		      Appendix B - Standard Actions

Ship Actions

All the actions shown below may be performed by Ships.  Actions shown
with a "G" may also be performed by Ground Parties.  See Appendix J or
your printouts for the item number of each item.

TU COST                       ACTION

	  G       Accept Coordinator (Political Position#)

   5      G       Agent: Hire 

  10      G       Agent: Blackmarket Contact 

  10      G       Agent: Blackmarket Scout 

  10      G       Agent: Check Starport 

  20      G       Agent: Get Market Report 

  10      G       Agent: Get Production

   5      G       Agent: Get Rumor 

  10      G       Agent: Get Special Complex

  10      G       Agent: Get Status 

  10      G       Agent: Get Training

   5      G       Agent: Learn Quantity (item name) (item#) 

  20      G       Agent: Sabotage

  20      G       Agent: Sabotage Hiport

  20              Black Hole Transition or BHT - NOTE: Transition to
		  random blackhole system

  20              BHT (system name) (system#) (space square#)
		  NOTE: requires TNU

   4      G       Blackmarket: Buy (quantity) (item name) (item#)

  20      G       Blackmarket: Contact - NOTE: gets blackmarket report

   4      G       Blackmarket: Defense (quantity) (item name) (item#)

   5      G       Blackmarket: Owners Report 

  15      G       Blackmarket: Scout - NOTE: gets blackmarket code word only

   4      G       Blackmarket: Xfer (quantity) (item name) (item#)

   4              Buy (quantity) (item name) (item#) to (ship section)

  30      G       Change Outpost Owner (position# to receive control)

  10              Cloak Ship (between turns or # of TU's during turn) 

  10      G       Create Outpost (position# to receive control)

  20      G       Debark Ground Party (position#) from (ship #)

   4      G       Deliver to Outpost (quantity) MINES

   4              Deliver (quantity) (item name) (item#) to (position#)
		  from (section) to (section)

  10      G       Gambling complex Visit 

   5              Get Posted List (affiliation#) 

   5              GPI World 

  14      G       GPI Sector (#) 

  10      G       Hospital complex Visit (quantity) of INJURED

  10      G       Investigate (Special Action Letter)

   4              Jettison (quantity) (item name) (item#) from (ship section)

  20              Jump (system name) (system#) 

 5 x BS           Land at Colony (colony name) (colony#) 

 5 x BS           Land at Sector (#), Square(#)

   0              Leave Orbit



 Variable         Maintainence complex Visit

   0              Moon List - NOTE: Obtains a list of moons in your
		  current orbit

   8      G       Map Sector (#) 

 Variable         Move to Space Square (#)
		  (1xBS Horizontal/Vertical  or 1.5xBS Diagonal movement)

  70      G       Military Training complex Visit (pickup code optional)

 1 x BS           Orbit (world name) 

   4              Pickup at Colony (quantity) (item name) (item#)
		  (*pickup code*) to (section)

   4      G       Pickup at Outpost (quantity) (mines or ore)

   5      G       Position Inquiry (position#) - Gets name & address of
		  player 
									
   5              Probe World

   5              Probe System 

  50      G       Prospect for Deposit 

Variable  G       R & R (TU's)  NOTE: Whole TU increments only.

  20      G       Recreation complex Visit 

  20      G       Repair complex Visit NOTE: Followed by Repair orders
		  on following lines 

  10 min. G       (TU's) Repair (#) MU's (item name) (item#) 


   5              Request contact position (position#) NOTE: Sends a
		  message to the indicated position to ask them to
		  contact you

  20              Scan Colony (colony name) (colony#) 

  10              Scan Starport (colony name) (colony#)

   4              Sell (quantity) (item name) (item#) from (ship section)

   0      G       Setup (GP or Colony) NOTE: must be followed by XFER
		  orders, position name, position leader and anonymous option

Variable          Stargate Transition (new system#)

  10      G       Surface Exploration

   4              Swap (quantity) JE from (engine or cargo)

 5 x BS           Take Off

  50              Thorlium Coat (list sections of ship to receive 1 coat)

  10 min. G       Training: (# TU's) (training type)

  70      G       Training Complex Visit: (training type)
 
  50              Upgrade to (class#)

   4      G       Xfer (quantity) (item name) (item#) to Outpost 

   4              Xfer (quantity) (item name) (item#) from (section) to
		  (section)

  20      G       Xfer Training to (position name) (position#)

The following actions are Standing Orders and cost no TU's. They remain 
in effect until changed. They are written in the Standing Orders section 
of the turn sheet.

G       Add to Defend List (position #)

G       Add to Enemy List (position #)

G       Add to Support List (position #)

G       Aggression Rating: (any number 0-100, not to exceed morale)

	Area of Preference (ship section) (colony ring) NOTE: Both numbers
	must be included

	Fighter Preference (ship section) (colony ring)  NOTE: Both numbers
	must be included

	Colony Target Priority (yes or no)

	Disabling Fire (INTERNAL or HULLS)

	Flee/Damage Ratio (decimal#)

	Flee on Command Damage (quantity in MU's)

	Flee on Main Damage (quantity in MU's)

	Flee on Engine Damage (quantity in MU's)

	Flee on Hulls (1-30000)

	Flee on Round (round# of battle)

	Maximum Targets (1-8)

G       Remove From Defend List (position #)

G       Remove From Enemy List (position #)

G       Remove From Support List (position #)

	Retarget Option (1-4)

G       Set Anonymous (ON or OFF)

The following standard actions can be performed by ground parties only.

0       Allocate Food to Support

15-60   Attack Preparation

4       Buy (quantity) (item name) (item#)

10-70   Defense Preparation

4       Deliver (quantity) (item name) (item#) to (position#) to (section)

20      Embark onto Ship (ship#)

0       Enter Starport (Colony name) (colony#)

0       Ground Fighter Supremacy (1-100)

4       Jettison (quantity) (item name) (item#)

4       Pickup at colony (quanity) (item name) (item#) (*pickup code*)

10      Restaurant complex Visit

4       Sell (quantity) (item name) (item#)

20      Shuttle Movement: (sector#) (square#)

20      Shuttle Movement: (colony name) (colony#)

20      Shuttle Movement: Orbit

Varies  Surface Movement to (sector#) (square#)

Colony Actions

Add to Defend List:  AD (position#)

Add to Enemy List:  AE (position#)

Add to Ground Enemy List:  AG (position#)

Add to Support List:  AS (position#)

Affiliation Tech List: AL

Area of Preference:  AP (ship section 1-3) (colony ring 1-3) NOTE: include
both numbers

Construct Complex:  CC (complex#) (quantity) NOTE: see page 11 for
construction of special complexes

Construct Ship:  CS (any existing position# of the player to receiv 
this new ship) (ship class#)

Disabling Fire:  DF (0=INTERNAL, 1=HULLS)

Eliminate Market:  EM

Eliminate Production:  EP

Factory Tool: FT (quantity)

Factory Production:  FP (item#) (quantity to build)

Factory Untool:  FU (quantity)

Fighter Supremacy:  FS (1-100)

Forced Enemy List Check:  FE

Generate Power:  GP (item# of power producing ore) (quantity of power
producing ore)

Give Away Outpost:  GO (position#) (outpost#)

Give Tech:  GT (colony#) (item#) (1=unprotected, 2=protected)

Give to Colony:  GC (item#) (quantity)

Increase RTS Capacity:  IR (0=outpost, 1=colony) (outpost or colony#)
(quantity of RTS MODULES)

Land Battle:  LB (enemy position#)

Market Buy:  MB (item#) (quantity) (buy price)

Market Message:  MM - (write the actual message in the Special Actions area)

Market Sell:  MS (item#) (quantity) (sell price)

Maximum Targets:  MT (1-8)

Pickup Authorization:  PA (position#) (item#) (quantity)

Position Inquiry:  PI (position#)

Printout Frequency:  PF (once every 1-4 weeks)

Pickup Code:  PC (1-9999)

Remove from Defend List:  RD (position#)

Remove from Enemy List:  RE (position#)

Remove from Ground Enemy List : RG (position#)

Remove from Support List:  RS (position#)

Repair:  RP (item# or 999 for all) (quantity of MU's)

Retarget Option: RO (1-4)   1=Not Moving, 2=Not Firing, 3=Not Moving or
Firing, 4=Don't retarget

RTS Construction:  RT (0=outpost, 1=colony) (outpost or colony#)

Security Crackdown:  SC (0-9)

Shield Movement:  SH (from ring#) (to ring#) (quantity)

Space Battle:  SB (enemy position#)

Space Fighter Area of Preference: SP (ship section 1-3) (colony ring 1-3)
NOTE: include both numbers

Setup Ground Party:  SG (followed by TR orders to (new))  (See sample turn) 

Target Priority:  TP (0=ships, 1=colony)

Tech List: TL  NOTE: Acquire list of restricted tech your colony can build.

Transfer:  TR (position#) (item#) (quantity)   NOTE: All transfers from
colonies go into a ship's Cargo

Transfer to Outpost: TO (outpost#) (quantity of MINES)

Transfer Stellars: XS (position#) (quantity of Stellars in hundreds)

Transfer Training TT (position#)
