F.P.L.

Presents

TYPED BY CRISTINA OF TRILOGY

L A S E R S Q U A D
~~~~~~~~~~~~~~~~~~~~~

INTRODUTION

Laser Squad is a one or two player tactical wargame system that
accurately simulates many aspects of individual level combat.It will
take some time for a new player to become familiar with all aspects of
the system, and we recommend that you load the program and go through
the first section of this manual which provides you with a basic guide
to playing the game. The second section should be treated as a
reference manual for the experienced players. Some features of the
system are not implemented with the five scenarios provides with the
main program, but the future scenarios will explore the versatility of
game play that Laser Squad can provide. The final section in this
booklet provides instructions for the five scenarios provided with the
main program.


P A R T 1 : PLAYING THE GAME

OVERVIEW

Laser Squad is played in a series of game turns. Each player, during
his turn, controls a small number of units which represent humans,
droids or other creatures. Each unit has its own individual name and
characteristics which affect the abilities and activity of that unit.
At the start of each game turn each unit is allocated a number of
Action Points (or APs) which are used for performing all activities of
that unit such as movement, combat, manipulating objects etc. Once all
action points are used for each unit, or the player does not wish to
use any more, the 'end turn' option is selected and the other player
(or the computer) takes his turn. The winner of the game is the first
side to accumulate 100 victory points. Victory points are awarded for
various things, such as eliminating enemy units or destroying certain
installations, depending on the scenario being played.


GAME SET UP

You will be asked whether you want a one player game or a two player
game. If you select the one player option the computer will take
control of the second side. You will then be asked what level you wish
to play at. The number of levels varies between scenarios and the
higher the level the more difficult the computer is to beat. If you are
playing with two players then only the player whose turn it is should
be allowed to see the screen.

Each player now selects equipment and deploys his units.


EQUIPMENT SELECTION

In each scenario you are allocated a number of Credits to spend on
armor, weapons and ammunition. The first thing you must do is select
armour for each unit. Your units are displayed on the left of the
screen and you select armour for each unit in sequence. Use the UP and
DOWN controls to select the type of armour and press FIRE when you are
satisfied with your choice. If you select a number from one to four
then the unit will be given an armour type according to the
specifications displayed in the table on the right of the screen. A
full explanation of armour is included in the reference section.

After you have allocated armour to each unit you then selcet equipment.
Initially the object selector is highlighted. Use the RIGHT and LEFT
controls to change the object currently selected. Each object's unique
graphics symbol and name is displayed together with the cost of
purchasing the object. In order to allocate objects to a unit use the
UP and DOWN controls to highligth the unit you require and then use
RIGHT to add the currently selected object to that unit's equipment, or
LEFT to subtract the object. You cannot give an object to a unit if you
have insufficient credits, or if that unit;s weight or size limits
would be exceeded. Once you are satisfied with your selection press
FIRE twice to continue the game.

All weapons are loaded with ammunition when purchased, but extra
ammunition for each weapon is available. Consult the weapons table in
the reference section for details on weapons and ammunition.


DEPLOYMENT

Each unit is deployed in turn until all units have been placed on the
map. The deployment mode shows the name and equipment of the unit to be
deployed on the right of the screen and the map window on the left. Use
UP, DOWN, LEFT and RIGHT to move the flashing white cursor around the
map until you have found the deployment square you want. Each scenario
will specify which spaces you can deploy on. Place the cursor over the
deployment square and press FIRE to deploy the unit.


GAME OPTIONS

Before each game turn starts you will be presented with a menu which
allows you to save and load games. Press the number of the option you
require or press fire to continue with the game.

Change Controls Allows you to change the controls of the game between
different joysticks.

Save Game Allows you to save the current game to tape. make
sure record and play on your tape recorder are
pressed before you select this option.

Load Game If you select this option then the current game is
abandoned in order to load a new game. You will be
presented with the same menu that appears when the
main program is first loaded.

Verify Game If you have just saved the current game to tape then
use this option to make sure that it has saved
properly.


CURSOR MODE

At any time the game is in one of three different modes; cursor mode,
select mode or fire mode. Each game turn starts in cursor mode which
simply allows you to move the cursor around the map using UP, DOWN,
LEFT and RIGHT. The display on the right of the screen shows
information about the map space under the cursor as follows:

MAP The name of the terrain feature such as grass, floor,
wall etc.

OBJECT The name of any object on the ground.

UNIT The name of any unit under the cursor.

OBJECT IN USE The object that the unit is currently using, if any.


CURSOR MODE OPTIONS

Laser Squad is controlled via a series of menus which are simply lists
of different options available to you at any time. To display a menu,
which ever mode you are in, Press FIRE. Use UP and DOWN to highlight
the option of your choice and press FIRE to select the option. The
options that can be available in cursor mode are as follows:

SELECT If the cursor is placed over one of your units with
APs remaining then you will be able to select that
unit for movement and other actions. Once you select
this option you will enter selection mode.

INFO If the cursor is placed over any unit then
information on that unit can be displayed.

NEXT UNIT This option simply moves the cursor to another
friendly unit with APs remaining.

SCANNER A strategic map of the entire playing area can be
displayed showing the positions of all your units and
any enemy units that are currently spotted.

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


SELECT MODE

In Select mode the message display on the right of the screen shows
essential information about the unit you have selected. Most important
is the number of Action Points remaining and the direction indicator
which shows which direction the unit is facing. Once you have selected
a unit then the directional controls are used to move the unit as
follows:

LEFT Rotate unit left

RIGHT Rotate unit right

UP Move unit forwards in the direction that it is facing

DOWN Move unit backwards


SELECT MODE DISPLAY





Fig 1

Name of_________\ BLA BLA
Unit / BLA

BLA BLA /______ Direction
BLA \ Indicator

Action Points___\ Bla bla
Remaining / bla

Minimum Action----> bla bla
Points needed
for opportunity bla <--------Unit's Morale
fire
bla <--------Unit's Stamina
bla <--------Wounds
bla <--------Burden


Object______\ BLA BLA
In Use / BLA


Terrain Unit is______\ bla bla
Standing On / bla

Protection value______\ bla bla
of Terrain /

Number
^
|
|_____Number of Enemy
Units spotted



MOVEMENT

Moving a unit will always cost Action Points, depending on the terrain
that is being moved over. Moving diagonally will cost an extra two APs
and rotating a unit 45 costs one AP. If you attempt to move into
impassable terrain the unit will attack the terrain and possibly
destroy it.

You are allowed to move the selected unit over friendly units but you
can never and movement on top of a friendly unit. The only options
available to a unit on top of another are to continue moving or to
select the END MOVE option from the menu. If you select the END MOVE
option then the unit will be placed on the last empty space that it
occupied.


CLOSE COMBAT

In order to engage in close combat simply move your unit into an enemy
unit. The close combat display on the right will show you what weapon
the unit is using (if any), the accuracy (% chance to hit), the AP
cost, the damage and the hit location.

LINE OF SIGHT

Laser Squad uses a hidden movement system which means that enemy units
will not appear on the map unless they are in the field of vision of
one of your units. A unit's field ofvision extends 45 from the front.
Various types of terrain such as walls or doors will block line of
sight. You will not see an enemy unit until it is clearly in view.


SELECT MODE OPTIONS

When you press FIRE in select mode you will have a variety of menu
options depending on the circumstances of the unit. Most of these
options cost APs based on a percentage of the units Action Point
Allowance. For example if a unit is allocated 50 APs at the beginning
of the turn then changing an object costs 20% of its AP allowance which
is APs. Actions cannot be carried out if the unit has insufficient APs
(although the option is still included in the menu list).

The following menu options are available in select mode:

END MOVE: Ends the selection of the unit and returns to cursor
mode. The unit can still be re-selected provided it
still has APs remaining.

FIRE: If the unit has an object in use then it can be fired
or thrown. Selecting this option changes the display
to fire mode.

CHANGE: If the unit is carrying one or more objects then this
option is used to select an object for use or to
change the object in use. The unit's objects are
displayed on the screen with the ammunition amount,
weight and size of each object. The white pointer on
the left shows which object is currently in use, if
any. Use the UP and DOWN controls to move the pointer
to the object you want to use and press FIRE to
change object. Performing this action costs 25% of
the units Action Point allowance.

PICK UP: If the unit is standing on a space with one or more
objects on the floor then they can be picked up. This
option displays all the objects in the space in a
similar manner to the change object display. Use the
UP and DOWN controls to move the pointer to the
object you want to pick up and press FIRE to
implement the action. If you don't want to pick up
any objects move the pointer to CANCEL and press
fire. This option costs 50% if the unit has an object
in use or 25% if it does not.

DROP: If the unit has an object in use then it can be
dropped costing 10% of its AP allowance. It is
possible to hide an object that is dropped, depending
on the size of the object and the capacity of the
terrain the unit is standing on. For example you can
hide a grenade in a plant pot but not a rifle, you
cannot hide anything on a floor space but you can
hide most things under a bed. If it is possible to
hide the dropped object then a small menu is
displayed asking you whether you wish to hide the
object or not.

LOAD: If the unit has a ranged combat weapon in use and it
is also carrying the appropriate ammunition costing
50% of the unit's AP allowance.

PRIME: If the unit has a grenade in use whixh is not primed
then it can be primed at a cost of 20%. Use the UP
and DOWN controls to alter the timer and press FIRE
to prime the grenade. THe value of the timer
determines when the grenade will explode. If the
timer is set to 0 then it will explode at the end of
your turn. If it is set to 1 then it will go off at
the end of your opponent's turn, and if it is set to
2 then it will go off at the and of your next turn,
and so on.

OPEN: If the unit is facing towards a closed, unlocked door
then it can be opened. The cost is 20% of AP
allowance.

CLOSE: If the unit is facing towards an opened door it can
be closed. The cost is 20% of AP allowance.

UNLOCK: If the unit is facing towards a locked door and it is
using the correct key then the door can be unlocked.
The cost is 25% of AP allowance.

LOCK: If the unit is facing towards an unlocked door and it
is using the correct key then the door can be locked.
The cost is 25% of AP allowance.

SCANNER: The strategic map can be displayed with no AP cost.

CANCEL: Clear menu and return to movement.


FIRE MODE DISPLAY

Fig 2

Name of_________\ BLA BLA
Weapon / BLA


Unit's Action ___\ Bla bla
Points Remaining / bla


Ammunition_____\ BLA BLA
In Weapon / BLA


bla bla /_____Automatic Fire
bla \ Not Available
for Sniper Rifle
Accuracy of
Snap Shot ________\ BLA BLA Action Point
Including / BLA BLA /_____ Cost for
Weapon Skill BLA BLA \ Snap Shot
BLA BLA
BLA BLA
BLA BLA
BLA BLA


FIRE MODE

When you select the FIRE option the main display will change from a
perspective map to a Line of Fire map which shows all the tarrain that
blocks shooting or throwing. All units are replaced with a blob
depicting the target area of each unit. The square cursor is replaced
by a flashing cross-hair cursor for targeting shots. The information
display on the right shows the weapon being used and the essential
information for ranged combat. In order to fire a weapon move the
cross-hair cursor to the desired target point, press FIRE to display
the fire mode menu and select the type of shot you require. You will
not be able to fire a shot if the cursor is outside the unit's field of
vision.

FIRE MODE OPTIONS

Only ranged combat weapons will have the three fire options for
automatic fire, snap shots and aimed shots. Some weapons are unable to
do automatic fire. If the unit is usingany other object then only the
throw option will be available.

The following options are available in Fire Mode:

AUTO: Automatic fire is a burst of continuous fire between
two specified points. A minimum of three shots must
be fired and the unit must have enough APs for at
least three autoshots in order to select this option.
Once you have selected automatic fire you must select
a second target point within the unit's field of
vision. Press FIRE when you have moved the cursor to
the desired point. You will then be asked to select
the number of shots you wish to fire from three up to
the maximum allowed by the unit's Action Point. Use
the UP and DOWN controlsto change the number of shots
and press FIRE to execute the shots.

SNAP: A snap shot is a single shot, but is more accurate
then automatic fire.

AIM: An aimed shot is the most accurate type of shot but
requires the most Action Points.

THROW: Any object can be thrown up to a distance determined
by the unit's strength divided by the object's
weight. An object will never be thrown further than
the cursor which allows for fairly accurate placing
of object. The accuracy of throwing is equivalent to
the unit's agility rating and the cost is 20% of the
unit's AP allowance. If a thrown object hits another
unit then the object can be caught provided the unit
is facing the thrower and has no object currently in
use. If the object is not caught then it will fall at
the unit's feet.

INFO: If the cursor is over a unit then information on that
unit can be displayed.

END FIRE: Ends fire mode and returns to select mode.

CANCEL: Clears menu.


OPPORTUNITY FIRE

Opportunity fire is an essential feature of the tactics employed in
Laser Squad. If a unit is left with at least half its Action Point
Allowance at the end of the game turn then it will be elegible for
opportunity fire. During your opponents turn opportunity fire will be
triggered when an enemy unit moves into the field of vision of your
unit. Control will switch to you in fire mode which allows you to shoot
the enemy unit. Once you select the END FIRE option then your opponent
can continue with his turn.



P A R T 2 : REFERENCE GUIDE


Unit Characteristics

Each unit has a unique set of atributes which affect the game in
various ways.

MORALE VALUE: Each unit's morale values represents the value of the
unit to the rest of its squad. If the unit is
eliminated then the morale of all units on its side
will decrease by an amount equal to its morale value
and all enemy units morale will increase by the same
value.

MOVEMENT TYPE: Different types of unit have different AP costs for
certain types of terrain. For example the droids in
scenario one are unable to trample over the household
furniture.
ACTION POINT
ALLOWANCE: This represents the number of Action Points that the
unit is allocated at the start of each turn. However,
a unit's inital AP allowance is modified by a number
of factors. The weight of the unit's armour and the
unit's burden are both subtracted from this value.

CONSTITUTION: A unit's constitution is the amount of damage it can
take before it is eliminated.

WOUNDS: If a unit's constitution is reduced the the unit will
receive a number of wounds which are subtracted from
the unit's Action Points at the start of each turn.

WOUNDS RATE: The wound rate is the number of constitution points
lost needed to generate one wound.

STAMINA: This value represents the physical fitness, or
energy, of the unit. If a unit spends more than half
its APs on energetic tasks like movement then stamina
will be reduced. Unused APs will help recover
stamina. If Stamina reaches such a low level that the
unit is feeble then it will only receive half its AP
allowance at the start of each turn until stamina is
recovered through rest.

MORALE: A unit's morale is adversely affected if friendly
units are eliminated or if a unit is wounded. Morale
will increase (but not beyond intial morale) if enemy
units are eliminated. If a unit becomes panicked then
it may drop objects that it is using. The morale of
droids is never reduced.

WEAPON SKILL: This value affects ranged combat only. Combined with
the skill factor of a weapon the accuracy of firing
can be increased.

STRENGTH: The weight of objects that can be carried is
determined by a unit's strength. In close combat
strength can increase the damage done by a weapon.

AGILITY: The accuracy of throwing depends on a unit's agility.
The accuracy of hitting in close combat is affected
by the attacking unit's agility and the defending
unit's agility.

UNARMED COMBAT: This represents the unit's innate ability at close
combat without using any weapon.

BURDEN: A unit's burden is subtracted from its AP allowance.
The burden value is calculated according to the
strength of the unit and the total weight of all
objects carried.

ARMOUR: Each unit has an armour rating for its front side,
left side, right side and rear. The unit's
directional facing and the source of each shot is
used to calculate which armour rating is used in
combat calculations. Armour can be damaged if a
damage value from a shot or hit is greater than the
armour rating. A unit's constitution will only be
affected by a damage value which is greater than the
armour value.

VICTORY POINTS: A unit's victory point value is added to the enemies
total victory points when the unit is eliminated.


WEAPONS AND OBJECTS

There are three basic catagories of objects in Laser Squad, weapons,
ammunition and other objects. There are three types of weapon, close
combat weapons, ranged weapons and grenade type weapons. Most ranged
weapons can be used in close combat. Objects can have some or all of
the following characteristics:

WEIGHT: All objects have a weight value.

SIZE: All objects have a size value. Units are limited in
the total size of objects that they can carry
depending on the type of armour worn. When there is
more than one object in a space then the largest
object is displayed on the map.

CONSTITUTION: All objects have a constitution value which
represents the damage factor needed to destroy the
object.
ACTION POINT
COST: When an object is on the gorund there can be an AP
cost for moving onto it in addition to the AP cost
for terrain.
CLOSE COMBAT
COST: The percentage of APs required to use the weapon in
close combat.
CLOSE COMBAT
ACCURACY: The basic chance of hitting with the weapon. This is
modified by a number of factors in close combat.

CLOSE COMBAT
DAMAGE: The average amount of damage points inflicted by the
weapon in close combat.
CLOSE COMBAT
STRENGTH BONUS: The percentage of a unit's strength that is added to
damage in close combat.
CLOSE COMBAT
AGILITY BONUS: The percentage of a unit's agility that is added to
the accuracy in close combat.
AUTOMATIC FIRE
AP COST: The percentage of a unit's action point allowance
used for a single automatic shot.
AUTOMATIC FIRE
ACCURACY: The percentage chance of being on target.
SNAP SHOT
AP COST: The percentage of unit's action point allowance used
for a single snap shot.
SNAP SHOT
ACCURACY: The percentage chance of being on target with a snap
shot.
AIMED SHOT
AP COST: The percentage of unit's action point aloowance used
for one aimed shot.
AIMED SHOT
ACCURACY: The percentage chance of being on target with an
aimed shot.

SKILL FACTOR: This value determines how much of a unit's weapon
skill is added to accuracy in ranged combat.
RANGED COMBAT
DAMAGE: The average amount of damage inflicted by the weapon
in ranged combat. If the weapon has explosive
ammunition, or if the weapon is a grenade type, then
this value represents explosive power.

AMMUNITION: The type of ammunition that is used if the object is
a ranged combat weapon.


CLOSE COMBAT CALCULATIONS

The accuracy of close combat is determined by the sum of the following
factors:

1. The basic close combat accuracy of the weapon.
2. Add the agility factor determined by the weapons agility bonus and
the attacking unit's agility.
3. Subtract all the enemy unit's agility if it is being attacked from
the front.
4. Subtract half the enemy unit's agility if it is being attacked
from the side.
5. Subtract a quarter of the enemy unit's agility if it is being
attacked from the rear.

The damage in close combat is determined by the sum of the following
factors:

1. The basic close combat damage of the weapon.
2. Add the stregth factor determined by the weapons strength bonus
and the attacking unit's strength.
3. Add a random factor which modifies the damage value calculated so
far between 50% and 150%.
4. Subtract the defending unit's armour rating for the side in which
it is hit.
5. Subtract the protection value of the terrain occupied by the
defending unit.


RANGED COMBAT CALCULATIONS

The accuracy of ranged combat is determined by the sum of the following
factors:

1. The basic accuracy of the weapon depending on the type of shot.
2. If the shot is a snap shot then add the skill bonus determined by
the weapons skill and the firing units weapon skill.
3. If the shot is an automatic shot then only add half the calculated
skill bonus.
4. If the shot is an aimed shot then add double the calcuted skill
bonus.

Ranged shot is an aimed shot then add double the calculated skill
bonus:

1. The ranged combat damage value of the weapon.
2. Add a random factor which results in a damage amount between 50%
and 150% of the initial damage value.
3. Subtract the target unit's armour rating for the side in which it
is hit.
4. Subtract the protection rating of the terrain occupied by the
target unit.


EXPLANATION: 1:WEIGHT, 2:SIZE, 3:CONSTITUTION, 4:AP COST IN MAP,
5:%CLOSE COMBAT COST, 6:%CLOSE COMBAT ACCURACY, 7:CLOSE COMBAT DAMAGE,
8:%CLOSE COMBAT STRENGTH BONUS, 9:%CLOSE COMBAT AGILITY BONUS,
10:%AUTO SHOT AP COST, 11:%AUTO SHOT ACCURACY, 12:%SNAP SHOT AP COST,
13:%SNAPSHOT ACCURACY, 14:%AIMED SHOT AP COST, 15:%AIMED SHOT ACCURACY,
16:%SKILL FACTOR, 17:RANGED COMBAT DAMAGE FACTOR,
18:AMMUNITION CAPACITY, 19:AMMUNITION TYPE.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

M4000 AUTO-GUN 10 12 106 2 25 40 8 20 10 3 5 25 16 50 40
MARSEC AUTO GUN 12 14 116 2 25 38 10 20 9 6 5 25 18 50 45
SNIPER RIFLE 7 8 98 1 20 52 8 20 13 -- -- 33 26 67 56
MARSEC PISTOL 6 4 100 0 20 50 6 17 17 -- -- 13 10 25 22 C
L50 LAS-GUN 16 14 120 2 33 34 10 17 10 5 4 20 12 50 24 O
HEAVY LASER 28 34 126 3 50 24 11 17 7 3 3 17 10 33 16 N
ROCKET LAUNCHER 12 22 86 3 50 26 9 14 8 -- -- 33 10 67 18 T
DAGGER 1 2 60 0 17 58 20 13 33 -- -- -- -- -- -- I
AP50 GRENADE 2 2 60 0 -- -- -- -- -- -- -- -- -- -- -- N
EXPLOSIVE 15 8 80 0 -- -- -- -- -- -- -- -- -- -- -- U
M50 AUTO PISTOL 5 4 103 0 25 26 5 25 13 10 3 20 12 50 30 E
L80 LAS GUN 14 18 112 2 25 30 8 17 8 -- -- 25 28 50 64 I
PUMP SHOT GUN 9 9 106 0 25 40 8 20 14 -- -- 25 16 50 38 N
MS AUTO CANNON 26 30 120 3 33 26 11 17 7 13 8 25 20 50 40 G
MK-1 14 12 136 1 25 36 8 17 13 8 12 33 24 33 57
AP75 GRENADE 4 3 130 0 -- -- -- -- -- -- -- -- -- -- --
LIGHT SABRE 5 4 180 0 20 46 84 17 33 -- -- -- -- -- --


16 17 18 19

M4000 AUTO-GUN 8 46 20 M4000 GUN-CLIP
MARSEC AUTO GUN 8 58 20 MARSEC GUN-CLIP
SNIPER RIFLE 13 52 12 RIFLE CLIP
MARSEC PISTOL 7 40 8 PISTOL CLIP
L50 LAS-GUN 5 30 40 L50 LAS-PACK
HEAVY LASER 6 45 50 HEAVY LAS-PACK
ROCKET LAUNCHER 5 160 1 ROCKET
DAGGER -- --- --
AP50 GRENADE -- 90 --
EXPLOSIVE -- 70 --
M50 AUTO PISTOL 5 42 12 PISTOL CLIP
L80 LAS GUN 4 48 10 L80 LAS-PACK
PUMP SHOT GUN 7 64 6 SHOT GUN CLIP
MS AUTO CANNON 7 78 12 CANNON CLIP
MK-1 10 53 30 MK-1 CLIP
AP75 GRENADE -- 160 --
LIGHT SABRE -- --- --




P A R T 3 : THE SCENARIOS


SCENARIO ONE: THE ASSASSINS


INTRODUCTION

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


DEPLOYMENT

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

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


VICTORY CONDITIONS

Assassin Squad: If the Assassins manage to eliminate Sterner Regnix
they win the game.

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


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SCENARIO TWO: MOONBASE ASSAULT


INTRODUCTION

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


DEPLOYMENT

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

Omni Corp.: Deploy on the magenta squares inside the moonbase.


VICTORY CONDITIONS

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

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


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SCENARIO THREE: RESCUE FROM THE MINES


INTRODUCTION

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


DEPLOYMENT

Laser Squad: Deploy the red and yellow squares on the top left and
top right of the map.

Metallix Corp.: Deploy on blue squares in the mine complex.


VICTORY CONDITIONS

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

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


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SCENARIO FOUR - THE CYBER HORDES


INTRODUCTION

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


DEPLOYMENT

Rebel Squad: The Rebels must deploy on the red squares inside the
main base area on the right of the map.

Droid Squad: The Droids must deploy on the blue deployment squares
on the top left and bottom left of the base.


VICTORY CONDITIONS

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

Droid Squad: The Droid squad wins if at least five of the
stabiliser cores are destroyed or if all the Rebel
squad are killed.


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SCENARIO FIVE - PARADISE VALLEY


INTRODUCTION

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


DEPLOYMENT

Rebel Squad: The Rebels must deploy on the red and yellow squares
on the left hand side of the valley.

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


VICTORY CONDITIONS

Rebel Squad: The Rebels must take the security device, which is
initially carned by Corporal Hansen, over to the
right hand side of the valley.

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



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