Hardware Commands:

<A> Atomic Detonators. These detonators are used in the 
destruction of planets. If you don't have enough military to take
out a planet, you can set Atomic Detonators and run like hell. 
Warning: colonists have been trained to disarm these detonators. 
These units are as unstable as they are powerful. They can react 
like Corbomite Devices when an enemy attacks your ship, and they 
can also detonate by hitting mines or offensive fighters as you 
journey through the galaxy. 

<B> Marker Beacons. Marker Beacons are the billboards of the 
Trade Wars universe. They are an inexpensive way to make a 
statement. They stay in the sector where they are launched until
they are destroyed. They have absolutely no defensive capability.
They are so fragile that if two are launched in the same sector,
they both explode. 

<C> Corbomite Devices. Corbomite devices are weapons to avenge 
the destruction of your ship. If one of your opponents succeeds 
in obliterating your craft, that person may suffer substantial 
damage as well when your ship is equipped with one or more of 
these. Corbomite devices can also be viewed as protection. Your 
enemies may think twice about attacking you if you are armed 
with these. With each additional device you add to your vessel, 
you increase your protection level. 

<D> Cloaking Devices. Cloaking devices can hide you from your 
rivals when you are away from your home sector. If you feel 
you will be vulnerable, use your Cloaking Device to conceal 
your ship. Your location will be unknown to even your 
Corporate associates who view the Member Location display. 
Remember that the Cloaking Device will use a lot of your energy 
reserves and its effectiveness decreases the longer it's used.

<E> SubSpace Ether Probes. Ethereal Probes are quite useful 
when you want to know what wonders lie on the other side of 
the universe, but you don't want to use up your turns to 
explore. You can launch the unmanned probes with a preset 
destination. As they maneuver their way across the cosmos, 
they report back sector by sector. They contain a self-destruct 
mechanism that is triggered when the probe reaches its 
destination. This mechanism is so sensitive that it detonates 
when the probe encounters any enemy fighters. 

<F> Planet Scanners. If you are planning an invasion of 
another player's planet, this scanner can show you the 
military system on the planet without landing. Once you are
in the sector, scan the planet. You can see who created the 
planet, who currently controls the planet, and the military 
defenses installed there.

<L> Limpet Tracking Mines. The Limpet mines are a clever 
development of the Donnelly Underground Development Group.
They simply sit almost invisible in a sector until an enemy 
ship passes by. Once the enemy is close enough, they attach 
themselves to the ship. The activated mines will report
their whereabouts to you when you do scan for deployed mines.
This is a clever way to find out where your enemy is. The 
Limpets can be removed by crews at the Stardock. 

<M> Space Mines. The Armid mines can be a very effective way 
of establishing your territory. Space mines can cause 
serious damage to smaller craft and can be a real nuisance to
larger vessels. The latest technology has provided mines with
sensors capable of recognizing the Federal I.D. codes. This 
will keep the mines from detonating by your ship or your 
Corporation's ships (most of the time). 

<P> Photon Missiles. Only owners of Missile Frigates or 
Imperial Starships can use these powerful weapons. Shields, 
both Ship and Planetary, are excellent protection from the impact of this weapon. However, once shields have been 
destroyed, Photon Missiles can be used to disable all Combat
Control Computers (Level 2 Citadels) and Quasar Cannons 
(Level 3 Citadels) and Interdictor Generators (Level 6 
Citadels) on planets. It neutralizes all mines and fighters 
stationed in a sector. Be advised that the effect of these 
missiles is short-lived. Get in, take care of your business 
and get out before the effect wears off. Great care should 
be used in transporting these volatile weapons of destruction. 

<R> Long Range Scanners. These scanners can provide the 
explorer with multi-sector vision. Your two options are a 
Density Scanner or a Holographic Scanner. The Density Scanner 
is the cheaper and it provides the user with the relative 
density of the surrounding sectors. It will also indicate a 
warning if there is a non-standard undefinalble mass. You can use that information to determine what may be in the 
neighborhood. If you have sufficient funds, you can purchase 
a Holographic Scanner which has both Density and Holographic capabilities. Using the Holographic mode, you can see what 
and who is in the sectors adjacent to the one you are 
currently occupying. The scanner in Holographic mode uses a small amount of your ship's fuel (one turn's worth) but that 
is a small price to pay when you consider the information 
and security it can provide. 

<S> Mine Disruptors. If you run across a heavily mined sector 
but you really need to go in there, send in a Mine Sweeper to 
clear your path. They can absorb the damage so you don't have 
to or they can deactivate the limpets. 

<T> Genesis Torpedoes. Much improved since the first models, 
these torpedoes can provide the foundation for the production 
of your trading commodities. Depending on the planet type 
created by the torpedo, planet will be able to support a 
varying number of colonists. The colonists can provide the 
labor needed to mine the Fuel Ore, grow the Organics and manufacture the Equipment and Fighters you will use in your 
trading company.  Some planet types are better than others 
at producing the commodities. You might want to check the Planetary Specs in your Onboard Computer. You have no control
over what planet type results from the Torpedo's explosion.
That is determined by conditions in the sector. 

<W> TransWarp Drives. Only Imperial Starships, Corporate 
Flagships and Havoc Gunstars can be fitted with these massive
drives. TransWarp consumes an enormous amount of Fuel Ore so make sure you have a source of Ore for your return trip. The
TransWarp Drive uses a homing device, so you should have at 
least one fighter in your destination sector. The Type 1 
TransWarp drive is standard, and will not function with a 
tractor beam engaged. The Type 2 TransWarp drive is TransWarp
Tow capable, but uses extra fuel when towing. 

<Y> Psychic Probes. Bartering at the ports is one of the 
main elements of this game. You get experience points for 
making a good deal. The better the deal, the more points you get. Psychic Probes are the next best thing to insider trading,
and they're legal.  If you want to see exactly where your 
offer is compared to what they would have accepted, you need 
one of these probes. It will not only show you where you went 
wrong, but it will also help you improve your trading skills. 

<!> Hardware Emporium Help. Display the portion of the 
documentation describing the Hardware Emporium functions. 

<Q> Leave the Emporium. Return to the main area of the 
StarDock. 

