Wrongly convicted of a crime, one or two fugitives scramble to escape the pursuit of a large group of federal marshals intent on their recapture.
Each player has a limited number of lives. Each time they are deactivated, a life is lost. When all of their lives are gone, they are eliminated from the game. The players’ goal is to eliminate the other team, while not being eliminated themselves.
Destroying the in-field targets awards bonus lives, and it is recommended that this is done early, to avoid elimination.
Typically, an experienced player is chosen as the fugitive. All other players become marshals. The fugitive gets first choice of Battlesuit and enters the arena prior to the mission start (to take up a strategic position). The marshals wait in the armoury until the mission begins, but then must enter the arena immediately.
Players must actively search out their opponents. If a player fails to do so, their Battlesuit will warn them to hurry up and engage the enemy. If they do not find an opponent within a short period (about twelve seconds), their Battlesuit will say a more urgent warning. If a further twelve seconds passes without them finding an opponent, they will be deactivated and a life will be lost. Thus, players must continuously search out the enemy or they are penalised.
The number of lives each player starts with is determined by a complex algorithm that takes the skill levels of all fugitives and marshals into account. Because of this, even lower level players can be fugitives and still have a chance against twenty marshals. The Battlesuit will provide warning messages when lives become low.
Fugitives have the only special ability available, the payback, which costs them ten special points to activate.
Notes: ABSOLUTELY NO CHASING OF THE FUGITIVES IS PERMITTED. They will have a hard enough time being outnumbered ten-to-one, so they must be permitted to escape when they are deactivated.
When there are many marshals, it is possible that they may begin the game on lives low or even lives critical. If this happens, it is a good idea to go for the in-field targets early to get those bonus lives and avoid an early elimination.
Level three players and higher can zap their own team members. This is a “bad decision” and will result in deactivation and the loss of one life (for the zapping player).
The fugitives’ payback also activates a reset, so if a fugitive and marshal zap each other simultaneously, the fugitive can use a payback and then zap the marshal again before they reactivate.
Toward the end of the mission, it may be possible to repeatedly zap opponents without them ever reactivating.
All in-field targets are considered neutral, and as such can be destroyed by all players.
The mission will automatically end when the time limit has expired or only one team remains.
All players are deactivated by a single shot from an opponent.
Warbot are not active.
Recommended length: 10 minutes.
Skill levels: The number of lives each player starts with depends on that player’s standard skill level.
Scoring:
Event | Score | Special Points (Fugitive Only) |
---|---|---|
Zap opponent
|
100
|
1
|
Zap own team member
|
-50
|
0
|
Destroy in-field target
|
801
|
5
|