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1990-09-07
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SEWER and DR.J brings you.....
BREACH
by Omnitrend Software, Inc.
BEFORE YOU PLAY...
Your computer must be in low resolution mode in order to play.
Due to bugs in some versions of the ST, use of the underscore character
when entering file names will cause the computer to stop.
When playing Breach with only one drive, you must copy a scenario (.SCE)
file and a squad leader (.SQL) file from the scenario disk to the program
disk before playing.
Breach uses almost 512K of memory. If the program reports that there is
not enough memory, you may need to remove any RAMdisks or desk accessories
(.ACC) files and reboot.
PLAYING BREACH
NOTES
Whenever the manual refers to "the mouse button", and your mouse has more
than one button, use the left-hand button. Breach only uses the left-hand
button.
"Clicking" means "press the mouse button". "Shift-click" means "hold down
one of the shift keys and press the mouse button at the same time".
The "current marine" referred to throughout the manual, is the marine who
appears in the center of the Combat Window and whose statistics appear in
the Marine Statistics Window.
STARTING BREACH
To play Breach, boot up the Breach Program Disk and double-click the
"BREACH" icon. When the program finishes loading, the Breach title screen
will appear. To continue, click the mouse or press any key on the
keyboard.
SECURITY CHECK
In order to play Breach, you must correctly complete a security check. To
complete the security check, enter the word from this manual whose location
is given by the dialog box. "Words" are any string of characters with a
space or punctuation at either end. Once you have entered the correct
word, the program will continue.
STARTING A NEW GAME
Select "New..." from the Scenario menu. An item selector box will appear.
All of the names that appear are scenario files. These scenario files
contain all the data for your combat squad, the opponents, and maps of the
combat area. What you are going to create is a game file. This is a
combination of a scenario file and a squad leader file. More on the squad
leader file later.
Once you have selected a scenario file, the scenario item selector box will
be replaced by a squad leader selector box. This is where you select the
squad leader for your game. A sample squad leader "SMITH" is included with
your game. Later on, you'll probably want to create a squad leader of your
own using the Scenario Builder.
Now you have to name the game file in which your current game is going to
be stored.
Once you have done this, the program will save the new game file to the
disk and your game will start.
IMPORTANT - When a game file is created, it erases the squad leader file
you have selected and incorporates it into the game file. This ensures
that the squad leader file can be used only by one scenario at a time. The
only ways to recover the squad leader file are: win the game in progress or
delete the scenario with the "Delete..." menu entry. Deleting a game file
outside of the game will also erase the squad leader file which has been
incorporated into it.
ORDER OF PLAY
Player Phase - Each round begins with the player having the option to move
all, some, or none of his marines. You can move a marine until he runs out
of movement points or you click the Next icon.
To enter the enemy combat phase, shift click the Next icon. If all of your
marines have used up their movement points for the round, the computer will
automatically enter the Enemy Phase.
Each Player Phase takes 30 seconds of game time.
Enemy Phase - When the enemy attack phase begins, the marine statistics
window will change its title to "Attacks" and the legend "Enemy Movement.."
will appear.
Enemy troops appear in the combat window only when they are attacking your
men.
At the end of the enemy phase, the player phase begins again.
MOVEMENT POINTS
Each marine is given a certain quantity of movement points (mp). All of
the marine activities except for changing the view scale (more on that
later) take up a certain number of points. For example, moving onto a
clear terrain square costs 2 mp, while firing the gun takes 5 mp. The
combat activities such as taking an object, firing the gun, moving, and
using an object can all be mixed at your discretion during the same turn.
If you do not have sufficient mp for the activity you want to perform, the
computer will inform you with an alert box.
If all of the movement points for the current marine have been exhausted,
the program will automatically advance to the next marine in the squad.
Movement points for each marine are based on: the marine's suit type, the
vitality of the marine, and the marine's current encumbrance.
DEPLOYING YOUR SQUAD
The marines in your squad always enter the scenario through the entry
square. The entry square must be clear in order for your marines to enter.
If a marine is unable to enter, the program will jump to the enemy combat
phase.
You can continue moving a marine until he runs out of movement points, gets
stunned, or you click the Next icon. Each time you click Next, the
program will advance to the next marine in the squad who is in the combat
zone, is not stunned, and has at least one movement point.
In addition, you can make any marine who is visible in the combat window
the current marine by holding down the Alternate key and clicking the
desired marine.
Since marines carry only their guns and armor into a scenario, many
scenarios provide a staging area where the marines pick up additional
equipment which has been placed near the entry square.
If detectors and crack units are available, use them whenever possible. By
saving time searching for your objects, you raise to odds of successfully
completing your mission.
ENCUMBRANCE
There are 15 different types of objects which may be found in a scenario.
Each of those objects has an encumbrance value. Encumbrance is a measure
of the object's bulk. Obviously, the bulkier the type of object, the fewer
of them the marine may carry.
Carrying a large number of encumbrance points has 2 disadvantages. One,
the weight reduces the number of available mp's per turn. Two, marines
carrying a large quantity of encumbrance points are more likely to be
selected as a target by enemy forces.
MISSION BRIEFING
The mission briefing is a short description of your combat mission.
Briefings usually include information as to the type and strength of enemy
you will be fighting and hints as to the location of any mission
objectives.
VICTORY CONDITIONS
The victory conditions are:
Rescue prisoners - You must rescue all of the prisoners in the
scenario if this is one of the victory conditions.
Capture data packs - This works the same way as rescue prisoners.
Exit combat zone - All of the marines in your squad must find and use
the exit square if this is one of the victory conditions.
Kill n% opponents - At least n% of the opponents in the scenario must
be killed if this is one of the victory conditions.
Scenario time limit - All of the other victory conditions in the game
must be satisfied before the time limit expires. All scenarios have a
time limit.
All of the victory conditions are non-exclusive, that is, more than one may
be in effect for a given scenario. Thus, in order to complete a scenario
you may have to rescue prisoners and move all of the squad's marines
through the exit square before the time limit expires.
MISSION STATUS
By using the Mission Status function, you can tell which victory conditions
have been satisfied and which need more work.
The possible status displays are:
Victory Condition Complete Incomplete
Rescue Prisoners All prisoners recovered Not all prisoners recovered.
Capture Datapacks All datapacks recovered Not all datapacks recovered.
Kill n% Opponents Kill objective completed More casualties needed.
FIGHTING THE ENEMY
If the enemy is using grenades and rockets, avoid clustering your marines.
Try to keep at least one square between each one. This way, you avoid
having 3 or 4 casualties from a single grenade blast.
Conversely, grenades and rockets are most effective against clusters of the
enemy. Unless you have a large quantity of grenades or rockets, it is
wisest not to "waste" these weapons against single targets.
Battle robots are very dangerous opponents. Two hits from their cannon are
enough to destroy virtually any marine. In addition, they move quickly and
their armor is quite tough. It is a good idea to use grenades against
battle tanks before trying to destroy them with your marine's guns.
IMPROVING YOUR SQUAD LEADER
Your overall objective is to improve your squad leader. You do this by
successfully completing scenarios.
The more active a squad leader is, the more likely he will see some kind of
improvement at the end of a successful scenario. Shooting accuracy is very
important but cracking and detecting skills be honed as well.
It is rumored that squad leaders who are excellent shots and have a passing
knowledge of detecting and cracking are sent to a special advanced training
school (STAR) which gives them the skills necessary to complete a STAR
level scenario.
SAVING A GAME IN PROGRESS
In order to save a game in progress, you must be at the beginning of th
Player Movement Phase. You may select menu entries, but clicking any of
the icons or the combat window will prevent you from saving your game.
This is the only point at which you can save the game before quitting.
CLOSING A GAME WITHOUT SAVING
Select "Close" from the Scenario menu. When the program asks you if you
want to save the game, click "No".
QUITTING BREACH
Use "Quit" from the Scenario menu to exit the program. If you select this
at the beginning of the Player Movement phase, you will be given the option
of saving your progress before closing. At any other time, the program
will quit without saving.
THE BATTLE DISPLAYS
THE COMBAT WINDOW
The combat window is the largest window on the screen. During the player
combat phase, the current player marine will always appear in the center of
the combat window. During the enemy combat phase, the current enemy marine
will appear in the center of the combat window.
THE MARINE STATISTICS WINDOW
The marine statistics window has several functions. During the Enemy
Combat phase, information on enemy attacks are shown in the marine
statistics window. During the Player Combat phase, this window displays
the battle statistics for the current player marine. These statistics are:
Moves - the number of moves left in the current marine's turn.
Vital - the vitality of the current marine. If the vitality drops
below 30%, it will be displayed in red as a warning.
Health - the health of the current marine. If this goes to 0%, the
marine is dead. When the current marine's health falls below 50%, it
will be displayed in red as a warning.
Enc - the current encumbrance of the marine (NOT the maximum
encumbrance). This figure will be displayed in green if it is greater
than 0. This serves as a reminder that the marine is carrying an
object.
Shoot - the accuracy of the current marine's shooting. If the marine
is also a psionic talent, this is a measure of his stun accuracy as
well.
Detec - the percentage chance the current marine has of successfully
operating a detector.
Crack - the percentage chance the current marine has of successfully
operating a crack unit.
Ammo - the current marine's ammunition supply in his gun. This figure
does not include ammunition in ammo clips he may be carrying. Ammo
clips must be used in order for their ammo to be added into this
figure.
COUNTDOWN TIMER
The countdown timer displays the amount of time remaining in the scenario.
WIDEVIEW DISPLAY
The wideview display is a 21 by 21 composite map of the terrain surrounding
the current marine. It can be displayed by clicking on the Change Scale
icon. Information for this wideview is provided by other marines moving
through the area, scouts using detectors, and infiltrators using crack
units. When scouts use wideview, opponents appear as flashing green
squares.
THE ICONS
DROP OBJECT (arrow pointing away from hand)
Click this icon to drop an object.
A dialog box will appear with a list of all the objects the current marine
is carrying. Note that the marine's gun and armor will not appear on this
list as they may not be removed. If the marine is carrying more than 5
objects, the space between the dialog box scrolling arrows will turn grey.
Click on the name of the object you want to drop and then click "Ok".
There are several reasons you might want to drop something. A very good
reason is that you no longer want to carry something because of its
encumbrance penalty. You might want to transfer an object from one marine
to another. In addition, the shield works only if you drop it.
A dropped object always lands directly underneath the current marine. Only
one object may be in a square at a time.
It takes 1 movement point to drop an object.
USE SHAFT (arrows pointing up and down of shaft)
Click this icon whenever you are on a liftshaft/dropshaft that you want to
use.
If the corresponding square above the liftshaft (or below the dropshaft) is
blocked by another marine, the mouse pointer will change into a stop sign.
If the corresponding square is blocked by an opponent, the opponent will be
killed and your level will be changed.
It takes 5 movement points to use a shaft.
TAKE OBJECT (arrow pointing towards hand)
Click this icon to take an object.
You can take any object directly adjacent to or in the same square as the
current marine. The object must be visible; you cannot take an object
directly from another marine.
The mouse pointer will turn into a pointing hand. Click this on the object
you wish to take.
Some objects have special messages written on them. These messages appear
whenever the object is taken.
Whenever an object is taken, it increases the marine's total encumbrance.
Encumbrance affects the number of movement points your marine will receive
at the beginning of a turn. Therefore, heavily laden marines will not move
at their highest speed.
It takes 1 movement point to take an object.
USE OBJECT (hand pointing at 3 buttons)
Click this icon to use an object.
A dialog box will appear with a list of all the objects the current marine
is carrying. If the marine is carrying more than 5 objects, the space
between the dialog box scrolling arrows will turns grey. Click on the name
of the object you want to use and then click "Ok".
All of the objects and their uses are detailed in the section "Objects and
Their Uses".
The objects require varying amounts of movement points to use. They are:
Object Movement Points
--------------------------------
Grenade 5
Demo Charge 5
Stimulant 3
Ammo 8
MediKit 7
Rocket 5
Launcher 5
Crack Unit 9
Detector 15
Grav Belt 10
Shield N/A (shield is activated by dropping it.)
Prisoner N/A
Datapack N/A
OPEN DOOR (arrow pointing towards doors)
Click this icon to open a door adjacent to the current marine.
The mouse point will turn into a small key. Place this key over the door
you want to open and click the mouse. If you have enough movement points,
the door will open.
The doors require varying amounts of movement points to open. Glass doors
require 3, Steel doors require 5, and Power doors require 10.
FIRE GUN/PSIONIC STUN (picture of gun)
Click this icon to fire the current marine's gun.
The gun will fire in the direction that the marine faces. Each firing
consumes one round of ammo.
Whenever this icon is clicked and there is at least one round of ammo in
the current marine's gun, a beam of energy will be emitted. This beam will
travel in a straight line away from the marine until it strikes: a wall,
solid rock, a shaft, a closed door, a fuel tank, an opponent, or one of
your own men.
When a beam stops in a particular square, the computer determines whether
or not the beam hit the target. This is based on the current marine's
accuracy percentage. If the beam does hit the target, a "splash" of energy
will appear on the target. This holds true for the opponents as well. If
the beam hits an opponent, the amount of health damage that the gun
generates is subtracted from the opponent's health, minus the amounts of
protection his armor provides.
Suit Gun
Protection Damage
--------------------------------------------
Squad Leader 75% 40%
Marauder 55% 30%
Scout 55% 15%
Infiltrator 45% 15%
Psionic Talent 0% (1) 15%
Enemy Marine 55% 30%
Alien 45% 15%
Beast 0% (2) 15%
Overlord 55% 40%
Battle Robot 75% 40%
Autogun 75% 40%
(1) Psionic talents carry a gun which is only effective against
injured or damaged opponents.
(2) Beasts' biting generates 45% damage.
For example, an enemy marine (suit protection = 30%) is hit by a shot from
your squad leader (gun damage = 75%). The result is that the enemy marine
would lose 45% health (75% - 30% = 45% loss).
The same holds true for your own marines. Note that it is possible to
shoot your own troops by mistake, so look before you fire.
Fuel tanks are useful to hit, as long as you aren't too close to them when
they explode. Being in the midsts of a fuel tank explosion is the
equivalent of standing on a demo charge when it goes off. However, if you
can position your marines correctly, this effect can be exploited with
impressive results. A word of warning: fuel tanks will chain-react.
Psionic Talent type marines execute psionic attacks by shift clicking the
gun icon. Enemies successfully stunned by a psionic talent will not be
able to move or fire during the next enemy attack phase.
Firing a gun requires 3 movement points. A psionic attack requires 10
movement points.
NEXT BUTTON
Click this button to switch current marines. This will advance you to the
next marine in your squad or, if you have just moved the last marine in the
squad, loop back to the squad leader. Shift click the Next button to enter
the Enemy Combat phase.
CHANGE SCALE BUTTON
Click this button to get a "wide angle" view of the surrounding terrain.
Information for this wideview is provided by other marines moving through
the area, scouts using detectors, and infiltrators using crack units. When
scouts use the wideview, opponents will appear as flashing green squares.
THE MENUS
ABOUT BREACH...
The "About Breach..." entry displays a dialog box with information about
the program version and release date.
NEW...
"New..." is used to start a new game. This is a 3 stage process.
First, select the scenario you wish to play. Next, select a squad leader.
If there aren't any squad leader files on the disk, you will have to create
a new one with the Scenario Builder program. Finally, enter the name under
which this current game is to be saved.
When all this has been done, Breach will create a game file, which means
that you now have a game in progress on the disk.
RESUME...
Use "Resume..." to continue a game already in progress.
DELETE...
Use "Delete..." to delete game files. An item selector will appear with
the names of all the games in progress. Select any one of these.
Note that deleting a game file will restore the incorporated squad leader
file.
SAVE
"Save" will save your current progress to the disk and continue play. You
may only save at the beginning of the Combat Phase.
CLOSE
Use "Close" to stop a game in progress. If you select this at the
beginning of the Combat Phase, you will be given the option to save your
progress before closing. At any other character's point, the program will
stop the current game without saving.
QUIT
Use "Quit" to exit the program. If you select this at the beginning of the
Combat Phase, you will be given the option to save your progress before
closing. At any other point, the program will quit without saving.
MISSION BRIEFING
The mission briefing display contains background information for the
mission and possibly clues as to the locations and strengths of your
objectives.
VICTORY CONDITIONS
The victory conditions dialog box displays the objectives which must be
completed in order to win the game.
MISSION STATUS
The mission status dialog box displays whether or not each of the
scenario's objectives have been met.
YOUR MARINES
BASIC CHARACTERISTICS
Movement Points - Each marine is given a certain amount of movement points
at the beginning of his turn. Almost all of the activities a marine can
perform use movement points (mp). For example, moving onto a clear terrain
square costs 2 mp, while firing a gun takes 3 mp.
Combat activities such as taking an object, firing the gun, moving, and
using an object can all be mixed at your discretion.
If you do not have sufficient mp for the activity you want to perform, the
computer will inform you with an alert box.
If all of the movement points for the current marine have been exhausted,
the program will automatically advance to the next marine in the squad or
loop back to the squad leader if you were on the last marine in the squad.
Movement points allocated to each marine are based on the marine's suit
type, the vitality of the marine, and the marine's current encumbrance.
Vitality - vitality is a measure of how well-rested a marine is. The
higher the vitality, the more moves a marine has available in subsequent
turns. If a marine were at the 50% vitality level, he would have 50% of
his maximum number of moves available.
At the beginning of a game, a marine's vitality is always 100%. As a
marine moves about, his vitality is reduced at the same rate as his
movement points. So if a marine with 100% vitality fired a gun ( 3mp) his
new vitality would be 97%. Vitality is replenished at the rate of health%
divided by 4, which means the maximum rate of replenishment is 25% per turn
(100% health /4 = 25%).
If a marine's vitality is 0%, then the marine is considered stunned, and he
may not move until the next round.
Health - Health is a measurement of the amount of damage a marine can
absorb before dying. When a marine's health drops to 0%, he has died.
Above 50% health, a marine cannot be killed while taking hits. Below 50%,
however, a marine can die while being hit, even if the hit does not drop
his health to 0%. As the marine's health falls closer to 0%, the
likelihood of this occurring is much greater.
Encumbrance - This is a measure of how many objects a marine can carry.
Carrying a large number of encumbrance points has 2 disadvantages. One,
the weight reduces the number of available mp's per turn. Two, the marine
is more likely to be selected as a target by enemy forces.
Shooting - Shooting is the measurement of a marine's accuracy with a gun.
For marines with psionic talent, this is also a measure of their accuracy
with psionic stuns.
Detecting - Detecting is the measurement of how well a marine uses a
detector.
Cracking - Cracking is the measurement of how well a marine uses a crack
unit.
MOVEMENT
As with any other function, moving your marine will consume some movement
points. Each terrain type (grass, rocks, grating) consumes a different
amount of mp when it is entered. In order to move your current marine into
a new square, he must have at least as many mp as are required to enter the
square.
Terrain Type MP Req'd Terrain Type MP Req'd
-------------------------------------------------------------------
Clear 2 Computer 5
Dirt 2 Terminal 5
Grass 2 Bed 5
Light Vegetation 4 Bureau 6
Heavy Vegetation 6 TAble 5
Rocky Dirt 4 Small Chair 4
Rubble 4 Worker 6
Stun Field 8 Entry & Exit 3
Stepping Stones 4 Machinery 6
Grating 3 Dirt/Water 4
Shaft 5 Empty/Water 4
Open Door 4 Command Chair 4
The current marine will always occupy the center of the combat window.
Marines can move in the 4 compass directions. To move the marine to a
particular square on his current row or column, simply click the mouse on
it. The marine will march into the square or as far as is possible before
running into a wall or running out of movement points.
If the marine does not have enough mp to move into the square, the square
is not of a type that the marine may occupy, the square is occupied by
another player marine, or the square is already occupied by an opponent,
the mouse pointer will turn into a stop sign, indicating movement is not
allowed.
To change a marines' facing without having to move the marine from his
current square, hold either shift key and click on the adjacent square you
wish the marine to face. This takes 1 movement point (mp).
In addition, you can make any marine who is visible in the combat window
the current marine by holding down the Alternate key and clicking the
desired marine.
COMBAT
Guns - All marines carry rifle-type energy weapons called "blasters". Your
marines carry 4 different types of blasters. Each specialty carries a
specific one. These guns may not be transferred or exchanged nor can they
be destroyed by enemy fire.
Specialty Gun Strength
------------------------------------
Squad Leader 75%
Marauder 55%
Scout 55%
Infiltrator 45%
Psionic Talent 0% (1)
(1) Psionic talents carry a gun which is only effective against
injured or damaged opponents.
Regardless of weapon strength, all guns use one round of ammo per firing.
In addition, all of the blasters use the same ammo clips.
Use caution when shooting around fuel tanks! A hit from any blaster will
cause them to explode.
It takes 3 mp to fire a blaster.
Grenades - Marines equip themselves with grenades by taking them from the
surrounding terrain.
Grenades will explode around friendly troops and it is possible to detonate
one in the same square as the current marine. Grenades will also detonate
fuel tanks in the same fashion as blasters. Caution must be exercised when
using grenades!
Grenades explode in a 3 by 3 pattern, with the target in the center. Each
square receives the equivalent of a hit from a 90% blaster.
Demo Charges - Marines equip themselves with demo charges by taking them
from the surrounding terrain.
When a demo charge is activated, it drops into the current marine's square.
The demo charge ignores any objects which may already be in the square.
Demo charges will explode around friendly troops and it is possible to
detonate one in the same square as the current marine. Demo charges will
also detonate fuel tanks in the same fashion as blasters. Caution must be
exercised when using demo charges!
Demo charges explode in a 5 by 5 pattern, with the target in the center.
Each square receives the equivalent of a hit from a 100% blaster.
Caution: Once a demo charge has been activated, it cannot be aborted, but
will explode at the end of the current marine's turn.
Rocket Launchers - Marines equip themselves with rockets and launchers by
taking them from the surrounding terrain.
A marine must have at least one rocket and one launcher in order to fire.
When a rocket is fired, it travels in a straight line until it hits a valid
target (i.e., a wall, a marine, etc.) or leaves the edge of the combat
zone.
Rockets will explode around friendly troops. Rockets will also detonate
fuel tanks in the same fashion as blasters. Caution must be exercised when
using rockets!
Rockets explode in a 3 by 3 pattern, with the target in the center. Each
square receives the equivalent of a hit from a 90% blaster.
Caution: Firing rockets at targets not readily visible may result in
damage to other marines or destruction of necessary mission objectives.
Psionic Stun - Only marines with the specialty of psionic talent can make a
psionic stun attack. If a stun attack is successful, the affected target
will be stunned for the next combat round. In addition, since vitality can
regenerate at a rate of 25% per round maximum, it will take several rounds
before the affected target is back to full movement strength.
Psionic stuns will not travel through closed doors or walls. It is
possible to stun your own troops, so look before you stun!
TYPES OF MARINES
Squad Leader - The squad leader is your main character. This is the only
type of marine who is created independently of any scenarios.
The long-range goal of Breach is to improve this character, to it is very
important that he (or she) does not get killed in combat. If this happens,
the squad leader's file will be erased. On the other hand, in order to
improve your squad leader's attributes, he must be an integral part of any
mission. As the mission difficulty level rises, you will find it more and
more necessary to use the squad leader in dangerous situations.
Squad leaders have a very powerful (75% damage) and heavy protective armor.
A squad leader is the only marine in a squad who can absorb several hits
from a battle robot.
Marauder - The marauder is the basic marine. They carry a heavy blaster
and they have a fairly high level of mobility.
Marauders usually comprise the majority of any squad.
Scout - Scouts have very light, fast armor, and carry the same guns as
marauders.
Scouts usually carry detectors. They are used when it is important to
survey the battle area or find mission objectives (possible prison areas,
etc.).
Infiltrator - Infiltrators have the same armor as scouts but a slightly
lighter gun.
Infiltrators usually carry crack units. They are used when you need the
floor plans for the current level.
Psionic Talent - Psionic talents wear the same armor as scouts and
infiltrators but they carry a very weak gun. This gun is only effective
against heavily wounded enemy troops.
THE OPPONENTS
BASIC CHARACTERISTICS
All of the intelligent enemies will guard any mission objectives that are
in their area. If a marine is in the same area as a datapack, there aren't
any player marines around, and capturing datapacks is an objective, then
the enemy will guard the datapack until a player marine enters the area.
The smaller intelligent enemies (overlords, marines, aliens) will use the
shafts.
Enemy marines, overlords, and aliens all can have psionic ability.
Overlords and aliens almost always do. Their tendency is to stun their
target in one round and shoot them in the next.
MARINES
The enemy marines are all of the marauder type, but certain scenarios have
weakened or enhanced marines to simulate squad leaders, scouts, etc.
Enemy marines will use rockets and grenades against your troops.
BEASTS
Beasts are slow and their only armor is their hide, but in large quantities
they can be very dangerous. Beasts attack by biting and a bite is the
equivalent of a 45% blaster hit. A beast can only attack adjacent squares.
ALIENS
Aliens are lightly armored and very fast. They will use an effective
combination of psionic, grenade, and rocket attacks against your marines.
Fortunately, their blasters are rather weak and almost ineffective against
marauders and squad leaders.
BATTLE ROBOTS
Battle robots are the most dangerous of all opponents. A battle robot is
very mobile an the twin blaster cannon it carries will destroy all but the
luckiest marine with just 2 hits.
Robots do not use rockets or grenades.
Robots cannot use shafts but they can pass through doors.
OVERLORDS
Overlords are the elite of the enemy marines.
Overlords come equipped with a short range vibrosword which generates 55%
damage. Using the vibrosword, the overlord can only attack adjacent
squares, but overlords almost invariably are psionic talents.
Overlords have very little armor, relying instead on fast and deadly
attacks. When forced into a defensive posture, they are quickly killed.
Overlords do not use grenades or rockets.
AUTOGUNS
Autoguns are the fixed equivalent of battle robots. The only differences
between the 2 are that autoguns don't move and that they generally are more
accurate.
These are also very dangerous opponents and must be treated with extreme
caution.
OBJECTS AND THEIR USES
ENCUMBRANCE POINTS
There are 15 different types of objects which may be found in a scenario.
Each of those objects has an encumbrance value. Encumbrance is a measure
of the object's bulk. Obviously, the bulkier the type of object, the fewer
of them the marine may carry.
Object Encumbrance Points
---------------------------------------
Grenade 1
Demo Charge 5
Stimulant 1
Ammo 2
MediKit 3
Rocket 3
Launcher 7
Crack Unit 9
Detector 9
Shield 1
Grav Belt 6
Prisoner 1
Datapack 1
Marines carrying a large number of encumbrance points are subject to
movement point loss.
WHAT THEY ARE AND HOW TO USE THEM
Grenade - A short-range energy grenade.
When a grenade is selected, the mouse pointer turns into a crosshair.
Place this crosshair over any point on the same row or column as the
current marine and click. The marine does not need to be facing the
target.
Demo Charge - A medium range energy demolition charge.
When a demo charge is selected, the program confirms that you actually want
to use a demo charge. If you click "yes", the demo charge will be dropped
in the same square as the current marine. When the current marine's turn
is over (running out of mp's, selecting another marine, or clicking the
"Next" button) the demo charge will explode.
Stimulant - A one-use syringe of a potent metabolic accelerator. A shot of
stimulant will raise the marine's vitality level by 50%, up to 100%
maximum. If the marine's health is 50% or less, there is the possibility
that he may die from heart-shock.
When a stimulant is selected, the current marine will use the stimulant.
Ammo Clip - Holds ammunition for the blasters that each marine carries.
The ammo clip is compatible with all of the different types of blasters.
When an ammo clip is selected, the current marine will add the contents of
the ammo clip to his current ammo supply. Each clip holds 50 rounds.
MediKit - Use of the medikit raises the marine's health level by 50%, up to
100% maximum.
When the mediKit is selected, the current marine will use it.
Rocket - Basically a flying version of the grenade. A rocket must be fired
with a launcher.
When a rocket is selected, the current marine must also have a launcher in
order to use it. The rocket will be fired in the direction of the current
marine's facing and will fly until it hits a target or leaves the playing
field. A rocket has the same destructive force as a grenade.
Launcher - A light multiple-use rocket launcher.
When a launcher is selected, the current marine must also have a rocket in
order to use it. A rocket will be fired in the direction of the current
marine's facing and will fly until it hits a target or leaves the playing
field.
Crack Unit - A crack unit is a special device primarily intended for use by
Infiltrator (IF) marines. If it is successfully operated next to a
computer or terminal, it will dump all of the floor plans for the current
level from the opponent's computer system.
When a crack unit is selected and successfully operated, it will reveal all
of the wall and interior squares on the current marine's level and
integrate this data with any landscape which has already been revealed by
movement, et cetera. If the current marine is not next to a terminal or
computer, the crack unit will not reveal any new information and it will
show only the information which has been gathered thus far.
Detector - The detector is a special device primarily intended for use by
Scout (SC) marines which creates a radar scan of the surrounding terrain.
If operated by a Scout, the detector will also reveal any enemy marines
within range and display them as flashing green squares.
When a crack unit is selected and successfully operated, it reveals a 17 by
17 area of the current level, centered around the current marine. It will
also integrate this data with any landscape which has already been revealed
by movement. If the scan is not successful, it will show only the
information which has been gathered thus far.
Shield - A shield will absorb any incoming firearms, vibrosword, or psionic
attacks, friend or foe. A shield does not protect against grenades,
rockets or demo charges. In order to protect a marine, the shield must be
in a square between the marine and the enemy firing at him. If a marine is
in the same square as a shield, the shield will not protect him. Every
time a shield is hit, there is a 10% chance it will be destroyed.
This object does not need to be used because it activates automatically
when dropped.
Grav Belt - A marine using the grav belt will float above the ground,
ignoring terrain costs and movement restrictions. The only terrain types a
belt will not move through are closed doors, solid rock, and walls. Every
time a grav belt is used, there is a 10% chance that the marine will crash
at the end of his turn.
When a grav belt is selected, it remains active until the marine runs out
of movement points, you click the use icon again, select a different
marine, or click the Next button. Once a grav belt is on, you mat not take
or drop objects, use shafts, open doors, use objects, fire the gun, or use
psionic power until the belt has been switched off. If the marine ends his
turn over either a black or a water square, he will be killed and removed
from the game.
Data Pack - Data packs are used for storing information. A data pack
cannot be used.
Prisoner - Prisoners are captured personnel from your own government. A
prisoner cannot be used.
TERRAIN
INTERIOR TERRAIN
Walls - The walls come in 4 types: heavy, medium, thin, and storage. Demo
charges will destroy any type of wall; grenades will destroy only thin and
storage type walls. Gunfire will not penetrate walls at all.
Marines cannot pass through or fly above wall squares using a grav belt.
Doors - Marines cannot move through closed doors.
Glass doors require 3 mp to open, steel doors require 5 mp, and power doors
require 10 mp to open
Marines cannot fly above door squares using a grav belt.
EXTERIOR TERRAIN
Water - Marines cannot pass through water squares, although they can fly
over them if they are using a grav belt.
If a marine using a grav belt ends his turn over a water square, he will be
killed and removed from the game.
Solid Rock - Marines cannot fly over or through solid rock squares.
SPECIAL TERRAIN
Shafts - Shafts require 5 mp to enter, and another 5 mp to use.
The Entry Square - In order for your marines to enter the combat zone, this
square must not be blocked.
The Exit Square - If the current marine is on this square at the end of his
turn, he will be removed from the combat zone and will no longer be allowed
to fight.
Stun Fields - When a marine passes through a stun field, there is a chance
that he will be stunned and unable to move. This chance is inversely
proportional to the marine's vitality. For example, if a marine with a
vitality of 78% passes through a stun field, there is a 22% chance that he
will be stunned.
Empty (Black) Squares - Marines cannot pass through these squares, although
they can fly over them if they are using a grav belt.
If a marine using a grav belt ends his turn over a black square, he will be
killed and removed from the game.
TERRAIN TABLE
Type MP's to Enter Special Comments...
-----------------------------------------------------------------------
Walls (All Types No Move Cannot be flown over.
Half Dirt/Half Empty No Move Cannot be flown over with grav belt.
Half Blank/Half Empty No Move Cannot be flown over.
Blank No Move Can be flown over with grav belt.
Solid Rock No Move Cannot be flown over.
Empty Interior 2
Dirt 2
Grass 2
Light Vegetation 4
Heavy Vegetation 6
Rocky Dirt 4
Interior Rubble 4
Stun Field 8
Water No Move Can be flown over with grav belt.
Stepping Stones 4
Grating 3
Dropshaft 5
Liftshaft 5
Closed Doors No Move Cannot be flown over.
Open Doors 4
Computer 5
Terminals 5
Bed 5
Bureau 6
Table 5
Small Chairs 4
Worker 6
Entry Square 3
Exit Square 3
Machines No Move Can be flown over with grav belt.
Half Water/Half Dirt 4
Half Water/Half Empty 4
Command Chairs 4
SCENARIO BUILDER
Breach includes a scenario builder that allows you to create your own
scenarios or modify existing ones. To start the scenario builder, double
click the "SCENARIO" icon.
FILE MENU
New - opens the mapping window and creates a new Breach scenario file.
Open - opens an existing scenario file and displays it in the mapping
window. The Open function will automatically display all available Breach
scenario files.
Close - closes the current mapping window and disposes of the scenario
file. If the scenario file has been modified, the computer will ask you if
you wish to save the scenario file before closing it. clicking the "go-
away" box on the upper left corner of the mapping window does the same
thing as selecting Close.
Save - saves the scenario file currently in progress. If the current file
is untitled, it acts in the same fashion as Save As.
Save As - saves the current scenario file.
Quit - exits Scenario Builder.
EDIT MENU
Whole View - generates a compressed view of the entire current map level.
Click the mouse to return to the normal mapping mode. If the click occurs
on the whole view map, the window will jump to the equivalent position in
the normal mapping mode. This serves as a shortcut for moving about the
map.
Thread Object - jumps sequentially through the list of objects which have
been placed on the map. When it jumps to the next object on the list, it
moves the map so that the object is in the center of the screen.
Thread Opponent - jumps sequentially through the list of opponents which
have been placed on the map. When it jumps to the next opponent on the
list, it moves the map so that the opponent is in the center of the screen.
Fill Level - fills the current level with the currently selected terrain
type. Fill Level will not overwrite objects or opponents.
Copy Level - copies the contents of the current level to another level,
excluding objects and opponents.
Briefing - is the area where you enter information for the player about the
scenario you have created. This might be part of a story, or just some
technical information.
On the Atari ST version, use the Arrow keys, Return, and the Backspace key
to edit your entry (the Delete key is not supported).
Set Victory - sets the victory conditions for the scenario. Rescue
Prisoners means the player must take all of the prisoners in the scenario
to win. Capture Data Packs works the same way. Exit Combat Zone means all
of the marines who are still living must go through the exit square. Kill
% Opponents requires the player to kill at least the percentage of
opponents entered in the box to win.
The scenario time limit must be set for every scenario. The other victory
conditions must be met before the amount of time entered in the box
expires. Time is in an hours/minutes/seconds format.
The victory conditions can be used in combination. This means that if you
select kill 20% and rescue prisoners, you must kill at least 20% of the
opponents and rescue all of the prisoners to win.
New Marine - generates a marine for the player's squad. Name the character
and select the character's specialty using the radio-type buttons. The
different specialties generate different basic characteristics. A squad
can have up to 19 marines.
Modify Marine - is used to change the basic characteristics of the scenario
marines. A list box will appear with the names of all the marines
currently in the squad. Select a marine by clicking on his name. Delete
will remove a marine from the squad. The Change button jumps to another
screen, where a marine's attributes can be modified.
New Leader - is used to generate a Squad Leader. This character is
independent of any scenario. (You can generate a Squad Leader without
opening the map window.) After you have named the Squad Leader, Create
Leader saves the Squad Leader file, after asking for a file name. The
attributes of the Squad Leader may not be modified directly: they only
increase through actual combat experience.
Examine Leader - shows a Squad Leader's current statistics. After you
select a Squad Leader file name, his statistics are displayed.
LEVEL MENU
Use the Level menu to select the level of the scenario map being shown in
the mapping window. There are 5 levels in all.
PALETTE MENU
The Palette menu controls the parts & terrain palette.
The blank squares found on the objects and opponents palettes will only
erase objects and opponents, not the underlying terrain. If a part will
not appear where you have clicked, then it cannot be placed on that type of
terrain. A scenario can have up to 30 objects and 40 opponents.
OTHER FUNCTIONS
click any terrain square on the palette to select it. Clicking on the map
window will place that square on the map.
Holding a Shift key and clicking on an enemy character will display the
Modify Opponent dialog window. Use this to change opponent attributes.
Holding the Shift key and clicking on an object allows you to write a short
message which will appear whenever the player picks up that particular
object. This can be used to hide clues within the game.
SCENARIO DESIGN NOTES
Avoid Featurism
A scenario could have 5 levels, 20 marines in the squad, 40 opponents, and
30 objects. Resist the temptation! Scenarios are generally more
successful if they are quick to start and play. Having to move 20 marines
through a maze for 40 Player phases is NOT fun.
Supermen Not Wanted Here
Imagine a squad of 20 marines, each with the maximum of everything against
a band of normal enemies. Boring! Winning all the time is not the point
of the game. Try and create scenarios in which the player must logically
deploy his forces. Good scenarios should be a test of the player's
decision-making ability, not the random number generator.
Liftshafts, dropshafts, and Levels
The map in Breach uses up to 5 levels. These levels are organized like the
floors of a building, with Level 1 being the bottom level and Level 5 being
the top level.
A liftshaft always moves a marine from a lower level to the next higher
one. Thus, using a liftshaft on Level 3 would move the marine to the
corresponding square on Level 4. A liftshaft on Level 5 will not work.
A dropshaft always moves a marine from a higher level down to the next
lower one. Thus, using a dropshaft on Level 3 would move the marine to the
corresponding square on Level 2. A dropshaft on Level 1 will not work.
The corresponding square above a liftshaft must be clear in order for it to
work.
The corresponding square below a dropshaft must be clear in order for it to
work.
THE SCENARIOS
Included with your game are many scenarios that you can play and modify. 5
of these scenarios are outlined and rated below.
BREEDER by Haywood Nichols & Bill Leslie
Difficulty Rating: Easy
Synopsis: Wipe out an alien installation where man-eating beasts are being
developed and rescue the Federated World citizens who are bing used as test
subjects.
Strategy: Keep an eye on the mission status. Avoid spreading your forces
to areas where they are not needed.
TOWERS by Bill Leslie
Difficulty Rating: Medium
Synopsis: Recover an important datapack from the top of a heavily-defended
building.
Strategy: since you are not provided with very many troops, you must
discover an alternate route to the top of the UDP building.
ODYSSEUS by Haywood Nichols
Difficulty Rating: Hard
Synopsis: Capture a United Democratic Planets warship by eliminating 90%
of its crew and recovering any datapacks or prisoners that might be on
board.
Strategy: Conserve your supplies for later in the scenario and distribute
them evenly among your squad.
DEPOT by Haywood Nichols
Difficulty Rating: Very Hard
Synopsis: Destroy a well-established UDP supply depot.
Strategy: Depot takes place on a very large map. remember to use the
crack unit as soon as possible. Dividing your forces into 2 squads is a
good idea.
ISLAND by Bill Leslie
Difficulty Rating: STAR Level
Synopsis: A single man mission to rescue Admiral Bresheliah from the
depths of a UDP installation.
Strategy: Speed is of the essence - try not to over-burden yourself. The
recovery ship is due east of the emergency exit grid square. Don't even
bother if your squad leader isn't a STAR team member.