SPACE TRADERS FLIGHT TRAINING MANUAL

Aggressive Weaponry

ITEM TECH LEVEL PRICE/CR

f3 Offers weapons and other - non-combative - hardware for sale.

Lasers
Pulse lasers are initially housed only in the front of the ship and so no sights appear across rear or side views until such time as you have sufficient credits (from combat and trading) to afford lasers for these mountings. As we shall see, with sufficient cash you will also be able to upgrade to more powerful beam lasers.

A The Cobra astrogation console accommodates a single laser-fire key (A). Pilots with joysticks use the fire button, of course. Even fully equipped only one laser may be fired at a time. If a laser overheats it will not fire (observe the laser temperature bar).

Lasers are the principle armament of all space fighters.

Pulse lasers will be offered for sale at planets of Tech level 3 or above (see Trading). Beam lasers will be offered at Tech level 4 or above. If a beam laser replaces a pulse laser the price of the pulse laser is refunded after the beam one has been fitted.


Fuel Always Varies
Missile Always 30
Large Cargo Bay Always 400
ECM System 2 600
Pulse Laser 3 400
Beam Laser 4 1000
Fuel Scoops 5 525
Escape Capsule 6 1000
Energy Bomb 7 900
Extra Energy Unit 8 1500
Docking Computers 9 1500
Galactic Hyperdrive 10 5000
Mining Lasers 10 800
Military Lasers 10 6000

Pulse laser specification: Ingram Model 1919A4 Pulse Laser is recommended for all positional laser mountings, but is especially effective for rear-shooting. Fires intermittent laser 'rods' 610mm in length, with a cycle rate of 1500 RoPM. The barrel is of high grade Allutium fiber, lined with tempered QuQorian Silica. Power provided directly from inverse energy banks contained in main ship's drive. Each rod is capable of piercing 267mm of Flux-Locked metal.

Beam laser specification: Ingram Model M1928A2 is highly recommended for front shooting. Beam lasers fire continuous laser strands, up to 150 in parallel. Barrel is Allutium + lined with tensioned plastiglass, and as with the 1919A4 Pulse laser, power is provided by main drive link. Beam lasers are capable of slicing through 410mm FL metal.

Military lasers are the very height of sophistication. Costing fifteen times the price of a pulse laser and available only on planets at Tech level 10, it is an extremely effective piece of hardware. (See also Mining lasers under Non-combative Equipment).

Military laser specification: Range and penetration twice as effective as the Ingram model M1928A2 beam laser (820mm of FL metal). This is Lance & Ferman's entré into the laser market. Hitherto known for their highly effective and relatively cheap missile systems, in the military laser they in effect created a whole new laser market. The LF90 is the current computer-aided model and comes with x4SUSAT sights.

Missiles
Missiles are always available, whatever the nature of your destination world, though no more than four may be carried at any one time. They are extremely effective weapons and are carried by the larger star ships. Your ship's computer will warn you when one is fired at you with a message on-screen. Unless your ship is fitted with ECM (see below) you will have to out maneuver the missile, which will home in on your relentlessly. If a missile hits you, it can almost completely exhaust a fully charged shield and, if your shields and energy are low, may well be fatal.

T, M, U 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 unless your enemy successfully takes one of the precautions described above. The missile launch mechanism is very reliable and hardly ever jams. Missiles can be locked onto targets in any view (f0, f1, f2, or f3). The targeting sequence is engaged by hitting the T key. One of the square missile status indicators on the astrogation console will then turn yellow. When any possible target enters the cross-hair region that 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.

Missile specification: Lance & Ferman Homing Missiles (4x4) are now recommended for all small class trade-combat ships, but can be fitted as part of a mixed design weapon rack. LF missiles have 2IL-135 guidance systems, and options manual directional control overrides. Warhead packed with Terminal 9 explosive, and the 4x4 is invulnerable to all known counteraction, except ECM systems. Capable of Megazon Destruct Force 7. Prototype first used in 2987 during Ineran Wars.

Readily available and relatively cheap at 30 Credits, missiles are extremely effective weapons.  T targets a missile when an enemy is in your sights (a bleep confirms this) M will fire it; U will unarm it. In the picture, this ship's energy banks are about to be substantially reduced.

Energy Bombs
TAB An energy bomb will be offered for sale at a planet of Tech level 7 or higher, and can be used only once. It is activated by the TAB key and will destroy all other ships, asteroids, and missiles in the vicinity.

Energy bomb specification: Medusa Pandora Self Homing Energy Bomb (available at Tech level 8 worlds or higher) is a tactical weapons capable of Megazon Destruct Force 13. Developed by Klaus-Kline laboratories for multi-role combat using 'launch-and-leave' techniques.

Once a defensive shield is depleted, enemy missiles and lasers will take energy directly from your ship's energy banks (1,2,3,4 on your console). ENERGY LOW appears on-screen further attacks will very soon spell disaster for your ship.

Spinning away from a Mamba pirate ship is an escape capsule which will take the space brigade to a station nearby.

Defensive Measures

Safety Zone
The Orbit Space around any Coriolis Space Station is safe. The Station's own defenses will come to your immediate assistance. Entry to safety zone is signaled below the compass.

Shields and Energy Banks
Your ship comes equipped with fore and aft shields and energy banks. The shields protect tour ship from aggressive fire, and will be recharged from the energy banks.

Constant fire will harm the shields. Once a shield is depleted, enemy lasers and missiles striking that shield will take energy directly from the energy banks and may even destroy items of cargo or ship fittings. When all your energy banks are empty your ship will be destroyed. Using lasers or an ECM system will also deplete your energy banks.

The ship's computer will keep you informed of any damage to your ship and will also warn you when energy levels are dangerously low. An Extra Energy Unit may be fitted at planets of Tech level 8 or higher, and doubles the energy of bank replenishment rate. This is the energy unit with the copper colored top. No other unit looks like it, or lasts like it.

Defensive shield specification: The shields consist of hi-tense flux webs of Zieman-charged sub-particles. They are weakest where the laser and missile tubes pass through the ship's hull, and along the central band where the two shields overlap, and causes a stress zone.

ECM
E An ECM System (literally Electronic Counter Measures System) is offered for sale at Tech level 2, and may be used any number of times given sufficient energy replacement. When activated by the E key, ECM destroyed all missiles in your vicinity - including any that you have fired. Some enemy ships, especially traders, will have this and may use it against your missiles. Your ship's computer displays an E on the console when it detects ECM broadcasts.

Anti-missile (ECM) system specification: Radiant-Magnetic 'wipe-out' using ion-saturation theory developed by Bell and Braben on Reidquat 359. Electronic Counter Measures Systems use minute charged particles of InterSpac Heavy Element dust, releasing their radiant energy and setting up expanding nuclear flux chains.

Escape Capsule
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 be automatically tracked by the nearest world and will travel safely to a Coriolis space station. Your cash will be preserved but all your cargo and ship equipment will be lost. However, this item comes with a widely recognized 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. Since the unique IR signature of a ship's hull is used to file police records, abandoning your ship in this way will have the effect (unfortunately exploited as much by galactic brigands as trader victims) of clearing your police record.

You may see an escape capsule leaving an enemy ship. This will not harm you unless you crash into it.

Escape Capsule specifications: Recommended model is the Xeeslan FastJet LSC 7, which can support two human life-forms for seven weeks, in moderate Suspended An.state.


Non-Combative Equipment

Fuel
Fuel is always available. You can refill your tanks to full (7 light-year) capacity - no less is permitted.

Fuel Scoops
Fuel scoops may be fitted to the hull at a planet of Tech level 5 or higher. These enable a ship to obtain free hyperspace fuel by 'skimming the sun' - flying close to it at high velocity. Since fuel scoops utilize powerful electromagnetic 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 they prey apart and sift through the wreckage, rather than attempt 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.

Fuel scoop specification: Fuel scoops are considered an essential for Deep Space, and dangerous zone trading. They have a standard design, and a standard fitment. They use powerful electromagnetic fields to guide solar find or small space debris into their ReQax converters.

Cargo Bay Extension
One cargo bay extension can be brought, increasing the hold space from 20 to 35 tonnes.

Cargo bay extension specification: Standard model is the Mariner Freight Chamber.

Docking Computer
C, P This is available from all Tech level 9 planets; they 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 switched off by P.

Docking computer specification: The SinCorn RemLock D&A System is a sophisticated and expensive piece of gadgetry. It comes with MemnSomn pilot interaction to induce hi-cram sleep during the maneuver.

Intergalactic Hyperdrive
The intergalactic hyperdrive is obtainable only from planets at Tech level 10 or higher, and can only be used once. The Inter-Galactic Hyperdrive is engaged by pressing CTRL and H simultaneously.

IGH specification: Although a number of manufacturers have supported a whole range of IGH motors, it is recommended you remain loyal to Xexor/Hikan who provide the standard hyperspace transit drives.

Asteroid Mining Lasers
Asteroid mining involves the fitting of fuel scoops and special mining lasers to your ship. Ships which always carry them are known as 'Belters'. They search for asteroids and, on finding one, use the laser to fragment it into pieces sufficiently small to be taken into the cargo bay.

Mining lasers specification: Kruger Model ARM64 Sp. Mining laser is highly recommended as both a trade and combat addition (alternatively, use the MinReduc 15 Mining Laser). Uses variable frequency laser rods of 200mm length, fired in a wide beam, 100 channels/beam. Automatic debris-pattern lock ensures no fragments of large size of target asteroid impinge on ship space. Can destroy asteroids of up to 2KtHH durable Mass. Must be fitted with a fuel and matter scoop.

A

Fire laser

T

Target missile

M

Fire missile

U

Unarm missile

E

Operate ECM

TAB

Launch energy bomb

ESCAPE

Launch escape capsule

f3

Buying mode/equipment acquisition