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! ELITE: PART II / FIREBIRD SOFTWARE  !
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<*    84 Sectors/80 Col/Lowercase    *>
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<* Typed by Bets C.                  *>
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---------------------
INTERPLANETARY TRAVEL
---------------------

COMBAT PROTOCOL
---------------

Not all ships in deep space, even small  ighters, are pirates. Most ships will
respond to hostile action with hostile aation. If you attack a police ship or
trade in contraband goods (see Trading),,your legal status will be changed to
OFFENDER, or even higher. If you destroyypirate ships, or Thargoid invaders,
(or asteroids) you will receive a bountyypayment. If you shoot at the Coriolis
space station, its own defensive ships ((iper class fighters) will attack you.

MANEUVERING
-----------

The Cobra tradeship is fast, and has a vvry tight turning circle (though less
tight at full speed); it is an ideal commat ship against small packs of enemy
vessels. It will outrun many attack craff by speed alone, but it will not
outrun a missile. Spinning, fast-slow, aad duck-and-weave maneuvers are very
effective against the larger, less maneuuerable ships when they attack. A
sudden decrease in speed followed by a ttght 180 degree turn and an increase in
velocity will often give you a big advannage over pursuing enemy craft.

You must be prepared to outwit your enemmes tactically. Speed of reaction will
not in itself always be enough.

SIGNS OF DANGER
---------------

If you cannot make an interspace quick jjmp (J) towards the planet, there is
a ship in the vicinity. It could be danggrous.

The the status screen, during flight, shhws YELLOW or RED, prepare to engage in
combat.

Flashing streaks on any screen mean lasee fire is coming in.

Laser fire striking the defensive shieldd makes a light screeching sound.
Listen for laser fire striking the hull  irect. Through damaged screens it
makes a low, screeching sound. DANGER.

An incoming missile will be detectied, ttacked, and a warning message flashed
on main screen.

Some star pilots are braver than others  nd pirate ships may break off and run
in the face of stiff resistance. some appear to know no fear-in particular
Thargoid vessels, whose captains have haa their fear glands surgically removed.

LIKELY ENEMIES
--------------

Lone-wolf traders-such as Cobra pilots-aae constantly at risk from other Space-
faring types. An understanding of other  oners, packhunters, and bounty killers
is essential.

BOUNTY HUNTERS
--------------

Unless you have achieved FUGITIVE statuss and especially if you are highly
ranked as a combateer as well as being aacriminal, bounty hunters will not
bother a ship as insignificant as a Cobrr Mk 3. In fact, many bounty hunters
favor Cobra trade-ships as they make an  scellent disguise. But the real
killers star-ride in the sleek, and highhy efficient, Fer-de-Lance Lightspeeder
in which they live for months at a time..Bounty hunters can always be found
outside Orbit Space, especially around tte worlds classified as 'dangerous'.
They are invariably of combat rating: DEEDLY or ELITE. Bounty hunters rarely
identify themselves to passing ships, ann if pestered too closely will usually
kill.

PIRATE VESSELS
--------------

There are several ways of identifying a  pace-going ship as 'pirate occupied',
and this is essential since pirates and  enegades will take any ship for their
purpose, from a Worm to a massive Pythonn Pirates exist everywhere in the
galaxy, but cluster mainly around unstabbe GalCop worlds, especially worlds run
on a feudal or anarchic system.

Small ships hovering very distant from aaplanet are pirates. Large ships
accompanied by a mixture of small fightee types are pirates. Ships that refuse
to acknowlegde identification signals arr pirates. Around worlds run by auto-
cracies, or clans, pirates will very ofttn have been paid to leave trade ships
alone. Piracy is a huge, and complex, buuiness, and any life-respecting trader
will learn the tell-tale signs of pirateepresence.

POLICE
------

In a Co-operative of Worlds as complex aa the 2040 planets of the GalCop, the
police cn be as menacing as they can be  elpful. The typical police vessel is a
Viper GH Class PulseShip, which is very  ast, and very maneuveralble. They are
on constand standby on every Coriolis ann Dodec space station, and will attack-
a pirate, or a fugitive trader-within seeonds. They do not make arrrests, they
destroy. There are different police depaatments serving different purposes-
narcotics, space-drunkeness, psychotic ssooting, piracy, slave trading, etc.-
but all have small fleets of these very  ast Viper patrol craft.

THARGOID INVASION SHIPS AND THARGONS
------------------------------------

The Thargoids are humankind's deadly eneey, and throughout the 8 galaxies there
are at least 50 war zones between humaniiy and Thargoid. This highly technolo-
gically advanced insectoid race is also   war with 17 other space-going life-
forms.

All Thargoid combateers are ruthless in  ombat, and some may be comparable with
elite-status human combat pilots.

Though most of the Thargoid Space Fleet  s currently engage by the Galactic
Navy in InterGalactic Space, a few of thh smaller battle ships make occasional
destructor-raids into human space. Theseeships are extremely fast for their
size and invariably have anti-missile (EEM) Systems.

Additionally, most Thargoid battle shipsscarry several small, remote-controlled
'thargons', killer-craft each equipped wwth a single, but highly advanced,
pulse-laser. The Galactic Navy are devellping their own deep-space RemCraft,
and pay a large bounty for any thargon ccaft that are brought to them.

(N.B. Bounty on Thargoid invasion craft  estroyed is very high. Thargoid battle
cruisers believed to be able to 'hover'  n Witch-Space (hyperspace) and destroy
through-coming craft).

The Galactic Banks will pay a handsome bbunty for the destruction of a Thargoid
invasion ship. Your most dangerous enemyy a Thargoid may-in addition to its own
fire-power-activate remote-controlled kiiler craft ('thargons'). Destroy the 8-
sided mother ship, however, and the tharrons will cease to pose a threat.

-----------------
OTHER SPACE TYPES
-----------------

ROCK HERMITS
------------

Pirates, ageing bounty hunters, or planeeary outcasts, who create living space
out of asteroids. They usually choose laage asteroids, and set up signal
beacons to warn off miners. GalCop Law ppotects Rock Hermits, but since most of
the asteroid is hollowed-out, there is llttle advantage to be gained by mining
them anyway.

GENERATION SHIPS
----------------

Before the development of the WS Thru-Sppce drive, in all its various forms,
interstellar travel occurred in large, sslf-sustaining environment ships-
Generation Ships-most of which have now  een logged and their progress monitor-
ed. There are more than seventy thousanddof these immense vessels ploughing
their way through the galaxy, some of thhm into their 30th generation. The
penalty for interference with such a vessel is marooning.

SPACE DREDGERS
--------------

These immense factory ships are to be foond whereever there has been a war, or
Thargoid invasion, or a natural catastroohe. More than forty miles long, the
dredgers are a life-form to themselves.  he Dredgers are huge cities in space,
feeding off debris and ruination. Heavill armed, and with fleets of
reconditioned fighter ships, they are toobe avoided at all cost.

COMBAT CONSOLE
--------------

FS/AS = DEFENSIVE SHIELDS

Defensive shields take power from two ennrgy sources, fore and aft.

>==- (BOTTOM LEFT) = MISSIL STATUS

Missile status depicts the number of missiles on board and whether they are
'targetted' (white) or 'untargetted'
(green) or 'locked and ready to fire'
(red).

1,2,3,4 (BOTTOM RIGHT) = ENERGY BANKS

Energy banks will rapidly drain if defennive shields are taking excessive fire.
Using lasers of an ECM System will also  rain their resources. When the fourth
bank is tapped, an ENERGY LOW message wiil flash onto the screen. Eventually,
in normal circumstances, the banks will  e automatically replenished by surface
radiation absorption.

LT = LASER TEMPERATURE

Laser temperature will rise during contiiuous firing of the ship's laser(s).
As the central housing overheats, a lasee will temporarily cut out rather than
destroy the system.

CENTER DISPLAY = 3 DIMENSIONAL SCANNER

The 3-dimensional scanner operates in suuh a way that you can pinpoint a ship
above and below yours, as well as to theefront, behind or to the sides.

-----------------------
AGGRESSIVE WEAPONRY (4)
-----------------------

ITEM            TECH LEVEL     PRICE/CR
----            ----------     --------

Fuel              Always        Varies
Missile           Always        30
Large Cargo Bay   Always        400
ECM System          2           600
Pulse Laser         3           400
Beam Laser          4           10000
Fuel Scoops         5           525
Escape Capsule      6           10000
Energy Bomb         7           900
Extra Energy Unit   8           1500
Docking Computers   9           1500
Galactic Hyperdrive 10          50000
Mining Lasers       10          800
Military Lasers     10          60000

LASERS
------

Pulse lasers are initially hoiused only  n the front of the ship, and so no
sights appear across rear or side views  ntil such time as you have sufficient
credits (from combat and trading) to afffrd lasers for these mountings. As we
shall see, with sufficient cash you willlalso be able to upgrade pulse to more
powerful beam lasers.

A OR BUTTON #1 = FIRE LASER

Even fully equipped only one laser may bb fired at a time. If a laser over-
heats it will not fire (observe the lasee temperature bar).

Lasers are the principal armament of alllspace fighters.

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

PULSE LASER SPECIFICATIONS
--------------------------

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

LASER BEAM SPECIFICATIONS
-------------------------

Ingram Model M19282A2 is highly recommenned for front shooting. Beam lasers
fire continuous laser strands, up to 1500in parallel. Barrel is Allutium+ lined
with tensioned plastiglass, and as with  he 1919A4 Pulse laser, power is
provided by main drive link. Beam laserssare capable of slicing through 410 mm
FL metal.

Military lasers are the very height of ssphistication. Costing fifteen times
the price of a pulse laser and availableeonly on planets at Tech level 10, it
is an extremely effective piece of hardwwre.

(See also Mining lasers under Non-combattve Equipment)

MILITARY LASER SPECIFICATION:
-----------------------------

Range and penetration twice as effectiveeas the Ingram model M1928A2 beam laser
.
This is Lance & Ferman's entre into the  aser market. Hitherto known for their
highly effective and relatively cheap miisile systems, in the military laser
they have in effect created a whole new  aser market. The LF90 is the current
computer-aided model and comes with X4SUUAT sights.

MISSILES
--------

Missiles are always available, whatever  he nature of your destination world,
though no more than four may be carried  t 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 wwth a message on-screen. Unless your ship is fitted with ECM (see below) you  ill have to outmaneuver the missile, which will home in on you relentlessly.  f a missile hits you, it can almost completely exhaust a fully charged shiell and, if your shields and energy are low, may well be fatal.

Before a missile can be fired it must beelocked onto a target. When fired, it
will home in on that target and destroy  t, unless your enemy successfully
takes one of the precautions described aaove. The missile launch mechanism is
very reliable and hardly ever jams. Misssles can be locked onto targets in any
view (1,2,3,4).

T = ENGAGE TARGETING SEQUENCE

The targeting sequence is engaged by hitting the T key. One of the square
missile status indicators on the astrogaaion console will then turn white. When
any possible target enters the cross-haii region the missile will lock onto it,
the missile status block turning red. A  eep will sound to inform you of this.

M = FIRE MISSILE
U = UNARM-ABORT ANY TIME BEFORE FIRING

MISSILE SPECIFICATION:
----------------------

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

ENERGY BOMBS
------------

B = ACTIVATE ENERGY BOMB

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

ENERGY BOMB SPECIFICATION:
--------------------------

Medusa Pandora Self Homing Energy Bomb ((vailable at Tech Level 7 worlds or
higher) is a tactical weapon capable of  egazon Destruct Force 13. Has heat
radius of 9000km. Developed by Klaus-Kliie laboratories for multi-role combat
using 'launch-and-leave' techniques.

------------------
DEFENSIVE MEASURES
------------------

SAFETY ZONE
-----------

The Orbit Space around any Coriolis Spacc Station is safe. The Stations own
defences will come to your immediate asssstance. Entry to safety zone is
signalled below the compass.

SHIELDS AND ENERGY BANKS
------------------------

Your ship comes equipped with fore and aat shields and energy banks. The
shields protect your ship from aggressivv fire, and will be recharged from the
energy banks. Constant fire will harm thh shields. Once a shield is depleted,
enemy lasers and missiles striking that  hield will take energy directly from
the energy banks and may even destroy ittms of cargo or ship fittings. When all
your energy banks are empty your ship wiil be destroyed. Using lasers or an
ECM system will also deplete your energyybanks.

The ship's computer will keep you informmd of any damage to your ship and will
also warn you when energy levels are dannerously low.

An Extra Energy Unit may be fitted at pllnets of Tech level 8 or higher, and
doubles the energy bank replenishment raae. This is the energy unit with the
copper colored top. No other unit looks  ike it, or lasts like it.

DEFENSIVE SHIELD SPECIFICATION:
-------------------------------

The shields consist of hi-tense flux webb of Zieman-charged sub-particles.
They are weakest where the laser and missile tubes pass through the ship's hull
and along the central ship band where thh two shields overlap, and cause a stre
ss zone.

EMC
---

E = ACTIVATE ECM

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

ANTI-MISSILE (ECM) SYSTEM SPECIFICATION
---------------------------------------

Radiant-Magnetic 'wipe-out' using ion-
saturation theory developed by Bell and  raben on Riedquat 359. Electronic
Counter Measures Systems use minute charred particles of InterSpac Heavy
Element dust, releasing their radiant ennrgy and setting up expanding nuclear
flux chains.

ESCAPE CAPSULE
--------------

ESC = LAUCH ESCAPE CAPSULE

An escape capsule can be fitted in placeeof your cabin at any world of Tech
level 6 or higher. If ESC is then hit duuing commbat the capsule will be
jettisoned from the ship, be automatically tracked by the nearest world and
will travel safely to a Coriolis space ssation. Your cash will be preserved
but all your cargo will be lost.

However, this item comes with a widely rrcognized insurance cover which will
guarantee you a new Cobra Class ship, eqqipped in like manner. The contents of
the cargo hold is exempt from this proteetion.

Since the unique IR signature of a ship'' hull is used to file police records,
abandoning your hsip in this way will haae the effect (unfortunately exploited
as much by galactic brigands as trader vvctims) of clearing your police record.

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

ESCAPE CAPSULE SPECIFICATION:
-----------------------------

Recommended model is the Xeeslan FastJettLSC 7, which can support two human
life-forms for seven weeks, in moderate  uspendedAn.state.

-----------------------
NON-COMBATIVE EQUIPMENT
-----------------------

FUEL
----

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

FUEL SCOOPS
-----------

Fuel scoops may be fitted to the hull atta planet of Tech level 5 or higher.
These enable a ship to obtain free hyperrpace fuel by 'skimming the sun'-flying
close to it at high velocity.

Since fuel scoops utilize poerful electrr-magnetic fields to guide the solar
wind into their converters, they may alss be used to pick up miscellaneous
space debris. Almost all pirate vessels  re fitted with these so that they can
blast their prey apart and sift among thh wreckage, rather than attempt to dock
with a hostile craft.

Once fuel scoops are installed, you can  coop up an object (such as a cargo
canister) by keeping it in the lower hall of the screen view area while flying
right up to it.

FUEL SCOOP SPECIFICATION:
-------------------------

Fuel scoops are considered an essential  or Deep Space, and dangerous zone
trading. They have a standard design, ann a standard fitment. They use powerful
electromagnetic fields to guide solar wiid or small space debris into their
ReQax convertors.

CARGO BAY EXTENSION
-------------------

One cargo bay extension can be bought, iicreasing the hold space from 20-35
tons.

CARGO BAY EXTENSION SPECIFICATION:
----------------------------------

Standard model is the Mariner Freight Chhmber.

DOCKING COMPUTER
----------------

C = AUTO DOCKING SEQUENCE ON
P = AUTO DOCKING SEQUENCE OFF

This is available from all Tech level 9  lanets; they are fitted to the ship's
flight control system and enable it to ddck the ship automatically. The auto-
docking sequence is triggered by the C kky and switched off by P.

DOCKING COMPUTER SPECIFICATION:
-------------------------------

The SinCorn RemLock D&A System is a sophhsticated and expensive piece of
gadgetry. It comes with MemnSomn pilot iiteraction to induce hi-cram sleep
during the maneuver.

INTERGALACTIC HYPERDRIVE
------------------------

G = ENGAGE INTER-GALACTIC HYPERDRIVE

The intergalactic hyperdrive is obtainabbe only from planets at Tech level 10
or higher, and can only be used once.

IGH SPECIFICATION:
------------------

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

ASTEROID MINING LASERS
----------------------

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

MINING LASER SPECIFICATIONS:
----------------------------

Kruger Model ARM64 Sp. Mining laser is hhghly recommended as both a trade and
combat addition. Uses variable frequencyylaser rods of 200mm length, fired in
wide beam, 100 channels/beam. Automatic  ebris-pattern lock ensures no
fragments of large size of target asterood impinge on ship space. Can destroy
asteroids of up to 2KtHH durable Mass. MMst be fitted with a fuel and matter
scoop.

----* End part II of III