There are five separate scenarios in THE WARP FACTOR. Four of the scenarios are set for solitaire play and they are Reman Chase, Attack on an Outpost. Attack on a Starbase, and | DYoy*) 8124 oh oe Bolen bbagom-\era ot-ba lem maele- DU himencemle)esemisiaemavene) thie ae choosing their fleets and then fighting for control of space.

1. Reman Chase

This scenario pits a single Alliance heavy cruiser against a Reman destroyer. The player commands the Alliance ship whose mission it is to destroy the Reman ship before the computer can pilot it to the safety of the Alliance/Reman neutral zone. The player wins if he destroys the Reman ship. The computer wins if the Alliance ship is destroyed, even if the Reman ship has also been destroyed. The computer also wins if the Reman ship is able to cross the neutral zone, or if the Alliance ship upsets the

current political stability by crossing the neutral zone. (Note:~

Due to a shortage of fuel, the Alliance cruiser’s warp drives are operating at only% efficiency. Thus the Alliance ship has 10 less points of energy to allocate each turn.)

2. Attack on an Outpost

This scenario allows the player to choose his ships (see Choosing Your Ships) while the computer is given one outpost. Your performance is evaluated by the computer in the manner described in the Victory Conditions section.

3. Attack on a Starbase

This scenario is similar to scenario 2, with the only difference being that the computer commands a starbase instead of an fo) big ole)-] al @uer- Dele Muuetchar-mellilaas sleep

4. Dogfight

In this scenario the player chooses starships for both himself and the computer (see Choosing Your Ships). The computer will evaluate the winner as per the section on Victory Grob erebialevets

5. Two-Player Dogfight OW edt lm ie liare.opet-Du lon coleban\aleemauvomolbteot.belme)tchvclemoreielabers each other(don't worry, your computer is still acting as referee).

CHOOSING YOUR SHIPS

In scenarios 2—5 the player must choose his ships (and possibly the ships used by the computer). Each starship is assigned a point value that accounts for the relative strength of the ship. These values are given below:

STARSHIP VALUE ISP bASO oar a ee ee 21 Alliance Dresdnougnt, 220 ors Se ee es 9 Vile rns TOPO se a ee eee a oe Wed CISer: 66 ss a oe S Prrreee Fre avy CAUISEE |. So ea ee 6 Peles 4 Pser ke ee es 6) CPE se 6 Reman Destroyer =... . 2.2: a aoe ee eS 5 Preeipar PIClenter oc. 3 eerie! Raiter | 2 a 2 Peay PCO es ee ee ]

RRC CE es on ee ]

GAME SELECTION CAKD

When choosing your ships, keep in mind that one side may choose ships whose total value is up to 20% higher than the total value of the other side’s ships (actually you may give one side greater than a 20% advantage, but the victory point algorithm may not award a victory to the advantaged side even if all of the smaller side’s ships are captured). Example 1: In scenario 4 a JO) AYa mm exe) BUCO MESS AV cms Lom Glo) 0000) PURc) wae c@t-bacte)emebucr-lebelelelcdelsm-beleus| Klargon cruiser (i.e.,.9+9+6=24 points) while taking for himselfa fleet consisting of 1 Alliance dreadnought and 2 Alliance cruisers (i.e. 9+6+6=21 points). Although the player is at a 14% disadvantage in determining victory the computer will consider this, thus making the scenario acceptable. Example 2: In scenario 2 a player could choose ships that valued between 5 and7 points since he is opposed by a 6-point outpost.

Note: Remember that each player may only have ships represent- ing one Empire in any one scenario (i.e., there is no mixing of ~— eteheleet-bbnela)F

VICTORY CONDITIONS

DemeCeigepweobbebbelsmeelon's(eice) me) m-Uer-beslomaelneeyenholbicamay-tibr-tie the players’ performance by considering the amount of damage inflicted upon the enemy, the amount of damage received, and the beginning strengths of the opposing forces. Aftera game has been ended, the computer will tell the player(s) which side has joLe) ©) woe Lere Wm Bolom ol er) omr- bole Maelo omen l-)0)t-hva- Mm olbtecta wlercl mm e-latelsme) masta

- game's outcome. The players should refer to the following chart

to determine the level of the victory:

PIECIBIVE VICTOIy os a ee, 4.0+

SBI Ate VICTORY. he a ee 2.01 (03.99 Paaroitial VICtORY oo) Sai. ese a ee t.25tol 98 Be eee es as es 1.00 to 1.24

In determining victory, a captured ship is worth 2 X< (ship's point value), a destroyed ship is worth 1 X (ship's point value), and a damaged ship is worth.5 x (ship's point value) x ((% of general damage done to the ship) x .01). Also, the side which decides to end the game (withdrawal) forfeits 4% of the total point value of all of his surviving ships (but does not lose points for damage on these surviving ships). When a game is ended the computer will ask the players to input which player decided to withdraw. If both players decide to withdraw neither player is penalized. The victory formula used by the computer also accounts for the start of game strengths of the two sides (i.e., the weaker side receives a handicap). Example 1: One Alliance cruiser destroys one Klargon cruiser while sustaining 60% general damage. The result would be an Alliance marginal victory witha value of 1.62. Example 2: An Alliance dreadnought and an Alliance cruiser battle two Klargon dreadnoughts, with fo) aLemaUeet-beleemebucr-(ebelelblcdonadelebetemer-bolaebaclerme) elem cer-buctebomenae-lel nought being destroyed and the Alliance cruiser withdrawing after receiving 30% general damage. The result would be a Klargon marginal victory with a value of 1.29. If the Alliance 6D wareCobelelelssehapat-(eolaa oleae nen(aemtel-jaa-leme) mer-bolabonaemaslenua ell would be a draw with the Alliance player rated slightly ahead with a value of 1.19.

ENERGY DIAGRAM

SPEED MASS

| 1/2. 2/8 a 4/3 0 0 0 0 0

l 0 0 1 l

y) 0 0 y) 3

3 0 l 3 5

4 1 l 4 7

5 1 y) 5 8

6 1 2 6 te) 7 1 3 7 12 8 2 3 8 14 9 y) 4 9 16 Ke) y) 4 Ke) 17 11 y) 4 11 ike) 12 3 5 12 21

13 3 5 13 23 14 3 6 14 24 15 3 6 15 Xe 16 4 ae 16 28 17 4 7 17 30 18 4 8 18 32 rs) 4 8 ike) 33 20 5 . 20 35 21 5 9 21 37 22 5 9 22 39 23 5 10 23 40 24 6 Ke) 24 2) 25 6 11 25 44 26 6 11 26 46 27 6 12 27 48 28 7 12 28 49 29 7 12 29 5] 30 7 13 30 53 31 7 13 31 55 32 8 14 32 56 33 8 14 33 ats 34 8 15 34 x0) 35 8 15 35 62 36 9 16 36 64 37 9 16 37 65 38 ) 16 38 67 39 9 eae xo) 69 40 10 We 40 71

Cross index the ship’s mass with the desired speed. The result is the required energy. Example: A ship with mass 4/3 wants to go 20. The energy required for this speed would be 35.

ERRATA

4.2 Addition:

SU el Re beci-\me)e-Wancbet-jsle des u-taecle eeet-hmerelmela-B-lauereleme tt 5.7 Addition:

Imperial or Freemen ship. When a ship is captured, neither commander may give

coo (ue (od e-mRom Leas Wolomset-bubelo-Bet-hiomier_larcelolersemon-obebberemaemelpim-v0ue)s

4.3.1 Clarification: | the captured ship’s energy into shield support. Thus, for either

A drone may pass its target before exploding, thus hitting a player to beam additional marines aboard the ship, the shield non-facing shield. 15) 0) ole) sap eehet-lauebu-lalelom ob beevber-laaee

© 1981 by Strategic Simulations Inc. All rights reserved.