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
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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
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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
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5. Two-Player Dogfight
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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
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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 ~—
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VICTORY CONDITIONS
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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
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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.