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- LASER SQUAD
-
- Typed in by Stryper/LADS. Edited by Parasite.
-
-
- INTRODUCTION:
- Laser Squad is a one or two player tactical wargame system that accurately
- simulates many aspects of individual level combat. It will take some time
- for a new player to become familiar with all aspects of the system, and we
- recommend that you load the program and go through the first section of this
- manual which provides you with a basic guide to playing the game. The second
- section should be treated as a reference manual for the experienced players.
- Some features of the system are not implemented with the five scenarios
- provided with the main program, but the future scenarios will explore the
- versatility of game play that Laser Squad can provide. The final section in
- this booklet provides instructions for the five scenarios provided with the
- main program.
-
- INSTRUCTIONS:
-
- Keys (or Joystick)
- Q Left (Joystick Left)
- A Right (Joystick Right)
- O Up (Joystick Up)
- P Down (Joystick Down)
- SPACE Select/Fire (Joystick Fire)
-
- Change Controls
- No option is given - KEYBOARD AND JOYSTICK CAN BE USED SIMULTANEOUSLY.
-
- Save Game.
- Insert blank formatted disk into internal drive. Do not use disk for any
- other purpose.
-
- PART I: PLAYING THE GAME
-
- OVERVIEW
- Laser Squad is played in a series of game turns. Each player, during his
- turn, controls a small number of units which represent humans, droids or
- other creatures. Each unit has its own individual name and characteristics
- which affect the abilities of that unit. At the start of the game turn each
- unit is allocated a number of Action Points (or APs) which are used for
- performing all activities of that unit such as movement, combat, manipulating
- objects, etc. Once all action points are used for each unit, or the player
- does not wish to use any more, the end turn option is selected and the other
- player (or the computer) takes his turn. The winner of the game is the first
- side to accumulate 100 victory points. Victory points are awarded for
- various things, such as eliminating enemy units or destroying certain
- installations, depending on the scenario being played.
-
- GAME SETUP
- You will be asked whether you want a one player game or a two player game.
- If you select the one player option, the computer will take control of the
- second side. You will then be asked what level you wish to play at. The
- number of levels varies between scenarios and the higher the level the more
- difficult the computer is to beat. If you are playing with two players then
- only the player whose turn it is should be allowed to see the screen.
- Each player now selects equipment and deploys his units.
-
- EQUIPMENT SELECTION
- In each scenario you are allocated a number of Credits to spend on armour,
- weapons and ammunition. The first thing you must do is select armour for
- each unit. Your units are displayed on the left of the screen, and you
- select armour for each unit in sequence. Use the UP and DOWN controls to
- select the type of armour and press FIRE when you are satisfied with your
- choice. If you select '0' then the unit will have no armour. If you select
- a number from one to four then the unit will be given an armour type
- according to the specifications displayed in the table on the right of the
- screen. A full explanation of armour is included in the reference section.
-
- After you have allocated armour to each unit, you then select equipment.
- Initially, the object selector is highlighted. Use the RIGHT and LEFT
- controls to change the object currently selected. Each object's unique
- graphics symbol and name is displayed together with the cost of purchasing
- the object. In order to allocate objects to a unit use the UP and DOWN
- controls to highlight the unit that you require and then use RIGHT to add
- the currently selected object to that unit's equipment, or LEFT to subtract
- the object. You cannot give an object to a unit if you have insufficient
- credits, or if that unit's weight or size limits would be exceeded. Once
- you satisfied with your selection press FIRE twice to continue the game.
-
- All weapons are loaded with ammunition when purchased, but extra ammunition
- for each weapon is available. Consult the weapons table in the reference
- section for details on weapons and ammunition.
-
- DEPLOYMENT
- Each unit is deployed in turn until all units have been placed on the map.
- The deployment mode shows the name and equipment of the unit to be deployed
- on the right of the screen and the map window on the left. Use LEFT,RIGHT,
- UP and DOWN to move the flashing white cursor around the map until you have
- found the deployment square you want. Each scenario will specify which
- spaces you can deploy on. Place the cursor over the deployment square and
- press FIRE to deploy the units.
-
- GAME-OPTIONS
- Before each game turn starts you will be presented with a menu which allows
- you to save and load games. Press the number of the option you require or
- press fire to continue with the game.
-
- SAVE GAME Allows you to save the current game to tape/disk.
-
- LOAD GAME If you select this option then the current game is abandoned
- in order to load a new game. You will be presented with the same menu that
- appears when the main program is first loaded.
-
- CURSOR MODE
- At any time the game is in one of three different modes: cursor mode, select
- mode, or fire mode. Each game starts in cursor mode which simply allows you
- to move the cursor around the map using the normal Joystick directions. The
- display on the right of the screen shows information about the map space
- under the cursor as follows:
-
- MAP: The name of the terrain feature such as grass, floor, wall,
- etc.
-
- OBJECT: The name of any object on the ground.
-
- UNIT: The name of any unit under the cursor.
-
- OBJECT IN USE: The object that the unit is currently using, if any.
-
- CURSOR MODE OPTIONS
- Laser Squad is controlled via a series of menus which are simply lists of
- different options available to you at any time. To display a menu, which
- ever mode you are in, press FIRE. Use UP and DOWN to highlight the option
- of your choice and press FIRE to select the option. The options that can be
- available in cursor mode are as follows.
-
- SELECT: If the cursor is placed over one of your units with APs
- remaining then you will be able to select that unit for
- movement and other actions. Once you select this option,
- you will enter selection mode.
- INFO: If the cursor is placed over any unit then information on
- that unit can be displayed.
- NEXT UNIT: This option simply moves the cursor to another friendly unit
- with APs remaining.
- SCANNER: A strategic map of the entire playing area can be displayed
- showing the positions of all your units and any enemy units
- that are curently spotted.
- CANCEL: The cancel option in each menu just clears the menu and
- returns you to the current mode.
-
- SELECT MODE:In Select Mode the message display on the right of the screen shows essential
- information about the unit you have selected (see piccy 1). Most important is
- the number of Action Points remaining and the direction indicator which shows
- which direction the unit is facing. Once you have selected a unit then the
- directional controls are used to move the unit as follows:
-
- LEFT: Rotate unit left
- RIGHT: Rotate unit right
- UP: Move unit forwards in the direction that it is facing
- DOWN: Move unit backwards
-
- MOVEMENT:
- Moving a unit will always cost Action Points, depending on the terrain that
- is being moved over. Moving diagonally will cost an extra two APs and
- rotating a unit 45 degrees costs one AP. If you attempt to move into
- impassable terrain the unit will attack the terrain and possibly destroy it.
-
- You are allowed to move the selected unit over friendly units but you can
- never end movement on top of a friendly unit. The only options available to
- a unit on top of another are to continue moving or to select the END MOVE
- option from the menu. If you select the END MOVE option then the unit will
- be placed on the last empty space that it occupied.
-
- CLOSE COMBAT
- In order to engage in close combat simply move your unit into an enemy unit.
- The close combat display on the right will show you what weapon the unit is
- using (if any), the accuracy (% chance to hit), the AP cost, the damage and
- the hit location.
-
- LINE OF SIGHT
- Laser Squad uses a hidden movement system which means that enemy units will
- not appear on the map unless they are in the field of vision of one of your
- units. A unit's field of vision extends 45 degrees from the front. Various
- types of terrain such as walls or doors will block line of sight. You will
- not see an enemy until it is clearly in view.
-
- SELECT MODE OPTIONS:
- When you press FIRE in select mode, you will have a variety of menu options
- depending on the circumstances of the unit. Most of these options cost APs
- based on a percentage of the units Action Point Allowance. For example if a
- unit is allocated 50 APs at the beginning of the turn then changing an object
- costs 20% of its AP allowance which is 10 APs. Actions cannot be carried out
- if the unit has insufficient APs (although the option is still included in
- the menu list).
-
- The following menu options are available in select mode:
-
- END MOVE Ends the selection of the unit and returns to cursor mode.
- The unit can still be re-selected provided it still has APs
- remaining.
- FIRE If the unit has an object in use then it can be fired or
- thrown. Selecting this option changes the display to fire
- mode.
- CHANGE If the unit is carrying one or more objects then this option
- is used to select an object for use or to change the object
- in use. The unit's objects are displayed on the screen with
- the ammunition amount, weight and size of each object. The
- white pointer on the left shows which object is currently in
- use, if any. Use the UP and DOWN controls to move the
- pointer to the object you want to use and press FIRE to
- change object. Performing this action costs 25% of the units
- Action Point allowance.
- PICK UP If the unit is standing on a space with one or more objects
- on the floor then they can be picked up. This option
- displays all the objects in the space in a similar manner to
- the change object display. Use the UP and DOWN controls to
- move the pointer to the object you want to pick up and press
- FIRE to implement the action. If you don't want to pick up
- any objects move the pointer to CANCEL and press fire. This
- option costs 50% if the unit has an object in use or 25% if
- it does not.
- DROP If the unit has an object in use then it can be dropped
- costing 10% of its AP allowance. It is possible to hide an
- object that is dropped, depending on the size of the object
- and the capacity of the terrain the unit is standing on. For
- example you can hide a grenade in a plant pot but not a
- rifle. You cannot hide anything on a floor space but you can
- hide most things under a bed. If it is possible to hide the
- dropped object then a small menu is displayed asking you
- whether you wish to hide the object or not.
- LOAD If the unit has a ranged combat weapon in use and it is also
- carrying the appropriate ammunition for that weapon then it
- can be loaded with new ammunition costing 50% of the unit's
- AP allowance.
- PRIME If the unit has a grenade in use which is not primed then it
- can be primed at a cost of 20%. Use the UP and DOWN controls
- to alter the timer and press FIRE to prime the grenade. The
- value of the timer determines when the grenade explodes. If
- the timer is set to 0 then it will explode at the end of your
- turn. If it is set to 1 then it will go off at the end of
- your opponent's turn, and if it is set to 2 then it will go
- off at the end of your next turn, and so on.
- OPEN If the unit is facing towards a closed, unlocked door then it
- can be opened. The cost is 20% of AP allowance.
- CLOSE If the unit is facing towards an opened door it can be
- closed. The cost is 20% of AP allowance.
- UNLOCK If the unit is facing towards a locked door and it is using
- the correct key then the door can be unlocked. The cost is
- 25% of AP allowance.
- LOCK If the unit is facing towards an unlocked door and it is
- using the correct key then the door can be locked. The cost
- is 25% of AP allowance.
- SCANNER The strategic map can be displayed with no AP cost.
- CANCEL Clear menu and return to movement.
-
- FIRE MODE
- When you select the fire option the main display will change from a
- perspective map to a line of fire map which shows all the terrain that blocks
- shooting or throwing. All units are replaced with a blob depicting the
- target area of each unit. The square cursor is replaced by a flashing
- cross-hair cursor for targeting shots. The information display on the right
- shows the weapon being used and the essential information for ranged combat
- (see piccy 2). In order to fire a weapon, move the cross-hair cursor to the
- desired target point, press FIRE to display the fire mode menu and select
- the type of shot you require. You will not be able to fire a shot if the
- cursor is outside the unit's field of vision.
-
- FIRE MODE OPTIONS
- Only ranged combat weapons will have the three fire options for automatic
- fire, snap shots, and aimed shots. Some weapons are unable to do automatic
- fire. If the unit is using any other object then only the throw option will
- be available.
-
- The following options are available in fire mode:
-
- AUTO Automatic fire is a burst of continuous fire between two
- specified points. A minimum of three shots must be fired
- and the unit must have enough APs for at least three auto-
- shots in order to select this option. Once you have
- selected automatic fire, you must select a second target
- point within the unit's field of vision. Press FIRE when you
- have moved the cursor to the desired point. You will then
- be asked to select the number of shots you wish to fire from
- three up to the maximum allowed by the unit's Action Points.
- Use the UP and DOWN controls to change the number of shots
- and press FIRE to execute the shots.
- SNAP A snap shot is a single shot, but is more accurate than
- automatic fire.
- AIM An aimed shot is the most accurate type of shot but requires
- the most Action Points.
- THROW Any object can be thrown up to a distance determined by the
- unit's strength, divided by the object's weight. An object
- will never be thrown further than the cursor which allows
- for fairly accurate placing of objects. The accuracy of
- throwing is equivalent to the unit's agility rating and the
- cost is 20% of the unit's AP allowance. If a thrown object
- hits another unit then the object can be caught provided the
- unit is facing the thrower and has no object currently in
- use. If the object is not caught then it will fall at the
- unit's feet.
- INFO If the cursor is over a unit then information on that unit
- can be displayed.
- END FIRE Ends fire mode and returns to select mode.
- CANCEL Clears menu.
-
- OPPORTUNITY FIRE
- Opportunity fire is an essential feature of the tactics employed in Laser
- Squad. If a unit is left with at least half its Action Point Allowance at
- the end of the game turn then it will be triggered when an enemy unit moves
- into the field of vision of your unit. Control will switch to you in fire
- mode which allows you to shoot the enemy unit. Once you select the END FIRE
- option then your opponent can continue with his turn.
-
- PART TWO: REFERENCE GUIDE
-
- UNIT CHARACTERISTICS
- Each unit has a unique set of attributes which affect the game in various
- ways.
-
- MORALE VALUE Each unit's morale value represents the value of the unit to
- the rest of its squad. If the unit is eliminated then the
- morale of all units on its side will decrease by an amount
- equal to its morale value and all enemy units morale will
- increase by the same value.
-
- MOVEMENT TYPE Different types of unit have different AP costs for certain
- types of terrain. For example, the droids in scenario one
- are unable to trample over the household furniture.
-
- ACTION POINT This represents the number of Action Points that the unit is
- ALLOWANCE allocated at the start of each turn. However, a unit's
- initial AP allowance is modified by a number of factors. The
- weight of the unit's armour and the unit's burden are both
- subtracted from this value.
-
- CONSTITUTION A unit's constitution is the amount of damage it can take
- before it is eliminated.
-
- WOUNDS If a unit's constitution is reduced then the unit will
- receive a number of wounds which are subtracted from the
- unit's Action Points at the start of each turn.
-
- WOUND RATE The wound rate is the number of constitution points lost
- needed to generate one wound.
-
- STAMINA This value represents the physical fitness, or energy, of
- the unit. If a unit spends more than half its APs on
- energetic tasks like movement then stamina will be reduced.
- Unused APs will help recover stamina. If stamina reaches
- such a low level that the unit is feeble then it will only
- receive half its AP allowance at the start of each turn
- until stamina is recovered through rest.
-
- MORALE A unit's morale is adversely affected if friendly units are
- eliminated or if a unit is wounded. Morale will increase
- (but not beyond initial morale) if enemy units are destroyed.
- If a unit becomes panicked then it may drop objects that it
- is using. The morale of droids is never reduced.
-
- WEAPON SKILL This value affects ranged combat only. Combined with the
- skill factor of a weapon the accuracy of firing can be
- increased.
-
- STRENGTH The weight of objects that can be carried is determined by
- a unit's strength. In close combat, strength can increase
- the damage done by a weapon.
-
- AGILITY The accuracy of throwing depends on a unit's agility. The
- accuracy of hitting in close combat is affected by the
- attacking unit's agility and the defending unit's agility.
-
- UNARMED COMBAT This represents the unit's innate ability at close combat
- without using any weapon.
-
- BURDEN A unit's burden is subtracted from its AP allowance. The
- burden value is calculated according to the strength of the
- unit and the total weight of all objects carried.
-
- ARMOUR Each unit has an armour rating fro its front side, left side,
- right side, and rear. The unit's directional facing and the
- source of each shot is used to calculate which armour rating
- is used in combat calculations. Armour can be damaged if a
- damage value from a shot or hit is greater than the armour
- rating. A unit's constitution will only be affected by a
- damage value which is greater than the armour value.
-
- VICTORY POINTS A unit's victory point value is added to the enemies total
- victory points when the unit is eliminated.
-
- WEAPONS AND OBJECTS
- There are three basic categories of objects in Laser Squad: weapons,
- ammunition, and other objects. There are three types of weapon, close combat
- weapons, ranged weapons, and grenade type weapons. Most ranged weapons can
- be used in close combat. Objects can have some or all of the following
- characteristics.
-
- WEIGHT All objects have a weight value.
-
- SIZE All objects have a size value. Units are limited in the
- total size of objects that they can carry depending on the
- type of armour worn. When there is more than one object in a
- space then the largest object is displayed on the map.
-
- CONSTITUTION All objects have a constitution value which represents the
- damage factor needed to destroy the object.
-
- ACTION POINT When an object is on the ground there can be an AP cost for
- COST moving onto it, in addition to the AP cost for terrain.
-
-
- CLOSE COMBAT The percentage of APs required to use the weapon in close
- COST combat.
-
- CLOSE COMBAT The basic chance of hitting with the weapon. This is
- ACCURACY modified by a number of factors in close combat.
-
- CLOSE COMBAT The average amount of damage points inflicted by the weapon
- DAMAGE in close combat.
-
- CLOSE COMBAT The percentage of a unit's strength that is added to damage
- STRENGTH BONUS in close combat.
-
- CLOSE COMBAT The percentage of a unit's agility that is added to the
- AGILITY BONUS accuracy in close combat.
-
- AUTOMATIC FIRE The percentage of a unit's action point allowance used for
- AP COST a single automatic shot.
-
- AUTOMATIC FIRE The percentage chance of being on target.
- ACCURACY
-
- SNAP SHOT The percentage of unit's action point allowance used for a
- AP COST single snap shot.
-
- SNAP SHOT The percentage chance of being on target with a snap shot.
- ACCURACY
-
- AIMED SHOT The percentage of unit's action point allowance used for
- AP COST one aimed shot.
-
- AIMED SHOT The percentage chance of being on target with an aimed shot.
- ACURACY
-
- SKILL FACTOR This value determines how much of a unit's weapon skill is
- added to accuracy in ranged combat.
-
- RANGED COMBAT The average amount of damage inflicted by the weapon in
- DAMAGE ranged combat. If the weapon has explosive ammunition or if
- the weapon is a grenade type, then this value represents
- explosive power.
-
- AMMUNITION The type of ammunition that is used if the object is a
- ranged combat weapon.
-
- CLOSE COMBAT CALCULATIONS
- The accuracy of close combat is determined by the sum of the following
- factors:
-
- 1. The basic close combat accuracy of the weapon.
- Add the agility factor determined by the weapons agility bonus and
- the attacking unit's agility.
- 3. Subtract all the enemy unit's agility if it is being attacked from
- the front.
- 4. Subtract half the enemy unit's agility if it is being attacked from
- the side.
- 5. Subtract a quarter of the enemy unit's agility if it is being
- attacked from the rear.
-
- The damage in close combat is determined by the sum of the following factors:
-
- 1. The basic close combat damage by the weapon.
- 2. Add the strength factor determined by the weapons strength bonus and
- the attacking unit's strength.
- 3. Add a random factor which modifies the damage value calculated so
- far between 50% and 150%.
- 4. Subtract the defending unit's armour rating for the side in which it
- is hit.
- 5. Subtract the protection value of the terrain occupied by the
- defending unit.
-
- RANGED COMBAT CALCULATIONS
- The accuracy of ranged combat is determined by the sum of the following
- factors:
-
- 1. The basic accuracy of the weapon depending on the type of shot.
- 2. If the shot is a snap shot then add the skill bonus determined by
- the weapons skill and the firing units weapon skill.
- 3. If the shot is an automatic shot then only add half the calculated
- skill bonus.
- 4. If the shot is an aimed shot then add double the calculated skill
- bonus.
-
- Ranged combat damage is determined by the sum of the following values:
-
- 1. The ranged combat damage value of the weapon.
- 2. Add a random factor which results in a damage amount between 50% and
- 150% of the initial damage value.
- 3. Subtract the target unit's armour rating for the side in which it is
- hit.
- 4. Subtract the protection rating of the terrain occupied by the target
- unit.
-
- WEAPON TABLE:
- R
- A
- C C A S A N
- L C C C C A U S N A I G
- O L L C U T N A I M E
- A S O O S T O A P M A
- P E S S T A O S P S S C M
- C E E R G S H S H S H S O M
- O C C E I H O H O H O K M U
- N O O C C N L O T O T O T I B N
- S S M O O G I T T T L A I
- T T B M M T T A A A L T T
- I A B B H Y A C A C A C I
- | W T I T A A P C P C P C F D O
- | E U N T T B B U U U A A N
- | I S T C O O C R C R C R C M
- WEAPON | G I I M O A D N N O A O A O A T A C
- /\/\/\ | H Z O A S C A U U S C S C S C O G A
- | T E N P T C M S S T Y T Y T Y R E P
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- |
- M4000 AUTO-GUN |10 12 106 2 25 40 8 20 10 3 5 25 16 50 40 8 46 20
- MARSEC AUTOGUN |12 14 116 2 25 38 10 20 9 6 5 25 18 50 45 8 58 20
- SNIPER RIFLE | 7 8 98 1 20 52 8 20 13 -- -- 33 26 67 56 13 52 12
- MARSEC PISTOL | 6 4 100 0 20 50 6 17 17 -- -- 13 10 25 22 7 40 8
- L50 LAS-GUN |16 14 120 2 33 34 10 17 10 5 4 20 12 50 24 5 30 40
- HEAVY LASER |28 34 126 3 50 24 11 17 7 3 3 17 10 33 16 6 45 50
- ROCKET LAUNCHER |12 22 86 3 50 26 9 14 8 -- -- 33 10 67 18 5 160 1
- DAGGER | 1 2 60 0 17 58 20 13 33 -- -- -- -- -- -- -- --- --
- AP50 GRENADE | 2 2 60 0 -- -- -- -- -- -- -- -- -- -- -- -- 90 --
- EXPLOSIVE |15 8 80 0 -- -- -- -- -- -- -- -- -- -- -- -- 70 --
- M50 AUTO PISTOL | 5 4 103 0 25 26 5 25 13 10 3 20 12 50 30 5 42 12
- L80 LAS-GUN |14 18 112 2 25 30 8 17 8 -- -- 25 28 50 64 4 48 10
- PUMP SHOT GUN | 9 9 106 0 25 40 8 20 14 -- -- 25 16 50 38 7 64 6
- MS AUTOCANNON |26 30 120 3 33 26 11 17 7 13 8 25 20 50 40 7 78 12
- MK-1 |14 12 136 1 25 36 8 17 13 8 12 33 24 33 57 10 53 30
- AP75 GRENADE | 4 3 130 0 -- -- -- -- -- -- -- -- -- -- -- -- 160 --
- LIGHT SABRE | 5 4 180 0 20 46 84 17 33 -- -- -- -- -- -- -- --- --
- |
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++