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Space Crusade manual

              S P A C E   C R U S A D E   F U L L   D O C S


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.