Difference between revisions of "Commands"

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     Flagship <ship class>
     Flagship <ship class>
The flagship command allows you to specify a flagship class after you have finished configuring the fleets.  You must specify a flagship if there is more than one ship class in the ally fleet.  The flagship is the ship that you will be aboard when the game begins.
The flagship command allows you to specify a flagship class after you have finished configuring the fleets.  You must specify a flagship if there is more than one ship class in the ally fleet.  The flagship is the ship that you will be aboard when the game begins.

Revision as of 23:38, 2 April 2018

The following is a list of all the commands available to the player. In a number of cases there is more than one form of the same command. For example, "tubes" is the same command as "status tubes". Some commands can only be used during the setup portion of the game. These commands have { Setup only } after their names.

Each command description gives the general form of the command and a description of command operation. The description for each command is followed by one or more examples. Optional parts of the commands are enclosed in square brackets ( [optional] ). Certain words can be included in the command, but have no meaning. Words like "the", "at", "to", and others are ignored by the command parser.

Setup Commands

Configure { Setup only }

    [Configure] Ally <number> <ship class> [Flagship]... [<more ships>]
    [Configure] Enemy <number> <ship class> [<more ships>]

The configure command is used during setup to select the enemy and ally fleets. You may configure up to the total number of allowed ships minus one in a single fleet. You may only have up to nine of any one ship class however. You must specify an ally flagship if the ally fleet is made up of more than one ship class. This may be done with this command or by using the Flagship command.

    Config Ally 3 Frigates Flagship
    Ally 5 Destroyers 3 Interceptors
    Enemy 6 Dreadnoughts

Flagship { Setup only }

    Flagship <ship class>

The flagship command allows you to specify a flagship class after you have finished configuring the fleets. You must specify a flagship if there is more than one ship class in the ally fleet. The flagship is the ship that you will be aboard when the game begins.

    Flagship Destroyer

Begin { Setup only }


This command informs the program that you are finished configuring the enemy and ally fleets and are ready to start the simulation.


Display and Status Commmands


    chart on
    chart off
    chart <ship name>

Every cycle the chart from your ship will be automatically displayed. If the chart moves off the top of the screen, entering "chart" will redisplay the current chart. WARP COURSE BEARING RANGE MARK CLASS

Caspan:	4.0	305.	Manual Helm 
Asp:	3.0	125.	305.	15035	0.	FR

The chart displays the names of all ships with the flagship being the first ship. The current warp factor and course of each ship is displayed as is the range of each ship from the charted ship. The Bearing column show the bearing of each ship from the charted ship. The bearing is the course the charted ship must follow to head directly at a specific ship. The Mark column contains the degrees off the heading of the charted ship to a specific ally or enemy ship, for example, a mark of zero indicates the charted ship is heading directly toward a ship. The Class column indicates the class of each of the charted ships.

The automatic display of the chart can be turned off by issuing the "chart off" command. "Chart on" will turn the display back on. "Chart <ship name>" will display a chart from the point of view of the named ship.

    chart on
    chart from the zantha



The report command displays various information about your ship. You may also request a report from an ally ship with the "order" command.

CLASS:	Destroyer
CONDITION:	100% Functional
NAVCOM:	Manual Helm
COURSE:	270.desired	229.current
WARP:	6.0 desired	4.5 current

Status Damage / Scan Ship

    [Status] Damage
    Scan <ship>

The damage status will display the overall condition of your ship. The scan ship command will show the same information about an enemy or ally ship.

CLASS:	Frigate
REACTORS:	100%	5%	XX
BATTERIES:	75	75	68	XX
SHIELDS:	XX	70%	1%	18%	XX	XX 

The above scan reveals that the Klingon Frigate Viper is heavily damaged. All "XX" markers show the systems that are completely non-functional. The Viper still has two working phasers, one is charged and one is discharged. One torpedo tube is still functional and is currently loaded and one probe launcher is undamaged but unloaded. Three of the six shields are completely destroyed, one is in good shape and two are very weak. The warp drive has been destroyed with its temperature falling to zero. With the warp drive eliminated, there is not any warp power. The reactors are providing 262 units of power but the ship still used -6 units of battery power last cycle to keep the remaining shields up.

    status damage
    scan viper

Range / Display / Scan Range

    range <range>
    display <range>
    scan <range>

Any of these commands will set the position display range. The position display is always in the upper right corner of the screen. The display shows the location of all ships by placing the first two letters of the ship's name on the display along with any active torpedoes or probes.

The range specified will control the magnification of the position display and only objects within this range will be displayed. Within the position display, the "<>" in the center indicates the location of your ship. On the monochrome monitor, all enemy object will be displayed "intensified" and all ally objects "normal". On the color monitor, all enemy objects will be "bright red" and all ally objects will be "Yellow".

    range 15000
    display 15000
    scan 15000

Status Fleet

    [Status] Fleet [<options>]

The fleet status command will display the current orders of each of your ally ships.

Caspan:	Zantha	..
Asp:	(Bismark)	Retreat

The Target column displays which enemy ship the ally ship is currently engaging. If the target ship name is in parenthesis it indicates the ally was ordered to fire on that enemy ship. The Mission column displays the mission the ally was ordered to perform.

Navigation Commands


    Helm [Course] <course> [Warp] <warp>

The helm command controls the direction and velocity of your ship. The course is a heading between -360 degrees and +360 degrees. All vessels will take time to come to the new heading although it may sometimes seem immediate. The amount of time will depend on the turning ability of your ship and the ship's current speed.

When turning, the ship will always turn in the direction that is the smallest distance to the new heading. The warp is the velocity you wish to maintain. The ship's velocity, like its heading, may require a certain amount of time to achieve.

    helm course 60 warp 6
    helm 225 3


    Pursue <ship> [Warp] <warp>

This command instructs the helm to follow a specific ship. The ship may be an enemy or an ally ship. pursue the other ship until a helm or elude command is issued.

    pursue the banshee warp 4
    pursue proxima 2


    Elude <ship> [Warp] <warp>

The Elude command will instruct the helm to point the ship away from a specific enemy or ally ship. Your ship will continue to run from the other ship until a helm or pursue command is issued.

    elude dragon warp 8
    elude ganther 7


    Dock <base>

This command will dock your ship with the specified Starbase. You must be in range. Once docked the base shields will protect your ship and all systems can be repaired. Docked ships to not appear on the tactical display.

    dock alpha



This command will undock your ship from the it's base so you can rejoin the fight.



When you are commanding a base, the Recover command uses the base tractor beam to pull a dead ship into the docking bay so it may be repaired.

    recover enterprise


When you are commanding a base, the Eject command ejects a ship out of the docking bay to make room for another ship.

   eject enterprise

Phaser Commands

Fire Phasers

    [Fire] Phasers [spread] <spread>
    Fire [all] Phasers [spread] <spread>
    [Fire] Phasers <list> [spread] <spread>

This command is used to fire one or more of your ship's phasers. Phasers will hit the target instantaneously but weaken with distance. The spread is the width of the phaser shot. The wider the area, the weaker the hit but you may damage more objects. The spread may be from 10 to 45 degrees and the list is which banks are to fire.

    fire phasers 1 2 3 spread 10
    fire all phasers 45
    phaser all 45

Lock Banks

    Lock Banks [ON] <ship>
    Lock All Banks [ON] <ship>
    Lock Banks <list> [ON] <ship>

When you fire your ship's phasers, they must be pointing at the target if you expect to hit anything. The "lock banks" command allows you to keep one or all of the phaser banks pointed at a specified target at all times. Each phaser bank may be locked on a different target. If the target is completely destroyed, the phaser bank will revert to manual control.

    lock banks on zantha
    lock all banks on agena
    lock banks 1 2 and 3 on bismark

Turn Banks

    Turn Banks [TO] <mark>
    Turn [ALL] Banks [TO] <mark>
    Turn Banks <list> [TO] <mark>

In some circumstances you do not want the phaser banks to point at a specific target, but in a certain direction. The "turn banks" command will allow you to point one or all banks to a relative angle to your ship. This is referred to as the "mark". A mark of 0 indicates that the phasers will point forward, 180 indicates that the phasers will point straight backwards.

    turn banks to 180
    turn all banks to 0
    turn banks 1 2 to 90

Status Banks

    [Status] Banks

This command will display the current state of the phaser banks. Since the phasers automatically recharge after firing, you may wish to know how long until they are fully charged.

Bank Level  Control  Mark    Status   Target
  1   100%   locked    57   charged   Bluefin
  2    33%   locked    57   drained   Bluefin
  3    67%   manual   180   drained
  4    ..    damaged  ...     .....   ..
  5    ..    damaged  ...     .....   ..

The above bank status display is from a Klingon Frigate which has five phaser banks. The first two banks are locked on the Orion ship Bluefin that is currently at mark 57 degrees. The first bank is fully charged and ready for firing once the Bluefin is in phaser range. Bank two is currently drained and will no be ready for a number of cycles as indicated by the charge level The third bank is set to a fixed mark of 180 degrees which means it is always turned toward the rear of the ship. The last two tubes have both been damaged and will not be of any further use.

    status banks

Disable Banks

    Disable All Banks
    Disable Banks <list>

Once a bank is fired it will immediately begin its charge cycle. This may not be desirable if the ship has been heavily damaged and you need to conserve power. This order will disable bank charging but will not affect the current charge of the bank.

    disable banks 6 7 8

Enable Banks

    Enable All Banks
    Enable Banks <list>

This command will allow the tube charging to continue if it had been disabled.

    enable all banks

Torpedo Commands

Fire Torpedoes

    [Fire] Torpedoes <list>
    Fire [ALL] Torpedoes

This is the command to use to fire the torpedoes. Torpedoes travel at a specific velocity and will not hit a target unless the torpedo comes within its proximity of a ship. Locking the torpedo tubes on a ship does not guarantee hitting it. Also refer to the "load tubes" command.

    fire torpedo 1 2 3
    fire all torpedoes
    torp all

Lock Tubes

    Lock [All] Tubes [ON] <ship> [dispersion] <dispersion>
    Lock Tubes <list> [ON] <ship>

Like the phaser banks, the torpedo tubes must point at the target you are trying to hit. The "lock tubes" command allows you to "lock" one or all tubes on a specified target. Once a tube is locked, it will "lead" the target that it is locked on. The amount of lead is automatically determined by the speed, course, and distance of the target. The dispersion can be used to spread a pattern of torpedoes around the lead angle. A large dispersion angle increases your chance of hitting a violently maneuvering target, but probably only one or two of the torpedoes will hit.

    lock tubes on eagle 0
    lock tubes 4 5 6 7 on talon 24
    lock all tubes on bluefin with a dispersion of 45

Turn Tubes

    Turn Tubes [TO] <mark>
    Turn [ALL] Tubes [TO] <mark>
    Turn Tubes <list> [TO] <mark>

This command controls the torpedo tubes in the same way the "turn banks" command controls the phaser banks. The "turn tubes" command will allow you to point one or all tubes to a relative angle from the ship. This is referred to as the "mark".

    turn banks to 180
    turn all banks to 0
    turn banks 1 2 to 90

Status Tubes

    [Status] Tubes

This command will display the current state of the torpedo tubes. The torpedo tubes, like the phasers, will be automatically reloaded after firing, although they must be charged before the torpedo may be loaded.

Tube  Level  Control  Mark  Content  Prox  Target
  1      0%   locked    95   mkvii    500   Eagle
  2    100%   locked    95   empty    ...   Eagle
  3     33%   manual   135   empty    ...    ...
  4    ...   damaged   ...   .....    ...    ...

The above tube status display is from a Federation Destroyer which has four torpedo tubes. The first two tubes are locked on the Romulan ship Eagle that is currently at mark 95 degrees. Since both tubes are pointing at the same angle, a dispersion of 0 must have been used when they were locked. The first tube contains a "mkvii" class torpedo with its proximity fuse set to 500. Tube two is currently empty but the level indicates it will be loaded during the next cycle. The third tube is set to a fixed mark of 135 degrees and will not be ready to fire for a number of cycles since the charge level is now only 33 percent. Tube number four has been damaged and is of no further use. Unlike the phaser banks which are ready once they reach a level of 100 percent, the torpedo tubes are not ready until the following cycle.

    status tubes 

Load Tubes

    Load [All] Tubes [Proximity] <prox>
    Load Tubes <list> [Proximity] <prox>

Initially the torpedo tubes are not enabled for loading. This command starts the loading process or allows you to change the proximity of the torpedoes loaded after issuing this order.

The proximity is the distance the torpedo must be from a ship before it will detonate. The minimum and maximum proximity depends on the class of torpedo.

    load tubes prox 500
    load tubes 1 2 3 350
    load all tubes prox 425

Unload Tubes

    Unload All Tubes 
    Unload Tubes <list>

This order will remove the current torpedoes, if any, from the tubes and allow new torpedoes to be loaded. This would allow a new proximity torpedo to be loaded without firing the current torpedoes although you would still have to wait for the tubes to be charged.

    unload tubes 1 2 3
    unload all tubes 

Disable Tubes

    Disable All Tubes
    Disable Tubes <list>

Once a tube is fired it will immediately begin its charge cycle. This may not be desirable if the ship has been heavily damages and you need to conserve power. This order will disable tube charging but will not effect any torpedoes that may already be loaded.

    disable tubes 6 7 8

Enable Tubes

    Enable All Tubes
    Enable Tubes <list>

This command will allow the tube charging to continue if it had been disabled.

    enable all tubes

Probe Commands

Fire Probes

    [Fire] Probes <list> [AT] <ship>
    [Fire] Probes <list> [Course] <course>
    Fire [All] Probes [AT] <ship>
    Fire [All] Probes [Course] <course>

Once the probe launchers have been loaded, this command will launch the probes. Unlike torpedoes, the probes target or course is set when launched. Probes may also be controlled after they have been launched using the "lock" and "turn" commands, or prematurely exploded using the "destruct" command.

    fire probes 1 2 course 180
    probe all at agena
    probe all course 180

Turn Probes

    Turn Probe  [Course] <course>
    Turn All Probes [Course] <course>

This command allows you to reset a specified probe or all probes to a new heading after launch. The "status probes" command will show the control codes of all your active probes.

    Turn probe af101 course 90
    Turn all probes to course 270

Lock Probes

    Lock Probe <code> [On] <ship>
    Lock All Probes [On] <ship>

This command allows you to relock a specific probe or all probes on a new target after launch. The "status probes" command will show the control codes of all your active probes.

    Lock probe bg505 on rattler
    Lock all probes on the mamba

Load Probes

Load Launchers

    Load Launchers <list> [Proximity] <prox> [Time] 

Unlike the torpedo tubes, the probe launchers will not load automatically, they must be loaded manually with this command. Probes do not require any energy to load or launch, the only requirement is that the launcher must not be damaged. At load time, all probes are assigned a control code which must be used to control a probe after it is launched.

    load launchers 4 5 6 prox 500 time 20
    load all launchers 450 15
    load probes 200 10

Unload Probes

Unload Launchers

    Unload Launchers <list>
    Unload All Launchers

This command will unload the probes from all of the specified launchers.

    unload all launchers
    unload launchers 2 4

Detonate Probes

    Detonate [Probe] <code>
    Detonate All [Probes]

This command will allow you to prematurely destruct any one of, or all of your active probes. The "status probes" command will show the control codes of all your active probes. You may also control any enemy or ally probe if the control code is known.

    Detonate all
    Detonate vq637

Status Probes

    Status Probes

This command will display the status of all probes launched by your ship. The display will look like the following:

Code	Course	Bearing	Range	Time	Range/Target
ya101	345	165	1200	12	853	Zantha
zi102	120	300	2525	17	...

In the above display, the probe "ya101" is currently following course 345 degrees with a bearing from our ship of 165 degrees. Its current range from us is 1200 and has 12 cycles until destruct. It is locked on the Zantha and has a distance of 853 from the Zantha. Probe "zi102" is not locked on any target, but is following a manual course of 120 degrees.

    status probes

Status Launchers

    [Status] Launchers

This status command will display the current state of all probe launchers. The following is a sample status display:

Launcher   Status  Contents  Prox  Time  Code
    1       Ready     Pxii    500    20  dg350
    2     Damaged     ....    ...    ..   ....
    3       Ready    empty    ...    ..   ....

This display shows that launcher one contains a "Pxii" class probe with a proximity fuse set a range of 500, and a time fuse set to 20 cycles. The control code for this probe will be "dg350". Launcher two is damaged and is not functional but launcher three is ready to be loaded.

    status launchers

Shield Commands

Raise Shields

    Raise [Shields] <list>
    Raise All [Shields]

This command allows you to raise all or specific shields if you lower them with the "lower" command. Initially all shields are "up".

    raise shields 1 2 3 4
    raise all

Lower Shields

    Lower [Shields] <list>
    Lower All [Shields]
    Drop [Shields] <list>
    Drop All [Shields]

This command allows you to lower all or specific shields. Normally you will want to keep all shields up, as they are initially. This may not be the case if your ship has been damaged and you are short on power. Shields have the highest priority for power utilization from the reactors and batteries.

If you are using battery power, you may need to drop a number of shields to maintain the weapon systems. All shields require the same amount of power unless they are down or destroyed. Shields will not regenerate if they are down.

    lower all shields
    drop shields 1 2 3
    lower 1 2 3

Status Shields

    [Status] Shields

The shields status command will show you the current state of all the ship's shields.

Shield	Field	Status	Functional	Effective	Regen.
       1	0	 UP	225eu	100%	225eu	100%	0.90%
       2	60	DOWN	225eu	100%	0eu	0%	0.00%
       3	300	DOWN	225eu	100%	0eu	0%	0.00%
       4	120	 UP	225eu	100%	175eu	71%	0.64%
       5	240	 UP	112eu 	50%	56eu	25%	0.23%
       6	18	damaged		..	...  ...	...	(rear)

The above shield status display is from a Federation Heavy Cruiser. All ships have six shields, each shield protecting a specific portion of the ship called the shield's "field". Each field covers an area 60 degrees wide or 30 degrees to each side of the field values in the display. The status column of the display shows if the shield is UP, DOWN or 100 percent damaged. The column labeled "Functional" shows the maximum possible strength the shield may reach and the "Effective" column shows the current strength of each shield. The "Regen" column shows the rate at which the effective strength of each shield will regenerate or "grow" every cycle. Both the functional and effective columns contain two values. The first is the hit that the shield will protect the ship from. The second number is the percent of maximum strength for that shield.

In the shield status display, shield one is up and is 100 percent functional and 100 percent effective. Once a shield's effective strength reaches the functional strength, it will stop regenerating. Shields two and three are 100 percent function but have been lowered to conserve power making the effective strength zero. Shield four is 100 percent functional but only 71 percent effective due to hits on that shield. The fifth shield is only 50 percent effective due to damage inflicted when hits reached the ship's hull through shield six. Shield number six is no longer functional and will no longer regenerate or consume power.

    status shields


Transport / Beam

    Transport <ship>
    Beam <ship>

The transport or beam command will allow you to trade ships with any functional ally ship with a range of 3000 or less.

    beam altair
    beam to the agena
    transport enterprise


    Board <ship> <number of crew>

The Board command will transport the specified number of crew to the target ship. If the ship is not an ally ship the crew will attempt to capture the ship. The target ship must have at least one down shield.

    Board Zantha 100

Self Destruct

    Self [Destruct] <time>
    Destruct <time>

This command will set the self destruct timer to the number of cycles specified. Once started, the time will count down by one each cycle. Self destruct may be aborted if the time is greater than five cycles.

The size of the blast created when your ship explodes depends on the size and condition of your warp drives. If all of your warp drives have been destroyed, no blast will occur unless your ship is carrying a suicide bomb.

The ships of certain nations always carry a suicide bomb which will add to the size of the explosion if you self destruct. The bomb will not explode if you are destroyed by a probe or torpedo hit.

    self destruct 10
    destruct 5

Abort Destruct

    Destruct Abort

This command will abort a self destruct sequence if the destruct time is still greater than five cycles.

    destruct abort

Library Computer

    Computer Ship <nation> <ship class>
    Computer Torpedo <torpedo class>
    Computer Probe <probe class>

The library computer will display all specific information on any ship, torpedo or probe. Partial library computer commands may be entered. This will cause the computer to display the subjects that match the partially entered command.

    computer ship klingon frigate
    computer torpedo mkvii
    computer probe pxii
    computer ship



The help command will display a brief list of all valid commands. It will not show you the format of any of the commands but will refer you to this manual.




This command will abort the simulation at the end of the current cycle.


Order Ally / Tell Ally

    Tell <ally> Target <enemy>	Targeting Orders
    Tell <ally> Hold [Fire]
    Tell <ally> Open [Fire]
    Tell <ally> Disengage
    Tell <ally> Escort <ally> [At] <range>	Mission Orders
    Tell <ally> Course <course>
    Tell <ally> Retreat
    Tell <ally> Cancel
    Tell <ally> Torpedo <enemy>	Weapon orders
    Tell <ally> Phaser <enemy>
    Tell <ally> Probe <enemy>
    Tell <ally> Attack <enemy>	Cancel and Target
    Tell <ally> Report 

If you have ally ships, you may issue them any one of a number of general orders. Certain commands can be given at the same time as other commands. For example, a ship can escort and hold fire at the same time. However, the commands identified as "movement" commands conflict with each other. You cannot tell a ship to escort and run at the same time. If a movement command is given to a ship, it cancels the previous movement command.


An escort order results in the ship trying to maintain the escort distance from the ship is it supposed to escort. Once the escort distance is achieved (+-1000), the ship will follow the same course and speed as the ship it is escorting. Escort is a movement command.

Hold Course

Hold Course causes a ship to go in the general direction of the given course. Since zig-zagging is still done if there are any enemy ships with torpedoes in the area, the ship following the Hold Course order will rarely be following the exact course given. However, since the zig-zagging is done around the course given, the ship will indeed move in the direction it is supposed to. The zig-zagging is done for the ship's self-defense. A ship that moves in a straight line for very long is meat. A ship that is Holding Course will move at the best speed that it can. Hold Course is a movement command.


A ship that is told to Run will avoid all enemy ships. It will attempt to move away from any target ship that it selects. It will still use its weapons as long as it is in range of an enemy ship. Run is a movement command. A ship may also select to Run on its own. This is usually because it has been damaged to the point where it can no longer attack effectively. Some cowardly captains may run before severe damage has occurred. Once a ship has decided to Run on its own, it is very difficult to persuade that ship to do anything else. If a ship repairs itself enough, it may stop Running and rejoin the battle. If you tell a ship to Run, it will never rejoin the battle unless you Cancel the Run command.


Withdraw causes a ship to avoid combat by moving away from all enemy ships. This is similar to the Run command. Unlike Run, however, the ship will only move so that is just out of torpedo range. This should ensure that the ship that is Withdrawing should be safe, but able to enter the battle at a moments notice. Ships that are Withdrawing can be considered to be in reserve. Withdraw is a movement command. Hold Fire

The Hold Fire command causes a ship to stop using any weapons. This makes Hold Fire a very dangerous command to issue. The ally ship will still maneuver as if it could fire, in case you change your mind. This command can be given independently of the other commands. For example, a ship could ordered to withdraw AND to hold fire concurrently.

Open Fire

Open Fire is the opposite of hold fire. The ally ship will resume using its weapons. This, of course, is the normal state of affairs.


The Attack command cancels any movement commands currently in effect and assigns the specified enemy ship as a target of the ally ship that received the Attack order. Once a target is specified for an ally ship, it will usually attack that ship until destruction. Occasionally, it will be necessary to break off an attack on a specified ship due to pressing tactical considerations (i.e. the ally is getting pounded by a different ship and the one it is attacking is almost dead). If this occurs, you will be informed by the ally ship. The Attack command is really a shorthand for specifying the Cancel command and then the Target command.


The Target command is a non-movement version of the Attack command. Thus, it can be issued after a movement command and will not cause cancellation of a movement command. For example, a ship could first be told to escort another ally, and then be told to target an enemy ship. The ship will continue escorting while it directs fire on the specified enemy ship.


Disengage causes an ally ship to select its own target to attack. It is normally used after a Target command or an Attack command. After the Disengage command is issued, there is no restriction on the selection of the enemy ship that the ally ship will attack. In some cases, the same ship will be selected by the ally. This is not a movement command.


The Cancel command stops the effect of any previous movement command. If a target has been selected by the Attack or Target commands, it will remain in effect. After this command is issued, the ally ship is free to choose its own course and speed for attacking the enemy.


The Torpedo command causes the ally ship to favor using its torpedoes against the enemy. It does not affect which enemy ship it should attack or any movement commands that are in affect. However, of no movement commands are in affect, the Torpedo command will cause the ally ship to move into torpedo range of the enemy it is fighting. This command can only be effective when given to ships that have torpedoes. This command overrides the Probe or Phaser commands.


Probe makes a ship want to send a probe after an enemy ship. This is not a movement command, But it will cause the ally ship to try to get within probe range if no other movement commands are given. The ally ship will only release the probe if there is a good chance it will hit the enemy ship. If the enemy ship can still move well, the ally ship may have to close to extremely close range in order to deliver the probe. This command overrides the Torpedo or Phaser command.


The Phaser command causes a ship to favor using its phasers against its target. If the ally ship has no phasers, it must refuse to perform this command. Although this command is not a movement command, if no other movement commands are given the ally ship will attempt to get into phaser range to carry out this command. This command overrides the Torpedo or Probe command.


The Report order will instruct an ally to transmit his current orders to your ship for viewing. This report looks very much like a Report command except it also contains the ally's current mission and target.

    tell the agena to attack the derango
    order washington course 90
    order enterprise escort armstrong at 5000
    tell the terra report


The Tow command tells a ship or base to tow a specified ship using it's tractor beam. The ship must be close enough and not be at warp.

    tell nimitz tow higgins


The Release command tells a ship or base to release a towed ship from it's tractor beam.

    tell nimitz release higgins


The Recover command tells a base to use it's tractor beam to pull a dead ship into the docking bay so it may be repaired.

    tell alpha recover enterprise


The Eject command tells a base to push a ship out of the docking bay to make room for another ship.

    tell alpha eject enterprise