Cadet Training


Artemis is a cooperative social game in which up to 6 players per ship assume the role of officers on the bridge of a spaceship. Seen Star Trek? It's like that. But the bridge is in the room, and YOU are the crew. You'll be flying a spaceship in hostile space, and you'll need to work as a team!

The game is played using a network of computers, one for each station you'd find on the bridge of a movie spaceship with another computer displaying what would be on the bridge's Main Screen. Players either man one of the stations, or play as the captain of the ship. The captain doesn't get a computer, his job is to assess situations, form plans and execute them through the rest of the crew. For the rest of the crew, there are stations for Helm, Weapons, Engineering, Science and Comms.

Read on below for instructions for each crew member.


The helm officer is in charge of flying the ship. Under orders from the captain, you'll use impulse engines, warp drives and manoeuvring thrusters to get from one spot to the next and carry out manoeuvres during combat. The captain will give you orders for heading and speed during transit, and advanced players will have a pre-determined set of manoeuvres for combat synchronised between the helm, engineering and weapons that the captain can elect to use on a situation by situation basis.


The weapons officer is in charge of the offensive capabilities of the ship. Based on orders from the captain, you'll be required to load requested ordnance into the torpedo tubes, target enemy vessels, fire torpedos and nukes, deploy mines and fire the primary beams. You'll also be responsible for tuning the beam frequencies to maximise damage output, monitoring the level of enemy shields and converting energy to torpedoes and vice versa.


The engineering officer is in charge of the ship's systems, energy utilisation and damage control. You'll be required to manage power and cooling for the weapons, shields and engines to provide the best performance for the situation in hand and direct damage control crews to repair damaged systems. This station has a lot of tunable parameters to manage but with the use of presets and the ability to let damage control teams operate autonomously, the ship's engineer can prove decisive in a fight without suffering from information overload.


The science officer is in charge of intelligence gathering and supplying the captain and crew with the information they need to do their jobs. You'll have the ship's best scanners to use, and you'll be in charge of scanning unknown objects, determining enemy weaknesses and supplying bearing and range information on objectives to the captain. Your scanners are also the only ones capable of seeing into nebulae, so you'll be vital to directing operations there where the rest of the crew are blind.


The comms officer is in charge of monitoring incoming and intercepted communications and relaying the captain's orders to parties outside the bridge. Among your duties will be gathering status information on friendly ships and space stations including their stocks of ordnance, requesting that space stations begin manufacture of required ordnance, ordering enemy ships to surrender, passing orders to friendly ships and relaying incoming messages to the captain.


The captain has no controls of their own but must make all the major decisions for the ship. You have the most responsibility on the ship but no direct control. You must get the right information from your crew at the right time, and give the right orders to get you through the situations you find yourself in. You must communicate clearly and effectively and the buck stops with you, but you are the BOSS!