THE COMPLETE DOCS TO SPACE CRUSADE.



Loading Instructions

Commodore Amiga
1. Insert your Space Crusade game disk into the default disk drive.
2. Plug your joystick into port number 2, and your mouse into port number 1.
3. Turn on your computer and monitor. The game will now load. Follow on
screen messages for further instructions.

Atari ST
1. Insert your Space Crusade game disk into the default disk drive.
2. Plug your joystick into port number 1, and mouse into port number 0.
3. Turn on your computer and monitor. The game will now load. Follow on
screen messages for further instructions.

PC
Playing Space Crusade from floppy disk.

1. Insert the Space Crusade Install disk into drive A, then type A:, and
press the Return key. If you wish to play the gamea drive configured as
anything other than drive A, of course, you should alter the instructions
accordingly - Make sure that the drive you have the current disk in is
the default. Next, type 'INSTALL' and press the return key. The game
will now install itself onto a hard drive. All further instructions will
be presented on the screen.

2. The game will now load automatically. All further instructions will be
presented on the screen.

Installing Space Crusade onto a Hard Drive
------------------------------------------
Insert the Space Crusade Install disk into drive A, type A:, and then press
the Return key. If you wish to play the game from a drive configured as
anything other than drive A, of course, you should alter the instructions
accordingly - Make sure that drive you have the current bikini the default
drive. Next, type 'INSTALL' and press the Return key. The game now install
itself onto the Hard Drive. All further instructions will be presented on
the screen.

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 the rules and their
implementation before you do. Knowing that this advice will generally be
ignored, we have included a 'Quickstart' mode which allows you to play the
first mission with all 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 Options Screen. This takes you to the screen showing a picture of the
three chapters in action. Each player must click one of the pictures, and
the appropriate door will close. When each player has done this, the last
player should click on the double arrow in the bottom right hand corner,
which will return them to the Main Options Screen, where a new 'Start
Mission Icon will have appeared. Click on this to begin the first mission.

THE IMPERIUM
------------
More than 25 millennia 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 the Age of Strife, had begun.

For more than five thousand years, 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 saviour. The Age of Strife, arguably the greatest time of
peril man has ever faced, brought forth the greatest man history has
recorded - the man who would be known as the Emperor Of Human Spaee. 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 Legiones Asartes is the official title of the warrior organisation
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 superhuman
ability and fearsome reputation make them worth many times their own number
in conventional troops. They are held in are throughout the Empire.

Space marines are organised into self-contained chapters, each with its
own fleet. A chapter's fleet provides accommodation, training facilities,
machine 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 you armour 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 automatic weapon, which fits small-calibre
explosive shells. The main close-assault weapon is the bolt pistol, a
smaller version of the bolter that because of size is ideal for hand-to-hand
fighting. The space marines also have a number of heavy weapons that may be
employed when greater firepower is needed for a mission.

Assaulting Space Hulks
-----------------------

A common assault procedure is as follows:

1. The mothership 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 alien ship and been made
airtight, the blast 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 mothership.


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 promoted 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 honour 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 honour 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 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 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 honour 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 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 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 honour 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 honour badges
they have been awarded in previous games. A player always has four equipment
packs and one order. For each honour badge they have been awarded the player
may take an additional equipment pack. For each rank he has 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

Rank Order/s
----------------------------
Sergeant One
Lieutenant Primus Two
Lieutenant Senioris Three
Captain Primus Four
Captain Senioris Four
Captain Supremus Four

Honour Badge Table

Honour Badges Equipment Packs
----------------------------------------
None Four
One Five
Two Six
Three Seven
Four Eight


The Marine Players
===================
The marine players must choose 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 honours 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 Weapons
===================
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 command 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. Only one
marine or alien may occupy a square.

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 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 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
a 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 centre 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 visible and cannot fire at blips.
Targets are visible 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 armour 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 armour value.

All aliens, except the dreadnought, have only one life point and 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 visible targets. Eliminating a marine or alien may make others visible
targets. These will then be eliminated provided you have scored enough
points.

Assault Cannon Example:
-----------------------
If the player's dice roll scores a total of four and there are three
gretchins, two orks and an android all of which are visible then the
player may split their total of four in four possible ways.

One point against each of the gretchin. The last point is then wasted as
it cannot overcome the armour value of either an ork or an android.

Two points against an ork and then two points, one each, against two of
the gretchin.

Two points against both orks.

Three points against the android and then one point against one of the
three gretchin.

The number of points remaining will be displayed in the Dynamic
Information Window. If there are no more aliens to fire at or the
points are lower than an aliens armour value, then click on the Fire Icon
to end your weapon fire.

Plasma Gun
----------
The plasma gun fires at 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 armour 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.

Plasma Gun Example
------------------
In the example the player with the plasma gun may fire in any one of the
three directions. He scored a total of four. Thus all the aliens in
his chosen line of fire will be hit with four points. The alien in square
B will also be hit with four points, regardless of whether the alien in
square A is eliminated or not. He may only fire one square diagonally
before hitting the wall.

________________________________________________
| 4 | | | | | | |
|------|------|------|------|------|------|-----|
| 4 | | | | | | |
|------|------|------|------|------|------|-----|
| 4 | *4* | | | | | |
|------|------|------|------|------|------|-----|
| X | 4 | 4 | A | 4 | B | 4 |
|______|______|______|______|______|______|_____|

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.

Missile Launcher Example
------------------------
In the example below the darker shaded area is the target square. The two
heavy weapons dice scored a two and a three. Therefore the target square
is hit for five and all adjacent squares are hit with a three. The squares
beyond the wall are not affected by the blast.


____________________________
| | |///3//| |
|------|------|------|------|
|//3///|///5//|///3//| |
|------|------|------|------|
|//3///|///3//|///3//| |
|______|______|______|______|


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 them 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 armour is not considered.


THE ALIEN'S TURN
================
During the alien's turn thy 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. r

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.

Dreadnought Example
-------------------
The dreadnought begins on the four darker shaded squares. It moves four
squares, first onto the two squares marked 1, then moves onto the two
squares marked 2. The dreadnought then turns and moves onto the two
squares marked 3 and finally onto the two squares marked 4. The
dreadnought therefore ends up occupying the four lighter shaded squares.
From this position the dreadnought can trace a line of sight, for all its
weapons onto any of the squares, except those marked with an X.


____________________________________
| |//4//|..3..| 2 | 2 | |
|-----|-----|-----|-----|-----|-----|
| |//4//|..3..| 1 | 1 | |
|-----|-----|-----|-----|-----|-----|
| | | X |*****|*****| |
|-----|-----|-----|-----|-----|-----|
| | | X |*****|*****| |
|_____|_____|_____|_____|_____|_____|


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 visible to a marine. Obviously, all the
above actions will be carried out by the computer.

Alien Armour Values, Movement Limits and Combat Dice (L = Light weapon
dice, H = Heavy weapon dice)

Alien Armour 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 2H 2L
SoulSucker None 2H
Dreadnought 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 the manual.

Once the mission has been accomplished the marines must return to 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.

WinningtheGame
==============
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
dedendant, 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 of Space Crusade 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, and be asked to type
in a word from the manual.

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 centre 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 Chapter
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
3D 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 player(s) 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 the Accept (The
Tick) button, at the bottom of the hand held computer, if you wish to
play that 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 emblem 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 order/s 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 an 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 already selected and to another marine will have the phrase
'Previously selected' underneath it. If you wish to change and discard a
marine's 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 hand held computer, this will take
you to the Equipment and Order 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
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
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 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 honour
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 posess, the number will range from one to four, the
exact number is determined by your commanders current rank.
Click on one of the two 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 an 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 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. See Appendix One for details of Equipment and Orders.

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 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 have 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
instruction6s 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 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 honour 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 honour 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 honour 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 colour 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 3D 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.



THE MAIN SCREEN
===============

__________________________________________________________
| | |
| | |
| | 3 |
| | |
| |------------------|
| | |
| | |
| | 4 |
| | |
|_______________________________________|------------------|
|__________________________________________________________|
| | | | | | | | | | | | | | ||
| | A | | B | C | D | E | F | G | H | I | J i-v | | K||
|__|_____|___|___|___|___|___|___|___|___|___|_______|_|__||


Clicking and holding down the fire button on these arrows or the edges
of the Main Window will continue to scroll the Main View Window until
either the fire button is released or until the end ort he mission
map is reached. When the 3D 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 3D 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 Main View Window to that position.

When the 3D button is selected a 3D isometric view of part of the map
will be displayed in the Main View Window. Whilst the 3D button is active,
clicking anywhere on the small map will cause that part of the map to be
displayed in 3D. Clicking on the 3D 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 dehilighted. 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 on 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 of 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 colour 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 dehilight 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 dehilighted 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 armour value then the alien will be eliminated,
with the exception of the dreadnought, who has three life points beyond
his armour value. If you get a high dice roll score when using the
assault cannon, and have beaten the alien's armour value, the alien will
be eliminated, your dice score will then decrease by the alien's armour
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
can not use hand-to-hand combat diagonally unless they have equipment that
allows them to do so. The aliens that are able to be attacked will be
standing on a yellow square, all 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 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 currently available orders as pictures in the
Small Map Window. If you possess more than one 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 an order (For a description of the orders and
rules involved see Appendix One: Space Crusade Equipment and Orders
section).

F. Equipment
------------
Clicking on this icon will display all the equipment you have previously
chosen in the Small Map Window 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 (For a description
of the Equipment and the rules involved see Space Crusade Equipment
and Orders section).

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 them to travel past the door. A door can not be closed once it
has been opened unless the master controls have been discovered
(see Alien Events).

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 dehilight 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 centre 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 dehilighted 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.
Refer to Appendix One (Space Crusade Equipment and Orders) for further
information.

3D Button
---------
Clicking on this button will make it active and cause it to have a
surround in the colour of the currently selected marine chapter. If
using the mouse, then clicking on the 3D button with the left hand mouse
button will display the view with wire frame see-through walls (standard
with joystick or keys), if the 3D button is clicked on with the right
hand mouse button then the walls will not be transparent. No actions can
be selected whilst this button is active. When this button is hilighted
the current position of the map will be displayed in 3D isometric,
clicking on any of the four arrows surrounding the View Window using the
left mouse button or the fire button will display the 3D view from the
four angles.

When the 3D button is not selected only the outcome of firing and
hand-to-hand combat will be displayed in 3D isometric view. If the player
clicks on the Small Map Window when the 3D button is active then an
isometric view of that part of the map will be displayed in the Main View
Window. To exit the 3D isometric view click anywhere with the right hand
button or click again on the 3D button again to cancel it and you will
be returned to the Main View Window with top down view.

Quit Mission
============
There may be times when you may 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.



Appendix A: Equipment and Order Cards
=====================================

Blood Angels Equipment Packs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1. Bionic Arm:
--------------
This gives the marine commander enormous strength which is best brought
into use in hand-to-hand combat. Your commander may re-roll one dice
whenever attacking in hand-to-hand combat, to try to improve his score.
Remains in use for the entire mission.

2. Blind Grenades:
------------------
These release a broad spectrum electro-magnetic interference that
prevents the marines being seen or detected. This equipment can only
be used at the end of your turn. The alien player may not attack any
of your marines on his next turn. This equipment can only be used once.

Click on the equipment icon, and then on the blind grenade icon in the
Small Map Window. On the alien's turn they will not attack your marine team.

3. Close Assault Blades:
------------------------
These are heavier than the normal bolter blade, and are only issued to
marines who have recieved advanced close-quarter training. All of your
marines with bolters may attack diagonally in hand-to-hand combat. When
they do this the opponent rolls one less die than normal. Remains in use
for the entire mission.

4. Melta Bomb:
-------------
This device once attached, explodes, the blast of super-heat atomising
the target. It is especially useful against androids and dreadnoughts.
Any one of your marines may roll two extra heavy weapons dice in
hand-to-hand combat attack. This equipment can only be used once.

First select a marine, then select the equipment icon and then the melta
bomb icon in the Small Map Window. If the selected marine fights using
hand-to-hand he may roll two extra heavy weapon dice.

6. Bolt Pistols:
----------------
This is a smaller version of the bolter. It is especially useful in close
quarter-combat battle. All of your marines armed with bolters are also
carrying bolt pistols and may roll one extra light weapons die in
hand-to-hand combat. Remmains in use for the entire mission.

6. Targeter:
------------
This is an advanced weapon sight. It combines an image intensifier with
a full spectrum scope. It must be assigned to a specific weapon during
equipment selection prior to a mission. Any of your marines that use
this weapon may re-roll one die after firing, to try to improve the
score. Remains in use for the entire Mission.

7. Force Field:
---------------
This is a belt-worn generator for your commander. The force field is
not impervious to attack but the energy emitted is enough to reduce the
velocity of all incoming missiles or blows. Your commander has an
armour value of three. Remains in use for the entire mission.


Blood Angel Orders
==================

1. Fire:
--------
This order should be used when there are many aliens in view. This will
then maximise the fire effect of your squad and enable you to eliminate
a larger alien force. Each of your marines may fire twice. They may
fire, move and then fire OR fire twice before or after moving. This
order can only be used once.

2.Photon Grenades:
------------------
These release a burst of light energy that stuns. They are commonly used
by the marines before they engage in hand-to-hand combat. Any aliens
that you attack in hand-to-hand combat this turn must roll one die less
than normal. This order can only be used once. This order is active
for the whole team.

3. Close Assault!:
------------------
This is best used to force a passage through a blocking force of aliens.
The marines are trained to fire as they rush in combat. Any of your
marines armed with bolters may fire them AND attack in hand-to-hand
combat, or perform a hand to hand combat twice. This order can only be
used once.

4. Move It!:
------------
This should be used either to move your squad out of a danger zone or to
secure advanced fire positions quickly. Each of your marines may move
twice. They may move, fire and then move again, OR move twice before or
after firing. This order can only be used once.



Imperial Fists Equipment Packs
==============================

1. Suspensors:
--------------
These are small anti-gravity devices that are often used to negate the
weight of heavy weapons and equipment. All of your marines with heavy
weapons may move as though they have bolters. Remains in use for the
entire mission.4

2. Combi-Weapon:
----------------
These are rare and prized possessions. They combine several weapons into
one and are deadly in the hands of an experienced commander. To use this
equipment your commander must have the heavy bolter. He may fire the
heavy bolter normally OR as if it were a plasma gun. Remains in use for
the entire mission.

Each time the commander selects the FIRE icon he will be given the
choice between his heavy bolter or a plasma gun. To select the desired
weapon, click on one of the two weapons displayed in the Small Map Window.

3. Bionic Eye:
--------------
This is used by some commanders. It combines target aquisition with an
image intensifier and full spectrum scope. Your commander may re-roll
one die whenever he fires, to try to improve his score. Remains in use
for the entire mission.

4.Melta Bomb:
-------------
See Blood Angels equipment.

5.Targetter:
------------
See Blood Angels equipment.

6.Bolt Pistol:
--------------
See Blood Angel equipment.

7.Blind Grenades:
-----------------
See Blood Angels equipment.


Imperial Fists Orders
=====================

1.Heavy Weapon!:
----------------
This enables the concentration of fire of a heavy weapon. This movement
allows you to position the weapon or to pull the marine back after
firing. One of your heavy weapon marines may move twice and fire twice.
This may be done in any order. This order can only be used once.

The first marine carrying a heavy weapon to be selected will be the one
that the order is played on.

2.By Sections!:
---------------
This order is useful, it allows you to move up those marines who are out
of position whilst using the others to give effective fire support. Each
of your marines may EITHER move twice OR fire twice. They may not move
AND fire. This order can only be used once.

Select a marine and then either the MOVE, FIRE or HAND-TO-HAND icons.
Whichever action was chosen for that marine will be the action that he
can perform twice. The actions allowed are; two MOVE, two FIRE, two
HAND-TO-HAND or one HAND-TO-HAND and one FIRE.

3.Fire!:
--------
See Blood Angels orders.

4.Move It!:
-----------
See Blood Angels orders.


Ultramarines Equipment Packs
============================

1.Bio-Scanner:
--------------
This advanced scanner can identify the traces it has picked up. However,
it has limited capacity, and should be used to identify the traces that
pose the greatest threat. May be used at the beginning of a turn to
identify any three blips anywhere on a ship to see what they are.
Remains in use for the entire Mission.

At the start of your team's turn the bio-scanner is displayed in the
Dynamic Information Window, click on three blips in the Main View Window
you wish to reveal. Whilst the bio-scanner is visible in the Dynamic
Information Window no marine can be selected via the Main View Window,
but a marine can be selected via the control panel but doing this will
cancel the bio-scanner until your team's next turn.

2. Digital Weapons:
-------------------
These are miniature weapons that fit either onto a finger or a knuckle.
Activated by the fingers, they give a commander a greater all-round
combat ability. Your commander may re-roll one die when he attacks,
either when firing or in hand-to-hand combat, to try and improve his
score. Remains in use for the entire mission.

3. Medi-Kit:
------------
This is a belt-carried field dressing. It contains a sophisticated
assessor that will administer treatment until the commander can return to
the mothership. Once selected it will restore all your commanders life
points. It may not be used if they have just been reduced to zero.
This equipment can only be used once.

4. Bolt Pistol:
---------------
See Blood Angels equipment.

5. Targetter:
-------------
See Blood Angels equipment.

6. Melta Bomb:
--------------
See Blood Angels equipment.

7. Blind Grenades:
------------------
See Blood Angels equipment.


Ultramarines Orders
===================

1. Fire!:
---------
See Blood Angels orders.

2. Move It!:
------------
See Blood Angels orders.

3. Close Assault!:
------------------
See Blood Angels orders.

4. By Sections!:
----------------
See Imperial Fists orders.



Appendix Two: 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 die is
rolled. If a 3 is rolled, the marine is replaced with a Chaos marine.

5. Master Controls
------------------
Marines may 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 commander) and a missile laucher 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 players' 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 any 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.



Appendix Three: Space Crusade Missions
======================================


1. Primary mission: Mission 663/4-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 on marine chapter is deployed on this mission then eliminate
all five infected Chaos marines. The primary mission will be awarded to
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 weapons 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 secret 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 radoiactive 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 most 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
pllayers kill the same number of soulsuckers then the player who
score 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.

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 more 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 alien ship 17 has not had its self destruct
mechanism disabled by the aliens. Activate ship self destruct by
destroying the control panel in the 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.

Any Problems?
=============

If you have problems loading Space Crusade, then return it to your
retailer, or to Gremlin Graphics at the address on the packaging. If
you have any questions relating to the game, then the Gremlin Graphics
Helpline is available between the hours of 2.00 and 4.00 U.K. time
Monday to Friday, on 0742 753 423.

Copyright Notice
Software copyright 1992 Gremlin Graphics Software Limited. All Rights
Reserved. This manual and the information contained on the floppy disks
are copyrighted by Gremlin Graphics Limited. The owner of this product
is entitled to use the product for his or her own personal use only.
No one may transfer, give or sell any part of the manual, or the
information on the disk without the prior permission of Gremlin Graphics
Software Limited. Any person or persons reproducing any part of the
program, in any media, for any reason, shall be guilty of copyright
violation, and subject to civil liability and the discretion of the
copyright holder. 'Space Crusade' (c) 1991 Hasbro International Inc.
All rights reserved. 'Space Crusade' and 'HeroQuest' are produced in
association with Games Workshop Ltd. 'Space Marines' is the property
of Games Workshop Ltd.

End.............