
WARMASTER
SPECTRUM INSTRUCTIONS

PAXMAN PROMOTIONS
PAXs4


SIDE 1

DREADNOUGHTS

TO LOAD TYPE : LOAD ""				Side 1 - Game 1

LOADING - Type: LOAD ""

COMPUTER - Spectrum 48K


A. Scenario - a two player war game

It is a winter's day in late 1914; the "Great
War" is 4 months old. In the North Sea two
battle fleets, one British and one German, are
steering on a course which will shortly bring
them into contact. The German ships are on
their way to carry out a "hit and run" bombard-
ment of targets on the east coast of Great
Britain. The British force has been exercising
off the Firth of Forth, but were diverted south
to head off the Germans when their presence
was betrayed by signal traffic intercepted by
Admiralty intelligence experts. The same
experts have advised the British commander
that the enemy's strength is similar to his own:
4 battle cruisers, 4 light cruisers and 12 destroyers.
The German admiral has been similarly fortunate;
a patrolling Zeppelin has sighted the British
force and passed on its composition.

With 6 hours of daylight left the opposing ships
sight each other's smoke. The 2 Commanders
consider how best to deploy their units .....

At this point you, the players, take over and
the game of Dreadnoughts commences.


B. Game Description

"Dreadnoughts" simulates an engagement,
between British and German battle cruisers
together with their supporting light forces, in
the North Sea during the First World War.

Each player's force consists of 2 units of 2 light
cruisers each (units 1 & 2), 3 units of 4 destroyers
each (units 3-5), and 4 Dreadnoughts (units 6-9).
The ships' characteristics used in the game,
such as speed, gunnery and defence strength,
are exactly based on those of the original
vessels.

The game lasts for up to 24 moves. Each move
represents 15 minutes of real time activity. All
distances, ranges, and speeds are quoted in
graphic spaces: one graphic space equates to
1.25 nautical miles. There are 3 phases to each
move: The British Player Decision Phase, the
German Player Decision Phase and the Action
Execution Phase.

During his decision phase, each player may
review the information available to him and
enter his decisions concerning the deployment
and use of each of his units. Use of private
Player Codes ensures that a player cannot gain
access to details of his opponent's exact status
and decisions.


C. Game Mechanics

After a short setting-up period the program asks
the players to enter the level of the game to be
played; this may take any value between 1 and 4,
and represents the number of enemy Dread-
noughts which must be destroyed to win. If
both players exceed this level in the same move,
the one with the highest "score" wins.

If both players exceed the victory condition at
the same time and have equal scores, the game
is a draw.
It is also a draw if after 24 moves no-one has
actually won.

Next each player enters his private 3-letter
Player Code. (From this point on, if the game
is to be played realistically, the players must
take care not to look at the television display
when their opponents are at the screen).

The game then moves on to the first British
Player Decision Phase.


D. Player Decision Phase

During a decision phase a player may call up
any of the following options (all except
option 0 may be called as often as desired):

1. Unit Names and Defence Strengths. This
option lists the names of the ships making up
each "unit", together with their relative defence
strengths.

2. View Situation. This displays the position of
all friendly units and those enemy units which
are "in sight". Observation of enemy units
depends on the visibility, which varies from
move to move. The current visibility is shown
at the foot of the main "menu". Each type of
unit is represented by a symbol:

	Light Cruiser Unit

	Destroyer Unit

	Dreadnought

The colour of the background to the unit
symbol indicates its nationality: green for
British Units, yellow for German Units. Associat-
ed with each unit symbol is a "wake", which
gives an indication of that unit's current speed
and heading. The situation display is organised
to illustrate as many units as possible each
move, taking into account their relative
movement.

3. Combat Reports. Selection of the combat
reports option will provide information on the
latest occurrences concerning all friendly units
and all observed enemy units.

4. Change Courses/Speeds. This option permits
the player to "steer" his units. It also permits
him to recall any units which have left the combat
area.

				DREADNOUGHTS contd...

DREADNOUGHTS contd...

5. Allocate Gunnery Targets. Use of this
option enables the player to allocate gunnery
targets, provided that the chosen targets are
within sight and range of the selected firing
unit. Gunnery results are affected by a number
of factors: the range to the target, whether the
effect is NOT degraded when firing at light
cruisers and destroyers.

0. All actions completed. Control is passed
over to the other player or to the Action
Execution Phase.


Tactical Notes

"Dreadnoughts" has been designed so that each
type of unit may be employed to best effect in
its true historical role, as follows:

a. LIGHT CRUISERS (units 1 & 2). The light
cruisers can be used to scout ahead of the main
force, to help fend off the enemy's light
cruisers and destroyers, and to bolster the
attacks of their own destroyers.

b. DESTROYERS (units 3-5). The destroyers
may be used to deliver torpedo attacks on the
enemy's battle cruisers and to defend their own
battle cruisers against similar attacks.

c. DREADNOUGHTS (units 6-9). These carry
the heavy guns which are the primary means of
deciding the outcome of the engagement. Do
not forget that the Dreadnoughts are the high-
value units of the force; they should not be
lightly risked.

A player may decide to launch torpedo attacks
early in the engagement in an attempt to
weaken the enemy, and risk losing all his
destroyers to no effect, or he may hold back his
destroyers to pick off damaged stragglers.

He may concentrate all his fire on one unit in an
attempt to gain a rapid result, accepting the
firing unit is itself under fire, the number of
other units (and secondary batteries) firing at
the target (several units firing at one target
leads to confusion as to whose hits/misses are
whose), the speed of the target, and whether
the target is ahead or astern of the firer (such a
condition reduces the number of guns which
can be brought to bear).

The effectiveness of the battle cruisers' main
guns is reduced when used against the
manoeuverable destroyers.

6. Torpedoes/Secondary Batteries. Selection
of this option permits the player to allocate
targets for torpedo attacks by his destroyer units,
and also allocates targets to his battle cruisers'
secondary batteries.

All torpedoes have a range of 0-3 graphic
spaces. Each destroyer can only make one such
attack during the game. An important point to
note is that if a destroyer unit suffers the
destruction of all its armament during an
Action Execution Phase in which it was to
launch torpedoes, there is a 50% chance that it
will not he able to carry out the launch.

The success of a torpedo attack is affected by
the speed of the target, the range to the target
and whether the attacking unit is itself under
fire.

The battle cruisers' secondary batteries are
primarily intended for defence against torpedo
attacks by enemy destroyers. They are subject
to the same restrictions as "main battery"
gunfire, with the important exception that their
penalties of multiple units firing at a single
target, or he may spread his fire among all the
visible targets, so that all his units fire to maxi-
mum effect and at the same time degrade the
fire of the target units.

These, and other such, decisions, can only be
made by the player (you!) in the light of the
prevailing circumstances.

Finally, if things are looking really black .......
cut and run! (using your light forces to
cover/decoy as appropriate). In this way it
may be possible to rescue the remnants of your
Dreadnought force and so hold your opponent
to a draw - after all, all's fair in love and war!


E. Loading

Follow the instructions in the relevant user's
manual for your machine, always ensuring that
the cassette recorder head is clean and the
volume control and leads are correctly adjusted.



PANZER ATTACK

TO LOAD TYPE : LOAD ""

Panzer attack is an all graphics
wargame for one player, against the
computer, re-enacting the Battle of
the Bulge.

YOU play the part of General Hodges,
commander of the U.S. First Army in the
Ardennes.

There are fully detailed playing
instructions and tactical hints contained
WITHIN the program. There is NO
SEPARATE instruction booklet with this
game.

Look out for the companion
game Bulge Blitz.


SIDE 2

RED BARON

TO LOAD TYPE : LOAD ""				Side 2 - Game 1

LOADING - Type: LOAD ""

COMPUTER - Spectrum 48K


A. Introduction

Red Baron is a real-time simulation of World
War 1 plane to plane combat in which you, as the
pilot of a Sopwith Camel are pitted against the
best air aces of the German airforce.
Ruthlessness, cunning, determination and
quick reactions are essential to achieving your
objective - elimination of German air supremacy
in W. Europe.


B. The options

There are six different options in the game, a
brief description of each is given below.

1 - Enemy plane spotting

To become a competent combat pilot you must
be able to determine the range and direction of
movement of enemy planes, and also the
conditions under which they are able to fire
at you.
This option will assist you in these respects.

2 - Training flight

Prior to setting out on your first mission, it is
advisable to get to know your plane, its controls
and handling capabilities under non-combat
conditions.

3 - Level of play

There are 13 different levels of play, ranging
from combat versus a single plane with a
relatively inexperienced pilot up to combat
versus two planes at once, piloted by Lothar
von Richtofen and his brother Manfred -the
dreaded RED BARON.

4 - Campaign Game

One after another enemy planes will be sent
up against you, until after your tenth kill your
reputation is such that they begin to hunt in
pairs.
Your objective then is to get through all 19 levels
and your 28th kill.

5 - Design your own game

This option is included for those "super aces"
who get to the 19th level and are still looking
for further challenges, or for those of you who
didn't quite get that far, but would like to change
the specifications of the planes, enemy
planes and pilots.
The possibilities of designing your own game
are almost limitless.

6 Finish

For when you've had enough!


C. Plane Specifications

Before plane take-off, the specifications of not
only your own plane but also those of your
opponents will be displayed. If you have a ZX
printer attached to your Spectrum there is an
option to get a hardcopy printout of this data
for future reference. This is particularly useful
in the design of your own game option, to help
you recreate earlier games.

The data presented is as follows:-

1. Pilot - name of pilot (either yourself or the
enemy).

2. Plane colour - the colour of planes as
displayed during combat.

3. Damage points - indicates the capacity of
the plane to absorb damage (when this figure
has been reduced to zero a plane is considered 
to have been shot down).

4. Machine-gun skill - represents the maximum
amount of damage that can be inflicted, and is
affected by target range and altitude difference,
most damage being caused at short range. No
damage can be done at long range or at altitude
differences of greater than 2. All enemy fire is
carried out automatically. When you are in a
position to fire, the 'm' key must he pressed
while the "FIRE" message is flashing.

5. Pilot flying skill - is only significant for enemy
pilots and is a measure of how likely a pilot is to
make errors. The higher the figure the fewer
mistakes he will make.

6. Maximum speed - is the highest velocity a
plane can attain, and will be in the range 3-9.

7. Acceleration - is the maximum change in
speed per manoeuvre. Any change in speed up
to this maximum may be used as long as the
max. speed is not exceeded.

8. Moves per turn - is the number of manoeuvres
that must be made before the new positions of
the planes are displayed. Most levels in the
campaign game use 1 move/turn, although 2
are used on levels 9, 10, 18 and 19.

9. Time base - is displayed only with the data
for your plane and it indicates the time allowed
for each of your manoeuvres. If you do not make
a turn within the time limit your plane will
continue to move in the direction it is facing.

10. Gives clues - some less experienced pilots
are not very adept at hiding their intentions, and
it is possible to tell which way they are about
to turn. Horst Krankel in level 1 is such a pilot.


D. Plane Status Area

On take-off the view from your cockpit will be
displayed (either front, right, rear or left facing)
together with the position of the enemy planes.

Under the cockpit display is the plane status
area, which looks like this :

YOU  s2  al3  r     d19  AJ  TS  UC  GJ
ONE  s4  al5  r89   d11  AJ  TS  UC  GJ
TWO  s7  al3  r123  d22  AJ  TS  UC  GJ

(The above is for combat versus two enemy
planes; the last line will not be present in one to
one combat situations.) The first item is the
plane identifier. YOU is your plane, ONE is
enemy one and TWO is enemy two. The displays
are each in the relevant colour for the plane.
Following this is the plane speed (s2 means a
speed of 2). Next comes the plane altitude (1-9);
1 being the lowest level, 9 being the highest.
Although the approximate range to enemy
aircraft can be gauged from the plane's size, a
more accurate range is given in the next item
(eg. r89). The three basic ranges used in the
game are long (r>80), medium (r>20 and
r<80) and short (r<20). The range value
should be consulted frequently during the game
as manoeuvres will appear to produce unusual
results otherwise, especially at short range.
The "d" with a number after it is the number of
damage points remaining to that plane. When
this reaches zero the plane will be shot down.
The four sets of initials on the right of the
status area have no numbers associated with
them, but will flash on and off when a particular
condition exists.
AJ indicates that the ailerons have jammed
when it is flashing. When this occurs the plane
will be unable to perform any turns.
TS indicates that the throttle has stuck when
it is flashing. When this occurs the plane
will be unable to alter its speed or perform
altitude changes.
UC indicates that the pilot is unconscious if it is
flashing. An unconscious pilot is unable to fire,
change speed, do turns or perform altitude
changes.
GJ indicates the machine-gun has jammed, and 
so will not be able to fire until it becomes free.
Once again this condition only applies while it
is flashing.

Damage to AJ, TS, UC cart only occur when the
plane's damage points fall below 15, and are a
result of damage from enemy fire. GJ on the
other hand is a mechanical fault which may
occur at any time, but unlike the three other
effects its onset will not be announced, so keep
a close eye on GJ.

One final point on these plane defects is that
during the first turn that the defect has been
rectified, it will continue to flash until the end of
that turn - just to add a little uncertainty to your
observations of the enemy.


E. Manoeuvres, Firing and Damage

Flying your Sopwith Camel is fairly easy as
there are only eight controls to master, three
for direction, two for speed, two for altitude and
one for firing.

Direction controls are as follows:-
5 - left turn  8 - right turn  7 - go straight
(Left and right turns will produce a 45 degree
direction change; eg. if going North and you
make a right, then the final direction will be
North East.)

Altitude controls are as follow:-
	c - climb    d - dive
Maximum altitude change per turn is 2. The
lowest possible altitude is 1, and the highest is 9.

Throttle or speed controls are:-
	f - go faster    s - go slower

The speed and altitude controls can be used in
one of two ways. A quick single press of the
key will change the speed or altitude by one
unit, and so two or more rapid presses will
produce larger changes. The second method
involves holding the key down for several
seconds; this will give the maximum speed
change possible. Increases of speed above the
max. acceleration or speed ranges will not be
allowed.

Speed and altitude changes must he performed
before any direction controls are pressed, and
all MUST be done during the period when
"do your manoeuvre now" is displayed beneath
the cockpit.

If no manoeuvre is performed during this short
time your plane will continue on its present
course at its present speed and altitude.
To help you gauge how much time there is left
to manoeuvre in, there is a constant "beep" which
rises in pitch to a maximum at time up.
You will only be able to fire on the enemy if
you can see the whole of the instrument panel
(ie. facing the front of the plane) and the
enemy is in the central part of the display. If
you are unconscious or your guns have jammed
or the enemy is at long range or the altitude
difference is greater than 2, then you will be
unable to fire.
For the conditions under which the enemy is
able to fire at you see "Enemy aircraft spotting"
in option 1 of the program.

To fire the machine-gun press 'm' when the
message "FIRE" appears on the screen (you must
be quick, there are only 2 seconds in which to hit
the trigger).

The amount of damage caused by machine-gun
fire will be displayed and subtracted from the
damage points for the plane. Any special
effects will also be displayed (eg. ailerons
damaged).


F. Tactical Notes

In the first couple of levels you may find that
flying head to head against the enemy results in
success, but this extremely crude tactic will
only work while you have a plane of superior
specifications to the enemy. To be really
successful as a pilot you must develop the skills
to get into positions where you can fire on him
but he can't fire at you, preferably from the rear.


G. Two Enemy Planes

In games versus two enemy planes at once, in a
real situation you'd only have time for a quick
glance at each plane. The game tries to simulate
this but it always shows the planes in the same
order, ONE first then TWO.


H. Further notes on design your own game

Having played the game several times you will
become familiar with the terms used in the
plane specifications, and have an appreciation
for how each affects play. However, when
designing your own game there is one term you
will not be familiar with:-

Speed base (1-3)?

This determines the maximum plane speed,
1 gives a maximum of 3, 2 of 6, 3 of 8. Accele-
ration may not he greater than the maximum
speed; ie. 3 x speed base.

No further advice will be given on this aspect
of the game, so just get on and start to experiment
until you've designed the ultimate scenario for
Red Baron.


PARAS

TO LOAD TYPE : LOAD ""				Side 2 - Game 2

LOADING - Type: LOAD ""

COMPUTER - Spectrum 48K


A. Setting and Objective

Military strategists at High Command have
drawn up a plan which will bring an end to the
war within weeks, The entire plan relies on
breaking the enemy's main lines of communi-
cation. On the 14th of March at 0600hrs,
twenty seven teams of highly trained specialists
will be dropped behind enemy lines. YOU are in
command of one of these forces - your
objective - DESTROY THE BRIDGE.
"Paras" is a simulation of small unit actions, in
which a force of 15 men are under your direct
control. You must decide what action each of
these men will take each turn - there is a
choice of up to 10 different actions. At the
start of the game your force has already been
dropped by parachute.
The game comprises of two separate scenarios.
In the first you must eliminate all enemy forces
in order to secure a safe route for your retreat.
The objective for the second part is simply to
destroy the bridge.
(Note - all enemy need not be eliminated in
this part, just the bridge.)


B. Introduction

1. The Enemy

In the first scenario, all enemy will be hidden
in cover (trees, buildings, etc.), and will only
be spotted when they fire or when opportunity
fire is used (see later).
In the second scenario, all are hidden except
for the three prone men near to the bridge.
Enemy status is denoted by its colour. Red on
green is "normal", yellow on green is "wounded",
inverse indicates he is in cover.
All enemy are armed with submachine guns.
They do not have hand grenades.

2. Your Men

You have 15 men who must first be given
firearms - machine guns, submachine guns,
bazookas or rifles. All men are considered to
have an unlimited supply of hand grenades.
Their status is also denoted by colour. Blue on
green is "normal", white on green is "wounded",
inverse indicates he is in cover.

3. Cover.

Trees, buildings, ridges and artillery craters are
all classed as cover. A man in cover has a
better defensive position than one not in cover.

4. Artillery Attacks

During the course of the game your forces will
be subjected to artillery fire. Any of your men
within 2 squares of the point of impact of the
shell is liable to be either killed or wounded.
Prone men are less likely to be injured. By
pressing 'p' during one of these attacks all
your men will adopt a prone position.

5. Difficulty Levels

There are 10 levels of difficulty Levels 1-5 are
"short" versions of the game involving the
second scenario only. Levels 6-10 are the full
game versions.


C. The Play

1. Initial set up

Each of your men must be placed towards the
left-hand side of the map using the cursor keys
(5-8), with the restriction that only one man per
square is allowed.

2. Playing the game

PARAS is played in a series of game turns.
Each turn has three separate phases:
(i)   Choose actions for each man and carry
      out movement.
(ii)  Carry out all attacks on the enemy.
(iii) Enemy action and fire.

(i) Player Action and Movement

Each man must elect to perform one action
per turn. These actions are selected by depressing
the appropriate keys (0-7 in scenario 1; 0-9
 in scenario 2).

KEY 0 NOTHING - man does nothing.

KEY 1 MOVE - maximum move allowance will
be shown. Use cursor keys to show destination
of move. Movement is not allowed off the map,
into swamps, river or an already occupied
location. However, movement through occupied
squares is allowed.

KEY 2 FIRE - once chosen this action is
performed in the fire phase. Maximum weapon
range is 7.

KEY 3 MOVE AND FIRE - combines 1 & 2,
although movement allowance is less and the


				PARAS contd ...

PARAS contd ...

probability of hitting a target is also reduced.
A prone, wounded man may not move and fire.

KEY 4 FALL PRONE - standing men may fall
to the ground thus presenting a more difficult
target for the enemy.

KEY 5 STAND - prone men may stand up.

KEY 6 PREPARE GRENADE - before a hand
grenade can be thrown, the normal weapon
must first be shouldered and the grenade
prepared for throwing.

KEY 7 THROW GRENADE - only available to
men with prepared grenades. Once chosen
this action is carried out in the fire phase. After
throwing the grenade use of the usual firearm
is restored.
Grenades have a range of 3 for standing men
and 2 for prone ones.

KEY 8 LAY EXPLOSIVES - only used at the
bridge demolition stage and only if the man is
actually standing on the leftmost section of
the bridge. Once laid the explosives may be
detonated by any man at that location.

KEY 9 DETONATE - any man on the leftmost
section of the bridge may detonate explosives,
providing they have been laid previously.
Detonation will destroy the bridge and your
mission will be accomplished.

(ii) Player Fire

All men who opted to fire, move + fire or
throw grenade will be shown as highlighted
characters. Use cursor keys to indicate attacking
man and then the target location. The effects of
fire will be resolved immediately.
It is permissible to fire on any target within
range (7 for weapons, 3 or 2 for grenades).
If you still have men who have not yet fired and
there are no more eligible targets you may cease
firing by pressing key 'f'.

Opportunity fire - At the start of the game a
number of enemy are hidden in cover and their
locations will be unknown to you. Their
positions will only be revealed once they have
fired. From then on, the man will be considered
to have been spotted and his position will be
constantly displayed until he is either killed or
the game has ended.
Even though they may be hidden, you know
they are in one of the locations providing cover.
If the occasion arises it is permissible to fire at
any cover in the hope of hitting an as yet unseen
enemy. This is most likely to occur if move +
fire has been selected for your action.

Scatter - Attacks with either grenade or
bazooka are treated slightly differently from
all other types of attack. Due to the nature of
these weapons, they are subject to scatter -
that is the missile may not necessarily land at its
intended target as it is liable to roll or fall
short before exploding (because of this
uncertainty these weapons are best used against
closely packed enemy). The amount of scatter
is a function of range - the longer the range,
the more likelihood of scatter.

Despite those drawbacks grenades and bazookas
are particularly useful in the endgame, as they
are capable of destroying the bridge at long
range, unlike machine guns, submachine guns
and rifles which are of no use for this purpose.

(iii) Enemy Action and Fire

During this phase the enemy will perform its
actions and attacks on your men.


D. Winning the game

For levels 6-10, all the enemy must be killed in
Part 1, and the bridge destroyed in Part 2 (not
all the enemy need be killed in Part 2).
For levels 1-5 the mission is simply to destroy
the bridge.
The portion of the bridge that must be destroyed
is located al the leftmost section of the bridge,
and may be accomplished by one of three
methods:-

i)   explosives
ii)  grenade attacks
iii) bazooka attacks

The Action Sheet overleaf displays all the
relevant information, summarised into easy to
use tables.


E. Loading

Follow the instructions in the relevant user's
manual for your machine, always ensuring that
the cassette recorder head is clean and the
volume control and leads are correctly adjusted.

               Attack factors
+-------------+-------+-------+-------+
|       range |  1-2  |  3-4  |  5-7  |
| weapon      |       |       |       |
+-------------+-------+-------+-------+
| Machine gun |   90  |   60  |   30  |
+-------------+-------+-------+-------+
| Sub-machine |       |       |       |
|   gun       |   80  |   60  |   40  |
+-------------+-------+-------+-------+
| Rifle       |   70  |   60  |   50  |
+-------------+-------+-------+-------+

+-------------+-----------+-----------+
| Weapon      |   Range   |   Factor  |
+-------------+-----------+-----------+
| Bazooka     |  up to 7  |     60    |
+-------------+-----------+-----------+
| Grenade     |           |           |
|   (standing)|  up to 3  |     60    |
+-------------+-----------+-----------+
| Grenade     |           |           |
|   (prone)   |  up to 2  |     60    |
+-------------+-----------+-----------+

Defense factors+
+-------------------+-----------------+
| Condition         |      Factor     |
+-------------------+-----------------+
| Prone             |       0.5       |
+-------------------+-----------------+
| Cover             |       0.7       |
+-------------------+-----------------+
| Move + fire*      |       0.8       |
+-------------------+-----------------+
* applies to attacker
+ effects are cumulative


				PARAS contd ...


PARAS contd ...

			ACTION SHEET KEY

[pic]	Machine gun (standing)		[pic]	Machine gun (prone)

[pic]	Sub-machine gun (standing)	[pic]	Sub-machine gun (prone)

[pic]	Rifle (standing)		[pic]	Rifle (prone)

[pic]	Bazooka (standing)		[pic]	Bazooka (prone)

[pic]	Enemy (standing)		[pic]	Enemy (prone)

[pic]	Grenade (standing)		[pic]	Grenade (prone)

[pic]	Tree				[pic]	River (2nd Part only)

[pic]	Crater				[pic]	Building (1st Part only)

[pic]	Marsh				[pic]	Bridge (2nd Part only)

[pic]	Ridge (1st Part)		[pic]	Mountain (2nd Part)


			Objectives
Level 1-5: Destroy the bridge at "square" H19.
Level 6-10: Kill all the enemy in the 1st part,
then proceed to part 2 and destroy bridge at H19.


Player Actions
                                   Movement allowances
KEY 1 Move                         +---------+---------+---------+---------+
KEY 2 Fire                         |  normal | wounded |  move   |wounded +|
KEY 3 Move+Fire                    |         |         |  +fire  |move+fire|
KEY 4 Fall Prone        +----------+---------+---------+---------+---------+
KEY 5 Stand Up          | Standing |    4    |    3    |    3    |    2    |
KEY 6 Prepare Grenade   +----------+---------+---------+---------+---------+
KEY 7 Throw Grenade     | Prone    |    2    |    1    |    1    |    -    |
KEY 8 Lay Explosive     +----------+---------+---------+---------+---------+
KEY 9 Detonate
KEY 0 Nothing


OTHER PACKS AVAILABLE FOR THE
ZX SPECTRUM

Games Pack
Sports Pack		AVAILABLE FROM ALL GOOD
Action Pack		LOCAL SOFTWARE RETAILERS
Starwar Pack


This product should reach you in good working order.
In the event of technical difficulties please consult
your User Manual or your local Paxman stockist.

