DM 1/2/3
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. All players will typically be multi-hit, with their health reduced with each hit. When a player’s health reaches zero, they go are deactivated for 10 seconds and lose any powerups they may have collected.
Powerups randomly “respawn” at the in-field target. To pickup a powerup from a target, simply zap it twice. Players may pick-up powerups from targets as often as they like during the mission, but may only pick-up from an individual target once every 20 seconds.
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 targets 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, then Player B takes possession of Player A’s Rune. However, a player may only hold one Rune at a time, so if Player B already has a Rune, then Player A’s Rune is allocated to an in-field target
| Weapon | Damage | Ammo |
| Shotgun | 20 | Unlimited |
| Nailgun | 25 | 30 |
| Rocket Launcher | 104 – 130 | 10 |
| Mission Type | Available Powerups |
| DM1 | Nailgun, Rocket Launcher, Armour, Super Health |
| DM2 | Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability |
| DM3 | Nailgun, Rocket Launcher, Armour, Super Health, Invisibility, Quad, Invulnerability, Haste, Regeneration, Resistance, Strength |
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