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Space Crusade by Fairlight&Triangle3532

Space CrusadeEAD NOTE - RITE NOTE OH - OAD NEW CHAR-SET INTO: $3000 - AKE YOUR CHOICE! - - - - OAD NEW CHAR-SET INTO: $3000 - - - - - - AKE YOUR CHOICE! - - - MUSICAL WONDER BY LAXITY - MUSICAL WONDER BY LAXITY B - TOMCAT NOTEMAKER - PACKER V4 - - SAVE FILENAME : - EAD NOTE - RITE NOTE - WAS TYPEDIN FOR YOU BY - HAMPIONSHIPS ARE IN FULL GEAR HERE IN - T'S PRETTY COOL BUT YOU CAN IMAGINE THE EXTRA WORK IT ISFOR ME AT THE RESTAURANT! - F YOU WANT TO GET IN TOUCH WITH ME THENWRITE TO THIS ADDRESS, PLEASE ONLY ELITEPEOPLE AS - GET VERY SAD WHEN - CANNOT WRITE BACK TO SOME 'LAMERS' WHO SEND LAME STUFF.. - 212 32 - WEDEN +46 40495152 SYSOP: - ODAPOP - EQUIPMENT PACKS: * - OU CAN REROLL ONE DICE IN HAND-TO-HAND COMBAT DURING THE ENTIRE MISSION. * - HROW THIS AT THE END OF YOUR TURN AND THE ALIENS CANNOT ATTACK YOU AT THEIR NEXT TURN. - SED ONLY ONCE. * - HESE ARE HEA- VIER THAT THE NORMAL BOLTER BLADE, AND ARE ONLY ISSUED TO MARINES WHO HAVE RECIEVED ADVANCED CLOSEQUARTER TRAININ - LL OF YOUR MARINES WITH BOLTERS MAY ATTACK DIAGONALLY IN HAND TO HAND COM- BAT. - HEN THE OPPONENT ROLLS ONE LESS DIE THAN NORMAL. - EMAINS IN USE FOR THE WHOLE MISSION. * - SED IN HANDTOHAND COMBAT WITH ANDROIDS AND DREADNOUGHTS AND IS A BOMB WHICH GIVES YOU 2 EXTRA HEAVY WEAPON DICE ROLLS. - SED ONLY ONCE. 5. - OU MAY ROLL ONE EXTRA LIGHT WEAPON ROLL DURING THE WHOLE MISSION WHEN IN HAND TO HAND COMBAT. 6. - OU CAN REROLL ONE DICE DURING THE WHOLE MISSION. - T MUST BE ASSIGNED TO A SPECIFIC WEAPON IN THE EQUIPMENT SELECTION MENU. 7. - IVES YOUR COMMANDER 3 ARMOUR POINTS. - EMAINS IN USE FOR THE ENTIRE MISSION. - ORDERS: 1. - ACH MARINE MAY FIRE TWICE (FIRE-MOVE-FIRE, F-F-M OR M-F-F). - SED ONLY ONCE. 2. - TUNS THE ALIEN SO THAT IT ONLY ROLLS ONE DIE! - SED ONLY ONCE BUT IS ACTIVE FOR THE WHOLE TEAM 3. - SED ONLY ONCE, IT GIVES YOUR MARINES ARMED WITH BOLTERS THE OPPORTUNITY TO FIRE THEM - ATTACK IN HAND-TO-HAND COMBAT OR, PERFORM A HAND TO HAND COMBAT TWICE. 4. - SED ONLY ONCE, YOUR MARINES MAY MOVE TWICE (MOVE-FIRE- MOVE, M-M-F OR F-M-M). - EQUIPMENT PACKS: 1. - AKES YOUR HEAVY WEAPONS EASY TO CARRY AND THEY MAY MOVE AS FAST AS THE MARINES CARRYING LIGHT WEAPONS. 2. - OUR COMMANDER MAY USE HIS HEAVY BOLTER AS A PLASMA GUN! - UT YOU MUST HAVE A HEAVY BOLTER 1ST. - EMAINS IN USE FOR THE WHOLE MISSION. 3. - OMMANDER MAY REROLL A DIE WHENEVER HE FIRES. - HOLE MISSION. 4. - OMB 5. - ARGETTER 6. - ISTOLS 7. - RENADES - ORDERS: 1. - NE OF YOUR MARINES WITH HEAVY WEAPON MAY MOVE TWICE AND FIRE TWICE IN ANY ORDER (M-F-F-M IS PERHAPS BEST). - SED ONLY ONCE. 2. - ACH MARINE MAY EITHER MOVE TWICE - OT MOVE AND THEN FIRE. - SED ONLY ONCE. 3. - ! 4. - ! - EQUIPMENT PACKS: 1. - AN REVEAL ANY 3 BLIPS ANYWHERE ON THE SHIP. - SED AT THE BEGINNING OF A TURN AND REMAINS FOR THE ENTIRE MISSION. 2. - IGITAL WEAPONS: - EMAINS IN USE FOR THE WHOLE MISSION, GIVING YOUR COM- MANDER THE ABILITY TO REROLL A DIE WHEN FIRING OR IN HAND TO HAND COMBAT 3. - SED ONLY ONCE, IT CAN REFIL YOUR COMMANDER'S LIFE POINTS. - OMM. HAS TO HAVE ATLEAST 1 LIFE POINT LEFT 4. - ISTOLS 5. - ARGETTER 6. - OMB 7. - RENADES - ORDERS: 1. - ! 2. - ! 3. - ! 4. - ! - : - HESE TAKE PLACE JUST BEFORE THE ALIEN'STURN AND CAN AFFECT PLAYERS AND ALIENS, HARMFUL OR GOOD. 1. - OMMUNICATION MALFUNCTION - PLAYER CANNOT USE ORDERS ON HIS NEXT TURN. 2. - UICIDE ANDROID - - NY ANDROID IN BATTLE CAN EXPLODE AND ATTACK MARINES WITH TWO HEAVY WEAPONS ROLLS. 3. - O ANDROID OR DREAD- NOUGHT MAY MOVE OR FIRE THIS TURN. 4. - MARINE IS RANDOMLY CHOSEN (NOT COMMANDER) AND A DIE IS ROLLED. - F A 3 IS ROLLED, THE MARINE IS REPLACED WITH A - ARINE. 5. - ARINES MAY CLOSE OR OPEN ANY DOOR ON THE SHIP. - RESS ON THE DOOR ICON AND ON ANY DOOR IN THE SHIP. 6. - AUNCHER ATTACK IS MADE ON A RANDOM MARINE. 7. - MARINE WITH A HEAVY WEAPON WILL BE REPLACED WITH A BOLTER - F THERE IS NO BOLTER AVAILABLE THAT MARINE WILL HAVE NO WEAPON. 8. - OUR COMMANDER MAY NOT MOVE OR FIRE ON HIS NEXT ATTACK. 9. - UTODEFENCE: 1 HEAVY WEAPON DICE IS ROLLED AND HITS ANY MARINE. 10. - LL ANDROIDS AND DREAD NOUGHTS MAY MOVE TWICE THIS TURN. 11. - NE PLAYER MAY NOT FIRE ANY HEAVY WEAPONS THAT TURN. 12. - RETCHIN MAY MOVE THIS TURN. 13. - HE SECON- DARY MISSION IS TRANSMITTED TO THE MARINE TEAMS ATTEMPTING A MISSION AND IS DISPLAYED IN THE - IEW WINDOW. - : 1. 653/4-SECTOR 45: - ESTROY - EEK & DESTROY DREADNOUGHT ABOARD ALIEN VESSEL 653. - LIENS HAVE BLOCKED SOME CORRIDORS WITH RUBBLE. - LEAR RUBBLE WITHWEAPON HIT OF ONE OR ABOVE. - RIMARY MISSION WILL BE AWARDED THE PLAYER WHO DESTROYS THE DREADNOUGHT. 2. 653/5-SECTOR 47: - URVIVE - MPIRE HAS FAILED TO DESTROY ALL ALIENS ON BOARD VESSEL 656 BY USING EXPERIMENTAL GERM WARFARE. - LIMINATE AS MANY ALIENS AS POSSIBLE AND ALSO ANY MARINES FROM ANOTHER CHAPTER AS THERE IS ONLY ENOUGH ANTIDOTE FOR ONE CHAPTER. - F ONLY ONE MARINE CHAPTER IS DEPLOYED ON THIS MISSION THEN ELIMINATE ALL FIVE INFECTED - HE PRIMARY MISSION WILL BE AWARDED TO THE PLAYER WHO ELIMINATES THE GREATEST NUMBER OF RIVAL MARINES. - F ANY PLAYERS ELIMINATE THE SAME NUMBER OF MARINERS, IT WILL BE GIVEN TO THE PLAYER WITH THE MOST POINTS - F ONE PLAYER ONLY, ALL CHAOS MARINES MUST BE DESTROYED. 3. 653/6-SECTOR 47: - ISABLE ALIEN VESSEL - ISABLE ALIEN VESSEL BY DESTROYING ENGINEERING CONTROL PANEL LOCATED IN THEENGINE ROOM. - NGINEERING CONTROL PANEL REQUIRES A WEAPONS HIT OF TWO OR ABOVE TO DESTROY IT. - HO DESTROYS, WINS. 4. 653/7-SECTOR 16: - ESCUE - OCATE A CONTAINER WHICH IS PRESERVING THE BRAIN OF THE - MPIRE'S TOP SCIENTIST AND RETURN IT TO THE DOCKING CLAW. - HO RETURNS BRAIN SAFELY, WINS. 5. 653/8-SECTOR 85: - ETRIEVE - OMPANY HAVE BEEN WIPED OUT WHILST TESTING A SECRET EXPE- RIMENTAL WEAPON. - OCATE THE WEAPON AND RETURN IT TO THE DOCKING CLAW. - HO RETURNS WEAPON, WINS. 6. 653/8-SECTOR 12: - ITHDRAW - NTELLIGENCE REPORTS THAT THE ALIEN VESSEL HAS THREE OUTER HULL DOORS. - PEN AN OUTER HULL DOOR AND WITHDRAW FROM THEVACUUM THAT WILL SPREAD TO THE REST OF THE SHIP. - IRST TO OPEN DOOR AND RETURN,WINS. 7. 653/9-SECTOR 24: - NTERCEPTION - LIENS HAVE BEEN DETECTED ABOARD A DRIFTING HULK IN SECTOR 24. - S MANY ALIENS MUST BE ENGAGED AND DESTROYED AS POSSIBLE. - OWEVER, INTELLIGENCE REPORTS THAT A RADIOACTIVE SOURCE IS ABOARD WHICH IS KNOWN TO SOMETIMES CAUSE FALSE SCANNER READINGS. - F ONLY ONE MARINE TEAM IS DEPLOYED THEN ATLEAST 15 ALIENS MUST BE DESTROYED. 15/+ KILLS WILL GIVE THE WINNER. 8. 653/10-SECTOR 16: - XTERMINATE - HERE ARE REPORTS OF A VERY DANGEROUS BREED OF ALIEN NICKNAMED - OULSUCKERS ABOARD ALIEN VESSEL 93. - OULSUCKERS THAT ARE ENCOUNTERED. - F ONLY ONE TEAM IS DEPLOYED, 10+ MUST BE KILLED. 9. 653/11-SECTOR 53: - XTERMINATE - OULSUCKER EGGS ARE REPORTED TO BE ABOARD VESSEL 28. - OCATE EGG HATCHERY ROOM AND SEND A MARINE INTO THE ROOM TO DESTROY AS MANY OF THE SOULSUCKER EGGS AS POSSIBLE. - GGS CAN ONLY BE DESTROYED WITH A WEAPONS HIT OF ONE OR ABOVE. - F THERE IS ONLY ONE TEAM, THEN ALL EGGS MUST BE DESTROYED. 10. 653/12-SECTOR 68: - ITHDRAW - NTELLIGENCE REPORTS THE DISCOVERY OF A WEAK SPOT IN THE OUT HULL OF ALIEN VESSEL 331. - OCATE THE WEAK SPOT, BLOW A HOLE IN TH OUT HULL, A WEAPON HIT OF THREE OR ABOVE IS REQUIRED, AND RETREAT TO THE DOCKING CLAW FROM THE VACUUM THAT WILL SPREAD THROUGHOUT THE SHIP. - HE PRIMARY MISSION WILL BE AWARDED TO THE FIRST PLAYER TO BLOW A HOLE IN THE OUTER HULL. 11. 653/13-SECTOR 5: - ESTROY ALIENSHIP17 - NTELLIGENCE REPORTS THAT ALIEN SHIP 17 HAS NOT HAD ITS SELFDESTRUCT MECHANISM DISABLED BY THE ALIENS. - CTIVATE SHIP SELF DESTRUCT BY DESTROYING CONTROL PANEL IN - ONTROL ROOM WITH A WEAPON HIT OF TWO OR ABOVE. 12. 653/14-SECTOR 44: - UBE OF - HAOS - NTELLIGENCE REPORTS THAT THE ALIENS AREPROTECTING THE ' - HAOS', A DEVICETHAT IS CLOSE TO COMPLETION. - F 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 - HAOS TO ENTER THROUGH THE WARP - UBE REQUIRES A WEAPON HIT OF THREE OR ABOVE. - HE PRIMARY MISSION IS AWARDEDTO THE PLAYER WHO DESTROYES THE - ICK UP FROM YOUR FAVOURITE IN - IGHT - 2 - - - - 2 - - - AND MANY MORE... - OAD NEW CHAR-SET INTO: $3 - OAD NEW ZAK INTO $1 - AKE YOUR CHOICE! - OAD NEW CHAR-SET INTO: $3 - OAD NEW ZAK INTO $1 - AKE YOUR CHOICE! - XMUSICAL WONDER BY LAXITY - XMUSICAL WONDER BY LAXITY - Q TOMCAT NOTEMAKER - N- PACKER V4 - - OSAVE FILENAME : - WAS TYPEDIN FOR YOU BY - HAMPIONSHIPS ARE IN FULL GEAR HERE IN - BUT YOU CAN IMAGINE THE EXTRA WORK IT ISFOR ME AT THE RESTAURANT! - ANISH AROUND HERE AND THE TOWN SQUARES AND THE BEACHES AREFULL OF TENTS AND ALL.. - F YOU WANT TO GET IN TOUCH WITH ME THENWRITE TO THIS ADDRESS, PLEASE ONLY ELITEPEOPLE AS - GET VERY SAD WHEN - CANNOT WRITE BACK TO SOME 'LAMERS' WHO SEND - EQUIPMENT PACKS: - OU CAN REROLL ONE DICE IN HAND-TO-HAND COMBAT DURING THE ENTIRE - HROW THIS AT THE END - "OF YOUR TURN AND THE ALIENS CANNOT - ^ATTACK YOU AT THEIR NEXT TURN. - VIER THAT THE NORMAL BOLTER BLADE, AND ARE ONLY ISSUED TO MARINES WHO HAVE - "RECIEVED ADVANCED CLOSEQUARTER TRA - LL OF YOUR MARINES WITH BOLTERS MAY - ATTACK DIAGONALLY IN HAND TO HAND COM- BAT. - HEN THE OPPONENT ROLLS ONE LESS - #DIE THAN NORMAL. - EMAINS IN USE FOR - RTHE WHOLE MISSION. - SED IN HANDTOHAND COMBAT - %WITH ANDROIDS AND DREADNOUGHTS AND IS - $A BOMB WHICH GIVES YOU 2 EXTRA HEAVY - "WEAPON DICE ROLLS. - OU MAY ROLL ONE EXTRA - "LIGHT WEAPON ROLL DURING THE WHOLE - $MISSION WHEN IN HAND TO HAND COMBAT. - OU CAN REROLL ONE DICE - $DURING THE WHOLE MISSION. - $ASSIGNED TO A SPECIFIC WEAPON IN THE - YEQUIPMENT SELECTION MENU. - IVES YOUR COMMANDER 3 - %ARMOUR POINTS. - EMAINS IN USE FOR THE - OENTIRE MISSION. - ACH MARINE MAY FIRE TWICE - Q(FIRE-MOVE-FIRE, - TUNS THE ALIEN SO - %THAT IT ONLY ROLLS ONE DIE! - %ONCE BUT IS ACTIVE FOR THE WHOLE TEAM - SED ONLY ONCE, IT - %GIVES YOUR MARINES ARMED WITH BOLTERS - THE OPPORTUNITY TO FIRE THEM - !ATTACK IN HAND-TO-HAND COMBAT OR, - $PERFORM A HAND TO HAND COMBAT TWICE. - SED ONLY ONCE, YOUR - "MARINES MAY MOVE TWICE (MOVE-FIRE- - EQUIPMENT PACKS: - AKES YOUR HEAVY WEAPONS - "EASY TO CARRY AND THEY MAY MOVE AS - "FAST AS THE MARINES CARRYING LIGHT - OUR COMMANDER MAY USE - !HIS HEAVY BOLTER AS A PLASMA GUN! - UT YOU MUST HAVE A HEAVY BOLTER 1ST. - EMAINS IN USE FOR THE WHOLE MISSION. - OMMANDER MAY REROLL A - %DIE WHENEVER HE FIRES. - NE OF YOUR MARINES - $WITH HEAVY WEAPON MAY MOVE TWICE AND - ZFIRE TWICE IN ANY ORDER (M - ^PERHAPS BEST). - ACH MARINE MAY EITHER - ^AND THEN FIRE. - EQUIPMENT PACKS: - AN REVEAL ANY 3 BLIPS - !ANYWHERE ON THE SHIP. - #BEGINNING OF A TURN AND REMAINS FOR - STHE ENTIRE MISSION. - IGITAL WEAPONS: - EMAINS IN USE FOR - #THE WHOLE MISSION, GIVING YOUR COM- - "MANDER THE ABILITY TO REROLL A DIE - %WHEN FIRING OR IN HAND TO HAND COMBAT - SED ONLY ONCE, IT CAN REFIL - #YOUR COMMANDER'S LIFE POINTS. - %HAS TO HAVE ATLEAST 1 LIFE POINT LEFT - HESE TAKE PLACE JUST BEFORE THE ALIEN'STURN AND CAN AFFECT PLAYERS AND ALIENS, HARMFUL OR GOOD. - OMMUNICATION MALFUNCTION - PLAYER - #CANNOT USE ORDERS ON HIS NEXT TURN. - UICIDE ANDROID - - %BATTLE CAN EXPLODE AND ATTACK MARINES - ]WITH TWO HEAVY WEAPONS ROLLS. - O ANDROID OR DREAD- - "NOUGHT MAY MOVE OR FIRE THIS TURN. - MARINE IS RANDOMLY - #CHOSEN (NOT COMMANDER) AND A DIE IS - F A 3 IS ROLLED, THE MARINE - IS REPLACED WITH A - ARINES MAY CLOSE - #OR OPEN ANY DOOR ON THE SHIP. - #ON THE DOOR ICON AND ON ANY DOOR IN - [IS MADE ON A RANDOM MARINE. - MARINE WITH A HEAVY - %WEAPON WILL BE REPLACED WITH A BOLTER - F THERE IS NO BOLTER AVAILABLE THAT - [MARINE WILL HAVE NO WEAPON. - OUR COMMANDER MAY NOT - MOVE OR FIRE ON HIS NEXT ATTACK. - UTODEFENCE: 1 HEAVY WEAPON DICE IS - [ROLLED AND HITS ANY MARINE. - LL ANDROIDS AND DREAD - !NOUGHTS MAY MOVE TWICE THIS TURN. - NE PLAYER MAY NOT - !FIRE ANY HEAVY WEAPONS THAT TURN. - SMAY MOVE THIS TURN. - "DARY MISSION IS TRANSMITTED TO THE - !MARINE TEAMS ATTEMPTING A MISSION - !AND IS DISPLAYED IN THE - EEK & DESTROY DREADNOUGHT ABOARD ALIEN VESSEL 653. - LIENS HAVE BLOCKED SOME - CORRIDORS WITH RUBBLE. - LEAR RUBBLE WITHWEAPON HIT OF ONE OR ABOVE. - MISSION WILL BE AWARDED THE PLAYER WHO DESTROYS THE DREADNOUGHT. - MPIRE HAS FAILED TO DESTROY ALL - #ALIENS ON BOARD VESSEL 656 BY USING - EXPERIMENTAL GERM WARFARE. - LIMINATE AS MANY ALIENS AS POSSIBLE AND ALSO ANY - %MARINES FROM ANOTHER CHAPTER AS THERE - IS ONLY ENOUGH ANTIDOTE FOR ONE CHAPTER. - F ONLY ONE MARINE CHAPTER IS DEPLOYED ON THIS MISSION THEN ELIMINATE ALL FIVE INFECTED - %MISSION WILL BE AWARDED TO THE PLAYER - %WHO ELIMINATES THE GREATEST NUMBER OF - F ANY PLAYERS ELIMINATE THE SAME NUMBER OF MARINERS, IT WILL BE GIVEN TO THE PLAYER WITH THE MOST POINTS - F ONE PLAYER ONLY, ALL CHAOS MARINES - RMUST BE DESTROYED. - ISABLE ALIEN VESSEL - ISABLE ALIEN VESSEL BY DESTROYING - ENGINEERING CONTROL PANEL LOCATED IN THEENGINE ROOM. - NGINEERING CONTROL PANEL REQUIRES A WEAPONS HIT OF TWO OR ABOVE TO DESTROY IT. - HO DESTROYS, WINS. - OCATE A CONTAINER WHICH IS PRESERVING THE BRAIN OF THE - MPIRE'S TOP SCIENTIST AND RETURN IT TO THE DOCKING CLAW. - HO RETURNS BRAIN SAFELY, WINS. - OMPANY HAVE BEEN - WIPED OUT WHILST TESTING A SECRET EXPE- RIMENTAL WEAPON. - OCATE THE WEAPON AND RETURN IT TO THE DOCKING CLAW. - URETURNS WEAPON, WINS. - NTELLIGENCE REPORTS THAT THE ALIEN - VESSEL HAS THREE OUTER HULL DOORS. - PEN AN OUTER HULL DOOR AND WITHDRAW FROM THEVACUUM THAT WILL SPREAD TO THE REST OF THE SHIP. - IRST TO OPEN DOOR AND RETURN,WINS. - LIENS HAVE BEEN DETECTED ABOARD A - #DRIFTING HULK IN SECTOR 24. - ALIENS MUST BE ENGAGED AND DESTROYED AS POSSIBLE. - OWEVER, INTELLIGENCE REPORTS THAT A RADIOACTIVE SOURCE IS ABOARD - WHICH IS KNOWN TO SOMETIMES CAUSE FALSE SCANNER READINGS. - F ONLY ONE MARINE - TEAM IS DEPLOYED THEN ATLEAST 15 ALIENS MUST BE DESTROYED. 15/+ KILLS WILL GIVE THE WINNER. - HERE ARE REPORTS OF A VERY DANGEROUS - $BREED OF ALIEN NICKNAMED - %ABOARD ALIEN VESSEL 93. - OULSUCKERS THAT ARE ENCOUNTERED. - /ONLY ONE TEAM IS DEPLOYED, 10+ MUST BE KILLED. - OULSUCKER EGGS ARE REPORTED TO BE - %ABOARD VESSEL 28. - OCATE EGG HATCHERY - ROOM AND SEND A MARINE INTO THE ROOM TO DESTROY AS MANY OF THE SOULSUCKER EGGS AS POSSIBLE. - GGS CAN ONLY BE DESTROYED WITH A WEAPONS HIT OF ONE OR ABOVE. - F THERE IS ONLY ONE TEAM, THEN ALL EGGS - RMUST BE DESTROYED. - NTELLIGENCE REPORTS THE DISCOVERY OF A WEAK SPOT IN THE OUT HULL OF ALIEN - OCATE THE WEAK SPOT, BLOW A HOLE IN TH OUT HULL, A WEAPON HIT OF THREE OR ABOVE IS REQUIRED, AND RETREAT TO THE DOCKING CLAW FROM THE VACUUM - %THAT WILL SPREAD THROUGHOUT THE SHIP. - HE PRIMARY MISSION WILL BE AWARDED TO THE FIRST PLAYER TO BLOW A HOLE IN THE OUTER HULL. - ESTROY ALIENSHIP17 - NTELLIGENCE REPORTS THAT ALIEN SHIP 17 HAS NOT HAD ITS SELFDESTRUCT MECHANISM DISABLED BY THE ALIENS. - #SELF DESTRUCT BY DE1 - TROL ROOM WITH A WEAPON HIT OF TWO OR ABOVE. - NTELLIGENCE REPORTS THAT THE ALIENS AREPROTECTING THE ' - HAOS', A DEVICETHAT IS CLOSE TO COMPLETION. - 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 - HAOS TO ENTER THROUGH THE WARP - UBE REQUIRES A WEAPON HIT OF THREE OR ABOVE. - HE PRIMARY MISSION IS AWARDEDTO THE PLAYER WHO DESTROYES THE - ICK UP FROM YOUR FAVOURITE IN -

Space Crusade by Fairlight&Triangle3532

Space Crusade VIRUS-WRITER V2 (C) BY BB HIT SPACE/F1 TO READ/WRITE MESSAGE ! - F1 = PAGE FORWARD F3 = PAGE BACK F8 = SET ENDMARK!!! + CRUNCH'N'SAVE! VIRUS-WRITER V2 (C) BY BB HIT SPACE/F1 TO READ/WRITE MESSAGE ! - THIS IS THE QUICK START GUIDE FOR - : ALL ALIENS, AND ALL MARINES HAVE ONLY 1 LIFE POINT. YOUR COMMANDER HAS 6 POINTS. IN HAND-TO-HAND COMBAT, THE ARMOUR VALUES ARE NOT COUNTED, SO THE ONE WITH THE HIGHER ROLL WILL WIN. IN FIREFIGHTS, YOU MUST (OR THE ALIENS) FIRE THROUGH ALL ARMOUR: MARINE COMMANDER ARMOUR: 2 MARINE ARMOUR : 1 GRETCHIN SKIN : 0 ORK SKIN : 1 ANDROID METAL : 2 CHAOS MARINE ARMOUR : 2 CHAOS COMMANDER ARMOUR : 2 SOULSUCKER SKIN : 3 DREADNOUGHT ARMOUR : 4 THIS MEANS THAT YOU MUST KILL ALL ALIENSWITH A HIT ONE POINT ABOVE THEIR ARMOUR. NO ALIEN WILL FIRE AT YOU. THEY WILL ONLY GO HAND-TO-HAND WITH YOU. THERE ARESOME EXCEPTIONS HOWEVER. THE DREADNOUGHTWILL FIRE AT YOU WHEN IT IS CLOSE (AND, IT HAS 3 LIFEPOINTS! BUT WHEN IT LOSES IT'S FIRST POINT, ITS WEAPON IS RUINED).AND THE CHAOS MARINES AND COMMANDERS CANSOMETIMES FIRE WHEN THEY ARE EQUIPPED WITH HEAVY WEAPONS (YOU WILL SEE THIS INTHEIR ID-PICTURE). BEWARE OF THESE. - : YOU MAY CHOOSE BETWEEN FOUR WEAPONS. ALWAYS TAKE THE THREE HEAVY WEAPONS, ANDONE MARINE MUST HAVE A BOLTER. THE COMMANDER MAY CHOOSE BETWEEN A HEAVY BOLTER, A COMBINATION OF BOLTGUN AND A POWERAXE, OR NO FIREPOWER AND MEGA HAND TO HAND COMBAT SWORD & GLOVE. - : FIRE NORMALLY, BUT DON'T DO SO MUCH DAMAGE. USUALLY DON'T FIRE MORE THAN 2 HITPOINTS. - : WILL ONLY FIRE IN STRAIGHT LINES, AND DIAGONALLY TOO. MAKES MUCH DAMAGE WHEN YOU HIT, BUT YOU MISS OFTEN.WILL KILL ALL ALIENS ON THE LINE FIRED. EX. *>----- - -- ALL 3 ALIENS DIE! - : YOU MAY FIRE AT A SQUARE, AND THIS ONE MAKES A BIG MESS, HITTING FOR 5 POINTS VERY OFTEN. IT WILLKILL ALL ALIENS (AND YOU TOO!) IN THE 8 SQUARES AROUND THE BLASTPOINT TOO. - ALL FIVE ALIENS DIE! (IF EX. *>----- - YOU HIT ABOVE THEIR - ARMOUR LEVEL) - : THE BEST WEAPON, WITH WHICH YOU CAN DIVIDE THE HITPOINTS (4+) ON ALL VISIBLE ALIENS (AS LONG AS YOU COME OVER THEIR ARMOUR LEVEL OF COURSE! - : ALL PANELS ARE EASY TO UNDERSTAND WHEN YOU START PLAYING THE GAME, EXCEPT THIS PANEL ON THE BOTTOM WITH THE ICONS. HERE IS AN EXPLANATION FROM LEFT->RIGHT. - : WILL LET YOU MOVE AROUND THE MAP AND CHECK EVERYTHING OUT. YOU CAN ALWAYS USE THIS, EVEN WHEN IN FIRE MODE.IF YOU ARE LAZY, PRESS THE 'S' KEY FOR THE SAME EFFECT. YOU MAY ALSO USE THE ARROWS IN THE BORDER. - : CLICK ON THE MEMBER YOU WISH TO MOVE (EITHER ON THE MAP, OR ON THE HEADS) AND THEN CLICK ON THE DESTINATIONYOU WANT YOUR MAN TO STOP AT. - : YOUR MEMBER WILL BE ABLE TO SHOOT AT ALL VISIBLE TARGETS. CLICK HERE, AND ALL TARGETS WILL BECOME WHITE. WARNING, YOUR OWN TEAM WILL BE A TARGET TOO. YOU CANNOT FIRE THROUGH YOUR MEMBERS WITHOUTKILLING THEM! - : YOU CAN ONLY ATTACKTHE ALIEN RIGHT NEXT TO YOU, NOT DIA- GONALLY. REMEMBER THAT YOUR ARMOUR IS NOT COUNTED HERE, AND YOU ARE EASILY KILLED. THIS IS AN EASY, BUT RISKY WAY TO KILL HARD ALIENS. ANDROIDS, SOUL- SUCKERS AND DREADNOUGHTS ROLL 4 DICE IN H-T-H COMBAT, AND YOU ONLY 2! BEWARE! EX. MARINE VS. ANDROID COMBAT DICE: 1 2 1 2 3 4 ROLL: 1 2 1 0 0 3 TOTAL: 1+2=3 1+3=4 RESULT: ANDROID WINS, AND YOU DIE! - : THERE ARE MANY DIFFERENT ORDERS. IF YOU WANT THE COMPLETE LIST, THEN READ THE 'MISSION BRIEFING'. HERE I WILL ONLY PRESENT THE ORDERS OF 'IMPERIAL FISTS'. 1. FIRE! - WILL LET YOU FIRE TWICE (AND MOVE ONCE!). 2. MOVE! - WILL LET YOU MOVE TWICE (AND FIRE ONCE!) 3. CLOSE ASSAULT! - WILL LET YOU MOVE ONCE, FIRE AND PREFORM A HAND-TO-HAND COMBAT, OR NO FIRE AND TWO H-T-H. 4. BY SECTIONS! - YOUR MARINES MAY EITHER MOVE TWICE OR FIRE TWICE. THE ICON FIRST CHOSEN WILL BE THE ACTION USED TWICE. ORDERS MUST BE CHOSEN IN THE BEGINNING OF A TURN BEFORE ANY ACTION HAS BEEN CHOSEN! IMPORTANT,CAN BE USED ONLY ONCE! - : THERE ARE ALSO MANY EQUIPMENT PACKS, BUTI WILL ONLY PRESENT YOU THE IMPERIAL FISTS' PACKS. FOR A FULL LIST, READ THE 'MISSION BRIEFING'. THESE ARE PACKS YOU CAN USE ANYTIME DURING A TURN, BUT ONLY ONCE. THEY WILL HELP YOU A LOT. SOME PACKS LAST FOREVER. 1. & 2. - TARGETTER ICON (LOOKS LIKE A STAR). YOU HAVE TWO OF THESE AND THEY WILL LET YOUR MARINES EQUIPPED WITH THE MISSILE LAUNCHER & ASSAULT CANNON RE-ROLL A DICE EVERY TIME HE FIRES. JUST PRESS THE DICE YOU WANT TO REROLL OR 'CANCEL' NOT TO CHANGE ANY. 3. BLIND GRENADES (LOOKS LIKE 2 STONES IN A FLASH). THESE WILL BLIND ALL VISIBLE ALIENS AND THEY CANNOT ATTACK YOU THE NEXT TURN. MUST BE SELECTED AT THE END OF THE TURN. 4. MELTA BOMB (LOOKS LIKE A BOMB): THIS ONE CAN ONLY BE USED ONCE AND WILL LET YOU ROLL 2 EXTRA DICE IN HAND-TO-HAND COMBAT. GOOD AGAINST DREADNOUGHTS. FIRST SELECT THE MELTA BOMB, THEN CLIK ON HAND-TO-HAND COMBAT. 5. SUSPENSORS (LOOKS LIKE A BOLTER WITH AN ARROW BENEATH IT). WILL LET ALL MARINES WITH HEAVY WEAPONS MOVE EASILY ALL MARINES CAN NOW MOVE 6 SQUARES INSTEAD OF 4! 6. BOLT PISTOL (LOOKS LIKE A PISTOL!). WILL LET ONE MARINE ROLL ONE EXTRA DIE IN HAND-TO-HAND COMBAT DURING THE MISSION. 7. COMBI-WEAPON (LOOKS LIKE I/I). WILL LET YOUR COMMANDER FIRE HIS WEAPON EITHER LIKE A HEAVY BOLTER OR A PLASMA GUN. BUT YOU MUST HAVE A HEAVY BOLTER FROM THE BEGINNING. 8. BIONIC EYE (LOOKS LIKE A FACE WITH A BIG EYE). WILL LET YOUR COMMANDER REROLL A DICE EVERY TIME HE FIRES. - : IF YOU STAND NEXT TO A DOOR, YOU MAY OPEN IT WITH THIS ICON. YOU MAY ALSO OPEN AND CLOSE ALL DOORS, IF YOU HAVE 'MASTER CONTROLS'. (AN ALIEN EVENT THAT HAPPENS IN THE MIDDLE OF THE GAME). - : WILL LET YOU SCAN THE AREA FOR ALIENS. SHOULD BE DONE IN THE BEGINNING OF A TURN, BECAUSE ALIENS THAT HAVE NOT BEEN SCANNED WILL NOT MOVE (AND NOT ATTACK!). - : CLICK ON THESE ARROWS WHEN YOU HAVE FINISHED YOUR TURN. IF YOU CLICK HERE AND YOU HAVE NOT LEFT THE TUNNEL, YOU ABORT THE MISSION. NEVER DO THIS! UNLESSYOU HAVE COMPLETED THE MISSION! - : * YOU 'SAVE' BY WRITING DOWN THE CODE GIVEN AFTER EACH MISSION. 'LOAD' IT LATER BY TYPING IT IN NEXT TIME! * USE DOORS TO KILL DREADNOUGHTS(+OTHER) * ALWAYS CHOOSE 'IMPERIAL FISTS' WHEN PLAYING. THESE GIVE YOU THE BEST FIRE- POWER, AND YOU MOVE EASILY WITH THE 'SUSPENSOR' PACK. MOBILITY IS VERY IMPORTANT, AS ALIENS MOVE FAST, AND THERE IS ONLY 40 TURNS PER MISSION. * TRY TO AVOID HAND-TO-HAND COMBAT. IF YOU MUST, USE THE COMMANDER AS HE HAS THE MOST HITPOINTS. IF THERE ARE MANY ALIENS, FIRE AND MOVE AWAY. EVEN THE LAMEST OF ALIENS CAN KILL YOUR BEST MAN. * DON'T SCAN TOO MUCH. IF YOU SCAN 20 ALIENS, THEN THEY WILL RUSH AT YOU. IF YOU DON'T SCAN, YOU WILL SURPRISE THEM. * CONCENTRATE YOUR FIRE ON THE BIGGEST ALIENS AND THOSE WITH HEAVY WEAPONS. THE OTHERS YOU CAN KILL IN SELF- DEFENCE WHEN THEY ATTACK YOU. - HS - GGHHIIJJKLMMNOPQRSTUWXZ[]_ "$')+.147:> - QF1 = PAGE FORWARD - 4F3 = PAGE BACK F8 = SET ENDMARK!!! + CRUNCH'N'SAVE! - YVIRUS-WRITER V2 (C) BY BB - HIT SPACE/F1 TO READ/WRITE MESSAGE ! - THIS IS THE QUICK START GUIDE FOR - WRITTEN BY MYSELF, AARON, ONLY FOR YOU, SINCE THE GAME IS A BIT HARD TOUNDERSTAND DIRECTLY FROM THE BEGINNING. - : ALL ALIENS, AND ALL MARINES HAVE ONLY 1 LIFE POINT. YOUR COMMANDER HAS 6 POINTS. IN HAND-TO-HAND COMBAT, THE ARMOUR VALUES ARE NOT COUNTED, SO THE ONE WITH THE HIGHER ROLL WILL WIN. IN FIREFIGHTS, YOU MUST (OR THE ALIENS) - Y FIRE THROUGH ALL ARMOUR: - ZMARINE COMMANDER ARMOUR: 2 - ZCHAOS MARINE ARMOUR : 2 - ZCHAOS COMMANDER ARMOUR : 2 - OSOULSUCKER SKIN - RDREADNOUGHT ARMOUR - THIS MEANS THAT YOU MUST KILL ALL ALIENSWITH A HIT ONE POINT ABOVE THEIR ARMOUR. - NO ALIEN WILL FIRE AT YOU. THEY WILL ONLY GO HAND-TO-HAND WITH YOU. THERE ARESOME EXCEPTIONS HOWEVER. THE DREADNOUGHTWILL FIRE AT YOU WHEN IT IS CLOSE (AND, IT HAS 3 LIFEPOINTS! BUT WHEN IT LOSES IT'S FIRST POINT, ITS WEAPON IS RUINED) - .AND THE CHAOS MARINES AND COMMANDERS CANSOMETIMES FIRE WHEN THEY ARE EQUIPPED WITH HEAVY WEAPONS (YOU WILL SEE THIS INTHEIR ID-PICTURE). BEWARE OF THESE. - YOU MAY CHOOSE BETWEEN FOUR WEAPONS. ALWAYS TAKE THE THREE HEAVY WEAPONS, ANDONE MARINE MUST HAVE A BOLTER. THE - COMMANDER MAY CHOOSE BETWEEN A HEAVY BOLTER, A COMBINATION OF BOLTGUN AND A POWERAXE, OR NO FIREPOWER AND MEGA HAND TO HAND COMBAT SWORD & GLOVE. - : FIRE NORMALLY, BUT DON'T DO SO MUCH DAMAGE. USUALLY DON'T FIRE MORE THAN 2 HITPOINTS. - : WILL ONLY FIRE IN STRAIGHT LINES, AND DIAGONALLY TOO. MAKES MUCH DAMAGE WHEN YOU HIT, BUT YOU MISS OFTEN.WILL KILL ALL ALIENS ON THE LINE FIRED. - -- ALL 3 ALIENS DIE! - : YOU MAY FIRE AT A - SQUARE, AND THIS ONE MAKES A BIG MESS, HITTING FOR 5 POINTS VERY OFTEN. IT WILLKILL ALL ALIENS (AND YOU TOO!) IN THE 8 SQUARES AROUND THE BLASTPOINT TOO. - ALL FIVE ALIENS DIE! (IF EX. *> - YOU HIT ABOVE THEIR - : THE BEST WEAPON, WITH WHICH YOU CAN DIVIDE THE HITPOINTS (4+) ON ALL VISIBLE ALIENS (AS LONG AS YOU COME OVER THEIR ARMOUR LEVEL OF COURSE! - ALL PANELS ARE EASY TO UNDERSTAND WHEN YOU START PLAYING THE GAME, EXCEPT THIS PANEL ON THE BOTTOM WITH THE ICONS. - (HERE IS AN EXPLANATION FROM LEFT->RIGHT. - : WILL LET YOU MOVE AROUND THE MAP AND CHECK EVERYTHING OUT. YOU CAN ALWAYS USE THIS, EVEN WHEN IN FIRE MODE.IF YOU ARE LAZY, PRESS THE 'S' KEY FOR THE SAME EFFECT. YOU MAY ALSO USE THE ARROWS IN THE BORDER. - : CLICK ON THE MEMBER YOU WISH TO MOVE (EITHER ON THE MAP, OR ON THE HEADS) AND THEN CLICK ON THE DESTINATIONYOU WANT YOUR MAN TO STOP AT. - : YOUR MEMBER WILL BE ABLE TO SHOOT AT ALL VISIBLE TARGETS. CLICK HERE, AND ALL TARGETS WILL BECOME WHITE. WARNING, YOUR OWN TEAM WILL BE A TARGET TOO. YOU CANNOT FIRE THROUGH YOUR MEMBERS WITHOUTKILLING THEM! - : YOU CAN ONLY ATTACKTHE ALIEN RIGHT NEXT TO YOU, NOT DIA- GONALLY. REMEMBER THAT YOUR ARMOUR IS NOT COUNTED HERE, AND YOU ARE EASILY KILLED. THIS IS AN EASY, BUT RISKY WAY TO KILL HARD ALIENS. ANDROIDS, SOUL- - SUCKERS AND DREADNOUGHTS ROLL 4 DICE IN H-T-H COMBAT, AND YOU ONLY 2! BEWARE! - _EX. MARINE VS. ANDROID COMBAT - "RESULT: ANDROID WINS, AND YOU DIE! - THERE ARE MANY DIFFERENT ORDERS. IF YOU WANT THE COMPLETE LIST, THEN READ THE 'MISSION BRIEFING'. HERE I WILL ONLY PRESENT THE ORDERS OF 'IMPERIAL FISTS'. - '1. FIRE! - WILL LET YOU FIRE TWICE (AND - '2. MOVE! - WILL LET YOU MOVE TWICE (AND - %3. CLOSE ASSAULT! - WILL LET YOU MOVE - ONCE, FIRE AND PREFORM A HAND-TO-HAND COMBAT, OR NO FIRE AND TWO H-T-H. - "4. BY SECTIONS! - YOUR MARINES MAY - EITHER MOVE TWICE OR FIRE TWICE. THE ICON FIRST CHOSEN WILL BE THE ACTION USED TWICE. - ORDERS MUST BE CHOSEN IN THE BEGINNING OF A TURN BEFORE ANY ACTION HAS BEEN CHOSEN! IMPORTANT,CAN BE USED ONLY ONCE! - THERE ARE ALSO MANY EQUIPMENT PACKS, BUTI WILL ONLY PRESENT YOU THE IMPERIAL FISTS' PACKS. FOR A FULL LIST, READ THE 'MISSION BRIEFING'. - #THESE ARE PACKS YOU CAN USE ANYTIME - DURING A TURN, BUT ONLY ONCE. THEY WILL HELP YOU A LOT. SOME PACKS LAST FOREVER. - 1. & 2. - TARGETTER ICON (LOOKS LIKE A STAR). YOU HAVE TWO OF THESE AND THEY WILL LET YOUR MARINES EQUIPPED WITH - THE MISSILE LAUNCHER & ASSAULT CANNON RE-ROLL A DICE EVERY TIME HE FIRES. - JUST PRESS THE DICE YOU WANT TO REROLL OR 'CANCEL' NOT TO CHANGE ANY. - 3. BLIND GRENADES (LOOKS LIKE 2 STONES IN A FLASH). THESE WILL BLIND ALL - VISIBLE ALIENS AND THEY CANNOT ATTACK YOU THE NEXT TURN. MUST BE SELECTED AT THE END OF THE TURN. - 4. MELTA BOMB (LOOKS LIKE A BOMB): THIS ONE CAN ONLY BE USED ONCE AND WILL LET YOU ROLL 2 EXTRA DICE IN HAND-TO-HAND COMBAT. GOOD AGAINST DREADNOUGHTS. - ?FIRST SELECT THE MELTA BOMB, THEN CLIK ON HAND-TO-HAND COMBAT. - 5. SUSPENSORS (LOOKS LIKE A BOLTER WITH AN ARROW BENEATH IT). WILL LET ALL - MARINES WITH HEAVY WEAPONS MOVE EASILY ALL MARINES CAN NOW MOVE 6 SQUARES - 6. BOLT PISTOL (LOOKS LIKE A PISTOL!). WILL LET ONE MARINE ROLL ONE EXTRA DIE IN HAND-TO-HAND COMBAT DURING THE - 7. COMBI-WEAPON (LOOKS LIKE I/I). WILL LET YOUR COMMANDER FIRE HIS WEAPON - EITHER LIKE A HEAVY BOLTER OR A PLASMA GUN. BUT YOU MUST HAVE A HEAVY BOLTER FROM THE BEGINNING. - 8. BIONIC EYE (LOOKS LIKE A FACE WITH A BIG EYE). WILL LET YOUR COMMANDER - "REROLL A DICE EVERY TIME HE FIRES. - IF YOU STAND NEXT TO A DOOR, YOU MAY OPEN IT WITH THIS ICON. YOU MAY ALSO - OPEN AND CLOSE ALL DOORS, IF YOU HAVE 'MASTER CONTROLS'. (AN ALIEN EVENT THAT HAPPENS IN THE MIDDLE OF THE GAME). - WILL LET YOU SCAN THE AREA FOR ALIENS. SHOULD BE DONE IN THE BEGINNING OF A TURN, BECAUSE ALIENS THAT HAVE NOT BEEN SCANNED WILL NOT MOVE (AND NOT ATTACK!). - #CLICK ON THESE ARROWS WHEN YOU HAVE - FINISHED YOUR TURN. IF YOU CLICK HERE AND YOU HAVE NOT LEFT THE TUNNEL, YOU ABORT THE MISSION. NEVER DO THIS! UNLESSYOU HAVE COMPLETED THE MISSION! - %* YOU 'SAVE' BY WRITING DOWN THE CODE - #GIVEN AFTER EACH MISSION. 'LOAD' IT - LATER BY TYPING IT IN NEXT TIME! - (* USE DOORS TO KILL DREADNOUGHTS(+OTHER) - %* ALWAYS CHOOSE 'IMPERIAL FISTS' WHEN - PLAYING. THESE GIVE YOU THE BEST FIRE- POWER, AND YOU MOVE EASILY WITH THE - "'SUSPENSOR' PACK. MOBILITY IS VERY - #IMPORTANT, AS ALIENS MOVE FAST, AND - #THERE IS ONLY 40 TURNS PER MISSION. - * TRY TO AVOID HAND-TO-HAND COMBAT. IF YOU MUST, USE THE COMMANDER AS HE HAS THE MOST HITPOINTS. - "IF THERE ARE MANY ALIENS, FIRE AND - ?MOVE AWAY. EVEN THE LAMEST OF ALIENS CAN KILL YOUR BEST MAN. - %* DON'T SCAN TOO MUCH. IF YOU SCAN 20 - #ALIENS, THEN THEY WILL RUSH AT YOU. - -IF YOU DON'T SCAN, YOU WILL SURPRISE THEM. - * CONCENTRATE YOUR FIRE ON THE BIGGEST ALIENS AND THOSE WITH HEAVY WEAPONS. THE OTHERS YOU CAN KILL IN SELF- - ]DEFENCE WHEN THEY ATTACK YOU. -

Space Crusade by Fairlight&Triangle3532

Space Crusade **** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"SPACE CR/FLT3532",8,1: SEARCHING FOR SPACE CR/FLT3532 LOADING READY. RUN - AIRLIGHT PROUDLY PRESENTS: ' - RACKED FROM TAPE BY - AND RELEASED ON THE 24TH OF - OD OF WINE IS ON VACATION IN - PROUDLY PRESENTS: " - ELEASED AS A CO-PRODUCTION BETWEEN - F YOU LIKE THIS SORT OF GAME, - WOULD RECOMMEND " - QUAD", AND OF COURSE THE BOARDGAMES: " - NSTALLING TRAINERS ON THIS ONE WOULD RUIN THE GAME, SO - WON'T DO ANY... - LEASE NOTICE THAT - HAVE DISABLED THE "EXPANSION MISSIONS" SELECTOR, AN UPDATED VERSION WILL BE RELEASED IF - GET MY HANDS ON THE EXPANSION TAPE... - ELLOS TO ALL FOLLOWERS OF THE TRUE GODS... - ATER! - /WT /W# / /W/WTPORWRW[WY^[^#^#'* -

Space Crusade by Fairlight&Triangle3532

Space CrusadeEAD NOTE - RITE NOTE OH - OAD NEW CHAR-SET INTO: $3000 - AKE YOUR CHOICE! - - - - OAD NEW CHAR-SET INTO: $3000 - - - - - - AKE YOUR CHOICE! - - - MUSICAL WONDER BY LAXITY - MUSICAL WONDER BY LAXITY B - TOMCAT NOTEMAKER - PACKER V4 - - SAVE FILENAME : - EAD NOTE - RITE NOTE - RAPHICS WASBROUGHT TO YOU BY - IGHT, AND THE DOCS WERE AGAIN TYPED IN BY ME, - HAMPIONSHIPS ARE IN FULL GEAR HERE IN - T'S PRETTY COOL BUT YOU CAN IMAGINE THE EXTRA WORK IT ISFOR ME AT THE RESTAURANT! - F YOU WANT TO GET IN TOUCH WITH ME THENWRITE TO THIS ADDRESS, PLEASE ONLY ELITEPEOPLE AS - GET VERY SAD WHEN - CANNOT WRITE BACK TO SOME 'LAMERS' WHO SEND LAME STUFF.. - 212 32 - WEDEN +46 40495152 SYSOP: - ODAPOP - ONTROLS: - SE JOYSTICK IN EITHER PORT OR TWO JOYS IF YOU WISH. - LTERNATIVELY: - = UP - = DOWN - = LEFT P = RIGHT - IREBUTTON - 1 = QUIT CURRENT MISSION - N THE MAIN GAME, KEYS 1-5 WILL SELECT THE AVAILABLE - LSO IN THE MAIN GAME, PRESSING THE - KEY WILL ALLOW THE KEYS USED FOR MOVING THE CURSOR TO BE USED TO SCROLL AROUND THE MISSION MAP. - KEY AGAIN WILL TOGGLE OFF THE SCROLL FUNC- TION. - UICK START GUIDE: - OUBTLESS YOU WILL BE IMPATIENT TO PLAY - RUSADE AS SOON AS IT HAS LOADED. - E WOULD NOT RECOMMEND THIS, AS IT IS BEST TO GET AN UNDERSTANDING OF THE RULES, AND THE COMPUTER CONTROLS, BEFOREYOU DO. - E ARE AWARE HOWEVER THAT THIS IS NO DE-TERRENT, AND YOU WILL WANT TO GO BLAS- TING ALIENS AS SOON AS YOU CAN. - ITH THIS IN MIND, WE HAVE MADE BEGINNING THEFIRST QUEST AS EASY AS POSSIBLE. - E HAVEEQUIPPED EACH CHAPTER WITH A SET OF WEAPONS, SO ALL YOU WILL NED TO DO IS SELECT THE NUMBER OF PLAYERS. - O DO THISCHOOSE ' - HAPTER' FROM THE - ACH PLAYER TAKING PART MUST NOW CLICK ON A - HEY WILL NOT NEED TO SELECT - RDERS, AS THIS HAS ALREADY BEEN DONE. - ONE' TO TAKE YOU BACK TO THE - TART' AT THE BOTTOM OF THE SCREEN. - OU WILL NOW BEGIN THE FIRST MISSION. - : - ORE THAN 25 MILLENIA AGO MANKIND TOOK THE FIRST TENTATIVE STEPS TO THE STARS. - ITH THE DISCOVERY OF THE - RIVE CAME THE - HAT WAS ONCE A JOURNEY OF SEVERAL CENTURIES BECAME A JOURNEY OF SEVERAL DAYS. - : - ARP SPACE IS THE PARALLEL UNIVERSE THRUWHICH STARSHIPS MAY JUMP, TRAVELLING HUNDREDS OF THOUSANDS OF LIGHT YEARS IN A FEW HOURS. - ARP SPACE IS ALSO THE DOMAIN OF - ARP SPACE NOTHING MAY BE TAKEN FOR GRANTED. - T IS A UNI- VERSE FULLED WITH CROSS-CURRENTS, EDDIESAND WHIRLPOOLS OF POWER. - HIPS HAVE DIS-APPEARED WITHOUT REASON, AND EMERGED FROM THE - ARP CENTURIES AFTER THEY ENTERED IT, MILLIONS OF LIGHT YEARS FROM THEIR DESTINATION. - HESE DERELICT STAR- SHIPS, DISTORTED BEYOND ALL RECOGNITION,ARE KNOWN AS - ULKS. - : - XPANSION MAN REACHED EVEN FURTHER INTO THE STARS. - N TIME THEHIDDEN POWER OF THE - ARP CAME TO BE NOTICED. - ARP SPACE MAN HAD AWOKEN AN ANCIENT EVIL: THE MINIONS OF - HAOS HAD ESCAPED THE - HE FIRST GREAT WAR, KNOWN AS THE - TRIFE, HAD BEGUN. - OR MORE THAN FIVE THOUSAND YEARS, WAR- FARE WRECKED MANKIND, NATION BATTLED WITH NATION, PLANET FOUGHT PLANET, SYS- TEM DESTROYED PLANET. - BANDONED COLONIESPERISHED BY THE SCORES WHILST ALIENS PLUNDERED AND GREW FAT ON THE WRECK OF HUMANITY. - HEN CAME A SAVIOUR. - TRIFE, ARGUABLE THE GREATEST TIME OF PERIL MAN HAS EVER FACED, BROUGHT FORTH THE GREA- TEST MAN HISTORY HAS RECORDED - THE MAN WHO WOULD BE KNOWN AS THE - SHREWD DIPLOMAT, HE GATHERED THE FRAGMENTS OF HUMAN SOCIETY AND FORMED THEM INTO THE - BRILLSOLDIER, HE CONQUERED AND RECLAIMED THE WORLDS LOST TO - OR THIS TASK HE CREATED - ARINES, THE GREATEST WAR-RIORS OF ALL. - SARTES IS THE OFFICIAL TITLE OF THE WARRIOR ORGANISATION KNOWN AS THE - TS WARRIORS ARE ACKNOWLEDGED AS THE MOST POWERFUL AND FEARED FIGHTING MEN IN THE IMPERIUM. - N NUMERICAL TERMS THE - ARINES AREA SMALL FORCE, BUT THEIR SUPERHUMAN ABI-LITY AND FEARSOME REPUTATION MAKE THEM WORTH MANY TIMES THEIR OWN NUMBER IN CONVENTIONAL TROOPS. - HEY ARE HELD IN AWE THROUGHOUT THE - MPIRE. - ARINES ARE ORGANISED INTO SELF- CONTAINED CHAPTERS, EACH WITH ITS OWN FLEET. - CHAPTER'S FLEET PROVIDES ACCO- MODATION, TRAINING FACILITIES, MACHINE SHOPS, ARMOURIES, SHUTTLE SILOS AND EVERY OTHER FACILITY THE CHAPTER NEEDS. - HE FLEET ROAMS THROUGH THE GALAXY IN PURSUIT OF THE ENEMIES OF MANKIND. - ASK FORCES BREAK AWAY FROM IT FOR INDIVIDUALMISSIONS OR CAMPAIGNS, AND REJOIN THE FLEET WHEN THEIR MISSION IS ACCOMPLISHED - - ARINES HAVE ACCESS TO THE FULL RANGE OF - MPERIAL WEAPONRY AND EQUIP- MENT. - ARINE POWE-RED ARMOUR PROTECTS THEM IN ALL ENVIRON-MENTS AND IS CAPABLE OF WITHSTANDING DIRECT HITS FROM ALL BUT THE MOST POWER-FUL WEAPONS. - WEAPON IS THE BOLT GUN OR THE BOLTER. - HIS IS A DEVASTATING AUTOMATIC WEAPON, WHICH FIRES A HAIL OF SMALL CALIBRE EXPLOSIVE SHELLS. - HE MAINCLOSE ASSAULT WEAPON IS THE BOLT PISTOL,ASMALLER VERSION OF THE BOLTER THAT BE- CAUSE OF ITS SIZE IS IDEAL FOR HAND-TO- HAND FIGHTING. - ALSO HAVE A NUMBER OF HEAVY WEA- PONS THAT MAY BE EMPLOYED WHEN GREATER FIREPOWER IS NEEDED FOR A MISSION. - : - COMMON ASSAULT PROCEEDURE IS AS FOL- LOWS: 1. - OTHERSHIP LAUNCHES ONE OR MORE ASSAULT VESSELS TOWARDS THE ALIEN STARSHIP. - NCE ALONGSIDE, A NUMBER OF DOCKING CLAWS EXTEND FROM THE ASSAULT VESSELS AND GRAB THE SIDE OF THE ALIEN SHIP. - HE POWERFUL CLAWS TEAR INTO THE ALIEN SHIP AND PULL THE ASSAULT VESSEL INTO THE ATTACK POSI- TION. 2. - ROBES WHICH PIERCE THE SKIN OF THE ALIEN SHIP ARE THEN EXTENDED FROM THE CLAWS. - ACH PROBE HAS WITHIN IT A PASSAGEWAY THROUGH WHICH THE - ATTACK. - NCE THIS HAS PUNCTURED THE ALIEN SHIP AND BEEN MADE AIRTIGHT, THE BLAST DOORS ARE OPENED AND THE - ASSAULT THE ALIEN SHIP. 3. - SQUAD IS EXPECTED TO MOVE FAST AND ACCOMPLISH THE SET MISSION. - NCE THE MISSION HAS BEEN ACCOMPLISHED THE - MAKE THEIR WAY BACK TO THE DOCKING CLAW. - ARINES BACK ON THE ASSAULT SHIP, THE DOCKING CLAW RELEASE THE ALIEN SHIP AND THE AS- SAULT VESSEL RETURNS TO THE MOTHER- SHIP. - : - S A SCIENCE FICTION ROLE PLAYING GAME, IN WHICH YOU CONTROL THE COMMANDER AND FOUR MARINER. - OUR COMMANDER STARTS OFF AS A - ERGANT, AND CAN WORK HIS WAY THRU THE RANKS. - HE COMPUTER VERSION ALLOWS FOR THREE PLAYERS, EACH COMMANDING ONE MARINE CHAPTER EACH. - HE ALIEN IS 'PLA- YED' BY THE COMPUTER. - F YOU DO WELL, YOU WILL BE PROMOTED UNTIL YOU REACH THE EXALTED RANK OF - ENIORIS, OR IF YOU MANAGE TO ACCOMPLISHEACH OF THE PRIMARY MISSIONS, YOU WILL BECOME - UPREMUS. - OU WILL ALSO BE AWARDED HONOUR BADGES IF YOU DO WELL IN A GAME. - : - HE BEST WAY TO EXPLAIN HOW TO PLAY - IS TO EXPLAIN THE RULES OF THE BOARD GAME, AND THEN INDICATE HOW THEY ARE IMPLEMENTED ON YOUR COMPUTER. - HE GAME IS FOR ONE TO THREE PLAYERS. - HE PLAYERS CONTROL THREE MARINE COMMAN-DERS AND THEIR - HESE PLA-YERS ARE CALLED THE MARINE PLAYERS. - HE COMPUTER PLAYS THE - ACH GAME IS AMISSION, AND DETAILS OF THE MISSION AP- PEAR AT THE END OF THIS MANUAL. - UT AS SIMPLY AS POSSIBLE, THE GAME GOES AS FOLLOWS: - T THE START OF A GAME, THE MARINE PLA- YERS CHOOSE THE MARINE CHAPTER THEY WISHTO REPRESENT, THE WEAPONS FOR THEIR MA- RINE TEAM, THE MISSION TO BE PLAYER AND THE EQUIPMENT PACK AND ORDERS FOR THEIR MARINE TEAM. - HE MARINE PLAYERS TAKE THEIR TURN FIRST, AFTER EACH MARINE TEAMTHAT ARE IN PLAY HAVE HAD THEIR TURN THEN THE ALIEN TAKES ITS TURN. - HE MARINPLAYERS MUST ATTEMPT TO ACCOMPLISH THE MISSION THEY HAVE SELECTED FROM THE MIS-SION LIST. - URING THEIR TURN, EACH MAR- INE MAY MOVE, FIRE OR FIGHT USING HAND TO HAND COMBAT. - S THE MARINES EXPLORE THE GAME MAP, THEY WILL OBVIOUSLY EN- COUNTER ALIENS. - ARINE PLAYERS SCORE POINTS FOR ELIMINATING THEIR OPPONENTS, AND THE PLAYER WHO SCORES THE MOST POINTS WINS THE GAME. - HAT'S IT - MOVE IN, KILL ALIENS, ACHIEVE MISSION OBJEC- TIVES, MOVE OUT. - : - HE PLAYER WITH THE MOST POINTS, AT THE END OF EACH MISSION, WINS, PROVIDED THATTHE MINIMUM POINT THRESHOLD HAS BEEN REACHED BY THAT PLAYER. - HE PLAYER WHO WON THE GAME MOVES UP A RANK BY ONE LE- VEL AND PLAYERS WHO HAVE SCORED SUFFI- CIENT POINTS WILL RECIEVE AWARDS. - F NONE OF THE PLAYERS HAVE REACHED THE HIGHEST RANK, ANOTHER MISSION WILL HAVE TO BE PLAYED. - PLAYER MAY TRADE IN FOUR HONOUR BADGESTO MOVE UP ONE RANK. - HE AWARDS ARE LOSTBUT THE PLAYERS MOVES UP ONE RANK. - WARDS MAY NOT BE USED TO REACH THE RANKOF - ENIORIS - YOU CAN ONLY REACHTHIS RANK BY WINNING A GAME. - WARDS MAY NOT BE USED TO REACH THE RANK OF - UPREMUS - YOU CAN ONLY REACH THIS RANK IF YOU ARE ALREADY - ENIORIS, ANDTHEN BY ACCOMPLISHING ALL OF THE PRIMARYMISSIONS. - ETWEEN GAMES ANY CASUALTIES THAT WERE LOST ARE REPLACED SO THAT YOU START EACHNEW GAME WITH A FULL SET OF MARINES. - HE ONLY EXCEPTION TO THIS IS THE MARINECOMMANDER. - F A MARINE COMMANDER IS ELI-MINATED THEN THAT PLAYER MUST START OFF WITH A - ERGANT IN THE NEXT GAME, AND ANYHONOUR BADGES THAT THE PLAYER HAD ARE LOST. - ARINE COMMANDERS OF ANY RANK START EACH LEVEL WITH SIX LIFE POINTS. - : - HE CAMPAIGN LINKS ALL TWELVE GAMES THATYOU HAVE PLAYER TOGETHER. - HE OBJECT OF THE CAMPAIGN IS TO BE THE FIRST PLAYER TO REACH THE RANK OF - ENIORIS, OR EVEN BETTER, TO ACCOMPLISH ALL OF THE PRIMARY MISSIONS TO BECOME - UPRE- MUS, BUT ONLY IF YOU HAVE PREVIOUSLY REACHED THE RANK OF - ENIORIS. - N THE FIRST GAME YOU PLAY IN A CAMPAIGNYOU WILL CHOOSE YOUR ROLES AS NORMAL. - OU MUST THEN PLAY THE SAME ROLE FOR THEREST OF THE GAMES UNTIL ONE PLAYER HAS WON THE CAMPAIGN GAME. - OU MAY CHOOSE TOPLAY THE GAMES OVER A NUMBER OF DAYS OR EVEN WEEKS. - T THE END OF EACH GAME THATIS PLAYED THE PLAYERS MAY BE PROMOTED ORRECIEVE HONOUR BADGES DEPENDING ON HOW WELL THEY PLAYED AND HOW MANY POINTS THEY SCORED. - N 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. - PLAYERALWAYS HAS FOUR EQUIPMENT PACKS AND ONE ORDER. - OR EACH HONOUR BADGE THEY HAVE BEEN AWARDED THE PLAYER MAY TAKE AN AD- DITIONAL EQUIPMENT PACK. - OR EACH RANK HE HAS BEEN PROMOTED, THE PLAYER MAY TAKE AN ADDITIONAL ORDER. - PLAYER MAY NEVER HAVE MORE THAN 8 EQUIPMENT PACKS AND FOUR ORDERS. - HIT, THESE WERE THE FIRST 7 PAGES IN THE MANUAL, AND - WILL WRITE EVERYTHING IN JUST LIKE IT SAYS IN THE MANUAL, SO HERE GOES MY SHORTED VERSION OF IT. - OST OF THE CRAP IS REPEATED TWICE OR IS TOTALLY USELESS! - HOOSING WEAPONS: - ECOMMENDED COMBINATIONS FOR COMMANDER: 1. - ISTOL - OOD HAND-TO-HAND COMBAT WITH LITTLE FIREPOWER. 2. - OWERGLOVE - O FIREPOWER BUT FEARSOME HANDTOHAND COMBAT. 3. - OLTER - ETTER FIREPOWER, BUT NORMAL MARINE HAND-TO-HAND COMBAT ABILITY. - ARINES WEAPONS: 1 OF THE MARINES MUST CARRY A BOLTER, AND 1 MUST CARRY A HEAVY WEAPON. - HE OTHER 2 MAY CHOOSE BETWEEN CARRYING A BOLTER OR A HEAVY WEAPON. - EAVY WEAPONS AVAILABLE ARE: 1. - SSAULT CANNON - TTACKING SCATTERED GROUPS OF WEAKER ALIENS OR ONE SINGLE, MORE POWERFUL ALIEN. 2. - ISSILE LAUNCHER - TTACKING ALIENS CLOSELY PACKED TO- GETHER OR MORE POWERFUL ALIENS. 3. - UN - ERY POWERFUL WEAPON BEST USED IN THE CORRIDORS WHERE IT IS EFFECTIVE AGAINST ALL MANNER OF ALIENS. - : - ARINES 3RD. - : - URING A TURN YOU MAY MOVE AND FIRE. - UTONLY ONCE OF EACH UNLESS YOU HAVE EXTRA ORDERS OR EQUIPMENT PACKS. - RDERS MUST BE PLAYED IN THE BEGINNING OF THE TURN. 1. - OVEMENT - EAPONS WILL REDUCE MOVEMENT BY 2. - OU MAY NEVER STOP ON AN OCCUPIED SQUARE, BUT YOU CAN MOVE THROUGH ONE. 2. - PENING DOORS - PEN IT WITH THE - T WILL ALSO OPEN IF YOU WALK THROUGH IT. - PENING DOORS DO NOT COUNT AS A MOVE. 3. - CANNING - NLY ONE SCAN PER TURN. - F THERE ARE ALIENS WITHIN SCAN RANGE THEN BLIPS, WHICH ARE UNREVEALED ALIENS, WILL APPEAR. - LIPS WILL ONLY APPEAR IF THEY ARE NOT WITHIN A MARINE'S LINE OF SIGHT. 4. - INE OF SIGHT - LIENS AND MARINES CAN BLOCK THE LINE OF SIGHT FOR FIRING, BUT YOU CAN AL- WAYS LOOK THROUGH THEM TO IDENTIFY ALIENS. 5. - IRING - OU MAY ONLY FIRE AT VISIBLE TARGETS AND NOT A BLIPS. - HERE IS NO MAXIMUM RANGE. - OLT PISTOL 2 LIGHT WEAPON DICE - OLTER 2 HEAVY WEAPON DICE - UN 2 -"- - ANNON 2 -"- - AUNCHER 2 -"- 6. - ITTING - HEN THE DICE ROLLED ARE HIGHER THAN THE ARMOUR VALUE OF THE ALIEN, YOU HAVE SCORED A HIT. - ARGET THE LOSES ONE POINT FOR EACH POINT OVER ITS ARMOUR VALUE. - LL ALIENS AND THE MARIENS HAVE ONE LIFE POINT, AND WILL DIE WHEN THEY ARE HIT. - OMMANDERS HAVE 6 POINTS. - OME EQUIPMENT PACKS MAY ALLOW YOU TO RE-ROLL A DICE. 8. - EAVY WEAPONS DAMAGE SYSTEM - ANNON - YOU MAY SPLIT THE DAMAGE DONE ON 4 TARGETS (3X1, 2X2..) - UN - WILL SHOOT AT EVERYTHING IN ONE DIRECTION. - LL LIFE WILL BE HIT WITH THE DICE AMOUNT ROLLED. - AUNCHER - YOU MUST CHOOSE A TARGET AREA. - HE SQUARES NEARBY ARE AFFECTED WITH THE AMOUNT OF THE HIGH DICE. 9. - AND-TO-HAND COMBAT - OU MAY NOT ATTACK DIAGONALLY, UNLESS YOU HAVE AN EQUIPMENT PACK. - RMOUR IS NOT COUNTED! - HE DICE ARE COMPARED, THE HIGHEST WINS. - READNOUGHT: - HIS IS A FEARSOME WARMACHINE, DEVELOPEDBY THE ALIEN FOLLOWERS OF - T IS AN ADVERSARY TO BE FEARED AND RESPECTED. - OCCUPIES FOUR SQUARES INSTEAD OF ONE. - T MAY PASS THROUGH OCCUPIED SQUAREBUT MAY NOT STOP ON ONE. - T CANNOT MOVE DIAGONALLY. - HAS BOLTERS MOUNTED ONTO ITS BODYAND TWO HEAVY WEAPONS WHICH MAY BE FIREDALL AT THE SAME TIME. - T HAS 3 LIFEPOINTS. - ND IT LOSES ONE HEAVY WEAPON FOR EACH LIFE POINT LOST. - T CAN FIRE IN ALL DIRECTIONS IF THERE IS A LINE OF SIGHT FROM ANY ONE OF ITS PARTS! - LIENS: - EINFORCEMENTS CAN BE USED BY THE ALIEN. - HE MORE THE HIGHER THE MISSION. - OMBAT - RKS 1 6 2 - RETCHIN 0 8 2 - NDROID 2 4 3 - AR. 2 6 2 - 4 (WITH - OM. 2 6 2 - OULSUCKER 3 8 - READNOUGHT 4 4 4 - - IGHT WEAPON DICE - EAVY WEAPON DICE - OMPLETING THE MISSION: - F ONE OF THE MARINE PLAYERS SUCCEEDS INFULFILLING THE MISSION THEY WILL BE AWARDED THE PRIMARY MISSION (30 POINTS). - MARINE PLAYER WHO ACCOMPLISHES THE SECOND MISSION WILL BE AWARDED THE SECONDARY MISSION, AND POINTS. - NCE THE MISSION HAS BEEN ACCOMPLISHED THE MARINES MUST RETURN TO THEIR OWN DOCKING CLAWS. - NY MARINE ON A DOCKING CLAW IS SAFE FROM ATTACK. - LIENS MAY NOTMOVE ONTO A MARINE DOCKING CLAW. - NCE A MARINE HAS RETURNED TO HIS DOCKING CLAW, HE TAKES NO MORE PART OF THE GAME. - OU MAY ALWAYS ESCAPE THROUGH THE CLAW. - EMEMBER THAT YOU ONLY HAVE A LIMITED AMOUNT OF TURNS. - O THAT YOU MUST REMOVEALL MARINES ON THE LAST TURN BACK TO THEDOCKING CLAW, OTHERWIZE THEY WILL BE ASSUMED AS ELIMINATED. - : - HERE IS A BIG SCREEN WITH THE MAP. - HERE IS A SMALL MAP WINDOW WHICH WILL GIVE YOU INFORMATION. - HE DYNAMIC INFORMATION WINDOW SHOWS INFO ON YOUR PLAYER/GROUP (WEAPONS..) - HE BOTTOM SHOWS 5 HEADS, REPRESENTING YOUR CHAPTER. - HEN THERE ARE 7-8 ICONS TOO (LEFT->): 1. - CROLL ICON - PRESS THIS AND YOU CAN MOVE WITH THE JOYSTICK AND LOOK AT THE MAP. - RESS AGAIN TO LEAVE THIS MODE. - KEY WILL HAVE THE SAME EFFECT BUT WITH THE CURSOR KEYS. 2. - OVE ICON - PRESS AGAIN TO STOP MOVIN 3. - RESSING THIS ICON WILL GIVE YOU A VIEW OF WHAT YOU CAN SHOOT AT. 4. - AND TO HAND COMBAT - SAME AS 3. 5. - RDERS - ONLY AVAILABLE AT THE BEGIN- NING OF THE MARINE'S TURN. 6. - ILL DISPLAY ALL EQUIPM. AVAILABLE FOR USAGE. 7. - ILL OPEN A DOOR NEXT TO/IN FRONT OF THE MARINE. 8. - CANNER - SCAN FOR ALIENS 9. - LAYER - TO QUIT THE TURN FOR YOUR TEAM! - EMEMBER, TO SWITCH BETWEN MARINES, USE THE HEAD ICONS. - OAD NEW CHAR-SET INTO: $3 - OAD NEW ZAK INTO $1 - AKE YOUR CHOICE! - OAD NEW CHAR-SET INTO: $3 - OAD NEW ZAK INTO $1 - AKE YOUR CHOICE! - XMUSICAL WONDER BY LAXITY - XMUSICAL WONDER BY LAXITY - Q TOMCAT NOTEMAKER - N- PACKER V4 - - OSAVE FILENAME : - RAPHICS WASBROUGHT TO YOU BY - IGHT, AND THE DOCS WERE AGAIN TYPED IN BY ME, - HAMPIONSHIPS ARE IN FULL GEAR HERE IN - BUT YOU CAN IMAGINE THE EXTRA WORK IT ISFOR ME AT THE RESTAURANT! - ANISH AROUND HERE AND THE TOWN SQUARES AND THE BEACHES AREFULL OF TENTS AND ALL.. - F YOU WANT TO GET IN TOUCH WITH ME THENWRITE TO THIS ADDRESS, PLEASE ONLY ELITEPEOPLE AS - GET VERY SAD WHEN - CANNOT WRITE BACK TO SOME 'LAMERS' WHO SEND - SE JOYSTICK IN EITHER PORT OR TWO JOYS IF YOU WISH. - 1 = QUIT CURRENT MISSION - N THE MAIN GAME, KEYS 1-5 WILL SELECT THE AVAILABLE - LSO IN THE MAIN GAME, PRESSING THE - KEY WILL ALLOW THE KEYS USED FOR MOVING THE CURSOR TO BE USED TO SCROLL AROUND THE MISSION MAP. - -AGAIN WILL TOGGLE OFF THE SCROLL FUNC- TION. - UICK START GUIDE: - OUBTLESS YOU WILL BE IMPATIENT TO PLAY - RUSADE AS SOON AS IT HAS LOADED. - E WOULD NOT RECOMMEND THIS, AS IT IS - #BEST TO GET AN UNDERSTANDING OF THE - /RULES, AND THE COMPUTER CONTROLS, BEFOREYOU DO. - E ARE AWARE HOWEVER THAT THIS IS NO DE-TERRENT, AND YOU WILL WANT TO GO BLAS- TING ALIENS AS SOON AS YOU CAN. - THIS IN MIND, WE HAVE MADE BEGINNING THEFIRST QUEST AS EASY AS POSSIBLE. - E HAVEEQUIPPED EACH CHAPTER WITH A SET OF - %WEAPONS, SO ALL YOU WILL NED TO DO IS - SELECT THE NUMBER OF PLAYERS. - O DO THISCHOOSE ' - HAPTER' FROM THE - ACH PLAYER TAKING PART MUST NOW CLICK ON A - HEY WILL NOT NEED TO SELECT - RDERS, AS THIS HAS ALREADY BEEN DONE. - ONE' TO TAKE YOU BACK TO THE - TART' AT THE BOTTOM OF THE SCREEN. - OU WILL NOW BEGIN THE FIRST MISSION. - ORE THAN 25 MILLENIA AGO MANKIND TOOK THE FIRST TENTATIVE STEPS TO THE STARS. - ITH THE DISCOVERY OF THE - HAT WAS ONCE A JOURNEY OF SEVERAL CENTURIES BECAME A JOURNEY OF SEVERAL DAYS. - ARP SPACE IS THE PARALLEL UNIVERSE THRUWHICH STARSHIPS MAY JUMP, TRAVELLING - HUNDREDS OF THOUSANDS OF LIGHT YEARS IN A FEW HOURS. - ARP SPACE IS ALSO THE - ARP SPACE NOTHING MAY BE TAKEN FOR GRANTED. - T IS A UNI- VERSE FULLED WITH CROSS-CURRENTS, EDDIESAND WHIRLPOOLS OF POWER. - HIPS HAVE DIS-APPEARED WITHOUT REASON, AND EMERGED - ARP CENTURIES AFTER THEY ENTERED IT, MILLIONS OF LIGHT YEARS FROM - THEIR DESTINATION. - HESE DERELICT STAR- SHIPS, DISTORTED BEYOND ALL RECOGNITION,ARE KNOWN AS - XPANSION MAN REACHED EVEN FURTHER INTO THE STARS. - N TIME THEHIDDEN POWER OF THE - ARP CAME TO BE NOTICED. - ARP SPACE MAN HAD - AWOKEN AN ANCIENT EVIL: THE MINIONS OF - HAOS HAD ESCAPED THE - 2GREAT WAR, KNOWN AS THE - TRIFE, HAD BEGUN. - OR MORE THAN FIVE THOUSAND YEARS, WAR- FARE WRECKED MANKIND, NATION BATTLED - WITH NATION, PLANET FOUGHT PLANET, SYS- TEM DESTROYED PLANET. - BANDONED COLONIESPERISHED BY THE SCORES WHILST ALIENS - 1PLUNDERED AND GREW FAT ON THE WRECK OF HUMANITY. - HEN CAME A SAVIOUR. - TRIFE, ARGUABLE THE GREATEST TIME OF PERIL MAN HAS EVER FACED, BROUGHT FORTH THE GREA- TEST MAN HISTORY HAS RECORDED - THE MAN WHO WOULD BE KNOWN AS THE - SHREWD DIPLOMAT, HE - GATHERED THE FRAGMENTS OF HUMAN SOCIETY AND FORMED THEM INTO THE - BRILLSOLDIER, HE CONQUERED AND RECLAIMED THE WORLDS LOST TO - OR THIS TASK HE CREATED - ARINES, THE GREATEST WAR-RIORS OF ALL. - SARTES IS THE OFFICIAL - TITLE OF THE WARRIOR ORGANISATION KNOWN AS THE - TS WARRIORS ARE ACKNOWLEDGED AS THE MOST POWERFUL AND - $FEARED FIGHTING MEN IN THE IMPERIUM. - N NUMERICAL TERMS THE - ARINES AREA SMALL FORCE, BUT THEIR SUPERHUMAN ABI-LITY AND FEARSOME REPUTATION MAKE THEM WORTH MANY TIMES THEIR OWN NUMBER IN - %CONVENTIONAL TROOPS. - ZAWE THROUGHOUT THE - ARINES ARE ORGANISED INTO SELF- CONTAINED CHAPTERS, EACH WITH ITS OWN - CHAPTER'S FLEET PROVIDES ACCO- MODATION, TRA - IN :G FACILITIES, MACHINE SHOPS, ARMOURIES, SHUTTLE SILOS AND - 'EVERY OTHER FACILITY THE CHAPTER NEEDS. - HE FLEET ROAMS THROUGH THE GALAXY IN - PURSUIT OF THE ENEMIES OF MANKIND. - ASK FORCES BREAK AWAY FROM IT FOR INDIVIDUALMISSIONS OR CAMPAIGNS, AND REJOIN THE - (FLEET WHEN THEIR MISSION IS ACCOMPLISHED - ARINES HAVE ACCESS TO THE FULL - MPERIAL WEAPONRY AND EQUIP- - ARINE POWE-RED ARMOUR PROTECTS THEM IN ALL ENVIRON-MENTS AND IS CAPABLE OF WITHSTANDING - 4DIRECT HITS FROM ALL BUT THE MOST POWER-FUL WEAPONS. - WEAPON IS THE BOLT GUN OR THE BOLTER. - HIS IS A DEVASTATING - AUTOMATIC WEAPON, WHICH FIRES A HAIL OF SMALL CALIBRE EXPLOSIVE SHELLS. - HE MAINCLOSE ASSAULT WEAPON IS THE BOLT PISTOL,ASMALLER VERSION OF THE BOLTER THAT BE- CAUSE OF ITS SIZE IS IDEAL FOR HAND-TO- HAND FIGHTING. - ALSO HAVE A NUMBER OF HEAVY WEA- PONS THAT MAY BE EMPLOYED WHEN GREATER FIREPOWER IS NE - EDO FOR A MISSION. - COMMON ASSAULT PROCEEDURE IS AS FOL- LOWS: - OTHERSHIP LAUNCHES ONE OR MORE - !ASSAULT VESSELS TOWARDS THE ALIEN - NCE ALONGSIDE, A NUMBER OF - %DOCKING CLAWS EXTEND FROM THE ASSAULT - VESSELS AND GRAB THE SIDE OF THE - HE POWERFUL CLAWS TEAR - INTO THE ALIEN SHIP AND PULL THE - $ASSAULT VESSEL INTO THE ATTACK POSI- - ROBES WHICH PIERCE THE SKIN OF THE - %ALIEN SHIP ARE THEN EXTENDED FROM THE - ACH PROBE HAS WITHIN IT A - _PASSAGEWAY THROUGH WHICH THE - NCE THIS HAS PUNCTURED THE - "ALIEN SHIP AND BEEN MADE AIRTIGHT, - "THE BLAST DOORS ARE OPENED AND THE - ASSAULT THE ALIEN SHIP. - SQUAD IS EXPECTED TO MOVE FAST - $AND ACCOMPLISH THE SET MISSION. - %THE MISSION HAS BEEN ACCOMPLISHED THE - MAKE THEIR WAY BACK TO THE DOCKING - %ON THE ASSAULT SHIP, THE DOCKING CLAW - "RELEASE THE ALIEN SHIP AND THE AS- - #SAULT VESSEL RETURNS TO THE MOTHER- - S A SCIENCE FICTION ROLE PLAYING GAME, IN WHICH YOU CONTROL THE COMMANDER AND FOUR MARINER. - OUR COMMANDER STARTS OFF AS A - ERGANT, AND CAN WORK HIS WAY THRU THE RANKS. - HE COMPUTER VERSION ALLOWS FOR THREE PLAYERS, EACH COMMANDING ONE MARINE CHAPTER EACH. - HE ALIEN IS 'PLA- YED' BY THE COMPUTER. - F YOU DO WELL, YOU WILL BE PROMOTED - UNTIL YOU REACH THE EXALTED RANK OF - ENIORIS, OR IF YOU MANAGE TO ACCOMPLISHEACH OF THE PRIMARY MISSIONS, YOU WILL BECOME - OU WILL ALSO BE AWARDED HONOUR BADGES IF YOU DO WELL IN A GAME. - HE BEST WAY TO EXPLAIN HOW TO PLAY - IS TO EXPLAIN THE RULES OF THE BOARD - $GAME, AND THEN INDICATE HOW THEY ARE - ]IMPLEMENTED ON YOUR COMPUTER. - HE GAME IS FOR ONE TO THREE PLAYERS. - HE PLAYERS CONTROL THREE MARINE COMMAN-DERS AND THEIR - HESE PLA-YERS ARE CALLED THE MARINE PLAYERS. - HE COMPUTER PLAYS THE - ACH GAME IS AMISSION, AND DETAILS OF THE MISSION AP- PEAR AT THE END OF THIS MANUAL. - UT AS SIMPLY AS POSSIBLE, THE GAME GOES AS - T THE START OF A GAME, THE MARINE PLA- YERS CHOOSE THE MARINE CHAPTER THEY WISHTO REPRESENT, THE WEAPONS FOR THEIR MA- RINE TEAM, THE MISSION TO BE PLAYER AND THE EQUIPMENT PACK AND ORDERS FOR THEIR MARINE TEAM. - HE MARINE PLAYERS TAKE - THEIR TURN FIRST, AFTER EACH MARINE TEAMTHAT ARE IN PLAY HAVE HAD THEIR TURN - !UTHEN THE ALIEN TAKES ITS TURN. - HE MARINPLAYERS MUST ATTEMPT TO ACCOMPLISH THE MISSION THEY HAVE SELECTED FROM THE MIS-SION LIST. - URING THEIR TURN, EACH MAR- INE MAY MOVE, FIRE OR FIGHT USING HAND TO HAND COMBAT. - S THE MARINES EXPLORE THE GAME MAP, THEY WILL OBVIOUSLY EN- - $COUNTER ALIENS. - ARINE PLAYERS SCORE - POINTS FOR ELIMINATING THEIR OPPONENTS, AND THE PLAYER WHO SCORES THE MOST - POINTS WINS THE GAME. - HAT'S IT - MOVE IN, KILL ALIENS, ACHIEVE MISSION OBJEC- TIVES, MOVE OUT. - HE PLAYER WITH THE MOST POINTS, AT THE END OF EACH MISSION, WINS, PROVIDED THATTHE MINIMUM POINT THRESHOLD HAS BEEN - REACHED BY THAT PLAYER. - HE PLAYER WHO WON THE GAME MOVES UP A RANK BY ONE LE- VEL AND PLAYERS WHO HAVE SCORED SUFFI- CIENT POINTS WILL RECIEVE AWARDS. - $NONE OF THE PLAYERS HAVE REACHED THE - 5HIGHEST RANK, ANOTHER MISSION WILL HAVE TO BE PLAYED. - PLAYER MAY TRADE IN FOUR HONOUR BADGESTO MOVE UP ONE RANK. - HE AWARDS ARE LOSTBUT THE PLAYERS MOVES UP ONE RANK. - WARDS MAY NOT BE USED TO REACH THE RANKOF - ENIORIS - YOU CAN ONLY REACHTHIS RANK BY WINNING A GAME. - WARDS MAY NOT BE USED TO REACH THE RANK OF - UPREMUS - YOU CAN ONLY REACH THIS RANK IF YOU ARE ALREADY - ENIORIS, ANDTHEN BY ACCOMPLISHING ALL OF THE PRIMARYMISSIONS. - ETWEEN GAMES ANY CASUALTIES THAT WERE LOST ARE REPLACED SO THAT YOU START EACHNEW GAME WITH A FULL SET OF MARINES. - HE ONLY EXCEPTION TO THIS IS THE MARINECOMMANDER. - F A MARINE COMMANDER IS ELI-MINATED THEN THAT PLAYER MUST START OFF WITH A - ERGANT IN THE NEXT GAME, AND ANYHONOUR BADGES THAT THE PLAYER HAD ARE - ARINE COMMANDERS OF ANY RANK - &START EACH LEVEL WITH SIX LIFE POINTS. - HE CAMPAIGN LINKS ALL TWELVE GAMES THATYOU HAVE PLAYER TOGETHER. - HE OBJECT OF THE CAMPAIGN IS TO BE THE FIRST PLAYER TO REACH THE RANK OF - ENIORIS, OR EVEN BETTER, TO ACCOMPLISH ALL OF THE - PRIMARY MISSIONS TO BECOME - UPRE- MUS, BUT ONLY IF YOU HAVE PREVIOUSLY - #REACHED THE RANK OF - N THE FIRST GAME YOU PLAY IN A CAMPAIGNYOU WILL CHOOSE YOUR ROLES AS NORMAL. - OU MUST THEN PLAY THE SAME ROLE FOR THEREST OF THE GAMES UNTIL ONE PLAYER HAS WON THE CAMPAIGN GAME. - OU MAY CHOOSE TOPLAY THE GAMES OVER A NUMBER OF DAYS OR EVEN WEEKS. - T THE END OF EACH GAME THATIS PLAYED THE PLAYERS MAY BE PROMOTED ORRECIEVE HONOUR BADGES DEPENDING ON HOW WELL THEY PLAYED AND HOW MANY POINTS - N 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. - PLAYERALWAYS HAS FOUR EQUIPMENT PACKS AND ONE ORDER. - OR EACH HONOUR BADGE THEY HAVE BEEN AWARDED THE PLAYER MAY TAKE AN AD- DITIONAL EQUIPMENT PACK. - OR EACH RANK HE HAS BEEN PROMOTED, THE PLAYER MAY - TAKE AN ADDITIONAL ORDER. - PLAYER MAY NEVER HAVE MORE THAN 8 EQUIPMENT PACKS AND FOUR ORDERS. - HIT, THESE WERE THE FIRST 7 PAGES IN - THE MANUAL, AND - WILL WRITE EVERYTHING IN JUST LIKE IT SAYS IN THE MANUAL, SO HERE GOES MY - VSHORTED VERSION OF IT. - OST OF THE CRAP IS REPEATED TWICE OR - SIS TOTALLY USELESS! - HOOSING WEAPONS: - ECOMMENDED COMBINATIONS FOR COMMANDER: - OOD HAND-TO-HAND COMBAT WITH LITTLE - O FIREPOWER BUT FEARSOME HANDTOHAND - ETTER FIREPOWER, BUT NORMAL MARINE - /HAND-TO-HAND COMBAT ABILITY. - %1 OF THE MARINES MUST CARRY A BOLTER, - $AND 1 MUST CARRY A HEAVY WEAPON. - %OTHER 2 MAY CHOOSE BETWEEN CARRYING A - 6BOLTER OR A HEAVY WEAPON. - EAVY WEAPONS AVAILABLE ARE: - TTACKING SCATTERED GROUPS OF WEAKER - #ALIENS OR ONE SINGLE, MORE POWERFUL - TTACKING ALIENS CLOSELY PACKED TO- - _GETHER OR MORE POWERFUL ALIENS. - ERY POWERFUL WEAPON BEST USED IN - #THE CORRIDORS WHERE IT IS EFFECTIVE - ]AGAINST ALL MANNER OF ALIENS. - URING A TURN YOU MAY MOVE AND FIRE. - UTONLY ONCE OF EACH UNLESS YOU HAVE EXTRA ORDERS OR EQUIPMENT PACKS. - RDERS MUST BE PLAYED IN THE BEGINNING OF THE TURN. 1. - EAPONS WILL REDUCE MOVEMENT BY - OU MAY NEVER STOP ON AN OCCUPIED - %SQUARE, BUT YOU CAN MOVE THROUGH ONE. - PEN IT WITH THE - !ALSO OPEN IF YOU WALK THROUGH IT. - PENING DOORS DO NOT COUNT AS A MOVE. - NLY ONE SCAN PER TURN. - $ALIENS WITHIN SCAN RANGE THEN BLIPS, - !WHICH ARE UNREVEALED ALIENS, WILL - LIPS WILL ONLY APPEAR IF - #THEY ARE NOT WITHIN A MARINE'S LINE - LIENS AND MARINES CAN BLOCK THE LINE - $OF SIGHT FOR FIRING, BUT YOU CAN AL- - "WAYS LOOK THROUGH THEM TO IDENTIFY - OU MAY ONLY FIRE AT VISIBLE TARGETS - $AND NOT A BLIPS. - HERE IS NO MAXIMUM - OLT PISTOL 2 LIGHT WEAPON DICE - ^2 HEAVY WEAPON DICE - HEN THE DICE ROLLED ARE HIGHER THAN - "THE ARMOUR VALUE OF THE ALIEN, YOU - #HAVE SCORED A HIT. - !ONE POINT FOR EACH POINT OVER ITS - LL ALIENS AND THE MARIENS HAVE ONE - "LIFE POINT, AND WILL DIE WHEN THEY - OMMANDERS HAVE 6 POINTS. - OME EQUIPMENT PACKS MAY ALLOW YOU TO - ORE-ROLL A DICE. - EAVY WEAPONS DAMAGE SYSTEM - ANNON - YOU MAY SPLIT THE - %DAMAGE DONE ON 4 TARGETS (3X1, 2X2..) - UN - WILL SHOOT AT EVERYTHING - "IN ONE DIRECTION. - HIT WITH THE DICE AMOUNT ROLLED. - AUNCHER - YOU MUST CHOOSE A - #TARGET AREA. - HE SQUARES NEARBY ARE - $AFFECTED WITH THE AMOUNT OF THE HIGH - AND-TO-HAND COMBAT - OU MAY NOT ATTACK DIAGONALLY, UNLESS - [YOU HAVE AN EQUIPMENT PACK. - RMOUR IS NOT COUNTED! - [COMPARED, THE HIGHEST WINS. - HIS IS A FEARSOME WARMACHINE, DEVELOPEDBY THE ALIEN FOLLOWERS OF - T IS AN ADVERSARY TO BE FEARED AND RESPECTED. - OCCUPIES FOUR SQUARES INSTEAD OF ONE. - T MAY PASS THROUGH OCCUPIED SQUAREBUT MAY NOT STOP ON ONE. - T CANNOT MOVE DIAGONALLY. - HAS BOLTERS MOUNTED ONTO ITS BODYAND TWO HEAVY WEAPONS WHICH MAY BE FIREDALL AT THE SAME TIME. - T HAS 3 LIFEPOINTS. - HEAVY WEAPON FOR EACH LIFE POINT LOST. - T CAN FIRE IN ALL DIRECTIONS IF THERE IS A LINE OF SIGHT FROM ANY ONE OF ITS PARTS! - EINFORCEMENTS CAN BE USED BY THE ALIEN. - HE MORE THE HIGHER THE MISSION. - IGHT WEAPON DICE - EAVY WEAPON DICE - OMPLETING THE MISSION: - F ONE OF THE MARINE PLAYERS SUCCEEDS INFULFILLING THE MISSION THEY WILL BE - AWARDED THE PRIMARY MISSION (30 POINTS). - MARINE PLAYER WHO ACCOMPLISHES THE - "SECOND MISSION WILL BE AWARDED THE - ^SECONDARY MISSION, AND POINTS. - NCE THE MISSION HAS BEEN ACCOMPLISHED THE MARINES MUST RETURN TO THEIR OWN - NY MARINE ON A DOCKING CLAW IS SAFE FROM ATTACK. - LIENS MAY NOTMOVE ONTO A MARINE DOCKING CLAW. - $A MARINE HAS RETURNED TO HIS DOCKING - CLAW, HE TAKES NO MORE PART OF THE GAME. - OU MAY ALWAYS ESCAPE THROUGH THE CLAW. - EM BER THAT YOU ONLY HAVE A LIMITED - AMOUNT OF TURNS. - O THAT YOU MUST REMOVEALL MARINES ON THE LAST TURN BACK TO THEDOCKING CLAW, OTHERWIZE THEY WILL BE - VASSUMED AS ELIMINATED. - HERE IS A BIG SCREEN WITH THE MAP. - HERE IS A SMALL MAP WINDOW WHICH WILL GIVE YOU INFORMATION. - HE DYNAMIC INFORMATION WINDOW SHOWS - %INFO ON YOUR PLAYER/GROUP (WEAPONS..) - HE BOTTOM SHOWS 5 HEADS, REPRESENTING YOUR CHAPTER. - HEN THERE ARE 7-8 ICONS TOO (LEFT->): - "MOVE WITH THE JOYSTICK AND LOOK AT - RESS AGAIN TO LEAVE THIS - KEY WILL HAVE THE SAME - EFFECT BUT WITH THE CURSOR KEYS. - OVE ICON - PRESS AGAIN TO STOP MOVIN - RESSING THIS ICON WILL - %GIVE YOU A VIEW OF WHAT YOU CAN SHOOT - AND TO HAND COMBAT - SAME AS 3. - RDERS - ONLY AVAILABLE AT THE BEGIN- - ZNING OF THE MARINE'S TURN. - ILL DISPLAY ALL EQUIPM. - TAVAILABLE FOR USAGE. - ILL OPEN A DOOR NEXT TO/IN - TFRONT OF THE MARINE. - CANNER - SCAN FOR ALIENS - LAYER - TO QUIT THE TURN FOR - EMUBER, TO SWITCH BETWEN -