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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. 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.


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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