Wh40k Chaos Gate Manual PDF English
Wh40k Chaos Gate Manual PDF English
Wh40k Chaos Gate Manual PDF English
WARHAMMER 40,000: CHAOS GATE also features online game play access via the
mplayer network. For installation instructions and system requirements, see
the README.TXT file.
1
the CD in place. WARHAMMER 40,000: CHAOS GATE can also be started by opening Electronic Documentation
the Start menu, selecting Programs and choosing the folder where WARHAMMER
40,000: CHAOS GATE was installed and double-clicking on the WARHAMMER 40,000: If you do not already have the Adobe Acrobat Reader, you can install the software
CHAOS GATE program item. The other item in that folder is the Scenario Builder using these instructions. Insert the game CD in your CD-ROM drive. Explore the CD,
program which can be used to create or edit scenarios on your own. and double-click on the ACROWIN folder, located in the root directory. Double-click
on the file entitled ACROREAD.EXE and follow the on-screen prompts.
For complete and specific “how to play” information, please refer to the rest of
the manual. Some changes were made too late to include in this manual. Please Once Acrobat Reader is installed on your system, you can read README.PDF by
read the README.TXT file in your game directory for more information. opening the folder on your hard drive in which you installed the Adobe Acrobat
reader, and double-clicking on the file ACROREAD.EXE. From the File menu of
Note: WARHAMMER 40,000: CHAOS GATE requires the computer be set to 256 color Adobe Acrobat, you may open the README.PDF located in the root directory of
mode in the Windows 95 Settings window. Screen saver utilities should be turned your game CD.
off before starting to play WARHAMMER 40,000: CHAOS GATE.
2 3
DirectX Disclaimer and License Contacting Technical Support
WARHAMMER 40,000: CHAOS GATE utilizes Microsoft’s DirectX sound and video drivers.
If you are having problems, please consult the Troubleshooting section of this
DirectX is a programming tool created by Microsoft, and the installation of DirectX
manual before contacting SSI Technical Support. We’ve put many of the solutions
may cause video problems and system anomalies with computers using video dri-
to the most common problems in this area. If you are sure that you meet the
vers that aren’t DirectX compliant. DirectX is a Microsoft product, and as such, SSI
WARHAMMER 40,000: CHAOS GATE system requirements and the game still does not
cannot be responsible for changes that might occur to your computer system due
run, please make certain that you are using the latest drivers for your system.
to its installation. For DirectX related problems that cannot be fixed by updating to
your video card’s latest Windows 95 driver set, you must contact either Microsoft or We have a staff of Technical Support Specialists ready to help you with any tech-
the manufacturer of your video card for further technical support or service. nical problems you may have with any of our games. If your problem is due to
your system configuration they can suggest some possible solutions.
Microsoft retains all intellectual property rights to DirectX. The user has been
granted a limited license to use DirectX with Microsoft operating system products. Because of the millions of different hardware and software configurations possi-
ble with today’s PCs, you may still have to consult with your computer dealer,
hardware manufacturer, or software publisher to properly configure your system
Verifying DirectX Video/Sound Card Drivers before our game can work. You may also need to get the latest version of your
To verify that your sound and video drivers are DirectX 5 certified, follow the sound, video, mouse, or CD-ROM drivers before the game runs properly.
steps below.
We suggest contacting SSI Technical Support via fax or e-mail if possible. Please
1. Click on the Windows Start button send a printout of your c:\autoexec.bat file, a printout of your c:\config.sys file,
(usually found in the lower-left corner of your screen). and a complete description of the problem. Please include the operating system
you are using, and any error messages you have seen which indicate that there
2. Click on Run.
is a problem.
3. In the open field type the command:
C:\progra~1\directx\setup\dxinfo.exe Please send this information to our fax number, or the e-mail address found below.
then click on OK.
Fax: (319) 395-9600 Attn: Technical Support
4. Make sure all drivers say Certified next to them. E-mail: support@learningco.com (please use the game name as the subject)
If any of your drivers are not DirectX certified you should contact the hardware If you cannot fax or e-mail us, we can also be reached by phone. Our Technical
manufacturer and see if they have certified DirectX 5 drivers. Support number is (319) 247-3333 between 9:00 A.M. and 9:00 P.M., Central
Standard Time, Monday through Friday, holidays excluded.
Absolutely no game playing hints will be given through this number.
Reinstating Windows 95 Video Drivers
If you find that there is a problem with your display after you have installed DirectX 6
you can reinstate your old video drivers by following the instructions below.
SSI Online
If the game about which you are inquiring has been out for more than 90 days,
1. Click on the Windows Start button
you’ll also want to visit our website to be sure you are running the latest version
(usually found in the lower-left corner of your screen).
of the game before contacting SSI Technical Support. The SSI website is located at
2. Click on Run.
www.ssionline.com. From time to time, additional scenarios and maps may also
3. In the open field type the command: be posted to this website.
C:\progra~1\directx\setup\dxsetup.exe
then click on OK.
4. Click on the Restore Display Drivers button.
Copy Protection
In order to play WARHAMMER 40,000: CHAOS GATE, the game CD must be in the
This may require that you have the disk containing your original drivers.
CD-ROM drive.
4 5
GAME SCREENS AND MENUS Load Game
Brings up the Load Game screen with all previous saved games available. Select
Mouse and Other Controls a saved game by left clicking on its name. To load the selection click on the
check mark, or double-click on the entry. The game automatically saves at the
The mouse is used to move characters, to activate the menus and screens, and to beginning of the player’s turn.
display information about the game features.
Characters can be selected in the following ways; Left-click on a character to Multiplayer Game
select a single character. Hold down the Ctrl key and left click on different char-
acters to select multiple characters, or hold down left mouse button and draw a Displays the Setup screen that allows a player to host or join a head-to-head
box around multiple characters. game over TCP/IP Internet or LAN. For more information, see the “Multiplayer
Games” section beginning on page 35.
Left-click the mouse to move or fire with selected characters. Left-click with the
mouse to select menu and screen options. Right-click with the mouse to turn
selected characters. Right-click anywhere on the map and the selected characters Options
turn to face where the mouse clicked. Holding the mouse over buttons and infor- Brings up the Options screen with choices for Audio Options, Video Options,
mation boxes brings up “hot text” that shows the function of the button and Game Settings and Keyboard Hot Key Settings. For more information, see the
displays what hot key is assigned to the button. “Options” section beginning on this page.
New Game
Keyboard Settings Auto Cut to
Load Game Character Level
Multiplayer
Play Movies Combat Voices
Options
Resolution
New Game These “look and feel” options can be set here, or during game play through the
Bridge Options menu and the More Options button. Please see the following page for
Brings up the New Game Screen with choices for playing a New Campaign, Single Scenario, descriptions of these options.
or a Random Scenario. See the “Starting a Game” section, starting on page 9.
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Keyboard Settings: Opens a screen that is used to define combat hot keys. Click on
the name of the action to change its hot key setting. A dialogue box appears asking
STARTING A GAME
the user to press the desired key. The Done button saves the changes and returns to
the options menu. Cancel does not save the changes and returns to the Options menu.
Show Paths: This options displays the path a character must follow from one
space to the next. When On, clicking in a cell displays the path, clicking a second
time causes the character to move there.
New Campaign
Point Saving: This toggles Point Saving on and off. Point Saving causes moving charac-
Single Scenario
ters to stop at the point where they have used all their action points except what
is required for one shot. This allows them to adjust the angle of attack, close the Random Scenario
Auto Cut to Character Level: Automaticially removes terrain layers down to the
Campaign games begin with the player selecting a difficulty level from the Level of
level of the active character. Terrain layers can be restored with the number keys
Difficulty screen. The player then follows the Ultramarines through an epic crusade
(1-7) or by using the Cut to Level 1-7 buttons on the lower-left control panel.
against the traitorous forces of Chaos Lord Zymran. Single Scenario mode allows the
Play Movies: Toggles animated cut scenes between campaign missions on and off. player to choose a completed campaign mission, a custom mission that has been built
Animations: Toggles on and off character’s movement animations during combat. with the scenario editor or a mission created with the random scenario generator
and saved. After choosing a difficulty level, the Single Scenario screen is displayed.
Character Animation Speed: This slider controls the speed at which the figures move.
Effects Animation Speed: This slider controls the speed at which the effects move. Single Scenario Screen
Music: Toggles on and off the game music. Number of Squads
Combat Voices: Toggle on and off the combat voices. Number of Special Characters
Music Volume: This controller adjusts the volume of the in game music.
Map Size
Sound FX Volume: This controller adjusts the volume of the in game sound effects.
Resolution: This controller adjusts combat screen resolution to one of three settings. Number of Vehicles
ENCYCLOPEDIA Campaign missions played individually and missions that have been created with the
The Encyclopedia can also be viewed from various places throughout the game Scenario Editor are loaded from this screen. Select the mission to be played by left
and contains information about the game elements. These include the characters, clicking on its name. Banner icons to the left of the mission names indicate campaign
vehicles, weapons, equipment, and Psyker powers. Pressing one of the four cate- missions. Information about the mission is on the right side of the screen, including
gory buttons selects characters, weapons, vehicles, or Psyker powers. The Previous the number of squads, any special characters or vehicles, and the size of the mission
Item and Next Item buttons are used to page through the items. The Exit button map. The mission’s objectives and victory conditions are in a lower-right corner win-
closes the encyclopedia. dow. Single scenario play can only be played on the Ultramarine side.
8 9
Level of Difficulty Mission Briefing
During campaign missions Captain Kruger, leader of the Ultramarines second
company, transmits his orders to the Space Marines. The orders and mission
Space Marine objectives are also displayed on the view screen.
During single scenario and random scenarios the mission objectives are displayed
Veteran
on the view screen.
Hero
Campaign Random Scenarios
Mighty Hero At times during a campaign targets of opportunity occur. These missions are
always optional and are not required to finish the campaign. However these
missions are good opportunities to gain combat experience for the Space Marines
and to bolster the Ultramarine army’s inventory of weapons.
Choosing the level of difficulty for games is done on this screen. There are four Campaign Random Scenario Screen
choices: Space Marine (Easy), Veteran (Normal), Hero (Hard), and Mighty Hero (Very Hard).
WARHAMMER 40,000: CHAOS GATE and all of its missions were constructed with the
Veteran difficulty setting in mind. Increasing or decreasing the difficulty level
changes the following: chances of reinforcements arriving, the skill level of enemy
troops and how intelligently the enemy behaves. The Mighty Hero difficulty setting is
Target of Opportunity
the same as Hero with the following differences: in Mighty Hero mode you can only
have one saved game file for the campaign or mission. This file is automatically
Briefing Text
updated whenever a character is killed, the turn ends, or the player exits the game.
Click on the planets in the view screen to select a mission. Completed or failed
missions are bracketed in red. Missions that can be selected are bracketed in
Vehicle Selection green. The primary mission is always on the far right. Selecting the primary mis-
Enter Combat
sion bypasses any remaining missions of opportunity.
Information about each mission is displayed in the text region below the view
Animations
Options Choose and Configure Squads screen. Click the button with the Check Mark to select the mission.
Active Doorwarys
The campaign, single scenario and random scenarios start at the cathedral bridge.
There are five hot spots here. The view screen in the center of the cathedral bridge
screen is the mission briefing hot spot. The other four hot spots are the doors leading
out of the bridge. These can only be entered when they have lights shining on them.
10 11
Configure and Choose Squads Screen Armor
Displays the number of armor points the selected character has at the beginning
Selected Character of combat. The Space Marines Power Armor protects against the devastating
Statistics
Psyker Powers effects of powerful weapons, but has a chance of being damaged in the process.
Character Portrait
Space Marine armor starts at 40 points, Terminator armor starts at 110 points.
Awards
Ballistic Skill
Displays a number that represents the characters percent chance to hit a target
Terminator Squad
Tactical Squads
with a ballistic weapon. When the character takes a shot this number can be
modified by several influences such as: range, type of weapon, cover, and smoke.
Tactical Squads Assault Squad
The front door on the right hand side of the screen leads to the Configure and Choose Strength
Squads screen and the Configure Selected Squads screen. The Choose Squad screen is used Displays a number that is used to determine how far a character can throw
for selecting characters to be sent on a mission. The top half of the screen shows the objects. If the character strength is greater than his weapons strength, this num-
statistics for selected characters, including the following information about each char- ber is used in calculating melee damage.
acter. As the cursor is passed over each statistic, hot text appears, describing its role.
Toughness
Squad Selection Buttons Displays a number that is used to determine a character’s ability to resist damage.
All selected squads go on the mission. There are eight squads in the Ultramarine Characters with higher toughness are more likely to resist damage, becuase a
company. There are five Space Marines in each squad. There are four types of high toughness is harder to penetrate.
squads, one Terminator squad, five Tactical squads, one Assault squad, and one
Devastator. Up to three squads can be taken into combat in any combination.
Initiative
Displays a number that is used to determine the order in which characters make
Note: Some squads are not available until Captain Kruger authorizes their use.
their attacks in melee combat. The character with the highest initiative goes first.
Character Portrait
A picture of the selected character.
Attacks
Displays the number of attacks or swings that a character makes during a round.
Character Name
By clicking on his name, the name of the selected character can be changed. A
Leadership
Displays a number that is used to determine if a character passes a break test.
cursor appears, the name can then be edited or replaced.
Characters with high leadership are less likely to fail a break test. Squad mates
Action Points within five cells of one another use the highest leadership value for this test.
Displays the number of action points that the selected character has for each turn.
Number of Missions
Health Display the number of missions the selected character has been on.
Displays the number of health points that the selected character has at the begin-
ning of combat. When health reaches zero during combat, the character dies.
Number of Enemies Killed
Displays the number of enemy characters the selected character has killed.
Heath is refreshed before each mission.
Experience Points
Displays the number of experience points the selected character has earned.
12 13
Psyker Powers and medical supplies. Special and Heavy weapons, and special grenades can be
The top four monitors on the right side of the screen are used to display the substituted onto the characters in accordance with the squad configuration rules.
Psyker powers of a selected Librarian. The weapons used by the special characters can not be changed, but their equip-
ment can be.
Honor Badges
The bottom four monitors on the right side of the screen are used to display any Squad Configuration Rules
honor badges awarded to the selected character. Tactical Squad: The basic configuration for a tactical squad is five Space Marines,
one of which is a Sergeant. Each Space Marine is configured with a standard
Special Character Selection Bolter. One Tactical Squad member can be configured with one Special Weapon
There are ten Special Characters, one Captain, one Chaplain, two Apothecaries, two or one Heavy Weapon. The Special Weapons include the Flamer, Plasma Gun, and
Techmarines, and Four Librarians. Each of the ten special characters in the Melta. The Heavy Weapons include the Missile Launcher, Multi-Melta, Heavy
Ultramarine army is depicted with an icon at the bottom of the screen. Left clicking Plasma Gun, Heavy Bolter, and Lascannon. Each member of the Tactical Squad
highlights and selects the special character and displays his statistics on the view also carries a combat knife. Tactical squad members can carry any combination of
screens. Captain Kruger authorizes the use of the special characters during cam- ammunition, grenades, equipment, or medical kits
paign missions. Characters that cannot be selected are not available on the mission.
Assault Squad: The basic configuration for an Assault Squad is five Space Marines,
Arranging the Company one of which is a Sergeant. Each Space Marine is armed with a Bolt Pistol and a
Chainsword. All members of the Assault Squad are allowed to change the type of
The members of the squads are represented with squad member icons. The squad
pistol and close combat weapon they are carrying. Assault Squad members can carry
member icons can be dragged and dropped to other squad member locations,
any combination of ammunition, grenades, equipment or medical kits.
allowing the player to arrange his army any way he wishes. Dragging an icon to a
location that is filled causes the squad members to switch positions. Special char- All members of an Assault squad are outfitted with a jump pack.
acter icons can not be moved. The door on the left returns to Cathedral Bridge.
Devastator Squad: The basic configuration for a Devastator squad is five Space
The door on the right moves onward to the Configure Selected Squads screen.
Marines, one of which is a Sergeant. Four of the Space Marines are armed with
Bolters and one carries a Heavy Bolter. Any two Devastator Squad members may
Configure Selected Squads Screen be configured with Heavy weapons. These include the Missile Launcher, Multi-
Melta, Heavy Plasma Gun, Heavy Bolter, and Lascannon. Each member of the
Devastator Squad also carries a combat knife. Devastator Squad members can
Active Character Active Character Statistics carry any combination of ammunition, grenades, equipment or medical kits
Equipment Weapons
Terminator Squad: The Terminator Squad consists of five Veteran Space Marines,
Grenades
one of which is a Sergeant, each armed with a Storm Bolter and Power Fist. One
Available Weapons
Terminator may substitute his Storm Bolter with a Terminator heavy weapon.
These include the Assault Cannon and Heavy Flamer. Any Terminator may substi-
tute with any of the Terminator assault weapons. These include the Power
Inventory
Unavailable Weapons Sword, Chain Fist, Power Fist, Lightning Claws, and the Thunder Hammer and
(shaded)
Storm Shield. Terminators can not carry extra ammunition, grenades, equipment,
or medical kits.
Encyclopedia
Squad Icons
This screen is used to outfit the selected squads and characters for combat. All of
Click these icons to choose the squad to configure. When exhanging squad mem-
the squads are displayed loaded up with a default configuration. This default
bers by dragging icons, only characters with the Crux Terminatus honor can wear
configuration gives all of the characters basic weapons, ammunition, grenades,
Terminator armor.
14 15
Squad Member Icons examine and pickup equipment. Any equipment that is located and not used is
Click on the Squad member Icon to select a character to configure. added to the equipment inventory at the end of the mission. See the “Retrieve
Screen” section, starting on page 25 for more information.
Characters Name
Selecting Equipment
Displays name of the selected squad member. By clicking on his name, the name
of the selected character can be changed. A cursor appears; the name can then Clicking on the picture of the item in the equipment inventory adds that item
be edited or replaced. to the selected character. Remove equipment by clicking on an item in the
character’s inventory
Previous Character and Next Character
Weapons Button
The arrow buttons at the bottom of the screen selects the previous or next char-
Brings up the weapons section of the inventory.
acter to configure, or use the left- and right-arrow keys.
Equipment Button
Statistics Monitors Brings up the equipment section of the inventory.
The monitors show selected characters statistics. These include the characters,
Action Points, Health, Armor, Ballistic Skill, Weapons Skill, Strength, Toughness, Grenade Button
Initiative, Attacks, and Leadership. Brings up the grenade section of the inventory.
16 17
Psyker Powers Screen Vehicle Configuration Screen
Selected Powers
Available Powers
Exit
Done
Next Page
This screen is used to select Psyker Powers for the Librarians. This screen opens The rear door on the right hand side of the Cathedral Bridge screen leads to the
after exiting the Configuration Screen if it is the first time that the selected Vehicle Configuration screen. This door is highlighted and opens, only if vehicles
Psyker is being configured. This same screen opens after the Mission Debriefing are being taken on the current mission. During the campaign only Captain
if the Librarian has moved up a level and is eligible for a new power. Kruger can authorize vehicles for use on missions. The player decides which vehi-
cles to take during random scenarios, and custom created missions.
Available Psyker Powers
The left side of this screen is used for selecting vehicles. This can only be done
The empty boxes at the top of the screen indicate the number of powers that can
during random scenarios, and custom created missions. The right side of the
be selected. Normally only one power at a time is selected. The Psykers get one
screen is used for configuring vehicles that have been selected which is done any
new power for each level. Four powers can be selected for a multiplayer game.
time a vehicle is used, either during campaign or scenario play.
Selecting a power fills one box. To change powers, click on a filled box, emptying
it, and select another power. Vehicle Picture
Psyker Power Icons Depicts current vehicle in an action scene. The left- and right-arrows at the bot-
tom of the screen change the pages of vehicles to choose from.
An icon represents each of the Psyker Powers. Click on the icon to select the
power. Selecting an icon highlights the icon in red, changes the power name
Select Vehicle Button
to red, and displays the icon in the available Psyker Powers box.
Used to select vehicles for a mission. This button becomes available during ran-
Psyker Power Name dom scenarios, and custom created missions. This button is inactive during
campaign play. Captain Kruger authorizes vehicles for campaign missions.
Displays the name of the Psyker Powers. Clicking the power name causes the text
information on the left to change to reflect the power. The text box displays a brief text description of the currently selected vehicle.
The left and right arrows at the bottom of the screen change the pages of
Vehicle Number Icons
powers to choose from.
Up to three vehicles can be assigned to a mission. The design of the mission, the
Done Button settings in the Random scenario Generator or the number of players in a multi-
player game determines the number of assigned vehicles to a mission.
The eyes of the Skull Face button glow after the correct number of powers have
been selected. Pressing this button brings up a confirmation dialogue box. Up to three Vehicle Number Icons are displayed. However, two are displayed for
Clicking on the Checkmark exits the screen and proceeds to the game. Clicking on missions with two vehicles and one is displayed for missions with one vehicle.
X restores the Psyker Powers screen where different powers can be selected.
18 19
Clicking on the icon shows the selected vehicle in the window below. If no vehi- Cathedral Bridge Options Screen
cle has been selected, use the select vehicle button on the left side of the screen
to select one. Selecting another vehicle replaces one that has been selected.
Note: Captain Kruger’s Ultramarine Company has limited resources. Should you Load Game
be assigned a vehicle and lose it, there may not be a replacement available. Save Game
Credits
Quit
Squad Positions
The front door on the left side of the Cathedral Bridge leads to the Cathedral
Bridge Options screen. The following options are available.
Special Character Positions Load Another Game: Brings up the load game screen.
The only vehicle that actually can actually be configured is the rhino. The Predator, More Options: Brings up the main options screen.
Dreadnought, and Land Speeder only need to be selected for use in combat. Start New Game: This ends the current mission and brings up the main menu.
The Done button exits the Vehicle Configuration screen. Changes to the vehicle
configurations can be made before going into combat.
20 21
THE COMBAT SCREENS Movement
To move a selected character or characters, first move the mouse to the desired loca-
tion and left click. The selected character or characters begin to move to that
The Mission location. The selected character or characters stop moving and report if they see a
The deployment of the Space Marines, special characters, and vehicles is deter- new enemy or if the point saving option is enabled. Once committed to, however,
mined when the mission is created. Turn-based action unfolds as Space Marines movement is required. Short strings of movement work better than long ones in case
a chance to shoot at an enemy occurs, and the option to fire or use grenades is pre-
move and encounter Chaos forces. The Space Marine player always has the first
served as long as possible. There are two modes for moving, walking and running.
move. The mission ends in either success or failure, depending on the specific mis-
sion parameters and whether they are accomplished.
Walk
During the player’s turn, each Space Marine, Terminator, and Space Marine vehi- Walking is the default mode for movement
cle uses their allocation of action points to move, fire, engage in hand-to-hand There are no bonuses or penalties for walking.
combat, and interact with various features on the Combat screen using the con- The walk button on the combat screen sets the
trols below. movement mode to walking if run mode or fire
mode has been set. The Cell cursor above on the
left indicates walking is allowed, the cursor on the right indicates that the cell is
Cell Cursor impassable for either walking or running movement. In many cases, movement is
The game play view is a 3D coordinate environment: The cursor in the game hugs allowed into a cell even if there is an object there, so always check with the cursor.
to each blocked area called a cell. A cell is a block of 3D space surrounded by a hAction Points Used: 3 points for all terrain types
frame, that contains coordinates for movement, character, object, and terrain
Run
data. The combat display is seven layers high. As the cursor is moved is around
Press the run button on the combat screen to set the movement
the game map it hugs the terrain shape. To move the cursor up and down in
mode for the selected characters to running. Running lowers the
space, use the A key and Z key.
selected characters chance to hit when firing his weapon for the
remainder of the turn. Characters that are running are harder to
Selecting Characters hit by characters that are on Overwatch.
hAction Points Used: 2 points for all terrain types
Left-click on friendly characters to select. Press and hold the CTRL
key to select multiple characters. Multiple characters can also be Crouch / Stand
selected holding the left mouse button down, moving the mouse The crouch and stand button on the combat screen toggles the selected charac-
draws a box. Any friendly characters in the box are selected. The ters from standing position to a kneeling position and back again. Characters
active character, or characters, display a “chevron” which contains that are kneeling automatically stand when ordered to move somewhere.
the number action points remaining for that turn. Action points are what determine hAction Points Used: 2 points to crouch or stand
what a character can do each turn, and once spent are gone until a new turn begins.
Changing Direction
Characters can face eight directions. Select one or multiple characters and right click
Character Actions the mouse off of the characters. The selected characters turn to face the cursor.
During a turn, troops can perform a wide variety of hAction Points Used: 1 point per facing change
actions to move, fight, use powers and abilities in the bat-
Point Saving
tle against the forces of Chaos. Some of these actions are
Point saving is enabled on the Options screen, and causes a character to stop mov-
triggered by using buttons on the three panels below the
ing when all action points have been used except those needed for a normal,
Combat screen, some are triggered by moving the cursor
ranged weapon attack with the weapon the character possesses. Point saving is
over a unit or object on the screen and clicking there.
on by default.
22 23
Shooting Retrieve
To target an enemy, move the cursor to an enemy occupied cell. The retrieve button becomes active when the selected character is adjacent to and
If the enemy is an eligible target, the cursor changes to a target- facing or standing in the cell of one of the following: an item, a crate, a pile of
ing cursor displaying two numbers. The first number is the weapons, a dead body, or a friendly character. Pressing the active retrieve button
percent change to hit the target. The second number is the per- opens the retrieve screen.
cent chance to damage the target. Below that are two numbers hAction Points Used: 4 points per item
the first representing the number of action points each normal shot uses. The
number below that is the number of spaces between the active character and the Retrieve Screen
target. Left clicking on the enemy fires the selected character’s weapon. The top half of the Retrieve screen shows the item or
Characters automatically turn to face their targets. items that are contained inside the crate, pile of
weapons, dead body, or friendly character. The bot-
If the target is not eligible a cursor like the one tom half of the retrieve screen shows the items that
on the left appears when the enemy is targeted. the selected character is carrying. Clicking on an item
If the enemy is out of range, a cursor like the moves it to the other half of the screen. For example
one on the right appears. clicking on a Bolter Clip that is in a crate moves it to
hAction Points Used: Determined by weapon type the selected Space Marine’s personal inventory. Items do not move if there is no
room for it in the new location.
Hand to Hand Combat The following special cases prevent items from being exchanged or retrieved.
Characters that are adjacent to an enemy can engage in hand to Ultramarine Space Marines never pickup or use any Chaos Weapon. A Space Marine
hand combat. Characters must have their melee weapon selected never drops his weapons. Tactical Space Marines can only exchange their weapon
before engaging in hand to hand combat. Multiple characters for a weapon designed for their squad type. Devastator Space Marines can only
may attack one enemy. Select a character or characters for the exchange their weapon for a weapon designed for their squad type. Assault Space
hand to hand combat exchange. The targeting cursor changes to Marines can only exchange their weapon for a weapon designed for their squad
a “hand-to-hand” combat targeting cursor, and the selected character’s chevron type. Terminators can never exchange their weapons or retrieve items. Special char-
becomes two crossed weapons when hand-to-hand combat is set up properly. acter’s weapons cannot be dropped or exchanged, however, their equipment can.
Left-click on the enemy to initiate one round of hand-to-hand combat. Repeat
The Encyclopedia can be accessed from this screen. The exit button exits the
clicking to continue the hand-to-hand combat exchange.
retrieve screen.
hAction Points Used: 10 points per round (Only the aggressor uses action points.)
Open Door
Direct Fire
The open door button is highlighted when a character is adjacent to and facing a
Pressing the direct fire button on the screen activates direct fire mode. Any cell
closed door. Pressing the Door button opens the door. There are two types of doors.
can be targeted while in direct fire mode. Direct fire is used to for shooting at
There are normal doors and there are lockable doors. Normal doors are never
objects, such as barrels, doors, and plants.
locked. Lockable doors can be locked and unlocked. Throwing a switch or using a
hAction Points Used: Determined by weapon type
key can do this. Lockable doors have a small picture of a keyhole on their button.
Aimed Shot hAction Points Used: 2 points to open or close a door
Pressing the aimed shot button on the combat screen activates aimed shot mode. Operate Switch
Shots taken in aimed shot mode are more accurate than normal fire. Characters take
The Operate Switch button is highlighted when a character is adjacent to and facing
more time to target an enemy and fire at exposed areas of a target that is in cover.
a switch. Pressing the Operate Switch button toggles the switch. Switches are nor-
hAction Points Used: Twice the cost of a normal shot. Determined by weapon type
mally used for opening and closing, and locking and unlocking doors. Note:
switches can also be linked to traps.
hAction Points Used: 2 points to toggle a switch
24 25
Overwatch number that represents the amount of fuel in the jump packs fuel tank. The Assault
Pressing the overwatch button puts any selected characters into overwatch mode. Marine automatically turns to face the direction of the jump. An Assault Marine can
Overwatch is defined as declared opportunity fire. When a character is set to cover a tremendous distance until fuel runs out on their jetpack, so use them wisely.
overwatch mode, any action points that the character has remaining are used to hAction Points Used: 10 points per jump hFuel Used: 1 point per cell moved
shoot targets of opportunity during the enemies turn. Action points not used are
Apothecary Heal
lost. Moving a character after overwatch has been set cancels overwatch mode.
Characters set to overwatch get an eye symbol added to their chevrons. Pressing this button causes the Apothecary to heal one of his Brother Space
hAction Points Used: None Marines. The Apothecary must be adjacent to and be facing a wounded character
for the button to highlight. The button has a small window with a number that
Rally /Formation Movement represents the number of action points required to heal the wounded character.
This button determines how a group of selected characters moves. In Rally mode all hAction Points Used: As much as required to heal the wounded character
selected characters try to move to the same point on the map. This is good for
bringing several characters together. In Formation mode all selected characters try to
Techmarine Manipulate
move as an organized group. The selected characters end their movement in as Pressing this button causes the Techmarine to use his special skills. He may need
close to the same formation in that they began as terrain and action points allow. to work a complicated control panel or run a computer. The Techmarine must be
hAction Points Used: None adjacent to and be facing the equipment that needs to be worked on. The but-
ton has a small window with a number that represents the number of action
Board /Disembark Vehicle points required to successfully manipulate the equipment.
This button loads and unloads characters into and out of the Rhino armored per- hAction Points Used: As much as required to manipulate the equipment
sonnel carrier. Characters must be standing in one of three cells directly behind the
Rhino. Characters in the Rhino can shoot out of the sides and rear of the vehicle. Invoke Psyker Power
hAction Points Used: 10 points to Board or Disembark Pressing this button opens the Invoke Psyker Power
Screen. The button has a small window with a
End Turn number that represents the number of force points
This button ends the users turn. The button is highlighted during the users turn. available to the Psyker during the turn. A Psyker
draw upon the powers of the warp to invoke his
powers. The force points represent the amount of power that is available to the
Special Character and Equipment Buttons Psyker at any given moment. The number of force points change every turn.
Some buttons are only available for specific units: Assault Space Marine squads Note: Powers can only be used if there are enough force points available. In addi-
are equipped with jump packs, Apothecaries can tend wounded characters, and tion, higher level powers are more difficult to use, so a first level psyker using a
Librarians can use or nullify Psyker powers. third level power has a greater chance of failure than than a third level psyker.
The cursors above represent the psyker’s ability to target his powers, the left-and
Jump Pack cursor indicates that the target is visible and in range, the right-hand cursor indi-
When the selected character is an Assault Space cates that the target is not visible or is out of range.
Marine an extra button appears on the screen just hAction Points Used: 20 points to use a power
to the right of the retrieve button. This button is
the jump pack button. Pressing this changes the Invoke Psyker Power Screen
cell cursor to the orange colored Jump Pack cursor, This screen shows all the available powers of the selected
which is used to choose the destination of the Assault Marines jump. The cursor Psyker. Select which power to use by clicking on its icon.
above on the left indicates that the destination can be landed in and is in range, the Once a power is selected the screen closes. If the power
cursor on the left indicates that the destination is impassable or out of range. When needs to be targeted the cell cursor changes to the blue
the destination is chosen the Assault Marine’s Jump Pack activates, the Marine lifts Invoke Psyker Power cursor. If not the power is simply invoked. There are two other
off, flies over the battlefield, and then lands. The button has a small window with a buttons on this screen. One opens the encyclopedia and the other exits the screen.
26 27
The Ultramarine Librarians, Chaos Sorcerers, and Greater Demons can all use Inventory
Psyker Powers. Even though there are three levels of powers and four levels of This button opens the currently selected characters inven-
Psykers, the levels do not correlate directly. Any level Psyker can use any level tory screen. The following information is shown on this
power. A level three Psyker has a better chance of using a level three power, than screen: The number of rounds left in the clip that is cur-
a level one Psyker using a level three power. The following Chart shows how rently loaded in the selected characters ranged weapon.
effective the Psykers are at using powers. The type of ranged weapon being carried. The type of close
PERCENT CHANCE TO INVOKE POWER combat weapon being carried. The contents of the selected
LEVEL1 POWER LEVEL 2 POWER LEVEL3 POWER
Level 1 Psyker 80 60 40
characters twelve carried equipment inventory locations. The following actions
Level 2 Psyker 90 80 60 are performed using the inventory screen:
Level 3 Psyker 100 90 80
Level 4 Psyker 100 100 90
Drop Item
Select any item from the characters carried equipment. Press the drop button to
Nullify Psyker Power drop the item to the character’s feet.
This button ends the effect of any power that has been used and is still in effect. hAction Points Used: 4 points per item
Many of the Psyker powers stay in effect until they are nullified or the Psyker dies.
Throw Item
Select any item from the characters carried equipment. Press the throw button to
Map Control and Option Buttons throw the item to another cell. The throw item cursor appears, use it to select a
These buttons enable access to screens and panels that are cell for the item’s destination.
not combat or movement related. hAction Points Used: 10 points per item
28 29
Using a Melta-bomb Encyclopedia
Melta-bomb are high-explosive devices that are more powerful than
grenades, which are equipped with timers. The left button changes
to the Place Melta-bomb button.
Pressing this button brings up a timer panel. Set the timer by clicking up and
down arrow. Setting the timer to “1” causes the Melta-bomb to detonate at the
end of the current movement phase. Setting the timer to “2” detonates the
Melta-bomb at the end of the enemies’ movement phase. Each number is half a
turn, with an odd number detonating the Melta-bomb at the end of the users
turn and even numbers detonating the bomb at the end of the enemies turn. If
the timer is set to “0,” the Melta-bomb goes off as soon as it is dropped. A
Melta-bomb is not thrown, it is placed next to its target. Pressing the Place Melta-
bomb button drops the bomb at the selected character’s feet.
hAction Points Used: 20 points The Encyclopedia contains information about characters, vehicles, weapons,
equipment, and Psyker powers. Pressing one of the four category buttons selects
Using a Scanner characters, weapons, vehicles, or Psyker powers. The Previous Item and Next Item but-
Select the scanner. The left button changes to the Use Scanner button. Pressing this tons are used to page through the items. The Exit button closes the Encyclopedia.
button opens the scanner screen. The scanner has a range of 30 cells. It detects all
life forms, vehicles, blind smoke, and radiation within range, including those not Next Marine
seen by your marines. This button centers the combat map on the next character in the squad or force.
SCANNER KEY
Red Dots . . . . . . . . . Chaos Warriors Red Squares . . . . . . . . Chaos Vehicles Yellow Dots . . . . . . . . Daemons Next Enemy
Blue Dots . . . . . . . . Ultramarine Warriors Blue Squares . . . . . . . Ultramarine Vehicles Green Dots . . . . . . . . Radiation
White Dots . . . . . . . Blind Smoke This button centers the combat map on the next enemy that the selected charac-
ter can see. The button has a box with a number in it. This number represents the
hAction Points Used: 30 points to use the scanner
number of enemies that the selected character can see.
Medi-Packs
Select a Medi-pack. The left button change to the use Medi-pack button.
Ranged Weapon Icon
This icon shows which ranged weapon the selected character is carrying. Clicking on
Pressing this button uses the Medi-pack. Each Medi-pack heals between 25 and
this icon highlights and selects the weapon for use when firing at a ranged target.
45 points of damage. Medi-packs can only be used on the character possessing
them, and not on other characters. Ammunition Clip Icon
hAction Points Used: 20 points to use the Medi-pack The number on this icon represents the number of rounds left in the currently
loaded ammunition clip.
Use Key
Some locked doors can only be unlocked with a key. Select a key. The left button Hand to Hand Combat Weapon Icon
changes to the use key button. Pressing the button uses the key.
This icon shows which hand to hand combat weapon the selected character is car-
hAction Points Used: 10 points to use a key
rying. Clicking on this icon highlights and selects the weapon for use in
hand-to-hand combat.
30 31
Combat Map View Controls Health
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Shows the number of health points the character has left. This value is displayed
Center on Visible Enemy
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Zoom Levels
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Armor Points
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This button changes the Statistics area so that it displays all of the character’s sta-
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tistics. These include the characters, Action Points, Health, Armor, Ballistic Skill,
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Cut Level Up
Weapons Skill, Strength, Toughness, Initiative, Attacks, and Leadership.
Other Statistics
100% View: Sets the combat view to the closest zoom in mode. Objects at 100%.
50 % View: Sets the combat mode to the middle zoom mode. Objects at 50%.
25% View: Sets the combat view to the farthest zoom out mode. Objects at 25%.
Cut Level Up: This button raises the terrain up one level.
Cut Level Down: This button lowers the terrain down one level.
Cut to Level 1-7: These buttons sets the terrain to levels one through seven, strip-
ping away levels above the one selected. This is useful for looking at
subterranean levels, or finding enemy characters hidden in cover.
Action Points
Shows the number of Action Points available to the character. This value is dis- Mission Debriefing Screen
played both numerically and graphically.
The Mission Debriefing screen displays statistical feedback about the performance
of each Space Marine that participated in the mission. The arrow keys at the bot-
Armor
tom of the screen are used to change the selected character. Leave the mission
Shows how many armor points the character has left. This value is displayed both
debriefing by clicking the skull button at the bottom of the screen.
numerically and graphically. Armor cannot be replenished during combat.
32 33
Character Picture Experience Points
Show a picture of the selected character. Characters with a skull icon for a picture Mission Experience: Awarded for going on missions and surviving.
have been killed during the mission.
Combat Experience: Awarded for going on a mission, and engaging the enemy
Experience Points in combat.
The top box displays the total number of experience points earned by the Mission Objective Experience: Awarded for completing a mission objective.
selected character throughout the campaign. The bottom box displays the total
Ranged Weapons Experience: Awarded for hitting a target with a ranged weapon.
number of experience points earned by the selected character during the mission.
Close Combat Weapons Experience: Awarded for hitting a target with a close
Honor Badges combat weapon.
Honor Badges are awarded to characters that accomplish heroic deeds and wor- Psyker Power Experience: Awarded to a Librarian for successfully casting a
thy actions. The following Honor Badges are awarded. Psyker power.
Crux Terminatus: Terminator Honors are awarded to Space Marines that have Killing Chaos Characters Experience: Awarded for killing Chaos characters
reached the rank of veteran. The veteran must score five kills during a single mis- in combat.
sion to receive the Crux Terminatus. Only Space Marines that have received the
Crux Terminatus may be moved into the Terminator squad and use Terminator Accuracy of Attacks
armor during combat.
The Accuracy of Ranged Fire and Close Combat attacks is reported.
Marksman’s Honor: Awarded for hitting ten targets during one mission.
Character Statistics
Imperial Laurel: Awarded to characters that meet mission objectives.
Shows the selected characters statistics. A character’s statistics change when he is
Purity Seal: Awarded to any character that completes five missions without fail- promoted to a new rank.
ing any break tests.
Character Ranks
MULTIPLAYER GAMES
Space Marines and Librarians can be promoted in rank. These promotions are
based on experience points earned.
Librarian Ranks
OK
CHARACTER TYPE EXPERIENCE NEEDED
Lexicanium – Librarian Level 1 0 Cancel
Codicier – Librarian Level 2 1000
Epistolary – Librarian Level 3 2300
Chief Librarian – Librarian Level 4 3600
Up to four users can participate in a Multiplayer game. Each player can choose to
play the Ultramarines or Chaos. Victory is declared when only one player has
characters left on the map.
34 35
Multiplayer Setup Multiplayer Configuration Screen
Clicking on the Multiplayer button on the Main Menu displays the Multiplayer
setup screen. This menu allows the creation of a new Multiplayer game. One Active Players Chat Window
player must be the host. The others must join the game.
Chat Entry
Choose Protocol
This pull down menu lists different connections: IPX Network, and TCP/IP Network
and Internet. The game finds other users if playing on a local TCP/IP network. You Force Selection
must enter an IP address to connect to other users when playing on the Internet.
Host Game
Press this button to host a game. The host user picks the map and sets all
Multiplayer game options. The host needs to give the other users his IP address
Random Maps Scenario Maps
when playing across the Internet.
36 37
Special Characters Multiplayer Choose Unit
The host can allow or disallow any Special Character type in the Multiplayer
After the host begins the game the first thing that happens is that each player is
game. Highlighting the checkmarks enables the special character types.
taken to his own Choose Squads screen. Each player must select which units to use
during the mission. The total number of units allowed is determined by how many
Disable all Special Characters
players there are in the game. In a two-player game each player can take three
This button disables all of the special characters from the Multiplayer game.
squads, five special characters, and three vehicles. In a three-player game each player
Vehicle Types can take two squads, three special characters and two vehicles. In a four-player game
each player can take two squads, three special characters and two vehicles.
The host can allow or disallow any vehicle type in the Multiplayer game.
Highlighting the checkmarks enables the vehicle type.
Selecting Units
Disable all Vehicles Click on the checkmarks to open the list boxes that contain the units to select
This button disables all of the vehicles from the Multiplayer game. from. Click on the unit’s name to select it, The player can click the Ok button to
continue when he is satisfied with all his selections for squads, special characters,
Weapons Types and vehicles.
The host can allow or disallow any weapon type in the Multiplayer game. The following chart show how many of each type of squad, special character, or
Highlighting the checkmarks enables the weapons types. vehicles that can be take on a Multiplayer mission.
MULTIPLAYER UNITS CHART
Select Map Ultramarine Terminator 1 Ultramarine Captain 1 Ultramarine Rhino 2
Tactical 3 Ultramarine Chaplain 1 Ultramarine Predator 2
Only the host can select the map for the Multiplayer game. Pressing the button Assault 2 Apothecary 1 Ultramarine Land Speeder 2
brings up the load map screen. Clicking on the map name selects the map for use Devastator 2 Techmarine 1 Ultramarine Dreadnought 2
Word Bearers 3 Librarian 1 Chaos Rhino 2
during the Multiplayer game. Clicking the Ok button returns the host to the Khorne Berzerkers 2 Chaos Lord 1 Chaos Predator 2
Multiplayer Configuration screen. Chaos Cultist 3 Chaos Chaplain 1 Chaos Dreadnought 2
Chaos Sorcerer 1
Bloodthirster 1
Random Map Bloodletter 1
The host can elect to use a randomly generated map for the Multiplayer game. Flesh Hound 1
Lord of Change 1
Pressing this button brings up the random map generator. Only the map creation Flamer 1
variables are available; mission type, squad, character, and skill level variables are Pink Horror 1
handled using the Multiplayer Choose Unit panels. See the “Multiplayer Choose
Unit” section, starting on the next page, for more information.
The Ok button exits the Multiplayer Choose Unit screen and continues on with the
configuration process for a Multiplayer game. The Exit button returns the player
Map Name
to the main menu.
This window displays the name of the selected map. “Random Map” is displayed
if a random map is used for the Multiplayer game.
Finishing Multiplayer Configuration
Starting a Multiplayer Game After choosing their units the players are taken to the squad configuration
screen. After configuring their squads each player selects Psyker powers for any
Only the host has an active Ok button. When all of the players have checked their
Psykers selected. Then the players are taken to the vehicle configuration screen if
ready to play buttons the button highlights for the host. Pressing begins multi-
any vehicles were selected. When the players are finished configuring their units
player game launch process. The Cancel button exits the players from the
they are taken to the waiting screen. The waiting screen shows who is finished
Multiplayer game configuration screen, and brings up the Main Menu.
configuring and who is not. When all the players are finished the combat map
loads and the Multiplayer game begins.
38 39
RANDOM SCENARIO GENERATOR Small Object Density
This controller sets the density of the smaller objects that are placed by the random
Map Size Terrain Type
generator. Smaller objects include; Trees, plants, rocks, rubble, crates barrels, etc.
Hill Width
Mission Type
Large Object Density
Hill Density Level of Difficulty This controller sets the density of the large objects that are placed by the random
Small Object Density Number of Squads generator. Larger objects include; Buildings, bunkers, ruins, industrial structures, etc.
Large Object Density Number of Characters
Number of Vehicles
Randomize Terrain Values Level of Character Skill Random All
Randomly selects a value for the following settings: Hill Height, Hill Width, Hill
Density, Small Object Density and Large Object Density.
Vehicle Friendly Terrain Random Weapons
Map Size
Random Weapons
This slide controller sets the map size for the random scenario. Options are small
medium and large. When this button is active, weapons, ammunition, and crates of weapons and
ammunition are distributed on the map.
Hill Height
Terrain Type
This controller sets the maximum height of the hills on the map.
Displays the types of terrain that can be generated by the random generator:
Swamp, Arctic, Lava, Forest, Industrial, Wasteland and Jungle.
Hill Width
This controller sets the width of hills. Higher numbers allow for hills that cover Mission Type
large areas. Lower numbers allow for hills that cover small areas.
Selects the type of mission that is generated by the random generator. The mis-
sion types include the following:
Hill Density
Secure Area: Locate and eliminate all enemy forces.
This controller sets the number of hills that generator attempts to create.
Assault: Attack a defended position.
Higher numbers allow for a lot of overlapping hills. Lower numbers allow for
fewer hills that are spread out. Search and Destroy: Locate and destroy an object on the map.
40 41
Level of Difficulty THE GAME ELEMENTS
This controller sets the level of difficulty. Lower level missions have less enemy
squads and less threatening enemies. Higher level missions have more enemy Ultramarine Characters
squads and tougher enemy types. The following chart shows how many enemy
squads and what types of enemies appear for each level of difficulty. Tactical Space Marine Squad
DIFFICULTY LEVEL 1 2 3 4 5 6 7 8 9 10 A Tactical Combat Squad consists of five Space Marines. Each Space
MAX NUMBER OF SQUADS 4 4 4 4 5 5 5 6 6 6
Marine is configured to carry a Bolter. One member of the squad may
Chaos Cultist X X X
Word Bearers X X X X X X X X X X substitute his Bolter with a Flamer, Meltagun, Plasma Gun, or Heavy
Khorne Berzerkers X X X X X X X X Weapon. Tactical Space Marines wear Power Armor into Combat.
Chaos Terminators X X X X X X
Chaos Chaplain X X X X X X X X
Chaos Sorcerer X X X X X X X
Chaos Lord X X X X X X Assault Space Marine Squad
Blood Thirstier X X X
Bloodletter X X X X X X X An Assault Combat Squad consists of five Space Marines. Each Space
Flesh Hound X X X X X X Marine is configured with a Bolt Pistol and Chain Sword. Any member
Lord of Change X X X
Flamer X X X X X X
of an Assault Squad may substitute his Bolt Pistol with a Hand Flamer
Pink Horror X X X X X X X or Plasma Pistol. Any member of an Assault Squad may substitute his
Chain Sword with a Power Sword, Power Axe, or Power Fist. Each
Space Marine wears Power Armor and a Jump Pack that allows him to make
Number of Squads powered leaps across the battlefield. A jump pack has a range of 24 units per
This sets the number of Ultramarine Space Marine squads that are on the map. jump. The Jump Pack holds enough fuel to jump a total of 120 units.
42 43
Techmarine Khorne Berzerkers
The Techmarine is a priest of the Machine God skilled in the arcane sci- Khorne Berzerkers are Chaos Space Marines that have dedicated them-
ences, and pertinent to the dark secrets of technology. The Techmarine selves to the Chaos Blood God Khorne. They live only for battle and
is armed with a Bolt Pistol and Power Axe. charge in to combat chanting their famous war cry, “Blood for the
Blood God”. Khorne Berzerkers are equipped with a Bolt Pistol and a
Chain Sword. They may exchange their Bolt Pistol for a Hand Flamer or
Plasma Pistol. Likewise, they may exchange their Chain Sword for a Chain Axe,
Power Axe, or Power Fist. Khorne Berzerkers wear Power Armor.
Librarian
The Librarians are powerful Psykers that use their mighty psychic pow-
ers in battle. With all of their powers the Librarians are the ultimate Chaos Terminator Squad
warrior mystics, endowed with abilities, which set them aside from
A Chaos Terminator Squad consists of five Chaos Space Marines, each
their Brother Space Marines. The Librarians wear Power Armor and are
wearing special Terminator Armor. Each Chaos Terminator is equipped
armed with a Bolt Pistol and Force Axe.
with a Combi-Bolter and Power Fist. Any Terminator may substitute his
Combi-Bolter with a Combi-Flamer, Combi-Melta, or an Autocannon.
Chaplain Likewise, Chaos Terminators may substitute the Power Fist with a
Chain Fist, Power Axe or Chain Axe.
The Chaplains are the spiritual leaders of their Space Marine Chapter.
They perform the ancient ceremonies of Initiation and Vindication and
lead their brethren through the prayers of faith and sacred psalms of the Chaos Sorcerer
Emperor. The Chaplains accompany their Brothers into war, leading the
A Chaos Space Marine Librarian who pledges his soul to Chaos
way into the ultimate consummation of battle and death. The Chaplain
becomes a Chaos Sorcerer and is granted new powers by his patron
wears Power Armor and is armed with a Bolt Pistol and the Crozius Arcanium.
god. The Chaos Sorcerers command the unseen energy of the universe
using it to attack and destroy their enemies. The Chaos Sorcerers wear
Captain Power Armor. They are armed with a Bolt Pistol and Chain Sword.
44 45
The Daemons of Chaos Hand Held Weapons
Bloodthirster, The Greater Daemon of Khorne Bolt Pistol
Bloodthirsters are the most powerful of all Chaos daemons and the A smaller hand held version of the Bolter. Fires a small self-
most mighty of the Blood God’s warriors. Their presence radiates sheer propelled explosive missile. This weapon is most accurate at
terror, their body exudes the stink of death, and their eyes carry the short ranges.
promise of cold execution. In its talons the Bloodthirster carries a
Max. Range: 16 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
bloodstained axe and a long lash tipped with cruel barbs.
Plasma Pistol
Bloodletter A smaller hand held version of the Plasma Gun. This weapon
The Bloodletters are Khorne’s Warriors of Death, the foot soldiers of his fires an energy shell of bright glowing plasma. It is most accu-
daemonic armies. Their truly horrific appearance is an assault upon reason. rate at short ranges. This is a weapon capable of sustained fire.
They descend upon their foe, driven crazy by the scent of blood, scream-
Max. Range: 18 Armor Penetration: 60 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 12
ing with fury as they fall upon mortal flesh. They carry a long jagged
Hellblade, with which it can drain the very soul from a man.
Hand Flamer
A smaller hand held version of the Flamer. This weapon is
Flesh Hound effective only at extreme short ranges.
The babbling tales of maniacs who have been exposed to the
unshielded horrors of the warp speak of the blood-red hounds of
Max. Range: 4 Blast Radius: 1 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
Khorne, whose howls of rage haunt their sleep, and whose memory
stalks their every waking moment.
Standard Weapons
Lord of Change, The Greater Daemon of Tzeentch
Combat Knife
The appearance of these daemons defies mortal comprehension. The
Lord of Change is the wisest and most subtle of all the Greater A trusted weapon in close quarters, the dual-sided Combat
Daemons, a monster whose gaze penetrates into the very depths of Knife is comprised of a carbon-steel blade lined by a mono-
the soul, exposing its victim’s innermost hopes and fears. molecular edge.
Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
Flamers of Tzeentch
Bolter
Flamers are possibly the most strange and disturbing of all daemons.
Their bizarre appearance belies a dangerous agility as they bound The Bolter is the standard armament of the Space Marines. It is a
across the battlefield; spitting searing flames and roaring to life like short, compact weapon that fires a small missile or bolt consider-
living blowtorches. ably larger than an ordinary bullet. Effective at medium range.
Max. Range: 24 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
46 47
Plasma Gun MISSILE LAUNCHER AMMUNITION:
The Plasma Gun fires energy shells of bright glowing plasma.
When a plasma shell hits, tremendous heat and energy are Krak Missiles
released, destroying the target. Though the plasma gun is highly
The Krak missile is designed specifically to crack open heavily
effective, it loses accuracy over long range. This is a weapon capable of sustained fire.
armored targets and is the standard anti-vehicle missile. It can
Max. Range: 24 Armor Penetration: 60 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 13 also be effective against well-armored foot troops.
Blast Radius: 1 Armor Penetration: 80 Max. Character Damage: 150 Max. Vehicle Armor Pen.: 26
Flamer
Flamers are flame-throwers that fire a highly volatile chemical Frag Missiles
which ignites on contact with the air throwing out a great belch
This missile explodes upon impact scattering shrapnel over a
of fire. The weapon has only a short range but is very effective.
wide area. Although unlikely to damage heavily armored tar-
Max. Range: 8 Blast Radius: 2 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10 gets, the fragments of spinning metal easily scythe lightly
armored troops down.
Melta-Gun Blast Radius: 2 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
The Melta-Gun is also know as the melter, cooker or vape gun.
It works by sub-molecular thermal agitation in a manner com- Melta-Missiles
parable to microwave irradiation. The weapon has only a
Upon impact, the Melta-Missile undergoes a subatomic reac-
short range, so it is used mostly for close assault and support.
tion releasing a blast of intense heat. This missile is capable of
Max. Range: 12 Armor Penetration: 80 Max. Character Damage: 110 Max. Vehicle Armor Pen.: 24 destroying vehicles and armored doors, and is especially useful
for attacking troops huddled together in defended positions.
Heavy Weapons Blast Radius: 1 Armor Penetration: 80 Max. Character Damage: 110 Max. Vehicle Armor Pen.: 26
48 49
Lascannon Heavy Flamer
The Lascannon is designed to knock out armored vehicles. It The Heavy Flamer operates along the same lines as the smaller
can also be used against heavily armored foot troopers, since Flamer and Hand Flamer, shooting an enveloping flame at the
the laser easily penetrates most armor. target and setting it alight.
Max. Range: 60 Armor Penetration: 90 Max. Character Damage: 170 Max. Vehicle Armor Pen.: 26 Max. Range: 12 Blast Radius: 2 Armor Penetration: 50 Max. Character Damage: 60
Max. Vehicle Armor Pen.: 11
Multi-Melta
The weapon is essentially a more powerful version of the stan- Terminator Assault Weapons
dard Meltagun. It works by means of subatomic agitation, rather
like a long ranged microwave cooker, and can melt its way Chainfist
through even the heaviest armor. It is, however, limited by a relatively short range.
Terminator Space Marines use the Chainfist. It is primarily used
Max. Range: 24 Armor Penetration: 80 Max. Character Damage: 190 Max. Vehicle Armor Pen.: 38 for cutting holes through heavy bulkhead doors and walls, but
it is also an awesome weapon in close combat. The Terminator
Heavy Plasma Gun Chainfist is essentially a power glove and a Chain Sword.
The Heavy Plasma gun generates and fires energy shells of Armor Penetration: 100 Max. Character Damage: 90 Max. Vehicle Armor Pen.: 40
glowing plasma. When the shells strike an object they react
with its matter to create miniature spheres of boiling nuclear Lightning Claws
energy. For this reason Heavy Plasma Guns are sometimes called “Sun Guns .” The
Lightning Claws are special weapons used by Terminator Space
heavy plasma gun can be fired on either maximum power or low energy. The
Marines. They consist of a pair of heavy armored power gloves
energy drain on the Heavy Plasma Gun in maximum power mode is so vast that
with long slashing talons sheathed in a rippling blue power field.
once it has been fired it takes one complete turn for the weapon to recharge.
Armor Penetration: 80 Max. Character Damage: 80 Max. Vehicle Armor Pen.: 34
Maximum Power Mode
Max. Range: 72 Armor Penetration: 100 Max. Character Damage: 150 Max. Vehicle Armor Pen.: 26
Low Energy Mode Thunder Hammer & Storm Shield
Max. Range: 40 Armor Penetration: 70 Max. Character Damage: 90 Max. Vehicle Armor Pen.: 17
A Thunder Hammer is a weapon used by Terminator Space
Marines and is normally used in conjunction with a Storm Shield.
Terminator Weapons The Thunder Hammer is a large hammer with a power generator,
which energizes only when the hammer strikes its target. This allows the weapon to
Storm Bolter store a tremendous amount of energy and release it only at the moment of impact,
producing a terrific blast of energy and a sound like a crack of thunder.
The Storm Bolter is a specially designed pair of Bolt Guns which
have been re-designed for use by Terminator Squads of Space Armor Penetration: 150 Max. Character Damage: 110 Max. Vehicle Armor Pen.: 100
Marines. The Storm Bolter fires two shots simultaneously.
Max. Range: 24 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10 Assault Weapons
Assault Cannon Power Fist
This weapon is a self-loading machine autocannon used by The Power Fist is a heavy armored gauntlet surrounded by
Terminator Space Marines. It has six separate barrels, which an energy field, which disrupts the surface of solid matter,
are rotated by a motor, allowing the weapon to spit out a hail allowing the fist to punch through walls and armor, or grip
of shells, which can easily tear a man-sized target apart. and tear away at solid objects.
Max. Range: 32 Armor Penetration: 80 Max. Character Damage: 150 Max. Vehicle Armor Pen.: 24 Armor Penetration: 80 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 34
50 51
Chain Sword Star Thrower Plasma Gun
A popular weapon among close assault troops, the powered The Star Thrower Plasma Gun is a more powerful weapon than
chainsaw edge is studded with sharp, monomolecular teeth the standard plasma gun.
capable of slicing through armor and steel bulkheads.
Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 16 Max. Range: 24 Armor Penetration: 80 Max. Character Damage: 80 Max. Vehicle Armor Pen.: 17
Crozius Arcanium Max. Range: 8 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
The Crozius Arcanium is a sacred rod of office carried by Space
Marine Chaplains. A crackling blue energy field surrounds it as Vindicator Chain Sword
it is swung, rending the target apart with a flare like lightning. The Vindicator Chain Sword causes greater damage than a
Armor Penetration: 50 Max. Character Damage: 80 Max. Vehicle Armor Pen.: 17 standard Chain Sword.
Force Axe Armor Penetration: 60 Max. Character Damage: 80 Max. Vehicle Armor Pen.: 22
A specialized weapon of the Ultramarine Librarians, the Force
Axe focuses energy within the blade itself to produce a con- Juggernaut Power Fist
centrated physical attack. The Juggernaut Power Fist delivers a more powerful blow than
Armor Penetration: 80 Max. Character Damage: 70 Max. Vehicle Armor Pen.: 17 a standard Power Fist.
Weapons of Special Distinction Armor Penetration: 90 Max. Character Damage: 80 Max. Vehicle Armor Pen.: 40
Max. Range: 16 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10 Armor Penetration: 50 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 17
52 53
Conciliator Power Sword Combi-Flamer
The Conciliator Power Sword increases the wielders Initiative Chaos Terminators are armed with Combi weapons that combine together a
by 30 points. Bolter with one of three other weapons: a Flamer, a Melta-gun, or a second
Bolter. A Combi-Flamer can fire in either selected mode as a Bolter or a Flamer.
Armor Penetration: 50 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 17 Bolter: Max. Range: 24 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
Flamer: Max. Range: 8 Blast Radius: 2 Armor Penetration: 40 Max. Character Damage: 60
Max. Vehicle Armor Pen.: 10
Liberator Power Axe
The Liberator Power Axe is a more powerful weapon than the
Reaper Auto-Cannon
standard Power Axe.
Chaos Terminators may be equipped with a rapid firing Auto-Cannon, an auto-
matic, self-loading cannon that fires a high-velocity hail of solid shells.
Armor Penetration: 70 Max. Character Damage: 80 Max. Vehicle Armor Pen.: 27
Max. Range: 40 Armor Penetration: 80 Max. Character Damage: 110 Max. Vehicle Armor Pen.: 20
Chaos Weapons
Grenades
No self-respecting Space Marine would deign to touch a weapon used by a minion
of Chaos, so all of the information below has been derived from post-combat, after
action reports. Krak Grenade
The Krak grenade is designed specifically to crack open heavily
armored targets and is the standard anti-vehicle grenade. It
Laspistol can also be effective against well-armored foot troops.
Small laser pistol used by Chaos Cultist. This weapon is accurate at short range. Blast Radius: 1 Armor Penetration: 60 Max. Character Damage : 110 Max. Vehicle Armor Pen.: 24
Max. Range: 16 Armor Penetration: 30 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 9
Frag Grenade
Combi-Bolter This grenade explodes upon impact, scattering shrapnel. Although
Chaos Terminators are armed with Combi weapons that combine together a unlikely to damage heavily armored targets, the fragments of
Bolter with one of three other weapons: a Flamer, a Melta-Gun, or a second spinning metal easily scythe lightly armored troops down.
Bolter. A Combi-Bolter fires two Bolter shots simultaneously. Blast Radius: 2 Armor Penetration: 30 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
Max. Range: 24 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
Blind Grenade
Combi-Melta Blind is a sophisticated form of smoke screen that produces a
Chaos Terminators are armed with Combi weapons that combine together a broad spectrum electro-magnetic distortion field as well as
Bolter with one of three other weapons: a Flamer, a Melta-gun, or a second blinding smoke.
Bolter. A Combi-Melta can fire in either selected mode as a Bolter or a Melta-Gun. Blast Radius: 2-5
Bolter: Max. Range: 24 Armor Penetration: 40 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 10
Melta-Gun: Max. Range: 12 Armor Penetration: 80 Max. Character Damage: 110 Max. Vehicle Armor Pen.: 24
54 55
Plasma grenade Melta Bomb
Plasma is an unpleasant and unstable material in a highly ener- The Melta Bomb is a subatomic thermal charge able to destroy
gized state - when a Plasma Grenade explodes it creates a ball heavily armored targets. A Melta bomb is very bulky and must
of shining plasma like a miniature sun. be placed so that its contact plate is touching the target.
Blast Radius: 2 Armor Penetration: 50 Max. Character Damage: 60 Max. Vehicle Armor Pen.: 11 Blast Radius: 1 Armor Penetration: 80 Max. Character Damage: 110 Max. Vehicle Armor Pen.: 34
Vortex Grenade
The Vortex Grenade is a rare weapon that is very difficult to
Scanner
produce. When the grenade is activated it creates a tiny rift
between the real universe and warp space, a rift which The Scanner is used to register energy emissions throughout
becomes a vortex in the fabric of space like a small black hole. Everything encom- the electro-magnetic spectrum. It can detect vehicles, living
passed by the vortex is destroyed without exception. creatures and radiation.
Blast Radius: 2 Max. Character Damage: Destroyed if hit. Max. Vehicle Armor Pen.: Destroyed if hit. Ultramarines Space Marines = Blue Dots Chaos Space Marines = Red Dots Daemons = Yellow Dots
Ultramarine Vehicles = Blue Squares Chaos Vehicles = Red Squares Radiation = Green Dots
Stasis Grenade
The Stasis Grenade is an unusual and rare weapon. At the
Psyker Powers
heart of the grenade lies a small time-warp generator that cre-
ates a self-replicating time-warp or stasis-loop centered upon Hellfire
itself. Everything close to the grenade is condemned to relive the same instant, A mighty pillar of fire bursts from the ground and engulfs everything
time and time again. in flames.
Blast Radius: 2 Range: 24 Force Points: 2 Level: 2
The Gate
Haywire Grenade The Psyker opens a portal through the warp to instantaneously transport
The Haywire or Scrambler Grenade emits an incredibly power- characters.
ful burst of electromagnetic interference, which scrambles Range: 18 Force Points: 1 Level: 1
delicate circuits and overloads instruments. It is used to disrupt
the control systems of Dreadnoughts, vehicles, and Terminators.
Assail
Blast Radius: 2 Max. Vehicle Armor Pen.: Automatic if hit
The Psyker unleashes his powers against a single enemy. The victim is
flung about by a series of blows from a giant invisible assailant.
Range: 24 Force Points: 1 Level: 1
56 57
Displacement Teleportation
This Psyker power enables the Psyker to transport a friendly squad or char- This Psyker power enables the Psyker to transport himself across the bat-
acter across the battlefield in any direction. tlefield in any direction.
Range: 18 Force Points: 2 Level: 2 Range: 24 Force Points: 1 Level: 1
Quickening Holocaust
The Librarian creates an accelerated time field around himself or another The Psyker releases his mightiest powers in a raging conflagration of blazing
character, doubling his movement and attacks. fire. Every living creature in range, friend or foe, bursts into horrific flames.
Range: 6 Force Points: 2 Level: 2 Range: 12 Force Points: 3 Level: 3
58 59
Storm of Wrath Ultramarine Land Speeder
The Psyker unleashes a mighty psychic storm of terrifying intensity, which A Land Speeder is a two man fast-attack vehicle, powered by a gravitic
affects all enemy targets within Range. reaction motor, which flies above the battlefield. The Land Speeder is
Range: 12 Force Points: 3 Level: 3 armed with a Heavy Flamer and a Multi-Melta.
The Psyker projects a powerful mental shield to protect himself and those
nearby against Psychic attack. Ultramarine Dreadnought
Range: 9 Force Points: 1 Level: 1 Dreadnoughts are huge fighting machines that stride into battle rain-
ing fiery death upon the land. A heroic Space Marine, mortally
wounded in battle long ago, whose body is interred within, operates
Chaos Sorcery Powers this towering hulk. The Ultramarine Dreadnought is armed with an
Assault Cannon and a Missile Launcher.
Pink Fire of Tzeentch Armor Rating Legs: 18 - 20 Armor Rating Body: 19 -21 Armor Rating Left Arm: 17 - 19 Armor Rating Right Arm: 17 - 19
Guttering flames of pink magic spurt from the Chaos Sorcerers outstretched hands.
Range: 6 Force Points: 1 Level: 1
Chaos Vehicles
Bolt of Change
Chaos Rhino
The Chaos Sorcerer summons a bolt of raw magical power. The magic rips through
The Chaos Rhino is an armored personnel carrier. It can carry 10 Chaos
the victim, twisting and warping his body in a blur of growth and change.
Space Marines or 5 Chaos Terminators. The Chaos Rhino is armed with
Range: 12 Force Points: 2 Level: 2
twin linked Bolters that can fire in any direction. Troops that are being
carried by the Chaos Rhino can fire their weapons out gun ports that
Tzeentch’s Fire Storm are located on the left and right sides and the rear.
The Chaos Sorcerer launches a fiery mass of flames that drain away the victims’ souls Armor Rating Weapons: 12 Armor Rating Tracks: 15 Armor Rating Hull: 18 - 20
to the capricious realm of Tzeentch. Pink Horrors are drawn back by the energy flow.
Range: 24 Force Points: 2 Level: 2
Chaos Predator
The Chaos Predator is a variation of the basic Chaos Rhino. It includes
Ultramarine Vehicles extra armor and an enclosed turret. This converts the Chaos Rhino into
a dedicated fighting vehicle. The Chaos Predator is armed with an
Ultramarine Rhino Autocannon and a turret mounted Bolter.
The Ultramarine Rhino is an armored personnel carrier. It can carry 10 Armor Rating Tracks: 15 Armor Rating Hull: 18 – 20 Armor Rating Turret: 22
Space Marines or 5 Terminators and is armed with twin linked Bolters that
can fire in any direction. Troops being carried by the Rhino can fire their Chaos Dreadnought
weapons out gun ports located on the left and right sides and the rear.
Despite its awesome weaponry, the Chaos Dreadnought is as much a
Armor Rating Weapons: 12 Armor Rating Tracks: 15 Armor Rating Hull: 18 - 20 horror to the forces of Chaos as to their enemies. No Chaos Space
Marine wishes to end his life entombed inside one, for those impris-
Ultramarine Predator oned within invariably go insane. The Chaos Dreadnought is armed
The Ultramarine Predator is a variation of the basic Rhino. It includes with twin Heavy Bolters and a Thunder Hammer.
extra armor and an enclosed turret. This converts the Rhino into a ded- Armor Rating Legs: 18 - 20 Armor Rating Body: 19 -21 Armor Rating Left Arm: 17 - 19 Armor Rating Right Arm: 17 - 19
icated fighting vehicle. The Predator is armed with an Autocannon and
a turret mounted Bolter.
Armor Rating Tracks: 15 Armor Rating Hull: 18 – 20 Armor Rating Turret: 22
60 61
SCENARIO BUILDER Drag and Right-Click
Holding down the left mouse button and dragging across the screen draws a
Building a scenario for Chaos Gate includes the following steps: 1) Design the boxed area, right-clicking while continuing to hold down on the left-mouse but-
playing area by placing terrain elements called Tiles, and Objects into some or all ton displays a pop-up menu for selecting, editing, and deleting items. You can
of the cells of the map. This can be done by hand or using the Random Map also access the Undo and Redo options from this pop-up dialog box as well. The
Generator. 2) Assign troops to both sides. 3) Establish events and victory condi- primary use for this option is to delete large groups of Tiles or Objects. Note: Tiles
tions using objects called Triggers and Reactors. placed on Level 1 cannot be deleted, they must be replaced with a “blank” tile.
Mouse Controls
Much of the process of building a WARHAMMER 40,000: CHAOS GATE scenario utilizes SCENARIO BUILDER MENU BAR
the mouse. There are several ways to apply game elements.
62 63
Save As: This option allows the player to save and name the map. Maps can be View Sub-Menu
saved in any directory. This menu consists of toggles to display or hide all of the items that can be placed
on the map. Items that are not checked are hidden from view. Checked items are
Exit (Alt+F4): Quits out of the Scenario Builder after prompting to save the sce-
shown on the map. Clicking on a checked item removes the check and hides that
nario. Left-clicking on the X in the box in the upper-right corner of the Scenario
item from the map. The list of the items that can be viewed or hidden is as follows:
Builder exits instantly without prompting for a Save Game file name.
Squads Vehicles Objects Items and Canisters Character Other Start
Multiplayer Start Mission Objectives Triggers Reactors Building Blackout
Edit Menu Options (Alt+E) View Up to Level 1 through 7: Pressing ALT plus the number keys 1– 7, shows levels
Undo (Ctrl+Z): This reverses the last action(s) taken which affected Tiles or Objects. up to the currently selected level. Any level higher than the currently selected level
are not displayed. Chaos Gate defaults to Level 7 which displays all levels from the
Redo (Ctrl+Y): This restores the last Undo action(s) taken. highest down. The currently selected level is checked in the Menu Bar.
Goto (Ctrl+J): Brings up the Goto menu. This allows the player to enter a charac-
ter’s ID number. Clicking on the Character button centers the screen on that Options (Alt+O)
character and clicking on the Other Start button centers on that character’s other
start location. The Next buttons (Next Character and Next Other Start provide the Display Cursor Items (Ctrl+C): Enables the 3D cursor to display objects, inside the
same function as the Character and Other Start buttons, but they also allow the 3D frame, - If this feature is On it is checked in the Menu Bar. The default for this
player to cycle through all of the characters or start locations on the map. option is Off.
Delete (Del): This deletes only the items that are in the currently selected mode. Terrain Hugging (Ctrl+F): Enables the cursor to hug to the landscape and fea-
Note: This command cannot clear any tiles on the bottom level. In order to tures of the terrain while scrolling around the Tactical Game map. This feature
remove tiles placed on level 1, press F5 to open the tile menu and replace tiles on condition is displayed in the Status Bar. If this feature is On it is checked in the
that level with the blank tile at the top of the Tiles menu by Left-clicking and Menu Bar. The default for this option is Off.
dragging across the tiles to be replaced with blanks. Zoom (Ctrl+F3): This menu allows a choice of four preset zoom modes, or a cus-
tom zoom mode from the Zoom Level pull down menu. The preset zoom modes
are 100% (Zoom Level 1), 50% (Zoom Level 2), 25% (Zoom Level 4), 10% (Zoom
View Menu Options (Alt+V)
Level 10). The Zoom Level choices range from 1-17 with the preset ranges falling
The following options are available on the View menu. within the first 10 choices. The Apply button enables that zoom mode. The zoom
mode is displayed on the Status bar.
Status Bar (Ctrl+Q): This displays or hides the Status Bar. When building missions,
the Status Bar displays the Cursor Position Coordinates, Zoom Level, Terrain
Video Modes Sub-Menu
Hugging, Levels Viewed, and the Current Mode.
The choices are 640x480, 800x600, and 1024x768. Only the video modes that the
If this feature is On it is checked in the Menu Bar. The default for this option is On. player’s computer can support are available. The current mode is checked in the
Menu Bar and current resolution is displayed on the Status Bar.
Mini Map (Ctrl+M): Displays or hides the Mini Map. This is a flat, miniature, over-
head view of the Game Map. The white square indicates the current location of Scrolling Speed Sub-Menu
the screen relative to the map. The mini map also reflects the size of the Game Sets the rate of scroll with the mouse when in Mouse Scrolling mode. The choices
Map. Blue dots indicate Ultramarine characters, red dots are Chaos Characters. are 1 through 5 with 5 being the fastest. The currently selected speed is checked
Clicking on the Mini Map jumps the player to that location of the map. If this in the Menu Bar.
feature is On it is checked in the Menu Bar. The default for this option is Off.
Play Animations: Toggles the playing of animations for animated objects on and
Grid (Ctrl+G): Displays or hides the green Tile Overlay Grid on the game map. off. Default is set to on.
This feature outlines all tile surfaces on the map giving it a schematic view. If this
Items (Alt+I): This menu lists all of the Items that are in WARHAMMER 40,000: CHAOS
feature is On it is checked in the Menu Bar. The default for this option is Off.
GATE. There are eleven sections, each containing a list of Items that pertain to that
64 65
section: Ammunition, Pistols, Basic Weapons, Heavy Weapons, Terminator Weapons, ID: Every Mission objective is assigned a unique ID number.
Hand to Hand Weapons, Special Weapons, Grenades, Equipment, Canisters and
Primary Objective: Selects the current mission objective as a primary objective.
Relic. The currently selected item is checked in the Menu. All of these items can be
carried or used by characters. Selecting an item and clicking on the Tactical Game Cell, Character, Object, and Item radio buttons: Selects which element in the cell
map places the item down. Note: Characters, Vehicles, Dead Bodies and Crates can has objective assigned.
be turned by using the number keys on the numeric keypad.
Cell: If selected the actual cell is assigned the objective.
Character: If selected, the character that is in the current cell is carrying the
Canisters objective with him.
Dead Bodies and Crates are canisters. If more than one item is placed in the same
Object: If selected one of the three objects that can be in the cell is assigned
cell it becomes a pile. Piles are also considered canisters. To add items to a canis-
the objective. Radio buttons are used to indicate if the left, right, or center
ter simply place the item in the cell that contains the canister. To edit the
objects is selected.
Canister, right-click on the cell that contains the Canister that is to be edited.
Choose the Edit pull down menu and select Canister. This displays the Canister Item: If selected an item that is currently in the cell carries the mission objective.
menu. Select an object and press the Delete button to delete the item. To remove A scrolling dialog box allows selection when more than one item is in a cell.
a Canister/Dead Body from the map, right-click and choose the Delete pull down
Trigger Mechanism: This is used to determine what needs to be done in order
menu and select the Canister from the list of items.
obtain the mission objective. Valid triggers are defined for each element type
Ultramarine: Lists the Ultramarine characters that can be placed on the map. Object Triggers
Chaos: Lists the Chaos characters that can be placed on the map. Get To: When one of the player’s characters stands in the same cell as an object.
Ultramarine Vehicles: Lists the Ultramarine vehicles that can be placed on the map. This can also have a radius set.
Chaos Vehicles: Lists all the Chaos vehicles that can be placed on the map.
Destroy: When one of the player’s characters destroys the object the trigger is
There is a limit of squads of characters and vehicles that can be placed on the map activated.
for both sides. A total of nine squads and twelve vehicles can be used for both sides.
Manipulate: When one of the players character uses the object.
For example, if the Chaos forces have five squads the Ultramarines can only field
four. If the Ultramarines put seven vehicles on the map, Chaos can only field five. Pick Up: When one of the player’s characters picks up the object.
66 67
Causes: This shows the result of the trigger being activated. Character: This type of trigger is attached to a character. It has several settings,
which allow it to be configured several ways. The first setting is proximity. When
Instant Victory: Causes immediate victory upon activating the trigger.
any of the player’s characters get with in the set radius the reactor activates. This
Instant Defeat: Causes immediate defeat upon activating the trigger. setting can be modified by the single use, line of sight and radius settings. The
second setting is death. The when the character is killed the reactor activates.
One Objective Met: This designates the trigger as one of many triggers that
The third setting is first hit. The first time the character is hit by any shot the trig-
need to be activated in order to win the mission.
ger activates its reactor.
Text and Sound: By selecting this option, a text dialog can be displayed and or
Minimum Enemies: This trigger keeps track of the number of Chaos characters
a .WAV file can be played.
that are in play. If the level of chaos troops falls below the assigned value the
Accomplished By: This designates if a particular character activates a trigger. trigger activates its reactor. The Min setting is used to determine the level at
which the trigger activates. The Max setting is only used when the reactor type is
Experience Points: This designates how many experience points the character
a generic reinforcement token. The trigger controls the reinforcement and only
receives for activating the trigger.
generates enough squads to match the Max level. If single use is turned on then
Alt. Destroy: This only applies for objects. This allows the trigger to be activated the trigger only works once. If single use is not turned on then the trigger fires
by any character upon destroying the object. For example if the Techmarine is again if the level of enemies matches the Min setting again.
supposed to disable a power generator and he gets killed then any character may
Key: This type of trigger unlocks door-lock reactors. When this type of trigger is
destroy the power generator and still accomplish the mission.
dropped an icon of a key is placed in the map. Chaos characters at the beginning
Experience Points: This designates how many experience points the character of the mission must carry all keys. Each key has its own unique ID number.
receives for activating the trigger by destroying the object.
Reactors
Triggers Reactors are tokens that are place on the map. All reactors perform some sort of
Triggers are tokens that are placed on the map. Their purpose is to detect many action when activated by a trigger. Reactors are linked to triggers. Multiple trig-
different types of events that happen on the map. Triggers are linked to reactors. gers can activate one reactor. One trigger can activate multiple reactors. The
One trigger can affect several reactors. Several triggers can also affect one reactor. reactor icon is a light bulb. Remember that triggers and reactors can be hidden
Every trigger has its own unique id number. The trigger icon is a large knife-switch. using the View sub-menu.
Remember that triggers and reactors can be hidden using the View sub-menu. Door Lock: This reactor is placed in a cell that also contains a door. Door locks
have an enable check box that locks the lock before the mission starts.
Trigger Types
Button: Used to create switches and buttons that the game characters can use. Generic Reinforcement: This reactor token is used to create reinforcements. This
The Button trigger has a single use setting. If single use is selected then the but- token generates one squad every time it is triggered. The squad type, level of the
ton only works one time. squad and Artificial Intelligence settings determine the type of squad that is gen-
erated. The token also has a setting that determines the total number of squads
Proximity: This type of trigger detects the presence of characters. Three setting are
the token contains. When a squad is generated this number decreases until the
used to define this trigger. The first is radius, which sets how far away a character is
token can no longer generate squads.
when the trigger is set off. The second is Line-of-Sight (LOS). If LOS is set then the
trigger must also be able to see the character that is activating the trigger. The third Information Token: This type of reactor token is used to display a dialog box,
setting is Single Use. If Single Use is selected then the trigger only activate once. play a sound effect or play a wave file of spoken text. When triggered the text
dialog box and/or a sound file plays
Turn: This type of trigger counts up to the number of turns that it is set to and then
activates its reactor. The turn trigger has a single use setting. If single use is selected, Traps: This type of reactor token acts as an emitter that is used for creating
the turn trigger increments, activates its reactor, and then stops functioning. If the traps. The emitter has settings for direction and weapon type. The emitter can be
single use is not selected then the counter resets after it activates its reactor. set so that it is initially on.
68 69
Multiplayer Start Locations Setup
These tokens determine the start locations for a multiplayer game. Up to six of Mission Setup
these locations can be put on a map. The game selects the start locations for each
player randomly for these six. Mission Title and Mission Briefing
The text entered in these boxes is displayed in a dialog box when the mission
briefing button is pressed on the combat screen. The creator of the mission
Building Blackout should include information here about mission objectives and the victory condi-
These tokens are used to black out the insides of buildings. tions for the mission.
Mission Enable
Audio Proximity Trigger This section of the screen is used for setting what type of characters and vehicles
the player can take into combat. If the character type or vehicle number is checked,
The Audio Proximity Triggers are used for setting up the ambient sound for a
then that vehicle type is available for the campaign mission. These selections are
mission. There are four different types of Audio Proximity Triggers.
used by the Choose Squads screen, the Squad Configuration screen, and Vehicle
Global Proximity Trigger: The global proximity trigger is used to play the basic Configuration Screens. If these elements are not checked they are not available in
ambient sound effect for the mission. There can only be one Global Proximity the campaign mission.
Trigger on any map. This trigger plays a looping WAV file continuously for the
entire mission. Mission Ending
This screen is used to set conditions for ending a mission. This menu is over ridden
Global Override Trigger: The global proximity triggers is used to cancel the
by any mission objective that ends a mission with immediate victory or defeat.
sound that is being played by the global trigger and play its own .WAV file. This
trigger can be used to provide sound inside of buildings, caves, or other struc- Victory Perspective: Change these to Ultramarines and Chaos.
tures. This trigger is only active if it can be seen, meaning that if the trigger is on Turn Limit — OK: Sets a turn limit to the mission.
level two and the player viewing is level five and there is a tile between, the trig- Secure Area — OK: The player must kill all the enemies if this box is checked.
ger would not activate because it can not be seen. Adjustable parameters for this
trigger include radius, volume. Mission Objectives Window
The Mission objectives windows display all of the primary objective tokens, their
Local Proximity Trigger: The local proximity trigger supplements the global and
ID number, whether it’s assigned to an cell, character, item or object, and its
global override proximity triggers. This trigger is used to create localized sounds
cause and effect.
in the game. Examples would be water falls, large power generators, and etc.
Adjustable parameters for this trigger include radius, volume, the name of Trigger and Reactor Linking
the wave file and a check box to indicate if the sound always be at 100% Triggers and Reactors need to be linked together in order for each to do its job.
volume or decreases in volume based on how far way we are from the trigger. The trigger can have one of two functions. A trigger can activate a reactor, mean-
Random Proximity Trigger: The random proximity trigger also supplements the ing the reactor actually does its job, such as a trap firing a missile. A trigger can
global and global override triggers. It works the same as the local trigger except also enable a reactor, such as turning on a trap so that it can fire. Linking triggers
that it plays at random intervals. Adjustable parameters for this trigger include is accomplished by using the Link Triggers and Reactors screen. This screen has
radius, volume, name of file, a check box to indicate if we want the sound to two modes for linking. The first is Activate link and the second is Enable link. The
Activate link mode allows the user to create Activates links. The Enable link mode
always be at 100% volume or decrease the volume based on how far way we are
allows the user to create Enable links.
from the trigger, and a check box to select random activation. Two numbers must
be provided when the random box is checked. One for minimum interval There are also two modes that set how the links are made. The first is Link Many
between sound and one for maximum interval between sounds. Triggers To One Reactor, which allows the user to assign more than one trigger to
Reactor. The other mode is Link Many Reactors To One Trigger which allows the user to
assign more than one reactor to a single trigger.
70 71
Windows Scenario Design Suggestions
Tiles (CTRL + 1): Opens the window that displays the current tile palette. Suggestions:
Objects (CTRL + 2): Opens the window that displays the current objects palette. ♦ The average map size should be from 40% to 60% size. Large maps require a
lot more setup and play time. It’s also much easier if you have the random
Animated Objects (CTRL + 3): Opens the window that displays the current
map generator create a map for you to edit, than to build one from scratch.
animated objects palette.
♦ It is a good idea to raise the entire map up one level, to provide depth, and to
Hide (Shift +ESC): Selecting this option closes the Tiles, Objects and Animated allow walls to be placed on buildings that have been placed near the fore-
Objects windows. ground edge of the map. To do this, follow these steps:
a) Turn on the Grid so to see what being done (Alt-G, or View Grid in the
Editing Characters menu selections).
b) Press F5 to open the Tiles window. Select the very first tile in the upper left
Configuration Screen hand corner, which should be a blank tile (all black). Fill the entire map with
Character configuration is like Squad configuration. Put the cursor on a character, this tile. Press A to raise the cursor level by one.
right click, select Edit and then Character to open the squad configuration screen. c) Select a few random grass tiles below the blank tile in the Tiles window. Fill
The Squad Configuration opens with the selected character highlighted, and the the entire map on the second level, except for the bottom-leftmost and bot-
rest of the squad is also loaded. Assign weapons and equipment to characters as tom-rightmost column/row. When this is done, the entire map should be set
described in the Squad Configuration screen section starting on page 14. on level 2, and have room to place wall sections in the empty row/column, for
buildings and hills that are to be placed near the edge of the map.
Psyker Powers
d) As a finishing touch, press Z to lower the level again, and place dirt cliff tiles
Pressing the button labeled Psyker Powers loads the Psyker Configuration Screen.
along these emptied edges on level one, to give the entire map a 3D impression.
Select the Psyker Powers as described in the Psyker Configuration Screen section
starting on page 18. ♦ When making buildings, place the floor tiles first, then work on the back walls,
then any second story, then the fore walls, to insure that all the sections are
Assigning Artificial Intelligence filled. Add doors and windows last, for proper placement. Try to insure that
each building has more than one entrance or exit, and that there is a reason to
Pressing the button labeled AI and Availability changes the equipment inventory into
go into a building. Also, for a better look, look in the Objects window for the
Artificial Intelligence and Availability Screen. Pressing the top section up and down
left-hand walls of the building being made, and scroll to the bottom of the list.
arrow buttons changes the Artificial Intelligence type for the selected character.
There are “gap filler” objects that fit in the foreground corner sections of the
completed building, to make the left and right walls look like they connect.
Setting Character Level
Otherwise, there might be small gaps in the wall.
There are three sections under the AI and Availability screen that are used for
setting the characters level. Characters with higher levels have higher statistics. ♦ Select an already placed enemy character, and right-click to get the option to
Level at low sets the characters level if playing the game at its easiest play set- place an Alternate Start Location. This provides a random choice of start loca-
ting. Level at medium sets the characters level if playing at the normal play level. tions for this character, adding replay value to the scenario.
Level at hard sets the characters level if playing at the hardest play levels. ♦ When making hills, work from the bottom up. Also, avoid making irregular hills
on the non-visible side of the hill, as players cannot see the obstructions there
Setting Appearance on Map easily. For the same reason, avoid placing too many vertical walls or buildings
Use the up and down arrows to set the percent chance that a character appears that cover up sections of the map, as the areas are not easily visible to the
on the map. The percent chance is set for each level of play allowing characters player. It can cause line of sight difficulties for someone covering the area.
to appear only if the player plays the mission on the hardest level.
♦ It is always a good idea, for variety and strategy, to provide at least three
ways to get to any location on the map. Funneling characters through a pre-
set path provides no room for strategic maneuvering.
72 73
Random Games Credits LICENSE AGREEMENT
Producer/Project Leader . . . . . . . . . . Steven J. Clayton IMPORTANT—READ CAREFULLY BEFORE USING THIS PRODUCT
Designer . . . . . . . . . . . . . . . . . . . . . . . Steven J. Clayton
LICENSE AGREEMENT AND LIMITED WARRANTY
Design Assistance . . . . . . . . . . . . . . . . Drew Gugliotta, Curt Frydach, Bryan West, Shawn Bryan
Lead Programmer . . . . . . . . . . . . . . . Drew Gugliotta
BY INSTALLING OR USING THE SOFTWARE OR OTHER ELECTRONIC CONTENT INCLUDED WITH THIS
Core Programmers . . . . . . . . . . . . . . Drew Gugliotta, Amilcar Ubiera AGREEMENT YOU ACCEPT THE TERMS OF THIS LICENSE WITH THE LEARNING COMPANY, INC., AND
Support Programmers . . . . . . . . . . . Kirk Hammond, Scott Sherman, Mark D. Fitzgerald (Fitz), ITS AFFILIATES (‘TLC”). IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT AND YOU ARE
Andy Jones, Dylan Bromley, Deirdre Toomey, ALSO THE ORIGINAL LICENSEE OF THIS PRODUCT (“ORIGINAL LICENSEE”), PROMPTLY RETURN THE
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AND IS SIGNED BY TLC.
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Greg Sepelak, Karim Curry, Jim Meckley LIMITED USE LICENSE. TLC and its suppliers grant you the right to use one copy of the accompanying
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Music . . . . . . . . . . . . . . . . . . . . . . . . . Jim Crew panying product. All rights not expressly granted are reserved by TLC or its suppliers. This License does
Sound Effects/Recording Engineer . . Crystal M. Lennon not constitute a sale and does not authorize a sale of the Program or anything created thereby. You must
Lead Tester . . . . . . . . . . . . . . . . . . . . . Bryan West treat the Program and associated materials and any elements thereof like any other copyrighted material
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Nate Jones, Jogn Moritz, W. Keith Russell, Kent Snavely
of Goods, as amended). In the event you fail to comply with any of the terms or conditions of this license,
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YOU MAY NOT:
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Connie Waddel, Carolyn Adams, Tiki Room Studios, • Use the Program or permit use of the Program on more than one computer, computer terminal or
Games Galore, Cary NC, Joe Balint workstation at the same time.
Games Workshop Credits • Make copies of the materials accompanying the Program or make copies of the Program or any part thereof.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Jon Gillard, Phil Gallagher, Max Bottrill and everyone else at
GW who helped out with the game • Except as permitted by the Program, copy the Program onto a hard drive or other device and you
must run the Program from the CD-ROM (although the Program itself may copy a portion of the
SSI Credits Program onto your hard drive during installation in order to run more efficiently).
Executive Producer . . . . . . . . . . . . . . Bret Berry
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• Use the Program or permit use of the Program in a network or other multi-user arrangement or on an
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MODIFY, TRANSLATE, DISASSEMBLE OR DECOMPILE THE SOFTWARE OR ANY COPY, IN WHOLE
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OR IN PART.
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Eric David Ribner, Brian Fitz, Jordan Robinson,
Oshyan Greene, Stephen Krause • Use any of the content for any commercial purposes or any purpose other than for incorporation into
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Special Thanks . . . . . . . . . . . . . . . . . . Charlie Moon, Jon Kromrey except as outlined herein.
74
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76 77