Strike Teams

How it works

Two teams compete. Each team member takes on a specific role: COMMANDER, HEAVY WEAPONSSCOUT, 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

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