Strike Teams
How it works
Two teams compete. Each team member takes on a specific role: COMMANDER, HEAVY WEAPONS, SCOUT, AMMO, MEDIC.
Players have limited lives, Zaps and Missiles. Lives are re-supplied by the team medic. Zaps are re-supplied by the team AMMO carrier. Missiles cannot be resupplied.
A player who loses all their lives is eliminated from the mission.
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 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.
- PHASER LED will flash when six or less lives remaining. Faster flashing, fewer lives remaining.
- PHASER LED at half intensity when insufficient special points to activate a special ability.
- Sufficient special points = LED full intensity.
- A maximum of 99 special points can be accumulated.
Classes
COMMANDER
Pulse Bomb
All opponents are deactivated. They ALL lose 3 Lives. Hold the trigger in for 2 seconds. Wait another 4 seconds for detonation. Cost: 20 Special Points Warning: If you are zapped before detonation, you lose the bomb and the Special Points
HEAVY WEAPONS
Deactivates opponents with 1 zap.
SCOUT
Rapid Fire
Lasts until re-supplied by AMMO Hold the trigger in for 2 seconds Cost: 15 Special Points Note:Power Boosts do not deactivate Rapid Fire.
AMMO
Re-supply
Re-supply own team by zapping them. Power Boost: Re-supplies all up team members with Zaps simultaneously. To use, hold the trigger in for 2 seconds while up. Cost: 10 Special Points
MEDIC
Re-supply
Can re-supply own team by zapping them while they are up. Power Boost: Re-supplies all up team members with lives simultaneously. To use, hold the trigger in for 2 seconds while up. Cost: 10 Special Points
Scoring
Event | Score | Special Points |
Zap opponent | 100 | 1 |
Zap own team | -100 | – |
Missile opponent | 500 | 2 |
Missile own team | -500 | – |
Destroy Broadcast Tower | 1001 | 5 |
Detonate Nuke | 500 | – |
Get Zapped | -20 | Lose 1 Life |
Get Missiled | -100 | Lose 2 Lives |
Get Nuked | 0 | Lose 3 Lives |
Class Summary
Ammo | Ammo | Ammo | Lives | Lives | Lives | Armor | Shot | ||
Class | Initial | Re-supply | Max | Initial | Re-supply | Max | Missiles | Strength | 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 | Unlimited | Unlimited | 10 | 3 | 20 | 0 | 1 | 1 |
Medic | 15 | 5 | 30 | 20 | 0 | 20 | 0 | 1 | 1 |