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