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Malkari Manual
Copyright © 1999
Interactive Magic
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Contents
A Brief History of Malkari
7
Getting Started
11
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
iLZ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Online Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Walkthrough
13
Beginning a Game
21
Main Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Single Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Play Online . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
E-mail Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Tutorial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Preferences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Replay Intro Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Game Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Game Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Starting Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Fog of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Chapter Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Pick Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Malkari Manual
Using the Interface
41
Game Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Goto Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Viewing Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Data Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Notification Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Function Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
In-Game Settings Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Game Options Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Solar View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Orbital View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Terrain View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Information Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
The Design Chamber. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Keyboard Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Expanding your Empire
67
Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Ship Construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Task Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Task Orders Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Fleets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Space Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Simple Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Battle Plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Reviews. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Damage Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Combat Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Asteroids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Surveying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Asteroid Terrain Vehicles - ATVs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Combat ATVs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Mining ATVs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Power ATVs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Scientific ATVs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
ATV Construction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Terrain Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Landing ATVs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Recovering ATVs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
4
Contents
Advanced Play
85
Ship Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Designing a Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Hulls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Module Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Transferring and Selling Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Selling Ships and Votes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Blockading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Voting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Renegade Status. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Imperator Candidature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
The Guilds
95
Blue Talon Corps - Raiders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Crimson Dawn - Mind Controllers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Diamond Cooperative - Realists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Emerald Combine - Fragmentalists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Golden Order of Reason - Traditionalists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Guild History
99
Hints and Tips
107
Designer Notes
109
General Reference Tables
111
Asteroid Economic Grades. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
ATVs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Computer Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Guild Traits Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Hull Tables
119
Blue Talon Corps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Crimson Dawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Diamond Cooperative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Emerald Combine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Golden Order of Reason . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Credits
143
5
Malkari Manual
Module Tables
145
Computer Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Construction Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Damage Control Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Defense Modules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
ECM Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Power Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Propulsion Modules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Scout Modules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Tracking Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Transport Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Weapon Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Index
6
175
A Brief History of Malkari
The Fall of the First Age
Eons ago, a planetary system circled the G2-class
Main Sequence star, Malkari. The fourth planet in
this system was Mestor, a tranquil world and the
original home of an advanced civilization. This
civilization developed quickly and expanded rapidly throughout the system. First they exploited
the other five habitable worlds for their resources,
then used them as colonial outlets for their burgeoning population.
‘”The the GOR’s dominance
The demand for
has finally been ended. No
resources on Mestor
longer will the intransigence
and later the colony
and conservatism that hobsites quickly outbles them bind us. We fly far
stripped diminishing
and free, to bring glory to our
people.”
resources. Conse-Admiral Hay Molkoth
quently, the scientists
of the First Age
focused their formidable talents toward efficiency, recycling, and reuse. But the consequence
was a skyrocketing demand for energy. The scientists were exhorted to further develop sustainable energy technologies that wrung every erg
from the natural processes of the system, including the harnessing of gravitational effects, galactic radiation fields and solar winds.
Responsibility for overall growth and maintenance during the First Age was officially that of a
loose political body, the GOR, in which each colony had a sole representative. An interplanetary
communications system allowed delegates to represent the interests of their colony—by voting on
taxation and trade issues—without the need for a
face to face meeting. This meant that, in practice,
each colony remained isolated and was virtually
independent. Each one was overseen by a chapter,
whose technologists maintained the essential elements for the colony’s survival.
The End Approaches
Meanwhile, disaster of galactic proportions
loomed. A rogue star, making its way outward
from the galactic core, was bearing inexorably
down on the Malkari system.
At its closest approach, the gravitational influence of the new star would wreak havoc on the
heavily populated system. The technologists predicted dire consequences for the habitats and colonies. At the very least, these would be rendered
uninhabitable and probably unsalvageable. Even
the people on the planets themselves, despite the
protection of their atmospheres, would undergo a
long Nuclear Winter as they were bombarded by
Oort refuse torn from millennia-old orbits.
The rogue star—named Diantos after an evil harbinger from ancient Mestorian mythology—
could even cause small planetoids to collide, and
the Malkari system would be rendered uninhabitable for many years. Fortunately, Diantos was
identified early, and the process of destruction
would not begin for hundreds of years. The technologists had plenty of time to prepare. Despite
the general lack of knowledge and technology
regarding interstellar travel, it was generally
agreed that stage one of the survival of the race
Malkari Manual
was the construction of enormous generation
ships—the Arks. These were constructed with
enormous effort (and investment in precious
resources), then launched towards the most promising of the closer star systems, to seek new home
worlds.
Only a small proportion of the population could
be saved this way, thus alternative plans were
established for ensuring the survival of the people
left behind.
These plans involved the feverish construction of
deep underground vaults on every planet and
moon in the system.
In case of unanticipated catastrophe, the deepest
vaults were further equipped with a biosphere,
stored genetic material, computer data
“There is no doubt that this will
be a crisis for Malkari. But we
banks, synthetic
will survive. Do not doubt me.
food production sysWith maximum precautions, a
tems, power produclittle common sense, and some
tion and storage
hard work, we can turn this into
facilities, and several
an opportunity!”
specially selected
-Claude Phortele, Technologist
people. These systems were capable of maintaining the scientific
bank for decades. The process was to continue
until people could re-inhabit the surface permanently.
As Diantos came closer it was realized by the
astrophysicists that rather than being a swiftly
passing nemesis, Diantos would be captured by
the mass of the Malkari system. With a slowly
dawning horror, they realized the timespan of the
disaster would be far longer than at first thought.
It would last centuries instead of years. Riots
shook the system. Whole cities disappeared in an
orgy of violence as the Malkari people realized
they were doomed.
But some farsighted technologists, concerned
with more than their immediate survival, redoubled their efforts, and revised the standing plans.
The genetic storage and handling facilities were
fully automated. A hard-earned technical break-
8
through led to the development of biosystems that
could store entire personalities in toto, and overlay them onto a crèche-grown synthetic body. For
the first time in a long while, there was optimism
in the webs of government. A program of
engrammic storage was immediately put into
place. In a few short years, every person in the
system was assured a form of survival. The vaults
(also called scientific banks) were heavily modified, and the biosystems were set to regrow the
leaders first. Once this cadre was revived, they
could take stock of the post-Diantos situation and
begin the work of rebuilding civilization.
Political maneuvering and intrigue had split the
original ruling body, the GOR, into many Guilds.
The colonies followed their Family allegiances,
renouncing the GOR and formalizing the independent relationships they had been operating
under for some time.
During the survival efforts, cooperation between
the Guilds was strained by the fundamental differences in scientific beliefs and an increasing
xenophobia. Despite this, the Engram Programs
were a success. The individuals who built the biosystems planned carefully for the worst possible
future. Their designs were tamper proof and permanent, the personalities being stored at the
molecular level in superdense trans-uranic cores.
These would survive all but a direct nuclear strike
unscathed.
The individual people of Malkari, their existence
post-Diantos in a way assured, returned to their
lives to end their time with dignity. Conversely, as
the populace quietly faded away under the looming shadow of disaster, arguments between the
Guilds became more intense. Each became more
protective and secretive of their own ways and
more hostile toward the others. Finally, the fragile
cooperation failed completely. Guilds sponsored
and built their own vaults in secret, stealing
resources from each other to try to preserve
“their” philosophies and beliefs to the exclusion
of others.
A Brief History of Malkari
In the final years, scientific dogmatism grew to
the point that technology from other Guilds was
regarded as inferior—even when it was not. Anything that another Guild developed was good only
as scrap to be recycled. Under the baleful glow of
their doom, the Guilds’ rivalry became frenzied.
The last leaders of the Guilds were the most fervent advocates of their way being the “only hope
for Malkari.”
As Diantos bore down on the system and its
effects began to be felt, the vaults became targets.
In them lay millions of potential recruits to whatever Guild was present at their rebirthing. Not
surprisingly, open warfare erupted as each fought
for control of the precious scientific banks.
Darker rumors hinted at amoral Guild development of mind control techniques for the fresh
engrams. Worse still, some zealots began to advocate the frightening policy of Exclusive Awakening. The Guilds encouraged chapters to create
raiding parties to grab as many vaults for their
Guild as possible. Rivalry within a Guild existed
as well, but was relatively low-key. Chapters
merely cheated each other on trade deals, or took
control of a vault
held by another.
“Exclusive Awakening is being
termed a barbarism. This is nonThese conflicts,
sense. It’s simply a rational calcuwhile sometimes
lation. If someone awakens too
escalating into
early in the process to be properly
violence, were
educated, it is far more humane to
never allowed
terminate that creature and reduce
them to their composite genetic
interfere with the
material for later regrowth and
greater mission of
conditioning. It’s not even likely
Guild supremacy.
that they’ll remember the previous
awakening. So, no harm done.”
With the planets
literally swaying
in their orbits,
and Diantos’ fire scourging the outer reaches of
the system, the vaults were sealed and the leaders
of the Guilds engrammed.
-Dr Junat Presithine
Secure in their permanent storage, the hope—and
hatreds—of the Malkari people awaited their
future awakening. In the last months and weeks,
the data storage banks were crammed with what-
ever information would be valuable in the future.
Filtered carefully by the last leaders, this information contained a full dose of their bigotry and
conceit. The histories contained by each bank,
superficially similar, were carefully and subtly
twisted to support the views of those last fanatical
extremists.
Despite the scientific differences between the
Guilds, the political ideal of a single ruling body
remained preserved in the historical records. As
each Guild had written their own version of history, however, distortions caused each Guild to
believe that they were the true keepers of the First
Age legacy, and each chapter believed they would
be the ones to return Malkari to its previous
greatness. The reality of the loose confederation
of colonies became blurred, replaced by thoughts
of a single Guild dominated by a single chapter.
Diantos finally tore through the heart of the
Malkari system, ripping the planets apart with
surging gravitational tides. Gas giants boiled,
incandesced and burned out. Entire planets
plunged into one sun or the other, causing brutal
flares that scoured the remaining debris. The two
stars eventually formed an unstable binary system, temporarily locked in orbit around one
another. The devastation was absolute: no planetary surface remained suitable for colonization.
Rising from the Ashes
Most of the scientific banks were destroyed. Of
the thousands of deep bunkers, fewer than ten
percent remained. Even of these, some of the
automated machinery or genetic material had
malfunctioned or been destroyed.
But some did survive. Centuries passed. As the
ambient radiation in the system dropped to survivable levels, still active sensors signaled quietly
to their cores: Awaken!
The crèches took years to force-grow bodies, and
not all the results were perfect. More failures
occurred. Some systems never developed beyond
a churning organic soup. In some, the engrams
were deposited into physiologically normal bod9
Malkari Manual
ies, only to awaken psychotic, catatonic, or
deeply flawed. Again, the success rate was not
high—perhaps one in five or ten. It was enough.
The first people immediately began to repair and
activate the long-dormant machines, preparing
the way for emergence. Each scientific bank had
been equipped with the parts to build a large base
and a Scout ship to examine what was left of the
Malkari system.
The damage that greeted them was unanticipated
by even the most pessimistic forecast. Undeterred, they modified the base structures to serve
as stations, and began searching for other survivors. The intense environment (twice the radiation and solar interference as before) defeated
their early attempts at communication. But systems were adapted and finally, contact was made.
Perhaps in those first weeks, had the effort been
made, they could have cast off the philosophies
that bound
them. But this
“We’ve received signals that inform us
that at least four other BTC chapters
was too much
survive, and are thriving. Fortunately,
to expect.
the discipline instilled in society by our
They were a
leadership enabled them to withstand
direct product
the hardships of the disaster. There is
of the last
some miscommunication, however.
They mistakenly think that they led the
leaders, and
Guild, which I’m sure we’ll clear up
their hatred of
once we have a chance to talk.
other Guilds
What I’m concerned about is telemetry
was instincthat suggests the Crimson Crazies near
tive and
to us may have finished their scout
inherent.
craft already. The rebirth process has
left them dangerously unstable. We
Communicaneed to fix whatever is wrong with their
tion was mainengram systems—for their own good,
tained only
of course!”
with other
-Talon Aerie Command
chapters of the
same Guild,
with each watching the others’ progress carefully.
Meanwhile, each Guild formed committees that
could coordinate and direct the Guild in its extermination of the others. There was no longer even
the pretense of unity. Five separate systems were
established.
10
It was quickly realized that the projections of the
Guilds before the cataclysm had been correct: the
gene banks were the key. If anyone were to
rebuild civilization, they would need the legions
stored therein. The Guild that controlled the
majority of the banks, controlled the future.
The New Age of Malkari
Thus the five Guilds are reborn, and the revived
chapters have inherited the biases and hatreds of
the old. There is no hope of their banding
together. Instead they survey the ruin of the solar
system and make preparations to conquer it, each
in the name of their own Guild and with the ultimate purpose of their chapter being dominant.
Malkari’s only hope is that a great leader emerges
from the chaos, to unite the chapters within a
Guild, and by political persuasion or force of
arms, obtain the surrender of all in opposition.
Such a leader might at last end the age-old conflict and unite Malkari, outshining even the greatest achievements of the ages long past.
Getting Started
System Requirements
3.
Set the Hardware acceleration slider two
notches below full.
To run Malkari, you need the following minimum
system configuration:
4.
Reboot for the changes to take effect.
•
Pentium 90 MHz (Pentium 120 MHz or better recommended)
Installation
•
16 megabytes RAM (32 megabytes RAM
recommended)
You must install Malkari on your hard drive. You
cannot play the game directly from the CD-ROM.
•
Windows 95 or 98
•
Video card and monitor capable of 800 x 600
resolution and 16-bit color
•
4x CD-ROM drive with 32-bit drivers
There are three options for installation: Compact,
Typical, and Full. All installations run the game
well, but the more information you store on the
hard drive, the faster the game runs.
•
Microsoft compatible mouse and driver
•
100% SoundBlaster compatible sound card
Drivers: Please ensure that you have the latest
drivers for your system before starting a game.
These can be obtained from either the computer
system’s tech support team, or from the manufacturer’s Web page on the Internet. Drivers are
updated frequently and even new software might
be out of date.
ATI Rage Pro: The ATI Rage Pro chipset has a
know problem with hardware cursor support. If
you have such a chipset and are experiencing
problems with the Malkari cursor disappearing,
try the following:
1.
Select Start, then Settings, then the Control
Panel, and then System.
2.
Select Performance, and then click
Graphics.
Malkari is designed for Windows 95 or 98 and
features an AutoPlay-enabled CD-ROM.
AutoPlay simplifies the installation of multimedia and gaming titles under Windows 95 or 98 by
providing instant access to the most common
options. An installation menu is displayed to
guide you through the process.
If you prefer, you can install Malkari manually.
Select the Start icon, then Settings, then Control
Panel. In the Control Panel window, double-click
the Add/Remove Programs icon.
In the Add/Remove Programs Properties window,
click Install. Insert the game CD into the CDROM drive. Follow the instructions on the screen.
Malkari Manual
iLZ
DirectX 5 Setup
iLZ is Interactive Magic’s online game forum. It
provides a place to meet opponents, chat with
friends, and play Interactive Magic games.
The installer program checks whether your system is compatible with DirectX 5 and offers to
install it.
To install iLZ insert the Malkari CD into your
CD-ROM drive. After a few moments the
opening screen appears. Select Install iLZ then
follow the instructions on the screen.
If you already have DirectX 5 on your system
select no; if you do not have Direct.X 5 on your
system, or do not know, select yes.
If AutoPlay is not active, install iLZ manually.
Select the Start icon, then Settings, then Control
Panel. In the Control Panel window, double-click
the Add/Remove Programs icon.
In the Add/Remove Programs Properties window,
click Install. Insert the game CD into the CDROM drive and then select Next. The setup.exe
for Malkari is the default. To locate the iLZ
Setup.exe, select Browse... Open the Stuff folder,
then the Lz folder, select setup.exe, then click
Open, and then Finish. Follow the instructions on
the screen.
After iLZ is installed, launch it by selecting Start,
then Programs, then I-Magic Games and then
iLZ. Refer to the iLZ help file to learn more about
this service.
Online Manual
The online manual is an
expanded version of the
printed manual, providing a
full set of module tables. To
access this manual, select Online Manual from
the opening AutoPlay splash screen, and then
select the Book icon.
12
About DirectX
Many games and other Windows programs use
DirectX, a standardized set of tools that allow
programs to communicate with and control your
system’s hardware. DirectX-based programs use
DirectX ‘drivers’ to perform many functions,
such as painting graphics to the screen or having
the sound card play music and sound effects.
When configured correctly, DirectX allows all
DirectX-based programs to use the same set of
drivers to perform these functions. When DirectX
drivers are not configured correctly, some of
these functions may not work.
If your DirectX drivers are not configured correctly, the most common result is that you are
able to start the game, but as soon as you try to
perform any actions or use any options, the game
halts or crashes. Alternatively, you may experience an immediate crash as soon as the program
begins to display graphics, or you might receive a
warning message about your video mode.
Should you have any troubles with DirectX
installation or its start-up initialization with
Malkari, you should contact your hardware vendor or call Interactive Magic’s Tech Support line,
at (919) 461-0948, for assistance in diagnosing
which hardware components in your system are
causing the trouble and how to obtain help correcting their setup problems.
Walkthrough
Greetings Excellency and welcome to Malkari!
NOTE: For players who want to investigate the
While Malkari is an in-depth and potentially
complex strategy game the basics of movement,
conflict, exploitation and expansion are easy to
learn.
initial setup more fully, see “Game Parameters”
on page 32. Changing the settings from those
stated above, however, may affect your ability to
follow the walkthrough.
It is advisable for all new players to go through
either this walkthrough or the tutorials (see page
30).
Load the game following the steps given in
“Installation” on page 11.
Launch the game by selecting Start, then Programs, then I-Magic Games, then Malkari and
then clicking the Malkari icon, or by selecting
Play Malkari from the opening splash screen.
The first time the game is launched, the Intro
Movie is shown, and then the Main screen is
displayed.
1.
2.
Select Single Player from the Main screen,
and then Start a New Game from the Single
Player screen.
The Game Configuration screen is
displayed. Leave the default starting values
and select Continue. The Pick Guild screen
is displayed.
3.
Select the Emerald Combine as your Guild.
Enter a name for your chapter in the Chapter
Name box.
4.
Click Easy on the Preset Difficulty Levels
slider at the top of the screen.
5.
Select Play. The Malkari system is created
and the game begins.
Navigating the Malkari Solar System
The game opens with the Malkari system moving
at an accelerated rate. Press any key or click to
stop the movement and to zoom in on your start
asteroid.
The opening screen is in Solar view which has
three camera modes allowing the system to be
viewed from any angle or position.
Linear mode: This is the default mode. The
camera always points straight ahead and cannot
be rotated. The right, left, up and down arrows on
the keyboard move the camera in that direction.
Solar Center mode: Press Z to change modes. In
this mode the camera always points towards the
center of the solar system. The right, left, up and
down arrows on the keyboard move the camera in
an orbital motion around this point.
Free-Motion mode: Press Z again to change to
this mode. The camera can point in any direction.
The right, left, up and down arrows on the keyboard rotate the camera in that direction.
Zooming in and out: In all modes the I, > or +
keys are used to move the camera in or forwards;
the O, < or - keys are used to move the camera
out or backwards.
Malkari Manual
Pressing Z moves through the camera modes.
Press Shift + Z to change back to the previous
mode.
Press Tab to center the view on your start asteroid. When you have ships or ATVs present at
many asteroids pressing Tab jumps from one to
the next; Shift + Tab jumps to the previous one.
Data Field Info
Place the cursor over an asteroid and look at the
Data field on the right. The information displayed
indicates the potential productivity of an asteroid
and who owns it.
Most of the data is self-explanatory.
•
Vote—At the start of the game the vote
always belongs to the owner of the asteroid.
•
Orbit—There are two types of orbit: elliptical or around one of the two stars, Malkari or
Diantos. An elliptical orbit takes the asteroid
around both the stars and the asteroid tends
to move faster the nearer it is to a star.
•
Eco Class—The economic class of an asteroid determines its base level of resources.
See the table on page 111 for a breakdown of
each economic grade.
•
Kinetic Coefficient—The Emerald Combine’s power production depends upon the
kinetic coefficient of an asteroid. The higher
the kinetic coefficient, the greater the amount
of power each power ATV can produce. The
kinetic coefficient is directly related to the
size of the asteroid.
•
14
Local Pool—If you have a scientific ATV in
the central zone or have built a storage facility elsewhere, there is a Local Pool. Without
a Local Pool minerals cannot be transferred
or stored.
Your Start Asteroid
Each chapter begins with one asteroid that has a
Space Station and a Scout ship in Orbital space
above it, and several ATVs producing power and
minerals on the surface.
Double-click on your start asteroid while in Solar
view to go to Orbital view.
Camera Modes
There are four camera modes that allow the asteroid and any ships around it to be viewed at all
angles.
Asteroid Center mode: This is the default mode.
The camera always points toward the center of
the asteroid. The right, left, up and down arrows
on the keyboard move the camera in an orbital
motion around this point.
Free Motion mode: Press Z to change modes. In
this mode the camera can point in any direction.
The right, left, up and down arrows on the keyboard rotate the camera in that direction.
Linear mode: Press Z again to change to this
mode. The camera always points straight ahead
and cannot be rotated. The right, left, up and
down arrows on the keyboard move the camera in
that direction.
Locked mode: Press Z to change to this mode,
then press G to activate the grid. The camera
remains on a plane parallel to the grid and pointing towards the center of the asteroid. The right
and left arrows on the keyboard move the camera
in a circular motion about the center. The up
arrow moves the camera toward the asteroid; the
down arrow away. This mode is extremely useful
when moving ships using the grid (see page 69).
Press G again to toggle the grid off.
Zooming in and out: In all modes the I, > or +
keys are used to move the camera in or forwards;
the O, < or - keys are used to move the camera
out or backwards.
Walkthrough
Data Field Info
Zone Information
Place the cursor over the Space Station or select it
by clicking on it. The Data field on the right displays information regarding the Space Station.
Placing the cursor over a zone displays the following information in the Data field:
There are at least three pages of information
about each ship, each one accessed by either
pressing the Page Up and Page Down keys, or by
clicking on Next Page in the Data field when the
ship is selected.
Some of the information is self-explanatory; the
following clarifies some points:
•
Design Class—The class of a ship is the
name that a design has been saved as in the
Design Chamber.
•
Hull—The hull determines the type of ship,
such as a Space Station.
•
Speed—There are two speeds, one for
Orbital space and one for Solar space. A ship
with a speed of zero can move extremely
slowly, but only in Orbital space.
•
Power—The amount of power a ship has
stored, and the total amount it is capable of
storing.
•
Construction Capacity—The Space Station
has construction capability. The figure
shown is the number of build points the ship
can use each turn.
Terrain View
Double-click on the asteroid to go to its Terrain
view. This view represents a cross-section of the
asteroid with the central zone containing the
genetic bank, surrounded by zones that may be
rich in minerals or good for power production.
Asteroids provide the resources necessary to construct ships, which in turn allow you to expand
your empire by capturing additional asteroids.
The economic grade and size of an asteroid
affects the type and amount of minerals that can
be exploited. See “Asteroid Economic Grades”
on page 111 for a breakdown of the base amount
of minerals a particular economic grade provides.
•
Zone Information—The occupier of the
zone, its stacking limit (the number of ATVs
it can hold) and the mining value.
•
Current Output—The amount of power and
minerals this zone is producing.
•
ATVs Curr/Arr—The number of ATVs occupying the zone and the number due to arrive
when the turn is processed.
The Mining Potential filter button is the
default filter, and it highlights the zones in
varying shades. The more intense the color
of a zone, the higher its mining potential.
Select the Power Potential button to find
the better zones for power production. The
Emerald Combine produces power based
on the kinetic coefficient of an asteroid. The outer
zones of the asteroid have higher potential due to
the rotation of the asteroid. The further from the
center of the asteroid a zone is, the higher the
kinetic coefficient. Hence, the larger the asteroid
the higher its potential power output.
Each Guild produces power by a different
method, so an asteroid with a high power output
for one Guild may only give a low power output
to another Guild (see “Power ATVs” on page 80
for further details).
The scientific ATV in the central
zone of an asteroid supplies organics, sets up a Local Pool as a storage
facility, and gives you one vote
within the Guild. Each asteroid provides one
vote, although these can be bought and sold (see
“Trade” on page 91 for further details).
Artifact sites may be present in a
zone. When a scientific ATV enters
a zone with an artifact site, it may
reap rich rewards, or suffer drastic consequences.
15
Malkari Manual
Constructing ATVs
Constructing a Ship
Your first priority is to build additional ATVs to
exploit your start asteroid to a greater extent. The
more power and minerals produced, the more
construction you can do.
While the ATVs are being built, the Space Station
can do some construction. In addition to
resources, ship construction costs organics,
which are produced by the scientific ATV in the
central zone of the asteroid. The more asteroids
you own, the more organics you produce.
1.
Right-click on the ATV facility to
open the pop-up menu.
2.
Select Construct ATV. The
Construct ATV screen is displayed.
3.
Use the up and down arrows (spin controls)
to order two of each ATV type to be built.
Combat
ATV
4.
Mining
ATV
Power
ATV
Scientific
ATV
Select OK.
Return to Orbital view by double-clicking in the
area between the outer zones of the asteroid and
the edge of the map display. (This is can be a very
narrow strip if the asteroid is huge.)
1.
Right-click on your Space Station to
open the Task Orders menu (see
page 70 for further details).
2.
Select Construction, then Construct.
The cursor changes to a Hammer.
3.
A list of the default ship designs is displayed
in the Data field on the right.
4.
Select a ship name with the
Assault symbol alongside.
One of each type is built each turn.
Each zone on an asteroid holds a finite number of
ATVs. To move an ATV, drag-and-drop it into an
adjacent zone. ATVs can be returned to the zone
that they came from before the turn is processed.
See “Terrain Movement” on page 82 for further
details.
As ATVs are produced, move them to the zones
where they can gain the most. For power ATVs
these are the outer zones; for mining ATVs these
are the highest mining potential zones.
To automate the movement of
ATVs select the Automanage
button.
When the cursor is over a zone the Data display
provides information regarding the number of
ATVs that zone can contain, currently contains,
and the amount of power and mineral production
it generates. See “Asteroids” on page 78 for further details.
5. Click the End Turn button.
The ship being constructed appears
alongside the Space Station. Place
the cursor over the Space Station again. The highlight of the ship being constructed flashes, showing that it is the target of the Space Station’s task,
and the Data field display now has the current
task listed and the following information:
•
EPC—When a ship has been ordered to perform a task it uses power. The estimated
power consumption records the net change in
power at the end of performing the task. A
net loss of power is normal. If a task cannot
be completed because of a lack of power
Empty is displayed in red.
•
ETC—The estimated time to completion for
the current order.
It takes several turns to build a ship, so order
more ATVs to be constructed on the asteroid and
press End Turn. Repeat until the ship has been
built.
16
Walkthrough
Messages are displayed at the bottom of the
screen, stating the amount of minerals and power
the asteroid is producing. The messages inform
you when a ship has been constructed. For additional information regarding these messages, see
the Notification Field section on page 45.
Rename Ship: To change the name of a ship,
select it then click on its name above the picture
at the top of the Data field. Enter the preferred
name, and then click OK.
NOTE: If you are not playing at easy
level it is advisable to send your Scout to
scan an asteroid, as any asteroid you want
to capture needs to be scanned before ATVs can
land on them. At easy level all asteroids start as
scanned.
Recovering ATVs
When the Assault ship is completed it needs to
pick up some ATVs from the asteroid. ATVs can
be recovered from any zone, unless the asteroid is
contested, in which case only ATVs in the outer,
surface zones can be recovered.
1.
Right-click on the Assault ship.
2.
Select Recover ATVs. The Recover ATV
screen is displayed.
3.
Select an ATV on the Terrain map. It
disappears from the zone and is listed in the
appropriate slot along the top of the screen.
4.
Continue selecting ATVs in this way. It is
advisable to have at least two mining ATVs
and two scientific ATVs (but do not remove
the scientific ATV from the central zone).
5.
To change the ATVs selected,
select Restore and start again.
When you are finished, select
the Done slot.
Pass the cursor over the Assault ship
in Orbital view. The Data field displays the current task and its estimated time to
completion (ETC) and estimated net power consumption (EPC).
6.
Capturing Another Asteroid
When the Assault ship has picked up the ATVs,
send it off to capture another asteroid.
To decide which asteroid it is
best to capture, return to Solar
view by either double-clicking
on the Solar view goto slot or by
double-clicking on the space
backdrop around the asteroid.
Use the asteroid filter buttons (see page 48)
to label certain asteroids. The Asteroids by
Guild button is very useful as it labels each
asteroid with its name color-coded. Use the
reverse filter, by pressing Shift and then the
Asteroids by Guild button, to label all unowned
asteroids in white.
Use the Shift + Mine button to label all
asteroids not owned by you—at the beginning this is all but your start asteroid.
Pass the cursor over unowned, white-labeled
asteroids near your start asteroid, and compare
their statistics in the Data field. An unowned
asteroid is the easiest to capture, so to begin with
focus on them. It is difficult to judge visually
exactly how long it would take a ship to move to
an asteroid. The system is dynamic and the asteroids orbit at different speeds in different orbits.
To view where the asteroids will be later
on, select the Future View button. Use the
buttons to pause, restart, or move through the
changing system frame by frame (see the Future
View section on page 48). Watch to see where the
asteroids end up. Later on in the game, asteroids
that remain close to your start asteroid may be
easier to defend, but on the other hand, those that
zip off at great speed can provide a platform for
invading the nether reaches of the system.
Press M to toggle Future View off.
For now, choose a nearby, unowned asteroid that
has good resource and power potential. There
may be several eligible asteroids, in which case
you want to spend the shortest time travelling as
possible.
17
Malkari Manual
Goto Slots
The goto slots along the top of the screen provide
100 slots into which ships, asteroids or the Solar
view can be placed. Use the buttons just above
the slots, or the number keys (not on the numpad)
to access a different set of slots. Place an asteroid
in the next available slot by selecting the asteroid
in Solar view, then double-clicking on the slot.
Put all the asteroids you are interested in into
goto slots in this way.
Go to Orbital view of the start asteroid by double-clicking in the lefthand side of its goto slot. Ensure that
the ATVs have been recovered by
checking the Assault ship’s orders, and if they
have, select it. Then select one of the asteroids
you placed in the goto slots. This orders the ship
to start moving to that asteroid when the turn is
processed.
The ship can be put into a goto slot and the asteroids selected in Solar view, if preferred.
Pass the cursor over the ship and make a note of
how long it is estimated for the ship to arrive at
the asteroid. Repeat this process for each of the
asteroids you are interested in. When you have
established which is the nearest, order the ship to
that asteroid.
Landing ATVs
When the Assault ship has arrived at the destination asteroid, order it to land the ATVs.
1.
Go to Orbital view, and then right-click on
the Assault ship.
2.
Select Land ATVs. The Land ATV screen is
displayed.
3.
Use the Mining Potential button and
the cursor to pinpoint the best zone for
mining.
4.
Select the mining ATV symbol in
the slot then click in the zone with
the best mining potential.
18
5.
Use the Power Potential button and the
cursor to find the best zone for power.
6.
Select the power ATV symbol in
the slot then click in the zone with
the best power potential.
7.
Place a scientific ATV in the
central zone, to claim ownership and
establish a Local Pool.
8.
When all the ATVs are
designated a landing zone,
select the Done button to return
to Orbital view.
NOTE: If another chapter is landing ATVs at
the same time, ATVs can only land in the outer
zones.
Return to Orbital view and pass the cursor over
the Assault ship to see how long it will take to
land the ATVs. When they have landed and the
scientific ATV occupies the central zone, control
of the asteroid is yours. Well done!
NOTE: If you are not playing at easy level the
asteroid needs surveying before any ATVs can be
landed (see page 78).
Creating Facilities
Continue colonizing this asteroid with mining
and power ATVs by creating an ATV facility.
Once the Local Pool has been established,
resources can be transferred from your start asteroid, which should help increase ATV production
(see “Trade” on page 91).
1.
Go to Terrain view, and then right-click on a
scientific ATV, (not the one occupying the
central zone).
2.
Select ATV Facility.
3.
The scientific ATV is replaced by
the ATV facility symbol.
Other facilities can also be built. A
mining ATV can create a Storage or Mining facility. The latter improves the mining output of
ATVs in the zone it occupies. A power ATV can
be converted to a Power facility, which increases
the power output of ATVs in the zone it occupies.
Walkthrough
Transferring Resources
Information Mode
Once you have established a Local Pool on a captured asteroid, it is advisable to transfer
resources.
Be careful not to overextend yourself
by heading out to lots of asteroids
before you have spent the time to
secure your position. Use the screens
in Information mode (see page 54) to keep an eye
on what the opposition is up to and how your
progress compares with others.
1.
Go to Information Mode by
selecting the Info Mode button.
2.
Select the Trade button to open
the Local Pools screen.
3.
In the top half of this screen your Local
Pools are listed. Select the Local Pool of
your home asteroid, if it is not already.
4.
Select one of the Transfer buttons in the
lower half of the screen. Each resource has a
Transfer button.
Enter the amount of the resource that is to be
sent, then select OK.
5.
6.
Select the Local Pool of the destination
asteroid in the top half of the screen.
7.
The resources are deducted and arrive at the
destination after a delay for transportation.
8.
Repeat for each type of resource to be
transferred.
At the end of each turn, before selecting the
End Turn button, check that all your ships
all have orders by selecting the Ship List
button while in Information mode.
For additional help on how to play the game, use
the in-game tutorials (see page 30) and for more
general hints and tips on tactics and strategies,
see page 107.
Your fate awaits, Excellency. Good luck!
Select Shipments to view the transfers in
progress, and their arrival times.
Further Expansion
Continue building ships with the Space Station at
your home asteroid. You may want to build one
with some offensive abilities to protect any
unarmed ships when they are producing and landing ATVs, or to eliminate opposition around an
asteroid. See “Ship Design” on page 85 for information regarding ships and “Space Combat” on
page 72 for information regarding combat.
19
Malkari Manual
20
Beginning a Game
Close all other applications, toolbars, animated
cursors, and system tray applets (virus scanners
that are commonly accessed from the system
tray) when playing Malkari.
We recommend that new players follow the Tutorials (see page 30) or the Walkthrough (see page
13) to become familiar with the basics of the
game.
Main Screen
The first time the game is launched, after the
Intro Movie, the Main screen is displayed. To go
straight to the Main screen, press Esc during the
Intro Movie
Enter a player name (the computer’s ID) and
nickname (player’s ID), for multiplayer games.
Main Screen
Malkari Manual
Single Player
Malkari can be played by up to forty players over
the internet, on a local area network, or by playing by e-mail, but before taking the plunge into
multiplayer sessions, it is advisable to hone your
strategies and tactics in solo games.
Single Player Screen
Starting a New Game
1.
2.
3.
4.
22
From the Main screen, select Single Player,
the Single Player screen is displayed.
Select Start a New Game, the Game
Configuration screen is displayed (see page
32). Make the selections you prefer, then
select Continue.
The Pick Guild screen is displayed. Make
the selections you prefer (see page 38).
Select one of the Preset Difficulty Level
settings and go straight to step 7, or click
Starting Values, to access the Starting Values
screen.
Make the selections you prefer (see page 34)
and then select Fog of War. The Fog of War
screen is displayed.
5.
Make the selections you prefer (see page 35)
and then select Chapter Traits.
6.
The Chapter Traits screen is displayed.
Make the selections you prefer (see page
36).
7.
Select Play from any of the set-up screens to
begin play.
NOTE: We recommend that new players go
through the Walkthrough (see page 13) or the
Tutorials (see page 30) to become familiar with
the basics of playing Malkari.
Beginning a Game
Load Game Screen
Continuing a Game or Playing a Scenario
To load a scenario or continue a saved game:
1.
From the Main screen, select Single Player,
the Single Player screen is displayed.
2.
Select either Load a Scenario or Load a
Saved Game.
3.
The Load Game screen is displayed.
4.
Select Show Saved Games or Show
Scenarios, if necessary.
5.
Double-click the game or scenario to be
loaded, or highlight it then click Select this
Game.
Malkari materializes and play continues.
6.
23
Malkari Manual
Multiplayer
To begin a multiplayer game, using a LAN or
TCP/IP connection, or head-to-head via direct
serial link or modem to modem, select Multiplayer from the Main screen. To play through
Interactive Magic’s Online service, select Play
Online (see page 27). To play by e-mail select Email Game (see page 29).
Multiplayer Connection Screen
Internet Play Preparation
3.
Press the Enter key, or click OK. The IP
address is displayed as four numbers
separated by periods.
4.
Inform the other players of the IP address—
they should be waiting for this information.
To play a multiplayer game over the Internet, the
host needs to provide information to the other
players.
While there are several online ‘managers’ or
‘helpers’ that can provide you with this information more easily, the Windows operating system
has everything needed built into it already. It is
assumed that you are familiar with sending
e-mail.
Determining Your IP Address: The host needs
to determine the IP address that their service provider has assigned to them.
1. Click on the Windows Start button and
select Run....
2.
24
Type winipcfg in the Open: field.
Beginning a Game
The guest should follow steps 2-6 in “Joining
a Malkari Session” on page 28.
NOTE: Your IP address may change each time
you log onto the Internet. If you have any
difficulties determining your IP address, contact
your Internet service provider.
Playing an Internet Game
1.
Select Multiplayer from the Main screen.
The Multiplayer Connections screen is
displayed.
2.
Select Internet. The IP address box is
displayed. The host should leave this blank;
the guests should enter the IP address sent to
them by the host.
3.
Modem Preparation
To play multiplayer games via modem, make sure
that your modem is installed properly, then configure certain optional settings for optimum performance. If necessary, connect and configure
your modem following the manufacturer’s
instructions or the Windows documentation.
Once you have configured your modem, you
need to turn off data compression to ensure
smooth play.
The host should now follow steps 2-7 in
“Hosting a Malkari Session” on page 27.
You can change these settings using the Control
Panel.
The guests should follow steps 2-6 in
“Joining a Malkari Session” on page 28.
To change your data compression settings:
1.
Playing a Local Network Game
1.
Select Multiplayer from the Main screen.
The Multiplayer screen is displayed.
2.
Select Local Network.
3.
The host should now follow steps 2-7 in
“Hosting a Malkari Session” on page 27.
4.
The guests should follow steps 2-6 in
“Joining a Malkari Session” on page 28.
2.
Open the Control Panel by clicking the
Windows Start button, then select Settings,
and then Control Panel.
Double-click Modems to display the Modem
Properties window.
3.
Select the modem whose settings you want
to change.
4.
Click the Properties button to display the
Properties window for the selected modem.
Playing a Serial Link Game
1.
Select Multiplayer from the Main screen.
The Multiplayer screen is displayed.
2.
Select Direct Serial to Serial. The Serial
Port Settings box is displayed.
3.
Unless you know what you are doing, leave
the default DirectPlay settings as they are,
and click OK.
4.
The host should now follow steps 2-7 in
“Hosting a Malkari Session” on page 27.
25
Malkari Manual
5.
Select the Connection tab.
Playing a Modem to Modem Game
1.
Select Multiplayer from the Main screen.
The Multiplayer screen is displayed.
2.
Select Modem to Modem. The Modem box
is displayed.
3.
The host should leave this blank; the other
player should enter the host’s modem
number.
4.
The host should now follow steps 2-7 in
“Hosting a Malkari Session” on page 27.
The guest should follow steps 2-6 in “Joining
a Malkari Session” on page 28.
6.
Select the Advanced button.
7.
Make sure that Compress data is not
checked.
8.
Select Hardware for flow control. The
hardware flow control is usually the default.
9.
Select OK to return to the Properties window
and apply the new settings.
10. If the phone line quality is poor, your
modem may not be able to establish a stable
connection. If this happens, reinstate the Use
error control check mark, but be sure to
disable (remove the check mark for) data
compression.
26
Beginning a Game
Play Online
Interactive Magic Online provides a lounge
facility, iLZ, where players can join or initiate
games over the Internet, using a TCP/IP
connection. It is essentially a meeting area where
anyone might join in your game—unless you
want to keep it private by only allowing those
who know the password to join.
Multiplayer Screen
Hosting a Malkari Session
1.
Select Play Online from the Main screen
2.
The Multiplayer screen is displayed. Enter
the new game name.
3.
Enter a New Game Password if you want a
private session. You need to notify the other
players of the password you have used. For
an open game, leave the password field
blank. Select Create a New Game.
Make selections from the Game
Configuration screen (see page 32), as
preferred.
4.
5.
The Starting Values screen (see page 34),
and the Fog of War screen (see page 35) are
accessible from the Game Configuration
screen when playing a multiplayer game.
6.
Make the preferred selections from these
screens, then click OK. Then select Lock
these settings for all players, if you do not
want players to select their own settings in
the usual way.
7.
Select Continue when your selections have
been made, the Pick Guild screen is
displayed.
8.
Make selections from the Pick Guild screen
(see page 38) and the Chapter Traits screen
(see page 36).
9.
Select Play.
NOTE: If the Run the game server stand-alone
(no human player on this machine) box is
checked the host computer acts as a server,
which slightly increases the speed of play.
27
Malkari Manual
Current Players Screen
10. The Current Players screen is displayed.
5.
Enter the password if you are joining a
private game; leave the password field blank
if joining an open game.
6.
Click Join this Game. The Guild Traits
screen is displayed. If the host has not
selected Lock Settings for All Players in the
Game Configuration screen, selections can
also be made in the Fog of War and Start
Value screens.
7.
Select the Guild and chapter you want to
play, and enter your game name in the
appropriate field. Chapters that have been
chosen by players who have already entered
the Current Players screen, are not available.
Select Play. The Current Players screen
opens.
11. Use the Refresh button to update the screen
and wait until all the players to be present at
the beginning of the game are logged on.
Remove a player by highlighting their name,
and then clicking Remove Player.
12. Type any messages—insults or provocative
comments about the opposition’s abilities to
establish a suitable atmosphere—then click
Send Message.
13. To begin Malkari, select Start Game.
Joining a Malkari Session
1.
Select Play Online from the Main screen.
2.
The Multiplayer screen is displayed.
8.
3.
If the game you want to join is not yet listed
wait a while, and then select Refresh. The
list is updated and any new games added.
9.
4.
28
Highlight the name of the game to join from
the Games Currently Available.
Type any messages—insults or provocative
comments about the opposition’s abilities to
establish a suitable atmosphere—then click
Send Message.
10. The game begins when the host selects Start
Game.
Beginning a Game
E-mail Game
Up to forty players can play Malkari via e-mail.
The host sets up the game and sends files to all
the guests. The guests and the host then play their
turns and the guests send files back to the host.
The host processes the turn and sends the files out
again. This is repeated until someone wins.
E-mail Options Screen
Setting up an E-mail Game as the Host
1.
Select E-mail Game from the Main screen.
2.
On the E-mail Game screen, enter a Game
Name—each e-mail game must have a
unique name—then select Create a New EMail Game. The Game Configuration screen
is displayed.
3.
4.
5.
Set the game settings on this screen and in
Starting Values and Fog of War, accessible
from this screen. Settings are always locked
in an e-mail game.
Select Continue. The game setup is
processed, generating a Gamename.esv file
and forty Gamename.sxx files (where xx =
00 to 39) in the ..\Malkari\email folder.
Gamename is the one entered in step 2.
Quit the game, and launch your e-mail
program.
6.
Mail one of the Gamename.sxx files to each
guest player. Make a note as to which player
receives which file.
Playing an E-mail Turn as a Guest
1.
First you need to receive an e-mail from the
host with the attached game file.
2.
Move the Gamename.sxx file from the email program's attachments folder to the
..\Malkari\email folder.
3.
Launch Malkari and select E-mail Game,
the E-mail Game screen is displayed.
4.
Select Play An E-mail Turn, the Load Game
screen is displayed.
5.
Select the Gamename.sxx from the load
game list and click Select This Game.
6.
The game loads and play begins.
29
Malkari Manual
7.
Make your moves, then select End Turn. A
Gamename.cxx file is generated.
8.
E-mail the Gamename.cxx file to the host as
a file attachment.
Tutorial
Newcomers to Malkari are advised to go through
the in-game tutorials to become familiar with all
the various aspects of the game.
Playing an E-mail Turn as the Host
Follow steps 3-7 in Playing an E-mail Game turn
as a Guest. Ensure that the Gamename.sxx
selected in the Load Game screen is the same
each time—unless you want to play a different
chapter each turn.
Processing an E-mail Turn as the Host
1.
When you have received the Gamename.cxx
files from the Guests, using normal file
move procedures in Windows Explorer,
move the Gamename.cxx files from the
e-mail program's attachments folder to the
..\Malkari\email folder.
Tutorial Index
To go through the tutorials:
1.
Select Tutorial from the Main screen.
2.
Launch Malkari and select E-mail Game on
the Main screen.
2.
The Tutorial Index is displayed
3.
Select one of these tutorials.
3.
On the E-mail Game screen, select Process
An E-mail Turn, the Load Game screen is
displayed.
4.
The Tutorial screen opens.
4.
Select the Gamename from the load game
list and click Select This Game.
5.
The turn is processed.
6.
The Host then quits the game and once again
mails the Gamename.sxx files to each Guest
player, making certain that each receives the
same file number as before.
Quick Start
To jump quickly into the last saved single player
game, select Quick Start.
If there are no saved games in the saved games
folder, an Instant Action scenario begins. Malkari
materializes with the action centered on one
asteroid, each Guild is present with several ships
ready to do battle. See “Space Combat” on page
72.
30
Use the up and down arrow buttons on the right
of the message display to go to the previous or
next page. Press Exit to return to the index.
The blue writing imparts information; the green
gives instructions.
Beginning a Game
Preferences
To select the sound and music preferences for
Malkari, select Preferences from the Main
screen. These can also be set from within the
game (see page 46).
Sound Preferences Screen
Select the preferred settings:
•
Music Volume—On or Off.
•
Sound Effects Volume—Silent, Low, Medium
or High.
Speech Feedback—On or Off.
•
Select Set Volumes to save these settings and
return to the Main screen.
Replay Intro Movie
Select Replay Intro Movie from the Main screen
to see the introductory animation and story.
Quit
Click Quit on the Main screen to close the game
and return to Windows desktop.
31
Malkari Manual
Game Parameters
When setting up a game of Malkari there are several screens that allow you to change the set-up
within a game, to customize each game depending upon your mood, or to establish a particular
flavor for a multiplayer game—it is possible for
the host and guest machines to have different settings in the Fog of War and Starting Values
screens, allowing the game to be played as a
handicap.
Game Configuration Screen
Game Configuration
The Game Configuration screen sets the fixed
game parameters such as victory conditions.
These parameters are the same for all players.
Lock These Settings for All Players: In a multiplayer game, the host can lock the selections they
have made in the Starting Values and Fog of War
screens. If the settings are not locked, each player
can make select the settings they prefer in the
usual way.
Victory Conditions
Multiple victory conditions can be set. The game
ends whenever one of the conditions is fulfilled.
32
Last Man Standing (Always Active): When all
other Guilds and chapters have been exterminated, including those in your own Guild, you
win.
Capture the Flags: A chapter is destroyed if it
loses control of its start asteroid. All members of
the last remaining Guild are declared joint
winners.
Biggest is Best: The chapter controlling the
greatest number of asteroids at the end of the
game wins. If there is a tie the joint winners
receive a minor victory.
•
Use the up and down arrows (spin controls),
to set the game duration.
Beginning a Game
Imperator Wins the Game: The winner is the
chapter whose leader is elected Imperator (for
details regarding the Imperator and voting see
page 93). The chapters in the same Guild as the
Imperator attain a minor victory.
•
•
Set the percentage of Guild-owned asteroids
required for an Imperator vote. # of asteroids
= x indicates the number of asteroids the
Guild needs to own before an Imperator vote
occurs.
Select the percentage of Guild votes needed
to be successfully elected Imperator. If more
than one chapter receives the required percentage of votes, the one with the most votes
becomes Imperator. If there is a tie, play continues until there is a winner, unless Interregnum is selected.
Interregnum: This option is only available when
Imperator Wins the Game is selected. When two
chapters have a tied vote, both having the
required percentage needed for an Imperator
election, civil war breaks out. One chapter and
their supporters are declared loyal; the others are
declared rebel. See page 93 for further details.
NOTE: Whatever victory conditions are
selected, it is possible to continue playing after
the official end of the game.
Miscellaneous Settings
Turn Limit: Set the maximum length of time
each turn is to take, in either minutes or hours.
Allow Asteroid Collisions: Asteroids follow scientifically calculated orbits and on occasion this
results in collisions that destroy ATVs and ships
in the vicinity.
Asteroid Orbit Speed: The rate at which the system rotates around the stars can be altered, or
even halted completely to give a static system.
Research Shared: Research within a Guild is
normally shared between chapters. To share no
research set this percentile to 0; to share all
research set it to 100. The more that research is
shared, the faster each technology level is gained.
The higher this number, the more important and
intense upgrading your ship designs becomes.
Chaotic Orbit: If No, the asteroids orbit in one
plane around the suns, making it is easier to keep
track of what is going on. If Yes, they orbit randomly—great fun for those who really like a
challenge.
Global Starting Values: Go to the Starting Values screen (see page 34).
Global Fog of War: Go to the Fog of War screen
(see page 35).
NOTE: When accessing the Starting Values and
Fog of War screens from here, which is only
possible when hosting a multiplayer, online or
e-mail game, it is not possible to use the buttons
along the bottom of those screens. After making
your selections click OK to return to the Game
Configuration screen.
Chapters per Guild: Choose the number of
chapters in each Guild, up to eight.
Number of Asteroids in System: Select the
number of Asteroids in the system, minimum of
40, maximum of 150. There must be at least as
many asteroids as there are chapters.
Use the number of chapters and the number of
asteroids to influence the crowding within the
system. Having one asteroid available per chapter
causes conflict very early on in the game. Having
many asteroids per chapter normally permits
quiet expansion without much conflict until later.
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Malkari Manual
Starting Values
The Starting Values screen sets the starting situation for a player. When playing multiplayer, these
are the same for all players when the host selects
Lock these Settings for all Players in the Game
Configuration screen, or each player can set their
preferences separately.
Starting Values Screen
Starting Asteroids
Starting Values
Economic Grade: Select the economic grade of
your start asteroid. When Good is selected, the
player’s home asteroid is always Economic Class
A. (See “Asteroid Economic Grades” on page
111 for a listing of the various grades and their
base mineral distribution.)
Resources: The more resources in your Local
Pool at the beginning of the game, the easier it is.
Orbit: Select the preferred orbit of your start
asteroid. An asteroid orbiting both Diantos and
Malkari (elliptical) normally moves away from
asteroids close to it at the start. This may cause
support problems as it moves away from the
asteroids settled nearby. On the other hand, contact is made with many asteroids and it is harder
for enemies to launch an attack upon it because of
its fast orbiting speed.
34
Ground Forces: The number of ATVs already
constructed at the beginning of the game.
•
Low—One scientific ATV in the central
zone.
•
Average—One scientific ATV and four of
each other type.
•
High—Two scientific ATVs and eight of
each other type.
Play: Begin the game.
OK: When accessing this screen from the Game
Configuration screen (multiplayer only), none of
the other buttons are active, and the OK button
returns you to the Game Configuration screen.
Beginning a Game
Fog of War
The ability to view out of range enemy asteroids,
and ships in Solar view, or in the Orbital space of
asteroids where you have no presence are
selected from this screen before the game begins.
Fog of War Screen
Show Ships in Solar Space: Select one of the
three options:
Ships Start Already Scanned: Select one of the
two options:
•
Always.
•
All (easy).
•
Within range of my controlled asteroids.
•
Only my ships.
•
Never.
Display Control of Asteroids: Select one of the
two options:
Show Asteroids I don’t Control: Select one of
the two options:
•
Always.
•
Only after coming in range of my asteroids
or ships.
Asteroids Start as Scanned: Select one of the
two options:
•
All (very easy).
•
Only for asteroids my Guild controls.
•
Always.
•
Only if I am present there.
Play: Begin the game.
OK: When accessing this screen from the Game
Configuration screen (multiplayer only), none of
the other buttons are active, and the OK button
returns you to the Game Configuration screen.
35
Malkari Manual
Chapter Traits
Each Guild has inherent strengths and weaknesses (see page 111). In addition, each chapter
within a Guild can have slightly different abilities
that are chosen from the Chapter Traits screen.
There are default selections for those who do not
want to customize the selection.
A chapter may be master of one trait, expert at
two or adept at three.
Chapter Traits Screen
Warrior Caste: These traits influence your abilities in combat (see “Space Combat” on page 72).
•
Damage Control—Decreases the amount of
damage received when hit.
•
Projectile Weapons—Increases the effect of
projectile weapons.
•
Stealth—Decrease the chance of being
tracked by boosting ECM values.
•
Energy Weapons—Increases the damage
inflicted by beam weapons.
•
ATV Armor—Increase the defensive abilities
of ATVs.
•
Targeting—Increases the chance of hitting a
target.
•
Terrain Combat—Gives a bonus to ATVs
engaged in combat.
Navigation: Enhances the speed of travel.
• Solar Navigation—Increases speed in Solar
space.
Guardian Caste: These traits influence your
ability in defense.
•
36
Shielding—Increases the shield value of
defense modules against all types of attack.
•
Orbital Navigation—Increases speed in
Orbital space.
Beginning a Game
Academic Caste: Increases the technology or
research abilities.
•
Hull Technology—Increases the rate at
which new hulls become available.
•
Module Technology—Increases the rate at
which new modules become available.
•
Research Technique—Increases the science
bonus received per controlled asteroid.
Industry: Enhances the ability to exploit
resources.
•
Mineral Extraction—Increases the mineral
production of mining ATVs.
•
Power Generation—Increases the power
production of power ATVs.
•
Genetics—Increases the amount of organics
that each asteroid produces.
Engineering: Enhances the efficiency of
modules.
•
Recycling—Reduce the resources required
for ship construction.
•
Ship Building—Construction modules build
ships more quickly.
•
Conservation—Decreases the power usage
of all modules.
•
Miniaturization—Decreases the mass of all
modules.
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Malkari Manual
Pick Guild
The evolution and development of the five Guilds
of the Malkari system has led to each Guild
having its own technology and characteristics. A
brief history of each Guild and their particular
peculiarities can be found in “The Guilds” on
page 95. A full history of the split from one cohesive leadership to five bitterly rival Guilds begins
on page 99.
Pick Guild Screen
Guild: Select the Guild you want to be in. See
page 95 for a brief description of each Guild, and
the “Guild Traits Summary” on page 117.
Guild Info: Displays the full history and a
description of the selected Guild.
Chapter: Select the chapter you want to play. In
a multiplayer game, only those chapters not
already taken by other players are available.
Chapter Name: Type in your chapter name.
Play: Click play to start the game.
Starting Values: Access the Starting Values
screen, see page 34.
Fog of War: Access the Fog of War screen, see
page 35.
38
Chapter Traits: Access the Chapter Traits
screen, see page 36.
NOTE: The four buttons listed along the bottom
access the appropriate set-up screen with each
being accessible from all the others. Play can be
started from any of these screens, except when
the Fog of War or Starting Value screens are
accessed from the Configuration screen in
multiplayer games.
If the host of a multiplayer game selected Lock
these settings for all players in the Game Configuration screen, the setup screens are read only. If
the settings are not locked, each player can select
their own settings, as usual.
Beginning a Game
Preset Difficulty Levels: The preset difficulty
levels have the following selections on the relevant screens. If Easy, Average or Difficult is
selected and the settings are then changed in one
of the screens, the setting becomes Custom.
Fog of War
Show Ships in Solar
Space
Show Asteroids I
don’t Control
Asteroids Start as
Surveyed
Ships Start as
Scanned
Display Control
of Asteroids
Easy
Always
Always
All
All
Always
Average
Within range of my
controlled asteroids
Always
Only for asteroids
my Guild controls
Only my ships
Always
Difficult
Never
Only after coming in
range of my asteroids or ships
Only for asteroids
my Guild controls
Only my ships
Only if I am
present there.
Any other combination of settings
Custom
Starting Values
Economic Grade
Orbit
Resources
Ground Forces
Easy
Good
Never elliptical
High
High
Average
Good
Random
Average
Average
Difficult
Random
Random
Low
High
Custom
Any other combination of settings
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Malkari Manual
40
Using the Interface
This chapter provides information regarding the
screens, buttons and keys that can be accessed,
clicked or used while playing Malkari. For information about playing the game, such as moving
units, attacking and capturing asteroids, mining
resources and so on, go to “Expanding your
Empire” on page 67.
Malkari features an easy-to-use point and click
interface. When the cursor is placed over a button, its function is displayed as a ToolTip.
The Malkari game screens provide all the information required to develop strategies, assess your
enemy and fellow Guild members, capture asteroids, design ships, and manipulate units to perform construction, exploration, and combat.
Game Screen
Malkari’s main area of play is the Game screen.
Game Screen
Malkari Manual
Goto Slots
Viewing Area
The slots along the top of the screen contain
shortcuts to the items within. Shortcuts to the
Design Chamber, Solar view, and your start asteroid are in place at the beginning of a game.
There are three views, Solar view (see page 47),
Orbital view (see page 49), and Terrain view (see
page 52). When an order is given, a notification is
briefly displayed at the top of the viewing area.
To place an item in a goto slot, select an asteroid
or a ship, then double-click in an empty slot, or
right-click on the empty slot and then select Set
Goto from the pop-up menu. If nothing is
selected, when in Orbital or Terrain view, doubleclicking on an empty slot places the asteroid in
the slot. When in Solar view a goto Solar view is
inserted, and when in the Design Chamber a goto
the Design Chamber is placed.
Delete a shortcut by right-clicking on the slot
then selecting Clear Goto from the pop-up menu.
Data Field
When the cursor is placed over an item in the
viewing area or goto slots, information is displayed in the Data field, to the right of the Game
screen. If a ship is selected, its data is displayed
unless the cursor is over another ship or an asteroid. To deselect an item, click on it again.
Data Displayed when
Nothing is Selected
When an asteroid is in a goto slot, double-click
the left-hand side to go to Orbital view; the righthand side to go to Terrain view. The color-coded
numbers along the left side of each asteroid goto
indicate the number of ships each Guild has in
orbit around that asteroid. The white number is
how many your chapter has at that asteroid.
The information displayed
when there is no item selected
and the cursor is not over anything, is the turn number, the
amount of Organics your
chapter has in storage, and the number of asteroids controlled by you and your Guild.
There are ten sets of goto buttons. Click the
switch above the first slot to access the first set of
ten; the switch above the second slot to access the
second set and so on. Alternatively, use the
numeric keys (not the numpad) to access each set.
1 accesses the first set, 2 the second and so on.
Data Displayed when an
Asteroid is Selected
Goto slots act as the item in them. For example,
you can right-click on a ship in a goto slot to
access the Task Orders menu, or select a ship and
click on an asteroid in a goto slot to send it there.
NOTE: Sending a ship to an asteroid by
selecting the asteroid in the goto slot orders the
ship to move next to the asteroid, that is, to move
into Orbital space around the asteroid, and then
move next to it. Selecting an asteroid in Solar
view orders the ship to move to the asteroid, but
not next to it. It stops on entering Orbital space.
42
Name, Owner, and Vote:
The basic data regarding an
asteroid is displayed whoever owns the asteroid. The
basic data includes the
asteroid’s name, owner, and
the vote-owner—votes can
be traded and, therefore,
the owner of an asteroid is
not necessarily the voteowner.
Size, Orbit, and Solar
Year: The size and orbit are
listed. An elliptical orbit
goes around both Malkari
and Diantos. If an asteroid
orbits only one star, that
star is listed.
Using the Interface
Asteroids orbit at different speeds. The solar year
is the time it takes the asteroid to complete one
orbit.
Economic Class and Power Coefficient: The
economic class and power coefficients are only
available after an asteroid has been scanned. Each
Guild produces power differently, and only the
power coefficient relevant to your Guild is listed.
An asteroid with high power potential for one
Guild might be low for another one (see page 80).
Output: The output of an asteroid depends upon
its economic class and power coefficient, and the
number and placement of ATVs on the asteroid.
ATVs with power potential produce power; ATVs
with mining potential produce minerals. Certain
facilities can enhance the resource production of
ATVs (see page 81).
Local Pool: A Local Pool is established when a
scientific ATV occupies the central zone of the
asteroid, or when a storage facility has been built
by a mining ATV.
NOTE: Local Pools are blockaded if enemy
attack strength exceeds friendly attack strength
in Orbital space around the asteroid.
Updates: When you have a presence at an asteroid (that is either a ship in Orbital view, or an
ATV in Terrain view), the situation at that asteroid is updated each turn. When you do not have a
presence at an asteroid, the information is not
updated from the time your ships or ATVs left.
Data Displayed when a
Ship is Selected
Name, Class, Type, and
Damage: The first, default
information page includes
the ship’s name, class, type
and damage summary.
Damage to Life Support
and Hull Integrity is
shown—if either of these
reaches zero the ship is
destroyed. A complete
breakdown of damage is
listed on the following page
or pages.
Speed: Ships have two
speeds. Orbital is how fast
they travel in the area
immediately around an
asteroid; Solar is how fast they travel between the
asteroids.
Power: The amount of power a ship can store
depends on the power storage modules present in
the design. The amount of power remaining and
the total amount the ship can carry are listed.
Special Abilities: Many ships have particular
abilities and information relating to these abilities
is displayed here. For example, the number and
types of ATV a ship is carrying, or its construction value, which is the number of build points it
generates.
Current Order: The order currently being carried out is listed, with its EPC (estimated power
consumption) and ETC (estimated time to
completion).
If the EPC is Empty and red there is not enough
power available to complete the current order and
it is put on hold until enough power is available.
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Malkari Manual
Next Page: There are at least three pages of
information regarding ships. Either click here to
access the next page, or use the Page Up and
Page Down keys to move between the pages. The
latter also works when the cursor is placed over
an item, not only when it is selected. Should your
mouse have a wheel, this can also be used to
move through the pages.
Damage Breakdown
Access a breakdown of the
damage received by either
clicking Next Page, rightclicking on the ship, then
selecting Display, and then
selecting Damage, or by
pressing the Page Up key,
or by using a mouse wheel,
should one be available.
If there are more slots on
the ship than fit onto one
page, they are listed on the
following page.
Slot Damage: The modules contained within the
ship design are listed with a
damage bar beneath each one. The bars are colorcoded to reflect the amount of damage taken. Red
indicates severe damage, yellow moderate and
green none. When there are more than 10 slots,
the damage breakdown continues on the next
page. If all modules on a ship are destroyed, the
ship is destroyed.
Orders
The last page lists the orders of the ship. The
order currently being undertaken is at the top of
the list and has its EPC and ETC listed. Access
the last page by right-clicking on the ship then
selecting Display, then selecting Orders List, or
by selecting Next Page from the damage page, or
by using the Page Up and Page Down keys.
44
Data Displayed when
the Cursor is over a
Terrain Zone
Name and Owner: The
name of the asteroid and
the chapter occupying the
zone are listed.
ATV Limit and Mining
Value: After an asteroid
has been scanned, the ATV
limit and mining value of a
zone is displayed when the
cursor is over that zone.
The economic grade indicates the base amount of
each type of mineral present on the asteroid (see
page 111). The mining level reflects how easy it
is to extract the minerals from that zone.
Current Output: The maximum amount of minerals that can be extracted from a zone depends
on the mining value, ATV limit, and the economic grade of the asteroid. The more ATVs
present in a zone, the higher the output. A mining
facility enhances the output of each mining ATV
in the zone it occupies.
Power is produced in a different way by each
Guild but the better a zone’s power potential (see
page 80) the more power an ATV with power
potential produces while in that zone. A power
facility enhances the output of each power ATV
in the zone it occupies.
ATVs Current and Arriving: When an ATV is
ordered to move from one zone to another,
although the visual display shows it in the zone
already, it does not actually arrive until the turn is
processed. Use this to ensure the zone is not
going to be over-stacked. Any ATVs above the
ATV limit—also indicated by a red stacking
number—are destroyed at the end of turn
processing. If there is combat between ATVs
occupying a zone and those trying to enter it, the
combat is resolved before any ATVs are
destroyed due to over-stacking.
Using the Interface
Notification Field
Function Buttons
When a turn is processed, everything that happens is listed in the area at the bottom of the
Game screen. Double-click on a message to center the view on the item to which it pertains.
Right-click on a message to dim or highlight a
message.
There are different function buttons associated
with each view or mode.
Use the up and down arrows, or a mouse wheel to
scroll through the messages.
Game Options: Select to access
the Game Options menu.
Filter particular types of messages by selecting
the appropriate colored buttons, situated to the
right of the Notification field:
Information mode: Select to
access Information mode (see page
54).
•
Red—Unit movement, conflict and
encounters.
•
Green—Trade, mineral extraction and power
production.
•
Blue—Diplomacy notifications such as
trades and distress calls.
•
Yellow—Game events such as asteroid
collisions.
•
Light Blue—Chat when playing multiplayer.
•
Magenta—Each time a chapter is voted renegade or loyal.
There are five buttons present in every view.
In-Game Settings: Select to
access the In-Game Settings menu.
Design Chamber: Select to go to
the Design Chamber (see page 85).
End Turn: Select to process the
turn.
NOTE: When participating in a multiplayer
game, the turn is processed when the last person
selects End Turn. It is still possible to play after
you have selected End Turn, and continue to
make adjustments until the last player has
selected End Turn.
The filtering can be fine-turned to hide more specific message types.
1.
Click to select a message, about power
production for example.
2.
Then select the X button to the left of
the notification field.
3.
An ‘x’ is displayed next to all power
production messages.
4.
Select the Hide all Filtered Messages
button to hide them.
To unfilter the messages, select the
Show All Messages button below the X button, then select a filtered message, and
finally press the X button to unfilter.
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Malkari Manual
In-Game Settings Menu
In-Game Settings Menu
Visual Settings
Maintain Ship Facing: When On, ships always
appear to face the same way.
Zoom to Target: When On, the view jumps to
center on an item. When Off, the camera pans to
the item.
Distance Fogging: When On, the asteroids that
are further away appear darker than those nearby.
When Off, all asteroids are lit equally.
Game Options Menu
In-Game Options Menu
Save: Open the save game list, enter a name, or
highlight a name to overwrite a previously saved
game, and select OK.
Load: Open the load game list, select a game and
select OK. Save the current game if you do not
want to lose it.
High Scores: Display the high score table.
Frame Animations: When On, incidental animations occur. Turn off to speed up gameplay.
Background Stars and Nebulae: When On, the
background star field and nebulae are displayed.
NOTE: The less detail and movement the
display has, the faster the game runs.
Audio Settings
Music Volume: Select whether to have the music
playing or not.
Sound Effects Volume: Select the preferred volume for the sound effects.
Speech Feedback: When On, if an order is given,
an appropriate response is made. The comments
and voices are unique to each Guild.
Auto Save: When On, the game is saved automatically each time a turn is processed. In addition, a back-up saved game, abaksave, is made for
the previous turn.
46
High Score Table
Continue: Return to the current game.
Restart: Begin the current game from the beginning. Save the current game so as not to lose it.
Abort: Close the game and return to the Main
screen. Save the current game if you do not want
to lose it.
Quit: Close the game and return to Windows
desktop. Save the current game if you do not
want to lose it.
Using the Interface
Solar View
Solar view displays the solar system with the two
stars, Malkari and Diantos, and the asteroids in
orbit around them. The Malkari solar system is
still unstable and occasionally two asteroids collide, destroying ATVs and ships.
For a description of the areas and buttons common to all the game screens, see “Game Screen”
on page 41.
Solar View
Clicking: Clicking an asteroid or one of your
ships selects it. Click on an asteroid or enemy
ship to assign a target to your selected ship. Use
the Shift + click to select more than one item.
Use Control + click to give multiple destinations,
to which the ship then travels, in order.
Double-click: Double-click on a ship to open the
Design Chamber (see page 62) with that ship’s
design displayed—no amendments can be made
to the design when accessed this way, it is for
viewing only. Double-click on an asteroid to go
to the Orbital view of that asteroid.
Right-clicking: Opens a pop-up menu. The
options listed vary, depending on where you
right-click.
Right-clicking on the Background
•
Find Asteroid—Opens the Find Asteroid dialog box. Type in the name of the asteroid to
be found, then select Okay. A flashing halo
appears around the asteroid, and the camera
zooms in on it.
•
Battle Plan—Accesses the default Battle
Plan (see page 72).
Right-clicking on your Asteroids:
•
Orbital Space—Select to go to the Orbital
view of the asteroid.
•
Go to Terrain—Select to go to the Terrain
view of the asteroid.
•
Sell Vote—Select to open the Sell Vote
screen (see “Making Offers” on page 91).
•
Distress Call—Notifies non-player chapters
in your Guild that you are being attacked and
would like assistance.
•
Xfer Power To—Select the ship that is to be
first in the queue to be recharged. (Not available if the asteroid generates no power.)
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Malkari Manual
Right-clicking on your Ships
•
Display—Opens the Data field display
choices: Basic Info, Damage, or Orders List.
•
Rendezvous—Cancels the movement currently being carried out and allows a friendly
ship to be the target of a move.
•
Battle Plan—Open the default battle plan for
this type of ship (see page 72).
•
Delete Orders—Delete all this ship’s orders.
Camera Modes
There are three camera modes in Solar view that
allow the system to be viewed from any angle or
position. Change camera modes by pressing Z, or
by pressing Shift + Z.
Zooming in and out: In all modes the I, > or +
keys are used to move the camera in or forwards;
the O, < or - keys are used to move the camera
out or backwards.
Solar Center mode: The camera always faces
the center of the solar system. The right, left, up
and down arrows on the keyboard move the camera in an orbital motion around this point.
Linear mode: The camera always points straight
ahead and cannot be rotated. The right, left, up
and down arrows on the keyboard move the camera in that direction.
Free Motion mode: The camera can point in any
direction. The right, left, up and down arrows on
the keyboard rotate the camera in that direction.
Solar Function Buttons
Either a label or a halo can highlight an asteroid.
Use the [ key to toggle the highlights.
There are ten filter and data buttons that change
which asteroids are highlighted. Only one of
these buttons can be selected at a time; selecting a
button cancels the previous selection. Selecting
the same button turns that filter off.
Filter Buttons: Use the filter buttons to highlight
the asteroids that apply. To highlight the asteroids
that do not meet a filter’s criteria, hold down
Shift and select the button. For example, to dis48
play the names of all the asteroids that do not
belong to your chapter, hold down Shift, then
select the My Asteroids button.
My Asteroids
Asteroids by
Chapter
Loyal Asteroids
Asteroids by
Guild
Rebel/Renegade
Asteroids
Asteroids by
Ship Presence
Unscanned
Asteroids
Data Buttons: The data buttons display the
appropriate information, if available, next to the
asteroid in the Solar view.
Economic
Grade
Size
Power
Future View: The other function
button in Solar view is the Future
View button. Pressing M on the
keyboard also toggles this view.
Use the control buttons to play, pause, or move
forward and back in future view. If Asteroid Collision is selected (see the Game Configuration
screen page 32), a notification is displayed when
they collide.
Pause
Begin again
Frame forward
Frame back
NOTE: Before selecting future view, highlight
any asteroids you are interested in. This helps to
keep track of those asteroids.
Using the Interface
Orbital View
This view shows the area around an asteroid, with
any ships in orbital space around it. It is in this
view that ship to ship combat takes place, the
construction or repairing of ships occurs and the
orders to construct and land ATVs are issued.
For a description of the areas and buttons common to all the game screens, see page 41.
Orbital View
Clicking: Clicking on an asteroid or enemy ship
selects that item. Click on a destination to move a
ship there. To move to a specific point in space,
as opposed to an object, use the grid (see page
69). Use the Shift key and click to select multiple
ships.
Double-clicking: Double-clicking on a ship
accesses the Design Chamber (see page 62) with
that ship’s design displayed—no amendments
can be made to the design when accessed in this
way, it is for viewing only. Only your ships, or
ships of a design class that you have already
scanned can have their designs viewed in this
way. Double-click on an asteroid to go to the Terrain view of that asteroid. Double-click on the
space background to go to Solar view.
Right-clicking: Opens a pop-up menu. The
options listed vary, depending on where you
right-click.
Right-clicking on your Ships
This accesses the Task Orders menu (see page
70). All the possible options are listed here, but
not all are available to every ship. Only those
functions that a ship can do are listed in the game.
•
Display—There are at least three pages of
information that can be displayed in the Data
field.
Basic Info: This is the default setting and
lists the basic data, any special abilities, and
the current order with its ETC (estimated
time to completion) and the EPC (estimated
power consumption).
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Malkari Manual
Damage: Each module is listed with a damage bar reflecting any damage taken. They
may cover more than one page.
•
Sell Vote—Select to open the Sell screen (see
“Making Offers” on page 91).
•
Orders List: The current order, and any
additional orders are listed (see “Multiple
Orders” on page 71).
Battle Plan—(Background menu only).
Access the default Battle Plan screen (see
page 72).
•
Distress Call—Notifies non-player chapters
in your Guild that you are being attacked and
would like assistance.
•
Xfer Power To—(Asteroid menu only).
Select the ship that is to be first in the queue
to be recharged. (Not available if asteroid
generates no power.)
•
Rendezvous—Allows a friendly ship to be
the destination target of this ship.
•
Scan—Scan a ship or survey an asteroid.
•
Xfer Power To—Transfer power from this
ship to the next selected ship.
•
Recharge From—Transfer power to this ship
from another friendly ship or an asteroid.
•
•
Construction—Opens the Construction
menu (see “Ship Construction” on page 67
for further details).
Repair Self—Select a friendly ship to repair
this ship (this could be itself if it has construction ability).
•
Decommission—Select a friendly ship to
scrap this ship.
•
Construct ATVs—Access the Construct
ATVs menu and select the ATVs to be constructed (see page 81).
•
Land ATVs—Access the Land ATVs screen,
and select the ATVs to be landed (see page
83).
•
Recover ATVs—Access the Recover ATVs
screen, and select the ATVs to be recovered
(see page 84).
•
Sell—Open the Sell screen (see page 91).
•
Self-Destruct—Select to order this ship to
self-destruct.
•
Battle Plan—Access the Battle Plan screen
for this ship (see “Battle Plan” on page 72).
•
Delete Orders—Deletes all the ship’s orders.
Right-clicking the Asteroid or Background
•
Solar Space—Go to Solar view.
•
Go to Terrain—Go to Terrain view of the
asteroid.
50
Use Control + right-click to give multiple orders.
Camera Modes
There are four camera modes that allow the asteroid and the ships around it to be viewed at all
angles.
Zooming in and out: In all the views the I, > or
+ keys move the camera in or forwards; the O, <
or - keys move the camera out or backwards. Toggle the camera modes by pressing Z on the
keyboard.
Asteroid Center mode: The camera always
points toward the center of the asteroid. The
right, left, up and down arrows on the keyboard
move the camera in an orbital motion around the
center.
Linear mode: The camera always points straight
ahead and cannot be rotated. The right, left, up
and down arrows on the keyboard move the camera in that direction.
Free-Motion mode: The camera can point in any
direction. The right, left, up and down arrows on
the keyboard rotate the camera in that direction.
Locked mode: The camera remains on a plane
parallel to the grid (see page 69) and pointing
towards the center of the asteroid. The right and
left arrows on the keyboard move the camera in
an orbital motion about the center. The up arrow
moves the camera toward the asteroid; the down
arrow away. This mode is extremely useful when
maneuvering ships in Orbital view.
Using the Interface
The unique function buttons in Orbital view are:
Orbital Function Buttons
Either a label or a halo can highlight a ship. Use
the [ key to toggle between the highlights.
Filter Buttons: There are six buttons that highlight the applicable ships. Only one of these can
be selected at a time; selecting a button cancels
the previous selection. Select a button again to
turn that filter off.
Grid On/Off: Select to toggle the
grid on. (See page 69.) Use the up
and down arrows to move the grid
up and down. Select Off to toggle
the grid off.
Go to Terrain View: Go to the
Terrain view of this asteroid.
A label is the color of the
Guild and two indicator
bars are displayed below
each friendly ship. The upper one is white and
indicates the hull integrity; the lower one is green
and indicates the power level.
When the Guild filter button is selected enemy
ships also have indicator bars underneath. The
upper bar indicates the amount of damage the
ship has taken; the lower is only displayed when
one of your ships is selected, and indicates the
range within which the enemy is positioned.
When between effective and maximum range the
bar is yellow, when within effective range the bar
is green, and if the ship is out of range, the bar is
not displayed.
To display the names of all the ships that do not
meet the criteria, press Shift and then select the
button. For example, to display the names of all
the ships that do not belong to your chapter, press
Shift and then select the My Ships button.
My Ships
Unscanned Ships
Loyal Ships
Ships by Chapter
Rebel Ships
Ships by Guild
NOTE: The Guild filter button is extremely
useful when there is conflict involving several
Guilds occurring around an asteroid.
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Malkari Manual
Terrain View
This view shows a cross-section of the asteroid
with its zones and any ATVs (Asteroid Terrain
Vehicles) present. Only a scientific ATV can
occupy the central zone, and ATVs can only be
landed or removed from the outer zones when
there is a hostile presence. There is only one camera view in Terrain view—top down.
For a description of the areas and buttons common to all the game screens, see “Game Screen”
on page 41.
Terrain View
Clicking: Drag and drop an ATV to move it to an
adjacent zone (it arrives the following turn). Most
ATVs can only move to adjacent zones, but when
higher technologies have been researched, some
can move two zones. If an ATV cannot move into
a zone, that zone turns red when the ATV is
dragged to it. To move up to five ATVs in a stack,
hold down Control then drag and drop.
Double-clicking: Double-click outside of the terrain zones but within the view screen, to go to
Orbital view.
Asteroidal Terrain Function Buttons
Filter Buttons: There are six buttons that can be
selected to give visual information regarding the
asteroid zones. Selecting one of the zone buttons,
My Zones for example, highlights the areas applicable to that button. Only one button can be
selected at a time.
The Mining Potential, Stacking Limits, and Power
Potential buttons highlight the zones in varying
shades. The more intense the color of a zone, the
higher its potential.
Right-clicking: Opens a pop-up menu. The
options vary, depending on where you right-click.
My Zones
Mining
Potential
Right-clicking
Loyal Zones
Stacking Limits
Rebel Zones
Power
Potential
•
Orbital Space—Select to go to Orbital view.
•
Solar Space—Select to go to Solar view.
Sell Vote—Open the Sell screen “Making
Offers” on page 91.
•
52
Using the Interface
View Buttons: The other unique function buttons
in Terrain view are:
Toggle the automanagement of
ATV movement on or off.
Go to Orbital view.
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Malkari Manual
Information Mode
Information mode gives access to all the data you
need to keep well-informed about the current situation. The various information screens provide
valuable details regarding all aspects of Malkari.
For a description of the areas and buttons common to all the game screens, see “Game Screen”
on page 41.
Information Mode
Select the Information button to access the
Information screens. The opening screen is
the last one selected, with the Ship List the
54
initial default. The function buttons which access
the various information screens, are as follows:
Ship
List
Asteroid
List
Trade
Screen
Voting
Screen
Game
Statistics
Research
Game
Help
Chat Log
Combat
Log
Game
Settings
Player
Notes
Game Data
Using the Interface
Ship List
The Ship List button accesses the Ship List
and Template screens. The Ship List displays the name, class, location and current
order of all your ships. The ships can be listed in
order of location, class, name, type, or damage.
Use this screen to assess how well each design is
performing and to judge whether a design (see
page 85) or battle plan (see page 72) needs
tweaking.
Template List
Ship List
Use the list to stay aware of what your ships are
doing. Take a look at the end of each turn to
ensure that they are suitably employed.
Damaged ships are displayed in yellow, heavily
damaged ones in red.
Move the cursor over an entry to display information in the Data field. Click on an entry to center
the view on that ship in Orbital or Solar view, as
applicable.
NOTE: When an amended design is saved in the
Design Chamber, even if it is saved with the
same name, it has a separate entry in the
Template screen.
Asteroid List
The Asteroid List button accesses the Asteroid List screen, which lists asteroid names,
owners, orbit, area (size), and economic
class.
Template List: The Template list displays the
class and type of all your ship design class templates, either in the design class list or in service,
along with construction and combat details. If a
ship class is no longer in the design class list, and
if there are none of that class in service, it is not
listed.
Asteroid List
The asteroids listed are filtered using the All,
Mine, Guild, and Surveyed options.
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Malkari Manual
When the cursor is over an asteroid entry, the
Data field displays the usual Asteroid information (see page 42). Click on a line to center the
view on that asteroid in Orbital view.
Not all characteristics of an asteroid are known at
the start of a game. The known details are determined by the degree of difficulty, the Guild of the
player, and whether a scan has been completed.
Resources can be transferred between your Local
Pools, or traded between chapters of the same
Guild (see “Trade” on page 91).
The length of time it takes to deliver the resources
is displayed when a transfer or trade is setup.
The economic class shows the relative amounts
of metals, silicates, exotics, and reactives available to be mined on the asteroid (see “Asteroid
Economic Grades” on page 111).
If an asteroid is occupied by your ATVs, the number and types of ATVs present are displayed, as
well as the proportion of mining potential being
exploited.
Offered Trades Screen
Trade Screens
The Trade screen button accesses the Trade
screen. From here resources can be transferred between your Local Pools, and any
offers for resources, ships, or votes are listed.
Offered Trades: When something is for sale it is
listed in the Offered Trades screen. There are
three lists, one for resources, one for votes, and
one for ships.
To buy something or to cancel an offer, click on
that item.
Local Pools Screen
Local Pools: A list of all your asteroids with the
associated Local Pool’s resources, if there are
any.
Select an asteroid in the top half of the screen to
display details in the bottom half of the display.
Transfers and trades can be setup by selecting the
Transfer button to the right of the resource entry
in the bottom half of the screen.
56
Shipments Screen
Shipments: All ongoing one-off shipments are
listed, showing what is being transferred, its origin and destination, and when it is due to arrive.
Auto-transfers are listed in the Local Pools
screen.
Using the Interface
Voting Screen
Game Statistics
Access the voting screen by selecting the
Voting screen button.
Access the Game Statistics screens by
using the Game Statistics button.
Voting Screen
Vote Imperator: The Imperator voting record
shows who you are voting for and the number of
votes each chapter has received. All votes held by
a chapter are cast as a block, and cannot be split.
Each chapter can only vote for one chapter to be
Imperator—usually themselves. The blue check
mark indicates the chapter you are voting for. The
number of votes each chapter has received are
listed one column from the right.
Vote Renegade: The blue check mark or check
marks indicate the chapter or chapters that you
are voting renegade. All votes held by a chapter
are cast as a block, so it is not possible to split
votes among several chapters, although it is possible to vote more than one chapter renegade. If
the majority vote for a chapter to become renegade, it does so. The number of votes each chapter has received are listed in the right-hand
column.
Chapter Screen
There are three statistics screens, the Chapter
screen, the Guild Info screen, and the Personal
Info screen.
Chapter: The Chapter screen shows each chapter’s control and presence on asteroids, votes and
ships owned, as well as a summary if how each
Guild is doing.
Guild Information: The Guild Info screen displays a chart where the Guild’s control, presence,
or ship information is displayed, when selected.
See “Voting” on page 93 for further details.
Guild Info Screen
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Malkari Manual
Personal Information: The Personal Info screen
has several items that can be displayed on the
chart. The amount of silicates, reactives, metals,
and exotics in storage. The amount of power generated, mining production, organics accrued, the
number of asteroids owned, and ships in service,
can be shown.
Select whether to display modules or hulls, and
then select a type.
Science Bonus: The number of bonus points
available to be allocated to research, and the total
number currently being generated. They are
gained for each asteroid owned, and continued
research into superseded modules and hulls.
Module or Hull Name: The name of the module
or hull.
Construction Cost: For modules or hulls that are
fully researched, the percentage of the base cost
required to build the module or hull is displayed.
Continued research into a module or hull
decreases its construction costs. For modules or
hulls that are being researched, the progress of
the research is displayed in red.
Personal Info Screen
Use the Statistics screens to compare your
progress with other chapters, and your Guild and
the others. Use the Personal Info screen to monitor your input and output. If you build too many
ships too quickly in the early stages, the drain on
your minerals, organics, and power may cripple
you. Try to keep things balanced by building the
ATVs necessary to increase power and mineral
production, establishing a strong base from
which to expand your empire.
Research Progress & Settings
To access the Research Progress & Settings
screen, select the Research button.
Usage Rate: The total usage of the module or
hull during the previous turn, comprising the
number of times each module or hull was used,
plus the number of science bonus points allocated. The up and down arrows increase or
decrease the number of points allocated.
Allocation: Research can be allocated to either
researching technology or improving the construction efficiency. Red squares indicate the
amount devoted to researching the next module
or hull in the technology tree. Yellow squares
indicate the amount devoted to reducing the construction cost of the modules or hulls. To change
the allocation, click on the flask or hammer, as
appropriate. The usage is allocated in 25 percent
increments.
Recover Science Bonus for Reallocation: Cancel any allocated bonuses for use elsewhere.
Modules or Hulls: Select Modules to display the
module types and the selected module’s research.
Select Hulls to display the hull types and the
selected hull’s research. Select the type of hull or
module to view.
Research Progress Screen
58
Research is conducted when a module is used and
when research is allocated. When Share Research
was selected in Game Configuration (see page
32), all non-renegade chapters within a Guild
share research.
Using the Interface
Each of the module screens lists all the modules
of that type that have been fully or partially
researched.
The color of the progress bar changes as research
comes closer to completion. It is possible to
receive a setback in research, so the percentage to
completion may go down as well as up.
Chat Log
The Chat Log button accesses the Chat
screen, which lists all messages sent to or
by you.
When considering updating ship designs, use this
screen to decide whether it is advisable to wait a
couple of turns for a more advanced, and hopefully more effective, module to become available.
Use this screen in conjunction with the Game
Data screen to monitor how research is
progressing and to decide when to change ship
designs (see page 85).
Chat Log Screen
NOTE: Setting the amount of research shared to
0 percent in the Game Configuration screen,
decreases its influence considerably.
To send a message to other players:
1.
Game Help
Select Send on the Chat screen. The Chat
dialog box is displayed.
The Game Help button accesses the Help
screen, which lists the keyboard commands. See also “Keyboard Shortcuts” on
page 66.
Chat Screen
2.
Select one of the send options:
Broadcast—Send to everyone.
Guild Broadcast—Send to all chapters in
your Guild.
Game Help Screen
Send To Single Chapter—Use the drop-down
menus to select a Guild and a chapter within
that Guild to send to.
3.
Type your message, insults or witticisms,
then select Send.
To delete a message select Delete this message.
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Malkari Manual
NOTE: If you send a message to a chapter
Game Settings
outside your own Guild, there is a chance that
your fellow Guild members will intercept it.
Intercepted messages are often garbled.
Use the Game Settings button to access the
Game Settings screen, which displays the
Game Parameters selected during setup
(see page 32).
Combat Summary
Access the Combat Log by selecting the
Combat Log button.
Game Settings Screen
Player Notes
Combat Log Screen
The combat summary lists all the battles and
encounters that occurred during the previous turn.
To view details of a battle, select Show Details.
The Combat Details screen is displayed.
The Player Notes button accesses the
Player Notes screen, which is used to
record any information you feel might be
useful.
Player Notes Screen
Combat Details Screen
This shows details of what was damaged by each
weapon, providing information that may have
been missed while watching a combat review (see
page 74).
Select View Replay to watch the combat review.
60
To add a note, select Add Note, enter a message
then select OK.
To delete a note, select Delete this Message.
Using the Interface
Game Data
The Game Data button accesses the Game
Data screen, which is used to assess how
module research is progressing.
Game Data Screen
Each module is listed, with its technology level
and the progress of research to the next module,
which is also listed. The column on the right
records how many modules are currently in use of
a particular type.
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Malkari Manual
The Design Chamber
Click the Design Chamber button to
access the Design Chamber, or use
the Design Chamber goto slot.
The Design Chamber provides detailed information about a ship, its modules and abilities. Existing ship designs can be amended, or completely
new ships can be designed (see “Ship Design” on
page 85 for further details).
Design Screen
Goto Slots: The goto slots along the top can be
used as usual. Any designs currently under construction or amendment are not saved or discarded.
right and left arrows on the keyboard, to scroll
through those available.
Available Modules: The module slots along the
bottom of the screen show the modules available
for inclusion in any design, as well as those being
researched, and how far along the research is. Use
the arrows to the right and left of the slots, or the
Available Module Filter Buttons: Select a filter
to display only that module type in the available
module slots.
62
Right-click on a module to choose the data displayed in the Data field—basic, costs or defenses.
Construction
Computer
Damage
Control
Defense
Power
Propulsion
Scout
ECM
Tracking
Transport
Weapon
All
Using the Interface
Data Field: Displays the design class list, unless
the cursor is over a module, hull, or goto slot, in
which case information regarding that item is displayed. There are three pages of module information, accessed by pressing Page Up and Page
Down, or by right-clicking on a module and
selecting the preferred option, or by using the
mouse wheel, should there be one.
Design Class List
A list of all the current
designs. Select a Design
Class to be viewed, or use
the up and down arrows on
the keyboard to scroll
through the list. Save the
current design into another
place in the list, by holding
down Control and selecting the design to be overwritten. Use Control and
right-click to save or load a template between
games.
Module Information
Whenever the cursor is
placed over a module, a
description of that module
is displayed.
Basic Information: The
first, default page lists the
basic information about the
module, which can also be
found in the module tables,
located in the Online manual (see page 12).
A graphic of the module
appears at the top with its
name, type, tech level,
mass, and power usage
listed below.
Any special abilities are then listed, which vary
from module type to module type. For example a
weapon module lists its weapon attack information, a construction module lists its construction
value.
Inherent Defense Rating:
The second page lists the
basic defense abilities of
the module.
The Defense information
shows whether the module
defends against a particular attack type. When a
module has defense against
a given attack type, the attacker’s strength is
halved, except when the weapon has an attack
value of 100 or more.
Costs: The amount it costs
to build a module, in terms
of resources, and the number of build points it needs.
All modules on a ship are
recycled or upgraded when
a ship is modified. The
recycle efficiencies are
around 75 percent but vary slightly between
Guilds for different resources.
Placing Modules: Each slot in the hull has been
designed to hold particular modules, indicated by
the three-letter abbreviations. Double-click on a
module to insert it into the design, in a slot that
has that module type listed. Drag and drop a
module to an empty slot for a more precise placement.
It is possible to place other modules in a slot, but
there is an additional construction cost for the
modification to the hull. Each slot that needs
modifying incurs additional costs.
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Malkari Manual
Main Display: There are two parts to the main
design display, the left-hand side records the statistics and data, the right-hand side depicts the
chosen hull with any modules placed in the
appropriate position. Both these displays dynamically change as the design is modified.
Design Data Information
Auto Upgrade: The Auto Upgrade option is
available when the selected design has outdated
modules or the next level hull is available. Select
to upgrade all outdated items.
Graphic or Text Mode: Change whether the
modules in a design are displayed as a graphic or
as text. The text option displays the occupying
modules in yellow, the recommended modules in
green. If the occupying module is not a recommended one, it is not listed.
•
Ship Class—The design class of the ship as
saved in the Design Chamber, in the above
example it is Piazza.
•
Ship Type—The hull of the ship (see page
87).
•
Mass—The total mass of the ship, which
affects a ship’s maximum speed and is limited by the hull specifications.
64
•
Speed—The speed at which the ship travels
in Orbital space and Solar space, determined
by the mass and propulsion.
•
Capacities—The various capacities are:
Cargo Capacity: The amount of resources
that can be stored.
ATV Capacity: The number of ATVs that
can be constructed and carried at one time.
Construction Capacity: The total of all
construction values indicating the number of
build points that can be used each turn.
Survey Rating: The total of all survey values at normal efficiency. The higher the survey rating, the faster surveys and scans are
made.
Using the Interface
•
Power—The various power ratings are:
Storage: The amount of space available to
store power.
Transfer Rate: The rate at which power is
transferred from this ship to another.
Generation Rate: The rate at which power
is generated on this ship.
Power Usage: The amount of power used if
each module was used once at normal efficiency during a turn. A lot of modules are
used eight times during a turn, so power consumption will always be higher than this figure, up to a factor of eight.
•
Combat—The various combat ratings are:
Attack Strength: The combined total of
weapon attack strengths at normal efficiency.
ECM Strength: The total electronic countermeasure values at normal efficiency. ECM
reduces the chance of an enemy making a
successful hit.
Tracking Strength: The total tracking values at normal efficiency. Tracking increases
the chance of successfully hitting an enemy.
ADF Value: The total of the active defense
factors at normal efficiency. The ADF value
reduces the chance of a projectile weapon
hitting (no effect against beam weapons).
•
Ship Build Costs—The amount of each
resource it takes to construct the ship.
Build Points: The number of construction
points it takes to build the ship.
•
Shield Defense—The defense value of the
shields, if any, against particular types of
attack. When a ship has a shield value
against a particular attack type, the shot may
be deflected, or the damage reduced.
Statistical Feedback: The display to the right of
the ship’s statistics shows the average rating for
that type of ship (the pointer), an indication of
how this ship compares (the horizontal line) and
the highest rating possible in parentheses on the
right.
Function Buttons: The other function buttons in
the Design Chamber are:
Create New Design: Remove
current design and begin a new
one. The original design is not
lost until the new one is saved.
Save Design: Saves the design to
the active design list, replacing
the originally selected design. To
save to another slot, hold down
Ctrl and select the other slot.
Information: Select to access
Information mode (see page 54).
Design View Toggle: Select to
return to the previously selected
view. Exiting the Design screen
does not cancel or save changes to
a design.
End Turn: Select to process the
turn. Ending the turn does not
cancel or save changes to a
design.
NOTE: When selecting a hull for a new design,
pass the cursor over each hull to view the
resource costs and mass limit in the Data field.
Damage Control Points: The total of the
damage reduction factors at normal efficiency. The damage reduction reduces the
damage inflicted by each hit.
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Malkari Manual
Keyboard Shortcuts
Game Keys
Future View
Alt + right-click . . . . . . . . . . . . . . . . . . . . . . .Help
M . . . . . . . . . . . . . . . . .Toggle future mode on/off
Esc . . . . . . . . . . . . . . . . . . . . . . . . . . . . Exit game
L . . . . . . . . . . . . . . . . . . . . Step forward one turn
Control + S . . . . . . . . . . . . . . . . . . . . . Save game
K . . . . . . . . . . . . . .Toggle future mode pause/run
Control + L . . . . . . . . . . . . . . . . . . . . Load game
J. . . . . . . . . . . . . . . . . . . . . . . . Step back one turn
Control + R . . . . . . . . . . . . . . . . . . . Restart game
Control + End . . . . . . . . . . . . . . . . . . . . End turn
View Displays
N . . . . . . . . Toggle star field & nebulae on or off
S . . . . . . . . . . . . . . . . . . . . . . .Jump to solar view
A or Y . . . . . . . . . Select all ships in current view
Tab. . . . . . . . . . . . . . Next asteroid with presence
Shift + A or H . . . . . . . . . . . . . Deselect all ships
Shift + Tab. . . . . Previous asteroid with presence
Backspace . . . . . . . . . . Cancel order being given
F . . . . . . . . . . . . . . . . . . . .Toggles through filters
Delete . . . . . . . . . . . .Delete selected unit’s order
Shift + F . . . . . . . . . Toggles back through filters
[ . . . . Toggles highlight between labels and halos
Return . . . . . . . . . . . . . . Return to previous view
Page Up or Down . . . . . . Change ship data page
C . . . . . . . . . . . . . . . . . . . . . Jump to default view
Control + right-click . . . . . . . Add an order to list
Spacebar . . . . . . . . . . . . . . . .Jump to view center
D . . . . . . . . . . . . . . . . . . . . . . . . Goto Info Mode
U . . . . . . . . . . . . . . . . . . . . . . . . . . . Jump to ship
Shift + click . . . . . . . . . . . . . Select multiple units
Shift + U . . . . . . . . . . . Jump to the previous ship
Esc . . . . . . . . . . . . . . . . . . . . . . Exit dialogue box
F . . . . . . . . . . . . . . . . . . . . . . . . .Toggles fogging
Numeric keys . . . . . . . . . . . . .Set of goto buttons
Camera Movement
Arrow Keys . . . . . . . . . . . . . . . . . . .Move camera
Grid Display (Orbital View Only)
Shift + Arrow Key . . Fine tune camera movement
G . . . . . . . . . . . . . . . . . . . . . . . Toggle grid on/off
I, <, or +. . . . . . . . . . . . . . . . . . . . . . . . . .Zoom in
Shift + G . . . . . . . . . Toggle grid at default height
O, >, or - . . . . . . . . . . . . . . . . . . . . . . . .Zoom out
T or Shift + B . . . . . . . . . . . . . . . . . . . Lower grid
V . . . In free motion, turns camera to face center
B or Shift + T . . . . . . . . . . . . . . . . . . . Raise grid
W . . . . . . . . . . . . .Centers camera selected object
Z . . . . . . . . . . . . Toggles through camera modes
Shift + Z . . Toggles back through camera modes
P. . . . . . . . . . . . . . . . . . . .Change speed of replay
Design Chamber
Up & Down arrows . . . . . Scroll through class list
Left & Right arrows . . . . Scroll through modules
Page Up or Down . . . . Change module data page
Fleet Orders
Control + click . . . . . . . . . . . Save current design
Control + F1 - F12. . . . . . . Allocate ships to fleet
Control + right-click . . . . . Save or Load template
F1 - F12 . . . . . . . . . . . . . . Select all ships in fleet
Shift F1 - F12 . . . . . . . . . . Center on fleet leader
66
Expanding your Empire
Malkari is an epic space strategy game in a
dynamic, 3D setting. Players take command of a
single chapter of one of the five Guilds of
Malkari, and attempt to lead their brethren to ultimate glory by exploring and conquering the
entire solar system.
The Malkari solar system has been devastated by
an astronomic catastrophe. All that remains are
drifting chunks of rock. These asteroids form the
power base for the Guilds as they design and
build ships to locate and mine valuable minerals
to support further expansion.
The Guilds inevitably fight for control of these
resources, as well as the valuable scientific banks
left behind by their lost ancestors. Control of the
scientific banks carries immense political weight,
and custom-designed warships accompanying
Assault ships are the tools of choice when
attempting to win such control.
Ultimately, one chapter will master these challenges and control enough asteroids to achieve
total political victory. Its leader becoming the
first Imperator in the New Age of Malkari.
Ships
At the beginning of the game each chapter has
two ships, a Space Station with construction ability, and a Scout with scanning ability, and several
ATVs on the start asteroid. To expand, and to
increase resource and power production it is necessary to build Assault ships to transport ATVs,
which exploit the asteroids. Use Scout ships to
scan asteroids and enemy. Destroyers, Cruisers,
and Battleships provide offense and defense, and
Constructors perform running repairs and modifications to ships.
All ships are given a default name at the time of
construction based on their hull (see page 87).
This can be customized by selecting the ship then
clicking on its name in the picture in the Data
field and entering the new name in the dialogue
box.
The modules that are on a ship determine its eligible orders and capabilities, not the ship’s hull.
Ship Construction
Ships and ATVs are the only items that can be
constructed.
Only ships with a construction capacity can construct ships. Ships are constructed using one of
the options available on the Task Orders menu.
Ships cost resources and construction points to
construct. Exact costs vary depending on the
modules within a selected design (see “Ship
Design” on page 85 for further details).
Constructing a Ship
1.
Right-click on the ship that is to perform the
construction. The Task Orders menu is
displayed (see page 70).
2.
Select Construction, then one of the
construction order options, as preferred.
Malkari Manual
3.
4.
Select one of the highlighted designs in the
Design class list displayed in the Data field.
(Designs that cannot be constructed are
dimmed.)
Scrap—Any ship can be scrapped to reclaim and
recycle the remains, recovering resources.
If Construct was selected, ship construction
begins when the turn is processed.
To decrease the time it takes to construct a ship,
once construction has begun, additional Constructors may assist.
If Modify Target or Repair was selected,
select the ship to be modified or repaired.
On placing the cursor over the ship performing
the construction, the ETC (estimated time to
completion) and EPC (estimated net power consumption) are listed in the Data field. If the power
states Empty and is in red, there is not enough
available to complete the construction. Recharge
the ship (see page 80), and then try again.
When constructing ships take the following into
consideration:
•
A ship can be ordered to perform a construction order upon itself.
•
Ships given a Construct order never move
prior to beginning construction. Move one of
the ships involved to the other first.
•
Ships under construction can be given
orders. They attempt to carry these out to the
best of their abilities.
•
A partially constructed module on a ship
under construction has its efficiency reduced
in direct proportion to the amount of construction still incomplete.
•
Ordering a ship under construction to move,
cancels the construction order.
•
Incomplete ships can be finished later, by
selecting the Repair option.
Additional Constructors
1.
Right-click on the additional Constructor (it
must be in range or have the ability to move
within range).
2.
Select Construction, then Repair from the
Task Orders menu.
3.
Click on the ship that is under construction.
The Constructor moves towards the target
and begins construction when it arrives.
The number of additional Constructors is limited
to the number that can fit around the ship under
construction.
Check the reduction in the time it takes to complete the construction by placing the cursor over
any of the ships involved. The Data field displays
the revised ETC (estimated time to completion).
Using Resources
When a unit is constructed or modified, resources
are deducted from the Local Pool. If there are not
enough resources available, construction cannot
take place.
Access the Trade screen by selecting the
Trade button while in Information mode, to
view your Local Pools (See page 56).
Resources can be transferred from one pool to
another. The time this takes varies depending on
the distance they have to travel.
Construction Order Options
Scrapping a Ship
Modify Target—Alter the design of an existing
ship by recycling modules that are not part of the
new design, and then constructing any new ones.
To scrap a ship follow the instructions given in
Constructing a Ship and select Scrap from the
Construction Order options in step 2. When
scrapping a ship, approximately three-quarters of
the resources used to build the ship are reclaimed
and recycled.
Construct—Build a ship from scratch.
Repair—Select a damaged or incomplete ship to
be repaired or rebuilt. For a Constructor to repair
itself, Repair Self should be selected from the
Task Orders menu.
68
Hint: Scrap the remains of destroyed ships soon
after their destruction to reclaim resources.
Expanding your Empire
Movement
Simple movement occurs whenever a ship is to
move from one place to another and there is no
task for it to carry out on arrival.
When moving a ship, ensure that it has the ability
to move in Orbital or Solar space, as applicable.
The speed of a ship is displayed in the Data field
when the cursor is over the ship, or the ship is
selected.
An entry of zero indicates that the ship can only
move extremely slowly, and only in Orbital space.
To move more than one ship, select one then hold
down the Shift key and select any others. Select a
previously formed fleet by pressing the appropriate function key (see page 71).
•
Hint: Setup your ships in the goto slots and then
select each asteroid as a destination in Solar view,
and compare the journey time to each. Or place
nearby asteroids in the goto slots (see page 42)
and order a ship to move to each one. Generally,
the faster you can establish a presence or capture
asteroids, the better.
Moving to a Friendly Ship
1.
Right-click on the ship that is to move. The
Task Orders menu opens.
2.
Select Rendezvous from the Task menu.
3.
Select the target friendly ship. Target
Acquired is displayed briefly at the top of
the screen.
4.
When the turn is processed the ship begins
moving.
Moving a Ship to an Asteroid or Enemy
Ship
1.
Select a ship or ships.
2.
Click on the destination point. This can be
an asteroid or an enemy ship. An enemy
ship is any ship not in your chapter.
3.
Target Acquired is displayed briefly at the
top of the map.
4.
When the turn is processed the ship begins
its voyage.
Take the following into consideration when
ordering movement this way:
•
If the destination is an enemy ship, it
becomes the target of an attack (see Combat
on page 72).
•
If the enemy ship has moved by the time
your ship arrives, your ship moves to the
point in space that the enemy ship was occupying when you selected it as a target.
•
If an asteroid is selected as the target when in
Solar view, the ship moves into Orbital
space, then stops. It does not move next to
the asteroid.
When the destination asteroid is selected
while in Orbital view, or by using a goto slot,
the ship moves into Orbital space, and then
moves next to the asteroid.
When the cursor is placed over a ship with a
move order, the ETC (estimated time to completion) and EPC (estimated net power consumption) are listed in the Data field. If the power
states Empty and is in red, there is not enough
available to complete the movement. Recharge
the ship (see page 80) then try again.
NOTE: The next item you select after selecting
Rendezvous becomes the ship’s target. Be careful
not to select something you do not want it to
travel to.
Moving to a Point in Orbital Space
Moving to an object is often sufficient, but on
occasion movement to a point in space is
required. When moving to such a point in Orbital
space, the grid is used to set the (x,y) coordinates,
then a plumb line sets the vertical distance from
the plane of the grid.
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Malkari Manual
When using the grid, use Locked view to hold the
camera parallel to the plane of the grid. This
helps to keep a sense of perspective. Toggle
through the camera modes by pressing Z.
1. Go to Orbital view and activate the
Grid by pressing G, or select the
Grid On button.
Task Orders
Move the grid up by pressing T, or the
Up Arrow button, and down by pressing
B or the Down Arrow button, until the
ship to be moved is above the grid.
Task Orders Menu
2.
3.
If the ship to be moved is not already
selected, select it.
4.
Click on the grid to set the (x,y) coordinates.
Movement orders are a quick way of moving
ships from A to B, but most of the time ships
need to perform a task on arrival. Task orders not
only instruct ships where to move, but also what
to do when they arrive.
The Task Orders menu is accessed by right-clicking on a ship (see “Orbital View” on page 49).
The listings in the menu depend upon the capabilities of each ship. For example, a ship without
any construction ability does not have a Construction option. A ship may have some or all of
the tasks listed on page 49.
When making a selection from the Task menu,
the cursor reflects the task:
Normal.
Transfer power
from Target.
Scan or Survey
(see page 78).
Transfer power
to Target.
Construction
(see page 67).
Repair (see
page 67).
Orbital View with the Grid Active
5.
Set the height by moving the cursor. The
plumb line indicates the point that the ship is
to move to.
6.
Click to set the destination point. Target
Acquired is displayed briefly at the top of
the screen.
7.
1.
Right-click on a ship to open the Task Order
menu.
2.
Select the task to be performed.
3.
Click on the location or target of the task. If
the ship has to move to perform the task the
Data field displays two orders—one for the
movement and one for the task.
4.
The ship moves towards the location and,
when close enough, attempts to perform the
task.
When the turn is processed the ship begins
moving.
When the cursor is placed over the ship, the destination point flashes, and the ETC (estimated time
to completion) and EPC (estimated net power
consumption) are listed in the Data field. If the
power states Empty and is in red, there is not
enough available to complete the movement.
Recharge the ship (see page 80), then try again.
70
Performing Task Orders
When the cursor is placed over the ship, the ETC
(estimated time to completion) and EPC (estimated net power consumption) are listed in the
Data field. If the power states Empty and is in red,
Expanding your Empire
there is not enough available to complete the
order. Recharge the ship (see page 80), and then
try again.
Keep in mind that:
•
If on its arrival a ship is unable to carry out a
task, the task is cancelled.
•
If a ship is given a second order it cancels the
first, unless the Control button is held down
when the ship is ordered the second time.
•
Ordering a ship to perform a task that
requires it to move does not cancel the task.
The ship has a current order to move, then
another to perform the task on arrival.
Multiple Orders
Ships and fleets can be given a series of orders by
holding down Control when selecting the ship or
fleet to be given additional orders.
Each order is added to the ship or fleet’s order
list. View the order list by right-clicking on a ship
then selecting Display, and then selecting Order
List. The order list is displayed in the Data field.
Alternatively use the Page Up and Page Down
keys, or the mouse wheel, should you have one.
Additional orders may be given in subsequent
turns.
If one order cannot be carried out, all subsequent
orders are cancelled, and you are notified.
Fleets
Ships can be organized into fleets. Fleets may be
organized on a temporary basis or made permanent by the allocation of one of the function keys.
Task orders can be issued to fleets. Any ships in
the fleet unable to perform the selected task do
not move and all subsequent orders for that ship,
are cancelled. Be careful not to accidentally split
a fleet between different asteroids, as this can be
confusing.
With a few exceptions, the Task Orders menu displays any orders that could be given to any one of
the selected ships. The following task orders,
however, never appear in the Task Order menu
when ordering fleets.
•
Land ATVs
•
Self Destruct
•
Recover ATVs
•
Sell
Formation Move
Fleets can be ordered to perform a Formation
Move. When the destination is an asteroid, all the
ships arrive in Orbital space at the same time.
When the destination is a target ship, the fleet
arrives in Orbital space at the same time, but then
each moves towards the target at their maximum
speed. It is possible for a target ship to no longer
be in the position it was when targeted. In this
instance the fleet moves to the location the ship
was when it was targeted.
Forming a Fleet
1.
Select the first ship to be in the fleet—this is
the fleet leader.
2.
Hold down Shift and select all the ships to
be in the fleet—this is a temporary fleet.
3.
Hold down Control and press one of the
function keys to allocate that key to this
fleet—this is a permanent fleet.
NOTE: Pressing A selects all friendly ships in
the current view. This is a quick way to select all
the ships around a particular asteroid.
To select all the ships in a permanent fleet, press
the previously allocated function key.
Holding down Shift on the keyboard and pressing
the appropriate function key selects the fleet and
centers the view on the fleet leader.
If the fleet leader is removed from the fleet the
second ship selected when the fleet was formed
becomes the fleet leader and so on.
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Malkari Manual
Removing or Adding Ships to a Fleet
1.
If a fleet is not already selected, select one
by using a previously allocated function key,
or by forming a temporary fleet.
2.
Click on any ships to deselect them and
remove them from the fleet, or hold down
Shift and select any ships to be added to the
fleet.
3.
Save the amended fleet formation by holding
down Control and pressing the function key.
Alternatively, assign a different function key.
Take the following into consideration when
dealing with fleets:
•
A ship can belong to more than one fleet.
•
Ships always perform the most recently
given order, unless that order was added to
the orders list by pressing Control when
selecting the ship (or fleet).
•
When a ship cannot perform an order it does
not move and all subsequent orders are cancelled.
Space Combat
While expanding your empire and travelling from
asteroid to asteroid, it is inevitable that you will
encounter other Guilds, or even renegades from
your own Guild. The combat that ensues is an
essential and invigorating ingredient of Malkari.
Combat between ships only occurs in Orbital
view, never in Solar view.
Ships use a default battle plan based on their type
that can be modified, if required. Ships fire and
activate defensive systems automatically when
travelling within range of an enemy.
Simple Combat
The simplest way for a ship to engage in combat
is to select a target.
1.
Select the ship to perform the attack.
2. Click on the enemy ship to be attacked.
The attacking ship moves into range according to
its battle plan and fires at the selected enemy in
preference to any other possible targets.
If it cannot fire at the selected target it reverts to
its battle plan.
Battle Plan
There are three ways to change battle plans.
Through the default battle plan, which is the plan
given to each ship when built. Through the individual plan, where any changes made apply only
to that ship. Or, through the fleet battle plan,
when the battle plans of all the ships in a particular fleet change.
NOTE: It is possible to save the default and
fleet battle plans for use in other games. To save
a plan, select Save when you have made the
selections you want. To load the plan into a
game, select Load then select the previously
saved plan.
Combat occurs between:
•
Ships from different Guilds.
•
Ships belonging to a renegade chapter and
any ships not belonging to that chapter.
•
Ships belonging to a loyal chapter and any
other ship, apart from those belonging to
other loyal chapters in the same Guild.
•
Ships belonging to a rebel chapter and any
other ship, apart from those belonging to
other rebel chapters in the same Guild.
72
Default Battle Plan
Expanding your Empire
Modifying the Default Battle Plan
1.
Right-click on the background, in either
Solar or Orbital view, and select Battle Plan.
2.
In the right-hand quadrant of the Battle Plan,
select a type of hull (see “Hulls” on page
87).
3.
Make modifications as required to that ship
type’s current settings (see “Battle Plan
Parameters” on page 73).
4.
Select OK.
Fleet Battle Plan
Modifying the Fleet Battle Plan
Individual Battle Plan
Modifying the Battle Plan of Ships
1.
Right-click on the ship to open the Task
Orders menu and select Battle Plan.
2.
The Battle Plan menu opens and all aspects
of the ship’s behavior can be set.
3.
To set the new plan for this ship, select OK.
1.
Right-click on a ship that is in a fleet (see
page 71), and select Battle Plan.
2.
The Fleet Battle Plan opens. Make
modifications as required.
3.
Select OK.
Battle Plan Parameters
Firing: The Firing section of the Battle Plan is in
the top segment. Firing instructions are set for all
weapons on the ship.
Firing takes into account both when to fire and
who to fire at.
•
Only Fire at Selected Target—When this is
checked, the ship only fires at a selected target and ignores any other ships.
•
Fire Only at—Check this option for the
Closest, Closest Armed Unit, Closest ATV
Carrier or Closest Constructor to be the only
target to be fired at.
•
Fire when—Enter the minimum percentage
chance to hit and whether to only fire when
the ship is in effective range.
NOTE: To cancel any modifications and return
to the default plan, select Revert to Standard
Battle Plan.
Each weapon has an effective range, and a
Chance to Hit at that range. At maximum range,
the chance to hit is halved. Other factors such as
tracking modules and combat computers,
increase the chance to hit. Defenders can lessen
the chance of being hit by having ECM (stealth)
or ADF modules, and combat or scout computers.
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Malkari Manual
See the Weapon Module Attack Information of
the Module Tables, listed in the Online manual,
for effective ranges, maximum ranges, and the
chance to hit at effective range.
Emergency Escape Move: This tells the ship
when to “Run Away!” which occurs when any of
the selected settings are valid:
•
Hull Integrity Reaches—Select and enter the
percentage at which the ship flees.
•
Life Support Reaches—Select and enter the
percentage at which the ship flees.
•
Unable to Fire—Select to instruct the ship to
flee when out of ammunition or power.
When performing an emergency escape the ship
moves into Solar space; its destination is the
closest asteroid that the chapter controls. If there
is no such asteroid, there is no escape move.
Some modules, particularly propulsion, defensive
systems, and weapons, may be used more than
once in a single turn.
Combat is potentially very power hungry so be
careful not to run out. A ship without power is a
sitting duck.
During space combat the turn is split into eight
phases and the following drains occur on power:
•
Weapon rate of reloading or recharging is
measured in phases. Some weapons fire
every phase, using power each time.
•
Defenses are activated each time a ship is
targeted by a weapon so a defense system
may be activated many times per turn.
•
Movement is split over the eight phases and
power use for engines is per phase.
NOTE: Power is consumed each time a module
Power Allocation: Power allocation is available
only on the Individual Battle Plan. The power
allocated to each of the modules on a ship can be
adjusted. The amount of power allocated changes
the effectiveness of the module(s) in that slot.
is used, which is not necessarily during combat.
A propulsion module, for example, could be run
at Maximum to increase a ship’s travelling speed.
Power may be set at:
•
Power
Level
Power
Consumption
Efficiency
Effect
Off
0
Does not function
Minimum
50% of normal
50% of normal
Normal
Normal
Normal
Maximum
150% of normal
150% of normal
Emergency
200% of normal 200% of normal
Adjustments to power consumption are rounded
up; adjustments to efficiency are rounded down.
Alterations to efficiency due to power allocation
are made after alterations due to damage.
There is a chance of damaging a module when it
is consuming more than normal power.
Battle Plan Buttons: The following buttons are
present on at least one of the Battle Plans:
•
Load—Load a previously saved battle plan.
Save—Save the current battle plan.
•
OK—Keep the changes made and return to
the previous view.
•
Cancel—Return to the previous view without saving the changes made.
•
Revert to Standard Battle Plan—Load the
standard battle plan, losing any modifications that may have been made.
Reviews
Hostile action and encounter reviews are generated during turn processing.
Whenever one of your ships is in the same Orbital
space around an asteroid as an enemy ship, an
Encounter at... message is displayed.
Whenever one of your ships is involved in combat, a Review hostile action at... is displayed.
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Expanding your Empire
Double-click on the message to center the view at
that location and change to Review mode. These
reviews are also accessible from the Combat Log.
When in Review mode, the review function buttons are displayed below the Data field.
Review function buttons:
Pause
Play
Restart
Stop
Advance
To follow a battle step by step, select the Pause
button, then the Restart button, then use the
Advance button to progress the battle one phase
at a time.
Firing and damage information is displayed in the
slots along the top of the screen, as it occurs.
To view a written log of the battle, go to
Information mode and select the Combat
Log button, and then select the Show
Details option of a battle.
In Review mode the camera can be moved as
usual while viewing the action.
Firing
Ship
Firing
Weapon
Target
Ship
Target
Module
Shield
Damage
Hull
Integrity
Life
Support
Review Screen
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Malkari Manual
Damage Effects
A module is destroyed when it received damage
equaling the number of construction points it
took to build.
When a module is damaged it does not perform
tasks as efficiently.
The following abilities are reduced in proportion
to the damage the module has received:
•
The base chance to hit of a weapon.
•
The active defense factor of defense
modules.
•
The construction capacity of construction
modules.
•
The damage reduction factor of damage control modules.
•
Shield defense values.
•
The transfer rate, storage and generation rate
of power modules.
•
The speed of a ship when a propulsion module is damaged.
•
The survey speed of scanning modules.
•
The ECM values of ECM modules.
•
The tracking value of tracking modules.
•
The ATV capacity of transport modules.
Hitting a Target
Each weapon module has a base Chance to Hit,
listed in the module tables in the Online manual
(see page 12).
Computer Effects: This is modified by any computer effects (see page 88).
Tracking and ECM Effects: Take the Tracking
value of the attacking ship and subtract the ECM
value of the defending ship, and add to the modified Chance to Hit.
ADF Effects: Next, take the ADF value of the
defending ship and adjust according to the
weapon type being fired:
Beam weapon—reduce the ADF value to 0.
Missile weapon—halve the ADF value.
Cannon—no adjustment.
Subtract the modified ADF value from the current
Chance to Hit.
Range Effects: If the ship is in effective range,
there is no distance modifier. If the ship is within
maximum range, but outside effective range, the
Chance to Hit is halved.
This is the percentage chance that the weapon has
of hitting the target.
If the weapon misses there are no further
calculations.
Combat Mechanics
Shield Defense
It is not necessary to know the details of combat
mechanics to play Malkari but for those who
want to know exactly how their Ice Maker shield
is helping to defend, or why blasting away at an
Emerald Combine ship with your Lightning Bolt
destroys them in seconds, but the Crimson Dawn
ships act as though the hits are merely insect
bites, read on...
If the defending ship does not have a shield, or if
the shield value against the attack type (solid,
explosive, corrosive, chemical, heat, radiation,
discharge, or nuclear), is zero, go to damage
allocation.
There are three ways that a ship is destroyed. Its
Hull Integrity or Life Support is reduced to zero,
or all its modules are destroyed.
76
Shield Strength Effects: Look up the Shield
value of the defender against this type of attack
and adjust the value according to the weapon type
of the attacker:
Beam weapon—increase by 75 percent
Missile weapon— increase by 50 percent
Cannon—no adjustment.
Expanding your Empire
Subtract the modified Shield value from the
attack strength of the attacker.
This is the percentage chance of the shield being
penetrated.
Damage to Shield: When a shield is hit, there is
always a chance that it was damaged during the
attack.
The percentage chance of damage is equal to the
attack strength of the attacker’s weapon. If one or
more of the following cases occur, the percentage
chance is divided by two.
•
•
If the shields are penetrated by anything
other than a beam weapon with a discharge
attack type.
If the shields are not penetrated and the
attack type is corrosive, chemical, or
radiation.
Damage to Modules
The attack value of the weapon is the base
amount of damage. If a module is hit, establish
whether the defense value of the module is
greater than the attack value of the weapon.
When the attack value is less than the defense
value, halve the attack strength.
Look up the Damage Reduction Factor of the
ship, and deduct that. Any remaining damage is
applied to the module.
If all the modules on a ship are destroyed, the
ship is destroyed.
Damage to Hull Integrity
When damage occurs, the shield has 10 percent
of its maximum damage points deducted.
If a module is destroyed, 25 percent of the
damage it received goes through to the hull.
When the hull takes a direct hit, it receives damage equal to the attack value of the weapon minus
the damage reduction factor of the hull.
Damage Allocation
When Hull Integrity reaches zero, the ship is
destroyed.
If the weapon misses or if the shield is not penetrated, no damage is allocated.
Damage to Life Support
If the weapon hits and the shield is penetrated,
the following calculations are made.
If the hull takes a direct hit, 25 percent of the hull
damage is inflicted on life support.
First of all it is established whether it is one of the
modules, or the hull that has been hit. The chance
of hitting the hull is equal to the tracking value of
the attacker multiplied by five, which is then multiplied by twenty minus the number of modules,
divided by twenty.
If the hull is hit and the attack type is chemical or
radiation, all damage is assigned to life support.
If life support is reduced to zero, the ship is
destroyed.
Chance of a hull hit:
[Tracking Value x 5] * [20 - # of Modules]
20
Hence a ship with 19 modules is unlikely to have
a hull hit, whereas one with only five is highly
likely to have a hull hit. The more tracking the
attacker has, the more likely they are to hit.
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Malkari Manual
Asteroids
The chapter that has a scientific ATV occupying
the central zone, controls the asteroid. More than
one chapter can have ATVs on an asteroid at one
time (see also “Combat ATVs” on page 79), but
control is determined by the occupier of the central zone.
Asteroids are the primary source of minerals and
energy. They also determine the amount of organics, votes, and science bonuses a chapter has.
Each chapter begins with one asteroid that has
ATVs producing minerals and power.
The output of your start asteroid can affect how
you decide to develop your strategies. A mineralrich asteroid can support a lot of ship construction and it is advisable to build Scout and Assault
ships to head for other asteroids to begin exploration and exploitation. Even asteroids rich in minerals do not necessarily have an abundance of all
resource types. Only “A” grade asteroids have an
even distribution of minerals, and they are only
present if Good Economic Grade was selected in
the Starting Values screen (see page 34).
Maximize the output of an asteroid by constructing ATVs. Use the ATV facility to construct
ATVs (see page 81). Although Assault and Transport ships have the ability to construct ATVs they
tend to take longer.
Surveying
Before ATVs can land on an asteroid, it has to be
surveyed. If All Asteroids Start as Scanned is
selected in the Fog of War screen during game
setup (see page 35), they start as surveyed. If not,
they need to be surveyed.
Surveys are conducted by ships with scanner
modules. To establish whether a ship has such a
module, right-click to open the Task Order menu
and see if Scan is one of the order options. Alternatively, go to the Design Chamber to view a
ship’s modules, or access the second page of
information in the Data field. The time it takes to
conduct a survey depends on the scanner point
78
value of the ship doing the survey and the size of
the asteroid.
Conducting a Survey
1.
Right-click on a ship with surveying ability.
2.
Select Scan.
3.
Select the asteroid to be surveyed.
The ship moves towards the asteroid and when in
range begins surveying. The ETC (estimated time
to completion) is displayed in the Data field when
the cursor is placed over the surveying ship. The
EPC (estimated net power consumption) is also
displayed. If it says Empty and is in red, there is
not enough power to perform the task. Recharge
the ship, then try again.
When a chapter surveys an asteroid that information is available to all chapters in the same Guild.
Surveys identify the economic class and the
power coefficient of the asteroid. They also show
the location of ATVs at the time of the survey,
when looking at the Terrain view.
Asteroid Terrain Vehicles - ATVs
ATVs are the only units that can land, move and
fight on an asteroid. Ships with a transport module can land, recover and move ATVs from asteroid to asteroid.
There are four primary roles for ATVs. At the
lowest technology levels, ATVs have the ability
to perform only one of these primary roles, but as
research on particular modules is completed,
ATVs gain additional abilities.
Particular ATVs can build certain facilities on
asteroids, which can construct ATVs, improve
mining and power production, or establish a
Local Pool.
Combat
ATVs with combat ability are good at destroying
other ATVs. If a combat ATV is massively outnumbered by non-combat ATVs, it is likely to be
overwhelmed and destroyed.
Expanding your Empire
Mining
When combat occurs remember the following:
ATVs with mining ability drill through the asteroids, extracting minerals. A Mining ATV can
build a storage facility, establishing a Local Pool.
It can also build a mining facility, which
increases the production of the ATVs in the zone
it occupies.
•
Non-combat ATVs are always destroyed in
the following order: mining before power
before scientific.
•
It is possible for a zone to be left empty as a
result of combat.
•
If after combat the stacking limit is
exceeded, excess ATVs are removed.
Power
ATVs with power ability, are designed to make
use of a Guild’s specific power production techniques. Ships in orbit adjacent to the asteroid are
recharged by the power produced. A power ATV
can build a power facility. This increases the
power production of ATVs in that zone.
Scientific
ATVs with scientific abilities give access to the
computer banks and genetic materials stored
within the scientific bank in the central zone of an
asteroid. When in the central zone, they establish
a Local Pool, which stores minerals and allows
minerals to be transferred from one asteroid to
another.
The higher level scientific ATVs have the ability
to increase the stacking and mining levels of the
zones they occupy on the asteroid.
ATV combat between chapters of the same Guild
is considered a border skirmish and does not
break the rules preventing chapters of the same
Guild attacking each other.
Ranged Firing: Some ATVs have the ability to
fire into adjacent zones (see page 112).
To order an ATV to fire into an adjacent zone,
hold the Shift key down, then click and drag on
your ATV to target the enemy.
Distant Attack: Some ATVs have distant attack
ability. This is an automatic defense system that
activates when enemy ATVs land on an asteroid.
Enemies landing either in the same zone, or one
adjacent to an ATV with distant attack ability are
fired at by the defending ATV.
Mining ATVs
An ATV with scientific abilities investigates any
artifacts present in the zone it currently occupies.
Minerals are collected each turn by ATVs
with mining abilities in a zone that has a mining
value.
A scientific ATV can build an ATV facility that
can then construct ATVs, assuming there are
enough resources to do so.
Minerals mined on an asteroid are stored in the
Local Pool.
Combat ATVs
Terrain combat occurs in zones on asteroids
whenever ATVs from different chapters,
irrespective of their Guild, occupy the same zone.
Combat ends when one chapter has sole occupancy of a zone.
Automatic transferal of minerals to other
Local Pools can be setup through the Trade
screen (see page 91). To view your Local
Pools, select the Trade Screen button while in
Information mode.
The amount of minerals in an asteroid depends
upon its Economic Grade (see page 111). The
volume of minerals that can be mined from an
individual zone depends upon the mining class
and stacking limit of a zone.
To evaluate the quantity of a mineral that one
ATV in a zone produces, look up the base propor79
Malkari Manual
tion of that mineral in the Asteroid Economic
Grade table (see page 111). Divide that number
by 100 and multiply by the Mining Value of the
zone, which is listed in the Data field when the
cursor is over the zone. The higher the Mining
Value and the greater the number of ATVs in a
zone, the more minerals that are produced.
•
Thermo Coefficient—The larger the asteroid
and the closer it is to a star, the better.
•
•
When there are at least five mining ATVs in
a zone, right-click on the stack.
2.
Select Mining Facility.
3.
Five ATVs are converted into a mining
facility and the number of minerals extracted
by each mining ATV in the zone increases.
•
Right-click on a mining ATV in the zone
where the facility is to be built.
2.
Select Storage Facility.
3.
The ATV is converted into a storage facility,
creating a Local Pool on the asteroid.
Power ATVs
Power is produced on asteroids by ATVs
with power ability.
The amount of power produced on an asteroid
varies from Guild to Guild because each has a
different method of power production. The placement of a power ATV on an asteroid may vary the
amount of power produced.
Use the Power Potential button to highlight
the zones in varying shades. The more
color a zone has, the higher its potential.
Power is generated in different ways by different
Guilds. The information relevant to your Guild is
displayed in the Data field when the cursor is
placed over the asteroid.
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Emerald Combine
Kinetic Coefficient—The bigger an asteroid
is, the more power each ATV generates. The
further a zone is from the center, the more
potential it has.
•
Golden Order of Reason
Radiation Coefficient—The closer to a sun
an asteroid is, and when there is solar flare
activity, the better.
Building a Storage Facility
1.
Diamond Cooperative
Spin Coefficient—The faster an asteroid
spins the more power each ATV generates.
Fast spinning asteroids are randomly
distributed.
Building a Mining Facility
1.
Crimson Dawn
Number Controlled—The more asteroids the
chapter controls, the more power each ATV
generates.
NOTE: The higher tech scientific ATVs are able
to increase the Mining Value and Stacking Levels
of zones, thereby increasing their mineral
production potential.
Blue Talon Corps
Recharging Ships: Power generated by ATVs is
used to recharge ships near enough to the asteroid. If there is more than one ship that needs
recharging they are recharged in reverse order of
arrival.
To order a ship to recharge from an asteroid
before the others in the queue, right-click on the
ship to be recharged, select Xfer From then select
the asteroid. The ship moves towards the asteroid
and begins recharging when close enough.
Alternatively, right-click on the asteroid and
select Xfer To then select a target to recharge that
ship first.
Building a Power Facility
1.
When there are at least five power ATVs in a
zone, right-click the stack.
2.
Select Power Facility.
3.
Five ATVs are converted into a power
facility and the production of a power ATV
in that zone increases.
Expanding your Empire
Scientific ATVs
Building an ATV Facility
Only scientific ATVs can enter the central
zone on an asteroid, where the scientific
bank is located.
1.
Right-click on a scientific ATV in the zone
where the facility is to be built.
2.
Select ATV Facility.
An ATV with scientific ability occupying the scientific bank gives control of the asteroid to its
chapter, providing organics each turn and giving
that chapter one vote. Although votes can be sold,
the control of the asteroid, and therefore the
organics produced, belong to the central zone
occupier.
3.
The ATV is converted into an ATV facility
and can begin constructing ATVs.
If a scientific ATV moves out of the central zone,
control of that asteroid is lost. The vote is
retained, however, until an enemy chapter takes
control. If an asteroid is taken from a friendly
chapter, they retain the vote.
ATV Construction
ATV facilities and ships with transport modules
can construct ATVs. However, constructing ATVs
on ships is three times more expensive, and takes
a lot longer.
The cost of constructing an ATV depends on its
type.
Scientific ATVs are used to investigate artifact
sites on an asteroid. Artifact sites are placed randomly. To investigate an artifact site, move a scientific ATV into that zone. The site may provide
additional resources or it may explode, destroying all the ATVs in that zone.
As the scientific ATVs attain higher technology
levels, they can alter the mining and stacking values of individual zones.
An ATV with a scientific ability of two or more
can increase the mining level of the zone they are
in by one, up to a maximum of sixteen. The abilities of ATVs vary between Guilds (see page 112).
Having more than one scientific ATV in a zone
does not speed up the zone improvement process.
An ATV with a scientific ability of three can
increase the stacking limit of a zone by one, up to
a maximum of sixteen.
Improving Zones
1.
Right-click on an ATV with a scientific
ability of two or three.
2.
Select Improve Mining Level or Improve
Stacking Limit, as preferred.
Pass the cursor over the ATV to see the
order displayed in the Data field, with the
ETC (estimated time to completion).
3.
1.
Right-click on the facility or ship that is to
construct the ATVs and select Construct
ATV from the Task Orders menu.
2.
The Build ATV dialogue box is displayed.
3.
Select how many of each type of ATV are to
be built.
4.
Click OK to begin building.
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Malkari Manual
On placing the cursor over a ship performing the
ATV construction, the ETC (estimated time to
completion) and EPC (estimated net power consumption) are listed in the Data field. If the power
states Empty and is in red, there is not enough
available to complete the task. Recharge the ship
(see page 80), and then try again.
NOTE: No power is used when building ATVs
in a facility.
Terrain Movement
Terrain movement is conducted only by ATVs,
moving between zones on asteroids.
Click and drag an ATV to move it. Hold down
Control then click and drag to move a stack of up
to five ATVs of the same type at a time.
The zones into which an ATV or ATVs can be
moved become green when the cursor moves over
them; zones ineligible for the selected ATV or
ATVs become red.
To cancel a movement order, click and drag the
ATV back to its original zone.
NOTE: Only scientific ATVs can move into a
central zone.
The low tech ATVs can only move to an adjacent
zone. Some higher tech level ATVs can move two
zones in a turn, although they must stop if the
first zone they move into is occupied by an
enemy ATV.
Stacking Limits: Each zone has four holding
areas and four arriving areas, one for each ATV
type, except the central zone which has room for
one scientific ATV only.
The number of ATVs in the zone is displayed
next to the marker for each type of ATV. When a
number is red there are more ATVs in the zone
than the stacking limit allows. In the Data field,
the number and types of ATV occupying the
zone, and how many are due to arrive are listed.
Stacking limits are displayed in the Data field
when the cursor is placed over a zone. Any ATVs
in excess of the stacking limit are destroyed when
the turn is processed, after combat.
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The stacking limit is the total number of ATVs
that can occupy a zone, not the number of each
type.
NOTE: There is nothing to prevent ordering
movement which results in over stacking. In fact,
this is a legitimate tactic during combat.
The central zone always has a stacking limit of
one scientific ATV, other zones vary from four to
sixteen. The higher tech scientific ATVs can
increase a zone’s stacking limit.
Fixed Position: Some of the higher tech ATVs
have fixed defense ability (see page 112). If an
ATV with this ability does not move during a
turn, it increases its combat value by one. This
increase remains until the ATV is moved.
Automanaging ATV Movement
When ATVs are produced by an ATV facility,
they are placed in the zone occupied by that
facility.
It is possible to queue up to 99 ATVs of each type
to be built. If there are not enough minerals to
build the ATVs the facility suspends the order
until there are enough minerals.
When the zone reaches its
stacking limit, production is
suspended. Move ATVs out
of the zone manually, or select the Automanage
button to have them move automatically.
The ATVs move:
•
Mining—To the best mining zone.
•
Power—To the best power and away from
the best mining.
•
Combat—Clump together and try to keep out
of the way of any others.
•
Scientific—To the Central zone, if it is not
already yours, then to any zones containing
artifacts and when neither of those apply,
they avoid each other and find the least productive zones.
If Automanage is selected when you have ATVs
on a friendly chapter’s asteroid, your ATVs move
to the outer zones.
Expanding your Empire
Landing ATVs
ATVs that are being carried by ships can be
landed on asteroids. ATVs can only be landed on
surveyed asteroids, and if the asteroid is con-
tested, only in the outer zones. When playing at
easy level, all asteroids are scanned and do not
need surveying.
Land ATV screen
1.
Right-click on a ship with an occupied ATV
Bay and select Land ATVs. The Land ATV
screen opens.
2.
Select the type or types of ATV to be landed
in the slots along the top of the screen.
3.
Click on the zone that those ATVs are to
land. One of each selected type is allocated.
4.
Select the zone again to land another of each
selected type, if they are available.
5.
Click Select All to land all of the selected
type or types in the zone.
6.
Repeat steps 2 to 5 until all the ATVs to be
landed have been selected and given a
destination zone.
7.
To cancel the Land ATV orders, select
Restore. To confirm the orders, select Done.
The ship carrying the ATVs moves to the
asteroid and lands the ATVs when in range.
8.
On placing the cursor over the ship performing
the ATV landing, the ETC (estimated time to
completion) and EPC (estimated net power consumption) are listed in the Data field. If the power
states Empty and is in red, there is not enough
available to complete the task. Recharge the ship
(see page 80) then try again.
NOTE: If you attempt to land on inner zones
and enemy ATVs have landed since your last
scan or presence on that asteroid, the order fails
and any previously undetected enemy ATVs are
displayed.
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Malkari Manual
Recovering ATVs
Only a ship with ATV storage space can recover
ATVs from an asteroid. ATVs can only be recovered from outer zones if the asteroid is contested.
That is when there are ATVs other than your own
on the asteroid.
Recover ATV Screen
1.
Right-click on a ship with an ATV bay and
select Recover ATVs. The Recover ATVs
screen opens.
2.
Select the ATVs to be recovered. Up to five
ATVs of the same type in the same zone can
be selected at the same time by holding
down Ctrl then selecting the ATV.
3.
As each ATV is selected for recovery, it
leaves the Terrain view display and is listed
in the slots along the top of the screen.
4.
The top-right slot lists how many ATVs are
being loaded, and how many the ship can
carry.
When you have selected all the ATVs to be
recovered, or that can be recovered, select
Done.
If there is no room for ATVs on a ship, Recover
ATVs does not appear in the Task orders list.
5.
84
On placing the cursor over the ship performing
the ATV recovery, the ETC (estimated time to
completion) and EPC (estimated net power consumption) are listed in the Data field. If the power
states Empty and is in red, there is not enough
available to complete the task. Recharge the ship
(see page 80) then try again.
Advanced Play
Ship Design
accessible while in Information mode (see page
54).
The design of a ship dictates what tasks it is capable of and how well it does them. Some designs
have twenty different modules per ship. Deciding
whether you want a design to have lots of fire
power, defense or some other ability needs to be
weighed against the advantages of having a little
of everything.
Space Stations with their massive construction
modules normally generate the greatest number
of construction points, and therefore build ships
more quickly. Use mobile construction ships to
modify and update ships already in service, and
to carry out repairs, of course!
There are two extremes in the formation of a fleet
of ships. One is to have every ship as a specialist,
with Scouts, Assaults, and Destroyers, for example. The other is to have all General Purpose
ships, which have the potential to do almost anything. In addition, the modules of a General Purpose ship can be changed to give a ship with
different abilities.
Designing a Ship
Updating and improving ship designs is essential
for the successful conquering of the solar system.
Improved propulsion modules speed up travel
between the asteroids, and better ATV Bays
speed up ATV construction and increase ATV
storage space. Bigger guns make bigger holes and
upgraded hulls enable additional modules to be
placed in each design.
When considering a design change, be aware of
any modules that are close to having their
research completed. It may be worth waiting a
few turns to take advantage of a new, improved
weapon rather than using a current one. Research
progress is shown in the Design Chamber, and on
the Research Progress and Game Data screens,
Access the Design Chamber by
selecting the Design button from the
Game screen (see page 62), or the
Design Chamber goto slot.
There are several different hulls available as the basis of a ship design. The hull of a
ship indicates its main purpose. The slots on a
hull are intended to hold particular modules.
Each module that is allocated to a slot that it is
not intended for, incurs additional costs for the
hull modifications.
Be aware of the purpose for which you are
designing a ship when you choose a hull, then
customize it by adding modules.
The statistics of a design are displayed on the left
of the Main display. These numbers change as
you add and remove modules. Use these numbers
to consider which modules improve a design and
which might be left out when their disadvantages
outweigh their advantages.
Malkari Manual
Use the statistics to compare your designs to
others of the same type, keeping in mind the
inherent strengths and weaknesses of your Guild.
The cost in time and resources to replace a module is reduced by the recycle value of the modules
being replaced.
Designing a New Ship
Slots
Select an obsolete design from
the design list in the Data field,
then click the Create New
Design button.
Each slot is designed to hold particular module
types, indicated by the letters in each slot.
Code
Module Type
2.
Select the appropriate Hull type by clicking
on it, then select a hull (see page 87).
CON
Construction
3.
Add modules by either double-clicking to
place a module in the appropriate slot, or by
dragging and dropping the module into the
slot.
CMP
Computer
DCN
Damage Control
Select the Save Design button;
enter the name of the new
design and click OK.
DEF
Defense
POW
Power
hold down Control and click on the place in the
list where the design is to be saved. This can be
done before any changes are made, in effect
using one design as a template for another.
PRO
Propulsion
SCT
Scout
Amending a Current Design
ECM
Electronic
Countermeasures
1.
4.
Button
NOTE: To save to a different place in the list,
1.
Select the design to be changed from the
Design List.
TRK
Tracking
2.
Remove any modules by dragging the
module out of the slot.
TRN
Transport
3.
Follow steps 3 and 4 in Designing a New
Ship, above.
WPN
Weapon
ANY
Any
NOTE: Amending a current design only
changes the template, it does not change any
ships currently in service. Hulls cannot be
amended within a design, a new design must be
created.
To upgrade ships of an old design that are currently in commission, it is necessary to modify
each one using a construction order (see page
67). Only the modules of a ship can be modified,
not the hull.
86
The hull determines how many modules can be
placed in a design.
Adding New Modules: Double-clicking on a
module in the available modules area adds one
module to an appropriate empty slot. Alternatively, drag and drop the module into the slot to
be occupied—this is the only way to place a module in a slot that it was not intended to occupy.
Advanced Play
Removing Modules in a Slot: Drag a module
out to remove them it from a slot.
Module Upgrades: Modules on existing designs
are not automatically upgraded when research is
completed on the next module.
Upgrade modules by amending a current design.
Then use a Constructor to Modify Target or Modify/Assemble Target task (see page 70) to upgrade
ships already in commission.
Hulls
There are eleven ship types, each determined by
the hull used in its design. The typical uses are
listed here but it is the actual modules placed in a
design that determine exactly how a ship should
be used. An Armed Scout for example, is no good
for light attacks if it has no weapon to fire!
Assault
(aasl)
Use for ATV landing
and recovery, and light
attack and defense.
Armed Scout
(asct)
Use for asteroid and
ship scanning, and
light attack and
defense.
Armed Space
Station
(asta)
Use for constructing
ships and asteroid
defense.
Battleship
(batt)
Slow but great on
attack and defense.
Constructor
(cons)
Use for ship repair and
modifications.
Cruiser
(crus)
Use for attack and
defense.
Destroyer
(dest)
Fast with light attack
and defense abilities.
General
Purpose
(genp)
Allows combinations
of construction, transports, and survey.
Scout
(usct)
Asteroid and ship
scanning.
Station
(usta)
Constructing ships;
power storage.
Transport
(uasl)
ATV construction,
landing and recovery.
Saving Designs
To save a design, select the Save
Design button, enter a class name,
and then click OK. To exit this dialogue without entering a name, press Esc. To save
to a different place in the list, hold down Control
and click on the place in the list where the design
is to be saved.
If another design is selected before the current
design has been saved a prompt appears, asking
whether to discard any changes. Selecting yes
loses any modifications that have been made.
It is not necessary to save a design before
returning to another of the Game views, or before
the turn ends, only when another design is
selected. The amended design is not available for
construction, however, until the template is saved.
Save a design to another place in the list by
holding down Control and clicking, before any
changes are made, in effect using one design as a
template for another.
Saving or Loading a Template
Templates can be saved and then used in other
games. You cannot load a previously saved
design if a hull or module on that design has not
yet been discovered.
1.
2.
No Symbol
Ctrl + right-click on a design class name.
Select Save Template Design or Load
Template Design, as appropriate.
3.
Select the previously saved design to be
loaded, or enter a name.
4.
Select Save or Load, as applicable.
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Malkari Manual
Module Types
Construction
Defense modules also have a shield, which
defends the entire ship against specific attack
types (see “Shield Defense” on page 76).
Construction modules are used to construct,
assemble and rebuild ships.
The shield value is modified, according to the
attack type, as follows:
Construction modules automatically make
repairs, if necessary, to ships they are on when
the ship has no orders.
Computers
The computer specializes the automation of a
ship. All ships are automated and the hull generally indicates which one should be used to best
enhance the ship’s primary purpose. For example,
having a Scout computer on a Cruiser is not very
wise. A Combat computer adds far more to the
fighting ability of the ship.
There are five types of computer with three different technology levels per Guild, which have
specific effects. (See “Computer Effects” on page
114 for full details.)
Damage Control
Damage Control modules reduce the effect of hits
that penetrate shields.
At the end of a turn the Damage Control modules
attempt to repair damaged modules on the ship.
Add ten to the Damage Control Factor; this is the
percentage chance of five points of damage being
repaired on a module. There is a ten percent
chance of two points of damage being repaired.
Repairs only take place on ships that have no
other orders.
Defense
Defense modules have an Active Defense Factor,
which reduces the chance of being hit and
defends against projectile weapons.
The following modifications occur to the active
defense factor, depending on the weapon type
being used:
Beam weapon—reduce the ADF value to 0.
Missile weapon—halve the ADF value.
Cannon—no adjustment.
88
Beam weapon—increase by 75 percent
Missile weapon— increase by 50 percent
Cannon—no adjustment.
If a shield is not penetrated the damage applied to
the ship is zero and the shot is deflected.
ECM
ECM modules reduce the chance of a ship being
hit by their ECM value, and are equally effective
against each weapon type.
Power
Power modules have three important values:
Power Generation—the amount of power
generated by the module each turn.
Power Storage—the amount of power a
module can store.
Power Transfer—the amount of power a
module can transfer to another ship in a turn.
Propulsion
Propulsion modules have two propulsion values:
one is used when the ship is in Orbital space; the
other is used when the ship is in Solar space.
A ship’s speed is determined using its total mass
and its propulsion value.
Scout
Scout modules perform the dual role of surveying
asteroids and of scanning ships.
An asteroid must be surveyed to access additional
information. This includes things like the economic grade, power production coefficient (Guild
specific), and the orbit of the asteroid. An asteroid must be surveyed before ATVs can be landed
on it.
Advanced Play
Surveying enemy ships reveals how damaged
they are and allows you to access the design
details of the ship by double-clicking on it.
There is a possibility that a shield, whether penetrated or not, takes some damage, which reduces
its efficiency (see “Combat Mechanics” on page
76).
The following modifications occur to shield values, depending on the weapon type being used:
Beam weapon—increase by 75%
Missile weapon— increase by 50%
Cannon—no adjustment.
Tracking
Tracking modules increase the chance of all a
ship’s weapons hitting their target.
Missiles: Use self-contained, onboard motors
and guidance systems to fly towards their target.
Missile warheads are much larger than those
hurled by cannon but the extra maintenance and
operating requirements limit the number of shots.
Attack Types: There are eight different attack
types. Solid, heat, radiation and discharge can be
fired by any weapon type. Explosive, corrosive,
chemical, and nuclear can only be fired by projectile weapons.
If a module has defense against a particular attack
type, the attack strength is halved, except against
the ultra-powerful weapons with attack strengths
greater than 100. Module defenses are listed in
the module tables, available in the Online manual
(see page 12).
Transport
Research
ATV Bays can be used to build, transport, land
and recover all types of ATVs (Asteroid Terrain
Vehicles).
At the start of a new game only modules and
hulls at technology level 1 are available. As
progress is made in research, technologically
advanced modules become available.
Weapons
There are two major groups of weapons, Projectile and Beam.
Projectile weapons use less power but have a limited number of shots.
The rate of reload figure in the module tables,
available in the Online manual (see page 12), is
the number of phases during a turn (a turn has
eight phases) that it takes for the weapon to be
ready for firing.
The length of time it takes to rearm a projectile
weapon is also determined using this figure.
There are two sub-groups of projectile weapons,
cannon and missile.
Beam: Beam weapons use a lot of power but do
not need reloading, having an unlimited number
of uses as long as the ship has sufficient power.
Cannons: These use a variety of methods to hurl
a warhead towards its target. The size of the warhead is limited by the power of the cannon. Use
the rapid fire cannons to constantly activate a target’s defenses, which drains power.
When a module or hull is used, research points
are gained towards the next breakthrough in technology in that area.
Science bonuses are given for each asteroid
owned and these are assigned in the Research
screen (see page 58) to increase the amount of
research being done in particular areas. In addition, science bonuses are given when research is
continued into a module when the next technology level has been reached.
Research can be assigned to achieve the next
technology level, or to increase the efficiency of
module or hull construction.
Earlier modules remain available; they are not
lost when the next technology level is achieved.
In fact, low tech modules can be very useful as
they are usually cheaper and take less time to
build than the higher tech modules, particularly if
research has been allocated to reduce their construction costs. They also tend to have a lower
mass.
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Malkari Manual
If Shared Research was set at 100 percent in the
Game Configuration screen (see page 32) any
research gained by a chapter is shared by the
entire Guild. If it was set to zero, then a breakthrough is gained only by the chapter that did the
research. The percentage of shared research can
be set between these two extremes to limit the
amount of research that is shared.
Resources
Chapters that have been voted renegade do not
gain any research. A loyal chapter shares only
with other loyal chapters; rebel chapters only
with other rebel chapters.
An operational, power-generating module on a
ship or a power ATV produces the maximum
available power for its current location and efficiency.
Once sufficient points have been accumulated
one of the following occurs:
Excess power generated by ship modules is
stored in power modules on that ship.
•
Power that cannot be stored is lost.
Breakthrough—The chapter has successfully made a technological advance.
This may be a simple improvement to an
existing module or a completely new line of
modules.
•
Cross Research—While researching one
technology, discoveries were made that
improved a different area of research.
Research points are added to another technology area.
•
Setback—Research took a wrong turn, time
and effort has been wasted.
Research points are deducted from this area
of technology.
Research progress can be monitored from the
Design Chamber (see page 62) or using the
Research screens in Information mode (see page
58).
90
There are three basic types of resource—power,
organics, and minerals.
Power
Power is generated by power modules, or by
power ATVs on an asteroid.
Organics
Chapters earn organics every turn from each
asteroid they control.
Minerals
There are four types of minerals: metals, silicates,
exotics, and reactives.
Minerals are mined on asteroids and are stored in
the asteroid’s Local Pool.
Advanced Play
Trade
4.
Check the Autotransfer box to have this
amount of resource sent each turn.
Trade only occurs within a single Guild. Buying
is conducted in the Trade screens, which are
accessible in Information mode (see page 54).
5.
Select the Local Pool that is to receive the
resources, in the top half of the screen.
6.
The resources are deducted and arrive at the
destination after a delay for transportation. If
an autotransfer was selected it is listed.
Renegade chapters cannot trade.
Access the Trade screens by clicking the
Trade button in Information mode.
NOTE: Select Shipments to view the resources
currently being transported. Auto-transfers are
listed in the Local Pool information area.
Making Offers
Trading with other chapters in your Guild is done
by tendering and accepting offers.
1.
From the Local Pools screen, select the
Local Pool that is supplying the resource to
be sold.
2.
Select the Sell button of the resource to be
sold.
3.
The Sell dialogue box is displayed.
Local Pools Screen
When trade takes place, nothing is actually transferred until turn processing occurs. It is possible
to enter a transaction that becomes invalid
because another player outbid you, and the ship
or vote is no longer available.
Transferring and Selling Resources
Resources are transferred between your asteroids
using the Trade screens. You can also try to sell
resources, which is useful to barter for others.
Transferring Resources
Resources can be transferred in a once-off lump
sum or by a set amount automatically each turn.
1.
In the top half of the Local Pools screen,
select the Local Pool sending the resources.
2.
Then select the Transfer
button for the resource to
be transferred, in the
bottom half of the
screen.
3.
Enter the amount of the resource to be sent,
then select OK.
Sell Dialogue Box
4.
Enter the maximum amount to be sold and
the resources you want in exchange, per 10
of those on offer (maximum of 999).
5.
Select OK. Your offer is displayed on the
Offers screen the following turn.
When an offer is accepted, the resources are
deducted from and added to the appropriate local
pool. Resources are removed from the pools
immediately and arrive at their destination after a
delay for transportation.
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Malkari Manual
2.
Select Resources, Ships, or Votes as
appropriate.
3.
Select the offer to be accepted. The Accept
Offer dialog box is displayed.
4.
Use the up and down arrows (spin controls)
to specify the number to be bought in the
case of resources, or to enter a bid for a ship
or vote. The cost is shown below.
5.
Select OK to confirm the deal.
6.
The resources are removed from the
purchasing Local Pool.
Offered Trades Screen
Selling Ships and Votes
It is possible to offer votes and ships up for sale.
1.
Right-click on an asteroid or ship and select
Sell.
NOTE: Buying resources from asteroids closer
to the destination decreases the transportation
time. There is no delay when buying votes, they
are allotted the following turn. Ships remain
wherever they were when sold.
2.
The Sell For screen is displayed.
3.
Enter the price you are willing to accept.
4.
Select OK. The offer is listed in the Offered
Trades screen on the following turn.
NOTE: Cancel an offer by selecting it in the
Offered Trades screen.
Blockading
If the enemy fire power present at an asteroid outguns the friendly fire power, the asteroid is considered blockaded.
The following trade options are not available during a blockade:
•
Transfers
Accepting Offers
•
Autotransfers (current ones are suspended)
Resources, are sold to the first chapter that
accepts an offer. Ships and Votes are sold to the
highest bidder.
•
Buy votes
•
Buy ships
•
Sell or Buy minerals
1.
92
Select the Local Pool that is accepting the
offer, then go to the Offered Trades screen
by selecting Offers.
Advanced Play
Voting
Each scientific bank has one vote associated with
it, irrespective of the size or economic grade of
the asteroid.
When a chapter takes control of an asteroid it
gains one vote.
The vote remains the property of that chapter
until it is either sold to another chapter or the control of the asteroid is taken by a different chapter.
Votes can be traded with other chapters within the
Guild.
Voting is conducted in the Voting screen, accessible from Information mode (see page 57).
There are two things that chapters can vote on:
whether a chapter should become renegade and
who should become Imperator.
It is possible to improve your standing with
another chapter by responding to their distress
calls. Conversely, if you make a habit of sending
out distress calls when there is no threat, your
standing goes down.
Renegade Status
Players vote on the status of all chapters in the
Guild, including themselves, by altering the
check boxes against each chapter on the Voting
screen.
At the start of a new game there are no chapters
voted for renegade status.
A chapter’s votes are applied as a block, and
more than one chapter can be voted renegade.
Over fifty percent of all available Guild votes are
required to change or maintain the status of a
chapter. In the event of a tie, a chapter becomes or
remains non-renegade.
Chapter status is changed at the start of the following turn.
There is no limit to the number of times a chapter
can become renegade, return to normal status and
then become renegade again.
Effects of Being a Renegade
•
Renegade ships are treated as non-Guild,
hence combat is mandatory with everyone,
including other renegades.
•
Renegade chapters cannot trade.
•
A renegade chapter does not share research.
Imperator Candidature
At the end of any turn in which a Guild controls
sufficient asteroids, a vote assessment is made to
see if a chapter within that Guild has received
sufficient votes to be elected Imperator.
The following should be taken into consideration
when voting:
•
Votes may only be cast in support of one
chapter.
•
A chapter’s votes are always applied as a
block.
•
There are no abstentions, and votes are only
cast in favor.
If one chapter has the appropriate percentage of
the available Guild votes they are declared Imperator, which may end the game. The percentage
required is set in the Game Configuration screens
during setup (see page 32). If there is no chapter
with the appropriate percentage of the vote, the
game continues until there is.
Interregnum Effects
Interregnum can be selected in the victory conditions in on the Game Configuration screen (see
page 32).
When two chapters have tied votes, civil war
breaks out. One chapter and all those who voted
for it are declared loyal and the others are
declared rebel.
The normal voting system is suspended within
the fractured Guild.
The loyal chapters have a set number of turns to
establish a win, otherwise they are overthrown.
Research is not shared between the loyal and
rebel factions.
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Malkari Manual
Rebel-owned asteroids do not count towards the
Guild requirement calculation. Loyal-owned
asteroids are added to the Guild requirement
calculation.
During Interregnum there is a chance of loyal
chapters revolting and declaring for the rebel
chapters, depending on the current strength of the
rebel cause.
If during Interregnum all loyal chapters revolt or
are defeated, the loyal faction is deemed overthrown.
When the rebel chapters overthrow the loyal
chapters, the civil war ends.
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The Guilds
Blue Talon Corps - Raiders
During the final conflicts, the Blue Talon Corps
gained an aggressive combat reputation due to a
series of hit and run attacks to grab scientific
banks. These resulted in the warlike, raider image
that they maintain.
The Blue Talon Corps developed from the
Malkari space navy, and was the second Guild to
form.
As Diantos moved towards Malkari, heat
exchangers and thermocouplers used the rising
ambient surface temperatures and heat flares to
produce power. This took place almost exclusively on desolate asteroids in deep space and the
color blue was a reminder of the blue skies and
seas of the home world.
While the power generators only require small
temperature differences to operate, but the
amount of power produced is low. To overcome
this the Blue Talon Corps concentrated on
improving heat insulation and power transfer.
To improve heat dispersion, silicates were used in
ship construction. This made them expensive to
build, although light, and produced ships with a
molecular appearance. They have a good power
to mass ratio and are faster in local space than
any of the other Guilds. Their modules, however,
are structurally weaker.
Heat-generating beam weapons have been developed and the cannons fire globular plasma of
intense heat. Research developed effective explosives that are used in warheads and very efficient,
small rocket engines give missiles high speed.
The Blue Talon Corps is aggressive, particularly
in the early stages when the other Guilds have not
yet improved their weapons or engines.
Hints: Use your superior orbital speed to make
hit and run attacks with lots of rapid fire weapons. Overcome the structural weakness of ships
by adding damage control or mobile construction
modules. Shields can help but be careful not to
reduce your mobility by increasing mass.
Use your speed to establish a quick start early on
in the game, then use your weapon strength to
hold it.
Try to control Orbital space before bringing in
your transports.
Advantages: Heat and heat exchange technology
is good, and research into heat weapons and
Orbital propulsion is where the Blue Talon Corps
excel. With their excellent weapons the Blue
Talon Corps is better in combat than any other
Guild. They have by far the lightest hulls and
good tracking abilities.
Disadvantages: The military background as
caused them to become extremely rigid in their
ship designs. They are the worst at construction
and transporting abilities, and have poor ECM.
Special Ability: Hyper-fast engines in Orbital
space.
Resource Use: Heavy on silicates.
Malkari Manual
Crimson Dawn - Mind
Controllers
The Crimson Dawn’s history was entirely different to the other Guilds. It comprised of individuals whose only common link was an unusually
high psionic ability. Looked on as a fringe element, denigrated by all the scientific academies
and unable to make any practical use of their
powers, they had no political influence at all.
This changed dramatically when Jebediah Arktron proved that he could consistently generate
power using thermokinesis. Initially the power
was limited but as other psionics joined him in
his experiments they found ways to link brain
power. The more psionics that gathered, the faster
the discovery of new ways to do things. The ridicule received from other Guilds to whom the concepts of thermokinesis, and telekinesis were
nonsensical, was soon forgotten.
Under the dynamic leadership of Arktron the
Crimson Dawn was formed. In a controversial
move they chose red, the color of Diantos, as
their color to represent the new way forward.
Crimson Dawn ships have an angular appearance.
The use of Psi to produce power gives an independent source of power, and their power ATVs
work equally well anywhere. This has made them
lax on power consumption, however, and their
modules are power hungry. Because they also use
their Psi abilities to enhance their ship modules
they are more susceptible to life support damage
than other Guilds. Each ship contains a genetically regrown brain within the ship’s computer,
directing the ship’s actions.
The Crimson Dawn have a better than average
ability with electromagnetic fields and although
there has been no evidence to support it, it has
been postulated that Psi somehow uses these
fields. Whatever the reason they have the best
discharge beam attack and defense systems and
good tracking systems. Their warheads are all
solid particle as they seem the least life
threatening.
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Hints: The Crimson Dawn starts at a disadvantage. Power can be a real problem until the better
tech levels are reached. Although the power
ATVs work equally anywhere, they rely on the
amount of organics being produced. Hence power
depends on the number of scientific banks controlled, rather than the physical attributes of the
asteroids. The Crimson Dawn needs to be ruthless in gaining control of as many asteroids as
possible. Its refusal to use nuclear technology,
however, means it starts with below average
engines making rapid expansion difficult.
In combat, use superior shields to reduce damage
and superior tracking to inflict damage.
Try to take asteroids that no-one else wants, as
they all give you equal power.
Advantages: The best at scouting and good at
tracking. The best at discharge beam attacks and
ECM. Excellent power production late in the
game. Their designs are more flexible than those
of anyone else.
Disadvantages: With their abhorrence of nuke
technology the Crimson Dawn are unable expand
rapidly early on. They are the worst at combat.
The biggest threat is from the Golden Order of
Reason because of their use of life support attack
weapons.
Special Ability: Mindwarp weapon.
Resource Use: Lots of Organics
Diamond Cooperative Realists
The Diamond Cooperative split from the Golden
Order of Reason when it was felt they were
moving backwards, ignoring some of the more
useful developments in technology. It was not
long before another schism occurred within the
Diamond Cooperative, led in part by disgruntled
scientists who wanted to move forward. This
resulted in the formation of the Emerald
Combine.
The Guilds
The Diamond Cooperative is the least insular of
the Guilds and the diamond was chosen as its
symbol because light shining through a diamond
produces many colors. While the Diamond Cooperative does not recognize the methods of other
Guilds, it takes a very practical approach to
research and often reconfigures experiments from
several branches of science. They are average in
most areas and even their ECM technology,
which is good, is not exceptional.
The Diamond Cooperative specialized in
centrifugal and centripetal forces, particularly
those generated by spinning bodies in space.
Their power generation techniques rely heavily
on spin, hence a faster spinning asteroid provides
more power than a slower one. To overcome the
lack of power on slower spinning asteroids they
have developed efficient transports and good
power transference.
Before the cataclysm they worked on the Malkari
system’s asteroid belt and their engines are effective in both deep and local space. Diamond ships
tend to have a rounded, globular appearance as
they are considered more aesthetically pleasing.
While the Diamond Cooperative favors chemical
and corrosive warhead weapons, their power
transference research has made them second only
to the Crimson Dawn in the development of discharge weapons and shields.
Hints: The Diamond Cooperative begins with no
advantages or drawbacks and a steady approach
is usually the best strategy. Do not fail, however,
to seize any opportunities that may arise. The
Diamond Cooperative has a good selection of
weapons, corrosive are good against the Blue
Talon Corps, discharge against the Emerald Combine and chemical against the Crimson Dawn.
The Golden Order of Reason can be a problem as
their weapons are hard hitting—use ECM to
make their accuracy even worse than it already is.
Advantages and Disadvantages: Generally
average in all areas with no outstanding abilities,
except their power production is poor.
Special Ability: Leeching.
Resource Use: No special resource.
Emerald Combine Fragmentalists
The Emerald Combine developed from a split
within the Diamond Cooperative’s scientific faction. The fragmentalists wanted to develop kinetics and micro-gravity fields when main stream
opinion favored continued development of centrifugal and centripetal forces. The dispute continued after the rebellious families split from the
Golden Order of Reason to form the Diamond
Cooperative, and was finally resolved when the
fragmentalist scientists left, declaring the Emerald Combine independent.
Initially small in number and coming late into the
arena, the Emerald Combine’s techniques had the
advantage over the Diamond Cooperative of providing a reasonable power output on all asteroids
irrespective of their spin speed. However, the
technique only works well if power ATVs are
deployed on or very near the surface. Placing
them deep inside the asteroid drastically reduces
power output. To overcome this, and the fact that
they had to expand rapidly to compete with the
already established Guilds, they concentrated
their efforts on exploration and exploitation,
which enable them to establish themselves on
asteroids quickly. They have excellent Solar
space engines but poor Orbital space engines, and
they tend to have good scanners and defensive
weapon systems.
The Emerald Combine ships tend to be tubular in
construction and have good protection against
solid and explosive warheads. Their own solid
warheads and gravitronic force accelerators are
second to none, but their lack of in-depth study of
power transfer leaves them weak against discharge weapons.
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Malkari Manual
Hints: Use your large, fast transports to expand
rapidly, but try not to fight toe-to-toe against
other Guilds. This exploits the fast Solar space
engines. Later on, build up the economy and
overwhelm enemies with lots of large transports
(escorted, of course) dropping ATVs.
The lack of maneuverability in Orbital space can
be compensated by defensive perimeters to prevent enemy ATVs landing on the asteroid. If taking the offensive, make good use of active
defenses and damage control to allow ships to
survive long enough to close to where the weapons can take their toll.
Advantages: Excellent transport, damage control
and defense abilities.
Disadvantages: Slow in Orbital space, and weak
against discharge weapons. Almost the worst at
attacking and tracking.
Special Ability: Space Mines.
Resource Use: Exotics.
Golden Order of Reason Traditionalists
The Golden Order of Reason represents the color
of the original star, Malkari, and the color of controlled nuclear power. The Golden Order of Reason was the first Guild to develop, evolving from
a wish to preserve ancient, traditional ways. Its
early leaders felt that following the old ways of
Malkari, prior to the discovery of Diantos, was
the only way to return to the Golden Age.
The Golden Order of Reason specialized in the
development of galactic radiation collection and
conversion processes. Galactic radiation is subject to regular, predictable fluctuations causing
power output to pulse. To counter this they concentrate on power storage, efficient use of energy,
and weapons that do not rely heavily on power.
The closer an asteroid is to a star the more radiation there is , and hence the more power that can
be collected.
98
Being naturally conservative, the Golden Order
of Reason has suffered from hidebound attitudes,
bordering on the fanatical, clinging to the use of
old technological processes. Research tends to be
slow except in traditional areas.
The radiation collecting equipment gives their
ships a spiky appearance. This traditional style of
ship construction produces heavier, more massive
modules, giving them better protection against
solid, explosive and corrosive attacks, although
the power to mass ratio slows them down.
The Golden Order of Reason prefers to use cannon weapons: partly because they represent a traditional method of combat and partly because
they do not rely heavily on power. They are alone
in the continued deployment of nuclear weapons,
used in both cannon and missile warheads, which
are powerful but inaccurate. They have developed
an efficient radiation beam, as a side product of
their experiments with radiation power methods.
Hints: In combat use the powerful nuclear weapons against the Blue Talon Corps and the Diamond Cooperative; the radiation weapons against
the Crimson Dawn. The Emerald Combine can be
a problem if they use their defensive capability
effectively. Add ECM or defense and add tracking modules to increase the chance of hitting, to
overcome weapon inaccuracy. .
Mount an offensive to strike at the faster moving
Guilds, such as the Emerald Combine, early on in
the game. Try to prevent them achieving too
much of an early lead.
Advantages: Good at construction and second
best with weapons. Strong hulls, and excellent at
construction with good stations. Huge weapons
which fire slowly. Their later tracking abilities are
excellent.
Disadvantage: Ships are very slow and their
weapons tend to be powerful but inaccurate.
Their ECM is not good.
Special Ability: Ground Bombardment.
Resource Use: Metals.
Guild History
A History of the Malkari Dissolution
Transmitted to all receiving Communicator nets
by Kera-leece of the Guild of Light (deceased),
27 AD (After Diantos).
As we shall see, the discovery of Diantos in the
pass 2378 GC (Golden Calendar) shaped the
course of the following ten generations of our
civilization.
Before that dark day of foreboding, Malkarians
lived in an enlightened age, as they had for centuries. The half-forgotten wounds of the prehistory
of our people—with its warfare, persecution, and
rampant ignorance—had been long-ago cauterized in the fierce blaze of atomic power, discovered by technologists of the first oligarchies. That
same energy freed our people to explore their
horizons, rather than fight for the resources contained within them!
A new atomic age, and with it came a new government: the Golden Order of Reason’s technoaristocracy. For the next 250 passes our ancestors
worked in harmony under direction from the Ten
Families. They explored the solar system, settled
its asteroid belt, and developed advanced material-processing and energy-production sciences
that today’s reincarnated Guilds can only dream
of possessing.
When the flourishing Space Sciences Division
realized that Diantos—a star thought always to be
part of a constellation far distant—was actually
approaching the Malkari system on a dreadful
collision course, the Golden Order of Reason
(GOR) was stunned. The Ten Families debated
for many passes their course of action to save the
race. Plausible arguments were made for destroying the rogue star, diverting it, moving to it, moving away from it, burying the cities of the Six
Worlds—anything to preserve the history and
greatness of our people!
In the end, these very arguments to find ways to
preserve our way of life would threaten destroy it.
The debates fractured the original unity of the
GOR Families. Soon the larger issues were hidden behind a fog of personal ambition, aesthetic
disagreement, and faddish philosophies of ethics
and propriety. The productive unity of the
Golden Order of Reason splintered as loyalties
passed to the disparate Guilds that formed around
partisan viewpoints.
The Age of Arks
Seeds of strife took root when the GOR brushed
aside objections and resolved to save the Malkari
race by constructing massive Arks—generation
ships designed to carry a few thousand Malkarians, technological records, and genetic material
to a new home world outside the Malkari solar
system.
The GOR plan allotted 200 passes to accomplish
three things. First, develop whatever technologies
would aid a deep space vessel. Second, locate a
habitable planet around a nearby star. Third, build
Malkari Manual
the Arks to be as strong and reliable as possible
and then launch them in a timely manner.
new Malkarians in their heritage upon reawakening.
Entire cities sprang up around each continent’s
launch centers to support Ark development. New
lines of research were explored, exploited, and
cataloged in record time. Technologists further
perfected their traditional nuclear and heat-transfer technologies. The very sciences that had
pulled Malkari out of its Dark Age decades past
promised to illuminate the uncertain future.
Thus the factories of the Six Worlds retooled.
People moved away from the launch cities to new
vault sites that peppered the planets, and construction was begun.
The colonies of the Six Worlds pooled their
resources and were able to construct nearly five
hundred Arks over the 200 pass period. As each
Ark was completed it was staffed, stocked, and
launched into the depths of space. Although no
new home world destination was ever predetermined each Ark was sent towards the nearby
Chotheth Star Cluster in the hope that one of its
forty star systems would contain a habitable
planet on which the Malkari race could gain a
foothold.
And Diantos crept ever closer.
The Vaulting
Malkarian technology had reached its zenith in
the late 2500s GC as the last Arks sped off
towards the Chotheth Cluster. The peoples of the
Six Worlds were exhausted from the effort of
supporting the massive Ark launch sites. In
response the Golden Order of Reason convened
the Ten Families to consider further alternatives.
From that meeting came the concept of Vaulting—that to best ensure the survival of the
Malkarian way of life hundreds of vaults would
be buried deep in the mantles of the Six Worlds.
These vaults would be automated, heavily
armored subterranean bunkers containing support
machinery, computer systems, and genetic banks
with samples from the great lineages of Malkari.
New people could be synthesized (“reawakened”)
to emerge and reestablish Malkari after Diantos
passed. The vault computer systems would be
responsible for containing the history and knowledge of the original Malkari and for educating the
100
Technical difficulties mounted as vaults had to be
buried miles deep into the hardest rock mantle to
ensure their survival as the gravitational forces of
Diantos’ passing tore the solar system to shreds.
By the time the vaults were dug, armored, insulated, shielded, automated for maintenance, and
wired for computer networks there was precious
little space remaining for the gene banks and
memory storage!
The vaults that had originally been designed to
contain sufficient computer memory and material
banks to reconstruct all of Malkari culture. However, it became obvious that the vaults would
have to be merely a slice of Malkari life, rather
than the whole pie. This disheartening announcement by the Golden Order of Reason led to the
first open strife in almost 500 passes.
At this time Diantos’ approach was marked by
increased seismic activity on outlying colony
worlds, including daily earthquakes and related
volcanic eruptions.
The First Schism
When the task of deciding what facets of Malkari
life should be preserved in the vaults came before
the GOR, the Families were already emotionally
worn by constant earthquakes, popular pressures
and the agonizing decisions of who should leave
on the Arks. In a reactionary declaration, the
GOR decreed that the only things to be preserved
in the vaults throughout the Six Worlds were
those technologies and practices which existed
before the threat from Diantos was realized.
Arguing that the Malkarian way of life was not in
the past two hundred passes of hurried research
and advancement while building the Arks, but
rather in the stately existence enjoyed for the
Guild History
prior two millennia, they ordered that the vaults
be filled only with First Age nucleic and heat
transfer designs, armored by the toughest, most
tried-and-true techniques of shielding, and
seeded with the pure genetics of the original Ten
Families of Malkari.
One Division of the Golden Order of Reason, the
Space Navy, was outraged by this apparent denial
of progress. The Navy had benefited greatly from
Ark-related research and demanded that the new
silicate construction and beam (and plasma)
power-control techniques be preserved in the
vaults as well.
And there were further aesthetic disagreements.
In the design of spacecraft, which would be
among the first necessities of the Malkarians that
would reawaken in the vaults. The Space Navy
favored lithe and agile designs as developed for
their role as armed defenders. The GOR aesthetic
in contrast praised the utility of the bulky and
stolid designs used for mining and transport.
The Navy Admirals fervently maintained their
resistance to the GOR vault design, trying to push
technologies and genetics into them that were
deemed “too incidental” by the Golden Order of
Reason’s technologists. Ultimately, the Navy’s
continuing efforts to persuade the GOR Families
just angered the leadership, and several key Navy
figures were asked to resign.
Those charismatic Admirals did just that—taking
with them 90% of the Space Navy’s personnel,
ships, and resources! The Golden Order of Reason immediately demanded that the rebellious
Admirals return the forces they had taken—the
response from the Navy was that those same
forces did not want to return to an uninspired,
old-tech government. To drive the point home,
the Space Navy adopted a new designation, one
that drew from Malkarian avian wildlife for its
inspiration. Since the Admirals prided themselves
on striking with speed and lethal force they
looked to the raptors of Malkari for a namesake.
The Blue Talon Corps
In 2580 GC, the Blue Talon Corps (BTC) was
formed under the direction of a Council composed of eight Admirals who had been forced to
resign from the original Navy. Each Admiral was
in charge of an “Aerie,” and given near-autonomous discretion as to its use within the dictates of
the greater BTC’s direction.
Immediately, the Corps was faced with a problem: they had gained independence and become
the first dissenting party in the Malkari system in
almost 500 passes but now they had to plan for
the arrival of Diantos without the Golden Order
of Reason coffers to rely upon. Admiral Shrike
of the Third Aerie suggested that they purchase
mining equipment from the Golden Order of Reason and use it to construct vaults in the largest
asteroids found in the Malkari system. They
would “sleep” through the cataclysm and rise like
a phoenix to reclaim what remained of the
Malkari system. Then marshaling the remaining
resources of the shattered system they would construct their own post-apocalyptic Ark—fast
enough to overtake the original Golden Order of
Reason Arks—and claim the new home world for
Blue Talon Corps before the GOR Ark colonists
even arrived!
Shrike’s plan met with resounding agreement
from the BTC Council, and a communiqué was
dispatched to the Golden Order of Reason, offering a truce and seeking trade agreements. Sadly,
the GOR Families were accustomed to getting
their own way and refused to trade with the Blue
Talon Corps until they gave up their rebellion and
returned to the home world, Mestor.
Of course, this was unacceptable to the proud
individuals that formed the Blue Talon Corps.
They stormed and complained and sent repeated
requests and veiled threats. Finally, after three
long passes of diplomatic missives, cold war, and
strained tempers, the BTC Admiralty threatened
to attack the mining ships the Golden Order of
Reason used for vault construction. This proved
to be the final threat to which the GOR would
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Malkari Manual
have to respond. Although the most conservative
of the Families grew indignant over the churlish
threats and posturing of the Blue Talon Corps,
many of the Barons and Earls who were not of
the Ten Families—and as it would later be discovered, even some who were—were terrified by
the prospect of war in space.
Others of the lesser nobility could stomach the
idea of war in space but could not afford the
losses to vaulting resources that such war would
bring. And the idea of a decentralized preservation effort struck a responsive chord in the hearts
of many of the nobles and they began maneuvering to provide the Blue Talon Corps with the
requested mining equipment, and to establish
greater control of resources in the Six Worlds so
that they could construct vaults of their own—for
their own Families and the technologies that they
felt should be preserved.
Laser Communicators flashed and the Blue Talon
Corps’ call for war was mysteriously dropped.
Agents of the Ten Families of the Golden Order
of Reason spent months trying to determine what
had calmed the Blue Talon’s ire. When the GOR
leadership finally learned of the secret deals
being made behind the scenes by the lesser Families the second great schism of the Malkari
occurred.
The Diamond Cooperative is Formed
Investigations by the dominant Fifth Family lead
to the discovery of the secret plans and deals
between two of the Ten Families—the Gordano
and the Luchensa—and the Blue Talon Corps.
When representatives of the offending Families
were brought before the council to answer for
their traitorous dealings they argued that their
actions were prompted by a concern for their fellow Malkari, that the Blue Talon Corps were still
Malkarian and deserved a chance to survive.
The Golden Order of Reason responded with
unyielding rigidity, fueled by fear of the looming
star and the remaining sixty pass time limit to finish all of the vaults. They told the Gordano,
Luchensa and the lesser nobility involved to
102
either, “cease dealing with the rebels or cease
dealing with us.” And thus a second battle line
was drawn.
The Gordano and Luchensa Families made their
break from the Golden Order of Reason in the
“Declaration of Free Memory of 2582 GC.” The
two disaffected Families withdrew to their private
asteroids and orbitals and formed the Diamond
Cooperative taking their name from the hardest
substance their mines yielded. The more poetic of
the Cooperative also attributed the use of Diamond to that stone’s inherent quality of producing from yellow Malkari sunlight any color of the
visible spectrum. This metaphor of facility represented the ideal of freedom-to-preserve toward
which the Diamond Cooperative would strive, for
while they would not actively oppose the Golden
Order of Reason or the Blue Talon Corps, neither
would they help without charging for such
efforts.
The ruddy speck of Diantos grew ever larger in
the night skies of the Six Worlds, and with it the
virus of factionalism penetrated deeper into the
Malkarian psyche. Seismic activity swelled to
higher levels as the worlds began to wobble in
their orbits, drawn off-kilter by the approaching
angry star.
The Vaulting Conflicts
The Diamond Cooperative immediately began
providing the Blue Talon Corps with much
needed mining systems, for a price. Now the
independent vaulting of the Blue Talon Corps’
genes and new technology could begin in earnest.
Taking a symbolic cue from the Blue Talon
Corps, the Cooperative adopted the aesthetics of
home world marine life for their ships and interfaces—as new starship hulls were designed to
accommodate the greater commercial traffic
loads, their systems and skins were styled after
octopi, shellfish, and predatory fish.
At the same time, the Diamond Cooperative
began to trade with the Golden Order of Reason,
to provide them with some of the resources
Guild History
needed for their vault construction. Within a few
passes, the division and aggression of the first
Schism gave way to cooler debates on worthwhile aesthetics to preserve, what genes were
“part of the true Malkari legacy,” and how many
people at a time were to be awakened from the
vaults to best facilitate the reemergence after
Diantos left the system. Throughout these philosophical duels and dances, the Diamond Cooperative ran their mining interests, developed more
efficient power supplies for their vaults, and kept
the machines of industry running. Further, the
Diamond Cooperative began imposing its own
brand of control over the Blue Talon Corps and
the Golden Order of Reason.
Essentially, the Diamond Cooperative was still
true to the GOR vision for the preservation of
Malkari culture. While the expediencies of their
new-found space trading prevented them from
denying the use of the Blue Talon Corps’ silicate
and beam technology, any other technologies
which significantly deviated from the core disciplines of classic thermodynamics and nucleonics
were restricted. Essentially, the Cooperative
wanted vaulting to proceed apace and would not
wait for any new techniques, just to have to find
room for them in their already bloated data
banks.
The Diamond Cooperative publicly encouraged
any and all Malkarians to develop new technology, and in fact the approach of Diantos had stimulated research to high levels. But once that
technology had borne fruit, the Diamond Cooperative would clamp down, restricting its dissemination. Since the Cooperative controlled a
majority of the shipping and mining resources of
the Malkari system, they were able to restrict
those technological developments of which they
did not approve, or that they felt were not in
keeping with the traditions of the race, or those
they considered simply not worth the effort. Anyone disagreeing with their restrictions would have
to steer clear of the standard shipping lanes or
risk discovery, censure, incarceration—even
destruction!
The Diamond Cooperative became the watchdogs
of the Malkari system for the next two decades.
They never delayed vault production but they
greatly hindered anything new being added to the
vaults. In this way they were the greatest force for
stability—and stagnation—in Malkari history.
The Emerald Combine
For twenty passes, the three major rivals (the
Golden Order of Reason, the Blue Talon Corps,
and the Diamond Cooperative) interacted through
shuttle diplomacy, shady materials trades, and
prohibitive policies. Where once a war between
driven thinkers and passionate survivalists had
brewed, now a cold apathy held sway. Divided
from each other these three “Guilds” spiraled
deeper into their independent ideologies, becoming more stubborn and fanatical with each pass of
repetitive digging, cataloging, and construction.
Throughout this period the Diamond Cooperative
grew more greedy. Its trade restrictions and strict
vaulting prohibitions came to be seen by some of
its member Chapters as another extension of the
original GOR techno-aristocracy. After all, the
Diamond Cooperative Guild had originally been
founded out of a desire to preserve the right to a
choice-of-preservation, not to enforce an alternate preservation scheme!
Finally, in 2602 GC, two of the six Chapters of
the Diamond Cooperative seceded from the
Cooperative in the “Declaration of Dissent,”
forming a monopolistic corporate government
called the Emerald Combine. The Emerald Combine espoused the ideal of unlimited development
and preservation, driven by their leader Jhoern
Sperring’s totalitarian control.
The Emerald Combine’s top down organization
was unlike any since the beginning of the Golden
Calendar. As a Guild it had no dogmatic restrictions on methods of production or which technologies were ethical, and held no opinion on whose
genetics should be vaulted. The Emerald Combine was open for business to all and one of their
departments was sure to please!
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Malkari Manual
Within weeks, prohibited developments were
being shuttled around the space lanes and the
Emerald Combine (EC) was taking orders
refused by the Diamond Cooperative and the
Golden Order of Reason. This licentiousness
shocked and chagrined the GOR, and affected the
Diamond Cooperative’s profit margin, but the
Emerald Combine was not going to let their disapproval slow their growth during the last vital
passes of development and invention remaining
to the Malkari system.
The Combine rejected the aesthetics of the original Families. Form meant nothing in their
designs—function and utility were the only merits used in evaluating a gene or technology. To
remind themselves and the other Malkarians of
these priorities the Emerald Combine adopted the
utilitarian aesthetic of machine architecture to
their ship and interface designs. Though horrid in
appearance, their designs were eminently practical.
Throughout it all, every penny of Combine profit
went into finishing the Emerald Combine
vaults—the vaults originally held by the two
founding Chapters as well as those added during
the final decades of the Golden Calendar.
Fragmentation
With only forty passes remaining before the
vaults must be sealed, the Malkarian psyche
splintered, became schizoid, turned on itself. The
examples of division and conflict represented by
the Blue Talon Corps, the Diamond Cooperative,
and the Emerald Combine drove other smaller
groups to declare their independence.
Naturally, the idea of being left to die in the spectacular collision of stars without having their
family history and genes preserved agitated many
people and created an environment where radical
groups flourished. These smaller splinter Guilds
chose to forego the enlightened idealism that lead
their parents to agree to the supreme sacrifice of
the Ark solution and instead formed ad hoc
104
groups of their own, sometimes with as few as
200 members.
Most of these smaller Guilds did not survive the
cataclysm because the small number of vaults
they produced simply did not survive the massive
destruction. In fact, most of the small Guilds
never completed their vaults because of resource
or motivational shortages. Some, like my own
Guild of Light, managed to create vaults but then
the stored genetic material was soured and
destroyed by radiation, dooming their synthesized members to a single despairing generation
of sickly existence and then extinction.
The Crimson Dawn
One splinter Guild that was formed during the
Fragmentation did survive—but that should not
be surprising, given the prime characteristic that
defined their members.
In 2647 GC, just five passes before the sealing of
the vaults was scheduled to begin, a mystic by the
name of Jebediah Arktron began to speak out
against the Fragmentation and against the major
Guilds in general. Under the pressures of Diantos, the constant earthquakes and meteor strikes,
such doomsayers could be ignored or pitied for
their breakdown. But Arktron was a special
Malkarian, one possessed of the psychic gift of
Far Sight. Perhaps it was because he could look
upon the surface of Diantos any night that it hung
in his sky; perhaps it was because he could sense
the agonized straining of Malkari under the building gravitic pressure; or perhaps he was just a traditionalist who longed for the enlightened days of
a unified race of Malkari striving as one to escape
the doom.
Whatever his motivation, whatever his force of
persuasion, Arktron called for all psionically talented and psychically sensitive Malkarians to
give up factionalism, to pull together as one, and
to save all that could be saved of the Malkarian
way of life.
Amazingly, or perhaps due to Jebediah’s great
psionic power, nearly all Malkarian Psies rallied
Guild History
to his banner. Psies from the small splinter
Guilds, the Golden Order of Reason, the Blue
Talon Corps, and even the Diamond Cooperative
and Emerald Combine merged their resources,
technologies, and vaults to form the Crimson
Dawn—named by Arktron after the ruby glow of
Diantos and the New Age of Malkari that would
dawn after the cleansing cataclysm.
As a resurgence of the Malkarian spirit and
drive, the Crimson Dawn was perfection. It collected every data bit and art work and written
word it could find, which was a considerable
amount given its members’ special senses and
other related advantages. Not merely packrats,
however, the Crimson Dawn moved forward
quickly on their own research, especially in the
field of power generation. Technologists had long
suspected the possibility of a telekinetic method
of deriving power, though only now after the formation of the Crimson Dawn’s “non-Guild” was
there a dense enough collection of those with Far
Touch to make effective generators and advance
that field of study.
The Crimson Dawn technologists had the pressures of zeal driving them to evolve telekinetic
power generation, for Jebediah was maniacally
opposed to preserving anything to do with nucleics or atomic power, his parents having been poisoned by a radiation leak in the colony power
plant. The Crimson Dawn leader was further
steeled in his resolve by the continuing success of
his people in unlocking the kernel sources of psychic power, thereby delivering to his group the
secrets necessary to drive, pilot, and navigate a
spacecraft with the mind alone. Arktron and his
disciples were convinced that the “old ways” of
crude matter manipulation and fission technologies would not be needed in the New Age.
To ensure their group’s survival, the Crimson
Dawn members immediately began to use their
Far Sight and Far Thought to learn other Guilds’
plans, technologies and recent discoveries. The
Psies stored this knowledge in their many vaults
and attempted kept a low profile as Diantos bar-
reled ever closer. When the other Guilds launched
raids to pry apart the Psi organization, the raids
found empty vaults, deserted labs, and stripped
asteroids. After all, you can’t catch a quarry that
knows you are coming before you do!
Historical records also seem to suggest that the
Crimson Dawn directly manipulated the other
Guilds, playing one against the other by selling
secrets and blackmailing important figures. No
particular examples of these underhanded dealings can be named but the fact of their Guild’s
rapid growth and relative lack of opposition in
spite of their gross betrayals speak volumes.
Many people in the other Guilds must have been
under Crimson Dawn sway for the Psies to
become adequately supplied and prepared for the
Vaulting in the short time they had left.
Out of the Fragmentation, after the vaulting conflicts, there were five major Guilds and a score of
minor Guilds, all under the glaring star Diantos
now two passes away from destroying their system. The vault sealing began.
The Sealing
At the end of 2652 GC, construction sites around
the Six Worlds were evacuated. The vaults had
already been vacuum-sealed for two months,
undergoing final testing and sequencing. The
filthy streets, brackish waters, and smoke-filled
skies were mute testimonies to the great social
cost of the vaults, the resource shortages, and the
fragmentation. Most of the fauna that was not
preserved was dead from pollution or neglect.
Countdowns began. Vault doors ground to a close
and tunnel linings were detonated, sealing the
miles of shaft that had carried the precious supplies down into the vaults. On the surface, many
families walked into ‘euthanasia rooms’ rather
than wait for the lava that would come to sear
them, or the rocks that would crush them, or the
air that would quickly become poisonous to all
life before it evaporated.
The waiting began. The vaults and their contents
awaited the Awakening.
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Malkari Manual
No computer or sensor records show exactly what
happened as Diantos eased closer to the spasming
Malkari system. Simulations run after the emergence—based upon data derived from the
remaining stellar bodies—tell a story of tremendous gravitational tides buckling the tectonic
plates of the Six Worlds, crumbling them and
shearing them from their magma beds. Whole
continents and seas sailed away from the worlds
as though the planets were smeared along their
orbits.
For millennia, Diantos eased closer, collecting its
share of the debris of Malkari’s planets, divvying
up the original asteroid belt, swapping hydrogen
with the sun Malkari like two travelers swapping
stories of their travels. Then Diantos reached its
perigee and began to lumber away from its new
solar partner Malkari.
The New Age
When outside conditions allowed, automatic systems in the surviving vaults began to cycle, evacuating fouled air that may have breached the
seals, powering up life support systems, and then
growing the Chapter Leaders who would guide
the emergence.
Thus Malkari awoke from its nightmare—traumatized, divided, its solar system now alien.
It took my Guild of Light seven passes to cycle
our vaults, ready production, and open the tunnels to the surface—this after twenty passes of
growth, education, and preparation. I established
contact with the major Guilds, learned of the
tragedies that befell many of the minor Guilds
(including my own), and came to the conclusion
that I should at least try to see to it that the true
history of our race was told.
Our Malkari binary solar system is now just a
jumbled collection of asteroids, shattered planetary cores, and two relentless stars. Into that void
the Guilds are awakening, emerging, and seeing
the terrible desolation.
106
Had I the resources, or the time, or the genetic
staying power to build an Ark, then my Guild of
Light could chase after the other ancient Arks
into the deepest space, to find a whole planet and
start again on a new home world.
But I am doomed, my own minor Guild is
doomed, and I can only wish my Malkari cousins
luck in their endeavors. While I suspect that some
of the Guilds will eke out a living in this new
Malkari solar system, I believe nearly all of the
survivors will try to build their own Arks now
that the pressure of imminent cataclysm is past
and time can be spent on such a costly goal.
Sadly, I also know now that the schisms of our
race’s last age have not faded and may even be
worsened as the collected and condensed knowledge stored in the vault memory banks are fed to
the new Chapter Leaders. Perhaps one Guild will
pull the others together and save all Malkarians
from a cold, quiet extinction.
It is more likely, that the Five Guilds in their
renewed conflict will complete the destruction
that Diantos started...
Hints and Tips
The following are some very broad hints on what
to try to do and may not always ensure victory.
Always be Aware of How to Win
Strategically Malkari is a complex game. For this
reason there is no one sure way to win. There are
several strategies and they all need adjusting as
the game progresses. Having said this, always
keep in mind the victory conditions. Malkari at
its simplest is a territorial conquest game. If you
control the required number of asteroids before
anyone else you win; otherwise you lose, or at
best gain a minor victory when your Guild wins.
Another easy mistake is to believe you are alone,
with no enemy Guilds close by, and therefore
neglect defense, particularly of asteroids you gain
control of quickly. After about ten turns you may
find your asteroids are right in the middle of a
huge group of enemies.
The potential length of the game, however, usually gives you time to recover from a bad start.
Opening Game Strategies
The first thing to do is to assess your start position. Here are some possibilities:
•
It’s that simple!
There are several uncontrolled asteroids
close to you and no enemy.
Remember the System Moves
The first thing to consider is the possible length
of the game. Assuming you are playing the full
game with 150 asteroids, with eight chapters per
Guild and the default percentage of asteroids
required for victory, you can expect the game to
last at least 150 turns.
This means you need to consider carefully where
the asteroids will move over time.
They all move at different rates and they all have
different orbits. Until you become used to the
dynamic nature of the system it is easy to make
deployment mistakes.
One of the simplest errors is to send ships to
nearby asteroids at the start of the game to find
that, due to the varying orbits, by turn 20 your
forces are spread thinly all across the system, and
bringing them back together is impractical.
You’re All Alone
Consider a quick dash with Scouts and
Assault ships to grab asteroids, then construct ships or Stations to hold them while
you prepare for the next move.
•
The Start Asteroid is not Good
There could be several reasons why your
start position may be bad. The asteroid is
small, with a poor economic grade, it is on a
large elliptical orbit, or it is right in the middle of several enemies.
Whatever the reason, remember that unless
playing Capture the Flag, Malkari is not like
other games where a bad start position
means a defeat or a major setback while
reestablishing a new colonies. If you have
started on a bad asteroid colonize a good one
as soon as possible.
Malkari Manual
•
Things Seem Fine
Middle Game
You are in a reasonable start location, there
are few enemies, and a few uncontrolled
asteroids near you. You have several choices;
here are a couple:
Always be aware of how you are progressing in
relation to everyone else. Check this by using the
Statistics screen in Information mode.
Take Out the Enemy First
Build warships and Assault ships with good
defenses. Remember that what constitutes a
good defense varies with the Guild you are
defending against.
Move directly against the enemy asteroids.
Target their Constructors and Assault ships
while you land your own ATVs to gain control of the asteroids.
Have some Constructors or fleet auxiliaries
handy to repair and refuel damaged ships.
Gain Control of the Empty Asteroids First
Build Scouts and use Transports or Assault
ships to gain control of empty asteroids.
Build defensive ships or Stations at each
asteroid when you capture it then move on.
Make sure the ships and Stations you leave
behind have construction capability.
•
I Can’t See Anywhere to Go
When playing with hidden asteroids you
may occasionally find that the only asteroids
you know about belong to your Guild.
Don’t Panic! Remember the game is long,
and the asteroids all move, so even if you do
nothing eventually you will discover more
asteroids. Inactivity is not the best course of
action, however. Send your scouts to the
known asteroids, preferably along a path
near a sun. Redirect them as you locate others.
Use any spare time to construct Transport
and Assault ships ready to exploit the asteroids as you find them.
Make use of those elliptical orbits. Place a
Scout and or a Constructor at an elliptical
orbit asteroid and wait. As it travels from star
to star, many asteroids are discovered.
108
The middle game can be thought of as that part
where most of the asteroids are now controlled
and at least one Guild is approaching the required
number of asteroids to have an Imperator vote.
If it is not your Guild, try to target asteroids that
belong to the lead Guild wherever possible; this
not only adds to your total but also reduces theirs.
Malkari is a zero sum game.
If it is your Guild, your tactics now depend on
how close behind the nearest rival Guild is, and
how cooperative you wish to be with other members of your Guild.
If you are happy with a minor win, protecting
Guild-controlled asteroids while still keeping
rival Guilds low is the best policy. Allocate your
votes to the chapter with highest number of asteroids to ensure they are elected Imperator when
the vote occurs. Unless there is a chance of an
interregnum, do not vote anyone renegade. If
there could be an interregnum, vote rival chapters
renegade and take their asteroids. This means the
Guild does not lose asteroids and that there is
only one strong contender for Imperator.
The End Game
If you are not happy to have a minor win, you are
moving into the end game. Cooperation within
the Guild is secondary to the number of votes you
can receive. Try to buy the votes that occasionally
become available, and vote renegade either yourself, or the smallest chapter, then start capturing
as many asteroids as you can, as fast as you can,
from whoever you can. You might still target rival
Guilds first but your prime objective is amassing
more asteroids than anyone else in your Guild.
Designer Notes
The design parameters for Malkari were to produce a cooperative and antagonistic multiplayer
strategy game, without the need for a player to
become involved in a large amount of micromanagement. The latter was so that first time or
casual players would not feel lost. It also had to
involve combat, with an easy-to-use interface.
Malkari had to have enough depth that, having
picked up the basic fundamentals, the player
would continue to find new ways of doing things
and so interest would be maintained. This would
give the hard-core gamer plenty of fun.
Multiplayer Issues: The parameters were such
that although Malkari was a boxed game it was
expected, with modification, to go online. Most
Online games are in real time with players joining and leaving continuously. It became obvious
early on that the number of players that the boxed
game aimed at (up to forty) would not support
real-time play. In a turn-based environment one
of the biggest problems in multiplayer is maintaining interest while someone else has their turn.
It was decided, therefore, to introduce a simultaneous movement system. In the system a player is
never shut out of the game. Once they are satisfied with their orders they press end turn. All this
does, however, is notify the mechanics that a
player is ready. Until every human player ends
the turn nothing is processed. A timed turn feature was added to ensure that one really slow
player does not hold up the game. Finally we
added the feature that allows players to join and
leave games in progress by allowing the AI to
take over. The only restriction is that the host
computer cannot leave. As with any other player,
if the host fails to press End Turn within the time
limit, the AI takes over play.
Cooperative and Antagonistic Issues: Multiplayer games can become unbalanced if there are
natural splits. For example, a three player game
nearly always results in two against one at first,
and then a two player game. This was why five
Guilds were chosen. While we cannot prevent
players from different guilds talking to each
other, to decrease the chance that they could
actively cooperate the game mechanics are such
that you automatically fire at anyone not in your
Guild.
Combat is a major feature of the game. Whichever victory conditions are chosen victory is ultimately based on control of asteroids; in order to
control an asteroid you must land ATVs. To do
this you must fight past any ships in orbital space
then fight enemy ATVs already on the asteroid.
Cooperation in a game is difficult to impose
because players are not under the same restraints
that they are in real life. In a game you can run
around acting totally irresponsibly and, unless
you stab the same person in the back so many
times that they refuse to play with you, you suffer
no real comebacks.
One of the key elements of entering into the spirit
of Malkari is an understanding of the Guild system. Each Guild fervently believes their culture
and technology is the key to the Malkarian future,
and that the other Guilds are at best misled and at
worst a bunch of worthless degenerates who
deserve to be wiped out.
Malkari Manual
In Malkari, these underlying laws and ethics are
imposed by the game mechanics. For example,
without the consent of the majority of the Guild,
space combat between chapters is forbidden;
combat within a Guild is limited to terrain battles
on the asteroid. This restriction forces the player
to at least consider what the other members of his
Guild are likely to be doing. While players can
send chat messages to anyone, if they send them
to players not in their Guild there is a chance that
the message will be intercepted. However, intercepted messages are likely to be garbled.
On the positive side, a chapter gains when their
Guild gains. Survey and research information is
usually freely available to all chapters. Knowing
you are not going to be stabbed in the back
encourages players to defend each other. This is
reinforced by the standard victory conditions that
look first at the Guild’s position, not the individual’s. The player can decide to accept a minor
win. Electing another chapter Imperator can
guarantee your Guild wins.
Combat: The original design concentrated on a
tactical 3D combat system, both in Orbital space
and on Asteroidal terrain. However, it was felt
that this would overly complicate the game and
the terrain combat was simplified. As a result of
playtest feed back the terrain combat has had
some more features added but it has remained 2D
and, despite the importance of controlling the
asteroids, it is not as involved as Orbital combat.
Orbital combat can be simply done by pointingand-clicking then leaving the rest up to the
mechanics. However, players can play a significant role in Orbital combat.
Firstly, they design the ships they are to fight
with, although the game has defaults for those
who need them. There are thousands of combinations for the player to try out, and each combination may be better against one opponent than
another. Modifying existing ships is cheaper than
new construction, and there is no obsolescence in
Malkari. The recycling of modules encourages
110
the player to continually modify their designs
through experience.
Secondly, each ship can be assigned an individual
battle plan, which can be changed each turn as
required. This consists of whom to fire at, when
to fire, when to run away and how much power is
allocated to the various ship components. The
game starts with default battle plans for each
class of ship so the beginner does not have to
worry, but an astute player can gain an advantage
here. While moving into combat can be as simple
as clicking on the target, it is often useful to
maneuver using the tactical grid, particularly if
your weapons have longer ranges then your
enemy’s, or if you want to use the asteroid as
cover until you get closer.
Dynamic Map: The moving map is perhaps one
of the hardest things to get to grips with. Initially
it may appear chaotic as there are no fixed boundaries. You cannot build a defensive line and shelter behind it because the asteroids move in
relation to each other. However, once you become
used to the Future View system you can plan
effectively. Instead of defending linearly, defend
strong points. Notice that some asteroids remain
close to each other all the time, taking control of
these provides a solid base. Others, particularly
those with elliptical orbits, move rapidly and
come close to many different asteroids. Use these
as mobile bases from which to attack opponents
and to reach areas of the map more quickly than
ships can travel by themselves. For those who do
not want to face this challenge, there is a Game
Setting feature that allows the speed of the system
to be altered, or even stopped. The rotation element of the game, however, definitely provides a
worthwhile and unique challenge.
General Reference Tables
Asteroid Economic Grades
Each asteroid has an economic grade that is part
of the information ascertained when an asteroid is
surveyed. The grades do not go from good to bad
but reflect the particular breakdown of mineral
distribution and density.
The total density of minerals is only a rough
guide as to which asteroids have more minerals
available for exploitation. If you are running short
on one particular mineral, look for the asteroids
with a higher incidence—a higher ppt number—
of that mineral.
Economic Grade
Metal/ppt
Silicates/ppt
Exotics/ppt
Reactives/ppt
Total/ppt
A
40
40
40
40
160
M1
60
30
10
10
110
M2
70
10
25
15
120
M3
75
10
10
30
125
M4
90
10
10
10
120
S1
35
60
10
10
115
S2
15
70
30
10
125
S3
15
75
15
25
130
S4
15
90
10
10
125
E1
35
10
60
10
115
E2
10
30
70
10
120
E3
20
10
70
25
125
E4
15
10
90
10
125
R1
40
10
10
60
120
R2
20
30
10
70
130
R3
25
15
35
70
145
R4
10
10
10
90
120
Malkari Manual
ATVs
Some ATVs have special abilities. When a module technology with a tie to ATV abilities is discovered, all ATVs if that type are upgraded.
Distant Attack Ability (D): An ATV with distant attack ability, when located in the outer zone
of an asteroid, automatically fires at enemy ATVs
being landed in either the same, or adjacent
zones.
Fixed Position Ability (F): An ATV that can fix
its position, and does not move during a turn,
gains one to its combat ability.
Move Two (M): Some ATVs are able to move
two zones during one turn. They must stop on
entering a zone containing enemy ATVs, however.
Ranged Fire Ability (R): An ATV with ranged
fire ability is able to fire into an adjacent zone. To
order such firing, hold the Shift key down, then
click and drag on your ATV to target the enemy.
ATV Abilities
Guild
Blue Talon
Corps
Crimson
Dawn
ATV Name
Abilities
Module Tech Needed
Module
Type
Target Master 1
Tracking
Combat
Mining
Power
Scientific
Special
CATV 1
1
0
0
0
CATV 2
1
0
0
0
D
Target Master 2
Tracking
CATV 3
2
0
0
0
D; M
Target Master 3
Tracking
MATV 1
0
1
0
0
Orbital Staging
Transport
MATV 2
0
2
0
0
Orbital Staging 2
Transport
PATV 1
0
0
1
0
Thermatic Capacitor
Power
PATV 2
0
0
3
0
M
Thermatic Capacitor 2
Power
PATV 3
1
0
3
0
M
Thermatic Capacitor 3
Power
SATV 1
0
0
0
1
Protector
Computer
SATV 2
0
0
0
2
M
Protector 2
Computer
SATV 3
1
0
0
3
M
Protector 3
Computer
CATV 1
1
0
0
0
Mental Wave Detector
Tracking
CATV 2
2
0
0
0
Null Wave Detector
Tracking
CATV 3
3
0
0
0
Thoughthound I
Tracking
MATV 1
0
1
0
0
ATV Bay 1
Transport
MATV 2
0
2
0
0
ATV Bay II
Transport
MATV 3
1
2
0
0
ATV Bay III
Transport
PATV 1
0
0
1
0
Telekinetitron I
Power
PATV 2
0
0
2
0
Telekinetitron II
Power
PATV 3
0
0
3
0
Telekinetitron III
Power
PATV 4
0
0
4
0
Telekinetitron IV
Power
M
D
Key: CATV=Combat ATV; MATV=Mining ATV; PATV=Power ATV; SATV=Scientific ATV; D=Distant attack; F=Fixed position; M=Move two; R=Ranged fire
112
General Reference Tables
ATV Abilities
Guild
Crimson
Dawn
(continued)
Diamond
Cooperative
Emerald
Combine
ATV Name
Abilities
Module Tech Needed
Module
Type
Combat
Mining
Power
Scientific
Special
SATV 1
0
0
0
1
Regulator
Computer
SATV 2
0
0
0
2
Regulator 2
Computer
SATV 3
0
0
0
3
Advanced Regulator
Computer
CATV 1
1
0
0
0
Photonic Feedback Unit
Tracking
CATV 2
2
0
0
0
D
Ionic Feedback Unit
Tracking
CATV 3
3
0
0
0
R; D
Tachyon Feedback Unit
Tracking
MATV 1
0
1
0
0
Launch Pod 1
Transport
MATV 2
1
2
0
0
Launch Pod 2
Transport
PATV 1
0
0
1
0
Gamma Generator
Power
PATV 2
0
0
2
0
Flywheel Generator
Power
PATV 3
1
0
3
0
Flywheel Generator 2
Power
PATV 4
1
0
4
0
Flywheel Generator 3
Power
SATV 1
0
0
0
2
Core 1086
Computer
SATV 2
0
0
0
2
Core 1286
Computer
SATV 3
1
0
0
2
Core 1586
Computer
CATV 1
1
0
0
0
Steel Curtain 1
Defense
CATV 2
2
0
0
0
D
Wildfire
Defense
CATV 3
3
0
0
0
D
Steel Curtain 2
Defense
CATV 4
4
0
0
0
D; R
Steel Curtain 3
Defense
MATV 1
0
1
0
0
Drop Tubes
Transport
MATV 2
1
1
0
0
Drop Propulsor
Transport
MATV 3
2
2
0
0
Drop Accelerator
Transport
PATV 1
0
0
1
0
Gravitic Reactor
Power
PATV 2
0
0
2
0
Gravitic Convertor 1
Power
PATV 3
1
0
3
0
Gravitic Convertor 2
Power
PATV 4
1
1
3
0
Gravitic Convertor 3
Power
SATV 1
0
0
0
1
Manipulator
Computer
SATV 2
0
0
0
2
Manipulator V1
Computer
SATV 3
1
0
0
2
Manipulator V2
Computer
D
Key: CATV=Combat ATV; MATV=Mining ATV; PATV=Power ATV; SATV=Scientific ATV; D=Distant attack; F=Fixed position; M=Move two; R=Ranged fire
113
Malkari Manual
ATV Abilities
Guild
Golden Order
of Reason
ATV Name
Abilities
Module Tech Needed
Module
Type
Combat
Mining
Power
Scientific
Special
CATV 1
1
0
0
0
F
Sentinel I
Defense
CATV 2
2
0
0
0
F; D
Sentinel II
Defense
CATV 3
3
0
0
0
F; D
Sentinel III
Defense
MATV 1
0
1
0
0
Launcher
Transport
MATV 2
1
2
0
0
Multilauncher
Transport
PATV 1
0
0
1
0
Ion Battery I
Power
PATV 2
0
0
1
0
F
Ion Battery II
Power
PATV 3
1
0
1
0
F
Ion Battery III
Power
SATV 1
0
0
0
1
Bastion XV
Computer
SATV 2
0
0
1
1
F
Bastion XVI
Computer
SATV 3
0
1
1
1
F
Bastion XVII
Computer
F
Key: CATV=Combat ATV; MATV=Mining ATV; PATV=Power ATV; SATV=Scientific ATV; D=Distant attack; F=Fixed position; M=Move two; R=Ranged fire
Computer Effects
Combat Computer Effects
Guild
Name
Blue Talon
Corps
Crimson
Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
114
Tech
ATV
CON
DCN
ADF
POW
Speed
ECM
SCT
TRK
Strategist IV
1
-80
-80
-10
10
-10
40
0
-80
40
Strategist IVa
2
-70
-70
0
20
-10
60
10
-80
70
Strategist V
3
-70
-50
10
40
0
90
30
-80
100
Tactician
1
-40
-70
0
10
0
0
20
-40
20
Psionic Tactician
2
-30
-50
10
20
10
20
30
-30
40
Fist of Arktron
3
-20
-40
20
30
30
40
50
-30
60
Bulldog 1090
1
-50
-50
0
-10
0
0
10
-60
20
Bulldog 1290
2
-50
-40
0
20
0
10
20
-60
40
Bulldog 1590
3
-50
-40
20
30
20
30
30
-60
70
Aggressor 27
1
-80
-60
-10
20
10
0
20
-80
30
Aggressor 32
2
-60
-40
10
30
30
20
30
-70
40
Aggressor 32+
3
-50
-30
20
40
50
40
40
-60
60
Warlord XC
1
-80
-50
-10
0
10
0
0
-50
30
Warlord CC
2
-80
-30
0
20
20
10
10
-50
60
Warlord DCC
3
-80
-20
10
30
30
20
30
-50
80
General Reference Tables
Construction Computer Effects
Guild
Name
Tech
ATV
CON
DCN
ADF
POW
Speed
ECM
SCT
TRK
Blue Talon
Corps
Strabo
1
-80
10
-10
0
10
0
-60
-70
-50
Strabo 2
2
-80
30
0
10
20
10
-40
-60
-30
Strabo 4
3
-80
50
10
20
30
20
-30
-50
-10
JCB
1
-50
30
0
0
20
-40
-40
-50
-80
JCB-c
2
-30
50
10
0
30
-30
-20
-30
-70
JCB-d
3
-30
80
20
0
50
-10
-10
-10
-60
Toolbox 1032
1
-60
20
0
0
20
-30
-50
-70
-60
Toolbox 1232
2
-50
40
10
10
40
-20
-40
-50
-50
Toolbox 1532
3
-50
70
20
20
60
-10
-30
-50
-40
Matrix 9
1
-80
20
10
0
20
-40
-50
-80
-60
Matrix 12
2
-60
40
20
0
40
-20
-40
-80
-50
Matrix 12c
3
-50
70
30
10
70
-10
-30
-80
-50
Mech Man XXa
1
-70
60
10
0
20
-50
-70
-80
-60
Mech Man XXb
2
-50
100
20
10
40
-30
-60
-70
-40
Mech Man XXc
3
-30
150
30
10
60
-10
-50
-60
-20
Crimson
Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reasons
Defense Computer Effects
Guild
Name
Tech
ATV
CON
DCN
ADF
POW
Speed
ECM
SCT
TRK
Blue Talon
Corps
Gates B
1
-50
-80
10
20
-10
10
10
-80
10
Gates B_98
2
-30
-60
30
40
0
30
20
-80
20
Gates W
3
-20
-50
40
60
0
60
30
-80
30
Regulator
1
-40
-50
20
20
0
-20
20
-50
-30
Regulator 2
2
-20
-40
40
50
0
0
40
-50
0
Advanced Regulator
3
0
-30
60
70
0
20
70
-40
20
Core 1086
1
-30
-50
20
20
0
-20
20
-50
0
Core 1286
2
-10
-40
40
40
10
0
40
-40
0
Core 1586
3
0
-20
60
60
20
20
60
-30
10
Manipulator
1
0
-40
20
30
0
-20
20
-80
0
Manipulator V1
2
0
-40
40
60
10
10
50
-60
40
Manipulator V2
3
10
-40
50
90
20
30
70
-50
20
Multi XV
1
-20
-10
20
30
0
-20
10
-80
0
Multi XVI
2
-10
0
50
50
10
-10
20
-80
10
Multi XVII
3
0
30
70
80
20
0
30
-80
20
Crimson
Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
115
Malkari Manual
Scout Computer Effects
Guild
Name
Blue Talon
Corps
Crimson
Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
Tech
ATV
CON
DCN
ADF
POW
Speed
ECM
SCT
TRK
Nostrodamus
1
-70
-80
-20
-10
-30
60
10
50
0
Elijah
2
-50
-60
-10
-10
-20
100
20
70
10
Samuel
3
-50
-60
0
0
-10
130
30
100
20
Sensing Eye
1
0
-70
0
-20
-20
40
40
100
-30
Eye of the Mind
2
20
-70
0
-10
-10
50
70
160
-10
Eye of Arktron
3
40
-70
0
0
0
70
100
200
0
Seeker 1076
1
-50
-50
10
10
-20
20
10
70
-10
Seeker 1276
2
-40
-40
20
20
-10
40
20
100
-10
Seeker 1576
3
-30
-30
30
30
0
30
30
120
0
Visionary 1
1
-50
-80
-10
0
-10
40
20
80
-20
Visionary 2
2
-30
-50
-10
0
0
60
40
120
-10
Visionary 3
3
-20
-40
0
0
0
70
60
150
0
Investigator IV
1
-80
-50
-20
-30
0
30
10
60
0
Investigator IVc
2
-80
-20
-10
-10
0
50
30
90
0
Investigator V
3
-80
0
0
0
10
70
40
120
0
Tech
ATV
CON
DCN
ADF
POW
Speed
ECM
SCT
TRK
Transport Computer Effects
Guild
Name
Blue Talon
Corps
Marco Polo
1
30
-70
0
10
-10
20
-20
-40
0
Pickford
2
50
-60
10
20
0
50
-10
-30
20
Stephenson
3
80
-50
20
30
10
70
0
-10
50
Infiltrator
1
50
-70
20
0
0
0
20
-30
-20
Peacekeeper
2
80
-60
30
20
0
20
40
-10
0
Assimilator
3
120
-50
40
30
10
40
60
0
20
Conductor 1046
1
40
-50
10
10
0
0
0
-50
0
Conductor 1246
2
70
-50
20
20
10
20
10
-40
10
Conductor 1546
3
100
-40
30
30
20
40
30
-20
20
Stacker 15a
1
70
-50
10
-10
10
0
0
-60
-10
Stacker 16
2
110
-40
20
0
20
20
10
-40
10
Stacker 16b
3
150
-30
30
10
30
40
30
-20
30
Boxcar XI
1
50
-40
20
0
0
0
-30
-50
0
Boxcar XII
2
80
-30
30
10
10
10
-10
-40
20
Boxcar XIIa
3
220
-20
80
20
20
80
0
-60
80
Crimson
Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
116
Attack abilities
Tracking
Orbital speed
Power transfer
Flexible designs
Best scouts
Good power transfer and storage
Good engines
Solar speed
Defenses
Transports
Construction
Stations
Attack abilities
Good power
generation
Blue Talon
Corps
Crimson
Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
Advantages
EC/BTC, CD, GOR
Silicates
Organics
No primary
resource
Exotics
Metals
Close to suns and
large asteroids.
Zones near the edge
of the asteroid.
The more asteroids, the better. All
zones produce
equally.
Fastest spinning
asteroids. All zones
produce equally.
The bigger the
asteroids the more
power. Outer zones
are best.
Asteroids nearer the
suns, particularly
when there is flare
activity. Outer
zones are best.
Rigid ship design
Constructors
Transports
ECM
Assaults
Attack abilities
No nukes
Slow engines
Power production
Stations
Attack abilities
Orbital speed
Power Transfer
Slow speeds
Scouts
Slow construction
Inaccurate weapons
Discharge, Chemical, Corrosive
DC/CD
Nuclear, Radiation,
Chemical, Corrosive
DC, GOR
Solid, Discharge,
Heat, Nuclear
CD/BTC, EC, GOR
Heat, Explosive,
Solid, Discharge
BTC, CD, EC/DC
Solid, Explosive,
Radiation
Excellent/Good
Defense Against
Primary
Resource
Power
Disadvantages
Guild Traits Summary
Nuclear,
Radiation
Solid,
Explosive
BTC,
CD
BTC, EC
Discharge,
Chemical,
Corrosive
Solid,
Discharge
Heat,
Explosive
Strong
Attacks
No-one
GOR
DC
Weak
Against
Ground
Bombardment
Space Mines
Leeching
Mindwarp
Hyper-fast
Orbital engines
Speciality
General Reference Tables
117
Malkari Manual
118
Hull Tables
Key
Each module is abbreviated as follows:
Tech Level: Each technology level increases the
number of modules that may be placed in a hull
design.
•
CMP
Computer
•
CON
Constructor
Resource Costs: The base cost of con-structing a
hull is split between metals (Me), silicates (Si),
exotics (Ex), and reactives (Re).
•
DCN
Damage Control
•
DEF
Defense
•
POW
Power
•
PRO
Propulsion
•
SCT
Scout
•
ECM
ECM
•
TRK
Tracking
•
TRN
Transport
•
WPN
Weapon
Build Points: The total number of build points it
takes to construct the hull.
Mass Limit: The maximum mass of modules
that are placed into the hull design.
Mass: The mass of the hull itself.
Slots: Each slot on a hull is designed for a particular module or modules. The modules that are
supposed to go in a slot are listed here. It is possible to modify the hull design to enable any module to be placed in a slot, but this costs additional
resources and build points.
The Tech 1 hulls list all the slots present in that
design. The higher tech hulls list only those slots
that have been added to the previous tech level’s
design. Any slots that have been removed are
indicated by parentheses.
Slot Total: The total number of slots on the hull.
Malkari Manual
Blue Talon Corps
Blue Talon Corps Hull Table
Armed Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
41
63
47
47
173
200
30
CMP, DEF, DEF POW, WPN,
DCN/DEF, DCN/DEF,
DCN/DEF, PRO/SCT, PRO/
WPN, SCT/TRK
10
2
60
85
67
67
224
265
35
POW, ECM/WPN
12
3
64
92
72
73
275
294
36
PRO/SCT
13
4
76
114
88
87
104
358
40
WPN, DEF/TRK
14
5
84
127
96
93
304
380
41
SCT
16
Build
Points
Mass
Limit
Mass
Armed Space
Station
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
82
101
89
85
98
15000
10000 CMP, POW, DEF/TRK,
DEF/WPN, POW/WPN,
5
2
128 152
133
130
149
17500
12000 POW/TRK, WPN
7
3
175 204
181
180
200
19500
13500 WPN, CON/DCN
9
4
200 235
207
207
229
20500
14500 POW, CON/WPN
11
Build
Points
Mass
Limit
Mass
Slot
Total
Assault
Tech
Level
120
Resource Costs
Slots
Me
Si
Ex
Re
1
27
40
31
30
36
230
72
CMP, POW, TRN,
DCN/WPN, POW/PRO,
PRO/TRK
6
2
36
55
42
41
49
263
75
PRO/TRN
7
3
52
75
59
59
69
298
77
DCN
8
4
60
86
72
73
81
372
84
PRO, POW/WPN
10
Hull Tables
Blue Talon Corps Hull Table (continued)
Battleship
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
63
82
70
69
76
496
130
CMP, POW, PRO, WPN,
WPN, DCN/POW,
DEF/WPN, POW/WPN,
PRO/ TRK, PRO/WPN,
10
2
90
115
98
98
108
590
139
WPN, POW/TRK
12
3
110 142
120
119
134
638
145
DEF/WPN
13
4
119 156
131
130
148
782
157
POW, TRK, PRO/WPN
16
5
142 186
156
156
176
933
167
POW, DCN/WPN,
DEF/PRO
19
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Constructor
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
34
46
48
47
41
189
99
CMP, POW, CON/POW,
CON/PRO, CON/PRO
5
2
48
62
52
52
57
225
103
POW
6
3
62
79
65
66
74
260
105
CON/DEF
7
4
68
90
73
73
85
290
108
POW
8
Build
Points
Mass
Limit
Mass
Cruiser
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
59
76
63
63
70
356
74
CMP, POW, WPN, WPN,
DEF/TRK, POW/PRO,
POW/PRO, PRO/WPN
8
2
77
100
83
84
94
440
78
TRK, POW/WPN
10
3
78
104
86
86
98
524
85
DCN, DEF/WPN
12
4
98
132
108
107
125
610
91
DEF, POW/PRO
14
5
103 139
113
113
131
652
95
DCN/PRO
15
121
Malkari Manual
Blue Talon Corps Hull Table (continued)
Destroyer
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
20
35
24
26
30
196
25
CMP, POW, POW/WPN,
PRO/TRK, PRO/WPN
5
2
40
60
48
50
55
270
28
WPN, PRO/TRK
7
3
47
70
56
57
65
344
34
PRO, DEF/WPN
9
4
62
90
73
74
85
419
35
WPN, POW/TRK
11
5
81
113
93
93
108
491
37
DCN, DEF/PRO
13
6
92
131
105
105
123
538
38
WPN
14
Build
Points
Mass
Limit
Mass
General Purpose
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
18
31
24
22
28
155
75
CMP, PRO, POW/TRN,
CON/POW/SCT
4
2
33
52
42
41
50
229
81
WPN, PRO/CON,
POW/SCT
(CON/POW/SCT)
6
3
42
65
53
53
64
300
86
TRN, CON/PRO
8
4
63
91
76
77
90
372
93
POW, SCT/WPN
10
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Scout
Tech
Level
122
Resource Costs
Me
Si
Ex
Re
1
36
56
40
41
48
144
18
CMP, POW, POW/PRO,
PRO/SCT, PRO/SCT
5
2
50
80
56
57
67
197
24
DCN, DEF/PRO
7
3
52
84
59
60
70
222
27
WPN
8
4
73
115
81
82
95
275
31
PRO, ECM/SCT
10
5
88
139
97
99
114
304
34
ECM/TRK
11
Hull Tables
Blue Talon Corps Hull Table (continued)
Space Station
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
80
103
88
86
146
14500
9000
CMP, DCN, DEF, POW,
CON/DEF, CON/POW,
CON/POW, DCN/DEF,
DCN/DEF
9
2
119 147
130
129
190
15500
9500
CON, DCN/POW
11
3
165 200
176
176
241
17000
11000 CON
12
4
215 260
230
232
299
18500
13000 POW, CON/DEF
14
Build
Points
Mass
Limit
Mass
Slot
Total
Transport
Tech
Level
Resource Costs
Slots
Me
Si
Ex
Re
1
22
35
25
26
30
170
55
CMP, TRN, DCN/PRO,
POW/PRO, POW/TRN
5
2
32
49
36
37
44
198
58
TRN
6
3
47
69
52
52
64
230
59
DEF/PRO
7
4
55
80
60
59
75
264
61
POW
8
123
Malkari Manual
Crimson Dawn
Crimson Dawn Hull Table
Armed Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
62
71
65
70
73
212
26
CMP/ECM/PRO,
DEF/ECM/PRO,
ECM/POW/PRO,
ECM/POW/SCT,
ECM/POW/WPN,
ECM/PRO/SCT
6
2
75
90
82
88
94
286
30
POW/PRO/SCT,
ECM/PRO/WPN
8
3
90
110
99
106
114
390
35
DCN/ECM/PRO,
DEF/WTL/WPN,
ECM/ SCT/TRK
11
4
97
121
108
117
125
428
35
DCN/SCT/TRN
12
5
102 128
114
123
133
466
37
ECM/POW/PRO
13
6
104 132
116
126
137
504
38
ECM/POW/PRO
14
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Armed Space
Station
Tech
Level
124
Resource Costs
Me
Si
Ex
Re
1
105
95
102
90
184
15000
11500 DCN/DEF, DCN/DEF,
CMP/POW/WPN,
CON/DEF/POW,
CON/POW/WPN,
CON/POW/TRK,
DCN/POW/WPN,
DCN/DEF/ECM,
DCN/DEF/ECM,
DCN/DEF/ECM,
DCN/DEF/ECM
11
2
165 150
160
145
245
17000
13000 CON/ECM/WPN,
DCN/POW/TRK,
DEF/ECM/POW
14
3
217 197
212
190
299
20000
15500 CON/POW/TRK,
DCN/DEF/WPN
16
4
268 246
263
238
352
22000
17500 CON/DCN/POW,
DEF/TRK/WPN
18
Hull Tables
Crimson Dawn Hull Table (continued)
Assault
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
37
29
36
40
42
234
85
CMP/DCN/POW,
DCN/POW/TRN,
DCN/PRO/TRN,
DCN/ECM/WPN,
DEF/PRO/TRN,
ECM/POW/PRO
6
2
56
44
53
59
61
310
93
DCN/DEF/PRO,
DCN/POW/TRN
8
3
85
68
78
89
93
384
100
DCN/POW/WPN,
DCN/PRO/TRN
10
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Battleship
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
81
70
76
66
84
470
165
CMP/ECM/PRO,
DCN/POW/PRO,
DCN/SCT/WPN,
DEF/ECM/POW,
DEF/POW/WPN,
POW/PRO/WPN,
POW/TRK/WPN,
POW/TRK/WPN,
ECM/PRO/WPN,
9
2
99
87
95
85
105
528
177
CON/TRN/WPN,
DEF/POW/TRK
11
3
133 116
125
112
140
660
192
CON/SCT/WPN,
DCN/POW/PRO,
ECM/PRO/WPN
14
125
Malkari Manual
Crimson Dawn Hull Table (continued)
Constructor
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
55
43
55
44
54
192
119
CMP/CONPOW,
CON/DCN/PRO,
CON/DEF/POW,
CON/POW/PRO,
DCN/ECM/POW,
5
2
73
60
74
59
71
270
125
CON/DEF/POW,
CON/ECM/PRO
7
3
100
81
99
81
97
344
130
CON/DCN/SCT,
DEF/POW/PRO
9
4
127 108
128
107
124
458
138
CON/DCN/POW,
CON/DEF/ECM,
CON/PRO/SCT
12
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Cruiser
Tech
Level
126
Resource Costs
Me
Si
Ex
Re
1
70
60
66
57
72
332
99
CMP/DEF/PRO,
DCN/POW/WPN,
DEF/POW/PRO,
DEF/ECM/POW,
DEF/POW/WPN,
DEF/PRO/TRK,
DEF/PRO/WPN,
ECM/PRO/WPN
8
2
85
75
79
72
93
419
106
DCN/DEF/POW,
SCT/TRK/TRN
10
3
110
96
103
90
114
500
113
CON/ECM/WPN,
DEF/POW/PRO
12
Hull Tables
Crimson Dawn Hull Table (continued)
Destroyer
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
31
26
29
25
33
190
43
CMP/TRK/WPN,
DEF/POW/TRK,
POW/PRO/TRK
ECM/POW/TRK,
ECM/PRO/WPN
5
2
48
40
44
37
52
226
47
DCN/POW/PRO,
6
3
55
48
54
44
61
300
52
DCN/PRO/WPN,
ECM/POW/TRK
8
4
86
75
81
72
95
373
56
CON/TRN/WPN,
DCN/POW/TRN
10
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
General Purpose
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
36
39
38
34
40
198
75
CMP/CON/PRO,
CON/POW/PRO,
CON/SCT/TRN,
POW/SCT/TRN,
POW/SCT/TRN
5
2
74
77
77
71
80
236
77
ECM/TRN/WPN,
POW/SCT/TRK
(POW/SCT/TRN)
6
3
114 117
119
110
126
314
83
CON/DEF/PRO,
POW/SCT/TRN
8
127
Malkari Manual
Crimson Dawn Hull Table (continued)
Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
45
52
48
51
53
188
13
CMP/PRO/SCT,
DEF/POW/SCT,
POW/PRO/SCT,
POW/PRO/SCT,
ECM/PRO/SCT,
PRO/SCT/TRN
6
2
62
75
68
73
77
286
20
DCN/ECM/PRO,
DEF/PRO/SCT,
ECM/POW/SCT
9
3
78
94
85
91
99
348
24
DCN/ECM/PRO,
POW/SCT/TRN
11
4
82
99
90
95
104
380
25
POW/PRO/SCT
12
5
106 119
112
118
124
415
27
PRO/SCT/TRN
13
6
130 148
138
146
152
520
32
DEF/PRO/WPN,
ECM/POW/SCT,
PRO/SCT/TRK
16
Build
Points
Mass
Limit
Msss
Slots
Slot
Total
Space Station
Tech
Level
128
Resource Costs
Me
Si
Ex
Re
1
100
89
95
80
155
14000
10000 DCN/DEF, DCN/DEF,
CMP/CON/POW,
CON/DCN/POW,
CON/DEF/POW,
CON/ECM/POW,
DCN/DEF/ECM,
DCN/DEF/ECM,
DCN/DEF/POW
9
2
145 129
139
120
200
16000
12000 CON/DCN/POW,
CON/DEF/POW
11
3
196 177
190
165
252
19000
14000 CON/DEF/ECM,
CON/ECM/POW,
DCN/POW/WPN
14
4
218 197
211
180
275
21000
15000 CON/POW/TRK
15
Hull Tables
Crimson Dawn Hull Table (continued)
Transport
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
28
21
27
31
31
167
66
CMP/PRO/TRN,
DCN/POW/TRN,
DEF/PRO/TRN,
ECM/POW/PRO,
ECM/POW/TRN
5
2
47
36
45
51
21
202
70
ECM/PRO/TRN
6
3
73
58
68
75
76
234
73
DCN/POW/TRN
7
4
85
68
79
88
90
332
81
DCN/ECM/TRN,
DEF/PRO/TRN,
PRO/SCT/TRN
10
5
91
73
85
95
97
380
88
DCN/POW/TRN,
DEF/ECM/SCT
12
129
Malkari Manual
Diamond Cooperative
Diamond Cooperative Hull Table
Armed Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
39
52
44
45
50
211
40
CMP/ECM, POW/PRO,
ECM/POW, ECM/PRO,
POW/SCT/WPN,
ECM/POW/SCT
6
2
55
71
62
62
68
284
47
DCN/ECM, PRO/WPN
8
3
70
86
78
79
85
358
54
DCN/PRO, ECM/WPN,
POW/PRO/SCT
(PRO/WPN)
10
4
96
114
106
107
112
430
60
DEF/ECM/WPN, PRO/TRK
12
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Armed Space
Station
Tech
Level
130
Resource Costs
Me
Si
Ex
Re
1
85
91
98
96
170
16000
11500 CMP/WPN, DCN/DEF,
DCN/DEF, DEF/POW,
DEF/TRK, POW/TRK,
CON/DCN/WPN,
CON/POW/WPN,
DCN/DEF/STL,
DCN/DEF/STL,
DCN/DEF/STL,
11
2
110 120
128
125
201
18000
13000 DCN/WPN, ECM/POW
13
3
150 160
170
171
245
20000
15000 POW/TRK, CON/DEF/WPN
15
4
197 207
220
217
295
21000
16000 DEF/WPN, POW/WPN,
CON/POW/ECM
18
Hull Tables
Diamond Cooperative Hull Table (continued)
Assault
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
34
30
35
33
36
204
90
POW, CMP/DCN,
DCN/PRO, DCN/POW/TRN,
PRO/TRN/WPN
5
2
44
37
46
44
47
286
97
DCN/PRO, POW/TRN/WPN
7
3
87
75
90
90
94
409
107
DCN/TRN, DCN/WPN,
DCN/POW/PRO
10
4
105
92
108
109
110
452
110
PRO/TRK/TRN
11
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Battleship
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
83
74
73
83
86
505
163
CMP/WPN, DCN/PRO,
POW/TRK, POW/WPN,
PRO/WPN, ECM/WPN,
TRK/WPN, DCN/DEF/ECM,
DEF/POW/WPN,
POW/PRO/WPN
10
2
97
83
85
96
100
558
174
PRO/WPN
11
3
130 115
116
127
135
712
187
DCN/WPN, DEF/POW,
ECM/PRO/TRK
14
4
138 120
122
136
144
816
196
CON/DEF, CON/POW
16
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Constructor
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
52
48
45
49
54
202
125
POW, CMP/CON, CONPRO,
CON/DEF/POW,
CON/POW/PRO
5
2
74
66
62
68
77
325
132
CON/DEF, POW/PRO,
CON/DCN/POW
8
3
94
84
79
87
95
369
135
CON/DEF
9
4
100
94
85
402
402
452
142
CON/PRO, CON/DCN/POW
11
131
Malkari Manual
Diamond Cooperative Hull Table (continued)
Cruiser
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
73
66
67
73
76
365
100
CMP/DCN, DEF/POW,
DEF/WPN, DEF/WPN,
POW/WPN, TRK/WPN,
DEF/POW/PRO,
POW/PRO/WPN
8
2
82
72
81
74
85
458
105
PRO/WPN, DCN/POW/ TRK
10
3
95
85
85
93
99
550
110
DEF/PRO/WPN, ECM/POW
12
4
121 108
108
118
125
644
117
PRO/TRK, ECM/WPN
14
Build
Points
Mass
Limit
Mass
Destroyer
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
28
25
25
28
30
200
40
CSM/TRK, DEF/TRK,
POW/WPN, PRO/TRK,
POW/PRO/WPN
5
2
42
36
37
43
46
241
42
ECM/PRO/WPN
6
3
55
47
47
55
59
283
42
POW/PRO
7
4
77
65
76
66
80
366
44
DCN/WPN, DEF/PRO
9
5
87
73
86
73
90
450
50
ECM/POW/TRK, PRO/WPN
11
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
General Purpose
Tech
Level
132
Resource Costs
Me
Si
Ex
Re
1
29
33
35
35
36
203
82
CON/PRO, CON/TRN,
POW/SCT, SCT/TRN,
CMP/POW/PRO
5
2
55
60
64
64
65
245
86
DEF/POW/PRO
6
3
74
80
86
86
89
329
95
CON/SCT, TRN/WPN
8
Hull Tables
Diamond Cooperative Hull Table (continued)
Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
35
41
38
39
45
152
25
CMP/SCT, POW/PRO,
PRO/SCT, PRO/SCT,
ECM/POW/PRO
5
2
51
63
57
57
65
216
31
POW/PRO, ECM/PRO/SCT
7
3
72
89
80
80
90
310
38
DCN/PRO, DEF/PRO,
ECM/POW/SCT
10
4
82
101
93
94
103
343
42
PRO/SCT
11
Build
Points
Mass
Limit
Mass
Space Station
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
93
96
102
100
153
15000
10500 CMP/CON, DCN/CON,
DCN/DEF, DCN/DEF,
DCN/DEF, POW/SCT,
CON/DEF/POW,
CON/POW/TRN,
DCN/DEF/ECM,
DCN/DEF/ECM
10
2
133 138
144
141
195
16500
12000 CON/DEF, ECM/POW
12
3
176 185
195
194
248
17000
12000 CON/DEF/ECM, DCN/POW
14
4
220 229
240
240
292
19000
14000 CON/POW, DEF/POW/WPN
16
5
245 255
268
270
320
21000
15500 CON/WPN
17
Build
Points
Mass
Limit
Mass
Transport
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
28
27
25
27
31
178
70
CMP/TRN, DCN/TRN,
POW/PRO, PRO/TRN,
POW/PRO/TRN
5
2
47
46
43
46
50
218
74
DCN/POW/TRN
6
3
60
58
61
59
64
288
80
DCN/DEF, PRO/TRN
8
4
98
89
99
95
104
395
86
DEF/ECM, POW/TRN,
DCN/PRO/TRN
11
5
100
90
100
99
107
470
93
DEF/ECM/TRN, POW/TRN
13
133
Malkari Manual
Emerald Combine
Emerald Combine Hull Table
Armed Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
46
40
59
47
50
211
36
ECM/POW, PRO/SCT,
ECM/PRO, CMP/DEF/SCT,
DEF/ECM/WPN,
ECM/POW/SCT
6
2
60
50
75
62
66
282
41
PRO/WPN, DEF/POW/SCT
8
3
84
72
106
86
92
355
46
DCN/PRO, SCT/TRK/TRN
10
4
92
78
120
95
102
392
50
PRO/ECM/WPN
11
5
103
85
133
106
115
430
52
POW/WPN
12
Build
Points
Mass
Limit
Mass
Armed Space
Station
Tech
Level
134
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
82
75
98
80
164
16500
12000 POW/TRK, POW/WPN,
DCN/DEF, DCN/DEF,
CMP/CON/POW,
CON/DCN/WPN,
CON/DEF/POW,
DCN/DEF/ECM,
DCN/DEF/ECM,
DCN/DEF/ECM
10
2
116 105
134
112
202
18000
13000 DEF/WPN
11
3
143 130
164
136
231
19500
14500 CON/WPN, DCN/POW/TRK
13
4
196 179
220
187
287
22000
16500 CON/WPN, DCN/DEF/POW,
ECM/POW/TRK
16
Hull Tables
Emerald Combine Hull Table (continued)
Assault
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
46
40
58
44
80
254
73
CMP/TRN, POW/PRO,
PRO/TRN, DCN/DEF/POW,
DCN/TRN/WPN,
DEF/PRO/TRN
6
2
51
43
65
48
83
304
75
POW/TRN/WPN
7
3
71
61
89
68
90
430
82
DEF/TRN, PRO/TRN,
DCN/ECM/TRK
10
4
90
79
112
86
92
477
84
POW/TRN/WPN
11
5
113 100
140
108
99
600
90
DEF/TRK, TRN/WPN,
DCN/PRO/TRN
14
Build
Points
Mass
Limit
Mass
Battleship
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
77
62
90
65
83
448
158
DCN/DEF, POW/WPN,
PRO/WPN, PRO/WPN,
CMP/POW/WPN
DCN/DEF/TRK,
DEF/POW/WPN,
ECM/POW/PRO,
POW/PRO/TRK
9
2
88
75
108
79
96
592
170
POW/PRO, TRN/WPN,
DEF/ECM/TRK
12
3
120 104
144
111
132
788
185
POW/PRO, TRN/WPN,
DCN/DEF/POW,
DCN/ECM/WPN
16
4
148 124
183
131
164
830
191
DEF/TRK/WPN
17
135
Malkari Manual
Emerald Combine Hull Table (continued)
Constructor
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
42
34
50
39
45
240
120
CMP/DEF, CON/POW,
POW/PRO, CON/DEF/ECM,
CON/DCN/POW,
CON/POW/PRO
6
2
75
64
86
70
80
352
128
ECM/POW, CON/DEF/ECM
CON/PRO/TRN
9
3
92
79
105
85
100
444
134
CON/POW, CON/DEF/PRO
11
4
98
84
112
91
107
488
135
CON/TRN
12
Build
Points
Mass
Limit
Mass
Cruiser
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
63
51
72
53
65
355
93
DCN/POW, DEF/POW,
DEF/PRO, PRO/WPN,
CMP/POW/WPN,
DEF/PRO/TRK,
DEF/ECM/WPN,
POW/PRO/WPN
8
2
74
58
88
62
80
482
103
PRO/TRK, DCN/DEF/ECM,
POW/TRN/WPN
11
3
85
68
104
73
95
526
106
POW/WPN
12
4
102
84
126
90
114
562
109
ECM/PRO/TRN
13
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Destroyer
Tech
Level
136
Resource Costs
Me
Si
Ex
Re
1
31
24
38
26
32
195
39
CMP/TRK, POW/PRO,
DCN/PRO/WPN,
DEF/TRK/WPN,
POW/PRO/TRK
5
2
49
39
62
41
52
270
45
DEF/PRO, DCN/POW/WPN
7
3
65
50
76
52
70
305
45
POW/PRO
8
4
89
68
111
82
98
380
48
ECM/PRO, DEF/TRN/WPN
10
Hull Tables
Emerald Combine Hull Table (continued)
General Purpose
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
32
29
41
33
38
204
78
DCN/PRO, DEF/POW,
CMP/POW/PRO,
CON/SCT/TRN,
CON/SCT/TRN
5
2
58
55
70
60
66
288
86
DEF/WPN, CON/SCT/TRN
7
3
87
82
104
89
99
410
97
PRO, CON/SCT/TRN,
ECM/POW/TRK
10
4
104
97
125
107
120
455
100
POW/PRO/WPN
11
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Scout
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
38
30
50
38
43
151
24
POW/PRO, ECM/POW,
PRO/SCT, CMP/PRO/SCT,
DEF/PRO/SCT,
POW/PRO/SCT
6
2
52
48
70
53
59
240
29
DEF/POW, DCN/ECM/PRO
8
3
75
65
94
77
85
273
32
DEF/PRO/TRN
9
4
85
74
109
88
100
336
37
POW/PRO, DCN/ECM/SCT
11
5
97
85
128
100
114
675
40
PRO/TRN
12
Build
Points
Mass
Limit
Mass
Space Station
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
65
75
95
80
139
15500
11000 CON/POW, DCN/DEF,
DCN/DEF, CMP/CON/POW,
CON/DCN/POW,
CON/DEF/POW,
DCN/DEF/ECM,
DCN/DEF/ECM,
DCN/DEF/ECM
9
2
121 106
136
113
176
17000
12000 CON/POW, CON/DCN/DEF
11
3
163 145
180
153
224
19000
14000 CON/DEF/POW, POW/WPN
13
4
206 185
225
193
268
20000
15000 CON/TRK, DEF/ECM/POW
15
137
Malkari Manual
Emerald Combine Hull Table (continued)
Transport
Tech
Level
138
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
40
35
50
40
62
188
56
CMP/TRN, POW/TRN,
DEF/PRO/TRN,
POW/PRO/TRN,
ECM/PRO/TRN
5
2
49
43
61
50
67
250
61
DEF/POW, PRO/ECM/TRN
7
3
66
56
80
65
72
324
65
PRO/TRN, POW/ECM/TRN
9
4
87
76
108
85
75
398
68
DEF/PRO, DCN/ECM/TRN
11
5
98
85
121
95
80
469
73
ECM/TRN, DEF/POW/PRO
13
6
122 103
151
118
86
540
78
ECM/PRO, PRO/WPN,
PRO/TRK/TRN
(PRO/TRN)
15
Hull Tables
Golden Order of Reason
Golden Order of Reason Hull Table
Armed Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
50
36
39
41
45
208
49
PRO, CMP/WPN, POW/SCT,
POW/PRO, POW/TRK,
ECM/SCT/WPN
6
2
64
46
50
53
58
274
57
DCN/DEF, PRO/WPN
8
3
68
49
52
56
61
304
62
PRO/WPN
9
Build
Points
Mass
Limit
Mass
Armed Space
Station
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
100
82
87
91
170
17500
13500 POW, DCN, DCN,
CMP/WPN, CON/POW,
CON/WPN, DCN/DEF/
DCN/DEF, DCN,/DEF,
POW/WPN, CON/DEF/TRK
11
2
144 120
128
132
214
20000
16000 DCN/WPN, POW/TRK
13
3
159 135
141
145
230
21000
17000 POW/WPN
14
4
190 160
167
172
260
23000
19000 DEF/WPN, POW/TRK
16
5
250 215
222
228
317
24500
20000 POW, CON/WPN,
DCN/DEF/ECM
19
139
Malkari Manual
Golden Order of Reason Hull Table (continued)
Assault
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
49
30
35
38
43
251
103
CMP, POW/PRO,
POW/TRK, POW/WPN,
PRO/TRN, DCN/DEF/TRN
6
2
60
38
43
46
53
296
108
PRO/WPN
7
3
77
51
56
60
70
382
115
DEF/WPN, POW/TRN
9
4
85
55
61
65
78
466
123
PRO, DCN/ECM/TRN
11
Build
Points
Mass
Limit
Mass
Battleship
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
82
64
68
71
76
512
182
WPN, CMP/WPN,
DCN/POW, POW/PRO,
POW/TRK, POW/WPN,
PRO/WPN, PRO/WPN,
DCN/DEF/WPN,
DEF/POW/TRK
10
2
95
75
79
83
89
620
194
DEF/PRO, POW/WPN
12
3
118
94
98
102
111
728
208
CON/WPN, DEF/POW
14
4
148 118
123
129
139
880
221
CON/TRK, DCN/WPN,
POW/PRO
17
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Constructor
Tech
Level
140
Resource Costs
Me
Si
Ex
Re
1
55
36
40
45
50
220
119
CON, CMP/CON,
CON/POW, CON/POW/PRO,
CON/POW/PRO
5
2
74
55
59
65
73
300
125
CON/DCN, POW/PRO
7
3
100
70
76
83
92
430
133
POW, CON/DEF, CON/PRO
10
4
129
94
101
109
121
515
137
CON/DCN, CON/POW
12
5
155 116
123
133
146
596
143
CON/DEF, POW/PRO
14
6
202 155
165
175
192
5685
144
CON/POW, CON/WPN
16
Hull Tables
Golden Order of Reason Hull Table (continued)
Cruiser
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
69
52
56
59
64
370
102
CMP/POW, DCN/DEF,
DCN/WPN, POW/PRO,
POW/TRK, POW/WPN,
PRO/WPN, PRO/WPN
8
2
89
69
73
77
83
508
117
TRK, POW/WPN,
CON/DEF/WPN
11
3
107
82
87
91
100
606
123
ECM/WPN, PRO/TRK
13
4
121
92
96
102
114
720
131
DCN/POW, CON/WPN,
15
Build
Points
Mass
Limit
Mass
Destroyer
Tech
Level
Resource Costs
Slots
Slot
Total
Me
Si
Ex
Re
1
34
20
23
26
30
214
94
DCN, POW, POW/WPN,
CMP/PRO/TRK,
POW/PRO/WPN
5
2
55
35
59
43
49
255
46
PRO/WPN
6
3
72
58
53
57
65
430
51
POW/TRK, PRO/WPN
8
4
98
70
78
82
91
470
55
PRO, CON/TRK,
DEF/ECM/WPN
11
5
107
73
82
88
98
435
56
DCN/PRO, DEF/ECM
13
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
General Purpose
Tech
Level
Resource Costs
Me
Si
Ex
Re
1
41
26
30
33
37
245
103
POW, PRO, CON/TRN,
SCT/TRN, CMP/POW/PRO,
CON/POW/SCT
6
2
59
40
44
48
54
332
112
CON/WPN, DCN/PRO
8
3
90
64
69
74
83
418
121
DEF/POW, TRK/TRN
10
4
120
89
94
100
111
500
129
ECM/DEF, PRO/SCT
12
141
Malkari Manual
Golden Order of Reason Hull Table (continued)
Scout
Tech
Level
Resource Costs
Build
Points
Mass
Limit
Mass
Slots
Slot
Total
Me
Si
Ex
Re
1
36
25
28
30
32
150
32
POW, PRO, CMP/PRO,
DCN/POW/SCT,
DEF/PRO/SCT
5
2
54
38
41
44
48
179
38
DCN/POW
6
3
83
60
63
66
75
264
53
PRO, DEF/SCT,
CON/ECM/WPN
9
Build
Points
Mass
Limit
Mass
Slots
Space Station
Tech
Level
Resource Costs
Slot
Total
Me
Si
Ex
Re
1
118
95
99
103
160
17000
12500 POW, DCN, CON/DCN,
CON/DEF, CON/POW,
CON/POW, DCN/DEF,
DCN/DEF, DCN/DEF,
CMP/CON/POW
10
2
163 132
139
143
205
18000
13500 CON/POW, DEF/POW
12
3
194 160
166
171
235
20000
15500 POW/WPN
13
4
226 186
191
197
265
21500
17000 CON/DCN, DEF/POW
15
5
260 210
217
225
292
24000
19000 DEF/TRK
17
6
275 223
230
238
307
25000
20000 ECM, CON/POW/WPN
18
Build
Points
Mass
Limit
Mass
Slot
Total
Transport
Tech
Level
142
Resource Costs
Slots
Me
Si
Ex
Re
1
41
26
29
32
37
179
79
PRO, TRN, POW/TRN,
CMP/POW/TRN, DCN/
POW/PRO
5
2
55
37
40
43
50
254
87
DCN/TRN, DEF/PRO
7
3
78
56
60
63
73
328
95
TRN, CON/DEF/POW
9
4
85
61
65
69
80
400
103
ECM/PRO, TRN/WPN
11
5
109
80
85
90
103
478
111
DEF/TRN, PRO/ECM
13
Credits
Interactive Magic
Original Concept & Design
Adrian Earle
Designer
Brent Smith
Additional Design
Chris Wall, Brian Stone, Scott Jacobs, Chris Roby
Senior Producer
David Green
Producer
Jerry Heneghan, Brent Smith
Lead Programmers
Brent Smith, Chris Wall
Programmers
Eddie Davis, Scott Jacobs, Brian Stone
Artists
John Amos, Tim Buie, Allison Britt, Mark Garcia, David Knox,
John Zwicker
Music
Brian Safron
Sound
Chris Roby
Creative Writers
David Artman, Brent Smith
Creative Editors
W R “Chip” Faulkner II, Dan Osterland, Steve Lieb
Ingame Text
Dan Osterlund
Narrator
Sara Ley
Voices
Jay Littman, Christine Heneghan, Angela Lipscomb, Paul Potera,
Clint Richards
Tutorials
Chris Roby, Fred Welterlin, Wesley Leonard
Multimedia Support
Robert Stevenson, Chris Roby, Tim Allen, Wesley Leonard
Launcher and Installer
Steve Bridge
Network Design
Tracy McQuillen, Eddie Davis, Scott Jacobs
Malkari Manual
Quality Manager
Mark Moormans
Test Coordinators
Dave Hefner, Sean McDaniels, James Cowgill
Internal Playtesters
Chris Ashton, Jeremy Bowers, Framklin Crawford, Chris Gardner,
Christine Heneghan, Joey Luther, Jim Osborn
External Playtesters
Steve Lieb, Mark Logsdon, Curtis Sims, Jim Pedicord, Kent Coleman,
Loren Webster, Scott Mcmillan, Robert Fiorini, Craig Bucklin,
Jonathan Hayes, Tom Jett
Product Marketing Manager
Gina Waluk
Package Illustration and
Design
Allison Britt
Technical Editor
Sara Ley
144
Module Tables
These tables provide detailed information for every module.
•
The following information is displayed in the tables, as
applicable:
Maximum Range: When a weapon fires at maximum range,
its chance to hit is half that listed under chance to hit.
•
Number of Shots: The number of shots a weapon can make
before it needs rearming. Beam weapons rely on power to
fire and therefore have unlimited shots, but they cannot fire if
the ship has no power remaining.
•
Orbital Thrust: The combination of orbital thrust and the
mass of a ship determines its speed when travelling in
Orbital space.
•
Power Storage Capacity: The amount of power the module
can store.
•
Power Used: Each time the module is used it consumes this
amount of power at normal settings.
•
Rate of Reload: Each turn is split into eight phases. The
number of phases it takes to reload a weapon is the rate of
reload. It is the time taken to place another bullet in the
chamber, not the time taken to replace the magazine.
•
Research Points: Each time a module is used a certain number of points are added to the research of the next upgrade.
•
Shield Value: Each shield module has a value of defense
against the various types of attack.
•
Solar Thrust: The combination of solar thrust and the mass
of a ship determines its speed when travelling in Solar space.
•
Storage Capacity: The number of ATVs the module can
store.
•
Scanning Speed: The rate at which the module conducts a
scan or survey.
•
Active Defense Factor: The percentage chance to hit of
weapons is reduced by up to this amount, depending on the
weapon type (see “Combat Mechanics” on page 76).
•
* : An asterisk by a module name indicates that the module
has a technology tie to ATVs (see page 112).
•
Attack Strength: The base amount of damage inflicted by
the weapon, if it hits a target. Also, when a module has a
greater defense value than the attack strength of the weapon
firing at it, the damage inflicted is reduced.
•
•
•
Attack Type: There are eight attack types, every module has
a defense value against each type. If a module has a greater
defense value than the attack strength of the weapon firing at
it, the damage inflicted is reduced.
Build Points: The number of points a Constructor needs to
expend to build the module.
Chance to Hit: The chance to hit listed is that which applies
at effective range. At maximum range, the change to hit is
halved.
•
Construction Value: The number of construction points this
module generates per turn, which can be used for
construction.
•
Cost: The cost of a module is split into metals, silicates,
exotics, and reactives, which are mined from asteroids, and
organics which are generated by the scientific banks on
asteroids.
•
Damage Reduction Factor: The damage inflicted by each
hit is reduced by this amount. This is also known as the
Damage Control Value or Factor, and the higher it is the
more likely that five points of damage are repaired.
•
Defense Value: When a module has defense against the
attack type of the weapon firing at it, the damage inflicted is
reduced, if the attack strength of the weapon is less than 100.
The subsections refer to the different types of weapon attack:
solid, explosive, corrosive, chemical, heat, radiation, discharge and nuclear.
•
ECM: The reduction in the chance of an enemy making a
successful hit.
•
Effective Range: When a weapon fires within effective
range, its chance to hit is the figure listed under chance to hit.
•
Generation Rate: The amount of power the module generates each turn.
•
Mass: The total mass of a ship and the amount of thrust the
propulsion modules provide, determine its speed.
•
•
Tech Level: The technology level of the module.
Tracking Value: The increase to the chance of hitting an
enemy.
•
Transfer Rate: The amount of power the module can transfer to another ship each turn.
•
Weapon Types: There are three weapon types, beam, cannon
and missile. Cannon and missiles are projectile weapons.
Malkari Manual
146
Computer Modules
Combat Computer Modules
Guild
Blue Talon Corps
Crimson Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Strategist
1
0
34
15
0
1
16
12
0
35
Yes
Yes
0
0
0
Yes
0
0
Strategist 2
2
0
52
24
0
3
14
14
0
49
Yes
Yes
0
0
0
Yes
0
0
Strategist 3
3
0
71
31
0
4
12
14
0
74
Yes
Yes
0
0
0
Yes
0
0
Tactician
1
1
20
20
0
2
10
14
0
35
Yes
Yes
0
0
Yes
0
Yes
0
Psionic Tactician
2
3
35
35
0
4
6
14
0
50
Yes
Yes
0
0
Yes
0
Yes
0
Fist of Arktron
3
6
50
50
2
6
4
15
0
74
Yes
Yes
0
0
Yes
0
Yes
0
Bulldog 1090
1
0
24
24
0
1
12
14
0
38
Yes
0
0
0
Yes
0
Yes
Yes
Bulldog 1290
2
0
38
38
0
2
10
16
0
52
Yes
0
0
0
Yes
0
Yes
Yes
Bulldog 1590
3
0
56
56
0
4
6
17
0
78
Yes
0
0
0
Yes
0
Yes
Yes
Aggressor 27
1
0
20
32
0
1
12
13
0
38
0
0
Yes
Yes
0
Yes
0
Yes
Aggressor 32
2
0
32
50
0
2
8
15
0
53
0
0
Yes
Yes
0
Yes
0
Yes
Aggressor 32+
3
0
41
72
0
4
6
15
0
77
0
0
Yes
Yes
0
Yes
0
Yes
Warlord XC
1
4
22
22
0
1
12
14
0
40
0
0
Yes
Yes
0
0
Yes
0
Warlord CC
2
10
32
32
0
3
10
15
0
56
0
0
Yes
Yes
0
0
Yes
0
Warlord DCC
3
18
50
48
0
4
6
17
0
82
0
0
Yes
Yes
0
0
Yes
0
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear
Construction Computer Modules
Guild
Blue Talon Corps
Crimson Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order of
Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Planner
1
2
20
14
0
2
10
20
0
20
Yes
Yes
0
0
0
Yes
0
0
Planner 2
2
5
42
22
0
4
6
23
0
34
Yes
Yes
0
0
0
Yes
0
0
Planner 3
3
8
60
32
0
5
4
25
0
50
Yes
Yes
0
0
0
Yes
0
0
JCB
1
4
12
15
0
3
12
20
0
25
Yes
Yes
0
0
Yes
0
Yes
0
JCB-c
2
6
18
26
0
6
8
20
0
37
Yes
Yes
0
0
Yes
0
Yes
0
JCB-d
3
9
26
40
2
8
6
22
0
52
Yes
Yes
0
0
Yes
0
Yes
0
Toolbox 1032
1
5
12
16
0
2
12
20
0
24
Yes
0
0
0
Yes
0
Yes
Yes
Toolbox 1232
2
8
16
28
0
4
10
22
0
38
Yes
0
0
0
Yes
0
Yes
Yes
Toolbox 1532
3
10
22
38
0
5
6
25
0
54
Yes
0
0
0
Yes
0
Yes
Yes
Matrix 9
1
3
12
24
0
2
12
18
0
24
0
0
Yes
Yes
0
Yes
0
Yes
Matrix 12
2
5
14
48
0
4
10
20
0
37
0
0
Yes
Yes
0
Yes
0
Yes
Matrix 12c
3
8
20
66
0
5
8
21
0
51
0
0
Yes
Yes
0
Yes
0
Yes
Mech Man XXa
1
16
8
12
0
2
16
17
0
26
0
0
Yes
Yes
0
0
Yes
0
Mech Man XXb
2
28
18
20
0
4
12
20
0
42
0
0
Yes
Yes
0
0
Yes
0
Mech Man XXc
3
44
26
30
0
5
10
21
0
58
0
0
Yes
Yes
0
0
Yes
0
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear
Module Tables
147
Guild
Blue Talon Corps
Crimson Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
*Protector
1
0
15
0
0
1
10
14
0
11
Yes
Yes
0
0
0
Yes
0
0
*Protector 2
2
0
24
4
0
2
6
16
0
22
Yes
Yes
0
0
0
Yes
0
0
*Protector 3
3
0
38
10
0
4
4
17
0
35
Yes
Yes
0
0
0
Yes
0
0
*Regulator
1
0
7
7
0
2
18
16
0
13
Yes
Yes
0
0
Yes
0
Yes
0
*Regulator 2
2
0
13
13
0
3
14
17
0
25
Yes
Yes
0
0
Yes
0
Yes
0
*Advanced Regulator
3
0
25
25
0
5
10
18
0
38
Yes
Yes
0
0
Yes
0
Yes
0
*Core 1086
1
0
7
7
0
1
12
16
0
13
Yes
0
0
0
Yes
0
Yes
Yes
*Core 1286
2
0
12
14
0
2
10
18
0
25
Yes
0
0
0
Yes
0
Yes
Yes
*Core 1586
3
0
18
24
0
4
6
19
0
38
Yes
0
0
0
Yes
0
Yes
Yes
*Manipulator
1
0
4
12
0
1
12
16
0
13
0
0
Yes
Yes
0
Yes
0
Yes
*Manipulator V1
2
0
7
22
0
2
8
17
0
26
0
0
Yes
Yes
0
Yes
0
Yes
*Manipulator V2
3
0
11
40
0
4
6
19
0
38
0
0
Yes
Yes
0
Yes
0
Yes
*Bastion XV
1
4
4
4
0
1
14
17
0
14
0
0
Yes
Yes
0
0
Yes
0
*Bastion XVI
2
8
10
8
0
2
12
19
0
27
0
0
Yes
Yes
0
0
Yes
0
*Bastion XVII
3
14
18
16
0
4
8
20
0
41
0
0
Yes
Yes
0
0
Yes
0
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear
Malkari Manual
148
General Purpose Computer Tables
Scout Computer Modules
Guild
Blue Talon Corps
Crimson Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Astrogator
1
0
20
6
0
1
12
9
0
22
Yes
Yes
0
0
0
Yes
0
0
Astrogator 2
2
0
44
12
0
1
10
11
0
38
Yes
Yes
0
0
0
Yes
0
0
Astrogator 3
3
0
64
20
4
2
6
13
0
54
Yes
Yes
0
0
0
Yes
0
0
Sensing Eye
1
0
14
14
0
2
16
8
0
24
Yes
Yes
0
0
Yes
0
Yes
0
Eye of the Mind
2
0
24
24
0
3
14
10
0
40
Yes
Yes
0
0
Yes
0
Yes
0
Eye of Arktron
3
0
36
36
2
3
10
11
0
57
Yes
Yes
0
0
Yes
0
Yes
0
Seeker 1076
1
0
12
16
0
1
12
9
0
24
Yes
0
0
0
Yes
0
Yes
Yes
Seeker 1276
2
0
20
30
2
1
10
11
0
40
Yes
0
0
0
Yes
0
Yes
Yes
Seeker 1576
3
0
30
45
5
2
6
12
0
58
Yes
0
0
0
Yes
0
Yes
Yes
Visionary 1
1
0
8
22
1
1
12
9
0
23
0
0
Yes
Yes
0
Yes
0
Yes
Visionary 2
2
0
14
41
2
1
8
11
0
40
0
0
Yes
Yes
0
Yes
0
Yes
Visionary 3
3
0
20
60
2
2
4
14
0
58
0
0
Yes
Yes
0
Yes
0
Yes
Investigator IV
1
2
10
13
0
1
10
10
0
26
0
0
Yes
Yes
0
0
Yes
0
Investigator IVc
2
6
16
26
0
1
8
12
0
44
0
0
Yes
Yes
0
0
Yes
0
Investigator V
3
11
25
36
3
2
6
13
0
62
0
0
Yes
Yes
0
0
Yes
0
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear
Module Tables
149
Guild
Blue Talon Corps
Crimson Dawn
Diamond
Cooperative
Emerald
Combine
Golden Order
of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Logistics
1
1
16
8
0
3
12
11
0
16
Yes
Yes
0
0
0
Yes
0
0
Logistics 2
2
2
30
13
0
5
8
14
0
27
Yes
Yes
0
0
0
Yes
0
0
Logistics 3
3
4
50
24
0
8
4
15
0
44
Yes
Yes
0
0
0
Yes
0
0
Infiltrator
1
4
12
12
0
4
12
12
0
19
Yes
Yes
0
0
Yes
0
Yes
0
Peacekeeper
2
7
14
16
0
7
10
14
0
30
Yes
Yes
0
0
Yes
0
Yes
0
Assimilator
3
8
18
28
0
10
6
15
0
47
Yes
Yes
0
0
Yes
0
Yes
0
Conductor 1046
1
3
10
10
0
3
12
14
0
18
Yes
0
0
0
Yes
0
Yes
Yes
Conductor 1246
2
7
14
16
0
5
10
15
0
30
Yes
0
0
0
Yes
0
Yes
Yes
Conductor 1546
3
10
20
30
0
8
6
16
0
48
Yes
0
0
0
Yes
0
Yes
Yes
Stacker 15a
1
0
10
16
0
3
16
10
0
17
0
0
Yes
Yes
0
Yes
0
Yes
Stacker 16
2
2
15
24
0
5
14
11
0
29
0
0
Yes
Yes
0
Yes
0
Yes
Stacker 16b
3
5
22
40
0
8
10
13
0
47
0
0
Yes
Yes
0
Yes
0
Yes
Boxcar XI
1
9
6
12
0
3
12
13
0
20
0
0
Yes
Yes
0
0
Yes
0
Boxcar XII
2
16
11
21
0
5
8
15
0
41
0
0
Yes
Yes
0
0
Yes
0
Boxcar XIIa
3
26
15
28
0
8
6
18
0
58
0
0
Yes
Yes
0
0
Yes
0
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear
Malkari Manual
150
Transport Computer Modules
Construction Modules
Construction Modules
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Emerald Combine
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
CV
So
Ex
Cs
Ch
He
Ra
Di
Nu
Wingbinder
1
24
0
10
0
1
40
19
20
17
Yes
Yes
0
0
0
Yes
0
0
6
Wingmender
2
32
4
16
0
4
34
22
35
34
Yes
Yes
0
0
0
Yes
0
0
12
Wingfixer
3
41
6
24
0
6
30
25
37
51
Yes
Yes
0
0
0
Yes
0
0
15
Wingmaker
1
50
0
26
0
6
22
255
75
44
0
0
0
0
0
0
0
0
15
Wingmaker II
2
56
10
48
0
11
18
255
93
64
0
0
0
0
0
0
0
0
30
Wingmaker III
3
66
24
70
0
16
12
255
106
94
0
0
0
0
0
0
0
0
42
Construction Dock
1
48
0
26
0
9
24
255
81
46
0
0
0
0
0
0
0
0
15
Power Dock
2
66
0
48
2
15
20
255
106
68
0
0
0
0
0
0
0
0
27
Reactive Dock
3
80
0
65
5
20
36
255
112
98
0
0
0
0
0
0
0
0
43
Remote Arm
1
20
0
10
0
3
48
18
25
17
Yes
Yes
0
0
Yes
0
Yes
0
6
Power Arm
2
24
0
20
1
5
44
22
45
33
Yes
Yes
0
0
Yes
0
Yes
0
12
Reactive Arm
3
30
0
30
4
7
18
26
47
48
Yes
Yes
0
0
Yes
0
Yes
0
15
Minor Space Dock
1
50
0
30
0
7
24
255
60
42
0
0
0
0
0
0
0
0
23
Space Dock
2
70
0
50
0
12
20
255
93
60
0
0
0
0
0
0
0
0
34
Major Space Dock
3
94
0
75
0
16
14
255
106
92
0
0
0
0
0
0
0
0
61
Robotic Construction
1
16
0
8
0
1
46
20
20
14
Yes
0
0
0
Yes
0
Yes
Yes
9
Positronic Construction
2
30
0
16
0
3
42
24
35
26
Yes
0
0
0
Yes
0
Yes
Yes
15
Orbitronic Construction
3
38
0
28
0
6
38
28
37
40
Yes
0
0
0
Yes
0
Yes
Yes
20
Construction Gantry
1
34
0
48
0
7
24
255
75
46
0
0
0
0
0
0
0
0
20
Construction Rig
2
52
0
72
0
12
20
255
93
63
0
0
0
0
0
0
0
0
28
Construction Platform
3
71
0
98
0
16
14
255
106
90
0
0
0
0
0
0
0
0
50
Mini-Constructor
1
12
0
14
0
1
46
20
20
14
0
0
Yes
Yes
0
Yes
0
Yes
9
Semiauto-Constructor
2
20
0
31
0
3
44
24
35
27
0
0
Yes
Yes
0
Yes
0
Yes
15
Auto-Constructor
3
27
0
44
0
5
42
27
37
42
0
0
Yes
Yes
0
Yes
0
Yes
20
151
Module Tables
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; CV=Construction Value
Guild
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
CV
So
Ex
Cs
Ch
He
Ra
Di
Nu
Assembly Drone
1
32
0
6
0
1
60
16
15
11
0
0
Yes
Yes
0
0
Yes
0
7
Assembly Net
2
36
0
10
0
2
52
20
30
24
0
0
Yes
Yes
0
0
Yes
0
12
Assembly Web
3
44
0
14
0
4
48
25
30
38
0
0
Yes
Yes
0
0
Yes
0
18
Construction Bay
1
60
0
22
0
5
28
255
56
37
0
0
0
0
0
0
0
0
26
Construction Shop
2
78
0
32
0
10
26
255
81
52
0
0
0
0
0
0
0
0
42
Construction Center
3
94
0
44
0
14
22
255
87
80
0
0
0
0
0
0
0
0
65
Positronic Web
4
52
0
20
0
6
44
28
37
51
0
0
Yes
Yes
0
0
Yes
0
26
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; CV=Construction Value
Malkari Manual
152
Construction Modules (continued)
Damage Control Modules
Damage Control Module Table
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Emerald Combine
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
DRF
So
Ex
Cs
Ch
He
Ra
Di
Nu
Mech Medic
1
16
42
0
0
1
30
9
25
41
Yes
Yes
0
0
0
Yes
0
0
5
Mech Healer
2
33
64
0
0
2
26
11
27
56
Yes
Yes
0
0
0
Yes
0
0
7
Positronic Healer
3
45
85
2
0
3
24
13
30
65
Yes
Yes
0
0
0
Yes
0
0
10
Auto Repair
1
30
20
0
0
2
48
7
30
40
Yes
Yes
0
0
Yes
0
Yes
0
4
Advanced Repair
2
45
40
1
0
3
40
10
32
53
Yes
Yes
0
0
Yes
0
Yes
0
7
Arktron’s Repair
3
60
60
4
0
6
30
12
32
65
Yes
Yes
0
0
Yes
0
Yes
0
11
Fixer 1
1
24
32
0
0
1
32
8
25
44
Yes
0
0
0
Yes
0
Yes
Yes
5
Fixer 2
2
40
52
2
0
2
26
10
27
58
Yes
0
0
0
Yes
0
Yes
Yes
7
Fixer 3
3
52
66
5
0
3
22
12
30
66
Yes
0
0
0
Yes
0
Yes
Yes
10
Midas
1
22
30
4
0
1
54
7
25
40
0
0
Yes
Yes
0
Yes
0
Yes
5
Midas 2
2
36
44
8
0
2
48
10
25
53
0
0
Yes
Yes
0
Yes
0
Yes
8
Midas 3
3
48
58
11
0
3
44
12
27
62
0
0
Yes
Yes
0
Yes
0
Yes
11
Midas 4
4
61
73
15
0
4
36
15
30
74
0
0
Yes
Yes
0
Yes
0
Yes
14
Midas 5
5
77
90
20
0
5
28
16
37
88
0
0
Yes
Yes
0
Yes
0
Yes
18
Onboard Recovery I
1
40
20
0
0
1
38
7
20
46
0
0
Yes
Yes
0
0
Yes
0
5
Onboard Recovery II
2
60
35
0
0
2
30
10
22
60
0
0
Yes
Yes
0
0
Yes
0
7
Onboard Recovery III
3
82
48
0
0
3
24
12
25
69
0
0
Yes
Yes
0
0
Yes
0
9
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; DRF=Damage Reduction Factor
Module Tables
153
Defense Module Table
Guild
Blue Talon
Corps
Crimson
Dawn
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
Shield Values Against
ADF
So
Ex
Cs
Ch
He
Ra
Di
Nu
So
Ex
Cs
Ch
He
Ra
Di
Nu
Calorific Dispersal
1
15
0
10
0
1
130
8
18
15
Yes
Yes
0
0
0
Yes
0
0
0
0
0
0
45
34
0
0
0
Calorific Dispersal 2
2
35
0
21
0
1
112
10
31
35
Yes
Yes
0
0
0
Yes
0
0
0
0
0
0
89
78
0
0
0
Calorific Dispersal 3
3
53
0
35
0
1
88
13
50
60
Yes
Yes
0
0
0
Yes
0
0
0
0
0
0
111
99
0
0
0
Particle Wall
1
16
0
8
0
0
124
10
12
13
Yes
Yes
0
0
0
Yes
0
0
36
0
0
34
0
0
0
0
5
Particle Wall 2
2
38
0
28
0
0
106
14
12
33
Yes
Yes
0
0
0
Yes
0
0
81
0
0
76
0
0
0
0
5
Particle Wall 3
3
50
0
44
0
0
80
17
12
56
Yes
Yes
0
0
0
Yes
0
0
104
0
0
98
0
0
0
0
5
Plasmic Solvent T4
1
10
0
15
0
0
138
8
25
14
Yes
Yes
0
0
0
Yes
0
0
0
0
24
0
0
0
35
0
2
Plasmic Solvent T12
2
23
0
33
0
0
118
11
40
33
Yes
Yes
0
0
0
Yes
0
0
0
0
65
0
0
0
78
0
8
Plasmic Solvent T20
3
38
0
50
0
3
94
14
55
57
Yes
Yes
0
0
0
Yes
0
0
0
0
87
0
0
0
101
0
15
Radion Wall
1
12
0
12
0
0
138
8
37
14
Yes
Yes
0
0
0
Yes
0
0
0
49
0
0
0
0
0
23
10
Radion Wall 2
2
26
0
26
0
0
120
10
53
34
Yes
Yes
0
0
0
Yes
0
0
0
95
0
0
0
0
0
70
10
Radion Wall 3
3
44
0
44
0
0
100
12
68
58
Yes
Yes
0
0
0
Yes
0
0
0
117
0
0
0
0
0
81
15
Curium Shield
1
8
0
12
2
1
200
4
31
16
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
0
34
0
0
5
Curium Shield II
2
15
0
20
2
2
200
6
37
25
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
0
50
0
0
8
Curium Shield III
3
20
0
26
3
3
194
8
43
30
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
0
67
0
0
11
Forge
4
30
0
30
0
4
190
9
30
30
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
94
0
0
0
11
Forge II
5
38
0
36
0
5
156
10
37
38
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
115
0
0
0
13
Forge III
6
48
0
42
0
6
120
12
50
48
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
135
0
0
0
15
Heat Sink
1
8
0
8
0
1
200
6
18
12
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
47
0
0
0
5
Heat Sink II
2
14
0
16
0
2
200
8
22
18
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
63
0
0
0
7
Heat Sink III
3
22
0
23
0
3
200
9
26
24
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
79
0
0
0
9
Guardian
4
28
0
35
4
4
148
10
50
40
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
0
81
0
44
11
Guardian II
5
38
0
48
5
5
114
10
62
52
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
0
99
0
54
13
Guardian III
6
51
0
64
6
6
80
11
70
65
Yes
Yes
0
0
Yes
0
Yes
0
0
0
0
0
0
121
0
65
16
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ADF=Active Defense Factor
Malkari Manual
154
Defense Modules
Defense Module Table (continued)
Guild
Crimson
Dawn
(continued)
Diamond
Cooperative
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
Shield Values Against
ADF
So
Ex
Cs
Ch
He
Ra
Di
Nu
So
Ex
Cs
Ch
He
Ra
Di
Nu
Matter Block
1
4
0
8
0
1
200
7
18
15
Yes
Yes
0
0
Yes
0
Yes
0
56
0
0
37
0
0
0
0
3
Matter Block II
2
8
0
16
0
3
200
9
18
24
Yes
Yes
0
0
Yes
0
Yes
0
72
0
0
51
0
0
0
0
5
Matter Block III
3
10
0
25
0
6
200
11
18
30
Yes
Yes
0
0
Yes
0
Yes
0
88
0
0
65
0
0
0
0
9
Mind Wall
4
12
0
30
0
8
156
12
37
36
Yes
Yes
0
0
Yes
0
Yes
0
101
44
0
80
0
0
0
0
5
Mind Wall II
5
13
0
32
0
11
124
13
37
42
Yes
Yes
0
0
Yes
0
Yes
0
122
54
0
99
0
0
0
0
9
Mind Wall III
6
14
0
32
0
14
90
14
37
50
Yes
Yes
0
0
Yes
0
Yes
0
145
64
0
121
0
0
0
0
14
Neutralizer
1
2
0
10
0
1
200
6
12
12
Yes
Yes
0
0
Yes
0
Yes
0
0
45
0
0
0
0
0
46
0
Neutralizer II
2
4
0
16
0
2
200
10
25
16
Yes
Yes
0
0
Yes
0
Yes
0
0
59
0
0
0
0
0
61
4
Neutralizer III
3
6
0
21
0
3
200
11
36
21
Yes
Yes
0
0
Yes
0
Yes
0
0
73
0
0
0
0
0
78
7
Neutralizer IV
4
8
0
28
0
4
170
12
46
27
Yes
Yes
0
0
Yes
0
Yes
0
0
87
0
0
0
0
0
94
10
Neutralizer V
5
10
0
34
0
5
132
12
56
34
Yes
Yes
0
0
Yes
0
Yes
0
0
105
0
0
0
0
0
115
12
Neutralizer VI
6
14
0
40
0
6
98
13
67
40
Yes
Yes
0
0
Yes
0
Yes
0
0
126
0
0
0
0
0
134
15
Psionic Barrier
1
6
0
6
1
1
200
7
25
14
Yes
Yes
0
0
Yes
0
Yes
0
0
0
45
0
0
0
54
0
0
Psionic Barrier II
2
10
0
10
3
2
200
8
56
20
Yes
Yes
0
0
Yes
0
Yes
0
0
0
59
0
0
0
69
0
0
Psionic Barrier III
3
16
0
16
6
4
190
10
87
28
Yes
Yes
0
0
Yes
0
Yes
0
0
0
75
0
0
0
86
0
0
Psionic Shield
4
24
0
24
8
5
140
10
37
35
Yes
Yes
0
0
Yes
0
Yes
0
0
0
91
0
0
0
100
0
0
Psionic Shield II
5
30
0
30
9
7
110
11
50
42
Yes
Yes
0
0
Yes
0
Yes
0
0
0
109
0
0
0
120
0
0
Psionic Shield III
6
36
0
36
10
9
72
12
62
48
Yes
Yes
0
0
Yes
0
Yes
0
0
0
128
0
0
0
142
0
0
Arc Deflector 1
1
12
0
10
0
0
156
5
27
13
Yes
0
0
0
Yes
0
Yes
Yes
45
0
0
0
0
0
0
0
0
Arc Deflector 2
2
22
0
21
0
0
126
6
38
27
Yes
0
0
0
Yes
0
Yes
Yes
63
0
0
0
0
0
0
0
0
Arc Deflector 3
3
33
0
32
0
0
100
8
52
40
Yes
0
0
0
Yes
0
Yes
Yes
90
0
0
0
0
0
0
0
0
Arc Deflector 4
4
46
0
44
0
0
74
10
68
55
Yes
0
0
0
Yes
0
Yes
Yes
127
0
0
0
0
0
0
0
0
Dispersion Field 1
1
11
0
11
0
1
160
6
15
13
Yes
0
0
0
Yes
0
Yes
Yes
0
0
50
50
0
0
0
0
0
Dispersion Field 2
2
23
0
23
0
1
134
7
18
26
Yes
0
0
0
Yes
0
Yes
Yes
0
0
69
69
0
0
0
0
0
Dispersion Field 3
3
35
0
35
0
1
108
9
22
39
Yes
0
0
0
Yes
0
Yes
Yes
0
0
95
95
0
0
0
0
0
Dispersion Field 4
4
50
0
50
0
1
80
11
30
52
Yes
0
0
0
Yes
0
Yes
Yes
0
0
131
131
0
0
0
0
0
155
Module Tables
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ADF=Active Defense Factor
Guild
Diamond
Cooperative
(continued)
Emerald
Combine
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
Shield Values Against
ADF
So
Ex
Cs
Ch
He
Ra
Di
Nu
So
Ex
Cs
Ch
He
Ra
Di
Nu
Neutron Deflector
1
13
0
10
0
0
150
6
37
14
Yes
0
0
0
Yes
0
Yes
Yes
0
0
0
0
0
31
40
0
8
Gamma Deflector
2
27
0
20
0
0
120
8
62
28
Yes
0
0
0
Yes
0
Yes
Yes
0
0
0
0
0
68
75
0
10
Neutron Hypershield
3
41
0
32
0
0
96
10
87
41
Yes
0
0
0
Yes
0
Yes
Yes
0
0
0
0
0
101
120
0
12
LowVolt Neutron
Shield
4
54
0
43
0
0
72
11
6
55
Yes
0
0
0
Yes
0
Yes
Yes
0
0
0
0
0
90
110
0
10
Reactive Carapace 1
1
10
2
10
0
0
120
3
22
14
Yes
0
0
0
Yes
0
Yes
Yes
9
7
12
11
6
5
7
5
22
Reactive Carapace 2
2
20
5
22
0
0
100
4
38
24
Yes
0
0
0
Yes
0
Yes
Yes
18
16
22
21
15
13
16
13
38
Reactive Carapace 3
3
32
8
36
0
1
80
5
65
36
Yes
0
0
0
Yes
0
Yes
Yes
27
25
32
31
24
21
25
21
59
Thermal Disipator
1
16
0
6
0
0
144
8
18
15
Yes
0
0
0
Yes
0
Yes
Yes
0
40
0
0
39
0
0
31
4
Thermal Disipator B
2
26
0
12
0
0
116
10
31
29
Yes
0
0
0
Yes
0
Yes
Yes
0
65
0
0
64
0
0
53
5
Thermal Absorber
3
38
0
17
0
0
90
13
43
42
Yes
0
0
0
Yes
0
Yes
Yes
0
93
0
0
91
0
0
81
6
Thermal Reflector
4
56
0
24
0
0
72
15
56
57
Yes
0
0
0
Yes
0
Yes
Yes
0
118
0
0
117
0
0
105
9
Absorption Field 1
1
8
0
16
0
0
120
10
15
16
0
0
Yes
Yes
0
Yes
0
Yes
0
62
0
51
0
0
0
0
6
Absorption Field 2
2
18
0
40
0
0
102
12
26
34
0
0
Yes
Yes
0
Yes
0
Yes
0
100
0
92
0
0
0
0
11
Absorption Field 3
3
28
0
74
0
0
86
14
43
60
0
0
Yes
Yes
0
Yes
0
Yes
0
175
0
151
0
0
0
0
17
Electron Disperser 1
1
6
0
14
0
0
134
5
21
14
0
0
Yes
Yes
0
Yes
0
Yes
0
0
0
0
0
0
42
50
8
Electron Disperser 2
2
14
0
36
0
0
118
8
42
31
0
0
Yes
Yes
0
Yes
0
Yes
0
0
0
0
0
0
69
91
12
Electron Disperser 3
3
24
0
64
0
0
102
10
52
54
0
0
Yes
Yes
0
Yes
0
Yes
0
0
0
0
0
0
126
149
18
Ice Drip
1
9
0
17
0
0
122
8
42
16
0
0
Yes
Yes
0
Yes
0
Yes
0
0
47
0
43
0
0
0
5
Ice Maker
2
18
0
42
0
0
106
10
56
34
0
0
Yes
Yes
0
Yes
0
Yes
0
0
90
0
82
0
0
0
10
Ice Storm
3
26
0
76
0
0
90
13
78
61
0
0
Yes
Yes
0
Yes
0
Yes
0
0
146
0
134
0
0
0
15
Rontgen Barrier 1
1
10
0
15
0
1
128
7
31
15
0
0
Yes
Yes
0
Yes
0
Yes
0
0
0
0
0
56
0
0
8
Rontgen Barrier 2
2
19
0
41
0
1
112
9
43
33
0
0
Yes
Yes
0
Yes
0
Yes
0
0
0
0
0
95
0
0
13
Rontgen Barrier 3
3
27
0
65
0
1
94
11
62
56
0
0
Yes
Yes
0
Yes
0
Yes
0
0
0
0
0
152
0
0
19
*Steel Curtain 1
1
8
1
14
0
0
200
5
6
14
0
0
Yes
Yes
0
Yes
0
Yes
69
0
0
0
0
0
0
0
5
*Wildfire
2
14
1
20
0
0
200
6
25
23
0
0
Yes
Yes
0
Yes
0
Yes
52
0
44
49
0
0
0
0
12
*Steel Curtain 2
3
19
3
29
0
0
186
8
6
32
0
0
Yes
Yes
0
Yes
0
Yes
100
0
0
0
0
0
0
0
5
*Steel Curtain 3
4
24
4
41
0
0
154
10
6
39
0
0
Yes
Yes
0
Yes
0
Yes
165
0
0
0
0
0
0
0
5
Wildfire Plus
5
26
7
50
0
1
120
12
31
48
0
0
Yes
Yes
0
Yes
0
Yes
99
0
95
98
0
0
0
0
12
Wildfire Vaporizer
6
30
12
68
0
2
88
15
43
62
0
0
Yes
Yes
0
Yes
0
Yes
120
0
124
125
0
0
0
0
14
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ADF=Active Defense Factor
Malkari Manual
156
Defense Module Table (continued)
Defense Module Table (continued)
Guild
Golden
Order of
Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
Shield Values Against
ADF
So
Ex
Cs
Ch
He
Ra
Di
Nu
So
Ex
Cs
Ch
He
Ra
Di
Nu
Discharge Field I
1
16
0
10
0
0
124
7
32
16
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
0
32
0
0
Discharge Field II
2
38
0
20
0
0
112
9
47
37
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
0
67
0
0
Discharge Field III
3
56
0
28
0
0
96
11
60
61
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
0
99
0
0
Energy Shield I
1
20
0
5
0
0
108
10
43
17
0
0
Yes
Yes
0
0
Yes
0
0
21
0
0
0
0
0
22
10
Energy Shield II
2
42
0
12
0
0
90
12
60
39
0
0
Yes
Yes
0
0
Yes
0
0
59
0
0
0
0
0
57
12
Energy Shield III
3
64
0
20
0
0
78
14
87
64
0
0
Yes
Yes
0
0
Yes
0
0
91
0
0
0
0
0
85
14
Heat Shield
1
18
0
6
0
0
118
9
37
16
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
35
0
0
0
0
Magma Shield
2
41
0
15
0
0
102
11
52
36
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
71
0
0
0
0
Solar Core Radiator
3
60
0
22
0
0
84
12
75
60
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
109
0
0
0
0
Radiation Shield I
1
12
0
10
0
0
156
6
25
14
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
37
0
0
5
Radiation Shield II
2
26
0
24
0
0
138
7
37
32
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
59
0
24
5
Radiation Shield III
3
44
0
40
0
0
120
9
50
53
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
81
0
42
5
Radiation Shield IV
4
60
0
60
0
0
100
12
62
70
0
0
Yes
Yes
0
0
Yes
0
0
0
0
0
0
106
0
62
5
*Sentinel I
1
12
2
10
0
1
150
6
31
17
0
0
Yes
Yes
0
0
Yes
0
4
5
7
7
6
13
9
11
20
*Sentinel II
2
22
4
16
0
1
132
7
45
32
0
0
Yes
Yes
0
0
Yes
0
9
10
12
12
11
18
14
16
29
*Sentinel III
3
38
8
24
0
1
114
8
60
47
0
0
Yes
Yes
0
0
Yes
0
14
15
17
17
16
23
19
21
40
Sentinel IV
4
65
12
38
0
2
90
10
76
66
0
0
Yes
Yes
0
0
Yes
0
19
20
22
22
21
28
24
26
55
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ADF=Active Defense Factor
Module Tables
157
ECM Module Table
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Emerald Combine
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
ECM
So
Ex
Cs
Ch
He
Ra
Di
Nu
Shadow 1
1
0
18
6
0
1
52
4
18
21
Yes
Yes
0
0
0
Yes
0
0
11
Shadow 2
2
0
33
13
0
3
48
5
18
35
Yes
Yes
0
0
0
Yes
0
0
14
Shadow 3
3
0
46
21
0
5
42
7
15
49
Yes
Yes
0
0
0
Yes
0
0
18
Psi Shadow
1
0
6
12
0
2
72
3
22
18
Yes
Yes
0
0
Yes
0
Yes
0
12
Psi Shadow II
2
0
13
26
0
3
62
4
22
28
Yes
Yes
0
0
Yes
0
Yes
0
15
Psionic Cloak
3
0
22
44
8
5
54
6
18
42
Yes
Yes
0
0
Yes
0
Yes
0
18
Improved Psionic Cloak
4
0
35
65
14
6
50
7
22
50
Yes
Yes
0
0
Yes
0
Yes
0
21
Fader
1
0
12
12
0
1
92
4
18
24
Yes
0
0
0
Yes
0
Yes
Yes
6
Fader 2
2
0
26
26
0
2
84
6
18
38
Yes
0
0
0
Yes
0
Yes
Yes
11
Fader 3
3
0
36
38
0
3
78
7
15
48
Yes
0
0
0
Yes
0
Yes
Yes
16
Fader 4
4
0
46
52
0
4
70
8
15
55
Yes
0
0
0
Yes
0
Yes
Yes
21
Fader 5
5
0
61
67
0
4
60
10
18
60
Yes
0
0
0
Yes
0
Yes
Yes
27
Chameleon
1
0
2
20
0
1
58
4
18
22
0
0
Yes
Yes
0
Yes
0
Yes
14
Chameleon 2
2
0
8
36
0
2
54
5
18
36
0
0
Yes
Yes
0
Yes
0
Yes
19
Chameleon 3
3
0
18
55
0
4
80
6
15
53
0
0
Yes
Yes
0
Yes
0
Yes
23
Screen I
1
6
18
16
0
1
56
4
16
20
0
0
Yes
Yes
0
0
Yes
0
10
Screen II
2
13
35
32
0
2
50
5
16
33
0
0
Yes
Yes
0
0
Yes
0
13
Screen III
3
20
49
45
0
3
46
6
12
46
0
0
Yes
Yes
0
0
Yes
0
16
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ECM=Electronic Countermeasures value
Malkari Manual
158
ECM Modules
Power Modules
Power Module Table
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
TR
PSC
GR
1
0
4
8
12
1
36
5
0
12
Yes
Yes
0
0
0
Yes
0
0
0
400
50
Thermic Panels
2
0
6
12
15
1
34
7
0
17
Yes
Yes
0
0
0
Yes
0
0
0
500
60
Thermal Block
1
0
20
90
100
6
16
255
0
56
0
0
0
0
0
0
0
0
1000
10000
0
Thermal Block 2
2
0
50
140
150
11
12
255
0
84
0
0
0
0
0
0
0
0
1300
13000
0
Thermal Intensifier
3
0
10
18
22
2
30
10
0
23
Yes
Yes
0
0
0
Yes
0
0
28
650
70
Thermal Intensifier 2
4
0
12
25
30
2
24
12
0
40
Yes
Yes
0
0
0
Yes
0
0
32
750
80
Thermal Intensifier 3
5
0
16
30
36
3
20
16
0
54
Yes
Yes
0
0
0
Yes
0
0
38
1250
95
Thermal Intensifier 4
6
10
18
32
40
4
14
20
0
60
Yes
Yes
0
0
0
Yes
0
0
44
1875
110
*Thermatic Capacitor
1
0
0
26
28
3
14
16
0
24
Yes
Yes
0
0
0
Yes
0
0
62
2500
0
*Thermatic Capacitor 2
2
0
8
34
35
3
10
19
0
41
Yes
Yes
0
0
0
Yes
0
0
77
3000
0
*Thermatic Capacitor 3
3
0
15
40
40
3
6
22
0
56
Yes
Yes
0
0
0
Yes
0
0
115
3500
0
Arktron Wave Store
1
10
10
80
70
6
26
255
0
40
0
0
0
0
0
0
0
0
1000
8000
50
Arktron Wave Store 2
2
15
20
140
135
11
22
255
0
65
0
0
0
0
0
0
0
0
1750
14000
70
Arktron Wave Store 3
3
25
30
200
160
16
16
255
0
90
0
0
0
0
0
0
0
0
2250
18000
85
Arktron Wave Tube I
1
0
3
20
20
3
12
19
0
25
Yes
Yes
0
0
Yes
0
Yes
0
75
3000
40
Arktron Wave Tube II
2
0
5
32
32
4
8
21
0
45
Yes
Yes
0
0
Yes
0
Yes
0
90
3500
45
Arktron Wave Tube III
3
0
8
45
45
5
6
22
0
62
Yes
Yes
0
0
Yes
0
Yes
0
100
4000
50
*Telekinetitron
1
0
2
12
15
2
24
8
0
17
Yes
Yes
0
0
Yes
0
Yes
0
40
600
80
*Telekinetitron II
2
0
3
20
25
4
20
10
0
24
Yes
Yes
0
0
Yes
0
Yes
0
60
900
120
*Telekinetitron III
3
0
5
30
40
6
16
11
0
31
Yes
Yes
0
0
Yes
0
Yes
0
90
1100
180
*Telekinetitron IV
4
0
8
40
56
8
10
13
0
40
Yes
Yes
0
0
Yes
0
Yes
0
125
1250
250
Camlocked Gimmal
1
25
5
120
100
6
8
255
0
64
0
0
0
0
0
0
0
0
750
10000
0
*Gamma Generator
1
0
0
12
12
1
32
6
0
14
Yes
0
0
0
Yes
0
Yes
Yes
0
400
40
*Flywheel Generator
2
0
0
16
16
1
28
8
0
18
Yes
0
0
0
Yes
0
Yes
Yes
25
500
60
*Flywheel Generator 2
3
0
0
28
28
1
24
11
0
26
Yes
0
0
0
Yes
0
Yes
Yes
40
800
75
*Flywheel Generator 3
4
0
4
45
45
3
18
13
0
36
Yes
0
0
0
Yes
0
Yes
Yes
60
1250
95
Flywheel Generator 4
5
4
4
60
60
4
16
14
0
48
Yes
0
0
0
Yes
0
Yes
Yes
80
1750
120
159
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; TR=Transfer Rate; PSC=Storage Capacity; GR=Generation Rate
Module Tables
Solar Panels
Guild
Diamond Cooperative
(continued)
Emerald Combine
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
TR
PSC
GR
Reciprocating Gimmal
1
0
0
24
24
2
12
18
0
23
Yes
0
0
0
Yes
0
Yes
Yes
40
2500
0
Reciprocating Gimmal 2
2
0
0
38
38
3
10
19
0
42
Yes
0
0
0
Yes
0
Yes
Yes
50
2800
0
Reciprocating Gimmal 3
3
0
0
60
60
4
6
21
0
58
Yes
0
0
0
Yes
0
Yes
Yes
60
3200
0
*Gravitic Reactor
1
0
0
15
4
1
32
6
0
13
0
0
Yes
Yes
0
Yes
0
Yes
0
500
55
*Gravitic Converter 1
2
0
0
26
12
1
24
8
0
22
0
0
Yes
Yes
0
Yes
0
Yes
25
700
75
*Gravitic Converter 2
3
0
0
44
20
2
20
11
0
40
0
0
Yes
Yes
0
Yes
0
Yes
32
1000
95
*Gravitic Converter 3
4
0
0
62
30
3
18
13
0
52
0
0
Yes
Yes
0
Yes
0
Yes
40
1200
120
Gravitic Converter 4
5
0
0
85
40
4
12
15
0
66
0
0
Yes
Yes
0
Yes
0
Yes
47
1500
140
Kinetic Stasis Well
1
10
10
180
60
6
8
255
0
66
0
0
0
0
0
0
0
0
900
10000
0
Kinetic Stasis Tank
1
0
0
30
12
3
14
16
0
22
0
0
Yes
Yes
0
Yes
0
Yes
50
2500
0
Kinetic Stasis Tank 2
2
0
0
45
20
3
10
18
0
42
0
0
Yes
Yes
0
Yes
0
Yes
65
2800
0
Kinetic Stasis Tank 3
3
0
0
72
26
4
8
19
0
60
0
0
Yes
Yes
0
Yes
0
Yes
87
3200
0
Hydrogen Drive
1
2
0
10
10
1
36
9
0
14
0
0
Yes
Yes
0
0
Yes
0
0
425
50
Hydrogen Scoop I
2
5
0
20
18
2
30
11
0
24
0
0
Yes
Yes
0
0
Yes
0
30
625
65
Hydrogen Scoop II
3
10
0
30
26
2
26
12
0
45
0
0
Yes
Yes
0
0
Yes
0
32
875
70
Hydrogen Scoop III
4
14
0
44
40
3
24
14
0
55
0
0
Yes
Yes
0
0
Yes
0
45
1375
95
Hydrogen Scoop IV
5
25
0
50
50
3
20
16
0
70
0
0
Yes
Yes
0
0
Yes
0
50
1750
107
*Ion Battery I
1
0
0
24
24
1
14
21
0
25
0
0
Yes
Yes
0
0
Yes
0
80
3500
0
*Ion Battery II
2
0
0
40
40
2
10
22
0
45
0
0
Yes
Yes
0
0
Yes
0
85
3750
0
*Ion Battery III
3
0
0
62
62
3
8
24
0
61
0
0
Yes
Yes
0
0
Yes
0
95
4000
0
Ion Station
1
40
0
120
140
8
10
255
0
72
0
0
0
0
0
0
0
0
1400
13000
0
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; TR=Transfer Rate; PSC=Storage Capacity; GR=Generation Rate
Malkari Manual
160
Power Module Table (continued)
Propulsion Modules
Propulsion Module Table
Guild
Blue Talon Corps
Crimson Dawn
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
ST
OT
Implosive Thruster
1
0
10
0
10
1
12
2
2
15
Yes
Yes
0
0
0
Yes
0
0
2
25
Implosion Drive
2
0
24
0
30
1
10
3
5
28
Yes
Yes
0
0
0
Yes
0
0
3
40
Thermic Thruster 1
3
20
10
0
25
2
24
7
15
28
Yes
Yes
0
0
0
Yes
0
0
13
30
Magma Rocket
4
0
42
0
54
1
8
5
10
48
Yes
Yes
0
0
0
Yes
0
0
3
55
Thermic Thruster 2
5
28
20
0
40
3
20
7
15
38
Yes
Yes
0
0
0
Yes
0
0
28
30
Diantos Rocket
6
0
64
0
80
1
4
6
12
70
Yes
Yes
0
0
0
Yes
0
0
3
75
Thermic Thruster 3
7
42
38
0
60
4
18
9
12
55
Yes
Yes
0
0
0
Yes
0
0
35
41
Thermic Thruster 4
8
44
40
0
60
4
16
9
10
58
Yes
Yes
0
0
0
Yes
0
0
40
42
Thermic Thruster 5
9
40
46
0
60
5
12
10
15
62
Yes
Yes
0
0
0
Yes
0
0
42
47
Thermic Thruster 6
10
50
60
0
60
6
10
11
12
70
Yes
Yes
0
0
0
Yes
0
0
45
52
Nuclear Engine
1
8
2
0
8
1
38
4
2
10
Yes
Yes
0
0
0
Yes
0
0
14
18
E-Nuclear Engine
2
10
4
0
12
1
34
5
5
15
Yes
Yes
0
0
0
Yes
0
0
17
24
A-Nuclear Engine
3
16
8
0
22
2
28
6
10
24
Yes
Yes
0
0
0
Yes
0
0
20
25
Reactive Accelerator
1
6
1
0
10
1
46
4
3
8
Yes
Yes
0
0
Yes
0
Yes
0
12
7
Turbo Accelerator
2
7
1
0
14
1
36
5
6
13
Yes
Yes
0
0
Yes
0
Yes
0
16
11
Arktron Pulse Drive
3
10
2
0
20
2
22
7
18
20
Yes
Yes
0
0
Yes
0
Yes
0
18
21
Arktron Stream Drive
4
14
4
0
30
3
20
8
18
32
Yes
Yes
0
0
Yes
0
Yes
0
23
28
Arktron Wave Drive
5
16
6
0
35
4
16
9
18
35
Yes
Yes
0
0
Yes
0
Yes
0
28
30
Arktron Jet Drive
6
20
9
2
40
5
14
9
11
44
Yes
Yes
0
0
Yes
0
Yes
0
33
35
Arktron Storm Drive
7
24
12
5
45
6
10
10
18
50
Yes
Yes
0
0
Yes
0
Yes
0
37
40
Arktron Cyclonic Drive
8
30
15
10
52
7
6
10
18
60
Yes
Yes
0
0
Yes
0
Yes
0
40
44
Reactive Thruster
1
4
1
0
6
1
46
4
3
7
Yes
Yes
0
0
Yes
0
Yes
0
8
14
Turbo Thruster
2
6
1
0
10
1
36
5
6
11
Yes
Yes
0
0
Yes
0
Yes
0
8
18
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ST=Solar Thrust; OT=Orbital Thrust
Module Tables
161
Guild
Diamond Cooperative
Emerald Combine
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
ST
OT
Pulse Emitter
1
3
0
1
6
1
30
5
2
6
Yes
0
0
0
Yes
0
Yes
Yes
11
9
Pulse Thruster
2
5
0
1
13
1
26
7
5
10
Yes
0
0
0
Yes
0
Yes
Yes
16
14
Pulse Drive
3
10
0
1
20
1
22
8
10
20
Yes
0
0
0
Yes
0
Yes
Yes
20
22
Centridrive
4
16
0
3
25
1
20
8
15
28
Yes
0
0
0
Yes
0
Yes
Yes
24
25
Conicular Pulse Drive
5
20
0
5
29
2
16
10
15
33
Yes
0
0
0
Yes
0
Yes
Yes
29
29
Tamped Centridrive
6
30
0
8
41
3
14
12
12
41
Yes
0
0
0
Yes
0
Yes
Yes
34
34
Baros Drive
7
32
0
10
45
4
12
12
10
44
Yes
0
0
0
Yes
0
Yes
Yes
39
39
Enhanced Baros Drive
8
37
0
12
48
5
8
13
15
52
Yes
0
0
0
Yes
0
Yes
Yes
41
41
Enclosed Baros Drive
9
46
0
15
60
6
4
15
12
60
Yes
0
0
0
Yes
0
Yes
Yes
45
45
Pulse Rocket
1
4
0
0
16
1
30
4
2
12
Yes
0
0
0
Yes
0
Yes
Yes
5
14
Multipulse Rocket
2
7
0
0
25
1
26
4
5
19
Yes
0
0
0
Yes
0
Yes
Yes
7
19
Gravinuclear Thruster
1
4
0
1
8
1
32
5
2
7
0
0
Yes
Yes
0
Yes
0
Yes
12
8
Isonuclear Thruster
2
6
0
3
16
1
26
7
5
11
0
0
Yes
Yes
0
Yes
0
Yes
16
20
Sling Drive
1
2
0
8
5
1
32
3
2
15
0
0
Yes
Yes
0
Yes
0
Yes
16
4
Whipshot Drive
2
5
0
20
10
2
26
4
5
23
0
0
Yes
Yes
0
Yes
0
Yes
23
6
Polar Engine
3
10
0
3
20
1
24
7
12
20
0
0
Yes
Yes
0
Yes
0
Yes
26
12
Di-Polar Engine
4
12
0
2
26
2
20
8
15
26
0
0
Yes
Yes
0
Yes
0
Yes
32
15
Percussion Drive
5
18
0
5
40
3
18
9
15
34
0
0
Yes
Yes
0
Yes
0
Yes
36
20
Gravitic Drop Drive
6
23
0
8
44
3
14
10
12
39
0
0
Yes
Yes
0
Yes
0
Yes
40
24
Gravitic Thruster
7
27
0
10
50
4
10
11
15
45
0
0
Yes
Yes
0
Yes
0
Yes
45
28
Displacement Drive
8
35
0
15
53
5
8
13
7
52
0
0
Yes
Yes
0
Yes
0
Yes
50
32
Mammon Engine
9
44
0
24
64
6
6
15
12
64
0
0
Yes
Yes
0
Yes
0
Yes
55
35
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ST=Solar Thrust; OT=Orbital Thrust
Malkari Manual
162
Propulsion Module Table (continued)
Propulsion Module Table (continued)
Guild
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
ST
OT
S-I Nuclear Engine
1
10
0
0
10
1
48
5
2
13
0
0
Yes
Yes
0
0
Yes
0
6
14
E-I Nuclear Engine
2
18
0
4
20
2
40
7
3
19
0
0
Yes
Yes
0
0
Yes
0
8
18
A-I Nuclear Engine
3
25
0
6
24
2
30
8
7
26
0
0
Yes
Yes
0
0
Yes
0
11
20
Emissions Drive I
4
28
0
4
20
2
18
8
12
28
0
0
Yes
Yes
0
0
Yes
0
18
23
Emissions Drive II
5
35
0
6
24
2
14
9
12
33
0
0
Yes
Yes
0
0
Yes
0
21
28
Emissions Drive III
6
42
0
8
28
2
12
10
10
37
0
0
Yes
Yes
0
0
Yes
0
25
32
Emissions Drive IV
7
45
0
14
36
3
8
12
7
46
0
0
Yes
Yes
0
0
Yes
0
28
36
Emissions Drive V
8
46
0
20
44
4
6
14
12
53
0
0
Yes
Yes
0
0
Yes
0
31
39
Emissions Drive VI
9
50
0
20
45
5
4
15
10
58
0
0
Yes
Yes
0
0
Yes
0
34
43
S-II Nuclear Engine
1
6
0
0
4
1
48
5
2
8
0
0
Yes
Yes
0
0
Yes
0
10
11
E-II Nuclear Engine
2
10
0
0
8
1
40
7
3
13
0
0
Yes
Yes
0
0
Yes
0
13
14
A-II Nuclear Engine
3
13
0
1
11
2
30
8
7
17
0
0
Yes
Yes
0
0
Yes
0
15
16
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; ST=Solar Thrust; OT=Orbital Thrust
Module Tables
163
Scout Module Table
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Emerald Combine
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
SS
So
Ex
Cs
Ch
He
Ra
Di
Nu
Inspector 1
1
0
16
4
0
1
56
3
10
12
Yes
Yes
0
0
0
Yes
0
0
2
Inspector 2
2
0
30
10
0
2
46
5
10
22
Yes
Yes
0
0
0
Yes
0
0
3
Inspector 3
3
0
48
20
0
3
28
7
7
34
Yes
Yes
0
0
0
Yes
0
0
5
Telemapper
1
0
12
8
0
2
60
3
12
18
Yes
Yes
0
0
Yes
0
Yes
0
3
Telemapper II
2
0
20
20
0
4
50
5
12
26
Yes
Yes
0
0
Yes
0
Yes
0
6
Telemapper III
3
0
30
35
0
7
34
6
10
35
Yes
Yes
0
0
Yes
0
Yes
0
9
Surveyor
1
0
10
11
0
1
54
2
10
17
Yes
0
0
0
Yes
0
Yes
Yes
3
Surveyor 2
2
0
16
18
0
2
44
4
10
23
Yes
0
0
0
Yes
0
Yes
Yes
4
Surveyor 3
3
0
30
35
0
4
32
5
7
32
Yes
0
0
0
Yes
0
Yes
Yes
6
Seeker 1
1
0
6
24
0
2
52
5
10
24
0
0
Yes
Yes
0
Yes
0
Yes
5
Seeker 2
2
0
12
38
0
4
44
6
10
30
0
0
Yes
Yes
0
Yes
0
Yes
7
Seeker 3
3
0
17
50
0
6
30
8
7
36
0
0
Yes
Yes
0
Yes
0
Yes
9
Virtual Mapper v1
1
0
12
12
0
1
48
4
7
16
0
0
Yes
Yes
0
0
Yes
0
3
Virtual Mapper v2
2
0
18
18
0
2
38
4
7
22
0
0
Yes
Yes
0
0
Yes
0
4
Virtual Mapper v3
3
0
27
27
0
3
22
5
5
30
0
0
Yes
Yes
0
0
Yes
0
6
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; SS=Scanning Speed
Malkari Manual
164
Scout Modules
Tracking Modules
Tracking Module Table
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Emerald Combine
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
TV
So
Ex
Cs
Ch
He
Ra
Di
Nu
*Targetmaster 1
1
5
14
0
0
1
34
6
3
16
Yes
Yes
0
0
0
Yes
0
0
15
*Targetmaster 2
2
18
32
0
0
3
28
8
3
26
Yes
Yes
0
0
0
Yes
0
0
19
*Targetmaster 3
3
34
48
0
0
4
24
11
3
38
Yes
Yes
0
0
0
Yes
0
0
24
*Mental Wave Detector
1
10
8
0
0
2
32
8
6
20
Yes
Yes
0
0
Yes
0
Yes
0
12
*Null Wave Detector
2
21
17
0
0
4
26
10
7
30
Yes
Yes
0
0
Yes
0
Yes
0
16
*Thoughthound I
3
31
27
6
0
7
20
14
6
45
Yes
Yes
0
0
Yes
0
Yes
0
19
*Thoughthound II
4
48
42
10
0
9
16
17
10
58
Yes
Yes
0
0
Yes
0
Yes
0
24
*Photonic Feedback Unit
1
10
10
0
0
2
30
8
3
22
Yes
0
0
0
Yes
0
Yes
Yes
14
*Ionic Feedback Unit
2
20
20
0
0
4
24
10
3
33
Yes
0
0
0
Yes
0
Yes
Yes
18
*Tachyon Feedback Unit
3
44
40
0
0
5
20
14
3
44
Yes
0
0
0
Yes
0
Yes
Yes
22
Auto Target 1000
1
9
9
0
0
2
28
9
3
21
0
0
Yes
Yes
0
Yes
0
Yes
10
Auto Target 2000
2
20
20
0
0
3
22
10
3
30
0
0
Yes
Yes
0
Yes
0
Yes
14
Auto Target 3000
3
34
34
0
0
4
20
13
3
39
0
0
Yes
Yes
0
Yes
0
Yes
18
Targeter I
1
14
6
0
0
2
36
9
2
24
0
0
Yes
Yes
0
0
Yes
0
14
Targeter II
2
24
12
0
0
3
32
11
2
35
0
0
Yes
Yes
0
0
Yes
0
18
Targeter III
3
37
20
0
0
5
28
15
2
51
0
0
Yes
Yes
0
0
Yes
0
22
Targeter IV
4
48
34
0
0
5
20
17
5
56
0
0
Yes
Yes
0
0
Yes
0
26
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; TS=Tracking Value
Module Tables
165
Transport Module Table
Guild
Blue Talon Corps
Crimson Dawn
Diamond Cooperative
Emerald Combine
Golden Order of Reason
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
SC
So
Ex
Cs
Ch
He
Ra
Di
Nu
*Orbital Staging
1
10
10
0
0
1
8
13
12
27
Yes
Yes
0
0
0
Yes
0
0
4
*Orbital Staging 2
2
15
15
0
0
2
6
14
12
33
Yes
Yes
0
0
0
Yes
0
0
5
Orbital Storage
1
25
16
0
0
2
34
255
11
32
0
0
0
0
0
0
0
0
5
Reinforcement Bay
1
58
36
0
0
5
30
255
18
72
0
0
0
0
0
0
0
0
16
Affirmation Bay
1
80
40
0
10
7
38
255
30
100
0
0
0
0
0
0
0
0
20
*ATV Bay I
1
12
4
0
0
1
12
14
15
26
Yes
Yes
0
0
Yes
0
Yes
0
4
*ATV Bay II
2
16
7
0
0
2
10
15
12
34
Yes
Yes
0
0
Yes
0
Yes
0
5
*ATV Bay III
3
20
10
0
0
3
8
18
15
40
Yes
Yes
0
0
Yes
0
Yes
0
7
ATV Stationhouse
1
40
16
0
0
4
42
255
12
48
0
0
0
0
0
0
0
0
7
Ground Force Storage
1
52
20
0
0
4
40
255
8
52
0
0
0
0
0
0
0
0
10
*Launch Pod 1
1
8
8
0
0
1
8
13
10
23
Yes
0
0
0
Yes
0
Yes
Yes
3
*Launch Pod 2
2
18
18
0
0
2
6
16
11
37
Yes
0
0
0
Yes
0
Yes
Yes
6
Orbital Warehouse
1
96
60
5
8
7
40
255
25
104
0
0
0
0
0
0
0
0
24
ATV Storage Cylinder
1
40
40
0
0
5
98
255
10
60
0
0
0
0
0
0
0
0
12
Handling Area
2
64
70
0
0
8
80
255
15
88
0
0
0
0
0
0
0
0
20
*Drop Tubes
1
4
14
0
0
1
16
16
12
30
0
0
Yes
Yes
0
Yes
0
Yes
5
*Drop Propulsor
2
9
20
0
0
1
14
18
12
35
0
0
Yes
Yes
0
Yes
0
Yes
6
*Drop Accelerator
3
15
30
0
0
2
10
21
12
44
0
0
Yes
Yes
0
Yes
0
Yes
8
Zero G Bay
1
80
100
0
0
12
52
255
25
124
0
0
0
0
0
0
0
0
30
*Launcher
1
14
0
5
0
1
6
15
8
25
0
0
Yes
Yes
0
0
Yes
0
3
*Multilauncher
2
25
0
14
0
1
4
19
10
48
0
0
Yes
Yes
0
0
Yes
0
6
Orbital Factory
1
128
66
0
0
12
56
255
25
124
0
0
0
0
0
0
0
0
30
Orbital Launch Bay
1
74
30
0
0
5
80
255
7
60
0
0
0
0
0
0
0
0
12
Key: *=ATV tech tie; TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive;
Cs=Corrosive; Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; SC=Storage Capacity
Malkari Manual
166
Transport Modules
Weapon Modules
Blue Talon Corps Weapon Module Table
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Cannon
Explosive
20
8
5
1
55
50
Auto-Loader E
1
5
5
2
0
1
68
9
2
8
Yes
Yes
0
0
0
Yes
0
0
Auto-Loader E2
2
10
10
5
0
1
60
13
3
17
Yes
Yes
0
0
0
Yes
0
0
30
8
5
1
65
40
Auto-Loader E3
3
16
16
10
0
1
54
15
5
26
Yes
Yes
0
0
0
Yes
0
0
40
10
7
1
70
40
Auto-Loader H
1
9
9
3
0
1
58
13
2
10
Yes
Yes
0
0
0
Yes
0
0
25
10
6
1
55
50
Auto-Loader H2
2
22
22
10
0
1
52
16
3
26
Yes
Yes
0
0
0
Yes
0
0
30
12
8
1
65
40
Auto-Loader H3
3
40
40
20
0
1
48
25
5
50
Yes
Yes
0
0
0
Yes
0
0
60
15
10
1
70
40
Crimson Hyperflare 1
1
0
10
10
0
1
144
17
30
15
Yes
Yes
0
0
0
Yes
0
0
30
40
15
8
50
U
Crimson Flayer 1
2
0
6
6
0
1
130
10
10
10
Yes
Yes
0
0
0
Yes
0
0
30
9
5
3
90
U
Crimson Flayer 2
3
0
14
14
0
2
120
21
30
22
Yes
Yes
0
0
0
Yes
0
0
45
40
15
6
50
U
Crimson Hyperflare 2
4
0
12
12
0
2
108
13
10
19
Yes
Yes
0
0
0
Yes
0
0
30
9
5
2
95
U
Crimson Flayer 3
5
0
20
20
0
2
94
25
30
30
Yes
Yes
0
0
0
Yes
0
0
65
40
15
4
50
U
Crimson Hyperflare 3
6
0
16
16
0
2
82
15
12
26
Yes
Yes
0
0
0
Yes
0
0
30
9
5
1
100
U
Phasic Beam
7
0
40
35
0
3
72
20
25
48
Yes
Yes
0
0
0
Yes
0
0
110
25
10
4
70
U
Phasic Needle
8
0
48
40
0
3
64
20
25
55
Yes
Yes
0
0
0
Yes
0
0
130
30
10
4
70
U
Phasic Lance
9
0
60
60
0
4
52
20
25
72
Yes
Yes
0
0
0
Yes
0
0
160
35
10
4
70
U
Hellfire
1
15
5
15
0
1
64
19
3
20
Yes
Yes
0
0
0
Yes
0
0
70
15
10
8
45
35
Twin Hellfire
2
30
8
25
0
2
56
24
6
30
Yes
Yes
0
0
0
Yes
0
0
70
15
10
4
50
35
Multi Hellfire
3
40
12
35
0
3
52
27
7
38
Yes
Yes
0
0
0
Yes
0
0
70
15
10
2
50
35
Turbo Hellfire
4
40
20
40
0
3
44
28
10
45
Yes
Yes
0
0
0
Yes
0
0
70
15
10
1
60
40
Swiftsure E
1
20
12
0
0
1
100
30
6
24
Yes
Yes
0
0
0
Yes
0
0
90
15
5
8
80
6
Fleetfoot E
2
30
20
0
0
1
86
35
6
32
Yes
Yes
0
0
0
Yes
0
0
90
20
5
7
85
5
Huntsman E
3
32
35
0
0
2
76
40
6
39
Yes
Yes
0
0
0
Yes
0
0
110
25
5
7
85
5
Talon E
4
35
39
0
0
2
66
45
6
44
Yes
Yes
0
0
0
Yes
0
0
110
28
8
6
80
5
Talon Strike E
5
40
45
0
0
2
48
50
7
50
Yes
Yes
0
0
0
Yes
0
0
110
30
10
6
80
10
Talon Kill E
6
50
60
0
0
3
40
58
8
60
Yes
Yes
0
0
0
Yes
0
0
110
32
10
6
80
18
Cannon
Beam
Cannon
Missile
Heat
Heat
Heat
Explosive
167
Module Tables
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Missile
Heat
110
15
5
8
80
6
Swiftsure H
1
24
16
0
0
2
92
32
6
26
Yes
Yes
0
0
0
Yes
0
0
Fleetfoot H
2
36
24
0
0
1
80
38
6
35
Yes
Yes
0
0
0
Yes
0
0
110
20
5
7
85
6
Huntsman H
3
35
38
0
0
2
68
42
6
41
Yes
Yes
0
0
0
Yes
0
0
120
25
5
7
85
5
Talon H
4
38
42
0
0
2
56
47
6
46
Yes
Yes
0
0
0
Yes
0
0
120
28
8
6
80
6
Talon Strike H
5
44
50
0
0
2
44
52
7
53
Yes
Yes
0
0
0
Yes
0
0
120
30
10
6
80
12
Talon Kill H
6
54
65
0
0
3
38
60
8
65
Yes
Yes
0
0
0
Yes
0
0
120
32
10
6
80
20
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Malkari Manual
168
Blue Talon Corps Weapon Module Table (continued)
Crimson Dawn Weapon Module Table
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Beam
Discharge
30
10
8
3
55
U
Arc Blaster
1
0
2
5
10
1
48
15
15
14
Yes
Yes
0
0
Yes
0
Yes
0
Arc Blaster II
2
0
4
8
15
1
42
16
15
18
Yes
Yes
0
0
Yes
0
Yes
0
30
13
9
2
60
U
Arc Blaster III
3
0
6
13
20
2
34
18
12
24
Yes
Yes
0
0
Yes
0
Yes
0
35
16
11
1
65
U
Arc Megablaster I
1
0
4
6
12
1
86
20
45
27
Yes
Yes
0
0
Yes
0
Yes
0
70
15
12
6
50
U
Arc Megablaster II
2
0
6
9
18
1
78
23
40
36
Yes
Yes
0
0
Yes
0
Yes
0
70
18
15
4
50
U
Arc Megablaster III
3
0
8
12
22
2
74
28
37
45
Yes
Yes
0
0
Yes
0
Yes
0
75
25
20
4
60
U
Arc Megablaster IV
4
0
11
15
28
2
64
33
75
52
Yes
Yes
0
0
Yes
0
Yes
0
90
28
22
4
60
U
Arc Megablaster V
5
0
15
20
35
3
50
35
75
60
Yes
Yes
0
0
Yes
0
Yes
0
90
30
25
4
70
U
Arc Megablaster VI
6
0
20
25
44
4
34
38
70
72
Yes
Yes
0
0
Yes
0
Yes
0
110
33
28
4
80
U
Culverin-S
1
20
6
0
4
1
28
20
7
22
Yes
Yes
0
0
Yes
0
Yes
0
50
30
20
7
55
30
Dual Culverin-S
2
36
10
0
7
2
24
26
12
34
Yes
Yes
0
0
Yes
0
Yes
0
50
30
20
3
55
30
Deraaf’s Tubes I
1
1
1
0
10
2
50
12
5
8
Yes
Yes
0
0
Yes
0
Yes
0
20
10
5
1
55
50
Deraaf’s Tubes II
2
2
1
0
18
2
44
14
6
14
Yes
Yes
0
0
Yes
0
Yes
0
30
10
5
1
65
40
Deraaf’s Tubes III
3
5
2
0
30
3
34
19
7
22
Yes
Yes
0
0
Yes
0
Yes
0
50
12
7
1
70
40
Mayhem Cannon
1
4
6
0
20
1
26
22
8
24
Yes
Yes
0
0
Yes
0
Yes
0
60
30
20
8
55
30
Dual Mayhem Cannon
2
8
10
0
40
2
22
29
15
38
Yes
Yes
0
0
Yes
0
Yes
0
60
30
20
4
55
30
Mind Warp
1
0
6
2
2
4
52
20
50
40
Yes
Yes
0
0
Yes
0
Yes
0
10
10
6
21
60
U
Mind Warp II
2
0
14
5
5
7
46
22
56
52
Yes
Yes
0
0
Yes
0
Yes
0
10
12
8
21
70
U
Mind Warp III
3
0
20
8
8
10
38
25
62
66
Yes
Yes
0
0
Yes
0
Yes
0
10
15
10
21
80
U
Shockwave D
1
6
6
0
24
1
36
28
10
26
Yes
Yes
0
0
Yes
0
Yes
0
100
20
4
8
55
4
Shockwave 2D
2
6
15
0
27
1
30
31
10
32
Yes
Yes
0
0
Yes
0
Yes
0
120
30
8
8
70
5
Shockwave 3D
3
6
24
0
30
1
22
36
7
38
Yes
Yes
0
0
Yes
0
Yes
0
130
40
14
8
85
6
Shockwave S
1
30
0
6
0
1
38
25
7
23
Yes
Yes
0
0
Yes
0
Yes
0
95
20
4
8
55
4
Shockwave 2S
2
30
4
15
0
1
32
28
7
27
Yes
Yes
0
0
Yes
0
Yes
0
105
30
8
8
70
5
Shockwave 3S
3
30
7
22
0
1
24
32
6
30
Yes
Yes
0
0
Yes
0
Yes
0
110
40
14
8
85
6
Beam
Cannon
Cannon
Cannon
Beam
Missile
Missile
Discharge
Solid
Discharge
Discharge
Discharge
Discharge
Solid
169
Module Tables
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Beam
Discharge
70
18
10
8
55
U
Atomizer XG
1
20
0
20
0
2
86
20
37
28
Yes
0
0
0
Yes
0
Yes
Yes
Atomizer XG+
2
36
0
36
0
3
74
24
37
48
Yes
0
0
0
Yes
0
Yes
Yes
75
18
15
6
55
U
Atomizer XG1000
3
36
0
50
0
3
60
28
37
60
Yes
0
0
0
Yes
0
Yes
Yes
75
25
20
6
55
U
Atomizer XG2000
4
50
0
66
0
3
52
27
70
78
Yes
0
0
0
Yes
0
Yes
Yes
100
25
18
6
45
U
Atomizer XG3000
5
52
0
80
0
4
42
28
70
92
Yes
0
0
0
Yes
0
Yes
Yes
100
30
22
6
50
U
Atomizer TG
6
55
0
104
0
5
30
29
70
110
Yes
0
0
0
Yes
0
Yes
Yes
100
35
25
4
55
U
Corrodizer
1
25
0
50
50
2
44
29
6
46
Yes
0
0
0
Yes
0
Yes
Yes
100
28
6
8
75
5
Corrodizer 2
2
38
0
70
30
2
36
32
6
62
Yes
0
0
0
Yes
0
Yes
Yes
100
33
7
8
80
5
Corrodizer 3
3
52
0
88
44
3
30
35
6
84
Yes
0
0
0
Yes
0
Yes
Yes
100
40
7
8
85
5
Leech
1
16
10
30
30
3
60
20
25
40
Yes
0
0
0
Yes
0
Yes
Yes
5
10
6
25
45
U
Leech 2
2
25
15
40
50
4
44
23
31
61
Yes
0
0
0
Yes
0
Yes
Yes
8
12
9
25
50
U
Leech 3
3
34
20
54
65
5
34
25
37
75
Yes
0
0
0
Yes
0
Yes
Yes
12
12
10
25
55
U
Maxi-Launcher
1
17
0
32
4
1
28
25
3
30
Yes
0
0
0
Yes
0
Yes
Yes
60
30
20
8
45
20
Dual Maxi-Launcher
2
30
0
45
4
1
20
31
6
42
Yes
0
0
0
Yes
0
Yes
Yes
80
30
20
4
50
35
Molecular Dagger
1
25
0
50
20
2
42
29
6
46
Yes
0
0
0
Yes
0
Yes
Yes
100
28
6
8
75
5
Molecular Sword
2
38
0
70
30
2
32
32
6
62
Yes
0
0
0
Yes
0
Yes
Yes
100
33
7
8
80
5
Molecular Axe
3
52
0
88
44
3
26
34
6
84
Yes
0
0
0
Yes
0
Yes
Yes
100
40
7
8
85
5
Pellet Sling
1
2
0
8
0
1
64
9
2
7
Yes
0
0
0
Yes
0
Yes
Yes
15
10
5
1
55
50
Pellet Gun
2
5
0
15
0
1
52
12
3
14
Yes
0
0
0
Yes
0
Yes
Yes
25
10
5
1
65
40
Pellet Cannon
3
8
0
24
0
1
46
13
5
20
Yes
0
0
0
Yes
0
Yes
Yes
35
12
7
1
70
40
Pyoidic Cloud
1
12
0
44
0
1
36
25
3
30
Yes
0
0
0
Yes
0
Yes
Yes
60
30
20
8
45
15
Pyoidic Clouds
2
20
0
60
0
1
28
30
6
42
Yes
0
0
0
Yes
0
Yes
Yes
80
30
20
4
45
30
Pyoidic Fog
1
8
0
40
10
1
48
16
2
32
Yes
0
0
0
Yes
0
Yes
Yes
50
10
5
1
55
50
Pyoidic Fog 2
2
14
0
60
20
1
44
18
3
45
Yes
0
0
0
Yes
0
Yes
Yes
60
10
5
1
65
40
Pyoidic Fog 3
3
22
0
80
55
2
36
25
5
73
Yes
0
0
0
Yes
0
Yes
Yes
80
12
7
1
70
40
White Lightning
1
16
20
0
0
1
56
15
12
25
Yes
0
0
0
Yes
0
Yes
Yes
35
12
8
4
55
U
White Lightning 2
2
20
25
0
0
1
46
14
12
32
Yes
0
0
0
Yes
0
Yes
Yes
35
12
9
4
55
U
White Lightning 3
3
25
30
0
0
1
40
12
12
38
Yes
0
0
0
Yes
0
Yes
Yes
35
12
10
4
55
U
Missile
Beam
Cannon
Missile
Cannon
Cannon
Cannon
Beam
Corrosive
Discharge
Corrosive
Chemical
Corrosive
Chemical
Chemical
Discharge
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Malkari Manual
170
Diamond Cooperative Weapon Module Table
Emerald Combine Weapon Module Table
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Missile
Explosive
89
15
10
22
100
1
Gatekeeper 1
1
40
0
20
10
0
54
255
40
30
0
0
0
0
0
0
0
0
Gatekeeper 2
2
46
0
24
16
0
50
255
43
38
0
0
0
0
0
0
0
0
89
15
12
22
100
1
Gatekeeper 3
3
60
0
30
25
0
42
255
50
50
0
0
0
0
0
0
0
0
89
20
15
22
100
1
Ionic Disruptor
1
20
0
20
4
1
32
20
3
25
0
0
Yes
Yes
0
Yes
0
Yes
50
30
20
8
60
20
Ionic Eliminator
2
40
0
36
7
2
26
28
6
47
0
0
Yes
Yes
0
Yes
0
Yes
50
30
20
4
60
25
Kinetic Cannon
1
24
0
12
2
1
36
18
6
22
0
0
Yes
Yes
0
Yes
0
Yes
50
24
14
8
45
40
Dual Kinetic Cannon
2
48
0
25
4
2
28
25
6
43
0
0
Yes
Yes
0
Yes
0
Yes
50
24
14
4
45
40
Kraak Repeater 1
1
4
0
4
0
1
60
10
2
6
0
0
Yes
Yes
0
Yes
0
Yes
10
10
5
2
65
40
Kraak Repeater 2
2
6
0
8
0
1
50
11
3
9
0
0
Yes
Yes
0
Yes
0
Yes
15
10
5
1
65
40
Kraak Repeater 3
3
10
0
15
0
1
38
14
5
16
0
0
Yes
Yes
0
Yes
0
Yes
20
12
7
1
70
80
Matter Accelerator
1
44
0
6
0
1
28
22
3
28
0
0
Yes
Yes
0
Yes
0
Yes
45
30
20
8
50
40
Bi-Vortex Accelerator
2
88
0
10
0
2
22
29
6
52
0
0
Yes
Yes
0
Yes
0
Yes
45
30
20
4
55
40
Particle Beam 1
1
6
0
18
0
1
100
16
40
16
0
0
Yes
Yes
0
Yes
0
Yes
40
25
15
8
60
U
Particle Beam 2
2
10
0
34
0
2
88
20
42
30
0
0
Yes
Yes
0
Yes
0
Yes
55
30
20
8
65
U
Particle Beam 3
3
16
0
48
0
2
80
29
55
45
0
0
Yes
Yes
0
Yes
0
Yes
70
35
30
4
70
U
Force Beam 1
4
8
0
15
0
1
68
15
12
10
0
0
Yes
Yes
0
Yes
0
Yes
50
15
10
3
70
U
Force Beam 2
5
14
0
24
0
1
54
17
15
18
0
0
Yes
Yes
0
Yes
0
Yes
50
15
10
2
65
U
Force Beam 3
6
20
0
32
0
1
44
19
17
29
0
0
Yes
Yes
0
Yes
0
Yes
50
12
8
1
70
U
Pulse Accelerator 1
1
10
0
0
0
1
56
12
2
6
0
0
Yes
Yes
0
Yes
0
Yes
15
12
7
2
55
50
Pulse Accelerator 2
2
15
1
0
0
1
46
13
3
10
0
0
Yes
Yes
0
Yes
0
Yes
25
12
8
1
55
40
Pulse Accelerator 3
3
24
5
0
0
1
36
15
3
18
0
0
Yes
Yes
0
Yes
0
Yes
35
15
10
1
60
80
Cannon
Cannon
Cannon
Cannon
Beam
Cannon
Explosive
Explosive
Explosive
Solid
Solid
Solid
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Module Tables
171
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Cannon
Nuclear
70
25
15
8
80
25
Alpha Cannon
1
10
0
5
25
1
38
29
6
34
0
0
Yes
Yes
0
0
Yes
0
Beta Cannon
2
25
0
15
45
2
32
34
2
56
0
0
Yes
Yes
0
0
Yes
0
100
30
15
6
80
28
Gamma Cannon
3
40
0
30
70
2
26
37
3
82
0
0
Yes
Yes
0
0
Yes
0
150
40
18
6
85
28
Dual Alpha Cannon
1
20
0
8
32
2
36
32
8
40
0
0
Yes
Yes
0
0
Yes
0
70
30
15
4
40
20
Dual Beta Cannon
2
50
0
25
70
4
30
41
5
78
0
0
Yes
Yes
0
0
Yes
0
100
30
15
3
40
25
Dual Gamma Cannon
3
80
0
50
100
4
24
45
7
116
0
0
Yes
Yes
0
0
Yes
0
150
40
18
3
45
23
H.A.R.P.
1
8
0
8
12
1
60
24
2
21
0
0
Yes
Yes
0
0
Yes
0
50
15
10
2
55
30
H.A.R.P. II
2
12
0
15
28
2
52
26
2
32
0
0
Yes
Yes
0
0
Yes
0
50
15
10
2
65
30
H.A.R.P. III
3
16
0
20
35
2
42
26
2
40
0
0
Yes
Yes
0
0
Yes
0
50
20
13
2
70
30
H.A.R.P. IV
4
20
0
20
40
2
34
25
5
47
0
0
Yes
Yes
0
0
Yes
0
55
25
15
2
70
30
Irradiator
1
20
0
0
20
2
120
20
55
25
0
0
Yes
Yes
0
0
Yes
0
5
5
5
24
100
U
Irradiator II
2
36
0
0
40
3
104
22
65
42
0
0
Yes
Yes
0
0
Yes
0
8
8
8
24
100
U
Irradiator III
3
45
0
0
50
3
90
24
75
48
0
0
Yes
Yes
0
0
Yes
0
8
10
10
24
100
U
Microburster
1
10
0
5
18
1
48
28
2
23
0
0
Yes
Yes
0
0
Yes
0
60
15
5
1
55
40
Microburster II
2
16
0
10
30
1
40
31
2
36
0
0
Yes
Yes
0
0
Yes
0
75
15
5
1
65
40
Microburster III
3
40
0
25
60
3
30
35
2
82
0
0
Yes
Yes
0
0
Yes
0
100
15
5
1
70
40
Needle Gun
1
2
0
4
10
1
68
30
3
15
0
0
Yes
Yes
0
0
Yes
0
30
20
12
1
40
50
Needle Gun II
2
5
0
5
15
1
58
20
5
20
0
0
Yes
Yes
0
0
Yes
0
30
25
15
1
45
50
Needle Gun III
3
8
0
7
22
1
52
10
5
27
0
0
Yes
Yes
0
0
Yes
0
30
30
15
1
50
50
Needle Gun IV
4
15
0
7
30
2
44
5
7
40
0
0
Yes
Yes
0
0
Yes
0
50
30
15
1
55
40
Neutron Beam
1
5
0
12
0
1
54
24
12
18
0
0
Yes
Yes
0
0
Yes
0
40
25
15
3
40
U
Neutron Beam II
2
12
0
22
0
1
46
27
12
27
0
0
Yes
Yes
0
0
Yes
0
50
25
15
3
40
U
Neutron Beam III
3
20
0
35
0
2
36
29
12
39
0
0
Yes
Yes
0
0
Yes
0
65
30
15
2
40
U
Nuclear Ram
1
30
0
12
30
1
44
28
3
44
0
0
Yes
Yes
0
0
Yes
0
80
20
10
8
85
5
Nuclear Ram II
2
50
0
20
45
2
36
32
3
67
0
0
Yes
Yes
0
0
Yes
0
90
30
10
8
90
5
Nuclear Ram III
3
70
0
30
62
3
30
34
3
90
0
0
Yes
Yes
0
0
Yes
0
100
40
15
8
95
6
Cannon
Cannon
Beam
Cannon
Cannon
Beam
Missile
Nuclear
Nuclear
Radiation
Radiation
Nuclear
Radiation
Nuclear
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Malkari Manual
172
Golden Order of Reason Weapon Module Table
Name
TL
Cost
RP
Me
Si
Ex
Re
O
Ma
PU
BP
Defense against Attack Type
So
Ex
Cs
Ch
He
Ra
Di
Nu
Weapon
Type
Attack
Type
AS
MR
EF
RoR
CtH
#oS
Missile
Radiation
100
20
10
8
80
5
Rad Missile
1
25
0
20
25
1
40
28
3
44
0
0
Yes
Yes
0
0
Yes
0
Rad-2 Missile
2
40
0
30
35
2
32
31
3
67
0
0
Yes
Yes
0
0
Yes
0
100
30
10
8
85
10
Rad-3 Missile
3
55
0
50
40
3
26
31
3
90
0
0
Yes
Yes
0
0
Yes
0
100
40
15
8
90
15
Exterminator
4
50
0
20
56
3
78
27
40
55
0
0
Yes
Yes
0
0
Yes
0
80
40
20
4
50
100
Exterminator II
5
56
0
30
70
4
64
30
42
70
0
0
Yes
Yes
0
0
Yes
0
100
40
20
4
50
150
Exterminator III
6
65
0
35
75
4
48
34
45
80
0
0
Yes
Yes
0
0
Yes
0
120
45
25
4
50
225
Stellar Wave Gun
1
20
0
20
45
2
90
35
2
50
0
0
Yes
Yes
0
0
Yes
0
120
40
20
6
35
25
Stellar Cannon
2
28
0
30
50
4
70
40
5
78
0
0
Yes
Yes
0
0
Yes
0
120
50
25
3
40
40
Cannon
Radiation
Key: TL=Tech Level; Me=Metals; Si=Silicates; Ex=Exotics; Re=Reactives; O=Organics; RP=Research Points; Ma=Mass; PU=Power Used; BP=Build Points; So=Solid; Ex=Explosive; Cs=Corrosive;
Ch=Chemical; He=Heat; Ra=Radiation; Di=Discharge; Nu=Nuclear; As=Attack Strength; MR=Maximum Range; ER=Effective Range; RoR=Rate of Reload; CtH=Chance to Hit; #oS=Number of Shots;
U=Unlimited
Malkari Manual
173
Golden Order of Reason Weapon Module Table (continued)
Malkari Manual
174
Index
A
abort 46
academic caste 37
accepting offers 92
active defense factor 145
adding ships to a fleet 72
additional constructors 68
all button 62
armed
scout 87
space station 87
assault 87
asteroid
center mode 14, 50
collisions 33
economic grades 111
find 47
list 55
list button 54
terrain vehicles 78
asteroids 78
by chapter button 48
by guild button 48
by unit presence button 48
capturing 17
control of 35
number of 33
scanned 35
showing 35
attack
strength 145
attack types 89
ATV 78
automanaging 82
bay 89
combat 78, 79
construction 81
landing 18, 83
limit 44
mining 79
power 79
recovering 17, 84
scientific 79, 81
ATV facility 81
audio settings 46
auto upgrade 64
automanage 53
automanaging ATV movement 82
autoplay 11
autosave 46
available modules 62
B
background 46
battle plan 47, 48, 50, 72
parameters 73
battle plan buttons 74
battleship 87
Malkari Manual
bay, ATV 89
beam weapons 89
begin again button 48
biggest is best 32
blockading 92
Blue Talon Corps 95
breakthrough 90
build points 145
button
all 62
asteroid list 54
asteroids by chapter 48
asteroids by guild 48
asteroids by unit presence 48
automanage 53
begin again 48
chat log 54
combat log 54
computer 62
construction 62
create new design 65
damage control 62
defense 62
design view toggle 65
ECM 62
economic grade 48
end turn 45, 65
frame back 48
frame forward 48
future view 48
game data 54
game help 54
game options 45
game settings 54
game statistics 54
grid 51
information mode 45, 65
in-game settings 45
loyal asteroids 48
loyal ships 51
loyal zones 52
mining potential 52
my asteroids 48
my ships 51
my zones 52
pause 48
176
player notes 54
power 48, 62
power potential 52
propulation 62
rebel asteriods 48
rebel ships 51
rebel zones 52
research progress 54
save design 65
scout 62
ship list 54
ships by chapter 51
ships by guild 51
size 48
stacking limits 52
tracking 62
trade screen 54
transport 62
unscanned asteroids 48
unscanned ships 51
voting screen 54
weapon 62
buttons
battle plan 74
filter 48, 51, 52, 62
C
camera mode
asteroid center 14, 50
free-motion 13, 14, 48, 50
linear 13, 14, 48, 50
locked 50
solar center 13, 48
cannon weapons 89
capacities 64
capture the flags 32
capturing an asteroid 17
chance to hit 145
chapter 38, 57
name 38
traits 36, 38
chapters per guild 33
chat log 59
chat log button 54
chat screen 59
Index
clicking 47, 49, 52
coefficient
kinetic 80
radiation 80
spin 80
thermo 80
combat 65
ATV 78, 79
log 60
log button 54
mechanics 76
space 72
computer button 62
computers 88
construct
ATVs 50, 81
ships 16
construction 50, 70
button 62
capacity 15
module 88
orders 68
construction cost
reducing 58
construction value 145
constructor 87
additional 68
continue 46
cost 145
create new design button 65
creating facilities 18
credits 143
Crimson Dawn 96
cross research 90
cruiser 87
current output 44
D
damage
allocation 77
control button 62
control modules 88
effects 76
reduction factor 145
data field 15, 42, 63
decommission 50
defense
button 62
shield 76
value 145
delete orders 48, 50
design
amend 86
chamber 62
new 86
saving 87
ship 85
slots 86
templates 87
view toggle button 65
design class 15
design class list 63
designer notes 109
destroyer 87
Diamond Cooperative 96
difficulty levels, preset 39
DirectX 12
display 48, 49
distant attack 79, 112
distress call 47, 50
double-clicking 47, 49, 52
E
ECM 145
button 62
modules 88
economic
class 43
grade 34
grades 111
economic grade button 48
effective range 145
efficiency 74
Emerald Combine 97
emergency escape 74
end game 108
end turn button 45, 65
engineering 37
exotics 111
177
Malkari Manual
F
facility
ATV 81
creation 18
mining 80
power 80
storage 80
filter buttons 48, 51, 52, 62
filtering messages 45
find asteroid 47
firing 73
firing, ranged 79
fixed position 82, 112
fleets 71
fog of war 33, 35, 38
fogging 46
formation move 71
forming a fleet 71
frame animation 46
frame back button 48
frame forward button 48
free-motion mode 13, 14, 48, 50
function buttons 45
future view button 48
G
game
configuration 32
data 61
data button 54
help button 54
parameters 32
screen 41
settings 60
settings button 54
statistics 57
game options
button 45
menu 46
game statistics button 54
general purpose 87
generation rate 145
getting started 11
178
go to
orbit 47
orbital view 53
solar view 50, 52
terrain view 47, 50, 51
Golden Order of Reason 98
goto slots 18, 42
graphic mode 64
grid button 51
ground forces 34
guardian caste 36
guild
info 38
information 57
picking 38
H
high scores 46
hints and tips 107
history 7, 99
hitting a target 76
home asteroid 14
hosting Malkari 29
hull 15
integrity 77
research 58
hulls 87
I
iLZ 12
imperator
candidature 93
votes 57
wins 33
improving zones 81
industry 37
information mode 54
button 45, 65
in-game settings
button 45
menu 46
installing 11
interface 41
Index
interregnum 33
interregnum, effects of 93
intro 31
IP address 24
K
keyboard
reference 59
shortcuts 66
kinetic coefficient 80
L
landing ATVs 18, 50, 83
last man standing 32
life support 77
linear mode 13, 14, 48, 50
list
asteroid 55
ship 55
template 55
loading a game 23, 46
local pool 56
locked mode 50
log
chat 59
combat 60
loyal
interregnum effects 33, 93
loyal asteroids button 48
loyal ships button 51
loyal zones button 52
M
main screen 21
making offers 91
mass 64, 145
maximum range 145
mechanics, combat 76
menu
game options 46
in-game settings 46
messages
filtering 45
metal 111
middle game 108
minerals 90
mining
ATV 79
facility 80
potential button 52
value 44
missile weapons 89
modem, preparation 25
module
compute 88
construction 88
damage control 88
ECM 88
power 88
propulsion 88
research 58
scout 88
shields 88
tracking 89
transport 89
types 88
upgrading 87
weapon 89
move two 112
movement 69
terrain 82
moving ships 69
multiplayer 24
multiple orders 71
music 46
my asteroids button 48
my ships button 51
my zones button 52
N
navigation 36
new game 22
notification field 45
number of asteroids 33
number of shots 145
179
Malkari Manual
O
Q
offered trades screen 56
opening game strategies 107
orbit 34, 42
orbital thrust 145
orbital view 49
orders
deleting 50
multiple 71
task 70
organics 90
quit 46
quitting 31
P
parameters
battle plan 73
pause button 48
personal information 58
picking a guild 38
play 38
player notes 60
button 54
playing
a scenario 23
by e-mail 29
online 27
position, fixed 82
power 15, 65, 90
allocation 74
ATV 79, 80
button 48, 62
coefficient 43
facility 80
modules 88
potential button 52
storage capacity 145
used 145
preferences 31
preparation
modem 25
preset difficulty levels 39
propulsion button 62
propulsion modules 88
180
R
radiation coefficient 80
ranged firing 79, 112
rate of reload 145
reactives 111
rebel
asteroids button 48
interregnum effects 33, 93
ships button 51
zones button 52
rebuild target 68
recharging 50
ships 80
recover
ATVs 17, 50, 84
science bonus 58
reload, rate of 145
removing ships to a fleet 72
rendezvous 48, 50
renegade
effects 93
status 93
votes 57
repair 70
self 50
target 68
research 89
allocation 58
points 145
progress button 54
settings 58
summary 58
resources 34
tranferring 19
using 68
restart 46
reviews 74
right-clicking 47, 49, 52
Index
S
save 46
save design 87
button 65
scan 50, 70
scanning speed 145
science bonus 58
scientific ATV 79, 81
scout 87
button 62
modules 88
scrapping a ship 68
screen
chat 59
game 41
main 21
offered trades 56
shipments 56
trade 56
voting 57
self-destruct 50
sell
ship 50, 92
vote 47, 50, 52, 92
set back 90
settings
audio 46
game 60
visual 46
shield
defense 76
modules 88
value 145
ship
build costs 65
class 64
construction 16, 67
design 85
facing 46
list 55
list button 54
scrapping 68
templates 87
type 64
shipments screen 56
ships 67
by chapter button 51
by guild button 51
moving 69
recharging 80
scanned 35
selling 92
show in solar space 35
shots
number of 145
silicates 111
single player 22
size 42
size button 48
slots
adding 87
design 86
removing 87
solar
center mode 13, 48
function buttons 48
thrust 145
view 13, 47, 52
sound effects 46
space combat 72
speech 46
speed 15, 64
spin coefficient 80
stacking limits 82
button 52
starting
asteroids 34
values 33, 34, 38
station 87
storage capacity 145
storage facility 80
surveying 78
system requirements 11
T
target
hitting 76
rebuild 68
repair 68
task orders 70
181
Malkari Manual
tech level 145
template list 55
templates 87
terrain
movement 82
view 15, 52
text mode 64
thermo coefficient 80
tracking
button 62
module 89
value 145
trade 91
screen 56
screen button 54
transfer
rate 145
transfer power 47, 70
transferring power 50
transferring resources 19
transport 87
button 62
modules 89
turn limit 33
tutorial 13, 30
U
unscanned asteroids button 48
unscanned ships button 51
upgrading modules 87
usage rate 58
using resources 68
V
victory conditions 32
view
orbital 49
solar 13, 47
terrain 15
views 42
visual settings 46
182
vote
owner 42
sell 47, 50, 52
votes
selling 92
voting 93
voting screen 57
button 54
W
walkthrough 13
warrior caste 36
weapon
button 62
modules 89
weapons
beam 89
cannon 89
missile 89
X
xferring power 50
Z
zone, improvement 81
zones 44
zoom 13, 14, 48, 50
to target 46