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
y. ton
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.
a
ee ee
a
———
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g
EGIC_ SIMULATIONS. INC
STRATEGIC SIVULARIONS,
tte a tween. Wee iis. LL, A
| 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 {
‘
eww ene wns e sree sees een
o o
Oy »
| 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.
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4
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i
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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
te
- aaa mm | 4 just er the data 6% sales tax, 6.5% for BART counties) =
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x holde an. order through our
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800-227-1617, ext. 335 Please pay tt : i. mein
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Kio i
—— A
uite 108
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For extended media life—
7 here’s how to take care of your flexible disk
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 \
\
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’
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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