The Fugitive

 

Wrongly convicted of a crime, one or two fugitives scramble to escape the pursuit of a large group of federal marshals intent on their recapture.

 

Typically, an experienced player is chosen as the fugitive. All other ..................... players become marshals.

The fugitive gets first choice of battlesuit and enters the arena prior ........................... to the mission start.

The marshals wait in the armory until the mission begins, but then ...........................must enter the arena immediately.

 

Each player has a limited number of lives. Each time they are ....................................deactivated, a life is lost.

When all of their lives are gone,............they are eliminated from the game.

The goal is to eliminate the ........................other team, while not being eliminated themselves.

 

Destroying the targets awards.................... bonus lives. It is recommended that this is done early, to avoid elimination.

 

Players must actively search out their opponents.

If a player fails to do so, their battlesuit will warn them by saying Warning, Time low. If they do not find an opponent within a short period (about twelve seconds), their battlesuit will say Warning, Time critical. If a further twelve seconds passes without them finding an opponent, they will be deactivated and a life will be lost. Thus, players must continuously search out the enemy or they are penalised.

 

The number of lives each player starts with is determined by a complex algorithm that takes the skill levels of all fugitives and marshals into account.

Because of this, even lower level players can be fugitives and still have a chance against twenty marshals.

The battlesuit will provide warning messages when lives become low.

 

ABSOLUTELY NO CHASING OF THE FUGITIVES IS PERMITTED.

They will have a hard enough time being outnumbered, so they must be permitted to escape when they are deactivated.

 

When there are many marshals, it is possible that they may begin the game on lives low or even lives critical.

If this happens, it is a good idea to go for the in-field targets early to get those bonus lives and avoid an early elimination.

 

Level three players and higher zapping their own team members. will be deactivation and lose one life.

 

Fugitives have the only special ability available, the payback, which costs them ten special points to activate.

The fugitives payback also activates a reset, so if a fugitive and marshal zap each other simultaneously, the fugitive can use a payback and then zap the marshal gain before they reactivate.

 

Toward the end of the mission, it is possible to repeatedly zap opponents without them ever reactivating.

 

All in-field targets are considered neutral, and as such can be destroyed by all players.

The Navigator is not active

 

Skill levels: The number of lives each player starts with depends on that players standard skill level.

 

Scoring

Event

Score

Special Points (Fugitive only)

Zap opponent

100

1

Zap own team member

-50

-

Destroy in-field target

651

5

 

The mission will automatically end after 10 minutes or only one team remains