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2 3
BEFORE YOU START
RAM
BEFORE YOU START We recommend that you play this game on a computer
with at least 4 megabytes of ram installed.
CD-ROM
Thank you for buying Power Dolls. Please read this manual to We recommend using a double-speed or faster CD-ROM
gain a basic understanding of how to play this game. player. Older, single-speed players may not work well.
Mouse
1. Package Contents Use an MS-DOS compatible mouse driver. You can only
One Game Manual (this book) move the game cursor using the mouse because we disable
One CD-ROM your keyboard during game play.
Hard Disk
2. Hardware Requirements
We recommend that you always operate your computer
Personal Computer with at least 15 megabytes of free hard disk space. Power
Dolls will take up less than five megabytes on your hard
You need at least the following minimum configuration: an
disk
IBM-PC compatible 386-SX with VGA card, 4MB ram, CD-
ROM player, a mouse and at least 4 free megabytes of hard Sound Card
disk space. If you are using MS-DOS 6.0 or higher, type
Creative Labs
MSD from the DOS prompt to view your computer's con-
Power Dolls is compatible with all Creative Labs sound
figuration.
cards. We highly recommend you set your sound card set-
Processor tings to their original factory settings whenever possible.
Consult your sound card manual before attempting to
Play with a 386(SX)/486/Pentium processor. It is highly
change the BASE ADDRESS, DMA, and IRQ settings.
unlikely you will encounter problems with your processor,
in any case if you do, press the TURBO switch on your MIDI Audio
computer to change the CPU speed (if your processor Power Dolls MIDI audio is in GS standard format. Consult
supports this function). your sound card manual for instructions on playing MIDI.
Display MIDI Interface
Roland Inc.: MPU-PC98II, MPU-PC98.
Any standard VGA card will suffice. If you encounter any
MIDI Source
video problems with LCD displays (on notebook comput-
Roland Inc.: SC-55, SC-55mk II, SC-I55, SC-3, CM-300, CM-
ers), SVGA cards or video accelerator cards, consult your
500 (mode C), JV-30, E-35, E-70.
video card manual.
4 5
GAME PLAY GAME SUMMARY
1. Mouse Required Power Dolls is a tactical, military game with nine scenarios.
Earth has begun a colony on a faraway planet but the colonists
Power Dolls uses a mouse-driven interface. You cannot play now want their independence.
the game without a mouse. Click the mouse to select items,
You will lead the Power Dolls. A special paramilitary group
initiate action, and change screens.
composed entirely of women. These women are highly skilled
Consult your mouse manual if you do not know how to oper- tech-fighters. Using Power Loaders, the Power Dolls can pene-
ate this device. We will use the term CLICK ON to mean the trate enemy lines and help destroy the earth forces sent to
following: move the cursor on the screen to the desired loca- stamp out the revolution.
tion then press and release the mouse button. There are two Twelve Dolls begin the game. More Dolls will become available
buttons on the mouse, a left button and a right button. Most to you as you proceed in the game.
game operations will require that you press the left button so
The revolution is worldwide. The fighting has erupted to mas-
you can assume the left button if we do not specify which but-
sive proportions. Two nearly invincible armies waging war but
ton to press. A right click on the mouse will cancel menus and
that's not your concern. You command the best fighters on the
lists that pop up on the screen.
planet. Confirm your mission orders. Carefully select and
inspect your equipment and carry out your mission.
2. Viewing with Scrollbars
You and your mechanized squads must perform under
If there is an underline on the last line of text, this means there extremely hazardous and varied mission scenarios. Consider
is more text that follows. Click anywhere to continue. carefully the nature of the missions, plan your attack, and exe-
cute your plan with precision and speed in order to achieve
Scrollbars appear when not all the information cannot appear in success.
a window at the same time. Click the AT icons on the scroll-
bar to view. The blue areas between the AT icons represent 1. Mission Scenarios
the portion displayed on the screen. You can also click on the
gray area to select a different portion of information. There are nine scenarios. Each scenario corresponds to a spe-
cific goal. Play the scenarios in sequence. If you complete your
missions, more Dolls team members will join your ranks. Just
as in real life, your action in previous missions affects subse-
quent missions.
6 7
GAME SUMMARY
3. Mission Evaluation
At the end of each mission, your superiors will evaluate the
success of the mission.
8 9
INSTALLATION
INSTALLATION
1. CD-ROM Installation
Install MS-DOS Version 5.0 or higher on your hard disk before
installing and playing Power Dolls.
10 11
START GAME
START GAME
12 13
MISSION BRIEFING
Battle Map
The battlefield area with troop positions and deployment
MISSION BRIEFING destinations appears here divided into twenty-five sections
split in a 5 X 5 grid.
Mission Code Name
1. Mission Scenario and Plan Screen Plan Summary
Brief description of selected plan.
Read all the information provided here in order to learn all you
can about your mission orders and the impending scenario. Plan Details
Select the battle plan from the up to four choices. Click here to obtain detailed information of selected plan.
Message Area
• Mission Briefing Screen Messages appear here when you click on the Plan Details
Button or any selection from the menu bar at the bottom of
the screen.
Menu Bar
Click here to get information, select a different plan, or end
the mission planning stage.
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TROOP SELECTION
TROOP SELECTION Power Dolls are trained in either air or ground support:
16 17
TROOP SELECTION
Squad Name
Squad names grouped by type based on plan selected.
Squad Code Name
Call name used during mission.
Select Squad
Click here to display the list of squads available. Select
the squad here to assign members to that squad.
Mission
Squad orders for selected plan.
Members
Names appear here.
Landing/Bombers/Transport Units
Artillery
Team Member List
Assign or remove a member from selected squad by
clicking on her picture.
Menu Bar
18 19
TROOP SELECTION
20 21
TROOP SELECTION
2. Power Doll Assignment sor over the name). Click Yes or No when prompted to
remove her from the currently selected squad. Select Yes or
Select a squad by clicking the SELECT SQUAD button on the No. If you select Yes, she becomes available for assignment to
top of the screen. Next, click on the character list at the bot- any squad.
tom of the screen to find the Power Dolls not yet assigned to a
squad. Select a Power Doll. Click Yes or No when prompted 4. Menu Bar Commands
to add her to the squad.
The following options are available from the menu bar at the
a) Air Wings and Ground Units
bottom of the screen: Exit Game, System, Select Weapon,
Power Dolls are trained for either air or ground support Change Plan, Begin Battle
Ground Support members operate Power Loaders and
artillery vehicles. Exit Game Ends mission and returns you to the
Power Dolls main menu
Air Support members pilot any aircraft available.
Save your current game or load a previ-
You cannot interchange your pilots with your Power
ously saved game.
Loader and artillery team members. A pilot will have the
label PILOT underneath her name. All others will not have Select Weapon The Weapons Selection screen will
a label under their name. appear. Please see Chapter 8 for more
information.
b) Limitations when assigning vehicles to squad
Change Plan Return to the Mission Plan screen. You
Pay attention to the vehicles you assign to a squad. For can review your mission orders or select
example, although all pilots can fly any of the aircraft avail- a new plan.
able, you cannot place squad members with Power
Begin Battle Click here when you finish configuring
Loaders in attack aircraft. They will not fit inside the jet.
your squads. You will begin your mission
Also, the same holds true for the Mechanized Armor
with the plan selected. See Chapter 9,
(artillery) squads. They can climb on board a Power
Battle Map, for more information.
Loader. It will not work.
See Chapter 8 for instructions on assigning particular
equipment to individual Power Dolls, e.g., Power Loaders.
22 23
TROOP ARMAMENT
2. Vehicle Selection
TROOP ARMAMENT There are unique sets of weapons for all the vehicles.
Aircraft can carry 4 weapons [WEAPONS 1 -4].
Heavy Mechanized Artillery carry 3 weapons [WEAPONS 1 -3].
1. Weapon Selection Power Loaders carry 4 weapons:
2 shoulder-style [WEAPON 1-2]
Go to the Squad Selection screen and click on SELECT 2 hand weapons [RIGHT HAND LEFT HAND].
WEAPON at the bottom of the screen. The Power Dolls list
The maximum weapons that the selected squad can arm appear
will appear on top; the menu bar at the bottom will change.
in frames. The places to put weapons will display the vehicle
Jump directly to WEAPONS SELECTION screen by clicking on name and its features.
any Power Doll then clicking SELECT WEAPON.
Note that the numbers above are the maximum number of
weapons each type of vehicle can carry; not all the weapon
• Power Doll Information
types will be compatible with a particular vehicle. For example,
though aircraft can have up to four kinds of weapons, air trans-
port carriers can use only two of these weapons. Also, some
Power Loader models do not feature shoulder-type weapon
capability.
Scenario Name
Plan Summary
Power Doll Picture Right-hand Weapon Features
Summary of currently selected plan
Power Doll Name, Rank and Capability Right-hand Weapon Picture
Mission Orders Vehicle Picture Left-hand Weapon Features
Displays mission information and requirements Right-shoulder Weapon Features Left-hand Weapon Picture
24 25
TROOP ARMAMENT
26 27
TROOP ARMAMENT
28 29
TROOP ARMAMENT
5. Weapon Capability
• Weapon Status of Power Loader or Aircraft on armament Weapon Status of Power Loader or Artillery on armament
selection screen selection screen
30 31
TROOP ARMAMENT
32 33
TROOP ARMAMENT
Equipment Selection
Equipment Status
Equipment Decided Button
34 35
BATTLE MAP TACTICAL MAP
After selecting your squads and weapons, you can begin your 1. Tactical Maneuvers after Landing
mission. Transport units carry the landing parties and artillery
support to the target landing points. View the battlefield before maneuvering a squad.
36 37
TACTICAL MAP
38 39
LANDING PHASE
3. Begin Landing
LANDING PHASE Click directly on the aircraft. The Unit Action menu wilt
appear. You can choose either Single-Landing or Multi-Landing.
a) Single-Landing
Select Single Landing then select the Power Loader and
1. Transports must first reach tactical area pilot you wish to land. Select landing vehicles, then
On the left side of main screen, the transport squad's aircraft landing destination. Click the location of your choice
and its surrounding hexagons are highlighted. on the main menu.
Next, return to Landing Members Selection menu.
Here, the player can move the aircraft in order to land the After landing at the location, click the right mouse but-
Power Loaders in any position. Artillery squads will land auto- ton to hide the menus. You can now move the trans-
matically outside the tactical map. These units cannot be con- port aircraft again.
trolled by the player.
b) Multi-Landing
Selecting Multi-Landing automatically lands all landing
2. Transports in enemy air space
units. After landing the entire landing party, the air-
First, use aircraft to deploy Power Loader units. Then, click the craft will return to base to pick up the next landing
destination hexagon to move the units. Aircraft will move to party, if any. Landing a Power Loader is not a precise
the designated position. You can move repeatedly to the same maneuver. Don't worry if you're a couple of hexagons
location. off the landing point. After all your units land, you can
begin to control the Power Loaders individually.
You may be subject to enemy antiaircraft fire when you enter
their air space. If the aircraft is hit, the aircraft may have to
force land the Power Loaders in an unsuitable area. The Power
Loaders may be damaged. If the crash location is safe, then
some Power Loaders may survive the impact.
When the aircraft is damaged, it remains in the hexagon where
it was hit. You have to set a new destination in order to move
it again.
40 41
TACTICAL MANEUVERS
42 43
YOUR TURN
44 45
YOUR TURN
46 47
GAME RULES
Move (Standard)
GAME RULES Scanning ability is not affected.
Move (Quickly)
Travel at half your AP consumption rate but you must sacrifice
your scanning ability. This maneuver allows you to move Power
See Chapter 13 if you only need a brief description of the com-
Dolls quickly with no regard to their surroundings, however if
mands available. This chapter explains in more detail the com-
the enemy attacks you during this maneuver, you will sustain a
mands described in Chapter 13 and elsewhere in this manual.
high hit ratio.
1. Movement Move (Safely)
Movement consumes AP. The amount of AP consumed is Move cautiously and detect enemy easily, however this maneu-
based on several factors including distance and the local terrain. ver requires one and a half more AP than usual. If you are
No matter how far you plan to move, you must move one attacked in this mode, you will sustain little damage.
hexagon at a time.
Vehicle Category
For example, aircraft movement is not affected by terrain.
Altitude
The terrain may appear identical throughout the battlefield,
however the land rises and falls in altitude. At higher altitude,
AP consumption increases.
Vehicle Status
Vehicles may be damaged by enemy attack. We categorize
damage into three types: malfunctions, inoperable, and
destroyed. When a Power Doll's vehicle is malfunctioning, AP
consumption increase one and a half times the normal con-
sumption rate. If the vehicle becomes inoperable, then obvious-
ly the vehicle will be stranded.
48 49
GAME RULES
50 51
GAME RULES
Hit Ratio Close combat happens when units move so close to each other
that their larger weapons become useless. When you move a
The following factors affect the damage you can inflict:
unit to the neighboring enemy unit in the adjacent hexagon,
Firing range and distance from the target you need to consume as much as 6 AP, and enter the combat if
R type and indirect fire weapons have higher hit ratio for possible.
close targets.
To start hand-to-hand combat, click the hexagon adjacent to
Attack Methods the unit you wish to confront. Both sides will incur damage
D type or direct fire weapons have high hit ratios when when fighting hand-to-hand. The damage of combat depends on
launching a precision attack. the following factors:
Weapon precision and aiming ability Unit's combat capability
As either of these two rises, so does the hit ratio. The higher this capability, the higher damage to the target.
Weapon status, target cloaking status, and defensive ability
Hit ratio drops when weapons are malfunctioning, or targets Target unit's combat capability
are hiding or have good avoidance capability. Weapons out The higher such capability, the less damage to the target.
of order cannot be fixed.
Damage will apply to both sides (as long as strength is at least
Damage 1), the movements of units are for the present stopped.
When the attacking weapon hits the target, the effect of dam- When engaged in combat, the attacking side will destroy the
age to the target depends on the following factors. Notice that enemy, and move it into the destroyed enemy's hexagon, stop-
weapons have different damaging parameters for anti-ground ping movement there.
and anti-air battle.
52 53
ENEMY TURN
Ignore this enemy unit means you skip the opportunistic shoot-
After all your units take actions, you must terminate your user ing for this turn.
turn so that the computer can control the enemy action. When
the computer returns control to you again, this will be your Wait and see means wait to find out enemy units' action. After
next user turn. the enemy's action, if it is possible to perform opportunistic
Click conclude at the lower right corner to move to enemy shooting, the menu will pop out again.
action phase.
3. Anti-Aircraft Fire
1. Enemy Action Phase Anti-aircraft fire is opportunistic shooting against enemy air
When in enemy action phase, the game will automatically con- strikes. It is similar to opportunistic shooting in the previous
trol all enemy action. section except the feasible conditions are (besides enemy
appearing in range) as follows:
You can interrupt only for opportunistic shooting or anti-air-
craft fire. A) You find the enemy.
B) No opportunistic shooting of enemy aircraft.
2. Opportunistic Shooting C) The shooting unit has a working air weapon.
Also, the enemy may fire opportunistically at your moving
Opportunistic shooting means that you attack the enemy units units.
entering the fire range or moving into the area.
When you conduct the opportunistic shooting, the following
conditions must be considered besides the firing range:
A) Shoot enemy unit right after it completes an action.
B) You discovered the enemy unit in this turn and the unit
has not performed opportunistic shooting.
C) The unit is equipped with D1 weapons.
When enemy units are acting, select the units suitable to per-
form opportunistic shooting from the menu.
In the menu, there are also commands like ignore this enemy
unit or wait and see, to reserve or stop the opportunistic
shooting.
54
55
SYSTEM MENU
SYSTEM MENU
SYSTEM
1. Save Operation
Select save to open a window of slots for saving data.
2. Load Operation
Load previously saved data. You can load only data saved from
the tactical map. If you want to load data saved from the troop
selection menu, select END MISSION, return to the main
menu, then select DATA LOAD to load data from the troop
selection screen.
3. Battle Termination
Stop the battle and return to the top menu. This is different
from withdrawing in that you are exiting the campaign scenar-
ios completely.
56 57
GAME HINTS
5. Clearing a Mission
GAME HINTS Clearing a mission means that when you fulfill the conditions,
finish your turn.
High speed maneuvers inside enemy range leaves you vulnera- 9. Time
ble to attack. Stick to regular and safe maneuvers when near
enemy targets. Each turn takes 5 minutes. 12 turns make up one hour.
4. Read your Mission Orders Carefully 10. Know the Enemy Strength
Before attempting your first landing, read all the messages first. A Power Loader on your side can fight with 3 enemy tanks. In
The conditions you must meet to successfully complete your this game, a company consists of 3-4 tanks and 2 other vehi-
mission are clearly spelled out. For example, you must destroy cles. 3 companies form a battalion.
the dam in the first scenario. You must place three explosives
on the dam. Each explosive takes fifteen minutes to set. These 11. Spot for your Artillery
detailed instructions are available to you but not all the infor-
mation is in one place. Be sure to read all the messages! Artillery vehicles provide precise firepower. Always organize
your artillery with Power Dolls capable of scanning broad areas
in order to fully utilize the artillery.
58
59
THE OMNI COLONY
Nearly all the spaceships veer off course ending up lost in deep In 2535, Omni declared independence.
space. One ship manages to maintain its course; unlike the
other hulk wrecks in space, not one thief, cutthroat, or indo-
lent is on board. The passengers on this fateful ship carries
those branded the most dangerous to society. Idealists. And
true to their form, these women and men turn their death sen-
tence in space into a quest for freedom.
60 61
THE OMNI COLONY
62 63
POWER LOADERS
ATR Development
The Omni independence force were not equipped with Power
Loaders until only recently. The first plans were drawn after
Earth broke the Light Barrier.
64 65
POWER LOADERS
X-1 (PD-204Y-207Y)
66 67
POWER LOADERS
X-1C(PD-301A)
68 69
POWER LOADERS
X-2 (PD/S-401) Power Loader was, the machine was only as good as its pilot;
and only a handful of elite soldiers could understand the grace
The last version of the X-1/N, the NMK2(PD-303G) was
and science behind the Power Loader to use it effectively.
changed drastically. At least so far as its material composition.
The entire head gear and most of the upper body received new In late March 2538, the YD-540 (XL-34070), another ATR-XL
coats of light-weight composite materials. These material coat- prototype was unveiled. The most exciting feature to be added
ing allowed the unit to carry 1.6 times more weight than its was the ability to airdrop from high-altitude aircraft or be
predecessor. The basic structural changes required of the new underwater-launched from submarines. The new model contin-
Power Loaders launched the ATR-XL project. ued to shrink in size being much smaller than the older X-1
models. Testing continued in April. Tests proved the X-1C/N
In 2537, the ATR-XL secret development began. The first
could land from a height of 1,500 m ~ 2,000m from the landing
Power Loader delivered under the new banner appeared in less
unit DS/G110, developed by Meg Kennedy. The aircraft used
than two years. Earth forces were helpless to attack from the
for these landing tests included the C-506 (the C-556's early
MBT/Power Loader combination. Soon after the /N model was
prototype) and the AF-15 (yet another prototype, this one for
launched, the Power Loaders were assigned for the first time
the AC-15) storm fighter.
to their own separate squadron .
After months of testing, the YD-540 was temporarily approved,
The ATR-XL goal was to and later renamed the YX-2 in March 2539. The reasons why it
improve the Power was not officially adopted were equipment failures, late devel-
Loader's mobility and close- opment of the target-identification radar, and problems with
combat capability. It also the landing/weapon-recoil shock absorbers. Interestingly, Earth
focused on improving the spies were desperately attempting to steal Power Loader tech-
robot's cloaking features nology during this period. It was never publicly confirmed but
and plasma-fire weapons. most believe that the YX-2 was a decoy planted solely to
throw off the spies. The lame X-2 was unveiled in June of that
Not surprisingly, the Omni
year. By now however, Redlands Grass had developed the X-3,
Forces couldn't claim victo-
the successor to the X-2. The X-2 was never deployed (at least
ry just yet due to the
not by Omni forces). As it so happens, Earth forces soon intro-
immense size of the Earth
duced an even lamer knockoff to the X-2 that of course never
armada. The Power Loader
lived up to their expectations. The X-3A's great success on the
was a superior fighting
battlefield and the introduction of the X-1 C/N defined the new,
machine and the Earth
second generation of Power Loaders. It was entirely new tech-
forces had no weapon to
nology like none seen in the X-2 or previous models.
counter with, however, the
enemy was still winning X-2 (PD/S-401) Final production: 23 machines.
most battles due in large
part to their sheer size. No
matter how great the
70 71
X-3A(PD-505)
X-3A(PD-505)
72 73
X-3A(PD-505)
The X3-A canopy was designed for the back of the Loader, in a
3 piece close-open form. The pilot strides the seat like a cyclist.
When the canopy opens, the seat tilts at a 24-degree angle.
The armor is capable of sustaining a barrage of 30mm armor-
piercing shells with minimal damage. Also, the seat stabilizer
sways with canopy whether the canopy is open or closed. This
is not a flaw in design but a trade-off for both improved defen-
sive capability and compactness.
The X-3A cockpit suc-
ceeded that of the X-2
(PD/S-401). Its layout is
shown in the figure to
the left, with side-by-
side stacks and HOTAS
(Hands On Throttle
And Grip). Stacked on
both sides are ten flash
X-3A is best launched from a DS/G110 aircraft. It can land switches with opera-
from as high as 12,000 meters or as low as 450 meters. The tion controls on the
landing unit is equipped with chafe/flare features to counter left and firing controls
enemy surface-to-air (SAM) missiles. The chafe/flare unit is on the right.
abandoned immediately after landing; it self-destructs to avoid
leaving any kind of trail.
74 75
DOLLS DATA
DOLLS DATA
Power Doll Roster
76 77
DOLLS DATA
78 79
DOLLS DATA
Type X3APLD
TYPE X3ARPLD/R
TYPE X3ACPLD/A
• DOLLS Weapons
82 83
DOLLS DATA
84 85
DOLLS DATA
Support Vehicles
86 87
ENEMY DATA
88 89
ENEMY DATA
90 91