Wrongly convicted
of a crime, one or two fugitives scramble to escape
the pursuit of a large group of federal marshals
intent on their recapture.
Each player has a limited number of lives. Each
time they are deactivated, a life is lost. When
all of their lives are gone, they are eliminated
from the game. The players' goal is to eliminate
the other team, while not being eliminated themselves.
Destroying the in-field targets awards bonus
lives, and it is recommended that this is done
early, to avoid elimination.
Typically, an experienced player is chosen as
the fugitive. All other players become marshals.
The fugitive gets first choice of battlesuit and
enters the arena prior to the mission start (to
take up a strategic position). The marshals wait
in the armory until the mission begins, but then
must enter the arena immediately.
Players must actively search out their opponents.
If a player fails to do so, their battlesuit will
warn them by saying "Warning, Time low".
If they do not find an opponent within a short
period (about twelve seconds), their battlesuit
will say "Warning, Time critical". If
a further twelve seconds passes without them finding
an opponent, they will be deactivated and a life
will be lost. Thus, players must continuously
search out the enemy or they are penalised.
The number of lives each player starts with is
determined by a complex algorithm that takes the
skill levels of all fugitives and marshals into
account. Because of this, even lower level players
can be fugitives and still have a chance against
twenty marshals. The battlesuit will provide warning
messages when lives become low.
Fugitives have the only special ability available,
the payback, which costs them ten special points
to activate.
Notes: ABSOLUTELY NO CHASING
OF THE FUGITIVES IS PERMITTED. They will have
a hard enough time being outnumbered ten-to-one,
so they must be permitted to escape when they
are deactivated.
- When there are many marshals, it is possible
that they may begin the game on lives low or
even lives critical. If this happens, it is
a good idea to go for the in-field targets early
to get those bonus lives and avoid an early
elimination.
- Level three players and higher can zap their
own team members. This is a "bad decision"
and will result in deactivation and the loss
of one life (for the zapping player).
- The fugitives' payback also activates a reset,
so if a fugitive and marshal zap each other
simultaneously, the fugitive can use a payback
and then zap the marshal again before they reactivate.
- Toward the end of the mission, it may be possible
to repeatedly zap opponents without them ever
reactivating.
- All in-field targets are considered neutral,
and as such can be destroyed by all players.
- The mission will automatically end when the
time limit has expired or only one team remains.
- All players are deactivated by a single shot
from an opponent.
- Warbots are not active.
Recommended length: 10 minutes.
Skill Levels: The number of lives
each player starts with depends on that player's
standard skill level.
Scoring:
Event |
Score |
Special
Points |
Zap
opponent |
100 |
1
|
Zap
own team member |
-50
|
-
|
Destroy
in-field target |
801
|
5
|
|