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Home arrow Laser Tag Tournaments
Laser Tag Tournaments PDF Print E-mail

We are looking at starting Laser Tag tournaments on our Tuesday Nights from 6:00pm till 9:00pm. If your are interested please click the link below and fill out our form. You will need a 5 member team. We will start with basic team play and upgade through different games until we reach the "Space Marines 5" level.

The ultimate game we will be playing is called Space Marines. This game requires a degree of skill and team work. This game also requires you to start with 5 team members. Here are the basic rules of the game.

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
Class
Shots
Initial / re-supply / Max
Lives
Initial / Resupply / Max
MissilesHit PointsShot Power
Commander30 / 5 / 6015 / 4 / 30532
Heavy Weapons20 / 5 / 4010 / 3 / 20533
Scout30 / 10 / 6015 / 5 / 30011
Ammo CarrierUnlimited10 / 3 / 20011
Medic15 / 5 / 3020 / 0 / 20011

 

Space Marines
Class
Special Abilities
CommanderNuke: All opponents are deactivated. To use, hold trigger in while up. Cost: 20sp
Heavy WeaponsNone
ScoutRapid Fire: Lasts until re-supplied. Cost: 10sp
Ammo CarrierResupply: Can Resupply own team 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
MedicResupply: Can Resupply own team 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: 10sp

Warbots (None are available at our site at this time)

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 canceled 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.

Warbots are not active.

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

Scoring:

EventScoreSpecial PointsNotes
Zap Opponent1001 
Zap Own Team Member-1000 
Missile Opponent5002 
Missile Own Team Member-5000 
Destroy In-Field Target10015 
Detonate Nuke5000 
Get Zapped-2001 life is lost upon deactivation
Get Missiled-10002 lives are lost
Get Nuked003 lives are lost

>> Yes, I'm Interested ! <<

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