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Permission
is hereby granted for the copying, distribution, modification and use
of this program and associated documentation for recreational purposes,
provided that all references to the authors are retained. However,
permission is not and will not be granted for the sale or promotional
use of this program or program documentation, or for use in any
situation in which profit may be considered an objective, since it is
the desire of the authors to respect the copyrights of the originators
of Star Trek.
The Organian peace treaty
has collapsed, and the Federation is at war with the Klingon empire. As
Commander of the starship U. S. S. Enterprise, your mission is to wipe
out the Klingon invasion fleet and make the galaxy safe for democracy.
Your battleground is the
entire galaxy, which for convenience is divided up into eight rows of
eight quadrants each as on a checkerboard. Rows are numbered from top
to bottom and columns are numbered left to right, so quadrant 1 - 8
would be in the upper right hand corner of the galaxy.
During battle you will be
concerned only with those Klingons that occupy the same quadrant as
yourself. Quadrants are divided up into sectors: ten rows of ten
sectors each. Sectors are numbered in the same way as quadrants, so the
sector in the upper right corner is sector 1 - 10. You have a
short-range scanner which allows you to look at the entire quadrant in
a single display.
Klingons recharge during
your absence. If you leave a quadrant containing a weakened Klingon, he
will be stronger again upon your return to that quadrant. Also, each
time you enter a quadrant, the positions of everything in the quadrant
(except your ship) are randomized. This saves you the trouble of
remembering the positions of everything in the quadrant. Notice that
this refers only to the positions of things in the quadrant; the
numbers of each kind of thing are not changed. If you kill something,
it stays dead.
There are two kinds of
Klingons: ordinary
Klingons, which are bad enough, and Klingon Commanders, which are even
worse. Commanders are about three times stronger than ordinary
Klingons. Commanders are more resistant to your weapons. Commanders can
move about during battle, while ordinary Klingons stay put. And
finally, Commanders have a thing called a 'long-range tractor beam'
which they can use, at random intervals, to yank you away from what you
are doing and into their quadrant to do battle with them.
But the advantages are not
all on the side of
the Klingons. Your ship is more powerful and has better weapons.
Besides, in this galaxy there are from two to four star bases at which
you can stop to refuel and lick your wounds safe from attack or tractor
beams. But you had best not dally there too long since time is not on
your side. The Klingons are not just after you; they are attacking the
entire Federation. There is always a finite 'time left', which is how
much longer the Federation can hold out if you just sit on your fat
behind and do nothing. As you wipe out Klingons, you reduce the rate at
which the invasion fleet weakens the Federation, and so the 'time left'
until the Federation collapses may actually increase. If you can get
all the Klingons, the Federation will abide forever, and you have won
the game.
Space is vast, and it takes
precious time to
move from one place to another. In comparison, other things happen so
quickly that we assume they take no time at all. The only way that time
can pass is when you move, or when you issue a command to sit still and
rest for a period of time. You will sometimes want to do the latter,
since the various devices aboard your starship may be damaged and
require time for repair. Of course, repairs may be made more quickly at
a star base than they can in flight.
In addition to Klingons and
star bases, the
galaxy also contains (surprise) stars. Mostly, stars are a nuisance and
just get in your way. You can trigger a star into going nova by
shooting one of your photon torpedoes at it. When a star novas, it does
a lot of damage to anything immediately adjacent to it. If another star
is adjacent to a nova, it too will go nova. Stars may also occasionally
go supernova; a supernova in a quadrant destroys everything in the
quadrant and makes the quadrant permanently uninhabitable. You may
'jump over' a quadrant containing a supernova when you move, but you
should not stop there.
Supernovas may happen
spontaneously, without
provocation. If a supernova occurs in the same quadrant you are in,
your starship has an 'emergency automatic override' which picks some
random direction and some random warp factor, and tries to throw you
clear of the supernova. If the supernova occurs in some other quadrant,
you just get a warning message from Star Fleet about it (provided, of
course, that your subspace radio is working).
Star Trek is a rich game,
full of detail. These
instructions are written at a moderate level--no attempt has been made
fully to describe everything about the game, but there is quite a bit
more here than you need to get started. If you are new to the game,
just get a rough idea of the kinds of commands available, and start
playing. After a game or two you will have learned everything
important, and the detailed command descriptions which follow will be a
lot more meaningful to you.
You have weapons: phasers
and photon torpedoes.
You have a defense: deflector shields. You can look at things:
long-range scanners, short-range scanners, and a star chart. You can
move about under warp drive and impulse power. You can also dock at a
star base, rest while repairs are being made, abandon ship, self
destruct, or give up and start a new game.
The Klingons are waiting.
To execute the game, enter
doprog startrek lib('g1sys.sst.load')
The game will ask you if you have played before
- answer yes or no. The game will then ask you what kind of game you
want: type in the kind of game (novice, fair, good, expert, commodore,
or admiral) and the game length (short, medium, or long); finally, type
in a secret password. The game will prompt you for the necessary
information in case you forget anything.
The game will then begin.
Every game you play will be different.
Note: the secret password entered is used to
initialize the random number generator.
When the game is waiting for
you to enter a
command, it will print out
command:
You may then type in your command. All you have
to remember for each
command is the mnemonic. For example, if you want to move straight up
for one quadrant, you can type in the mnemonic
move
And the computer will prompt you with
course
Now you type in 12 (or 0) for the course, and
the computer responds with
distance
So you type in 1 (one quadrant).
When you have learned the commands, you can
avoid being prompted by simply typing in the information without
waiting to be asked for it. For example, in the above example, you
could simply type in
move 12 1
And it will be done. Or you could type in
move
And when the computer responds with
course
You can type in
12 1
And it will understand that the course is 12
and the distance is 1.
You can abbreviate most
mnemonics. For 'move',
you can use any of
move mov
mo m
successfully. For your safety, certain critical
commands (such as to
abandon ship) must be written out in full. Also, in a few cases two or
more commands begin with the same letter, and in this case that letter
refers to a particular one of the commands; to get the other, your
abbreviation must be two or more letters long. This sounds complicated,
but you will learn the abbreviations quickly enough.
What this all boils down to
is
If you are part way through
entering a command
and you change your mind, you can cancel the command by typing a -1 as
one of the parameters.
If anything is not clear to
you, experiment.
The worst you can do is lose a game or two.
********************
* Short-Range Scan *
********************
Mnemonic srscan
Shortest abbreviation s
Full commands srscan
srscan yes
srscan no
The short-range scan gives
you a considerable
amount of information about the quadrant your starship is in. A
short-range scan is best described by an example.
1 2 3
4 5 6 7
8 9 10
1 * . . . . . . . . . stardate:
2516.3
2 . . . E . . . . . . condition: RED
3 . . . . . * . B . . position: 5 - 1,
2 - 4
4 . . . . . . . . . . life support: DAMAGED, reserves=2.3
5 . . . . . . . K . . warp factor: 5.0
6 . K . . . . . . * . energy:
2176.25, 44%
7 . . . . . . . . . . torpedoes:
3, casualties: 2
8 . . . . * . . . . . shields:
UP, 42%
9 . * . . * . . . C . Klingons left: 12
10 . . . . . . . . . . time left:
9.26
The left part is a picture
of the quadrant. The
E at sector 2 - 4 represents the Enterprise; the B at sector 3 - 8 is a
star-base. There are ordinary Klingons (K) at sectors 5 - 8 and 6 - 2,
and a Klingon Commander (C) at sector 9 - 9. There are also a large
number of stars (*). The periods (.) are just empty space; they are
printed to help you get your bearings.
The information on the right
is assorted status
information. The status information will be present if you type yes
after the word srscan, or absent if you type no. You may also ask for
status information only, by means of the status command. The game
remembers whether or not you want the status information from scan to
scan. If you asked for it once, the status will be included for every
following scan until you request that it not be included, then it will
not print the status information until you request it again.
Short-range scans are free.
That is, they use
up no energy and no time. If you are in battle, doing a short-range
scan does not give the Klingons another chance to hit you. You can
safely do a short-range scan anytime you like.
*****************
* Status Report *
*****************
Mnemonic status
Shortest abbreviation st
This command gives you
information about the
current state of your starship, as follows
stardate - the
current date. A stardate is the
same as a day.
condition - there
are four possible conditions
position - quadrant
is given first, then
sector.
life support - if
'active', life support
systems are functioning normally. If on 'reserves', the number is how
many stardates your reserve food, air, etc. will last--you must get
repairs made or get to star base before your reserves run out.
warp factor - what
your warp factor is
currently set to.
energy - the amount
of energy you have left. If
it drops to zero, you die.
torpedoes - how many
photon torpedoes you have
left.
shields - whether
your shields are up or down,
and how strong they are (what percent of a hit they can absorb).
Klingons left - how
many of the enemy are still
out there.
time left - how long
the Federation can hold
out against the present number of Klingons, that is, how long until the
end if you do nothing in the meantime. If you kill Klingons quickly,
this number will go up--if not, it will go down. If it reaches zero,
the Federation is conquered, and you lose.
Status information is
free--it uses no time or
energy, and if you are in battle, the Klingons are not given another
chance to hit you.
Status information can also
be obtained by
doing a short-range scan. See the srscan command for details.
*******************
* Long-Range Scan *
*******************
Mnemonic lrscan
Shortest abbreviation l
A long-range scan gives you
general information
about where you are and what is around you. Here is an example output.
L. R.
scan for quadrant 5 - 1
-1
107 103
-1
316 5
-1 105
1000
This scan says that you are
in row 5, column 1
of the 8 by 8 galaxy. The numbers in the scan indicate how many of each
kind of thing there is in your quadrant and all adjacent quadrants. The
digits are interpreted as follows.
thousands
digit 1000 indicates a supernova
(only)
hundreds digit number of
Klingons present
tens digit
number of star bases present
ones digit
number of stars present
For example, in your
quadrant (5 - 1) the
number is 316, which indicates 3 Klingons, 1 star base and 6 stars.
(The
long-range scanner does not distinguish between ordinary Klingons and
Klingon command ships.) If there is a supernova, as in the quadrant
below and to your right (quadrant 6 - 2), there is nothing else in the
quadrant.
Since you are in column 1,
there are no
quadrants to your left. The minus ones indicate the negative energy
barrier at the edge of the galaxy, which you are not permitted to try
to cross.
Long-range scans are free.
They use up no
energy or time, and can be done safely regardless of battle conditions.
***************
* Visual Scan *
***************
Mnemonic visual
Shortest abbreviation v
Full command visual direction
A visual scan lets you see
what is in sectors
in front of you. In effect you are looking out of the bridge forward
port-hole. You see what is dead ahead of you and what is in the sectors
on either side. The direction you are facing must be given as a number
from 0 to 12 inclusive, as on a clock face.
The visual scan uses the
same code characters
as the short range scan with one addition. If you are on the edge of a
quadrant, sectors outside of the quadrant are represented by the
character 'x'.
Warning: the visual scan
takes 0.05 stardates
to accomplish and if there are Klingons present in your quadrant, they
may shoot at you, so use the visual scan with caution.
*******************
* Impulse Engines *
*******************
Mnemonic impulse
Shortest abbreviation i
Full command impulse course distance
The impulse engines give you
a way to move when
your warp engines are damaged. They move you at a speed of 0.95 sectors
per stardate, which is equivalent of a warp factor of about 0.975, so
they are much too slow to use except in emergencies.
Course and distance are
indicated just as in
the 'move' command. the special course command 'cd' is also available.
The impulse engines require
20 units of energy
to engage, plus 10 units per sector (100 units per quadrant) travelled.
It does not cost extra to move with the shields up.
*************************
* Move Under Warp Drive *
*************************
Mnemonic move
Shortest abbreviation m
Full command move course distance
This command is the usual
way to move from one
place to another within the galaxy. You move under warp drive,
according to the current warp factor (see 'warp factor'). The course in
which you move must be given as a number from 0 to 12, inclusive, as on
a clock face. The distance you move is measured in quadrants; a move of
one sector is a distance of 0.1 quadrants. The special command 'cd'
typed in instead of course and distance will cause the starship to use
the last course and distance entered or the last course computed by the
'computer' command.
It uses time and energy to
move. How much time
and how much energy depends on your current warp factor, the distance
you move, and whether your shields are up. The higher the warp factor,
the faster you move, but higher warp factors require more energy. You
may move with your shields up, but this increases the energy required
up to twice as much, depending on shield strength.
Each time you move in a
quadrant containing
Klingons, they have a chance to attack you. In this case, the 'energy
left' message you get refers to your energy after the attack but before
the move. As you move, the amount that the Klingons hit you with is
dependent on your average distance from them. This is also true if your
move takes you out of the quadrant, when the Klingons have one last
chance to hit you.
***************
* Warp Factor *
***************
Mnemonic warp
Shortest abbreviation w
Full command warp number
Your warp factor controls
the speed of your
starship. The larger the warp factor, the faster you go and the more
energy you use.
Your minimum warp factor is
1.0 and your
maximum warp factor is 10.0 (which is 100 times as fast and uses 1000
times as much energy). At speeds above warp 6 there is some danger of
causing damage to your warp engines; this damage is larger at higher
warp factors and also depends on how far you go at that warp factor.
At exactly warp 10 there is
some probability of
entering a so-called 'time warp' and being thrown forward or backward
in time. The further you go at warp 10, the greater is the probability
of entering the time warp.
*********************
* On Board Computer *
*********************
Mnemonic computer
Shortest abbreviation co
Full command computer request(s)
The computer command gives
you access to the
starship's on board computer. It can be used to plot your course,
compute the cost to move somewhere, calculate the effectiveness of your
phasers, or even show how well you are doing in your campaign to wipe
out the dreaded Klingons. The computer responds to the following
requests
Score
-
Shows your current score
Course Quad Sect
- Computes the course and distance from
your current
location to another location in the galaxy.
'Quad' and 'Sect' are the co-ordinates of the destination sector. 'Quad' is expressed as 'MN', where 'M' is the
first coordinate of the desired quadrant (0-8) and 'N' is the second. In a similar manner, 'Sect' is expressed as
'MMNN' where 'MM' is the first co-ordinate of the desired sector
(01-10) within
that quadrant, and 'NN' is the second. A
zero value for 'Quad' or leaving it out entirely will cause the
computer to use
your current quadrant co-ordinate.
Icost Dist
-
Computes the cost in time and energy to move 'Dist' quadrants
under
impulse power.
Wcost Dist Warp
- Computes the cost in time and
energy to move 'Dist' quadrants at a warp factor of 'Warp'. If 'Warp' is left out then your current warp
factor is used.
Peffect Dist
-
Computes how effective your phasers are at a distance of 'Dist'
sectors.
Base - Tells
you the location of the nearest star base.
End
-
Terminates your request of the
computer.
Every time you execute the
'Course' request,
the distance computed is saved so you can use it in the 'Icost',
'Wcost', and 'Peffect' commands. To use the saved value, enter the
mnemonic 'Dist' instead of a number. 'Dist' may be abbreviated.
As many computer requests as
you wish can be
entered on the same line. Computer use is free. It uses no energy and
no time. If you are in battle, the Klingons do not get a chance to hit
you. All computer requests may be abbreviated.
**************
* Star Chart *
**************
Mnemonic chart
Shortest abbreviation c
As you proceed in the game,
you learn more and
more about what things are where in the galaxy. This information is
automatically recorded for you (by Spock) in your star chart.
The chart looks like an 8 by
8 array of
numbers. These numbers are interpreted exactly as they are on a
long-range scan. A period (.) in place of a digit means you do not know
that information yet. For example, ... means you know nothing about the
quadrant, while .1. means you know that it contains a base, but an
unknown number of Klingons and stars.
Looking at the star chart is
a free operation.
It costs you neither time nor energy, and can be done safely whether in
or out of battle.
*****************
* Damage Report *
*****************
Mnemonic damages
Shortest abbreviation da
At any time you may ask for
a damage report to
find out what devices are damaged and how long it will take to repair
them. Naturally, repairs proceed faster at a star base.
If you suffer damages while
moving, it is
possible that a subsequent damage report will not show any damage. This
happens if the time spent on the move exceeds the repair time, since in
this case the damaged devices were fixed en route.
(Note:
One improvement over the original game code is the addition of an
automatic report made by
Spock when a device becomes available or is fixed.)
Damage reports are free.
They use no energy or
time, and can be done safely even in the midst of battle.
*********************
* Deflector Shields *
*********************
Mnemonic shields
Shortest abbreviation sh
Full commands shields up
shields down
Your deflector shields are a
defensive device
to protect you from Klingon attacks (and nearby novas). As the shields
protect you, they gradually weaken. A shield strength of 75 percent,
for example, means that the next time a Klingon hits you, your shields
will absorb 75 percent of the hit, and let 25 percent get through to
hurt you.
You may not fire phasers
while your shields are
up. You may fire photon torpedoes, but they may be deflected
considerably from their intended course as they pass through the
shields (depending on shield strength).
Each time you raise or lower
your shields, the
Klingons have another chance to attack. Since shields do not raise and
lower instantaneously, the hits you receive will be intermediate
between what they would be if the shields were completely up or
completely down.
It costs 50 units of energy
to raise shields;
nothing to lower them. You may move with your shields up; this costs
nothing extra under impulse power, but increases the energy required
for warp drive up to double the cost, depending on shield strength.
***************************
* Divert Power To Shields *
***************************
Mnemonic divert
(no abbreviation)
Full command divert amount
You can divert power from
your anti-matter pods
to the shields in order to restore their strength. The power diverted
is taken from your energy reserves and is not recoverable. Twenty-five
units of
energy will raise the Enterprise's shields one percent in power; the
Star Truck's shields will go up two percent for the same amount. You
cannot increase shield strength to more than 100 percent.
The divert command is free,
it uses no time and
no energy beyond the amount actually diverted. If there are Klingons
present, they do not get a chance to attack you.
***********
* Phasers *
***********
Mnemonic phasers
Shortest abbreviation p
Full commands phasers automatic
amount-to-fire
phasers amount-to-fire
phasers manual amt-1 amt-2 ...
amt-n
Phasers are energy weapons.
As you fire phasers
at Klingons, you specify an amount to fire which is drawn from your
energy reserves. It takes about 200 units total hit (plus or minus a
random amount) to kill an ordinary Klingon, and about 600 units total
hit (plus or minus a random amount) to kill a Klingon Commander. Hits
on Klingons are cumulative.
In general, not all that you
fire will reach
the Klingons. The further away they are, the less phaser energy will
reach them. If a Klingon is adjacent to you, he will receive about 90
percent of the phaser energy directed at him; a Klingon 5 sectors away
will receive about 60 percent; and a Klingon 10 sectors away will
receive about 35 percent. There is some randomness involved, so these
figures are not exact. Phasers have no effect beyond the boundaries of
the quadrant you are in.
If phaser firing is
automatic, the computer
decides how to divide up your amount to fire among the Klingons
present. If phaser firing is manual, you specify how much energy to
fire at each Klingon present (nearest first), rather than just
specifying a total amount. You can abbreviate 'manual' and 'automatic'
to one or more letters; if you mention neither, automatic firing is
usually assumed.
A safety interlock prevents
phasers from being
fired while shields are up. If this were not so, the shields would
contain your fire and you would fry yourself.
Phasers have no effect on
star bases (which are
shielded) or on stars.
********************
* Photon Torpedoes *
********************
Mnemonic photon
Shortest abbreviation pho
Full commands photons course burst-angle
photons course yes burst-angle
photons course no
Photon torpedoes are
projectile weapons--you
either hit what you aim at, or you don't. There are no 'partial hits'.
One photon torpedo will
usually kill one
ordinary Klingon, but it usually takes about two for a Klingon
Commander. Photon torpedoes can also blow up stars and star bases, if
you aren't careful.
You may fire photon
torpedoes in a burst of
three. In this case the course you specify refers to the middle torpedo
of the burst, and the burst angle is the amount which should be added
to and subtracted from the course to get the courses of the other two
torpedoes. Burst angles may be from 0.05 to 0.50. The optional word
'yes' explicitly indicates you want a burst; the word 'no' indicates
you just want a single torpedo instead of a burst.
Photon torpedoes cannot be
aimed
precisely--there is always some randomness involved in the direction
they go. Photon torpedoes may be fired with your shields up, but as
they pass through the shields they are randomly deflected from their
intended course even more.
While the strength of photon
torpedoes does not
diminish with distance, they are only effective within the quadrant;
they have no effect on things in adjacent quadrants.
********
* Rest *
********
Mnemonic rest
Shortest abbreviation r
Full command rest number-of-stardates
This command simply allows
the specified number
of stardates to go by. This is useful if you have suffered damages and
wish to wait until repairs are made before you go back into battle.
It is not generally
advisable to rest while you
are under attack by Klingons.
*********************
* Dock At Star Base *
*********************
Mnemonic dock
Shortest abbreviation d
You may dock your starship
whenever you are in
one of the eight sector positions immediately adjacent to a star base.
When you dock, your starship is resupplied with energy, photon
torpedoes, and life support reserves. Repairs also proceed faster at
star bases, so if some of your devices are damaged, you may wish to
stay
at a base (by using the 'rest' command) until they are fixed.
Star bases have their own
deflector shields, so
you are completely safe from attack while docked. You are also safe
from long-range tractor beams.
***************************
* Cast Off From Star Base *
***************************
Mnemonic castoff
Shortest abbreviation ca
This command allows you to
cast off from
a star base without actually moving your starship. In effect, all that
happens is that you are removed from the protection of the star base's
shields, allowing the starship to use its phasers if the ship's shields
are down also. If there are Klingons present, they will attack you.
'Castoff' uses no energy and takes no time.
*****************
* Self-Destruct *
*****************
Mnemonic destruct
no abbreviation)
You may self-destruct, thus
killing yourself
and ending the game. If there are nearby Klingons, you may take a few
of them with you (the more energy you have left, the bigger the bang).
In order to self-destruct
you must remember the
password you typed in at the beginning of the game.
***************************
* Call Star Base For Help *
***************************
Mnemonic help
(no abbreviation)
When you get into serious
trouble, you may call
a star base for help. Star bases have a device called a 'long-range
transporter beam' which they can use to teleport you to base. This
works by dematerializing your starship at its current position and
(hopefully) re-materializing it adjacent to the nearest star base.
Teleportation is instantaneous--the star base supplies the required
energy--all you have to do is let them know (via subspace radio) that
you need help.
This command should be
employed only when
absolutely necessary. In the first place, calling for help is an
admission on your part that you got yourself into something you cannot
get yourself out of, and you are heavily penalized for this in the
final scoring. Secondly, the long-range transporter beam is not
reliable--star bases can always manage to dematerialize your starship,
but (depending on distance) may or may not be able to re-materialize
you again. The long-range transporter beam has no absolute maximum
range; if you are in the same quadrant as a star base, you have a good
chance (about 90 percent) of re-materializing successfully. Your
chances drop to roughly 50-50 at just over 3 quadrants.
*******************
* Change Password *
*******************
Mnemonic password
(no abbreviation)
Full command password old new
You may change your password
if you desire.
Type in the command 'password' followed by your current password and
what you would like to change it to.
****************
* Abandon Ship *
****************
Mnemonic abandon
(no abbreviation)
You may abandon the
Enterprise if necessary. If
there is still a star base in the galaxy, you will be sent there and
put
in charge of a weaker ship, the Star Truck.
The Star Truck cannot be
abandoned.
******************************
* Terminate The Current Game *
******************************
Mnemonic terminate
(no abbreviation)
Full commands terminate
terminate yes
terminate no
Immediately cancel the
current game. No
conclusion is reached and no score is computed. If you include 'yes' in
the command a new game will be started, 'no' will end the program.
Scoring is fairly simple.
You get points for
good things, and you lose points for bad things.
You gain--
(1) 10 points for
each ordinary Klingon you
kill;
(2) 50 points for each Commander you kill;
(3) 500 times your average Klingon/stardate kill rate. If you lose the
game, your kill rate is based on a minimum of 5 stardates;
(4) You get a bonus if you win the game--based on your rating:
novice=100, fair=200, good=300, expert=400, commodore=500, admiral=600.
You lose--
(5) 200 points if
you get yourself killed;
(6) 100 points for each star base you destroy;
(7) 100 points for each starship you lose;
(8) 100 points for each time you had to call for help;
(9) 5 points for each star you destroyed; and
(10) 1 point for each casualty you incurred.
In addition to your score,
you may also be
promoted one grade in rank if you play well enough. Promotion is based
primarily on your Klingon/stardate kill rate, since this is the best
indicator of whether you are ready to go on to the next higher rating.
However, if you have lost 100 or more points in penalties, you will not
receive a promotion.
You can be promoted from any
level. There is a
special promotion available if you go beyond the 'admiral' range.
You should probably start
out at the novice
level, even if you are already familiar with one of the other versions
of the Star Trek game--but, of course, the level of game you play is up
to you. If you want to start at the admiral level, go ahead. It’s your
funeral.
Abbrev full
command
device used
------ ------------
-----------
abandon abandon
shuttle craft
ca
castoff
(none)
c
chart
(none)
co computer
request(s)
computer
da
damages
(none)
destruct destruct
computer
divert divert
(none)
d
dock
(none)
help help
subspace radio
i impulse
course distance impulse
engines
l
lrscan
long-range sensors
m move
course distance
warp engines
password password
(none)
p phasers
total-amount
phasers and computer
phasers
automatic total amount phasers and computer
phasers
manual amt1 amt2 ... phasers
pho photons course
burst-angle torpedo tubes
photons
course yes burst-angle torpedo tubes
photons
course no
torpedo tubes
r rest
number-of-stardates (none)
sh shields up
or down
deflector shields
s
srscan
short-range sensors
srscan
yes or no
short-range sensors
st
status
(none)
terminate terminate
(none)
terminate yes or no
(none)
v visual
direction
(none)
w warp
new-warp-factor
(none)
l. r. scan thousands
digit supernova
hundreds digit Klingons
tens
digit star bases
ones
digit stars
period
(.) digit not known (star
chart only)
-- Courses are given as on a clock face, with
12
or 0 at the top.
-- Distances are given in quadrants. A distance of one sector is
exactly
0.1 quadrant.
-- Ordinary Klingons have about 400 units of energy, Commanders about
1200.
-- Phaser fire diminishes to about 60 percent at 5 sectors.
-- Warp 6 is the fastest safe speed. At higher speeds, engine damage
may
occur. At warp 10 you may enter a time warp.
-- Shields cost 50 units of energy to raise, and increase the power
requirements of moving under warp drive up to twice as much.
-- Warp drive requires (distance)*(warp factor cubed) units of energy
to
travel at a speed of (warp factor squared)/10 quadrants per stardate.
-- Impulse engines require 20 units to warm up, plus 100 units per
quadrant. Speed is just under one sector per stardate.
-- Visual scans take 0.05 stardates.
1. Star Trek (the original television series),
produced and directed by Gene Rodenberry.
2. Star Trek (the animated television series),
produced by Gene Rodenberry and directed by Hal Sutherland. also
excellent, and not just kiddie fare. If you enjoyed the original series
you should enjoy this one (unless you have some sort of a hangup about
watching cartoons).
3. The Making of Star Trek, by Steven E.
Whitfield and Gene Rodenberry. The best and most complete readily
available book about Star Trek. (Ballantine Books)
4. The World of Star Trek, by David Gerrold.
similar in scope to the above book. (Bantam)
5. The Star Trek Guide, third revision
4/17/67, by Gene Rodenberry. the original writer's guide for the
television series, but less comprehensive than (3) above. (Norway
Productions)
6. The Trouble with Tribbles, by David
Gerrold. includes the complete script of this popular show. (Ballantine
Books)
7. Star Trek, Star Trek 2, ..., Star Trek 10,
by James Blish. The original shows in short story form. (Bantam)
8. Spock Must Die, by James Blish. an original
novel, but rather similar to the show 'The Enemy Within'. (Bantam)
9. Model kits of the Enterprise and a 'Klingon
battle cruiser' are available at most hobby shops.