Broderbund Software Presents..: Scanned and Compiled by Underdogs For Home of The Underdogs
Broderbund Software Presents..: Scanned and Compiled by Underdogs For Home of The Underdogs
http://www.theunderdogs.org
Michael Cranford’s
REFERENCE M A N U A L
AUTHOR’S THANKS CREDITS
The only pleasure greater than seeing this product reach completion is to
Design and Programming: Michael Cranford
have worked and developed relationships with so many dedicated people.
I can’t express greatly enough my appreciation to Greg Hammond. for his
Computer Graphics and Animation: Tom Wilcox
support, encouragement and direction on this project. I also owe Tom
Wilcox thanks for his artistic contribution, which has made this program
Additional Graphics and Animation: Diane Wilcox and Gene Hamm
come alive. And thanks to Margot for some input which, while often tough
to swallow, has refined Centauri like gold in a furnace.
Documentation written by: Michael Cranford
Many others played important roles - Don Daglow, Tom Norwood, and the
Package and Documentation
rest, and their contributions shine forth as well.
design by: Nancy Morris
Finally. thanks to my wife Carolina for her love, patience, and support, and to
Product Management: Gregory Hammond
good Friends-Todd, Jana, Mark, Tom, Joe, Heather, Craig, Rick. Darin, Carlos,
and Robert Martyn
and others too numerous to mention, For making the proverb a reality in my
life: ‘“As iron sharpens iron, so one man sharpens another.”
Marketing Management: Latricia Turner
2
CONTENTS
1. CENTAURI ALLIANCE 7 4. COMBAT 29
Introduction 7 Selecting a Hex 29
To Begin 7 Combat Options 30
Making a ROSTER Disk 8 Range Options 30
Two Drive Option 8 Expending Rounds/Charges 31
Gameplay 8 Experience and Plunder 31
Quick Start 8 Weapons 32
Headquarters 8 Ancient Artifacts 32
Movement and Mapping 9
Interaction 12 5. TECHNICAL ABILITIES 33
Starting Out Hardware 33
13
Setting Up a Party 14 Weaponry 33
Preparing for Combat 14 Bio 34
Ancient 34
2. CHARACTERS 16
Character Races 16 6. PSIONICS 35
Character Attributes Mind 36
17
Skills 18 Body 39
Combat 19 Matter 42
Tech Energy 45
19
Psionics 20
Metamorph 20 7. METAMORPH 4s
Chart of Possible Skills 20
Metamorph Skills 48
Aliens 21
View Character Mode 21
8. ABOUT THE AUTHOR 50
Missions 22
WARRANTY 51
3. GAME AID 24
Creating a Party 24 BACKUP DISK 53
Exploring 25
using weapons 26
Transferring Items 27
C o m b a t Strategy 27
Psionics 28
Artifacts 28
CENTAURI
ALLIANCE
The galaxy is at war. You must assemble a group of adventurers, chosen
from the coalition of six races that make up the stellar rebellion known as the
Centauri Alliance. The galaxy is divided into dozens of similar alliances. all of
which are completely hostile to one another, and all are bent on the
destruction of your group. The dawn of the 23rd century has revealed no
new hope for peaceful galactic coexistence.
Your group can have up to eight members in it, which can include any aliens
who join you in your travels, as well as any mechanoias (computer-
controlled robots) you may acquire. The enemies of the Centauri Alliance are
legion, and every game scenario contains new challenges to your
adventurers’ abilities. Your mission changes from scenario to scenario: the
Alliance Field Guide will list the details of your current adventure, and will
give you information vital to the success of your quest.
INTRODUCTION
Please read through the first section of this manual before beginning the
game. Keep this section handy afterward, since it contains specific operating
commands which you will use while playing CENTAUN ALLIANCE.
T O Begin
For Apple, place the BOOT disk in the drive and turn your system on.
The game will automatically load. For Commodore 64, type: LOAD “*“,8, 1
and press Return.
7
MAKING A ROSTER DISK place the arrow cursor over the desired menu selection and “click” on it by
You must first duplicate the ROSTER disk before beginning the game. The pressing the button. Your options are:
ROSTER disk holds all your characters, and it is not copy protected. You may
use a standard copy program or use the one provided with the game (if you CREATE This allows you to create a new character. You are asked to choose
wish to use the one provided, begin the game as specified below and select a race from six possibilities, and then review a number of applicants until you
COPY ROSTER DISK when it becomes available). find one you like. You then choose from a list of potential skills and must
type in a name for him.
TWO DRIVE OPTION BAND You use this function to load a character into the party Type in his
For those users who have a two-drive system. you may press 1 or 2 when name, or use the wildcard character = to abbreviate it. Example: you type
you are prompted to insert a Roster or Scenario disk, and the program will FR=<RETURN> and Fred is loaded into the party. You can see the characters
thereafter look for that particular disk in that particular drive. appear in the Roster window to the right of the main display. You can also
type in a Party name and have all your characters loaded in at once.
GAMEPLAY REMOVE To take a character out of your party and save him back on disk
This section includes information essential for your success while playing you “remove” him. You cannot remove constructs or illusions in this manner,
CENTAURI ALLIANCE. and if you remove a character which created them, they will instantly vanish.
HEADQUARTERS To try out the game with some pre-existing characters, follow the QUICK
This is where you will begin the game. You are in the branch of Alliance START instructions above.
8 9
light, for instance) cause small animated pictures to appear in this space to corner space on any map is called the Reference Marker. Your location can be
remind you of their lingering effect. measured as a number of points north and east of it.
The roster window (on the right side of the screen) contains an abbreviated The diagram above shows a sample front-view and top-view (these are
list of your characters names. If a character is dead (or stunned), his name is symbolic diagrams. to help you understand the way the viewscreen works).
printed here in italics. You can look at any of these characters by pressing The top-view diagram to the right represents the corridor shown in the
their number or clicking on their name. Pressing 0 (or clicking on the word three-dimensional diagram. with a small arrow portraying the party’s
“Roster”) will give you a more detailed report on your party. location and direction. Note that the walls are drawn in heavy lines, as if
sketched on a small piece of graph paper. If you are inexperienced with
The Title window (at the very top of the screen) is used to give you specific using a top-view map and a front-view display, practice your adventuring on
data concerning your party’s location. The Text window (at the bottom of the Lunabase before leaving to chart out new terrain.
The Main Display is the large window which contains the 3-dimensional Your Front View display will change to a Top View, which will represent all
graphic image. This window is your portal to the first-person experience of the ground you’ve already covered on this particular map. You can even
CENTAURl ALLIANCE. move while in Top View mode, and you’ll see new terrain added as it comes
into your party's range of vision.
that it is broken into a 16x16 grid. Each square is referred to as a “point”, auto-map is not saved after you leave. The auto-mapping feature is simply a
and your progress is gauged in terms of these “points”. The lower left hand way to make travelling in unknown terrain easier. There are even places in
the game which can erase your current map. Prepare for such occurrences
wisely.
Remember also that traveling off one edge of the map will USUALLY put you
on the opposite side.
If you ever become lost, or your map becomes destroyed, the SPATIAL
SENSE psionic ability should prove most useful.
10 11
INTERACTION 0 Examine roster (can also be selected by clicking on the word ‘Roster’).
Prints a general list of your 8 characters. with their present and maximum
Certain options for you, characters are available at any point (or nearly any
LIFE and PSI points.
point) in the game. These are:
ESC k-on the Commodore 64) User interface selection. The player is
DELETE Allows you to deleted character from the ROSTER disk permanently
allowed to select either keyboard, joystick, or mouse interface for use with
(but this option will NOT remove him from the party, if he is currently in it).
CENTAURI ALLIANCE. The player’s selection will be saved to disk for ease in
future game playing.
PAUSE [ctrl-P} Will put the game on hold, until another key is pressed.
VIEW [V] View mode toggle (changes between Front View and Top View. to Note: We highly recommend using a mouse with the Commodore 64
reveal auto-mapping). version: it makes the program much easier to use. The Commodore mouse
must be connected to port I to function. If you have a joystick, connect it
A Activate an item. Certain items have inherent psionic powers that can be STARTING OUT
activated at any point (unless they are for combat use only). You can One of the first things you’ll probably want to do is create and outfit a group
“activate” ammunition and, if you have the correct firearm readied, it will of characters. But if not, there is a good party of adventurers already on your
recharge it to capacity. Armor that has shielding power can also be activated ROSTER disk, called ALLIES. Either way, you’ll want to read the following
section as well as section 3. I for further detail.
in this way.
12 13
SETTING UP A PARN Next. leave the Armory and view each one of your characters (by pressing
CENTAUN ALLIANCE has a very effective way of setting up and loading in the appropriate number key, or clicking on their name in the Roster window).
your party of adventurers. Follow these directions to facilitate and expedite Press the spacebar key until you see the list of his items. You must now
loading in your crew: “ready” the items he will be using in combat. IF he owns two guns. for
example. the one which is “readied” is the one he’ll actually be firing in
(1 ) Create all the characters you desire in your party, and make sure they’re
combat. You ready both weapons and armor by pressing R, and then the
all on the same ROSTER disk. number of the item (1-8). A + symbol will appear by the item name,
signifying that it is readied.
(2) Load them all in while in the Headquarters. Exit, and once outside press
M (or click on a character number in the Roster window) to arrange your
Follow this same procedure for each of your characters. Remember that only
characters in the best possible order. Then reenter Headquarters. the first four characters in your party can be involved in melee combat, but
the remaining characters can fire and throw without hindrance.
(3) Press ctrl-S or click on “Save”. and select P to choose Party Save. You are
asked to think of a name for your group - use anything but ALLIES (which is You are now prepared for battle.
already reserved for the preexisting character group).
The next time you want to band your party together in the Headquarters.
simply type in the name of your party (e.g. ALLIES) and all of your crew will
be loaded automatically.
The first thing to do is to locate and travel to the Alliance Armory, located in
Lunabase (as well as most other star ports). You can find its precise location
by referring to the map included in your Alliance Field Manual.
Once in the armory, your characters should procure the finest weapons and
armor that their funds (and abilities) can manage. Descriptions of the items
sold can be found in the Field Manual. Make certain you are buying
weapons that are usable by characters with your current skills In
combat.
14 15
MANSTRAK Reptilian in origin, the Manstraks are larger and stronger than
any other race in the Centauri Alliance. They also have a great technical
CHARACTERS
ability.
You can create characters in the Headquarters, where you will begin the CHARACTER ATTRIBUTES
game. After you select Create from the menu. you will be able to “interview’ Every character has several attributes that define his physical and mental
people from a particular race. When you see a character you like. you can status in the game. There are also other status numbers which reflect
select his starting skill, name him. and bring him into your party by using the different aspects of a character’s condition. You can view characters by
Band command. clicking on their names or by pressing I-8.
Strength (1-20)
CHARACTER RACES The level of physical strength a character has. This rating will influence the
There are six different races in the Centauri Alliance. They are: amount of damage inflicted in combat. An average score is 8.
HUMAN Known for their perseverance, aggressiveness, and the ability to IQ (1-20)
remain victorious against all odds, these people are the cornerstone of the Mental strength and reasoning ability. This score will affect the accumulation
Centauri Alliance. of PSI points. Average score: 8.
VALKYRYN Humanoid in appearance, the Valkyryn nonetheless derive from Vitality (1-20)
avian stock, and are slighter, more light-bodied and dexterous than Humans. Healthiness and endurance. The vitality score will affect the accumulation of
They also possess substantial psionic abilities, and can repair hardware with LIFE points. Average score 8.
great facility.
PRAKTOR In natural form they appear to be shod, heavy creatures with Dexterity and coordination. A high score will influence the potentiality of
three arms and three legs. shaped as if from gray clay. In actuality, they scoring a hit during combat, and may affect the PROTection rating. An
possess the ability to metamorph (change into other animal forms). and have average score is 8.
some psionic ability.
LIFE points [Physical energy]
DONSAI Thought to be an offshoot of the Human race. the Donsai are The number of “points” of damaged player may sustain before he is killed.
master warriors and leaden, though they lack the ingenuity and When a character is successfully hit in combat, he loses points, and at 0
stubbornness of their Human counterparts. points he will die. Life points are earned during the Academy training
sessions, and every race has a limit for the number of LIFE points its character
type may have:
16 17
LIFE PSI within that discipline to begin training in. After he has achieved at least a
Human 100 50 level 5 proficiency in that skill he can elect to begin training within a new
Valkyryn 75 200 skill. Changing disciplines is a bit more complicated, and will be explained in
Praktor 75 150 a later section.
Donsai 100 70
Manstrak 150 30
Arcturian 90 100 Combat
The universe of CENTAURI ALLIANCE can be a dangerous place. Your
A player’s current LIFE and PSI points (after damage) are normally listed next adventurers will often find themselves engaging enemies of the Alliance in
to their present maximum. battle. Proficiency in a particular skill includes the ability to use higher
powered weapons of that type, to attack more than one time each combat
round, and to obtain initiative (first attack).
These points are normally expended during the use of psionic abilities, and
are regained slowly with time, or instantly by visiting a Bio-Tech. Metamorph MELEE Close quarters combat, with either bare hands and feet, or striking
and Tech skills can also cause a drain on mental energies. Mental assaults can and stabbing weapons.
drive a PSI point total to zero. which causes a character to be stunned.
THROWN Distance combat, using hurled weapons and explosives.
SKILLS SIDEARM Distance combat, using any projectile guns, energy weapons, or
Each adventurer has one or more skills, depending on his racial type and other weapons which must be sighted and fired.
training. Skills are used throughout the game when the characters are called
upon to perform tasks and resolve problems. In CENTAURI ALLIANCE, skills MASTER Master Warrior training is an extension to all three of the above
are represented by a number from zero to ten. with zero being a total lack of skills, and can only be started after the other three have been satisfactorily
ability in a particular skill and ten representing a mastery of that skill. completed (i.e. skill level 5 or greater).
Characters advance in proficiency levels by the accumulation of experience.
Unlike other role-playing games, CENTAURI ALLIANCE gives you the
Tech
number of points a character needs to gain the next level of proficiency. As
Technical skills are used to maintain biological and mechanical systems,
he becomes more experienced. the number of points gets smaller and
which are of great importance to successful gameplay. Specific abilities for
smaller. After it becomes zero, a character may return to the Academy to
each skill are listed further on.
receive training in his new skill level.
18 19
ANCIENT Maintenance of ancient artifacts, which tend to go bad after
ALIENS
relatively short usage.
While the Centauri Alliance is composed of six very different races, only
Psionics creatures outside the Alliance are called aliens. Some aliens are friendly, and
can join your party Others are enemies of the Alliance, and will fight you to
Psionic skills are actually the focus of brainwaves to achieve a variety of
the death. Those who join your party can be saved to disk just like your own
results. Only certain races have this capacity (humans do not). Specific
adventurers, but they are not eligible for training at the Academy.
psionic abilities are listed later on.
Mechanoids fall into the same category. You may fight them during your
MIND Abilities in this skill are used to influence or attack others mentally.
Creating “illusions” or becoming “invisible” are potential effects the psionic mission, but they can be coerced (reprogrammed) to obey you as well as
anyone. Some types are far tougher than your adventurers (even at their
character can achieve by clouding the minds of others.
peak), and can be a powerful addition to your group. You can purchase one
of three models at the Alliance Armory, and at other non-sanctioned
BODY This skill involves a more physical influence of psionic powers, by
dealerships in the universe.
enhancing certain aspects of your own or other characters’ bodies, or by
causing enemies to attack themselves.
Mechanoids use weapons that are powered by their own circuitry, as well as
pseudo-psionics (psionic effects can be manufactured artificially. as can most
MATTER Psionics can also affect the state of molecular structure. This skill is
more advanced, and a novice character may not learn it. ancient artifacts). Only special technical abilities can “heal” a mechanoid that
has damaged his circuitry.
ENERGY Like the previous skill. this skill affects the nature and flow of
Aliens and mechanoids do not have credit ratings. They do not accumulate
energy, and is not available to a novice character.
experience, nor do they pick up items. In combat, they will choose their own
targets and modes of attack.
Metamorph
This discipline contains only one skill, of the same name. Specifics
concerning it are listed later on. VIEW CHARACTER MODE
Ar most places in the game you can bring to the screen a variety of
METAMORPH This ability relates to transforming your physical shape to one information concerning a particular character. To do so, simply press the
of several alien life-forms. There are certain restrictions to this ability, which number representing the character (as you see the name appear in the
is only available to the Praktor race. Roster window). or click on the character’s name. In addition to the
character’s attributes and skills, as we have already discussed, the following
information appears:
Chart of possible skills
Combat Tech Psionics Metamorph PROT (0-20) [Protection rating]
Human Yes Yes NO No Reflects the amount of protection (i.e. armor) on a character. The higher the
Valkyryn NO Yes Yes NO rating, the more difficult he is to hit in combat. A high Agility rating will also
Praktor NO NO Yes Yes affect the PROT rating.
Donsai Yes NO NO NO
Manstrak Yes Yes NO NO COND [Condition]
Arcturian Yes NO Yes NO A character‘s health status. Typical conditions are: Alive, Dead, or Stunned.
20 21
SHIELD (l-100) conditions and possible missions for your adventurers. There are Alliance
Shield points are only bestowed by certain special types of hardware. Shield Headquarters in most cities and bases.
points absorb damage, preventing your character’s LIFE points from being
expended. Starport This is where your adventurers can catch transportation to other
star systems. Costs and schedules are subject to change, so you may have to
EXP [Experience] travel in round-about fashion to get to a specific destination.
This value (as explained earlier) begins at the number of points needed to
advance to the next level of proficiency in a skill. As the player earns The Academy Located on Luna (the Earth’s moon), the primary base for the
experience (typically through combat) this number will grow smaller. Centauri Alliance’s operations, the Academy provides training for your
After it reaches zero. the character may report to the Academy for further adventurers in the skills they will need to survive the rigors of existence.
skill training. Characters trade their accumulated experience for heightened abilities and
physical prowess.
CREDIT/MCREDIT
The number of “credits” a character possesses determines his wealth. Armory Munitions and equipment are available to all registered officers of
For the sake of simplicity, credits also come in mega-credit denomination the Centauri Alliance, at a great savings. Equipment can also be traded in
(1000 credits). here for a partial refund.
Items Bio-Tech These specialists can do everything but bring the dead back to life
Every character can carry up to eight individual items without serious for a reasonable cost. Services also include accelerated PSI point
encumbrance. The items which a character is currently using must be regeneration. If you do have dead characters, however, there are special
specially selected before he engages in combat. speed-cloning procedures that are still in the experimental stage and
extremely expensive, but reportedly trustworthy.
MISSIONS
In any particular scenario there are numerous small missions which are
involved in completing the greater quest of the scenario. Missions usually
begin at a base on a particular planet, and typically include an inside or
underground area as well. Pirate bases, derelict starships, smuggler
hangouts, space stations, ancient catacombs, starship “graveyards,” and
even worlds with medieval fantasy civilizations are all potential sites for
missions. To find out the particulars concerning the present scenario, consult
your Alliance Field Guide.
Your adventures take place on many different worlds, but certain locations
can be found all over the galaxy:
Headquarters This is where you (typically) begin a new game. You can
create new characters here, form adventure parties. and transfer in character
from other computer games. You can get information here on local
22 23
Once your party is assembled, you must exit the Headquarters and enter the
Alliance Armory. Once inside, you should match weaponry up with the type
GAME AID
of skills your characters have (i.e. rifles for those with firearm training, swords
for those with melee training, grenades for those with thrown-weapon
training, etc.).
This section is added to help those players who are new to games like
CENTAURl ALLIANCE. There are a number of shortcuts and considerations you Purchase some type of armor or protective garment for all your characters,
should make note of in your gaming. and spend the rest on the most powerful weaponry you can afford. Make
note of who is carrying which items, and their effective range and damage.
You will find descriptions of all standard equipment in the Alliance Field
CREATING A PARTY Guide.
A party is a group of adventurers you have banded together who will embark
on the scenario quest as comrades. Putting together a well-rounded party is a Be sure to purchase a few extra clips of ammo, or power packs far lasers,
necessary precaution in CENTAURl ALLIANCE. In addition to preparing you for since firearms have a tendency to become expended when you need them
the dangers and perils you will encounter at all stages of your mission, certain the most.
skills are required to overcome the tests and traps you will periodically face.
After you have purchased weapons and armor, go into View Character mode
The party included on your ROSTER disk, named ALLIES, reflects a good for each of your characters and Ready the new equipment, even before you
balance of abilities and accoutrement. Should you choose to develop your own leave the Armory. Once you step through the doors you’ll be facing an
party. however, here are some general guidelines: unfriendly universe.
. Include at least two characters with combat ability, if not three. One of these
should be able to use firearms, and having two characters qualified in this EXPLORING
area is not a bad idea. The ability to attack at a distance is absolutely crucial, Keeping track of where you are is an absolute necessity for successful
and your fighters should stand in the front positions of your group, since the gameplay. A sheet of graph paper will prove useful for that task. along with
first four characters will receive all the melee attacks. Map Mode, the auto-mapping feature in CENTAURI ALLIANCE. Don’t forget
that your map is not saved when you travel between map levels: copy it to
. Psionics are important-perhaps more important than combat skills. But they graph paper before you move up or down any stairway or elevator, or before
are less effective at lower levels of ability, so use your fighters as your you take a ride on a starship.
primary means of attack until your psionic characters receive higher level
training. At least two psionic characters should be in your party, one of Lunabase is on the dark side of the earth’s moon. but it is artificially and
which could optionally have metamorph skill. perpetually lit. Most of the other worlds you are on have this same feature:
interiors, however. are not necessarily lit. Starships and starbases might have
. Bring at least one technician. preferably with biotech skill. Your fighters will lighting. but caverns, catacombs, or ancient labyrinths typically will not. You
need medical support as they do battle on the front lines. Technical ability in cannot see anything, either in front view or Map Mode, unless you have
other skills will be necessary to complete the scenario, so do not neglect this light. Auto-mapping occur by what you see, not where you have been. so
area of development. you need light. It is recommended that you either bring a character able to
make a psionic light or purchase auto-flares in the armory. An auto-flare
. Leave at least one slot open in your party for a mechanoid or alien volunteer. must be Activated in order for it to produce light.
24 25
There are traps in the universe of CENTAURI ALLIANCE: some occur
TRANSFERRED ITEMS
accidentally, and others have been placed where they are by fiendish foes. Two
Some artifacts are weapons, and should be readied in the same manner as
typical traps are radiation and neutron squares. If you walk on one of these
one might a firearm. But remember that it might not necessarily look like a
places, you will hear a strange tone and the members of your party will sustain
firearm. A “Fiery Horn,” an item which can be transferred from another
damage. Radiation causes damage to LIFE points, and neutrons cause damage
game, is an example of this. In the game it came from it was not considered
to PSI points.
a weapon. but in CENTAURI ALLIANCE you point it like a laser blaster!
4 64 64 64
particular hex, where your enemies are presently located. If they move
before you get your attack off, you will not throw or fire your weapon (i.e.
5 96 96 96
you aimed, or cocked your arm, but they advanced, so you had to stop your
attack and recalibrate). If you anticipate that a group of aliens will move
26 27
before you can fire at them, you can lead them. Leading means you fire at
the hex in front of the group. If they move to this hex before your character’s a
COMBAT
turn to attack, they will receive the full amount of damage.
Your group can choose to move (alter its position on the hex grid) or flee
Psionic abilities do not work in all places. In areas of high neutron activity (make a run for it) rather than attack. Your enemies have the same alternatives.
(psi-dampers) you may not be able to use any psionics. This is particularly
Moving is only allowed if there is an open and adjacent grid location. No
true in most sites of Ancient construction.
movement beyond the grid boundaries is permitted. Grid locations which
appear black are not available for you (or your foes) to move onto, nor are
ARTIFACTS
hexes which already contain a group. Also, an attempt to flee is not always
successful. If not, your enemies can attack you unhindered.
You will find some sort of weapon or artifact after you complete most battles.
Make certain the members of your party are not all carrying 8 items; if there
SELECTING A HEX
is no room for you to carry a new item, no more will be found. You can drop
items, or trade them between one another, while in View Character mode. Selecting a hex on the grid is simple. Place the cursor on the desired hex and
once you are looking at a character’s list of items.
press the button (click on it). This will change the hex to blue, and will print the
status of any occupants in the small window above the display. You may click
There are two basic ways of figuring out what an item can do: use it, or take
on any other hex at this point (to scout the terrain). Clicking on a hex twice, or
it to the Armory. If you pretend you are interested in selling it, you will be
pressing the space bar. will cause the current “blue” hex to be selected. Using
given an appraisal of its general powers. While most items are useable by
the left and right arrow keys will also allow you to choose between hexes.
characters of all races and skills, remember that you can only ready weapons
you have been trained to handle.
Your group will always appear at the bottom (close edge) of the grid, and your
enemies might be anywhere else, including right next to you. You specify
It is rumored that. while all items have some value. there might be some
targets by clicking on them or by using the left and right arrow keys (which will
artifacts that also have negative side effects. so be forewarned,
cycle through the grid locations). The grid location beneath the group will
28 29
always change to blue when it is active (i.e. attacking or moving), with away from yours. Only psionic abilities and weapons that have a range of 3
appropriate sound effect. hexes or more will affect them. Note that the distance indicator does not
I actually tell how many hexes they must move to get to you (since they must
Enemies attack in groups. similar to your own. but enemy groups can move around defunct grid locations and other groups), but indicates the
contain up to 16 aliens each, and up to eight groups can assault you in a distance as a direct line. Weapons and psionics are not interrupted by
particular battle! defunct grid locations, or impeded by other groups (you can shoot around
them).
COMBAT OPTIONS
If your group decides to attack in a particular round, each one of your EXPENDING ROUNDS/CHARGES
characters must decide what he will do. Your choices are: Firearms expend charges (or rounds) when used. and thrown weapons (e.g.
knives, grenades, napalm canisters) are expended immediately upon use,
. Melee attack: An assault on any group in an adjacent hex location and will be removed from your character’s list of items. When a firearm gets
down to zero rounds, it cannot be successfully fired, and attempting to fire it
. Fire attack: An assault using a firearm on any grid location in range will often damage it. It is wise to carry spare ammunition (or spare power
packs for energy weapons), and to reload when you are nearly out. Note that
. Reload a weapon: Replacing the ammunition in a firearm or a power-pack “rounds” may refer to more than 1 bullet (for a machine gun. for example,
on an energy weapon 10 rounds may refer to 10 bursts of bullets). Projectile weapons of this sort
will normally affect a number of foes (rather than just one).
. Dodge: Basically a defensive move, dodging makes you more difficult to
hit
EXPERIENCE AND PLUNDER
. Psionic attack Using a psionic ability or a metamorph skill during combat After combat, living members of your group will receive experience points,
as well as any items your foes might have been carrying. Experience points
. Activate: A thrown weapon or explosive attack. within a set range. Also, are subtracted from the totals listed for each of your characters, until they
certain items can provide protection during combat, but must first be have no points left, and are ready to return to the Academy for retraining.
activated They continue to accumulate experience even after they have reached 0,
though it does not show up in View Character mode. These points will be
Your first four characters in the party line-up can physically attack, and can be deducted from your new experience total once you receive training (though
physically attacked. The back four characters can use thrown weapons and you can never accumulate enough experience to drop below 1000 points
psionics only, unless one of your first four characters is killed, in which case after level advancement).
one of the back four characters will move in to fill the ranks.
Mechanoids and aliens do not collect experience or items
RANGE
Most fired and thrown weapons (as well as psionic abilities) have a range of
effect. Enemies outside the effective range will typically take no damage at
all. After the names of your opponents. an indication of their distance from
you will appear. For example, (3 hx) indicates that their group is 3 hexes
30
WEAPONS
There are four basic types of weapons:
HAND-HELD These weapons are used in Melee combat, and range from TECHNICAL
non-technological (e.g., a dagger) to very technological (e.g., an electro-
sword). ABILITIES
THROWN These weapons include types which cause damage by impact There are four basic catagories of technical specialty. Technical abilities are
(e.g., knives, shurikens, axes) as well as those which merely shatter on achieved through academic preparation and careful hand-eye coordination,
impact, but contain their own effect (e.g., grenades, napalm capsules, tear- and are very taxing and attention-consuming for the technician. Using them
gas cylinders). Thrown weapons are expended when they are used. actually drains MI points, due to the intensity of the concentration involved.
The comparative insanity of combat makes use of these abilities impossible
PROJECTlLE Includes less sophisticated weapons like a bow and arrow, as during battle, wherein the technician must turn to such crudities as physical
well as pistols and rifles (both semi and fully automatic), and Gauss rifles, violence to maintain his life.
which propel steel slivers along a linear magnetic flux which emanates from
the front of the gun. All these weapons must be reloaded from time to time, Since technical abilities are not directly useful in combat, one might easily
if not every time fired. relegate them to being of lesser importance. But in the world of the Centauri
Alliance they can be crucial to existence. Technicians can maintain the health
ENERGY Energy weapons include lasers and disrupters, in both pistol and of your adventurers between combat periods, when a psionic with a
rifle form. Utilizing a revolutionary principle in energy storage, these discipline in Body might have little or no PSI energy to spare. If a weapon
weapons draw on special power-packs which are only good for a few shots. should misfire and become defunct. it is absolutely worthless without the
maintenance of a trained technician. Shield belts, for instance, can only be re
And of course your characters need protection: ARMOR Characters should energized by the ministrations of a technician.
always be equipped with a weapon and a selection of armor. Armor, to be
effective, must cover over 80% of the body. Therefore, individual pieces
alone (i.e. a helmet, or gloves) tend to have very little effect on a protection HARDWARE
rating. Some armor has the ability to boost a character’s strength, heal him The primary use for this ability is in the re-energization of an expended
of wounds, and give bursts of shield energy. to protect him from any shield belt. Shield belts (and certain forms of combat armor) can give
damage. To get a shield energy bonus, you must activate the armor outside enduring shield energy to any character wearing them. Secondarily,
of combat. technicians of this specialty can repair mechanoids which are ‘“dead” (i.e.
their electro-chemical systems have been damaged and de-energized). To
re-energize a shield mechanism, the technician must be carrying it on his
ANCIENT ARTIFACTS person.
Scattered about the universe of CENTAUN ALLIANCE are numerous items
left by ancient space-travelling civilizations which were centuries ahead of
Earth technologically. These items vary in level of power and sophistication. WEAPONRY
and are worth a great deal of money. Proper use of these artifacts can make Technicians with skill in this discipline are often called upon to repair defunct
or break your group in CENTAUN ALLIANCE, so treat them carefully. firearms. Most firearms experience problems with jammed ammo and minor
breakdowns in regular use, and only a technician can bring their recovery. In
32 33
addition. a technician can add an extra charge to any energy weapon he can
properly manage. The technician must have the weapon on his person to a
PSIONICS
effect a repair.
ANCIENT Some psionic abilities produce effects that can be maintained as long as
there are PSI points being expended (illusions and constructs). To maintain
This discipline resembles the WEAPONRY ability. except that the items
these abilities, no PSI points can be regained through rest. The psionic
affected are non-Alliance weapons of generally much greater power and
character can terminate these abilities at his own discretion. They are listed
sophistication.
herein with a duration of FOCUS.
Higher levels of technical experience will lower the PSI cost of a particular
‘“illusions” are audio/visual phenomena which can only do damage to
job. And in the case of the BIO ability, after the sixth level of experience a
someone if he believes the illusion is real. Similar in operation ton construct,
character is allowed to repair alien creatures as well as standard Alliance
an illusion’s existence is contingent on the psionic’s consciousness. Your
types. party (and your enemies) will automatically undergo a ‘“reality test” at the
end of every combat round to see if you can disbelieve any illusions that
oppose you. A successful reality test will make the illusion vanish.
34
MIND Psi Transfer Allows the psionic to transfer 10 of his psi
PSlTR(16) points to another character. The ability cost
Lvl Name Description Instant includes the points transferred.
1 Spatial Sense Determines your location and direction in Char
SPSEN (2) a particular labyrinth, base, or city.
Instant 3 Brain Drain This ability will do 5 to 20 points of PSI
N/A BRNDR (6) damage to all the foes in a group.
Instant
Psi Assault Does l-4 points of PSI damage for every Group (2 Hexes)
PSIAS (4) level of ability the psionic has in this discipline.
Instant Lesser Illusion Creates a temporary creature. maintained at
1 Foe. 1 Hex LESIL (7) the psionic’s will, and subject to his control
FOCUS (basically, a puppet). The illusion is only
Mind Shield Cuts mind attacks on the psionic in half, and Party effective to those enemies who believe it is real.
MINDS (4) only half damage from illusions. Reality checks are done each round.
Combat
Self Confusion This ability slows your opponents down,
CONFU (7) reducing their attack quickness and making
Invisibility Makes all attacking groups have trouble seeing Combat them easier to run From.
INVIS (3) the psionic (he always seems to be in their All foes
Combat blind spot!). He is therefore protected from
Self many attacks. 4 Seventh Sense An increased SIXTH SENSE ability, this one also
SEVSN (7) detects the presence of dangerous radiation,
2 Psi-Mask This illusion makes your group look more Medium neutron fields, and map-wipe zones.
PMASK (4) ferocious. Your enemies are more likely 3 Moves
Combat to run away from you.
Party Aura Shield Similar to MIND SHIELD, this ability shields
ASHLD (8) every member of your party.
Sixth Sense Makes the psionic sensitive to the proximity Combat
SIXSE (4) (3 points away) of high-energy phenomena. Party
Brief
3 Moves Vanisher This ability functions like INVISIBILITY, but works
VANSH (8) for your entire party, and at greater strength.
Slow Foes Causes a group of your enemies to slow down Combat
SLOFO (5) so much that they miss a round of attack! Party
Round
Group
5 Mind Block The psionic with a Mind Block cannot be 9 Psi Stun Instantly stuns an entire group (drops them to
MIBLK (10) attacked mentally. PSIST (24) 0 PSI points).
Combat Instant
Self Group (3 hexes)
Speed Accelerates the reflexes of a character by twice 10 Aura Block Like the MIND BLOCK ability, this one protects
SPEED (9) normal speed...allowing him to attack twice AUBLK (30) every member of your party. In addition. the
Combat as many times in combat (no, it does not allow Combat party will make future reality tests during
Char twice the normal use of psionic abilities). Party this combat session with total success.
Berserker Rage Makes those fighting in your party go 1 Insta-heal Causes healing of 1 to 4 points of damage to
BERRG (10) absolutely crazy, allowing them to hit more INSHL (4) LIFE for every level of the psionic in this
Combat accurately and for increased damage. Instant discipline.
Party Char
7 Psi Capture Allows the psionic to subdue an enemy mind Jolt The body of the psionic takes on a natural
PSCAP ( 16) and make him your permanent friend, willing JOLT! (5) electromagnetic shield, which gives him a
to join your group. Permanent natural shield rating of 10. Only works if
N/A
1 Foe Self he has a rating below IO.
Paralyze Causes every alien group to suffer extreme Exe-skeleton The skin of one character becomes hardened
PARAL (12) confusion, and to miss the combat round EXOSK (3) like leather, protecting him from casual damage.
Round entirely. Combat
All foes Char
8 Greater Illusion Creates an illusion as per previous abilities. Meta-Fist Disrupts the metabolism of one foe, causing
GRILL (20) but tougher to disbelieve and far more deadly. METFI (4) him physical distress on the level of 1 to 4
FOCUS Instant of LIFE damage for every discipline level of
Aura Speed Like the SPEED ability, this one affects every 2 Psi Strength Increases the physical strength of one of your
AUSPD (18) member of your party. PSIST (6) characters tremendously.
Combat Combat
Party Char
38 39
Far-Sight Allows all characters using sidearms to
Intangibility Makes your group members semi-solid, and
FARST ( 10) shoot with increased vision and accuracy.
IMNG (7) thus extremely difficult to hit, but also reduces
Combat
Combat your own ability to hit.
Party
Party
40
41
3 Vacuum Sphere Removes most of the air from the hex
Anti-Morph Will convert any metamorphed members of
VACSP (8) containing a group of your enemies, lowering
ANTMO(18) your party back into their normal state.
Combat their ability to defend dramatically.
Instant
Group (3 hexes)
Party
43
42
ENERGY
Passwall The molecules of a wall pull back like a curtain,
PASSW (22) allowing your party to pass through. You must
1 Move be directly in hont of a wall for this to work,
Lvl Name
N/A and step directly forward once the way is open.
Some walls are immune to this ability. so be
I Ectoplasmic Arm Causes a limb constructed of raw energy to
forewarned.
ECTAR (21) lash out at a select foe, for 25 to 100 points
Instant of damage.
7 Stoneman Like the GENIE and WILL-O-WISP abilities,
1 Foe (2 hexes)
STNMN (30) this one creates a large, mobile stone construct.
Focus
Force Field This ability helps protect the psionic from most
Party
FORD ( 18) forms of attack: physical, psionic, and energy.
Combat
Basilisk Turns a group of your enemies into stone,
Self
BASIL (37) killing them instantly.
Instant
2 Fireball Causes a mass of searing energy to fly at any
Group (2 hexes)
FIRBL (40) group in range and explode on reaching it,
Instant doing 25 to 100 points of damage.
8 Implosion Force Causes a piece of matter (e.g., a body or
Group (4 hexes)
IMPFO (35) mechanoid) to suffer molecular collapse,
Instant receiving 40 to 160 points of damage.
Light This ability creates a roving globe of light.
I Foe (3 hexes)
LIGHT (10) which accompanies the party on its travels
Medium and illuminates surroundings with amazing
Continuum Will instantly vaporize an empty nearby hex,
Party clarity.
CONTN (38) making it impossible to travel on.
Combat
3 Mind Bolt Causes a psionic shock to hit an entire group,
Grid (2 hexes)
MIBLT (50) doing 25 to 100 points of LIFE and PSI damage.
Instant
9 Teleport Instantaneous apportation of your group.
Group (2 hexes)
TELEP (40) You specify a positive (north and east) or
Instant negative (south and west) direction and the
Darkness Creating a specially polarized darkness which
Party number of points you wish to move (if you
DARKN (20) affects only your enemies, this ability allows
move beyond the bounds of the map you
Combat you to attack easily and avoid most of your
will come in on the opposite side). In combat,
All foes enemies’ counterattack.
this ability will cause a random travelling to
another free hex on the combat grid.
4 Psi Furnace Channels all available heat to a particular hex
PSFUR (54) of your choice, doing 32 to 128 points of
10 Chaos Complete DISRUPTION ability (30 to 120
Instant damage to all within it.
CHAOS (80) points of damage) to all enemies on the grid
Group (5 hexes)
Instant
All foes
44 45
Overload Causes any mechanoids opposing you to 8 Equilibrium Makes your party “invisible” to detection by
OVND (30) suffer a potential burn-out. EQUIL (20) another psionic. There are also traps and alarms
Instant Brief which are psionic in nature, and which can be
Group (3 hexes) Party avoided by maintaining psionic equilibrium.
’
’ 5 Electra-Spheres These flying globes of energy will envelop a Short Circuit Like the OVENOAD ability, this one will work
ELSPH (60) group of your enemies, doing 40 to 160 SHCIR (60) on all groups of your enemies.
Instant points of damage. Instant
Group (2 hexes) All foes
Elemental This ability will create a ‘“creature” of pure 9 Guardian This ability will create a number of guardian
ELEMN (50) energy which is controllable by the psionic. GUARD (90) elementals, under the psionic’s control, to
Focus FOCUS protect the party.
Party Party
6 Force Barrier Like the FORCE FIELD ability, this one covers 10 Photon Fury This ability covers the combat grid with a
FORBA (40) the whole party. PHFUR (120) destructive hurricane of energy, delivering
Combat Instant 50 to 200 points of damage to all enemies
46 47
4 META4 (24) Metamorph form number 4: Gamma Goblin
METAMORPH
5 META5 (32) Metamorph form number 5: Beta Wolf
METAMORPH SKILLS
1 META0 (4) This ability returns the metamorphed character to his
original form.
META1 (8) Metamorph form number I: Stonewalker
49 49
e
ABOUT THE AUTHOR Broderbund’s Limited Ninety-Day Warranty
Broderbund warrants for a period of ninety (90) days following the original
Designer and programmer of the Bard’s Tale and Destiny Knight, Mike has a retail purchase of this copy of product name that the program is free from
number of lesser known titles to his credit, including the Apple version of substantial errors or defects that will materially interfere with the operation
“Donkey Kong,” and the Commodore 64 programs “Super Zaxxon” and of the program as described in the enclosed user documentation. This policy
“Maze Master.” applies to the initial purchaser only.
Early in the development of “Centauri Alliance,” Mike married Carolina If you believe you have found any such error or defect in the program during
Sanguineti (now Carolina Cranford). He spends a weekend each month the warranty period, call Broderbund’s Technical Support Department at
working with a church group which builds houses for subsistence-level 415/492-3500 between the hours of 8 a.m. and 5 p.m. (Pacific time),
families in the hills outside of Tijuana. Mexico. Monday through Friday. Broderbund technical personnel will attempt to help
you correct or avoid the problem. If any such error or defect cannot be
Mike received his B.A. in philosophy from the University of California, Irvine. corrected or reasonably avoided. Broderbund will inform you how to obtain
He works with the College Group at South Coast Community Church as a a corrected program disk (or, at Broderbund’s option, Broderbund may
volunteer. authorize a refund of your purchase price).
This warranty gives you specific legal rights, and you may also have rights
which vary from state to state.
Broderbund will replace program disks damaged for any reason. whether
during or after the ninety (90) day free replacement period, for $5 per disk
plus a postage and handling charge of $2.50 per request. as long as the
program is still being manufactured by Broderbund.
Limitations on Warranty
Unauthorized representations: Broderbund warrants only that the program
will perform as described in the user documentation. No other advertising,
description or representation, whether made by a Broderbund dealer,
distributor. agent or employee, shall be binding upon Broderbund or Shall
change the terms of this warranty.
51
Prepared September 15, A.D. 2247
1
We, the undersigned, as duly elected representatives of our races, do
Terms of the Alliance ................................................. .3 hereby covenant our allegiance to the Alliance of Centauri. Our people, our
Historian’s Report: Alliance Origin .............................. 4 power, and our combined provision are at the complete disposal of the
Alliance, that the causes of our individual races might Fall secondary to that
From the High Council ................................................ 5
of the galaxy as a whole. We agree that the hostile powers which exist are
Mission Status: URGENT ............................................. 6 far too significant to face without allies upon which we can rely fully, even as
they can rely fully upon us.
Opposition Report: DAYNAB ...................................... 7
The Fractyr Fist ............................................................ 8 We acknowledge that the Alliance is both necessary and of the highest
importance, and our planetary and system-wide governments acknowledge
Lunabase ................................................................... 9
its authority in these times o f martial hazard. We therefore give ultimate
Basic World Descriptions .......................................... 10 governmental control to the Alliance, which will be the single power behind
Alliance Weaponry ................................................... 13 the armies of all our peoples.
2 3
CENTAURI ALLIANCE
Historian’s Report:
As agents, you are thoroughly trained in all aspects of galactic history, but a Greetings, soldier. As an officer of the Alliance, you are hereby discharged
brief summary of recent history can bed valuable tool to bring to mind from standard martial duty and relegated to system patrol.
certain patterns of past behavior that might have an effect on recent events,
and particularly on your current mission. This seeming demotion is, in fact, a. promotion of the highest significance.
Standard martial duty includes strict obedience to the Intergalactic Conven-
After the creation of plenadium in a controlled reactor environment, the tion, which forbids us from even defending ourselves to the fullest extent of
people of earth united to construct the first interstellar transport, which our powers. You, and others of your same rank. can (as free agents) draw
brought a small crew to the system of Alpha Centauri at near light-speed, upon the resources of the Alliance and yet operate against our own
arriving late in the year A.D. 2087. To their surprise, two other races had sanction...though you will, in fact, be serving the Alliance to the greatest
already been to the binary system and had previously established military possible degree.
outposts
Your mission will be delivered to you through selected Alliance Headquar-
Facing a slightly superior technology, the race of Humanity established an ters as well as non-standard mediums of communication. Our best wishes,
alliance with the other two races (the Valkyryn and Arcturian peoples). With and highest regard, go with you.
the Alliance of Centauri came a sharing of technology; our plenadium fusion
technique was exchanged for a jump-ship technology which permitted the
passage through several light-years of space instantly, though at great The High Council of
energy cost. The Centauri Alliance
July 17. A.D. 2247
The galaxy was seen to be a virtual battlefield of segmented forces, the
multitude of sentient races each at odds with one another. each desiring the
ascendency of their own people. Recognizing the need for solidarity in the
face of such chaotic adversity, many races formed into coalitions with other
races--those with similar foundations of logic and morality.
The six races which, in the year A.D. 2214, officially became the Centauri
Alliance, shared such similar foundations and a mutual desire for galactic
peace. Galactic adversity and chaos continue, however.
4 5
CENTAURI ALLIANCE
Opposition
Report: Mission Status:
Official Document DAYNAB
In the Omicron VII system, within the asteroid belt called the Hammer of The recent opposition encountered at the fringe of Alliance space has been
identified as the DAYNAB Confederation. DAYNAB has had little contact
Aries, our enemies have gained a strategic foothold in the outer fringes of
with the Centauri Alliance. preferring to maintain a neutral and uncontested
Alliance space. Aided by unspecified individuals that have turned traitor to
the Alliance, our enemies have the ability to penetrate our space to a critical boundary on the outer portion of the galactic spiral. DAYNAB space lies in a
degree. sector with less than 3% of the observable mass density of Alliance space.
As a result, no major systems have been pinpointed, and their dominant
race is rumored to be humanoid, but this remains unconfirmed.
One leader of the opposition, a Donsai mercenary captain, had Beta-level
security clearance and is extremely familiar with Alliance space and military
Information linking DAYNAB involvement to recent hinge conflict is merely
procedures. You must locate this renegade and neutralize him at any cost.
He must not be allowed to remain both alive and in collaboration with our tentative, and as yet prohibits direct action on the part of the official Alliance
governing body. But your own covert investigation and active involvement
enemies.
is necessitated and unofficially encouraged, given the potential threat to the
The Alliance Headquarters in the Omicron VII system will fill you in on Centauri Alliance.
further details, and you will be given new directions as the situation
develops. Included in your Field Guide are specifications For the counter
alliance currently assaulting us.
Councilor Renfrew
elected to
The High Council
of
The Centauri Alliance
August 22, A.D. 2247
6 7
Lunabase is the center of Alliance operations. Below is a map, to assist you
The origin of the Fist is largely a mystery. It first appeared in the late 21st
with orientation while in the city:
Century and was used to decisively affect the outcome of the Bernard Conflict.
The wielder, a Donsai by the name of Keptak, claimed to have found it during
A . ..Academy
a random inspection of space debris. Analysis confirmed that it Is of Fractyr
B . . ..Biotech
workmanship--a race that emerged in a distant system (Kindratus: 210,000
H . ..Headquarters
lightyears from Sol), and has long since vanished from the Cosmos.
R...Armory
S . . ..Starport
The power of the Fist was never truly measured. As a combat device, it was
incredible, vanquishing thousands with sonic blasts and crushing blows. Built
into the palm and wrist guard was a high-level computer matrix and energy
network. It other abilities remain unknown.
After the Bernard Conflict. the Fist was reportedly damaged, and seemed to
have disappeared. Well over a century has passed without mention of its
whereabouts...until now.
Enemy transmissions have indicated that the Fist was dismantled into six
individual components (perhaps in an effort to decipher its workings). and that
they have appeared separately on the black market. The enemy’s interest in Lunabase is a shielded city. The shield effect creates a dome of pure energy
the Fist is obvious: a functional artifact of its caliber would do much to aid their over the base, which contains the atmosphere and creates an artificial skyline.
cause. Luna is better suited for a starport than Earth, having only one third of its larger
neighbor’s gravity
Your interest in this artifact is also clear: Enemy agents may be located near
the components of the Fist, wherever they may lie. And under no circum- Lunabase is the major starport of the Alliance. Like any port, there is a large
stances must they possess them. element that feeds off the the honesty and good work of others. These criminal
types are most often found in the vicinity of the Starport, but are likely to
appear at any time and attack any person of seeming wealth. This warning is
given that you might be completely prepared as you walk the streets of
Lunabase.
8 9
Omicron VII A distant Alliance outpost, Omicron VII lies at the edge of
the asteroid field known as the Hammer of Aries. The Tau Eridani This distant world is a known mercenary base and the seat
primary base on Omicron, which contains the Alliance of much intergalactic smuggling. Our officers are advised to
starport, is seething with aliens and strange enemy insur- stay within the bounds of the Alliance embassy, near the
gents. This area of space is scantily patrolled and is a known space port. Tau Eridani has reportedly developed a training
center for contraband trade, including blackmarket arms. academy for mercenaries, but to date no Alliance agents
have located this installation.
I
Andrini Cluster This group of planetoids is an important mining operation
for the Alliance. Also categorized as fringe worlds, the Veladron II This system is used as a local rendezvous point and logistics
Cluster is the home of many unsavory alien types. The base center for the Alliance. The Alliance shipyards are main-
here is on the largest planetoid in the Cluster. The majority tained here. Local crime has increased to the point where
of mining works are civilian operated: exact statistic5 are casual exploring can be very hazardous.
Chronum This barren world has little material value aide from being commerce, Port Minkar has few equals. Due to the rapid
the largest source of plenadium in the sector (plenadium exchange of currency and precious items, it carries its own
being the volatile fuel element in the stardrive mechanism). unique risks and adventure.
It is used as a relay post for star travel due to its critical
location. Kasdran Largely deserted, Kasdran dates back to the days of the
Ancients’ Empire. It is used as a starport connection by the
Kevner’s World This world is home to a humanoid civilization caught in an Alliance, but wandering far from the starport has been
era resembling earth’s medieval period. Not yet technologi- designated as hazardous. Strange power surges have been
cally mature enough to join the Alliance, its people barely measured emanating from some of the local ruins, but their
tolerate the Alliance base in their capital city. Studies have precise origin is as yet unknown.
spellcasting. Psionic and non-psionic personnel alike are research outpost and is heavily garrisoned. Yet it5 fringe
cautioned against wandering far from the Alliance base. proximity makes it a hot spot for military activity. As a
center for scientific and technical development. Epsilon lndi
acts as a magnet to those who traffic in state secrets and
proprietary hardware.
I 10
11
Gamma Base Used primarily as a starbase, this distant outpost contains a Dagger Type: Melee (close-quarters) or thrown
large warehousing industry for this sector o f the galaxy, and Damage: 1-4
is constantly under seige by smugglers. pirates, and Range: 2 hexes
counter-alliance forces. Those journeying through this
system frequently meet with delays. The Alliance-issue dagger is an 8 inch dura-alloy blade that
is finely balanced enough to throw in combat.
Keppa Var This world is thought to be the most ancient of all worlds in
this quadrant of space. The barbarian residents of this planet Broadsword Type: Melee (close quarters)
are locked in violent civil war, and have little interest in, or Damage: 3-12
sympathy for, Alliance operations. Due to the unstable
circumstances reported there, travel is, at present, rarely Also of dura-alloy construction, the broadsword is a
permitted. medium-weight weapon that can be controlled well with
one hand.
12 13
Veer-Light Pistol Type: Spec 42.14 laser energy pistol
Beretta Type: 9 mm automatic projectile pistol Single shot Phase Pulse. uses an 8
Action:
Action: Single shot, holds 8 rounds: 9x23 mm Power Pack (4 charges)
fixed cartridge ball Damage: 2-8
Damage: 2-8 Range: 4 hexes
Range: 4 hexes
15
14
Dezran Type: 18 mm pump shotgun
Duro-fabric Type: 2. 1, 2.2. 2.5 and non-standard types;
Riotgun Action: Single shot. wide dispersal (entire hex) of
Suit Duro-fabric jumpsuit
18x60 mm fixed cartridge buckshot
Focus: Harsh weather protection and light combat
(holds 4 cartridges)
Damage: 6-24
These wits are composed of a cotton-lined duo-fabric
Range: 1 hex
mesh, designed in a jumpsuit fashion that endeavors to
protect the entire body. Will deflect some damage resulting
The Dezran Riotgun was created to effect damage in close-
from projectile and energy weapon assault.
range multi-opponent combat. It is extremely effective in
close quarters assault, and will deliver a cartridge (containing
Vacuum and Type: Vacuum and environment standard issue,
dispersal of 10 6 mm slugs) to cover an entire hex.
Environment sealed duro-fabric
Suits Focus: Light to medium combat, airless and
Veer-Light Type: Spec 28.44 laser energy rifle
temperature extreme climate
Carbine Action: Phase energy burst (entire hex), using an
f9 Power Pack
These suits provide protection on the level of Duro-fabric
Damage: 3-12
suits, but are temperature shielded and have air-sealing
Range: 3 hexes
gaskets and internal dir supplies. The helmet is composed of
a duro-composite fabric that undergoes molecular align-
Like the Veer-Light pistol, this rifle is extremely lightweight,
ment and becomes a rigid helmet when fully connected.
power efficient, and accurate. It fires up to 6 controlled-
dispersal bursts on one power pack.
Combat Armor Type: Alliance-construction combat frame
Focus: Combat
P h o t o n Blaster Type: Spec 29.11 laser energy assault rifle
Action: Phase energy burst (entire hex), using an
This wit is solidly armored with flexible duro-mesh joints. It
f9 Power Pack
contains a power supply that provides energy to numerous
Damage: 4-16
internal motors that accentuate the wearer’s strength to a
Range: 1 hex
heightened degree. It is resistant to temperature and air
loss, and has an internal air supply to handle vacuum
Of slightly heavier construction than the Veer-Light Carbine,
assaults.
the Blaster gives up some of the Veer-Light’s range and
accuracy in favor of a more concentrated phase burst. The
Blaster is also heavier and more cumbersome.
16 17
Shieldbelt Type: RL1, RL2, RL3, RL4, and non-standard models
Focus: Combat, general protection
18
Medical Report:
Praktorians have no internal bone structure, aside from a single hard casing
The Valkyryn stand erect and bipedal, but are derived from avian stock. They
which surrounds their most important neurological apparatus. They are
are weaker and lighter than the galactic norm, but are slightly taller. They
composed of millions of independent silicone supercells, which combine
are covered with a fine though dense plumage, and are brightly and
and adhere to one another on mental command. This gives them the ability
distinctively colored. They have great psionic abilities and are superb
to metamorph (shape change) into a variety of animal forms. Their natural
technicians.
shape, once all supercells are relaxed, Falls into that pictured above.
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Medical Report:
Avg. height Male 2.2 meters Avg. height Male 2.0 meters
Female 1.8 meters Female 1.8 meters
The similarities between Human and Donsai races are incredible, anthropo- Manstraks are of reptilian origin, although they are distinctly humanoid in
logically speaking. The Donsai are a warrior people, and are mammalian, appearance. Their strength is legendary across the galaxy; in size and
though they are taller and somewhat stronger than the average human, and weight they dwarf the other members of the Alliance, and therefore make
have a bluish cast to their skin. They lack the dexterity of their human formidable warriors. They are covered with a system of interlocking plates,
counterparts, however. which vary in size to permit greater flexibility in certain regions. The
Manstraks' keen eyesight aids in fine technical work.
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Avg. helght Male 2.4 meters
Female 1.8 Meters
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