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 |
|