FT/B5 Orders Template

Ship Name:
Turn:
Previous Speed:
Previous Heading:
Movement Plot:
New Speed:
New Heading:
Damage Control:

Charge Jump Engines?:
Charge HBW Capacitor?:

*Fire Orders*

PDAF/ADAF mode:

C-Battery mode:


*Fighter Orders*


*Other*

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                    FT/B5 Orders Template

Ship Name:        EAS DUDE-HEAD     (stereotypical Earth Force Cruiser)
Previous Speed:   16                (thrust = 4)
Previous Heading: 3
Movement Plot:    1S-3              (turn 1 heading right, decelerate by 3)
New Speed:        13
New Heading:      4
Damage Control:   Repair B-battery  (was damaged last turn)

Charge Jump Engines?: Yes           (current level was only '2')
Charge HBW Capacitor?: Yes          (current level was '0')

 *Fire Orders*

PDAF/ADAF mode: 1xPDAF to anti-fighter  (self-explanatory)
                2xPDAF to intercept     (anti-fire mode, = Level 1 Screens)

C-Battery mode: anti-ship               (as opposed to anti-fighter, or
                                              intercept, etc)

HBW-2 - fire on Centauri Cruiser TOAST if sufficient power available
A-battery - fire on Centauri Cruiser TOAST
Pulse Torpedo - fire on Centauri Cruiser TOAST
B-battery (the still-surviving one) - fire on Centauri Cruiser BUTTERMILK
All C-batteries fire at nearest Centauri ship.  (lotta weapons on this little
                                                 cruiser, huh?)

       (note: if DUDE-HEAD attempts to fire on more target vessels than
        he has FireCons available for, the heavier weapons will fire,
        having precedence over the smaller/lighter weapons)


 *Fighter Orders*                   (assume he actually has some!)

Fighters move max speed to intercept Centauri Cruiser TOAST; fire at will
                                    (fighters have less movement restrictions
                                     than do ships, but you can also move them
                                     the same as ships)

 *Other*

Send following message to Centauri Cruiser TOAST: "You are TOAST, man!"
       (it's the captain's first command, and he's a poor punster)

Open jump point if sufficient power available
       (illegal order; will be ignored)

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