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-
- S P A C E C R U S A D E F U L L D O C S
-
-
-
- QUICK START GUIDE
-
-
- We are sure that you are anxious to get blasting the aliens right away. We
- would advise you however, to become familiar with the rules and their
- implementation before you do. Knowing that this advice will generally be
- ignored, we have included a `quickstart` mode which will allow you to play
- the first mission with all the chapters armed with a default set of weapons,
- equipment and order. All you will need to do is select the number of
- players. This is done by clicking on the `chapter select` icon on the main
- option screen. This takes you to the screen showing a picture of the three
- chapters in action. Each player must click on one of the pictures, and the
- appropriate door will close. When each player has done this, this last
- player should click on the double arrow in the bottom right hand corner,
- which will return them to the main option screen, where a new `start mission`
- icon will have appeared. Click on this to begin the first mission.
-
-
- THE IMPERIUM
-
-
- More than twenty five millenia ago, mankind took the first tentative steps to
- the stars. With the discovery of the warp drive came the great expansion.
- what was once a journey of several centuries became a journey of several
- days.
-
-
- WARP SPACE
-
-
- Warp space is the parallel universe through which starships may jump,
- travelling hundreds of thousands of light years in a few hours. Warp space
- is also the domain of chaos. in warp space, nothing may be taken for
- granted. It is a universe filled with cross-currents, eddies and whirlpools
- of power. Ships have disappeared without reason, and emerged from the warp
- centuries after they entered it, millions of light years from their
- destination. These derelict starships, distorted beyond all recognition, are
- known as space hulks.
-
-
- THE AGE OF STRIFE
-
-
- During the great expansion, man reached ever further into the stars. in time
- the hidden power of the warp came to be noticed. By entering warp space man
- had awoken an ancient evil: the minions of chaos had escaped the warp. The
- first great war, known as age of strife, had begun.
-
- For more than five thousand year, warfare wracked mankind, nation battled
- with nation, planet fought planet, system destroyed system. Abandoned
- colonies perished by the scores whilst aliens plundered and grew fat on the
- wreck of humanity. then came a savior. the age of strife, arguably the
- greatest time of peril manners ever faced, bought forth the greatest man
- history has recorded - the man who would be known as the emperor of human
- space. a shrewd diplomat, he gathered the fragments of human society and
- formed them into the empire. A brilliant soldier, he conquered and reclaimed
- the worlds lost to chaos. For this task he created the space marines, the
- greatest warriors of all.
-
- The legions asartes is the official title of the warrior organization known
- as the space marines. Its warriors are acknowledged as the most powerful and
- feared fighting men in the imperium.
-
- In numerical terms the space marines are a small force, but their super human
- ability and fearsome reputation make them worth many times their own number
- in conventional troops. They are held in awe throughout the empire.
-
- Space marines are organized into self-contained chapters, each with its own
- fleet. A chapters fleet provides accommodation, training facilities,
- machines shops, armories, shuttle silos and every other facility the chapter
- requires. The fleet roams through the galaxy in pursuit of the enemies of
- mankind. Task forces break away from it for individual missions or
- campaigns, and rejoin the fleet when their mission is accomplished.
-
-
- SPACE MARINE EQUIPMENT
-
-
- Space marines have access to the full range of imperial weaponry and
- equipment. The distinctive space marine powered armor protects them in all
- environments and is capable of withstanding direct hits from all but the most
- powerful weapons. The standard space marine weapon is the bolt gun or the
- bolter. this is a devastating weapon, which fires a hail of small-calibre
- explosive shells. The main close-assault weapon is the bolt pistol. a
- smaller version of the bolter that because of its size is ideal for
- hand-to-hand fighting. The space marines also have a number of very heavy
- weapons that may be employed when greater fire power is needed for a mission.
-
-
- ASSAULTING SPACE HULKS
-
-
- A COMMON ASSAULT PROCEDURE IS AS FOLLOWS:
-
- 1. The mother ship launches one or more assault vessels towards the alien
- starship. Once alongside, a number of docking claws extend from the assault
- vessels and grab the side of the alien ship. The powerful claws tear into
- the alien ship and pull the assault vessel into the attack position.
-
- 2. Probes which pierce the skin of the alien ship are then extended from the
- claws. Each probe has within it a passageway through which the space marines
- attack. Once this has punctured the aliens ship and been made airtight, the
- blast doors are opened and the space marines assault the alien ship.
-
- 3. The space marine squad is expected to move fast and accomplish the set
- mission. Once the mission has been accomplished, the space marines make
- their way back to the docking claw. With all the space marines back on the
- assault ship, the docking claws release the alien ship and the assault vessel
- returns to the mother ship.
-
-
- SPACE CRUSADE: THE GAME
-
-
- Space crusade is a science fiction role playing game, in which you control a
- commander and four marines. Your commander starts off as a sergeant, and can
- work his way through the ranks. The computer version allows for three
- players, each commanding one marine chapter each. The alien is `played` by
- the computer.
-
-
- If you do well you will be prompted until you reach the exalted rank of
- captain senioris, or if you manage to accomplish each of the primary
- missions, you will become captain supremus. (some of the terms being used
- here will seem a little daunting at first. Don`t worry everything is
- explained in detail over the next few pages.)
-
-
- You will also be awarded honor badges if you do well in a game. The six
- marine ranks are shown on the marine rank section following.
-
-
- THE RULES OF PLAY
-
-
- The best way to explain how to play space crusade is to explain the rules of
- the board game, and then indicate how they are implemented on your computer.
- the game is for one to three players. The players control three marine
- commanders and their space marines. these players are called the marine
- players. the computer plays the alien. Each game is a mission, and details
- of all the missions appear at the end of this manual. Put as simply as
- possible, the game goes as follows:
-
-
- At the start of a game, the marine players choose the marine chapter they
- wish to represent, the weapons for their marine team, the mission to be
- played and the equipment packs and orders for their marine team. The marine
- players take their turn first, after each marine team that are in play have
- had their turn then the alien takes its turn. The marine players must
- attempt to accomplish the mission they have selected from the mission list.
- during their turn, each marine may move, fire or fight using hand to hand
- combat. As the marines explore the game map, they will obviously encounter
- aliens. Marine players score points for eliminating their opponents, and
- the player who scores the most points wins the game. that`s it move in ,
- kill aliens, achieve mission objectives, move out.
-
-
- THE MISSIONS
-
-
- The marine players choose one of the missions from the mission list and read
- the mission brief text which explains the mission objectives.
-
-
- INCREASING IN RANK AND GAINING AWARDS
-
-
- The player with the most points, at the end of each mission, wins, provided
- that the minimum point threshold has been reached by that player. The player
- who won the game moves up a rank by one level and players who have scored
- sufficient points will receive awards. If none of the players have reached
- the highest rank, another mission will need to be played.
-
-
- A player may trade in four honor badges to move up one rank. the awards are
- lost, but the player moves up one rank. Awards may not be used to reach the
- rank of captain senioris - you can only reach this rank by winning a game.
- awards may not be used to reach the rank of captain supremus - you can only
- reach this rank if you are already captain senioris, and then by
- accomplishing all of the primary missions.
-
-
- Between games any casualties that were lost are replaced so that you start
- each new game with a full set of marines. The only exception to this is the
- marine commander. If a marine commander is eliminated then that player must
- start off with a sergeant in the next game, and any honor badges that the
- player had are lost. Marine commanders of any rank start each level with six
- life points.
-
-
- THE CAMPAIGN GAME
-
-
- The campaign links all twelve games that you have played together. The
- object of the campaign is to be the first player to reach the rank of captain
- senioris, or even better, to accomplish all of the primary missions to
- become captain supremus, but only if you have previously reached captain
- senioris.
-
-
- In the first game you play in a campaign you will choose your roles as
- normal. You must then play the same role for the rest of the games until one
- player has won the campaign game. Therefore, a player who chooses to be the
- ultra marines will continue to play the ultra marines until the campaign has
- been finished. The games need not be played all at the same time. you may
- choose to play the games over a number of days or even weeks. At the end of
- each game that is played the players may be promoted or receive honor badges
- depending on how well they played and how many points they scored.
-
-
- In the campaign game the number of equipment packs and orders a marine player
- may choose will depend upon their rank and how many honor badges they have
- been awarded in previous games. A player always has four equipment packs and
- one order. For each honor badge they have been awarded the player may take
- an additional equipment pack. For each rank he has been promoted, the
- player may take an additional order. A player may never have more than 8
- equipment packs or 4 orders.
-
-
- SPACE MARINE RANK TABLE HONOR BADGE TABLE
- ~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~
-
- RANK ORDERS HONOR BADGES EQUIPMENT PACKS
- ~~~~ ~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~
-
- SERGEANT ONE NONE FOUR
-
- LIEUTENANT PRIMUS TWO ONE FIVE
-
- LIEUTENANT SENIORIS THREE TWO SIX
-
- CAPTAIN PRIMUS FOUR THREE SEVEN
-
- CAPTAIN SENIORIS FOUR THREE SEVEN
-
- CAPTAIN SUPREMUS FOUR
-
-
- THE MARINE PLAYERS
-
-
- The marine players which marine chapter they are going to play with. the
- marine players must then choose their weapons, equipment packs and orders.
- each player must choose four of the eight equipment packs and one of the four
- orders available to that chapter, although they may choose more if their
- rank or honors allow.
-
-
- CHOOSING WEAPONS
-
-
- Each marine player has a range of weaponry to choose from at the start of
- each mission. The weapons chosen may vary from one game to another,
- depending on the aim of the mission.
-
-
- COMMANDER`S WEAPON
-
-
- There are three alternative weapon combinations for the marine commander:
-
- 1. Power axe and bolt pistol.
- this gives him a good hand-to-hand combat weapon with a little firepower.
-
- 2. Power sword and power glove.
- this gives him no firepower at all, but two fearsome hand-to-hand combat
- weapons.
-
- 3. Heavy bolter.
- this gives him better firepower but his hand-to-hand combat ability is only
- as good as a normal marine.
-
-
- MARINE`S WEAPONS
-
-
- The four marines may choose from the available weapons. one of the four
- marines must carry a heavy weapon and one other must carry a bolter. The
- remaining two may choose between carrying a bolter or a heavy weapon. The
- three heavy weapons available are:
-
- 1. Assault cannon
- A useful weapon for attacking scattered groups of the weaker aliens or for
- attacking single, more powerful aliens.
-
- 2. Missile launcher
- A good weapon for attacking aliens who are closely packed together or for
- attacking more powerful aliens.
-
- 3. Plasma gun
- The plasma gun is a very powerful weapon that is best used in the corridors
- where it is effective against all manner of aliens.
-
-
- ORDER OF PLAY
-
-
- The blood angels will move first, followed by the imperial fists, and then
- the ultra marines.
-
-
- MARINE PLAYERS TURN
-
-
- During a marine player`s turn they may move and/or fire (or engage in hand to
- hand combat) all of their marines. They may move and fire each marine in
- turn. A marine may move first, then fire, or fire first and then move. A
- marine does not have to fire or move. However, a marine may not move twice
- or fire twice unless an order is played that allows the marine player to do
- so. The marine player may use any of their equipment packs during the course
- of their turn. however, marine players may only use one order per turn. the
- order is played at the beginning of a marine player`s turn before moving or
- firing, and cannot be played again for the duration of that game.
-
-
- 1.MOVEMENT
-
-
- The game map is divided into squares which are used for movement. Squares
- are either corridor or room squares. A commander and any marine with a
- bolter may move up to six squares, and marines with heavy weapons may only
- move up to four squares, although one of the equipment packs will allow a
- chapter to move six. A marine may be moved in any direction, horizontally,
- vertically, or diagonally. the player may always choose to move a marine
- less than the maximum distance allowed, or not to move a marine at all.
-
-
- When moving, you will not be allowed to finish your move on an occupied
- square. You may, however, pass through a square occupied by one of your own
- marines provided you have enough movement to move beyond the square. you may
- not move through a square occupied by an alien or a marine from another
- marine chapter, otherwise you must take another route or stop.
-
-
- 2.OPENING DOORS
-
-
- Aliens and marines may only enter and leave rooms through open doors. A door
- may be opened by moving a marine onto one of the squares in front of it,
- clicking on the door icon in the control panel at the bottom of the screen.
- players do not have to open a door if they do not wish to. Opening a door
- does not count as a move. Players may not close doors or open doors they are
- not adjacent to, unless an alien event (see alien events) has occurred and
- allows them to do so. A door will open automatically if a player moves on,
- or past it.
-
-
- 3.SCANNING
-
-
- Any of the marines in your team may scan for aliens during their turn, but
- only one scan is allowed per turn. If there are aliens within scan range
- then blips, which are unrevealed aliens, will appear. Blips will only appear
- if they are not within a marine`s line of sight. Obviously, any aliens
- within the sight of a marine will be shown as an alien, regardless of whether
- you have scanned or not. If a marine moves onto a square from which line of
- sight can be traced to one or more blips, then those blips will be revealed
- and an alien will appear in place of the blip.
-
-
- BLIPS
-
-
- If a marine or commander moves onto a square from which a line of sight can
- be traced to one or more blips, then those blips will be revealed.
-
-
- LINE OF SIGHT
-
-
- Line of sight between marines or aliens is calculated by tracing a straight
- line from the center of one square to the other. If the line of sight passes
- through a square containing a marine or alien, a closed door or a wall, the
- line of sight is blocked. Aliens or marines only block the line of sight for
- firing, they do not block the line of sight for the purpose of seeing if a
- blip needs to be revealed. Obviously, on the computer this is calculated
- automatically.
-
-
- FIRING
-
-
- You may only fire at targets that are visable and cannot fire at blips.
- Targets are visable if you can trace a line of sight to them. there is no
- maximum range for any of the weapons used in space crusade. The dice rolled
- will depend upon which weapon you are using.
-
-
- LIGHT WEAPONS
- ~~~~~~~~~~~~~
-
- BOLTER OR BOLT PISTOL 2 LIGHT WEAPONS DICE
-
- HEAVY BOLTER 2 HEAVY WEAPONS DICE
-
-
- HEAVY WEAPONS
- ~~~~~~~~~~~~~
-
- ASSAULT CANNON 2 HEAVY WEAPONS DICE
-
- PLASMA GUN 2 HEAVY WEAPONS DICE
-
- MISSILE LAUNCHER 2 HEAVY WEAPONS DICE
-
-
- Obviously, in the computer version the appropriate dice will be chosen for
- you.
-
-
- ROLLING TO HIT
-
-
- When firing, the appropriate dice for the weapon being fired are rolled. If
- the total is greater than the armor value of your target then you will have
- scored a hit. The target must then lose one life point for each point you
- rolled over its armor value.
-
-
- All aliens, except the dreadnought, have only one life point and there are
- therefore eliminated when they are hit. Marine`s also have one life point.
- Marine commanders start the game with six life points. points are scored
- when a rival marine or alien are eliminated.
-
-
- RE-ROLLING DICE
-
-
- Having rolled the combat dice, some equipment packs allow you to re-roll one
- dice. You do not have to re-roll a dice, but if you do then the new roll
- will be used. Click on the dice you wish to re-roll or click on the cancel
- button below the dice if you do not wish to re-roll.
-
-
- HEAVY WEAPONS
-
-
- There are three heavy weapons in the game and each has a special way of
- firing. All heavy weapons affect an area, and therefore may hit more than
- one target.
-
-
- ASSAULT CANNON
-
-
- When using the assault cannon the total number rolled may be split between
- any visable targets. Eliminating a marine or alien may make other visable
- targets. these will then be eliminated provided you have scored enough
- points.
-
-
- PLASMA GUN
-
-
- The plasma gun fires all marines or aliens in a straight line of squares,
- which may be vertical, horizontal, or diagonal. The total number rolled is
- compared to the armor value of each and every marine or alien in the line of
- fire. The line of fire will be blocked as soon as it hits a wall or a closed
- door.
-
-
- MISSILE LAUNCHER
-
-
- The missile launcher must fire at a square, rather than at a specific marine
- or alien, although the target square may contain an alien or marine. any
- alien or marine in the target square will be attacked with the total number
- rolled on both dice. furthermore, any marine or alien in an adjacent square
- will be caught in the blast and is attacked with the higher of the two dice
- rolled. The blast will not affect marines or aliens on the far side of a
- wall or closed door.
-
-
- HAND TO HAND COMBAT
-
-
- Instead of firing, a marine or alien may attack using hand-to-hand combat. A
- marine or alien may attack using hand-to-hand combat before or after moving.
- To attack a marine or alien in hand-to-hand combat you must be in one of
- four squares to the side, front or rear. You cannot attack diagonally unless
- your marine team carries an equipment pack that allows then to do so.
-
-
- The hand-to-hand combat dice are rolled and the points of the two opponents
- are compared. Whoever rolled the most wins. the loser must lose one life
- point for each point his opponent rolled above their own total. Therefore if
- one player rolled one and their opponent rolled four, he would lose three
- life points. If both roll the same score then it is a draw and neither of
- them loses any life points. In hand to hand combat, the strength of any
- armor is not considered.
-
-
- THE ALIEN`S TURN
-
-
- During the alien`s turn they may move and/or attack. An alien event takes
- place immediately before the alien`s turn. Once they have moved/attacked
- then the alien`s turn is over.
-
-
- ALIENS ATTACKING
-
-
- Each alien, except the dreadnought, may make one attack per turn. the attack
- may be made before or after the alien moves. Aliens attack either by firing
- or hand-to-hand combat. some aliens have heavy weapons. some of the chaos
- marines may have heavy weapons and the dreadnought may be armed with two.
- These heavy weapons fire in the same way as heavy weapons carried by
- marines. Aliens may not fire their weapons and attack in hand-to-hand combat
- in the same turn.
-
-
- ELIMINATING MARINES
-
-
- Marine players lose points for each marine eliminated, more points for each
- marine with a heavy weapon eliminated or if their marine commander is
- eliminated. Marine players continue to play normally, even if their marine
- commander is eliminated.
-
-
- THE DREADNOUGHT
-
-
- The dreadnought is a fearsome war machine, developed by the alien followers
- of chaos. It is an adversary to be feared and respected.
-
-
- MOVING THE DREADNOUGHT
-
-
- The dreadnought occupies four squares, instead of one. When moving it may
- pass through other alien`s but may not end its move if any of the four
- squares it occupies contains an alien or marine. The dreadnought may always
- change the direction in which it is facing by turning on the spot. The
- dreadnought may not move diagonally.
-
-
- THE DREADNOUGHT`S WEAPONS
-
-
- The dreadnought starts the game with bolters mounted onto its body and two
- heavy weapons. When a dreadnought fires it may fire all three of its
- weapons. The weapons are fired one at a time. It may fire more than one
- weapon at the same target or may choose to fire each weapon at a different
- target. The dreadnought can fire all its weapons as long as it can trace a
- line of sight to its intended target from at least one of the four squares it
- occupies. The dreadnought may not fire those weapons that have been lost
- during combat. When both heavy weapons have been lost then it may only fire
- with its bolters.
-
-
- THE DREADNOUGHT`S LIFE POINTS
-
-
- The dreadnought has three life points. When it loses the first life point
- then it will lose one of its heavy weapons. The second heavy weapon is lost
- when it loses another life point. It continues to roll its full number of
- combat dice for hand-to-hand combat, even when it is damaged. The
- dreadnought is destroyed when it loses its third life point.
-
-
- ALIEN REINFORCEMENTS
-
-
- The alien starts the game with a number of reinforcements. The exact number
- will depend on the mission being played. The alien may move up his
- reinforcements at the end of his turn. Alien reinforcements will not be
- placed on a square that is visable to a marine. Obviously, all the above
- actions will be carried out by the computer.
-
-
- ALIEN ARMOR VALUES, MOVEMENT LIMITS AND COMBAT DICE.
-
- (L = LIGHT WEAPON DICE, H = HEAVY WEAPON DICE)
-
-
- ALIEN ARMOR VALUE MOVE FIRE HAND-TO-HAND
- ~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~~~~~~~~~
-
-
- ORKS 1 6 2L 2L
-
- GRETCHIN 0 8 2L 1L
-
- ANDROID 2 4 3L 2H
-
- CHAOS MARINE 2 6 WITH LW 2L 2L
- 4 WITH HW
-
- CHAOS COMMANDER 2 6 2H 2L
-
- SOULSUCKER 3 8 NONE 2H
-
- DREADNOUGHT 4 4 2X2H+2L 2H+2L
-
-
- COMPLETING THE MISSION
-
-
- If one of the marine players succeeds in fulfilling the mission they will be
- awarded the primary mission, for which you will be awarded thirty points. A
- marine player who accomplishes the secondary mission will be awarded the
- secondary mission, and points. For more information on secondary missions,
- see `alien events` later in this manual.
-
-
- Once the mission has been accomplished the marines must return their own
- docking claws. Any marine on a docking claw is safe from attack. aliens may
- not move onto a marine docking claw. once a marine has returned to the
- docking claw it plays no further part in the game. A marine may not fire or
- move back onto the map. If the marines fail to complete the mission they may
- still return to their docking claw to escape.
-
-
- END OF THE GAME
-
-
- Once all the marine`s and commanders have returned to their docking claws
- then the game ends. The game ends automatically after each remaining marine
- chapter have taken their final turn. The marine players have one last turn
- each, to try to save as many of their marines as they can. Any marines left
- still outside their docking claw after this last turn are assumed to be
- eliminated.
-
-
- WINNING THE GAME
-
-
- The computer will total up the score for each of the players, and will tell
- you who the winner is, providing that at least one player has reached the
- minimum winning points required. again, this number is mission dependant,
- but this number will be given in the mission briefing screen. Once a game is
- over, the players will be given the opportunity of saving their chapters to
- use in later games or campaigns.
-
-
- Those are the rules of play, and you will need to be familiar with them
- before you play the computer game. The computer will enforce most of the
- rules for you, of course. The following section explains how the computer
- game works.
-
-
- SPACE CRUSADE: THE COMPUTER VERSION
-
-
- ON LOADING
-
-
- Following the loading sequence you will be presented with four flags
- representing the four languages available, press the appropriate function key
- corresponding to the language you wish to use. After this you will encounter
- the copy protection, type in anything as this is cracked by ** n.o.m.a.d **
-
-
- CONTROLS
-
-
- USE THE JOYSTICK OR THE MOUSE TO MOVE THE CURSOR AND THE FIRE BUTTON ON THE
- JOYSTICK OR LEFT HAND MOUSE BUTTON TO SELECT OPTIONS. IF USING THE KEYBOARD
- SEE BELOW.
-
-
- ADDITIONAL KEYBOARD CONTROLS:
-
-
- CURSOR UP MOVES POINTER UP.
-
- CURSOR DOWN MOVES POINTER DOWN.
-
- CURSOR LEFT MOVES POINTER LEFT.
-
- CURSOR RIGHT MOVES POINTER RIGHT.
-
- SPACE BAR IMITATES FIRE BUTTON ON JOYSTICK OR LEFT MOUSE BUTTON.
-
- KEYS F1-F5 SELECTS THE COMMANDER AND MARINES CURRENTLY TAKING THEIR
- TURN. PRESSING ONE OF THE FUNCTION KEYS TWICE WILL CENTER
- THE SCREEN ON THAT MARINE.
-
- F10 TOGGLES BETWEEN SOUND EFFECTS AND MUSIC.
-
- S TOGGLES THE SCROLL BUTTON ON/OFF. WHEN THE S KEY IS TOGGLED
- ON YOU CAN THEN USE THE KEYBOARD OR JOYSTICK/MOUSE SCROLL
- AROUND THE CURRENT MISSION MAP.
-
- ESCAPE QUITS THE CURRENT MISSION.
-
-
- MAIN OPTIONS SCREEN
-
-
- When the game has loaded, the first game screen featured will be the main
- options screen, which has three icons: select mission, select chapters and
- expansion missions. The expansion mission icon is provided for future
- missions that will be released at a later date. When all of the players have
- made their selections for the forthcoming mission then a new icon will
- appear, this is the start mission icon, looking like a 3-d isometric view of
- the board. click on this and your mission will begin.
-
-
- SELECT MISSION
-
-
- Having chosen this option a hand held computer will appear with a list of
- slots with the names of the available missions. Click on one of the mission
- slots, we recommend that you play the missions in the order that they are
- presented. The mission brief for the mission you have just selected will now
- appear in the text window of the hand held computer.
-
-
- MISSION BRIEF
-
-
- This will be the marines mission and will tell the marine players what they
- must try to do to achieve the primary mission objective and so score bonus
- points. Each mission will have a points threshold over which the players
- must score in order to successfully win the mission. If the word `more>>`
- appears in the text window then click on the text window and any additional
- text will appear. Click on accept (the tick) button, at the bottom of the
- hand held computer, if you wish to play the mission, you will then be taken
- back to the main options screen ready to select your marine chapter. If you
- wish to select a different mission then click on the refuse (the cross)
- button and you will be taken back to the mission list.
-
-
- SELECT CHAPTER
-
-
- When you click on this icon you will be presented with a screen showing a
- picture of each of the marine chapters in action. Each player wishing to play
- space crusade must choose a chapter of marines to play with. The first
- player should click on the chapter picture representing the marine chapter
- they wish to play with, a blast door will close over their selected marine
- chapter to indicate that the marine chapter has been chosen, and will be
- taking part in the forthcoming mission. The marine chapter emblem above the
- blast door can now be clicked on, this will take the player to the chapter
- option screen (see below), from where the player will equip his chapter for
- the mission.
-
-
- If the chapter is flashing then this indicates that the player has not fully
- prepared their chapter for the forthcoming mission and can not start a
- mission. If this happens then click on the flashing emblem and select a full
- complement of weapons, equipment and orders via the chapter option screen.
- When all of the players have chosen a marine chapter and made their
- selections for their marine chapter they should click on the double arrow in
- the bottom right hand corner of the select chapter screen which will return
- them to the main options screen ready to click on the start mission icon.
- note: once a mission has been completed the players must choose their new
- mission and return to this screen. All of the blast doors will be open,
- players must again choose which marine chapters are to take part in the next
- mission by following the above procedure. If a player does not wish to
- access any of the options from the chapter option screen, for example
- changing weapons, then they should not click on the chapter emblem above the
- blast door, unless it is flashing, but click on the double arrow in the
- bottom right corner to return them to the main options screen ready to click
- on the start mission icon.
-
-
- CHAPTER OPTION SCREEN
-
-
- THIS SCREEN HAS THREE ICONS, SELECT WEAPONS, LOAD/SAVE COMMANDER AND
- COMMANDER STATUS.
-
-
- SELECT WEAPONS
-
-
- To select the weapons for your marine chapter click on this icon. You will
- first be presented with the commander and marine weapon selection, and then
- the equipment and order selection screen. There is a default set of weapons,
- equipment and order for each marine chapter already present and you may wish
- to alter these (see below).
-
-
- COMMANDER AND MARINES WEAPONS SELECTION
-
-
- Each marine chapter must select their weapons carefully and with the mission
- they are about to undertake in mind. The hand held computer displays the
- available weapons, click on a marines face at the top of the device, the face
- will now highlight with a yellow box surround.
-
-
- For your convenience we have included a set of default weapons, so you can
- start a mission without having to set up your own marines weapons. If you do
- wish to change the weapons we have set up for you then follow the procedure
- on discarding weapons below.
-
-
- Use the single arrows either side of the currently displayed weapon to move
- through the choice of weapons. When you have decided on the weapon for the
- currently selected marine click on the picture of the weapon, the led
- underneath the marine will now turn from red to green and `currently
- selected` will appear underneath the weapon to indicate that the marine that
- is currently selected has now got that weapon.
-
-
- Continue to do this for the rest of the marines. You will notice that any
- weapon selected and assigned to another marine will have the phrase
- `previously selected` underneath it. If you wish to change and discard a
- marines weapon then select him again, click on the currently selected weapon,
- the led underneath the marine will now turn from green to red, then select
- another weapon in the same way as before. When all of the marines have
- chosen their weapons click on the double arrow button at the bottom right
- hand corner of the hand held computer, this will take you to the equipment
- order and selection screen. if you wish to return to the chapter options
- screen then click on the double arrow button at the bottom left of the
- device.
-
-
- EQUIPMENT AND ORDER SELECTION
-
-
- Note: if you wish to recap or re-examine the information on the equipment and
- orders you have selected whilst you are playing, details are given at the
- back of this manual.
-
-
- For your convenience we have included a set of default equipment and an
- order, so you can start a mission without having to set up your marines
- equipment and order. If you do wish to change the equipment and order we
- have set up for you then follow the procedure about discarding equipment or
- orders below.
-
-
- A hand held computer will display the equipment and orders available to your
- marine chapter. The following procedure can be used for selection of both
- equipment and orders. When you first enter this screen the order button is
- already active and highlighted and a picture of one of the available orders
- will be present in the window in the top left corner of the hand held
- computer. Click on either the equipment button or the order button. The one
- selected will highlight with a yellow box surround to indicate that it is
- active. A picture of a piece of equipment or an order will be displayed in
- the window at the top left hand corner of the hand held computer.
-
-
- You will notice that one or more led`s have appeared underneath the
- equipment/order picture at the top of the hand held computer. The number of
- led`s present when the equipment button is selected will depend on how many
- equipment packs you are allowed to possess, the number will range from four
- to eight, the exact number is determined by the number of honor badges your
- commander currently possesses. The number of led`s present when the order
- button is selected will depend on how many orders you are allowed to possess,
- the number will range from one to four, the exact number is determined by
- your commanders current rank. Click on one or two of the single arrows below
- the equipment and order buttons to move through the available choices. A
- description of the equipment or order you are currently viewing will appear
- in the text window below the led`s if there is more text to follow then
- `more>>` will appear at the end of the text, click on the text window and any
- additional text will then appear.
-
-
- When you wish to select a piece of equipment or order simply click on the
- picture of it in the top left hand corner of the hand held computer. You
- will notice that one of the led`s has turned from red to green, this
- indicates that an order or equipment pack has been selected and will be
- present when you start your mission. Continue to do this until all of the
- led`s for both equipment and orders have turned green.
-
-
- If you change your mind and wish to discard an equipment pack or an order
- then click on the single arrows until the picture of the equipment or order
- appears in the top left hand window of the hand held computer. Then click on
- the picture to discard the equipment or order and the previously green l.e.d
- will now turn to red. Follow the above procedure to select another one.
- when you are happy with your selections click on the double arrow at the
- bottom right of the hand held computer to take you back to the chapter
- options screen. The double arrow button on the left hand side will take you
- back to the weapon select screen.
-
-
- If the marine player chooses a targeter as part of their equipment then a
- weapon with green arrows either side will appear in the text window. click
- on the arrows to move through the available weapons. When you wish to attach
- a targeter to a weapon simply click on the picture of the weapon and the
- targeter will be assigned to that weapon and `now selected` will appear
- underneath the weapon. If more>> is clicked on then a targeter symbol will
- appear next to the weapon to indicate that it is assigned to that particular
- weapon. If you wish to change your mind and assign the targeter to another
- weapon ensure that the targeter picture is in the top left hand window, a
- weapon should now appear in the text window. Click on the weapon and the
- targeter will no longer be assigned to that weapon. using the green arrows
- next to the weapon move through the available weapons until you find the one
- you want and follow the above procedure for re-selection.
-
-
- After a mission has been played, and as long as the computer has not been
- turned off, then the equipment, orders and weapons from the previous mission
- will already be set up for the next mission. remember you must always
- reselect a marine chapter by closing a blast door on the select chapter
- screen. If you are happy with your order, equipment and weapons, and do not
- want to load or save them then you need not click on the chapter emblem. If
- you wish to re-select any equipment, orders or weapons then you must click on
- the chapter emblem which will take you to the chapter options screen.
-
-
- LOAD/SAVE COMMANDER
-
-
- CLICK ON THIS ICON AND THREE NEW ICONS WILL APPEAR. LOAD COMMANDER, SAVE
- COMMANDER AND FORMAT DISK.
-
-
- LOAD COMMANDER
-
-
- To load a previously saved commander, click on the load icon and follow any
- on screen instructions. A screen with a list of load slots will appear,
- click on the slot you wish to load and follow any on screen instructions. If
- you do not wish to load, then click on the exit button at the bottom of the
- screen. When you have finished and returned to the load/save/format screen
- click on the double arrow button at the bottom right of the screen to return
- you to the chapter options screen.
-
-
- SAVE COMMANDER
-
-
- To save a commander, click on the save icon and follow any on screen
- instructions. If you have not saved previously then a screen with a list of
- empty unused save slots will appear, click on a slot, the name of your marine
- chapter and a number will appear, then follow any on screen instructions. On
- future saves ensure that you click on the slot you wish to update. If you do
- not wish to save, then click on the exit button, this will return you to the
- load/save/format screen. From here click on the double arrow button at the
- bottom right of the screen to return you to the chapter options screen.
-
-
- FORMAT DISK
-
-
- This will allow you to create a disk onto which you can save your marine
- commander. If you choose this option, simply follow the on screen
- instructions, taking care not to format your game disk.
-
-
- COMMANDER STATUS
-
-
- This screen shows the current status of a marine commander. This screen will
- show the commanders current rank, any honor badges he holds, the total number
- of kills for the last mission and the number of points for the last mission.
- If your commander has four honor badges then they will be flashing to
- indicate that they can be traded. A trade button will appear at the bottom
- of the screen, in place of one of the normal exit buttons, to allow you to
- trade the honor badges in for a promotion by one rank, unless your commander
- is already at the highest rank or the rank below (there will be no rank
- ceremony when increasing in rank from the status screen). If you click on
- the trade button, you will loose the four badges, and be promoted by one
- rank. the trade button will then disappear. If more>> appears at the bottom
- of the text window then click on it and the mission record will be shown.
- The mission record displays any previous missions and whether they have been
- successfully completed or not. This will be indicated by a tick or a cross
- next to the mission and its number. When you have finished on this screen
- then click on the exit button.
-
-
- Once the player has made all of the selections for their marine chapter then
- click on the double arrow in the bottom right hand corner of the chapter
- option screen, this will return them to the select chapter screen ready for
- the next player to choose a marine chapter.
-
-
- ORDER OF PLAY
-
-
- The blood angels will move first, followed by the imperial fists and then the
- ultra marines.
-
-
- PLAYING THE MISSION
-
-
- After all the selections for each of the marine chapters taking part in the
- forthcoming mission have been made and they have returned to the main options
- screen then the start mission icon should be selected, the mission will then
- begin. each marine chapter starts a mission from their own docking claw.
- The docking claw is also the place that the team should return to at the end
- of a mission in order to be safe. When marines return to the docking claw
- then they can not perform any actions.
-
-
- During a marine player`s turn they may move and/or fire/or hand-to-hand
- combat all of their marines. A player may move and fire each marine in turn.
- A marine may move first, then fire, or fire first and then move. A marine
- does not have to fire or move. However a marine may not move twice or fire
- twice unless the player possesses an order that allows them to do so. During
- a mission the pointer will appear as a commanders glove in the color of the
- current chapter.
-
-
- THE MAIN SCREEN
-
-
- The main screen is made up of the main view window, the small map window and
- the dynamic information window. underneath these is the control panel.
-
-
- 1.MAIN VIEW WINDOW
-
-
- This is where all of the action takes place. You may click on any of your
- marines in this window whilst in plan view in order to select them. Also
- clicking on a revealed alien and holding the fire button down will activate
- the alien i.d mode and will show the alien in 3-d isometric along with its
- name in the small map window. The main view window has arrows around the
- edges, clicking on any of these, or along the edges of the main view window
- will scroll the main view window in the chosen direction. Clicking down and
- holding the fire button on these arrows or the edges of the main view window
- will continue to scroll the main view window until either the fire button is
- released or until the end of the mission map is reached. When the 3-d button
- is active, clicking on the four arrows surrounding the main view window will
- display the four angles of the isometric view.
-
-
- 2.SMALL MAP WINDOW
-
-
- This window displays the mission map. Aliens and your marines are shown as
- dots and they can be seen moving around the map when ordered to do so, aliens
- and blips are shown as green dots, objects such as rubble are shown as blue
- dots and marines are shown as red.
-
-
- To aid in identification a graphic and name of an alien or an object can also
- be seen displayed in this window in 3-d isometric by clicking and holding
- down the fire button, left mouse button or space bar on the square they
- occupy whilst in plan view mode. Clicking anywhere on this map will take the
- main view window to that position.
-
-
- When the 3-d button is selected a 3-d isometric view of part of the map will
- be displayed in the main view window. Whilst the 3-d button is active,
- clicking anywhere on the small map will cause that part of the map to be
- displayed in 3-d. Clicking on the 3-d button again will cancel it.
-
-
- When the dice are being rolled this window will display the dice roll as
- digital read-outs, dice that are not active will be dehighlited. Heavy
- weapon dice are coloured red and are at the top, light weapon dice are
- coloured white and are at the bottom.
-
-
- A player may sometimes be given the option to re-roll some of the dice, you
- will be informed of this option in the dynamic information window, click on
- the particular dice you wish to re-roll or click cancel if you are happy with
- the dice roll and do not wish to re-roll.
-
-
- 3.DYNAMIC INFORMATION WINDOW
-
-
- This window at the top right hand corner of the screen shows information
- about the currently selected marine in the marine team currently taking its
- turn, or the aliens when it is their turn. when a marine team are taking
- their turn the marine`s chapter emblem will be displayed at the top of this
- window along with the name of the currently selected marine, the number of
- life points the marine holds, the weapon carried by that marine and also any
- targeter that may have been chosen as one of your equipment choices. If a
- marine has collected an object as part of the mission objective then this
- will also be displayed in this window to indicate which marine possesses it.
-
-
- When all of the marine teams have had their turn and have clicked on the next
- player icon, this window will then display the number of turns remaining and
- will prompt you to press the fire button. The number of turns will count
- down. Once the turn counter reaches one then your marine team will have one
- last turn to get all their marines back into the docking claw, otherwise they
- will all die. After the number of turns remaining have been displayed then
- it is the alien`s turn. Before the alien takes its turn an alien event will
- be played (see alien events) which may be beneficial or detrimental to the
- marines. The alien will then take its turn. You will see the alien emblem
- in this window and the control panel action icons will light up with a green
- surround when the aliens are taking their turn, this helps you see what
- actions the aliens are performing. If the alien attacks using hand-to-hand
- combat then the marine involved will automatically make a defensive dice
- roll. You will be prompted in this window to re-roll under certain
- circumstances, a chapter emblem will also appear in this window to indicate
- which chapter must choose re-roll or cancel.
-
-
- CONTROL PANEL
-
-
- The panel at the bottom of the screen is where you control your marines
- actions. Each icon has a particular function. Only the currently available
- actions will be highlighted. A marine must be selected before any of these
- icons become highlighted, with the exception of the order icon.
-
-
- CONTROL PANEL ACTION ICONS
-
-
- This is the main section of the panel, and appears under the main view
- window. Clicking on these icons will cause them to be surrounded by the
- color of your marine team to indicate that it has been selected. the
- coloured surround will stay active whilst the action is taking place. Once
- selected, an icon can be cancelled by clicking on it again, with the
- exception of the scanner, door and next player icons.
-
- THE ICONS ARE FROM LEFT TO RIGHT:
-
-
- A.SCROLL ICON
-
-
- Click on this icon and move the joystick, mouse or keys to scroll around the
- mission map. click on this icon again to exit this mode. Pressing the s key
- will also activate this option, use the joystick, mouse or keyboard to move
- around the map. Pressing the s key again will de-activate this option.
-
-
- B.MOVE
-
-
- Click on this icon and the main view window will dehighlight all squares that
- can not be walked on. squares that the marine can move to will stay as
- normal. Marines with bolt pistols and commanders are able to move up to six
- squares. Marines with heavy weapons can only move up to four squares, unless
- they possess a piece of equipment that allows them to do so. When the main
- view window has dehighlighted the unavailable squares, click on a square and
- the marine will move to that square. If you have failed to scan then there
- may be an un-revealed alien blocking your marines path, your marine would
- then stop, and the alien would be revealed.
-
-
- C.FIRE
-
-
- When the fire icon in the control panel is clicked on, the main view window
- will display the squares that can be fired upon in yellow and `select target`
- will appear in the dynamic information window. Click on an alien to be fired
- at or, if the missile launcher or plasma gun are being used, click on any
- square either containing an alien or an empty square with aliens on adjacent
- squares. The digital dice roll will now appear in the small map window. if
- cancel appears underneath the dice then the player has the opportunity to get
- a re-roll. This is done by clicking on the actual dice. If the player does
- not wish to re-roll a dice then they should click on cancel. If the player`s
- dice roll has scored more than the alien`s armor value then the alien will be
- eliminated, with the exception of the dreadnought, who has three life points
- beyond his armor value. If you get a high dice roll score when using the
- assault cannon, and have beaten the alien`s armor value, the alien will be
- eliminated, your dice score will then decrease by the alien`s armor value,
- and you will be requested to select another alien to attack. This will
- continue until there are no more aliens to fire at in the vicinity, your dice
- roll has reached zero or your dice score is not sufficiently high enough to
- eliminate an alien, click on the fire icon to cancel when this is the case.
-
-
- D.HAND-TO-HAND
-
-
- When this icon is selected any aliens on adjacent squares to the currently
- selected marine can be attacked in hand-to-hand combat. Marines cannot use
- hand-to-hand combat diagonally unless they have equipment that allows then to
- do so. The aliens that are able to be attacked will be standing on a yellow
- square, all the other squares will stay as normal. Click on the square
- containing the alien you wish to attack. the dice will now roll for the
- marine`s attack score, followed by the defensive dice roll for the alien.
- whoever gets the highest dice roll will win, the loser will lose one life
- point for each point his opponent rolled above his own total. If it is a
- draw, then neither loses any life points. The icon will not be available for
- selection if a marine is not adjacent to an opponent or if they have already
- fired a weapon this turn.
-
-
- E.ORDERS
-
-
- This icon will only be active and highlighted at the start of the marine
- player`s turn before a marine has been selected. Once a marine has been
- selected the order will not be available for the rest of the turn. If the
- player has more than one order, only one can be used per turn. selecting
- this icon displays the current available orders as pictures in the small map
- window. If you possess more than the order, then click on the arrows either
- side of the order picture to view the others. To select and use an order,
- click on the order picture displayed in the small map window. Click on the
- order icon in the control panel again to cancel if you no longer wish to
- select and order.
-
-
- F.EQUIPMENT
-
-
- Clicking on this icon will display all the equipment you have previously
- chosen in the small map widow as pictures. Equipment which is used
- throughout a mission, for example the bionic eye, will not be shown here
- because it is always in use, and does not need to be selected at any
- particular point in the game. use the arrows either side of the equipment
- picture to view any other equipment you may possess. To select and use a
- particular equipment pack, click on the equipment picture in the small map
- window. Click on the equipment icon in the control panel again to cancel if
- you no longer wish to select any equipment.
-
-
- G.DOORS
-
-
- When a marine is standing next to a door he can open it by clicking on this
- icon. A door will open automatically when a marine or alien`s move allows
- then to travel past the door. A door can not be closed once it has been
- opened unless the master controls have been discovered.
-
-
- H.SCANNER
-
-
- The scanner can be used by any selected marine to reveal blips, but only once
- per turn (unless an alien event allows them to do so). A commanders scanner
- has a larger scan range than a normal marines scanner. The scanner icon will
- dehighlight when not available.
-
-
- I.NEXT PLAYER
-
-
- Clicking on this icon will finish your marine team`s turn and transfer to the
- next player`s marine team, or the alien, for them to take their turn.
-
-
- J I-V.MARINE TEAM ICONS
-
-
- This panel shows the faces of the marines in your team. A marine must be
- selected before move, fire, hand-to-hand combat, door, equipment or scan can
- be selected from the control panel. To select a marine, click on one of the
- marine face icons at the bottom of the screen, on a marine displayed in the
- main view window or press keys f1-f5 which correspond to the commander and
- the four marines. The control panel will now highlight the actions available
- to the selected marine. double clicking on a marine icon, or a marine
- displayed in the main view window or pressing one of the f1-f5 keys twice,
- will center the screen on the selected marine. when a marine is selected a
- red led will light up underneath his face. There are two smaller led`s above
- his face, the left one will turn from green to red when that marine has
- moved, the right one will turn from green to red when that marine has fired
- or used hand-to-hand combat. If any of your marines do not leave the docking
- claw during the first turn or have returned to the docking claw after the
- first turn, their faces will be dehighlighted to indicate that they cannot be
- selected. When a marine is eliminated a skull will appear in place of his
- face. Any orders should be played prior to selecting a marine.
-
-
- QUIT MISSION
-
-
- There may be times when you wish to quit the current mission and start again
- or your marines may be trapped somewhere because they are surrounded by a
- vacuum. Press the escape key to quit the mission. Your commander and
- marines will now all die.
-
-
- MISSION DE-BRIEF
-
-
- When all marine chapters have either returned to the docking claw, or have
- died, the mission is finished and your marine commander will get a mission
- de-brief from the imperium. you will be told whether you have won the
- mission. Each mission will have a minimum score that is required to win the
- mission. If playing a game with more than one marine team then the team with
- the most points wins the mission, but only if they have scored above the
- minimum number of points required to win that mission. The commander of the
- winning team will be promoted by one rank and will take part in an award
- ceremony. Completion or non-completion of the primary mission will also
- determine the type of de-briefing message you will be given. If `more>>`
- appears at the bottom of the text then this indicates that there is more text
- to follow, click on the text window and any additional text will appear.
- when you wish to leave this screen click on the exit button at the bottom of
- the screen. Once all the marine players taking part have had their mission
- de-brief they will then be taken to their chapter option screen where they
- can save or view the status of their commander. When a marine player has
- finished on the chapter option screen they should click on the double arrows
- in the bottom right hand corner of the screen.
-
-
- If more than one marine player was taking part then the next players chapter
- option screen will appear. When the last player has finished on their
- chapter option screen they should click on the double arrow in the bottom
- right hand corner, this will take the players to the main options screen
- ready to select a new mission.
-
-
-
-
- ALIEN EVENTS
- ~~~~~~~~~~~~~
-
-
- 1.COMMUNICATIONS MALFUNCTION
-
- This is played on one player. That player may not use an order on their next
- turn.
-
-
- 2.SUICIDE ANDROID
-
- Any one android may self destruct after moving. Two heavy weapons dice are
- rolled. Each marine/alien adjacent to the android is attacked with the total
- of 2 dice.
-
-
- 3.ANDROID FAULT
-
- No androids or dreadnought may move or fire this turn.
-
-
- 4.LURE OF CHAOS
-
- A marine is randomly chosen (not a commander) and 1 heavy weapons dice is
- rolled. if a 3 is rolled, the marine is replaced with a chaos marine.
-
-
- 5.MASTER CONTROLS
-
- Marines may not open or close as many doors as they like. This stays active
- for the rest of the mission. The door icon will now be highlighted for the
- rest of the mission. click on the door icon and then on any door in the main
- view window you wish to open or close.
-
-
- 6.BOOBY TRAP
-
- A marine is randomly chosen (not a commander) and a missile launcher attack
- is made on that square.
-
-
- 7.OUT OF AMMO
-
- A marine with a heavy weapon is randomly chosen and has his heavy weapon
- replaced with a bolter. If no bolter is available then the marine will have
- no weapon and can only fight using hand-to-hand.
-
-
- 8.REPORT IN
-
- This is played on a player, that player`s commander may not move or attack on
- his next turn.
-
-
- 9. AUTO DEFENCE
-
- This shoots at any marine. One heavy weapons die is rolled.
-
-
- 10.MECH.ASSAULT
-
- All androids and dreadnoughts may move up to twice their normal move this
- turn as well as attack.
-
-
- 11.WEAPONS JAMMED
-
- This is played on one of the players. That player may not fire and heavy
- weapons or heavy bolter on their next turn.
-
-
- 12.PSYCHIC ATTACK
-
- No gretchin or orks may move this turn.
-
-
- 13.MOTHERSHIP COMMUNICATION
-
- The secondary mission is transmitted to the marine teams attempting a mission
- and is displayed in the main view window.
-
-
- 14.GRETCHIN BOMBER
-
- Any one gretchin may throw a frag grenade instead of firing. The frag
- grenade attacks in the same way as a missile launcher.
-
-
- 15.MOTHERSHIP SCAN
-
- Allows each marine chapter to scan twice for one turn only.
-
-
- 16.SOULSUCKER
-
- A soulsucker is placed next to a marine or commander. The soulsucker may
- move and attack as normal this turn.
-
-
- 17.EQUIPMENT MALFUNCTION
-
- One equipment pack from a marine chapter is lost due to malfunction.
-
-
- 18.ALIEN ELITE
-
- Any one alien can use twice their normal actions this turn.
-
-
- 19.FRENZY
-
- Any one gretchin or ork may attack twice in hand-to-hand combat this turn.
-
-
-
-
-
- SPACE CRUSADE MISSIONS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- 1.PRIMARY MISSION: MISSION 653/4-SECTOR 45. SEEK AND DESTROY.
-
- Seek and destroy dreadnought aboard alien vessel 653. The aliens have
- blocked some corridors with rubble. Clear rubble with weapon hit of one or
- above. The primary mission will be awarded to the player who destroys the
- dreadnought.
-
-
- 2.PRIMARY MISSION: MISSION 653/5-SECTOR 46. ELIMINATE AND SURVIVE.
-
- The empire has failed to destroy all aliens on board alien vessel 656 by
- using experimental germ warfare. Eliminate as many aliens as possible and
- also any marines from another chapter as there is only enough antidote
- available aboard the mother ship for one marine chapter. If only one marine
- chapter is deployed on this mission then eliminate all five infected chaos
- marines. The primary mission will be awarded to the player who eliminates
- the greatest number of rival marines. If any players eliminate the same
- number of marines it will be awarded to the player who has scored the most
- points. If one player only, then all chaos marines must be destroyed.
-
-
- 3.PRIMARY MISSION: MISSION 653/6-SECTOR 47. DISABLE ALIEN VESSEL.
-
- Disable alien vessel by destroying engineering control panel located in the
- engine room. Engineering control panel requires a hit of two or above to
- destroy it. The primary mission will be awarded to the player who destroys
- the engine control panel.
-
-
- 4.PRIMARY MISSION: MISSION 653/7-SECTOR 16. LOCATE AND RESCUE.
-
- Locate a container which is preserving the brain of the empires top scientist
- and return it to the docking claw. The primary mission will be awarded to
- the player who returns the container safely to the docking claw.
-
-
- 5.PRIMARY MISSION: MISSION 653/8-SECTOR 85. LOCATE AND RETRIEVE.
-
- Delta squad beta company have been wiped out whilst testing a secret
- experimental weapon. Locate the experimental weapon and return it to the
- docking claw. The primary mission will be awarded to the player who returns
- to the docking claw with the experimental weapon.
-
-
- 6.PRIMARY MISSION: MISSION 653/8-SECTOR 12. PURGE AND WITHDRAW.
-
- Intelligence reports that alien vessel has three outer hull doors. Open an
- outer hull door and withdraw from the vacuum that will spread to the rest of
- the ship. The primary mission will be awarded to the player who is the first
- to open an outer hull door and returns to the docking claw.
-
-
- 7.PRIMARY MISSION: MISSION 653/9-SECTOR 24. INTERCEPTION.
-
- Aliens have been detected aboard a drifting hulk in sector 24. as many
- aliens must be engaged and destroyed as possible. However intelligence
- reports that a radioactive source is aboard which is known to sometimes cause
- false scanner readings. If only one marine team is deployed then at least 15
- aliens must be destroyed. The primary mission will be awarded to the player
- who eliminates the greatest number of aliens. If two players kill the same
- number of aliens then the primary mission is awarded to the player with the
- most points. If only one player, they must kill over 15 aliens.
-
-
- 8.PRIMARY MISSION: MISSION 653/10-SECTOR 16. EXTERMINATE.
-
- There are reports of a very dangerous breed of alien nick-named soulsuckers
- aboard alien vessel 93. Eliminate all soulsuckers that are encountered. If
- only one marine team is deployed then at least 10 soulsuckers must be
- destroyed. The primary mission will be awarded to the player who kills the
- greatest number of soulsuckers. If two players destroy the same number of
- soulsuckers then the player who scored the most points is awarded the primary
- mission.
-
-
- 9.PRIMARY MISSION: MISSION 653/11-SECTOR 53. LOCATE AND EXTERMINATE.
-
- Soulsucker eggs are reported to be hidden on board alien vessel 28. Locate
- egg hatchery room and send a marine into the room to destroy as many of the
- soulsucker eggs as possible. Eggs can only be destroyed with a weapon hit of
- one or above. If only one marine team deployed then all soulsucker eggs must
- be destroyed. The primary mission will be awarded to the player who
- destroyed the greatest number of soulsucker eggs. If a one player game then
- the primary mission will be awarded if all eggs are destroyed.
-
-
- 10.PRIMARY MISSION: MISSION 653/12-SECTOR 68. SABOTAGE AND WITHDRAW.
-
- Intelligence reports the discovery of a weak spot in the outer hull of alien
- vessel 331. Locate the weak spot, blow a hole in the outer hull, a weapon
- hit of three or above is required, and retreat to the docking claw from the
- vacuum that will spread throughout the ship. The primary mission will be
- awarded to the first player to blow a hole in the outer hull.
-
-
- 11.PRIMARY MISSION: MISSION 653/13-SECTOR 5. DESTROY ALIEN SHIP 17.
-
- Intelligence reports that the alien ship 17 has not had its self destruct
- mechanism disabled by the aliens. Activate ship self destruct by destroying
- control panel in control room with a weapon hit of two or above. The primary
- mission will be awarded to the player who activates the ship self destruct.
-
-
- 12.PRIMARY MISSION: MISSION 653/14-SECTOR 44. DESTROY CUBE OF CHAOS.
-
- Intelligence reports that the aliens are protecting `the cube of chaos`, a
- device that is close to completion. If this device is allowed to survive the
- aliens plan to use it to rip a hole in the fabric of space and time and allow
- the realm of chaos to enter through the warp. The cube requires a weapon hit
- of three or above. The primary mission is awarded to the player who destroys
- the cube of chaos.
-
-