                       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


	 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		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 please.

        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#) 

	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       Accept Coordinator (Political Position#)

	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)

Ground Party Actions

	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#)

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 receive 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 Colonists:  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 (affiliation):  AL

Tech List (colony):  TL     

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#)



