MISSIONS TO PLAY

Teams
This is a standard Laserforce mission. Players are divided into two teams, red and green, and wear correspondingly coloured battlesuits. More...
Individual
Play is identical to that of the Team mission with the following exceptions:
  • Everyone is on there own. You can team up with other players, but be aware that they can deactivate you. Scoring however is all individual.
  • All bases become neutral targets.
  • All neutral targets are 501 points.
Team/Individual SuperCharge
This is a high speed derivative of the standard Team mission. Play is identical to that of the Team/Individual mission with the following exceptions:
  • The deactivation times are one half of the standard.
  • Special abilities do not increase in difficulty or cost after each use.
  • Scores have no effect on the player's standard average.
Special Abilities
These are the abilities that are available when you increase you MEMBERSHIP level.
 
LevelAbilityDescriptionCostCost Type
1Rapid FireYou have 100 rounds of ammo on rapid fire, or until you are deactivated. It gets harder to activate rapid fire after that, because the number of people you need to zap increases.2+Consecutive Deactivations
2InvulnerabilityDuring this time no-one can deactivate you. You are invulnerable for 10 seconds. It gets harder to activate invulnerable after that, because the number of people you need to zap increases.5+Consecutive Deactivations
3PaybackPayback allows you to come straight back up again after you are deactivated. Simply keep your trigger pressed for two seconds when you get hit and you will reactivate!5Special Points
4MissilesMissiles give you many more points. Stay locked onto a player until you hear the 3rd high Tone and then let off a missile. You can only use missiles on Level 4's or higher.5Special Points
5ResetReset allows you to a zap a player who is down even if you were the last person to zap them.5Special Points
6/7NukeNukes deactivate every opposing Level 6 & 7 on the field no matter where they are. When you are up, hold the trigger button in for two seconds to activate it. You must remain up for another four seconds until the Nuke detonates.20Special Points
Dead Aim
Low on ammunition, our gunslingers must make every shot count as if it were their last because it just might be! Each player starts with a limited number of shots. If you fire and miss, you lose a shot. However if you zap an opponent, you are awarded bonus shots. So to do well, you must be very accurate with your shots. More...

If you run out of shots, you will be unable to fire for between 10 and 15 seconds (depending on your level). After this time, you are automatically re-supplied with a few shots to get you going again.

You can destroy the bases once per mission, for bonus points and bonus shots. Beware! Unlike other missions, it may take more than three shots to destroy a target. The number of shots required depends on your level. If you have four or more shots, you will be able to fire missiles. A successful missile will award you points plus bonus shots, but an unsuccessful missile attempt will cost you shots. If you have two or more shots, you can activate a payback when you are down. This ability costs two shots.

Notes:

  • There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.
  • A single shot or missile will deactivate an opponent.
  • Players do not receive a missile-warning tone, when another player obtains a missile-lock on them.
  • Low level players will not be able to lock-on to an base unless they have enough shots to destroy it.
  • Level 6 players do not start the mission with enough shots to destroy an in-field target.
  • A player's standard skill level determines their initial number of shots, maximum number of shots, the number of shots they get when they zap/missile an opponent, and the number of shots required to destroy a base.

 
LevelInitial Shots (% of Max)Max Shots Max Shots / Zap OpponentMax Shots / Missile OpponentHits Required to Destory TargetBonus Shots / Destroy Target
115301.0-35 (+3 used)
213260.9-35 (+3 used)
311220.8-35 (+3 used)
49180.7345 (+4 used)
59180.7355 (+5 used)
65120.5365 (+6 used)

Scoring

 
EventScore
Zap Opponent100 + 5x Level Difference
Zap Own Team Member-50
Missile Opponent500 + 20x Level Difference
Missile Own Team-250
Destroy Base1001 (enemy); 1001 (neutral)

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Death Match
Players battle it out against their opponents, collecting as many powerups as possible to increase their battle strength. Players begin with 100 health and a lowly shotgun. Each hit on an opponent will reduce their health. More...

When their health reaches zero, they are deactivated for 10 seconds and lose any powerups they may have collected. It usually takes multiple hits to deactivate another player. Each time you deactivate an opponent, you are awarded one frag. Players are ranked on the scores screen and the printouts by the number of frags they have achieved. To increase your chances of survival, grab some powerups. Powerups randomly "respawn" at all the bases, and can be collected by simply zapping the base twice. Once you have taken a powerup from a base, you cannot get another powerup at that same base until 20 seconds has elapsed. You can however, obtain powerups from other bases during this time.

There only exists one of each Rune in the game, and once a player picks it up, they retain the rune until they are put down. Runes can be picked up from bases the same as normal powerups, however they can also be transferred between players. If player A has a Rune and is deactivated by enemy player B, the player B takes possession of player A’s Rune. However, a player may only hold one Rune and a time, so if player B already has a Rune, the player A’s Rune is allocated to a base.

For a full description of the available powerups, and what they do for you, refer to the Capture The Flag / DM Powerups Reference sheet.

Notes:

  • There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many.
  • All players can obtain powerups at all bases.
  • If you have taken damage you can slowly heal back to full health over time, as long as you are not shooting. Your battlesuit will make a 'blip' as you are healed.
  • Players who are being missile-locked do not receive a missile warning tone.
  • A player can pick-up any number of powerups, however there is a maximum limit of 100 points of Armour, 250 Health and 1 Rune.
  • A player can determine which powerup is at a base by zapping it once and then pausing briefly, at which stage their battlesuit will announce which powerup is "available" at that base. A further single shot will then pick up that powerup.
  • A missed rocket counts as a near miss, and does "splash" damage to the base, roughly equal to half of a normal rocket.
  • Down players can be repeatedly zapped while down. However, this does not score a frag, and they are only deactivated for 4 seconds. There is a limit on the number of times this can be done.
  • If you have less than 100 health, your battlesuit lights will become dimmed. The less health you have, the more the lights are dimmed. You can use this to gauge your health.
  • Zapping players on your own team does damage to you! You can frag yourself in this way if you are not careful.

Weapons:

 
WeaponDamageAmmo
Shotgun20Unlimited
Nailgun2530
Rocket Launcher104-13010

Powerups:

 
MissionAvailable Powerups
DM 1Nailgun, Rocket Launcher, Armor, Super Health
DM 2Nailgun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability
DM 3/4Nail Gun, Rocket Launcher, Armor, Super Health, Invincibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength

Scoring:

 
EventScore
Frag Opponent+1
Frag Self-1

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Special Games

(These games bellow are available on member promo nights and Lock UPs ONLY.)

Capture the Flag
Capture The Flag is a variation of team Death Match, in which each team has a "flag," which all the other teams try to capture. More...
Fugitive
Wrongly convicted of a crime, one or two fugitives scramble to escape the pursuit of a large group of federal marshals intent on their recapture. More...

Each player has a limited number of lives. Each time they are deactivated, a life is lost. When all of their lives are gone, they are eliminated from the game. The players' goal is to eliminate the other team, while not being eliminated themselves.

Destroying the bases awards bonus lives, and it is recommended that this is done early, to avoid elimination.

Typically, an experienced player is chosen as the fugitive. All other players become marshals. The fugitive gets first choice of battlesuits and enters the arena prior to the mission start (to set up a strategic position). The marshals wait in the armory until the mission begins, but then must enter the arena immediately.

Players must actively search out their opponents. If a player fails to do so, their battlesuit will warn them by saying "Warning, time low". If they do not find an opponent within a short period of time (about 12 seconds), their battlesuit will say "Warning, time critical". If a further 12 seconds passes without them finding an opponent, they will be deactivated and a life will be lost. Thus, players must continuously search out the enemy or they are penalized

The number of lives each player starts with is determined by a complex algorithm that takes the skill level of all fugitives and marshals into account. Because of this, even lower level players can be fugitives and still have a chance against 20 marshals. The battlesuit will provide warning when lives become low.

Fugitives have the only special ability available, the Payback, which costs them 10 special points to activate.

Notes:

  • ABSOLUTELY NO CHASING OF THE FUGITIVES IS PERMITTED. They will have a hard enough time being outnumbered ten-to-one, so they must be permitted to escape when they are deactivated.
  • When there are many marshalls, it is possible that they main begin the game on lives low or even lives critical. If this happens, it is a good idea to go for the bases early to get those bonus lives and avoid early elimination.
  • Level 3 players and higher can zap their own team members. This is a “bad decision” and will result in deactivation and the loss of one life (for the zapping player).
  • The fugitive’s payback also activates a reset, so if a fugitives and marshal zap each other simultaneously, the fugitive can use a payback and then zap the marshal again before they reactivate. Toward the end of the mission, it may be possible to repeatedly zap opponents without them ever reactivating.
  • The 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 the lives the player has remaining.
  • All bases are considered neutral, and as such can be destroyed by all players. The mission will automatically end when the time limit has expired or only one team remains. All players are deactivated by a single shot from an opponent.
 
EventScoreSpecial Points
(Fugitive Only}  
Zap Opponent1001
Zap Own Team Member-500
Destroy Base8015

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Gladiator
Players have a limited number of lives, and attempt to be the last remaining Gladiator by eliminating all of their opponents. More...

The number of lives that a player begins with depends on their level. The higher the level, the fewer starting lives. When zapped, a player is deactivated and a life is lost. When all live have been exhausted, the player is eliminated from the mission.

Additional lives can be gained by zapping opponents, and by destroying the bases.

Notes:

  • There are three variations of this mission: individual, team and partners. The variation determines whether there are, teams and if so, how may. In individual and partners variations, all bases are neutral, while in team variation, bases may be friendly, enemy or neutral depending on their color.
  • There are no special abilities available, players must depend o their raw skill to win.
  • The visible LED on the back of the phaser will begin to flash faster when the player has six lives remaining. The faster the flashing, the fewer the lives remaining.
  • This mission will automatically end when the time limit has expired or only one player (team) remains.
  • All players are deactivated by a single shot from an opponent.

Skill Levels

The number of lives each player starts with depends on the player's standard skill level:

 
LevelStarting Lives
1 - Recruit30
2 - Gunner27
3 - Trooper23
4 - Captain20
5 - Starlord17
6 - Lasermaster15

Scoring

 
EventScoreSpecial Points
Zap Opponent100 + 10x Level Difference.25 + .04x Level Difference
Zap Own Team Member-1001 Life Lost
Destroy Base801 (Individual/Part), 1001 (Team)5

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Highlander
Players are "Immortals", struggling to eliminate all opponents and claim "the prize" as the last player remaining. There can be only one... More...

Players have unlimited shots and unlimited missiles. At the start of the mission, both shots and missiles fire very slowly. As the mission progresses however, both shots and missiles speed increases until it reaches its maximum at the climax of the mission.

Zapping players will build up special points, but the only way to eliminate an opponent is to missile them. When a player is removed from the mission in this manner, their score and special points are awarded to the player that eliminated them.

Destroying bases also awards special points.

Special Points

Special points can be used to activate the following special abilities:

Reset

Reset the players weapon, allowing a missile or another shot on an opponent who has just been zapped. To activate, hold special button in while up. Costs 10sp initially, drops to 5sp towards the end of the mission.

Shield

Provides temporary protection from missiles. To activate hold special button in while up. Lasts until the player is reactivated or 10 seconds is up. Costs 5sp initially, and increases to 30sp towards the end.

Notes:

  • As the mission Progresses, down time increases slightly. Players also become more vulnerable to being zapped while down. At the end of the mission, it is possible to zap players repeatedly while they are down without needing to use resets.
  • Towards the end of the mission, missiles become so quick that it can be difficult to zap an opponent with normal shots. Use quick snap shots to get a normal shot off before the missile town begins.
  • The mission will automatically end when the time limit has expired or only one player remains.

Skill Levels

All players play at the same level

Scoring

 
EventScoreSpecial Points
Zap Opponent1001
Missile Opponent500 + Opponent's Score 2+ Opponent's SP
Destroy Base8015

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Masters
This is a standard Laserforce mission, a variant of the mission, designed for tournament play. Play is identical to that of the Individual mission with the following exceptions: More...

All Players play at the same level, equivalent to standard level six.

The "Invulnerability" special ability is not available.

Skill Levels:

All players play at the same level, equivalent to standard level six.

Scoring

 
EventScoreSpecial Points
Zap Opponent1001
Missile Opponent5002
Destroy Base8015
Detonate Nuke5000

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Partners
This is a standard Laserforce mission, similar to the Team mission, but allowing up to seven different teams. Typically there are two players to a team, although this is not a requirement. Play is identical to that of the Team mission with the following exceptions: More...

Any battlesuit color can be on any team. However, having each player on a team use the same color can ease team identification and reduce friendly fire casualties.

All bases are considered neutral, and as such can be destroyed by all players.

Skill Levels

The standard six skill levels are implemented.

Scoring

 
EventScoreSpecial Points
Zap Opponent100 + 10x Level Difference1
Zap Own Team Member-1000
Missile Opponent500 + 100 x Level Difference2
Missile Own Team Member-5000
Destroy Base8015
Detonate Nuke5000

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Photon Emulation
Cast your mind back into the depths of time. The year was 1984 and the world was introduced to laser tag for the first time. Photon was born. It was the first laser tag, and even though it is no longer with us today, some still consider it the best. Now, using the wonders of Laserforce technology, you can play it for yourself and make up your own mind! More...

This mission type emulates the classic Photon "maneuver".

The rules are simple:

  • The shot speed is very slow (about one shot per second).
  • There is no lock-on tone.
  • Zap opponents once to deactivate them.
  • You can be zapped at all times, however you are only deactivated if you are zapped while you are up.
  • The deactivation time is five seconds.
  • There is a delay between when you zap an opponent and when they are deactivated (about 0.5 seconds).
  • You can only zap the same player three times in a row before you must 'clear' your phaser by zapping someone/something else.
  • Zap the neutral/enemy bases three times in a row to destroy them and gain bonus points.

Notes

There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.

Skill Levels

All players are at the same level.

Scoring

 
EventScore
Zap Opponent10
Zap Own Team Member-30
Get Missiled-10
Destroy Enemy Base201
Destroy Neutral Base50

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Shadows
This mission is a test of a player's stealth and subterfuge. You need to be able to sneak up on your opponents without being seen or heard. Players can be in one of two modes of play, either "shot mode" or "missile mode". When a player is in shot mode, they can fire shots or missiles. The player's visible lights will flash dimly and they can be locked onto normally. More...

When a player is in missile mode, the player can only fire missiles, however the player's missiles lock-on faster than the missiles of a player in Shot mode. The player's visible lights will be off and other players will be unable to obtain a normal lock-on tone to the player, but will be able to obtain a missile lock-on tone. Players can change between modes at will after the start of the mission by holding special button in. This can be done while the player is up or down. A player who becomes missile-locked will have their visible lights brighten to full intensity. The lights will gradually fade back to their normal state.

Notes

  • There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all bases are neutral, while in the team variation; bases may be friendly, enemy or neutral depending on their color.
  • A player who is zapping an base will have their lights brighten to full intensity.
  • A single shot or missile will deactivate an opponent.
  • A player deactivated by a shot remains deactivated for less time than a player deactivated by a missile.
  • Players on skill levels 1-3 automatically revert to shot mode when they are deactivated. Players on levels 4-6 remain in whatever mode they were in.

Skill Levels

The length of time a player's visible lights remain brightened by a missile-lock depends on that player's standard skill level.

Scoring

 
EventScore
Zap Opponent100 + 5x Level Difference
Zap Own Team Member-50
Missile Opponent500 + 20x Level Difference
Missile Own Team Member-250
Destroy Base801

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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. More...

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

 
ClassShotsMisslesHit Points
InitialRe-supplyMaxInitialRe-supplyMax
Commander201040None2
Heavy Weapons50101005553
Scout301060105101
Ammo CarrierUnlimitedUnlimited1

Special Abilities

 
ClassSpecial Abilities
CommanderNuke: All opponents are deactivated. To use, hold special button in while up. Cost: 20sp
Heavy WeaponsPayback: Player is instantly reactivated. To use, hold special button in while down. Cost 10sp
ScoutStealth: Player's visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold special button in while up.
Ammo CarrierRe-supply: Can re-supply own team by zapping them while they are up.

Notes

  1. Bases operate in the same manner as in a standard Team mission.
  2. 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.
  3. A Heavy Weapons always has rapid fire, but does not receive any normal lock-on tone.
  4. 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.
  5. 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)
  6. 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.
  7. 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.
  8. A maximum of 20 special points can be accumulated.

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 Base10015 
Detonate Nuke00 
Get Zapped-200 
Get Missiled-10005 shots are lost
Get Nuked002 shots are lost

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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. More...

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
 
ClassShotsLivesMisslesArmor StrengthShot Power
InitialRe-supplyMaxInitialRe-supplyMax
Commander3056015430532
Heavy Weapons2054010320533
Scout30106015530011
Ammo CarrierUnlimited10320011
Medic1553020020011
Special Abilities
 
ClassSpecial Abilities
CommanderNuke: All opponents are deactivated. They ALL lose 3 Lives.
To use, hold the triger in for 2 seconds while up. You must stay up for another 4 seconds for the nuke to detonation. Cost: 20sp
Warning: If you are zapped before the nuke detonates, you lose the nuke and the sp
Heavy WeaponsNone. He is hard to deactivate and he deactivates all player with 1 shot.
ScoutRapid Fire: Lasts until you are re-supplied.
To use, hold the triger in for 2 seconds while up. Cost: 15sp
Note:Power Boosts do not deactivate Rapid Fire.
Ammo CarrierRe-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 the triger in for 2 seconds while up. Cost: 10sp
MedicRe-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 the triger in for 2 seconds while up. Cost: 10sp

Notes

Missiles are non-replenishable.

Bases 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.

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 Base10015 
Detonate Nuke5000 
Get Zapped-2001 life is lost
Get Missiled-10002 lives are lost
Get Nuked003 lives are lost

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Tag
Players play as individuals. When the mission begins, one player is selected randomly and becomes IT. They will hear a normal hit sound and be deactivated for four seconds. When they are reactivated, their lights will be locked-on to distinguish them from other players. Their goal is to "tag" some other players and thus make them IT. They do so by missiling them. The goal of the other players is to score points by zapping the tagged player while avoiding being tagged themselves. Once a player is tagged, they are deactivated for four seconds, and then are reactivated. The player who tagged them returns to normal mode. More...

While tagged, a player cannot fire normal shots, just missiles. They cannot score in any way and must simply try to tag another player by missiling them.

While tagged, a player is never deactivated. They remain up the entire time, and will likely have other players zapping them repeatedly. The tagged player loses points each time they are zapped, so they should try to tag someone else as soon as possible.

Players who are not tagged can destroy the bases. They score no points, but if all bases are destroyed without the player being tagged, rapid fire is awarded. They can then use this to score a lot of points on the tagged player. Once a player is tagged, rapid fire is lost, but after tagging someone else, they can destroy the bases again to re-enable it.

Players who are not tagged cannot zap each other; they can only zap the player who is currently tagged.

Direct "tag-backs" are not permitted.

Scoring

 
EventScore
Zap Tagged Player30
Get Tagged-100
Tagged timeout penalty-1500

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Time Warp
Trapped in a time vortex, players struggle to command the flow of time itself, halting or reversing it. Determined to stretch their meager ration of time and make it last as long as possible. More...

Special abilities

Time Boost
All the players’ special points are converted into extra time. To use, hold the trigger in while up. Each special point is converted into one extra second of time; special points are then reset to zero.
Time Freeze
When down, the players time is frozen until they are reactivated. To use, hold the special button in while down. Special points are deducted at a rate of one every two seconds while the ability is in effect. Time reverts to normal when the player reactivates or when special points are exhausted.
Time-Drain
Time is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until missile lock tone begins. For each second of missile lock on an opponent, four seconds of time is drained and transferred to the player. This continues until the lock is broken or the opponent's time is drained.
Time-Warp
Time is drained from ALL opponents and transferred to the player. To use, accumulate more than 15 special points and hold the special button in while up. When activated, 15 special points are deducted immediately, and then one special point for every two seconds that the effect lasts. For each second that a time warp is in effect, all opponents loose one second of time while the activating player gains two seconds. The Time warp ends when the activating player is either deactivated or exhausts their special points.

Notes

  • If a player has a time warp and a time boost available, the time warp has priority and so holding the special button in will cause the time warp to be activated.
  • When using a time warp, the activating player's battlesuit will sound a medium pitch beeping sound every few seconds until the effect ends. During this time, the battlesuit's visible lights will remain steady (not flashing) and the players phaser will be unable to fire.
  • When a player has a time warp in effect, all opponents receive a low pitched beeping sound every few seconds. This is a signal that their time is being drained by the time warp. To stop this, they should attempt to seek out and deactivate the player using the time warp.
  • The visible LED on the back of the phaser will begin to flash when the player has less than 70 seconds remaining. The faster the flashing, the less time the player has remaining.

Skill Levels

The amount of time each player begins with and gains with each hit depends on that player's skill level.

Scoring

 
LevelStarting Time (% of max)Zap Opponent (gain in seconds)
150%10 + 0.1 x Level Difference
245%9 + 0.1 x Level Difference
340%8 + 0.01 x Level Difference
435%7 + 0.01 x Level Difference
530%6 + 0.01 x Level Difference
625%5 + 0.01 x Level Difference

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Wabbit Season
This mission is a fun mission to play. Players are either Hunters or one of their prey, Ducks or Rabbits. The rules for the Hunters are simple; you are only allowed to hunt the prey that is "In-Season". Hunting "Out-Of-Season" prey is bad. More...

The idea for both the Ducks and the Rabbits is to make sure that the other animal is the one that is "In-Season" so that the Hunters keep hunting them instead of you. Remember the prey can’t fight back against the Hunters! Any time one of the Ducks or Rabbits zap a member of the opposing prey team, the season swaps. If it is "Duck Season" and a prey zaps an opposing prey, it becomes "Rabbit Season" and visa versa. So the Ducks and Rabbits should be careful not to zap an opposing prey if their own team is not already "In-Season", because that will make them "In-Season".

But the Hunters should be warned. Towards the end of the mission the tables will be turned! Hunters score points by zapping "In-Season" prey. Ducks and Rabbits score points every time an opposing prey is zapped.

The number of players allowed on each team is important in this mission. The Hunters should far outnumber the number of Ducks and Rabbits. The number of Ducks and Rabbits should be the same.

Notes

  • Players can choose to be on any team regardless of the battlesuit color they are wearing.
  • Number of players: Less than 10- 1 of each prey, 10 to 16- 2 of each prey, More than 16- 3 of each prey.

Scoring

 
EventScore
Hunter Zaps In Season Prey100
Hunter Zaps Out of Season Prey-120
Hunter Zaps Own Team-100
Zap Opposite Prey10

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Wed Lock
Incarcerated in a futuristic prison, the players have been collared with an explosive neck collar. Their collar is electronically tied to the collar of one of their fellow prisoners, only they don't know who. More...

Players start the mission as individuals. When the mission begins, the players are automatically paired up by the system in a random fashion. Your aims in this mission are: find your wedlock partner, defuse your collars and break the wedlock before the timer runs out. While two players are wed locked, what happens to one, happens to the other. This means that if one player gets rapid fire, both players get rapid fire if one player is deactivated, both players are deactivated.

To achieve rapid fire, just deactivate two opponents in a row without being deactivated yourself. To achieve invulnerability, you must deactivate five opponents in a row. Remember, when you achieve rapid fire or invulnerability, your partner gains this special ability also. This can help you to identify who your partner is.

As you deactivate opponents, you build up special points. These special points can be used to activate the following special abilities:

Powerups

 
AbilityCostEffect
Payback3You (and your partner are instantly reactivated
Missile3Bonus Points and Special Points Awarded
Nuke15All Other Players (except your partner) are Deactivated
Break Wedlock25Your Collars are Defused and the Wedlock is Broken

Before you can break the wedlock, you and your partner must have a combined total of at least 25 special points. Your battlesuit will announce "Special Available" when you have enough. To break the wedlock, both you and your partner must be up, and you must both hold in your triggers at exactly the same time. If you are successful, your battlesuit will say "Special Activated", and the wedlock will be broken.

Once the wedlock is broken, you retain the advantages of your wedlock, but lose the disadvantages. For example, you still get special abilities when your partner does, but do not go down when your partner is deactivated.

Notes

Players have access to their partner's special points as well as their own.

Skill Levels

All players play at the same skill level

Scoring

 
EventScoreSpecial Points
Zap Opponent1001
Zap Wedlock Partner-1000
Missile Opponent5002
Missile Wedlock Partner-5000
Destroy Base8013

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New Special Games

(These games are our newly added games, and are available on member promo nights and Lock UPs ONLY.)

Borg
The BORG have entered your space station, resistance is futile, your only hope is that backup will arrive before the BORG assimilate all the Trekkies. More...
Evolution
You are the dominant species on the planet, but to stay that way you must evolve. Since the beginning of time nature has favoured the strong but your need more than just strength to win this! More...
Hard Target
Your role is to be the hunter, zap an opponent and then close in for the kill, but be careful you do not become the HUNTED!!! More...
Life Force
Each player starts with a minimum amount of life. If this life expires, the player is eliminated from the mission. Players can gain additional life by zapping opponents, destroying targets and using special abilities. More...

Special abilities

Life Boost
All the players special points are converted into extra life. To use hold the trigger in while up. Each special point is converted into a unit of life; special points are then reset to zero.
Stasis
When down, the player's life force is frozen until they are reactivated. To use, hold the trigger in while down. Special points are deducted at a rate of one every two seconds while this ability is in effect. Their life force returns to normal status when the player reactivates or when special points are exhausted.
Life Drain
Life is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until the missile lock tone begins. For each second of the missile lock on the opponent, a unit of life is drained and transferred to the player. This continues until the lock is broken or all the opponents life is drained.
Life Harvest
Life is harvested from all opponents and transferred to the player. To use, accumulate more than 15 special points and hold the trigger in while up. When activated, 15 special points are deducted immediately and then 1 special point for every 2 seconds that the effect lasts. For each second this is in effect all opponents loose one second of life, while the activating player gains two seconds of life. The effect ends when the activating player is deactivated or exhausts their special points.

Notes

  • This mission can be played as individual, team or partners.
  • If a player has Life Boost and Life Harvest available, the Life Harvest has priority.
  • When using the Life Harvest, the activating player's battle-suit will sound a medium pitch beeping sound every few seconds until the effect ends. During this time, the battle-suit's visible lights will remain steady (not flashing) and the player's phaser will be unable to fire.
  • When a player has the Life Harvest in effect, all the opponents receive a low pitched beeping sound every few seconds. This is a signal that their life is being drained.. To stop this they should attempt to seek out and deactivate the activating player.
  • Players receive a "Time Low" warning when they have less than 1 minute of life and a "Time Critical" warning when they have less than 30 seconds of life remaining.
  • The mission will automatically end when the maximum time limit has expired or only one player or team remains.
  • All players are deactivated by one shot.
  • The WarBot is not active.
  • The amount of time each player begins with and gains with each hit depends on that player's skill level.

Skill Levels

 
LevelStarting lifeZap Opponent (Life gained)
17 mim 30 sec10 sec
27 mim 00 sec9 sec
36 mim 30 sec8 sec
46 mim 00 sec7 sec
55 mim 30 sec6 sec
65 mim 00 sec5 sec
74 mim 30 sec4 sec

Scoring

 
EventScoreSpecial pointsNotes
Zap opponent1001Gain extra time (see above)
Zap own team-500-
Life Boost0-1 minimumExchange each special point for 1 second of life
Life Drain - Missile lock00Transfer life from an opponent to yourself at 3 seconds per second
Missile opponent5002Gain extra time (see above)
Missile own team-2500-
Destroy target801 or 1001 team5Gain 10 Seconds of extra life
Life Harvest0-15 minimumTake live from all opponents Gain life at 2 seconds per second

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Manic
This game is a Individuals Supercharge, with missiles and nukes available to all level players in the arena. More...
Predator
Predator is a highly advanced game hunter that will stop at nothing to claim it's trophy's. It has lured a squad of Marines on to an abandoned spaceship so that the hunt may begin. Only one species will leave the ship alone will it be yours. More...
Revolver
You are a quick draw expert; you have entered a competition to find out who is the quickest draw in the west. More...
Smack Down
Up to 4 Tag teams compete in the arena to deliver the Final Smack Down Blow to opposing teams. More...
S.W.A.T.
A S.W.A.T. team has the task of expelling a team of villains from the arena. More...
Thief
The goal is to become the ultimate thief in the guild, through any means necessary. More...

TOURNAMENT Games

(These are available on member promos ONLY.)

ASSAULT TOURNAMENT
The objective is simple, survive as long as possible, defeat the endless challenge of other teams and score the highest team score during the tournament. More...
UNREAL TOURNAMENT
Battle alone against relentless warriors all sharing the same goal, to score the highest individual score during the tournament and be the champion. More...

LINKS

Located 62 Orange Ave
Mildura - Victoria.
(03) 50 700 232
0419 302 027
arnnies@laserforce.net.au