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  HOME > LASER TAG GAMES > SPACE MARINES 4
 
   
 
  Space Marines 4

This is a league Laserforce mission. Two teams compete, with each player taking a specific Space Marines role from the four different types available. Each character class has different strengths, weaknesses and special abilities.

Players have unlimited lives and cannot be prematurely eliminated from the mission. Shots and missiles, however, are limited, and players must be regularly resupplied by the team ammunition carrier.

Space Marines Class
Shots Initial/Resupply/Max
Missiles Initial/Resupply /Max
Hit Points
Commander
20/10/40
None
2
Heavy Weapons
50/10/100
5/5/5
3
Scout
30/10/60
10/5/10
1
Ammo Carrier
Unlimited
Unlimited
1
Space Marines Class
Special Abilities
Commander
Nuke: All opponents are deactivated. To use, hold trigger in while up. Cost: 20sp.
Heavy Weapons
Payback: Player is instantly reactivated. To use, hold trigger in while down. Cost: 10sp.
Scout
Stealth: Player's visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold trigger in while up.
Ammo Carrier
Resupply: Can resupply own team by zapping them while they are up.

Warbots: All Warbots start in a deactivated state.

Warbots may be friendly, enemy or neutral, depending on their colour. Players may take control of a deactivated Warbot that is of a friendly or neutral colour. Control is gained with a single shot.

Once a Warbot has been controlled, it joins the controlling team and assumes the same Space Marines class as its controller. Once the Warbot has been deactivated 10 times, it will become inactive again. Warbots can use the same special abilities as a player of the same Space Marines class can.

A controlled Warbot's character class can be changed by a single zap from a member of the controlling team.

Notes: In the 2 and 3 team variants of this mission, the in-field targets operate in the same manner as in a standard Team mission. In the 4-team variant the in-field targets are all considered neutral.

  • All players do 1 Hit point damage.
  • If a Commander is deactivated after activating a nuke but before it detonates (approx. four seconds), the nuke is cancelled and has no effect on opponents. The 20sp for the nuke are used for no effect.
  • A Heavy Weapons always has rapid fire, but does not receive any normal lock-on tone.
  • A Scout can only fire shots while in non-stealth mode, and can only fire missiles while in stealth mode. The missiles used by a scout-in-stealth lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on on a scout in stealth, but can obtain a missile lock.
  • The Ammo Carrier resupplies players on their own team by zapping or missiling them while they are up. Zapping them resupplies their shots, while missiling them resupplies their missiles. A Commander cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit).
  • A maximum of 20 special points can be accumulated.

Recommended length: 12 minutes
Skill Levels: All players of each character class play at the same level.
Scoring

Event
Score
Special Points
Notes
Zap opponent
100
1
-
Zap own team
-100
-
-
Missile opponent
500
2
-
Missile own team
-500
-
-
Destroy in-field target
1001
5
-
Detonate nuke
500
-
-
Get zapped
-20
-
-
Get missiled
-100
-
5 shots are lost
Get nuked
0
-
2 shots are lost
 
 

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