A mock combat/milsim game involving players dressed in specialty suits and using specialty weapons who engage in a mock battle with a specific mode with its own rules.
Laser tag traditionally involves 2 or more teams fighting with a single objective in mind which changes depending on the pre-determined game mode. In each game there some constant rules which carry through each of them and must always be adhered to while some modes have special rules pertaining to its objective.
A list of pre-made modes suitable for all participants each with its own set of special conditions and rules, other modes designed by the host may be used alternatively.
Classic Team Deathmatch mode in which 2 or more teams fight until time is up with the final score count determining the victors.
Mode: TDM | |
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Time Limit | 30 Minutes+/- |
Teams | 2+ |
Scoring | Point per kill |
Respawn | Infinite |
Objectives | 1: Get kills |
Additional Rules:
Classic Capture the Flag mode where 2-3 teams compete to try and steal an enemy teams flag and return it to their home base for a huge amount of points, there is also points for kills with limited respawns available.
Mode: CTF | |
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Time Limit | 45 Minutes+/- |
Teams | 2-3 |
Scoring | Point per kill, 50 Points per flag |
Respawn | 3 Times |
Objectives | 2: Get kills, Capture flags |
Additional Rules:
Classic Last Man Standing mode where a group of players compete either in Solo or up to 3 teams to eliminate all enemy players with the last man or team standing winning.
Mode: LMS | |
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Time Limit | 20 Minutes+/- |
Teams | 0-3: Solo or up to 3 teams |
Scoring | Last man/Team wins |
Respawn | 0 Times |
Objectives | 2: Get kills, Stay alive |
Additional Rules:
Classic Zombies mode with 2 teams, healthy and infected with the healthy being given a building to defend while the infected attempt to overrun it with sheer numbers.
Mode: Zombies | |
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Time Limit | 60 Minutes +/- |
Teams | 2: Healthy and Infected |
Scoring | Survive time limit to win |
Respawn | Healthy 0, Infected Infinite |
Objectives | 2: Stay alive, Infect everyone |
Additional Rules:
Classic Juggernaut mode with 1 team vs the “Juggernaut”, the Juggernaut has boosted health and armour along with a strong weapon, they are restricted to slower movement and must make it to an objective without being killed.
Mode: Juggernaut | |
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Time Limit | None |
Teams | 2: Juggernaut and Attackers |
Scoring | Defeat Juggernaut to win, Juggernaut must cross the play area |
Respawn | Juggernaut 0, Attackers 1 |
Additional Rules:
Charts to display how much strength each weapon and armour piece has in terms of IR beams. Beams decay in strength over distance while armour pieces decay per strength hitting them, the strength of a hit to the suit translates into how many “Spikes” of damage are received.
Weapons
Each weapon is programmed to output a certain “strength” depending on the distance of its target which is instantly processed and tracked by the suits to count the total “spikes” left on the player and how much damage a shot is worth. ngth each weapon and armour piece has in terms of IR beams. Beams decay in strength over distance while armour pieces decay per strength hitting them, the strength of a hit to the suit translates into how many “Spikes” of damage are received.
Weapon Damage | <10m | 10-30m | >30m |
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Starburst IR Assault Rifle | 1.5x strength | 1x strength | 0.5 strength |
Supanova IR Shotgun | 1.5x strength1) | 1x strength2) | 0x strength3) |
Singularity IR Sniper Rifle | 1x strength | 1.5x strength | 2.5x strength |
Solar-Flare IR Sidearm | 1x strength | 0.5x strength | 0x strength |
Event Horizon IR Minigun | 1.5x strength | 1x strength | 0.5x strength |
Armour
1 Strength of impact = 2 Spikes of suit damage
Armour pieces come standard for each game mode unless specific rules eliminate the use of armour, each piece has a total strength it can resist before “shattering” and becoming useless.
Armour Defence | Total Strength Points | 1x strength | 1.5x strength | 2x strength | 2.5x strength |
---|---|---|---|---|---|
Chest Rig with “plates” | 3 | 3 hits to destroy with 0 spikes | 2 hits to destroy with 0 spikes | 2 hits to destroy with 2 spike | 2 hits to destroy with 4 spikes |
Chest Rig without “plates” | 2 | 2 hits to destroy with 0 spikes | 2 hits to destroy with 1 spike | 1 hit to destroy with 0 spikes | 1 hit to destroy with 1 spike |
Shin & Knee pads | 1.5 | 2 hits to destroy with 1 spike | 1 hit to destroy with 0 spikes | 1 hit to destroy with 1 spike | 1 hit to destroy with 2 spikes |
Helmet | 1.5 | 2 hits to destroy with 1 spike | 1 hit to destroy with 0 spikes | 1 hit to destroy with 1 spike | 1 hit to destroy with 2 spikes |
Gauntlets and Shoulder pads | 1 | 1 hit to destroy with 0 spikes | 1 hit to destroy with 1 spike | 1 hit to destroy with 2 spikes | 1 hit to destroy with 3 spikes |
Health Points
Health points are measured in “Spikes”, all parts of an unarmoured suit will sustain the same amount of spikes if shot by the same strength. Each segment of the suit has an individual spike rating and once exceeded that limb or segment will be unusable unless healed if applicable.
While an arm is listed at 2 spikes this does not mean both arms and the same damage must be done to the other arm to also disable it. When the suit hits its total threshold it will go into KIA mode and you must return to respawn or be revived if applicable. A headshot is instant death with no revive available.
Suit Segments | Head | Arm | Leg | Torso |
---|---|---|---|---|
Segment health | 1 spike | 2 spikes | 3 spikes | 4 spikes |
Total Health | 10 spikes |