THE SPECTRUM GAMES DATABASE



LASER SQUAD



PUBLISHER

Target Games/Blade Software



AUTHOR

Julian Gollop with help from Nick Gollop



YEAR

1988



CATEGORY

Stragey



DESCRIPTION

Laser Squad is a strategy game very similar to the Rebelstar

series.



ORIGINAL INLAY CARD TEXT

[These are not the full instructins, but edited highlights.]



                                 "LASER SQUAD"

                            By Julian Gollop (1988)





     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.



     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)



     DEPLOYMENT



Use <UP>, <DOWN>, <LEFT>, <RIGHT> to choose which square to start

unit on and then <FIRE> to select.



     SIMPLE IN-GAME INSTRUCTIONS



[Most of the in-game stuff is hopefully fairly obvious, and there

is a *lot* of it to type up ! So here are some of the less

obvious features in the game:]



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. A minimum of

                                   3 shots must be made. Least

                                   accurate, but cost very few

                                   APs per shot. (not all weapons

                                   have autofire)



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.



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.





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 49 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



EXPANSION KIT (#6: "THE STARDRIVE" & #7 "LASER PLATOON")



AP100 GRENADE 4 3 65 0 - - - - - - - - - - - - 130 - 

AP60 GRENADE  2 2 40 0 - - - - - - - - - - - - 80 -

AUTO-CANNON  26 30 120 3 33 26 11 17 7 12 8 25 20 50 40 7 78 12

H50 LAS-GUN  25 30 126 3 50 25 12 17 12 3 3 17 12 33 18 6 45 40

KASTEC RIFLE  8 9 100 1 25 50 7 20 10 - - 33 28 67 60 12 52 12

KASTEC AUTO-GUN 9 7 100 1 25 45 6 20 14 6 5 20 12 50 35 6 35 20

LIGHT SABRE  1 5 180 0 17 55 90 14 20 - - - - - - - - -

MK-2  14 13 120 2 33 45 9 20 9 8 20 25 24 33 55 10 58 30

PUMP SHOT GUN 10 9 106 1 25 45 6 25 7 - - 25 10 50 30 6 40 6

ROCKET LAUNCHER 25 25 90 3 50 20 10 17 8 - - 33 10 67 15 5 130

1

SP30 PISTOL  6 4 90 0 20 50 5 25 14 - - 12 16 25 22 7 45 10





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



EXPANSION KIT (#6: "THE STARDRIVE" & #7 "LASER PLATOON")



AUTO-CANNON                   CANNON CLIP

H50 LAS-GUN                   H50 LAS-PACK

KASTEC RIFLE                  RIFLE CLIP

KASTEC AUTO-GUN               AUTO-GUN CLIP

MK-2                          MK-2 GUN CLIP

PUMP SHOT GUN                 SHOT GUN CLIP

ROCKET LAUNCHER               ROCKET

SP30 PISTOL                   PISTOL CLIP



THE SCENARIOS



#1 "THE ASSASSINS"



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.



ASSASSIN SQUAD:     Deploy: on red and yellow squares outside

                    house. Doors

                    into house at east and west ends

                    Victory Conditions: Eliminate Sterner Regnix

DROID SQUAD:        Deploy: on blue squares inside house

                    Victory Conditions: Eliminate all assassins

                    and protect Sterner Regnix



#2 "MOONBASE ASSAULT"



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.



LASER SQUAD:        Deploy: on red and yellow squares outside the

                    moonbase.

                    Entry can only be gained via airlocks

                    Victory Conditions: Destroy enough Databanks

                    and Analysers

                    to achieve 100 Victory Points (VPs). 

                    Databank = 5 VPs

                    Analyser = 2 VPs

OMNI CORP:          Deploy: on magenta squares inside moonbase

                    Victory Conditions: Eliminate all of the

                    Laser Squad





#3 "RESCUE FROM THE MINES"



A routine rebel 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 been assembled to free the

prisoners.



LASER SQUAD:        Deploy: on red and yellow squares on top

                    right and left of map

                    Victory Conditions: All three prisoners must

                    be moved to a

                    lift shaft. Explosive needed to free prisoner

METALLIX CORP:      Deploy: on blue squares in mine complex

                    Victory Conditions: Kill at least 5 rebels



#4 "THE CYBER HORDES"



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.



REBEL SQUAD:        Deploy: on red squares inside base

                    Victory Conditions: 

                         2 player game: eliminate all 8 droids

                         1 player game: computer receives

                                        reinforcements. Kill

                                        enough droids to achieve

                                        100 victory points.

DROID SQUAD:        Deploy: on blue squares in top left and

                    bottom left of map.

                    Victory Conditions: destroy at least 5

                    stabiliser cores



NOTE: This level appears to be bugged at higher difficulty levels

with the computers reinforcements not starting on the deployment

squares, but instead somewhere else on the map





#5 "PARADISE VALLEY"



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 vicious

Venomous Splurges whose acidic spit is lethal. Only the most

ingenious squad leader could possibly negotiate Paradise Valley.



REBEL SQUAD:        Deploy: on red and yellow squares on left of

                    map

                    Victory Conditions: the security device must

                    reach right

                    hand side of map. Initially carried by

                    Corporal Hansen

ALIENS:             Deploy: computer randomly places aliens

                    Victory Conditions: kill all rebels



NOTE: This level appears to be bugged at higher difficulty levels

with the computer gaining reinforcements of Venomous Splurges,

who then sit in a corner of the map and don't move (unless you

walk too near them).



#6 "THE STARDRIVE"



A band of mercenaries known as the 'Engineers' have raided a

Rebel ship and captured the stardrive controller for the new

Rebel fighter. They have taken is back to their base beneath the

city of Pashir on the planet Prozine 5. A Rebel squad from the

7th Brigade has been sent to recover the device, but the sewers

of Pashir are infested with droids, not rats.



7th BRIGADE:        Deploy: on red and yellow squares on left of

                    map

                    Victory Conditions: find, capture and take

                    Stardrive to left hand side of map

                    Note: Need "Las Cutter" gun to destroy doors

ENGINEERS:          Deploy: on blue squares in building on right 

                    of map

                    Victory Conditions: eliminate all rebels





#7 "LASER PLATOON"



This scenario is a great test of skill and stamina involving up

to 74 units.  In the two player version each side has identical

units and the map is symmetrical. There can only be ten units per

side on the map at once, but if units are killed reinforcements

will arrive at a rate of one every five turns up to a maximum of

27. In the one player version the Laser Platoon does not have an

armoury droid and the rate of reinforcements for the Federation

depends on the difficulty level selected.



LASER PLATOON:      Deploy: on red squares on top and left of map

THE FEDERATION:     Deploy: on blue squares on bottom and right

                    of map

VICTORY CONDITIONS: Same for both sides: completely eliminate the

                    enemy. If you have no units on the map at any

                    stage in the game you will lose even if

                    reinforcements are due to arrive.



SCORES RECEIVED:

89% in Sinclair User.



SEQUELS/PREQUELS

Laser Squad is one in a long line of similar, and all excellent,

strategy games by Julian Gollop.  These include Rebelstar,

Rebelstar Raiders, and Rebelstar Raiders 2.  On the Amiga and PC,

there is also X-Com and it's sequel, Terror of the Deep, which

are again very similar games.



GENERAL FACTS

Originally, only the first 5 missions were released with the main

game, and the other two came as an add-on pack for the game.





NOTES

