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Full text of "The Warp Factor (SSI) v1.0 (1981, Apple II)"

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STRATEGIC SIMULABIQNS INC 


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yond comprehension 


youa 


re challenged to a 
battle for cosmic 


Supremacy 
ARP FACTOR. is 
What every Space 
has been \ 





SP war fan 
: vaiting for - the 
ability to ¢ Ommand a star 
; fleet in realistic level aa 
Simulation against alien 
vessels 
ht years ahead 
1 Space games 
It doesn’t just fill 
your screen with pretty 
Pictures and little sub- 
Stance. THE WARP FAC TOR 
IS a high-powered tactical 
Simulation that Places you 
Squarely in the Captain’‘s 
role, dealing With the 
ritical parameters of inter- 
stellar battle such as 
sensor and scanner read- 
ings; energy allocation for 
weapons (phasers, dis- 
ruptor bolts, photon and 
Plasma torpedoes), shields 
and warp engines; and 
battle damage. 
THE STARSHIPS. With 
twelve different Starship 
oli fela Mem eclalellsleMicelan 
dreadnoughts and fighters 
to star bases and base 
stations - representing 
five Galactic Empires, you 
can set up an astronomical 
Wel alei ame) Meelslicelel elites ts 
against another player or 
the computer. 
Each class of vessels 
is awarded a point value 
to reflect its relative 
strength so you can as- 
>mble fleets of compara- 


It is lig 
of all other 
because 














C 





SHIELD 1 


SHIELD 4 





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Hes - ke ee ee ee - 
a Re et ee ee Se 

















Scanners on. Life support on 
Power Remaining — 26 
pomret to Phasers (0 to 6)? 









Simulated picture of screen displaying space and Ships. 


#) Drones 0 
#2 Drones 0 


Course : 45 
Speed 10 


Phaser Battery = 3 Engine Power = 24 
Number of batteries: 3 

Batteries discharged 1 

Transporters : 2 

Damage Level : 25% 

Critical Level : Insignificant 

Friendly Marines:7 Enemy Marines:0 


Type RETURN to continue 


Simulated picture of screen displaying status check. 


ALLIANCE 
HEAVY CRUISER 
(Second Class) 


Mass: LO 
Turning Rate: 15°/time unit 
Transporter Capacity: 3 
Armament 
4 Photon Torpedo Tubes 
6 Heavy Phasers 
10 Space Marine 
Boarding Parties 


Engines: 34 
Batteries: 4 












SHIELD 1 














hero aq Ln) Ge 
hopeless odds - ; 
mere fighters again 
Star base! 
Employing up 49 ten 
ships, both sides ¢an give 
individual or fleeforders. 






the latter allowing all your ae 
ships to executeyour " 
1d) 


commands in vihison. 
THE COMPUTER. aside 
from being the game's 
perfect administrator and 
referee, also serves aS \ 
your ever-ready, ever- 

capable nemesis in the | 
multiple solitaire scenarios: | 
The Reman Chase (replete 
with the Cloaking Device, 

lid fetta ate Ke) g olere (ole 1a 
Neutral Zone); Attack on 
Star Base; Attack on Base 
Station; and Dogfight. 

THE TWO-PLAYER VER- 
SION is essentially free- 
form. With each player 
choosing starships from a 
different Empire, you can 
create scenarios ranging 
from space skirmishes to 
Willies (omrellbellian irate 

war! 

THE WARP FACTOR is 
undeniably the most com- 
plete and detailed simula 
tion of tactical starship 
combat yet designed. It 
comes with the 54” pro- 
gram disc; a Starship 
Operating Manual; 3 Star- 
ship Data Cards; and a 
Game Selection Card - all * 


— 














. A  § 

of which will convert your 4) 

3 Yo 

computer into the gateway ae} 
to galactic adventure. : 


Come, the Universe 


— 


awaits your command. 


KLARGON 
CRUISER 
(Second Class) 


Mass: 10 
Turning Rate: 19°/time unit 
Transporter Capacity: 5 
Armament 
9 Light Phasers 
4 Disruptor Tubes 
6 Homing Drones 
14 Boarding Parties 
Power 
Engines: 37 
Batteries: 3. 





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EGIC_ SIMULATIONS. INC 








STRATEGIC SIVULARIONS, 


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| KLARGON 
REMAN Hine j 
LIGHT CRUISER 5 DREADNOUGHT 
“WAR EAGLE” irs ass. 


(First Class) pene 

































































Turning Rate: 15'/time unit 
Mass: 1.0 Transporter Capacity: 6 
ulna Rate: 11°/time unit ‘Turning Rate: 15°/time unit (inl ra, 
insporter Capacity: 4 ‘Transporter Capacity: 1 je Phases 
‘Armament: Armament GAME SELECTION CARD 4 Hey Mhasers 
Sn rene 6 Disruptor Bolts 
Beara ines be po Or Ta lm sare seer in THE WARY PACTOR, Whi homing vour apm keep in mind that one side may 2 Torones 
Cloaking te scrmarion are srt for Moliaie play aid hey ate choneshipmchons tonal valie nc aa han the total Ree 
Foams Reman how Air onan Ouipon Aare ons tarture and talon of We ster cp eee ter an heat 6 Type 2 Drones 
oe Doghighi. Toe Mth scenario totaly fee form with two players rater hn m 20% advantage. bal the veey peace eee, Power 
Engines: 26 hoomina their ees and then hing for Conte ef space ‘ay not aorta vitor tothe advantage aide own al ofthe Engines: 57 
Batteries; ni isonan' Chose ‘smaller side'y ships are captured. Example |) in scenario 4.0 Batteries: B 
4 a player could ave the campaster2 Klangon dreadnousa and | 


‘This scenario pls a single Alliance heavy rutse 
The 






Klangon cnuiser{Le.9+0 +6~24 pointal while taking Yor imac 
‘mimdon Histo destroy the Reman ship before the computer can eee 

(pilot M10 the safety of the Allianre’Meman newiral ene. The meet ape pe ae 
Player wins ihe desl roys the Reman abip. Tse computer win anern ae ah =A 
{the Alliance ship ts destroyed. even i the Remar ship has also “pposbrp le romper por 


24 Boarding Parties 




























‘eye The empresa spear lr an pa 
Sictocrmatie muraltaneoriheAltsorecapeetaes Me a emtea aan meen ee 
Panacea stain cement ne mesial sane. Aster) |) TA SaS wrepier nega ecanrns at ese neat 
Durtoashoriageoffurt the Allancecruner's warp driwsare Mad one Emp . 
‘operating at oniy¥eflitency Ths the Allance ship haa 0 lesa 
Points ef enengy to allocate ach sure! 
2. Attack om an Outpost VICTORY CONDITIONS 
‘This scenario allows the player to choose his ships isce In determining the victor of a game the computer evaluates, 
Chenin Your Ship while the computer given one outpost the players performance by consitering the amea of damage 
Your performance ixevahiated ty the computer the manner __vilicied open the eoewy the amt sf Gamage nce eed 
‘deserted tn the Victory Conditions section Shebewnning strenalinof the oppeningtorees After game hat 
ter ‘niet 
Performed tne best and then display a numerical rating ef the 
Thisseenart lsimilar escenario? with the only difference [Game's outcome The players shou felerie tie fallen chon 
boing thatthe computer commands a startase intend of an Sate nutrorme. The players should 
‘outpost (and whats diftereneeh, 






Decisive Vietsry 406 





‘Substantive Vietary 201 tea99 
‘Marginal Vietory 12510109 
Dew 10010124 



























‘This ts just scenario four with two human players fighting 
‘cach other (dom worry, your computer ta stil acting es refereeh 


DESTROYER Sayer 

































” CHOOSING YOUR SHIPS point (Second Class) 
™ 
HEAVY CRUISER WARBIRD LSet Entre cmemnned  contaltiseemranmeas pas =e 
Possibly the ships used by the computer. Each starship ts bal surviving shiped. 8 game is ended U aah : it 
[perme Tiare 4 
( a (Second Class) Reciigntaciieccaarcmacas — Sekrttian eepmarin et cs Turning Kate: 19°/time un 
‘Second Class) {he ship. These vals ae oven below: Fenalord The vicory formula td by the componer ches ‘Transporter Capacity: 5 
Mass: LO bees 10s Pe yaoeton STARSIOP vue Scunfor newark mamesrenainl the woes Armament 
ime unl ‘Starnae weaker side receives a Wea urup jane 
Tuming Rate: 15°/time unit Transporter Capacity 1 oe . 0 SSeS 4 Disruptor Bolts 
Capacity: ‘Crier 9 Sictory witha value of 1.62 Example 2 An Alliance drradnonecht 4 Type 1 Drones 
Aitanee ey Creer H ped deena aleteaiieres @enteeeeen Ree 2 prom 
Cruiser 6 Alliance dreadnought bring Captured one Klargan dread 2 20 a 
Outpost cy Rought being desiroved ind (he Alliance crater withdraw ttn Power 
ea $ Sie ereeg WN nooal aoa meseer anes Engines: 37 
pect H itt mara toy wo ee inh sarees 
: sell Lee 
Page teal oer 2 comaprinnbengeeea ies 
Batteries: 4 posers H 






would be a draw with the Alliance plaver rated slighty abead 
witha value of 1.19, 






14 Boarding Parties 






105; Marine 
Boarding Parties 








© 1981 by Strategic Simulatioris Inc 
All rights reserved. 


—s 






















EE SPaney ae 
To 








Mass: 1.5 
Turing Rate: 11°/time unit 
Transporter Capacity: 4 
Armament: 

1 Siege Phaser 

8 Heavy Phasers 

4 Photon Torpedo Tubes 


Power: 
ID eletleCactwreye) 
Batteries: 5 

14 Boarding Parties 


FACTOR :. 


es Span y Necoy s-Bisvot (eos Miet-) 


4 

1 

1 

‘ 

‘ 

1 

1 

1 

1 

4 

5 

' 

1 

1 

1 

H r 2 shield # through 

| which weapon fires. 
Ace ee This circle describes 
; 5 3 arc of fire (e.g. 60, 
1 

1 

1 

‘ 

1 

1 

1 

1 

1 


4 120 , 180 , etc.) 


@—> Heavy phaser 
@— Siege phaser 
™@—> Photon torpedo 


r 
1 
1 
' 
1‘ 
1 
' 
' 
' 
1 
1 
' 
1 
1 
‘ 
' 
' 
' 
' 
1 
' 
1 
' 
1 
' 
1 
‘ 
u 


© 1981 by Strategic Simulations Inc. 
All rights reserved. 


ALLIANCE 
HEAVY CRUISER 
(Second Class) 


Mass: 1.0 
Tuming Rate: 15°/time unit 
Transporter Capacity: 3 
Armament: 
4 Photon Torpedo Tubes 
6 Heavy Phasers 
Power: 
Engines: 34 
Batteries; 4 
10 Space Marine 
Boarding Parties 







































REMAN ‘. 
LIGHT CRUISER je 
ww EAGLE = 
(First Class) 


Mass: 1.0 

Turning Rate: 15°/time unit 
Transporter Capacity: 1 
Armament: 


4 Heavy Phasers 
1 Plasma Torpedo Tube 


1 Cloaking Device 
Power: 
Engines: 26 
Batteries: 6 
5 Boarding Parties 


iz 
: 





Saye Ar 

Hs shield # through a 
which weapon fires. ‘ oe 
a Sates This circle describes ! — 
arc of fire (e.g, 60, 4 
120°, 180°, etc.) 


@—> _ Heavy phaser 


H 
‘ 
H 
H 
@— _ Plasma torpedo { 
‘ 


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| ewww ewww nnn nner er enne== 
© 1981 by Strategic Simulations Inc. 
All rights reserved. 


REMAN 
DESTROYER 
“WA RBIR D” 
(Second Class) 


Mass: 1.0 
Turning Rate: 23°/time unit 
Transporter Capacity: 1 
PNavetleasel sy 
1 Plasma Torpedo Tube 
1 Cloaking Device 
Power: 
Engines: 6 
Batteries: 6 
5 Boarding Parties 


































JARP 
TOR... 


GAME SELECTION CARD 


: 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 
Dogfight. The fifth scenario is totally free form with two players 
choosing their Meets and then fighting for control of space. 


1. Reman Chase 

This scenario pits a single Alliance heavy crulser 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 


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 


may not award a victory to the advantaged side even ifall of the = 

smaller side's ships are captured). Example 1: In scenario 4 a = ‘ ‘ 

player could give the computer 2 Klargon dreadnoughts and 1 | 
Klargon cruiser (ie..9+9+6=24 points) while taking for himselfa 

fleet consisting of 1 Alliance dreadnought and 2 Alliance 
cruisers (1.e., 9+6+6=21 points). Although the player is ata 14% 
disadvantage in determining victory the computer will consider 
this, thus making the scenario acceptable. Example 2: In scenario 
2a 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 (Le.. there is no mixing of 
nationalities), 






operating at only% efficiency. Thus the Alliance ship has 10 less 
points of energy to allocate each turn.) it) 
. Atta: Outpost VICTORY CONDITIONS 
a De ioe the player to choose his ships (see In determining the victor of Beame. 1 a age 30 
the players’ performance by considering the amount of dama 
sbepie WE ES Wwhille the Coss eer ithe sla tae faficted conn the enemy. the amount of damage received, and ae 1 


Your performance is evaluated by the computer in the manner 


described in the Victory Conditions section. the beginning strengths of the opposing forces. Aftera game has 


been ended. the computer will tell the player(s) alae ee 
rical rating of the 
3. Attack on a Starbase performed the best. and then display a nume 
This scenario issimilarto scenario2. with the onlydifference game's outcome. The players should refer to the following chart 
being that the computer commands a starbase instead of an to determine the level of the victory: 
outpost (... and what a difference). 
Decisive Victory .---+++"* a 
Substantive Victory «+ 
Marginal Victory 
Draw vevecerecrcrrreere! fee n pie 3 


2.01 to3.99 
1.25 to 1.99 


ea : starships for both 
1,00 to 1.24 


In this scenario the player chooses 
himself and the computer (see Choosing Your Ships). The 
computer will evaluate the winner as per the section on Victory 
oneal tured ship is worth 4 # ene 
efig h 1 X(ship’s point value). 

ee : oy x ((% of 

a Be cot aeenario four with two human players Abies Od vd point calves stk 
each other (don't worry. your computer is still acting as referee). general dam esas 


decides to en 
CHOOSING YOUR SHIPS 


value of all o 
his ships (and eats 
enarios 2-5 the player must choose vevhich player decide 
ee ie ships used by the computen. Each ptereyy Pp iv neither player 8 
nest a point value that accounts for the relative strength of ¢ ae emputer also 


the ship. These values are given below: des (t.e.. the 













mp 
hile sustain 
Allianee mary 
jance dreadnought 
dnoughts. with 


Alliance eas é Sipe tae 5 Lee 
gon dread- 


Klargon Drea’ Te two KI 


Cruiser ...--000"" 
eae Heavy Cruiser ---- andanalle & 
ean n Cruiser s...erer'" ae ne 
outbo after receiving ; 4 
on marginal v! 
Ae noligh! had been destroye 


would be a draw with the Alliance 
with a value of 1.19. 


greater than a 20% advantage, but the victory point algorithm : = | vet 


SHIELD 4 


SHIELD 4 
ate) 





KLARGON 
DREADNOUGHT 
(First Class) 


Mass: 1.5 
Turing Rate: 15°/time unit 
Transporter Capacity: 8 
Armament: 
1 Siege Phaser 
4 Heavy Phasers <= 
4 Light Phasers 
6 Disruptor Bolts 
12 Type 1 Drones 
6 Type 2 Drones 
Power: 
Engines: 57 
Batteries: 8 
24 Boarding Parties 





‘ 
H 


i .. Arrows indicate the 


1 
‘ 
' 
‘ 
‘ 
‘ 
' 
H 
‘ we 
le 2 Stueld # through 
l; which weapon fires 
‘ Ko Ts circle describes 
, 3 3 arcottie (eg. 60 
‘ 
i 
‘ 
1 
’ 
‘ 
H 
‘ 
' 
' 






4 120 180 etc) 


@--= Light phaser 
@—= Heavy phaser 
@—> Siege phaser 


‘ 
' 
‘ 
' 
‘ 
1 
' 
' 
‘ 
' 
' 
H 
\) 
' 
H 
i 
@—> Disruptor bolt { 


LL cannne newcecccseccene---4 
gel by strategic Simulations Inc 
All nights reserved 


KLARGON 
CRUISER 
(Second Class) 


VE cHe ae 
Turning Rate: 19°/time unit 
Transporter Capacity: 5 
Armament: 
9 Light Phasers 
4 Disruptor Bolts 
4 Type 1 Drones 
2 Type 2 Drones 
Power: 
Engines: 37 
Batteries: 5 
14 Boarding Parties 

















STRATEGIC SIVMULABIDNS INC 


ite ae een. 














FREEMEN 
FREIGHTER 
(First Class) 


Mass: 0.67 
Turing Rate: 22°/time unit 
Transporter Capacity: 0 
ment: 
_ Heavy Phasers 
4 Type 1 Drones 


Powe ngines: 16 
Batterles: 4 
0 Boarding Parties 















STARSHIP DATA CARD 
KEY 


Arrows indicate the 
‘shield # through 
‘which weapon fies 
es sadas ‘Ta cucie describes 
2 qacot tre (og. 0 
120 180 ete) 





© 198) by Suategic Sumulatans ine 
 ngbe reserved 























FREEMEN 
FIGHTER 
(Creat horcr)) 


Mass: 0.5 
‘Turning Rate: 45°/time unit 
Transporter Capacity: 0 











(First Class) 
Mass: 10.0 
Turing Rate: 4°/time unit 
Transporter Capacity: 22 


(Second Class) 
Mass; 5.0 
Turing Rate: 4°/time unit 


STARBASE 

























OUTPOST 
STARBASE 










The target of a transporter attack may not be a second class 
Preemen ship. 


Franz pase fs target befere exploding, tian hting ® 


ENERGY DIAGRAM 
SPEED MASS: 

12 as 1 
° ry o ° 
1 ) o 4 
2 ° o 2 
3 ° 1 3 
4 1 1 4 
5 1 a 5 
6 1 a 6 
7 1 3 ? 
8 2 3 8 
o 2 4 ® 
to 2 4 10 
uu 2 4 u 
2 3 5 a 
is 3 5 13 
“ 3 6 M 
18 3 6 18 
16 4 ? 16 
7 4 7 wv 
18 4 8 18 
9 4 8 19 
20 5 6 20 
ai 5 ry a 
22 5 9 2 
2 5 10 23 
2 6 10 24 
25 6 u 2s 
26 6 uw 26 
a 6 12 a7 
28 7 a 28 
2 7 12 29 
30 7 13 30 
31 7 13 aI 
32 8 “4 32 
33 8 4 33 
a 8 15 a 
3 8 18 3s 
36 9 16 36 
7 9 16 37 
38 9 16 38 
39 o 7 39 
40 10 7 40 


Cross index (he ship's mass with the desired 


peed. 
ihe required energy. Example: A ship with mass 4/3 wants to 
f° 20 The energy requred for this speed would be 35, 











I 
is 
a | 

i 


ty 












oe 


SBSRIRSESSELSSSSESSSLSESSES 


8.7 Addition 
When a 

‘orders to it. The marines have just 

{he captured ship's energy into shield 

player to beam additional marines abou 

‘Support must first be eliminated. 





IMPERIAL 
RAIDER 
(First Class) = 
Mass: 0.67 


Turning Rate: 30°/time unit 
Transporter Capacity: 0 





Armament ae 
2 Light Phasers oo 
1 Disruptor Bolt ~ 
Power 
Engines: 10 
Batteries: 5 


0 Boarding Parties 


r= WARP 
FACTOR 


STARSHIP DATA CARD 
KEY 






IMPERIAL 
FIGHTER 


(Second Class) 
Mass. 0.5. 
Turning Rate: 45. time unit 
Transporter Capacity: 0 
Armament: 
2 Light Phasers 
1 Type 1 Drone 
1 Type 2 Drone 
Power 
Engines: & 
Batteries: 2 
0 Boarding Parties 







DIRECT FROM SSI: 
itions of 











- (New Data Disks 
es NE IS. This contains player statistics for all 1980 
= n of Computer Quarterback only.) 
“ Ss " Sn 
ee (0 planes from World War tl and the Korean 
rs oe ble December 1981. (For second edition of 

4 

f 

- 

i a HEVVARP 

; PUTT 

| © 1981 by Strategic Simulations Inc 

|! All rights reserved. 

1 

J 

4 
4 Ef 

i 
| 

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i 

i 








$15 plus your old disk 








_ $15 plus con old disk 
» 1S plus your old disk 
S15 plus your old disk i . ‘ Sconnen. oc. 
Power Remair 
roe to 








Quart ack NFL TEAMS $15 





780 TEAMS $15 
Simulated picture of 


Combat PLANES $15 













Sub-Total 





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For extended media life— 
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For your disk’s sake 
(and the system's, too) 
insert disk carefully 


: Precision surface 
No fingers, please! 














: Keep it safe— 4 
| Magnetic fields erase iadhecenvelope 
] Keep them far away. mhenThatin Use \ 
\ 
f | 
\ 
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/ 7 
’ 
a a 
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oy may damage Store at: HO» to ae H 
Handle with care \ 50° to ' 










==WVARP 
HiCTOR _. 


© 1981 by Strategic Simulations Inc. 
All rights reserved. 





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