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2001 LucasArts Entertainment Company LLC. 2001 Lucasfilm Ltd & TM or as indicated. All rights
reserved. Used under authorisation. LucasArts and the LucasArts logo are registered trademarks of
Lucasfilm Ltd. iMuse US patent No. 5,315,057.

www.lucasarts.com
ocs.com
http://www.replacementd
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To fight is supreme to conquer, divine.


COMMAN
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FOR

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TABLE OFCOCONTENTS
MMA
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Introduction . . . . . . . . . . . . . . . . . 2 Postures . . . . . . . . . . . . . . . . . . 27

GR

LT
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Meet Your Team . . . . . . . . . . . . . . 4 Secondary
D AS SA Abilities. . . . . . . . . . . . 29
Installing the Game . . . . . . . . . . . 10 Using the BHCI to Summon
Reinforcements . . . . . . . . . . . . . . 29
Running the Game . . . . . . . . . . . . 11
Command Points . . . . . . . . . . . . . 30
Main Menu . . . . . . . . . . . . . . . . . 12
The Requisition Screen . . . . . . . . . 32
Player Selection . . . . . . . . . . . . . . 13
Ordering Air Units . . . . . . . . . . . . 34
Single Player Menu. . . . . . . . . . . . 13
Experience and Upgrading . . . . . . . 34
The Briefing Room . . . . . . . . . . . . 15
The Map Button. . . . . . . . . . . . . . 36
Hangar Bay . . . . . . . . . . . . . . . . . 15
The Close Button . . . . . . . . . . . . . 36
Battlefield Holographic
Control Interface (BHCI) . . . . . . . . 18 The BHCI Button . . . . . . . . . . . . . 36
Controlling the BHCI Camera . . . . . 18 Strategic Map Zoom. . . . . . . . . . . 36
The Holographic View The Score Button. . . . . . . . . . . . . 36
(The Main View). . . . . . . . . . . . . . 18 The Timer . . . . . . . . . . . . . . . . . . 37
The Strategic Map . . . . . . . . . . . . 21 Skirmish Setup . . . . . . . . . . . . . . 38
Selecting and Moving Units Replaying a Scenario . . . . . . . . . . 39
Using the BHCI . . . . . . . . . . . . . . 22
Scoring . . . . . . . . . . . . . . . . . . . 39
The Leader Display. . . . . . . . . . . . 23
Pause Menu . . . . . . . . . . . . . . . . 40
Changing a Units Name
Using the BHCI . . . . . . . . . . . . . . 23 In-Game Options . . . . . . . . . . . . . 40
The Command Bar . . . . . . . . . . . . 23 Multiplayer Games . . . . . . . . . . . . 44
Grouping Units Using the BHCI. . . . 24 The Tarkin Doctrine . . . . . . . . . . . 50

The Group Display . . . . . . . . . . . . 25 Buildings and Units . . . . . . . . . . . 53

Directing Units in Combat Credits. . . . . . . . . . . . . . . . . . . . 66


with the BHCI . . . . . . . . . . . . . . . 27 Customer Support . . . . . . . . . . . . 68
Commands for the Initiation of Software License Agreement . . . . . 70
Hostile Activities . . . . . . . . . . . . . 27

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Meet Your Team


YOUR FELLOW OFFICERS
BRENN AND DELLIS TANTOR
Brenn and Dellis Tantor were born in a village on Garos IV, an idyllic
world that had been afflicted by civil war. Under the Emperors New
Order, the Empire brought an end to the conflict and installed a
government designed to maintain peace on the planet. The boys own
father joined the Imperial military as a transport pilot and taught his
sons to respect the stormtroopers who protected Garos IV.
Unfortunately, a small underground resistance
movement formed on Garos IV. Imperial and
anarchist factions clashed with increasing regularity,
and eventually the Tantors own village was caught in
BRENN TANTOR
the crossfire. When their homestead was destroyed
in an explosion, the brothers were buried beneath the
rubble. Brenn regained consciousness as a stormtrooper pulled him
and Dellis from the wreckage. Brenn and Dellis vowed to join the
Imperial military in the hopes of becoming stormtroopers. Brenn
travelled to the Imperial Academy immediately; Dellis followed him a
year later. Soon after, their father undertook a dangerous mission to
deliver medical supplies to the planet Graaldiin. His transport was
DELLIS TANTOR caught in a Rebel attack and he was slain, but his sons continued to
pursue their dream.

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While at the Academy, Brenn focused all of his energies on combat training and CAPTAIN BERI TULON
developed a keen tactical mind. Dellis, in contrast, proved far more intellectual and Beri Tulon is descended from a long line of military officers. In fact,
specialised in the computer sciences, encryption, security systems and according to family legends, Tulons ancestors fought alongside
communications. Both Brenn and Dellis petitioned for active stormtrooper duty, only Empress Teta in the Great Hyperspace War. Tulon himself never
to have their requests rejected. Their superiors explained that the stormtrooper questioned his future and entered the Academy as soon as possible.
selection process was controlled by higher powers within the Imperial ranks. He truly enjoyed the camaraderie of the Imperial Army and he excelled
Undaunted, the Tantors began shadowing Cattena Squadron, a stormtrooper unit at following orders. Like his ancestors, he eventually became an
stationed at the Imperial Academy between its missions. The squadrons captain was officer. As an officer, Tulon made every attempt to earn the friendship
impressed by the Tantors resolve and they were eventually invited to join Cattena and respect of his troops. Because of this, Tulon was derided by his
Squadron as honourary stormtroopers. Their induction into Cattena Squadron was peers and chastised by his superiors, but the end results were
viewed as highly unorthodox, but no one found the courage to argue with the phenomenal: Tulons troops seemed to fight harder and live longer.
squadrons captain. Unfortunately, one of his jealous commanding officers conspired
Although ecstatic about becoming stormtroopers, Brenn and Dellis soon realised to have Tulon killed. He sent Tulon and his troops to Khomm for a
routine recon mission. The unit expected a short vacation on the CAPTAIN TULON
that they were still considered outsiders by the rest of their unit. The other
relatively peaceful world, but instead found a group of mercenaries
stormtroopers recognised the Tantors military skills, but made no attempts to make
waiting. The Imperials were slaughtered, and only Tulon and a handful of soldiers
the brothers feel like part of the squadron. Brenn and Dellis shared a separate
escaped. Tulon uncovered the treachery and made sure his superior officer faced
barracks, never saw the other troopers without their helmets, and were not invited to
brutal Imperial justice, but the deaths on Khomm weighed heavily on the captain. He
celebrate with their squadmates after successful missions. Brenn believed that the
requested that he be allowed to train fellow officers rather than serve as an active
other members of Cattena Squadron would eventually accept him, but Dellis grew
commander. Because of his sterling record, Tulons wish was granted and he is now
restless and began pursuing appointments within the ISB, Imperial Intelligence, and
one of the Empires most decorated instructors.
COMPNOR. He was on the verge of acceptance into Imperial Intelligence when
Cattena Squadron was sent to Kalaan

GENERAL MALCOR BRASHIN


A career military man, Malcor Brashin entered the Academy at a
very early age. Although his superiors did not consider him
particularly ambitious, Brashin was viewed as competent and
intelligent. Brashin would have probably remained an unspectacular
Imperial officer if not for a tragic and defining moment in his life:
While he was away from home on military maneuvers, Brashins wife
and daughter were murdered by Rodian thieves. The loss of his
family transformed Brashin and he became one of the New Orders
most outspoken zealots. He drove his forces mercilessly in the
hopes of stopping the lawlessness and misery caused by unchecked
anarchists and aliens. With numerous military victories to his
GENERAL BRASHIN credit, Brashin has become one of the most respectedand
fearedgenerals in the Imperial Army.

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Installation
ENEMY GENERAL TYR TASKEEN
Unlike many Rebel officers, Tyr Taskeen did not attend the Academy
nor was he ever a member of the Imperial military machine. After
earning an education on Alderaan, Taskeen left home to start his own
business. He honed his piloting and negotiation skills as a freelance
starship dealer, selling advanced vehicles to spaceports and wealthy
individuals throughout the galaxy. His business grew quickly and he
became a very wealthy man. Although he and his employees had
occasional run-ins with the Hutts and pirates, Taskeen continued
to profit until the Emperors New Order took hold of the galaxy.
The Empire nationalised Taskeens company, taking control of his
GENERAL TASKEEN
wealth and facilities. Many of his alien employees were also taken
into slavery.
Enraged, Taskeen returned to Alderaan and joined the nascent
Rebellion. Using his knowledge of the Outer Rim, he led many early Rebels to
safe havens far from the Core. He also secured supplies and vehicles from former
contacts sympathetic to the Rebellion. In recognition of all he had done for the
Rebellion, Taskeen was continually promoted, until he finally attained the rank of
General. Even among the dedicated Rebels, Taskeen is considered exceptionally
driven and passionate; he would do virtually anything to ensure that the Alliance
topples the Empire.

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INSTALLING THE GAME 6 Setup will start copying over files. You will be prompted to switch discs.
To install Force Commander on your PC: 7 Youll be given the option to create a series of shortcuts. Creating a shortcut will
1 Close all open windows on your desktop make it easier for you to launch the game. Click the checkboxes to deselect any
and quit all other applications. shortcuts you dont want.
2 Put the Force Commander Disc 1 in your 8 Setup will create a Force Commander Program Folder for the program icons. Click
CD-ROM drive. Next to choose the default (Start Menu\Programs\LucasArts\Force Commander),
3 The Force Commander Installation Screen or create a new folder or select an existing folder.
will appear. If Autoplay is disabled and 9 Youll be prompted to create a shortcut for your desktop. Youll also have another
the games Installer does not appear opportunity to view the Readme.
when you insert the CD-ROM, youll need INSTALLER 10 If the program successfully installed, youll see a Setup Complete Screen.
to open the Installer manually. To do this, 11 After installing the program, youll be prompted to install DirectX 7.0, which is
double-click the My Computer icon, then double-click the CD-ROM icon in the necessary to run the program. If DirectX 7.0 (or a later version) is detected on
window that opens. Double-click the Force.exe file to open the Installer. It has your system, the checkbox to install it will remain empty, and you will not need
these options: to install DirectX. Click Finish to complete the Setup.
INSTALL: Installs the game on your hard drive. 12 Youre now ready to play Force Commander.
HELP: Here you can view the Readme and Troubleshooting Guide, which give the
most up-to-date game information. See the Troubleshooting Guide for detailed
IF YOU HAVE TROUBLE INSTALLING
installation and troubleshooting tips. You can also view the Software License
See the Troubleshooting Guide for more detailed installation and troubleshooting tips.
Agreement or analyse your computer to check your system to see if it meets game
To access the Troubleshooting Guide:
requirements.
1 Insert Disc 1, then double-click the My Computer icon.
OPTIONS: This button allows you to register online if you have Internet access, to
2 In the window that opens, double-click the icon for your CD-ROM drive. This
visit the LucasArts Web site or to view advanced options which include:
opens the Installer. You may also need to double-click the Force.exe file to open
Display Options: Here you can pick your display device and screen
the Installer.
resolution, or choose the 32-Bit Z-Buffer checkbox. This allows for a
much larger Z-buffer than the default 16-bit, and can draw more over- 3 From the Installer, click Help, then View Troubleshooting Guide.
lapping polygons for greater detail. You can also check the Software
Cursor checkbox (see page 41, Hardware Cursor, for details). RUNNING THE GAME
Analyse Your Computer: Check your system to see if it meets game 1 To run the game, insert the Force Commander Disc 2 into your CD-ROM drive.
requirements. The games Launcher will appear automatically if Autoplay is active.
LucasArts Technical Support: Visit the LucasArts Tech Support Web 2 If Autoplay is disabled, find the Force Commander directory on your hard drive.
site if you have Internet access. Double-click the FoCom application icon, or double-click the CD-ROM icon on My
EXIT: Returns you to your desktop. Computer, then double-click the Force.exe file. This Launcher appears whenever
4 To install, click the Install button. Follow the onscreen instructions. you insert a Force Commander disc, when you double-click the CD-ROM icon, or
5 Choose the destination for Force Commander installation. The default Force when you select the Force Commander shortcut from your Start menu, or when
Commander directory is: C:\Program Files\LucasArts\Force Commander. If you wish you double-click the Force.exe file.
to install elsewhere, specify a different drive or directory name. 3 Select Start New Game in the Launcher to play the game.

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THE LAUNCHER PLAYER SELECTION


The Force Commander Launcher displays the When you click Single Player, youll go to the
following options: Select Player Name Screen. This screen
START GAME: Launches game. shows up to eight different player names
HELP: Here you can view the Readme alongside how far each of those identities
and Troubleshooting Guide, which give the has progressed in the single player
most up-to-date game information. See the campaign. If the screen is blank, or you
Troubleshooting Guide for detailed installation wish to add a name, simply press the New
and troubleshooting tips. You can also view Player button. This will bring up another
the Software License Agreement or analyse LAUNCHER screen in which you can type your players SELECT PLAYER NAME SCREEN

your computer to check your system to see if name. To exit from this screen, press
it meets game requirements. ENTER, or the triangle at the bottom right of the screen, and you will go back to the
OPTIONS: This button allows you to register online if you have Internet access, to Select Player Name Screen. There, you will see the name you typed. To play under that
visit the LucasArts Web site or to view advanced options which include Uninstall. name, either double-click it, or click it once to select it and press the triangle at the
See page 10 under Options for details on other Advanced Options. bottom right of the screen. This will bring you to the Single Player Menu.
EXIT: Returns you to your computers operating system.
SINGLE PLAYER MENU
MAIN MENU After youve chosen a name, youll go to a
To begin playing Force Commander, click screen where you can select the type of
Start Game in the Launcher. This will send game you want to play. Youll see these
you to the Main Menu, where youll see choices:
these choices: CAMPAIGN: This option allows you to
SINGLE PLAYER: This allows you to play play the single player campaign.
the game by yourself. SKIRMISH: Select this to set up a battle
MULTIPLAYER: This lets you play between you and up to three Droid
against live opponents over a network. (computer) enemies on a terrain of your SINGLE PLAYER MENU

(See Multiplayer Games on page 44 for choosing. (See Skirmish Setup on page
MAIN MENU
more information.) 38 for more information.)
VIEW INTRODUCTION: Choose this to view the opening cinematic. SCENARIO: This lets you choose and play any mission or cinematic sequence that
SHOW CREDITS: Displays the names of the people who made this game. youve already completed in the single player campaign. These missions will be the
In the bottom of this screen, youll see a curved arrow on the left. Click the curved only ones available at this screen. (See Replaying a Scenario on page 39 for more
arrow to exit the game. In all other screens, this arrow will bring you back to the information.)
previous screen. LOAD SAVED: Choose this to load a game from the campaign or scenario you have
started and saved.

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The Briefing Room


THE BRIEFING ROOM
Once you have decided to play the single
player campaign (by choosing the
Campaign option in the Single Player
Menu), you will begin your career in the
military by first going through some
training missions. These missions will
teach you how to use the controls of the
game, how to survive in combat and how to
BRIEFING ROOM
establish a base and reinforce it. Once you
have learned these things, your teachers
will stop holding your hand and give you some more critical assignments.
After the training missions, whenever you begin a new mission, youll move to a
room where you will be briefed about your upcoming mission and its objectives. Youll
also be able to view a map of the mission environment, with objects of importance,
possible enemy locations, and more.
When your briefing is finished, you can choose from these options:
TECH BRIEFING: By pressing this button, pictures and descriptions of the friendly
and enemy units you are likely to encounter in the upcoming mission spring up, one
at a time, from the holographic map. Click Next to view the next unit. Click Previous
to return to the earlier screen. Click Show Imperial (or Rebel) Units to see a
description of Imperial or Rebel units, and click Exit Tech Briefing to return the
holographic map to normal.
PROCEED: Moves you to the Hangar Bay Screen to begin your mission.
REPEAT BRIEFING: Replays the briefing.
RETURN TO MAIN MENU: Exits the Briefing Room and the mission.

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The bhci Reference


HANGAR BAY
In the Hangar Bay you can choose the UNITS AVAILABLE STORAGE BOX

landing force you will initially bring down to TRANSPORTS TO BRING DOWN
TO SURFACE

the battlefield. Once your briefing is over,


you will automatically be taken to this
area. Here, you will see all the units that
survived the previous mission, several UNIT (OR GROUP)
DISPLAY
transports that are standing by waiting for
you to load them, and a storage box on the HANGAR BAY
wall. Use the mouse to look around the
room, or use the key controls listed on
page 20.
If you left-click on a transport or the storage box, you will be able to see which
units are loaded within them in the Group Display located on the bottom-right-hand
corner of your screen. You will notice that some of the transports are already loaded
with units. These units represent the minimal forces your superiors feel are necessary
to attain victory in the upcoming mission and you cannot change these forces, only add
to them. Note that these people are very tightfisted and the forces provided are
usually inadequate to the actual needs of the battlefield.
To load more units on to a transport, select the unit you want by left-clicking on
it, and then send it in to the transport by right-clicking on that transport. That unit
will then disappear from the Hangar Bay and reappear in the transport you clicked on.
Be careful with your choices, however, as each unit you choose from the Hangar Bay
floor costs you Command Points accumulated from the last mission. Once you run out
of Command Points, you can no longer add units to the transports. (To learn more
about Command Points, refer to page 30.) Note that certain units can only fit into
certain types of transports. For example, AT-STs and AT-ATs can only fit into the AT-
AT barge, and stormtroopers and speederbikes can only fit in the landing craft.
If you run out of room in your transports, or wish to save units in the Hangar Bay
for a future mission, you may put them in the storage box, located on one of the
Hangar Bays walls. Doing this will also deduct Command Points from your total.
At the top of the screen, youll see these choices displayed:
RETURN TO BRIEFING ROOM: Sends you to the previous screen.
BEGIN LANDING: Begins mission.

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DOCUMENT #87KBLIK2 camera to its utmost potential. Officers


THIS
DOCUMENT IS RATED FOR RANK LEVEL LIEUTENANT who have scored a 6 or below on the
AND ABOVE ONLY. UNAUTHORIZED PERSONNEL READING THIS
DOCUMENT ARE GUILTY OF DISOBEYING REGULATION Standard Officers Intelligence Test (SOIT)
RG#H4498 AND WILL BE DEALT WITH ACCORDINGLY.
are discouraged from accepting unit
BATTLEFIELD HOLOGRAPHIC commander positions and are required to
CONTROL INTERFACE (BHCI) submit a Quality of Family Certificate (QFC)
The Battlefield Holographic Control Interface (BHCI) is the primary tool with which to their superior officer before reading this
the unit commander organises and deploys the units under his/her command. Thus, it manual further.
is an officers duty to become familiar with the BHCIs abilities and controls in order to
successfully carry out the Emperors will. HOLOGRAPHIC (MAIN) VIEW

THE BHCI INTERFACE


The BHCI interface is divided
into five sections. The Main
View, the Strategic Map, the
Command Bar, the Leader
SECONDARY ABILITY
Display, and the Group Display. DISPLAY COMMAND BAR

Each section provides the


unit commander with the
STRATEGIC
information needed to direct MAP
LEADER GROUP DISPLAY
DISPLAY
the units under command
towards the ultimate goal of
serving the Empire.

CONTROLLING THE BHCI CAMERA


THE HOLOGRAPHIC VIEW (THE MAIN VIEW)
This section deals with the control of the Main View. Each of the commanders units
has special sensors that accumulates data, which is then processed and added to
previously archived orbital pictures to make a real-time three-dimensional hologram
of the battlefield. Using this hologram, the unit commander can view the battlefield
from almost any angle and distance in order to see the tactical situation clearly.
However, the BHCI is not omniscient, and though it will show the terrain features
within the assigned battlefield, it cant inform the unit commander of all enemy units
and buildings outside of the troops visual range. To inform the unit commander where
enemies cannot be seen, the terrain in the Main View has been darkened. This
incredible freedom of view requires complex controls in order to manipulate the BHCI

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Below are the keyboard and mouse commands to control the BHCI camera: THE STRATEGIC MAP
The Strategic Map is located on the bottom left of the BHCI
KEYBOARD CAMERA CONTROLS interface. This map is composed of an orbital picture of the
W Move camera forward terrain, showing the current location of all the units under
S Move camera backward the unit commanders control and any enemies within
Q Orbit camera clockwise, keeping focus on point scanning distance. Unexplored areas appear black. Explored
E Orbit camera counterclockwise, keeping focus on point terrain is gray. At this time, all units and buildings that are
SHIFT + Q Pan camera left, taking focus off point controlled by the Empire, or have been deemed friendly by STRATEGIC MAP
SHIFT + E Pan camera right, taking focus off point Imperial Intelligence are coloured in a patriotic blue. Buildings, vehicles and non-
A Move camera left sentient creatures that have shown no enmity towards the Empire, yet have not been
D Move camera right verified by Imperial Intelligence as being allies are coloured a weak yellow. Rebels and
Z Raise camera height and tilt it downward other enemies of the Empire are always represented in a craven red colour. If a unit
C Lower camera height and tilt it upward is under attack, it will flash, allowing the unit commander to quickly identify trouble
G Zoom camera in spots and deal with them at will.
B Zoom camera out  Imperial Units and Buildings (blue)
R Rotate camera 180 degrees  Neutral Units and Buildings (yellow)
V Attach/unattach camera to leader unit  Rebel Units and Buildings (red)
SHIFT + X Save camera angle  Units Under Attack (flashing)
X Return to default camera angle  Selected Units (white)
The Main View camera of the BHCI is also represented on the Strategic Map, with its
MOUSE CAMERA CONTROLS field of vision shown as a transparent cone. The unit commander can always tell where
Top of screen Move camera forward the camera is, and what direction it is facing, by noting the position of the cone on
Bottom of screen Move camera back the Strategic Map. The BHCI also allows the unit commander to alter the camera
Left side of screen Move camera left position by using the mouse in conjunction with the Strategic Map.
Right side of screen Move camera right
SHIFT + top of screen Raise camera height and tilt it downward MOUSE CAMERA MOVEMENT, STRATEGIC MAP
SHIFT + bottom of screen Lower camera height and tilt it upward Left-click on Strategic Map Relocate camera to cursors position on map
SHIFT + left side of screen Pan the camera left Hold left mouse button on Pan camera towards position of cursor
SHIFT + right side of screen Pan the camera right Strategic Map and move mouse
Hold right mouse button Orbit the camera around fixed viewpoint
and move mouse
Hold both mouse buttons Pan camera left WARNING!
and move mouse left REGULATION X7T-PLX PROHIBITS USING THE BHCI TO CONTROL
IMPERIAL MILITARY PERSONNEL AND MUNITIONS WHILE UNDER THE
Hold both mouse buttons Pan camera right INFLUENCE OF ANY INTOXICANT DETRIMENTAL TO FOCUSED AND LOYAL
and move mouse right THOUGHT. FAILURE TO REMAIN ON TASK WILL RESULT IN DISCIPLINARY
MEASURES AS DESCRIBED IN SUB-SECTION 8.2.1355 OF VOLUME 6
Use mouse wheel Zoom camera in/out OF THE IMPERIAL MILITARY GUIDE TO CORRECT THOUGHT.

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SELECTING AND THE LEADER DISPLAY UNIT DESIGNATION AREA


MOVING UNITS Once a single unit is selected, that unit will CAMERA
USING THE BHCI be shown in the very centre of the BHCI ATTACHED UNIT
MARKER
The primary use of the BHCI is to give the TYPE
interface, directly between the Group HEALTH CURRENT MAXIMUM
unit commander control of the battlefield BAR HEALTH HEALTH
Display and the Strategic Map. This area,
while removing him from danger. This
the Leader Display, shows all the relevant LEADER DISPLAY
environment allows the unit commander to
statistics of the unit, including name, rank,
make calm, rational decisions without the
current health and whether a camera is attached to the group leader. Above that icon
constant distraction of self-preservation.
is also an area that will show that units secondary ability and its current charge
This manual will describe how to use the
SELECTING UNITS rating. See Secondary Abilities on page 29 for further description.
BHCI to control the unit commanders
To allow the unit commander complete control over the forces, the ability to change
forces and exert the Emperors will upon
the name of the selected unit has been programmed into the BHCI. A unit commander
his enemies.
needs only to left-click that units designation area and type the new name to facilitate
Following are the mouse and keyboard commands that allow the unit commander
the change. It is well within the unit commanders power to change it at will.
to select and move the forces under the commanders control within the Main View.

SELECT ION AND MOVEMENT CONTROLS CHANGING A UNITS NAME USING THE BHCI
Left-click unit Select that unit Left-click unit name Change unit name using keyboard
Right-click in Main View Command selected units to move to location
THE COMMAND BAR
Right-click structure Command selected infantry to enter
friendly structure The Command Bar, located between the Group Display area and the Main View, has
SHIFT + right-click transport Occupy yellow transports several buttons, some of which can move or stop a unit commanders forces. Below
Right-click transport Command selected infantry to enter are descriptions of each button that can affect movement.
friendly transport STOP/REACQUIRE: The Stop/Reacquire button halts all movement and fire of the
CTRL + right-click friendly unit Command selected units to follow selected units, and reacquires a target, depending upon posture.
friendly unit PATROL: This button lets the unit commander assign units a dedicated patrol path.
Right-click friendly unit with Heal unit When pressing the Patrol button, the cursor will change into a circle with a P
Repair/Medical droid selected
placed over it. This indicates that the units are ready to learn their patrol destination.
SHIFT + right-click in Creates waypoint in Main View
Main View The unit commander may then right-click on the Main View to mark the patrol
Y Cycle through troops, one at a time
LAUNCH/LAND or
LANDING PLATFORM POSTURES DEPLOY/UNDEPLOY
The unit commander can also move forces further distances by selecting a
destination on the Strategic Map.

STRATEGIC MAP MOVEMENT CONTROL DEFENSIVE PASSIVE PATROL


COMMAND CTR BELLIGERENT GUARD STOP/ UNLOAD ALL
Right-click Strategic Map Command selected units to move to Brings up REACQUIRE
desired location Requisition
Screen
COMMAND BAR

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destination, and the selected units will begin to patrol a straight path between where Groups act as a single unit for the purpose of moving them to desired locations or
they began and the marked spot. If the unit commander wishes a more complex path, directing them in combat. Following are the commands used to create and alter groups:
waypoints may be placed using SHIFT + right-click while the cursor remains in the
patrol configuration. MOUSE COMMANDS FOR GROUP SELECTION, MAIN VIEW
LAUNCH/LAND: This button is made available for some flying units and will only Drag and left-click Create selection box to select multiple
appear when such a unit is selected. When told to land, TIE fighters and bombers units on Main View
will set down upon their home landing platform so that reloading/repairs can be SHIFT + left-click Select unit to add to or drop from a group
made. This button is also available for the Tydirium shuttle, which can be landed on Drag and SHIFT + left-click Create selection box that adds units to group
the ground so troops may be loaded on board. Launch the shuttle to move it to its Double left-click Select nearby units of the same type
proper destination. SHIFT + double left-click Select nearby units of the same type and
DEPLOY/UNDEPLOY: This button is for units that must be reinforced, such as the add them to group
Mobile Artillery unit and the Heavy Artillery unit. Deploying a unit stops the unit and
instructs it to set down bracing bars, needed so that the artillery may aim correctly Because a battle situation can become somewhat hurried, the BHCI has been
and not be affected by the powerful kick of its guns. modified so that a simple keystroke can be used to select some groups of units
UNLOAD ALL: This button appears when you have units that contain other units, like automatically.
transports or vehicles. Click the button to unload any infantry contained within a unit.
KEYBOARD COMMANDS FOR SELECTING UNITS
The BHCI has been programmed to allow the unit commander to mimic the
Command Bar with the keyboard. Below are the hot keys: / Select all units
F9 Select all units with anti-infantry weapons
COMMANDS FOR SELECTING UNITS F10 Select all units with anti-armour weapons
F5 Stop unit F11 Select all units with anti-air weapons
F6 Patrol I Select all air units
F7 Unload all SPACEBAR/middle mouse button Selects unit that last spoke
F8 Deploy/undeploy
THE GROUP DISPLAY
GROUPING UNITS USING THE BHCI The BHCI has two places in its interface to show the unit commander which units have
Part of any successful battle is the been selected as a group. One of these places, the Leader Display, has been covered
arrangement and grouping of individual previously. The second area is called the Group Display, located at the bottom right
units into effective teams. These teams of the screen.
reduce the time a unit commander has to When more than
spend directing the movements of one unit is selected, one
individual units and are effective at unit will be randomly LEADER
DISPLAY
concentrating fire at specific targets. In chosen as the leader, GROUP DISPLAY

the following section, this manual will and be shown in that


discuss how to create and manage the GROUPING UNITS centre area, along with BHCI SHOWING GROUP DISPLAY
grouping of units. First, we will show how its vital statistics and its
to use the mouse to create groups. secondary ability. The

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rest of the units in the group will be shown to the right of that area. For those unit DIRECTING UNITS IN COMBAT WITH THE BHCI
commanders who like to have complete control over the ranking of groups, the BHCI At this point, the unit commander reading this manual has enough knowledge to direct
allows the easy manipulation of the roster shown in the Group Display. the troops effectively through a military parade. If this is the extent of your immediate
Below are the mouse and key commands used to select and deselect units within duties, please cease reading here. If the unit commander is designated for combat
a group using the cursor positioned over the Group Display. duty, this section will show how to use the BHCI to direct military units in battle.
Commanding ones forces to fight is a simple matter. All Imperial troops are
COMMANDS FOR GROUP MANAGEMENT, GROUP DISPLAY trained to despise the Emperors enemies and continually have to restrain themselves
Left-click Deselect all units but the one clicked on from attacking with furious, patriotic abandon. Below are the mouse commands that
Right-click Change leader of group to unit selected are used to tell units to attack an enemy unit or structure.
SHIFT + left-click Remove selected unit from group
COMMANDS FOR THE INITIATION OF HOSTILE ACTIVITIES
SHIFT + right-click Deselect all units but the type clicked on
F Cycle units within a group through the leader slot Right-click enemy Selected units will attack the enemy unit
or structure clicked upon
SHIFT + right-click structure Selected infantry will invade structure
Finally, a unit commander can program the BHCI to remember previously selected
group formations, including the group leader. This is recommended to speed up the
As simple as this is, sometimes a unit commander cant spare attention to
unit commanders ability to gather forces and move them quickly and wisely into
individually order an attack on every single enemy that presents itself. In this case, a
battle. Below are shown the keyboard commands to program these groups, and the
unit commander must create standing orders that tell the forces how to react in
special commands one can use to reselect and focus in on those groups. Note that
dangerous situations. The BHCI allows the unit commander to issue these orders by
the numbers below are located on top of the keyboard, and not in the number pad to
providing a choice of four postures.
the right.
POSTURES
COMMANDS FOR THE STORING AND MANAGEMENT OF GROUPS
Postures in the BHCI are not the same as the postures referred to in the Imperial
SHIFT + 1-0 Save selected units to group number Academy primer Proper Posture: A Guide on Showing Proper Respect Through Proper
1-0 Press once to select saved group Carriage. Though it is always mandatory to sit up straight while using the BHCI, the
1-0 Press twice to switch camera to group leader term posture actually refers to the general way a unit commanders forces treat
their enemies.
Below are the definitions of the four different postures, each of which is found on
the Command Bar in the BHCI. Any manual commands from a unit commander will
CAUTION override the postures.
THE STATISTICS BRANCH OF THE IMPERIAL ACADEMY HAS DETERMINED
THAT 80 PERCENT OF YOUNG RECRUITS USING THIS MANUAL JUMP AHEAD BELLIGERENT: The Belligerent posture is the most aggressive posture. When
TO THIS SEGMENT BEFORE CAREFULLY READING THE PREVIOUS TWO
SECTIONS. TO PREVENT THIS BREACH OF DISCIPLINE, A MICRO RETINAL an enemy approaches a unit or group of units that are in Belligerent posture,
SCANNER HAS BEEN INSTALLED IN EACH MANUAL TO VIEW THE PROGRESS
OF THE STUDENT AS HE/SHE CAREFULLY READS EACH PAGE. IF ANY PAGES those units will charge into firing range of the enemy and begin following and attacking
ARE SKIPPED, OR THE PAGES ARE READ TOO QUICKLY, THE STUDENTS until the enemy disappears from visual range or is destroyed. Although this sounds
COMMANDING OFFICER WILL BE IMMEDIATELY NOTIFIED AND THE RECRUIT
WILL FACE DISCIPLINARY PUNISHMENTS AS DESCRIBED IN like appropriate behaviour in a battle, the Belligerent posture can lead to a lack of
THE IMPERIAL GUIDE TO NEGATIVE REINFORCEMENT. discipline in the unit commanders forces, breaking up formations and causing units
to leave the safety of numbers to quench their need to serve the Emperors will.

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DEFENSIVE: The Defensive posture is very similar to the Belligerent posture. SECONDARY ABILITIES CURRENT POTENTIAL
CHARGE CHARGE
When commanded to be defensive, a unit or group of units detecting an enemy Some units are equipped with weapons or abilities that
will close into firing range and destroy the enemy. Once the enemy is destroyed, the allow them more than one use in a combat situation.
defensive unit will then return to its previous post. The difference between Defensive and These secondary abilities are usually high-powered
attacks that must be recharged after use. (See
Belligerent, however, is that Defensive units will not go beyond a certain distance before
Buildings and Units section on page 53 for each units
returning to their posts, whether the enemy is in visual range or not. Because of this, SECONDARY ABILITY
abilities.) The unit commander should always choose BUTTON
this posture is much more disciplined than the Belligerent posture, but still can lead to
targets wisely when using the powerful secondary
units exposing themselves to danger by leaving the protection of other units or defensive attacks of the units.
emplacements, such as turrets. The Secondary Ability button is located directly over the Leader Display in the very
GUARD: The Guard posture is the default posture of all units. When told to centre of the BHCI Screen. It will be of a normal colour when available, and it will be
guard, a unit will not move from its current position (except to turn when red when it is recharging. A Charge Meter, consisting of a current charge value and
sensing an enemy approaching from the rear or flank). The unit will begin to fire at enemy a fully charged value is located under the Secondary Ability button to keep the unit
units only when they get within range. This posture is very good for arranging defensive commander informed of the recharging process.
formations and gives the unit commander a high degree of control over the units. Below are the mouse and key commands that prime and trigger the secondary
PASSIVE: The Passive posture is the most disciplined of all the postures. When ability.
told to be passive, units will not approach or fire at enemy units whatsoever
COMMANDS TO USE SECONDARY ABILITIES
unless specifically ordered to by the unit commander. This posture is mandatory by
Left-click Secondary Ability Prime secondary ability of unit or group leader
Imperial Law when directing troops in military parades. On the battlefield, however, the button or T key
Passive posture can be helpful if the unit commander wishes units to ignore all Right-click enemy or terrain Activate secondary ability or abilities
distractions when moving from one place to another. after priming secondary ability
To facilitate the ease of directing posture changes, the BHCI has been programmed
to include keyboard commands that mimic the Command Bar.
NOTE
THE IMPERIAL MINISTRY
OF FINANCE WISHES ALL UNIT
COMMANDERS TO KNOW THAT THE REQUISITION AND SUBSEQUENT LOSS
COMMANDS TO CHANGE POSTURES OF AN INAPPROPRIATE NUMBER OF UNITS (WHERE SAID NUMBER OF
F1 Change posture to Belligerent UNITS IS DETERMINED BY THE UNIT COMMANDERS ATTACHED IMPERIAL
ACCOUNTANT OFFICER)ESPECIALLY LARGE, ARMORED WALKING UNITS
F2 Change posture to Defensive AND TANKSIS AGAINST IMPERIAL REGULATIONS AND MAY RESULT IN
THE IMMEDIATE DEMOTION OF THE UNIT COMMANDER, AS WELL AS THE
F3 Change posture to Guard GARNISHMENT OF WAGES, SAVINGS AND LANDS IN ORDER TO
COMPENSATE THE EMPEROR FOR HIS LOSS.
F4 Change posture to Passive

USING THE BHCI TO


SUMMON REINFORCEMENTS
A unit commander may find that more units are required than those allotted by the
Fleet Quartermaster when confronting the enemies of the Empire. The BHCI allows the
unit commander to access the Requisition Department of the assigned Star Destroyer
or local military depot and order reinforcements or appropriate military structures.

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COMMAND POINTS Starting from the left, these are the names and functions of the counters:
Before learning how to requisition units, the unit commander must realise an important UNIT COUNTER:
truth about his/her relationship with the Fleet Quartermaster (FQ) and the Attached This counter shows
Imperial Accountant Officer (AIAO). The FQ and the AIAO have the final say on whether the number of units
a unit commander is able to request reinforcements or not. This means it is very presently deployed UNIT HEALTH BAR

important to remain on the good side of these officers. on the battlefield UNIT MAINTENANCE COMMAND COMMAND POINT
COUNTER COST COUNTER POINT TOTAL FLOW METER
However, the Emperor knows, that it is very difficult to determine how to remain alongside a number
on a good side and he has ordered that his unit commanders should not have to worry that represents the
GROUP DISPLAY WITH COMMAND POINT COUNTERS
about a good side at all. Thus, the BHCI has been built with a small meter, located at maximum allowed
the bottom of the Group Display, which shows the unit commanders Command Points by the FQ.
in a valourous green colour. MAINTENANCE COST COUNTER: This counter shows the cumulative Command Point
Command Points are what the unit commander spends in order to requisition cost of all currently deployed units and buildings. It can be one of four colours to
reinforcements. To create an acceptable numerical amount that would seem fair to both indicate the level of Command Point penalty being paid for overabundant forces. Green
the unit commander and the FQ and AIAO, Imperial mathematicians worked hard to indicates no penalty, yellow is a small penalty, orange means a mid-level Command
design a highly complex mathematical algorithm that takes into account the many Point drain and red represents the most severe penalty.
aspects of the current battle, the respective feelings of the FQ and AIAO, gravitational COMMAND POINT TOTAL: This counter shows the current amount of Command
theory, price indexes, Hutt biocycles, and perceived violence ratings and turns this into Points the unit commander has to spend.
a easy-to-understand integer. Unfortunately, no computer in the universe has yet been COMMAND POINT FLOW METER: This shows the amount of Command Points being
able to run this algorithm. Hence, the makers of the BHCI have created a much simpler added or subtracted to the current total on a regular basis. If the flow is positive,
pay-for-play algorithm that seems to suit all parties well. In effect, the more success in the colour of the meter will be a victorious blue colour, if negative, it will turn a
battle a unit commander has, the more Command Points are acquired. dishonourable red.
Each reinforcement that the unit commander requests is subtracted
from the total of Command Points accumulated. If the unit commander runs out of ACTIONS THAT AFFECT COMMAND POINT QUANTITY
Command Points, no reinforcements can be ordered until more Command Points are COMPLETING PRIMARY AND SECONDARY OBJECTIVES: Large, one-time positive
earned. You may accumulate no more than 5,000 Command Points at any one time. bonus.
Most of the Command Points are acquired from defeating enemy units and DESTROYING ENEMY UNITS: Large, one-time positive bonus.
achieving the objectives set by Imperial Command, but some actionscan produce a COMMANDEERING ENEMY STRUCTURE: Small, positive constant flow, cumulative.
steady addition or subtraction of Command Points. Actions like taking over enemy ORDERING TOO MANY UNITS: Loss of requisition privilege.
structures give a positive boost to the total. Having too many units on the battlefield ORDERING TOO MANY COMMAND POINTS WORTH OF UNITS: Cumulative
can cause a negative Command Point flow from the total. Since keeping track of all negative flow.
these statistics is difficult for some officers, several counters have been placed at the
bottom of the Group Display to keep the unit commander informed of the current totals.

REQUISITION SCREEN

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THE REQUISITION The unit commander can also open up the Shuttle Inventory Screens, or order
SCREEN some specific units by using special hot keys:
All requisitions are routed through a
unit commanders command centre. KEYBOARD COMMANDS FOR INVENTORY AND SELECTING UNITS
A command centre must be present on COMMAND CENTRE J Opens Builder Shuttle Inventory Screen
PRESENT
the battlefield before reinforcements can K Opens Landing Craft Inventory Screen
be ordered. Also, all reinforcements L Opens AT-AT Barge Inventory Screen
must be delivered near the command U Orders probot
centre, as they must be tallied and H Orders Tydirium shuttle
entered into inventory by the Ground- LANDING CRAFT INVENTORY SCREEN

Based Quartermaster (GBQ). The BHCI is Sometimes, the Emperor will decide
programmed to show appropriate landing that some units are unnecessary for the UNITS THAT CAN
BE TRANSPORTED
and deployment sites by transforming the mouse cursor into a simulacrum of the battle at hand. The BHCI has been IN BARGE

landing craft or structure being requested. A unit commander can only land a craft programmed to recognise whether a unit
where the simulacrum is coloured green. is unavailable and will colour the AT-AT BARGE INVENTORY SCREEN
To determine whether you have the ability to requisition reinforcements, look at appropriate units a yellowish-green
the Command Bar. At the far left, there will be a small button in the form of a shade. Also, the BHCI will colour red any unit that is too expensive (in terms of
command centre or Star Destroyer. If there is no icon, this means that the Emperor Command Points), is unavailable due to the lack of a prerequisite building, or is too
has decided that there is no need for any reinforcements during this mission. If there large for the shuttle to carry, given its current payload.
is a Star Destroyer, that indicates that you must order a command centre before
MOUSE COMMANDS FOR ORDERING AND DEPLOYING REINFORCEMENTS
anything else. If the button is in the form of a command centre, then the unit
Left-click Carrier icon Access list of available units for delivery
commander may start ordering regular reinforcements.
Left-click Unit icon Select unit or units for delivery to battlefield
Below are the mouse and key commands necessary to request reinforcements:
Left-click away from Cancel Order Screen
Group Display
COMMANDS FOR OPENING REQUISITION SCREEN
Right-click terrain Create landing spot (only in valid landing areas)
Left-click Command Centre button Open Primary Requisition Screen
Left-click loaded unit Unload unit from shuttle
or HOME key
Once reinforcements are ordered, the BHCI will return to the base Requisition
Once this is done, the Requisition Screen will appear in the Group Display area. Screen and move the transport ships icon to the left area of the Group Display, along
This first screen will show you the units you may requisition that are capable of with a progression meter showing the unit commander how close the ordered
travelling from orbit to the battlefield. Some of these units are shuttles or barges that transport is before it delivers its payload. Use the command below to cancel an order
are designed to deliver units that are not capable of space flight. Selecting one of before it reaches the battlefield.
these units will open up another Inventory Screen, which shows the units that that
carrier is able to deliver to the battlefield, and a bar graph that shows how many units CANCELLING A TRANSPORT IN MID-DELIVERY
the shuttle can carry. Left-click Transport Progression icon Cancel order

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ORDERING AIR UNITS EXPERIENCE AND UPGRADING


Air units, such as the TIE fighter and TIE bomber, require that the unit
EXPERIENCE
commander have a landing platform present before becoming available for order.
As a unit survives more conflicts, it becomes more experienced in the ways of both
Once the landing platform has been erected, a Landing Platform button will appear survival and defeating the enemy. The BHCI uses its sophisticated programming to
on the Command Bar. determine each individual units current aptitude toward its duty and reflects it by
placing a red mark above the units icon in the Group Display. A unit is able to attain
up to three red marks above its name, a fourth mark being considered impossible to
attain by official Imperial standards.
COMMAND BAR WITH LANDING PLATFORM ICON
The wise unit commander will carefully watch for experience marks to appear
above a units icon, as these soldiers become more valuable as they progress
Following are the mouse and key commands that allow the unit commander to upwards in experience. Eventually, when used in conjunction with the upgrades
open up the Air Requisition Screen and order air units to be flown to the landing available from the Imperial Auxiliary Control, deadlier aim and a better resistance to
platform. damage will result, giving the unit commander an
unsurpassed tool to better defeat the enemy.
COMMAND FOR OPENING AIR REQUISITION SCREEN Ideally, the unit commander will collect
Left-click Landing Platform Open Primary Air Requisition Screen experienced units over time, forming elite squads
button or press END key of deadly soldiers that can easily defeat the UNIT WITH EXPERIENCE
Emperors foes.
When the Air Requisition Screen is
UPGRADING
open, the unit commander will be able to
A unit commander has the ability to summon Imperial scientists and technicians to
summon air units to the landing platform.
research and implement enhancements to units in the field. This research takes place
However, unlike other units, the Emperor
solely in the Auxiliary Control structure, which can be ordered and attached to the
has determined that no unit commander AIR REQUISITION SCREEN ground-based command centre. Thus far, there are only a few upgrades that a unit
should control more than 10 air units at commander can order. These are:
one time. These 10 units may be in any HEALTH UPGRADE: Increases certain units resistance to damage.
combination, such as three TIE fighters and seven TIE bombers, for instance. FIRE-RATE UPGRADE: Allows a faster fire rate for certain units.
Also, air units may be ordered in batches up to the 10-unit limit; however, these SPEED UPGRADE: Allows certain units a greater top speed.
air units will only be delivered one at a time until the order is filled. It is rumoured that the Rebels have a similar upgrade system, which would
explain how some units seem more heavily shielded than others of the same type.
MOUSE COMMAND FOR ORDERING AIR UNITS Of course, it takes time to train units in the use of their new capabilities. As each
Left-click Unit icon Select unit or units for delivery to battlefield unit becomes more experienced, they become more familiar with their upgraded
equipment. This allows them to get even more potent than if they were to rely on
experience alone. A fully upgraded, experienced stormtrooper is nearly unstoppable
on the battlefield, and a similarly enhanced AT-AT would strike fear into the hearts of
entire solar systems.

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FINAL NOTES ON THE BHCI THE TIMER


The BHCI has several functions that have not been covered. These functions help the Sometimes it is necessary to perform a task within a finite time period. If the BHCI
unit commander expand the view or keep track of vital statistics. Below are determines that a timer is needed to remind the unit commander to complete the
descriptions of each of these functions.
mission within a certain time frame, it will show one at the bottom right corner of the
THE MAP BUTTON Main View. Also, if a command centre is taken by the enemy, the timer will appear and
This button, located above the Strategic Map, allows you will have limited time to recapture your command centre before it self-destructs.
the unit commander to remove the Group Display and
Command Bar from the BHCI Screen, leaving only the
Strategic Map displayed. This allows a better view of
the battleground, but takes away some functionality.

THE CLOSE BUTTON MAIN VIEW WITH GROUP


Once the Map button has been pressed, it becomes the DISPLAY AND COMMAND
BAR HIDDEN
Close button. This button allows the unit commander to
remove the Strategic Map from the BHCI Screen, giving
him the greatest possible view.

THE BHCI BUTTON


Once the Group Display, Command Bar and Strategic Map
have been removed from view, the BHCI button
appears at the lower left of the BHCI Screen. When
VIEW WITH NO DISPLAYS
pressed, it causes the Group Display, Command Bar
and Strategic Map to reappear on the BHCI Screen.

COMMAND FOR HIDING THE LOWER BHCI INTERFACE


TAB Hide and summon the lower BHCI interface

STRATEGIC MAP ZOOM


To the direct left of the Secondary Ability button are two buttons which allow the unit
commander to zoom in and out of the Strategic Map view. The zoom in button is on
the left, while the zoom out is on the right.

THE SCORE BUTTON


In training, it is good to evaluate the unit commander trainees performance in order
to increase his/her skill at directing battles. Located on top of the Group Display, to
the right side of the screen, the Score button has been provided to present a
numerical evaluation representing how well the unit commander has performed. It
would be prudent for the unit commander to remember, however, that using the Score
button to determine the outcome of a wager is strictly against Imperial military policy
and is punishable under regulation LP9-132.12.12.BN.

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SKIRMISH SETUP INDIGENOUS LIFE: Toggles whether you want to add alien beings.
The Skirmish option is a pure battle FIXED POSITION: In two-player games you can set fixed positions to Yes. This will
option that takes place outside the single insure that you and your opponent are opposite each other on the map that you
player campaign. You can set up battles choose. Should No be checked, the two players will be randomly assigned positions
between you and up to three Droid from four choices.
(computer) opponents. Use this game Click the curved arrow in the lower left-hand corner to return to the Main Menu.
option to try new units, practice with the Once youve made your choices, click the Play key in the lower right-hand corner to
BHCI camera, or sharpen your skills for
go into battle.
multiplayer combat.
When you select Skirmish from the SKIRMISH SETUP REPLAYING A SCENARIO
Single Player Menu, youll move to a Setup
Once youve completed a mission, youll be able to go back and play it again by
Screen. This displays a horizontal list of setup options next to the name of your player.
choosing Single Player from the Main Menu, then selecting Scenarios. The first
To cycle forward through these options, left-click one, or right-click to cycle backwards.
screen you will see indicates all the Imperial missions you can replay. By clicking on
From left to right, your setup options are:
NAME: Displays the name youve already chosen, along with the names of the Droid the Imperial symbol on the top right of the screen, you can access the list of Rebel
(CPU) opponents that are playing against you. missions available to you.
SIDE: This appears as either a small, blue Imperial symbol or small red Rebel symbol.
These symbols show what types of units you or your enemies will be able to use in SCORING
the skirmish. Once your mission is complete, youll
PLAYER: This displays the different active players in your scenario; Human (you), Droid move to the Score Screen. This screen
(your computer), or Closed (closed slot, where you can add another Droid player). shows the statistics of each player in the
COLOUR: Cycles through the six different colour choices for the various opponents in game, allowing opponents to see how far
the game. This will be your units colours on the Strategic Map and the colour of their along their enemies were before they
selection boxes. landed that fatal blow. Beneath the word
At the bottom centre of the screen, youll see a list of setup configuration choices Overview, youll see the following tallies:
under Settings. These are: PLAYERS: Your name and your opponents
SCENARIO: Cycles through the many different choices of maps available to you, which name, if applicable. SCORE SCREEN
include the single player campaign maps, as well as several specially designed
UNITS: The number of units you have remaining, expressed as Command Points.
multiplayer maps. Next to the name is a number showing how many opponents are
STRUCTURES: The number of buildings and other structures you still control,
able to play in this map.
expressed as Command Points.
TIME OF DAY: Cycles through day, night, or dusk lighting conditions.
INITIAL COMM POINTS: Cycles through a choice of low, medium, or high Command COMMAND POINTS: The total number of points youve accumulated during your
Points that youll start your mission with. mission.
BUNKERS: Cycles through low, medium, or high numbers of bunkers for your mission. TOTAL SCORE: Your final tally.
These are placed in strategic positions on the battlefield, and capturing and holding At the top of the screen, youll see buttons labelled Units, Structures, and
one will earn Command Points. A low number of bunkers will reduce the overall Command Points. Click any of these to get more mission details.
amount of possible Command Points earned during a skirmish, while a high number Click the curved arrow in the lower left-hand corner to return to the Single Player
of bunkers increases the overall amount of potential Command Points. Menu. Click the Arrow button in the right-hand corner to move to the next mission.

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PAUSE MENU GAME OPTIONS:


At any time while youre playing the game, UNIT PILOTS ANIMATE: Cycles between
you can stop the action by pressing the three modes, Animate, Still and Disable.
ESC key. This will also bring up the Options These affect the talking head in the
Menu, which displays the following list of Communications Window. The Animated
game options you can choose from: mode has full movement, the Still mode is
SAVE GAME: Saves the game youre a frozen image, and Disable will display
currently playing. To do this, click New no image.
Save, type in a name for the game youre WEATHER: Toggles on and off weather
playing, then press ENTER. To remove a PAUSE SCREEN
effects in the game. Turning this off may GAME OPTIONS MENU
game, select it, then click DELETE. To speed up the game for slower machines.
escape from this screen, click Cancel or AUTOSAVE: Turn this on to automatically
press the ESC key. save games.
LOAD GAME: Brings up the list of previously saved games which you can choose and INPUT OPTIONS:
play. To do so, click one of the names of the games displayed in the centre of the screen. MOUSE SCROLL: Lets you adjust the speed at which your mouse controls the
OPTIONS: Lets you change Game, Input, Sound, and Video settings. Each of these can camera.
be adjusted to higher or lower levels by adjusting the appropriate level on the slider bar. KEY SCROLL: Use this to adjust the speed at which the camera moves when youre
HELP: Brings up a list of keyboard using keyboard commands to control it.
commands. INVERT Y-AXIS: Turning this on will reverse your mouse movements when you
OBJECTIVES: Shows the primary objectives right-click and drag.
for your mission, which you must HARDWARE CURSOR: Turns hardware cursor on or off. Turning this on allows your
accomplish before you can move on to the mouse to be controlled by your hardware, which can make it respond faster. Turning
next. These will be coloured green if youve this off means that your mouse will be controlled by its software. Also, some video
accomplished that objective; red if you have cards do not support the hardware cursor. Please refer to the Troubleshooting
failed that objective or yellow if youre on Guide if you are experiencing difficulty with your cursor.
your way to accomplishing that objective. SOUND OPTIONS:
On certain missions, you may also see a list OBJECTIVES SCREEN MUSIC VOLUME: Adjusts the
of secondary objectives, which will earn you background music in the game.
extra Command Points if you accomplish them. Also, your objectives can change in the SFX VOLUME: Use this to adjust game
middle of a mission. sound effects volume levels.
DISPLAY OBJECTIVES AT STARTUP: When on, this makes the Objectives Menu VOICE VOLUME: Adjusts speech volume
appear at the start of every level. from various units. This can include
SKIP TUTORIAL: This switch, only present during the tutorial missions, allows the acknowledging orders or alerting you if
player to skip training and begin gameplay. youre under attack.
END MISSION: Brings up three options for stopping your game: Restart Mission, Quit SUBTITLES: Turns on-screen text of SOUND OPTIONS MENU
Mission and Exit Program. what the units would be saying to you on
RESUME MISSION: Continue mission. or off. This includes orders and cutscenes.

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multiplayer games
PREVIOUS: Returns you to the earlier menu.
VIDEO OPTIONS:
GAMMA CORRECTION: Adjusts the levels of ambient
light in the game lighter or darker.
LOD SETTING: Use slider to adjust the level of detail in
images. Faster machines can support more detail.
FOG SETTING: Adjust the amount of fog, which reduces
visibility. Turn up fog on lower-end machines to improve
performance.
MIP MAPPING: Turning this on makes distant objects
look clearer, but slows down performance. VIDEO OPTIONS MENU
PREVIOUS: Returns you to the earlier menu.

S TA R W A R S : F O R C E C O M M A N D E R

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MULTIPLAYER GAMES HOSTING A GAME


Playing a multiplayer game is perhaps the most challenging way to experience Force Hosting a game follows the same steps for all
Commander. It plays like a Skirmish game, but allows you to fight against other human connection types:
and/or Droid (CPU) players out of the regular mission sequence. You can combat 1 Launch the game.
enemies on maps from the single player missions or on specially designed multiplayer 2 Click the Multiplayer option on the Main
maps. You can play up to four players over a Local Area Network (LAN), or two players Menu.
over a modem connection. 3 Enter your player name. Your last player
name will be here by default.
CONNECTING TO A MULTIPLAYER GAME HOST A GAME SCREEN
4 Click the connection type you will use for
Force Commander allows many ways to
your game. (See MSN Gaming Zone on
establish multiplayer connections. To establish
page 49 for preliminary hosting there.)
a multiplayer game, click the Multiplayer
5 Click Host Game.
option on the Main Menu. Enter a player name
6 Name your game. The default name will be <Player Names> Game. To change this,
before going to the Connection Type screen
enter your new game name. Press ENTER or click the Forward Arrow.
where these choices are listed:
7 Determine your games options (see Multiplayer Setup, page 46, for details).
TCP IP: Choose this connection type to play
8 When all players are ready, click the Forward Arrow in the lower right corner to
over the Internet or TCP/IP LAN. As the CONNECTION TYPE SCREEN
start the game.
host, you must give your IP address to each
client so they can connect to your game via
JOINING A GAME
the Internet. Existing games will be listed if
Joining a game differs based on your connection
you are playing on a LAN.
type. In all cases, follow steps 1-4 of Hosting a
MODEM: Choose this connection type to play games with your friends using your
Game above.
modem. If you have more than one modem on your system, click on the Modem field
to cycle through the list of modem choices.
TCP IP
IPX: Choose this protocol if you have an IPX LAN.
1 Click Join Game.
MSN GAMING ZONE: This is Microsofts Internet gaming environment that allows
2 If you are playing on a LAN, click Search for
you to play challenging games on the Internet. Here, you can compete against some JOIN A GAME SCREEN
IP to find a list of existing games or enter
of the best players on the Internet or just meet new people over a casual game. Its
the IP address or name of the host
also a place to go to get the latest game tips and news about Force Commander.
machine and press ENTER. Double-click
A full description of the Zone and how to connect to it is described on page 49.
the name of the game you wish to join, or select it and click the Forward Arrow.
If you do not see all of these options on your list, it means you do not have that
3 If you are playing over the Internet, enter the IP address of the host machine and
connection type installed on your system.
press ENTER. Include any periods in the address (example: 199.3.89.200).

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MODEM PLAYER: This displays the different active players in your scenario: Human (you and
1 Click Join Game. other human players), Droid (your computer), Open (open slot, where another human
2 Enter the phone number of the modem you are connecting to as a string. (The - player can join or where you can add another Droid player), or Closed (a slot
is not necessary.) Remember to include a 1 (one) and the area code if it will eliminated by the host to set up a two- or three-person-only game).
be a long distance call. You will also see the type of modem installed on your COLOUR: This cycles through the six different colour choices for the various
machine below the number field. Click in this area to change devices. opponents in the game. This will be your units colour on the Strategic Map and the
3 Press ENTER to connect to the modem. colour of their selection boxes, as well as your chat colour.
TEAM: Click this to determine whether or not you are playing cooperatively with a
IPX player or Droid. To ally yourself with another player or Droid, cycle through the team
1 Click Join Game. names until both match.
2 Double-click the host game, or select it and click the Forward Arrow. READY: Click this to tell the game host that you are ready to enter the game.
EJECT: The game host can click this
MSN GAMING ZONE
button to eject a player from the game.
(See MSN Gaming Zone on page 49 for instructions on joining the Zone.) Once you
The middle window is the Chat
have joined a game, you can change your side (either Imperial or Rebel), colour and
Window. This will display your player name
allegiance to other players. Click your Ready button to tell the host that you are ready
at the top with a flashing cursor. To chat,
to start the game.
simply type your message and press ENTER.
Your message will be displayed below, along
MULTIPLAYER SETUP
with any chat from other players. To scroll
After either creating a game as host or
through the chat history, press either the
joining as a client, you will move to the
Up or Down Arrows, or press your PAGE UP CHAT INTERFACE
Multiplayer Setup Screen. Except for a
or PAGE DOWN keys on your keyboard.
players side (either Imperial or Rebel),
In the Settings Window at the bottom centre of the screen youll see a list of setup
colour and allegiance to other players,
configuration choices. These are:
only the host can change the options in the
SCENARIO: Cycles through the different choices of maps for the terrain that you can
Multiplayer Setup Screen.
play. The maps support two to four players. Some maps do not support Droid players.
The Multiplayer Setup Screen is
You will see a brief description if you hold the mouse cursor over the scenario name.
divided into three parts. The top window is MULTIPLAYER SETUP SCREEN
TIME OF DAY: Cycles through day, night, or dusk lighting conditions.
the Player Information Window. This
INITIAL COMM POINTS: Cycles through how many Command Pointslow, medium,
displays a horizontal list of setup options next to your player name. Left-click to cycle
and highwith which you will start your mission.
forward through these options, and right-click to cycle backwards.
BUNKERS: Cycles through low, medium, or high numbers of bunkers for your mission.
From left to right, your Setup options are:
These are placed in strategic positions on the battlefield, depending on how many
NAME: Displays the names of players in your game.
players are in your game. Capturing and holding bunkers will earn you Command
SIDE: This toggles between the small red Rebel and small blue Imperial symbols,
Points.
and represents the type of units you and the other players will be using. Players
INDIGENOUS LIFE: Toggles whether you want to add alien beings.
may choose either side.

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FIXED POSITION: In two-player games on four-player maps you can set fixed positions COMPLETE DESTRUCTION: This happens when all of your units and structures,
to Yes. This will ensure that you and your opponent are opposite to each other on the including your command centre, are destroyed and you DO NOT have enough
map that you choose. Should No be checked, the two players will be randomly assigned Command Points to order another command centre.
positions from four choices. SURRENDER: This happens when all of your units and structures, including your
Once youve made your choices and all of your players have joined and notified you command centre, are destroyed and you DO have enough Command Points to order
another command centre. At this point, a timer will count down informing you that
that they are ready, click the Forward Arrow in the lowerright-hand corner to go into
you have 20 seconds to order another command centre or you must forfeit the game.
battle. Click the Curved Arrow in the lower left-hand corner to return to the Main Menu
if you want cancel or drop out of the game. QUITTING THE GAME
To exit the game while playing, press ESC on your keyboard to bring up the Pause
IN-GAME CHAT WINDOW
Menu. Click End Mission from the list. You can either select Quit Mission to exit to the
In order to talk to your
Score Screen or Exit Program to exit Force Commander. Either choice will lead to a
opponents in a multiplayer
confirmation screen before exiting from the mission. If you exit the mission to the
game, you must press ENTER
IN-GAME CHAT WINDOW
Score Screen and then decide to leave the multiplayer area, just click the Back Arrow
on your keyboard to bring up in the lower-left of the screen to return to the Main Menu.
the Chat Interface. When you receive a chat message from
another player, the Chat History HUD will appear on your screen. Press ENTER on your MSN GAMING ZONE
keyboard to open the Chat Interface and respond to the message. The Zone is a free gaming service that allows you to play challenging games on the
The Chat Interface is divided into three parts: Internet. To play on the Zone, you will need:
CHAT ENTRY WINDOW: This window on the bottom left is where you enter your chat Internet Explorer (3.2 or later) or Netscape Navigator (4.0 or later)
32-bit dial-up networking (Modem or ISDN) or direct connection (T1, xDSL, Cable,
by typing your message and pressing ENTER.
etc.) to the Internet
PLAYER NAME AND ALLEGIANCE WINDOW: This window on the bottom right shows the
names of all players for the session. You can also choose if you wish to talk to all players, MSN GAMING ZONE INSTRUCTIONS
just your allies, just your enemies or individual players by clicking on the appropriate field. 1 Launch Force Commander.
Names in green are active chat receivers, while those in red are muted. 2 Click Multiplayer.
CHAT HISTORY WINDOW: This window shows the chat history of the game. You can 3 Click MSN Gaming Zone, then click Go to Zone. The game will minimise and
attempt to connect to the Force Commander game lobby on the MSN Gaming Zone
scroll through the history by either pressing the Up or Down Arrows, or by pressing
Web site at msn.zone.com. (If you are not already connected to the Internet, you
PAGE UP or PAGE DOWN on your keyboard. may be prompted by Windows to connect to your Internet Service Provider. If your
Close the Chat Interface by pressing ESC or ENTER if no chat was entered. The computer is not configured to connect to the Internet automatically, you should
Pause Menu can be opened by any player to pause the action. Any other player can connect manually, then go back to Step 1.)
close the menu by using the ESC key. The Chat Interface automatically comes up when 4 When the MSN Gaming Zone Web site loads, click one of the Force Commander
the Pause Menu is opened using the ESC key. The menu has every option the Single game rooms to sign in and enter the lobby. If you are a new Zone user, you will be
required to sign up and download some software before you can make a match on
Player mode has except Load Saved and Restart.
the Zone.
5 After you have signed in, you can meet other Force Commander players and set up
WINNING THE GAME games in the game lobbies. Once you have joined a lobby and the host presses the
The goal of multiplayer Force Commander competition is to completely destroy all Launch button, Force Commander will start and players will be connected to the
enemy units and structures. A player can be defeated in two ways: game automatically at the Multiplayer Setup Screen.

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THE TARKIN DOCTRINE


The Tarkin Doctrine, originally designated Imperial Communiqu
#001044.92v, was drafted by Grand Moff Tarkin as a direct message to
the Emperor regarding methods for increasing the security of the Empire.
Since its inception, the Tarkin Doctrine has become a cornerstone of
Imperial policy. Below are the measures set forth by the Tarkin Doctrine:

ESTABLISH OVERSECTORS TO MONITOR AND REACT TO


REBELLIOUS ACTIVITIES WITHIN TUMULTUOUS SYSTEMS.
OVERSECTORS RECEIVE MORE FORCES THAN OTHER REGIONS OF
THE EMPIRE, AND THIS IMPERIAL PRESENCE IS DESIGNED TO STOP
SMALL REBEL FACTIONS BEFORE THEY BECOME A LARGER THREAT.

ASSIGN COMMAND OF EACH OVERSECTOR TO A


SINGLE INDIVIDUAL WHO REPORTS DIRECTLY TO THE EMPEROR.

IMPROVE COMMUNICATION RESOURCES AND IMPERIAL RESPONSE


TIME BY PLACING MODIFIED HOLONET TRANSCEIVERS ABOARD
EACH FLAGSHIP OF EVERY SECTOR GROUP WITHIN AN OVERSECTOR
COMMAND. SIMILAR FACILITIES HAVE ALSO BEEN ESTABLISHED
ABOARD THE EMPERORS FLAGSHIP AND IN IMPERIAL CITY
ON IMPERIAL CENTRE (FORMERLY CORUSCANT).

CONTROL UNRULY PORTIONS OF THE GALAXY THROUGH A FEAR OF FORCE,


RATHER THAN ACTUAL FORCE ITSELF. POSSIBLY THE MOST INTEGRAL
ASPECT OF THE TARKIN DOCTRINE, THIS MEASURE ENCOURAGES
THE EMPIRE TO DISPLAY ITS POWER AND WEAPONRY THROUGH POTENT
SYMBOLS SUCH AS THE STAR DESTROYER.

CONTINUE TO RESEARCH AND DEVELOP NEW AND


MORE POWERFUL STARSHIPS AND WEAPONS DESIGNED
TO INSPIRE FEAR IN RESISTANT SYSTEMS.

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buildings and units


BUILDINGS AND UNITS
Below is a list of Imperial and Rebel units that you will see when on the battlefield.
Under each units name are the following statistics:
PREREQUISITE: Some Imperial buildings need other buildings to be present first on
the planets surface.
CP COST: Indicates how many Command Points it takes to requisition
this unit.
ARMOUR: Indicates how much damage this unit can take before being destroyed.
Armour is measured in the game by the red Health Bar found under the unit in the
Group Display.
SHIELDS: Indicates if a unit has shields and how much damage the unit can take.
Shields are energy fields that absorb damage away from the armour of a vehicle.
These shields regenerate, recharging themselves constantly at a slow rate. Unit
shields are indicated by a blue line over the Health Bar when viewing the unit in the
Group Display.

NEUTRAL

Many times in the single player campaign, the player will be called upon to invade and
commandeer specific buildings. In each case, when the building is appropriated, the player will
receive a slow trickle of Command Points.

NAME CP COST ARMOUR SHIELDS

Bunker None 6000 None

The bunker, although found in the single player campaign, is primarily found in Skirmish and
multiplayer games. During these games, bunkers are prized for their Command Point flow, and
are highly contested amongst the players because of this.

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IMPERIAL BUILDINGS (CONTINUED)

NAME PREREQ CP COST ARMOUR SHIELDS

BUILDINGS Auxiliary (Aux) Command 100 2000 None


Imperial buildings are unique in the fact that some require other buildings to be present in Control Centre
order to be effective. This modular building technique reflects the linear thinking that is the
Imperial trademark. Prerequisite buildings are shown in the descriptions below.
This is the prerequisite building a commander needs before he/she can order the Hospital and
NAME PREREQ CP COST ARMOUR SHIELDS Repair Bay. Besides supplying the extra power these additional buildings require to run
efficiently, the Aux Control also gives the player the ability to upgrade units. This building
Air Control Command 100 3000 None attaches itself to the command centre, and thus does not need the unit commander to choose
Centre a location site for it. The Auxiliary Control can make these upgrades:
HEALTH UPGRADE: Increases certain units resistance to damage.
This building is a prerequisite for the Landing Platform and the Fixed Artillery Turret. It FIRE-RATE UPGRADE: Allows a faster fire rate for certain units.
monitors friendly aircraft and makes sure no midair collisions occur. This building attaches SPEED UPGRADE: Allows certain units a greater top speed.
itself to the command centre, and thus does not need the unit commander to choose a location
site for it.
Command Centre None 500 5000 None

Anti-Air Turret Turret Control 175 1250 None


The primary building of the Galactic Empire and the heart of the Imperial Base, this is where
reinforcements are called down to be marshaled and deployed.
Fixed defense against enemy air units such as Y-wings and airspeeders. Used to protect
vulnerable bases from air attack. This structure can also be manually operated by placing a
stormtrooper within it. This is necessary when the structures controlling this weapon are Fixed Artillery Air Control 600 1500 None
captured or destroyed. Turret

Anti-Infantry Turret Turret Control 175 1250 None This is a large, fixed platform for powerful artillery with a very long range. This weapon requires
the help of a spotter. The structure can also be manually operated by placing a stormtrooper
within it. This is necessary when the structure controlling this weapon is captured or destroyed.
Fixed defense against enemy infantry. Used to protect bases from invaders seeking to capture
its buildings. This structure can also be manually operated by placing a stormtrooper within it.
This is necessary when the structures controlling this weapon are captured or destroyed. Hospital Auxiliary 50 2000 None
Control

Anti-Vehicle Turret Turret Control 175 1250 None A place to heal wounded infantry, if theyre lucky enough to make it back here alive.

Fixed defense against enemy ground vehicles, such as Rebel attack tanks. A bases last Landing Platform Air Control 400 2500 None
defense against being totally overrun. This structure can also be manually operated by placing
a stormtrooper within it. This is necessary when the structures controlling this weapon are The basic landing and repair station for TIE bombers and TIE fighters. It is a servicing centre
captured or destroyed. and storage facility for those craft.

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BUILDINGS (CONTINUED) UNITS


NAME PREREQ CP COST ARMOUR SHIELDS NAME PREREQ CP COST ARMOUR SHIELDS

Repair Bay Auxiliary Control 100 2000 None AT-AA (All Terrain Command 100 205 None
Anti-Aircraft) Centre or TR-MB

A garage that quickly repairs damaged vehicles and aircraft. The Repair Bay also comes with
an ASP-7 mobile worker droid that it can send out to repair damaged buildings and ferry shuttles. A fast-moving mobile anti-aircraft weapon thats the scourge of Rebel flying units. The AT-AA
has a flak pod that sits on a walking shell. Its an indispensable unit used to protect units and
structures from air attack.
Turret Control Command 100 5000 None Secondary Ability: None
Centre
AT-AT (All Terrain- Command 850 1250 None
This building is necessary to order and control Imperial turrets. Without this structure, turrets Armoured Transport) Centre or TR-MB
may not be ordered, and already present turrets require infantry units to manually control
them. This building attaches itself to the command centre, and thus does not need the unit
commander to choose a location site for it. The Galactic Empires heaviest weapon, this four-legged behemoth is equipped with anti-armour
guns, plus a chin gun which produces a powerful, concentrated burst of fire that can eliminate
SHUTTLES just about anything. Finally, its heavy feet spell doom to the unlucky enemy trooper caught
The following units are used to deliver units and structures from an orbiting Star Destroyer. underneath its heavy step. Can carry up to six passengers.
They do not have any offensive ability and are very expensive to replace. Secondary Ability: Chin Gun

NAME PREREQ CP COST ARMOUR SHIELDS


AT-PT (All Terrain Command 100 100 None
AT-AT Barge Command 1000 200 None Personal Transport) Centre or TR-MB
Centre

A flying craft capable of carrying large units down to the planet from the bay of the Star One of the most effective anti-infantry units, this walking armored vehicle is agile
Destroyer. An AT-AT barge lands on the battlefield, deploys the units, and quickly ascends back on the battlefield, but is vulnerable when attacked by anti-vehicle weapons. Paired with AT-STs,
to orbit. they make a deadly force.
Secondary Ability: None

Builder Shuttle None 1000 200 None


AT-ST (All Terrain Command 225 350 None
The way that buildings are brought down to a planet from orbit. The builder shuttle descends Scout Transport) Centre or TR-MB
from space and drops off completely manufactured buildings.
This walking, medium-range, armored transport is deadliest when deployed in groups of other
Landing Craft Command 1000 125 None AT-STs, AT-PTs and AT-AAs. Each AT-ST can carry two troopers. Secondary Ability: None
Centre

A modified Lambda-class shuttle capable of carrying troops and medium armour weapons, Dewback Trooper Command 150 75 None
such as the AT-PT and mobile artillery platform, to the battlefield. Centre or TR-MB

This heavy infantry unit is capable of firing anti-infantry bursts at enemy units. It can only
be used on arid, desert planets and can carry a maximum of one stormtrooper.
Secondary Ability: None

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UNITS (CONTINUED) NAME PREREQ CP COST ARMOUR SHIELDS

NAME PREREQ CP COST ARMOUR SHIELDS Stormtrooper Command 50 50 None


Centre or TR-MB
Heavy Artillery Command 750 300 None
Platform Centre or TR-MB
These soldiers (also known as scout troopers, snowtroopers or sandtroopers) carry blaster
An upgraded mobile artillery piece, this hovering platform carries a large weapon capable of rifles that have the secondary ability to stun other infantry units, rendering them immobile for
raining down destruction on a Rebel base. A hit from the heavy artillery platform can severely future capture and interrogation. Stormtroopers are vulnerable to being stepped on or run over
damage all units within its blast radius, making it a hazard to both Imperials and Rebels. Its by enemy units, especially large, tracked ones. Commanders should always keep these warriors
slow rate of fire and the slow midair flight time of its shells make this unit more effective away from enemy vehicles.
against structures than units. This unit must be deployed to fire. Secondary Ability: Stun
Secondary Ability: None

TIE Bomber Landing Platform 250 100 None


Mobile Artillery Command 250 150 None
Centre or TR-MB
A twin-ion engine craft designed to knock out enemy ground units with high-yield bombs that
Once this hovering platform is deployed, it becomes a medium-range artillery launcher capable must be reloaded at a landing platform between missions. This unit is very powerful offensively,
of firing deadly bursts of energy in a parabolic arc. This unit requires the help of a spotter (a but is generally fragile and defenseless against other flying units.
friendly unit that is within visual range of the target) and needs to be deployed if you want it to Secondary Ability: None
fire. Remember, the blasts from any artillery unit can affect both friendly and enemy units, so
always deploy them wisely.
Secondary Ability: None TIE Fighter Landing Platform 100 100 None

Probot Command 50 10 None The workhorse of the Imperial space fleet, this little powerhouse is designed for strafing runs
(Probe Droid) Centre or TR-MB and anti-armour strikes. Although not designed for effective operation inside an atmosphere,
they are employed as scouts and are deadly against units with no air protection.
Secondary Ability: None
The chief detector of the Imperial forces, this automaton drops from the sky like a meteor to
investigate planets. It has an extended visual range that can be further enhanced by using its
secondary ability. However, probots are very fragile, and are easily destroyed by even the weakest TR-MB (Tracked None 1000 1000 None
of enemies. Mobile Base)
Secondary Ability: Extended Visual Range
An Imperial prototype designed to transport a command centre commander into the midst of
a conflict. The TR-MB does not possess any weapons but can summon mobile units to its
Speeder Bike Command 150 75 None location away from the command centre. This unit can also carry up to six troopers.
Centre or TR-MB Secondary Ability: None

This anti-infantry weapon is one of the fastest units on the battlefield. Used mainly as a
scouting unit, its main weakness is a lack of armored protection for the rider. This unit can
carry up to two troopers.
Secondary Ability: None

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UNITS (CONTINUED) BUILDINGS (CONTINUED)


NAME PREREQ CP COST ARMOUR SHIELDS NAME PREREQ CP COST ARMOUR SHIELDS

TR-SD (Tracked Command 350 500 None Anti-Air Turret Command 200 1250 None
Shield Disabler) Centre or TR-MB Centre or TR-MB

A single-purpose vehicle whose function is to eliminate the shield protection of Rebel units (like This fixed surface-to-air weapon is very effective against the flying units of the enemy. Manually
the attack tank) and buildings (such as the shield generator). This unit also has a secondary ion operated by a single trooper that comes with the turret upon delivery.
cannon, which allows it to disable unshielded vehicles, rendering them immobile. A good way to
use the TR-SD is to first disable any shields an enemy unit might have, then use the disabling
ability to freeze the enemy so that your more offensive units can destroy it easily. Anti-Infantry Turret Command 200 1250 None
Secondary Ability: Ion Cannon Centre or TR-MB

Troop Carrier Command 150 300 None This fixed weapon is used against enemy ground units, such as stormtroopers. Manually
Centre or TR-MB operated by a single trooper that comes with the turret upon delivery.

This agile, wheeled troop transport has a top-mounted, anti-vehicle gun, and can hold up to six Anti-Vehicle Turret Command 200 1250 None
stormtroopers. Centre or TR-MB
Secondary Ability: None

A fixed turret designed to defend against armored enemy ground vehicles, such as
Tydirium Ferry Command 350 345 None AT-STs and AT-ATs. Manually operated by a single trooper that comes with the turret upon
Shuttle Centre or TR-MB delivery.

An unarmed flying troop transport, the ferry shuttle can land almost anywhere and transport Command (Comm) None 500 5000 None
up to six stormtroopers to their destination without having to worry about difficult terrain. This Centre
is a good way to position troops for a sneak attack from an unsuspected location. Also, the
ferry shuttle is automatically available and needs no landing platform.
Secondary Ability: None This primary building is the heart of the Rebel base. From here, the player orders
reinforcements and buildings.
REBEL
Shield Generator Command 1000 2000 2000
BUILDINGS Centre or TR-MB

NAME PREREQ CP COST ARMOUR SHIELDS


The primary Rebel defense against attack. This building emits a powerful energy field that
Airfield Command 350 2500 None enhances the shields of all surrounding units and buildings. So powerful is this
Centre or TR-MB field that even units that normally do not have shields slowly develop them when within the
shield generator's influence. The shield generator is able to either double a unit's maximum
amount of shields, or it will add shields equal to half an unshielded unit's armour points.
The storage, refueling and landing area for airspeeders and Y-wings.

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BUILDINGS (CONTINUED) UNITS

NAME PREREQ CP COST ARMOUR SHIELDS NAME PREREQ CP COST ARMOUR SHIELDS

Technology Centre Command 100 2000 None Airspeeder Airfield 175 150 None
Centre or TR-MB

This is the basic flying unit of the Rebel Alliance. It has two forward anti-armour weapons and
This building researches upgrades that help make all Rebel units stronger. Upgrades the a rear-mounted harpoon gun that fires a tow cable capable of disabling Imperial AT-ATs. This
technology centre can produce are: unit is also called a snowspeeder when on icy planets.
HEALTH UPGRADE: Increases certain units resistance to damage. Secondary Ability: Tow Cable
FIRE-RATE UPGRADE: Allows a faster fire rate for certain units.
SPEED UPGRADE: Allows a greater top speed for certain units.
SHIELD UPGRADE: Increases the total amount of shields points for units with shields. Heavy Trooper Command 75 75 None
Centre or TR-MB

SHUTTLES
A trooper outfitted to take out armour with a heavy hand-held blaster. Powerful ballistic
The following units are used to deliver units and structures from an orbiting Rebel carrier. As
grenades round out this units arsenal, making it one of the most effective infantry units in the
such, they do not have any offensive ability, and are very expensive to replace.
galaxy. Like the trooper and the infiltrator, heavy troopers are vulnerable to being run over or
stepped on by enemy vehicles.
Secondary Ability: Grenades
NAME PREREQ CP COST ARMOUR SHIELDS

Infiltrator Command 125 75 None


Corellian Heavy Command 1000 200 None
Centre or TR-MB
Lifter Centre or TR-MB

A modified version of the Corellian Corvette, this transport is used to deliver buildings to a
This specialised Rebel commando is fitted with an infiltrator belt and trained to get inside of
planets surface.
and take over AT-STs and AT-ATs. They are also effective at invading and capturing enemy
structures, but getting them to their targets can be hazardous, as they are vulnerable to being
stepped on or run over by enemy units.
Gallofree Medium Command 1000 200 None
Secondary Ability: None
Transport Ship Centre or TR-MB
(Tuna Boat)
Loratus Mobile Command 500 150 150
The main air transport ship for the Rebel Alliance, this versatile vessel is used to deliver the heavy
Proton-Torpedo Centre or TR-MB
vehicles of the Rebellion to a planets surface.
Launcher

The Rusty Eagle Command 1000 200 None A mobile parabolic projectile platform that is made for taking out enemy units at far range with
Centre or TR-MB the help of a spotter. These units are also capable of laying mines to blow up unwary Imperial units.
Secondary Ability: Mines
This transport is used to deliver smaller Rebel troops and vehicles to a planets surface.

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UNITS (CONTINUED) NAME PREREQ CP COST ARMOUR SHIELDS

NAME PREREQ CP COST ARMOUR SHIELDS TR-MB (Tracked- None 1000 1000 350
Mobile Base)
Loratus Scanner Command 550 100 75
Jammer Centre or TR-MB
An Imperial prototype that the Rebels stole and modified with shields to transport
a communication centre commander into battle. The TR-MB does not possess weapons, but
A specialised Rebel weapon that can confuse enemy scanners and sensors. It also serves as can summon mobile units to its location away from the command centre. This unit can also
an effective intelligence-gathering device, with a secondary ability to scan any part of the carry up to four troopers.
battlefield for a few moments. Secondary Ability: None
Secondary Ability: Long-Range Sensor

Trooper Command 50 50 None


Loratus Hover Command 200 300 50 Centre or TR-MB
Transport T-C9 Centre or TR-MB

The basic Rebel unit, this fearless, frontline warrior has a secondary stun attack ability.
A hover vehicle capable of fast speeds, this armored troop transport has front-mounted anti- Troopers are vulnerable to being run over or stepped on by the enemys vehicles. Keep them
armour blasters, and can carry up to six troopers. out of harms way during any large-scale conflict.
Secondary Ability: None Secondary Ability: Stun

Medical Droid Command 50 50 None Y-Wing Airfield 300 150 50


2-1B Centre or TR-MB

Used in planetary defensive and offensive operations as a bomber, this relatively slow fighter
A field droid that heals troopers, infiltrators and heavy troopers wounded in battle. This healing, packs quite a punch. Its also armed with an ion cannon that can disable unshielded enemy
however, comes at the cost of a few Command Points. armored units.
Secondary Ability: None Secondary Ability: Ion Cannon

Repair Droid Command 300 75 None Yutrane-Tackata Command 500 200 200
47-B Centre or TR-MB Heavy Attack Centre or TR-MB
Tank T3-B
This non-combat field droid has been adapted by the Rebellion to repair broken vehicles and
Slower and heavier than the hover tank, this attack tank is equipped with surface-to-surface
damaged buildings during battle. Repairing vehicles also costs the unit commander some
missiles to attack large armored vehicles.
Command Points.
Secondary Ability: Proton Missiles
Secondary Ability: None

Yutrane-Tackata Command 350 150 150


Swoop Command 100 75 None
Hovertank T1-B Centre or TR-MB
Centre or TR-MB
A very fast, anti-infantry and anti-air weapons platform. This unit is used as the main mobile
Adapted from a civilian speeder bike, the swoop provides quick transportation for a single anti-aircraft base.
trooper on scouting missions. It carries no offensive weaponry. Infiltrators board swoops to Secondary Ability: None
race to targets, avoiding enemy fire through speed.
Secondary Ability: None

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CREDITS 3D MODELERS COMPATIBILITY CAST Kevin Michael TR-SD DRIVER/ ADDITIONAL SOUND PUBLIC RELATIONS
PROJECT LEADER/ Shayne Herrera SUPERVISOR BRENN TANTOR/ Richardson HAN SOLO/RUULIAN DESIGN SPECIALIST
DESIGNER/LEAD ARTIST/ La Mai Nguyen Chip Hinnenberg ABRIDON REFUGEE 1 COMPUTER WORKER Jeff Kliment Josh Moore
DEWBACK TROOPER/
VISUAL PROGRAMMER 3D ANIMATORS COMPATIBILITY Jeff Glen Bennett INFILTRATOR/TIE Neil Ross SOUND ASSISTANTS INTERNET CONTENT
Garry M. Gaber Anson Jew TECHNICIANS GRAND GENERAL FIGHTER PILOT A-WING PILOT 1/ Michael Frayne SPECIALIST
LEAD PROGRAMMER Ted Anthony Aaron Young BRASHIN Keith Szarabajka KALAAN MILITIAMAN 2 Jory K. Prum Jim Passalacqua
Edward Kilham Will Elder-Groebe Catherine Haigler David Warner Heidi Shannon
Charlie W. Smith FERRY SHUTTLE PILOT/ SOUND PRODUCTION WEBMASTER
SENIOR 3D TECHNOLOGY TECHNICAL ARTIST DELLIS TANTOR RUULIAN CIVILIAN A-WING PILOT 2/ SUPERVISOR Scott Barret
Chris Doyle Dan Mihoerck
PROGRAMMER Darren Brown Raphael Sbarge Alexandra Boyd ABRIDON REFUGEE 3 Clint Bajakian PRODUCT SUPPORT
Juan Carlos JCAB PRODUCTION G.W. Childs GENERAL TASKEEN/ HEAVY ARTILLERY Bill E. Martin SOUND DEPARTMENT MANAGER
Arvalo Baeza MANAGERS Jason Lauborough TATOOINE FARMER PLATFORM OFFICER/ CORUSCANT PALACE MANAGER Paul Purdy
NETWORK Dino Ago Jim Davison Michael Bell A-WING PILOT 3/ GUARD/LUKE SKYWALKER Michael Land
Wayne Cline HINT LINE SUPERVISOR
PROGRAMMER Lynn Taylor CAPTAIN BERI TULON RUULIAN PRISONER 1 Bob Bergen SOUND DEPARTMENT Tabitha Tosti
Jesse H. Willett SCRIPT WRITER NETWORK COMPATIBILITY Peter Firth Nick Jameson DARTH VADER/REBEL COORDINATOR
Garry M. Gaber SENIOR HINT LINE
TOOLS PROGRAMMER TECHNICIANS AIRSPEEDER PILOT/ HEAVY GUN TROOPER/ DIGNITARY 1 Malena Slettom REPRESENTATIVE
John Scofield SCRIPT SUPERVISOR Doyle Gilstrap IMPERIAL PRISON SHIP RUULIAN STRIP MINER Scott Lawrence ASSOCIATE LOCALIZATION Bob McGehee
Haden Blackman Karsten Agler COMM OFFICER W. Morgan Sheppard VOICES RECORDED AT MANAGER
INSTALLER AND EXECUTIVE PRODUCER
LEAD TESTER Scott Tingley Tony Plana HOVER TRANSPORT ScreenMusic Studios Jennifer Bencal
LAUNCHER RONIN ENTERTAINMENT
Andre Bremer John Drake TECHNICAL WRITERS AT-AA DRIVER/ DRIVER/LEIA ORGANA/ Studio City, CA LOCALIZATION COMPANY
Joe Ligman ASSISTANT LEAD Lynn Taylor ABRIDON REFUGEE 2 RUULIAN TERRORIST LucasArts Entertain- PRODUCTION Kalani Streicher
Darren Johnson TESTER Chip Hinnenberg Olivia Hussey Grey Delisle ment Company, LLC, COORDINATOR
Doyle Gilstrap VERY SPECIAL THANKS TO
i MUSE PROGRAMMING Ricardo Liu AT-AT DRIVER/ATC- IMPERIAL INTERFACE/ San Rafael, CA Shara Miller George Lucas
Michael McMahon TESTERS INTERNATIONAL LEAD AIRFIELD/ATC-STAR ABRIDON PRISONER/ STAR WARS MUSIC INTERNATIONAL
Bryan Finoki TESTER DESTROYER/C-3PO GENERAL VEERS COMPOSED BY MARKETING MANAGER
LEAD LEVEL DESIGNER/ Guy Siner
Chad Williams Jeff Sanders Tom Kane John Williams Simon Etchells
ASSOCIATE VISUAL
PROGRAMMER Chris Snyder QUALITY ASSURANCE AT-AT BARGE PILOT/ MOBILE ARTILLERY Warner-Tamerlane
PRODUCT MARKETING
Christopher Ross Dana Fong MANAGER ATC-FRIGATE/HEAVY OFFICER Publishing Corp. & MANAGER
Darryl Cobb Dan Pettit LIFTER PILOT Brendan Holmes Bantha Music. All Tom Byron
LEVEL DESIGNERS/ rights administered
ASSOCIATE VISUAL Erik Ellicock BURNING GODDESSES Carolyn Seymour REBEL INTERFACE/
G.W. Childs by Warner-Tamerlane MARKETING
PROGRAMMERS Wendy Kaplan ATC-LANDING PLATFORM TROOP CARRIER DRIVER/ COORDINATOR
Hans Larson Kellie Walker REBEL DIGNITARY 2 Publishing Corp.
Dave Wehr Robert Pike Daniel All rights reserved. Anne Barson
Corey Navage Hugh Bobo Moore Debbie Mae West
Jeff Day VOICE DEPARTMENT AT-PT DRIVER/ Used by permission. MANUAL WRITERS
LEVEL DESIGNERS Jeff Gullet MANAGER MEDICAL DROID 2-1C REBEL TROOPER 1 John Feil
Tamlynn Niglio Dave Beron ADDITIONAL MUSIC
Greg Land Jim Diaz, Jr. Harvey Jason COMPOSITION, LEAD Darryl Cobb
Doug Modie Jo Captain Tripps VOICE PRODUCER/ REPAIR DROID 47-B/ MUSIC PRODUCTION Victor Cross
AT-ST DRIVER/
Samuel Bass Ashburn DIRECTOR STORMTROOPER 2 AND EDITING BY Haden Blackman
HOVER TANK DRIVER
TEXTURE ARTIST John Buzolich Darragh O Farrell Steven Jay Blum Dominic Armato Peter McConnell MANUAL EDITOR
Marcia Thomas John Feil ADDITIONAL VOICE SPEEDER BIKE TROOPER/ Mollie Boero
John Von Eichhorn ATTACK TANK DRIVER/ ADDITIONAL MUSIC
3D CINEMATIC DIRECTION REBEL TROOPER 2/ WEDGE ANTILLES PRODUCTION AND MANUAL DESIGNER
Johnny Szary Haden Blackman Robert Foster
MODELER/ANIMATOR Julio Torres STORMTROOPER REMIXES BY Patty Hill
Kristen Monkaitis Leland Chee VOICE PRODUCTION SERGEANT STORMTROOPER 1 David Levison MANUAL ART
3D CINEMATIC Leyton Chew SUPERVISOR Phil Proctor Terry McGovern MUSIC ENGINEERING Clint Young
ANIMATORS Matt McManus Peggy Bartlett BUILDING LIFTER PILOT/ TIE BOMBER PILOT/ AND ADDITIONAL Karin Nestor
Karin Nestor Orion Nemeth VOICE EDITORS SCANNER JAMMER COMPUTER COMPLEX MIXING BY
Yu Hon Ng PACKAGE DESIGN
Peter Lim Will Beckman DRIVER/RUULIAN VOICE/KALAAN Jeff Kliment Soo Hoo Design
David Weinstein Phillip Berry Coya Elliott PRISONER 2 MILITIAMAN 1 ORIGINAL STAR WARS
3D CINEMATIC Scott Glasgow Cindy Wong Jennifer Hale Jennifer Pajor BOX COVER ART
SOUND EFFECTS Garry M. Gaber
COMPOSITING Shang-Ju Chen BUILDER SHUTTLE PILOT/ TRANSPORT PILOT/ by Ben Burtt
Josef Richardson Stephen Hancock TORPEDO LAUNCHER GOVERNOR OF ABRIDON PUBLIC RELATIONS
Todd Stritter LEAD SOUND DESIGNER MANAGER
Mike Terpstra DRIVER/Y-WING PILOT Ethan Philips Julian Kwasneski
Troy Mashburn Tom Sarris

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CUSTOMER SUPPORT SOFTWARE LICENSE AGREEMENT


Before contacting customer support, please consult the technical help file. It contains the answers to some of our most IMPORTANT - READ CAREFULLY: USE OF THIS PROGRAM IS SUBJECT TO THE SOFTWARE LICENSE TERMS
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2001 LucasArts Entertainment Company LLC. 2001 Lucasfilm Ltd & TM or as indicated. All rights
reserved. Used under authorisation. LucasArts and the LucasArts logo are registered trademarks of
Lucasfilm Ltd. iMuse US patent No. 5,315,057.

www.lucasarts.com

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