This is a league
Laserforce mission. Two teams compete with each
player taking a specific Space Marines role from
the five different types available.
Players have limited lives, shots and missiles.
A player who loses all their lives is eliminated
from the mission. The team medic resupplies lives.
The team ammunition carrier resupplies shots.
Missiles cannot be resupplied.
Space
Marines Class |
Shots
Initial/Resupply/ Max |
Lives
Initial/Resupply/ Max |
Missiles |
Hit
Points |
Shot
Power |
Commander
|
30/5/60
|
15/4/30
|
5 |
3 |
2 |
Heavy
Weapons |
20/5/40 |
10/3/20
|
5 |
3 |
3 |
Scout
|
30/10/60
|
15/5/30 |
0 |
1 |
1 |
Ammo
Carrier |
Unlimited
|
10/3/20
|
0 |
1 |
1 |
Medic
|
15/5/30
|
20/0/20 |
0 |
1 |
1 |
Space
Marines Class |
Special
Abilities |
Commander
|
Nuke:
All opponents are deactivated. To use, hold
trigger in while up. Cost : 20sp. |
Heavy
Weapons |
None. |
Scout
|
Rapid
Fire: Lasts until resupplied. Cost 15sp.
|
Ammo
Carrier |
Resupply:
Can resupply own team with shots by zapping
them while they are up.
Power boost: Resupplies all up team members
with shots simultaneously. To use, hold
trigger in while up. Cost: 15sp. |
Medic |
Resupply: Can resupply own team with lives
by zapping them while they are up.
Power boost: Resupplies all up team members
with lives simultaneously. To use, hold
trigger in while up. Cost: 10 sp. |
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 be 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: Missiles are non-replenishable.
- In-field targets operate in the same manner
as in a standard Team mission.
- 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 maximum of 99 special points can be accumulated.
Recommended length: 15 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
|
- |
1 life
is lost |
Get
missiled |
-100
|
- |
2 lives
are losr |
Get
nuked |
0 |
- |
3 lives
are lost |
|