All not in-game-coded fictional elements (such as "Generation Ships", "Lance and Ferman Seek and Kill Missile System", Alien Races descriptions)
present in "The Space Flight Traders Manual" and "The Dark Wheel" not present in this document or arising from my "Goat Soup" planet description
strings were most probably authored by either Piers Dugeon or Robert Holdstock.
All not in-game-coded fictional elements within this document (such as Thargoid fear gland removal, "Coriolis Space Station"
and the snake ship names) were authored by Ian Bell.
Not everything I put in the Players' Guide made it into the Acornsoft bundle and so into the Classic Elite Canon. I recall, for example, being particularly dispappointed that my joke description of the Moray Star Boat being adapted for piscatorial digitalia, referencing a standard 1980s UK student foodstuff, didn't make it in.
Ian Bell 26 August 2015
In order to photograph the screen dumps you must first *RUN
MODE4/5 (or simply type *MODE4/5). This is a machine code interrupt
routine residing at page C so do not attempt to use user characters while
it is present and DO NOT CHANGE MODE, type CLS if you want to clear the
screen; BREAK to go back to normal. You should also move the display four
characters right.
The file PRVIW25 is NOT to be printed in the manual.
Throughout the text, View highlight command 2 (*) usually implies
italic rather than bold face.
The BASIC program PDATA prints out the coordinates, government
type, and Tech Level of each system in the First Galaxy.
In playing ELITE you assume the role of the pilot of a small star
ship engaged in the hazardous profession of interplanetary trading. You
begin your career with a manoeuverable Cobra Class star trader
equipped, with a single forward-firing pulse laser, three homing missiles,
and the sum of 100 Credits (CR), ready to embark from a space station in
orbit around the planet Lave.
We suggest that you skim-read this manual while the game is
loading, then follow the instructions below to become familiar with the
hyperspace travel control and trading systems.
After the game has loaded you will see a rotating space ship. This
is the type of ship that you are equipped with, the Cobra Mk III.
Ignore the "Load New Commander (Y/N)?" query and press the space bar to
move onto the second title page which shows a Mamba Class star fighter.
If you are playing with joysticks you should now press the fire
button; otherwise press the space bar again.
The game has started and you should be looking at a page of
information describing the present game situation.
It is important that you do not press the f0 key for the moment
Now press the f4 key. You should see a map of the entire
galaxy, each dot representing an individual solar system. Using the
joystick or the cursor control keys, move the small cross over to one of
the dots and hit the f6 key. You will then see information on the planet
in that system (if it is still Lave you did not move the cross far
enough). Use the f4 key again to go back to the chart and get
information about some more planets.
The larger of the crosses on the chart shows where your ship is
and the circle shows how far it can jump with its current hyperspace fuel.
You will later use these charts to plan and execute your
hyperspace jumps between solar systems.
The rest of this section describes how to buy and sell items while
docked with the space station. If you are impatient for a little action
skip to the SPACE FLIGHT section and come back to this later.
Press the f7 key to obtain a list of the goods available on
Lave. This table shows how much they cost and how much of each is
available.
You are now being asked (at the bottom of the screen) how much
food you want to buy. Type 12 and press RETURN to buy 12 tonnes of
food. You will be asked, in turn, how much you want to buy of each
item on that f7 list. Either type how much you want or, if you don't
want any, just press RETURN.
Food 12t Sell (Y/N)?
If you want to sell your 12 tonnes of food type Y for Yes. Any
other key will be interpreted as No. If you bought anything else while in
Buying Mode you will be asked about that too. After you have answered for
all your cargo, the inventory will be displayed again.
Practice buying and selling. You do not have to have been in
Buying mode before entering Selling mode, and vice versa.
Make sure you have at least 25 CR of free cash, then hit the f3
key to display a list of the equipment available for your ship.
Now you are ready to leave the space station. If you are using
joysticks, move the stick to the centre. Then take a deep breath and press
the f0 key. You are now heading towards the planet Lave, looking out of
the forward view from the cabin of your space ship.
Your ship is flown by controlling roll, dive/climb, and speed
with the following keys:
< (or joystick left) for clockwise roll
> (or joystick right) for anticlockwise roll
X (or joystick back) for climb
SPACE BAR to increase your speed
It may take you a little while to get used to these.
Notice the small dot moving around inside the large circle on the
dials (just above the large 'S'). This is your compass; the dot
corresponds to the position of the space station. If the dot is green then
the station is behind you. When the dot is yellow and in the centre of the
circle, you should be able to see the space station directly in front of
you.
Practice rotating the space station off the screen and using the
compass to find it again.
You might see some Cobra Class ships. These are other traders like
yourself, and will not harm you unless you shoot at them. If you do this
they may run away, but they may instead attack. Use these for combat
practice if you wish, but do not expect the space station to turn a blind
eye to such unruly behaviour. Nothing will attack you while you are within
sight of the space station - unless you make a nuisance of yourself.
It is not possible to land on the planet, and flying into it is
fatal. The altimeter shows your height above the planet's surface, and you
should not let it fall too low.
If at any time you hit the planet or space station and die, repeat
the game start procedure up to the Status Page, then launch by pressing
f0.
It may prove advisable to practise docking now (with the space
station that you have just left) rather than after jumping to the next
system. This process is described at the end of the following section.
You can hyperjump to any planet system within your fuel range
circle at any time after leaving the space station. You may have noticed
that the f4,f5,f6,f7,f8 and f9 keys still work during space flight but
that f0,f1,f2 and f3 are used differently. Use f4 or f5 to display a chart
and move the smaller cross to the planet you want to jump to, then hit
the H key. After a short delay, the hyperjump motors will engage.
When your ship appears in the new system it will be far away from
the planet. You may see the sun of the system. If you fly too close to
this your cabin temperature will increase with possibly fatal results. The
compass is now tracking the planet and you should fly towards this until
your ship's computer picks up the space station's beacon signals and
reengages the compass to track that instead.
Depending upon the government type of a system, you may well be
attacked by pirates while heading for its planet. The government types,
listed from the safest to the most dangerous, are:
Corporate State
Once you reach the space station you must dock with it. This
requires two skills: getting into the right approach position, and
matching roll rates while flying through the slot. You may find keyboard
controls more usable for one or both of these. See the Game Control
section for details of how to change between joystick and keyboard
controls during a game.
Once docked you can sell your cargo, if you so wish, and buy more
fuel or ship equipment.
(The J key will move you a large distance forward thus skipping
over a few minutes a game time. It will not work if you are too near the
sun or the planet, or if there are any other ships in the vicinity.)
Refer to the diagrams on the opposite page >(????)< showing the
scanner system. Since the space station is at rest in space (apart from
its rotation), it is a good object to use to experiment with the scanners.
Notice how roll moves it up and down on both the side and top scanners
while dive/climb moves it from side to side on the top scanner and in
circles on the side scanner.
When you have shot a few ships or asteroids (the number printed
when you do this is your present cash - see Bounty Hunting), you may like
to try using your homing missiles on them.
Before a missile can be fired it must be locked onto a target.
When fired, it will home in on that target and destroy it.
As well as using the front view, you can look to the rear, left,
or right of your ship. The keys to change views are:
f0 Front view
These views do not initially have lasers and so no sights are
shown. However, lasers for these views can be purchased with the profits
from your trading. You can also upgrade your pulse lasers for the more
powerful beam lasers.
Missiles can be locked onto targets in any view.
Your ship is also equipped with fore and aft shields and energy
banks. The shields protect your ship from damage and are recharged from
the energy banks. When the energy goes to zero your ship is destroyed.
Using your lasers or ECM will also deplete the energy banks.
Enemy ships have two types of weapons that they will use against
you.
Missiles are extremely effective weapons carried by the larger
star ships. Your Ship's Computer will warn you when one is fired at you.
Unless your ship is fitted with ECM you will then have to outmanoeuvre the
missile, which will home in on you continuously. Since missiles are faster
than you are, your only hope is either to shoot it (one hit will do), or
destroy it with a missile of your own. If a missile hits you, it can
almost completely exhaust a fully charged shield and, if your shields and
energy are low, may well finish you off.
Some star pilots are braver than others and pirate ships may break
off and run in the face of stiff resistance. Some will just keep on
coming, though; especially Thargoid vessels, whose captains have had their
fear glands surgically removed.
If you want to freeze the game during combat (perhaps to answer
the phone, eat, or sleep) press the COPY key. The game may be resumed by
pressing DELETE.
This page may be called up at any time by pressing the f8
key. It shows the current situation.
'Legal Status' refers to your Galactic Police record. If this is
'clean' you have nothing to worry about, but as an 'Offender' or ,still
worse, a 'Fugitive' you are likely to be attacked by police ships (see
Illegal Goods).
The main source of income for brave but honest starship owners is
the plying of the interstellar space routes, taking advantage of the food
shortages on heavily industrialised planets, for instance, by selling them
food bought cheaply on nearby agricutural planets. However, because of the
recent decline in the Galactic Government, piracy is on the increase, and
only a few traders dare leave the more secure star systems. For this
reason, quite high prices may be paid for supplies.
On an agricultural planet, a wily trader would normally fill his
cargo bay with food, then make a large profit selling to a rich industrial
planet. He would take high-tech goods to a low-tech. agricultural planet,
making an even greater profit, and so on.
* - These items are defined as illegal by the Galactic Government,
so trading in them is risky.
Though different races have widely varying dietary requirements,
most require a largely organic base to their diet. Higher tech. cultures
process the grain and meat they buy into more attractive forms before
consumption.
"Slaves" are measured by the tonne in galactic trading. This may
seem a little strange, but it includes the cryogenic suspension system
necessary to keep them alive during the space travel. The slave trade,
once almost eliminated by the Galactic Government, is now returning,
despite the efforts of the Galactic Police Force to suppress it.
There are several ways to improve your ship. You must be docked at
a space station with a sufficiently high technology Level to supply the
equipment you require. Pressing f3 will then display the Equip Ship
Menu.
Fuel is always available. You can refill your tanks to full (7
Light Year) capacity but not "top it up a little".
Missiles are always available, though no more than four may
be carried.
One Cargo Bay Extension can be bought, increasing the hold
space from 20 to 35 tonnes. It is available at any Tech Level.
An Extra Energy Unit may be fitted at Tech level 8 or higher,
and doubles the energy bank replenishment rate. This is the Energy Unit
with the copper coloured top. No other unit looks like it, or lasts like
it.
An ECM System can be fitted only at Tech level 2 or higher. It
may be used any number of times. When activated (by pressing the E
key), ECM destroys all missiles in the vicinity - including any that you
have fired. It is possible that enemy ships, especially traders, will have
this and use it against your missiles. Your ship's computer displays an E
below the compass when it detects ECM broadcasts.
Pulse Lasers may be fitted in any view at Tech level 3 or above.
Beam Lasers may be fitted in any view at Tech level 4 or above.
These are superior to Pulse Lasers If a Beam Laser replaces a Pulse Laser
the price of the Pulse Laser is refunded after the Beam one is fitted.
Fuel Scoops may be fitted to the hull at a Tech level 5 or
higher world. These enable a ship to obtain free hyperspace fuel by
"skimming the sun" - flying close to it at high velocity.
Since Fuel Scoops utilise powerful electro-magnetic fields to
guide the solar wind into their converters, they may also be used to pick
up miscellaneous space debris. Almost all pirate vessels are fitted with
these so that they can blast their prey apart and sift amoung the
wreckage, rather than attempting to dock with a hostile craft.
Once Fuel Scoops are installed, you can scoop up an object
(such as a cargo canister) by keeping it in the lower half of the screen
view area while flying right up to it.
An Escape Capsule can be fitted in place of your cabin at any
world of Tech level 6 or higher. If ESCAPE is then hit during combat the
capsule will be jettisoned from the ship and fly to the space station
under automatic control. Your cash will be preserved but all your cargo
and ship equipment will be lost. However, this item comes with a widely
recognised insurance cover which will guarantee you a new Cobra Class
ship, equipped in like manner. The contents of the cargo hold is exempt
from this protection.
An Energy Bomb may be installed at Tech level 7 or higher and
can be usedonly once. It is activated by the TAB key and will destroy
all other ships, asteroids, and missiles in the vicinity.
Docking Computers, available from Tech level 9, are fitted to
the ship's flight control system, and enable it to dock the ship
automatically. The auto-docking sequence is triggered by the C key and,
due to lack of memory, has no graphic effect.
The Intergalactic Hyperdrive can be obtained only at Tech level
10 or higher, and can only be used once. It will take you to a random
system in a whole new galaxy (ie. a new f4 map). There are 8 such galaxies
and making 8 jumps will return you to your starting galaxy. The
Inter-Galactic Hyperdrive is engaged by pressing CTRL and H
simultaneously.
Trading covers a broad spectrum, from plying the safe (but
finanancially comparatively unrewarding) trade routes between quiet
agricultural and industrial planets, to gun-running between anarchies. A
high profit can be made from trading in the three illegal commodities:
firearms, narcotics, and slaves; but the added risks arising from a police
record are considerable.
Piracy is a high-risk profession, requiring fuel scoops and
considerable combat experience. Pirates frequently prey on other pirates,
and the space stations do not mind this, but will protect any traders they
might see under attack.
Bounty Hunting is the most dangerous profession of all. The
Galactic Banks, who often insure the larger trading convoys, abhor pirates
and will pay a bounty for any pirate ship destroyed.
Asteroid Mining requires the fitting of fuel scoops and special
Mining Lasers. The pilots of these ships (known as "Belters") search for
asteroids and, on finding one, use their Mining Laser to fragment it into
pieces small enough to be taken into the cargo bay.
While docked with a space station, you may save your game
position on tape so that, by reloading, you can begin a game in the same
system with the same ship equipment etc..
COMMANDER'S NAME?
Type in the name you wish to save the positiom file under and
press RETURN. Valid file names can be up to seven characters long with
upper or lower-case letters.
When a position is saved, it automatically becomes the position
from which any new game starts (called the "Default Position"). This means
that you do not need to actually save onto a cassette to ensure that all
further games started during the current play session begin at a given
point.
To load a saved position from tape you should hit the Y key when
the first (Cobra) title page appears at the start of the game. You will
then be asked for the name of the file to load. Once loaded, this position
will also become the Default Position so you will not need to load it
again for each new game. The ESCAPE key will abort a tape load.
If you simply press RETURN when asked for a file name, the most
recent file name will be used again.
The Q key will disable the sound effects.
For the more advanced player:
HELP
The view files ELITA25, ELITB25, ELITC25, ELITD25 form the text
proper and are only seperate files to ease editing. They will each fit
into memory while in Mode 3.
The file CPTNS25 contains the captions to be printed under the
screen dumps in directory D. These screen dumps must appear in the manual.
The screen dumps in directory T are not strictly necessary for the
manual and we leave it up to you whether they are used.
We "designed" the screen dump COVER with the packaging in mind.
This program should not be copied or distributed for purposes
other than concerning ELITE without consulting us.
INTRODUCTION
By trading between solar systems you should be able to make
sufficient profit to equip your ship with the sophisticated weapons and
defences you will surely need; for, in these days of Galactic anarchy,
each planetary system is a law unto itself and a space trader will face
many dangers on the road to becoming One of The Elite.
HOW TO PLAY ELITE
A few tragically curtailed trading runs may then convince you of
the need to practice 3D space flight and using the scanners. This can be
safely done just outside the space station.
You will then be ready to begin playing ELITE in ernest. Run
goods between safe planets (such as Corporate States) at first to build up
some capital, saving (to memory if not onto a cassette) after every
successful mission.
It may take you many hours of playing to be able to aquit yourself
with honour against the larger enemy ships. But once you have passed the
intial hurdle, you will be well on the way to becoming One of the Elite.
WHILE DOCKED
This is the Status page and the information you see here will be
important during the game. Do not bother memorizing this or making notes
since you will be able to call this page back up at any time.
Press the O key to move the small cross back to the larger one.
Now press the f5 key to obtain a chart showing your immediate
neighbourhood in greater detail. You can move the smaller cross and use
f6 in exactly the same way here as on the Galactic chart. If the cross
moves off the screen, use the O key to bring it back. Notice also that
the D key will tell you how far away the system nearest the small cross
is.
Now press the f9 key to obtain an inventory of your cargo
hold contents. As you can see, you have 100 CR and some hyperspace fuel.
Press f7 to see again what is available, then press f1.
You can buy only 20 tonnes in total, and you have only 100 CR to
spend. Also, you cannot buy more of a commodity than there is available.
Your ship's trading computer will tell you when you make a mistake and ask
you again how much to buy.
Once you have gone through all the items, the trading
computer will print up your inventory. Now press the f2 key to enter
Selling mode. You will be asked:
You cannot buy any hyperspace fuel since you already have a full
tank (7 light years worth) of it, but by typing 2 and pressing RETURN
you can buy a homing missile for your ship. You will then have your full
complement of four missiles (as shown by the four missile status
indicators at the bottom left of the dials). You cannot as yet afford any
of the other items, so hit any non-numeric key to return to the Status
Page. Refer to the Equip Ship section for a description of these items.
SPACE FLIGHT
Hold down the ? key until your forward velocity (shown on the
top right dial bar) is zero.
S (or joystick forward) for dive
? to decrease your speed
INTERPLANETARY TRAVEL
Democracy
Confederacy
Communist
Dictatorship
Multi-government
Feudal
Anarchy.
In order to dock you must fly through the slot in one face of the
space station. Since this face is always the one facing the planet, one
way of lining up for the correct approach is to fly up close to the space
station, then fly towards the planet until the space station is directly
behind you, stop, and turn around.
You should have the slot as nearly horizontal as possible during
your final entry. It is possible to survive hitting the space station if
your velocity on impact is not too high, so dock slowly.
COMBAT
The Laser in the current view is controlled by the A key (or the
joystick fire button), and more than one hit will be needed to destroy
most things. Observe the laser temperature bar while firing the laser; the
lasers will not fire when this is too high.
When the dots representing an object are within the cones on both
scanners, that object is visible on the front screen.
The Targetting sequence is engaged by hitting the T key. One of
the square missile status indicators will then turn yellow. When any
possible target enters the cross-hair region the missile will lock onto
it, the missile status block turning red. A beep will sound to inform you
of this.
The M key will then fire the missile. The U key (Unarm) will
abort the sequence at any time before firing.
The missile launch mechanism is very reliable and hardly ever
jams.
f1 Back view
f2 Left view
f3 Right view
Once a shield is depleted, enemy lasers and missiles striking
that shield will take energy directly from the energy banks and may
destroy items of cargo or ship fittings. The ship's computer will keep you
informed of any damage and will also warn you when your energy is
dangerously low.
Lasers are the principle armament of all space fighters. If a
laser bolt hits your ship you will either hear it glancing off your
shields or, if these are down, damaging your ship. It is best to maintain
a reasonable speed during space battles since your foes will find it very
easy to target on a stationary object.
No space brigand will dare pursue you to the space station,
however, since the authorites there take a dim view of piracy.
THE STATUS PAGE
The commander's name in the heading is the current Default File
name (see Saving On Tape).
The 'Present System' refers to the planetary system which the your
ship is currently in; while the 'Hyperspace System' refers to the system
onto which the hyperspace is locked.
There are four possible 'Conditions': DOCKED means that you are
docked in a space station at the Present System; GREEN means that that
there is no immediate danger; YELLOW indicates enemy ships in the
vicinity; Condition RED signals a high-risk on-going death-type combat
situation.
The 'Rating' is a dispassionate assessment your performance in
combat so far.
Your current cash and fuel are also displayed, along with a list
of ship fittings. The contents of the cargo bay are listed in the
INVENTORY page.
TRADING
Any self-respecting trader will soon become acquainted with the
prices to be expected on the various systems, but to speed the novice on
his way to becoming One of the Elite, some average prices are listed
below. (These were obtained from the last official Galactic Survey, so are
now quite old, but most experienced traders say they are about right.)
____________________________________________________________________________
ITEM AVERAGE
PRICE /CR
____________________________________________________________________________
Food (Simple organic products,see below) 4.4 / tonne
Textiles (Unprocessed fabrics) 6.4 "
Radioactives (Ores and biproducts) 21.2 "
* Slaves (Usually humanoid) 8.0 "
Liquor/Wines (Exotic spirits from unearthly flora) 25.2 "
Luxuries (Perfumes, Spices, Coffee...) 91.2 "
* Narcotics (Tobacco,Arcturan Megaweed) 114.8 "
Computers (Intelligent machinery) 84.0 "
Machinery (Factory and farm equipment) 56.4 "
Alloys (Industrial Metals) 32.8 "
* Firearms (Small-scale artillery,sidearms etc.) 70.4 "
Furs (Includes leathers,Millennium Wompom Pelts) 56.0 "
Minerals (Unrefined rock containing trace elements) 8.0 / kg
Gold 37.2 "
Platinum 65.2 "
Gem-stones (Includes jewellery) 16.4 / g
Alien Items (Artifacts, Weapons etc.) 27.0 / tonne
___________________________________________________________________________
SHIP EQUIPMENT
Since the unique IR signature of a ship's hull is used to
file police records, abandoning your ship in this way will clear your
police record.
It is possible that escape capsules may be seen leaving enemy
ships. These will head for the planet and cannot harm you unless you crash
into them.
___________________________________________________________________
ITEM TECH LEVEL PRICE / CR
___________________________________________________________________
Fuel Always Varies
Missile Always 25
Large Cargo Bay Always 400
ECM System 2 500
Pulse Laser 3 400
Beam Laser 4 750
Fuel Scoops 5 425
Escape Capsule 6 1000
Energy Bomb 7 450
Extra Energy Unit 8 800
Docking Computers 9 750
Galactic Hyperdrive 10 5000
___________________________________________________________________
ALTERNATIVES TO TRADING
There are several ways for a star pilot to gain cash. Some are
described below:
A ship's computer will transmit photographic evidence of any kill
to the planet side branch of one of the major Bank chains. The IR
signature of the destroyed ship is then tallied with all known pirate
vessels, and if a match is found the pilot's account will be credited.
Bounty hunters usually have Cobra Class ships to masquerade as
traders. They simply hyperspace into a system (typically an anarchy) and
wait to be attacked, ensuring that they have sufficent hyperspace fuel for
a quick escape.
Mining Lasers are not supported by BBC Cassette Elite.
SAVING ON TAPE
To save a position, press the @ key. You will then be asked:
The number printed during a tape save is the Competition Entry
Number.
GAME PARAMETERS
While the game has been "frozen" by the COPY key, the following
keys may be used to change the way the game is played:
The S key will enable the sound effects.
The K key will switch between Joystick and Keyboard control, and
back again.
The J key will reverse the way the Joysticks are interpreted so
te26ehat they may be held either way round.
The ESCAPE key will restart the game (from the current Default
position).
The Y key will reverse the interpretation of only the Y-channel
of the Joystick and may be used in conjunction with J.
The F key will disable and reenable the automatic damping of
roll and dive/climb while in keyboard control.
The A key will disable and reenable the Recentring in roll and
dive/climb control whereby a small ammount of clockwise roll (or climb)
kills any anticlockwise roll (or dive), and vice versa.
SUMMARY OF CONTROLS
___________________________________________________________________________
SPACE FLIGHT CONTROLS
< - * Clockwise Roll
> - * Counterclockwise Roll
S - * Dive
X - * Climb
SPACE - Increase Speed
? - Decrease Speed
f0 - Front View
f1 - Back View
f2 - Left View
f3 - Right View
SHIP WEAPONRY CONTROLS
A - * Fire Laser
T - Target Missile
M - Fire Missile
U - Unarm Missile
E - ECM
TAB - Energy Bomb
ESCAPE - Escape Capsule
C - Docking Computer
TRADING CONTROLS
H - Hyperspace (CTRL-H for Intergalactic Jump)
D - Distance to System
O - Home Cursor Cross
#### - * Cursor Cross Control
>(Put symbols for arrow keys here)<
f0 - + Launch from station
f1 - + Buy Cargo
f2 - + Sell Cargo
f3 - + Equip Ship
f4 - Galactic Chart
f5 - Local Cluster Chart
f6 - Data on System
f7 - Market Prices
f8 - Status Page
f9 - Inventory
GAME CONTROLS
J - Game Skip
@ - + Initiate Tape Save
COPY - Freeze Game
DELETE - Resume Game
While The Game Is Frozen
A - Keyboard Recentring Toggle
F - Keyboard Damping Toggle
K - Keyboard/Joystick Toggle
Y - Reverse Joystick, Y-channel
J - Reverse Joystick, both channels
Q - Disable Sound Effects
S - Enable Sound Effects
ESCAPE - New Game
________________________________________________________________________
* means Joystick alternative
+ means only while docked
----------------------
= End of Main Text =
----------------------
Function key slip:
Buy Sell Equip Long Short Data Market Status
Launch Cargo Cargo Ship Range Range on Prices Page Inventory
ELITE or or or or Chart Chart System
Front Back Left Right
Captions for Screen Dumps
COBRA MK.3 TRADER
This ship is most commonly used by traders, although a few have
been captured by pirates, so a wise commander will be wary of even the
quietest looking ships. The standard Cobra hull is equipped with four
missile pods, separate front and rear shields, and provision for a cargo
bay extension which increases the capacity of the hold.
PYTHON CLASS DEEP SPACE CRUISERS
These large ponderous vessels have up to a hundred tonnes of cargo
space and frequently form the backbone of trading convoys. Though slow,
they have very powerful shields and lasers, and most pirates are wary of
them.
Python Cruisers are often pirate-owned (occasionally after a
mutiny by the crew), and should be treated with caution.
load cptns25
VIPER PATROL SHIP
This is the standard ship used by the Galactic Police Force.
Being fairly small, it carries only one missile, but is very fast. The
police force are not directly associated with the space stations, but are
an independent agency, financed by the rapidly collapsing Galactic
Government. Their main aim is to prevent trading in items still declared
illegal by this Galactic Government, but they are being ignored in these
rebellious days, even by most space stations, since a great deal of profit
can be made from trading in such goods. They will try to come to their
comrades' assistance if they are attacked, and will reap their revenge on
a ship that destroys one of their own.
MAMBA CLASS FIGHTERS
This is the pirates' answer to the Viper Patrol Ship; fast and
manoeuvrable but large enough to carry two homing missiles and ten tonnes
of cargo.
SIDEWINDER SCOUT SHIP
This one man assault ship was originally designed to Galactic Navy
specifications as a city-strafing, reconnaisance, and infantry
air-support vessel. The hull is too small for the installation of
missile pods, fuel scoops, or hyperspace motors, and the Sidewinder must
therefore be carried through hyperspace by jump-capable vessels.
It is favoured by pirates since its small size and high speed make
it an elusive target in combat.
STANDARD GUIDED MISSILE
These are carried by most of the larger ships, both pirates and
traders. They are quite powerful weapons, and should be used with care
since even the large Cobra class traders (like your ship) can carry only
four.
Missiles have no shields, and may be destroyed by a single laser
bolt. Alternatively, another missile can be used against them, or they may
be destroyed by ECM broadcasts ( see Equip Ship).
ESCAPE CAPSULE
Most wily traders, and many pirates, have this sophisticated
device fitted to their ships for use in emergencies. It is equipped with
small solid fuel rocket motors and a simple guidance computer, which will
fly it to the nearest planet, taking the crew to safety. Unfortunately,
since it is so small, both the ships's cargo and equipment must be left
behind and most pilots will not hit the panic button until the last
possible moment.
PRESSURISED CARGO CANISTER
For many years these chromalloy canisters have been used to store
cargo during space flights. They hold approximately a tonne of goods kept
under standard atmospheric pressure (as defined by the ancient Galactic
Government), and can withstand even the roughest handling in star-bases.
Tales have been told of such barrels being discovered after over a
hundred years on barren moons, their contents still intact even though the
ship carrying them was completely destroyed. Because of this resilience,
pirates have been known to plunder even the largest of trading ships, and
pluck surviving barrels from the wreckage.
SPACE STATION
Each planet has a few Coriolis Class space stations in orbit
around it. These are used as cargo transition points between
interplanetary trading vessels and the planet's surface-orbit shuttle
craft. They also provide entertainment and lodging for those star pilots
who do not have the time or inclination to go "planet-side".
Space stations will typically have a small fleet of ships for
their own defence, which they may risk to assist a trader if they see him
attacked.
They also have very powerful shields to protect against both
attack and failed dockings.
ASTEROIDS
These are large chunks of rock, usually containing valuable trace
elements for which they are mined by "Belters".
Since they are a navigational hazard, a pittance is paid by the
Galactic Banks for asteroid clearance.
THARGOID INVASION SHIPS
The Thargoids are a highly technologically advanced insectoid race
and are usually at war with most other life forms. They are fearless,
utterly ruthless in combat, and appalling conversationalists. Though most
of the Thargoid Space Fleet is currently engaged by the Galactic Navy in
Intergalactic Space, a few of the smaller battle ships make occasional
sorties into Human Space. These ships are extremely fast for their size
and invariably have ECM (this was originally a Thargoid invention to
counter Navy Missiles, subsequently copied by the Navy from captured
Thargoid ships).
Additionally, most Thargoid battle ships carry a few small
remote-controlled ships, each equipped with a single pulse laser. It is
rumoured that the Galactic Navy are designing their own remote-controlled
fighter, and will pay well for Thargoid ones to study.
The Galactic Banks will pay a handsome bounty for any Thargoid
battle ships destroyed, since they suspect that the Thargoids may be
behind the frequent disappearances of trading ships from the hyperspace
lanes.
IT'S PREVIEW TIME!
Described below are some items and ideas that may well find their
way into Second Processor and Disk Elite (and possibly the Electron
version).
We list them here for consideration when preparing artwork and The
Novel.
MINING LASERS
may be fitted in any view like pulse and beam
ones. They may be used, to considerable effect, in combat but their
primary purpose is to fragment asteroids into splinters small enough to be
taken into the cargo bay (through the fuel scoops). These are then carried
to a space station, and sold (as Minerals). Such asteroid miners are
termed "Belters".
MILITARY LASERS
will simply be more powerful Beam Lasers.
ANTI-MISSILE MISSILES
will be small, fast, accurate missiles
which do not need to be targeted. On firing, they will home in on any
missile homing in on the player.
ORBIT SHUTTLES
are large unarmed craft which run cargo
between the planet and its orbitting space stations. The naughty old
player can shoot these and reap a rich harvest of cargo canisters. Of
course, the space station might have something to say about it....
There may be some new space station types and there will certainly
be more ship types, including the following:
FER-DE-LANCE
This is the ship favoured by those Bounty Hunters
who do not masquerade as traders - if they can afford it. Although it has
a moderately large hull, there are only two tons of cargo space. The rest
of the hold is packed with sophisticated weaponry, defences, and
navigational equipment. The living quarters are large, spacious and
usually well furnished, since it is common for Bounty Hunters to live in
their ship for months or even years at a stretch while pursuing their
quarry. Extensive Owndirt Incorporated Recycling Systems and the ship's
Fuel-Scoops-as-standard feature ensure that the ship is completely
self-sufficient.
MORAY STAR BOAT
This rare ship is used almost exclusively by
aquatic space-faring races since it is designed for undersea travel as
well as space and standard-atmospheric flight. It can withstand depths of
up to 10,000 meters, is usually fitted with powerful lights, and though a
single missile-pod can be fitted within the hull, two torpedo tubes are
usually favoured.
The cabin may be flooded either to act as an air lock or for
the convenience of water-breathing crew (the controls are designed
primarily for piscatorial digitalia). There are seven tons of empty hold
space for bouyancy which may hold cargo during space flight.
BOA CLASS CRUISER.
This ship is a new design intended to
superseed the old Python line of Cruisers, founded by Space Commodore
Monty many decades ago. It is marginally faster and offers a cargo
capacity of 125 tonnes.