STRATEGIC SIMULABIQNS INC

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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

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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.

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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.

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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 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

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i a HEVVARP

; PUTT

| © 1981 by Strategic Simulations Inc

|! All rights reserved.

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$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) = Jisks, VISA ASTERCARD (California residents only) x holde an. order through our | an toll-free number TOTAL 800-227-1617, ext. 335 Please pay tt : i. mein

800-772-3545, x335 in California a Ltr

Kio i —— A

uite 108 4.045

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 \ \ f | \ i f / 7 a a 5 Bending and folding e) Keep disks ue, 7 oy may damage Store at: HO» to ae H Handle with care \ 50° to '

==WVARP HiCTOR _.

© 1981 by Strategic Simulations Inc. All rights reserved.

2EIGHTER O ?ON FREEM RBASE PHA ‘S DISRUPT 2CES DRO S CLOAKI ISORS DR ER HEAV FREIGHT GON FR AIRBASE

rt INT | es Cin”, j iD Neds NiCr VT? \/ > } | LN SZ EX. XMM TT SEI 4 iat i =A TIT } —_ y, j f | a mar i | aieay ai I< Be [ TT A T wy ¥; | iy |

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