4.4BSD snapshot (revision 8.1); add 1993 to copyright
[unix-history] / usr / src / games / trek / USD.doc / trek.me
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1.\" Copyright (c) 1980, 1993
2.\" The Regents of the University of California. All rights reserved.
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4.\" %sccs.include.redist.roff%
5.\"
1b681a1c 6.\" @(#)trek.me 8.1 (Berkeley) %G%
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20.oh 'Star Trek''USD:31-%'
21.eh 'USD:31-%''Star Trek'
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23\" .wh 0 he
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24.de fo
25' bp
26..
27.wh -3 fo
28.sp 16
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30.ie n \{\
31. tr |
32|****||||*****||||||*||||||****|
33*||||||||||*|||||||*|*|||||*|||*
34|***|||||||*||||||*****||||****|
35||||*||||||*||||||*|||*||||*||*|
36****|||||||*||||||*|||*||||*|||*
37.sp 2
38*****||||****|||||*****||||*|||*
39||*||||||*|||*||||*||||||||*||*|
40||*||||||****|||||***||||||***||
41||*||||||*||*|||||*||||||||*||*|
42||*||||||*|||*||||*****||||*|||*
43.sp 2
44. tr ||
45by
46.\}
47.el \{\
48. ps 24
49. vs 28p
50. ft B
51STAR
52
53TREK
54
55. ps
56. vs
57. ft
58. ft I
59by
60.f ft
61.\}
62
63Eric Allman
64University of California
65Berkeley
66.ce 0
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68.ce
69\*fINTRODUCTION\fR
70.pp
71Well, the federation is once again at war with the Klingon empire.
72It is up to you,
73as captain of the U.S.S. Enterprise,
74to wipe out the invasion fleet and save the Federation.
75.pp
76For the purposes of the game
77the galaxy is divided into 64 quadrants
78on an eight by eight grid,
79with quadrant 0,0 in the upper left hand corner.
80Each quadrant is divided into 100 sectors
81on a ten by ten grid.
82Each sector contains one object
83(e.g., the Enterprise, a Klingon, or a star).
84.pp
85Navigation is handled in degrees,
86with zero being straight up
1c2bba70 87and ninety being to the right.
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88Distances are measured in quadrants.
89One tenth quadrant is one sector.
90.pp
91The galaxy contains starbases,
92at which you can dock to refuel,
93repair damages, etc.
94The galaxy also contains stars.
95Stars usually have a knack for getting in your way,
96but they can be triggered into going nova
97by shooting a photon torpedo at one,
98thereby (hopefully) destroying any adjacent Klingons.
99This is not a good practice however,
100because you are penalized for destroying stars.
101Also, a star will sometimes go supernova,
102which obliterates an entire quadrant.
103You must never stop in a supernova quadrant,
104although you may "jump over" one.
105.pp
106Some starsystems
107have inhabited planets.
108Klingons can attack inhabited planets
109and enslave the populace,
110which they then put to work building more Klingon battle cruisers.
1c2bba70 111\".bp
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112.ce
113\*fSTARTING UP THE GAME\fR
114.pp
115To request the game, issue the command
116.sp
117.ti +15
118.ft B
119/usr/games/trek
120.ft
121.sp
122from the shell.
1c2bba70 123If a filename is supplied,
0a06196b 124a log of the game is written onto that file.
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125(Otherwise, no
126file is written.)
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127If the
128``\fB\-a\fP'' flag is stated before the filename,
1c2bba70 129the log of the game is appended to the file.
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130.pp
131The game will ask you what length game
132you would like.
133Valid responses are "short", "medium", and "long".
134You may also type "restart",
135which restarts a previously saved game.
136Ideally,
137the length of the game does not affect the difficulty,
138but currently the shorter games tend to be harder than the longer ones.
139.pp
140You will then be prompted for the skill,
141to which you must respond
142"novice", "fair", "good", "expert",
1c2bba70 143"commodore", or "impossible".
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144You should start out with a novice
145and work up,
146but if you really want to see
147how fast you can be slaughtered,
148start out with an impossible game.
149.pp
150In general,
151throughout the game,
152if you forget what is appropriate
153the game will tell you what it expects
154if you just type in
155a question mark.
1c2bba70 156\".bp
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157.ce
158\*fISSUING COMMANDS\fR
159.pp
160If the game expects you to enter a command,
161.hc ^
162it will say ^"Command:\ "
163and wait for your response.
164Most commands can be abbreviated.
165.pp
166At almost any time you can type more than one thing on a line.
167For example,
168to move straight up one quadrant,
169you can type
170.ti +12
171move 0 1
172.br
173or you could just type
174.ti +12
175move
176.br
177and the game would prompt you with
178.ti +12
179Course:
180.br
181to which you could type
182.ti +12
1830 1
184.br
185The "1" is the distance,
186which could be put on still another line.
187Also, the "move" command
188could have been abbreviated
189"mov", "mo", or just "m".
190.pp
191If you are partway through a command
192and you change your mind,
193you can usually type "-1"
194to cancel the command.
195.pp
196Klingons generally cannot hit you
197if you don't consume anything
198(e.g., time or energy),
199so some commands are considered "free".
200As soon as you consume anything though -- POW!
201.bp
202.de **
203.if \\n+l .**
204.as x *
205..
206.de bl
207.sp
208.ie t \fB\\$1\fR
209.el \{\
210. ne 3
211. nr l \\w'\\$1' -\\w'*'
212. ds x ****
213. **
214\\*x
215. br
216* \\$1 *
217. br
218\\*x
219.\}
220.sp
221.in +8
222.nf
223..
224.de FF
225.in -8
226.fi
227..
228.if !\n(.V .ta \w'Full Commands: '+1
229.if \n(.V .ta \w'Full Commands: 'u
230.ce
231\*fTHE COMMANDS\fR
232.bl "Short Range Scan"
233Mnemonic: srscan
1c2bba70 234Shortest Abbreviation: s
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235Full Commands: srscan
236 srscan yes/no
237Consumes: nothing
238.FF
239.pp
240The short range scan
241gives you a picture
242of the quadrant you are in,
243and (if you say "yes")
244a status report
245which tells you
246a whole bunch
247of interesting stuff.
248You can get a status report alone
249by using the
250.ul
251status
252command.
253An example follows:
254.sp
255.in +4
256Short range sensor scan
257.TS
258le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
259 0 1 2 3 4 5 6 7 8 9
2600 . . . . . . . * . * 0 stardate 3702.16
2611 . . E . . . . . . . 1 condition RED
2622 . . . . . . . . . * 2 position 0,3/1,2
2633 * . . . . # . . . . 3 warp\ factor 5.0
2644 . . . . . . . . . . 4 total\ energy 4376
2655 . . * . * . . . . . 5 torpedoes 9
2666 . . . @ . . \ . . . 6 shields down,\ 78%
2677 . . . . . . . . . . 7 Klingons\ left 3
2688 . . . K . . . . . . 8 time\ left 6.43
2699 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
270 0 1 2 3 4 5 6 7 8 9
271.TE
272Distressed Starsystem Marcus XII
273.sp
274.in +8
275.ti -8
276The cast of characters is as follows:
277.nf
278.ta \w'E 'u
279E the hero
280K the villain
281# the starbase
282* stars
283@ inhabited starsystem
284\&. empty space
285 a black hole
286.in -12
287.fi
288.ev
289.pp
290The name of the starsystem is listed underneath
291the short range scan.
292The word "distressed", if present,
293means that the starsystem
294is under attack.
295.pp
296Short range scans are absolutely free.
297They use no time, no energy,
298and they don't give the Klingons
299another chance to hit you.
300.bl "Status Report"
301Mnemonic: status
302Shortest Abbreviation: st
303Consumes: nothing
304.FF
305.pp
306This command gives you information
307about the current status
308of the game and your ship, as follows:
309.in +8
310.de qq
311.sp
312.ti -4
313..
314.qq
315Stardate -- The current stardate.
316.qq
317Condition -- as follows:
318.in +4
319.nf
320RED -- in battle
321YELLOW -- low on energy
322GREEN -- normal state
323DOCKED -- docked at starbase
324CLOAKED -- the cloaking device is activated
325.fi
326.in -4
327.qq
328Position -- Your current quadrant and sector.
329.qq
330Warp Factor -- The speed you will move at
331when you move under warp power
332(with the
333.ul
334move
335command).
336.qq
337Total Energy -- Your energy reserves.
338If they drop to zero,
339you die.
340Energy regenerates,
341but the higher the skill of the game,
342the slower it regenerates.
343.qq
344Torpedoes -- How many photon torpedoes you have left.
345.qq
346Shields -- Whether your shields are up or down,
347and how effective they are if up
348(what percentage of a hit they will absorb).
349.qq
350Klingons Left -- Guess.
351.qq
352Time Left -- How long the Federation can hold out
353if you sit on your fat ass and do nothing.
354If you kill Klingons quickly,
355this number goes up,
356otherwise,
357it goes down.
358If it hits zero,
359the Federation is conquered.
360.qq
361Life Support -- If "active", everything is fine.
362If "damaged", your reserves tell you
363how long you have
364to repair your life support
365or get to a starbase
366before you starve, suffocate,
367or something equally unpleasant.
368.qq
369Current Crew -- The number of crew members
370left.
371This figures does not include officers.
372.qq
373Brig Space -- The space left in your brig
374for Klingon captives.
375.qq
376Klingon Power -- The number of units
377needed to kill a Klingon.
378Remember, as Klingons fire at you
379they use up their own energy,
380so you probably need somewhat less
381than this.
382.qq
383Skill, Length -- The skill and length
384of the game you are playing.
385.in -8
386.pp
387Status information is absolutely free.
388.bl "Long Range Scan"
389Mnemonic: lrscan
390Shortest Abbreviation: l
391Consumes: nothing
392.FF
393.pp
394Long range scan gives you information about the
395eight quadrants
396that surround the quadrant
397you're in.
398A sample long range scan follows:
399.sp
400.ev 1
401.in +12
402Long range scan for quadrant 0,3
403.sp
404.ie t \{\
405.TS
406l1 c1 ce1 c1 ce1 c1 ce1 c0
407l1 l s s s s s s s0
408l1 c1 ce1 c1 ce1 c1 ce1 c0
409l1 l s s s s s s s0.
410 2 3 4
411 _
412 ! * ! * ! * !
413 _
414.T&
415l1 c1 re1 c1 re1 c1 re1 c0
416l1 l s s s s s s s0
417l1 c1 re1 c1 re1 c1 re1 c0
418l1 l s s s s s s s0.
4190 ! 108 ! 6 ! 19 !
420 _
4211 ! 9 ! /// ! 8 !
422 _
423.TE
424.\}
425.el \{\
426.nf
427 2 3 4
428 -------------------
429 ! * ! * ! * !
430 -------------------
4310 ! 108 ! 6 ! 19 !
432 -------------------
4331 ! 9 ! /// ! 8 !
434 -------------------
435.fi
436.\}
437.ev
438.pp
439The three digit numbers
440tell the number of objects
441in the quadrants.
442The units digit tells the number of stars,
443the tens digit the number of starbases,
444and the hundreds digit is the number of Klingons.
445"*" indicates the negative energy barrier
446at the edge of the galaxy,
447which you cannot enter.
448"///" means that that is a supernova quadrant
449and must not be entered.
450.bl "Damage Report"
451Mnemonic: damages
452Shortest Abbreviation: da
453Consumes: nothing
454.FF
455.pp
456A damage report tells you what devices are damaged
457and how long it will take to repair them.
458Repairs proceed faster
459when you are docked
460at a starbase.
461.bl "Set Warp Factor"
462Mnemonic: warp
463Shortest Abbreviation: w
464Full Command: warp factor
465Consumes: nothing
466.FF
467.pp
468The warp factor tells the speed of your starship
469when you move under warp power
470(with the
471.ul
472move
473command).
474The higher the warp factor,
475the faster you go,
476and the more energy you use.
477.pp
478The minimum warp factor is 1.0
479and the maximum is 10.0.
480At speeds above warp 6
481there is danger of the warp engines
482being damaged.
483The probability of this
484increases at higher warp speeds.
485Above warp 9.0 there is a chance of entering
486a time warp.
487.bl "Move Under Warp Power"
488Mnemonic: move
489Shortest Abbreviation: m
490Full Command: move course distance
491Consumes: time and energy
492.FF
493.pp
494This is the usual way of moving.
495The course is in degrees and the distance is in quadrants.
496To move one sector specify a distance of 0.1.
497.pp
498Time is consumed proportionately to
499the inverse of the warp factor squared,
500and directly to the distance.
501Energy is consumed as the warp factor cubed,
502and directly to the distance.
503If you move with your shields up
504it doubles the amount of energy consumed.
505.pp
506When you move in a quadrant containing Klingons,
507they get a chance to attack you.
508.pp
509The computer detects navigation errors.
510If the computer is out,
511you run the risk of running into things.
512.pp
513The course is determined by the
514Space Inertial Navigation System
515[SINS].
516As described in
517Star Fleet Technical Order TO:02:06:12,
518the SINS is calibrated,
519after which it becomes the base for navigation.
520If damaged,
521navigation becomes inaccurate.
522When it is fixed,
523Spock recalibrates it,
524however,
525it cannot be calibrated extremely accurately
526until you dock at starbase.
527.bl "Move Under Impulse Power"
528Mnemonic: impulse
529Shortest Abbreviation: i
530Full Command: impulse course distance
531Consumes: time and energy
532.FF
533.pp
534The impulse engines give you a chance to maneuver
535when your warp engines are damaged;
536however, they are incredibly slow
537(0.095 quadrants/stardate).
538They require 20 units of energy to engage,
539and ten units per sector to move.
540.pp
541The same comments about the computer and the SINS
542apply as above.
543.pp
544There is no penalty to move under impulse power
545with shields up.
546.bl "Deflector Shields"
547Mnemonic: shields
548Shortest Abbreviation: sh
549Full Command: shields up/down
550Consumes: energy
551.FF
552.pp
553Shields protect you from Klingon attack
554and nearby novas.
555As they protect you,
556they weaken.
557A shield which is 78% effective
558will absorb 78% of a hit
559and let 22% in to hurt you.
560.pp
561The Klingons have a chance to attack you
562every time you raise or lower shields.
563Shields do not rise and lower
564instantaneously,
565so the hit you receive
566will be computed with the shields
567at an intermediate effectiveness.
568.pp
569It takes energy to raise shields,
570but not to drop them.
571.bl "Cloaking Device"
572Mnemonic: cloak
573Shortest Abbreviation: cl
574Full Command: cloak up/down
575Consumes: energy
576.FF
577.pp
578When you are cloaked,
579Klingons cannot see you,
580and hence they do not fire at you.
581They are useful for entering
582a quadrant
583and selecting a good position,
584however,
585weapons cannot be fired through
586the cloak
587due to the huge energy drain
588that it requires.
589.pp
590The cloak up command
591only starts the cloaking process;
592Klingons will continue
593to fire at you
594until you do something
595which consumes time.
596.bl "Fire Phasers"
1c2bba70 597Mnemonic: phasers
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598Shortest Abbreviation: p
599Full Commands: phasers automatic amount
600 phasers manual amt1 course1 spread1 ...
601Consumes: energy
602.FF
603.pp
604Phasers are energy weapons;
605the energy comes from your ship's reserves
606("total energy" on a srscan).
607It takes about 250 units of hits
608to kill a Klingon.
609Hits are cumulative as long as you stay
610in the quadrant.
611.pp
612Phasers become less effective
613the further from a Klingon you are.
614Adjacent Klingons receive about
61590% of what you fire,
616at five sectors about 60%,
617and at ten sectors about 35%.
618They have no effect outside of the quadrant.
619.pp
620Phasers cannot be fired while shields are up;
621to do so would fry you.
622They have no effect on starbases or stars.
623.pp
624In automatic mode
625the computer decides how to divide up the energy
626among the Klingons present;
627in manual mode you do that yourself.
628.pp
629In manual mode firing
630you specify a direction,
631amount (number of units to fire)
632and spread (0 -> 1.0)
633for each of the six phaser banks.
634A zero amount
635terminates the manual input.
636.bl "Fire Photon Torpedoes"
637Mnemonic: torpedo
638Shortest Abbreviation: t
639Full Command: torpedo course [yes/no] [burst angle]
640Consumes: torpedoes
641.FF
642.pp
643Torpedoes are projectile weapons -- there are no partial hits.
644You either hit your target or you don't.
645A hit on a Klingon destroys him.
646A hit on a starbase destroys that starbase
647(woops!).
648Hitting a star usually causes it to go nova,
649and occasionally supernova.
650.pp
651Photon torpedoes cannot be aimed precisely.
652They can be fired with shields up,
653but they get even more random
654as they pass through the shields.
655.pp
656Torpedoes may be fired in bursts of three.
657If this is desired,
658the burst angle is the angle
659between the three shots,
660which may vary from one to fifteen.
661The word "no"
662says that a burst is not wanted;
663the word "yes"
664(which may be omitted
665if stated on the same line as the course)
666says that a burst is wanted.
667.pp
668Photon torpedoes
669have no effect
670outside the quadrant.
671.bl "Onboard Computer Request"
672Mnemonic: computer
673Shortest Abbreviation: c
674Full Command: computer request; request;...
675Consumes: nothing
676.FF
677.pp
678The computer command gives you access to the facilities
679of the onboard computer,
680which allows you to do all sorts of fascinating stuff.
681Computer requests are:
682.in +8
683.qq
684score -- Shows your current score.
685.qq
1c2bba70 686course quad/sect -- Computes the course and distance from wherever
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687you are to the given location.
688If you type "course /x,y"
689you will be given the course
690to sector x,y in the current quadrant.
691.qq
692move quad/sect -- Identical to the course
693request,
694except that the move is executed.
695.qq
696chart -- prints a chart of the known galaxy,
697i.e.,
698everything that you have seen with a long range scan.
699The format is the same as on a long range scan,
700except that "..." means
701that you don't yet know what is there,
702and ".1." means that you know that a starbase
703exists, but you don't know anything else.
704"$$$" mans the quadrant
705that you are currently in.
706.qq
707trajectory -- prints the course and distance
708to all the Klingons in the quadrant.
709.qq
710warpcost dist warp_factor -- computes the cost in time and energy
711to move `dist' quadrants at warp `warp_factor'.
712.qq
713impcost dist -- same as warpcost for impulse engines.
714.qq
715pheff range -- tells how effective your phasers are
716at a given range.
717.qq
718distresslist -- gives a list of currently distressed
719starbases
720and starsystems.
721.in -8
722.pp
723More than one request may be stated
724on a line
1c2bba70 725by separating them
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726with semicolons.
727.bl "Dock at Starbase"
728Mnemonic: dock
729Shortest Abbreviation: do
730Consumes: nothing
731.FF
732.pp
733You may dock at a starbase
734when you are in one of the eight
735adjacent sectors.
736.pp
737When you dock you are resupplied
738with energy, photon torpedoes, and life support reserves.
739Repairs are also done faster at starbase.
740Any prisoners you have taken
741are unloaded.
1c2bba70 742You do not receive points
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743for taking prisoners
744until this time.
745.pp
746Starbases have their own deflector shields,
747so you are safe from attack while docked.
748.bl "Undock from Starbase"
749Mnemonic: undock
750Shortest Abbreviation: u
751Consumes: nothing
752.FF
753.pp
754This just allows you to leave starbase
755so that you may proceed on your way.
756.bl "Rest"
757Mnemonic: rest
758Shortest Abbreviation: r
759Full Command: rest time
760Consumes: time
761.FF
762.pp
763This command allows you to rest to repair damages.
764It is not advisable to rest while under attack.
765.bl "Call Starbase For Help"
766Mnemonic: help
767Shortest Abbreviation: help
768Consumes: nothing
769.FF
770.pp
771You may call starbase for help via your subspace radio.
772Starbase has long range transporter beams to get you.
773Problem is,
774they can't always rematerialize you.
775.pp
776You should avoid using this command unless absolutely necessary,
777for the above reason and because it counts heavily against you
778in the scoring.
779.bl "Capture Klingon"
780Mnemonic: capture
781Shortest Abbreviation: ca
782Consumes: time
783.FF
784.pp
785You may request that a Klingon surrender
786to you.
787If he accepts,
788you get to take captives
789(but only as many as your brig
790can hold).
791It is good if you do this,
792because you get points for captives.
793Also,
794if you ever get captured,
795you want to be sure that the Federation
796has prisoners to exchange for you.
797.pp
798You must go to a starbase
799to turn over your prisoners
800to Federation authorities.
801.bl "Visual Scan"
802Mnemonic: visual
803Shortest Abbreviation: v
804Full Command: visual course
805Consumes: time
806.FF
807.pp
808When your short range scanners are out,
809you can still see what is out "there"
810by doing a visual scan.
811Unfortunately,
812you can only see three sectors at one time,
813and it takes 0.005 stardates to perform.
814.pp
815The three sectors in the general direction
816of the course specified
817are examined
818and displayed.
819.bl "Abandon Ship"
820Mnemonic: abandon
821Shortest Abbreviation: abandon
822Consumes: nothing
823.FF
824.pp
825The officers escape the Enterprise in the shuttlecraft.
826If the transporter is working
827and there is an inhabitable starsystem
828in the area,
829the crew beams down,
830otherwise you leave them to die.
831You are given an old but still usable ship,
832the Faire Queene.
833.bl "Ram"
834Mnemonic: ram
835Shortest Abbreviation: ram
836Full Command: ram course distance
837Consumes: time and energy
838.FF
839.pp
840This command is identical to "move",
841except that the computer
842doesn't stop you
843from making navigation errors.
844.pp
845You get very nearly slaughtered
846if you ram anything.
847.bl "Self Destruct"
848Mnemonic: destruct
849Shortest Abbreviation: destruct
850Consumes: everything
851.FF
852.pp
853Your starship is self-destructed.
854Chances are you will destroy
855any Klingons
856(and stars,
857and starbases)
858left in your quadrant.
859.bl "Terminate the Game"
860Mnemonic: terminate
861Shortest Abbreviation: terminate
862Full Command: terminate yes/no
863.FF
864.pp
865Cancels the current game.
866No score is computed.
867If you answer yes,
868a new game will be started,
869otherwise trek exits.
870.bl "Call the Shell"
871Mnemonic: shell
872Shortest Abbreviation: shell
873.FF
874.pp
875Temporarily escapes to the shell.
1c2bba70 876When you exit the shell
0a06196b 877you will return to the game.
1c2bba70 878\".bp
0a06196b
KM
879.ce
880\*fSCORING\fR
881.in +4
882.pp
883The scoring algorithm is rather complicated.
884Basically,
885you get points for each Klingon you kill,
886for your Klingon per stardate kill rate,
887and a bonus if you win the game.
888You lose
889points for the number of Klingons left
890in the galaxy
891at the end of the game,
892for getting killed,
893for each star, starbase, or inhabited starsystem
894you destroy,
895for calling for help,
896and for each casualty you incur.
897.pp
898You will be promoted
899if you play very well.
900You will never get a promotion if you
901call for help,
902abandon the Enterprise,
903get killed,
904destroy a starbase or inhabited starsystem,
905or destroy too many stars.
906.bp
907.ce 1
908\*fCOMMAND SUMMARY\fP
909.TS
910l l l.
911Command Requires Consumes
912
913\*fabandon\fR shuttlecraft, -
914 transporter
915\*fca\fRpture subspace radio time
916\*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
917\*fc\fRomputer request; ... computer -
918\*fda\fRmages - -
919\*fdestruct\fR computer -
920\*fdo\fRck - -
921\*fhelp\fR subspace radio -
922\*fi\fRmpulse course distance impulse engines, time, energy
923 computer, SINS
924\*fl\fRrscan L.R. sensors -
925\*fm\fRove course distance warp engines, time, energy
926 computer, SINS
927\*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
928\ \ amt1 course1 spread1 ... phasers energy
929\*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
930\*fram\fR course distance warp engines, time, energy
931 computer, SINS
932\*fr\fRest time - time
933\*fshell\fR - -
934\*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
935\*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
936\*fst\fRatus - -
937\*fterminate\fR \*fy\fRes/\*fn\fRo - -
938\*fu\fRndock - -
939\*fv\fRisual course - time
940\*fw\fRarp warp_factor - -
941.TE