REBELSTAR RAIDERS (Red Shift, 1983) Gameplay instructions and scenario descriptions. Taken from the "The Rebelstar Collection" players' manual (Mythos Games Ltd, 1991). Converted to ASCII text format by David J Corbett, 03-dec-2004. THE REBELST*R COLLECTION LOADING YOUR GAMES TAPE USERS The games are loaded by typing LOAD followed by the file name of the game in quotation marks. The file name of each game is given in the instructions for the game. Make sure the correct side of the correct cassette is in your tape unit. For example, to load Nebula rewind cassette number one to the beginning of the second side, type LOAD "NEBULA" and press the enter key. DISK USERS Reset the machine and insert the correct side of the disk containing the game you wish to play and press the enter key. A menu will be displayed allowing you to load the game by pressing its number. DIRECTION KEYS All of the games use the following keys to move a flashing cursor around the display, or to move characters on the map. Q UP AND LEFT W UP E UP AND RIGHT D RIGHT C DOWN AND RIGHT X DOWN Z DOWN AND LEFT A LEFT REBELSTAR RAIDERS, 1983 FILE NAME: "REBEL" INTRODUCTION Rebelstar Raiders is a two player tactical combat game with three separate scenarios. Each player controls between twenty and thirty characters with individual characteristics and armed with various weapons. This was the first computer game of its type, and is the fore-runner of 'Rebelstar', 'Rebelstar II' and 'Laser Squad'. LOADING THE SCENARIOS When the game has loaded stop the tape. Press '1', '2' or '3' to select a scenario and start the tape. Refer to the scenario descriptions for details of your objectives and deployment. DEPLOYMENT When the scenario has loaded, the deployment areas will be displayed on the map. Depending on the scenario, one player will deploy his characters on one colour and the other player will deploy on the other colour. A flashing cursor is used to select deployment positions. The cursor is moved using the direction keys. The name and weapon of the character to deploy are displayed at the top of the screen. Position the cursor and press S to deploy. If you have attempted to deploy on the wrong place then a warning tone will sound. GAME TURNS The game is divided into game turns, and in each game turn each character gets a number of movement points which are spent on movement and combat. The first player moves and fires with his characters until they have either run out of movement points or the player wishes to move no more. The other player then has his turn. At the beginning of each game turn the number of victory points that each player has accumulated is displayed. The current game turn and the number of game turns remaining are also displayed. THE CONTROLS The computer can be in three different modes during the game; cursor mode, movement mode or ranged combat mode. The controls for each mode are as follows; CURSOR MODE - shown by a flashing cursor. When the cursor is moved over a character, its name and weapon are displayed. Use the direction keys to move the cursor. I - Reveals information about a character if the cursor is over one. P - Reveals information about a character's weapon. S - If the cursor is over a character that you control then it is selected for movement and the computer changes to movement mode. V - The victory points that each player has accumulated are displayed. The number of victory points required to win is displayed for scenario one and three, and the number of game turns remaining is displayed for scenario two. 0 (zero) - End your turn and give control to the other player. MOVEMENT MODE - shown by a flashing character. At the top of the screen the number of movement points remaining is displayed. Use the direction keys to move the character. I - Displays information about the character. P - Displays information about the characters weapon. V - Displays the current victory points for each player. F - Change to ranged combat mode. K - End movement and return to cursor mode. RANGED COMBAT MODE - Shown by a flashing cursor. Once you have fired the weapon the number of rounds left and movement points left will be displayed. Use the direction keys to move the cursor to the desired target. S - Select target. K - Cancel ranged combat and return to movement mode. NOTE 1: If you press I, P or V for information , press any key to return to your current mode. NOTE 2: If a character runs out of movement points during movement or combat then the computer automatically returns to cursor mode. MOVEMENT Moving a character uses up a number of movement points according to the terrain. If you attempt to move somewhere impassable a warning tone will sound. You cannot move onto a space occupied by another character. If you do not have enough movement points to move to the desired space then press K to cancel movement. COMBAT In order to attack an enemy in close combat simply move into the character in movement mode. In order to use ranged combat you must press F to enter ranged combat mode. If a character has no ranged weapon or no rounds left then pressing F will have no effect. Whichever type of combat is used the chance of being on target is displayed. WOUNDS AND ENDURANCE When a character is hit it will suffer a number of wounds depending on the power of the weapon and the armour of the target. If a character's endurance falls below a fifth of its initial endurance then the character is seriously wounded and receives only a half of its movement points in future turns. When endurance falls to zero then the character is eliminated. SPECIAL WEAPONS The Photon is an automatic repeating laser gun and fires three bursts per attack. Grenades and Starbolts are explosive weapons which can destroy walls and obstructions. Gas bombs affect an entire character square but do not destroy terrain. CHARACTER INFORMATION MPs - The first number is the characters current movement points and the number in brackets is its movement point allowance. END - The first number is the character's current endurance and the number in brackets is its initial endurance. Skill - The character's skill in using its weapon Armour - The strength of the characters armour. VPs - The number of victory points awarded for eliminating the character. WEAPON INFORMATION Hit - The basic percentage chance of being on target. In ranged combat the character's skill multiplied by the skill factor of the weapon is added to the basic accuracy. MP. cost - The percentage of a character's movement point allowance needed to use the weapon. Close - The average number of wounds inflicted in close combat. Range - The ranged combat damage number. A zero means that the weapon is for close combat only. The number in brackets is the range deterioration. The higher the number then the more rapid is the deterioration in damage over distance. Rounds - The number of rounds left in the weapon. SCENARIO ONE: MOONBASE INTRODUCTION Orbiting Planet Pi (centre of Red Shift's vast organisation) is the small moon Spyder. It was the main base for planetary defences. The defences consisted of several meason accelerators which would be capable of destroying any ship attempting to land on the planet. If the raid on Main-Comp was to go ahead then the moonbase must be destroyed. The base had been disguised as a mining station. The first of the Capricorn clones was to lead this attack. The 24 raiders were to storm the tracking station and neutralise the control centre (on the top right hand of the map). Only one raider need get into the control room to destroy the sensitive equipment. DEPLOYMENT The moonbase operatives deploy first on the magenta areas. The Raiders deploy second on the red areas and move first. Some operatives are deployed in preset positions. OPERATIVES ALREADY DEPLOYED 3 sentry robots with laser guns 2 mining robots with grapplers 2 auto-guns with laser guns OPERATIVES' ORDER OF DEPLOYMENT 4 technicians with pistols 8 security guards with las-pistols 4 sentry robots with laser guns 1 mining robot with grapplers RAIDERS' ORDER OF DEPLOYMENT 4 photon commanders with photons 4 raiders with grenades 16 raiders with laser guns SCENARIO TWO: STARLINGALE INTRODUCTION While the raiders were attacking the moonbase the Starlingale was docking nearby in preparation for the escape. The Starlingale crew were informed about the successful de-activation of the moonbase, but the raiders did not return to the ship. A search party was sent to look for survivors. Meanwhile five raiders returned to the ship led by Joe Capricorn and the fearless Captain Krenon. They were pursued by an assortment of robot operatives activated by the Main-comp via a secret transmitter hidden in the moonbase. Unfortunately the raiders could not take off until hull repairs were completed, so the raiders prepared for battle. The operatives must prevent the ship from taking off by destroying the two Navcomps on the bridge. If they have not succeeded by the end of game turn twelve then the ship takes off and the operatives lose the game. DEPLOYMENT The raiders deploy first on the magenta areas. The operatives deploy second on the blue areas and move first. Some raiders are deployed in preset positions and raider reinforcements arrive on game turn four. RAIDERS ALREADY DEPLOYED 2 Nav-comps 3 pilots with las-pistols 3 plod-bots with las-rifles RAIDERS ORDER OF DEPLOYMENT 2 photon commanders with photons 3 raiders with laser guns 9 raiders with las-rifles RAIDER REINFORCEMENTS 8 raiders with las-rifles OPERATIVES ORDER OF DEPLOYMENT 4 Zorbotrons with gas bombs 13 fly-bots with zeekers 4 slavers with las-whips l mining robot with grapplers 2 security guards with las-pistols SCENARIO THREE: THE FINAL ASSAULT INTRODUCTION The Starlingale escaped from the moonbase and joined the Freedream on the planet surface. The raiders gained entrance to the four lift shafts which descended to the Main-comps fortified shelter. They discovered that the Main-comp was well guarded. However they were determined to make the final effort to destroy the Galactic Corporation. The raiders must destroy all eight parts of the Main-comp in order to win. The operatives must eliminate all the raiders to win. DEPLOYMENT The operatives deploy first on the blue areas. The raiders deploy second on the magenta areas and move first. Some operatives are deployed in preset positions. OPERATIVES ALREADY DEPLOYED 5 sentry robots with laser guns 6 service robots with crushers 8 Main-comp brain elements OPERATIVES' ORDER OF DEPLOYMENT 6 fly-bots with zeekers 15 guards with las-rifles 2 sentry robots with laser guns RAIDERS' ORDER OF DEPLOYMENT 2 photon commanders with photons 6 raiders with laser guns 6 raiders with starbolts 15 raiders with las-rifles 'The Rebelstar Collection' is published by: Mythos Games Ltd. 19 The Rows The High Harlow Essex CM20 1BZ Copyright 1991, Julian Gollop