SLOT 1
Par Can A
001
10CH Β· RGBWAV
SLOT 2
Par Can B
017
7CH Β· RGB
SLOT 3
Par Can B
033
7CH Β· RGB
SLOT 4
Par Can A
049
10CH Β· RGBWAV
SLOT 5
Moving Head
065
11CH Β· PAN/TILT
SLOT 6
Moving Head
081
11CH Β· PAN/TILT
SLOT 7
Football Head
097
16CH Β· RGBW+LASER
Slot 1
Par Can A
10CH Β· RGBWAV
001
Fixture display: A00 1 (10CH mode). CH1 master must be up for any color to show. CH9 value ranges select auto effects.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 001 | CH1 | Master Dim | 0β255 | Overall brightness |
| 002 | CH2 | Red | 0β255 | Red |
| 003 | CH3 | Green | 0β255 | Green |
| 004 | CH4 | Blue | 0β255 | Blue |
| 005 | CH5 | White | 0β255 | White |
| 006 | CH6 | Amber | 0β255 | Amber |
| 007 | CH7 | Violet | 0β255 | Violet |
| 008 | CH8 | Strobe | 0β255 | Strobe speed |
| 009 | CH9 | Effect Mode | β | 051β100Color jump 101β150Gradient 151β200Pulse 201β255Sound control |
| 010 | CH10 | Speed | 0β255 | Effect speed |
Slot 2
Par Can B
7CH Β· RGB
017
Set fixture to 7CH mode. Keep CH6 (addr 022) at 0β9 for manual RGB. Any value above 9 engages auto/effect modes.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 017 | CH1 | Master Dim | 0β255 | Overall brightness |
| 018 | CH2 | Red | 0β255 | Red |
| 019 | CH3 | Green | 0β255 | Green |
| 020 | CH4 | Blue | 0β255 | Blue |
| 021 | CH5 | Strobe | 0β255 | 0β10Off 10β255Slowβfast |
| 022 | CH6 | Mode | β | 0β9Manual RGB 10β50Color select 51β100Jump 101β150Fade 151β200Auto 201β220Sound jump 221β240Sound strobe 241β255Sound control |
| 023 | CH7 | Speed | 0β255 | Effect speed |
Slot 3
Par Can B
7CH Β· RGB
033
Set fixture to 7CH mode. Same as Slot 2, start address 033. Keep CH6 (addr 038) at 0β9 for manual RGB.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 033 | CH1 | Master Dim | 0β255 | Overall brightness |
| 034 | CH2 | Red | 0β255 | Red |
| 035 | CH3 | Green | 0β255 | Green |
| 036 | CH4 | Blue | 0β255 | Blue |
| 037 | CH5 | Strobe | 0β255 | 0β10Off 10β255Slowβfast |
| 038 | CH6 | Mode | β | 0β9Manual RGB 10β50Color select 51β100Jump 101β150Fade 151β200Auto 201β220Sound jump 221β240Sound strobe 241β255Sound control |
| 039 | CH7 | Speed | 0β255 | Effect speed |
Slot 4
Par Can A
10CH Β· RGBWAV
049
Fixture display: A00 1 (10CH mode). Same as Slot 1, start address 049.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 049 | CH1 | Master Dim | 0β255 | Overall brightness |
| 050 | CH2 | Red | 0β255 | Red |
| 051 | CH3 | Green | 0β255 | Green |
| 052 | CH4 | Blue | 0β255 | Blue |
| 053 | CH5 | White | 0β255 | White |
| 054 | CH6 | Amber | 0β255 | Amber |
| 055 | CH7 | Violet | 0β255 | Violet |
| 056 | CH8 | Strobe | 0β255 | Strobe speed |
| 057 | CH9 | Effect Mode | β | 051β100Color jump 101β150Gradient 151β200Pulse 201β255Sound control |
| 058 | CH10 | Speed | 0β255 | Effect speed |
Slot 5
Moving Head
11CH Β· Pan/Tilt Β· Color Wheel Β· Gobo
065
Set fixture to 11CH mode. CH8 (Master Dimmer) must be at 10+ for any light output β values 0β9 = light OFF. CH10 (Auto/Sound) must stay below 60 for manual control. CH11 = reset β keep fader 11 at 0.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 065 | CH1 | Pan | 0β255 | Pan movement (coarse) |
| 066 | CH2 | Pan Fine | 0β255 | Fine control of pan |
| 067 | CH3 | Tilt | 0β255 | Tilt movement (coarse) |
| 068 | CH4 | Tilt Fine | 0β255 | Fine control of tilt |
| 069 | CH5 | Color Wheel | β | 000β009Open White 010β019Red 020β029Green 030β039Blue 040β049Yellow 050β059Orange 060β069Light Blue 070β079Pink 080β089Lt Blue + Pink 090β099Orange + Lt Blue 100β109Yellow + Orange 110β119Blue + Yellow 120β129Green + Blue 130β139Red + Green 140β255Auto color change (slowβfast) |
| 070 | CH6 | Gobo Wheel | β | 000β007Open White 008β015Gobo 1 016β023Gobo 2 024β031Gobo 3 032β039Gobo 4 040β047Gobo 5 048β055Gobo 6 056β063Gobo 7 064β127Gobo shake (1β7) 128β255Auto gobo change (slowβfast) |
| 071 | CH7 | Strobe | β | 000β009Off 010β249Strobe slowβfast 250β255Strobe OFF |
| 072 | CH8 | Master Dimmer | β | 000β009Light OFF 010β255Darkβbright (0β100%) |
| 073 | CH9 | Pan/Tilt Speed | 0β255 | Fast β slow |
| 074 | CH10 | Auto & Sound Mode | β | 000β059Manual (other CH control) 060β084Auto Run mode 3 085β109Auto Run mode 2 110β134Auto Run mode 1 135β159Auto Run mode 0 160β184Sound mode 3 185β209Sound mode 2 210β234Sound mode 1 234β255Sound mode 0 |
| 075 | CH11 | Reset | β | 000β249Non-functional 250β255β οΈ RESETS FIXTURE |
Slot 6
Moving Head
11CH Β· Pan/Tilt Β· Color Wheel Β· Gobo
081
Set fixture to 11CH mode. Same as Slot 5, start address 081. CH8 (Master Dimmer) must be at 10+ for light output. CH10 below 60 for manual. CH11 = reset β don't touch.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 081 | CH1 | Pan | 0β255 | Pan movement (coarse) |
| 082 | CH2 | Pan Fine | 0β255 | Fine control of pan |
| 083 | CH3 | Tilt | 0β255 | Tilt movement (coarse) |
| 084 | CH4 | Tilt Fine | 0β255 | Fine control of tilt |
| 085 | CH5 | Color Wheel | β | 000β009Open White 010β019Red 020β029Green 030β039Blue 040β049Yellow 050β059Orange 060β069Light Blue 070β079Pink 080β089Lt Blue + Pink 090β099Orange + Lt Blue 100β109Yellow + Orange 110β119Blue + Yellow 120β129Green + Blue 130β139Red + Green 140β255Auto color change (slowβfast) |
| 086 | CH6 | Gobo Wheel | β | 000β007Open White 008β015Gobo 1 016β023Gobo 2 024β031Gobo 3 032β039Gobo 4 040β047Gobo 5 048β055Gobo 6 056β063Gobo 7 064β127Gobo shake (1β7) 128β255Auto gobo change (slowβfast) |
| 087 | CH7 | Strobe | β | 000β009Off 010β249Strobe slowβfast 250β255Strobe OFF |
| 088 | CH8 | Master Dimmer | β | 000β009Light OFF 010β255Darkβbright (0β100%) |
| 089 | CH9 | Pan/Tilt Speed | 0β255 | Fast β slow |
| 090 | CH10 | Auto & Sound Mode | β | 000β059Manual (other CH control) 060β084Auto Run mode 3 085β109Auto Run mode 2 110β134Auto Run mode 1 135β159Auto Run mode 0 160β184Sound mode 3 185β209Sound mode 2 210β234Sound mode 1 234β255Sound mode 0 |
| 091 | CH11 | Reset | β | 000β249Non-functional 250β255β οΈ RESETS FIXTURE |
Slot 7
Football Head
16CH Β· RGBW + Laser + Flash
097
Set fixture to 16CH mode. 16 channels starting at 097 ends cleanly at addr 112 β slot 8 stays free.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 097 | CH1 | Pan | 0β255 | Pan 540Β° |
| 098 | CH2 | Tilt | β | 0β127Tilt 360Β° 128β191β spin + slowβfast 192β255β spin β slowβfast |
| 099 | CH3 | Speed | 0β255 | Pan speed |
| 100 | CH4 | RGBW Master | 0β255 | Total LED dimming |
| 101 | CH5 | Strobe | 0β255 | Strobe effect |
| 102 | CH6 | Red | 0β255 | Red |
| 103 | CH7 | Green | 0β255 | Green |
| 104 | CH8 | Blue | 0β255 | Blue |
| 105 | CH9 | White | 0β255 | White |
| 106 | CH10 | Red Laser | 0β255 | Red laser intensity |
| 107 | CH11 | Green Laser | 0β255 | Green laser intensity |
| 108 | CH12 | Flash | 0β255 | Flash strobe |
| 109 | CH13 | Built-in | β | 0β111RGBW loop 112β159Laser loop flash 160β207Cool white flash 208β255RGBW + Laser + Flash |
| 110 | CH14 | Motor Auto | 001β255 | Motor auto run |
| 111 | CH15 | Motor Speed | 001β255 | Motor auto run speed |
| 112 | CH16 | Reset | 250β255 | β οΈ RESETS FIXTURE β keep at 0 |
Rockville RockForce 384 β Board Guide
How scanner slots work: Each scanner button controls a fixed 16-channel DMX block. Scanner 1 = addr 001β016, Scanner 2 = 017β032, and so on up to Scanner 24 = 369β384. The SCAN button toggles the 12 buttons between slots 1β12 and 13β24. All your current fixtures live on page 1β12.
Faders
Physical sliders on the board
| Faders 1β16 | Direct DMX channel control for the selected scanner. Fader 1 = CH1, Fader 2 = CH2, etc. Output range 0β255. Board markings 0β10 map proportionally. |
| SPEED Fader | Hold time β how long each scene/chase step stays before moving to the next. Range: 0.1 sec β 10 min. Low = fast cycling, high = long pauses at each step. |
| FADE TIME Fader | Crossfade duration β how long the transition takes between scenes/steps. Range: 0 sec (snap) to 30 sec (slow dissolve). This is the key to smooth moving head sweeps. Affects ALL channels, not just pan/tilt. |
Speed vs Fade cheat sheet: Long fade + short hold = continuous motion. Long fade + long hold = sweep with a pause at each end. Zero fade = hard snap cuts between scenes.
Fixture Select
Scanner buttons Β· left column
| Scanner 1β12 | Selects which fixture the 16 faders control. Red LED lights when active. Multiple scanners can be selected at once β fader changes apply to all selected. |
| SCAN (Page Select) | Toggles scanner buttons between slots 1β12 and 13β24. Two LEDs show which page is active. All your fixtures are on page 1β12. |
| Scene 1β8 | Bottom row buttons. PLAY Triggers the corresponding scene in the current bank. PROG Selects which scene slot to save to. |
Navigation
Banks & memory
| BANK UP / DOWN | Navigates between the 30 memory banks (each holds 8 scenes). In chase program mode, scrolls through chase steps. Display shows current bank or step number. |
| CHASE 1β6 | Selects one of 6 programmable chase slots for playback or editing. Press the desired chase, then AUTO/DEL to start playback. |
Programming & Recording
Building scenes & chases
| PROGRAM | Toggles program mode on/off. LED flashes when active. All scene and chase recording happens inside program mode. |
| MIDI / ADD |
PROG Records/saves the current state β press it, then a Scene button to save. In chase recording, confirms and adds the scene as a step. PLAY Toggles MIDI control on/off. HOLD 2s Enters MIDI channel setup (display shows 01β16, use BANK UP/DOWN to change, hold again to save). |
| MUSIC / BANK COPY |
PLAY Activates music-reactive mode (built-in mic triggers chase steps on the beat). Only works with chases. Fixed sensitivity. PROG Copies all 8 scenes from the current bank into the selected chase as steps. |
Playback & Modes
Running your lights
| AUTO / DEL |
PLAY Starts auto-run playback β cycles scenes in the current bank or plays the selected chase. Press repeatedly to cycle: Auto β Music β Manual. PROG Deletes the currently selected chase step. |
| TAP SYNC / DISPLAY | Tap twice at your desired rate to set chase tempo (max 10 min interval). Single press toggles the display between DMX value (0β255) and percentage (0β100%). |
| STEP / TIME | Manually advances one step at a time through a chase. Full manual control of when each scene fires instead of using auto-run. |
| BLACKOUT | Kills all DMX output immediately. Press again to restore. Chase keeps running internally β output resumes where the chase is when you un-blackout. |
Display
4-digit LED readout
| Manual Mode | Shows fader levels as you move them (0β255 or 0β100%) |
| Scene Mode | Shows bank number and scene number |
| Chase Mode | Shows chase number and current step number |
Memory Architecture
30 Banks
βββ Each bank has 8 Scenes (static snapshots)
βββ 240 total programmable scenes (30 Γ 8)
6 Chases
βββ Each chase holds up to 240 Steps
βββ Each step references a saved scene β changing a scene updates every chase that uses it
βββ Each bank has 8 Scenes (static snapshots)
βββ 240 total programmable scenes (30 Γ 8)
6 Chases
βββ Each chase holds up to 240 Steps
βββ Each step references a saved scene β changing a scene updates every chase that uses it
Power failure safe: All programming is written to non-volatile memory. No battery backup needed β your scenes and chases survive power loss.
Step-by-Step Workflows
Recording a Scene
Saves current fader positions as a snapshot
| Step | Action | Detail |
|---|---|---|
| 1 | Set SPEED + FADE to zero | Both faders all the way down so saved scenes don't auto-run while programming |
| 2 | Press PROGRAM | LED flashes β you're in program mode |
| 3 | BANK UP/DOWN to target bank | Navigate to the bank (1β30) you want to save into |
| 4 | Press Scanner button(s) | Select the fixtures you want in this scene β red LEDs light up |
| 5 | Set the faders | Dial in your look. You can press another scanner button and set those faders too β previously set values are retained |
| 6 | Press MIDI/ADD | Arms the save |
| 7 | Press Scene 1β8 | Stores the scene. LEDs flash to confirm. Repeat 4β7 for more scenes in this bank |
| 8 | Press PROGRAM | Exit program mode |
Editing a Scene
Overwrite an existing scene in place
| Step | Action | Detail |
|---|---|---|
| 1 | PROGRAM β navigate to bank β press Scene button | Loads the scene you want to edit |
| 2 | Select scanner(s) β adjust faders | Make your changes |
| 3 | MIDI/ADD β same Scene button | Overwrites in place |
| 4 | Press PROGRAM | Exit |
Recording a Chase
Chain scenes into an automated sequence
| Step | Action | Detail |
|---|---|---|
| 1 | Press PROGRAM | Enter program mode |
| 2 | Press CHASE 1β6 | Select which chase slot to record into |
| 3 | BANK UP/DOWN β press Scene button | Navigate to the bank with the scene you want, press the scene to select it |
| 4 | Press MIDI/ADD | Adds that scene as the next chase step. Display increments step counter |
| 5 | Repeat 3β4 | Pull scenes from any bank in any order. Same scene can appear multiple times |
| 6 | Press PROGRAM | Exit and save |
Bank copy shortcut: In program mode with a chase selected, navigate to a bank β press MUSIC/BANK COPY β press MIDI/ADD. All 8 scenes from that bank are added as chase steps at once.
Running a Chase
Playback the recorded sequence
| Step | Action | Detail |
|---|---|---|
| 1 | Press CHASE 1β6 | Select which chase to run |
| 2 | Press AUTO/DEL | Chase begins playing back in sequence |
| 3 | Adjust SPEED fader | Controls how long each step holds |
| 4 | Adjust FADE TIME fader | Controls crossfade smoothness between steps |
Moving Head Techniques
No joystick on this board. Pan/tilt is controlled entirely through faders and scene programming. The FADE TIME fader is your best tool for smooth movement.
Slow Cross Method
Smooth sweeps between positions
| Step | Action | Detail |
|---|---|---|
| 1 | Program Scene A | Set pan/tilt to Position A, Master Dimmer (CH8) up to 255, color wheel set. Save to Scene 1 in an empty bank |
| 2 | Program Scene B | Move pan/tilt to Position B. Save to Scene 2 |
| 3 | Build a chase or use auto-run | Put both scenes in a chase, or just auto-run the bank |
| 4 | Push FADE TIME fader up | Toward 30 sec β the board interpolates all DMX values between scenes, causing the head to physically sweep |
| 5 | Adjust SPEED fader | Controls how long the head holds at each position before moving again |
Use Pan/Tilt Fine channels (CH2/CH4) for precise positioning β coarse Pan (CH1) covers the full range across 0β255. Fine channels give 256Γ more resolution within each coarse step.
Pan/Tilt Speed channel (CH9, addr 073/089) controls the fixture's motor speed independently of the board's fade time. Higher value = slower motor. Set to 200β230 for smooth physical movement during chase crossfades.
FADE TIME affects ALL channels. Color, brightness, and movement all fade together. If you want snap color changes but smooth movement, use separate chases or scenes for each effect.
Channel Gotchas
Keep-at-Zero Channels
Channels that override manual control when set too high
| Par A Β· CH9 | Effect Mode β overrides manual RGB when set above 50. Keep at 0 for manual color control via R/G/B/W/Amber/Violet faders. |
| Par B Β· CH6 | Mode β values 0β9 = manual RGB. Anything above 9 activates auto programs that override your RGB faders. Keep at 0. |
| MH Β· CH10 | Auto & Sound Mode β values 60+ activate auto-run or sound-reactive programs that override your pan/tilt/color. Keep at 0 for full manual control. |
| MH Β· CH11 | Reset β values 250β255 trigger a full fixture reset. Never touch fader 11. |
| Football Β· CH13 | Built-in β values 0β111 run an RGBW color loop that overrides manual color. Keep at 0 for full manual control. |
Must-Be-Up Channels
Nothing works if these are at zero
| Par A Β· CH1 | Master Dim β multiplier for everything. If it's at 0, no output regardless of other faders. Set to 255 unless intentionally dimming. |
| MH Β· CH8 | Master Dimmer β values 0β9 = light OFF. Must be at 10+ for any light output. Set to 255 for full brightness. |
| Football Β· CH4 | RGBW Master β overall LED dimmer. Must be >0 to see anything from the RGBW LEDs. Lasers (CH10β11) are independent. |
Stepped channels (color wheel, gobo, effect mode) snap to discrete positions. The board still interpolates DMX values during fades, which can cause brief pass-through artifacts. Use zero fade time for clean snaps on these channels.
MIDI Control
MIDI Note Mapping
Trigger from DAW, foot controller, or stream deck
| Notes 0β7 | Bank 1, Scenes 1β8 |
| Notes 8β15 | Bank 2, Scenes 1β8 |
| Notes 16β23 | Bank 3, Scenes 1β8 |
| β¦increments of 8 | Continues through Bank 30 |
| Specific notes | Trigger Chase 1β6 and Blackout |
MIDI setup: Hold MIDI/ADD ~2 seconds β display shows channel (01β16) β BANK UP/DOWN to change β hold MIDI/ADD again to save.
Quick Reference
Save a scene
PROGRAM β faders β
MIDI/ADD β Scene 1β8
MIDI/ADD β Scene 1β8
Edit a scene
PROGRAM β bank β Scene β
adjust β MIDI/ADD β same Scene
adjust β MIDI/ADD β same Scene
Record chase step
PROGRAM β CHASE β
Scene β MIDI/ADD
Scene β MIDI/ADD
Copy bank β chase
PROGRAM β CHASE β bank β
MUSIC/BANK COPY β MIDI/ADD
MUSIC/BANK COPY β MIDI/ADD
Run a chase
CHASE 1β6 β AUTO/DEL
Manual step
CHASE 1β6 β STEP/TIME
Tap tempo
TAP SYNC Γ 2
Music mode
AUTO/DEL until Music LED
Delete a chase
hold PROGRAM + CHASE btn
Delete chase step
PROGRAM β CHASE β bank to step β AUTO/DEL
Blackout
BLACKOUT (toggle)
Factory reset
hold BANK DOWN + AUTO/DEL
while powering on
while powering on
Suggested Bank Layout
| Banks 1β5 | Ambient / tavern moods β warm, dim, candlelight feels |
| Banks 6β10 | D&D encounter moods β combat red, eerie green, divine gold, shadow |
| Banks 11β15 | Chase-ready scenes for moving head sweeps |
| Banks 16β20 | Effect scenes β strobe, laser accents, dramatic reveals |
| Banks 21β25 | Music / party mode scenes |
| Banks 26β30 | Spare / experimental |
Chase Assignments
| Chase 1 | Slow ambient sweep β moving head, long fade time |
| Chase 2 | Combat mode β fast color cycling, head movement |
| Chase 3 | Dramatic reveal β blackout β spotlight sweep |
| Chase 4 | Party / music mode β fast chase, music trigger compatible |
| Chase 5 | Laser show sequence |
| Chase 6 | Spare |
Cask & Cube Scene Library
Layout: Par cans (slots 1β4) for wall wash. Moving heads (slots 5β6) with color wheel + gobo, sweeping the room. Football (slot 7) on Bluetooth, not DMX-programmed here.
Fader tip: Board markings 0β10 map to DMX 0β255. "8" = fader at the 8 mark.
Moving head Master Dimmer (CH8): Must be at 10+ for any light. Color is via color wheel (CH5), not RGB mixing.
Fader tip: Board markings 0β10 map to DMX 0β255. "8" = fader at the 8 mark.
Moving head Master Dimmer (CH8): Must be at 10+ for any light. Color is via color wheel (CH5), not RGB mixing.
SCENE 1
π―οΈ Hearthside
Default / session start β warm tavern baseline
Par A
Slots 1 & 4
Slots 1 & 4
Master8
Red5
Amber9
White3
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master8
Red7
Green2
Blue0
Mode0 (manual)
MH 5 & 6
Pan aimed at far wall, tilt toward wall Β· Master Dim200
Color Wheel~55 (orange)
Speed210
Β· Slight pan offset between 5 & 6 so beams don't overlap
SCENE 2
βοΈ Blood & Battle
Combat encounter β red wash, heads stirring
Par A
Slots 1 & 4
Slots 1 & 4
Master10
Red10
Strobe2 (subtle pulse)
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master10
Red10
Green0
Blue0
Mode0 (manual)
MH 5 & 6
MH5 pan swept left, tilt low Β· MH6 pan swept right, tilt low Β· Master Dim255
Color Wheel~15 (red)
Speed180
Β· Build a 3-scene chase for aggressive sweep effect
SCENE 3
β¨ Arcane
Spellcasting / big reveal β eerie and supernatural
Par A
Slots 1 & 4
Slots 1 & 4
Master8
Violet10
Blue4
White1
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master8
Blue9
Red2
Green0
Mode0 (manual)
MH 5 & 6
Both panned inward aimed toward the table Β· Master Dim200
Color Wheel~35 (blue)
Gobo~25 (gobo 3)
Speed215
Β· Slight pan offset so beams cross over the table
SCENE 4
π³οΈ Dungeon Deep
Underground / horror β near-blackout
Par A
Slots 1 & 4
Slots 1 & 4
Master3
Blue6
Violet2
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master3
Blue7
All others0
Mode0 (manual)
MH 5 & 6
Master Dim40
Color Wheel~35 (blue)
MH5 pan far left, tilt high (skimming ceiling) Β· MH6 pan far right, same Β·
Speed230 (barely moving)
SCENE 5
π² Into the Forest
Outdoor / wilderness β green and alive
Par A
Slots 1 & 4
Slots 1 & 4
Master8
Green8
Amber2
White2
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master8
Green9
Blue2
Red0
Mode0 (manual)
MH 5 & 6
Slow gentle sway β build 3-step chase with slightly different pan positions Β·
Master Dim180
Color Wheel~25 (green)
Gobo~18 (gobo 2 β leaf/pattern)
Speed225
SCENE 6
π Celebration
Victory / level up / loot drop β full party mode
Par A
Slots 1 & 4
Slots 1 & 4
Master10
Effect (CH9)~75 (color jump)
Speed (CH10)8
Par B
Slots 2 & 3
Slots 2 & 3
Master10
Mode (CH6)~75 (jump)
Speed (CH7)8
MH 5 & 6
Master Dim255
Color Wheel~145 (auto color change, slow)
Auto/Sound (CH10)~70 (auto run)
Β· Use different Auto Run modes on MH5 vs MH6 so they're not in sync
SCENE 7
π₯ Firelight Flicker
Campfire / inn at night β flame simulation
Par A
Slots 1 & 4
Slots 1 & 4
Master7
Red6
Amber10
White1
Strobe4 (slow flicker)
Par B
Slots 2 & 3
Slots 2 & 3
Master7
Red8
Green3
Blue0
Mode0 (manual)
MH 5 & 6
Keep static β no movement. Let the par flicker carry the effect. Β·
Master Dim120
Color Wheel~55 (orange)
Β· Aim at far wall or ceiling
SCENE 8
π‘ Break Time
Session over β neutral bright, see your snacks
Par A
Slots 1 & 4
Slots 1 & 4
Master10
White10
Amber3
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master10
Red8
Green8
Blue6
Mode0 (manual)
Β· RGB mix produces warm white
MH 5 & 6
Both aimed at ceiling for bounce fill Β·
Master Dim255
Color Wheel0 (open white)
Β· No gobo, no strobe, no movement
Chase Programs β Exact Fader Values
Fader key for moving heads (Scanners 5 & 6): F1=Pan, F2=PanFine, F3=Tilt, F4=TiltFine, F5=Color Wheel, F6=Gobo, F7=Strobe, F8=Master Dim, F9=Speed, F10=Auto/Sound (keep 0), F11=Reset (NEVER touch)
Par A (Scanners 1 & 4): F1=Master, F2=R, F3=G, F4=B, F5=W, F6=Amber, F7=Violet, F8=Strobe, F9=Effect(keep 0), F10=Speed
Par B (Scanners 2 & 3): F1=Master, F2=R, F3=G, F4=B, F5=Strobe, F6=Mode(keep 0), F7=Speed
Pan/tilt values are approximate. Dial these in once your heads are mounted. The relative movement patterns (converge, separate, cross) are what matter β adjust F1/F3 by feel to match your room. Click each scene to expand fader values.
π―οΈ Chase 1 β Tavern Warm
Slow ambient sweep Β· warm amber wash Β· heads drifting side to side
BANK 1 β 4 STEPS
S1Warm Glow Leftheads at opposite sides
Par A
1 & 4
1 & 4
Master200R180G60W40Amber200
Par B
2 & 3
2 & 3
Master180R200G80
MH 5
Pan40Tilt128Color55 (orange)Dim200Speed210
MH 6
Pan200Tilt128Color55 (orange)Dim200Speed210
S2Warm Glow Rightheads swap sides
Par A
1 & 4
1 & 4
Master180R200G70W60Amber180
Par B
2 & 3
2 & 3
Master160R180G60
MH 5
Pan200Tilt128Color55Dim200Speed210
MH 6
Pan40Tilt128Color55Dim200Speed210
S3Warm Glow Centerheads converge, beams cross
Par A
1 & 4
1 & 4
Master200R190G65W50Amber190
Par B
2 & 3
2 & 3
Master170R190G70
MH 5
Pan128Tilt110Color55Dim180Speed210
MH 6
Pan128Tilt140Color55Dim180Speed210
S4Dim Flickereverything dims down, heads drift apart
Par A
1 & 4
1 & 4
Master140R160G40W20Amber160
Par B
2 & 3
2 & 3
Master120R150G40
MH 5
Pan60Tilt135Color55Dim140Speed220
MH 6
Pan180Tilt120Color55Dim140Speed220
FADE TIME~75% (20+ sec)
SPEED~60% (8β10 sec hold)
Result:continuous slow drift
βοΈ Chase 2 β Combat Red
Aggressive red/orange cycling Β· fast head sweeps Β· tension lighting
BANK 2 β 4 STEPS
S1Blood Redfull red saturation, heads at walls
Par A
1 & 4
1 & 4
Master255R255Amber40
Par B
2 & 3
2 & 3
Master255R255
MH 5
Pan30Tilt100Color15 (red)Dim255Speed150
MH 6
Pan220Tilt100Color15 (red)Dim255Speed150
S2Fire Orangeheads converge center
Par A
1 & 4
1 & 4
Master255R255G80Amber100
Par B
2 & 3
2 & 3
Master255R255G100
MH 5
Pan128Tilt120Color55 (orange)Dim255Speed150
MH 6
Pan128Tilt120Color55 (orange)Dim255Speed150
S3Deep Crimsondarker, violet accents, heads sweep wide
Par A
1 & 4
1 & 4
Master200R200Violet60
Par B
2 & 3
2 & 3
Master200R200B20
MH 5
Pan200Tilt90Color15 (red)Dim220Speed150
MH 6
Pan50Tilt110Color15 (red)Dim220Speed150
S4Flash Intensitybright hot, heads at mid, strobe pulse
Par A
1 & 4
1 & 4
Master255R255G30W60Amber60
Par B
2 & 3
2 & 3
Master255R255G40
MH 5
Pan100Tilt110Color15 (red)Strobe80Dim255Speed120
MH 6
Pan150Tilt100Color15 (red)Strobe80Dim255Speed120
FADE TIME~40% (5β8 sec)
SPEED~30% (3β4 sec hold)
Result:aggressive, punchy
β¨ Chase 3 β Arcane / Magic
Blue, violet, cool white Β· sorcery, portals, divine intervention Β· slow and otherworldly
BANK 3 β 4 STEPS
S1Deep Blue Voidblue saturation, violet par accents
Par A
1 & 4
1 & 4
Master200B200Violet120
Par B
2 & 3
2 & 3
Master200B220G30
MH 5
Pan64Tilt110Color35 (blue)Gobo25 (gobo 3)Dim200Speed220
MH 6
Pan190Tilt130Color35 (blue)Gobo25Dim200Speed220
S2Violet Surgepurple flood, heads converge center
Par A
1 & 4
1 & 4
Master220R80B180Violet220
Par B
2 & 3
2 & 3
Master200R100B200
MH 5
Pan128Tilt100Color75 (pink)Gobo25Dim220Speed220
MH 6
Pan128Tilt120Color75 (pink)Gobo25Dim220Speed220
S3Frozen Whitecool white-blue, icy chamber
Par A
1 & 4
1 & 4
Master180B120W160Violet40
Par B
2 & 3
2 & 3
Master180G30B140
MH 5
Pan80Tilt120Color65 (lt blue)Gobo0 (open)Dim200Speed220
MH 6
Pan170Tilt110Color65 (lt blue)Gobo0Dim200Speed220
S4Arcane Pulsepeak intensity, auto color cycle on heads
Par A
1 & 4
1 & 4
Master255R40B255W40Violet200
Par B
2 & 3
2 & 3
Master240R60B255
MH 5
Pan160Tilt90Color150 (auto slow)Gobo40 (gobo 5)Dim255Speed200
MH 6
Pan90Tilt100Color150 (auto slow)Gobo40Dim255Speed200
FADE TIME~70% (15β18 sec)
SPEED~65% (8β10 sec hold)
Result:slow dreamlike pulses
π¬ Chase 4 β Dramatic Reveal
Blackout β build β full room Β· use STEP/TIME for manual narrative beats
BANK 4 β 4 STEPS
S1Total Darknesseverything at zero
ALL
All faders at 0. Complete blackout starting point.
S2Single Spotlightone head, open white, aimed at focal point
Par A/B
All at 0
MH 5
Pan128Tilt128Color0 (white)Gobo0 (open)Dim255Speed180
MH 6
All at 0
S3Two Spots, Pars Risingsecond head joins, pars fade up dim amber
Par A
1 & 4
1 & 4
Master60R120G40W20Amber100
Par B
2 & 3
2 & 3
Master40R100G30
MH 5
Pan100Tilt128Color0 (white)Dim255Speed180
MH 6
Pan160Tilt128Color0 (white)Dim255Speed180
S4Full Room Revealwarm tavern wash, heads sweep apart
Par A
1 & 4
1 & 4
Master220R200G80W60Amber200
Par B
2 & 3
2 & 3
Master200R200G80
MH 5
Pan60Tilt110Color55 (orange)Dim220Speed200
MH 6
Pan190Tilt130Color55 (orange)Dim220Speed200
FADE TIME~80% (22β25 sec)
SPEED~70% (10β12 sec hold)
Best with:STEP/TIME manual advance
π³οΈ Chase 5 β Shadow / Underdark
Minimal light Β· deep greens and teals Β· dungeon crawling and horror
BANK 5 β 4 STEPS
S1Faint Greenlow-level sickly green, heads barely visible
Par A
1 & 4
1 & 4
Master80G100
Par B
2 & 3
2 & 3
Master60G80
MH 5
Pan40Tilt140Color25 (green)Dim80Speed230
MH 6
Pan200Tilt100Color25 (green)Dim80Speed230
S2Teal Depthsslightly brighter, heads converge center
Par A
1 & 4
1 & 4
Master100G80B100
Par B
2 & 3
2 & 3
Master80G70B80
MH 5
Pan128Tilt128Color65 (lt blue)Dim100Speed230
MH 6
Pan128Tilt128Color65 (lt blue)Dim100Speed230
S3Shadow Flickerdims way down, gobo pattern
Par A
1 & 4
1 & 4
Master40G60Violet30
Par B
2 & 3
2 & 3
Master30G40B20
MH 5
Pan180Tilt90Color25 (green)Gobo50 (gobo 6)Dim60Speed240
MH 6
Pan60Tilt110Color25 (green)Gobo50Dim60Speed240
S4Near Blackoutnearly dark, just enough to see the table
Par A
1 & 4
1 & 4
Master20G30Violet20
Par B
2 & 3
2 & 3
Master15G20
MH 5
Pan100Tilt110Color35 (blue)Gobo0 (open)Dim30Speed240
MH 6
Pan160Tilt130Color35 (blue)Gobo0Dim30Speed240
FADE TIME~80% (20+ sec)
SPEED~75% (10β12 sec hold)
Result:creeping, unsettling breathe
π Chase 6 β Party / Celebration
Full saturation color snaps Β· music mode ready Β· post-session hangs
BANK 6 β 5 STEPS
S1Blue Blastsaturated blue room
Par A
1 & 4
1 & 4
Master255B255W60
Par B
2 & 3
2 & 3
Master255B255
MH 5
Pan40Tilt128Color35 (blue)Dim255Speed100
MH 6
Pan200Tilt128Color35 (blue)Dim255Speed100
S2Red Firered wash, heads center
Par A
1 & 4
1 & 4
Master255R255Amber80
Par B
2 & 3
2 & 3
Master255R255G40
MH 5 & 6
Pan128Tilt100Color15 (red)Dim255Speed100
S3Green Surgegreen flood, heads sweep apart
Par A
1 & 4
1 & 4
Master255G255
Par B
2 & 3
2 & 3
Master255G255
MH 5
Pan200Tilt130Color25 (green)Dim255Speed100
MH 6
Pan50Tilt110Color25 (green)Dim255Speed100
S4Purple Raveviolet everywhere, gobo patterns
Par A
1 & 4
1 & 4
Master255R120B200Violet255
Par B
2 & 3
2 & 3
Master255R140B220
MH 5
Pan80Tilt90Color75 (pink)Gobo32 (gobo 4)Dim255Speed80
MH 6
Pan170Tilt100Color75 (pink)Gobo48 (gobo 6)Dim255Speed80
S5White Strobe Burstbright white, strobe pulse on heads
Par A
1 & 4
1 & 4
Master255W255
Par B
2 & 3
2 & 3
Master255R200G200B200
MH 5 & 6
Pan128Tilt128Color0 (white)Gobo0 (open)Strobe120Dim255Speed80
FADE TIME~20% (2β3 sec)
SPEED~20% (2β3 sec hold)
Best with:MUSIC MODE β beat triggers each step
Programming Order
Build Chases From Banksscenes first, then chases
| Chase | Source | Steps | Shortcut? |
|---|---|---|---|
| Chase 1 | Bank 1, Scenes 1β2β3β4 | 4 | Bank Copy (delete empty 5β8 after) |
| Chase 2 | Bank 2, Scenes 1β2β3β4 | 4 | Bank Copy |
| Chase 3 | Bank 3, Scenes 1β2β3β4 | 4 | Bank Copy |
| Chase 4 | Bank 4, Scenes 1β2β3β4 | 4 | Bank Copy |
| Chase 5 | Bank 5, Scenes 1β2β3β4 | 4 | Bank Copy |
| Chase 6 | Bank 6, Scenes 1β2β3β4β5 | 5 | Manual (5 specific scenes) |
Bank Copy shortcut: In program mode, select the chase β navigate to the bank β press MUSIC/BANK COPY β MIDI/ADD. Copies all 8 scene slots. Delete the empty steps 5β8 afterward with AUTO/DEL.