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. 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
15/5/30
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 resupplied. Cost 15sp.
Ammo
Carrier
Resupply:
Can resupply own team with shots 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 with lives
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: 10 sp.

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
Missile
opponent
500
2

Missile own team
-500
Destroy
in-field target
1001
5
Detonate
nuke
500
Get
zapped
-20
1 life
is lost
Get
missiled
-100
2 lives
are losr
Get
nuked

0
3 lives
are lost