allows you to give a customized name to each unit.
The Ground Menus
GROUND MAIN MENU
The Main Menu is the menu you use during much of the Ground play of the game. Fromits selections you are able to change views of the battlefield and access the otherscreens needed to complete any action during a game. Left click on the menu buttonsto use.
Go to Options Menu
Changes the menu panel to the Options Menu.
34 MENUS AND SCREENS: THE SPACE MENUS MENUS AND SCREENS: THE SPACE MENUS 35
Show/Hide Computer MoveDue to improved detection techniques and the presence of ships in orbitthere are no hidden units on planets.
Race StatisticsChanges the view to the Racial Statistics screen on which you can exam-ine the unit strengths, losses, and production capacity of all players.
Save/Load/QuitChanges to a view of the Functions Menu that allows you to save a gamein any slot, load any saved game, quit the game entirely, or return to theBattles or War Setup screens to start over.
THE GROUND FUNCTIONS MENU
The Ground Functions Menu is identical to the Space Functions Menu. See page 31 formore information.
GROUND UNIT MENU
Long Range NavTakes you to the Strategic map. If you click on any point on the map apath appears, and the selected unit begins to move toward that point atthe end of your Ground Turn.
Unit Options Menu
Changes the screen to one containing other unit options.
Replacements This replaces all of the losses taken by that unit with newly recruited forces,whose addition lowers the experience level of that unit. It may be used onlywhen the unit is not adjacent to an enemy. Skimmers must also be next toa city to acquire replacements. There is an RP cost for this function.
Race StatisticsChanges the view to the Race Statistics screen from which you can exam-ine the unit strengths, losses, and production capacity of all players.
Purchase Unit
Allows you to add reinforcements by switching to the Purchase panel.
End TurnEnds the player’s Ground Turn and proceeds to the next opponent’sGround Turn. This asks for confirmation before taking effect. Note thatafter a set amount of Ground Turns you are automatically returned to theSpace Map, until your opponent’s next Space Turn.
GROUND OPTIONS MENU
Go To Main Menu
Changes to the Main Menu view.
Turn Supply On/OffToggles the supply rule, governing fuel and ammunition, on and off. Formore information on the Supply rule, see the “Combat” and “Movement”sections on pages 67 and 65 respectively.
Set Music
Toggles the background music on or off, and adjusts the volume.
Set Sound Effects
Toggles the sound effects on or off, and adjusts the volume
Hide/Show Unit Strengths
Hides or shows the unit strength values.
36 MENUS AND SCREENS: THE SPACE MENUS MENUS AND SCREENS: THE SPACE MENUS 37
GROUND UNIT OPTIONS MENU
Exit Menu
Returns to the Ground Unit Menu.
Upgrade UnitIncreases the Tech Level of the unit selected, when available. This optioncosts half the cost in RPs of building a new unit at the higher tech leveland retains the full experience level of the unit upgraded.
Disband UnitCauses a unit to cease to exist. If you disband a military unit, it con-tributes a small amount of RPs to your total. If you disband a productionunit, it generates no income.
Name Unit Allows you to give a customized name to each unit. The number follow-ing the unit name may not be changed as this indicates the Tech Level ofthat particular unit.
Elite ReplacementsThis replaces all of the losses taken by that unit with highly trained and experienced veteran forces at the same experience level as thosealready in the unit. It may be used only when the unit is not adjacentto an enemy. Skimmers must also be next to a city to acquire replace-ments.There is an RP cost for this function.
Supply UnitRestores up to 50% of a Ground unit’s maximum load of fuel and ammunition.
Next UnitCenters the screen on and selects the Ground unit sequenced immedi-ately after the unit currently selected.
Previous UnitCenters the screen on and selects the Ground unit sequenced immedi-ately before the unit currently selected.
Examine UnitCalls up the Unit Information panel which displays vital statistics on theselected unit.
Exit Menu
Returns to the Ground Main Menu.
38 MENUS AND SCREENS: THE GROUND MENUS MENUS AND SCREENS: THE GROUND MENUS 39
The Ship Information Screen The left and right arrow buttons on the bottom left of the Ship Information screenscroll through the ships of the race whose logo is shown on the right. The central but-ton pauses the current ship’s movement.
The up and down buttons show the statistics for the six Tech Levels for each ship’sdesign. For an explanation of these Statistics, see the “Unit Information Panel” sec-tion on page 46.
Clicking on the large racial logo on the right side of the screen changes the race whoseships are shown. The appropriate logo appears for each race.
To return to the previous menu, click on the exit button.
Secondary Menus and PanelsThese menus and panels are all accessed through various buttons in the Space andGround Menus.
Unit Inventory ScreenIn this screen you can view all of your units either in space, or on an individual planet.Each unit is displayed, and on the left of the unit, from top to bottom, is shown thatunit’s tech level and his current strength. To the right of the total units is a statisticscreen for individually selected units. For an explanation of these Statistics, see the“Unit Information Panel” section on page 46. You can go directly to a unit by selectingit and then left-clicking on the “Go To Unit” button (found under the unit statisticscreen on the right). If there are more units on your tactical map than shown on thisscreen, you can cycle through the available units by using the up and down arrows.
To exit this screen, left-click the X on the bottom right.
40 MENUS AND SCREENS: SECONDARY MENUS AND PANELS MENUS AND SCREENS: SECONDARY MENUS AND PANELS 41
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Unit Icons
Unit Statistics Panel
Exit MenuGo To UnitScroll Arrows
Ship Animation Display
Ship Statistics
Race Scroll ButtonUnit Scroll ArrowsDisplay Controls
There is no accounting for the opportunities that may
have been lost by field officers being unwilling
or unable to react to diplomatic initiatives. By their
very nature, such situations are transitory and
fragile. There are numerous records of occasions when
such an action was taken, both successfully and with
varying degrees of disaster. . . .
Rules of Command
41.45428D2.2
Field Diplomacy
The Diplomacy ScreenDiplomacy is only available during a War. There are two measures reflected in theDiplomacy screen. These are the level of concern a race has regarding your empire andthe status of your empire in other’s eyes. This dual set of values is shown by a trian-gle on the Diplomacy Screen. The lower on the triangle your symbol is, the greaterconcern that race has for your actions. The farther to the left the symbol is, the morehostile of an opinion they have toward your empire. Their reactions vary from neutralor even an ally, to declaring war upon you.
Planet Inventory ScreenFrom this screen you can view the planets you have discovered on the Space Map.Each planet is represented by its individual picture, its owner (the race symbol appearsto the planet’s upper left), and whether the planet is under contention (a smallexploding planet icon appears to the planet’s lower left). Its name appears below theplanet image.
If you left-click on a planet, and then on the “Go To Selected Planet” icon on thelower left of the screen, you return to the Space Map, centered over the planet. If youhave seen more planets than can fit on this screen, you can cycle through the vari-ous planets by clicking on the up and down arrow buttons in the center of the screen.
To exit this screen, click on the red X button in the lower right of the screen.
42 MENUS AND SCREENS: SECONDARY MENUS AND PANELS MENUS AND SCREENS: SECONDARY MENUS AND PANELS 43
Planet OwnershipGo To Selected Planet Scroll Arrows
Exit Menu
Send RPs
RP Adjustment Arrows
Text Scroll Arrow
Text Scroll Arrow
Chat Button
Text Panel Exit Menu
The number of economic units controlled by each side.♦ Number of Units of each type
♦ RP production of all units of that type
♦ Number of production units lost
The total number of units controlled or detected by your race. If the choice is made tonot have hidden movement in space, then the total number of ships is shown exactly.If hidden movement is chosen, the value shown is only the number of each type ofunit currently within your race’s spotting range.
♦ Number of units (total or detected)
♦ Average experience of all units of that type
♦ Average tech level of all units of that type
“A space battle is often a game of numbers. Like everyother major battle, victory went to those who fought
the best with the most.”
— Admiral “Dynamite” Duane, commenting on the Fleet
victory against the Schleinel Hegemony above Khalia.
The reaction of a computer controlled race can be affected by transferring RPs to themfrom the diplomacy screen. This is done by increasing or decreasing the RP total withthe arrow buttons, next to the triangle for that race. Click on the dollar sign buttonto transfer those RPs to them. A message appears in the text window below, recordingthe transaction. Scroll through the messages using the up and down arrow buttons tothe right of the text window.
RPs gained in this manner can be used by the receiving side as they desire, even trans-ferring them to yet another race. The greater the level of concern and the larger therace’s empire, the more it costs to affect their opinion favorably. Once transferred, RPscannot be recalled.
Also at the far right of the screen is a Chat button (with a computer on it). Thisaccesses the chat functions of the game during network play. Click on the red X but-ton to exit the screen.
Race Statistics ScreenThis screen allows you to examine the overall situation and battle or war results to date.It includes information on both Space and Ground units. If you pass the arrow over asymbol of the units in either column, the name of the ship or Ground combat unit is dis-played. Clicking on the green LED to either side of a race symbol cause thecorresponding side of the screen to show statistics, if that race is available in your game.
There are three groups of statistics to view on this screen.
The Combat Losses♦ Number Lost
♦ RP value of units lost
♦ Experienced gained by the opposition by the losses
44 MENUS AND SCREENS: SECONDARY MENUS AND PANELS MENUS AND SCREENS: SECONDARY MENUS AND PANELS 45
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Space and Ground Unit Toggles
Statistic Types
Race Selection
♦ Movement is the maximum number of hexes a unit can move in a turn.
♦ Spotting is the maximum range, in hexes, at which a unit can spot enemy units.
♦ Attack Range is the distance, in hexes, at which the unit’s weapons can hit a target.
♦ Units Remaining is the total unkilled unit strength of the unit.
♦ Units Damaged is the total strength of a unit which cannot help in combat until repaired.
♦ Experience is a numerical modifier for combat based on how effective that unithas been in previous combats.
♦ # Battles is the number of times the unit has engaged or been engaged by anenemy unit.
♦ # Kills is the number of enemy units that unit has killed in combat.
♦ Ray Attack is an attack made with beam weapons against a Space unit. These aremore likely to cause damage rather than losses.
♦ Missile Attack is an attack made with physical weapons against a Space unit. Itis more likely to cause losses as opposed to damage.
♦ Ray Defense is a Space unit’s defense against damage from beam weapons.
♦ Missile Defense is a Space unit’s defense against losses from missile weapons.
♦ Soft Attack is an attack made against unarmored ground targets. These are targetswho have little physical protection from damage. Any unit whose attack value isbracketed may only fire when fired upon.
♦ Hard Attack is an attack made on a heavily armored ground target such as anArmored Fighting Vehicle. Any unit whose attack value is bracketed may only firewhen fired upon.
♦ Air Attack is a Ground unit’s attack value against skimmers. Any unit whose attackvalue is bracketed may only fire when fired upon.
♦ Ground Defense is the resistance a unit has to damage from attack by anotherGround unit.
♦ Air Defense is the resistance a Ground unit has to damage from an attack by a skimmer.
Unit Information PanelYou can use the up and down arrows to scroll through all the units in either your Groundor Space forces, depending on which Map you are currently using. The statistics for thatunit are displayed in a text window on the right side of the screen. Clicking on the unit’sicon, if it is a Space unit, brings up the Ship Information screen. Left-clicking on aTransport’s icon in the Space Map calls up all units loaded on that Transport.
Unit Statistics Definitions♦ Race indicates the race that built that unit.
♦ Cost is the resource points that must be expended to build a new unit of this typeand tech level.
♦ Tech Level is the current Tech Level this unit has achieved.
♦ Target Type one of three types of targets for Ground units: Hard, Soft, and Air. Eachunit has a separate attack value against each type of target.
♦ Current Fuel is the amount of fuel the unit has available.
♦ Maximum Fuel is the amount of fuel the unit can carry.
♦ Current Ammo is the number of times the unit can fire before exhausting their ammo.
♦ Maximum Ammo is the maximum number of times the unit may fire before usingall of the ammunition carried by that unit.
46 MENUS AND SCREENS: SECONDARY MENUS AND PANELS MENUS AND SCREENS: SECONDARY MENUS AND PANELS 47
Unit Name and Class
Unit Statistics
Exit MenuGo To Unit Unit Scroll Arrows
Other information about placement or purchasing requirements can be found in thetext bar on the upper left, above the map. To close the Purchase panel click on thered X button at the bottom right.
In STAR GENERAL the only limits on the number of units you may build is the amount ofResource Points you have. Other purchasing restrictions may apply for building spe-cific units, or in special situations. For example, the attacker on a contested planetcan not purchase units, and the defender on a contested planet can only purchaseunits during the first Ground turn.
The Save/Load ScreenThe Save and Load screens are very similar. In these screens, there is a large panel setover a starscape, with a vertical row of buttons to the left of the Save slots. Click onone of these buttons to activate the slot. At the bottom of the panel are the Cancel(a red circle with a bar across it), and the Save or Load button.
To save a game, select a slot and type in the name of your save. When you are done, hit“Enter”, then left-click on the Save button on the bottom left (an arrow pointing towarda CD). A date and time stamp appears to the right of the save name. If while saving,you decide you don’t want to save, hit the “Esc” key, or click on the Cancel button.
To load a game, select the button to the left of the desired save you want to load,then left-click on the bottom left load button (an arrow pointing away from the CD).If you change your mind, hit the “Esc” key, or click on the Cancel button to exit theLoad screen.
The Purchase PanelThe Purchase panel is where you build your Space and Ground forces, as well as buyingsupport units, and production facilities to increase your Resource Point Production.
The Purchase panel overlays the right side of either the Space or Ground Map. Unitstypes available for purchase are shown six icons at a time, each one accompanied bya pair of arrows which allow you to select the tech level, of the unit to be purchased.Clicking on a unit icon selects that unit, turning the icon background black and dis-plays that unit’s statistics at the top of the Purchase panel. If a unit icon’s backgroundis dark gray, that unit is not available for purchase at this time.
At the far right of the Purchase panel is another, larger set of arrows; click on themto scroll through all the available unit types. Once a unit type is selected, if you areable to purchase that unit, on the map to the left you should see hexes that are nowhighlighted. You may place the selected unit in any one of these hexes by clicking onthe hex. Note that the cost of the unit is subtracted from your Resource Point totalwhen the unit is placed. Once placed, units cannot be returned, only disbanded.
48 MENUS AND SCREENS: SECONDARY MENUS AND PANELS MENUS AND SCREENS: SECONDARY MENUS AND PANELS 49
Text Bar Current RPs Unit Cost
Unit Statistics
Tech Level Controls
Scroll Arrows
Currently Selected Unit Exit MenuGo To Strategic Map
DETAILS OF PLAY
“Space is big. That is a gross understatement. No
better description has been given. This is such because
there are no words for a concept incapable of being
grasped by the human mind. Picture three items, red
balls perhaps. Now five. Okay seven. Try for a million.
Not the number, but the image of a million individual
balls. There are millions and millions of stars in the
spiral arm of our galaxy that housed the Alliance and
the Schleinel Hegemony. At top speed these average
about a week apart. Nor are they evenly spaced. Some
clusters contain hundreds of stars. In the emptier
areas a ship could cruise for weeks and not pass within
sensing range of a planetary system.”
— Memoirs of an Officer
50 DETAILS OF PLAY DETAILS OF PLAY 51
©19
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Black Holes
Likened to rifts, but of even greater magnitude, black holes arepoints of intense gravitational pull. Ships merely adjacent to a blackhole are affected in a similar manner to ships in the same hex as agalactic rift, with far deadlier repercussions. Ships moving adjacentto a black hole end their movement and lose any remaining move-
ment points for that turn and the fuel for them. They may attempt to move away fromthe black hole on the next or any subsequent turns. Any ship adjacent at any time toa black hole uses 10 fuel points simply to move one hex. If this exhausts the ship’sfuel supply the ship is pulled into the black hole and destroyed. No weapon may befired across a black hole. Needless to say, ships adjacent to a black hole may notreceive supplies, except when adjacent to a friendly Tender.
Ion Storms
These masses of electrically charged atoms wreakhavoc on spaceways like the worst thunderstorms ofancient Earth. Storms appear at random, avoidingplanets which seem to nullify the damaging chargesin their vicinity. Spanning large areas, the electricalbuild-up from ion storms can destroy instrumenta-tion and short out vital ship’s systems. The weak orunlucky ship may be destroyed in a barrage of natureequal to an attack by a squadron of enemy fighters!
Asteroids
The source of many civilizations’ wealth, asteroids often hide pre-cious mineral resources, that may be mined by moving any Recon orTransport ship next to the asteroid and clicking on the exploreasteroid button. A note of caution: these wandering bodies of rockand ice have served as raider’s outposts and pirate hideaways formillennia, in addition to housing the rare creatures who make theirhomes in space.
The MapsThere are two sets of maps in this game, one for space and the other for the surface ofthe planets. You begin with the Space Map, across which you move your Destroyers,Transports, and other support ships. Among the many elements on the space map are stars systems represented by the habitable planet in that system. When you left-click on a planet you control or are vying for the view changes to the Ground map for that world.
Space TerrainThere are several types of “terrain” in space, that can effect movement rates, combatweapon effectiveness, or even destroy a ship in your armada outright.
Nebulas
Clouds of gas and minute particles, nebulas significantlydegrade the effectiveness of ray weapons and slightly dimin-ish the accuracy of missiles which pass through them.Sensory arrays have a reduced efficiency in Nebulas, limitingthe scouting radius of ships in and around them. As well,ships travel slower through the impeding dust clouds.
Galactic Rifts
Long, narrow bands of incredibly high gravity,Galactic Rifts once posed a serious threat to spacetravel, until hulls were built with sufficientstrength to withstand them. They still signifi-cantly diminish the accuracy of missiles fired
across or into them and have a lesser effect on beam weapons. Due to the effort offighting their pull, ships moving into the same hex as a galactic rift must stop movingand lose all remaining movement. They can move normally off the galactic rift on asubsequent turn. Due to advances in technology, however, remaining on a galactic riftdoes not harm a ship.
52 DETAILS OF PLAY: THE MAPS DETAILS OF PLAY: THE MAPS 53
MOUNTAINS require all of a unit’s movement to transverse one hex.
RIVERS and CANALS also require extra movement factors tocross. When a unit moves onto to a river or canal, it stopsmoving in preparation to crossing.
FORESTS and CRATERS adversely affect line of sight and spotting.
Resource PointsResource Points (RPs) are needed for the following:
♦ To repair any unit
♦ To replace any unit
♦ To purchase new units, including other production units
♦ To upgrade the tech level of a unit
♦ To bribe other races (from the Diplomacy screen)
Resource Points (RPs) are gained in several ways. Each time you destroy or damagean opposing ship or enemy Ground unit, your empire gains Resource Points. These rep-resent both the effect increased morale has on production and also the value of thescrap gained from the destroyed unit. In addition, every time one of your Merchantships arrives adjacent to a planet, and when certain asteroids are explored RPs areadded to your empire’s wealth. Resource Points are also produced each turn by thecities and production units on the worlds your empire controls.
Planet TypesThere are four types of planets on which theraces competing in Star General can live. Someare more hospitable than others, with the idealbeing an Earth-like world. The cost of productionunits and the amount of RPs produced by each city on a planet reflect the relative hospi-tality of that planet toward life. See the section
“Production Units” beginning on page 58 for more information on how planet typesaffect Resource Point production.
♦ EarthThese are the worlds most similar to the Earth and the most productive. They also tendto support the largest number of cities. The Tactical view of an Earth-like planetappears green.
♦ Mars These worlds are similar to Mars, dry and inhospitable but contain abundant mineralresources. Venus and Mars-like worlds tend to be equally productive. The Tactical viewof a Mars-like planet appears red.
♦ VenusThese worlds are generally wet, often mostly covered by oceans, and warm. While lifeis abundant, they are difficult places to live and produce in. The Tactical view of aVenus-like planet appears blue.
♦ Frozen These cold, almost airless worlds resemble Jupiter’s moon Titan or other near airlessglobes far from the heat of their star. They tend to be small, but have the benefit oreasily accessed mineral resources. They are the least productive of all of the worlds.The Tactical view of a Frozen planet appears gray.
Ground TerrainAs most habitable worlds are somewhat similar to the Earth the types of terrain arevariations of that found on the Earth. The main difference is that on Mars and Frozenworld planets canals (deep cuts in the surface) act in a similar manner to rivers onEarth and Venus-like planets. There are also obviously no forests on the Frozen worlds.The effects of certain types of terrain merit special note.
54 DETAILS OF PLAY: THE MAPS DETAILS OF PLAY: THE MAPS 55
Victory Resource ProductionYou receive varying percentages of the enemy unit’s value depending on the type ofunit, when it is damaged or destroyed. This reflects both materials salvaged and theboost to production given by higher morale after victories.
Merchant ShipsIn War games a large part of your Resource Point income can come from Merchantships. These ships move like normal ships, except that when you set a long range pathfor them using the top button on the Unit Screen, they continue to move back andforth along the path set until they are given other directions or destroyed. The shipsare primarily robot freighters who blindly follow the paths sent until ordered directlyto do otherwise, even if this involves moving near a known enemy ship. (Ask any reg-ular navy officer about getting civilian ships to do what you want unless they’re inconvoy). Nevertheless, you are expected to protect them.
Merchants are purchased like other Space units, and can be constructed once you owna Space Dock. You may build (or replace) one merchant ship for every planet you con-trol. If a planet is lost, or becomes contested, the number of merchants remain thesame, but losses may not be replaced until you have fewer Merchants than planetsunder your control. Each time a Merchant moves into orbit on a planet it adds oneresource point for every two hexes between the planet it just arrived at and the planetit last visited, plus one additional resource point for each production unit of any sorton the planet it is arriving at. A Merchant ship gains nothing if it visits the sameplanet twice in a row. Merchants ships are worth large amounts of RPs when destroyed,but little experience.
CitiesCities have inherent production and produce RPs that may be used to purchase mili-tary units or production units. These Resource Points are credited to your empire’scoffers at the end of every Space Turn. Cities on Earth-like planets are the most pro-ductive, those on Frozen worlds the least productive. You can only receive the RPsproduced by a city if there are no enemy ground units (other than skimmers) adjacentto any city on that planet and you control (were the last player to occupy or be adja-cent to) all of the cities on that planet. Skimmers may not occupy a location toprevent it from producing. All the cities a planet can support are already in place,therefore, you may never build a city.
56 DETAILS OF PLAY: RESOURCE POINTS DETAILS OF PLAY: RESOURCE POINTS 57
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Factory
Smelting, milling, and other machinery which converts raw materialsinto usable resources. One is needed to build a Military Complex,Space Dock, or Tech Center.
Plant
Complex robotics and assembly line technology that produces final goods.One is needed to build a Military Complex, Space Dock, or Tech Center.
Military Complex
A training ground and production facility that allows thecreation of ground units, but produces no income.
Space Dock
A zero-G construction framework, placed on the Space Map in orbitaround a planet, which allows the production of space ships, but pro-duces no income itself.
Tech Center
A cluster of offices and laboratories where your empire’s military sci-entists work to bring you the next level of technology. It produces noresource points. See the “Technology” section beginning on page 63for more information on Tech Centers.
Production UnitsIn some of the Battles and all of the War games you have the option of building pro-duction units on your planets to augment the Resource Points produced by your cities.Each of production unit produces Resource Points every turn, the amount dependingon the type of unit and the planet they are built upon. The types are: BioDome, Mine,Factory, and Plant. In addition, when you have one of each of these four types ofProduction Centers you may create a Military Complex, a Tech Center, and a SpaceDock, which allow you to build Space and Ground units of various Tech levels.
Production units are densely packed complexes which cannot be crossed or occupiedby a Ground unit, although skimmers may move and hover over them. As with cities,a production unit produces RPs for whichever player controls the planet, so if theplanet is contested, then no RPs are gained. When armies are raging around a planet,citizens are too busy defending their homes to go to work in the Factories and Plants.
Production Centers are built using the Purchase Screen. The cost of each unit variesslightly depending on planet and unit type. Production units have no movement orattack values and must be placed adjacent to a city. No more than two productionunits may be attached to any city. They can be destroyed by attacking them in thesame manner as any unit is attacked (but they never fire back). Disbanding a produc-tion unit produces no Resource Points, however, you receive one and a half times thecost of the unit in Resource Points if you destroy one.
Production Unit Types
BioDome
An intensive food and natural plant production facility. One is neededto build a Military Complex, Space Dock, or Tech Center.
Mine
A mining complex produces metals and related materials. One is neededto build a Military Complex, Space Dock, or Tech Center.
58 DETAILS OF PLAY: RESOURCE POINTS DETAILS OF PLAY: RESOURCE POINTS 59
Production Unit Purchase CostsPRODUCTION UNIT EARTH MARS VENUS FROZEN
BioDome 20 30 20 40
Mine 20 20 30 20
Factory 40 40 50 50
Plant 30 30 30 40
Military Complex 50 50 50 50
Space Dock 100 100 100 50
Tech Center “See the “Technology” section beginning on page 63”
Unit Resource Point Production PRODUCTION UNIT EARTH MARS VENUS FROZEN
BioDome 4 4 7 3
Mine 5 5 4 6
Factory 9 10 8 6
Plant 8 6 5 4
City 10 8 7 5
No RPs are produced by the Military Complex, Space Dock or Tech Center.
60 DETAILS OF PLAY: RESOURCE POINTS DETAILS OF PLAY: RESOURCE POINTS 61
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TechnologyAs Battle and War games progress, the Tech Level of the units you have available forpurchase can increase. To build or maintain a level of technology you need to con-struct Tech Centers. These produce no income, but allow you to build ships and troopsof a higher Tech Level. The cost of a Tech Center increases for each center purchased.There can be only one Tech Center on a planet, and there must already be at least oneBiodome, Factory, Mine, Plant, and Space Dock on a world in order to construct a TechCenter.
The Tech Level at which you can build units is determined by the number of Tech Centersyou control. Each center purchased or captured allows you to upgrade or buy eitherSpace or Ground units at one Tech Level higher than previously allowed. Ground unitshave a maximum Tech Level of four, while Space units have a maximum of six. Therefore,eight Tech Centers are needed to reach your maximum Tech Level if you start with allunits at Tech Level one. The starting Tech Level for Space and Ground units can bealtered from the War Setup Screen. However, if you alter the starting level, you still mustpurchase required number of Tech Centers to increase your Technology level further.
Tech Center Production Costs and Level Advancement NUMBER OF CENTERS COST TECH LEVEL ALLOWED
0 — Ship and Ground Level 1
1 100 Ship Tech Level 2
2 200 Ground Tech Level 2
3 400 Ship Tech Level 3
4 600 Ground Tech Level 3
5 1000 Ship Tech Level 4
6 1500 Ground Tech Level 4
7 2000 Ship Tech Level 5
8 3000 Ship Tech Level 6
Technology is always a two-edged sword. Its value is
often more than balanced by a dependence on rare or
exotic materials that has the net effect of hampering
the war effort. . . . Perhaps of even greater concern
is the paradox historically dominant in the development
of military technology. War and near war conditions
provide the impetus for the rapid development of
new technologies. A war situation is also the least
desirable of conditions under which to test or intro-
duce any radically new technology. It is the
recognition of this, often mistaken for traditionalism,that has proven one of the Fleet’s strongest assets. Inearly times the tactics were often slow to develop, cre-ating wars that were fought with tactics made obsolete
by technological innovations. The Fleet has made a con-
scious decision to fight each war using the methods and
tactics with which it is familiar. Only when a new
development is so significant as to render the existing
strategies useless, should a change be made.
— Admiral Dav Su Allison, retired
Rules of Command
25.546T/E6.2
Technology
62 DETAILS OF PLAY DETAILS OF PLAY: TECHNOLOGY 63
MovementAll units that are eligible to move are indicated by a flashing Strength box. When youselect a unit you are automatically shown the furthest extent of its potential move-ment, a blue color lighting the accessible hexes. Left-clicking anywhere in that areamoves the unit to that location. A unit may make several separate moves by clickingwell within the movement allowance border. After a move, if there is any movementremaining, the remaining available locations are still shown, and you can click tomove the unit farther.
Should you decide a move was ill-advised you can abort that move and return to theunit’s previous position, unless this movement has brought the unit adjacent to anenemy unit or major terrain feature (such as a galactic thread). If you piecemeal aunit’s move, however, you are only able to abort the last portion of that move.
Movement may bring a unit into, or within spotting range of, previously unexploredspace. Keep in mind that you are not shown any objects in a unit’s spotting rangeuntil you have deselected that unit. This prevents moving in space to explore the mapand then aborting the move. As there is no hidden movement on a planet, this is nota concern.
A unit may move its maximum amount and then fire, fire before moving and thenmove, or move, fire and move again, so long as the attacking unit does not move adja-cent to an enemy unit. However, if the attacking unit ends up adjacent to an enemyunit, it loses all remaining movement, although it may still fire on the enemy.
Movement always ends whenever a unit becomes adjacent to an opposing unit, blackhole, or galactic rift. A ship may never move into a hex containing another ship, planet,or black hole. Units with zero fuel may not move, as all movements cost one allotmentof fuel per hex traveled. The exception to this is movement near galactic rifts and blackholes. Those terrain features require additional fuel, and have other effects on move-ment. See the “Space Terrain” section on page 52 for more information.
Movement on the Ground Map is very similar to movement on the Space Map. Notethat a Ground unit may never move into a hex that is designated as a lake space, amountain space, or into the same hex as another Ground unit, including productionunits. The only exception is skimmers, which may move into any hex not already occu-pied by another skimmer.
Upgrading UnitsThe availability of a new level of technology only allows you the option of upgradingyour Space and Ground units to that level. You must then actually pay a cost for eachexisting unit you decide to upgrade. This represents the price of refitting that unit withthe new technology. Units that are upgraded retain their experience level.
It is advisable to upgrade technology if there is more than a one level differencebetween you and your opponent. Not only are the basic statistics for a higher levelopponent better, but where there is a marked difference, the higher technology levelunit also hits more often and does more damage.
The Unit Icon
Unit Strength BoxBeneath every unit is a small box containing the combat value of that unit. This is a value from one to fifteen, reflecting the total combat effectiveness of that unit.When a unit receives damage or has parts destroyed this value decreases. It isincreased by repairing damaged units or replacing lost units. The color of the boxreflects the race of that unit. Ten is the starting strength of all units.
Damage MarkerIf there is a red cross to the immediate right of the box, this means that the unit hasdamage which may be repaired without the presence of a tender or space dock.
CrosshairsA crosshairs above a unit means that unit has not fired during the turn and is eligibleto do so. It does not mean there is a target in range, just that the unit may fire ifthere is one.
TransportingIn the same location as the crosshairs on other ships, gold dots over a Transport showthat the ship is carrying one or more ground units. The number of dots equals thenumber of units carried by the Transport.
64 DETAILS OF PLAY: TECHNOLOGY DETAILS OF PLAY: MOVEMENT 65
The cadet kicked the scanner to max range. Bethesda was
the only major planet in the system. Through some quirk
of evolution the others had failed to coalesce, leaving
instead six asteroid belts circling the sun at inter-
vals. This limited possible approaches to the system,
and the scanners showed that even the heading the task
force had chosen was cluttered with junk. This was, the
ensign decided, a lousy place to end his career.
Particularly as he had yet to begin it. His hand shook
as he reached out and checked the settings programmed
into his console for the final time. . . .
— Memoirs of an Officer
Ground Attack and Defense TypesGround units are classified as being a hard, soft, or air target. Hard targets are heav-ily armored units, such as Armored Fighting Vehicles, while soft targets tend to beunarmored, such as Infantry and some Artillery units. Naturally, all Skimmers are airtargets. Individual units may have varying effectiveness against certain targets, forexample Air Defense units have only limited usefulness versus land-based troops,while other Ground units, such as Infantry, are unable to effect Skimmers in the slight-est. Some units are unable to directly attack a certain type of target, but are still ableto retaliate if attacked. Hard and soft attacks alike are defended using a unit’s GroundDefense value, while attacks from the air-borne Skimmer units are defended with AirDefense value.
AmmunitionEach time a unit fires it uses one point if ammunition. If a unit has to defend itselfagainst multiple attacks or an artillery unit fires several times in support of adjacentunits, it is possible for that unit to use up most or all of its allotment of ammunitionin one turn.
SpottingThe extent of spotting by all units you control in space is represented by a purplefield. On a planet there is no spotting, as advances in technology, as well as the pres-ence of ships in orbit render all units and terrain features on a planet visible. Notethat if you move a unit, you are not given an update based on that unit’s spottinguntil you end that unit’s turn.
CombatCombat occurs whenever you order a unit to fire upon another. Potential targets forselected units with a range of 1 or more are shown by a targeting sight that appearsover the unit when the pointer is moved onto it. Units with a range of zero may onlyfire at other units in the same hex. Generally range zero battles involve Skimmer andGround units firing at each other.
When you fire at a unit and are also within the range of that unit’s weapons it auto-matically fires back. If you are beyond the range of the defending unit’s weapons orthe defending unit has run out of ammunition, it does not fire back.
Several factors, including terrain, experience, attack and defense values, and a ran-dom factor determine a unit’s combat effectiveness.
Zone of ControlA unit exerts a zone of control into the six hexes surrounding it. Surface units’ zonesof control affect only surface units and skimmer’s zones of control affect only skim-mers. When you move a unit into the zone of control of an enemy unit, your unit’smovement is stopped and it must either attack or end its turn.
Missile Boats and Artillery SupportMissile Boats and Artillery have an array of long range missiles, or other ordnance thatare designed to support other units that are being attacked. When an adjacent unitattacks a friendly unit adjacent to the missile boat, the missile boat defends that unitwith ranged fire.
Beam Weapon and Missile FireSpace units may have two attacks, beam weapons and then missile fire. Beamweapons fire before missile weapons, and are also much more likely to cause a targetto be damaged rather than destroyed outright. In a battle both sides fire their beamweapons before either side fires their missiles. Units damaged by beam fire can bedestroyed before they can utilize missile fire. Although slower, missiles are more likelyto destroy a unit than damage it. All space units have separate defensive valuesagainst the two types of attacks.
66 DETAILS OF PLAY: SPOTTING DETAILS OF PLAY: COMBAT 67
Conquering a PlanetThe attacking player always moves first. Moving or attacking with any Ground unitsprevents the landing of any further units that turn. A Ground unit may not move onthe turn it lands, but may fire in defense. It may move and attack normally at thebeginning of the next Ground turn.
Beginning with the turn of the first landing, there are a variable number of turns forthe attacker and defender to move in, set at five for a Battle. The number of GroundTurns per Space Turn for a War can be changed in the War Setup Screen. All GroundTurns must be take consecutively. If the player whose Space Turn it is leaves theGround map after the first Ground Turn it ends all combat on that world for that Spaceturn. After this time the situation on the planet is frozen until the next Space turn.
It is quite likely that the larger and better defended worlds may take several SpaceTurns to conquer. When two races are fighting for a planet, no other race may landunits on that world. A player may not attack the same world twice during the sameSpace Turn, meaning a player may not lose or withdraw all of the invading units andthen attack again later in his turn.
A world is considered conquered when either all of the defending units have beendestroyed or all of its cities are controlled by the invader at the end of three GroundTurns. If a world is conquered, then at the start the conquering player’s next Spaceturn all remaining defenders on that world are eliminated. Remember that if you areinvading a world and lose control of the space over that world for three space turns,your Ground combat units are destroyed for lack of supply and reinforcement.
Automatic DefeatThere are several instances of battle that result in the automatic defeat of one side oranother. If an invading force spends three space game turns (that’s 15 Ground Turns)on a world without controlling at least one city, the attacking force is destroyed,because of lack of support and supply. A planet devoid of enemy units is automati-cally defeated when the attacker conquers the first city.
68 DETAILS OF PLAY DETAILS OF PLAY: CONQUERING A PLANET 69
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Landing and Loading TransportsTo land a unit on a planet with an active Transport click on the Land On Planet button.At this point the Transport screen appears covering half of your screen. If you controlthe world, double-click anywhere on the planet, but if the world is contested, youmust double click on a landing zone. Units are then able to be placed within twohexes of the landing zone. Click on any Ground unit in your hold, and click on one ofthe highlighted hexes to deploy the unit. Troops being deployed may not move thatturn. Note that any defending units within two hexes of a landing zone when it isused are automatically destroyed by the ion stream generated by the exhausts of thelanding shuttles and bombardment from space. (That means you can’t just sit on allthe LZs to prevent their use.)
Once you begin landing troops from a subsequent Transport you may not return tothose that have already landed units. Do not move any Ground units on a contestedworld until you have deployed all of the units you wish to on that turn. Once any unithas moved or fired, there may be no more units landed on the world.
To load troops from a hostile planet move the unit onto the landing zone and reply“Yes” when asked if uploading the unit and then drag the unit to an empty hold spaceon the Transport Screen when it appears. It is not necessary to have movementremaining for the Ground unit being uploaded. Note however, that receiving troopsfrom the surface uses up all of the movement points for the transport.
Troops may land or load from a hostile planet if there is a Transport directly adjacentto that planet’s hex and no enemy space units are also adjacent to that planet.Changing between the space and Ground screens provides for the loading of severalTransports in a turn.
Troops may be uploaded or landed anywhere on a friendly, uncontested planet. Followthe procedure above for landing or loading troops.
70 DETAILS OF PLAY DETAILS OF PLAY: LOADING AND UNLOADING TRANSPORTS 71
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Rules of Command
16.456.7L.1
Logistics/Forward Depots/Maintenance
A ship that is lacking supplies is crippled in combat.
Our hundreds of years of experience has shown that the
lack of even the most innocuous or seemingly useless
item can mean disaster during a confrontation. It is
therefore of vital concern that all units of the Fleet
have a readily accessible source of supply available
within as close of a proximity to any potential war
zones as is practicable.
ResupplyingIt is necessary to resupply all units when they run out of fuel or ammunition.Resupplying grants a unit half of its original fuel and ammunition supplies. Skimmersmay only be resupplied when adjacent to a friendly city, Military Complex, or LandingZone, for at least one inactive Ground Turn. All other units automatically resupply ifsimply left unmoved for one turn and they are not adjacent to an enemy unit.
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RACE AND UNIT STATISTICS
Beyond sheer necessity, mankind has proven itself quite
adept at combat. Few species share, or understand our
admiration for destruction. Without exception, those
that do are counted as mankind’s staunchest allies or
bitterest enemies.
— Admiral Dav Su Allison, retired.
The Races of STAR GENERAL
The Fleet
Two thousand years ago the Earth was the center of an empire thatspanned over three thousand stars. As the empire aged, it changed from acoalition of races into a means for a few humans to maintain power overthe other races. Fear and power were not enough to support such a malig-
nant structure for long, however, and the Empire plunged into a self-destructive war.The dark age lasted for almost a thousand years. From the ruins of the Empire rose themulti-racial Alliance of Worlds. Pressed by enemies and raiders on all sides, theAlliance founded the Fleet. For over a thousand years, the ships and marines of theFleet have protected the growing number of Alliance members.
Repair and ReplacementsWhenever your ships and ground forces engage in combat, there are bound to be bothlosses and damage as a result. To keep your forces at their peak, and to prevent the destruction of valuable units, you need to know when to repair your units, and supply replacements.
When a Space unit’s strength is reduced, some of that reduction is simply damage,which can be repaired while others are actual losses, which must be replaced. You cantell the difference by clicking on the affected unit, then clicking on the Examine Unitbutton, bringing up the Unit Information screen. The remaining strength of the Spaceunit is listed, as is the total damage. You can repair all damage to any Space unit onyour turn with the Repair Unit button, so long as that unit is not adjacent to an enemyunit. Note that Ground units only take losses, and cannot be repaired.
To restore your unit to full if it has taken losses requires that you provide replacements.To add replacements also requires that there be no enemy units adjacent to theaffected unit, and Space Units must be adjacent to an Space Dock or a Tender. If yousimply use Replacements, the losses taken by that unit are replaced with newly recruitedforces, whose addition lowers the experience level of that unit. Green troops just aren’tas valuable as experienced units. This option costs less however, than Elite Replacements.If you have the Resource Points, it can be worth the extra cost to replace your unit’slosses with fresh, highly trained, and experienced veteran forces at the same experi-ence level as those already in the unit.
Skimmer ReplacementsSkimmers may only receive replacements when adjacent to a friendly city, MilitaryComplex, or Landing Zone. Naturally there can be no adjacent enemy units, either. Thereplacements are done in the normal manner using the Unit Menu screen.
Overstrength SizeA unit with an experience level of one star or greater may be made temporarily over-strength by adding elite replacements when it is already at ten or more strengthpoints. However, the current unit strength can not be more than ten plus the unit’sstars. Each time the player takes elite replacements under these conditions thestrength of the unit increases by one. Thus, the maximum possible strength of anyunit is fifteen, ten plus one for each star of experience up to a maximum of five stars.
74 DETAILS OF PLAY: RESUPPLYING RACE AND UNIT STATISTICS: THE RACES OF STAR GENERAL 75
The Hressa
The Hressa are the ultimate Samurai. These cat-like beings cannot refuse achallenge and never retreat from battle. This determination makes eventheir smallest scout ships formidable. Their tactical approach is to attackand destroy their most dangerous opponents, and their skill as pilots and
marksmen often makes this a successful strategy. The feline reflexes of the Hressaoften give them an almost immeasurable but decisive advantage over their moreslowly reacting foes.
The felinoid Hressa are very aggressive in space. Their primary targets are units eitherattacking or directly adjacent to one of their ships. On the ground Hressan elitearmored units actively seek out conflict to prove their honor, while the commonInfantry is left to dig in near cities, to guard their holdings. Hressan skimmer pilotsare also allowed to take the aggressive stance, hunting down and engaging enemytargets.
The Schleinel Hegemony
The only other human empire in the same spiral arm as The Alliance is theSchleinel Hegemony. The last remnant of the bigoted Humanist League dis-credited two millennia earlier, the Schleinel have suffered less than mostfrom the depredations of the Dark Ages after the collapse of the Empire. The
Hegemony is an oligarchy controlled by twelve families, who rule their worlds with mer-ciless tyranny; two thousand years of a rigid class structure has made the place of humanpeasants little better than the alien slaves kept by the Families. The Schleinel have beendeveloping their Gothic culture for two millennia; however, after centuries of stasis, theHegemony is finally reawakening to face the threats presented by its neighbors.
Even as Cephian crafts seem to have no design, the ships of the Schleinel Hegemonyseem almost too beautiful to be so deadly. Their ships retain weapons and sensorsalmost as powerful as those of the near mythic might of the Imperial Space Navy, andnot only packed with sophisticated technology, but also renowned for their eleganceand the high level of luxury afforded onboard. Loyal only to their family, the Schleinelare insular, expansive, and ready to reply to any provocation with overwhelming force.They place a high value on killing Transports, even if they must trade a ship to accom-plish this, and send units deep behind enemy lines whenever possible.
The Cephians
Physically small, the Cephians value deceit and misdirection. Their mythol-ogy is filled with tales of how a weak opponent can defeat one seeminglymuch stronger through the use of guile. Premier gadgeteers, there is noth-ing small or weak about the powerful ships of the Cephian fleet. While the
Cephians seem to have no esthetic sense, their ships bristle with high tech devicesthat can mean big trouble for any opponent.
Preferring tech to melee, in space the Cephians are quick to retreat and prefer longerranged attacks. When possible they defeat the most advanced spacecraft first. On theground they tend to fort up and concentrate their artillery fire against the higher techtargets. The Cephians are motivated by greed. They always take the easy loot and min-imum risk. When faced with a powerful enemy they retreat, even abandoning worldstemporarily. Be careful, however, as their favorite strategy is to retreat onto or pasta larger force and then smash their pursuers while strung out chasing them. In a sim-ilar sense they may retreat in space from a world in the hopes of returning later andtrapping large Ground units on them.
The Xritra
The insectoid Xritra grow their space ships. Their culture and science makeuse of controlled mutation and genetic engineering on a level that isalmost inconceivable to other races. Their knowledge of all life enablesthem to create weapons that are both deadly and hard to protect against
even when you can detect them. A rapid reproduction rate also means the XritraInfantry is both numerous and expendable. Their ground units are powerful, and theirships as dangerous as they are bizarre looking.
The Xritra are still oriented to swarming their enemies, and descend upon alreadywounded opponents whenever possible. The instinctive response of these insectoidsis to move at full speed to any battle. Threatening one of their Hive ships, planets,or Transports always ensures a strong response. Once aroused they tend to fight tena-ciously and are hard to disengage from. On the ground they are equally aggressive,never passing up a chance to hit a landing area, even if it means abandoning a city to get there. The Xritra view is that they need to expand in order to produce more warriors and workers so that they can expand some more. There is no Xritra word for peace.
76 RACE AND UNIT STATISTICS: THE RACES OF STAR GENERAL RACE AND UNIT STATISTICS: THE RACES OF STAR GENERAL 77
RACE AND UNIT STATISTICS 79
The Khalians
No one is certain how a race as barbaric as the Khalians managed todevelop interstellar travel. It is rumored that less than a century ago theywere a nomadic culture at a stage equal to that of the 5th century BC onEarth. The Alliance suspects that the Schleinel initially armed them to act
as a distraction and deterrent to the Alliance Fleet. If so, the Hegemony has had causeto deeply regret that decision. Dubbed “weasels” by their enemies, Khalian warriors,which includes most of their adult population, prefer pillage to work and valuecourage over all other virtues. A Khalian raid often leaves nothing in its wake exceptthe dead scattered among burning ruins.
The weasels are overly aggressive to a fault. They attack any reasonable target and thistakes a priority over virtually all defense. They also tend to attack personnel over mechunits, preferring a living target. Their ships are the least sophisticated, but the mostheavily armed of all the races. If a unit is weakened they make extra efforts to go infor the kill. They are in it for the high tech loot. The Khalians prefer easily killed targetsand go for smaller ships in a fleet, or cripples, showing no mercy. On the ground theyprefer to destroy production units for the high loot value and avoid strong defenseswithout a significant advantage in numbers. Khalian Destroyer Escorts and RaiderInfantry operate independently and tend to roam, wreaking destruction behind yourlines. As they run from powerful units, catching them can be a real problem.
The Dragonians
The reptilian Dragonians are paranoid, never take an unnecessary chance,and are firmly convinced that the only safe universe is one they alone con-trol. An ancient culture, the Dragonians have built up an impressivearsenal of sophisticated weaponry. Only the Khalians match their battle-
ships in the number of weapons packed into a one hull. Rather than constructed fromscratch, most Dragonian ships and Ground combat vehicles begin with a hollowed outasteroid. The thickness of these natural hulls provides an extra degree of safety thatappeals to the seven foot reptiles.
These lizards prefer fixed defenses and entrench very quickly. The Dragonians are ter-ritorial, but very defensive minded. Any attack on their territory gains an instantreaction. This does not mean they are above grabbing someone else’s world, only thatonce they steal a world they consider it theirs permanently and see any attempt toregain it as an attack on their homeland. In space their formations are organized toallow the better armored ships to take the brunt of enemy fire with weaker shipsdefending the flanks and rear.
78 RACE AND UNIT STATISTICS: THE RACES OF STAR GENERAL
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Cruiser (CA)
Though less heavily armed and armored than a Battleship, powerful beam weaponsallow the Cruiser to be a potent aggressor. Many sailors feel the Cruisers are the back-bone of a fighting navy with a forceful ray attack and moderate all around defense.Working as a team, these ships can destroy even a battleship, and wreak major havocon smaller ships. Balanced between firepower and armor, they cost a third of a bat-tleship and deliver half the firepower. The cruiser is big enough to survive oneexchange of fire with all but the most powerful battleships, and even a missile hit ortwo. A squadron of cruisers can cover a wide area of space and are ideal to use forsweeping through your own or enemy territory, where jointly they can overwhelm lessheavily armored ships.
Light Cruiser (CL)
Light Cruisers are designedmore for speed than weightof fire. Carrying mostly rayswith the occasional small
missile battery, the Light Cruiser’s advantages are versatility, a relatively inexpensivecost, and a strong beam attack. Better able to stand up to a larger ray-armed ship,Light Cruisers can also deliver almost half again the total firepower of a Destroyer,giving them the edge in those battles, and they are almost as fast as the smaller ships.One of the best uses for Light Cruisers is back up to a squadron of Destroyers orDestroyer Escorts. Its ray attack can tear apart intercepting Destroyers before theycome into range for their missiles or can itself be an effective escort for a Battleship.The presence of a Light Cruiser behind enemy lines forces the enemy to detach a heavyCruiser to deal with it or watch his own small ships picked off one by one. LightCruisers also make excellent raiders themselves, being fast and large enough to forcea major reaction as they gleefully blow apart Space Docks, transports, and tenders.
RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS 81
Unit Class Descriptions
SPACE UNITS
Some ships are ray armed and some are missile armed. As you choose your ships tobuild remember that beam weapons tend to damage enemy ships, allowing them tobe repaired in place, while missiles tend to destroy what they hit and so cause moreexpensive damage that can only be repaired at docks and tenders. Rays hit before mis-siles, but damage from each type of weapon is simultaneous.
Battleship (BB)
The most powerful ships in the game, heavily armed and armored. Battleships arearmed with ray weapons, and armored heavily against damage from the rays of otherheavies. Their biggest vulnerability is that their great size and inability to target morethan one attacker at a time makes them somewhat susceptible to damage from themissiles carried by smaller ships. These are the mainstay of your fleet. In the age offighting sail ships, vessels were formed in a line to maximize their side shooting firepower. This gave rise to a classification of “ships of the line” to designate ships capa-ble of enduring the punishment and delivering the weight of shot that would allowthem to stand toe to toe with anything the opposition had. The Battleship is the mod-ern ship of the line. They are the firepower that breaks or stops the enemy. Expensiveand painful to lose, you can use these long ranged and powerful ships to back up lessexpensive units.
Battlecruiser (BC)
These hybrids are almost as heavily armed as aBattleship, also exclusively with ray weapons, butBattlecruisers are very lightly armored and somewhatfaster. They can lead assaults or act as a very mobile
reserve. Battlecruisers are by no means a substitute for Battleships as their lighterarmor makes them very vulnerable to the Battleship’s massive firepower. Like a“pocket battleship” these ships are designed to be more powerful than anything thatcan catch them and fast enough to outrun anything that outguns them.
80 RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS
Gunboat (GU)
Gunboats are small, with lowendurance, but they are packed withas many weapons as possible and noreal defense at all. Their low cost and
high speed make them the interceptor of choice against destroyer and manned tor-pedo attacks. They serve very well for patrols and as armed scouts, being often fastenough to run away from most capital ships. They also can be a valuable reserve whendealing with enemy raiders inside your empire and are the fastest ships in the game.
Manned Torpedo (MT)
Manned Torpedoes are as much a cultural weapon asa military one. The Manned torpedoes ram their tar-gets and are always destroyed by any attack theymake. Three races in Star General use this type of
ship. The Xritra have these because to them life is plentiful and the group is worthany sacrifice. (Something about “the good of the many…”) The Schleinel Empire seesits serfs as less than human and sees their loss as an economical way to ensure deliv-ery of the warhead. The Cephian scientists would blow up the universe to hear thebang. Their manned torpedoes are manned by volunteers who do so for reasons farbeyond the understanding of other races. The best use for these ships is to finish offa crippled capital ship and stripping away the support elements around a capital ship.
Merchant ships (ME)
Merchant ships produce Resource points and are controlled by the robotpilots, who blindly follow a directed course. They can provide as muchincome as a well developed planet and need to be protected.Alternately they are a rich source of RPs for those who wish to view
piracy as a national policy. After all, it worked well for Elizabeth and her Sea Dogs. Seethe section “Merchant Ships” on page 56 for more information on this class of vessel.
RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS 83
Destroyer (DD)
Destroyers are the workhorses of any navy, but as the crews proudly boast, they areso valuable because they are expendable. Carrying enough missiles to destroy an spacedock in two turns, the sheer number that can be built make Destroyers a powerfulmenace. Six to eight Destroyers can be built for the cost of a single Battleship andthat many attacking together have a good chance of smashing the larger ship in aturn or two, if there are no escorts to drive them away. When such a battle ends twoor three Destroyers remain after the Battleship has succumbed to multiple missileattacks, since their greater speed and maneuverability make the Destroyer class veryhard to hit with missiles. The versatile Destroyer is also the ideal ship to place at theends of large formations, being able to pursue or flee quickly and providing an inex-pensive sacrifice to warn of flanking maneuvers by larger ships. Finally, Destroyers arewell suited to finishing off crippled cruisers and similar classes of ships whose remain-ing few points don’t merit targeting by the big guns of the larger ships.
Destroyer Escort (DE)
Destroyer Escorts are armed just well enough to protect convoys from harassment andkeep enemy Destroyers from getting into range of the larger ships that are vulnerableto their missile attacks. Stocked primarily with ray weapons, their main purpose is toeradicate or cripple missile-armed ships before they launch their attacks. They arenearly as versatile as Destroyers, but much more easily eliminated, and the DestroyerEscort is also faster than any ship except the Gunboat. In an economic war, focusingon the destruction and defense of Merchant fleets, these ships are the perfect raidersand defenders. Fast enough to cover a lot of territory, they can stand one round witha Destroyer or even a Light Cruiser – enough to pin them down while the Merchantsflee and reinforcements arrive. Even more expendable than Destroyers, the DestroyerEscort class ships can be happily sacrificed if they take a few Merchants with them.They are inexpensive enough you might even show a profit even from raids that end intheir destruction. The threat caused by these ships, especially when accompanied bya single Light Cruiser, can tie down heavier and more valuable units as your opponenttries to protect his entire empire while you choose where to attack.
82 RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS
Reconnaissance ships(RC)
Reconnaissance ships servemany functions, all vital.They can go farther, fasterand spot more than any
other ships of their tech level. This makes them extremely important early in any game.Armed with light weapons and ultra-sensitive detectors, these ships also are the onlyones that can detect Subether ships within their entire sensing range. As such sta-tioning one with any grouping of transports and at check points becomes a necessityagainst the Cephians, or the Fleet. Additionally, their low cost make Recon ships thebest choice when exploring asteroids, a lucrative but occasionally fatal endeavor.
Subether Ship (SS)
Subether Ships are the submarines of space. Using theirengines to twist space, these ships are undetectable untilthey are adjacent to their target. Only a recon ship can pen-etrate the twisted space and locate them at a distance. The
Cephian navy uses these ships as torpedo carriers to ambush enemy units. Since theseships still have to approach into detection range to fire, they are best when sneakingpast the warships and smashing up transports and hives. The Fleet have a SubetherScout that can move undetected while mapping or observing large areas of enemyspace. This is particularly useful in multi-player games.
Tender (ST)
Tenders are really portable repair docks. The size of a small city, they contain all thatis needed to upgrade a ship with new technology or to repair and replace lossesincurred in battle. These slow moving, gigantic ships also serve as a refueling andrearming station allowing ships to trace a line of supply to it. A Tender may refuel anadjacent ship in any location, even adjacent to a Black Hole. Massive and lightlyarmed, the Tender can provide a convenient base for a long range attack, but its losscan leave an entire fleet stranded without fuel or ammo. These ships are best keptbehind the lines, advancing only in support of the largest and neediest ships. Easilydestroyed by most ships, a strong escort or safe position is a must for Tender survival.
RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS 85
Missile Boat(MB)
These are massive, almost empty hulls containing little beyond missiles and fire con-trol. Missile Boats may fire in support of other ships. They are at their best whensupporting Cruisers or large ships in a battle. Missile Boats can be equally valuableplaced adjacent to a unit you wish to protect, such as an Space Dock, Hive, orTransport. When an adjacent enemy Ship fires at one of your ships, that is adjacentto a Missile Boat, the MB releases a volley of torpedoes at the enemy unit. This is theirbig advantage, they must be dealt with first or make the aggressor pay. Since theMissile boat’s hulls are only a thin layer of steel, be sure to assign other ships to keepthe enemy from picking them off at the start of any attack.
Monitor(MN)
Sometimes you need a lot of beam weapon fire-power and not too much speed. You may needto defend two nearby important systems orblock an invasion route between two galactic
threads at a minimum coast. This is where the heavily armored and strongly gunnedMonitors excel. Great on defense, they are normally too slow to function as aggres-sors for any extended campaign. The long range of their heavy guns also make themexcellent for keeping light ships away from docks and stations.
Orbital Station(OS)
Orbital Stations are primarily used toprotect key worlds and Space Docks.These units cannot move and should beplaced adjacent to an Space Dock whenpossible. These are simply massive,armored gun platforms with no engines.
84 RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS
Assault Vehicle (AV)
Assault Vehicles’ large caliber direct fire weaponry make them most effective againstsoft targets. These are armored well enough to survive infantry fire and close combat.These are most effective when used against infantry and artillery units, and the widearea explosive rounds they carry often fail to penetrate the hulls of AFVs and Hunters.
Artillery (AT)
Artillery is a support weapon. When adjacent to an attacked unit, it fires in support.This often ends an attack before it’s begun. The long range weapon is also very effec-tive in weakening units in advance of an assault of your own. Having virtually no armor, artillery is a priority target that needs to be protected from ground and airby other units.
Militia Artillery(MA)
Militia Artillery is simply a shorter ranged and less damaging version of the regularartillery units. They serve the same function, being very effective when set up behinda unit in a city. Less expensive than normal artillery, these units are very loyal, refus-ing to leave their home world, and cannot be persuaded to enter a transport. MilitiaArtillery can be purchased adjacent to a Military Complex or a City.
RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS 87
Transport(TR)
Transports carry Ground combat units to invade other worlds. The weakest of the shipsin battle, they are the most important to victory. You can’t win if you don’t take thereal estate. Protect these ships well as their loss often includes units they are trans-porting worth many times their cost as a ship. Be sure to escort them with lighterships or they are sure to pay heavily when jumped by the enemy’s small ships.
LAND UNITS
Armored Fighting Vehicle(AFV)
The Armored Fighting Vehicle is the main battle tank for all of the races. These are thespear point and the hard edge of every attack. Best in open country, they take heavycasualties attacking into cities or against strongly fortified positions. These fast mov-ing killers are the most expensive and the most generally effective of all the types ofunits, but their slow movement leaves them vulnerable to attack by Hunters, andother armored vehicles.
Hunters( TK)
Hunters are armored hulls ontowhich has been mounted alarge armor penetrating plasmaor pulson cannon. The have no
turret and are lightly armored. Favored for ambushes and counterattacks, they workbest in packs when jumping the much more expensive AFVs they are designed tocounter. They really enjoy hacking into Assault Gun formations. Weak in defense, theseunits are faster and carry more ammunition than an AFV.
86 RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS
Militia Infantry(MI)
Militia Infantry are cheap, can be built adjacent to either a Military Comple or a City,and are still strong enough to put up a good fight. Unwilling to enter any transport,these units fight fanatically to defend their home planets. When a world is invaded,these inexpensive units can delay even a much stronger force until reinforcements arrive.Like all infantry, they are doubly effective when entrenched and supported by artillery.
SKIMMERS
Air Support(AS)
Air Support skimmers can not initiate attacks, although they can defend themselves,but instead add to the attacks of friendly unit’s, if the Air Support is covering the tar-geted enemy unit being. Bring them up and place them over units you plan to attack,to increase the effectiveness of your ground units.
Fighters (FT)
Fighters protect the other units from the enemy’s fighters. Have your fighters rangefree and destroy the enemy fighters before they can engage your other skimmers, theAdolph Galand approach, or keep them adjacent to your bombers and support skim-mers so that they can intercept any attempts to attack them, the Goering strategy.
Flying Spotters(FS)
Flying spotters are airborne units designed to relay information on targets to groundartillery. If a Flying Spotter is over a unit, all artillery fire directed at that unit is moreeffective. Flying Spotters are unable to attack, but can defend themselves if attacked.
RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS 89
Mobile Artillery(MB)
Mobile Artillery is able to support advancing AFVs and Assault Guns at the expense ofbeing less powerful than the static version. Costing more, their armored hulls make thembetter able to survive on a mobile battlefield, but at a higher cost and shorter range.
Air Defense(AD)
Air Defense is needed to protect units from destruction by skimmers. These become dou-bly important when arrayed around key facilities like Military Industrial Complexes.
Heavy Infantry, (HI)
Heavy Infantry, often referred to as Heavies, move more slowly and are armed with arange of anti-armor weapons that allow them to survive on a battlefield dominated byenemy AFVs. While in a city they can exact a heavy toll from all type of attackers.
Infantry(LI)
Infantry is still the most cost effective way to take and hold ground. When used aspart of a combined arms team with artillery and armor, they serve to hold what istaken and protect any penetrations on the flanks.
88 RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS
The Hive (Xritran)
The Hive is a combination of Tender and Transport in one ship. This iscombined with the firepower of a cruiser. They are powerful, useful inalmost any situation, and generally the first thing an enemy attacks.Being able to do everything, these are relatively expensive ships and
need to be protected by an escort of DEs and Gunboats. They are the only well armedship that can deliver units onto an enemy world and then hold the space above it. Aspart of a large fleet they can serve as a tender, a reserve of firepower, and carryenough troops to threaten a smaller planet. Use them as the core of the Xritra Fleets,but be very careful as the loss of a Hive and a dozen Ground units is expensive.
Hunters (Hressan)
Scorning armored, mechanized Tank Killers, Hressan Hunters are Infantryunits armed primarily with man-carried anti-AFV weapons. They reck-lessly seek out armored vehicles of all types and attack them. Workingbest in numbers, Hressan Hunters can swarm an enemy AFV, over-whelming it with superior speed and ammunition.
Death Blossom (Schleinel)
The Death Blossom is a very long range, but slow moving artillery piecewhose main purpose is to punish approaching units and destroy unitsalready crippled in combat. More formidable than the average Artillery
piece, it proves that the Schleinel can wield a deadly combination of form and function.
Raider (Khalian)
Khalian Raiders are fast, lightly armed Infantry units who avoid contactwith other combat units and specialize in destroying production units.
Vortex Platform (Dragonian)
Vortex Platforms are open, lightly protected, highly armed asteroids. Theycarry the firepower of a battleship, but are less well protected. As slow asa Monitor, the Vortex Platform’s main attribute is that they are cheap. TheDragonians can build one for little more than the cost of a Cruiser. Though
they have less staying power than the Monitor, they serve many of the same purposes.They also can prove very effective when operating with one or more true Battleships.
RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS 91
Tactical Bomber(TB)
Tactical Bombers drop bombs on the enemy. They have an immediate result, but arevulnerable to ground to air defenses and even small arms fire. Use them to weakenenemy units and to destroy damaged units before they can recover.
SPECIALIZED UNITS
Specialist units differ from race to race. All have a unique battlefield role that can beexploited by an able commander.
AWAC (Fleet)
AWAC Command and Intelligence skimmers enhance the ability of allunits within a hex of them. That makes these expensive skimmers bestused in support of large formations.
Blood Skimmer (Xritran)
The Blood Skimmer uses biological and chemical weapons that are pri-marily effective only against Infantry units.
Mine Field (Cephian)
The Cephian Mine Field is actually a series of bunkers and automatic can-non that are camouflaged to avoid detection until an enemy unit isadjacent to them. Then they open up with everything they have. Rarelystrong enough to completely destroy a unit, they can cripple even an
unwary AFV before being blasted out of their emplacements. When placing theseimmobile units, look for choke points. A few Mine Fields can completely disrupt a wellplanned attack and buy turns needed to build up a defense.
Engineers (Dragonian)
Engineers are masters of entrenchment and defense, constructing coverand shelter from whatever materials are available. These make the infantryof the defense-minded reptiles even more effective. On any turn they don’tmove, all adjacent units have an increased defense value.
90 RACE AND UNIT STATISTICS: UNIT CLASS DESCRIPTIONS
MB
Miss
ile B
oat
SM 2
51C
24
336
83
27
04
9M
BM
issile
Boa
tSM
256
G3
44
368
43
80
510
UNIT STATISTICS: CEPHIAN SPACE UNITS 93
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
JDY3
245F
13
340
93
130
032
12BB
Battl
eshi
pJD
Y 34
78L
24
350
103
140
034
13BB
Battl
eshi
pJD
Y 36
54M
34
455
104
160
035
15BB
Battl
eshi
pJD
Y 38
21N
45
455
104
170
038
16BB
Battl
eshi
pJD
Y 39
78Q
55
560
105
190
040
18BB
Battl
eshi
pJD
Y403
8Y6
76
7010
622
00
4419
CACr
uise
rNY
E 21
G1
52
369
29
00
1612
CACr
uise
rNY
E 24
H2
62
4510
210
00
1814
CACr
uise
rNY
E25U
37
350
103
110
020
16CA
Crui
ser
NYE2
6J4
83
609
314
00
2218
CACr
uise
rNY
E28D
59
470
94
150
024
20CA
Crui
ser
NYE2
9Y6
94
7011
416
00
2521
DDDe
stroy
erSD
135
4A1
71
427
13
60
1312
DDDe
stroy
erSD
1498
B2
82
448
14
70
1314
DDDe
stroy
erSD
1589
C3
82
508
25
80
1415
DDDe
stroy
erSD
1743
D4
92
508
25
90
1517
DDDe
stroy
erSD
1852
E5
103
608
26
100
1619
DDDe
stroy
erSD
1934
F6
113
608
36
110
1720
TRTr
ansp
ort
AJK1
14
135
21
20
53
2TR
Tran
spor
tAJ
K22
51
402
12
06
33
TRTr
ansp
ort
AJK3
36
145
21
30
74
4TR
Tran
spor
tAJ
K44
71
562
13
08
44
TRTr
ansp
ort
AJK5
58
156
31
30
84
4TR
Tran
spor
tAJ
K66
91
564
13
09
44
MB
Miss
ile B
oat
SM 2
34J
14
332
82
26
03
8
92 UNIT STATISTICS: CEPHIAN SPACE UNITS
Drag
onia
n Sp
ace
Units
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
G
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
Anac
onda
13
340
73
120
036
13BB
Battl
eshi
pAn
acon
da E
ye2
33
458
314
00
3814
BBBa
ttles
hip
Anac
onda
Hea
rt3
44
548
416
00
4215
BBBa
ttles
hip
Anac
onda
Fan
g4
44
568
4
180
044
17BB
Battl
eshi
pAn
acon
da V
enom
55
560
95
200
046
18BB
Battl
eshi
pAn
acon
da B
ite6
66
668
622
00
5019
CA
Crui
ser
Pyth
on1
42
366
29
00
1915
CACr
uise
rPy
thon
Eye
25
242
62
100
021
17CA
Crui
ser
Pyth
on H
eart
36
346
63
120
023
18CA
Crui
ser
Pyth
on F
ang
47
350
63
130
024
20CA
Crui
ser
Pyth
on V
enom
58
465
94
140
025
21CA
Crui
ser
Pyth
on S
layer
69
472
94
150
027
22CL
Ligh
t Cru
iser
Cobr
a Ear
15
244
82
72
016
8CL
Ligh
t Cru
iser
Cobr
a Fan
g2
62
548
28
20
189
CLLi
ght C
ruise
rCo
bra E
ye3
72
568
29
20
1910
CLLi
ght C
ruise
rCo
bra T
ooth
48
264
92
92
021
10CL
Ligh
t Cru
iser
Cobr
a Hea
rt5
92
6610
210
30
2211
CLLi
ght C
ruise
rCo
bra V
enom
611
272
102
103
023
12DD
Destr
oyer
Igua
na1
62
525
12
60
1313
DDDe
stroy
erIg
uana
22
62
586
12
70
1315
DDDe
stroy
erIg
uana
33
72
666
22
80
1417
DDDe
stroy
erIg
uana
44
82
766
22
90
1519
DDDe
stroy
erIg
uana
55
93
807
23
100
1621
DDDe
stroy
erIg
uana
66
92
727
23
110
1726
UNIT STATISTICS: DRAGONIAN SPACE UNITS 95
DRAG
ONIA
N SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
MT
Man
ned
Torp
edo
Fear
22
51
281
19
00
88
MT
Man
ned
Torp
edo
Fear
33
61
301
110
00
98
MT
Man
ned
Torp
edo
Fear
44
61
301
111
00
108
MT
Man
ned
Torp
edo
Fear
55
71
401
113
00
128
MT
Man
ned
Torp
edo
Fear
66
81
451
114
00
158
REC
Reco
nGC
201
A1
74
992
12
00
224
REC
Reco
nGC
202
B2
75
992
12
00
226
REC
Reco
nGC
204
G3
75
992
12
00
228
REC
Reco
nGC
206
L4
86
992
12
00
330
REC
Reco
nGC
207
S5
96
992
12
00
332
REC
Reco
nGC
211
T6
107
992
13
00
334
SSSu
beth
er S
hip
Silen
t Dag
ger
15
256
61
07
02
10SS
Sube
ther
Shi
pSi
lent D
agge
r 22
52
607
10
80
211
SSSu
beth
er S
hip
Silen
t Dag
ger 3
35
266
81
09
02
12SS
Sube
ther
Shi
pSi
lent D
agge
r 44
62
7210
10
100
313
SSSu
beth
er S
hip
Silen
t Dag
ger 5
56
276
101
011
03
14SS
Sube
ther
Shi
pSi
lent D
agge
r 66
62
8412
10
120
314
STTe
nder
ARC2
14
140
21
02
015
11ST
Tend
erAS
G32
41
502
10
20
1615
STTe
nder
BCT5
35
155
21
03
017
16ST
Tend
erED
R44
51
602
10
40
1817
STTe
nder
JMk7
55
166
21
05
019
18ST
Tend
erLN
P96
51
722
10
50
1919
94 UNIT STATISTICS: DRAGONIAN SPACE UNITS
DEDe
stroy
er E
scor
tVi
per 3
39
280
71
62
04
32DE
Destr
oyer
Esc
ort
Vipe
r 44
92
808
16
20
534
DEDe
stroy
er E
scor
tVi
per 5
510
288
91
72
05
36DE
Destr
oyer
Esc
ort
Vipe
r 66
112
999
18
20
638
GBGu
nBoa
tAs
p1
72
304
14
10
230
GBGu
nBoa
tAs
p 2
27
240
41
42
02
32GB
GunB
oat
Asp
33
82
505
15
20
234
GBGu
nBoa
tAs
p 4
49
260
51
52
02
36GB
GunB
oat
Asp
55
103
705
16
20
239
GBGu
nBoa
tAs
p 6
611
372
51
63
02
42TR
Tran
spor
tNe
wt
14
136
21
30
64
3TR
Tran
spor
tNe
wt 2
25
144
21
30
74
3TR
Tran
spor
tNe
wt 3
35
150
31
30
75
4TR
Tran
spor
tNe
wt 4
46
155
31
40
85
4TR
Tran
spor
tNe
wt 5
57
160
31
50
86
5TR
Tran
spor
tNe
wt 6
67
160
31
50
106
5M
BM
issile
Boa
tRa
ptor
11
43
328
22
60
66
MB
Miss
ile B
oat
Rapt
or 2
24
336
83
27
07
7M
BM
issile
Boa
tRa
ptor
33
44
428
43
70
88
MB
Miss
ile B
oat
Rapt
or 4
44
446
84
38
09
9M
BM
issile
Boa
tRa
ptor
55
55
508
53
90
109
MB
Miss
ile B
oat
Rapt
or 6
66
655
95
410
011
9M
NM
onito
rBr
onto
11
22
2010
210
00
129
MN
Mon
itor
Bron
to 2
22
324
103
110
012
9M
NM
onito
rBr
onto
33
23
3012
312
00
1210
UNIT STATISTICS: FLEET SPACE UNITS 97
FLEE
T SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
51
03
28DE
Destr
oyer
Esc
ort
Vipe
r 22
82
726
1
51
04
30
96 UNIT STATISTICS: DRAGONIAN SPACE UNITSDR
AGON
IAN
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
OSOr
bital
Stat
ion
Tyra
nno
66
04
020
312
100
2020
STTe
nder
Nest
11
31
362
13
00
1515
STTe
nder
Nest
22
31
402
13
00
1617
STTe
nder
Nest
33
31
444
14
00
1718
STTe
nder
Nest
44
41
494
14
00
1919
STTe
nder
Nest
55
52
554
15
00
2020
STTe
nder
Nest
66
62
604
15
30
2121
VXVo
rtex S
hip
Vorte
x Shi
p 1
14
240
82
77
06
4VX
Vorte
x Shi
pVo
rtex S
hip
22
42
5512
28
70
74
VXVo
rtex S
hip
Vorte
x Shi
p 3
35
364
123
99
08
5VX
Vorte
x Shi
pVo
rtex S
hip
44
64
7015
39
110
85
VXVo
rtex S
hip
Vorte
x Shi
p 5
57
475
184
1113
09
6VX
Vorte
x Shi
pVo
rtex S
hip
66
85
8020
513
140
108
RCRe
con
Cham
eleon
11
55
993
11
00
330
RCRe
con
Cham
eleon
22
65
994
12
00
332
RCRe
con
Cham
eleon
33
75
995
13
00
434
RCRe
con
Cham
eleon
44
86
995
14
00
536
RCRe
con
Cham
eleon
55
96
995
14
00
538
RCRe
con
Cham
eleon
66
107
996
15
00
540
Flee
t Spa
ce U
nits
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
G
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
Enter
prise
A3
54
8011
418
00
3414
BBBa
ttles
hip
Enter
prise
B4
64
8212
420
00
3816
BBBa
ttles
hip
Enter
prise
C5
75
8818
523
00
4418
BBBa
ttles
hip
Enter
prise
D6
86
9914
6
UNIT STATISTICS: FLEET SPACE UNITS 99
FLEE
T SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
107
020
18OS
Orbi
tal S
tatio
nTy
rann
o 5
50
40
202
107
020
19
98 UNIT STATISTICS: FLEET SPACE UNITSFL
EET
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
Esse
x Mk I
13
348
73
110
030
12BB
Battl
eshi
pEs
sex M
k II
24
355
73
130
033
14BB
Battl
eshi
pEs
sex M
k III
35
465
74
150
035
16BB
Battl
eshi
pEs
sex M
k IV
46
466
84
170
037
18BB
Battl
eshi
pEs
sex M
k V5
75
709
519
00
4019
BBBa
ttles
hip
Esse
x Mk V
I6
86
7212
621
00
4220
BCBa
ttle C
ruise
rDe
los M
k I1
52
446
211
00
1610
BCBa
ttle C
ruise
rDe
los M
k II
26
348
63
120
018
12BC
Battl
e Cru
iser
Delo
s Mk I
II3
63
556
313
00
2013
BCBa
ttle C
ruise
rDe
los M
k IV
47
460
74
140
022
14BC
Battl
e Cru
iser
Delo
s Mk V
58
566
95
150
026
15BC
Battl
e Cru
iser
Delo
s Mk V
I6
95
7212
516
00
2817
CACr
uise
rEu
ropo
lis M
k I1
52
428
29
00
1610
CACr
uise
rEu
ropo
lis M
k II
26
344
83
100
017
11CA
Crui
ser
Euro
polis
Mk I
II3
73
508
311
00
1911
CACr
uise
rEu
ropo
lis M
k IV
48
454
94
120
020
11CA
Crui
ser
Euro
polis
Mk V
59
460
94
130
021
14CA
Crui
ser
Euro
polis
Mk V
I6
105
6612
514
00
2215
CACr
uise
rJa
i Kai
Mk I
15
232
52
80
017
14CA
Crui
ser
Jai K
ai M
k II
26
236
62
90
018
15CA
Crui
ser
Jai K
ai M
k III
37
340
63
100
018
16CA
Crui
ser
Jai K
ai M
k IV
48
344
73
110
021
17CA
Crui
ser
Jai K
ia M
k V5
94
547
412
00
2218
CACr
uise
rJa
i Kia
Mk V
I6
105
647
513
00
2419
CACr
uise
rLu
na C
ity M
k I1
62
367
27
10
1812
UNIT STATISTICS: HRESSAN SPACE UNITS 101
HRES
SAN
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
100 UNIT STATISTICS: FLEET SPACE UNITSFL
EET
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
CLLi
ght C
ruise
rM
arso
polis
Mk I
V4
93
668
29
20
1710
CLLi
ght C
ruise
rM
arso
polis
Mk V
511
372
82
102
018
11CL
Ligh
t Cru
iser
Mar
sopo
lis M
k VI
612
484
83
112
019
12DD
Destr
oyer
Bluc
her M
k I1
72
488
12
60
1312
DDDe
stroy
erBl
uche
r Mk I
I2
72
568
12
70
1314
DDDe
stroy
erBl
uche
r Mk I
II3
82
668
23
80
1416
DDDe
stroy
erBl
uche
r Mk I
V4
92
728
23
90
1518
DDDe
stroy
erBl
uche
r Mk V
510
278
82
410
016
19DD
Destr
oyer
Bluc
her M
k VI
611
280
82
511
017
20DE
Destr
oyer
Esc
ort
Lee M
k I1
72
504
15
10
320
DEDe
stroy
er E
scor
tLe
e Mk I
I2
82
555
16
20
532
DEDe
stroy
er E
scor
tLe
e Mk I
II3
92
606
17
20
534
DEDe
stroy
er E
scor
tLe
e Mk I
V4
102
656
18
10
536
DEDe
stroy
er E
scor
tLe
e MK
V5
112
757
19
20
638
DEDe
stroy
er E
scor
tLe
e Mk V
I6
123
808
19
30
840
GBGu
nBoa
tSt
uart
Mk I
18
244
41
42
01
32GB
GunB
oat
Stua
rt M
k II
29
255
51
42
02
35GB
GunB
oat
Stua
rt M
k III
310
266
51
52
02
37GB
GunB
oat
Stua
rt M
k IV
411
277
51
53
03
40GB
GunB
oat
Stua
rt M
k V5
122
886
16
20
342
GBGu
nBoa
tSt
uart
Mk V
I6
132
996
17
30
345
TRTr
ansp
ort
Mati
lda M
k I1
41
602
12
06
52
TRTr
ansp
ort
Mati
lda M
k II
25
160
21
20
75
5TR
Tran
spor
tM
atild
a Mk I
II3
61
642
12
08
55
TRTr
ansp
ort
Mati
lda M
k IV
47
168
21
20
96
5
UNIT STATISTICS: KHALIAN SPACE UNITS 103
KHAL
IAN
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
71
015
10CL
Ligh
t Cru
iser
Mar
sopo
lis M
k III
38
260
82
82
016
10
102 UNIT STATISTICS: HRESSAN SPACE UNITSHR
ESSA
N SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
MB
Miss
ile B
oat
Cava
lier M
k I1
43
367
21
60
88
MB
Miss
ile B
oat
Cava
lier M
k II
24
340
83
17
08
8M
BM
issile
Boa
tCa
valie
r Mk I
II3
54
449
41
90
88
MB
Miss
ile B
oat
Cava
lier M
k IV
45
448
104
210
08
8M
BM
issile
Boa
tCa
valie
r Mk V
55
560
105
211
08
8
MB
Miss
ile B
oat
Cava
lier M
k VI
67
670
125
312
08
8M
NM
onito
rBa
stogn
e Mk I
12
230
102
120
014
10M
NM
onito
rBa
stogn
e Mk I
I2
33
3614
314
00
1510
MN
Mon
itor
Basto
gne M
k III
33
342
123
140
014
12M
NM
onito
rBa
stogn
e Mk I
V4
34
4812
416
00
1414
MN
Mon
itor
Basto
gne M
k V5
44
5014
417
00
1414
MN
Mon
itor
Basto
gne M
k VI
65
554
155
180
014
14OS
Orbi
tal S
tatio
nAl
amo
Mk I
10
40
102
100
016
14OS
Orbi
tal S
tatio
nAl
amo
Mk I
I2
04
012
212
00
1916
OSOr
bital
Stat
ion
Alam
o M
k III
30
40
122
140
020
18OS
Orbi
tal S
tatio
nAl
amo
Mk I
V4
04
010
24
120
2119
OSOr
bital
Stat
ion
Alam
o M
k V5
04
010
36
120
2322
OSOr
bital
Stat
ion
Alam
o M
k VI
60
40
103
1212
022
21RC
Reco
nBl
ackb
ird M
k I1
65
993
12
00
134
RCRe
con
Blac
kbird
Mk I
I2
75
994
12
00
236
RCRe
con
Blac
kbird
Mk I
II3
65
995
13
00
338
RCRe
con
Blac
kbird
Mk I
V4
85
995
15
00
442
RCRe
con
Blac
kbird
Mk V
59
699
51
50
04
44RC
Reco
nBl
ackb
ird M
l VI
610
699
61
60
04
46RC
Reco
nCa
rson
Mk I
17
499
11
10
02
32
UNIT STATISTICS: SCHLEINEL SPACE UNITS 105
SCHL
EINE
L SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
11
62
2TR
Tran
spor
tSp
ee M
k VI
611
270
41
11
72
2
104 UNIT STATISTICS: KHALIAN SPACE UNITSKH
ALIA
N SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
SSSu
beth
er S
hip
Kepp
er Ja
ck M
k IV
47
475
21
10
08
8SS
Sube
ther
Shi
pKe
pper
Jack
Mk V
57
480
21
20
08
8SS
Sube
ther
Shi
pKe
pper
Jack
Mk V
I6
84
882
13
00
88
STTe
nder
Gude
rian
Mk I
14
244
21
10
012
12ST
Tend
erGu
deria
n M
k II
24
248
21
20
013
13
STTe
nder
Gude
rian
Mk I
II3
52
502
12
00
1414
STTe
nder
Gude
rian
Mk I
V4
52
602
13
00
1515
STTe
nder
Gude
rian
Mk V
56
260
21
40
017
16ST
Tend
erGu
deria
n M
k VI
69
260
21
50
018
17
Hres
san
Spac
e Un
itsCL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
Tige
r1
33
609
313
00
2512
BBBa
ttles
hip
Tige
r Beta
24
366
103
140
028
13BB
Battl
eshi
pTi
ger G
amm
a3
54
7210
415
00
3215
BBBa
ttles
hip
Tige
r Delt
a4
64
7211
417
00
3817
BBBa
ttles
hip
Tige
r Eps
ilon
57
572
115
180
040
18BB
Battl
eshi
pTi
ger O
meg
a6
96
8011
621
00
4419
CACr
uise
rLe
opar
d1
52
456
29
00
1414
CACr
uise
rLe
opar
d Be
ta2
63
508
310
00
1516
CACr
uise
rLe
opar
d Ga
mm
a3
73
558
311
00
1618
CACr
uise
rLe
opar
d De
lta4
84
609
412
00
1720
CACr
uise
rLe
opar
d Ep
silon
59
466
94
130
018
22CA
Crui
ser
Leop
ard
Omeg
a6
105
7210
514
00
1924
CLLi
ght C
ruise
rCh
eetah
Alp
ha1
62
407
28
20
1612
CLLi
ghtC
ruise
rCh
eetah
Beta
27
342
73
UNIT STATISTICS: XRITRAN SPACE UNITS 107
XRIT
RAN
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
10
08
8SS
Sube
ther
Shi
pKe
pper
Jack
Mk I
II3
63
701
1
10
08
8
106 UNIT STATISTICS: SCHLEINEL SPACE UNITSSC
HLEI
NEL
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
DDDe
stroy
erPu
ma O
meg
a3
92
766
23
80
1415
DDDe
stroy
erPu
ma D
elta
410
278
72
39
015
17DD
Destr
oyer
Pum
a Eps
ilon
511
280
72
310
016
19DD
Destr
oyer
Pum
a Gam
ma
612
284
82
411
017
20DE
Destr
oyer
Esc
ort
Lion
Alp
ha1
62
557
11
30
328
DEDe
stroy
er E
scor
tLi
on B
eta2
72
607
12
30
330
DEDe
stroy
er E
scor
tLi
on G
amm
a3
82
657
11
40
332
DEDe
stroy
er E
scor
tLi
on D
elta
49
270
81
24
04
34DE
Destr
oyer
Esc
ort
Lion
Eps
ilon
510
375
82
25
06
36DE
Destr
oyer
Esc
ort
Lion
Om
ega
611
380
82
35
06
38GB
GunB
oat
Pant
her
18
272
51
42
01
32GB
GunB
oat
Pant
her B
eta2
92
705
15
20
134
GBGu
nBoa
tPa
nthe
r Gam
ma
310
270
51
52
01
36GB
GunB
oat
Pant
her D
elta
411
272
52
62
01
38GB
GunB
oat
Pant
her E
psilo
n5
122
725
26
20
140
GBGu
nBoa
tPa
nthe
r Om
ega
614
272
52
73
01
42TR
Tran
spor
tHy
ena
15
150
21
10
66
4TR
Tran
spor
tHy
ena B
eta2
51
552
12
06
75
TRTr
ansp
ort
Hyen
a Gam
ma
36
160
21
20
78
6TR
Tran
spor
tHy
ena D
elta
47
170
21
30
89
6TR
Tran
spor
tHy
ena E
psilo
n5
81
722
13
09
97
TRTr
ansp
ort
Hyen
a Om
ega
69
180
21
30
1110
8
UNIT STATISTICS: XRITRAN SPACE UNITS 109
XRIT
RAN
SPAC
E UN
ITS,
CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
108 UNIT STATISTICS: XRITRAN SPACE UNITSXR
ITRA
N SP
ACE
UNIT
S, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
GRA
Y AT
TM
IS A
TKTR
ANS
RAY
DEF
MIS
DEF
BBBa
ttles
hip
Wea
sel 2
24
344
123
150
029
14BB
Battl
eshi
pW
ease
l 33
54
4812
416
00
3215
BBBa
ttles
hip
Wea
sel 4
45
454
124
180
035
17
UNIT STATISTICS: DRAGONIAN GROUND UNITS 111
MB
Miss
ile B
oat
Shad
ow C
at Ep
silon
56
548
95
58
06
14
MB
Miss
ile B
oat
Shad
ow C
at Om
ega
66
554
95
59
015
6OS
Orbi
tal S
tatio
nSa
breto
oth
Alph
a1
04
010
39
00
1514
OSOr
bital
Stat
ion
Sabr
etoot
h Be
ta2
04
012
311
00
1615
OSOr
bital
Stat
ion
Sabr
etoot
h Ga
mm
a3
04
012
313
00
1616
OSOr
bital
Stat
ion
Sabr
etoot
h De
lta4
04
012
415
00
1717
OSOr
bital
Stat
ion
Sabr
etoot
h Ep
silon
50
40
124
170
018
18OS
Orbi
tal S
tatio
nSa
breto
oth
Omeg
a6
04
012
420
00
1919
RCRe
con
Wild
Cat
Alph
a1
65
991
10
10
124
RCRe
con
Wild
Cat
Beta
27
599
21
01
01
26RC
Reco
nW
ild C
at Ga
mm
a3
85
992
10
10
228
RCRe
con
Wild
Cat
Delta
48
699
21
02
02
30RC
Reco
nW
ild C
at Ep
silon
59
699
21
02
03
32RC
Reco
nW
ild C
at Om
ega
610
799
21
03
04
34ST
Tend
erLi
ones
s1
41
442
12
00
1212
STTe
nder
Lion
ess B
eta2
41
502
12
00
1414
STTe
nder
Lion
ess G
amm
a3
51
502
12
00
1615
STTe
nder
Lion
ess D
elta
45
154
21
20
017
17ST
Tend
erLi
ones
s Eps
ilon
56
160
21
30
019
18ST
Tend
erLi
ones
s Om
ega
67
172
21
40
020
19
Khal
ian
Spac
e Un
itsCL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
Wea
sel 1
14
340
123
130
028
12
110 UNIT STATISTICS: CEPHIAN GROUND UNITSCE
PHIA
N GR
OUND
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MOV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
TRTr
ansp
ort
Carn
ivore
22
51
604
13
05
44
TRTr
ansp
ort
Carn
ivore
33
51
655
14
06
44
TRTr
ansp
ort
Carn
ivore
44
62
655
15
08
44
TRTr
ansp
ort
Carn
ivore
55
73
655
16
09
44
TRTr
ansp
ort
Carn
ivore
66
93
655
17
010
44
MB
Miss
ile B
oat
Skun
k 11
43
368
22
60
58
MB
Miss
ile B
oat
Skun
k 22
43
408
32
70
58
MB
Miss
ile B
oat
Skun
k 33
54
428
42
80
58
MB
Miss
ile B
oat
Skun
k 44
54
448
43
90
58
MB
Miss
ile B
oat
Skun
k 55
65
508
53
100
58
MB
Miss
ile B
oat
Skun
k 66
65
548
54
120
58
RCRe
con
Nigh
t Eye
s 11
65
991
12
00
228
RCRe
con
Nigh
t Eye
s 22
75
992
13
00
230
RCRe
con
Nigh
t Eye
s 33
75
992
13
00
232
RCRe
con
Nigh
t Eye
s 44
86
992
13
00
23
RCRe
con
Nigh
t Eye
s 55
96
992
13
00
236
RCRe
con
Nigh
t Eye
s 66
107
993
14
00
338
STTe
nder
Raco
on 1
14
144
31
30
010
10ST
Tend
erRa
coon
22
51
444
13
00
1011
STTe
nder
Raco
on 3
36
148
41
30
011
12ST
Tend
erRa
coon
44
61
545
14
00
1213
STTe
nder
Raco
on 5
57
154
51
50
013
14ST
Tend
erRa
coon
66
81
646
16
00
1415
Schl
eine
l Spa
ce U
nits
CLAS
SXC
LASS
UNIT
TECH
MOV
SPOT
FUEL
AMM
ORN
G
UNIT STATISTICS: FLEET GROUND UNITS 113
FLEE
T GR
OUND
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
CACr
uise
rM
inx 3
35
350
103
110
016
15
CACr
uise
rM
inx 4
45
456
103
120
017
16CA
Crui
ser
Min
x 55
64
6010
413
00
2018
CACr
uise
rM
inx 6
67
466
104
142
021
20CL
Ligh
t Cru
iser
Ferre
t 11
43
448
27
00
147
CLLi
ght C
ruise
rFe
rret 2
25
348
82
80
015
8CL
Ligh
t Cru
iser
Ferre
t 33
53
568
29
00
169
CLLi
ght C
ruise
rFe
rret 4
46
364
82
100
017
11CL
Ligh
t Cru
iser
Ferre
t 55
74
708
310
00
1812
CLLi
ght C
ruise
rFe
rret 6
69
474
83
110
019
14DD
Destr
oyer
Rat 1
17
248
81
26
013
12DD
Destr
oyer
Rat 2
28
254
81
27
013
13DD
Destr
oyer
Rat 3
38
258
82
28
014
15DD
Destr
oyer
Rat 4
49
264
82
39
015
17DD
Destr
oyer
Rat 5
510
270
82
310
016
18DD
Destr
oyer
Rat 6
610
277
82
311
017
20DE
Destr
oyer
Esc
ort
Mou
se 1
16
248
51
32
03
22DE
Destr
oyer
Esc
ort
Mou
se 2
26
248
51
51
03
24DE
Destr
oyer
Esc
ort
Mou
se 3
37
250
51
62
03
26DE
Destr
oyer
Esc
ort
Mou
se 4
48
265
51
71
04
28DE
Destr
oyer
Esc
ort
Mou
se 5
59
264
61
72
04
30DE
Destr
oyer
Esc
ort
Mou
se 6
611
268
61
82
05
33TR
Tran
spor
tCa
rnivo
re 1
14
160
41
20
54
4
112 UNIT STATISTICS: DRAGONIAN GROUND UNITSDR
AGON
IAN
GROU
ND U
NITS
, CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
VFU
ELAM
MO
RNG
TRGT
S AT
KH
ATK
A AT
KA
DEF
G DE
F
MT
Man
ned
Torp
edo
Win
d1
51
281
10
80
1216
MT
Man
ned
Torp
edo
Torn
ado
26
132
11
09
013
18M
TM
anne
d To
rped
oSt
orm
37
136
11
010
014
20M
TM
anne
d To
rped
oCy
clone
48
140
11
011
015
22M
TM
anne
d To
rped
oTy
phoo
n5
81
451
10
120
1624
MT
Man
ned
Torp
edo
Hurri
cane
69
150
11
014
017
26CA
Crui
ser
Swor
d1
43
505
28
00
1813
CACr
uise
rSc
imita
r2
43
545
39
00
2215
CACr
uise
rCl
aym
ore
35
364
63
110
026
18CA
Crui
ser
Sabr
e4
53
607
310
00
2416
CACr
uise
rEp
ee5
64
668
412
00
2820
CACr
uise
rRa
pier
68
472
104
130
034
35CA
Crui
ser
Wol
f1
43
487
29
10
1512
CACr
uise
rW
olf B
24
354
73
101
016
18CA
Crui
ser
Wol
f C3
43
587
311
20
1914
CACr
uise
rW
olf E
45
366
73
122
021
15CA
Crui
ser
Wol
f F5
54
707
413
20
2416
CACr
uise
rW
olf G
68
476
74
132
026
18DD
Destr
oyer
Mac
e1
62
556
12
60
1212
DDDe
stroy
erM
ace 2
27
260
61
37
013
13DD
Destr
oyer
Mac
e 33
82
646
23
80
1415
DDDe
stroy
erM
ace 4
49
270
62
39
015
17DD
Destr
oyer
Mac
e 55
93
767
23
100
1619
DDDe
stroy
erM
ace 6
610
380
72
311
017
20DE
Destr
oyer
Esc
ort
Cros
sbow
17
260
51
51
03
28DE
Destr
oyer
Esc
ort
Cros
sbow
22
82
665
16
10
430
DEDe
stroy
er E
scor
tCr
ossb
ow 3
39
272
51
61
05
32
UNIT STATISTICS: KHALIAN GROUND UNITS 115
BBBa
ttles
hip
Bec C
orbi
n 3
35
460
94
170
035
15BB
Battl
eshi
pBe
c Cor
bin
44
54
659
419
00
4017
BBBa
ttles
hip
Bec C
orbi
n 5
56
570
105
210
042
18BB
Battl
eshi
pBe
c Cor
bin
66
86
8012
622
00
4519
114 UNIT STATISTICS: HRESSAN GROUND UNITSHR
ESSA
N GR
OUND
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
TRTr
ansp
ort
Lord
Tain
47
177
31
30
83
3TR
Tran
spor
tLo
rd P
ose
58
188
31
40
93
3TR
Tran
spor
tLo
rd L
eit6
91
903
14
010
44
MB
Miss
ile B
oat
Alex
ande
r1
43
306
22
60
68
MB
Miss
ile B
oat
Caes
ar2
43
326
32
70
68
MB
Miss
ile B
oat
Fred
erick
34
436
74
28
06
8M
BM
issile
Boa
tGr
ant
45
440
84
39
06
8M
BM
issile
Boa
tPa
tton
56
544
85
310
06
8M
BM
issile
Boa
tPo
well
67
649
95
412
06
8RC
Reco
nDa
gger
11
75
992
11
00
228
RCRe
con
Dagg
er 2
27
599
21
10
02
30RC
Reco
nDa
gger
33
86
992
11
00
233
RCRe
con
Dagg
er 4
48
699
21
20
02
35RC
Reco
nDa
gger
55
96
992
12
00
238
RCRe
con
Dagg
er 6
611
799
41
30
02
40ST
Tend
erAi
de1
41
501
11
00
1412
STTe
nder
Care
25
150
11
10
015
14ST
Tend
erEm
path
y3
51
602
11
00
1615
STTe
nder
Hope
46
160
21
10
017
16ST
Tend
erM
ercy
56
166
21
20
019
17ST
Tend
erSu
ccor
67
177
21
30
020
18
Xritr
an S
pace
Uni
tsCL
ASS
XCLA
SSUN
ITTE
CHM
OVSP
OTFU
ELAM
MO
RNG
RAY
ATT
MIS
ATK
TRAN
SRA
Y DE
FM
IS D
EF
BBBa
ttles
hip
Tara
ntul
a1
33
559
313
00
3012
BBBa
ttles
hip
Tara
ntul
aB2
43
6010
3
UNIT STATISTICS: SCHLEINEL GROUND UNITS 117
SCHL
EINE
L GR
OUND
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
116 UNIT STATISTICS: KHALIAN GROUND UNITSKH
ALIA
N GR
OUND
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
BCBa
ttle C
ruise
rSp
ider
C3
64
6812
413
00
1615
BCBa
ttle C
ruise
rSp
ider
D4
74
7015
414
00
1916
BCBa
ttle C
ruise
rSp
ider
E5
84
7415
415
00
2117
BCBa
ttle C
ruise
rSp
ider
F6
95
8018
516
00
2318
CACr
uise
rBe
etle A
15
348
72
80
012
11CA
Crui
ser
Beetl
e B2
63
507
39
00
1512
CACr
uise
rBe
etle C
37
354
73
100
018
14CA
Crui
ser
Beetl
e D4
83
607
311
00
2015
CACr
uise
rBe
etle F
59
466
84
120
021
16CA
Crui
ser
Beetl
e G6
104
708
413
00
2118
CLLi
ght C
ruise
rSc
orpi
on A
16
244
82
71
08
9CL
Ligh
t Cru
iser
Scor
pion
B2
72
488
28
20
910
CLLi
ght C
ruise
rSc
orpi
on C
38
250
82
91
010
10CL
Ligh
t Cru
iser
Scor
pion
D4
93
558
29
20
1211
CLLi
ght C
ruise
rSc
orpi
on E
510
360
93
102
013
11CL
Ligh
t Cru
iser
Scor
pion
F6
123
6612
311
20
1512
DDDe
stroy
erBl
ack W
idow
A1
62
508
12
60
1311
DDDe
stroy
erBl
ack W
idow
B2
72
548
12
70
1313
DDDe
stroy
erBl
ack W
idow
C3
82
598
23
80
1414
DDDe
stroy
erBl
ack W
idow
D4
92
658
23
90
1516
DDDe
stroy
erBl
ack W
idow
E5
92
688
24
100
1618
DDDe
stroy
erBl
ack W
idow
F6
103
729
24
110
1719
DEDe
stroy
er E
scor
tRe
cluse
A1
72
505
15
00
426
DEDe
stroy
er E
scor
tRe
cluse
B2
82
555
16
10
328
DEDe
stroy
er E
scor
tRe
cluse
C3
92
625
17
00
331
DEDe
stroy
er E
scor
tRe
cluse
D4
92
685
17
00
434
DEDe
stroy
er E
scor
tRe
cluse
E5
102
725
18
10
437
UNIT STATISTICS: CEPHIAN SKIMMER UNITS 119118 UNIT STATISTICS: XRITRAN GROUND UNITSXR
ITRA
N GR
OUND
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MV
FUEL
AM
MO
RNG
TRGT
S AT
KH
ATK
A AT
KA
DEF
G DE
F
GBGu
nBoa
tBu
g F
612
278
61
64
03
40HV
Hive
Hive
11
33
8024
39
312
1211
HVHi
veHi
ve 2
24
390
243
124
1212
12HV
Hive
Hive
33
44
9024
412
412
1212
HVHi
veHi
ve 4
45
490
284
125
1213
13HV
Hive
Hive
55
65
9928
513
614
1515
HVHi
veHi
ve 6
66
599
305
146
1416
16TR
Tran
spor
tSp
inne
r 11
41
361
11
07
11
TRTr
ansp
ort
Spin
ner 2
25
140
11
10
81
1TR
Tran
spor
tSp
inne
r 33
61
502
11
09
21
TRTr
ansp
ort
Spin
ner 4
47
154
21
10
102
1TR
Tran
spor
tSp
inne
r 55
81
663
13
011
22
TRTr
ansp
ort
Spin
ner 6
68
170
31
40
122
2M
BM
issile
Boa
tSt
inge
r 11
43
285
32
60
78
MB
Miss
ile B
oat
Stin
ger 2
24
332
73
27
07
8M
BM
issile
Boa
tSt
inge
r 33
44
368
43
80
78
MB
Miss
ile B
oat
Stin
ger 4
45
440
94
39
07
8M
BM
issile
Boa
tSt
inge
r 55
65
449
54
110
78
MB
Miss
ile B
oat
Stin
ger 6
68
548
105
412
07
8M
TM
anne
d To
rped
oBe
e 11
61
241
10
90
1214
MT
Man
ned
Torp
edo
Bee 2
27
128
11
011
013
16M
TM
anne
d To
rped
oBe
e 33
71
321
10
100
1418
MT
Man
ned
Torp
edo
Bee 4
48
136
11
012
015
21M
TM
anne
d To
rped
oBe
e 55
91
401
10
130
1623
MT
Man
ned
Torp
edo
Bee 6
610
144
11
015
017
27OS
Orbi
tal S
tatio
nNe
st 1
10
30
103
80
011
10OS
Orbi
tal S
tatio
nNe
st 2
20
40
123
110
012
10OS
Orbi
tal S
tatio
nNe
st 3
30
40
124
130
012
10OS
Orbi
tal S
tatio
nNe
st 4
40
40
144
110
012
12OS
Orbi
tal S
tatio
nNe
st 5
50
40
154
140
012
12OS
Orbi
tal S
tatio
nNe
st 6
60
40
164
150
014
14RC
Reco
nTs
etse F
ly 1
17
599
21
01
01
30RC
Reco
nTs
etse F
ly 2
28
599
21
01
01
32
UNIT STATISTICS: FLEET SKIMMER UNITS 121
FLEE
T SK
IMM
ER U
NITS
, CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
VFU
EL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
42
04
32GB
GunB
oat
Bug
C3
92
545
15
30
334
GBGu
nBoa
tBu
g D
410
266
51
53
04
36GB
GunB
oat
Bug
E5
102
725
16
30
438
120 UNIT STATISTICS: DRAGONIAN SKIMMER UNITSDR
AGON
IAN
SKIM
MER
UNI
TS, C
ONT.
CLAS
SXC
LASS
UNIT
TECH
MV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
AGAs
saul
tAs
saul
t4
735
61
H20
80
711
ATAr
tiller
yAr
tiller
y1
318
73
S10
60
22
ATAr
tiller
yAr
tiller
y2
320
73
S11
60
32
ATAr
tiller
yAr
tiller
y3
422
74
S12
70
42
ATAr
tiller
yAr
tiller
y4
424
74
S14
80
43
MA
Mil
Artil
lery
Mil
Artil
lery
13
185
2S
63
01
2M
AM
il Ar
tiller
yM
il Ar
tiller
y2
320
52
S7
30
32
MA
Mil
Artil
lery
Mil
Artil
lery
33
245
2S
83
04
4M
AM
il Ar
tiller
yM
il Ar
tiller
y4
328
62
S9
60
44
INIn
fantry
Infan
try1
560
61
S7
20
66
INIn
fantry
Infan
try2
660
61
S8
30
66
INIn
fantry
Infan
try3
660
71
S9
30
67
INIn
fantry
Infan
try4
760
71
S10
40
77
HIHe
avies
Heav
ies1
560
71
S5
70
67
HIHe
avies
Heav
ies2
660
71
S6
80
68
HIHe
avies
Heav
ies3
660
71
S7
90
78
HIHe
avies
Heav
ies4
760
71
S7
100
88
MF
Min
e Fiel
dM
ine F
ield
10
01
1S
33
01
1M
FM
ine F
ield
Min
e Fiel
d2
00
11
S4
40
11
MF
Min
e Fiel
dM
ine F
ield
30
01
1S
54
01
1M
FM
ine F
ield
Min
e Fiel
d4
00
11
S5
50
11
MI
Mil
Infan
tryM
il In
fantry
12
157
1S
21
03
3M
IM
il In
fantry
Mil
Infan
try2
325
71
S3
10
54
MI
Mil
Infan
tryM
il In
fantry
33
247
1S
41
07
4M
IM
il In
fantry
Mil
Infan
try4
430
71
S5
10
75
ADAA
AA1
424
72
S5
38
43
ADAA
AA2
524
72
S4
49
44
ADAA
AA3
630
73
S5
510
45
ADAA
AA4
735
73
S5
611
46
UNIT STATISTICS: SCHLEINEL SKIMMER UNITS 123
SCHL
EINE
L SK
IMM
ER U
NITS
, CON
T.CL
ASS
XCLA
SSUN
ITTE
CHM
VFU
EL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
RCRe
con
Tsets
e Fly
33
95
992
10
20
134
RCRe
con
Tsets
e Fly
44
106
992
10
20
236
RCRe
con
Tsets
e Fly
55
116
992
10
30
338
RCRe
con
Tsets
e Fly
66
126
992
10
40
440
STTe
nder
Man
tis 1
13
136
11
02
012
11ST
Tend
erM
antis
22
31
401
10
20
1413
STTe
nder
Man
tis 3
34
144
11
02
015
15ST
Tend
erM
antis
44
41
481
10
30
1616
STTe
nder
Man
tis 5
55
154
11
04
017
18ST
Tend
erM
antis
66
51
601
10
40
1820
MN
Mon
itor
Wid
ow 1
12
324
122
65
012
10M
NM
onito
rW
idow
22
33
3612
37
60
1412
MN
Mon
itor
Wid
ow 3
33
332
123
86
013
11M
NM
onito
rW
idow
44
44
3812
48
80
1613
MN
Mon
itor
Wid
ow 5
55
440
124
88
018
14M
NM
onito
rW
idow
66
64
4214
49
90
2015
Gro
und
Uni
ts
Ceph
ian
Grou
nd U
nits
CLAS
SXC
LASS
UNIT
TECH
MOV
FUEL
AMM
ORN
GTR
GTS
ATK
H AT
KA
ATK
A DE
FG
DEF
AFV
AFV
AFV
17
447
1H
410
09
15AF
VAF
VAF
V2
848
71
H5
120
916
AFV
AFV
AFV
39
537
1H
615
010
17AF
VAF
VAF
V4
1056
81
H7
180
1018
TKHu
nter
sHu
nter
s1
852
91
H2
100
110
TKHu
nter
sHu
nter
s2
956
91
H2
120
211
TKHu
nter
sHu
nter
s3
1058
91
H3
140
212
TKHu
nter
sHu
nter
s4
1160
91
H3
160
213
AGAs
saul
tAs
saul
t1
521
51
H16
50
69
AGAs
saul
tAs
saul
t2
625
51
H17
60
610
AGAs
saul
tAs
saul
t3
635
51
H19
70
610
122 UNIT STATISTICS: KHALIAN SKIMMER UNITS
CREDITSCatware CreditsBased upon “Fleet Anthologies” edited by David Drake and Bill Fawcett, publish by Ace Science Fiction
Programmer . . . . . . . . . . . . . . . . . . . . Matthew FauseyDavid Potter
AI Programmer . . . . . . . . . . . . . . . . . . Frank RinaldoDOS Programmer . . . . . . . . . . . . . . . . . Mike IselyProduction and Design . . . . . . . . . . . . . Bill FawcettManual . . . . . . . . . . . . . . . . . . . . . . . . Bill FawcettAudio Programming Implementation . . . Matt FauseyArts & Models . . . . . . . . . . . . . . . . . . . Electric PaintbrushRendering . . . . . . . . . . . . . . . . . . . . . Virtual Engineered Technologies,
David PotterIdeas . . . . . . . . . . . . . . . . . . . . . . . . . Scott CuthbertsonManual Art . . . . . . . . . . . . . . . . . . . . . Ron Walotsky ©1996Manual Inserts and Fiction: “The Fleet Anthologies” by Bill Fawcett and excerpted from “The Fleet” Vol. 1-6edited by David Drake and Bill Fawcett, used with permission. ©1996 Bill Fawcett and Associates
SSI Credits
Executive Producer . . . . . . . . . . . . . . . Brett BerryProducer . . . . . . . . . . . . . . . . . . . . . . Scott EvansAssociate Producer . . . . . . . . . . . . . . . Joshua CloudManual Editors . . . . . . . . . . . . . . . . . . Anathea Lopez, Mark WhislerArt Support . . . . . . . . . . . . . . . . . . . . Dan Burke, Gennady Krakovsky,
Ben Rush, Steven TangAudio Programming Director . . . . . . . . . Ralph ThomasSound Effects . . . . . . . . . . . . . . . . . . . Ron Caljone, Maurice JacksonMusic Composed and performed by . . . . Rick Rhodes and Danny PelfreySax Solo . . . . . . . . . . . . . . . . . . . . . . Danny PelfreyInstall Programmer . . . . . . . . . . . . . . . Ben CooleyProduct Test Supervisor . . . . . . . . . . . . Jason RayLead Product Tester . . . . . . . . . . . . . . . Forrest ElamProduct Testers . . . . . . . . . . . . . . . . . . Jesse Anacleto, Jason Bredice,
Dion Burgoyn, Kelly Calabro, Jeremy Dang, Garrett Graham, Cyrus Harris, Jason Moore, Steven Peterson, Daniel Rivera, Osiris Roman, Chris Smith, Richard Wagenet
Special Thanks . . . . . . . . . . . . . . . . . . Russ Brown, Steve Burke, Chris Carr, Mike Coustier, Lee Crawford, Scott Cuthbertson, Jason Dawdy, Annette Grove, Chris Lanka, Whitney Laucher, Dave Merrick, Paul Murray, John Ross, Rick White.
THE SERIES THAT INSPIRED THE
STAR GENERAL™
GAME UNIVERSE IS BACK!
Six books, with stories from various award-winning science fiction authors,
describe life and death in The Fleet, a multi-world alliance poised against
the encroaching alien races of deep space.
Coming soon to bookstores
everywhere.
THE FLEET — Available from ACE Science Fiction
ACE RETURNS THEFLEET TO ACTION!
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY Strategic Simulations, Inc. (“SSI”) warrants that the media on which the enclosed program is recorded will be free from defectsin materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the media provedefective in any way, you may return the media to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201,Sunnyvale, CA 94086-2901 and SSI will replace the media free of charge. In addition, if the media prove defective at anytime after the first 30 days, return the media to SSI and SSI will replace the media for a minimum charge of $10.00 plus $4.00for shipping and handling. California residents, add applicable sales tax.SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THECD OR DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FIT-NESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITYAND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSE-QUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THEPOSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES ORLIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be copied, pho-tographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part, withoutprior written consent from SSI. The program accompanying this rule book may be copied by the original purchaser only as neces-sary for use on the computer for which it was purchased. Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and sub-ject to the appropriate civil or criminal action at the discretion of the copyright holder(s). 1996 Strategic Simulations, Inc. All Rights Reserved. Uses Smacker Video Technology. Copyright 1994 by Invisible, Inc. d.b.a.RAD SoftwareUses Miles Sound System. Copyright 1991 - 1996 by RAD Game Tools, Inc.
WHAT TO DO IF YOU HAVE A DEFECTIVE CD OR DISKEach of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and correct anyerrors in programming. Due to the complex nature of our simulations, however, some program errors may go undetected until afterpublication. In addition to errors in the program, there are occasionally problems with the media itself. We experience the indus-try standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that the media is defective, make sure tocheck your disk drive. Up to 95% of the media returned to us as defective will run fine on our computer systems. Often the prob-lem is with a disk drive that needs servicing for alignment, speed, or cleaning.Should you have defective media, please return the disk or CD only (keep all other parts of the game) to our Customer SupportDepartment, along with a note describing the problem you have encountered. Replacement media will be provided upon our receiptof the defective media.Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer SupportDepartment. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of the pro-gram error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any correspondence.We will do our best to see that any problems are corrected as soon as possible.
QUESTIONS OR PROBLEMS?Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call ourTechnical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You can write to us for hints at:Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a self-addressed, stampedenvelope for reply).
IBM COMPATIBLE COMPUTER INFORMATION:Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you consultwith our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, (hol-idays excluded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficient datato determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to be incom-patible, you may return it within 14 days with your dated receipt and we will refund your money. Or, if you return the game within30 days, you may exchange the game for another.