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INTERPLAY ENTERTAINMENT CORP.
• 16815 Von Karman Avenue • Irvine • CA • 92606 • (949) 553-6655 •
STAR TREK ® New Worlds ™ Software © 2000 Interplay Entertainment Corp. All Rights Reserved. ™, ® & © 2000
Paramount Pictures. All Rights Reserved. Star Trek, New Worlds and related marks are trademarks of Paramount
Pictures. All Rights Reserved. Interplay, the Interplay logo, "By Gamers. For Gamers.", 14° East and the 14° East
Logo are trademarks of Interplay Entertainment Corp. All Rights Reserved. Exclusively licensed and distributed by
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TABLE OF CONTENTS
INSTALLATION AND QUICK START GUIDE 8
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
REFERENCE MANUAL . . . . . . . . . . . . . . . .9
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Game Background . . . . . . . . . . . . . . . . . . . . . . . . . .10
Playable Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
The United Federation of Planets . . . . . . . . . . . . . . . . .12
The Klingon Empire . . . . . . . . . . . . . . . . . . . . . . . . .12
The Romulan Star Empire . . . . . . . . . . . . . . . . . . . . .13
PLAYING THE GAME . . . . . . . . . . . . . . . . . .13
Main Menu Options . . . . . . . . . . . . . . . . . . . . . . . . .13
Mission Briefings . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Mission Debriefings . . . . . . . . . . . . . . . . . . . . . . . . .14
THE GAME INTERFACE . . . . . . . . . . . . . . .14
Control Window . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Tricorder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Communications Window . . . . . . . . . . . . . . . . . . . . . .16
Camera Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
CAMERA CONTROLS . . . . . . . . . . . . . . . . .17
Isometric Camera . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Full 3D Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Hot Keys and Shortcuts . . . . . . . . . . . . . . . . . . . . . . .19
USING THE PLAYBOOK . . . . . . . . . . . . . . . .20
Playbook Commands . . . . . . . . . . . . . . . . . . . . . . . .20
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GAME SYSTEMS . . . . . . . . . . . . . . . . . . . .22
Internet TCP/IP Frequently Asked Questions . . . . . . . .35
How to Build the Colony . . . . . . . . . . . . . . . . . . . . . .22
Modem-to-Modem Frequently Asked Questions . . . . . .36
Removing a Colony Structure . . . . . . . . . . . . . . . . . . .22
COLONY AND VEHICLE INFORMATION . . . .38
Manufacturing Vehicles . . . . . . . . . . . . . . . . . . . . . . .23
Federation Colony Structures . . . . . . . . . . . . . . . . . . .38
Using the Construction Queue . . . . . . . . . . . . . . . . . .23
Construction Yard . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Controlling a Single Vehicle . . . . . . . . . . . . . . . . . . . .23
Vehicle Yard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
VEHICLE GROUPS . . . . . . . . . . . . . . . . . . .24
Resource Processor . . . . . . . . . . . . . . . . . . . . . . . . .41
Creating a Group . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Thermo-Concrete Plant . . . . . . . . . . . . . . . . . . . . . . .42
Selecting a Group . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Transparent Aluminum Plant . . . . . . . . . . . . . . . . . . . .42
APC’s and Capturing . . . . . . . . . . . . . . . . . . . . . . . .24
Nitrium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Scanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Duranium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Power Needs and Management . . . . . . . . . . . . . . . . . .26
Mining Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Power Generators . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Advanced Mining Station . . . . . . . . . . . . . . . . . . . . . .44
Power Consumers . . . . . . . . . . . . . . . . . . . . . . . . . .27
Power Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
MATERIAL RESOURCES . . . . . . . . . . . . . .27
Advanced Power Generator . . . . . . . . . . . . . . . . . . . .46
Colony Supplies . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Storage Facility . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Raw Minerals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Science Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Processed Materials . . . . . . . . . . . . . . . . . . . . . . . . .29
Sensor Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Staff and Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Away Team Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Personnel Information . . . . . . . . . . . . . . . . . . . . . . . .30
Shield Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Senior Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Phaser Coil Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Training Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Tracking Systems . . . . . . . . . . . . . . . . . . . . . . . . . . .49
MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . .31
Energy Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Multiplayer Requirements . . . . . . . . . . . . . . . . . . . . . .32
Sickbay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Multiplayer Games . . . . . . . . . . . . . . . . . . . . . . . . . .33
Transporter Pad . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Starting a Multiplayer Game . . . . . . . . . . . . . . . . . . . .33
Accommodation Block . . . . . . . . . . . . . . . . . . . . . . . .53
Security Center . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
FREQUENTLY ASKED QUESTIONS . . . . . .34
LAN/Network Frequently Asked Questions . . . . . . . . . .34
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Phaser Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Photon Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
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Shield Generator . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Storage Facility . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Hydroponics Farm . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Science Station . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
FEDERATION COLONY VEHICLES . . . . . . .59
Sensor Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Work Bee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Trooper Center . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Construction Bee . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Shield Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Cargo Bee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Disruptor Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Colony Shuttle . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Tracking Systems . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Special Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Science Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Sickbay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Armed Personnel Carrier . . . . . . . . . . . . . . . . . . . . . .63
Transporter Pad . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Phaser Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Colonial House . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
Photon Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Arsenal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Advanced Photon Artillery . . . . . . . . . . . . . . . . . . . . .66
Disruptor Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Mobile Shield Generator . . . . . . . . . . . . . . . . . . . . . .67
Photon Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
KLINGON COLONY STRUCTURES . . . . . . .68
Shield Generator . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Colony Hub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Livestock Farm . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Construction Yard . . . . . . . . . . . . . . . . . . . . . . . . . . .69
KLINGON COLONY VEHICLES . . . . . . . . . . .89
Vehicle Yard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Work Bee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Resource Processor . . . . . . . . . . . . . . . . . . . . . . . . .71
Construction Bee . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Dilithium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Cargo Bee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Poly-Composites Plant . . . . . . . . . . . . . . . . . . . . . . .71
Colony Structure . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Thermo-Concrete Plant . . . . . . . . . . . . . . . . . . . . . . .72
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Transparent Aluminum Plant . . . . . . . . . . . . . . . . . . . .72
Science Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Nitrium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Armed Personnel Carrier . . . . . . . . . . . . . . . . . . . . . .94
Duranium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Disruptor Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Mining Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Photon Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Advanced Mining Station . . . . . . . . . . . . . . . . . . . . . .74
Cloaked Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Power Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Disruptor Battery . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Advanced Power Generator . . . . . . . . . . . . . . . . . . . .76
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ROMULAN COLONY STRUCTURES . . . . . .99
Shield Generator . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Colony Hub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Biology Facility . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Construction Yard . . . . . . . . . . . . . . . . . . . . . . . . . . .100
ROMULAN COLONY VEHICLES . . . . . . . . . .120
Vehicle Yard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Work Bee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Resource Processor . . . . . . . . . . . . . . . . . . . . . . . . .102
Construction Bee . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Dilithium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Cargo Bee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Poly-Composites Plant . . . . . . . . . . . . . . . . . . . . . . .103
Colony Shuttle . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Thermo-Concrete Plant . . . . . . . . . . . . . . . . . . . . . . .103
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Transparent Aluminum Plant . . . . . . . . . . . . . . . . . . . .103
Science Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Nitrium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Armed Personnel Carrier . . . . . . . . . . . . . . . . . . . . . .124
Duranium Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Battle Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Mining Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Photon Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Advanced Mining Station . . . . . . . . . . . . . . . . . . . . . .105
Cloaking Assault Vehicle . . . . . . . . . . . . . . . . . . . . . .127
Power Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Cloaking Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
Advanced Power Generator . . . . . . . . . . . . . . . . . . . .107
TROUBLESHOOTING . . . . . . . . . . . . . . . . .129
Storage Facility . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Camera Problems . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Science Station . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Game Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Disruptor Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . .132
Shield Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Defense Net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
TECHNICAL SUPPORT . . . . . . . . . . . . . . . .134
Security Net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
LIMITED WARRANTY . . . . . . . . . . . . . . . . .135
Energy Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
INTERPLAY WEBSITE . . . . . . . . . . . . . . . . .136
Utility Hospital . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Transporter Pad . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Residency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Security Bureau . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Disruptor Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Photon Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
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INSTALLATION & QUICKSTART GUIDE
Welcome to Star Trek®: New Worlds™. This manual section
provides installation and quick–start instructions for the game. For
more information on how to play the game and details about the
game background, please refer to the Reference Manual section.
For multiplayer instructions, please refer to the Multiplayer Game
section found in the Reference Manual.
Once you have played through and completed the Tutorial
missions, you will need to select a race to play as in the main
game. Choose from Federation, Romulan or Klingon in the
Alignment section of this menu (see the section: ‘Playable Races’
in the Reference Manual for more information) and then select the
mission name that appears in the menu to the right.
Finally, click the PLAY button to begin.
INSTALLATION
For more information about the playable races in this game, please
refer to pages 6 & 7.
Start Windows 95 or 98 and insert the Star Trek: New Worlds
CD–ROM into your CD–ROM drive.
REFERENCE MANUAL
If you have Autostart enabled, follow the on–screen instructions
when the setup program begins.
If you do not have Autostart enabled, double–click on your "My
Computer" icon. Locate and double–click on your CD–ROM
drive. Double–click the SETUP.EXE file.
FOREWORD
Thank you for purchasing Star Trek®: New Worlds™, developed
by 14° East, a division of Interplay Productions.
You are about to experience a new side to the Star Trek universe,
a side only rarely before seen and hinted at.
After the game has installed, you can then run it by clicking on the
Windows START button by going to the Programs menu and
selecting Interplay->Star Trek: New Worlds ->Star Trek:
New Worlds.
Prepare for a new style of Real Time Strategy.
If you are having problems running the game, or require assistance
with any technical problems that you encounter, please refer to the
Technical Help section in the Reference Manual.
Witness colony life at the most fundamental level.
GETTING STARTED
To start the game, select Star Trek: New Worlds from Interplay>Star Trek: New Worlds on the Windows Start Programs menu.
A short introductory sequence will play, introducing you to the
game story, before taking you to the Main Menu (to skip the
sequence press ‘Esc’ at any time).
We strongly recommend that you start by playing the Tutorial
missions found in the Single Player Campaign menu, as these
will teach you some of the basic functions and controls for the
game as well as helping you to learn and recognize many of the
in-game menus. For a more in-depth explanation of game
functions, controls and menus please refer to the Reference
section.
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STAR TREK® NEW WORLDS™
Prepare to live in the worlds that you fight for.
View the action from any camera angle you wish.
Lead the charge through environments and new worlds against
common enemies and uncommon foes…
INTRODUCTION
Star Trek: New Worlds presents the Star Trek universe as never
seen before. Set in the year 2292, the game follows the
challenges and adventures of a small group of colonial officers
exploring a system of alien worlds, new to our region of space.
You must choose to play as one of three races - the Federation,
the Klingons or the Romulans - and complete a series of
missions (14 per race) playing out a story-arc of dramatic action
and high adventure.
Each mission contains a set number of goals, or primary mission
objectives, and each of these must be completed successfully
before you can move on to the next mission. As well as these
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however, there will also be secondary mission objectives and
optional tasks for you to complete, that is, if you feel up to
the challenge.
Playing as each of the three different races will allow you to
experience a different aspect the games story.
For example, by playing as the Federation, you will visit many
worlds that the Klingon and Romulan players will never see.
There are also many missions where you will all converge on the
same planet, with explosive results. Certain aspects of the story
will also be revealed in different ways and different times
throughout the course of the game depending on which race you
choose, and there will even be unique story moments only viewed
by that race.
This manual is designed to fully instruct you on the use of the
game's interface, the colonies you will build, as well as the
vehicles, races, technology and weapons at your command.
There are two main sections to this manual: a comprehensive
reference guide that provides information on the various game
systems and controls, and the Colony Information section. This
provides detailed information for the colony structures and units
for all three playable races.
This manual uses the Federation screens and menus to list
features and instructs you on how to play the game. Klingon and
Romulan screens, although graphically different, are identical in
functionality.
We highly suggest that you should play the Tutorial missions if
this is your first time playing.
GAME BACKGROUND
CAPTAIN’S LOG, STARDATE 8987.4:
USS EXPLORER - NCC 1966
UNITED FEDERATION OF PLANETS
We have arrived in the Neutral Zone to find it littered with new
systems since the ill-fated Romulan experiment went so horribly
wrong. The spatial anomaly they caused brought with it so many
new worlds, and so much potential wealth, that some kind of
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STAR TREK® NEW WORLDS™
conflict now seems inevitable. The Romulans are here in force,
claiming ownership because they caused this. The Klingons are just
determined not to miss out on the potential riches and honor they
could gain. As for the Federation, we’re trying to do the
impossible - to keep the peace, and to see who, or what,
really inhabits these new worlds, and whether they are still
in residence...
Taking place shortly after the events seen in Star Trek V: The
Final Frontier, the game starts in an area of the Neutral Zone - a
buffer zone of space between the three great powers of this time;
the Klingon Empire, the United Federation of Planets and the
Romulan Star Empire. In this stellar ‘No Man’s Land’ a Romulan
vessel - the Melak - is secretly conducting tests on an
experimental weapon called ‘Project Shiva’.
When exploded, this device creates an unpredicted rupture in the
surface of sub-space. In the wake of this disaster the Melak and
all of its crew are lost, caught in the gravity well of a planet that
has seemingly appeared from nowhere.
Intercepting the last transmission from the Melak, Starfleet
reroutes its nearest starship to the incident, the USS Explorer.
Claiming to be on a rescue mission, the Explorer crosses the
border into the Neutral Zone and reports back with the news that
entire new systems of worlds have appeared in the previously
empty sector. After a fleeting survey, these new worlds are
revealed to contain huge amounts of Dilithium and other valued
natural resources.
After a brief period of internal discussion all three races enter the
anomaly systems – designated as the ‘Tabula Rasa’ - and begin
initial colonization and mining operations. This ‘gold-rush fever’
causes the odd territorial dispute - mainly from the Klingons, but
these are relatively small and controlled incidents. But with such
old foes claiming nearby systems, conflict seems inevitable…
PLAYABLE RACES
Star Trek: New Worlds offers three different races to play as.
Each race’s goals and objectives vary to comply with their actual
interests in the Star Trek Universe.
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THE UNITED FEDERATION OF
PLANETS
An alliance of approximately 150 planetary governments and
colonies, united together for mutual exploratory, scientific, cultural
and defensive endeavors. Founded in the year 2161, the Federation
includes a diverse collection of races, including Terrans (humans)
and Vulcans.
The Colonial Operations division of Starfleet, the military arm of
the Federation, allows the construction of outposts and colonies
on new worlds, as well as setting up defensive structures on
existing ones. Outfitted with a wide array of technologies,
Federation colonial systems are still primarily geared towards
scientific and exploration, with many structures and units offering
passive defense.
With the appearance of the Tabula Rasa and its wealth of mineral
rich worlds, the Federation quickly realizes that a possible
upheaval in the balance of power is imminent. Dispatching longrange probes into the outer systems, they soon detect a
transmission, a cry from help from a small ice moon...
THE KLINGON EMPIRE
Forged 1.500 years ago by the Klingon people's greatest warrior;
Kahless the Unforgettable, the Klingon Empire is comprised of
many great and noble houses, whose lineage stretches back to the
time of Kahless. Often viewed as a savage and barbarian race, the
Klingon people are in fact a deeply mythical and honorable, one,
although their desire for glorious battle is well founded.
As part of the Klingon Defense Force, the Planetary Regiments
are equipped with a wide number of lethal arms, used to hold
worlds in the name of the Klingon Empire, as well as seizing new
ones. As a result, Klingon colony systems are based on an
offensive structure, with many units enabling direct assaults on
other colonies.
However, with its vast Imperial Navy and Defense Force
consuming massive amounts of the global economy, the Empire is
running desperately short on natural resources. The few sites still
left to them - such as their primary mining operations on Praxis -
are woefully short on supplies. The appearance of the worlds of
the Tabula Rasa seem a gift straight from the hands of Kahless...
THE ROMULAN STAR EMPIRE
An enigmatic offshoot of the Vulcan race, now residing on the
planets Romulan and Remus. The ancient Romulans left Vulcan a
millennium ago, in a time of great rebellion against logic and
pacifism. As a people, they are a study in dramatic contrast,
capable of tenderness and extreme violence. They are also
characterized with great curiosity, and a level of self-confidence
that borders on arrogance.
Romulan mentality extends to all corners of their empire, including
the Colonial Battalions of the Senate. While not as strictly pacifist
as the Federation, and not as deliberately offensive as the
Klingons, the Romulan ground forces place surveillance and study
over direct assault. As a result, many colonial systems are based
on infiltration and espionage, with cloaking systems playing an
integral role in most planet-based affairs.
Having just left a brief alliance with the Klingon Empire, during
which many technologies were traded, the Romulan people are
preparing to reaffirm their position of superiority in the galaxy.
Since they are responsible for the sub-space rupture that brought
forth the Tabula Rasa, they assume sovereign right to the mineralrich systems it contains, dispatching large numbers of study teams
to determine the tactical advantage of the worlds...
PLAYING THE GAME
MAIN MENU OPTIONS
After the games opening movie has completed (press the ‘ESC’
button to skip this movie) the Main Menu will be displayed with
the following options.
SINGLE PLAYER CAMPAIGN – allows you to configure and start a
single-player campaign game.
MULTIPLAYER LAUNCH – takes you to the setup screen for
Multiplayer games.
OPTIONS – allows you to change in-game effects.
INTRODUCTORY MOVIE – replays the opening movie.
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ABOUT – displays information about the people involved in the
development of the game.
EXIT – exits the game and returns you to the Windows desktop.
MISSION BRIEFINGS
Your Commanding Officer will brief you prior to starting each
mission. The briefs will include an explanation of you objectives
and concerns to your race. Text boxes will be displayed along with
verbal explanations to insure your understanding. Orbiting
starships will provide you with 3D samples of terrain, allies and
opposition. You can skip the current section of the brief by clicking
the NEXT button located on the lower right side.
You can bypass the entire brief by clicking the MISSION button
also located on the lower right side.
MISSION DEBRIEFINGS
After completing a mission successfully or unsuccessfully you will
be taken to the debriefing screen. Here you will be informed of the
mission status, along with the list of objectives that will be marked
as either complete or incomplete. If you failed your mission, you
will restart the level after exiting this screen.
THE GAME INTERFACE
CONTROL WINDOW
The Control Window will present different menus depending on
what structures you select in your colony. Selecting vehicles and
structures in the game window (or the Tricorder) will display
information about that selection in the control window. Additional
menus and options will become available at the lower section of
the Control Window. These various options are as follows:
INFO - provides information about colony power, personnel and
resources.
BUILD - opens the construction menus for either structures
or vehicles.
STAFF - displays your senior staff members, and allows access
to train them.
RAZE- demolishes redundant colony structures and regains partial
costs.
RSRCH - allows you to research discoveries in the game.
The Control Window also allows you to access other game
functions, as listed below:
Upgrading Colony Structures - If a building can be upgraded,
the ‘next page’ arrow button will become lit when that structure is
selected. Click arrow button and the Colony Window will change
to the Upgrades screen. Click on any available options shown
here to start the upgrade.
The Control Window is found at the top-right side of the game
screen. This window will supply you with access to most of your
command menus, as well as providing you with basic colony
information. Once you become familiar with the controls you can
increase your in-game visibility using two methods. The first is to
hide the Control Window and Tricorder by double left clicking on
the New Worlds header on the top of the window. The second
method is to single left-click on the toggle button in the top-right
corner of the windows to partially fade the display. The window
will be fully visible when the mouse pointer is held over it, but will
fade out when taken away. This can provide you with a full-screen
display, while still providing all of the game information necessary
for playing. Click on the toggle buttons again to restore the
windows to normal.
Construction Queue – To view the structures and units waiting
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construction, select the Colony Hub and click on the INFO button,
then use the ‘next page’ arrow button to scroll through the list.
Click on an entry to remove it from the list.
This list can also be reached by using keyboard shortcut ‘C’.
Colony Shortcuts and Groups – The upper section of the
Control Window displays two columns, Colony Shortcuts and
Groups. Use the first column to ‘jump’ to that colony system and
the second column to take control of pre-assigned groups.
TRICORDER
The Tricorder window is located on the bottom right of the game
screen. Its purpose is to give you tactical and geological
information in addition to an isometric map of the planet. Planetary
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coordinates are displayed by holding the game pointer over the
map, either in normal or full-screen mode.
players by pressing the ENTER key. After you have typed your
message, choose one of the following methods to display it:
Similar to the Control Window, the Tricorder contains additional
game options in the lower half.
ENTER - sends your message to everyone playing.
COMMS - pressing this will open the Communications Window
CTRL+F - sends your message to the Federation player.
(if closed).
CTRL+K - sends your message to the Klingon player.
ALLY –allows you to change your alert status towards alien units…
CTRL+R - sends your message to the Romulan player.
GREEN – when set to this state, your units will be neutral,
CAMERA VIEWS
unable to attack or scan any non-player units or structures.
There are three camera views available in Star Trek: New Worlds.
YELLOW – changing to Yellow Alert will allow you to both
scan and attack non-player units and structures. If you are
attacked while at Yellow, you will automatically change to
Red Alert.
Note: The default game camera is set to F3: Close Up
Isometric - use the keys listed below to change to the view
of your choice.
RED – once at Red Alert, your units will engage enemy
units and structures on their own initiative, without waiting
to be fired upon first.
Full 3D – press the F1 key to access this camera view.
Isometric – press the F2 key to access this camera view.
Close Up Isometric – press the F3 key to access this
ZOOM – use this button to cycle the Tricorder through its three
camera view.
magnification settings.
CAMERA CONTROLS
The Tricorder window can also be set to a full-screen mode,
swapping places with the main game screen. Use the toggle
button in the top-left corner of the window to change the display,
or use the ‘TAB’ key.
(Press the F2 key to access this camera, or the F3 key for a
zoomed-in version)
Set this window to fade by clicking the toggle button in the topright corner.
game pointer.
COMMUNICATIONS WINDOW
RIGHT MOUSE BUTTON – cancel the current selection(s).
Orders and information are sent via the Communications Window,
which will automatically appear to show an incoming message.
Close the window by clicking the X button in the lower-right
corner, or set it to fade by clicking the toggle button in the topright corner.
DOUBLE-LEFT CLICK (WITH UNIT(s) SELECTED – this opens the
Playbook Options Window, providing the player with a various
command options.
You can access archived messages by using the arrow buttons to
scroll through previously displayed messages. Messages can be
permanently removed by clicking the DELETE button.
During multiplayer games, you can send messages to other
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ISOMETRIC CAMERA
LEFT MOUSE BUTTON - select the unit or structure under the
POINTER TO TOP OF SCREEN (or) UP ARROW KEY – scrolls the
game screen up.
POINTER TO BOTTOM OF SCREEN (or) DOWN ARROW KEY –
scrolls the game screen down.
POINTER TO LEFT OF SCREEN (or) LEFT ARROW KEY – scrolls
the game screen left.
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POINTER TO THE RIGHT OF THE SCREEN (or) RIGHT ARROW
KEY – scrolls the game screen right.
CTRL+LEFT MOUSE BUTTON – zoom camera in on the pointer.
DOUBLE-LEFT CLICK (with unit(s) selected) – this opens the
Playbook Options Window, providing the player with a various
command options.
CTRL+RIGHT MOUSE BUTTON – zoom camera out.
UP ARROW KEY – moves the camera forward.
NUMPAD 4 – rotates the camera view anti-clockwise.
DOWN ARROW KEY – moves the camera backwards.
NUMPAD 6 – rotates the camera view clockwise.
LEFT ARROW KEY – ‘strafes’ the camera to the left.
NUMPAD 8 - zoom camera in on the pointer.
RIGHT ARROW KEY – ‘strafes’ the camera to the right.
NUMPAD 2 - zoom camera out.
NUMPAD 4 (or) POINTER TO LEFT OF SCREEN – rotates the
FULL 3D CAMERA
camera view anti-clockwise.
(Press the F1 key to access this camera view)
NUMPAD 6 (or) POINTER TO RIGHT OF SCREEN – rotates the
camera view clockwise.
The Full 3D camera functions in two modes…
NUMPAD 5 – reverses the camera view.
Associated Camera – After double-left clicking on a colony unit
NUMPAD 8 - zoom camera in on the pointer.
or structure, the camera view will ‘associate’ itself to this
selection. When associated, the camera will remain fixed, able only
to pan around the selection or zoom in and out. A camera
associated to a mobile unit will move with it as it travels through
the game world.
Free Camera – The camera is in this state when not associated
with any colony units or structures. When free, the player can
move the camera around the game environment as they wish. To
free a camera from any associated selection, just press the right
mouse button.
LEFT MOUSE BUTTON - select the unit or structure under the
game pointer.
RIGHT MOUSE BUTTON – cancel the current selection(s), deselect
NUMPAD 2 - zoom camera out.
NUMPAD 7 (or) POINTER TO TOP OF SCREEN – raises the
camera elevation.
NUMPAD 1 (OR) POINTER TO BOTTOM OF SCREEN – lowers
camera elevation.
NUMPAD 9 (or) PAGE UP – angles the camera pitch down.
NUMPAD 3 (or) PAGE DOWN – angles the camera pitch up.
HOT KEYS AND SHORTCUTS
TAB – toggle full-screen Tricorder.
SPACE BAR – jumps the camera to the last reported event, such
as a battle or a mine running empty.
the current associated selection and return the camera to ‘Free’
mode.
HOME – jumps the camera directly to the Colony Hub.
DOUBLE-LEFT CLICK – using this on a player structure or mobile
V – displays the Vehicle Menu (only with a Vehicle Yard present).
unit will associate the camera with that selection.
B – displays the Building Menu.
DOUBLE-RIGHT CLICK – when used on the terrain in the game
C – displays the construction queue.
window, this will ‘jump’ the camera to that position (using this
command on the Tricorder display will move the camera to the
selected location on the map).
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SHIFT+V – cycles through mobile units.
SHIFT+B – cycles through colony structures.
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F1 – set full 3D camera view.
F2 – set Isometric camera view.
F3 – set Close-Up Isometric view.
Q – cycle through camera views.
Z – record camera position / orientation.
X – jump to recorded camera position / orientation.
A – select all player APC units.
T – select all player Tank units.
S – select all player Science Vehicles.
P – select all player Photon Artillery units.
CTL+1 to 5 – designates a group of selected units with that
number.
1 to 5 – selects the unit group designated with that number.
to most of the colony units you will command…
1. ATTACK WHILE MOVING – commands the selected unit(s)
to move to that location and engage any hostiles while
en route.
2. PROTECT FROM LOCATION – commands the selected
unit(s) to move to that location and defend it against
hostile threats.
3. MOVE WITHOUT ATTACKING – commands the selected
unit(s) to move to that location without returning fire against
hostile threats (useful form moving cloaked units).
4. RETURN TO VEHICLE RALLY POINT – commands selected
unit(s) to return to the colony rally point and group there.
ATTACK PLAYBOOK COMMANDS – these options apply to colony
units armed with weapons and allow the player to attack
offensively or defensively…
SHIFT+1 to 5 - selects the unit group designated with that
5. ATTACK – commands the selected unit(s) to move into
range of the hostile target and then open fire.
number and jumps the camera to their position.
6. BOMBARD – commands the selected unit(s) to hold
ESC – allows the player to quit the current game and return to the
main menu.
PAUSE – allows the player to ‘freeze’ a game, pressing pause a
second time allows the game to continue.
USING THE PLAYBOOK
The Playbook is an in-game menu that allows you to instruct
selected units to perform certain commands. Some playbook
commands are generic, while certain commands can only be
accessed by specific units.
To open the Playbook, select a unit (or units) and double-left click
with the mouse on a target or location in the game environment.
The Playbook commands will now open on the screen adjacent to
your game pointer. Select a Playbook command by clicking on it
with your pointer (this will also close the Playbook).
PLAYBOOK COMMANDS
position and engage the hostile target only when it has come
into range (this command is best used with artillery, allowing to
fire over mountain ranges & other obstructions).
7. CAPTURE (APC ONLY) – commands the select unit to
capture the current target by weakening it shields & and then
deploying an away team.
SCAN PLAYBOOK COMMANDS – these options allow the Scout
and Science Vehicle to run different scans on non-player units and
structures…
8. SCIENCE SCAN – instructs the Scout or Science Vehicle
to run a science scan on the target.
9. MEDICAL SCAN - instructs the Scout or Science Vehicle
to run a medical scan on the target.
10. ENGINEERING SCAN - instructs the Scout or Science
Vehicle to run an engineering scan on the target.
GENERIC PLAYBOOK COMMANDS – these options are applicable
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GAME SYSTEMS
HOW TO BUILD THE COLONY
During the early missions of the game, you will take command of
a fledgling colony and it will be your responsibility to build it into a
functioning, independent system (later levels will sometimes allow
you to take command of an already established colony, although
you may have to replaced lost system and improve others).
If there is not one present, you will have to build a
CONSTRUCTION YARD. This system will provide you with the
option to build more colony systems and upgrade.
Select the COLONY HUB and then click on the ‘BUILD’ button that
appears in the lower half of the Command Window (or use the
keyboard shortcut ‘B’).
The CONSTRUCTION YARD icon will now appear, select it and
move the pointer around the colony area. A hologram of the
building will appear over the ground, showing you where it can be
placed. A red hologram shows an invalid area, while a green
indicates a clear site. Move the hologram around the colony area
and click the left mouse button once it turns green.
Once the CONSTRUCTION YARD has been completed, the ‘BUILD’
menu will display more options. Build these in the same manner
as the CONSTRUCTION YARD (to scroll through the available
buildings, use the NEXT PAGE / PREVIOUS PAGE arrow buttons
at the bottom of the Command Window).
Certain buildings, such as the Power Generator, Shield Generator,
and Turrets, do not need to be placed on the tiled colony surfaces
or the flattened grass areas. These can be placed around the
colony perimeter, allowing the player to build a defensive
boundary. Mining Stations need to be placed on scanned mineral
deposits (revealed by scouts and science vehicles), and on
relatively flat ground. All other buildings must be built within the
confines of the colony area.
that has run dry, or just to make space in your colony for new
systems. To remove a building, select it with your pointer and
click on the RAZE button that appears at the bottom of the
Control Window. A window will appear asking you to confirm
your order. Click YES to continue, NO to cancel. Once you
confirm the demolition of your structure the crew (if any) will be
evacuated by a colony shuttle and returned to the Hub. The
structure will then be self-destructed, with a small amount of its
resource cost returning to your colony stores.
MANUFACTURING VEHICLES
To construct a mobile unit, you will first need a VEHICLE YARD
present in the colony. Once completed, or if already present, select
the structure with your pointer and then click on the BUILD button
in the lower half of the Command Window (or use the keyboard
shortcut ‘V’).
This will display the ENGINEERING menu and any available
vehicles (additional units only become available as the colony
expands and upgrades).
Click on the vehicle icon you wish to build and the VEHICLE YARD
will begin manufacturing the unit, which will emerge out of the
Yard. To see the progress of manufacture, select the VEHICLE
YARD and the red bar at the bottom of the screen, next to the
vehicle icon, indicates the time remaining.
Up to ten vehicles can be ordered from the Yard and will be built
in order, unless you have built more than one VEHICLE YARD.
USING THE CONSTRUCTION QUEUE
To view requested vehicles and buildings select the COLONY HUB
and then click on the INFO button at the bottom of the Control
Window. Now use the arrow buttons to scroll through your queue
(or use the keyboard shortcut ‘C’).
If you want to remove a request from the queue, click on its icon
and then confirm your decision.
REMOVING A COLONY STRUCTURE
CONTROLLING A SINGLE VEHICLE
Sooner or later you are going to demolish or ‘raze’ one of your
structures. You might do this to recover resources, destroy a mine
The first step to controlling a vehicle is to select it. Move the
mouse pointer over the vehicle and then left click. A bar of
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flashing race insignias will appear over the vehicle. This indicates
that you have taken control of the vehicle as well as displaying its
overall health (the more insignias present, the stronger the
vehicle). You can also select a vehicle (or vehicles) by dragging a
box over it while holding down the left mouse button. This causes
a stretching gray box to appear, following the pointer. Release the
mouse button when you have covered the unit (or units) within the
box.
Once your vehicle is selected you can move it by left clicking on a
destination within the game environment, the pointer changes to a
green MOVE indicator to show a valid destination. If you are trying
to move to an invalid location, the move indicator will disappear
and you will hear a negative response from your unit.
If you have control over a vehicle and want to attack a hostile
opponent, hold the pointer over the target and it will change to the
red ATTACK indicator. You can now either single left-click with the
mouse to attack the target or double left-click to display the Attack
Playbook Options (see: playbook commands).
You can release a selected vehicle by taking command of another
unit or by pressing the right mouse button.
VEHICLE GROUPS
CREATING A GROUP
Large maps and multiple enemies can complicate any mission. It is
recommended that you pool your vehicles into groups to simplify
operations. You can assign up to 5 groups and can have a vehicle
in more than one group. To create a group, you must select the
vehicles you wish in the group and then press CTRL+1 (to create
additional groups, use CTRL and the number keys 2, 3, 4 & 5).
SELECTING A GROUP
structure, or even recapture on of your own. The vehicle to
complete this task is the APC.
Once you have an APC selected, double left-click on the target
structure you wish to capture. This will display Attack Playbook
window.
Now select the third option; CAPTURE.
The APC will now fire on the target till the shields have been
weakened. At this point the APC will deploy an away team into
the target structure. A successful capture will be reported via the
Communications Window.
SCANNING
There are two different types of scan: ACTIVE and PASSIVE.
Active scanning is performed by selecting a scout or science
vehicle and then double left-clicking on the intended non-colony
target. This opens the Scan Playbook window, providing a choice
between SCIENCE, MEDICAL and ENGINEERING scans.
Some scans can only be performed by staffing a Science Vehicle
with the appropriate Officer, a requirement that will be displayed
via the Communications Window (some officers might also need
to be trained before they can carry out the requested order).
A Scout can run scans from greater distances, but will take longer
to perform and, in the meantime, is far more susceptible to enemy
fire. A Science Vehicle is stronger and can run scans quicker, but
is a far slower vehicle and requires closer contact with the target.
Passive scanning detects units, structures and minerals. Passive
scanning is an automatic function and provides you with a
greater understanding of the world around you. Enemy units
and structures will only become visible once revealed by
passive scanning.
To select a previously created group, press the number keys 1
through 5 (for each group respectively). To select a group and
jump the camera to their position, pres the SHIFT key and the
corresponding number key.
Scanned area is displayed via the Tricorder as a brighter area
of land, and is generated by colony structures, scouts and
science vehicles.
APC’S AND CAPTURING
In various missions you will be ordered to capture an enemy
Whenever sending mobile units away from the colony, it is
advisable to accompany them with a scout so that hostile threats
are unable to take you by surprise.
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POWER NEEDS AND MANAGEMENT
Each structure in the colony requires different amounts of power
to run at optimum efficiency. At the start of most missions the
only source of power available for the colony is generated by a
low-level system in the Colony Hub itself. While this is enough to
run a few structures during the initial stages of colony
development, it will soon become exhausted as the
colony expands.
To view the power levels for a structure select it and then refer to
the power display in the Command Window. To view the overall
colony power levels and consumption, select either a Power
Generator or the Hub itself.
A colony structure can either be a CONSUMER or
GENERATOR – of which there are three versions, Low (the
Colony Hub), Medium (a basic Power Generator) or High (an
Advanced Power Generator).
POWER GENERATORS
Selecting a Power Generator will display the following information
in the Command Window…
GENERATOR - This states if the output of the generator is Low,
Medium or High. Colony Hubs provide low power output, Power
Generators provide Medium output and Advanced Generators
provide High output. A few high power generators can take the
place of many low and medium systems and maintain the colony
power grid.
CONSUMPTION - This displays the total amount of power
currently required by the colony to run at optimum efficiency levels.
Less than 100% shows that all colony systems are being supplied
and maintained. Over 100% will indicate that colony needs are not
being met, with the result of certain colony systems being
deactivated or severely limited (such as the Vehicle Yard, which will
manufacture units far slower).
DEMAND MET - This details the amount of power that is actually
being provided to the colony.
RESERVE - The colony power grid also creates a small reserve of
turret and shields. Reserves are activated once the colony
consumption levels exceed 100%. However, this backup does not
last long and will soon be drained if colony power levels are not
brought back under control.
POWER CONSUMERS
Selecting a colony structure will display the following power
information in the Command Window…
CONSUMER - This informs you that the selected structure is a
Consumer, instead of a Generator, of the colony power grid.
SUPPLY - This details the level of power currently being supplied
to the selected structure.
RESERVE - If the selected structure can access the reserve power
grid, the amount being drained will be shown here.
The efficiency – and productivity - of a structure can become
affected if the power levels to a structure are not maintained.
Some structures, defensive systems such as Phaser Turrets and
Shield Generators, consume large amounts of power and will shut
down or become unreliable if the colony power levels become
strained.
To ease colony power needs, each race is able to build a valuable
structure. Federation colonists can construct a Hydroponics Farm,
the Klingons have the Livestock Farm while the Romulans are able
to build a Biology Facility. Each system requires a minor amount
of power to operate, though this drain is offset by the systems
ability to produce food, removing the need for replicator systems –
a heavy burden on the colony power grid.
MATERIAL RESOURCES
COLONY SUPPLIES
To provide resources for manufacture and construction, as well as
providing a fuel source for the power generators, a colony requires
a large number of materials. These are often provided at the start
of missions, stored in the colony Storage Facility, but these
stockpiles are not infinite and even the most careful of
commanders will have to restock their supplies during missions.
power, to accommodate critical colony systems – such as defense
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To locate the many natural minerals that litter most worlds, a
geological survey will have to be carried out. To do this, either a
Science Vehicle or Scout will need to leave the safety of the
colony and explore the world.
GEOLOGICAL SURVEY – While commanding either a Scout or
Science Vehicle, move the unit around the landscape. The
Tricorder will display any raw minerals that are within your passive
scan range as differently colored fields over the map. Holding the
pointer over the colored fields will display the raw mineral name at
the top of the Tricorder.
MINING & PROCESSING RAW MINERALS - Once you have found a
raw mineral deposit, you will need to start a mining operation.
The first structure you will need to build is the RESOURCE
PROCESSOR, back at the colony site. This structure will process
the raw minerals into more usable materials. Once this has been
built, the MINING STATION will become available in your build
menu. Click on this and then place the hologram over the mineral
field (either in the game world or in the Tricorder) and click the left
mouse button once it changes to green. Mining Stations can only
be built on relatively flat, so you might not be able to reach some
mineral fields displayed on the Tricorder, although Mining Stations
have a wide area of effect (and advanced mines even further). The
mineral field must also be revealed by the scout or science vehicle.
Once built, powered and crewed, the Mining Station will begin
extracting the raw minerals. These are stored in ore crates and
arranged outside the mine by a Work Bee. These are then
collected by a Cargo Bee and transported to the Resource
Processor, where they are then processed and taken to be stored
in the Storage Facility.
NOTE - Any area that contains raw materials is composed of
all resources. The resource color displayed is the majority
material contained in the resource cache. While you begin
mining, the majority will be the mineral indicated on the
Tricorder display.
RAW MINERALS
There are six raw minerals that are available for mining and
processing…
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RAW DILITHIUM – displayed as a GREEN mineral field, this is processed
into the material DILITHIUM.
TALGONITE – displayed as a BLUE mineral field, this is processed
into the material POLYCOMPOSITE.
SILICON – displayed as a YELLOW mineral field, this is processed
into the material THERMOCONCRETE.
KELBONITE – displayed as a CYAN mineral field, this is processed
into the material TRANSPARENT ALUMINUM.
MAGNESITE ORE – displayed as a RED mineral field, this is
processed into the material NITRIUM.
DOLAMIDE – displayed as a PURPLE mineral field, this is
processed into the material DURANIUM.
PROCESSED MATERIALS
Processed materials are required for the manufacture of vehicles
and the construction of colony structures and upgrades…
DILITHIUM – used for powering vehicle, weapon and
colony systems.
POLYCOMPOSITE – used for vehicle chassis and structural
casings.
THERMOCONCRETE – used for structural foundations.
TRANSPARENT ALUMINUM – used for vehicle and colony
systems.
NITRIUM – used in photon shell production.
DURANIUM – used in vehicle and structural casing.
The required materials for building colony systems and vehicles
are displayed under the selection icon in the ‘build’ menu when
you highlight it with the pointer.
To view the currently held resources in the colony, you can either
select the Storage Facility, which will display the material totals in
the Command Window, or you reset Command Window to default
by pressing the right mouse button (the material supplies are
indicated in the upper half of this area).
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STAFF AND CREW
As well as power needs, each structure in the colony also requires
a certain amount of personnel working inside it before it can
become operational. Once constructed, the required work crew is
beamed into the structure.
At the start of each mission, a set number of colonists will have
been assigned to your command and will be pooled in the Colony
Hub.
PERSONNEL INFORMATION
The following information is displayed in the Command Window
after selecting colony systems…
OFFICER - Members of your senior staff can be transferred to
colony structures to increase efficiency. The number of officers
present in a structure is listed here.
CREW - Lists the total amount of colonists currently working
inside the structure.
SENIOR STAFF
(Arsenal for Klingon players and Security Bureau for Romulan),
will increase that structures overall efficiency level. Allocating the
Security officer to a structure under attack will also help that
system to maintain its structural integrity longer, providing time for
a mobile defense force to eliminate the attacking party. By placing
the Security officer into a vehicle you can also increase the
vehicles defensive and offensive capabilities. Shot strength, reload
times and shield levels will all be increased.
ENGINEERING - Allocating the Engineer to the Vehicle Yard will
increase its efficiency level, allowing vehicle manufacture to
proceed quicker. The Engineer will also increase a vehicle or
structures shield restoration time, so moving him (or her) around
the colony after an attack is recommended to restore the colony’s
health.
MEDICAL - Allocating the Doctor to your Sickbay will help
increase the structure efficiency and allow you to research medical
projects at faster rate, as well as helping to cure diseased
colonists. The Doctor will also often be required to move outside
of the colony in a Science Vehicle to help analyze new data.
Once certain structures are built, members of your senior staff will
need to be allocated. To do this, click the Colony Hub and then
click the Staff button on the bottom of the Control Window. This
will bring up the Staff Menu, which lists your Staff Officers. To
select an Officer, click on the Officer’s portrait. Now click on a
colony structure and the staff member will be transferred. You can
also allocate senior staff to colony vehicles in the same fashion.
SCIENCE - Similar to the Doctor, the Science Officer will boost
the overall efficiency of the Science Station, helping to speed up
scientific research projects.
The Staff menu lists the rank and name of the officer, their
occupation, skill and current location.
You can increase the effect your Senior Staff has on the colony by
taking time to train them. To train an officer, first select the Colony
Hub then click the STAFF button on the bottom of the Control
Window. The TRAINING button will now appears in place of the
Staff button, click this to display the Officers available to be
trained in the current mission. Click on an Officer’s image to
begin training.
Allocating senior staff will have a number of different effects on
the structures or vehicles they have been assigned to. Their
current skill level will determine the strength of these effects.
OPERATIONS - The Operations officer is a multi-purpose
colonist. Transferring him (or her) to a structure will help increase
efficiency slightly, though not as much as the dedicated systems
officer. Allocating the Operations officer to a mobile unit will also
increase that system, but again only marginally.
The Science Officer can also join away teams to study data via the
Science Vehicle.
TRAINING STAFF
MULTIPLAYER
Star Trek® New Worlds™ supports up to 3 people in
Multiplayer games.
SECURITY - Allocating the Security Officer to the Security Center
To access Multiplayer Setup, click on the MULTIPLAYER LAUNCH
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button in the Main Menu, which will display the following
options…
NUMBER OF PLAYERS – choose between either a 2 or 3
player game.
High Speed connections are a distant second. Modems and
lower are not supported by Star Trek: New Worlds. See the
Frequently Asked Questions section for specific configuration and
connection questions.
ALIGNMENT – click on the race you wish to place (you will be
MULTIPLAYER GAMES
unable to select a race already chosen by another player).
Multiplayer games may be won in one of three ways:
SELECT GAME – choose the level you wish to play from
1. Destroy your opponent’s Colony HUB
(command headquarters)
this menu.
GAME NAME – enter the name for your game here (the default will
always use your machine registration).
2. Remove the possibility of meeting a Mission Objective
SERVICE PROVIDER / PROTOCOL – allows you to choose your
3. Fulfill all of your own Mission Objectives before your
HUB is destroyed or one of your Objectives has been
eliminated by your opponent(s)
preferred connection setup for playing multiplayer
STATUS – displays information about the status of your setup.
CREATE – once you have configured your game, click on this
button to host a multiplayer game (the game will only commence
once the pre-set number of players have joined..
JOIN – once you have configured your game, click on this button
to join a game hosted by another player (after selecting this option,
click on the game entry that you wish to join).
CANCEL – click here to cancel all multiplayer configurations and
return to the Main Menu.
ADDITIONAL NOTES - When playing multiplayer and you choose a
race that has already been chosen by another player, the computer
will automatically choose another race for you. If another race is
available to play as, click on its button to select it.
MULTIPLAYER REQUIREMENTS
Star Trek: New Worlds uses Microsoft’s Direct Play to provide
peer-to-peer game play between two to three human players.
Players need only connect through the same technology; e.g.
Internet play requires both players to connect to the Internet
(regardless of DSL, Cable-Modem, T1, etc.), Modem-To-Modem
requires both players connect directly with the Joining player
dialing the Hosting player’s phone number to connect, and Local
Area Network (LAN) play requires all players be on the same
network. The best game experience will be over a local network.
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required by your opponent
Not all multiplayer missions have objectives required that another
player can eliminate. Some missions can only be won by
destroying your opponent’s HUB. Try the different missions and
experience the mystery of not knowing what your opponent can do
to win his missions; multiplayer New Worlds is intended to add
mystery to your game as much as combat.
STARTING A MULTIPLAYER GAME:
To begin a multiplayer game, someone must be the Host and the
remaining players will be Joiners. The Host decides what
scenario will be played, how many players will be in the scenario,
and what race he will be. The other two players will select their
alignment/race. Should there be a conflict of selections, Joiners
will be re-assigned the next available race/alignment. Please note
that the Host also controls the "High Speed" checkbox. Joiner
selections on options chosen by the Host are ignored.
With the number of players entered, the mission highlighted, the
Host Alignment/Race button pressed, the Host must choose his
Connection Type. From the Drop-Down box, the Host must
select the type of connection they wish to use and enter all fields
appropriate for his Connection Protocol; e.g. Game Session
Name (defaults to the Host Computer/Machine Name), TCP/IP,
and Port Number. The Port entry can be ignored, as well as the
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IP Address/Computer Name for the Host. NOTE: Joiners must
enter the Host’s IP Address/Computer Name and use the same
Port Number the Host is set to. This often must be arranged
ahead of time before starting New Worlds.
See the Frequently Asked Questions for more details.
With all of the selections made, the Host should click on the
"Create" game button. Hosting status will be shown in the Status
Message box, indicating the success or failure of this attempt. If
there is no connection of the type requested, the attempt will fail.
Success will be shown with a "Hosting…" message.
Though the questions are different for other Protocols, they are
very similar. For example, IPX requires no details beyond the
normal game setup parameters and the Game Session Name.
Modem-To-Modem connections require Joiners to enter the phone
number of the Host and click on "Join" AFTER the Host has
created the game.
In all cases, Joiners should not try to Join a Hosted game until
the game has been created by the Host. New Worlds will arbitrate
created and newly joined games over any Protocol and hardware
that is reliable and fast enough to communicate over with
Direct Play.
FREQUENTLY ASKED QUESTIONS
LAN/NETWORK FREQUENTLY ASKED
QUESTIONS
All players must be on the same Workgroup/Domain and subnet.
Contact your IT/MIS person to do this or do it yourself. This is
a Network Administrator’s duty and is not the liability or
responsibility of Interplay Entertainment Corp.
All players must use the same communication protocol.
This is typically either TCP/IP or IPX. Direct Play can support
many other protocols, but these are the two interfaces directly
supported by Star Trek: New Worlds for Local Area
Network play.
Leave this Edit Box blank and your game will play fine. It is
available to allow players to enter their own value for the Port
Number should they have special Network configuration needs; as
with LAN #1 above, this is your Network Administrator’s
responsibility.
All players must know the Hosting player’s computer name
or Address.
On a Network, most machines have a machine name that can be
typed directly or have an address. For TCP/IP, it can either be an
IP Address Number as well as the Host’s Computer Name. This
should be found in the Control Panel’s Network settings. For
your convenience, it is polled and displayed already by default as
the name of your game. You can enter this name in the IP
Address/Computer Name field for TCP/IP. IPX will search the
entire network for other New Worlds game sessions available.
INTERNET TCP/IP FREQUENTLY ASKED
QUESTIONS
Only High Speed and Broadband Internet connections are
supported.
Due to severe latency over the Internet and the demands of New
Worlds, only the fastest Internet connections are available. You
may try to connect with a friend over the Internet with a 56K Fast
Modem, but it is not offered as an expected method for play. To
increase the possibility of play, you may try clicking the "High
Speed Connection" checkbox off to see how the game improves;
some people prefer the effect this has game play anyway. Latency
(delayed communications) over the Internet can be a problem that
can potentially eliminate some connections over the Internet. If
this is the case, please enjoy the game over your local network.
Connect to the Internet before trying to play an Internet game.
Though Star Trek: New Worlds will attempt to use your
registered Windows default communication method for TCP/IP on
the Internet, you can ensure the connection used is the one you
expect by first connecting to it before starting the game.
All players must use the port number when using TCP/IP.
Connecting over the Internet is similar to the process for
TCP/IP LAN.
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Reference the Local Area Network connection steps for details on
how to connect with your friend over the Internet.
Internet TCP/IP only supports the specific IP Address/Number.
Over the Internet, you must know the Internet Protocol (IP
Number) Address of the person Hosting the game to connect.
Do not try to enter the person’s computer/machine name. If you
do not know your IP Address, under Windows ‘9x you may
execute from the Windows "Start" menu’s "Run…" selection the
program, "WinIPCfg.exe." This program will show you your
current IP Address. Under Windows 2000, you may need to go
to your Control Panel’s Network settings and find your TCP/IP
connection properties to find your IP Address. Both of these may
not be available until you have already connected to the Internet.
Often players with Call-Waiting may dial *70 or some other prefix
before dialing a phone number. Some modems cannot do this
directly and require the player to disable the entire Call-Waiting
system temporarily before running New Worlds. In order to play a
game from beginning to end, your phone line may not be
interrupted or even picked up during play.
MODEM-TO-MODEM FREQUENTLY
ASKED QUESTIONS
The Hosting player must Create the game before anyone can
Join it.
It is required for Modem-To-Modem play to work to have the Host
Create his game before anyone attempts to Join his game. Once
his machine has shown the "Hosting…" message in the Status
Message box, his machine is waiting for someone else call his
phone number to join the game.
The Hosting player must not have an answering machine or
service on.
There is no way for Star Trek: New Worlds to answer a calling
game connection with another system answering the phone line;
therefore, the Host must turn off or disable other answering
systems on his computer, including his own Computer
Answering/FAX programs.
All players should disable Call-Waiting or other phone
interruptions.
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COLONY & VEHICLE INFORMATION
CONSTRUCTION YARD
FEDERATION COLONY STRUCTURES
BRUNEL CLASS
CRUSOE CLASS
The Colony Hub is the single most important structure in any
colony. A stage 1 Hub is always the first building placed by
Starfleet engineers and it is from this structure that all Federation
colonies must grow. At first the Hub is used to produce
everything a colony needs - vehicles, construction, power,
etc - albeit in a very limited and inefficient manner.
As the colony grows, the construction of specialist buildings –
such as Power Generators or Production Yards - gradually relieves
the Hub of its production duties. Yet far from rendering the Hub
redundant, the development of these specialist buildings allows it
to mutate from a producer into a controller. So, just as the bridge
of a starship unites and directs all the ship’s systems, the Colony
Hub acts as the command nexus for the colony. As the colony
grows, so too does the Hub. With each upgrade to the Hub, the
colony progresses to a higher technology level, with new systems
and units becoming available for production.
The Construction Yard is a production facility that generates all of
the parts needed to construct new buildings or upgrade existing
ones. As such, the Construction Yard is a key structure that is the
first to be built early in the colonial development phase.
Essentially the Construction Yard is a processing center. It takes
raw materials and processed resources and combines them to
make construction materials. These materials are then installed in
the construction magazines used by the Construction Bees. Like
most Federation industrial colony installations, the Construction
Yard is a modular unit that can be developed according to each
colony’s needs. When first built, the Construction Yard is a basic
processing plant only capable of producing the more basic colony
buildings. Then as the colony develops and more complex
buildings are required, it can be upgraded. These improvements
enhance both the Construction Yards production capacity and its
technical capabilities, allowing the colony to construct further
specialist structures.
As a direct result of the Hub’s seat of command, this is one
of the few colony systems that does not feature a
self-destruct option.
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VEHICLE YARD
RESOURCE PROCESSOR
JEFFRIES CLASS
NIKOLI CLASS
A Vehicle Yard provides the colony’s muscle - both military and
industrial. The vehicles constructed in the Yard give colonists the
power to explore new environments, move cargo and defend
themselves. The first stage of the Vehicle Yard is by necessity a
relatively small structure that can be built quickly and easily by the
first few colonists to make planet fall. This ‘hangar’ is then
supplemented with second and third stage extensions built to each
side of the original structure. These increases in size reflect the
fact that the more advanced the Yard becomes the greater its
production capacity, and that physically larger craft can be built
inside. As the development of the colony continues, the selection
of vehicles available in the Yard increases though many of these
rely on other structures to be present in the colony as well. With
the addition of the structural upgrades the Yards defensive
efficiency increases and it’s manufacturing times lessen. The
Vehicle Yard is designated as the general workstation for the
colony’s engineering officer, aiding efficiency levels and
manufacturing times once stationed here.
The Resource Processor is the link between the remote mining
stations and the needs of the colony. Taking the raw materials
gathered by the Mining Stations, it processes them into useable
minerals and alloys. This unit is at the sharp end of colonial
economics, as the processed materials produced are in demand
both for export to the Federation and internally, for further
development of the colony. The Resource Processor is no simple
foundry however. It can handle everything from gases to metal
ores, producing goods as diverse as transparent aluminum and
nitrium. In order to make the Processor as useful as possible it
features a modular design, allowing for additional ore-processors
to be added to the main structure. These sub-systems allow the
overall efficiency of the Processor to be increased, speeding up
the mineral processing times significantly.
DILITHIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process raw Dilithium ore into refined Dilithium.
POLY-COMPOSITES PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Talgonite ore into Poly-Composite materials.
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THERMO-CONCRETE PLANT
MINING STATION
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Silicon into Thermo-Concrete materials.
TRANSPARENT ALUMINUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Kelbonite ore into Transparent Aluminum.
NITRIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Magnesite ore into Nitrium.
DURANIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Dolomide ore into Duranium.
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JANUS CLASS
Only Mining Stations rival the Hub within a colony as the pivotal
structure, as it is often the mineral wealth of a world that leads to
its colonization in the first place. The Mining Station is the
primary source of all raw materials for the colony, so the more
productive the mine, the faster and stronger the colony it serves
can grow. To think of it as just a mine however is a mistake, for it
is a highly complex resource gathering system that is both diverse
and specialized. The central core of the tower can gather gases,
fluids, ores, crystals and many other chemicals that are then
roughly sorted and dispatched to the resource processor. Like
other colony structures, the Mining Station can be superseded at a
later stage in the development of a colony with the construction of
an Advanced Mining Station.
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ADVANCED MINING STATION
POWER GENERATOR
JANUS - A CLASS
STYLES CLASS
As the need for more materials increases as the colony expansion
continues, the Advanced Mining Station becomes essential for
extracting resources at a far greater rate than that of its
predecessor. This advanced structure also utilizes a more efficient
power matrix, providing a stronger shield system to defend
against hostile attacks.
The Power Generator is the beating heart of all colonies. Without
the energy it generates the shields, defenses and countless other
systems would fail, leaving the colonists unprotected. The
generator houses a hybrid reactor system that blends established
old-tech supplemented with cutting edge physics. Although more
powerful than the energy output system of the Hub, it still can only
provide an adequate reserve for a small number of colony
systems. As the number of structures and energy-hungry systems
increases, so will the need for extra generators. Unfortunately, the
required resources for manufacturing a Generator is high, thus
forcing the colony to establish more mines and processing
systems – which of course then require more power to operate.
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ADVANCED POWER GENERATOR
STORAGE FACILITY
STYLES - A CLASS
TYPE - 7 SILO
Even a powerful generator cannot hope to supply the needs of a
fully established colony - especially once demanding systems such
as phaser banks and defensive shields have been built. To meet
these needs, the Advanced Power Generator becomes available
once the colony reaches a certain development level. The
advanced system uses an extended plasma tower combined with a
lengthened generating chamber to create an energy output higher
than that of several standard generator systems.
Storage Facilities are used to store all of the colony resources,
transferring supplies to the yard when needed. Everything from
raw minerals to personnel rations are located in the box-like
structure, utilizing a highly efficient stack-and-retrieval system that
allows for a rapid loading and unloading of goods. Once
processed, all materials are conveyed to this structure by cargo
bees, to be stored until required. Because of its inherent necessity
within the colony, the Storage Facility is one of the few colony
systems that is not equipped with a self-destruct option.
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AWAY TEAM LAB
SCIENCE BLOCK
SCIENCE BLOCK UPGRADE
Equipping the Science Block with the Away Team Lab upgrade
allows the colony to develop the colony shuttle system.
SHIELD BUFFER
SCIENCE BLOCK UPGRADE
Equipping the Science Block with the Shield Buffer upgrade
allows the colony to develop the Andees Class Shield Generator.
PHASER COIL LAB
SCIENCE BLOCK UPGRADE
Equipping the Science Block with the Phaser Coil Lab upgrade
allows the colony to access mobile phaser technology.
MARCUS CLASS
The Science Block is pivotal to both a growing colony and the
Federation itself. To the colony, the Science Block brings a
research capability that allows it to hone accepted Federation
colonial techniques and technologies to best suit their particular
colonial world. For the Federation, it fulfills the need to explore
and better understand the worlds they are colonizing. The initial
section of the structure provides the colony with its core science
facilities - a range of general-purpose labs, specialized computers
and other systems. These can tackle most research tasks required
by the colony although their lack of specialized equipment slows
the research time for scientific projects. Additional labs can be
added to the core science block, providing dedicated systems that
bring both a specialty skill and improve the performance of the
core structure. With a Science Officer stationed in this building,
the overall efficiency level of the structure will also increase.
TRACKING SYSTEMS
SCIENCE BLOCK UPGRADE
Equipping the Science Block with the Alpha Tracking Systems
upgrade allows the colony to develop the Type M-13 Phaser Turret.
ENERGY LAB
SCIENCE BLOCK UPGRADE
Equipping the Science Block with the Energy Lab upgrade allows
the colony to develop the London Class Mobile Shield Generator.
SENSOR LAB
SCIENCE BLOCK UPGRADE
Equipping the Science Block with the Sensor Lab upgrade allows
the colony to develop the Sevrin Class Science Vehicle.
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UPGRADE 4
SICKBAY
SICKBAY UPGRADE
Constructing the 4th upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 5
SICKBAY UPGRADE
Constructing the 5th upgrade to the Sickbay increases the colony
unit limit by 5.
HODGESON CLASS
The Federation Sickbay provides both a hub for medical action
and as personnel monitoring system. The core structure tracks the
health and well being of the colony work crews, allowing for
treatment or study of any xeno-biological contagion. The five
upgrades that radiate off from this core allows for additional units
to be manned by colony personnel, increasing the colony unit limit.
The Sickbay is also – of course – the designated post for the
Colony Medical Officer, who will increase the efficiency of the
structure when allocated.
UPGRADE 1
SICKBAY UPGRADE
Constructing the 1st upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 2
SICKBAY UPGRADE
Constructing the 2nd upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 3
SICKBAY UPGRADE
Constructing the 3rd upgrade to the Sickbay increases the colony
unit limit by 5.
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TRANSPORTER PAD
ACCOMMODATION BLOCK
LOVELL CLASS
KEELER CLASS
The Transporter Pad provides a link between the colony and
orbiting starships. Once built, additional personnel and supplies
can be beamed down and stored in the colony. While relatively
cheap to build, its large pattern-buffer demands a significant
amount of power, but the structure is essential for when a new
colony is looking to expand.
The Accommodation Block houses the colony’s work crew
population. This structure contains schools and social areas,
artificial parks and other recreational areas - all to make the
building less of a shelter and more of a home on the distant alien
worlds that the colonists must inhabit. Its shields are some of the
strongest amongst its fellow structures, yet Starfleet protocol
demands that additional support should be provided as soon as it
becomes available. Having an Accommodation Block in the colony
will increase you unit capacity total.
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SECURITY CENTER
PHASER TURRET
JAMESON CLASS
TYPE M-13
The Security Center is a dedicated Starfleet operations building.
The central structure provides a core, from which all security
operations emanate and is equipped with dedicated consoles,
computers and other specialist equipment to ensure the best
possible defense of the colony. The armory wing that flanks one
side of the core is primarily a photon shell manufacturing facility
that allows the colony to access and develop mobile and stationary
photon defense systems. The control wing to the other side
creates a defense network that allows turret systems to utilize the
colony sensor systems to track hostile units.
The Type M-13 Phaser Turret plays an integral part in a colony’s
defensive systems. Essentially an automatic system, it operates in
conjunction with the Security Center and the colony sensor net,
allowing the turret to automatically identify and track suspicious or
hostile craft in the immediate vicinity. The turret draws power from
phaser banks charged directly from the main colony power grid
and while this makes it a formidable weapon, it can place an
incredible load on the colony’s power resources. If power levels
exceed those required for the turret to run at operational levels, the
turret will deactivate until more reserves are provided. Phaser
turret systems are intended primarily as deterrents; the Federation
prefers to prevent attack through an obvious display of defensive
power. For this reason the turrets pivot as they track targets,
reminding potential aggressors of the cost of an assault.
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PHOTON TURRET
SHIELD GENERATOR
TYPE M-17
ANDEES CLASS
The Type M-17 Photon Turret is a highly effective defense system
that can only be built once photon shell production has begun in
the colony. Although such units initially appear to counter the
Federation’s principles, it is recognized that remote colonies face
many different threats as they develop. Some of these threats unfortunately - will only respond to force, or the appearance of
force. It is under these extreme circumstances that such a defense
system is deployed. The turret launches self-powered, photon
artillery shells to targets identified by the colony sensor net or any
of the mobile units within its sensor range. Prior to the
deployment of such a system however, colony commanders must
accept the production costs of photon artillery, and the impact such
a switch in production will have on the colonial economy.
The Shield Generator is a small, stand-alone structure that acts as
an independent power ‘booster’ system. When active, it increases
the shield efficiency of any structures within a limited radius of
itself, allowing them to withstand direct assault for a far greater
length of time. However, the power demands for such a system
are exorbitant and to be truly effective multiple structures need to
be placed around the colony, causing a massive drain on colony
power levels.
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HYDROPONICS FARM
FEDERATION COLONY VEHICLES
WORK BEE
TYPE - 4
The ‘worker-unit’ of the colony, this one-man anti-gravity pod is
used to transfer supplies and resources into the various
manufacturing and processing structures in the colony. Using a
frontal array of magnetic clamps, the Work Bee is essential in
keeping the colony running smoothly. Its modular chassis is also
used to build both the Cargo and Construction Bee’s, which
feature additional utilities. Because of the need for quick allocation
and transferring of goods, the Type - 4 Work Bee is the only unit
within the colony system to be manufactured automatically when
required.
TILLER CLASS
The Hydroponics Farm may sound rustic in these days of food
replicators but they are in fact at the forefront of colony science.
For while on a starship the power costs of the food replicators are
outweighed by the space required for storage/production, the exact
opposite is true of a colony, where power is at a premium and
space is not an issue. The Farm solves this problem. With a
Hydroponics Farm up and running, the colony can divert power
rations away from the replicator systems to other, more needy
systems. Using advanced agricultural techniques these facilities
can begin to provide basic food groups within days and a full
complement within a matter of months. Further to the production
of food, the Farm also provides a valuable portfolio of additional
services to a colony. There are the obvious educational and
psychological benefits of walking amongst and seeing plants from
the colonist’s home planets, but most importantly however the
Farm also provide an ‘atmosphere scrubbing’ facility that ensures
the air within the colony structures stays fresh. An extra benefit of
the Farm, similar to the Sickbay upgrades, allows the colony to
increase its unit limit by 10.
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CONSTRUCTION BEE
TYPE - 9
The Construction Bee is an adaptation of the standard Work Bee
unit. The bee chassis provides the pilot’s cabin and the motive
power for the unit, while attached directly behind the pilot is the
Construction Collar that features an articulated arm and additional
stabilizing antigrav units. Sitting behind the Construction Collar is
the Construction Magazine, which contains a number of prefabricated panels. When building a structure, these panels are held
in position by the arm and then laser-welded into place.
Construction Bee’s are relatively cheap to manufacture and
maintain, though because their tasks can often require them to
leave the relative safety of the colony perimeter they are prone to
attack from hostile forces.
CARGO BEE
TYPE - 7
This variation of the standard bee chassis is used to ferry ore
crates and resources to the colony from Mining Stations and
between colony structures. With an extended magnetic sling fitted
to the bee’s cabin, this unit can carry two crates at a time.
However, it suffers a similar problem as the Construction Bee
when required to move out of the protective range of the colony.
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With basic shields and no defensive capabilities, its journey to and
from remote installations can be a hazardous one.
SCOUT
COLONY SHUTTLE
TRIUMPH CLASS
The Triumph class Colony Shuttle is a development of the unit
commonly found working at orbital dry-dock facilities. The role of
the Shuttle is identical to that of its orbital relative, although the
specification the two craft differs significantly. The Colony Shuttle
is a personnel transport designed to carry workers and crew
between installations. Transport through even the most hostile
environments via the Shuttle is relatively energy cheap and
statistically safe when compared to transporters – and both of
these factors are primary concerns for a growing colony.
BURKE CLASS
The Burke class Scout is a small one-man unit that patrols in
advance of the main forces and reconnoiters the battlefield and
unexplored terrain. With no phaser emitters and only basic
shields, the Scout relies on its fast speed to survive. In order to
maintain, and fully exploit, this advantage, the Scout can also be
used as a backup geological survey aid if a Science Vehicle is
absent or away on a mission.
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SCIENCE VEHICLE
ARMED PERSONNEL CARRIER
SEVRIN CLASS
BRIGADOON CLASS
The Science Vehicle’s primary mission is always the gathering of
scientific data and information useful to colony scientists.
Essentially a mobile tricorder system, the Science Vehicle can run
science, medical and engineering scans. Using a powerful and
highly sensitive scanner array, this unit is also invaluable in
locating the various natural minerals that are present under the
surface of the colonized worlds. As it operates away from the
main base it is a reasonably well-shielded and robust vehicle,
though an armed escort should accompany it all times beyond the
perimeter of the colony. The crew compliment of the Science
Vehicle is usually limited to just two personnel: the driver and a
technician to oversee the sensor and study systems onboard.
However, room has been provided for the addition of a third
crewmember, typically reserved for a Science Officer, Engineer or
Doctor when an away mission demands specialist study.
Primarily employed in the transportation of personnel in hazardous
planetary conditions, the APC can carry up to 15 people, a pilot
and a navigator. As a direct result, its specifications are aimed
specifically at protecting its crew and ensuring that they arrive at
their destination alive and in one piece. This very practical nature
is reflected in the design which features modular components that
can be replaced quickly and easily, even under arduous conditions.
The base of the APC is a huge antigrav sled and tractor field
arrangement. On the roof of the APC sits a combined phaser,
shield and sensor array. This self-contained system is extremely
basic but does allow the APC to defend itself in hostile situations.
Invaluable when breaching the defenses of another colony, the
engineers and security personnel required for capturing alien
structures can only enter colony perimeters thanks to the resilient
cover of the APC, which steadfastly destroys the shields of its
target before deploying its troops into the defenseless structure.
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PHASER TANK
PHOTON ARTILLERY
VANGUARD CLASS
BRIDGER CLASS
The Vanguard class Phaser Tank is found in practically every
Federation sponsored colony. While no substitute for starshipgrade phaser systems, they reassure colonists and help to deter
hostile incursion. Floating a few feet off the floor on a reliable and
effective antigrav system, the Phaser Tank can travel at speed
across most planetary surfaces. The power of the engines, heavy
shields and phaser array makes the Phaser Vehicle a truly
invaluable craft. Its shield system, though not the strongest of
defensive systems, makes the unit a resilient foe and allows for
exploration of hostile environments, while the phaser array
provides a more than effective deterrent against would-be
aggressors. With an experienced Security Officer stationed in the
unit, the defensive abilities of the Phaser Tank increases
drastically, with the officer’s reflexes providing higher than average
firing rates.
The Bridger class Photon Artillery unit brings a fearsome level of
firepower to planet-based battles. Essentially using the same
technology as the starship weapon system, it fires high-yield
‘photon shells’, though unlike their space-born brethren these
shells do not possess a guidance system. This limitation hinders
the unit when it comes to tracking and targeting moving objects.
Against stationary units and structures however, its powerful
strikes make it a formidable adversary. Such power comes at a
cost though, and in the case of the Photon Artillery this is
expressed in terms of mobility and firing rate. To fire effectively
this unit must first reach a standstill and orientate its systems, a
process which takes time and renders the vehicle vulnerable to
attack. With its relatively slow speed and turning circle, it is also
open to attack from faster, more maneuverable units. Because of
its ability to fire without the need for line-of-sight, the unit is
frequently used as a rear-guard, launching its attacks over the
heads of the first strike teams.
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ADVANCED PHOTON ARTILLERY
MOBILE SHIELD GENERATOR
BRIDGER - A CLASS
LONDON CLASS
With the addition of a second chassis to the rear of the standard
unit allows the Advanced Photon Artillery to increase its capacity
for strikes, increasing the reload times for firing the photon shells
and providing the extra room to carry more powerful shells. Just
as with the original model, the Advanced Launcher is an unwieldy
beast and with the extra weight it is slightly slower to move.
Because of this, Starfleet have ordered that all away missions
using the advanced unit must be accompanied by a Phaser Tanks
to provide adequate defense.
A highly desired unit, the London class Mobile Shield Generator
is the end product of a highly developed colony and provides
superior shield support for both away teams, combat groups and
Mining Stations. Due to the high-energy consumption of this
vehicle, its motion systems are limited to only a basic model,
making for a slow and cumbersome unit. Other systems, such as
sensors, are also badly crippled by the power demands of its
shield emitter, therefore making the sight of a lone unit a rare one
on the planet surface.
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KLINGON COLONY STRUCTURES
CONSTRUCTION YARD
COLONY HUB
BEH’VAK CLASS
MECHAL K1 CLASS
The Colony Hub is one of the most important structures in any
colony. As the first building constructed by engineers, and the
initial source of power for a fledgling colony, the Hub is the prime
target for any raid against the colony and as such demands the
highest defense possible. When in the first stage of development
the Hub’s role is to provide everything a start-up colony needs;
vehicles, construction, power etc. While it can fulfill many essential
roles it does so in a very limited and inefficient manner. As the
colony grows the Hub produces the components from which
specialist buildings – such as Power Generators, Vehicle and
Construction Yards - can be built. The development of such
facilities relieves the Hub of its production duties and allows it to
concentrate on controlling the colonies various functions. This is
reflected in the growth of the Colony Hub into a second and
eventually third stage of development, each improving its
performance and allowing the colony to develop new structures.
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While the Construction Yard may not be architecturally pretty it is
highly effective. In a classic example of Klingon singlemindedness the Construction Yard, a hulking industrial monster, is
tolerated only because it allows colonies to grow stronger. It is
here where the raw and processed materials gathered and created
by the colony are combined to create new building sections or
upgrade existing ones. These parts for construction are then
packed into construction magazines and used by the Work Bees
to build. The Yard is the first structure to be erected when a
colony is founded. During this first stage it can only produce other
low-grade, first stage units. As the colony grows, so too does the
Construction Yard, with each upgraded stage enhancing the range
and complexity of structures the Yard can undertake. The Klingons
know that an undeveloped colony is a weak colony, and living in
the shadow of a Construction Yard is a price they are willing
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VEHICLE YARD
RESOURCE PROCESSOR
GHAST CLASS
KOTACH CLASS
Deep in the heart of every Klingon colony is a Klingon Vehicle
Yard. The Yard produces both the worker units that give the
colony purpose and the offensive units that afford it protection.
Like many of the Klingon colonial structures, this building is
modular, developing and growing with the colony. The first stage,
built when the colony is first formed, lacks the facilities or indeed
the room to build anything but the most basic of craft – such as
those required to physically build the colony or scout the general
area. Once the colony is established a second phase of
development can begin, which in turn expands working areas and
upgrades its manufacturing abilities. This allows the Vehicle Yard
to build a far wider, and far more sophisticated range of craft. A
final third stage is often built in the most advanced colonies. The
development offers the engineers who run it enough space to
create vast craft - such as the Mobile Disruptor Battery - and the
very latest machinery to work with. Each upgrade also refines the
Yards power distribution grid, improving overall efficiency and
manufacturing times.
The Resource Processor sits at the heart of Klingon colonial
economy. For it is the Processor that turns the raw materials
gathered at the mining stations into useable processed goods.
These processed goods are used for construction at the colony
itself and for export to the Klingon Empire. The Resource
Processor takes delivery of ‘raw’ gases, liquids and solids then
refines or combines them. While highly adaptable however the
Processor base section is not very efficient, as each process
requires a recalibration of its processing systems. In order to
increase efficiency, additional wings can be built on to the main
structure, each of which increases the overall efficiency of the
Processor. With the addition of these systems, the Processor
can create more usable materials for use in the colony at a far
greater rate.
DILITHIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process raw Dilithium ore into refined Dilithium.
POLY-COMPOSITES PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Talgonite ore into Poly-Composite materials.
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THERMO-CONCRETE PLANT
MINING STATION
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Silicon into Thermo-Concrete materials.
TRANSPARENT ALUMINUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Kelbonite ore into Transparent Aluminum.
NITRIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Magnesite ore into Nitrium.
DURANIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Dolomide ore into Duranium.
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PENTHE CLASS
The Empire’s recent colonial expansion program is a direct
response to meet the vast (and ever increasing) material demands
of the Klingon Defense Force. As a result, the location of most
recent Klingon colonies has been decided on mineral rather than
military grounds. This shift in policy has been made possible due
to the Mining Station, the Empire’s new economic warrior.
Essentially, a multi-purpose resource gathering center, materials
from underground are mined via a powerful bore that extends from
the central core deep underground. Minerals on the surface are
sifted with tractor beams, while fluids are gathered from both
underground wells and the atmosphere. Effective but not entirely
100% efficient, its all-round production capability is still capable of
sustaining a colony’s early growth. Importantly the Mining Station
means that even very new colonies are independent and do not
place additional strain on the Klingon economy.
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ADVANCED MINING STATION
POWER GENERATOR
PRAXIS CLASS
P’TRA CLASS
An elaborate version of the basic Mining Station structure, this
provides 100% efficiency and increased extraction rates, thanks
mainly to a number of dedicated specialist mining systems.
Because of its larger size, a more efficient power matrix has been
developed for its day-to-day running, which also allows for a
vastly superior structural integrity and deflector system. Thanks to
this, the Advanced Mine can withstand far greater attacks than that
of its predecessor.
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Energy is the source of life, and this is as true for a remote
Klingon colony as it is for any other race. The Power Generator
forms a crucial part of the colony infrastructure, providing as it
does the life-blood of the colony, the means for brave Klingons to
defend themselves and show their might by way of gallant attacks.
Without power, even Klingons would be perceived as weak and
defenseless so the Generator is a vital, if less-than-imposing
structure. Although more rudimentary in its design and
construction than the Federation equivalent, it is a tough, reliable
power-provider, and usually well guarded, centralized, and
protected from all but the strongest attack. In operation, the Power
Generator is a great deal less 'environmentally-friendly' than other
races’ power-systems due the near-total disregard that Klingons
have for personal protection, thanks to their extremely resistant
physiognomy. However, the basic essence of the structure is the
same as any other - it includes systems for automatic powerbackup in an emergency, a variety of secondary power-generation
systems that rely on differing methods for total redundancy, and a
storage device.
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ADVANCED POWER GENERATOR
STORAGE FACILITY
NUCHVIN CLASS
KAL’SHA CLASS
As the colony increases in size and complexity, so too does the
demand for power. Without substantial levels, many colony
systems and structures will perform at less than 100% efficiency
and in some cases – such as the colony defense systems - will
shutdown completely. The Advanced Power Generator utilizes a
highly efficient power distribution and generation grid, allowing for
increased output.
Storage Facilities, with their centralized nature, reflect the
emphasis the Klingon society places on readiness for war. All
manner of materials are stored in a single location: fast access is
deemed more important than the dangers of cross contamination
or vulnerability. The Storage Facility utilizes a hub structure, with
storage wings radiating out form a centralized loading / unloading
area. Cargo craft land on top of the loading area where they collect
and deliver cargo pods, the contents of which are then moved to
the storage wing. There are three distinct types of storage wing:
raw minerals, processed materials and food / water.
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SCIENCE STATION
SHIELD BUFFER
SCIENCE STATION UPGRADE
Equipping the Science Station with the Shield Buffer upgrade
allows the colony to develop the Chor class Shield Generator.
DISRUPTOR MATRIX
SCIENCE STATION UPGRADE
Equipping the Science Station with the Disruptor Matrix upgrade
allows the colony to develop the Ja’Vak class Disruptor Tank.
TRACKING SYSTEMS
SCIENCE STATION UPGRADE
RAMSHA CLASS
War has been the motive force behind most Klingon scientific
advances, and for colonial Klingons this vital spirit of invention is
embodied in the Science Station. Even though it has no offensive
capabilities the Center is still revered as one of a colony’s most
important structures - primarily because its construction provides
the required assets for the manufacture and development of
medium and high-level colony systems and units. The Station
starts life as a single structure, and then grows modularly in
response to the colony’s demands. The central tower houses the
main computer core and a few general-purpose laboratories.
These facilities are sufficient to conduct basic research in most
disciplines but lack the dedicated labs and computers needed for
specialist work and study.
Equipping the Science Station with the Tracking Systems
upgrade allows the colony to develop the Pach’Yah class Disruptor
Turret.
SPECIAL WEAPONS
SCIENCE STATION UPGRADE
Equipping the Science Station with the Special Weapons upgrade
allows the colony to develop the Kang class Disruptor Battery and
the So’mA class Cloaked Tank prototype.
SENSOR LAB
SCIENCE STATION UPGRADE
Equipping the Science Station with the Sensor Lab upgrade
allows the colony to develop the Stak’at class Science Vehicle.
TROOPER CENTER
SCIENCE STATION UPGRADE
Equipping the Science Station with the Trooper Center upgrade
allows the development of the colony shuttle system.
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SICKBAY
UPGRADE 1
SICKBAY UPGRADE
Constructing the 1st upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 2
SICKBAY UPGRADE
Constructing the 2nd upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 3
SICKBAY UPGRADE
Constructing the 3rd upgrade to the Sickbay increases the colony
unit limit by 5.
DOKVAT CLASS
The Klingon Sickbay is a functional and austere building. To many
outsiders the very concept of a Klingon Sickbay seems
anachronistic. After all what’s the point of a hospital in a society
that expects injured Klingon warriors to commit Hegh’bat (ritual
suicide) rather than seek medical aid? Such a view however fails
to appreciate the very nature of Klingon medicine. For while
mortally wounded warriors are expected to carry out Hegh’bat,
those who are victorious need their wounds tended. After all,
another attack may be imminent. Xeno-biological plagues cannot
be permitted to kill warriors - vaccines give them the weapons to
fight back. Limbs broken in training need fixing, if the exercise is
to be repeated and the error corrected. Miners injured in rock-falls
need healing if they’re to return to the ‘coal-face’ and meet
production targets. Such treatment is not taken lightly but when
the honor of the empire is at stake, sacrifices must be made.
UPGRADE 4
SICKBAY UPGRADE
Constructing the 4th upgrade to the Sickbay increases the colony
unit limit by 5.
The four upgrades that branch out from central arch allows for
additional units to be manned by colony personnel, increasing the
colony unit limit. The Sickbay is also – of course – the designated
post for the colony Medical Officer, who will increase the efficiency
of the structure when allocated.
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TRANSPORTER PAD
COLONIAL HOUSE
HOCTAL CLASS
K’TEMOK CLASS
A colony’s Transporter Pad is its gateway to the galaxy, with the
Cargo Transporters allowing the safe movement of goods between
starships and colonies. Fledgling colonies are often reliant on
critical supplies from other parts of the Empire while they
establish themselves; a debt that is honored when the colony
reaches maturity and begins to export materials, goods and
equipment back to the Empire. As the colony develops in size,
demands for more colonists must be met and only by ‘beaming’
down additional personnel can the colony function at optimum
efficiency.
The Colonial House reflects the family base of Klingon society.
Rather than providing a generic living area, the structure contains
an assortment of inner structures that act as family houses. The
officers posted to remote colonies use these houses as reminders
of their loyalties to not only the Empire but their family name as
well. As well the inner structures, the Colonial House also
provides combat and training areas so that warriors and officers
alike can make the best of their off-duty time. The structural
shielding, as one would expect, is one of the best in the colony
and the typical Klingon practice is to place the Colonial House
towards the center of the colony, thus allowing other structures to
take the brunt of an attack. Adding a Colonial House to your
colony will add to your unit capacity total.
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ARSENAL
DISRUPTOR TURRET
GRINKET CLASS
PACH’YAH CLASS
The Arsenal is a dedicated photon shell manufacturing and
storage facility. Once operational, it supplies both the Koloth class
photon artillery unit and the Yo’Cha class photon turret. The
stand-alone nature of the Arsenal reflects the importance Klingon
society places on weaponry and the fact that such facilities are by
their very nature vulnerable. Once built, the Arsenal’s production
facilities allow the colony to adequately defend itself. The
vulnerability of the facility though comes from the fact the photon
rounds it manufactures are constructed from extremely dangerous
materials – e.g. antimatter - and that any such facility is a natural
target for a first strike. If the Arsenal is destroyed, the stores of
antimatter and finished rounds explode with devastating force.
The Pach’Yah class Disruptor Turret is a dedicated perimeter
defense system. The basic structure features a heavily armored
disruptor turret mounted on to a pivoting base. This can rotate
through 360 degrees providing the barrel with a wide field-of-fire,
whilst the disruptor system draws power from energy reservoirs
supplied by the Hub and the colony power grid. This main-line
power gives it an impressive impact and hit rate, with the power to
destroy or deter any enemy vehicles that stray into range.
However, due to this energy pooling, the turrets are susceptible to
stalling if the colony power levels drop too low.
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PHOTON TURRET
SHIELD GENERATOR
YO’CHA CLASS
CHOR CLASS
The Photon Launcher sports a modified variant of the Disruptor
Turret housing. The Launcher fires self-powered photon rounds,
similar to those used by the mobile Artillery unit. Such powerful
projectiles however are slow and costly to build and require both
an Arsenal and Mortar Grid present in the colony first before
becoming available. Along with the power demands of such a
supply system, the defense structures can place a considerable
drain on a colony, and can even force sections to shut down if
power management is ignored.
The Shield Generator plays a pivotal role in the growth of any
colony. This stand-alone unit increases the shield strength and
recharge level of any structure or unit within a certain radius of its
position. The benefits of using a Shield Generator are that it
allows the colony commander an extra moment for thought when
under attack, since the increased shield levels reduce the threat to
the colony. The need for posting defensive mobile systems, such
as Disruptor Tanks, around key colony structures is also
lessened, freeing them for other uses. The price for such
defensive systems is considerable though, with an inefficient
system – ‘borrowed’ from Romulan technology – consuming vast
amounts of the colony’s energy reserves.
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LIVESTOCK FARM
KLINGON COLONY VEHICLES
WORK BEE
B6 CLASS
M’OCH CLASS
The Work Bee is a functional ‘civilian’ craft. It plays a vital role in
the expansion of the Empire but in itself garners no direct glory. It
is a tool and the design reflects this. Every effort has been made
to make it as effective as possible, the most obvious sacrifice to
this functionality being the cramped cabin compartment. As a
result of this single-minded approach the Work Bee is a small,
agile and relatively powerful craft that is vital to the colony. Its
nose-mounted magnetic grapple allows it to move cargo
containers to and from the various colony structures, while the bee
chassis itself requires little modification to adapt it to a number of
other ‘worker’ roles.
No colony can survive long without food to eat, and a Klingon
colony is no exception. The Livestock Farm is a centralized food
resource - and, despite its unusual look and even more unusual
menu, the Farm is a vital link in the food chain of survival. The
transparent aluminum-topped building is the growing area for
vegetation - although Klingons aren't vegetarian, many of their
animal herds are. This vast atrium is where the minimal 'sidedressings' used in Klingon foods are grown alongside the staple
diets of animals needed to provide a healthy Klingon diet. Its chief
power-source is solar - assuming there is a nearby sun to provide
heat and light - though this giant 'greenhouse' can be remodeled to
provide internal lighting and heating from the colony power-grid
when necessary. Sharing the same area are many favorite Klingon
animals, ranging from Gagh to large Targ herds. However, the
main function of the Farm is to replace the colony replicator
systems, thereby reducing demand on the colony power systems.
An extra benefit of the Farm, similar to the Sickbay upgrades
allows the colony to increase its unit limit by 10.
With the addition of a dexterous arm lifter and cargo hopper to the
standard bee chassis, the Construction Bee performs the arduous
task of assembling the manufactured panels supplied by the
Construction Yard to create new structures. Small and
maneuverable, the Construction Bee is prone to attack once
beyond the protective influence of the main colony, but unlike the
Scout unit, little acclaim is held for the workers who must pilot
the tiny craft. Instead, the role of Construction Bee operator is
usually held for those whose honor has been shadowed with
doubt, or has been condemned with the worst verdict of all; that of
being found a coward!
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The Work Bee is the only unit that does not require a direct order
to be built. With the construction of a colony structure, a Work
Bee will automatically be built and assigned.
CONSTRUCTION BEE
B12 CLASS
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CARGO BEE
COLONY SHUTTLE
B7 CLASS
KANU CLASS
Taking the standard Work Bee chassis, the Cargo Bee uses a rear
mounted magnetic grapple to move the various supply crates
between colony structures and the remote mining stations. Unlike
its Federation counterpart, the Klingon Cargo Bee can only hold
one crate at a time, an oversight on behalf of the original
designers who incorrectly evaluated the need for multiple cargo
slots. As a result, the cargo transfer and delivery system for
Klingon colonies suffer slightly - though colonial operational
commanders stubbornly refuse to accede this.
The average Klingon warrior affords the Colony Shuttle slightly
less respect than a turbolift and slightly more than a garbage scow.
It is a practical vehicle that performs the frankly honorless task of
transporting workers and crews between colonial installations.
That it does this efficiently, safely and at minimal cost are not
mitigating factors. However, no matter how lowly colonists and
warriors may consider the Shuttles, these craft are always used in
preference to intra-colony transporter systems. Colonial operations
managers insist that this is because of the exorbitant energy cost
involved with transporters, but in truth the fact is simply that lowgrade transporter systems used at colonies are less than 82%
reliable. Klingon superstition dictates that those lost during
materialization become wandering ghosts, and that those
reassembled beyond the Black River are forced to fight in
whatever incorrect state they materialize as. Most won’t admit to
such primitive fears, but even the bravest warriors will wait for the
next Colony Shuttle rather than step on to a colony transport pad.
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SCOUT
SCIENCE VEHICLE
KAHLIN CLASS
STAK’AT CLASS
While the Scout is an essential part of the Klingon military
machine it is also unique, as the only unarmed frontline unit. Such
a lack of weaponry is no oversight, but a deliberate policy. Within
a battle group the role of a Scout is to locate and identify targets
and mineral resources. The sheer size of the sensor systems
were the reason that early versions of the unit went unarmed - the
sensors used so much power and room that it was simply
impossible to fit a weapon system into the chassis. Yet despite
technological advances (which have made both weapons and
sensor systems smaller) the Scout remains unarmed. It has now
become the craft in which young high-fliers prove their courage
under fire and in which most senior officers have already served
their time. Lacking weaponry a pilot is forced to rely on their
comrades – an exemplary test of honor - while by darting under
the guns of their foes. This flamboyant, ‘devil-may-care’ attitude of
Scout pilots has made many heroes with Klingon colonists.
Despite their warlike and aggressive nature, the Klingons are just
as dependent on their ability to glean scientific information as the
Federation. To do this, their chief tool is the Science Vehicle, a
small, three-man vessel, brimming with scientific apparatus and –
relatively - cutting-edge systems. Strangely for a Klingon vehicle,
it features no armaments of any kind, relying instead on its sensor
systems to evade detection and escort support from Disruptor
Tank platoons. The large ring section mid-way along the fuselage
contains the main scanning array, whilst the crew sits in a mini
mobile-laboratory in the nose, deciphering the information
gathered from the scanners. However, it’s a dangerous and
exposed task - the Klingon standard of radiation shielding is much
lower than that of the Federation. For a Klingon crewman, the
honor involved in piloting or crewing the Science vehicle, and
potentially going against the greatest threat of all - combat without
weapons - is enough to make this post one of the most-respected
in the Empire. Even the non-combatant Klingon technicians are
considered honorary battle-heroes if they survive more than a few
days on board - so extreme are the risks!
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ARMED PERSONNEL CARRIER
DISRUPTOR TANK
K’SAL CLASS
JA’VAK CLASS
The K’Sal class Armed Personnel Carrier’s primary task is to
allow warriors to enter enemy colony installations and seize
control. Even when fully loaded, the Carrier remains an effective
and agile unit thanks to solid design on behalf of the Klingon
military engineers. Due to its role of troop transporter, the unit
features excellent armor and deflector systems, along with an
adequately powered front-mounted disruptor turret for hostile
incursions. However, this armament has a limited field-of-fire,
requiring the Carrier to manually turn to engage hostiles. Its level
of defensive shielding is high for good reason. To die in the belly
of the Carrier would deny the riding warriors entry to Sto-Vo-Kor,
the Klingon afterlife for the honorable. So the Carrier is charged
with safely conveying warriors and officers to their destination,
where they can die in honorable battle.
A product of the pre-Organian Klingon isolation, the ja’VaK class
Disruptor Tank was designed to bring as much ‘survivable’
firepower to the battlefield as possible. Although not subtle or
designed with any aesthetic care, it is effective and relatively cheap
to manufacture. The majority of the Tank chassis is taken up with
a generator housed in the rear, providing power for the roofmounted disruptor turret, deflectors and anti-gravity systems. The
pilot cabin in the ‘nose’ of the vehicle seats both a driver and a
gunner. However, the Tanks greatest asset is its durability. Even
under the most hazardous of planetary conditions, the Tank
performs at an outstanding level, making it one of the most
frequently seen units in the Klingon battalions.
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PHOTON ARTILLERY
CLOAKED TANK
KOLOTH CLASS
SO’MA CLASS
The secondary weapons system for the Klingon Battalions – after
the Disruptor Tank – the Photon Artillery fires an adapted photon
shell at great distance. A destructive blend of mobile artillery and
tank killer, the Photon Artillery is not suited for front-line attacks
due to its slow response times and weak propulsion systems.
Klingon tactics most commonly place it at the rear of an attack
group, allowing its long range-of-fire to shell over the heads of the
rest of its attack group, bringing down the shields and defenses of
a colony. Due to outdated targeting systems, the unit must come
to a full halt before firing to ensure a direct strike, leaving it open
to attack from smaller, faster units. Against such craft, the Artillery
is extremely ineffective, demanding the presence of a support
group dedicated to short-range attacks.
The So’mA class Cloaked Tank is a prototype unit, which has
only recently begun field trials on remote colony worlds. Because
of its cost and technological requirements, the tank is only
available to fully established colonies that can afford to develop
such a system. Because of its untested state, the Tank is a
mixture of balances that only become apparent once used in battle.
Of course, the primary reason for creating such a unit is to gain
access to its invaluable cloaking ability – which renders the unit
invisible both on the battlefield and on enemy sensors.
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DISRUPTOR BATTERY
KANG CLASS
The Disruptor Battery is perhaps one of the purest expressions of
the Klingon belief; any problem can be solved with a big enough
gun! Essentially a starship grade disruptor system mounted on a
huge dilithium reactor and anti-grav sled, its generators are
capable of creating the vast energies required to fire the main
armament - a weapon with the firepower to demolish the structural
shields of an enemy colony in only a few shots. The price of this
phenomenal firepower is costly however. Power sacrifices to the
main armament hamper the Disruptor Battery’s mobility, making it
a slow beast that wallows through turns and moves at a crawl.
However the role of the unit does not require it to be a frontline
vehicle, as it is used to support attacks rather than initiate them.
Common Klingon tactics are to bombard an enemy’s main shield
with the Battery while strike teams of Disruptor Tanks pour
through the ravaged colony defenses.
ROMULAN COLONY STRUCTURES
COLONY HUB
FORUM CLASS
The Romulan Colony Hub is both a functional building and a
symbol. Its working role within the colony is similar to that of a
starship’s bridge - it is the coordinating center of all operational
activity. While symbolically the Hub is a proud statement of
Romulan colonial confidence - the first stage of the Hub is larger
than both its Klingon and Federation counterparts - the leaning
pyramidal towers are needlessly complex to build and the material
costs high. The message the Hub is therefore supposed to
convey is that when the Romulans commit to a colony they are
intent on staying. Yet for all its grace the Colony Hub remains a
working building. It is able to generate a limited amount of power
to sustain a fledgling colony, until a power generator can be built.
The Hub becomes ever more impressive as the colony it serves
develops. At the second stage of upgrade an internal tower is
added. This sees the construction of additional power, shield, and
computer systems that plug directly into the main control center the pyramid-shaped room at the apex of the structure. The Hub is
completed in its third stage upgrade, when a base is added to the
second stage tower.
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CONSTRUCTION YARD
VEHICLE YARD
GAMMA CLASS
BETA CLASS
The Romulan Construction Yard is a fine example of modular
engineering. The entire building is a series of cells, each of which
works independently towards a common target. Each of the four
pyramidal towers deals with one sort of resource (mineral, metals,
fluids and hazardous) that is prepared for use by automated
construction areas in the center of the structure. These
construction areas deal with the actual fabrication of buildings and
their internal systems. In the Construction Yard the computer
constructors make computers and floor manufacturers make
floors. No one unit makes an entire section of a building and no
one knows exactly what building the parts they are working on will
be used for. Such an approach minimizes training needs, security
risks and benefits massively from the principles of mass
production.
The Romulan Vehicle Yard is the single most hazardous place at
any Romulan colony. Both political pressure and practical necessity
demand that a Yard is run at full capacity as soon and as often as
possible - so safety runs second to productivity. The first stage,
the main vehicle production hall, is always one of the first
construction projects at a Romulan colony. This multipurpose unit
is designed to be able to produce all Romulan craft – and so
maintain tactical flexibility - but this does limit the numbers that
can be produced. The productivity of a Vehicle Yard can be
improved by the addition of two wings as upgrades. These wings
replicate production systems already present in the main hall and
this extra capacity allows the production of more, complex craft.
The Yards shortcomings – power-hungry systems and hazardous
utilities - are well documented but that doesn’t seem to stop
colonial commanders from demanding continual improvements in
productivity, pushing both their workers and their luck to the very
limit.
The work of all these units is coordinated to produce the
magazines used by the Construction Bees in the building process.
Under strong management the Construction Yard system can be
highly effective, particularly with the addition of specialist wings.
These bring new skills and construction possibilities to the colony
manifest, allowing for more advanced structures.
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RESOURCE PROCESSOR
POLY-COMPOSITES PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Talgonite ore into Poly-Composite materials.
THERMO-CONCRETE PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Silicon into Thermo-Concrete materials.
TRANSPARENT ALUMINUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Kelbonite ore into Transparent Aluminum.
ETA CLASS
The Romulan Resource Processor is something of an ugly
duckling building. The first stage of construction is expensive and
labor intensive, and it always has to be built just when the colony
has fewest spare hands and fewest spare materials. This first
stage Processor though is a vital step in a colony’s development,
for it is this plant that turns the mined raw materials into useable
processed goods. Initially the structure is a jack-of-all-trades that
is capable of processing most materials at a relatively slow rate
and with a certain degree of waste. In order to increase
performance, it is necessary for a colony to build processor
wings. Up to six of these can be built, each of which increases the
efficiency level of the structure. Recent surveys have however
revealed a worrying flaw in the general design of the Processor. It
seems that no account was ever made for the processing of critical
amounts of fissionable material in the specialist refineries while
deuterium was being processed in the central hall. Fortunately only
two such incidents have occurred to date.
NITRIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Magnesite ore into Nitrium.
DURANIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process Dolomide ore into Duranium.
DILITHIUM PLANT
RESOURCE PROCESSOR UPGRADE
Once constructed, this upgrade reduces the time required to
process raw Dilithium ore into refined Dilithium.
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MINING STATION
ADVANCED MINING STATION
EPSILON CLASS
EPSILON CETA CLASS
The Romulan Mining Station is both a technological marvel and
an environmental horror. Its role is to gather resources - minerals,
gases, crystals etc - for both the local colony and the rest of the
Star Empire. As such the Mining Station is judged by its results
and not its methods. Free of any environmental concerns Romulan
science has developed a fearsomely efficient mineral recovery
system. Utilizing a main shaft collar, this construction features a
small ‘self-sufficient’ dilithium generator that is fuelled by some of
the raw crystals it extracts. This makes the system cheap to
maintain but inefficient and dirty to run over long periods. The
Main Shaft Collar uses this power to generate disruptor and
tractor fields that shift and shake the planet surface into its
component elements. However the Mining Station’s use of such
focused energies carries a price. The high-band frequencies
generated have been known to scramble transporter signals, the
tractor fields can agitate tectonic faults and the gradual build up of
antiproton residue from disruptors mutates or poisons local flora
and fauna.
The Romulan Advanced Mining Station is a variation of the basic
structure, recently brought into active service on Romulan mineral
extraction operations, and includes four Supplemental Mineral
Processors to the main shaft collar. Each of these processors
house additional power generation facilities, disruptor drilling
equipment and tractor field modulators that allow a specific mineral
to be targeted. Atop the four processing columns sits a huge
amplifier array that focuses and boosts the energies of all tractor
and disruptor generators. With these enhancements, the Advanced
Mining Station stands as one of the tallest structures in the
colony, rivaled only by the Colony Hub itself.
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POWER GENERATOR
ADVANCED POWER GENERATOR
IOTA CLASS
IOTA NEO CLASS
The Romulan Power Generator at first appears somewhat
inelegant for a Romulan structure. Yet this only serves as a
reminder of the potent forces contained inside. The Generator
uses an experimental power generation system that artificially
replicates the anomalous forces found within a quantum
singularity. Such technology is undoubtedly powerful (if not yet
quite up to starship grade) but also it is also highly dangerous.
The central casing houses an arrangement of interlocking
containment fields - each one equal in strength to that of a
starship-class deflector system. These intense gravitational fields
not only create the microscopic black hole but also sustain and
stabilize it while energy siphons situated in the base of the
structure tap the vast pools of graviton particles that flow around
the singularity. The control and dampening fields are situated in a
failsafe position directly above the core, to prevent any possible
breach in containment.
The Advanced Romulan Power Generator adapts the existing
structure with extra dampening field generators around the base of
the unit. These allow the containment field to be focused tighter,
increasing the flow of graviton particles and the power output
levels of the generator itself. The need for such an advanced
structure only becomes clear once the colony’s development level
places such a demand on the existing power grid that key
structures, such as defense systems, begin to suffer and
shutdown.
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STORAGE FACILITY
SCIENCE STATION
OLA CLASS
XI CLASS
The Ola Class Storage Facility utilizes a simple and yet highly
efficient stack-and-grab system that allows for quick access to
both loading and unloading of supplies. The processed materials
derived from mined ore are transported via cargo bees to the
structure, where work bees using a reference code detailing their
exact contents then carefully store them.
The Science Station is the brain of a Romulan colony. It is here
that all tricorder, scanner and computer data is gathered, crossreferenced and analyzed. The staff members assigned to the
Science Station are responsible for a wide range of duties - they
analyze the mineral fields, develop planet specific production
techniques and investigate the secrets each new world holds. The
central dome houses the main computer core, libraries, general
laboratories, seminar rooms and workstations. These facilities
give the Romulan scientists the ability to research almost any
topic, yet while these facilities are state-of-the-art they are limited
and research into very complex projects can be painfully slow. The
performance of the Science Station can be improved with the
addition of up to six specialist labs. Each of these provides the
colony with the ability to develop new systems which can then be
manufactured by the either the Vehicle or Construction Yard.
This reference code allows the Facility workers to keep careful
track of all of the resources contained within structure, serving
both to aid supply and demand of a colony as well as allowing the
hourly stock checks to be carried out with the minimum of fuss.
SENSOR LAB
SCIENCE STATION UPGRADE
Equipping the Science Station with the Sensor Lab upgrade
allows the colony to develop the Talvath class Science Vehicle.
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DISRUPTOR MATRIX
UTILITY HOSPITAL
SCIENCE STATION UPGRADE
Equipping the Science Station with the Disruptor Matrix upgrade
allows the colony to develop the DragonFire class Battle Tank.
SHIELD BUFFER
SCIENCE STATION UPGRADE
Equipping the Science Station with the Shield Buffer upgrade
allows the colony to develop the Omicron class Shield Generator.
DEFENSE NET
SCIENCE STATION UPGRADE
Equipping the Science Station with the Defense Net upgrade
allows the colony to develop the VenomThorn class
Disruptor Turret.
SECURITY NET
SCIENCE STATION UPGRADE
Equipping the Science Station with the Security Net upgrade
allows the colony to develop the Firethorn class Photon Turret.
ENERGY LAB
SCIENCE STATION UPGRADE
Equipping the Science Station with the Energy Lab upgrade
allows the colony to develop the ShadowVeil class Cloaking APC
and the DragonWraith class Cloaked Tank.
CALDA CLASS
To many observers the Utility Hospital has more in common with
a vehicle workshop than a traditional hospital. The Hospital is a
place for the mending of broken bones and the healing of wounds
and not for convalescing. The principle is that an injured colonist
takes from the colony but does not contribute, so the principal aim
of the Hospital is to make the sick well enough to work, as soon
as is physically possible. As such the structure provides all the
core medical facilities, focusing on rapid treatment and rapid cures.
As a result many of the treatments are extreme or ethically
questionable. The five upgrades that are constructed above this
section allows for additional units to be manned by colony
personnel, increasing the colony unit limit.
UPGRADE 1
UTILITY HOSPITAL UPGRADE
Constructing the 1st upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 2
UTILITY HOSPITAL UPGRADE
Constructing the 2nd upgrade to the Sickbay increases the colony
unit limit by 5.
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UPGRADE 3
TRANSPORTER PAD
UTILITY HOSPITAL UPGRADE
Constructing the 3rd upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 4
UTILITY HOSPITAL UPGRADE
Constructing the 4th upgrade to the Sickbay increases the colony
unit limit by 5.
UPGRADE 5
UTILITY HOSPITAL UPGRADE
Constructing the 5th upgrade to the Sickbay increases the colony
unit limit by 5.
DELTA CLASS
The Transporter Pad provides the link between a Romulan Colony
and the rest of the Star Empire. This structure provides the
colony with cargo import/export facilities and an orbital transporter
system for additional colonists, which are required to crew the new
structures built as the colony develops.
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RESIDENCY
SECURITY BUREAU
INSULAE CLASS
BASILICA CLASS
The Residency provides housing for the majority of Romulan
Colonists - the highest officials have suites in the main Colony
Hub and a garrison force resides in the Security Center. As such
the residency contains all amenities (dormitories, kitchens,
recreation halls etc) required to create fit, healthy and useful
members of society. However, there are two very different social
dynamics at work inside Romulan colonies: political fervor and
crime. Some Romulans volunteer for colonial duty as a fast track
to political success. Those Romulans who buck the system or
exhibit criminal tendencies are sent to the colonies for correctional
education. As a result the residency is a constant source of
tension and ill feeling. Adding a Residency to your colony will add
to the unit capacity total.
The Security Bureau is the most loathed of all colonial structures
- although you’ll never hear a Romulan say so. For while the
Bureau’s primary role is to serve and train security personnel, it
has a darker, secret side. The security personnel are not just
charged with the protection of the colony from hostile outsiders
but also from sedition inside the colony perimeters. The towering
structure gives the officers in the Bureau a fine field of view of the
colony, and serves as a reminder to the colonists of their
government’s eternal vigilance. Inside, the lower floors of the
tower houses the functional aspects of a security station - armory,
practice range, gymnasium, lecture hall, workstations and cells.
The upper floors are reserved for the elite security officers and a
range of specialist sensor equipment - supposedly capable of
sampling every word spoken inside the colony! The huge sensor
arrays/field emitters housed in the upper floors are supposed there
to dramatically enhance the performance of a previous, outdated
system - yet if this is the case why weren’t such sensors part of
the original specification? Further speculation concerns the
(claimed) sighting of Tal Shiar markings on computer equipment
delivered during the upgrade. Whatever the truth behind the
Security Bureau the fact remains that since its introduction as a
standard colony structure, colonial riots and insurrections have
fallen by some 86%.
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DISRUPTOR TURRET
PHOTON TURRET
VENOMTHORN CLASS
FIRETHORN CLASS
The VenomThorn class Disruptor Turret is an essential part of any
Romulan colony’s security system - with regards to matters both
external and internal. The Turret’s external security application is
that of the defensive hard-point. Positioned around the perimeter
of a Romulan colony they are integrated into a defense network
guided by the Security Bureau’s tactical computers and are
powered directly from the main power grid. The Turret can deliver
an exceptional volume of fire in defense of its colony, however
dissident Romulan factions have claimed that the turret is an active
tool of repression. Their more credible claims concern the
systems over-powered sensor arrays and field generators because
such a ‘drone’ has no need of independent systems. And while
their purpose is probably that of covert monitoring, the dissidents’
claims of mind-control devices and ‘Tantalus Fields’ are thought to
be fanciful. Similarly the Disruptor Turret’s ability to rotate through
360 degrees can be seen either as a tactical necessity or implicit
threat to the colonists. One concern that cannot be ignored though
is why a weapons system supposedly designed to combat enemy
strikes has such a relatively low top-end shot strength and such a
powerful short-range sensor grid.
The FireThorn class Photon Turret system almost looks too
graceful to be a weapon. From a distance, these rotating towers
appear almost ornamental in function, akin to animated obelisks.
But the structures deadly powers are revealed by the aperture
found midway up the front of the tower. The yield of the Romulan
photon shells are considerably higher than those developed by
other races for use in colonial operations, allowing for fewer shots
to hit home to cause maximum damage. Typically, Photon Defense
systems are found at the corners of colony perimeters, with their
excellent range-of-fire allowing them to strike out at any would-be
aggressors that approach. However, the high power demands of
such systems usually dictate a small number of structures active
within the colony at any one time. Among those populations living
under its looming stare, the Photon Turret system has also
become known as the "Killer Of Hope", a name earned during the
invasion of Octat III, when three such towers pounded the city
of Temen continuously for 63 days in reprisal for attacks on
Romulan personnel.
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SHIELD GENERATOR
BIOLOGY FACILITY
KAPPA CLASS
OMICRON CLASS
The Omicron class Shield Generator is a typical example of
Romulan technology. The generator is a delicate, technically
advanced machine that’s run at the very peak of its performance
for long periods. This brutal regimen has ensured that the system
is a pared-down, thoroughbred device - because if it fails the
colony it protects could be lost. The deflector emitter is found in
the lower generation ring, while the smaller upper ring acts as a
stabilizer, balancing the output of the shield system. Due to the
elegance of its design, the power demands of the structure are
considerably less than its Klingon and Federation counterparts,
though it is still one of the more power-hungry structures in
the colony.
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The Biology Facility is a technological house of horrors. The
Romulan solution to the food-supply problems so common
amongst the fledgling colonies is to apply science without mercy.
Each facility contains all the systems scientists need to turn a few
strands of DNA into a fully adult livestock/mature crop – in under
eight weeks. The Facility uses cloning, genetic manipulation and
selective application of mutating radioactivity to create both animals
and crops to order. Obscenely, the process of grotesque mutation
is actually encouraged – as extra limbs/leaves increase the ‘perhead’ yield. The cloned animals and crops are also subjected to a
range of age accelerating treatments so that they reach maturity as
soon as possible. Such acceleration is necessary to avoid the
growth of the tumors that plague such rapid cloning techniques.
The Biology Facility does its job efficiently and provides food fast,
but also serves as an example of the extremes Romulans will go
to in order succeed. Once built, the Facility will also allow the
colony food replicators to be shut down, lessening the demand on
the colony power production facilities. An extra benefit of the
Facility, similar to the Sickbay upgrades, allows the colony to
increase its unit limit by 10.
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ROMULAN COLONY VEHICLES
WORK BEE
VELITES CLASS
The Star Empire may have been won with Warbirds and cloaked
tanks, but the Work Bees built it. The core bee system comprises
of a forward cab and rear power generation unit. In its basic form
the Work Bee is equipped with a magnetic sling located under the
cabin, which is used to carry the various supply and ore crates in
and out of buildings. The Work Bee is the only unit that does not
require a direct order to be built. With the construction of a colony
structure, a Work Bee will automatically be built and assigned to
the awaiting colony system.
CONSTRUCTION BEE
HASTATI CLASS
The Hastati class Construction Bee is similar, but features a
special attachment that contains both a magazine of construction
materials and the articulated ‘delivery-roller’ system used to place
the building panels into position. These panels are then fixed in
placed using the Bee’s welding laser. Whatever the configuration
though, the generic Romulan Bee system possesses an elegance
and poise uncommon in a utility vehicle. This has led certain
sections of Starfleet Intelligence to suggest that the unit has some
hidden military role or talent - although there is currently no
evidence to support this assertion.
COLONY SHUTTLE
PEGASUS CLASS
The Pegasus class Colony Shuttle is a plebeian equivalent of the
military’s troop transporter. It can carry up to 8 colonists and
lower ranking officers over a free flight distance of some 10
kilometers, but they are normally reserved for intra-colony
transport and the ferrying of passengers between colonial facilities
and remote installations. Unlike most Romulan craft, the Colony
Shuttle has been designed with durability and reliability in mind
rather than extreme performance. The reason simply being that it
is a vehicle of the masses and thus deemed common by the
Romulan elite. Without a powerful sponsor, no vehicle designer
will embark on such a project. On Romulus these craft form the
backbone of the mass transit system, while out in the colonies the
craft allow safe passage between shielded areas even on the most
hostile of planets. Indeed, the shuttle is proof that were the
Romulans ever to stop chasing new technologies and refine those
they have already developed - then their systems would be the
envy of the civilized galaxy.
CARGO BEE
TRIARII CLASS
The Triarii class Cargo Bee – a variation of the Velites class
chassis - docks with its cargo containers via a rear-mounted
coupling. This under-slung method allows for precise and rapid
loading and unloading of crates, though its defensive capabilities
are non-existent so long journeys into hostile territory to reach
Mining Stations can prove dangerous.
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SCOUT
SCIENCE VEHICLE
PREYSEEKER CLASS
TALVATH CLASS
Romulan dogma states that military intelligence is the most
powerful weapon on any battlefield, and the PreySeeker class
Scout unit is the physical incarnation of this belief. As a vehicle it
stresses power, mobility and scanners above all else - even a
cloak or defensive weaponry. But in order to maintain as positive
power to weight ratio as possible most of the normal radiation
shielding has been dispensed with. The rear fins house the main
scanner antenna, which works in conjunction with a secondary
array, mounted in the nose section. Again, most of the normal
EMF shielding has been dispensed with in order to save weight.
The craft’s pilot sits in a small cabin above the secondary array.
As the Scout uses as little armor as possible, it is vulnerable to
attack. However in order to be killed it first has to be caught, and
with its powerful scanners, exceptional top speed and incredible
maneuverability the Scout can elude even the most determined
of hunters.
Just as the Battle Tank typifies the warlike side of the Romulan
psyche, the Talvath class Science Vehicle is an expression of its
intellectual potential. The unit plays a pivotal role in the pursuit of
that most basic of Romulan foreign policy goals - control! In order
to exercise control the Romulan doctrine dictates that you need
information, of every conceivable kind from every conceivable
source. Naturally, even the Science Vehicle can’t quite live up to
such a lofty aim, but it comes very close, with one of the most
impressive arrays of short-range sensors outside of a starship. In
fact everything on the unit is either dedicated to collecting
information or has been relocated, miniaturized or removed to
make space for something that does. The cockpit is jammed
between the forward nose array and the huge sensor packs in the
shoulders and arms. Behind these scanners sits a mobile
laboratory pod and computer suite. The rear of the vehicle is taken
up by the anti-gravity drive and power generation systems. A
strong - but not actually armored - outer shell allows the Science
Vehicle to venture into areas of high radiation and even small-scale
battles without too many fears. Colonists should remember
though that the Senate has decreed that any colony that allows
such a prestigious vehicle to fall into the hands of a neighboring
power shall be subject to Tal Shiar investigation.
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ARMED PERSONNEL CARRIER
BATTLE TANK
BLOODWOLF CLASS
DRAGONFIRE CLASS
The BloodWolf class Carrier is a state-of-the-art, troopdeployment vehicle that is currently undergoing shakedown and
evaluation tests at many Romulan colonies. The Carrier’s new
shield and power system is second to none, offering this light
vehicle excellent protection and a powerful propulsion system
ensures that it can outpace most other planetary craft. Although
small, a cabin-mounted disruptor system packs a lethal punch.
The Carrier’s constituent parts do not however coalesce into one
coherent whole and the craft’s overall performance is actually
hampered by its own excellence. The power demands made by the
shields, disruptor and propulsion system can often threaten to
overload the vehicles power-flow regulators, which often results in
the unit running at critical levels for a large proportion of its
operational life-span. Engineers are actively addressing these
teething problems across the Star Empire and with each small
tweak and modification the Carrier becomes a more coherent and
deadly foe.
The DragonFire class Battle Tank perfectly embodies the Romulan
mentality, in both aesthetic quality and functionality. As an efficient
first-strike and counter-attack unit it is second to none, and though
it may lack the sheer offensive power of the Klingon system, its
endurance and adaptability to new terrain makes it invaluable in the
expansion of the Star Empire. The twin prongs that stab out from
the drivers cabin contain sophisticated sensor and tracking
systems – and also not accidentally convey a sense of menace –
while the rear of the unit is equipped with a modified dilithium
powered fusion drive. The disruptor cannon placed above the
pilots cabin follows a similar line of engineering as that of the
Photon Artillery unit, with a recessed barrel housed inside the
turret itself.
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PHOTON ARTILLERY
CLOAKING ASSAULT VEHICLE
SHADOWVEIL CLASS
Originally conceived as a stealth strike unit, the Assault Vehicle
used a retro-fitted APC chassis combined with tank grade armor
shielding and cloaking generator. However, the ShadowVeil class
Cloaking Assault Vehicle has been retired from active colonial
status, although its development files have been left available for
colony access should the Commander chose to manufacture them.
The decision to retire the unit came about after field trials revealed
that its cloaking generators could not be run in parallel with its
disruptor weapon systems – as was originally intended. This flaw
forces the unit to disengage its cloak before it can attack,
rendering it susceptible to enemy fire. Its great strength, firepower
and cloaking abilities are still valuable assets, one of the primary
reasons why it has been left in the colony databanks.
THUNDERLIZARD CLASS
Romulan Photon Artillery is one of the most feared units
encountered on the battlefield. Its reputation is based on a blend
of fearsome weaponry and technical sophistication. Its most
notable feature is that the entire photon shell launching system is
housed internally, within the center of the unit. This gives the
vehicle an increased turn rate and overall stability, which in turn
provides an excellent arc of fire for the photon artillery shells which are more powerful than either the Klingons or Federation.
The front of the Artillery houses state-of-the-art antigrav systems
and sensor equipment. Together they give the unit the ability to
move into position, strike at long range and be back on the move
before defenders can respond. This ‘raiding’ tactic allows them to
strike at will, and when combined with support from cloaked tanks
adds the advantage of surprise. Klingon and Federation strategists
agree that the ThunderLizard class has only one major flaw: its
weak shielding system – an unfortunate side effect of the internal
weapons housing.
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CLOAKING TANK
TROUBLESHOOTING
CAMERA PROBLEMS
HELP! THE 3D CAMERA IS TOO CONFUSING! IS THERE AN
EASIER WAY TO PLAY?
Until you have mastered the game systems and controls, it is
recommended that you remain in the default camera view;
Isometric. Playing the Tutorial levels in the Full 3D camera mode
is an ideal way to learn how best to control this mode.
IS THERE A QUICKER WAY TO MOVE THE CAMERA AROUND?
Remember to use the keyboard shortcuts to jump around the
game area. The HOME key will return you straight to the Colony
Hub, while SHIFT+V and SHIFT+B will jump you through all player
vehicles and buildings respectively.
DRAGONWRAITH CLASS
The DragonWraith class Cloaking Tank is a unit that stresses
stealth above brute force. Available only to an advanced colony, it
is armed with a moderately powered disruptor and relatively weak
shields. Its value however lies in its ability to cloak, and that
makes it a truly deadly battlefield opponent. And despite being
quite basic, the Tank’s cloak is strong enough to ensure that it’s
effectively invisible to scanners and the naked eye. However,
cloaking requires a vast amount of power, so the Tank must waste
valuable seconds lowering its cloak and re-establishing its powerflow systems before its disruptors can be armed & fired. During
these brief moments of transition the unit is incredibly susceptible
to enemy attack. Even with this weakness however, the unit has
proved itself time and time again as an excellent medium range
attack weapon and a superb insurgency unit.
Whenever you receive a communications message informing you
of a mineral deposit running dry, or hear the alarm klaxon
indicating a battle, you can press the SPACE BAR to jump straight
to that location.
You can also use the Tricorder to move around the game area.
Simply hold the mouse pointer over the map area that you wish to
move to and double-right click to jump the camera there.
Note: Double-right clicking on a building or unit will invalidate
this function.
HOW DO I ATTACH MY CAMERA TO BUILDINGS AND VEHICLES?
This function is only available in the Full-3D camera view. Press
F1 to enable this camera and then double-left click the pointer on
the unit you will to allocate the camera with. The camera view will
immediately jump to this unit, and you will only be able to rotate
around or zoom in / out on this selection. If you have allocated
with a vehicle, you can move the unit as normal, except that your
camera will now move with it.
To let go of the selection, simply press the right mouse button
until the selected unit disappears from the Control Window.
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GAME PROBLEMS
THE TRICORDER DISPLAY IS TOO SMALL. HOW CAN I SEE IT
BETTER?
Try checking the zoom level of the map. Cycle through the
magnification levels by pressing the zoom button until you can
see better.
If you are still having problems viewing the Tricorder, try clicking
on the button in the top-left corner (or press the keyboard shortcut
‘TAB’). This toggles the display between normal and full-screen
mode. When in this mode, the game screen will be shown in the
Tricorder display while the map is shown in the main screen.
Note: The different game resolutions can also affect your abilities
to view the Tricorder clearly. If you are having problems, try
reducing the screen resolution from the main options menu.
I’M NOT SURE WHAT I’M SUPPOSED TO BE DOING IN MY
MISSION. HOW CAN I CHECK WHAT MY OBJECTIVES ARE?
Click on the MISSION button in the Communications Window,
which can be opened via the COMMS button in the Tricorder. This
will display the Command screen, detailing your mission
objectives. This will also show which objectives have been
completed and which haven’t.
MY VEHICLES WON’T ATTACK OR DEFEND THEMSELVES. WHAT
AM I DOING WRONG?
You units will only attack if they have been set to Red Alert
against the threat. To change Alert levels click on the ALLY button
on the Tricorder to show all hostile threats in your mission. Click
on a race icon and then select an alert level via the colored
markers to the side. Set at green, you forces will not engage any
threat. Set to Yellow and they will automatically jump to Red when
attacked. At Red, your units will actively attack, or defend against,
hostile threats.
WHY CAN’T I BUILD ANY MORE BUILDINGS OR VEHICLES?
Remember to check the colony limit, which is displayed at the top
of the Control Window. At the start of a mission, this will usually
bet set at 50, but can be increased by building the appropriate
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STAR TREK® NEW WORLDS™
structures. Reaching the colony limit will prevent you from building
any additional units.
WHY ARE MY VEHICLES TAKING SO LONG TO BUILD?
The efficiency of the Yard will affect its ability to manufacture
vehicles, so remember to check the efficiency level in the Control
Window after selecting the Vehicle Yard. Efficiency levels can be
drained by a low power supply, damage taken when attacked or by
the absence of an Engineer. By placing a highly skilled Engineer
in the building you can increase the structures efficiency
dramatically, boosting it all the way to 120%!
I USED TO HAVE A LARGE SELECTION OF STRUCTURE
OPTIONS, BUT IT WILL NOW ONLY LET ME BUILD A FEW
THINGS. WHATS HAPPENED?
It sounds like you’re your Construction Yard has been destroyed.
This structure needs to be present in the colony to let access
more building options.
IT CAN GET QUITE HARD TARGETING THE ENEMY, ESPECIALLY
WHEN THEY’RE MOVING FAST. IS THERE AN EASIER WAY OF
DOING THIS?
A quicker way to target both individual and enemy groups is to
use the selections drag-box. Make sure you have selected your
units then create a drag-box over the enemy targets by holding
down the left mouse button and moving the mouse. This will
create an elastic box. When all of the units you wish to attack are
inside the box, let go of the mouse button and the Attack
Playbook will appear. Click on the first option (attack) and your
units will now attack all of the selected enemy units.
The best way to defend your colony is to place Phaser Vehicles
next to key structures, such as the Hub and Power Generators.
Then, select a Phaser Vehicle and highlight the building you want
it to defend. The pointer will change to show a Protect command.
Click on the building and the vehicle will attack any threat against
that building. As the colony develops, the best defense approach
is to build Turrets near key colony
INTERPLAY ENTERTAINMENT CORP.
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CREDITS
Layout and Design
INTERPLAY TEAM Package
Binary Pulse
CREDITS
Music Supervision
Video Services
Rick Jackson
Brian Christian
Adam Levenson
Dan Williams
Dave Cravens
Bill Stoudt
Music Editing
Special Thanks to:
Rick Jackson
Brian Fargo
QA Project Supervisor
Mastering
Tim Anderson
Frank Szick
Senior Tester
VO Casting - Direction
PARAMOUNT
PICTURES TEAM
Scot Humphreys
Chris Borders
Testers
VO Editing
Amy Avery
Asher Luisi
Erik Markham
Devin Vink
Frank Szick
Stephen Miller
JP Walton
Design Team
Director of QA
Dan Kingdom
Dan Levin
Mike Motoda
Executive Producer
Greg Baumeister
Michael Bell
Keven Michael Richerdson
Cam Clark
Rodger L. Jackson
Greg Eagles
Joan Parker
Engineering Team
Richard Seaborne
Mark Phoenix
Kerry Sergent
Brad Dodge
Art Director
Todd Camasta
Art Team
Jaime Di Salvio
Scott Bieser
Mark Bergo
Glenn Price
Stephen Beam
Larry Bowman
Brian Christian
Manual Layout and Design
Sandie Minquez
Q A TEAM
QA Manager
Producer
AUDIO TEAM
Doug Brandon
SFX Supervision
Line Producer
Eight Ball Sound
Adam Levenson
Scott Mc Kelvey
Marketing Manager
SFX Design
Kathy Helgason
Paul Menichini
Tim Walston
Adam Levenson
Jeff Whitcher
Traffic Manager
Music
Brian Harkins
Julian Soule
www.juliansoule.com
Inon Zur
Kevin Johnston
Creative Services Manager
132.
STAR TREK® NEW WORLDS™
VO Talent
Director, Product
Development - Interactive
and Technology
Harry Lang
Supervisor, Product
Development - Interactive
and Technology
Dan Felts
Special Thanks to:
Rick Berman, Dave Rossi,
Andrea Hein, Terri Helton,
Pam Newton, Juliet Dutton
Re-recording mixer:
Charles Deenen
Marc Fishman
Lance Brown
Audio Administrator
Gloria Soto
Mixed at 4MC in
INTERPLAY ENTERTAINMENT CORP.
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TECHNICAL SUPPORT
TROUBLESHOOTING DOCUMENTS ONLINE!
Interplay Entertainment Corp. Technical Support now offers troubleshooting guides with complete
installation and setup instructions as well as information that will help you overcome the most common
difficulties. If you have access to the World Wide Web, you can find these at
www.interplay.com/support/
Here you will find troubleshooting information on as well as information on regular system maintenance
and performance.
DirectX
Joysticks
Modems and Networks
www.interplay.com/support/directx/
www.interplay.com/support/joystick/
www.interplay.com/support/modem/
(For game-specific information and additional troubleshooting, visit our main page at www.interplay.com)
If you have questions about the program, our Technical Support Department can help. Our web site
contains up-to-date information on the most common difficulties with our products, and this information is
the same as that used by our product support technicians. We keep the product support pages updated on
a regular basis, so please check here first for no-wait solutions:
www.interplay.com/support/
If you are unable to find the information you need on our web site, please feel free to contact Technical
Support via e-mail, phone, fax, or letter. Please be sure to include the following information in your e-mail
message, fax, or letter:
• Title of Game
• Computer manufacturer
• Operating system (Windows 95, DOS 6.22, etc.)
• CPU type and speed in MHz
• Amount of RAM
• Sound card type and settings (address, IRQ, DMA)
• Video card
• CD-ROM
• Mouse driver and version
• Joystick and game card (if any)
• A copy of the CONFIG.SYS and AUTOEXEC.BAT files from your hard drive
• A description of the problem you're having
If you need to talk to someone immediately, call us at (949) 553-6678 Monday through Friday between
8:00AM-5: 45PM, Pacific Standard Time with 24 hours, 7 days a week support available through the use of
our automated wizard. Please have the above information ready when you call. This will help us answer
your question in the shortest possible time. When you call you will initially be connected with our
automated wizard. For information pertaining to your specific title, press "1" on the main menu and listen
carefully to all prompts. All titles are listed alphabetically. After you have selected your title, the most
common difficulties will be listed. If the difficulty you are having is not listed or you need additional
assistance, you may press "0" on your games main menu, and you will be transferred to a Technical Support
Representative. No hints or codes are available from this line. You must call Interplay’s HINT Line for
hints, tips, or codes at 1-900-370-PLAY (1-900-451-6869 $1.25 in Canada only). You must be 18 years +,
have a touch-tone phone, and the cost is $0.95 per minute.
Interplay Entertainment Corp. Support Fax: (949) 252-2820
Interplay Entertainment Corp. Technical Support
16815 Von Karman Avenue
Irvine, CA 92606
HOW TO REACH US ONLINE
INTERNET E-MAIL:
[email protected]
WORLD WIDE WEB:
www.interplay.com
FTP:
ftp.interplay.com
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STAR TREK® NEW WORLDS™
INTERPLAY LIMITED 90-DAY WARRANTY
Interplay warrants to the original purchaser of this Interplay Entertainment Corp. product that the compact
disc or floppy disk(s) on which the software programs are recorded will be free from defects in material and
workmanship for 90 days from the date of purchase. IF the compact disc or floppy disk(s) is found
defective within 90 days of original purchase, Interplay agrees to replace, free of charge, any product
discovered to be defective within such period upon receipt at its factory service center of the product,
postage paid, with proof of the date of purchase. This warranty is limited to the compact disc or floppy
disk(s) containing the software program originally provided by Interplay and is not applicable to normal
wear and tear. This shall be void if the defect has arisen through abuse, mistreatment, or neglect. Any
implied warranties applicable to this product, including warranties of merchantability and fitness for a
particular purpose are disclaimed. Interplay disclaims all responsibility for incidental or consequential
damages.
Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or
limitations of incidental or consequential damages so the above limitations and/or exclusions or liability
may not apply to you. This warranty gives you specific rights, and you may also have other rights which
vary from state to state.
LIMITED WARRANTY
If the compact disc or floppy disk(s) should fail after the original 90-day warranty period has expired, you
may return the software program to Interplay at the address noted below with a check or money order for
$5.00 (U.S. currency), which includes postage and handling, and Interplay will mail a replacement to you.
To receive a replacement, you need to enclose the original defective compact disc or floppy disk(s) in
protective packaging accompanied by: (1) a $5.00 check or money order, (2) a brief statement describing
the defect, and (3) your return address. If you have a problem with your software, you may wish to call us
first at (949) 553-6678. If your compact disc is defective and a replacement is necessary, U.P.S. or
registered mail is recommended for returns. Please send the defective disc(s) only (not the box) with a
description of the problem and $5.00 to:
WARRANTY REPLACEMENTS
Interplay Entertainment Corp. • 16815 Von Karman Avenue • Irvine, CA 92606
COPYING PROHIBITED
This software product and the manual are copyrighted and all rights are reserved by Interplay Entertainment
Corp. and are protected by the copyright laws that pertain to computer software. You may not copy the
software. You may not loan, sell, rent, lease, give, sub license, or otherwise transfer the software (or any
copy). You may not modify, adapt, translate, create derivative works, decompile, disassemble, or otherwise
reverse engineer or derive source code from all or any portion of the software or anything incorporated
therein or permit or encourage any third party to do so.
Notice: Interplay reserves the right to make modifications or improvements to the product described in the
manual at any time and without notice.
SOFTWARE USE LIMITATIONS AND LIMITED LICENSE
This copy of Star Trek®: New Worlds™ (the Software) is intended solely for your personal noncommercial
home entertainment use. You may not decompile, reverse engineer, or disassemble the Software, except as
permitted by law. Interplay Entertainment Corp. retains all right, title and interest in the Software including
all intellectual property rights embodied therein and derivatives thereof. The Software, including, without
limitation, all code, data structures, characters, images, sounds, text, screens, game play, derivative works
and all other elements of the Software may not be copied, resold, rented, leased, distributed (electronically
or otherwise), used on pay-per-play, coin-op or other for-charge basis, or for any commercial purpose. Any
permissions granted herein are provided on a temporary basis and can be withdrawn by Interplay
Entertainment Corp. at any time. All rights not expressly granted are reserved.
Modem and Network Play: If the Software contains modem or network play, you may play the Software via
modem transmission with another person or persons directly without transmission through a third party
service or indirectly through a third party service only if such service is an authorized licensee of Interplay.
For the purposes of this license, a third party service refers to any third party service which provides a
connection between two or more users of the Software, manages, organizes, or facilitates game play,
translates protocols, or otherwise provides a service which commercially exploits the Software, but does
not include a third party service which merely provides a telephonic connection (and nothing more) for
INTERPLAY ENTERTAINMENT CORP.
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modem or network play. Authorized licensee services are listed on the Interplay World Wide Web Site
located at http://www.interplay.com. This limited right to transmit the Software expressly excludes any
transmission of the Software or any data streams thereof on a commercial basis, including, without
limitation, transmitting the Software by way of a commercial service (excepting those specific commercial
services licensed by Interplay) which translates the protocols or manages or organizes game play sessions.
If you would like information about obtaining a pay-for-play or commercial license to the Software, please
call Interplay Entertainment Corp. in the US at (949) 553-6655.
Acceptance of License Terms: By acquiring and retaining this Software, you assent to the terms and
restrictions of this limited license. If you do not accept the terms of this limited license, you must return the
Software together with all packaging, manuals and other material contained therein to the store where you
acquired the Software for a full refund.
INTERPLAY WEBSITE
Welcome to the Interplay Web! As a company dedicated to providing innovative, high-quality interactive
entertainment software, we are always striving to stay as close as possible to the leading edge of
technology. This Web site is the latest example of our ongoing effort to provide a wealth of information and
opportunities to you.
As a company of fanatic gamers, we love the idea
of gamers all over the world tapping into
cyberspace to see, touch and feel our latest games.
No hype, no marketing campaign; just great
games. To make it work, our goal is to keep this
site fresh and new, to make it a place where you
can tell US what you like about our games... and
what you don’t like about them. So use the
feedback options on these pages and sound off.
Enjoy your visit in our Web site, explore all the
different areas we have to offer, and come back
soon. Check us out in the weeks and months
ahead; we will be introducing new and exciting
areas for you to experience.
Once again, welcome.
Brian Fargo
C.E.O.
Interplay’s World Wide Web site is an Internet service designed to give you the
latest information about Interplay and our products.
This site features our demos, upgrades, product information and ordering information.
How to get there
From your Internet account,
point your favorite browser to:
www.interplay.com
This website is not intended for technical support, but to offer new machines and the latest product
information. For technical support, please contact Interplay as described in the Customer Support section.
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®
www.interplay.com
INTERPLAY ENTERTAINMENT CORP.
• 16815 Von Karman Avenue • Irvine • CA • 92606 • (949) 553-6655 •
STAR TREK ® New Worlds ™ Software © 2000 Interplay Entertainment Corp. All Rights Reserved. ™, ® & © 2000
Paramount Pictures. All Rights Reserved. Star Trek, New Worlds and related marks are trademarks of Paramount
Pictures. All Rights Reserved. Interplay, the Interplay logo, "By Gamers. For Gamers.", 14° East and the 14° East
Logo are trademarks of Interplay Entertainment Corp. All Rights Reserved. Exclusively licensed and distributed by
Interplay Entertainment Corp. All Rights Reserved.
MN-C95-1097-0
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®
™