Space Marines (SM5)

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. The team medic resupplies lives. The team ammunition carrier resupplies shots. Missiles cannot be resupplied.

Space Marines Class Shots
Initial / Resupply / 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 15/3/30 0 1 1
Ammo Carrier Unlimited 10/3/20 0 1 1
Medic 15/5/30 20/0/20 0 1 1

 

Space Marine Class Special Abilities
Commander Nuke: All opponents are deactivated. To use, hold feature button in while up. Cost: 20sp.
Heavy Weapons None
Scout Rapid Fire: Lasts until resupplied. Cost 15sp
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 feature button 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 feature button 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:

Missiles are non-replenishable.

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

If a Commander is deactivated after activating a nuke but before it detonates (approx. four seconds), the nuke is cancelled and has no effect on opponents. The 20sp for the nuke are used for no effect.

A maximum of 99 special points can be accumulated.

 

Recommended length: 15 minutes

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

Scoring:

Event Score Special Points Notes
Zap opponent 100 1
Zap own team -100 0
Missile opponent 500 2
Missile own team -500 0
Destroy in-field target 1001 5
Detonate nuke 500 0
Get zapped -20 0 1 life is lost
Get missiled -100 0 2 lives are lost
Get nuked 0 0 3 lives are lost