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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. Lives are re-supplied by the team medic. Shots are re-supplied by the team ammunition carrier. Missiles cannot be re-supplied.
Space
Marines Class |
Shots Initial / re-supply / 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 re-supplied.
Cost: 10sp
|
| Ammo Carrier |
Resupply: Can Resupply own team 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 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:
10sp |
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:
1. Missiles are non-replenishable.
2. In-field targets operate in the same manner as in a standard "Team" mission.
3. If a Commander is deactivated after activating a nuke but before it detonates (approx. Four seconds), the nuke is canceled and has no effect on opponents. The 20sp for the nuke are used for no effect.
4. A maximum of 99 special points can be accumulated.
5. Tournament Space Marines 5 is played 6 players per side with 2 scouts and 1 of each other class.
Skill Levels: All players of each character class play at the same level.
Recommended Length: 15 Minutes
Scoring:
| Event |
Score |
Special
Points |
Notes |
| Zap Opponent |
100 |
1 |
|
| Zap Own Team Member |
-100 |
0 |
|
| Missile Opponent |
500 |
2 |
|
| Missile Own Team
Member |
-500 |
0 |
|
| Destroy In-Field
Target |
1001 |
5 |
|
| Detonate Nuke |
500 |
0 |
|
| Get Zapped |
-20 |
0 |
1 life is
lost upon deactivation |
| Get Missiled |
-100 |
0 |
2 lives are
lost |
| Get Nuked |
0 |
0 |
3 lives are
lost |
|
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