Space Marines 5 is a league Laserforce mission, commonly used as the standard format for competition. 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.
Classes
| Class | Shots (initial/re-supply/max) | Lives (initial/re-supply/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 | 15/5/30 | 0 | 1 | 1 |
| Ammo Carrier | Unlimited | 10/3/20 | 0 | 1 | 1 |
| Medic | 15/5/30 | 20/0/20 | 0 | 1 | 1 |
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.
- Tournament Space Marines 5 is played 6 players per side with 2 scouts and 1 of each other class.
- All players play at the same skill level.
Scoring
| Event | Points earned | Special points earned |
| 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, -1 life | |
| Get missiled | -100, -2 lives | |
| Get nuked | -3 lives |

