
Star Trek: Starfleet Command - Supplemental Manual, v1.02
5
Cloaking Device
The Cloaking Device has undergone some substantial improvements since the release of the game.
It now breaks lock-ons of enemy ships, which are required to launch seeking weapons. It will also
affect seeking weapons in flight before the ship started to cloak, as the weapons will track for a
random length of time before losing their own lock-on and self-destructing.
The effect of the cloaking device is not to make the ship impervious to detection. Enemy ships can
get a "rough" idea of the cloaked ship's location, based on disturbances and sensor realignments.
What the cloaking device does is to affect the targeting computers, making fine targeting impossible
and forcing the enemy ship to blanket the area the cloaked ship may be located in -- thus reducing
the chance the cloaked ship will be hurt and reducing damage from weapons fire. It is, in one sense,
a super improved version of ECM. Also be sure to keep in mind the scale of the game. The tactical
screen is a computer representation of the ships and terrain, where the ships are artificially increased
in size in relationship to the terrain. If scaled properly, ships would be a single pixel on the screen or
you would never see your opponents.
A ship firing at a completely cloaked ship without a lock-on has the effective range of its weapons
doubled and an additional range 5 penalty added on. If the weapon does hit, there is an equal
chance that the weapon damage will do normal damage, 1/2 damage or 1/4 damage.
Fighters/Shuttles
There are three different types of Hydran fighters.
Stinger-1 (Patrol)
This is the earliest available fighter. Each fighter is armed with 2 fusion cannons and
2 phaser-3s. All weapons can be fired in the FA (forward arc) only.
Stinger-2 (Intercept & Assault)
This is an improved version of the ST-1 and is the standard fighter for the medium
era. It is also armed with with 2 fusion cannons but it carries a phaser-G instead of
one of the ph-3s. The fusions and the ph-G are FA weapons, while the ph-3 is an
improved 360°.
Stinger-H (Heavy & Assault)
A hellbore-armed variant of the ST-2 fighter. The ST-H is the standard fighter of the
late era. This is a heavier fighter designed to attack ships from a distance. It is
armed with a hellbore cannon (FA), 1 phaser-G (FA) and 1 phaser-3 (360°).
Fighters have a speed of 20+ and can take around 8-12 points of damage. Fighters are organized
into squadrons of one to six fighters. Each squadron of fighters is treated as one unit for targeting,
damage, and orders.
Fighters do not have to be re-armed. However, returning a flight of fighters to the shuttle bay will
repair any damage to the flight. Repairing a flight will not replace destroyed fighters.
All general admin shuttles are armed with 2 360° phaser-3s.
Waypoint Markers
When you left-click to set a new course, that new heading will override any previous course heading.
You can shift-click, however, to set a series of consecutive course changes. These are known as
waypoint markers. They look like diamonds in space. Once you start setting waypoints, your ship will
attempt to pass through as many of the waypoints, in order, as possible. As soon as you enter a non-
waypoint course change (ie, you just left-click), all waypoints will be discarded.
If you set a series of waypoints for a ship, and then jump command to another ship, the AI that takes
over your previous ship will discard the waypoints.