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SPACE PIRATES

Up to 4 teams compete , with each player taking a specific Pirate role from the four different types available.  Each character class has different strengths, weaknesses and special abilities.

Pirates have unlimited lives and cannot be prematurely eliminated from the mission.  Shots and missiles, however are limited and Pirates must be regularly re-supplied by the team ammunition carrier.

Pirate Class Special Abilities
Captain Nuke:  All opponents are deactivated.  To use hold the trigger in while up.  Cost:  20sp.  If the Captain is deactivated after activating the Nuke but before it detonates (approx 4 secs), the Nuke is cancelled and has no effect .
Hangman Rapid Fire:  A Hangman always has rapid fire, but does not receive any normal lock on tone.

Payback:  Hangman is instantly reactivated .  To use hold the trigger in while down.  Cost:  10sp.

Saboteur Stealth:  Saboteur's visible lights can be deactivated making them hard to see.  To switch between stealth and normal modes, hold trigger in while up.  A saboteur 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 a saboteur in stealth, but can obtain a missile lock.
Ammo Carrier The ammo carrier re-supplies players on their own team by zapping  or missiling them when they are up.  Zapping them re-supplies their shots, while missiling them re-supplies their missiles.  A Captain cannot use missiles and so should not be missiled by the Ammo Carrier (counts as a normal missile hit).
Navigator The Navigator starts in a deactivated state, however players may take control of him with a single shot.  Once the Navigator has been controlled, it joins the controlling team and assumes the same role as it's controller.  Once the Navigator has been controlled 5 times, he will become inactive again.  The Navigator can use the same special abilities as it's Pirate controller.  The controlled Navigator 's Pirate role can be changed by a single zap from a member of the controlling team.

 

 

Pirate Class Shots

Initial/Re-supply/Max

 

Missiles

Initial/Re-supply/Max

 

Hit Points
Captain 20/10/40 None 2
Hangman 50/10/100 5/5/5 3
Saboteur 30/10/60 10/5/10 1
Ammo Carrier Unlimited Unlimited 1

All players do 1 Hit Point of damage, however the number of hits a Pirate can sustain before deactivation depends on their role.  A maximum of 20 special points can be accumulated by any Pirate.

Scoring Time:  15 minutes

Skill Levels:  All Pirates 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 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