Space Marines 4
This is a league Laserforce mission. 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 resupplied by the team ammunition carrier.
Length: 12 minutes.
Skill Levels: Individual skill levels are NOT implemented.
Space Marine Class
Commander
Heavy Weapons
Ammo Carrier
Scout
Hit Points
2
3
1
1
Scoring:
Event
Zap opponent
Zap own team
Missile opponent
Missile own team
Destroy in-field target
Detonate nuke
Get zapped
Get missiled
Get nuked
Score
100
-100
500
-500
1001
500
-20
-100
0
Special Points
1
0
2
0
5
0
0
0
0
Special Abilities
Nuke: All opponents are deactivated. To use, hold feature button in while up. Cost: 20sp.
Payback: Player is instantly reactivated. To use, hold feature button in while down. Cost: 10sp.
Resupply: Can resupply own team by zapping them while they are up.
Stealth: Player’s visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold feature button in while up.
Space Marine Class
Commander
Heavy Weapons
Ammo Carrier
Scout
Notes:
In the 2 and 3 team variants of this mission, the in-field targets operate in the same manner as in a standard “Team Supercharge” mission. In the 4-team variant the in-field targets are all considered neutral.
All players do 1 Hit point damage.
If a Commander is deactivated after activating a Nuke but before it detonates (approx. 5-7 seconds), the Nuke is cancelled and has no effect on opponents. The 20sp for the Nuke are used for no effect.
A Heavy Weapons always has rapid fire, but does not receive any normal lock-on tone.
A Scout can only fire shots while in non-stealth mode, and can only fire missiles while in stealth mode. The missiles used by a Scout in stealth lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on on a Scout in stealth, but can obtain a missile lock.
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).
A maximum of 20 special points can be accumulated.
A player can lose shots if they are missiled (5 shots) or nuked (2 shots)
MIssiles Inital/Resupply/Max
None
5/5/5
Unlimited
10/5/10
Space Marine Class
Commander
Heavy Weapons
Ammo Carrier
Scout
Space Marine Class
Commander
Heavy Weapons
Ammo Carrier
Scout
Shots Inital/Resupply/Max
20/10/40
50/10/100
Unlimited
30/10/60

