BREACH 3 MANUAL ERRATA

The manual incorrectly states that artillery support may only be called in
every 10 game minutes. In fact, the restriction is that it can be called in
only 3 times during the course of a mission. Support may only be targeted on
outdoor terrain (grass, dirt etc.), and only on a planet based mission level. 

BREACH 3 ADDITIONS AND CLARIFICATIONS

An alternative way to select marines has been added. Pressing the number keys
on your keyboard selects marines, just as if you had clicked on the numbered
buttons on the command column to the right of the game screen.

Using the builder, it is possible to save campaigns which have no
terminators, and missions which have no objectives. If missions you have
built yourself are behaving weirdly, check that you haven't done this.

For details on how to link Breach3 with Rules of Engagement 2, refer to the
Rules 2 manual. Breach3 includes deck plans for all standard FW, UDP and
alien vessels. You can use these as starting points to create Breach3-Rules2
linking scenarios.

Some extra options have been added to the game options panel. If you wish,
you can turn marine disobedience off, making all of your marines mindlessly
loyal. Also, you can tell the game to stop time and alert you whenever
certain events happen. (Specifically, whenever a new enemy is sighted, when a
marine dies, when a marine disobeys, every ten seconds.)

If your men are unable to survive conditions at the beam down point, they
will die, right at the start of the mission! An example of this would be if
they beam down into unbreathable terrain without oxygen masks.

Here are some more details on lighting and the use of UV goggles. If there
are no lights around, your marines may not be able to see. Each mission level
can be either 'light' or 'dark'. On light levels, you never have lighting
problems, so you will never need UV goggles. On dark levels, everything will
be dark except the areas directly around wall lights and light stands. Note
that lights can be destroyed by laser fire. To see in the dark, your current
marine must have and must be using UV goggles.

Obstacles such as chairs and computer consoles provide cover. Shots reaching
them may hit and be stopped, or may pass over the top and continue. The
closer you are to the obstacle, the higher is the chance that your shot will 
pass the obstacle - so it makes sense to snipe from behind cover.

DETAILED DESCRIPTION OF EXPERIENCE GAINS

Note that experience is not awarded until the end of a campaign.

Each mission and each campaign terminator has a number of rank experience
points associated with it. When you complete a campaign, your leader gets the
number of points associated with the terminator he has reached. When a
mission is finished, you can gain anything up to the number of points
associated with that mission. You may even lose up to that same amount of
points. The experience gain depends on what proportion of your squad was lost
in the mission, and what proportion of the enemy forces were destroyed. The
ranks, with minimum points for promotion, are:
	
   any      Lt. Commander
   1,500    Commander
   3,000    Captain
   5,000    Commodore
   8,000    Fleet Commodore
  11,000    Sector Commander
  18,000    Quadrant Commander
  27,000    Rear Admiral
  34,000    Vice Admiral
  41,000    Admiral
  50,000    Fleet Admiral

Your leader can also gain medals, as detailed below. Note that immobile foes
such as poisonous plants don't count towards kill totals.
		
  FW Cross                     50 foes killed by the squad in one mission
  Distinguished Service        50 foes killed by the squad leader personally
  Purple Heart                 Squad leader suffers a near fatal wounding
  Distinguished Career Cluster 20 missions won (i.e. all objectives were met)
  FW medal of honor            Every 5,000 rank points

Your squad leader can also increase in accuracy. The more times your leader
personally shoots at and hits foes during a mission, the more likely he is to
gain accuracy.
