StratFleet: Artemis

The premiere Star Ship Bridge Simulator returns to StratLAN yet again. The fleet will be undocking from space dock en-masse on Saturday evening but there will probably be ongoing social games throughout the weekend.

If you've not played Artemis before you can find a bit more information on the steam page here, or read the excellent review from PC Gamer

Its only £5 on steam (see client setup tab) and you can either set up your own crew and ship or join one of the more experienced crews.

In order to ensure everything works and we are all running on the same settings please follow the instructions on the client setup tab

Running Artemis with this many people can cause havoc, particularly if people are running slightly different client versions/setups. Please ensure you follow the below steps carefully

Even if you already own the game or have it installed from a previous lan PLEASE install it again using these instructions. Crashes due to client mismatches are really frustrating and don't tend to happen immediantely!

  1. Download the StratLAN Artemis client from the fileserver
  2. Extract the zip file to somewhere on your harddrive (We recommend c:/Program Files (x86)/Artemis but anywhere will work)
  3. Ensure you have setup and connected to Teamspeak (See Teamspeak Setup tab)
  4. Start the game
  5. Choose your resolution (or select one of the windowed options)
  6. Select Start Client
  7. Enter stratlan-artemis as the server address (Unless otherwise specified on the "Your Ship" tab above)
  8. Select the correct ship and station
  9. Unless you are the Captain (or have been asked to by the captain) please don't change the ship type/name as this wil break the scenarios used for the fleet operations!

Communicating with a fleet of 5 ships and 30 people in Artemis is a complex job. Unfortuantley Discord isn't yet good enough at multiple channels so we will still be using Teamspeak, follow the short guide below to get yourself setup.

(If you are a comms officer, make sure you follow the ENTIRE guide to ensure you have all the required presets!)

All players

  1. Install the latest version of teamspeak (Available on our fileserver
  2. If this is your first time installing teamspeak follow the guide to setup the client (we recommend push-to-talk at stratlan)
  3. Connect to stratlan-teamspeak
  4. Join the artemis/ channel appropriate for your ship

Comms Officers

The comms officers will use Teamspeak to communicate between themselves and pass on the Fleet Admiral's orders / responses

Your hotkey setups in teamspeak will be as much (if not more) a part of how to play the game as your Artemis client!

  1. Setup a hotkey to allow you to whisper chat with each of the other comms officers individually (We recommend 1-6)
  2. Setup a hotkey to allow you to whisper chat with each of the other comms officers as a group (We recommend 0)
  • Coming Soon

Station Tutorials

Artemis is a really fun game and easy to get the hang of once been on a few missions. Having said that it can be pretty daunting when you pick it up for the first time! We've got plenty of people that can teach you (even Wizzo learnt!) so we've put together these little guides to help new players. Each station also has a reference to which Staff Crew plays that position, so feel free to come and bug us with any queries.

Staff Crew Member: Vibs
Difficulty: Challenging
Responsibilities: To act as a centre for the rest of the crew by issuing clear and concise commands to the others.
Abilities: Gameplay-wise, none. It is up to the other players to follow the captain's orders.
Key qualities: A keen tactical mind; coolness under fire; charisma
Expectations from other players: To follow your instructions; to provide you enough information so as to make an informed (or semi-informed) decision.

While the Captain is the leader, the captain is not the most important part of the team. Being the Captain does not give you the rights to boss other players around. The purpose of the captain is to assess the current situation and provide instructions to the other players so that the ship acts as a cohesive whole, instead of flying apart in five different directions.

Consider this basic scenario: The ship is running low on munitions and energy and must return to base. However, several things must be assessed before a decision is made, and each of the other players has the answer:

  • Can we afford to cut power to everything except engines to conserve energy? (Engineering)
  • Do we need to replenish any casualties to our repair teams? (Engineering)
  • Is a specific type of munition in stock at the station? (Communications)
  • Is there a specific type of munition we actually need? (Weapons)

Once this and any other relevant information has been received, it is up to the captain to tell the helmsman which direction to go and how fast to go:

e.x: "Helm, proceed at bearing 285 at Warp 1".

While the helmsman may go anywhere he likes, whether that is another station or somewhere else entirely ("Let's go look at the space whales!"), it is not in his best interests to ignore the captain, as doing so would jeopardize the game (and his position).

In this sense, the captain's role is to ensure the well-being of the crew as a whole.

A captain must, at all times:
  • Issue clear and concise orders. An ambiguous command ("I said bearing 255, not 225!") may lead to the ship running out of fuel, running into enemies, or running into something far more mundane but equally deadly ("OH MY GOD GIANT ROCK").
  • Act in a professional manner that inspires confidence in the officers. No one wants to lose, and if the officers think you're not trying, they'll be less inclined to follow you - and thus make everybody have a bad day.
  • Weigh various options and make decisions affecting everybody. While the weapons officer may feel that he can just get one more shot off to neutralize that enemy, it is not his call to tell the helmsman to turn and give him that last shot. The captain must see that, for example, energy reserves are severely depleted or a key objective is under attack.
  • Be humble. You're the glue that holds the crew together and gives them a sense of direction, but you're not a component yourself. You don't even have a console!
  • Never micromanage. You're playing with other humans, not random bots. Sometimes you'll need to trust your officers to make smaller decisions, like helm knowing when to back off. If not, though...
  • Step in when necessary.
  • Never covet fame: "The general who advances without coveting fame and retreats without fearing disgrace, whose only thought is to protect his country and do good service for his sovereign, is the jewel of the kingdom."
Staff Crew Member: Murt
Difficulty: Intermediate
Responsibilities: To ensure the ship goes where it needs to go, not where you want it to go; to ensure ship beam weapons are in arc
Abilities: To set and alter the direction (heading) and speed at which the ship goes.
Key qualities: Common sense, quick reaction times, spatial awareness
Expectations from other players:
  • A heading and speed (Captain)
  • Power at the right time to perform manoeuvres (Engineering)

The officer at the helm (aka the conn, the wheel, the controls) must ensure the ship goes where it needs to go. It is the responsibility of the captain to gather all the necessary information so as to give you the correct instructions as to where to go, and what speed to go at.

The first thing to determine is the direction. The captain will provide you a heading and a direction: for example,

"Helm, set course 180, full impulse."

A good helm officer will repeat the instructions back, to ensure the order was communicated successfully.

"180, full impulse."

The helm officer will then use the WSAD keys or the arrow keys to rotate the ship so that it is facing bearing 180 - which is pointing towards the bottom of the screen (090 is directly to the right, 180 is directly down, 280 is directly left, and 000 is directly up).

To engage at full impulse, drag the yellow slider on the left of the screen until it is all the way at the top (full impulse).

The most common method to get from point A to point B, however, is with the warp drive. The warp drive is the green slider next to the yellow impulse slider. The captain will order:

"Helm, set course bearing 017, warp one."

"017, warp one."

After correcting the course, the helm will drag the green slider until a green "1" appears over it. You will now be at warp 1.

The other method of faster-than-light travel is the jump drive. This method is relatively easy for you, but more challenging on the captain. Simply enter the direction and range the captain provides into the two text boxes given, then click "Initiate", followed by "Confirm". Be advised that it is impossible to stop the jump drive once it has been started, so stay as close to the captain's orders as possible to avoid going somewhere you don't want to go.

Other things to know & Taking Initiative
The helm screen will only show you what is immediately around you; it is up to the captain to look at his own screen and ensure you don't accidentally drive the ship into a mine, an asteroid, or some random direction aimlessly.

Although the captain is ultimately in charge of where the ship needs to go, a helm officer must apply common sense as well - if your current course takes you into the surface of an asteroid, you must obviously veer around it. In combat, you must regularly turn to face opponents in your front so that your weapons officer's beams are in arc.

"Warp 1" and "Full impulse" are not absolute speeds - their actual speed will change based on how much power engineering has allocated to warp, or to manoeuvring thrusters (turning) or impulse (sublight speeds). Skilled helm officers will coordinate with Engineering to perform a variety of manoeuvres, such as a high energy turn (Engineering: 200% power to manoeuvring thrusters; the result is that the ship turns on a dime for as long as engineering has the power).
Staff Crew Member: Barry
Difficulty: Intermediate
Responsibilities: To protect the ship, her crew, and her allies; to provide emergency power by sacrificing torpedoes
Abilities: To load and unload torpedo tubes, to adjust beam frequency, to select targets for the ship's weapons
Key qualities: Vigilance, quick reaction times
Expectations from other players:
  • Power to the correct weapons systems (engineering)
  • Authorization to engage targets with munitions (captain)
  • Keeping beams in arc (helm)

In a nutshell, the weapons officer's job is to click on things the captain wants dead. Nevertheless, there are a few things as weapons officer that you must be aware of.

Your display is remarkably similar to that of the helm, but you have no control over where you're going. You're essentially riding shotgun for the helm, who is driving.


The ship's beam weapons (colloquially known as 'phasers', due to their similarity to the Star Trek weapon) will automatically fire on any target that is both in range and 'in arc'. Ships can only shoot at things that are directly in front of them (unless they have rear-facing guns, a rarity).

It is possible to switch to manual control by clicking on the "auto beam" button on the right hand side of the screen. Clicking on the enemy while in this state lets you aim and shoot the target yourself, with various indicators showing where to shoot to disable the ship's weapons, engines, or manoeuvability.

The target ship will always be in front of you, even if the ship itself is facing away (and thus, you may not be in arc to shoot the target). Click away from the target to return to the normal screen.

For the most part, you can simply click on targets and let the auto-beams do the work. The true power behind your ship, however, are the torpedoes. Torpedoes are managed at the bottom left of the screen. Torpedoes come in four flavours:
  • Type 1 Homing ("standard", "nominal", or "photon") torpedo: A run of the mill torpedo with no advantages or disadvantages. These torpedoes can, however, be turned into energy - providing the ship with a power boost in times of emergency.
  • Type 4 "Nuke" torpedo: A powerful, destructive, long range torpedo. Has considerable splash damage; use only at the captain's permission to avoid damaging friendlies (or yourself!)
  • Type 6 Mine: While it's about as powerful as a nuke, mines will be "shot" out of the back of your ship (unlike torpedoes, which are never out of arc).
  • Type 9 EMP: Halves the target's shields. Has considerable blast radius; use only at the captain's permission to avoid damaging friendlies (or yourself!)
Warning: If a torpedo is fired without clicking on a target first, the torpedo will lock onto the nearest target and make a beeline for it. This is wasteful at best, or friendly fire at the worst!

To load a torpedo, select the torpedo type from the radio buttons on the bottom left, then click on "LOAD" for one of the torpedo tubes provided beneath the radio buttons. The torpedo will then be loaded into that tube. The fire button is on the RIGHT end of the tube; once loaded, the "LOAD" button will be replaced with "UNLOAD", which will empty the tube. Both take several seconds; advise the captain when you're loading and unloading, and try not to do it in combat!

Torpedoes to Energy

The "TORP TO ENE" button to the center-left of the screen provides you with the ability to sacrifice your Type 1 Homing torpedoes for a small energy boost. This may prove to be a lifesaver when you're out of power and need to make a run back to the station. Click the button as directed by the captain to ensure the ship has enough power.

The "ENE TO TORP" button is considerably less useful, but you can push it liberally while docked since the station will automatically regenerate your ship's energy. Stations produce their own torpedoes, but this is wholly unnecessary due to this button.

There are a few things you can take initiative for. The most important is targeting missiles. Some enemy ships will launch brown triangles (missiles) at your ship. These, obviously, should be targeted first with your primary beams before switching back to the captain's target.

Most captains will employ a standard EMP-Nuke punch - the EMP will drain enemy shields, leaving the nuke to finish them off. Some captains give the order to fire both simutaneously; others will say to wait two or more seconds first to avoid having the EMP affect the nuke. You can take some initiative here by loading an EMP in one tube and a Nuke in the other.
Staff Crew Member: Gav
Difficulty: Intermediate
Responsibilities: To repair ship damage and enhance ship systems as needed; to inform the captain about ship status
Abilities: To direct damage control (damcon) teams to damaged sections of the ship; to redirect ship power to enhance ship systems, and coolant to prevent them from exploding.
Expectations from other players: To receive instructions from the captain to redirect power; to be told which sections to repair first in the event of multiple system failures.

The top left of the display indicates ship status, such as how much energy you have, how many torpedoes, and the status of the ship's subsystems (as a percentage).

There are two main sections of the screen for Engineering; the center (showing a massive framework of your ship) and the sliders at the bottom.

Ship Framework
This section shows you which sections of the ship are damaged (red). Picking one of the glowing triangles accesses that damage control team. Direct them to any red sections of the ship to begin repairs.

Cursoring over each of the nodes tells you which system it relies on. A destroyed node means that part of the system is offline. If all the nodes are destroyed, that system becomes inoperable until at least one node is fixed (and then at a very reduced rate).

Repair teams can only move through active sections of the ship, so they must repair the inner nodes before repairing the outer ones. This can add to repair time.

Repair teams can also take casualties, resulting in slower repairs of individual nodes. Repair teams may be replenished by docking.

Skilled engineers will direct repair teams to the middle of the ship when in combat, as it prevents them from taking too much damage early on.

It is also possible to turn off auto-direction via the menu at the top right. Repair teams will thus await your orders to repair anything.

Power management
Engineering is also responsible for altering the sliders at the bottom of the screen to change the power settings of each of the ship's systems. The more power provided, the better the system performs. 100% is normal power; this can be boosted to 300% power.

At maximum power, however, ship systems produce heat (the small rectangular gauges). If these are full, the system begins to take damage, ultimately resulting in it becoming inoperable until repaired. While it is always a bad thing, overcharging your shields to this point is less of an issue if your ship is attempting to retreat and needs to hunker down; if the shields fail you'll take damage anyway, after all.

To help combat heat, units of coolant may be applied to make the ship systems run smoothly even when overcharged. Assign units of coolant by clicking on the gauges that are next to the sliders; yellow pips mean that coolant can be applied to the system, while white indicates coolant is already in that system. While coolant can never be lost, it can be obtained if the captain is willing to direct the other officers to obtain more. Shuffling coolant around is necessary to avoid unnecessary heat buildup.

Coolant enables a system to be run at 20% additional power without heat gain (to a maximum of 260%).

Power Presets
Rather than spend a minute or more mucking around with various sliders and coolant in combat, skilled engineers have a variety of presets established so that power and coolant can be transferred immediately upon demand.

These presets are best set up while docked.

Since a common command from the captain will be to raise beam weaponry and forward shields together when in combat, an experienced commander will have this established to a preset. To do this, establish the sliders and the coolant to where you need them to be, then press Shift-1. Now, when the captain orders combat readiness, all you have to do is press the 1 key to jump immediately to this configuration.

A few recommended configurations:
  • Normalized power: One pip of coolant for each system, and all systems at 100%. This helps cool your systems down, and prevents excess power loss. Use when travelling normally.
  • Overcharged sensors: 260% to sensors, and coolant to match; best used when docked to give your science officer super-fast scanning speeds. Since you're docked, you'll replenish the lost power rapidly anyway.
  • Right Into The Fireworks: 200% to beams, 160% forward shields. Use when your captain plans to go to guns against opponents, or when torpedoes just take too long to reload to use.
  • Swiftly and Gracefully: 180% to impulse and manoeuvring. Use against smaller, agile opponents, like fighters.
  • To Boldly Go: 260% power and all coolant to warp drive. Putting all this power to warp drive makes it more efficient. Use to get from point A to point B rapidly.
  • Artillerymen and Targets: 200% to torpedoes and 120% forward shields; use to help your weapons officer lob torpedoes at long range against targets from a distance.
  • High Energy Turn: 300% power and all coolant to manoeuvring. Use when the captain needs the whole ship to snap to a given heading in an instant.
  • Fortified Hull: 300% power to forward and rear shields: for when you need to take hits and buy your helm a few precious seconds to get away.
  • RUN AWAY!: 300% power to rear shields and impulse, 0% power to everything else. Use only if the warp drive is inoperative.

You are encouraged to establish your own configurations. Just remember that powering down systems that aren't in use means a lower energy demand, and less time spent in dock and fewer torpedoes sacrificed. On the flipside, a powered down system will do nothing!
Staff Crew Member: Phatteh
Difficulty: Easy
Responsibilities: To identify enemies and their weaknesses
Abilities: Scanning enemies
Expectations from other players: Which enemies to scan first (Captain)

Only the captain and the science officer have the ability to see the entire sector at once, and if for some reason people don't want to follow the captain, things usually come down to the science officer to step in as acting captain.

The science officer's primary duty, however, will be to lock onto targets and then scan them. Simply left click on a target and press enter to scan them. The first scan will identify the enemy's type. Scanning the same target again will reveal two additional pieces of information:
  • The enemy vessel's frequency status
  • Facts about the enemy vessel's captain
The former is used by tactical. Look at each of the bars from A to E and tell Tactical which bar is the lowest. This will let him cause additional beam damage to that target by setting his frequency to match the lowest bar. Once a target has been scanned, however, the captain can observe your scan results at any time.

The latter is used by Communications, when taunting an enemy becomes necessary. This gives the communications officer an idea as to which taunt to use against a specific enemy.

Scanning speed can be increased by requesting the captain (who will in turn request for the engineer) to divert additional power to sensors.

Your vessel will also scan any target that gets extremely close to it. Your scanning however has no range, so scan as many targets as possible (with preference to enemies your ship is about to face, obviously, or whatever the captain says to scan) and try not to sit idle.

Once all targets have been scanned, you can afford to take a breather, but don't become lazy; additional enemy contacts may appear and the captain will need your talents again.
Staff Crew Member: Ghostie
Difficulty: Easy
Responsibilities: To communicate the ships intensions to others and communicate orders effecively to the Captain
Abilities: Communication with Fleet, & NPC
Expectations from other players:Communicating the ships orders to/from the rest of the fleet