Low on ammunition,
our gunslingers must make every shot count as
if it were their last... because it just might
be!
Each player starts with a limited number of shots.
If you fire and miss, you lose a shot. However
if you zap an opponent, you are awarded bonus
shots. So to do well, you must be very accurate
with your shots.
If you run out of shots, you will be unable to
fire for between 10 and 15 seconds (depending
on your level). After this time, you are automatically
resupplied with a few shots to get you going again.
You can destroy the in-field targets once per
mission, for bonus points and bonus shots. Beware!
Unlike other missions, it may take more than three
shots to destroy a target. The number of shots
required depends on your level.
If you have four or more shots, you will be able
to fire missiles. A successful missile will award
you points plus bonus shots, but an unsuccessful
missile attempt will cost you shots.
If you have two or more shots, you can activate
a payback when you are down. This ability costs
two shots.
Notes: There are three variations
of this mission: individual, team and partners.
The variation determines whether there are teams,
and if so, how many. In the individual and partners
variations, all in-field targets are neutral,
while in the team variation, in-field targets
may be friendly, enemy or neutral depending on
their colour.
- A single shot or missile will deactivate an
opponent.
- Players do not receive a missile-warning tone,
when another player obtains a missile-lock on
them.
- Warbots will look at all passing players.
If the player is doing poorly, the Warbot may
give a gift of some shots, however, if the player
is doing well, the Warbot may simply zap the
player.
- Low level players will not be able to lock-on
to an in-field target unless they have enough
shots to destroy it.
- Level 6 players do not start the mission with
enough shots to destroy an in-field target.
Recommended length: 10 minutes.
Skill Levels: A player's standard
skill level determines their initial number of
shots, maximum number of shots, the number of
shots they get when they zap/missile an opponent,
and the number of shots required to destroy an
in-field target.
Level |
Initial
Shots |
Max
Shots |
Bonus
shots/zap opponent |
Bonus
shots/missile opponent |
Hits
required to destroy target |
Bonus
shots/destroy target |
1
Recruit |
15
|
30 |
1.0 |
- |
3 |
5 (+3
used) |
2
Gunner |
13 |
26 |
0.9 |
- |
3 |
5 (+3
used) |
3
Trooper |
11
|
22 |
0.8 |
- |
3 |
5 (+3
used) |
4
Captain |
9 |
18 |
0.7 |
3 |
4 |
5 (+4
used) |
5
Starlord |
7 |
14 |
0.6 |
3 |
5 |
5 (+5
used) |
6
Lasermaster |
5
|
12 |
0.5 |
3 |
6 |
5 (+6
used) |
Scoring:
Event |
Score |
Zap
opponent |
100 + 5
x level diff. |
Zap
own team |
-50
|
Missile
opponent |
500
+ 20 x level diff. |
Missile
own team member |
-250
|
Destroy
in-field target |
1001
(enemy) or 801 (neutral) |
|