LASER SQUAD PLAYERS MANUAL

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INTRODUCTION

Laser Squad is a one or two player
tactical wartime system that
accurately simulates many aspects of
individual level combat. It will
lake 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 experienced
players. The final section in this
booklet provides instructions for
the seven scenarios provided with
the main program.

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LOADING THE GAME

Laser Squad is always loaded in two
sections. First you must load the
main program which is is the
LaserSquad.class java file. When
this has loaded you must select
which scenario you wish to play.

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GAME CONTROLS

Once the game has loaded you must
select the keyboard layout you
require. You can re-define the
control keys. The following keys are
the default:

CURSOR Up = UP
CURSOR DOWN = DOWN
CURSOR LEFT = LEFT
CURSOR RIGHT = RIGHT
SPACE BAR = FIRE

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PART ONE: PLAYING THE GAME

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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 and activity of that unit.
At the start of each 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.

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GAME SET UP

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.

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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 unit, the
RIGHT and LEFT 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 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 are
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.

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DEPLOYMENT

Each unit is deployed in turn until
all units have been placed on the
map. The deployment mode shows tho
name and equipment of the unit to be
deployed on the right of the screen
and the map window on tho left. Use
UP, DOWN, LEFT and RIGHT 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 unit.

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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.

CHANGE CONTROLS: Allows you to
change the controls of the game by
re- defining the keys.

SAVE GAME: Allows you to save the
current game. A window will open
with text in it. Save this text to a
file. As Laser Squad is a Java
applet it can't save any information
on your computer for security
reasons, thus this odd way of saving
the game.

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. When you select the
load saved game option, you will be
presented with an empty text window.
Paste the text generated by a save
game window and click on Ok.

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CURSOR MODE

At any time the game is in one of
three different modes; cursor mode,
select mode or fire mode. Each game
turn starts in cursor mode which
simply allows you to move the cursor
around the map using UP, DOWN, LEFT
and RIGHT. 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.

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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
currently spotted. In scenarios with
a map larger than 80 by 50, arrows
will appear around the scanner
display. Click on these with your
mouse to move the scanner display
around the map. Alternatively use
UP, DOWN, LEFT, or RIGHT to move the
view.

CANCEL: The cancel option in each
menu just clears the menu and
returns you to the current mode.

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SELECT MODE

In Select mode the message display
on the right of the screen shows
essential information about the unit
you have selected (see fig. 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
 
Fig.1

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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
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.

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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.

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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 from the front.
Various types of terrain such as
walls or doors will block line of
sight. You will not see an enemy
unit until it is clearly in view.

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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.

PICKUP: 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 appropiate 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 will
explode. 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 the next
team's turn, and if it is set to 2
then it will go off at the end of
the team after the next team's turn
(in a two player game this is your
team), 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.

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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
fig. 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.

Fig.2

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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.

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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 elegible for
opportunity fire. During your
opponents turn opportunity fire 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.

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PART TWO: REFERENCE GUIDE

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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 ALLOWANCE: This
represents the number of Action
Points that the unit is 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
eliminated. 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 abilty 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 for 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.

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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.

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ACTION POINT

COST: When an object is on the
ground there can be an AP cost for
moving onto it in addition to the AP
cost for the terrain.

CLOSE COMBAT

COST: The percentage of APs required
to use the weapon in close combat.

CLOSE COMBAT

ACCURACY: The basic chance of
hitting with the weapon. This is
modified by a number of factors in
close combat.

CLOSE COMBAT

DAMAGE: The average amount of damage
points inflicted by the weapon in
close combat.

CLOSE COMBAT

STRENGTH BONUS: The percentage of a
unit's strength that is added to
damage in close combat.

CLOSE COMBAT

AGILITY BONUS: The percentage of a
unit's agility that is added to the
accuracy in close combat.

AUTOMATIC FIRE

AP COST: The percentage of a unit's
action point allowance used for a
single automatic shot.

AUTOMATIC FIRE

ACCURACY: The percentage chance of
being on target.

SNAP SHOT

AP COST: The percentage of unit's
action point allowance used for a
single snap shot.

SNAP SHOT

ACCURACY: The percentage chance of
being on target with a snap shot.

AIMED SHOT

AP COST: The percentage of unit's
action point allowance used for one
aimed shot.

AIMED SHOT

ACCURACY: The percentage chance of
being on target with an aimed shot.

SKILL FACTOR: This value determines
how much of a unit's weapon skill is
added to accuracy in ranged combat.

RANGED COMBAT

DAMAGE: The average amount of damage
inflicted by the weapon in 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.

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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.

2. 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 of
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.

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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.

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AMMUNITION RELOAD TYPES

WEAPON            AMMUNITION TYPE
---------------------------------
HEAVY LASER       HEAVY LAS-PACK
L50 LAS-GUN       L50 LAS-PACK
L80 LAS-GUN       L80 LAS-PACK
M4000 AUTO-GUN    M4000 GUN-CLIP
M50 AUTO-PISTOL   PISTOL CLIP
MARSEC PISTOL     PISTOL CLIP
MARSEC AUTO-GUN   MARSEC GUN-CLIP
MK-1              MK-1 CLIP
MS AUTO CANNON    CANNON CLIP
PUMP SHOT GUN     SHOT GUN CLIP
ROCKET LAUNCHER   ROCKET
SNIPER RIFLE      RIFLE CLIP

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PART THREE: THE SCENARIOS

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SCENARIO ONE: THE ASSASSINS

INTRODUCTION

The Marsec corporation manufactures
the best weapons in the galaxy, but
its boss, Sterner Regnix, uses
unsavoury methods to extract the
best from his top scientists. The
use of mind control drugs and
cybernetic implants is widely used,
but officially denied by Marsec. The
Inter-stellar Trading Standards
Authority is powerless to intervene.
A small band of ex-employees have
decided to assassinate Sterner
Regnix. They have located his
private home on the planet CX-1 and
will stop at nothing until Sterner
is dead.

DEPLOYMENT

ASSASSIN SQUAD: Deploy on the red
and yellow deployment squares around
the house. Entrance to the house can
be gained through opening the east
or west doors.

DROID SQUAD: Sterner Regnix and his
body guard of combat droids deploy
on the blue squares inside the
house.

VICTORY CONDITIONS

ASSASSIN SQUAD: If the Assassins
manage to eliminate Sterner Regnix
they win the game.

DROID SQUAD: The droid squad wins if
they eliminate all the assassins and
Sterner Regnix remains alive.

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SCENARIO TWO: MOONBASE ASSAULT

INTRODUCTION

The Omni Corporation's moonbase on
Arid-6 holds security information on
the 30 billion population of galaxy
sector nine. Somewhere in sector
nine is the rebel star system, the
infamous 'Rebelstar', which still
remains a secret from all its
enemies. However the Arid-6 moonbase
represents the biggest threat to the
rebels so far with an increasing
amount of data on rebel movements. A
small band of rebels have penetrated
the moon's outer defences and are
poised to launch an attack on the
moonbase itself.

DEPLOYMENT

LASER SQUAD: Deploy on the red and
yellow squares outside the moonbase.
Entrance can only be gained by
opening the airlocks.

OMNI CORP.: Deploy on the magenta
squares inside the moonbase.

VICTORY CONDITIONS

LASER SQUAD: A sufficient number of
Databanks and Analysers must be
destroyed to guarantee victory. A
Databank is worth five victory
points and an Analyser is worth two.
The Laser Squad wins if 100 victory
points are gained.

OMNI CORP.: The Omni Corporation
wins if all the Laser Squad is
eliminated.

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SCENARIO THREE: RESCUE FROM THE
MINES

INTRODUCTION

A routine rebel mission has gone
badly wrong. A reconnaisance mission
in one of the Metallix corporation's
mine installations has resulted in
death of most members of a rebel
squad. However all is not lost.
Three members of the squad have been
imprisoned on one level of the mine
and they have vital information on
the mine complex. A small squad has
hastily been assembled to free the
prisoners.

DEPLOYMENT

LASER SQUAD: Deploy the red and
yellow squares on the top left and
top right of the map.

METALLIX CORP.: Deploy on blue
squares in the mine complex.

VICTORY CONDITIONS

LASER SQUAD: All three of the
prisoners must escape to guarantee
victory. Once a prisoner is released
from his cell move him to an
elevator door and move into the
elevator to escape.

METALLIX CORP.: The Metallix
corporation wins if at least five of
the rebels are killed.

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SCENARIO FOUR: THE CYBER HORDES

INTRODUCTION

In this scenario a small band of
rebels must defend a rebel planet
station from attack by an Imperial
droid squad on the large planet of
Azar. The base contains seven
stabiliser cores which prevent
seismic instability under the
planets thin crust. The imperial
squad leaders have pinpointed the
weaknesses in Azars defences and
have assembled a squad designed for
the task of destroying the cores. If
they succeed the existance of the
entire rebel colony on Azar would be
threatened.

DEPLOYMENT

REBEL SQUAD: The rebels must deploy
on the red squares inside the main
base area on the right of the map.

DROID SQUAD: The droids must deploy
on the blue deployment squares on
the top left and bottom left of the
base.

VICTORY CONDITIONS

REBEL SQUAD: In the two player game
the Rebels must eliminate all eight
of the droids in order to win. In
the one player version the droids
receive reinforcements. The Rebels
must destroy 100 victory points
worth of droids in order to win.

DROID SQUAD: The droid squad wins if
at least five of the stabiliser
cores are destroyed or if all the
Rebel squad are killed.

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SCENARIO FIVE: PARADISE VALLEY

INTRODUCTION

The destruction of the planetary
stabiliser base has left the Azarian
colony in ruins. Volcanic eruptions
have destroyed most of the major
installations and the Imperial
assault ships hover above the
atmosphere like vultures waiting for
their prey to die. Such a massive
attack on such a small colony could
only have one objective - to locate
and capture the rebel blueprints for
their advanced starfighter. Rather
than destroy all their work the
Rebels have transferred all the data
into a small security device. A
squad is assigned the task of
escaping from the colony with the
device in order to reach the
distress beacon on the western
plains. However the journey is not
easy. The route through paradise
valley is very dangerous because all
the local wildlife is hostile and
deadly. An underground network of
tunnels can make the journey
easier,but the entrances and exits
are all hidden. A sentient race
known as the Sectoids tend to
collect and store weaponry taken
from humans unfortunate enough to
meet them, and they have the ability
to use these weapons as well. In the
valley above the vegetation provides
cover for the viscious venomous
splurges whose acidic spit is
lethal. Only the most ingenious
squad leader could possibly
negotiate Paradise valley.

DEPLOYMENT

REBEL SQUAD: The rebels must deploy
on the red and yellow squares on the
left hand side of the valley.

ALIENS: The aliens do not have a
deployment phase. They are deployed
randomly in their natural terrain.

VICTORY CONDITIONS

REBEL SQUAD: The rebels must take
the security device, which is
initially carried by Corporal
Hansen, over to the right hand side
of the valley.

ALIENS: The Aliens will win if all
the Rebels are killed.

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SCENARIO SIX: THE STARDRIVE

INTRODUCTION

A band of mercenaries known as the
'Engineers' have raided a Rebel ship
and captured the stardrive
controller for the new Rebel
fighter. They have taken it back to
their base beneath the city of
Pashir on the planet Prozine 5. A
Rebel squad from the 7th Brigade has
been sent to recover the device, but
the sewers of Pashir are infested
with droids, not rats.

DEPLOYMENT

7th BRIGADE: Deploy on red and
yellow squares on left of map.

ENGINEERS: Deploy on blue squares in
building on right of map.

VICTORY CONDITIONS

7th BRIGADE: The 7th Brigade must
find, capture and take Stardrive to
left hand side of map.

Note: Need "Las Cutter" gun to
destroy doors.

ENGINEERS: The Engineers must
eliminate all rebels.

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SCENARIO SEVEN: LASER PLATOON

INTRODUCTION

This scenario is a great test of
skill and stamina involving up to 74
units. In the two player version
each side has identical units and
the map is symmetrical. There can
only be ten units per side on the
map at once, but if units are killed
reinforcements will arrive at a rate
of one every five turns up to a
maximum of 27. In the one player
version the Laser Platoon does not
have an armoury droid and the rate
of reinforcements for the Federation
depends on the difficulty level
selected.

DEPLOYMENT

LASER PLATOON: Deploy on red squares
on top and left of map.

THE FEDERATION: Deploy on blue
squares on bottom and right of map.

VICTORY CONDITIONS

LASER PLATOON: Completely eliminate
the enemy. If you have no units on
the map at any stage in the game you
will lose even if reinforcements are
due to arrive.

THE FEDERATION: Completely eliminate
the enemy. If you have no units on
the map at any stage in the game you
will lose even if reinforcements are
due to arrive.

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ACKNOWLEDGEMENTS

Game design: Julian Gollop

Spectrum and Amstrad program: Julian
Gollop

Commodore 64 program: Nick Gollop

Spectrum tape/joystick routines,
crunching: Mike Stockwell

Scenario design assistance: lan
Terry

Box Art: Steve Yeowell

Box design, graphics and
typesetting: Vic and Sharon Rayner,
2 PLUS 2, Harlow.

Manufacture and printing: Cosprint
Limited, 25/39 Hornsey Street,
LONDON N7 8HR.

Playtesting: Karly Watson, Dave down
the road, Woof!, Simon and Dave
Watson, Robert Barwell, Nick Gollop,
Andrew Greene.
