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Wairau Park, Auckland

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Space Marines 4

This is a league Laserforce mission. Two teams compete with each player taking a specific Space Marines role from the four different types available. Each character class has different strengths, weaknesses and special abilities.

Players have unlimited lives and cannot be prematurely eliminated from the mission. Shots and missiles, however, are limited, and players must be regularly re- supplied by the team ammunition carrier.


Space Marines
Class

Shots
Initial / Resupply / Max

Missiles
Initial / Resupply / Max

Hit Points

Commander

20 / 10 / 40

None

2

Heavy Weapons

50 / 10 / 100

5 / 5 / 5

3

Scout

30 / 10 / 60

10 / 5 / 10

1

Ammo Carrier

Unlimited

Unlimited

1


Space Marines
Class

Special Abilities

Commander

Nuke: All opponents are deactivated. To use, hold trigger in while up. Cost: 20sp

Heavy Weapons

Payback: Player is instantly reactivated. To use, hold trigger in while down. Cost 10sp

Scout

Stealth: Player's visible lights are deactivated making them hard to see.
To switch between stealth and normal modes, hold trigger in while up.

Ammo Carrier

Resupply: Can resupply own team by zapping them while they are up.



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. In-field targets operate in the same manner as in a standard "Team" mission.

2. All players do 1 Hit point damage.

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 Heavy Weapons always has rapid fire, but does not receive any normal lock-on tone.

5. A Scout can only fire shots while in non-stealth mode, and can only fire missiles while in stealth mode. The missiles used by stealthed scout lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on a stealthed scout, but can obtain a missile lock.

6. The Ammo Carrier resupplies players on their own team by zapping or missiling them while they are up Zapping them resupplies their shots, while missiling them resupplies their missiles. A Commander cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit).

7. A maximum of 20 special points can be accumulated.


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

Recommended Mission Length: 12 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 Nuked

0

0

Get Zapped

-20

0

Get Missiled

-100

0

5 shots are lost

Get Nuke

0

0

2 shots are lost



 

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