Mission
You command the U.S.S. Enterprise NCC-1701. Five hostile races have invaded Federation space across a 100×100 quadrant galaxy, each quadrant containing a 10×10 sector. Eliminate every hostile ship before the Stardate expires or your ship is destroyed.
The Galaxy
The galaxy is too large to see at once. Use LRS to scan the surrounding 10×10 region, or open the 🌌 Galaxy Map to see your full exploration chart. Unscanned quadrants show "?". Click any quadrant on either map to warp there.
Winning & Losing
You win when all hostile ships are destroyed. You lose if your energy drops to zero, your crew is killed by boarding parties, or the Stardate reaches the mission deadline.
Navigation
Set the Warp slider then click any quadrant on the LRS or Galaxy Map. Within a sector, click any empty square to impulse-move there. Warp drives cost energy and time proportional to distance.
Starbases
Dock at a starbase (move adjacent to it in the sector) to fully restore energy, torpedoes, crew, and repair all damage. The → Base button auto-navigates to the nearest one.
Sensor Commands
| SRS | Short range scan — shows contents of current sector |
| LRS | Long range scan — reveals surrounding 10×10 quadrants (KBS format) |
| COM | Library computer — mission stats, nearest base, kill rate |
| PRB r c | Launch probe to quadrant [r,c] — scans it without warping. Costs 50 energy. Probes: 3 |
Combat Commands
| PHA n | Fire phasers — n energy units split across all visible enemies. Loses power with distance |
| TOR r c | Fire torpedo toward sector [r,c] — travels straight, hits first object in path |
| REP | Repel boarding parties — security teams engage intruders |
Ship Commands
| SHE n | Set shield energy level (0 = shields down) |
| DOC | Dock with starbase — full repair and resupply |
| DAM | Damage report |
| STA | Full status report |
| NAV qr qc | Warp to quadrant [row,col] |
| NAV sr sc INTRA | Impulse move to sector [row,col] |
Phasers
Phaser energy is divided equally among all visible enemies. Damage falls off with distance. Borg absorb more phaser energy each time they're hit — switch to torpedoes against Borg. Cloaked Romulans cannot be targeted by phasers.
Torpedoes
Torpedoes travel in a straight line from the Enterprise toward the target square. They hit the first object in their path (enemy, star, or starbase). Torpedoes are not affected by distance or Borg adaptation. They can also hit cloaked Romulans. Avoid shooting toward your own starbase!
Shields
Shields absorb incoming fire. Each unit in shields is one unit of absorbed damage. Keep shields up in combat, but remember that shielded energy cannot be used for phasers. Shields below 50 units allow enemy boarding.
Boarding Parties
When shields are below 50 and an enemy is within 2 squares, they may beam boarders aboard. Boarders kill crew and drain energy every turn. Use REP to repel them. Each race has a unique boarding ability — Borg assimilate crew, Dominion disable weapons, Ferengi steal energy, Romulans sabotage systems, Klingons deal direct hull damage.
Klingons ◆
Aggressive close-range fighters. High fire rate and direct hull damage on boarding. Standard tactics apply — phasers and torpedoes both work well.
Romulans ▲
High accuracy but unpredictable. Randomly cloak for 1–2 turns — invisible to phasers while cloaked, but torpedoes still hit them. Boarding parties sabotage ship systems.
Borg ■
Massive hull (600 units). Phasers are increasingly ineffective — each phaser hit is 25% weaker than the last against the same cube (minimum 25%). Use torpedoes against Borg. Boarding parties assimilate crew, swelling their numbers.
Ferengi ◇
Fast movers (2 squares/turn). Flee when hull drops below 40%. Boarding parties steal ship energy. Many ships cluster together — area phaser fire is effective.
Dominion ●
Disciplined and coordinated. When multiple Dominion ships are present, they fire simultaneously in a combined strike. Boarding parties seize weapons control for 2 turns.
Starbases ⬡
Move adjacent to one in the sector grid and use DOC to dock. Fully restores energy, torpedoes, and shields. Repairs all system damage. Repels boarders and beams up replacement crew.
Stars ✦
Impassable. Torpedoes are absorbed by stars. Phasers pass through them.
Probes 🛸
Use PRB r c to launch a probe to any quadrant. The probe scans it without you warping there, revealing enemy counts and starbase presence. You start with 3 probes. Each costs 50 energy. Probes cannot be replenished at starbases.
Black Holes ●
Scattered across the galaxy (visible as pulsing dark squares in sectors). Any ship — including Enterprise — that enters a black hole square is immediately destroyed. Warp jumps that land on a black hole automatically divert to an adjacent square if possible.
Freighters Q
Federation freighters travel the galaxy on fixed routes. Intercept a freighter (move adjacent) to receive a supply drop: +200 energy and +2 torpedoes. Freighters are unarmed and friendly. Each freighter can only be looted once.
Strategy Tips
• Keep shields up when Klingons or Borg are in sector. Drop shields when you need phaser energy.
• Repel boarders immediately — each turn they remain aboard they drain energy and kill crew.
• Torpedo Borg — phasers become useless after 3–4 hits on the same cube. Torpedoes always deal full damage.
• Watch your time — the galaxy is huge. Use auto-nav (→ Klingon) rather than exploring randomly.
• Dock often — starbases fully restore everything. They are your most valuable asset.
• Launch probes before warping long distances — find out what's in a quadrant before committing to the journey.
• Avoid black holes — they appear in sectors as dark pulsing squares. In the LRS they show as a "0BH" symbol.
• Intercept freighters — they appear on the LRS as yellow squares. Get close in the sector for a free resupply.
• Phasers vs Romulans: When they cloak, switch to torpedoes and aim at their last known position.
• Dominion: Destroy all but one Dominion ship before engaging — coordinated strikes with many ships can be fatal.