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QUICK START INSTRUCTIONS
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OVERVIEW

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

q ................... Up
a ................... Down
o ................... Left
p ................... Right
space/button ........ Select/Fire
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EQUIPMENT SELECTION

You are given a limited number of credits (depending on the 
difficulty level selected) to spend on armour and weapons.

Armour: 
Use <UP> and <DOWN> to cycle through options, <FIRE> to select
   4 is the strongest
   1 is the weakest
   0 is no armour

Weapons:
Use <LEFT> and <RIGHT> to cycle through available weapons. Use <UP>
and <DOWN> to select unit to arm and the <RIGHT> to add that weapon
to his supplies or <LEFT> to remove that weapon if he is already
carrying it. Press <FIRE> twice to finish arming

NOTE:
The Marsec Autogun is generally believed to be the best all-round
weapon (backed up with a couple of grenades and level 2 armour)
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DEPLOYMENT

Use <UP>, <DOWN>, <LEFT>, <RIGHT> to choose which square to start 
unit on and then <FIRE> to select.

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SIMPLE IN-GAME INSTRUCTIONS
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ACTION POINT COSTS OF ACTIONS

Turn 45 degrees <LEFT> & <RIGHT> keys: 1 AP
Move forwards <UP> key: 4 APs (if movement is on diagonal then +2 APs)
Move backwards <DOWN> key: 6 APs (if movement is on diagonal then +2 APs)

The following actions don't have a fixed AP cost, but use a 
percentage of the Action Points you started with at the *beginning* 
of *this* turn:

Change object: 25%
Pick Up:       25% if units hand are empty
               50% if unit already is using an object
Drop:          10% (it is be possible to hide objects in certain places)
Load Weapon:   50%
Prime Grenade: 20% (when priming, "0" means end of this turn, "1" means
                   end of computers next turn, "2" end of your next 
                   turn and so on)
Open:          20%
Close:         20%
Unlock:        25% (requires correct key and unit to be facing door)
Lock:          25% (requires correct key and unit to be facing door)
Throw:         20% (object will be caught if recipient is empty handed
                   and facing thrower)
Fire:          Depends on weapon type and type of shot used. See table
               below or in-game menu for actual % AP cost
               Aimed Shot: Highly accurate single shot, but costs a
                           lot of APs
               Snap Shot:  Single shot, less accurate, but costs less APs
               Auto Shot:  Burst of fire between 2 selected points.                                 minimum of 3 shots must be made. Least
                           A accurate, but cost very few APs per shot.
                           (not all weapons have autofire)
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LINE OF SIGHT

Each player can only see in a 90-degree arc, which extends 45 degrees 
to each side from the direction the unit is looking.
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OPPORTUNITY FIRE

Opportunity fire is an essential feature of the tactics
employed in Laser Squad. If a unit is left with at least half its Action 
Point Allowance at the end of the game turn then it will be eligible 
for opportunity fire. During your opponents turn opportunity fire will 
be triggered when an enemy unit moves into the field of vision of your 
unit. Control will switch to you in fire mode which allows you to shoot 
the enemy unit. Once you select the <END FIRE> option then you opponent 
can continue with his turn.
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WEAPONS TABLES
                                           %
                                           C  %                       R    
                                           L  C                       A
                                           O  L                       N
                                           S  O                       G
                                           E  S                       E
                                     %        E                       D   
                                     C     C                               
                                     L     O  C                 %     C    
                                     O  C  M  O     %     %  %  A     O   A
                                  %  S  L  B  M  %  A  %  S  A  I     M   M
                                  C  E  O  A  B  A  T  S  N  I  M     B   M
                                  L     S  T  A  U  U  N  A  M  E     A   U
                                  O  C  E     T  T  O  A  P  E  D     T   N  
                               A  S  O     S     O     P     D            I
                               P  E  M  C  T  A     S     S     S  %  D   T
                           C         B  O  R  G  S  H  S  H  S  H  S  A   I
                           O   C  C  A  M  E  I  H  O  H  O  H  O  K  M   O
                           N   O  O  T  B  N  L  O  T  O  T  O  T  I  A   N
                           S   S  M     A  G  I  T     T     T     L  G   
                           T   T  B  A  T  T  T     A     A     A  L  E   C
                           I      A  C     H  Y  A  C  A  C  A  C         A
                     W     T   I  T  C  D        P  C  P  C  P  C  F  F   P
                     E     U   N     U  A  B  B     U     U     U  A  A   A
                     I  S  T      C  R  M  O  O  C  R  C  R  C  R  C  T   C
                     G  I  I   M  O  A  A  N  N  O  A  O  A  O  A  T  C   I
                     H  Z  O   A  S  C  G  U  U  S  C  S  C  S  C  O  O   T
                     T  E  N   P  T  Y  E  S  S  T  Y  T  Y  T  Y  R  R   Y
----------------------------------------------------------------------------
AP50 GRENADE         2  2  60  0  -  -  -  -  -  -  -  -  -  -  -  -  90  -
AP75 GRENADE         4  3 130  0  -  -  -  -  -  -  -  -  -  -  -  - 160  -
DAGGER               1  2  60  0 17 58 20 13 33  -  -  -  -  -  -  -   -  -
EXPLOSIVE           15  8  80  0  -  -  -  -  -  -  -  -  -  -  -  -  70  -
HEAVY LASER         28 34 126  3 50 24 11 17  7  3  3 17 10 33 16  6  45 50
L50 LAS-GUN         16 14 120  2 33 34 10 17 10  5  4 20 12 50 24  5  30 40
L80 LAS-GUN         14 18 112  2 25 30  8 17  8  -  - 25 28 50 64  4  48 10
LIGHT SABRE          5  4 180  0 20 46 84 17 33  -  -  -  -  -  -  -   -  -
M4000 AUTO-GUN      10 12 106  2 25 40  8 20 10  3  5 25 16 50 40  8  46 20 
M50 AUTO-PISTOL      5  4 103  0 25 26  5 25 13 10  3 20 12 50 30  5  42 12
MARSEC PISTOL        6  4 100  0 20 50  6 17 17  -  - 13 10 25 22  7  40  8
MARSEC AUTO-GUN     12 14 116  2 25 38 10 20  9  6  5 25 18 50 45  8  58 20
MK-1                14 12 136  1 25 36  8 17 13  8 12 33 24 33 57 10  53 30
MS AUTO CANNON      26 30 120  3 33 26 11 17  7 13  8 25 20 50 40  7  78 12
PUMP SHOT GUN        9  9 106  0 25 40  8 20 14  -  - 25 16 50 38  7  64  6
ROCKET LAUNCHER     12 22  86  3 50 26  9 14  8  -  - 33 10 67 18  5 160  1
SNIPER RIFLE         7  8  98  1 20 52  8 20 13  -  - 33 26 67 56 13  52 12


AMMUNITION RELOAD TYPES:

WEAPON                        AMMUNITION TYPE
-------------------------------------------------

HEAVY LASER                   HEAVY LAS-PACK
L50 LAS-GUN                   L50 LAS-PACK
L80 LAS-GUN                   L80 LAS-PACK
M4000 AUTO-GUN                M4000 GUN-CLIP
M50 AUTO-PISTOL               PISTOL CLIP
MARSEC PISTOL                 PISTOL CLIP
MARSEC AUTO-GUN               MARSEC GUN-CLIP
MK-1                          MK-1 CLIP
MS AUTO CANNON                CANNON CLIP
PUMP SHOT GUN                 SHOT GUN CLIP
ROCKET LAUNCHER               ROCKET
SNIPER RIFLE                  RIFLE CLIP

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THE SCENARIOS
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SCENARIO ONE: THE ASSASSINS

INTRODUCTION

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

DEPLOYMENT

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

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

VICTORY CONDITIONS

ASSASSIN SQUAD:
If the Assassins manage to eliminate Sterner Regnix they win the game.

DROID SQUAD:
The droid squad wins if they eliminate all the assassins and Sterner 
Regnix remains alive.
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SCENARIO TWO: MOON BASE ASSAULT

INTRODUCTION

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

DEPLOYMENT

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

OMNI CORP:
Deploy on the magenta squares inside the moonbase.

VICTORY CONDITIONS

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

OMNI CORP:
The Omni Corporation wins if all the Laser Squad is eliminated.
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SCENARIO THREE: RESCUE FROM THE MINES

INTRODUCTION

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

DEPLOYMENT

LASER SQUAD:
Deploy on the red and yellow squares on the top left and top right of 
the map.

METALLIX CORP:
Deploy on blue squares in the mine complex.

VICTORY CONDITIONS

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

METALLIX CORP:
The Metallix corporation wins if at least five of the rebels are 
killed.
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SCENARIO FOUR: THE CYBER HORDES

INTRODUCTION

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

DEPLOYMENT

REBEL SQUAD:
The rebels must deploy on the red squares inside the main base area 
on the right of the map.

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

VICTORY CONDITIONS

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

DROID SQUAD:
The Droid squad wins if at least five of the stabiliser cores are 
destroyed or if all the Rebel squad are killed.
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SCENARIO FIVE: PARADISE VALLEY

INTRODUCTION

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

DEPLOYMENT

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

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

VICTORY CONDITIONS

REBEL SQUAD:
The Rebels must take the security device, which is initially carried 
by Corporal Hansen, over to the right hand side of the valley.

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