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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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