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.
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.
| Space Marines Class | Shots Initial/Resupply/Max |
Missiles Initial/Resupply/Max |
Hit Points |
| Commander | 20/10/40 | None | 2 |
| Heavy Weapons | 50/10/100 | 5/5/5 | 3 |
| Scout | 30/10/60 | 10/5/10 | 1 |
| Ammo Carrier | Unlimited | Unlimited | 1 |
| Space Marines Class | Special Abilities | Cost |
| Commander | Nuke: All opponents are deactivated. To use, hold trigger in while up. | 20sp. |
| Heavy Weapons | Payback: Player is instantly reactivated. To use, hold trigger in while down. | 10sp. |
| Scout | Stealth: Player’s visible lights are deactivated making them hard to see. To switch between stealth and normal modes, hold trigger in while up. | No Cost |
| Ammo Carrier | Resupply: Can resupply own team by zapping them while they are up. | No Cost |
Warbots: 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:
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 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 | 0 | |
| Get missiled | -100 | 0 | 5 shots are lost |
| Get nuked | 0 | 0 | 2 shots are lost |

