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- \_______________\/ \_____________________________/ \/___________/FISH
-
- P R E S E N T
-
- S P A C E C R U S A D E F U L L D O C S
-
-
- TYPED BY OUR FRIEND MIKEY MIKE
-
-
- QUICK START GUIDE
-
-
- WE ARE SURE THAT YOU ARE ANXIOUS TO GET BLASTING THE ALIENS RIGHT AWAY. WE
- WOULD ADVISE YOU HOWEVER, TO BECOME FAMILIAR WITH THE RULES AND THEIR
- IMPLEMENTATION BEFORE YOU DO. KNOWING THAT THIS ADVICE WILL GENERALLY BE
- IGNORED, WE HAVE INCLUDED A `QUICKSTART` MODE WHICH WILL ALLOW YOU TO PLAY
- THE FIRST MISSION WITH ALL THE CHAPTERS ARMED WITH A DEFAULT SET OF WEAPONS,
- EQUIPMENT AND ORDER. ALL YOU WILL NEED TO DO IS SELECT THE NUMBER OF
- PLAYERS. THIS IS DONE BY CLICKING ON THE `CHAPTER SELECT` ICON ON THE MAIN
- OPTION SCREEN. THIS TAKES YOU TO THE SCREEN SHOWING A PICTURE OF THE THREE
- CHAPTERS IN ACTION. EACH PLAYER MUST CLICK ON ONE OF THE PICTURES, AND THE
- APPROPRIATE DOOR WILL CLOSE. WHEN EACH PLAYER HAS DONE THIS, THIS LAST
- PLAYER SHOULD CLICK ON THE DOUBLE ARROW IN THE BOTTOM RIGHT HAND CORNER,
- WHICH WILL RETURN THEM TO THE MAIN OPTION SCREEN, WHERE A NEW `START MISSION`
- ICON WILL HAVE APPEARED. CLICK ON THIS TO BEGIN THE FIRST MISSION.
-
-
- THE IMPERIUM
-
-
- MORE THAN TWENTY FIVE MILLENIA AGO, MANKIND TOOK THE FIRST TENTATIVE STEPS TO
- THE STARS. WITH THE DISCOVERY OF THE WARP DRIVE CAME THE GREAT EXPANSION.
- WHAT WAS ONCE A JOURNEY OF SEVERAL CENTURIES BECAME A JOURNEY OF SEVERAL
- DAYS.
-
-
- WARP SPACE
-
-
- WARP SPACE IS THE PARALLEL UNIVERSE THROUGH WHICH STARSHIPS MAY JUMP,
- TRAVELLING HUNDREDS OF THOUSANDS OF LIGHT YEARS IN A FEW HOURS. WARP SPACE
- IS ALSO THE DOMAIN OF CHAOS. IN WARP SPACE, NOTHING MAY BE TAKEN FOR
- GRANTED. IT IS A UNIVERSE FILLED WITH CROSS-CURRENTS, EDDIES AND WHIRLPOOLS
- OF POWER. SHIPS HAVE DISAPPEARED WITHOUT REASON, AND EMERGED FROM THE WARP
- CENTURIES AFTER THEY ENTERED IT, MILLIONS OF LIGHT YEARS FROM THEIR
- DESTINATION. THESE DERELICT STARSHIPS, DISTORTED BEYOND ALL RECOGNITION, ARE
- KNOWN AS SPACE HULKS.
-
-
- THE AGE OF STRIFE
-
-
- DURING THE GREAT EXPANSION, MAN REACHED EVER FURTHER INTO THE STARS. IN TIME
- THE HIDDEN POWER OF THE WARP CAME TO BE NOTICED. BY ENTERING WARP SPACE MAN
- HAD AWOKEN AN ANCIENT EVIL: THE MINIONS OF CHAOS HAD ESCAPED THE WARP. THE
- FIRST GREAT WAR, KNOWN AS AGE OF STRIFE, HAD BEGUN.
-
- FOR MORE THAN FIVE THOUSAND YEAR, WARFARE WRACKED MANKIND, NATION BATTLED
- WITH NATION, PLANET FOUGHT PLANET, SYSTEM DESTROYED SYSTEM. ABANDONED
- COLONIES PERISHED BY THE SCORES WHILST ALIENS PLUNDERED AND GREW FAT ON THE
- WRECK OF HUMANITY. THEN CAME A SAVIOR. THE AGE OF STRIFE, ARGUABLY THE
- GREATEST TIME OF PERIL MANNERS EVER FACED, BOUGHT FORTH THE GREATEST MAN
- HISTORY HAS RECORDED - THE MAN WHO WOULD BE KNOWN AS THE EMPEROR OF HUMAN
- SPACE. A SHREWD DIPLOMAT, HE GATHERED THE FRAGMENTS OF HUMAN SOCIETY AND
- FORMED THEM INTO THE EMPIRE. A BRILLIANT SOLDIER, HE CONQUERED AND RECLAIMED
- THE WORLDS LOST TO CHAOS. FOR THIS TASK HE CREATED THE SPACE MARINES, THE
- GREATEST WARRIORS OF ALL.
-
- THE LEGIONS ASARTES IS THE OFFICIAL TITLE OF THE WARRIOR ORGANIZATION KNOWN
- AS THE SPACE MARINES. ITS WARRIORS ARE ACKNOWLEDGED AS THE MOST POWERFUL AND
- FEARED FIGHTING MEN IN THE IMPERIUM.
-
- IN NUMERICAL TERMS THE SPACE MARINES ARE A SMALL FORCE, BUT THEIR SUPER HUMAN
- ABILITY AND FEARSOME REPUTATION MAKE THEM WORTH MANY TIMES THEIR OWN NUMBER
- IN CONVENTIONAL TROOPS. THEY ARE HELD IN AWE THROUGHOUT THE EMPIRE.
-
- SPACE MARINES ARE ORGANIZED INTO SELF-CONTAINED CHAPTERS, EACH WITH ITS OWN
- FLEET. A CHAPTERS FLEET PROVIDES ACCOMMODATION, TRAINING FACILITIES,
- MACHINES SHOPS, ARMORIES, SHUTTLE SILOS AND EVERY OTHER FACILITY THE CHAPTER
- REQUIRES. THE FLEET ROAMS THROUGH THE GALAXY IN PURSUIT OF THE ENEMIES OF
- MANKIND. TASK FORCES BREAK AWAY FROM IT FOR INDIVIDUAL MISSIONS OR
- CAMPAIGNS, AND REJOIN THE FLEET WHEN THEIR MISSION IS ACCOMPLISHED.
-
-
- SPACE MARINE EQUIPMENT
-
-
- SPACE MARINES HAVE ACCESS TO THE FULL RANGE OF IMPERIAL WEAPONRY AND
- EQUIPMENT. THE DISTINCTIVE SPACE MARINE POWERED ARMOR PROTECTS THEM IN ALL
- ENVIRONMENTS AND IS CAPABLE OF WITHSTANDING DIRECT HITS FROM ALL BUT THE MOST
- POWERFUL WEAPONS. THE STANDARD SPACE MARINE WEAPON IS THE BOLT GUN OR THE
- BOLTER. THIS IS A DEVASTATING WEAPON, WHICH FIRES A HAIL OF SMALL-CALIBRE
- EXPLOSIVE SHELLS. THE MAIN CLOSE-ASSAULT WEAPON IS THE BOLT PISTOL. A
- SMALLER VERSION OF THE BOLTER THAT BECAUSE OF ITS SIZE IS IDEAL FOR
- HAND-TO-HAND FIGHTING. THE SPACE MARINES ALSO HAVE A NUMBER OF VERY HEAVY
- WEAPONS THAT MAY BE EMPLOYED WHEN GREATER FIRE POWER IS NEEDED FOR A MISSION.
-
-
- ASSAULTING SPACE HULKS
-
-
- A COMMON ASSAULT PROCEDURE IS AS FOLLOWS:
-
- 1. THE MOTHER SHIP LAUNCHES ONE OR MORE ASSAULT VESSELS TOWARDS THE ALIEN
- STARSHIP. ONCE ALONGSIDE, A NUMBER OF DOCKING CLAWS EXTEND FROM THE ASSAULT
- VESSELS AND GRAB THE SIDE OF THE ALIEN SHIP. THE POWERFUL CLAWS TEAR INTO
- THE ALIEN SHIP AND PULL THE ASSAULT VESSEL INTO THE ATTACK POSITION.
-
- 2. PROBES WHICH PIERCE THE SKIN OF THE ALIEN SHIP ARE THEN EXTENDED FROM THE
- CLAWS. EACH PROBE HAS WITHIN IT A PASSAGEWAY THROUGH WHICH THE SPACE MARINES
- ATTACK. ONCE THIS HAS PUNCTURED THE ALIENS SHIP AND BEEN MADE AIRTIGHT, THE
- BLAST DOORS ARE OPENED AND THE SPACE MARINES ASSAULT THE ALIEN SHIP.
-
- 3. THE SPACE MARINE SQUAD IS EXPECTED TO MOVE FAST AND ACCOMPLISH THE SET
- MISSION. ONCE THE MISSION HAS BEEN ACCOMPLISHED, THE SPACE MARINES MAKE
- THEIR WAY BACK TO THE DOCKING CLAW. WITH ALL THE SPACE MARINES BACK ON THE
- ASSAULT SHIP, THE DOCKING CLAWS RELEASE THE ALIEN SHIP AND THE ASSAULT VESSEL
- RETURNS TO THE MOTHER SHIP.
-
-
- SPACE CRUSADE: THE GAME
-
-
- SPACE CRUSADE IS A SCIENCE FICTION ROLE PLAYING GAME, IN WHICH YOU CONTROL A
- COMMANDER AND FOUR MARINES. YOUR COMMANDER STARTS OFF AS A SERGEANT, AND CAN
- WORK HIS WAY THROUGH THE RANKS. THE COMPUTER VERSION ALLOWS FOR THREE
- PLAYERS, EACH COMMANDING ONE MARINE CHAPTER EACH. THE ALIEN IS `PLAYED` BY
- THE COMPUTER.
-
-
- IF YOU DO WELL YOU WILL BE PROMPTED UNTIL YOU REACH THE EXALTED RANK OF
- CAPTAIN SENIORIS, OR IF YOU MANAGE TO ACCOMPLISH EACH OF THE PRIMARY
- MISSIONS, YOU WILL BECOME CAPTAIN SUPREMUS. (SOME OF THE TERMS BEING USED
- HERE WILL SEEM A LITTLE DAUNTING AT FIRST. DON`T WORRY EVERYTHING IS
- EXPLAINED IN DETAIL OVER THE NEXT FEW PAGES.)
-
-
- YOU WILL ALSO BE AWARDED HONOR BADGES IF YOU DO WELL IN A GAME. THE SIX
- MARINE RANKS ARE SHOWN ON THE MARINE RANK SECTION FOLLOWING.
-
-
- THE RULES OF PLAY
-
-
- THE BEST WAY TO EXPLAIN HOW TO PLAY SPACE CRUSADE IS TO EXPLAIN THE RULES OF
- THE BOARD GAME, AND THEN INDICATE HOW THEY ARE IMPLEMENTED ON YOUR COMPUTER.
- THE GAME IS FOR ONE TO THREE PLAYERS. THE PLAYERS CONTROL THREE MARINE
- COMMANDERS AND THEIR SPACE MARINES. THESE PLAYERS ARE CALLED THE MARINE
- PLAYERS. THE COMPUTER PLAYS THE ALIEN. EACH GAME IS A MISSION, AND DETAILS
- OF ALL THE MISSIONS APPEAR AT THE END OF THIS MANUAL. PUT AS SIMPLY AS
- POSSIBLE, THE GAME GOES AS FOLLOWS:
-
-
- AT THE START OF A GAME, THE MARINE PLAYERS CHOOSE THE MARINE CHAPTER THEY
- WISH TO REPRESENT, THE WEAPONS FOR THEIR MARINE TEAM, THE MISSION TO BE
- PLAYED AND THE EQUIPMENT PACKS AND ORDERS FOR THEIR MARINE TEAM. THE MARINE
- PLAYERS TAKE THEIR TURN FIRST, AFTER EACH MARINE TEAM THAT ARE IN PLAY HAVE
- HAD THEIR TURN THEN THE ALIEN TAKES ITS TURN. THE MARINE PLAYERS MUST
- ATTEMPT TO ACCOMPLISH THE MISSION THEY HAVE SELECTED FROM THE MISSION LIST.
- DURING THEIR TURN, EACH MARINE MAY MOVE, FIRE OR FIGHT USING HAND TO HAND
- COMBAT. AS THE MARINES EXPLORE THE GAME MAP, THEY WILL OBVIOUSLY ENCOUNTER
- ALIENS. MARINE PLAYERS SCORE POINTS FOR ELIMINATING THEIR OPPONENTS, AND
- THE PLAYER WHO SCORES THE MOST POINTS WINS THE GAME. THAT`S IT MOVE IN ,
- KILL ALIENS, ACHIEVE MISSION OBJECTIVES, MOVE OUT.
-
-
- THE MISSIONS
-
-
- THE MARINE PLAYERS CHOOSE ONE OF THE MISSIONS FROM THE MISSION LIST AND READ
- THE MISSION BRIEF TEXT WHICH EXPLAINS THE MISSION OBJECTIVES.
-
-
- INCREASING IN RANK AND GAINING AWARDS
-
-
- THE PLAYER WITH THE MOST POINTS, AT THE END OF EACH MISSION, WINS, PROVIDED
- THAT THE MINIMUM POINT THRESHOLD HAS BEEN REACHED BY THAT PLAYER. THE PLAYER
- WHO WON THE GAME MOVES UP A RANK BY ONE LEVEL AND PLAYERS WHO HAVE SCORED
- SUFFICIENT POINTS WILL RECEIVE AWARDS. IF NONE OF THE PLAYERS HAVE REACHED
- THE HIGHEST RANK, ANOTHER MISSION WILL NEED TO BE PLAYED.
-
-
- A PLAYER MAY TRADE IN FOUR HONOR BADGES TO MOVE UP ONE RANK. THE AWARDS ARE
- LOST, BUT THE PLAYER MOVES UP ONE RANK. AWARDS MAY NOT BE USED TO REACH THE
- RANK OF CAPTAIN SENIORIS - YOU CAN ONLY REACH THIS RANK BY WINNING A GAME.
- AWARDS MAY NOT BE USED TO REACH THE RANK OF CAPTAIN SUPREMUS - YOU CAN ONLY
- REACH THIS RANK IF YOU ARE ALREADY CAPTAIN SENIORIS, AND THEN BY
- ACCOMPLISHING ALL OF THE PRIMARY MISSIONS.
-
-
- BETWEEN GAMES ANY CASUALTIES THAT WERE LOST ARE REPLACED SO THAT YOU START
- EACH NEW GAME WITH A FULL SET OF MARINES. THE ONLY EXCEPTION TO THIS IS THE
- MARINE COMMANDER. IF A MARINE COMMANDER IS ELIMINATED THEN THAT PLAYER MUST
- START OFF WITH A SERGEANT IN THE NEXT GAME, AND ANY HONOR BADGES THAT THE
- PLAYER HAD ARE LOST. MARINE COMMANDERS OF ANY RANK START EACH LEVEL WITH SIX
- LIFE POINTS.
-
-
- THE CAMPAIGN GAME
-
-
- THE CAMPAIGN LINKS ALL TWELVE GAMES THAT YOU HAVE PLAYED TOGETHER. THE
- OBJECT OF THE CAMPAIGN IS TO BE THE FIRST PLAYER TO REACH THE RANK OF CAPTAIN
- SENIORIS, OR EVEN BETTER, TO ACCOMPLISH ALL OF THE PRIMARY MISSIONS TO
- BECOME CAPTAIN SUPREMUS, BUT ONLY IF YOU HAVE PREVIOUSLY REACHED CAPTAIN
- SENIORIS.
-
-
- IN THE FIRST GAME YOU PLAY IN A CAMPAIGN YOU WILL CHOOSE YOUR ROLES AS
- NORMAL. YOU MUST THEN PLAY THE SAME ROLE FOR THE REST OF THE GAMES UNTIL ONE
- PLAYER HAS WON THE CAMPAIGN GAME. THEREFORE, A PLAYER WHO CHOOSES TO BE THE
- ULTRA MARINES WILL CONTINUE TO PLAY THE ULTRA MARINES UNTIL THE CAMPAIGN HAS
- BEEN FINISHED. THE GAMES NEED NOT BE PLAYED ALL AT THE SAME TIME. YOU MAY
- CHOOSE TO PLAY THE GAMES OVER A NUMBER OF DAYS OR EVEN WEEKS. AT THE END OF
- EACH GAME THAT IS PLAYED THE PLAYERS MAY BE PROMOTED OR RECEIVE HONOR BADGES
- DEPENDING ON HOW WELL THEY PLAYED AND HOW MANY POINTS THEY SCORED.
-
-
- IN THE CAMPAIGN GAME THE NUMBER OF EQUIPMENT PACKS AND ORDERS A MARINE PLAYER
- MAY CHOOSE WILL DEPEND UPON THEIR RANK AND HOW MANY HONOR BADGES THEY HAVE
- BEEN AWARDED IN PREVIOUS GAMES. A PLAYER ALWAYS HAS FOUR EQUIPMENT PACKS AND
- ONE ORDER. FOR EACH HONOR BADGE THEY HAVE BEEN AWARDED THE PLAYER MAY TAKE
- AN ADDITIONAL EQUIPMENT PACK. FOR EACH RANK HE HAS BEEN PROMOTED, THE
- PLAYER MAY TAKE AN ADDITIONAL ORDER. A PLAYER MAY NEVER HAVE MORE THAN 8
- EQUIPMENT PACKS OR 4 ORDERS.
-
-
- SPACE MARINE RANK TABLE HONOR BADGE TABLE
- ~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~
-
- RANK ORDERS HONOR BADGES EQUIPMENT PACKS
- ~~~~ ~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~
-
- SERGEANT ONE NONE FOUR
-
- LIEUTENANT PRIMUS TWO ONE FIVE
-
- LIEUTENANT SENIORIS THREE TWO SIX
-
- CAPTAIN PRIMUS FOUR THREE SEVEN
-
- CAPTAIN SENIORIS FOUR THREE SEVEN
-
- CAPTAIN SUPREMUS FOUR
-
-
- THE MARINE PLAYERS
-
-
- THE MARINE PLAYERS WHICH MARINE CHAPTER THEY ARE GOING TO PLAY WITH. THE
- MARINE PLAYERS MUST THEN CHOOSE THEIR WEAPONS, EQUIPMENT PACKS AND ORDERS.
- EACH PLAYER MUST CHOOSE FOUR OF THE EIGHT EQUIPMENT PACKS AND ONE OF THE FOUR
- ORDERS AVAILABLE TO THAT CHAPTER, ALTHOUGH THEY MAY CHOOSE MORE IF THEIR
- RANK OR HONORS ALLOW.
-
-
- CHOOSING WEAPONS
-
-
- EACH MARINE PLAYER HAS A RANGE OF WEAPONRY TO CHOOSE FROM AT THE START OF
- EACH MISSION. THE WEAPONS CHOSEN MAY VARY FROM ONE GAME TO ANOTHER,
- DEPENDING ON THE AIM OF THE MISSION.
-
-
- COMMANDER`S WEAPON
-
-
- THERE ARE THREE ALTERNATIVE WEAPON COMBINATIONS FOR THE MARINE COMMANDER:
-
- 1. POWER AXE AND BOLT PISTOL.
- THIS GIVES HIM A GOOD HAND-TO-HAND COMBAT WEAPON WITH A LITTLE FIREPOWER.
-
- 2. POWER SWORD AND POWER GLOVE.
- THIS GIVES HIM NO FIREPOWER AT ALL, BUT TWO FEARSOME HAND-TO-HAND COMBAT
- WEAPONS.
-
- 3. HEAVY BOLTER.
- THIS GIVES HIM BETTER FIREPOWER BUT HIS HAND-TO-HAND COMBAT ABILITY IS ONLY
- AS GOOD AS A NORMAL MARINE.
-
-
- MARINE`S WEAPONS
-
-
- THE FOUR MARINES MAY CHOOSE FROM THE AVAILABLE WEAPONS. ONE OF THE FOUR
- MARINES MUST CARRY A HEAVY WEAPON AND ONE OTHER MUST CARRY A BOLTER. THE
- REMAINING TWO MAY CHOOSE BETWEEN CARRYING A BOLTER OR A HEAVY WEAPON. THE
- THREE HEAVY WEAPONS AVAILABLE ARE:
-
- 1. ASSAULT CANNON
- A USEFUL WEAPON FOR ATTACKING SCATTERED GROUPS OF THE WEAKER ALIENS OR FOR
- ATTACKING SINGLE, MORE POWERFUL ALIENS.
-
- 2. MISSILE LAUNCHER
- A GOOD WEAPON FOR ATTACKING ALIENS WHO ARE CLOSELY PACKED TOGETHER OR FOR
- ATTACKING MORE POWERFUL ALIENS.
-
- 3. PLASMA GUN
- THE PLASMA GUN IS A VERY POWERFUL WEAPON THAT IS BEST USED IN THE CORRIDORS
- WHERE IT IS EFFECTIVE AGAINST ALL MANNER OF ALIENS.
-
-
- ORDER OF PLAY
-
-
- THE BLOOD ANGELS WILL MOVE FIRST, FOLLOWED BY THE IMPERIAL FISTS, AND THEN
- THE ULTRA MARINES.
-
-
- MARINE PLAYERS TURN
-
-
- DURING A MARINE PLAYER`S TURN THEY MAY MOVE AND/OR FIRE (OR ENGAGE IN HAND TO
- HAND COMBAT) ALL OF THEIR MARINES. THEY MAY MOVE AND FIRE EACH MARINE IN
- TURN. A MARINE MAY MOVE FIRST, THEN FIRE, OR FIRE FIRST AND THEN MOVE. A
- MARINE DOES NOT HAVE TO FIRE OR MOVE. HOWEVER, A MARINE MAY NOT MOVE TWICE
- OR FIRE TWICE UNLESS AN ORDER IS PLAYED THAT ALLOWS THE MARINE PLAYER TO DO
- SO. THE MARINE PLAYER MAY USE ANY OF THEIR EQUIPMENT PACKS DURING THE COURSE
- OF THEIR TURN. HOWEVER, MARINE PLAYERS MAY ONLY USE ONE ORDER PER TURN. THE
- ORDER IS PLAYED AT THE BEGINNING OF A MARINE PLAYER`S TURN BEFORE MOVING OR
- FIRING, AND CANNOT BE PLAYED AGAIN FOR THE DURATION OF THAT GAME.
-
-
- 1.MOVEMENT
-
-
- THE GAME MAP IS DIVIDED INTO SQUARES WHICH ARE USED FOR MOVEMENT. SQUARES
- ARE EITHER CORRIDOR OR ROOM SQUARES. A COMMANDER AND ANY MARINE WITH A
- BOLTER MAY MOVE UP TO SIX SQUARES, AND MARINES WITH HEAVY WEAPONS MAY ONLY
- MOVE UP TO FOUR SQUARES, ALTHOUGH ONE OF THE EQUIPMENT PACKS WILL ALLOW A
- CHAPTER TO MOVE SIX. A MARINE MAY BE MOVED IN ANY DIRECTION, HORIZONTALLY,
- VERTICALLY, OR DIAGONALLY. THE PLAYER MAY ALWAYS CHOOSE TO MOVE A MARINE
- LESS THAN THE MAXIMUM DISTANCE ALLOWED, OR NOT TO MOVE A MARINE AT ALL.
-
-
- WHEN MOVING, YOU WILL NOT BE ALLOWED TO FINISH YOUR MOVE ON AN OCCUPIED
- SQUARE. YOU MAY, HOWEVER, PASS THROUGH A SQUARE OCCUPIED BY ONE OF YOUR OWN
- MARINES PROVIDED YOU HAVE ENOUGH MOVEMENT TO MOVE BEYOND THE SQUARE. YOU MAY
- NOT MOVE THROUGH A SQUARE OCCUPIED BY AN ALIEN OR A MARINE FROM ANOTHER
- MARINE CHAPTER, OTHERWISE YOU MUST TAKE ANOTHER ROUTE OR STOP.
-
-
- 2.OPENING DOORS
-
-
- ALIENS AND MARINES MAY ONLY ENTER AND LEAVE ROOMS THROUGH OPEN DOORS. A DOOR
- MAY BE OPENED BY MOVING A MARINE ONTO ONE OF THE SQUARES IN FRONT OF IT,
- CLICKING ON THE DOOR ICON IN THE CONTROL PANEL AT THE BOTTOM OF THE SCREEN.
- PLAYERS DO NOT HAVE TO OPEN A DOOR IF THEY DO NOT WISH TO. OPENING A DOOR
- DOES NOT COUNT AS A MOVE. PLAYERS MAY NOT CLOSE DOORS OR OPEN DOORS THEY ARE
- NOT ADJACENT TO, UNLESS AN ALIEN EVENT (SEE ALIEN EVENTS) HAS OCCURRED AND
- ALLOWS THEM TO DO SO. A DOOR WILL OPEN AUTOMATICALLY IF A PLAYER MOVES ON,
- OR PAST IT.
-
-
- 3.SCANNING
-
-
- ANY OF THE MARINES IN YOUR TEAM MAY SCAN FOR ALIENS DURING THEIR TURN, BUT
- ONLY ONE SCAN IS ALLOWED PER TURN. IF THERE ARE ALIENS WITHIN SCAN RANGE
- THEN BLIPS, WHICH ARE UNREVEALED ALIENS, WILL APPEAR. BLIPS WILL ONLY APPEAR
- IF THEY ARE NOT WITHIN A MARINE`S LINE OF SIGHT. OBVIOUSLY, ANY ALIENS
- WITHIN THE SIGHT OF A MARINE WILL BE SHOWN AS AN ALIEN, REGARDLESS OF WHETHER
- YOU HAVE SCANNED OR NOT. IF A MARINE MOVES ONTO A SQUARE FROM WHICH LINE OF
- SIGHT CAN BE TRACED TO ONE OR MORE BLIPS, THEN THOSE BLIPS WILL BE REVEALED
- AND AN ALIEN WILL APPEAR IN PLACE OF THE BLIP.
-
-
- BLIPS
-
-
- IF A MARINE OR COMMANDER MOVES ONTO A SQUARE FROM WHICH A LINE OF SIGHT CAN
- BE TRACED TO ONE OR MORE BLIPS, THEN THOSE BLIPS WILL BE REVEALED.
-
-
- LINE OF SIGHT
-
-
- LINE OF SIGHT BETWEEN MARINES OR ALIENS IS CALCULATED BY TRACING A STRAIGHT
- LINE FROM THE CENTER OF ONE SQUARE TO THE OTHER. IF THE LINE OF SIGHT PASSES
- THROUGH A SQUARE CONTAINING A MARINE OR ALIEN, A CLOSED DOOR OR A WALL, THE
- LINE OF SIGHT IS BLOCKED. ALIENS OR MARINES ONLY BLOCK THE LINE OF SIGHT FOR
- FIRING, THEY DO NOT BLOCK THE LINE OF SIGHT FOR THE PURPOSE OF SEEING IF A
- BLIP NEEDS TO BE REVEALED. OBVIOUSLY, ON THE COMPUTER THIS IS CALCULATED
- AUTOMATICALLY.
-
-
- FIRING
-
-
- YOU MAY ONLY FIRE AT TARGETS THAT ARE VISABLE AND CANNOT FIRE AT BLIPS.
- TARGETS ARE VISABLE IF YOU CAN TRACE A LINE OF SIGHT TO THEM. THERE IS NO
- MAXIMUM RANGE FOR ANY OF THE WEAPONS USED IN SPACE CRUSADE. THE DICE ROLLED
- WILL DEPEND UPON WHICH WEAPON YOU ARE USING.
-
-
- LIGHT WEAPONS
- ~~~~~~~~~~~~~
-
- BOLTER OR BOLT PISTOL 2 LIGHT WEAPONS DICE
-
- HEAVY BOLTER 2 HEAVY WEAPONS DICE
-
-
- HEAVY WEAPONS
- ~~~~~~~~~~~~~
-
- ASSAULT CANNON 2 HEAVY WEAPONS DICE
-
- PLASMA GUN 2 HEAVY WEAPONS DICE
-
- MISSILE LAUNCHER 2 HEAVY WEAPONS DICE
-
-
- OBVIOUSLY, IN THE COMPUTER VERSION THE APPROPRIATE DICE WILL BE CHOSEN FOR
- YOU.
-
-
- ROLLING TO HIT
-
-
- WHEN FIRING, THE APPROPRIATE DICE FOR THE WEAPON BEING FIRED ARE ROLLED. IF
- THE TOTAL IS GREATER THAN THE ARMOR VALUE OF YOUR TARGET THEN YOU WILL HAVE
- SCORED A HIT. THE TARGET MUST THEN LOSE ONE LIFE POINT FOR EACH POINT YOU
- ROLLED OVER ITS ARMOR VALUE.
-
-
- ALL ALIENS, EXCEPT THE DREADNOUGHT, HAVE ONLY ONE LIFE POINT AND THERE ARE
- THEREFORE ELIMINATED WHEN THEY ARE HIT. MARINE`S ALSO HAVE ONE LIFE POINT.
- MARINE COMMANDERS START THE GAME WITH SIX LIFE POINTS. POINTS ARE SCORED
- WHEN A RIVAL MARINE OR ALIEN ARE ELIMINATED.
-
-
- RE-ROLLING DICE
-
-
- HAVING ROLLED THE COMBAT DICE, SOME EQUIPMENT PACKS ALLOW YOU TO RE-ROLL ONE
- DICE. YOU DO NOT HAVE TO RE-ROLL A DICE, BUT IF YOU DO THEN THE NEW ROLL
- WILL BE USED. CLICK ON THE DICE YOU WISH TO RE-ROLL OR CLICK ON THE CANCEL
- BUTTON BELOW THE DICE IF YOU DO NOT WISH TO RE-ROLL.
-
-
- HEAVY WEAPONS
-
-
- THERE ARE THREE HEAVY WEAPONS IN THE GAME AND EACH HAS A SPECIAL WAY OF
- FIRING. ALL HEAVY WEAPONS AFFECT AN AREA, AND THEREFORE MAY HIT MORE THAN
- ONE TARGET.
-
-
- ASSAULT CANNON
-
-
- WHEN USING THE ASSAULT CANNON THE TOTAL NUMBER ROLLED MAY BE SPLIT BETWEEN
- ANY VISABLE TARGETS. ELIMINATING A MARINE OR ALIEN MAY MAKE OTHER VISABLE
- TARGETS. THESE WILL THEN BE ELIMINATED PROVIDED YOU HAVE SCORED ENOUGH
- POINTS.
-
-
- PLASMA GUN
-
-
- THE PLASMA GUN FIRES ALL MARINES OR ALIENS IN A STRAIGHT LINE OF SQUARES,
- WHICH MAY BE VERTICAL, HORIZONTAL, OR DIAGONAL. THE TOTAL NUMBER ROLLED IS
- COMPARED TO THE ARMOR VALUE OF EACH AND EVERY MARINE OR ALIEN IN THE LINE OF
- FIRE. THE LINE OF FIRE WILL BE BLOCKED AS SOON AS IT HITS A WALL OR A CLOSED
- DOOR.
-
-
- MISSILE LAUNCHER
-
-
- THE MISSILE LAUNCHER MUST FIRE AT A SQUARE, RATHER THAN AT A SPECIFIC MARINE
- OR ALIEN, ALTHOUGH THE TARGET SQUARE MAY CONTAIN AN ALIEN OR MARINE. ANY
- ALIEN OR MARINE IN THE TARGET SQUARE WILL BE ATTACKED WITH THE TOTAL NUMBER
- ROLLED ON BOTH DICE. FURTHERMORE, ANY MARINE OR ALIEN IN AN ADJACENT SQUARE
- WILL BE CAUGHT IN THE BLAST AND IS ATTACKED WITH THE HIGHER OF THE TWO DICE
- ROLLED. THE BLAST WILL NOT AFFECT MARINES OR ALIENS ON THE FAR SIDE OF A
- WALL OR CLOSED DOOR.
-
-
- HAND TO HAND COMBAT
-
-
- INSTEAD OF FIRING, A MARINE OR ALIEN MAY ATTACK USING HAND-TO-HAND COMBAT. A
- MARINE OR ALIEN MAY ATTACK USING HAND-TO-HAND COMBAT BEFORE OR AFTER MOVING.
- TO ATTACK A MARINE OR ALIEN IN HAND-TO-HAND COMBAT YOU MUST BE IN ONE OF
- FOUR SQUARES TO THE SIDE, FRONT OR REAR. YOU CANNOT ATTACK DIAGONALLY UNLESS
- YOUR MARINE TEAM CARRIES AN EQUIPMENT PACK THAT ALLOWS THEN TO DO SO.
-
-
- THE HAND-TO-HAND COMBAT DICE ARE ROLLED AND THE POINTS OF THE TWO OPPONENTS
- ARE COMPARED. WHOEVER ROLLED THE MOST WINS. THE LOSER MUST LOSE ONE LIFE
- POINT FOR EACH POINT HIS OPPONENT ROLLED ABOVE THEIR OWN TOTAL. THEREFORE IF
- ONE PLAYER ROLLED ONE AND THEIR OPPONENT ROLLED FOUR, HE WOULD LOSE THREE
- LIFE POINTS. IF BOTH ROLL THE SAME SCORE THEN IT IS A DRAW AND NEITHER OF
- THEM LOSES ANY LIFE POINTS. IN HAND TO HAND COMBAT, THE STRENGTH OF ANY
- ARMOR IS NOT CONSIDERED.
-
-
- THE ALIEN`S TURN
-
-
- DURING THE ALIEN`S TURN THEY MAY MOVE AND/OR ATTACK. AN ALIEN EVENT TAKES
- PLACE IMMEDIATELY BEFORE THE ALIEN`S TURN. ONCE THEY HAVE MOVED/ATTACKED
- THEN THE ALIEN`S TURN IS OVER.
-
-
- ALIENS ATTACKING
-
-
- EACH ALIEN, EXCEPT THE DREADNOUGHT, MAY MAKE ONE ATTACK PER TURN. THE ATTACK
- MAY BE MADE BEFORE OR AFTER THE ALIEN MOVES. ALIENS ATTACK EITHER BY FIRING
- OR HAND-TO-HAND COMBAT. SOME ALIENS HAVE HEAVY WEAPONS. SOME OF THE CHAOS
- MARINES MAY HAVE HEAVY WEAPONS AND THE DREADNOUGHT MAY BE ARMED WITH TWO.
- THESE HEAVY WEAPONS FIRE IN THE SAME WAY AS HEAVY WEAPONS CARRIED BY
- MARINES. ALIENS MAY NOT FIRE THEIR WEAPONS AND ATTACK IN HAND-TO-HAND COMBAT
- IN THE SAME TURN.
-
-
- ELIMINATING MARINES
-
-
- MARINE PLAYERS LOSE POINTS FOR EACH MARINE ELIMINATED, MORE POINTS FOR EACH
- MARINE WITH A HEAVY WEAPON ELIMINATED OR IF THEIR MARINE COMMANDER IS
- ELIMINATED. MARINE PLAYERS CONTINUE TO PLAY NORMALLY, EVEN IF THEIR MARINE
- COMMANDER IS ELIMINATED.
-
-
- THE DREADNOUGHT
-
-
- THE DREADNOUGHT IS A FEARSOME WAR MACHINE, DEVELOPED BY THE ALIEN FOLLOWERS
- OF CHAOS. IT IS AN ADVERSARY TO BE FEARED AND RESPECTED.
-
-
- MOVING THE DREADNOUGHT
-
-
- THE DREADNOUGHT OCCUPIES FOUR SQUARES, INSTEAD OF ONE. WHEN MOVING IT MAY
- PASS THROUGH OTHER ALIEN`S BUT MAY NOT END ITS MOVE IF ANY OF THE FOUR
- SQUARES IT OCCUPIES CONTAINS AN ALIEN OR MARINE. THE DREADNOUGHT MAY ALWAYS
- CHANGE THE DIRECTION IN WHICH IT IS FACING BY TURNING ON THE SPOT. THE
- DREADNOUGHT MAY NOT MOVE DIAGONALLY.
-
-
- THE DREADNOUGHT`S WEAPONS
-
-
- THE DREADNOUGHT STARTS THE GAME WITH BOLTERS MOUNTED ONTO ITS BODY AND TWO
- HEAVY WEAPONS. WHEN A DREADNOUGHT FIRES IT MAY FIRE ALL THREE OF ITS
- WEAPONS. THE WEAPONS ARE FIRED ONE AT A TIME. IT MAY FIRE MORE THAN ONE
- WEAPON AT THE SAME TARGET OR MAY CHOOSE TO FIRE EACH WEAPON AT A DIFFERENT
- TARGET. THE DREADNOUGHT CAN FIRE ALL ITS WEAPONS AS LONG AS IT CAN TRACE A
- LINE OF SIGHT TO ITS INTENDED TARGET FROM AT LEAST ONE OF THE FOUR SQUARES IT
- OCCUPIES. THE DREADNOUGHT MAY NOT FIRE THOSE WEAPONS THAT HAVE BEEN LOST
- DURING COMBAT. WHEN BOTH HEAVY WEAPONS HAVE BEEN LOST THEN IT MAY ONLY FIRE
- WITH ITS BOLTERS.
-
-
- THE DREADNOUGHT`S LIFE POINTS
-
-
- THE DREADNOUGHT HAS THREE LIFE POINTS. WHEN IT LOSES THE FIRST LIFE POINT
- THEN IT WILL LOSE ONE OF ITS HEAVY WEAPONS. THE SECOND HEAVY WEAPON IS LOST
- WHEN IT LOSES ANOTHER LIFE POINT. IT CONTINUES TO ROLL ITS FULL NUMBER OF
- COMBAT DICE FOR HAND-TO-HAND COMBAT, EVEN WHEN IT IS DAMAGED. THE
- DREADNOUGHT IS DESTROYED WHEN IT LOSES ITS THIRD LIFE POINT.
-
-
- ALIEN REINFORCEMENTS
-
-
- THE ALIEN STARTS THE GAME WITH A NUMBER OF REINFORCEMENTS. THE EXACT NUMBER
- WILL DEPEND ON THE MISSION BEING PLAYED. THE ALIEN MAY MOVE UP HIS
- REINFORCEMENTS AT THE END OF HIS TURN. ALIEN REINFORCEMENTS WILL NOT BE
- PLACED ON A SQUARE THAT IS VISABLE TO A MARINE. OBVIOUSLY, ALL THE ABOVE
- ACTIONS WILL BE CARRIED OUT BY THE COMPUTER.
-
-
- ALIEN ARMOR VALUES, MOVEMENT LIMITS AND COMBAT DICE.
-
- (L = LIGHT WEAPON DICE, H = HEAVY WEAPON DICE)
-
-
- ALIEN ARMOR VALUE MOVE FIRE HAND-TO-HAND
- ~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~~~~~~~~~
-
-
- ORKS 1 6 2L 2L
-
- GRETCHIN 0 8 2L 1L
-
- ANDROID 2 4 3L 2H
-
- CHAOS MARINE 2 6 WITH LW 2L 2L
- 4 WITH HW
-
- CHAOS COMMANDER 2 6 2H 2L
-
- SOULSUCKER 3 8 NONE 2H
-
- DREADNOUGHT 4 4 2X2H+2L 2H+2L
-
-
- COMPLETING THE MISSION
-
-
- IF ONE OF THE MARINE PLAYERS SUCCEEDS IN FULFILLING THE MISSION THEY WILL BE
- AWARDED THE PRIMARY MISSION, FOR WHICH YOU WILL BE AWARDED THIRTY POINTS. A
- MARINE PLAYER WHO ACCOMPLISHES THE SECONDARY MISSION WILL BE AWARDED THE
- SECONDARY MISSION, AND POINTS. FOR MORE INFORMATION ON SECONDARY MISSIONS,
- SEE `ALIEN EVENTS` LATER IN THIS MANUAL.
-
-
- ONCE THE MISSION HAS BEEN ACCOMPLISHED THE MARINES MUST RETURN THEIR OWN
- DOCKING CLAWS. ANY MARINE ON A DOCKING CLAW IS SAFE FROM ATTACK. ALIENS MAY
- NOT MOVE ONTO A MARINE DOCKING CLAW. ONCE A MARINE HAS RETURNED TO THE
- DOCKING CLAW IT PLAYS NO FURTHER PART IN THE GAME. A MARINE MAY NOT FIRE OR
- MOVE BACK ONTO THE MAP. IF THE MARINES FAIL TO COMPLETE THE MISSION THEY MAY
- STILL RETURN TO THEIR DOCKING CLAW TO ESCAPE.
-
-
- END OF THE GAME
-
-
- ONCE ALL THE MARINE`S AND COMMANDERS HAVE RETURNED TO THEIR DOCKING CLAWS
- THEN THE GAME ENDS. THE GAME ENDS AUTOMATICALLY AFTER EACH REMAINING MARINE
- CHAPTER HAVE TAKEN THEIR FINAL TURN. THE MARINE PLAYERS HAVE ONE LAST TURN
- EACH, TO TRY TO SAVE AS MANY OF THEIR MARINES AS THEY CAN. ANY MARINES LEFT
- STILL OUTSIDE THEIR DOCKING CLAW AFTER THIS LAST TURN ARE ASSUMED TO BE
- ELIMINATED.
-
-
- WINNING THE GAME
-
-
- THE COMPUTER WILL TOTAL UP THE SCORE FOR EACH OF THE PLAYERS, AND WILL TELL
- YOU WHO THE WINNER IS, PROVIDING THAT AT LEAST ONE PLAYER HAS REACHED THE
- MINIMUM WINNING POINTS REQUIRED. AGAIN, THIS NUMBER IS MISSION DEPENDANT,
- BUT THIS NUMBER WILL BE GIVEN IN THE MISSION BRIEFING SCREEN. ONCE A GAME IS
- OVER, THE PLAYERS WILL BE GIVEN THE OPPORTUNITY OF SAVING THEIR CHAPTERS TO
- USE IN LATER GAMES OR CAMPAIGNS.
-
-
- THOSE ARE THE RULES OF PLAY, AND YOU WILL NEED TO BE FAMILIAR WITH THEM
- BEFORE YOU PLAY THE COMPUTER GAME. THE COMPUTER WILL ENFORCE MOST OF THE
- RULES FOR YOU, OF COURSE. THE FOLLOWING SECTION EXPLAINS HOW THE COMPUTER
- GAME WORKS.
-
-
- SPACE CRUSADE: THE COMPUTER VERSION
-
-
- ON LOADING
-
-
- FOLLOWING THE LOADING SEQUENCE YOU WILL BE PRESENTED WITH FOUR FLAGS
- REPRESENTING THE FOUR LANGUAGES AVAILABLE, PRESS THE APPROPRIATE FUNCTION KEY
- CORRESPONDING TO THE LANGUAGE YOU WISH TO USE. AFTER THIS YOU WILL ENCOUNTER
- THE COPY PROTECTION, TYPE IN ANYTHING AS THIS IS CRACKED BY ** N.O.M.A.D **
-
-
- CONTROLS
-
-
- USE THE JOYSTICK OR THE MOUSE TO MOVE THE CURSOR AND THE FIRE BUTTON ON THE
- JOYSTICK OR LEFT HAND MOUSE BUTTON TO SELECT OPTIONS. IF USING THE KEYBOARD
- SEE BELOW.
-
-
- ADDITIONAL KEYBOARD CONTROLS:
-
-
- CURSOR UP MOVES POINTER UP.
-
- CURSOR DOWN MOVES POINTER DOWN.
-
- CURSOR LEFT MOVES POINTER LEFT.
-
- CURSOR RIGHT MOVES POINTER RIGHT.
-
- SPACE BAR IMITATES FIRE BUTTON ON JOYSTICK OR LEFT MOUSE BUTTON.
-
- KEYS F1-F5 SELECTS THE COMMANDER AND MARINES CURRENTLY TAKING THEIR
- TURN. PRESSING ONE OF THE FUNCTION KEYS TWICE WILL CENTER
- THE SCREEN ON THAT MARINE.
-
- F10 TOGGLES BETWEEN SOUND EFFECTS AND MUSIC.
-
- S TOGGLES THE SCROLL BUTTON ON/OFF. WHEN THE S KEY IS TOGGLED
- ON YOU CAN THEN USE THE KEYBOARD OR JOYSTICK/MOUSE SCROLL
- AROUND THE CURRENT MISSION MAP.
-
- ESCAPE QUITS THE CURRENT MISSION.
-
-
- MAIN OPTIONS SCREEN
-
-
- WHEN THE GAME HAS LOADED, THE FIRST GAME SCREEN FEATURED WILL BE THE MAIN
- OPTIONS SCREEN, WHICH HAS THREE ICONS: SELECT MISSION, SELECT CHAPTERS AND
- EXPANSION MISSIONS. THE EXPANSION MISSION ICON IS PROVIDED FOR FUTURE
- MISSIONS THAT WILL BE RELEASED AT A LATER DATE. WHEN ALL OF THE PLAYERS HAVE
- MADE THEIR SELECTIONS FOR THE FORTHCOMING MISSION THEN A NEW ICON WILL
- APPEAR, THIS IS THE START MISSION ICON, LOOKING LIKE A 3-D ISOMETRIC VIEW OF
- THE BOARD. CLICK ON THIS AND YOUR MISSION WILL BEGIN.
-
-
- SELECT MISSION
-
-
- HAVING CHOSEN THIS OPTION A HAND HELD COMPUTER WILL APPEAR WITH A LIST OF
- SLOTS WITH THE NAMES OF THE AVAILABLE MISSIONS. CLICK ON ONE OF THE MISSION
- SLOTS, WE RECOMMEND THAT YOU PLAY THE MISSIONS IN THE ORDER THAT THEY ARE
- PRESENTED. THE MISSION BRIEF FOR THE MISSION YOU HAVE JUST SELECTED WILL NOW
- APPEAR IN THE TEXT WINDOW OF THE HAND HELD COMPUTER.
-
-
- MISSION BRIEF
-
-
- THIS WILL BE THE MARINES MISSION AND WILL TELL THE MARINE PLAYERS WHAT THEY
- MUST TRY TO DO TO ACHIEVE THE PRIMARY MISSION OBJECTIVE AND SO SCORE BONUS
- POINTS. EACH MISSION WILL HAVE A POINTS THRESHOLD OVER WHICH THE PLAYERS
- MUST SCORE IN ORDER TO SUCCESSFULLY WIN THE MISSION. IF THE WORD `MORE>>`
- APPEARS IN THE TEXT WINDOW THEN CLICK ON THE TEXT WINDOW AND ANY ADDITIONAL
- TEXT WILL APPEAR. CLICK ON ACCEPT (THE TICK) BUTTON, AT THE BOTTOM OF THE
- HAND HELD COMPUTER, IF YOU WISH TO PLAY THE MISSION, YOU WILL THEN BE TAKEN
- BACK TO THE MAIN OPTIONS SCREEN READY TO SELECT YOUR MARINE CHAPTER. IF YOU
- WISH TO SELECT A DIFFERENT MISSION THEN CLICK ON THE REFUSE (THE CROSS)
- BUTTON AND YOU WILL BE TAKEN BACK TO THE MISSION LIST.
-
-
- SELECT CHAPTER
-
-
- WHEN YOU CLICK ON THIS ICON YOU WILL BE PRESENTED WITH A SCREEN SHOWING A
- PICTURE OF EACH OF THE MARINE CHAPTERS IN ACTION. EACH PLAYER WISHING TO PLAY
- SPACE CRUSADE MUST CHOOSE A CHAPTER OF MARINES TO PLAY WITH. THE FIRST
- PLAYER SHOULD CLICK ON THE CHAPTER PICTURE REPRESENTING THE MARINE CHAPTER
- THEY WISH TO PLAY WITH, A BLAST DOOR WILL CLOSE OVER THEIR SELECTED MARINE
- CHAPTER TO INDICATE THAT THE MARINE CHAPTER HAS BEEN CHOSEN, AND WILL BE
- TAKING PART IN THE FORTHCOMING MISSION. THE MARINE CHAPTER EMBLEM ABOVE THE
- BLAST DOOR CAN NOW BE CLICKED ON, THIS WILL TAKE THE PLAYER TO THE CHAPTER
- OPTION SCREEN (SEE BELOW), FROM WHERE THE PLAYER WILL EQUIP HIS CHAPTER FOR
- THE MISSION.
-
-
- IF THE CHAPTER IS FLASHING THEN THIS INDICATES THAT THE PLAYER HAS NOT FULLY
- PREPARED THEIR CHAPTER FOR THE FORTHCOMING MISSION AND CAN NOT START A
- MISSION. IF THIS HAPPENS THEN CLICK ON THE FLASHING EMBLEM AND SELECT A FULL
- COMPLEMENT OF WEAPONS, EQUIPMENT AND ORDERS VIA THE CHAPTER OPTION SCREEN.
- WHEN ALL OF THE PLAYERS HAVE CHOSEN A MARINE CHAPTER AND MADE THEIR
- SELECTIONS FOR THEIR MARINE CHAPTER THEY SHOULD CLICK ON THE DOUBLE ARROW IN
- THE BOTTOM RIGHT HAND CORNER OF THE SELECT CHAPTER SCREEN WHICH WILL RETURN
- THEM TO THE MAIN OPTIONS SCREEN READY TO CLICK ON THE START MISSION ICON.
- NOTE: ONCE A MISSION HAS BEEN COMPLETED THE PLAYERS MUST CHOOSE THEIR NEW
- MISSION AND RETURN TO THIS SCREEN. ALL OF THE BLAST DOORS WILL BE OPEN,
- PLAYERS MUST AGAIN CHOOSE WHICH MARINE CHAPTERS ARE TO TAKE PART IN THE NEXT
- MISSION BY FOLLOWING THE ABOVE PROCEDURE. IF A PLAYER DOES NOT WISH TO
- ACCESS ANY OF THE OPTIONS FROM THE CHAPTER OPTION SCREEN, FOR EXAMPLE
- CHANGING WEAPONS, THEN THEY SHOULD NOT CLICK ON THE CHAPTER EMBLEM ABOVE THE
- BLAST DOOR, UNLESS IT IS FLASHING, BUT CLICK ON THE DOUBLE ARROW IN THE
- BOTTOM RIGHT CORNER TO RETURN THEM TO THE MAIN OPTIONS SCREEN READY TO CLICK
- ON THE START MISSION ICON.
-
-
- CHAPTER OPTION SCREEN
-
-
- THIS SCREEN HAS THREE ICONS, SELECT WEAPONS, LOAD/SAVE COMMANDER AND
- COMMANDER STATUS.
-
-
- SELECT WEAPONS
-
-
- TO SELECT THE WEAPONS FOR YOUR MARINE CHAPTER CLICK ON THIS ICON. YOU WILL
- FIRST BE PRESENTED WITH THE COMMANDER AND MARINE WEAPON SELECTION, AND THEN
- THE EQUIPMENT AND ORDER SELECTION SCREEN. THERE IS A DEFAULT SET OF WEAPONS,
- EQUIPMENT AND ORDER FOR EACH MARINE CHAPTER ALREADY PRESENT AND YOU MAY WISH
- TO ALTER THESE (SEE BELOW).
-
-
- COMMANDER AND MARINES WEAPONS SELECTION
-
-
- EACH MARINE CHAPTER MUST SELECT THEIR WEAPONS CAREFULLY AND WITH THE MISSION
- THEY ARE ABOUT TO UNDERTAKE IN MIND. THE HAND HELD COMPUTER DISPLAYS THE
- AVAILABLE WEAPONS, CLICK ON A MARINES FACE AT THE TOP OF THE DEVICE, THE FACE
- WILL NOW HIGHLIGHT WITH A YELLOW BOX SURROUND.
-
-
- FOR YOUR CONVENIENCE WE HAVE INCLUDED A SET OF DEFAULT WEAPONS, SO YOU CAN
- START A MISSION WITHOUT HAVING TO SET UP YOUR OWN MARINES WEAPONS. IF YOU DO
- WISH TO CHANGE THE WEAPONS WE HAVE SET UP FOR YOU THEN FOLLOW THE PROCEDURE
- ON DISCARDING WEAPONS BELOW.
-
-
- USE THE SINGLE ARROWS EITHER SIDE OF THE CURRENTLY DISPLAYED WEAPON TO MOVE
- THROUGH THE CHOICE OF WEAPONS. WHEN YOU HAVE DECIDED ON THE WEAPON FOR THE
- CURRENTLY SELECTED MARINE CLICK ON THE PICTURE OF THE WEAPON, THE LED
- UNDERNEATH THE MARINE WILL NOW TURN FROM RED TO GREEN AND `CURRENTLY
- SELECTED` WILL APPEAR UNDERNEATH THE WEAPON TO INDICATE THAT THE MARINE THAT
- IS CURRENTLY SELECTED HAS NOW GOT THAT WEAPON.
-
-
- CONTINUE TO DO THIS FOR THE REST OF THE MARINES. YOU WILL NOTICE THAT ANY
- WEAPON SELECTED AND ASSIGNED TO ANOTHER MARINE WILL HAVE THE PHRASE
- `PREVIOUSLY SELECTED` UNDERNEATH IT. IF YOU WISH TO CHANGE AND DISCARD A
- MARINES WEAPON THEN SELECT HIM AGAIN, CLICK ON THE CURRENTLY SELECTED WEAPON,
- THE LED UNDERNEATH THE MARINE WILL NOW TURN FROM GREEN TO RED, THEN SELECT
- ANOTHER WEAPON IN THE SAME WAY AS BEFORE. WHEN ALL OF THE MARINES HAVE
- CHOSEN THEIR WEAPONS CLICK ON THE DOUBLE ARROW BUTTON AT THE BOTTOM RIGHT
- HAND CORNER OF THE HAND HELD COMPUTER, THIS WILL TAKE YOU TO THE EQUIPMENT
- ORDER AND SELECTION SCREEN. IF YOU WISH TO RETURN TO THE CHAPTER OPTIONS
- SCREEN THEN CLICK ON THE DOUBLE ARROW BUTTON AT THE BOTTOM LEFT OF THE
- DEVICE.
-
-
- EQUIPMENT AND ORDER SELECTION
-
-
- NOTE: IF YOU WISH TO RECAP OR RE-EXAMINE THE INFORMATION ON THE EQUIPMENT AND
- ORDERS YOU HAVE SELECTED WHILST YOU ARE PLAYING, DETAILS ARE GIVEN AT THE
- BACK OF THIS MANUAL.
-
-
- FOR YOUR CONVENIENCE WE HAVE INCLUDED A SET OF DEFAULT EQUIPMENT AND AN
- ORDER, SO YOU CAN START A MISSION WITHOUT HAVING TO SET UP YOUR MARINES
- EQUIPMENT AND ORDER. IF YOU DO WISH TO CHANGE THE EQUIPMENT AND ORDER WE
- HAVE SET UP FOR YOU THEN FOLLOW THE PROCEDURE ABOUT DISCARDING EQUIPMENT OR
- ORDERS BELOW.
-
-
- A HAND HELD COMPUTER WILL DISPLAY THE EQUIPMENT AND ORDERS AVAILABLE TO YOUR
- MARINE CHAPTER. THE FOLLOWING PROCEDURE CAN BE USED FOR SELECTION OF BOTH
- EQUIPMENT AND ORDERS. WHEN YOU FIRST ENTER THIS SCREEN THE ORDER BUTTON IS
- ALREADY ACTIVE AND HIGHLIGHTED AND A PICTURE OF ONE OF THE AVAILABLE ORDERS
- WILL BE PRESENT IN THE WINDOW IN THE TOP LEFT CORNER OF THE HAND HELD
- COMPUTER. CLICK ON EITHER THE EQUIPMENT BUTTON OR THE ORDER BUTTON. THE ONE
- SELECTED WILL HIGHLIGHT WITH A YELLOW BOX SURROUND TO INDICATE THAT IT IS
- ACTIVE. A PICTURE OF A PIECE OF EQUIPMENT OR AN ORDER WILL BE DISPLAYED IN
- THE WINDOW AT THE TOP LEFT HAND CORNER OF THE HAND HELD COMPUTER.
-
-
- YOU WILL NOTICE THAT ONE OR MORE LED`S HAVE APPEARED UNDERNEATH THE
- EQUIPMENT/ORDER PICTURE AT THE TOP OF THE HAND HELD COMPUTER. THE NUMBER OF
- LED`S PRESENT WHEN THE EQUIPMENT BUTTON IS SELECTED WILL DEPEND ON HOW MANY
- EQUIPMENT PACKS YOU ARE ALLOWED TO POSSESS, THE NUMBER WILL RANGE FROM FOUR
- TO EIGHT, THE EXACT NUMBER IS DETERMINED BY THE NUMBER OF HONOR BADGES YOUR
- COMMANDER CURRENTLY POSSESSES. THE NUMBER OF LED`S PRESENT WHEN THE ORDER
- BUTTON IS SELECTED WILL DEPEND ON HOW MANY ORDERS YOU ARE ALLOWED TO POSSESS,
- THE NUMBER WILL RANGE FROM ONE TO FOUR, THE EXACT NUMBER IS DETERMINED BY
- YOUR COMMANDERS CURRENT RANK. CLICK ON ONE OR TWO OF THE SINGLE ARROWS BELOW
- THE EQUIPMENT AND ORDER BUTTONS TO MOVE THROUGH THE AVAILABLE CHOICES. A
- DESCRIPTION OF THE EQUIPMENT OR ORDER YOU ARE CURRENTLY VIEWING WILL APPEAR
- IN THE TEXT WINDOW BELOW THE LED`S IF THERE IS MORE TEXT TO FOLLOW THEN
- `MORE>>` WILL APPEAR AT THE END OF THE TEXT, CLICK ON THE TEXT WINDOW AND ANY
- ADDITIONAL TEXT WILL THEN APPEAR.
-
-
- WHEN YOU WISH TO SELECT A PIECE OF EQUIPMENT OR ORDER SIMPLY CLICK ON THE
- PICTURE OF IT IN THE TOP LEFT HAND CORNER OF THE HAND HELD COMPUTER. YOU
- WILL NOTICE THAT ONE OF THE LED`S HAS TURNED FROM RED TO GREEN, THIS
- INDICATES THAT AN ORDER OR EQUIPMENT PACK HAS BEEN SELECTED AND WILL BE
- PRESENT WHEN YOU START YOUR MISSION. CONTINUE TO DO THIS UNTIL ALL OF THE
- LED`S FOR BOTH EQUIPMENT AND ORDERS HAVE TURNED GREEN.
-
-
- IF YOU CHANGE YOUR MIND AND WISH TO DISCARD AN EQUIPMENT PACK OR AN ORDER
- THEN CLICK ON THE SINGLE ARROWS UNTIL THE PICTURE OF THE EQUIPMENT OR ORDER
- APPEARS IN THE TOP LEFT HAND WINDOW OF THE HAND HELD COMPUTER. THEN CLICK ON
- THE PICTURE TO DISCARD THE EQUIPMENT OR ORDER AND THE PREVIOUSLY GREEN L.E.D
- WILL NOW TURN TO RED. FOLLOW THE ABOVE PROCEDURE TO SELECT ANOTHER ONE.
- WHEN YOU ARE HAPPY WITH YOUR SELECTIONS CLICK ON THE DOUBLE ARROW AT THE
- BOTTOM RIGHT OF THE HAND HELD COMPUTER TO TAKE YOU BACK TO THE CHAPTER
- OPTIONS SCREEN. THE DOUBLE ARROW BUTTON ON THE LEFT HAND SIDE WILL TAKE YOU
- BACK TO THE WEAPON SELECT SCREEN.
-
-
- IF THE MARINE PLAYER CHOOSES A TARGETER AS PART OF THEIR EQUIPMENT THEN A
- WEAPON WITH GREEN ARROWS EITHER SIDE WILL APPEAR IN THE TEXT WINDOW. CLICK
- ON THE ARROWS TO MOVE THROUGH THE AVAILABLE WEAPONS. WHEN YOU WISH TO ATTACH
- A TARGETER TO A WEAPON SIMPLY CLICK ON THE PICTURE OF THE WEAPON AND THE
- TARGETER WILL BE ASSIGNED TO THAT WEAPON AND `NOW SELECTED` WILL APPEAR
- UNDERNEATH THE WEAPON. IF MORE>> IS CLICKED ON THEN A TARGETER SYMBOL WILL
- APPEAR NEXT TO THE WEAPON TO INDICATE THAT IT IS ASSIGNED TO THAT PARTICULAR
- WEAPON. IF YOU WISH TO CHANGE YOUR MIND AND ASSIGN THE TARGETER TO ANOTHER
- WEAPON ENSURE THAT THE TARGETER PICTURE IS IN THE TOP LEFT HAND WINDOW, A
- WEAPON SHOULD NOW APPEAR IN THE TEXT WINDOW. CLICK ON THE WEAPON AND THE
- TARGETER WILL NO LONGER BE ASSIGNED TO THAT WEAPON. USING THE GREEN ARROWS
- NEXT TO THE WEAPON MOVE THROUGH THE AVAILABLE WEAPONS UNTIL YOU FIND THE ONE
- YOU WANT AND FOLLOW THE ABOVE PROCEDURE FOR RE-SELECTION.
-
-
- AFTER A MISSION HAS BEEN PLAYED, AND AS LONG AS THE COMPUTER HAS NOT BEEN
- TURNED OFF, THEN THE EQUIPMENT, ORDERS AND WEAPONS FROM THE PREVIOUS MISSION
- WILL ALREADY BE SET UP FOR THE NEXT MISSION. REMEMBER YOU MUST ALWAYS
- RESELECT A MARINE CHAPTER BY CLOSING A BLAST DOOR ON THE SELECT CHAPTER
- SCREEN. IF YOU ARE HAPPY WITH YOUR ORDER, EQUIPMENT AND WEAPONS, AND DO NOT
- WANT TO LOAD OR SAVE THEM THEN YOU NEED NOT CLICK ON THE CHAPTER EMBLEM. IF
- YOU WISH TO RE-SELECT ANY EQUIPMENT, ORDERS OR WEAPONS THEN YOU MUST CLICK ON
- THE CHAPTER EMBLEM WHICH WILL TAKE YOU TO THE CHAPTER OPTIONS SCREEN.
-
-
- LOAD/SAVE COMMANDER
-
-
- CLICK ON THIS ICON AND THREE NEW ICONS WILL APPEAR. LOAD COMMANDER, SAVE
- COMMANDER AND FORMAT DISK.
-
-
- LOAD COMMANDER
-
-
- TO LOAD A PREVIOUSLY SAVED COMMANDER, CLICK ON THE LOAD ICON AND FOLLOW ANY
- ON SCREEN INSTRUCTIONS. A SCREEN WITH A LIST OF LOAD SLOTS WILL APPEAR,
- CLICK ON THE SLOT YOU WISH TO LOAD AND FOLLOW ANY ON SCREEN INSTRUCTIONS. IF
- YOU DO NOT WISH TO LOAD, THEN CLICK ON THE EXIT BUTTON AT THE BOTTOM OF THE
- SCREEN. WHEN YOU HAVE FINISHED AND RETURNED TO THE LOAD/SAVE/FORMAT SCREEN
- CLICK ON THE DOUBLE ARROW BUTTON AT THE BOTTOM RIGHT OF THE SCREEN TO RETURN
- YOU TO THE CHAPTER OPTIONS SCREEN.
-
-
- SAVE COMMANDER
-
-
- TO SAVE A COMMANDER, CLICK ON THE SAVE ICON AND FOLLOW ANY ON SCREEN
- INSTRUCTIONS. IF YOU HAVE NOT SAVED PREVIOUSLY THEN A SCREEN WITH A LIST OF
- EMPTY UNUSED SAVE SLOTS WILL APPEAR, CLICK ON A SLOT, THE NAME OF YOUR MARINE
- CHAPTER AND A NUMBER WILL APPEAR, THEN FOLLOW ANY ON SCREEN INSTRUCTIONS. ON
- FUTURE SAVES ENSURE THAT YOU CLICK ON THE SLOT YOU WISH TO UPDATE. IF YOU DO
- NOT WISH TO SAVE, THEN CLICK ON THE EXIT BUTTON, THIS WILL RETURN YOU TO THE
- LOAD/SAVE/FORMAT SCREEN. FROM HERE CLICK ON THE DOUBLE ARROW BUTTON AT THE
- BOTTOM RIGHT OF THE SCREEN TO RETURN YOU TO THE CHAPTER OPTIONS SCREEN.
-
-
- FORMAT DISK
-
-
- THIS WILL ALLOW YOU TO CREATE A DISK ONTO WHICH YOU CAN SAVE YOUR MARINE
- COMMANDER. IF YOU CHOOSE THIS OPTION, SIMPLY FOLLOW THE ON SCREEN
- INSTRUCTIONS, TAKING CARE NOT TO FORMAT YOUR GAME DISK.
-
-
- COMMANDER STATUS
-
-
- THIS SCREEN SHOWS THE CURRENT STATUS OF A MARINE COMMANDER. THIS SCREEN WILL
- SHOW THE COMMANDERS CURRENT RANK, ANY HONOR BADGES HE HOLDS, THE TOTAL NUMBER
- OF KILLS FOR THE LAST MISSION AND THE NUMBER OF POINTS FOR THE LAST MISSION.
- IF YOUR COMMANDER HAS FOUR HONOR BADGES THEN THEY WILL BE FLASHING TO
- INDICATE THAT THEY CAN BE TRADED. A TRADE BUTTON WILL APPEAR AT THE BOTTOM
- OF THE SCREEN, IN PLACE OF ONE OF THE NORMAL EXIT BUTTONS, TO ALLOW YOU TO
- TRADE THE HONOR BADGES IN FOR A PROMOTION BY ONE RANK, UNLESS YOUR COMMANDER
- IS ALREADY AT THE HIGHEST RANK OR THE RANK BELOW (THERE WILL BE NO RANK
- CEREMONY WHEN INCREASING IN RANK FROM THE STATUS SCREEN). IF YOU CLICK ON
- THE TRADE BUTTON, YOU WILL LOOSE THE FOUR BADGES, AND BE PROMOTED BY ONE
- RANK. THE TRADE BUTTON WILL THEN DISAPPEAR. IF MORE>> APPEARS AT THE BOTTOM
- OF THE TEXT WINDOW THEN CLICK ON IT AND THE MISSION RECORD WILL BE SHOWN.
- THE MISSION RECORD DISPLAYS ANY PREVIOUS MISSIONS AND WHETHER THEY HAVE BEEN
- SUCCESSFULLY COMPLETED OR NOT. THIS WILL BE INDICATED BY A TICK OR A CROSS
- NEXT TO THE MISSION AND ITS NUMBER. WHEN YOU HAVE FINISHED ON THIS SCREEN
- THEN CLICK ON THE EXIT BUTTON.
-
-
- ONCE THE PLAYER HAS MADE ALL OF THE SELECTIONS FOR THEIR MARINE CHAPTER THEN
- CLICK ON THE DOUBLE ARROW IN THE BOTTOM RIGHT HAND CORNER OF THE CHAPTER
- OPTION SCREEN, THIS WILL RETURN THEM TO THE SELECT CHAPTER SCREEN READY FOR
- THE NEXT PLAYER TO CHOOSE A MARINE CHAPTER.
-
-
- ORDER OF PLAY
-
-
- THE BLOOD ANGELS WILL MOVE FIRST, FOLLOWED BY THE IMPERIAL FISTS AND THEN THE
- ULTRA MARINES.
-
-
- PLAYING THE MISSION
-
-
- AFTER ALL THE SELECTIONS FOR EACH OF THE MARINE CHAPTERS TAKING PART IN THE
- FORTHCOMING MISSION HAVE BEEN MADE AND THEY HAVE RETURNED TO THE MAIN OPTIONS
- SCREEN THEN THE START MISSION ICON SHOULD BE SELECTED, THE MISSION WILL THEN
- BEGIN. EACH MARINE CHAPTER STARTS A MISSION FROM THEIR OWN DOCKING CLAW.
- THE DOCKING CLAW IS ALSO THE PLACE THAT THE TEAM SHOULD RETURN TO AT THE END
- OF A MISSION IN ORDER TO BE SAFE. WHEN MARINES RETURN TO THE DOCKING CLAW
- THEN THEY CAN NOT PERFORM ANY ACTIONS.
-
-
- DURING A MARINE PLAYER`S TURN THEY MAY MOVE AND/OR FIRE/OR HAND-TO-HAND
- COMBAT ALL OF THEIR MARINES. A PLAYER MAY MOVE AND FIRE EACH MARINE IN TURN.
- A MARINE MAY MOVE FIRST, THEN FIRE, OR FIRE FIRST AND THEN MOVE. A MARINE
- DOES NOT HAVE TO FIRE OR MOVE. HOWEVER A MARINE MAY NOT MOVE TWICE OR FIRE
- TWICE UNLESS THE PLAYER POSSESSES AN ORDER THAT ALLOWS THEM TO DO SO. DURING
- A MISSION THE POINTER WILL APPEAR AS A COMMANDERS GLOVE IN THE COLOR OF THE
- CURRENT CHAPTER.
-
-
- THE MAIN SCREEN
-
-
- THE MAIN SCREEN IS MADE UP OF THE MAIN VIEW WINDOW, THE SMALL MAP WINDOW AND
- THE DYNAMIC INFORMATION WINDOW. UNDERNEATH THESE IS THE CONTROL PANEL.
-
-
- 1.MAIN VIEW WINDOW
-
-
- THIS IS WHERE ALL OF THE ACTION TAKES PLACE. YOU MAY CLICK ON ANY OF YOUR
- MARINES IN THIS WINDOW WHILST IN PLAN VIEW IN ORDER TO SELECT THEM. ALSO
- CLICKING ON A REVEALED ALIEN AND HOLDING THE FIRE BUTTON DOWN WILL ACTIVATE
- THE ALIEN I.D MODE AND WILL SHOW THE ALIEN IN 3-D ISOMETRIC ALONG WITH ITS
- NAME IN THE SMALL MAP WINDOW. THE MAIN VIEW WINDOW HAS ARROWS AROUND THE
- EDGES, CLICKING ON ANY OF THESE, OR ALONG THE EDGES OF THE MAIN VIEW WINDOW
- WILL SCROLL THE MAIN VIEW WINDOW IN THE CHOSEN DIRECTION. CLICKING DOWN AND
- HOLDING THE FIRE BUTTON ON THESE ARROWS OR THE EDGES OF THE MAIN VIEW WINDOW
- WILL CONTINUE TO SCROLL THE MAIN VIEW WINDOW UNTIL EITHER THE FIRE BUTTON IS
- RELEASED OR UNTIL THE END OF THE MISSION MAP IS REACHED. WHEN THE 3-D BUTTON
- IS ACTIVE, CLICKING ON THE FOUR ARROWS SURROUNDING THE MAIN VIEW WINDOW WILL
- DISPLAY THE FOUR ANGLES OF THE ISOMETRIC VIEW.
-
-
- 2.SMALL MAP WINDOW
-
-
- THIS WINDOW DISPLAYS THE MISSION MAP. ALIENS AND YOUR MARINES ARE SHOWN AS
- DOTS AND THEY CAN BE SEEN MOVING AROUND THE MAP WHEN ORDERED TO DO SO, ALIENS
- AND BLIPS ARE SHOWN AS GREEN DOTS, OBJECTS SUCH AS RUBBLE ARE SHOWN AS BLUE
- DOTS AND MARINES ARE SHOWN AS RED.
-
-
- TO AID IN IDENTIFICATION A GRAPHIC AND NAME OF AN ALIEN OR AN OBJECT CAN ALSO
- BE SEEN DISPLAYED IN THIS WINDOW IN 3-D ISOMETRIC BY CLICKING AND HOLDING
- DOWN THE FIRE BUTTON, LEFT MOUSE BUTTON OR SPACE BAR ON THE SQUARE THEY
- OCCUPY WHILST IN PLAN VIEW MODE. CLICKING ANYWHERE ON THIS MAP WILL TAKE THE
- MAIN VIEW WINDOW TO THAT POSITION.
-
-
- WHEN THE 3-D BUTTON IS SELECTED A 3-D ISOMETRIC VIEW OF PART OF THE MAP WILL
- BE DISPLAYED IN THE MAIN VIEW WINDOW. WHILST THE 3-D BUTTON IS ACTIVE,
- CLICKING ANYWHERE ON THE SMALL MAP WILL CAUSE THAT PART OF THE MAP TO BE
- DISPLAYED IN 3-D. CLICKING ON THE 3-D BUTTON AGAIN WILL CANCEL IT.
-
-
- WHEN THE DICE ARE BEING ROLLED THIS WINDOW WILL DISPLAY THE DICE ROLL AS
- DIGITAL READ-OUTS, DICE THAT ARE NOT ACTIVE WILL BE DEHIGHLITED. HEAVY
- WEAPON DICE ARE COLOURED RED AND ARE AT THE TOP, LIGHT WEAPON DICE ARE
- COLOURED WHITE AND ARE AT THE BOTTOM.
-
-
- A PLAYER MAY SOMETIMES BE GIVEN THE OPTION TO RE-ROLL SOME OF THE DICE, YOU
- WILL BE INFORMED OF THIS OPTION IN THE DYNAMIC INFORMATION WINDOW, CLICK ON
- THE PARTICULAR DICE YOU WISH TO RE-ROLL OR CLICK CANCEL IF YOU ARE HAPPY WITH
- THE DICE ROLL AND DO NOT WISH TO RE-ROLL.
-
-
- 3.DYNAMIC INFORMATION WINDOW
-
-
- THIS WINDOW AT THE TOP RIGHT HAND CORNER OF THE SCREEN SHOWS INFORMATION
- ABOUT THE CURRENTLY SELECTED MARINE IN THE MARINE TEAM CURRENTLY TAKING ITS
- TURN, OR THE ALIENS WHEN IT IS THEIR TURN. WHEN A MARINE TEAM ARE TAKING
- THEIR TURN THE MARINE`S CHAPTER EMBLEM WILL BE DISPLAYED AT THE TOP OF THIS
- WINDOW ALONG WITH THE NAME OF THE CURRENTLY SELECTED MARINE, THE NUMBER OF
- LIFE POINTS THE MARINE HOLDS, THE WEAPON CARRIED BY THAT MARINE AND ALSO ANY
- TARGETER THAT MAY HAVE BEEN CHOSEN AS ONE OF YOUR EQUIPMENT CHOICES. IF A
- MARINE HAS COLLECTED AN OBJECT AS PART OF THE MISSION OBJECTIVE THEN THIS
- WILL ALSO BE DISPLAYED IN THIS WINDOW TO INDICATE WHICH MARINE POSSESSES IT.
-
-
- WHEN ALL OF THE MARINE TEAMS HAVE HAD THEIR TURN AND HAVE CLICKED ON THE NEXT
- PLAYER ICON, THIS WINDOW WILL THEN DISPLAY THE NUMBER OF TURNS REMAINING AND
- WILL PROMPT YOU TO PRESS THE FIRE BUTTON. THE NUMBER OF TURNS WILL COUNT
- DOWN. ONCE THE TURN COUNTER REACHES ONE THEN YOUR MARINE TEAM WILL HAVE ONE
- LAST TURN TO GET ALL THEIR MARINES BACK INTO THE DOCKING CLAW, OTHERWISE THEY
- WILL ALL DIE. AFTER THE NUMBER OF TURNS REMAINING HAVE BEEN DISPLAYED THEN
- IT IS THE ALIEN`S TURN. BEFORE THE ALIEN TAKES ITS TURN AN ALIEN EVENT WILL
- BE PLAYED (SEE ALIEN EVENTS) WHICH MAY BE BENEFICIAL OR DETRIMENTAL TO THE
- MARINES. THE ALIEN WILL THEN TAKE ITS TURN. YOU WILL SEE THE ALIEN EMBLEM
- IN THIS WINDOW AND THE CONTROL PANEL ACTION ICONS WILL LIGHT UP WITH A GREEN
- SURROUND WHEN THE ALIENS ARE TAKING THEIR TURN, THIS HELPS YOU SEE WHAT
- ACTIONS THE ALIENS ARE PERFORMING. IF THE ALIEN ATTACKS USING HAND-TO-HAND
- COMBAT THEN THE MARINE INVOLVED WILL AUTOMATICALLY MAKE A DEFENSIVE DICE
- ROLL. YOU WILL BE PROMPTED IN THIS WINDOW TO RE-ROLL UNDER CERTAIN
- CIRCUMSTANCES, A CHAPTER EMBLEM WILL ALSO APPEAR IN THIS WINDOW TO INDICATE
- WHICH CHAPTER MUST CHOOSE RE-ROLL OR CANCEL.
-
-
- CONTROL PANEL
-
-
- THE PANEL AT THE BOTTOM OF THE SCREEN IS WHERE YOU CONTROL YOUR MARINES
- ACTIONS. EACH ICON HAS A PARTICULAR FUNCTION. ONLY THE CURRENTLY AVAILABLE
- ACTIONS WILL BE HIGHLIGHTED. A MARINE MUST BE SELECTED BEFORE ANY OF THESE
- ICONS BECOME HIGHLIGHTED, WITH THE EXCEPTION OF THE ORDER ICON.
-
-
- CONTROL PANEL ACTION ICONS
-
-
- THIS IS THE MAIN SECTION OF THE PANEL, AND APPEARS UNDER THE MAIN VIEW
- WINDOW. CLICKING ON THESE ICONS WILL CAUSE THEM TO BE SURROUNDED BY THE
- COLOR OF YOUR MARINE TEAM TO INDICATE THAT IT HAS BEEN SELECTED. THE
- COLOURED SURROUND WILL STAY ACTIVE WHILST THE ACTION IS TAKING PLACE. ONCE
- SELECTED, AN ICON CAN BE CANCELLED BY CLICKING ON IT AGAIN, WITH THE
- EXCEPTION OF THE SCANNER, DOOR AND NEXT PLAYER ICONS.
-
- THE ICONS ARE FROM LEFT TO RIGHT:
-
-
- A.SCROLL ICON
-
-
- CLICK ON THIS ICON AND MOVE THE JOYSTICK, MOUSE OR KEYS TO SCROLL AROUND THE
- MISSION MAP. CLICK ON THIS ICON AGAIN TO EXIT THIS MODE. PRESSING THE S KEY
- WILL ALSO ACTIVATE THIS OPTION, USE THE JOYSTICK, MOUSE OR KEYBOARD TO MOVE
- AROUND THE MAP. PRESSING THE S KEY AGAIN WILL DE-ACTIVATE THIS OPTION.
-
-
- B.MOVE
-
-
- CLICK ON THIS ICON AND THE MAIN VIEW WINDOW WILL DEHIGHLIGHT ALL SQUARES THAT
- CAN NOT BE WALKED ON. SQUARES THAT THE MARINE CAN MOVE TO WILL STAY AS
- NORMAL. MARINES WITH BOLT PISTOLS AND COMMANDERS ARE ABLE TO MOVE UP TO SIX
- SQUARES. MARINES WITH HEAVY WEAPONS CAN ONLY MOVE UP TO FOUR SQUARES, UNLESS
- THEY POSSESS A PIECE OF EQUIPMENT THAT ALLOWS THEM TO DO SO. WHEN THE MAIN
- VIEW WINDOW HAS DEHIGHLIGHTED THE UNAVAILABLE SQUARES, CLICK ON A SQUARE AND
- THE MARINE WILL MOVE TO THAT SQUARE. IF YOU HAVE FAILED TO SCAN THEN THERE
- MAY BE AN UN-REVEALED ALIEN BLOCKING YOUR MARINES PATH, YOUR MARINE WOULD
- THEN STOP, AND THE ALIEN WOULD BE REVEALED.
-
-
- C.FIRE
-
-
- WHEN THE FIRE ICON IN THE CONTROL PANEL IS CLICKED ON, THE MAIN VIEW WINDOW
- WILL DISPLAY THE SQUARES THAT CAN BE FIRED UPON IN YELLOW AND `SELECT TARGET`
- WILL APPEAR IN THE DYNAMIC INFORMATION WINDOW. CLICK ON AN ALIEN TO BE FIRED
- AT OR, IF THE MISSILE LAUNCHER OR PLASMA GUN ARE BEING USED, CLICK ON ANY
- SQUARE EITHER CONTAINING AN ALIEN OR AN EMPTY SQUARE WITH ALIENS ON ADJACENT
- SQUARES. THE DIGITAL DICE ROLL WILL NOW APPEAR IN THE SMALL MAP WINDOW. IF
- CANCEL APPEARS UNDERNEATH THE DICE THEN THE PLAYER HAS THE OPPORTUNITY TO GET
- A RE-ROLL. THIS IS DONE BY CLICKING ON THE ACTUAL DICE. IF THE PLAYER DOES
- NOT WISH TO RE-ROLL A DICE THEN THEY SHOULD CLICK ON CANCEL. IF THE PLAYER`S
- DICE ROLL HAS SCORED MORE THAN THE ALIEN`S ARMOR VALUE THEN THE ALIEN WILL BE
- ELIMINATED, WITH THE EXCEPTION OF THE DREADNOUGHT, WHO HAS THREE LIFE POINTS
- BEYOND HIS ARMOR VALUE. IF YOU GET A HIGH DICE ROLL SCORE WHEN USING THE
- ASSAULT CANNON, AND HAVE BEATEN THE ALIEN`S ARMOR VALUE, THE ALIEN WILL BE
- ELIMINATED, YOUR DICE SCORE WILL THEN DECREASE BY THE ALIEN`S ARMOR VALUE,
- AND YOU WILL BE REQUESTED TO SELECT ANOTHER ALIEN TO ATTACK. THIS WILL
- CONTINUE UNTIL THERE ARE NO MORE ALIENS TO FIRE AT IN THE VICINITY, YOUR DICE
- ROLL HAS REACHED ZERO OR YOUR DICE SCORE IS NOT SUFFICIENTLY HIGH ENOUGH TO
- ELIMINATE AN ALIEN, CLICK ON THE FIRE ICON TO CANCEL WHEN THIS IS THE CASE.
-
-
- D.HAND-TO-HAND
-
-
- WHEN THIS ICON IS SELECTED ANY ALIENS ON ADJACENT SQUARES TO THE CURRENTLY
- SELECTED MARINE CAN BE ATTACKED IN HAND-TO-HAND COMBAT. MARINES CANNOT USE
- HAND-TO-HAND COMBAT DIAGONALLY UNLESS THEY HAVE EQUIPMENT THAT ALLOWS THEN TO
- DO SO. THE ALIENS THAT ARE ABLE TO BE ATTACKED WILL BE STANDING ON A YELLOW
- SQUARE, ALL THE OTHER SQUARES WILL STAY AS NORMAL. CLICK ON THE SQUARE
- CONTAINING THE ALIEN YOU WISH TO ATTACK. THE DICE WILL NOW ROLL FOR THE
- MARINE`S ATTACK SCORE, FOLLOWED BY THE DEFENSIVE DICE ROLL FOR THE ALIEN.
- WHOEVER GETS THE HIGHEST DICE ROLL WILL WIN, THE LOSER WILL LOSE ONE LIFE
- POINT FOR EACH POINT HIS OPPONENT ROLLED ABOVE HIS OWN TOTAL. IF IT IS A
- DRAW, THEN NEITHER LOSES ANY LIFE POINTS. THE ICON WILL NOT BE AVAILABLE FOR
- SELECTION IF A MARINE IS NOT ADJACENT TO AN OPPONENT OR IF THEY HAVE ALREADY
- FIRED A WEAPON THIS TURN.
-
-
- E.ORDERS
-
-
- THIS ICON WILL ONLY BE ACTIVE AND HIGHLIGHTED AT THE START OF THE MARINE
- PLAYER`S TURN BEFORE A MARINE HAS BEEN SELECTED. ONCE A MARINE HAS BEEN
- SELECTED THE ORDER WILL NOT BE AVAILABLE FOR THE REST OF THE TURN. IF THE
- PLAYER HAS MORE THAN ONE ORDER, ONLY ONE CAN BE USED PER TURN. SELECTING
- THIS ICON DISPLAYS THE CURRENT AVAILABLE ORDERS AS PICTURES IN THE SMALL MAP
- WINDOW. IF YOU POSSESS MORE THAN THE ORDER, THEN CLICK ON THE ARROWS EITHER
- SIDE OF THE ORDER PICTURE TO VIEW THE OTHERS. TO SELECT AND USE AN ORDER,
- CLICK ON THE ORDER PICTURE DISPLAYED IN THE SMALL MAP WINDOW. CLICK ON THE
- ORDER ICON IN THE CONTROL PANEL AGAIN TO CANCEL IF YOU NO LONGER WISH TO
- SELECT AND ORDER.
-
-
- F.EQUIPMENT
-
-
- CLICKING ON THIS ICON WILL DISPLAY ALL THE EQUIPMENT YOU HAVE PREVIOUSLY
- CHOSEN IN THE SMALL MAP WIDOW AS PICTURES. EQUIPMENT WHICH IS USED
- THROUGHOUT A MISSION, FOR EXAMPLE THE BIONIC EYE, WILL NOT BE SHOWN HERE
- BECAUSE IT IS ALWAYS IN USE, AND DOES NOT NEED TO BE SELECTED AT ANY
- PARTICULAR POINT IN THE GAME. USE THE ARROWS EITHER SIDE OF THE EQUIPMENT
- PICTURE TO VIEW ANY OTHER EQUIPMENT YOU MAY POSSESS. TO SELECT AND USE A
- PARTICULAR EQUIPMENT PACK, CLICK ON THE EQUIPMENT PICTURE IN THE SMALL MAP
- WINDOW. CLICK ON THE EQUIPMENT ICON IN THE CONTROL PANEL AGAIN TO CANCEL IF
- YOU NO LONGER WISH TO SELECT ANY EQUIPMENT.
-
-
- G.DOORS
-
-
- WHEN A MARINE IS STANDING NEXT TO A DOOR HE CAN OPEN IT BY CLICKING ON THIS
- ICON. A DOOR WILL OPEN AUTOMATICALLY WHEN A MARINE OR ALIEN`S MOVE ALLOWS
- THEN TO TRAVEL PAST THE DOOR. A DOOR CAN NOT BE CLOSED ONCE IT HAS BEEN
- OPENED UNLESS THE MASTER CONTROLS HAVE BEEN DISCOVERED.
-
-
- H.SCANNER
-
-
- THE SCANNER CAN BE USED BY ANY SELECTED MARINE TO REVEAL BLIPS, BUT ONLY ONCE
- PER TURN (UNLESS AN ALIEN EVENT ALLOWS THEM TO DO SO). A COMMANDERS SCANNER
- HAS A LARGER SCAN RANGE THAN A NORMAL MARINES SCANNER. THE SCANNER ICON WILL
- DEHIGHLIGHT WHEN NOT AVAILABLE.
-
-
- I.NEXT PLAYER
-
-
- CLICKING ON THIS ICON WILL FINISH YOUR MARINE TEAM`S TURN AND TRANSFER TO THE
- NEXT PLAYER`S MARINE TEAM, OR THE ALIEN, FOR THEM TO TAKE THEIR TURN.
-
-
- J I-V.MARINE TEAM ICONS
-
-
- THIS PANEL SHOWS THE FACES OF THE MARINES IN YOUR TEAM. A MARINE MUST BE
- SELECTED BEFORE MOVE, FIRE, HAND-TO-HAND COMBAT, DOOR, EQUIPMENT OR SCAN CAN
- BE SELECTED FROM THE CONTROL PANEL. TO SELECT A MARINE, CLICK ON ONE OF THE
- MARINE FACE ICONS AT THE BOTTOM OF THE SCREEN, ON A MARINE DISPLAYED IN THE
- MAIN VIEW WINDOW OR PRESS KEYS F1-F5 WHICH CORRESPOND TO THE COMMANDER AND
- THE FOUR MARINES. THE CONTROL PANEL WILL NOW HIGHLIGHT THE ACTIONS AVAILABLE
- TO THE SELECTED MARINE. DOUBLE CLICKING ON A MARINE ICON, OR A MARINE
- DISPLAYED IN THE MAIN VIEW WINDOW OR PRESSING ONE OF THE F1-F5 KEYS TWICE,
- WILL CENTER THE SCREEN ON THE SELECTED MARINE. WHEN A MARINE IS SELECTED A
- RED LED WILL LIGHT UP UNDERNEATH HIS FACE. THERE ARE TWO SMALLER LED`S ABOVE
- HIS FACE, THE LEFT ONE WILL TURN FROM GREEN TO RED WHEN THAT MARINE HAS
- MOVED, THE RIGHT ONE WILL TURN FROM GREEN TO RED WHEN THAT MARINE HAS FIRED
- OR USED HAND-TO-HAND COMBAT. IF ANY OF YOUR MARINES DO NOT LEAVE THE DOCKING
- CLAW DURING THE FIRST TURN OR HAVE RETURNED TO THE DOCKING CLAW AFTER THE
- FIRST TURN, THEIR FACES WILL BE DEHIGHLIGHTED TO INDICATE THAT THEY CANNOT BE
- SELECTED. WHEN A MARINE IS ELIMINATED A SKULL WILL APPEAR IN PLACE OF HIS
- FACE. ANY ORDERS SHOULD BE PLAYED PRIOR TO SELECTING A MARINE.
-
-
- QUIT MISSION
-
-
- THERE MAY BE TIMES WHEN YOU WISH TO QUIT THE CURRENT MISSION AND START AGAIN
- OR YOUR MARINES MAY BE TRAPPED SOMEWHERE BECAUSE THEY ARE SURROUNDED BY A
- VACUUM. PRESS THE ESCAPE KEY TO QUIT THE MISSION. YOUR COMMANDER AND
- MARINES WILL NOW ALL DIE.
-
-
- MISSION DE-BRIEF
-
-
- WHEN ALL MARINE CHAPTERS HAVE EITHER RETURNED TO THE DOCKING CLAW, OR HAVE
- DIED, THE MISSION IS FINISHED AND YOUR MARINE COMMANDER WILL GET A MISSION
- DE-BRIEF FROM THE IMPERIUM. YOU WILL BE TOLD WHETHER YOU HAVE WON THE
- MISSION. EACH MISSION WILL HAVE A MINIMUM SCORE THAT IS REQUIRED TO WIN THE
- MISSION. IF PLAYING A GAME WITH MORE THAN ONE MARINE TEAM THEN THE TEAM WITH
- THE MOST POINTS WINS THE MISSION, BUT ONLY IF THEY HAVE SCORED ABOVE THE
- MINIMUM NUMBER OF POINTS REQUIRED TO WIN THAT MISSION. THE COMMANDER OF THE
- WINNING TEAM WILL BE PROMOTED BY ONE RANK AND WILL TAKE PART IN AN AWARD
- CEREMONY. COMPLETION OR NON-COMPLETION OF THE PRIMARY MISSION WILL ALSO
- DETERMINE THE TYPE OF DE-BRIEFING MESSAGE YOU WILL BE GIVEN. IF `MORE>>`
- APPEARS AT THE BOTTOM OF THE TEXT THEN THIS INDICATES THAT THERE IS MORE TEXT
- TO FOLLOW, CLICK ON THE TEXT WINDOW AND ANY ADDITIONAL TEXT WILL APPEAR.
- WHEN YOU WISH TO LEAVE THIS SCREEN CLICK ON THE EXIT BUTTON AT THE BOTTOM OF
- THE SCREEN. ONCE ALL THE MARINE PLAYERS TAKING PART HAVE HAD THEIR MISSION
- DE-BRIEF THEY WILL THEN BE TAKEN TO THEIR CHAPTER OPTION SCREEN WHERE THEY
- CAN SAVE OR VIEW THE STATUS OF THEIR COMMANDER. WHEN A MARINE PLAYER HAS
- FINISHED ON THE CHAPTER OPTION SCREEN THEY SHOULD CLICK ON THE DOUBLE ARROWS
- IN THE BOTTOM RIGHT HAND CORNER OF THE SCREEN.
-
-
- IF MORE THAN ONE MARINE PLAYER WAS TAKING PART THEN THE NEXT PLAYERS CHAPTER
- OPTION SCREEN WILL APPEAR. WHEN THE LAST PLAYER HAS FINISHED ON THEIR
- CHAPTER OPTION SCREEN THEY SHOULD CLICK ON THE DOUBLE ARROW IN THE BOTTOM
- RIGHT HAND CORNER, THIS WILL TAKE THE PLAYERS TO THE MAIN OPTIONS SCREEN
- READY TO SELECT A NEW MISSION.
-
-
-
-
- ALIEN EVENTS
- ~~~~~~~~~~~~~
-
-
- 1.COMMUNICATIONS MALFUNCTION
-
- THIS IS PLAYED ON ONE PLAYER. THAT PLAYER MAY NOT USE AN ORDER ON THEIR NEXT
- TURN.
-
-
- 2.SUICIDE ANDROID
-
- ANY ONE ANDROID MAY SELF DESTRUCT AFTER MOVING. TWO HEAVY WEAPONS DICE ARE
- ROLLED. EACH MARINE/ALIEN ADJACENT TO THE ANDROID IS ATTACKED WITH THE TOTAL
- OF 2 DICE.
-
-
- 3.ANDROID FAULT
-
- NO ANDROIDS OR DREADNOUGHT MAY MOVE OR FIRE THIS TURN.
-
-
- 4.LURE OF CHAOS
-
- A MARINE IS RANDOMLY CHOSEN (NOT A COMMANDER) AND 1 HEAVY WEAPONS DICE IS
- ROLLED. IF A 3 IS ROLLED, THE MARINE IS REPLACED WITH A CHAOS MARINE.
-
-
- 5.MASTER CONTROLS
-
- MARINES MAY NOT OPEN OR CLOSE AS MANY DOORS AS THEY LIKE. THIS STAYS ACTIVE
- FOR THE REST OF THE MISSION. THE DOOR ICON WILL NOW BE HIGHLIGHTED FOR THE
- REST OF THE MISSION. CLICK ON THE DOOR ICON AND THEN ON ANY DOOR IN THE MAIN
- VIEW WINDOW YOU WISH TO OPEN OR CLOSE.
-
-
- 6.BOOBY TRAP
-
- A MARINE IS RANDOMLY CHOSEN (NOT A COMMANDER) AND A MISSILE LAUNCHER ATTACK
- IS MADE ON THAT SQUARE.
-
-
- 7.OUT OF AMMO
-
- A MARINE WITH A HEAVY WEAPON IS RANDOMLY CHOSEN AND HAS HIS HEAVY WEAPON
- REPLACED WITH A BOLTER. IF NO BOLTER IS AVAILABLE THEN THE MARINE WILL HAVE
- NO WEAPON AND CAN ONLY FIGHT USING HAND-TO-HAND.
-
-
- 8.REPORT IN
-
- THIS IS PLAYED ON A PLAYER, THAT PLAYER`S COMMANDER MAY NOT MOVE OR ATTACK ON
- HIS NEXT TURN.
-
-
- 9. AUTO DEFENCE
-
- THIS SHOOTS AT ANY MARINE. ONE HEAVY WEAPONS DIE IS ROLLED.
-
-
- 10.MECH.ASSAULT
-
- ALL ANDROIDS AND DREADNOUGHTS MAY MOVE UP TO TWICE THEIR NORMAL MOVE THIS
- TURN AS WELL AS ATTACK.
-
-
- 11.WEAPONS JAMMED
-
- THIS IS PLAYED ON ONE OF THE PLAYERS. THAT PLAYER MAY NOT FIRE AND HEAVY
- WEAPONS OR HEAVY BOLTER ON THEIR NEXT TURN.
-
-
- 12.PSYCHIC ATTACK
-
- NO GRETCHIN OR ORKS MAY MOVE THIS TURN.
-
-
- 13.MOTHERSHIP COMMUNICATION
-
- THE SECONDARY MISSION IS TRANSMITTED TO THE MARINE TEAMS ATTEMPTING A MISSION
- AND IS DISPLAYED IN THE MAIN VIEW WINDOW.
-
-
- 14.GRETCHIN BOMBER
-
- ANY ONE GRETCHIN MAY THROW A FRAG GRENADE INSTEAD OF FIRING. THE FRAG
- GRENADE ATTACKS IN THE SAME WAY AS A MISSILE LAUNCHER.
-
-
- 15.MOTHERSHIP SCAN
-
- ALLOWS EACH MARINE CHAPTER TO SCAN TWICE FOR ONE TURN ONLY.
-
-
- 16.SOULSUCKER
-
- A SOULSUCKER IS PLACED NEXT TO A MARINE OR COMMANDER. THE SOULSUCKER MAY
- MOVE AND ATTACK AS NORMAL THIS TURN.
-
-
- 17.EQUIPMENT MALFUNCTION
-
- ONE EQUIPMENT PACK FROM A MARINE CHAPTER IS LOST DUE TO MALFUNCTION.
-
-
- 18.ALIEN ELITE
-
- ANY ONE ALIEN CAN USE TWICE THEIR NORMAL ACTIONS THIS TURN.
-
-
- 19.FRENZY
-
- ANY ONE GRETCHIN OR ORK MAY ATTACK TWICE IN HAND-TO-HAND COMBAT THIS TURN.
-
-
-
-
-
- SPACE CRUSADE MISSIONS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- 1.PRIMARY MISSION: MISSION 653/4-SECTOR 45. SEEK AND DESTROY.
-
- SEEK AND DESTROY DREADNOUGHT ABOARD ALIEN VESSEL 653. THE ALIENS HAVE
- BLOCKED SOME CORRIDORS WITH RUBBLE. CLEAR RUBBLE WITH WEAPON HIT OF ONE OR
- ABOVE. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO DESTROYS THE
- DREADNOUGHT.
-
-
- 2.PRIMARY MISSION: MISSION 653/5-SECTOR 46. ELIMINATE AND SURVIVE.
-
- THE EMPIRE HAS FAILED TO DESTROY ALL ALIENS ON BOARD ALIEN VESSEL 656 BY
- USING EXPERIMENTAL GERM WARFARE. ELIMINATE AS MANY ALIENS AS POSSIBLE AND
- ALSO ANY MARINES FROM ANOTHER CHAPTER AS THERE IS ONLY ENOUGH ANTIDOTE
- AVAILABLE ABOARD THE MOTHER SHIP FOR ONE MARINE CHAPTER. IF ONLY ONE MARINE
- CHAPTER IS DEPLOYED ON THIS MISSION THEN ELIMINATE ALL FIVE INFECTED CHAOS
- MARINES. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO ELIMINATES
- THE GREATEST NUMBER OF RIVAL MARINES. IF ANY PLAYERS ELIMINATE THE SAME
- NUMBER OF MARINES IT WILL BE AWARDED TO THE PLAYER WHO HAS SCORED THE MOST
- POINTS. IF ONE PLAYER ONLY, THEN ALL CHAOS MARINES MUST BE DESTROYED.
-
-
- 3.PRIMARY MISSION: MISSION 653/6-SECTOR 47. DISABLE ALIEN VESSEL.
-
- DISABLE ALIEN VESSEL BY DESTROYING ENGINEERING CONTROL PANEL LOCATED IN THE
- ENGINE ROOM. ENGINEERING CONTROL PANEL REQUIRES A HIT OF TWO OR ABOVE TO
- DESTROY IT. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO DESTROYS
- THE ENGINE CONTROL PANEL.
-
-
- 4.PRIMARY MISSION: MISSION 653/7-SECTOR 16. LOCATE AND RESCUE.
-
- LOCATE A CONTAINER WHICH IS PRESERVING THE BRAIN OF THE EMPIRES TOP SCIENTIST
- AND RETURN IT TO THE DOCKING CLAW. THE PRIMARY MISSION WILL BE AWARDED TO
- THE PLAYER WHO RETURNS THE CONTAINER SAFELY TO THE DOCKING CLAW.
-
-
- 5.PRIMARY MISSION: MISSION 653/8-SECTOR 85. LOCATE AND RETRIEVE.
-
- DELTA SQUAD BETA COMPANY HAVE BEEN WIPED OUT WHILST TESTING A SECRET
- EXPERIMENTAL WEAPON. LOCATE THE EXPERIMENTAL WEAPON AND RETURN IT TO THE
- DOCKING CLAW. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO RETURNS
- TO THE DOCKING CLAW WITH THE EXPERIMENTAL WEAPON.
-
-
- 6.PRIMARY MISSION: MISSION 653/8-SECTOR 12. PURGE AND WITHDRAW.
-
- INTELLIGENCE REPORTS THAT ALIEN VESSEL HAS THREE OUTER HULL DOORS. OPEN AN
- OUTER HULL DOOR AND WITHDRAW FROM THE VACUUM THAT WILL SPREAD TO THE REST OF
- THE SHIP. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO IS THE FIRST
- TO OPEN AN OUTER HULL DOOR AND RETURNS TO THE DOCKING CLAW.
-
-
- 7.PRIMARY MISSION: MISSION 653/9-SECTOR 24. INTERCEPTION.
-
- ALIENS HAVE BEEN DETECTED ABOARD A DRIFTING HULK IN SECTOR 24. AS MANY
- ALIENS MUST BE ENGAGED AND DESTROYED AS POSSIBLE. HOWEVER INTELLIGENCE
- REPORTS THAT A RADIOACTIVE SOURCE IS ABOARD WHICH IS KNOWN TO SOMETIMES CAUSE
- FALSE SCANNER READINGS. IF ONLY ONE MARINE TEAM IS DEPLOYED THEN AT LEAST 15
- ALIENS MUST BE DESTROYED. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER
- WHO ELIMINATES THE GREATEST NUMBER OF ALIENS. IF TWO PLAYERS KILL THE SAME
- NUMBER OF ALIENS THEN THE PRIMARY MISSION IS AWARDED TO THE PLAYER WITH THE
- MOST POINTS. IF ONLY ONE PLAYER, THEY MUST KILL OVER 15 ALIENS.
-
-
- 8.PRIMARY MISSION: MISSION 653/10-SECTOR 16. EXTERMINATE.
-
- THERE ARE REPORTS OF A VERY DANGEROUS BREED OF ALIEN NICK-NAMED SOULSUCKERS
- ABOARD ALIEN VESSEL 93. ELIMINATE ALL SOULSUCKERS THAT ARE ENCOUNTERED. IF
- ONLY ONE MARINE TEAM IS DEPLOYED THEN AT LEAST 10 SOULSUCKERS MUST BE
- DESTROYED. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO KILLS THE
- GREATEST NUMBER OF SOULSUCKERS. IF TWO PLAYERS DESTROY THE SAME NUMBER OF
- SOULSUCKERS THEN THE PLAYER WHO SCORED THE MOST POINTS IS AWARDED THE PRIMARY
- MISSION.
-
-
- 9.PRIMARY MISSION: MISSION 653/11-SECTOR 53. LOCATE AND EXTERMINATE.
-
- SOULSUCKER EGGS ARE REPORTED TO BE HIDDEN ON BOARD ALIEN VESSEL 28. LOCATE
- EGG HATCHERY ROOM AND SEND A MARINE INTO THE ROOM TO DESTROY AS MANY OF THE
- SOULSUCKER EGGS AS POSSIBLE. EGGS CAN ONLY BE DESTROYED WITH A WEAPON HIT OF
- ONE OR ABOVE. IF ONLY ONE MARINE TEAM DEPLOYED THEN ALL SOULSUCKER EGGS MUST
- BE DESTROYED. THE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO
- DESTROYED THE GREATEST NUMBER OF SOULSUCKER EGGS. IF A ONE PLAYER GAME THEN
- THE PRIMARY MISSION WILL BE AWARDED IF ALL EGGS ARE DESTROYED.
-
-
- 10.PRIMARY MISSION: MISSION 653/12-SECTOR 68. SABOTAGE AND WITHDRAW.
-
- INTELLIGENCE REPORTS THE DISCOVERY OF A WEAK SPOT IN THE OUTER HULL OF ALIEN
- VESSEL 331. LOCATE THE WEAK SPOT, BLOW A HOLE IN THE OUTER HULL, A WEAPON
- HIT OF THREE OR ABOVE IS REQUIRED, AND RETREAT TO THE DOCKING CLAW FROM THE
- VACUUM THAT WILL SPREAD THROUGHOUT THE SHIP. THE PRIMARY MISSION WILL BE
- AWARDED TO THE FIRST PLAYER TO BLOW A HOLE IN THE OUTER HULL.
-
-
- 11.PRIMARY MISSION: MISSION 653/13-SECTOR 5. DESTROY ALIEN SHIP 17.
-
- INTELLIGENCE REPORTS THAT THE ALIEN SHIP 17 HAS NOT HAD ITS SELF DESTRUCT
- MECHANISM DISABLED BY THE ALIENS. ACTIVATE SHIP SELF DESTRUCT BY DESTROYING
- CONTROL PANEL IN CONTROL ROOM WITH A WEAPON HIT OF TWO OR ABOVE. THE PRIMARY
- MISSION WILL BE AWARDED TO THE PLAYER WHO ACTIVATES THE SHIP SELF DESTRUCT.
-
-
- 12.PRIMARY MISSION: MISSION 653/14-SECTOR 44. DESTROY CUBE OF CHAOS.
-
- INTELLIGENCE REPORTS THAT THE ALIENS ARE PROTECTING `THE CUBE OF CHAOS`, A
- DEVICE THAT IS CLOSE TO COMPLETION. IF THIS DEVICE IS ALLOWED TO SURVIVE THE
- ALIENS PLAN TO USE IT TO RIP A HOLE IN THE FABRIC OF SPACE AND TIME AND ALLOW
- THE REALM OF CHAOS TO ENTER THROUGH THE WARP. THE CUBE REQUIRES A WEAPON HIT
- OF THREE OR ABOVE. THE PRIMARY MISSION IS AWARDED TO THE PLAYER WHO DESTROYS
- THE CUBE OF CHAOS.
-
-
-
- GREETS AS USUAL TO PAZZA & THE BOYZ AT LSD, MR SIMON, AND MY GIRLFRIEND NIKKI
- FOR HELPING TO TYPE THIS IN.
-
- end.
-
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-