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. Lives are re-supplied by the team medic. Shots are re-supplied by the team ammunition carrier. Missiles cannot be re-supplied.
Space Marines Roles
Ammo/Hit Points
| Class | Shots: Initial/Re-Supply/Max |
Missiles: | Hit Points | Shot Power |
|---|---|---|---|---|
| Commander | 30/5/60 |
5 |
3 |
2 |
| Heavy Weapons | 20/5/40 |
5 |
3 |
3 |
| Scout | 30/10/60 |
0 |
1 |
1 |
| Ammo Carrier | Unlimited |
0 |
1 |
1 |
| Medic | 15/5/30 |
0 |
1 |
1 |
Special Abilities
| 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 re-supplied. Cost: 15sp |
| Ammo Carrier | Re-supply: Can re-supply own team by zapping them while they are up.
Power Boost: Re-supplies all up team members with shots simultaneously. To use, hold trigger in while up. Cost: 15sp |
| Medic | Re-supply: Can re-supply own team by zapping them while they are up.
Power Boost: Re-supplies all up team members with lives simultaneously. To use, hold trigger in while up. Cost: 15sp |
Notes
Missiles are non-replenishable.
In-field targets operate in the same manner as in a standard mission.
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.
The visible LED on the back of the phaser will begin to flash when the player has six or less lives remaining. The faster the flashing, the fewer lives 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 99 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 | 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 |
