πŸŽ›οΈ

DMX Patch

The Cask & Cube Β· 16ch/slot
SLOT 1
Par Can A
001
Addrs 1–16 Β· active 1–10
10CH Β· RGBWAV
SLOT 2
Par Can B
017
Addrs 17–32 Β· active 17–23
7CH Β· RGB
SLOT 3
Par Can B
033
Addrs 33–48 Β· active 33–39
7CH Β· RGB
SLOT 4
Par Can A
049
Addrs 49–64 Β· active 49–58
10CH Β· RGBWAV
SLOT 5
Moving Head
065
Addrs 65–80 Β· active 65–75
11CH Β· PAN/TILT
SLOT 6
Moving Head
081
Addrs 81–96 Β· active 81–91
11CH Β· PAN/TILT
SLOT 7
Football Head
097
Addrs 97–112 Β· uses all 16
16CH Β· RGBW+LASER
πŸ’‘
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 AddrCHFunctionValueNotes
001CH1Master Dim0–255Overall brightness
002CH2Red0–255Red
003CH3Green0–255Green
004CH4Blue0–255Blue
005CH5White0–255White
006CH6Amber0–255Amber
007CH7Violet0–255Violet
008CH8Strobe0–255Strobe speed
009CH9Effect Modeβ€”051–100Color jump
101–150Gradient
151–200Pulse
201–255Sound control
010CH10Speed0–255Effect speed
πŸ’‘
Slot 2

Par Can B

7CH Β· RGB
017
Set fixture to 7CH mode. Keep CH6 (addr 022) at 0–9 for manual RGB. Any value above 9 engages auto/effect modes.
DMX AddrCHFunctionValueNotes
017CH1Master Dim0–255Overall brightness
018CH2Red0–255Red
019CH3Green0–255Green
020CH4Blue0–255Blue
021CH5Strobe0–2550–10Off  10–255Slowβ†’fast
022CH6Modeβ€”0–9Manual RGB
10–50Color select
51–100Jump
101–150Fade
151–200Auto
201–220Sound jump
221–240Sound strobe
241–255Sound control
023CH7Speed0–255Effect speed
πŸ’‘
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 0–9 for manual RGB.
DMX AddrCHFunctionValueNotes
033CH1Master Dim0–255Overall brightness
034CH2Red0–255Red
035CH3Green0–255Green
036CH4Blue0–255Blue
037CH5Strobe0–2550–10Off  10–255Slowβ†’fast
038CH6Modeβ€”0–9Manual RGB
10–50Color select
51–100Jump
101–150Fade
151–200Auto
201–220Sound jump
221–240Sound strobe
241–255Sound control
039CH7Speed0–255Effect speed
πŸ’‘
Slot 4

Par Can A

10CH Β· RGBWAV
049
Fixture display: A00 1 (10CH mode). Same as Slot 1, start address 049.
DMX AddrCHFunctionValueNotes
049CH1Master Dim0–255Overall brightness
050CH2Red0–255Red
051CH3Green0–255Green
052CH4Blue0–255Blue
053CH5White0–255White
054CH6Amber0–255Amber
055CH7Violet0–255Violet
056CH8Strobe0–255Strobe speed
057CH9Effect Modeβ€”051–100Color jump
101–150Gradient
151–200Pulse
201–255Sound control
058CH10Speed0–255Effect speed
πŸ”¦
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 0–9 = light OFF. CH10 (Auto/Sound) must stay below 60 for manual control. CH11 = reset β€” keep fader 11 at 0.
DMX AddrCHFunctionValueNotes
065CH1Pan0–255Pan movement (coarse)
066CH2Pan Fine0–255Fine control of pan
067CH3Tilt0–255Tilt movement (coarse)
068CH4Tilt Fine0–255Fine control of tilt
069CH5Color Wheelβ€”000–009Open White
010–019Red
020–029Green
030–039Blue
040–049Yellow
050–059Orange
060–069Light Blue
070–079Pink
080–089Lt Blue + Pink
090–099Orange + Lt Blue
100–109Yellow + Orange
110–119Blue + Yellow
120–129Green + Blue
130–139Red + Green
140–255Auto color change (slowβ†’fast)
070CH6Gobo Wheelβ€”000–007Open White
008–015Gobo 1
016–023Gobo 2
024–031Gobo 3
032–039Gobo 4
040–047Gobo 5
048–055Gobo 6
056–063Gobo 7
064–127Gobo shake (1–7)
128–255Auto gobo change (slowβ†’fast)
071CH7Strobeβ€”000–009Off
010–249Strobe slowβ†’fast
250–255Strobe OFF
072CH8Master Dimmerβ€”000–009Light OFF
010–255Darkβ†’bright (0–100%)
073CH9Pan/Tilt Speed0–255Fast β†’ slow
074CH10Auto & Sound Modeβ€”000–059Manual (other CH control)
060–084Auto Run mode 3
085–109Auto Run mode 2
110–134Auto Run mode 1
135–159Auto Run mode 0
160–184Sound mode 3
185–209Sound mode 2
210–234Sound mode 1
234–255Sound mode 0
075CH11Resetβ€”000–249Non-functional
250–255⚠️ RESETS FIXTURE
πŸ”¦
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 AddrCHFunctionValueNotes
081CH1Pan0–255Pan movement (coarse)
082CH2Pan Fine0–255Fine control of pan
083CH3Tilt0–255Tilt movement (coarse)
084CH4Tilt Fine0–255Fine control of tilt
085CH5Color Wheelβ€”000–009Open White
010–019Red
020–029Green
030–039Blue
040–049Yellow
050–059Orange
060–069Light Blue
070–079Pink
080–089Lt Blue + Pink
090–099Orange + Lt Blue
100–109Yellow + Orange
110–119Blue + Yellow
120–129Green + Blue
130–139Red + Green
140–255Auto color change (slowβ†’fast)
086CH6Gobo Wheelβ€”000–007Open White
008–015Gobo 1
016–023Gobo 2
024–031Gobo 3
032–039Gobo 4
040–047Gobo 5
048–055Gobo 6
056–063Gobo 7
064–127Gobo shake (1–7)
128–255Auto gobo change (slowβ†’fast)
087CH7Strobeβ€”000–009Off
010–249Strobe slowβ†’fast
250–255Strobe OFF
088CH8Master Dimmerβ€”000–009Light OFF
010–255Darkβ†’bright (0–100%)
089CH9Pan/Tilt Speed0–255Fast β†’ slow
090CH10Auto & Sound Modeβ€”000–059Manual (other CH control)
060–084Auto Run mode 3
085–109Auto Run mode 2
110–134Auto Run mode 1
135–159Auto Run mode 0
160–184Sound mode 3
185–209Sound mode 2
210–234Sound mode 1
234–255Sound mode 0
091CH11Resetβ€”000–249Non-functional
250–255⚠️ 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 AddrCHFunctionValueNotes
097CH1Pan0–255Pan 540Β°
098CH2Tiltβ€”0–127Tilt 360Β°
128–191∞ spin + slowβ†’fast
192–255∞ spin βˆ’ slowβ†’fast
099CH3Speed0–255Pan speed
100CH4RGBW Master0–255Total LED dimming
101CH5Strobe0–255Strobe effect
102CH6Red0–255Red
103CH7Green0–255Green
104CH8Blue0–255Blue
105CH9White0–255White
106CH10Red Laser0–255Red laser intensity
107CH11Green Laser0–255Green laser intensity
108CH12Flash0–255Flash strobe
109CH13Built-inβ€”0–111RGBW loop
112–159Laser loop flash
160–207Cool white flash
208–255RGBW + Laser + Flash
110CH14Motor Auto001–255Motor auto run
111CH15Motor Speed001–255Motor auto run speed
112CH16Reset250–255⚠️ 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 001–016, Scanner 2 = 017–032, and so on up to Scanner 24 = 369–384. The SCAN button toggles the 12 buttons between slots 1–12 and 13–24. All your current fixtures live on page 1–12.
Faders Physical sliders on the board
Faders 1–16 Direct DMX channel control for the selected scanner. Fader 1 = CH1, Fader 2 = CH2, etc. Output range 0–255. Board markings 0–10 map proportionally.
SPEED Fader Hold time β€” how long each scene/chase step stays before moving to the next. Range: 0.1 sec – 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 1–12 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 1–12 and 13–24. Two LEDs show which page is active. All your fixtures are on page 1–12.
Scene 1–8 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 1–6 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 01–16, 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 (0–255) and percentage (0–100%).
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 (0–255 or 0–100%)
Scene Mode Shows bank number and scene number
Chase Mode Shows chase number and current step number
Memory Architecture
30 Banks
  β””── Each bank has 8 Scenes (static snapshots)
       β””── 240 total programmable scenes (30 Γ— 8)

6 Chases
  β””── Each chase holds up to 240 Steps
       β””── 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
StepActionDetail
1Set SPEED + FADE to zeroBoth faders all the way down so saved scenes don't auto-run while programming
2Press PROGRAMLED flashes β€” you're in program mode
3BANK UP/DOWN to target bankNavigate to the bank (1–30) you want to save into
4Press Scanner button(s)Select the fixtures you want in this scene β€” red LEDs light up
5Set the fadersDial in your look. You can press another scanner button and set those faders too β€” previously set values are retained
6Press MIDI/ADDArms the save
7Press Scene 1–8Stores the scene. LEDs flash to confirm. Repeat 4–7 for more scenes in this bank
8Press PROGRAMExit program mode
Editing a Scene Overwrite an existing scene in place
StepActionDetail
1PROGRAM β†’ navigate to bank β†’ press Scene buttonLoads the scene you want to edit
2Select scanner(s) β†’ adjust fadersMake your changes
3MIDI/ADD β†’ same Scene buttonOverwrites in place
4Press PROGRAMExit
Recording a Chase Chain scenes into an automated sequence
StepActionDetail
1Press PROGRAMEnter program mode
2Press CHASE 1–6Select which chase slot to record into
3BANK UP/DOWN β†’ press Scene buttonNavigate to the bank with the scene you want, press the scene to select it
4Press MIDI/ADDAdds that scene as the next chase step. Display increments step counter
5Repeat 3–4Pull scenes from any bank in any order. Same scene can appear multiple times
6Press PROGRAMExit 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
StepActionDetail
1Press CHASE 1–6Select which chase to run
2Press AUTO/DELChase begins playing back in sequence
3Adjust SPEED faderControls how long each step holds
4Adjust FADE TIME faderControls 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
StepActionDetail
1Program Scene ASet pan/tilt to Position A, Master Dimmer (CH8) up to 255, color wheel set. Save to Scene 1 in an empty bank
2Program Scene BMove pan/tilt to Position B. Save to Scene 2
3Build a chase or use auto-runPut both scenes in a chase, or just auto-run the bank
4Push FADE TIME fader upToward 30 sec β€” the board interpolates all DMX values between scenes, causing the head to physically sweep
5Adjust SPEED faderControls 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 0–255. 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 200–230 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 0–9 = 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 250–255 trigger a full fixture reset. Never touch fader 11.
Football Β· CH13 Built-in β€” values 0–111 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 0–9 = 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 (CH10–11) 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 0–7Bank 1, Scenes 1–8
Notes 8–15Bank 2, Scenes 1–8
Notes 16–23Bank 3, Scenes 1–8
…increments of 8Continues through Bank 30
Specific notesTrigger Chase 1–6 and Blackout
MIDI setup: Hold MIDI/ADD ~2 seconds β†’ display shows channel (01–16) 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 1–8
Edit a scene
PROGRAM β†’ bank β†’ Scene β†’
adjust β†’ MIDI/ADD β†’ same Scene
Record chase step
PROGRAM β†’ CHASE β†’
Scene β†’ MIDI/ADD
Copy bank β†’ chase
PROGRAM β†’ CHASE β†’ bank β†’
MUSIC/BANK COPY β†’ MIDI/ADD
Run a chase
CHASE 1–6 β†’ AUTO/DEL
Manual step
CHASE 1–6 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
Suggested Bank Layout
Banks 1–5Ambient / tavern moods β€” warm, dim, candlelight feels
Banks 6–10D&D encounter moods β€” combat red, eerie green, divine gold, shadow
Banks 11–15Chase-ready scenes for moving head sweeps
Banks 16–20Effect scenes β€” strobe, laser accents, dramatic reveals
Banks 21–25Music / party mode scenes
Banks 26–30Spare / experimental
Chase Assignments
Chase 1Slow ambient sweep β€” moving head, long fade time
Chase 2Combat mode β€” fast color cycling, head movement
Chase 3Dramatic reveal β€” blackout β†’ spotlight sweep
Chase 4Party / music mode β€” fast chase, music trigger compatible
Chase 5Laser show sequence
Chase 6Spare
Cask & Cube Scene Library
Layout: Par cans (slots 1–4) for wall wash. Moving heads (slots 5–6) with color wheel + gobo, sweeping the room. Football (slot 7) on Bluetooth, not DMX-programmed here.
Fader tip: Board markings 0–10 map to DMX 0–255. "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
πŸ•―οΈ Hearthside
Default / session start β€” warm tavern baseline
Par A
Slots 1 & 4
Master8 Red5 Amber9 White3 All others0
Par B
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
βš”οΈ Blood & Battle
Combat encounter β€” red wash, heads stirring
Par A
Slots 1 & 4
Master10 Red10 Strobe2 (subtle pulse) All others0
Par B
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
✨ Arcane
Spellcasting / big reveal β€” eerie and supernatural
Par A
Slots 1 & 4
Master8 Violet10 Blue4 White1 All others0
Par B
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
πŸ•³οΈ Dungeon Deep
Underground / horror β€” near-blackout
Par A
Slots 1 & 4
Master3 Blue6 Violet2 All others0
Par B
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
🌲 Into the Forest
Outdoor / wilderness β€” green and alive
Par A
Slots 1 & 4
Master8 Green8 Amber2 White2 All others0
Par B
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
πŸŽ‰ Celebration
Victory / level up / loot drop β€” full party mode
Par A
Slots 1 & 4
Master10 Effect (CH9)~75 (color jump) Speed (CH10)8
Par B
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
πŸ”₯ Firelight Flicker
Campfire / inn at night β€” flame simulation
Par A
Slots 1 & 4
Master7 Red6 Amber10 White1 Strobe4 (slow flicker)
Par B
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
πŸ’‘ Break Time
Session over β€” neutral bright, see your snacks
Par A
Slots 1 & 4
Master10 White10 Amber3 All others0
Par B
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.

πŸ•―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
Master200R180G60W40Amber200
Par B
2 & 3
Master180R200G80
MH 5
Pan40Tilt128Color55 (orange)Dim200Speed210
MH 6
Pan200Tilt128Color55 (orange)Dim200Speed210
S2Warm Glow Rightheads swap sides
Par A
1 & 4
Master180R200G70W60Amber180
Par B
2 & 3
Master160R180G60
MH 5
Pan200Tilt128Color55Dim200Speed210
MH 6
Pan40Tilt128Color55Dim200Speed210
S3Warm Glow Centerheads converge, beams cross
Par A
1 & 4
Master200R190G65W50Amber190
Par B
2 & 3
Master170R190G70
MH 5
Pan128Tilt110Color55Dim180Speed210
MH 6
Pan128Tilt140Color55Dim180Speed210
S4Dim Flickereverything dims down, heads drift apart
Par A
1 & 4
Master140R160G40W20Amber160
Par B
2 & 3
Master120R150G40
MH 5
Pan60Tilt135Color55Dim140Speed220
MH 6
Pan180Tilt120Color55Dim140Speed220
FADE TIME~75% (20+ sec)
SPEED~60% (8–10 sec hold)
Result:continuous slow drift

βš”οΈ 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
Master255R255Amber40
Par B
2 & 3
Master255R255
MH 5
Pan30Tilt100Color15 (red)Dim255Speed150
MH 6
Pan220Tilt100Color15 (red)Dim255Speed150
S2Fire Orangeheads converge center
Par A
1 & 4
Master255R255G80Amber100
Par B
2 & 3
Master255R255G100
MH 5
Pan128Tilt120Color55 (orange)Dim255Speed150
MH 6
Pan128Tilt120Color55 (orange)Dim255Speed150
S3Deep Crimsondarker, violet accents, heads sweep wide
Par A
1 & 4
Master200R200Violet60
Par B
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
Master255R255G30W60Amber60
Par B
2 & 3
Master255R255G40
MH 5
Pan100Tilt110Color15 (red)Strobe80Dim255Speed120
MH 6
Pan150Tilt100Color15 (red)Strobe80Dim255Speed120
FADE TIME~40% (5–8 sec)
SPEED~30% (3–4 sec hold)
Result:aggressive, punchy

✨ 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
Master200B200Violet120
Par B
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
Master220R80B180Violet220
Par B
2 & 3
Master200R100B200
MH 5
Pan128Tilt100Color75 (pink)Gobo25Dim220Speed220
MH 6
Pan128Tilt120Color75 (pink)Gobo25Dim220Speed220
S3Frozen Whitecool white-blue, icy chamber
Par A
1 & 4
Master180B120W160Violet40
Par B
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
Master255R40B255W40Violet200
Par B
2 & 3
Master240R60B255
MH 5
Pan160Tilt90Color150 (auto slow)Gobo40 (gobo 5)Dim255Speed200
MH 6
Pan90Tilt100Color150 (auto slow)Gobo40Dim255Speed200
FADE TIME~70% (15–18 sec)
SPEED~65% (8–10 sec hold)
Result:slow dreamlike pulses

🎬 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
Master60R120G40W20Amber100
Par B
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
Master220R200G80W60Amber200
Par B
2 & 3
Master200R200G80
MH 5
Pan60Tilt110Color55 (orange)Dim220Speed200
MH 6
Pan190Tilt130Color55 (orange)Dim220Speed200
FADE TIME~80% (22–25 sec)
SPEED~70% (10–12 sec hold)
Best with:STEP/TIME manual advance

πŸ•³οΈ 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
Master80G100
Par B
2 & 3
Master60G80
MH 5
Pan40Tilt140Color25 (green)Dim80Speed230
MH 6
Pan200Tilt100Color25 (green)Dim80Speed230
S2Teal Depthsslightly brighter, heads converge center
Par A
1 & 4
Master100G80B100
Par B
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
Master40G60Violet30
Par B
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
Master20G30Violet20
Par B
2 & 3
Master15G20
MH 5
Pan100Tilt110Color35 (blue)Gobo0 (open)Dim30Speed240
MH 6
Pan160Tilt130Color35 (blue)Gobo0Dim30Speed240
FADE TIME~80% (20+ sec)
SPEED~75% (10–12 sec hold)
Result:creeping, unsettling breathe

πŸŽ‰ 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
Master255B255W60
Par B
2 & 3
Master255B255
MH 5
Pan40Tilt128Color35 (blue)Dim255Speed100
MH 6
Pan200Tilt128Color35 (blue)Dim255Speed100
S2Red Firered wash, heads center
Par A
1 & 4
Master255R255Amber80
Par B
2 & 3
Master255R255G40
MH 5 & 6
Pan128Tilt100Color15 (red)Dim255Speed100
S3Green Surgegreen flood, heads sweep apart
Par A
1 & 4
Master255G255
Par B
2 & 3
Master255G255
MH 5
Pan200Tilt130Color25 (green)Dim255Speed100
MH 6
Pan50Tilt110Color25 (green)Dim255Speed100
S4Purple Raveviolet everywhere, gobo patterns
Par A
1 & 4
Master255R120B200Violet255
Par B
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
Master255W255
Par B
2 & 3
Master255R200G200B200
MH 5 & 6
Pan128Tilt128Color0 (white)Gobo0 (open)Strobe120Dim255Speed80
FADE TIME~20% (2–3 sec)
SPEED~20% (2–3 sec hold)
Best with:MUSIC MODE β€” beat triggers each step
Programming Order
Build Chases From Banksscenes first, then chases
ChaseSourceStepsShortcut?
Chase 1Bank 1, Scenes 1β†’2β†’3β†’44Bank Copy (delete empty 5–8 after)
Chase 2Bank 2, Scenes 1β†’2β†’3β†’44Bank Copy
Chase 3Bank 3, Scenes 1β†’2β†’3β†’44Bank Copy
Chase 4Bank 4, Scenes 1β†’2β†’3β†’44Bank Copy
Chase 5Bank 5, Scenes 1β†’2β†’3β†’44Bank Copy
Chase 6Bank 6, Scenes 1β†’2β†’3β†’4β†’55Manual (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 5–8 afterward with AUTO/DEL.