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  HOME > LASER TAG GAMES > SPACE MARINES 5
 
   
 
  Space Marines 5

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
 
 

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