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Space Marines 4

This is a league Laserforce mission. Two 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 re-supplied by the team ammunition carrier.

Space Marines Roles

Ammo/Hit Points

Class Shots:
Initial/Re-Supply/Max
Missiles:
Initial/Re-Supply/Max
Hit Points
Commander
20/10/40
None
2
Heavy Weapons
50/10/100
5/5/5
3
Scout
30/10/60
10/5/10
1
Ammo Carrier
Unlimited
Unlimited
1

Special Abilities

Class Special Abilities
Commander Nuke: All opponents are deactivated. To use, hold trigger in while up. Cost: 20sp
Heavy Weapons Payback: Player is instantly reactivated. To use, hold trigger in while down. Cost 10sp
Scout Stealth: Player's visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold trigger in while up.
Ammo Carrier Re-supply: Can re-supply own team by zapping them while they are up.

Notes

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

All players do 1 Hit point damage.

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.

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 stealthed scout lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on a stealthed scout, but can obtain a missile lock.

The Ammo Carrier re-supplies players on their own team by zapping or missiling them while they are up Zapping them re-supplies their shots, while missiling them re-supplies their missiles. A Commander cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit)

The visible LED on the back of the phaser will begin to flash when the player has six or less shots remaining. The faster the flashing, the fewer shots the player has remaining.

The visible LED on the back of the phaser will be at half intensity if the player has insufficient special points to activate a special ability. When sufficient special points are accumulated, the LED will switch to full intensity.

A maximum of 20 special points can be accumulated.

Warbots are not active.

Skill Levels

All players of each character class play at the same time.

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
0
0
 
Get Zapped
-20
0
 
Get Missiled
-100
0
5 Shots are Lost
Get Nuked
0
0
2 Shots are Lost