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Advanced Mission 6:

Space Marines 5

This mission is for experienced Laserforce players. This is the mission type that is played at League level and in international Laserforce Tournaments

2 teams compete with each other taking specific Space Marines roles from the 5 different roles available. This Mission type is recommended for Level 5 players or above.

The Scene

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.

Game Play

Space Marine Class Initial Shots Resupply Shots Maximum Shots
Commander 30 5 60
Heavy Weapons 20 5 40
 Scout 30 10 60
 Ammo Carrier Unlimited Unlimited Unlimited
 Medic 15 5 30
Space Marine Class Initial Lives Resupply Lives Maximum Lives
Commander 15 4 30
Heavy Weapons 10 3 20
 Scout 15 5 30
 Ammo Carrier 10
3
20
 Medic 20
0
20
Space Marine Class Missilis Hit Points
Shot Power
Commander 5
3 2
Heavy Weapons 5
3
3
 Scout 0
1
1
 Ammo Carrier 0 1 1
 Medic 0 1 1

Special Abilities

  • Commander
    NUKE – All opponents are deactivated. To use, hold trigger in while 'up'. Cost – 20 special points.
  • Heavy Weapons
    No special abilities
  • Scout
    RAPID FIRE – lasts until resupplied. Cost - 15 special points.
  • 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 – 15 special points.
  • 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 special points.

Warbots all 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 friendly or neutral colour. Control is gained by 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. A controlled Warbot’s character class can be changed by a single zap from a member of the controlling team. Warbots can be deactivated totally if both  teams are in agreeance before the mission starts.

Note

  • 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. 4 seconds) the NUKE is cancelled and has no effect on opponents. The 20 special points for the NUKE are used with no effect.
  • The visible LED at the back of the Phaser will begin to flash when the player has 6 or less lives remaining. The faster the flashing, the fewer lives the player has remaining.
  • The visible LED at the back of the Phaser will glow at half intensity if the player has insufficient special points to activate a special ability. When sufficient points have been reached the LED will switch to full intensity.
  • A maximum of 99 special points can be accumulated.

Skill Levels

All players of each character class play at the same level.

Scoring

  • Zap opponent – 100 points, 1 special point
  • Zap own team member – Minus 100 points
  • Missile opponent – 500 points, 2 special points
  • Missile own team member – Minus 500 points
  • Destroy in-field target – 1001 points, 5 special points
  • Detonate Nuke – 500 points
  • Get zapped – minus 20 points, 1 life lost
  • Get missiled – minus 100 points, 2 lives lost
  • Get nuked – 3 lives lost

Do you have what it takes to be a Space Marine?


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