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Special Member Missions & Laser Tag Games

Capture the Flag

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Level: Expert

Capture the Flag is a variation of Team DM, in which each team has a “flag”, which all the other teams try to capture.

It is recommended that players have played DM and are familiar with it before attempting to play Capture the Flag.

Each team is assigned an in-field target to act as their flag. This then becomes their “base”. They must try to defend their flag from the enemy, while also trying to “capture” the enemy flag.

To capture the enemy flag, you must:

  1. Zap the enemy flag (target) three times. This picks up the flag, and your battlesuit lights will lock-on to show that you are carrying the enemy flag.
  2. Return to your base without being fragged.
  3. Zap your flag three times. This will “capture” the enemy flag and you will be awarded 10 frags.

To stop an opponent who is carrying your flag, simply frag them! If you do, your flag will be automatically returned to base.

The mission variations CTF1, 2 and 3 correspond to DM1, 2 and 3 respectively. CTF4 is the same as CTF3, except that all players play at the same skill level (this is designed to be used for league play).

Mission Type

Available Power-Ups

CTF1

Nail Gun, Rocket Launcher, Armor, Super Health

CTF2

CTF1 Power-Ups Plus: Invisibility, Quad, Invulnerability

CTF3/4

CTF1 & 2 Power-Ups Plus: Haste, Regeneration, Resistance, Strength

 

Notes: For a description of available items, refer to Capture The Flag / DM Items Reference.

  • Provided your flag is “at base” (ie. no enemy is carrying it) you can obtain powerups by zapping your flag in the same way you would zap a neutral target.
  • If you have the enemy flag, you can only capture it if your flag is “at base”. If the enemy has your flag, then it’s a “stand-off” and your team must try to frag the enemy flag carrier, so your flag will be returned to base.
  • Your phaser light will flash when an enemy is carrying your flag. No powerups can be collected from that target until the flag has been returned.

Recommended length: 12 minutes.

Skill levels: Skill levels are determined by the player’s standard skill level.

Scoring:

Events

Frags

Frag opponents

1

Frag own team member/self

-1

Capture flag

10 for self (2 for other team members)

Dead Aim

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Level: Advanced

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.

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 resupplied with a few shots to get you going again.

You can destroy the in-field targets 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.

Skill levels: 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 an in-field target.

 

Level

Initial Shots

Max Shots

Bonus Shots/ Zap Opponent

Bonus Shots/ Missile Opponent

1 – Recruit

15

30

1.0

-

2 – Gunner

13

26

0.9

-

3 – Trooper

11

22

0.8

-

4 – Captain

9

18

0.7

3

5 – Starlord

7

14

0.6

3

6 – Lasermaster

5

12

0.5

3

 

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 in-field targets are neutral, while in the team variation, in-field targets may be friendly, enemy or neutral depending on their colour.

  • 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.
  • Warbots will look at all passing players. If the player is doing poorly, the Warbot may give a gift of some shots, however, if the player is doing well, the Warbot may simply zap the player.
  • Low level players will not be able to lock-on to an in-field target 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.

Recommended length: 10 minutes.

Scoring:

 

Event

Score

Zap opponent

100 + 5 x level diff.

Zap own team member

-50

Missile opponent

500 + 5 x level diff.

Missile own team member

-250

Destroy in-field target

1001 (enemy) or 801 (neutral)

 

DM

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Level: Advanced

Players battle it out against their opponents, collecting as many power-ups 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. When their health reaches zero, they are deactivated for 10 seconds and lose any power-ups 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 power-ups. Power-ups randomly “respawn” at all the in-field targets, and can be collected by simply zapping the target twice. Once you have taken a power-up from a target, you cannot get another power-up at that same target until 20 seconds has elapsed. You can however, obtain power-ups from other targets during this time.

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

Some of the power-ups you can get include more powerful weapons. The following table lists the weapon attributes.

Weapon

Damage

Ammo

Shotgun

20

Unlimited

Nail Gun

25

30

Rocket Launcher

104-130

10

This mission has three variations: DM1, DM2 and DM3. The easiest variation, DM1, has only the lower level powerups. DM2 is intermediate difficulty, with over half of the powerups available. DM3 has all of the powerups available, and is recommended for experienced players. See the following table.

Mission Type

Available Power-Ups

DM1

Nail Gun, Rocket Launcher, Armor, Super Health

DM2

DM1 Power-Ups Plus: Invisibility, Quad, Invulnerability

DM3

DM1 & 2 Power-Ups Plus: Haste, Regeneration, Resistance, Strength

Runes are advanced powerups, and are only present in DM3. There are four runes, each with different powers. Once a player picks up a rune, they keep it until they are fragged/deactivated. Only one of each type of rune exists, so they may be difficult to obtain. The best way to get a rune is to frag an opponent who has one. In addition to the frag, you will also be awarded the rune that they had. Players can only hold a single rune at a time (you cannot pick up a rune if you already have one). See the reference sheet for a list of the runes and their powers.

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 in-field targets.
  • 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 an in-field target by zapping it once and then pausing briefly, at which stage their battlesuit will announce which powerup is “available” at that target. A further single shot will then pick up that powerup.
  • A missed rocket counts as a near miss, and does “splash” damage to the target, 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.
  • Warbots are not active.

Recommended length: 10 minutes.

Skill levels: Skill levels are determined by the player’s standard skill level.

Scoring:

Event

Frags

Frag opponent

1

Frag self/team member

-1

 

Fugitive
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Level: Intermediate

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.

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 in-field targets 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 battlesuit and enters the arena prior to the mission start (to take 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 (about twelve seconds), their battlesuit will say “Warning, Time critical”. If a further twelve 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 penalised.

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

Fugitives have the only special ability available, the payback, which costs them ten special points to activate.

Notes: 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 marshals, it is possible that they may begin the game on lives low or even lives critical. If this happens, it is a good idea to go for the in-field targets early to get those bonus lives and avoid an early elimination.
  • Level three 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 fugitives’ payback also activates a reset, so if a fugitive 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.
  • All in-field targets 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.
  • Warbots are not active.

Recommended length: 10 minutes.

Skill levels: The number of lives each player starts with depends on that player’s standard skill level.

Scoring:

 

Event

Score

Special Points (Fugitive)

Zap opponent

100

1

Zap own team member

-50

-

Destroy in-field target

801

5

Gladiator

Click here to download this PDFLevel: Intermediate

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

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 lives have been exhausted, the player is eliminated from the mission.

Additional lives can be gained by zapping opponents, and by destroying the in-field targets.

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 in-field targets are neutral, while in the team variation, in-field targets may be friendly, enemy or neutral depending on their colour.

  • There are no special abilities available; players must depend on their raw skill to win.
  • The mission will automatically end when the time limit has expired or only one player (or team) remains.
  • All players are deactivated by a single shot from an opponent.
  • Warbots are not active

Recommended mission length: 10 minutes.

Skill levels: The number of lives each player starts with depends on that player’s standard skill level.

 

Level

Starting Lives

1 – Recruit

30

2 – Gunner

27

3 – Trooper

23

4 – Captain

20

5 – Starlord

17

6 – Laserforce

15

 

Scoring:

 

Event

Score

Lives Gained

Zap opponent

100 + 10 x level diff.

0.25 + 0.04 x level diff.

Zap own team member

-50

1 life lost

Destroy in-field target

1001 (enemy) or 801 (neutral)

5

 

Highlander
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Level: Intermediate

Players are “Immortals”, struggling to eliminate all opponents and claim “The Prize” as the last player remaining.

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, the shot and missile speed increases until it reaches a 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 the in-field targets also awards special points. Special points can be used to activate the following special abilities:

Reset: Resets the player’s weapon, allowing a missile or another shot on an opponent who was just zapped. To activate, hold trigger in while up. Costs 10 SP initially, drops to 5 SP towards end of mission.

Shield: Provides temporary protection from missiles. To activate, hold trigger in while down. Lasts until player is reactivated or 10 seconds passes. Costs 5 SP initially, increases to 30 SP towards end of mission.

Notes: As the mission progresses, down time increases slightly. Players also become more vulnerable to being zapped while they are 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 tones begin.
  • The mission will automatically end when the time limit has expired or only one player remains.
  • Warbots are not active.

Recommended mission length: 10 minutes.

Skill levels: All players play at the same level.

Scoring:

 

Event

Score

Special Points

Zap opponent

100

1

Missile opponent

500 + opponent’s score

2 + opponent’s SP

Destroy in-field target

801

5

 

Individual
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Capture the Flag is a variation of Team DM, in which each team has a “flag”, which all the other teams try to capture.

It is recommended that players have played DM and are familiar with it before attempting to play Capture the Flag.

Each team is assigned an in-field target to act as their flag. This then becomes their “base”. They must try to defend their flag from the enemy, while also trying to “capture” the enemy flag.

To capture the enemy flag, you must:

  1. Zap the enemy flag (target) three times. This picks up the flag, and your battlesuit lights will lock-on to show that you are carrying the enemy flag.
  2. Return to your base without being fragged.
  3. Zap your flag three times. This will “capture” the enemy flag and you will be awarded 10 frags.

To stop an opponent who is carrying your flag, simply frag them! If you do, your flag will be automatically returned to base.

The mission variations CTF1, 2 and 3 correspond to DM1, 2 and 3 respectively. CTF4 is the same as CTF3, except that all players play at the same skill level (this is designed to be used for league play).

 

Mission Type

Available Power-Ups

CTF1

Nail Gun, Rocket Launcher, Armor, Super Health

CTF2

CTF1 Power-Ups Plus: Invisibility, Quad, Invulnerability

CTF3/4

CTF1 & 2 Power-Ups Plus: Haste, Regeneration, Resistance, Strength

Notes: For a description of available items, refer to Capture The Flag / DM Items Reference.

  • Provided your flag is “at base” (ie. no enemy is carrying it) you can obtain powerups by zapping your flag in the same way you would zap a neutral target.
  • If you have the enemy flag, you can only capture it if your flag is “at base”. If the enemy has your flag, then it’s a “stand-off” and your team must try to frag the enemy flag carrier, so your flag will be returned to base.
  • Your phaser light will flash when an enemy is carrying your flag. No powerups can be collected from that target until the flag has been returned.

 

 

Recommended length: 12 minutes.

Skill levels: Skill levels are determined by the player’s standard skill level.

Scoring:

Masters
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Level: Intermediate

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

  • All players play at the same level, equivalent to standard level six.
  • The “Invulnerability” special ability is not available.
  • No Warbots will be active.

Recommended length: 7.5 minutes.

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

Scoring:

 

Event

Score

Special Points

Zap opponent

100

1

Missile opponent

500

2

Destroy in-field target

801

5

Detonate nuke

500

-

Partners
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Level: Beginner

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:

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 in-field targets are considered neutral, and as such can be destroyed by all players.

All Warbots are considered neutral, and will attempt to zap all players.

Recommended length: 7.5 minutes.

Skill Levels: The standard six skill levels are implemented. See separate skill levels listing for a detailed list of skill levels.

Scoring:

Event

Score

Special Points

Zap opponent

100 + 10 x level diff.

1

Zap own team

-50

-

Zap Warbot

50

-

Missile opponent

500 + 100 x level diff.

2

Missile own team

-250

-

Destroy in-field target

801

5

Detonate nuke

500

-

Take control of Warbot

500

-

Photon Emulation
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Level: Intermediate

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!

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 in-field targets 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 in-field targets are neutral, while in the team variation; in-field targets may be friendly, enemy or neutral depending on their color.

  • Warbots are not active (they weren’t invented back in ’84).

Recommended length: 7.5 minutes.

Skill levels: All players play at the same level.

Scoring:

Event

Score

Zap opponent

10

Zap own team

-30

Get zapped

-10

Destroy enemy in-field target

201

Destroy neutral in-field target

50

Space Marines 4
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Level: Advanced

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 resupplied by the team ammunition carrier.

 

Class

Shots Initial/Resupply/Max

Missiles Initial/Resupply/Max

Hit Points

Commander

20/10/40

-

2

Heavy Weapons

50/10/100

5/5/5

3

Scout

30/10/60

10/5/10

1

Ammo Carrier

Unlimited

Unlimited

1

 

Class

Special Abilities

Commander

Nuke:All opponents are deactivated. To use, hold in trigger while up (Cost: 20 SP).

Heavy Weapons

Payback:Player is instantly reactivated. To use, hold in trigger while down (Cost: 10 SP).

Scout

Stealth:Player’s visible lights are deactivated, making them hard to see. To switch between stealth and normal modes, hold in trigger while up.

Ammo Carrier

Resupply: Can resupply own team by zapping them while they are up.

Warbots: All Warbots start in a deactivated state.

Warbots may be friendly, enemy or neutral, depending on their color. Players may take control of a deactivated Warbot that is of a friendly or neutral color. Control is gained with a single shot.

Once a Warbot has been 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: In the 2 and 3 team variants of this mission, the in-field targets operate in the same manner as in a standard Team mission. In the 4-team variant the in-field targets are all considered neutral.

  • 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 cancelled 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 a scout-in-stealth lock-on much faster than the missiles used by other character classes. Other players cannot obtain a normal lock-on on a scout in stealth, but can obtain a missile lock.
  • The Ammo Carrier resupplies players on their own team by zapping or missiling them while they are up. Zapping them resupplies their shots, while missiling them resupplies their missiles. A Commander cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit).
  • A maximum of 20 special points can be accumulated.

Recommended length: 12 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

-

Destroy nuke

500

-

-

Get zapped

-20

-

-

Get missiled

-100

-

Lose 5 shots

Get nuked

0

-

Lose 2 shots

 

Space Marines 5
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Level: League

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.

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

15/3/30

0

1

1

Ammo Carrier

Unlimited

10/3/20

0

1

1

Medic

15/5/30

20/0/20

0

1

1

 

Class

Special Abilities

Commander

Nuke:All opponents are deactivated. To use, hold in trigger while up (Cost: 20 SP).

Heavy Weapons

No special abilities.

Scout

Rapid Fire:Last until resupplied.

Ammo Carrier

Resupply:Can resupply own team by zapping them while they are up (Cost 15 SP).

Medic

Power Boost: Resupplies all up team members with lives simultaneously. To use, hold in trigger while up (Cost 10 SP).

Notes: Missiles are non-replenishable.

Bases 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.

Standard Length: 7 minutes (standard Laser Tag game length)

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

-

Destroy nuke

500

-

-

Get zapped

-20

-

Lose 1 life

Get missiled

-100

-

Lose 2 lives

Get nuked

0

-

Lose 3 lives

 

Tag
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Level: Intermediate

This is a fun mission type to play. Players play as individuals. When the mission begins, a number of players are selected at random and become “It.” The more players there are in the mission, the more players there are who will become “It.”

Their goal is to “tag” some other player and thus make them “It.” They do this by missiling them. Only players who are not already “It” can be “tagged.” The goal of the other players is to score points by zapping the tagged player(s) 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.

Notes: 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 all other players zapping them repeatedly (from a safe distance). The tagged player loses points each time they are zapped, so they should try to tag someone else as soon as possible.
  • If a player remains “It” for too long, the computer will take pity on them and automatically “tag” someone else at random for them. Becoming “untagged” in this manner incurs a substantial points penalty.
  • Players who are not “It” can destroy the in-field targets. They score no points, but after a number of targets are destroyed (initially only one), rapid fire is awarded. This can then be used to score a lot of points on the tagged player. Once a player is tagged, rapid fire is lost, but after they tag someone else, they can destroy in-field targets again to re-enable it, although it becomes more difficult to enable rapid fire each time.
  • Players who are not tagged cannot zap each other. They can only zap a player who is currently tagged.
  • Direct “tag-backs” are not permitted. For example: if player A tags player B, no “tagged” player can immediately tag player A. This protection lasts until player A zaps a “tagged” player, player A zaps any in-field target or player B tags some other player.
  • Warbots are not active.

Skill levels: All players play at the same level.

Scoring:

Event

Score

Zap tagged player

30

Get tagged

-100

Get zapped while tagged

-10

Tagged timeout penalty

-1500

Team
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This is a standard Laserforce mission. The players are divided into two teams, red and green, and wear correspondingly colored battlesuits. Players should only zap players of the opposite color, as there may be a penalty for zapping a fellow team member. Players have unlimited shots and unlimited lives, thus it is not possible for players to be eliminated from the mission prior to the scheduled mission end time.

When zapped, a player is deactivated for six to eight seconds. During this time, the player’s phaser is inactive, but the player can still be zapped, so seeking a safe hiding place is necessary. At the end of this down time, the player is reactivated and may return to the action.

Bonus points are awarded for destroying in-field targets. To destroy an in-field target, the player must zap it three times in a row without missing or being zapped themselves. Opposite color (enemy) and neutral in-field targets may be destroyed, while identical color (friendly) in-field targets should be defended from the opposing team.

Special points are accumulated by zapping other players and destroying the in-field targets. Special points are required to activate some of the advanced special abilities available in this mission. See the separate special abilities listing for a detailed list of the special abilities available.

Warbots may be friendly, enemy or neutral, depending on their color. Enemy and neutral Warbots may be zapped for bonus points, but beware, they will return fire. Friendly Warbots should not be zapped as this counts as zapping a team member. Warbots cannot be missiled.

Once a player zaps a Warbot a number of times, the Warbot becomes that player’s servant for one minute. During this time, the Warbot will not try to zap its master, and any points or special points scored by the Warbot are awarded to the controlling player.

Each player can only control each Warbot once.

Notes: After deactivating an opponent, a player cannot zap that same opponent again unless either: the opponent reactivates, the player zaps someone else, or the player activates a “Reset” special ability.

  • Special abilities become available only as the player increases their skill level. It is not possible for a player to change skill levels during a mission.
  • Each time a special ability is used, the requirements for it increase making it more difficult to obtain or more expensive to use the next time.
  • A high level player may need to zap a low level player up to three times before they are deactivated.
  • High level players are more vulnerable to being zapped while deactivated.
  • The “Missile” and “Nuke” special abilities affect only those opponents who are of a high enough level to possess the same ability.
  • Low level players are unable to zap their own team members. High level players can, but receive a warning tone instead of a lock-on tone when targeting. The penalty for zapping a team member is loss of points and deactivation. The zapped player is not affected in any way

Recommended length: 7.5 minutes.

Skill Levels: The standard six skill levels are implemented. See separate skill levels listing for a detailed list of skill levels.

Scoring:

 

Event

Score

Special Points

Zap opponent

100 + 10 x level diff.

1

Zap own team

-50

-

Zap Warbot

50

-

Missile opponent

500 + 100 level diff.

2

Missile own team

-250

5

Destroy in-field target

1001

5

Detonate nuke

500

-

Take control of Warbot

500

-

 

Supercharge

This is a high-speed derivative of the standard Team mission. Play is identical to that of the Team mission with the following exceptions:

  • The deactivation times are one half the standard.
  • Special abilities do not increase in difficulty or cost after each use.
  • Scores have no effect on the player’s standard average.

Time Warp
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Level: Advanced

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.

Each player starts with a limited amount of time. If this time expires, the player is eliminated from the mission. Players can gain additional time by zapping opponents, destroying the in-field targets and using special abilities.

The special abilities available are:

Time-boost: All the player’s special points are converted into extra time. To use, hold the trigger in while up. Each special point is converted to one extra second of time; special points are then reset to zero.

Time-freeze: When down, the player’s time 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. 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 the 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 all 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 trigger 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 a time warp is in effect, all opponents lose 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: 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 in-field targets are neutral, while in the team variation; in-field targets may be friendly, enemy or neutral depending on their color.

  • If a player has both a time-boost and a time warp available, the time warp has priority and so holding the trigger in while up 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 player’s 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 mission will automatically end when the maximum time limit has expired or only one player (or team) remains.
  • All players are deactivated by a single shot from an opponent.
  • Warbots are not active.

Recommended length: 10 minutes.

Skill levels: The amount of time each player begins with and gains with each hit depend on that player’s standard skill level.

Level

Starting Time (% of Max)

Zap Opponent

1 – Recruit

50%

10 + 0.1 x level diff.

2 – Gunner

45%

9 + 0.1 x level diff.

3 – Trooper

40%

8 + 0.1 x level diff.

4 – Captain

35%

7 + 0.1 x level diff.

5 – Starlord

30%

6 + 0.1 x level diff.

6 – Lasermaster

25%

5 + 0.1 x level diff.

Scoring:

Event

Score

Special Points

Notes

Zap opponent

100 + 10 x level diff.

1

-

Zap own team

-50

-

-

Missile opponent

500 + 100 x level diff.

2

-

Missile own team

-250

-

-

Destroy in-field target

801 (Ind/Part)

1001 (Team)

5

+20 secs

+30 secs

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