These classes use the Laser
Challenge V2 equipment. Please note: Laser Challenge: Laser Traps RESET
the V2 vests 80% of the time. It is NOT recommended you use them with V2
gear!
This class is designed never to be seen. All Snipers must be at
least 500 feet away and always out of sight of the enemy. The Snipers
rarely come in contact with each other and only use the walkie talkies
when a hit has been recorded.
Takes assignments from Spy or Commander, and does the job. Most
common troop seen by enemy commando groups. They come in and finish
the enemy one by one before they can regroup. Use maxblasts at this
time for quick kills.
Basic Infantry are the grunts of an army. They are lightly armed,
are very mobile, and capable of trapping enemies with Ultrawide or Pistol
fire. While members with Firestorms blast away from long distances for
the kill, they can carry a backpack if more than 2 weapons are used.
When using Ultrawide and Pistol they may only used one at a time, not
both. When carrying a Firestorm, they can't use a Pistol. If using Ultrawide
and Pistol, and they want a second Pistol, then they may get it. If
2 Pistols, then they both may be used at once.
The Battlekat Squadron Alpha Class is the class of soldiers that
mixes precision and rapid fire with volume. They work separate from
each other very often but their mission objectives make them a high-powered
team. They communicate with each for best results on their missions.
Quantum Fireball is the Most Dangerous Soldier (MDS) on the squad. He
carries dual firestorms and dual V2 Pistols. Commander Battlekat (that's
me) carries a Firestorm, an Ultrawide, and dual V2 Pistols. Everyone
carries a walkie talkie.
The members of the Battlekat Squadron Beta (Beta for short), are
there to back-up Battlekat Squadron Alpha. If a mission fails, in comes
Beta to clean up the mess. The members should be experts in covert ops
(operations which require stealth), and search, and rescue.
The Combat Medic carries two V2 pistols in his/her hands during
the game. The V2 pistol is used to reset team mates who have been killed.
(The Combat Medic's team mates can be reset a MAXIMUM of 3 times). The
V2 pistol in the Combat Medics other hand is used for self-defense and
attack on the other team while he/she tries to get to a fallen team
mate. (Note: A player who is dead cannot move and the Combat Medic must
find them).
The Commander is always armed with the most powerful weapon. He/she
should be good at making strategies and plans. The team should try to
protect their Commander the best that they can.
As soon as the game starts, the "Commander Hostage Trooper" runs
into the enemy base and try's to take the Commander hostage and demands
a ransom of whatever he/she wants. I've done this and I think it's a
good idea, it's amazing the kind of ransom's you can come up with.
Commandos should be stealthy. They are to run special missions such
as sabotage and capturing enemy commanders. Commandos should work in
groups of 1-3.
This officer does little more than secondary guarding of the base
and communicating with players in the field. He/she should have connection
with all players in the field for his/her side. This means basically,
he/she has a ton of walkie talkies, each connected to only one player,
or he/she has one walkie talkie and all field players have walkie talkies
connected to the exact same frequency. Using a 14 ch., 38 sub ch. radio
(purchased at Wal-Mart for about $25 a piece), every player can communicate
in sync with up to 2 mi. separating each player. This is by far the
most effective way to know where each player is. Back to the job of
the player, he/she can alert the commander if troops are in trouble,
who can send backup when necessary.
This Cover Sniper should only be used in a few type of teams. This
is because the Cover Sniper sits in one spot the whole game and snipes.
If the person is very stealthy, the opponent shouldn't know where he/she
is.
Very similar to the night Team, the Covert Operative is a scout,
spy, and sniper. He/she uses stealth and has a pretty good knowledge
of the terrain and the enemy they are fighting. He/she has a walkie
talkie (preferably the Motorola ones with 14 channels and 32 interference
codes) so he can keep in contact with the main force. It helps to be
wearing a black ski mask and ski goggles. (Ever hear of the computer
game Rainbow Six?) It's also a good idea to wire in an earpiece so you
won't make any unnecessary noise.
When I play, my whole three man team consists of Cover Operatives. We
can usually take down six guys in stealth in about 2.5 minutes.
The player needs to be very fast.
This soldier, armed with an Ultrawide, is to use Max Blasts on the
enemy's base constantly. He/she should be an expert at turning the gun
on and off quickly to get max blasts.
The expendable squad was meant to help the Nocturnal Super Soldiers
and as the name suggests, they are considered expendable. The Expendable
Squad is supposed to act as a distraction while the Nocturnal Super
Soldiers kick ^&*. They are also supposed to gather enemy locations
for the Nocturnal Super Soldiers, beyond that they are free to kill
the %^&^&*&!!!!
This class guards the flag in capture the flag, and cannot surrender
under any circumstances, because he/she is the teams only hope. Should
be very tactical when it comes to cover.
The Field Turret Operator operates a turret on the battle field.
The Operator may want to cover up in a neat bush or shrub to hid from
enemies. If it comes to a point where the enemies get to close, the
Operator uses his/her gun to chase them away.
The role of this person is to guard the base. They are equipped
with an Ultrawide Rifle making them capable of taking down small groups
of enemy soldiers. They should be prepared to fight against impossible
odds.
Guerilla Commandos are a team's secret weapon. They need to be silent,
hide well in trees/tall grass/weeds, and deathly accurate. They hide
among the foliage, quickly creeping along, and shooting anything they
see to pieces with their two pistols. If they by-chance come across
a patrol or a well guarded area of enemy territory, that's when the
Ultrawide comes in handy. Be as quiet as you can. No one knowing your
position is one of your best tools. Guerilla Commandos have little use
in Urban environments, so just choose another class when street-fighting.
3 Members, 1 Firestorm, 2 Ultrawides, 1 Pistol per person
Accessories:
Walkie Talkies
Info:
This is a mobile sniper/attack unit. They deploy together and stay
as a group unless they deploy the sniper and leave him behind. The sniper
gets the Firestorm and provides fire support with max blasts, if he
has them. He should stay out of the fray at least 150 feet, and get
high if possible. The other two teammates should be fast little guys
so they can run quickly and for a long time without tiring. The sniper
should coordinate the attack and warn if enemy reinforcements are on
the way. The sniper can fight a prolonged engagement and the fighters
can fall back to protect him. Good for patrolling controlled territory
around a base to act as interceptors for enemy attack squads, and to
make hit and run attacks on fortified enemies.
The Heavy Weapons Grunt carries the Ultrawide in his/her left hand
and a Firestorm in the right. The Ultrawide should be on wide blast
mode. He/she can go trigger happy with the firestorm while swiping a
huge shot every five seconds from his gun.
TOTAL CARNAGE! A complete nutter loaded to the teeth with destruction,
he/she is not allowed out until the 30 second "ready" signal. He/she
will need the max blasts and blast shields. If he/she can't carry the
weapons, he/she can take as much as he/she can carry (has belt holsters
for the pistols).
Armed with two Firestorms, the Heavy Weapons Soldier's job is to
attack soldiers with his/her weapons until they are dead. He/she can
also provide cover and back up for regular or special soldiers.
This class should have small people. This is really only good for
all out wars, when everyone dies. This LRS hides in a good hiding spot,
and when there is only one other person left, they cover him/her. If
the other person dies they just hide and stay there. Then they can keep
a game going as long as possible.
The Lone Sniper is responsible for guarding your base, and eliminating
individual players, or squads. They use the insane firepower of the
Firestorm to destroy their target.
The medic's job is to seek out team mates who have been killed and
can reset soldiers or anyone else 2 times, that means 3 lives. The Commander
can only be reset once. Also, the medic cannot fire or even load the
pistol. If he/she is caught doing so the person is automatically dead.
If there is a medic on a team that means that a team member cannot move
after he/she is dead, the medic must find them.
1 V2 Pistol as well as others depending on position
Accessories:
Varies from class to class, see below
Info:
The Night Team was created by my laser challenge group. The Night
Team was the group of people that everyone wanted to stay away from,
simply because of their ability to drop a person quickly and swiftly,
and most importantly, silently. A Night Team ideally operates during
night games, as this is when they are most effective. Every Night Team
member operating at night should be wearing black or camo, for obvious
reasons. Each member should also ideally be quiet, soft soled shoes,
like moccasins, while they look silly, they are verrrrry quiet. To communicate
with each other, we developed hand signals, identical to the SWAT teams.
Many specific positions are available on a night team, usually only
3-4 people are in each Night Team, too many people equals too much noise.
The positions are as follow:
Commander - V2 Pistol, Walkie Talkie, flashlight, binoculars (optional),
backpack (Also optional). This is the only unit on a team that should
carry a walkie talkie, otherwise too much noise will result.
Scout - V2 Pistol, those little white fireworks that you throw on the
ground, I think they're called poppers... flashlight, a small amount
of rope for setting traps or for climbing fences, a backpack (optional).
This unit generally travels 50-75 feet ahead of the rest of the team,
this job is creepy at night since a lot of times you're all by yourself
in enemy territory, although this job is very possibly the most important
of them all.
Suppression Unit - 1 Ultrawide, 1 V2 for backup, flashlight. This is
the basic combat unit of the group, generally these should be the most
versatile players in the group, they should be able to take out 2 or
3 other players for every one suppression unit lost. Just think "Doom"
or "Quake" And pretend your shootin' up monsters and you have an adrenaline
rush, you should do just fine.
Sniper- 1 Firestorm. The sniper is a very nerve racking role, you have
to be calm, controlled, and be ready to take that ever important shot....
and hit. Usually operates separate from the group, this is my favorite
position, a good strategy is to make a mini sniper base where you can
remain hidden throughout the game and snipe from, high points are nice,
but they are also the first place the enemy looks for a sniper.
Firestorm, Ultrawide, V2 pistol, and Stealth Atomizer
Accessories:
Walkie Talkie, Binoculars, and Camo
Info:
I invented this class to be the ultimate night time weapon. Each
member should be armed to the teeth, fast, and quiet. This class should
be able to unleash insane amounts of firepower and still be fast, quiet,
and have good aim. Each member should be able to kill a lot of people
within a very short time. This is a lot like night team and super soldier
combined.
Each member should carry a Firestorm, V2 pistol, Ultrawide, Stealth
Atomizer, Walkie Talkie, Binoculars ,camo or black clothing ,tree stands,
flat soled shoes (for quietness), and something that makes noise and
can be used as a distraction.
This class is very effective and hard to beat. I use all these techniques
and no one has been able to beat me.
The Base Commanders Personal Soldier is heavily armed, and used
for sending valuable messages to other players, and other valuable and
dangerous missions.
The Psycho adds thrill to the game. There is only one, but with
any weapons the Psycho is very dangerous. The Psycho just wanders around
and kills anything that moves.
Rangers are stealth attack troopers and their sole mission is to
sneak around and reek havoc on enemies. They sneak undercover and unleash
volleys of weapons fire. They are a must have for any army.
Reaper Squads provide support for infantry in there mixing it up.
If you have a Reaper Squad, then one member of each squad should have
a walkie talkie. All members of the Reaper Squad have walkie talkies.
The squad should be between 3 and 7 members, but depending on the size
of the force, it could be larger, or smaller. When called upon, Reaper
Squads unleash insane amounts of fire-power upon enemies. A squad will
call for help, and the Reapers will unleash upon them with their 1000
ft range. They can also use their pistols to nail things at close range.
They can carry as many Ultrawides in their back packs as they want,
and by concentrating fire with them, can give close support for infantry
and utterly obliterate enemies.
I made this class because my team specializes too much on night
combat making us lose during the day. These people will load their ultrawides
with Max blast and fire all at once or in shifts so one can always fire
even with the 5 second delay. One member should have double pistols
or stealth atomizer so they still can be fast. The theory is that if
you fire at everything you can't miss.
Should consist of 4-6 members. Excellent marksmen. Excellent stamina.
Excellent Soldier to say the least. Good luck finding these guys, they
also should be trained in Covert Ops. Move in a staggered snake formation.
Use hand signals mostly, but use walkie-talkie to keep in touch with
command. Basically, these are the spec ops guys. Give them the hardest
mission. Oh, and about the handcuffs.....Prisoners can give out some
useful info if properly persuaded.
When your base is under heavy attack, have the Commander hide. Then
have this person act like the commander, but have a pistol with a max
blast ready. When some body comes into your base, have the fake Commander
hit them with the max blast. After the enemy takes the hit, have your
support soldiers come in to finish them off.
The Sharp-Shooter holds both V2 pistols in his/her hands during
the game and shoots just about anything that moves. The Sharp-Shooter
should be an expert at aim, accuracy, and above all, holding their ground.
Also, the S-S shouldn’t need cover as he/she dishes out laser rounds
to the enemy.
Armed with the longest range weapon made so far, the Sniper's job
is to shoot from as far away as possible. They should be good shots
and a master of stealth. Here is a great Instruction Guide made by
Nic Bertino.
The Sniper Commander is the commander of the team, yet he/she has
to snipe in stealth, meaning he/she has to move around a lot. He/she
has contact with all team members. He/she is a vital member of the team.
Foot spikes, tree stands, camo, really good stealth clothes.
Info:
Just to let everyone know, a sniper CANNOT use a radar. The shape
of the gun does not fit the need. No stock and if you wanted to aim
the best you would need to put a laser on there but then you lose stealth.
So use any other gun (also excluding the laser challenge 2000 sets)
like a Firestorm or a Ultrawide. Only the best know the best.
Firestorm, 1 per member, and Commander may take 1 Pistol also.
Accessories:
Any stealthy clothes, Commander may take a remote control.
Info:
This squad consists between 2-8 members. They are armed with Firestorms
and wear stealthy clothes. I for example, have 3-D Cammo (I am quite
a deadly sharpshooter, and am a direct descendant of any Oakley), and
the squad may take a Commander when they have 3 or more members.
What would a battle be without Soldiers. These are your basic attack
units, armed with the Ultrawide these soldiers are ready to take on
the enemy base any time.
The Spy will sneak behind an enemy, but won't shoot. He/she can
radio his teammates and tell where is the opponents are. The Spy works
well with Assassins.
The Super Soldier has to be armed to the teeth. One Super Soldier
should easily be able to wipe out small groups of enemies. Super Soldiers
do NOT travel in groups, they go solo so they can work in stealth. If
a base is under attack, just send in one or two Super Soldiers and the
attack should be over in about thirty seconds. If you're prepared to
put your life on the line for your base and your commander, and you
have a lot of courage, this job is for you!
A Super Sniper needs a lot of stealth, and a lot of speed to move
from place to place. His/her Firestorm should have a centered laser
pointer (for laser sight) a night vision scope (night vision is hard
to get but my friend has all this stuff and more on a EX-D Super Laser).
You also need to have the light internally dimmed or you need to cut
the wire to make no light. Really, that's what a good sniper is. Oh
yeah, also, a Super Sniper can observe the area around him/her and find
a good, safe hiding spot to snipe in.
If you're the Team Pet your mission is simple, agree with your team
even if they are wrong. This will boost team moral, and moral is very
important in combat. Some good things to say to the troops are "That's
a great plan!" or "Go fight so you will become victorious!" or maybe
"After you die, we'll send in some more troops to take your place!"
Just kidding about that last one.
The object of the Terminator is to go out first and find where the
enemy is and frighten the crap out of them with all his weapons. He/she
then warns the rest of his team where they are and he/she starts to
kill them.
The Trickster works alone and his/her technique is best suited for
indoor play on a rainy day ^_^. He/she finds a good hiding spot to shoot
from behind, and then sets the alarm clock to go off in a minute or
so. This should create a distraction and others will come to investigate
and give you easy picking.
The Turret Operator operates a Firestorm by the base for extra protection.
They can not move the turret outside of the base, but they can move
it around in the base.
Flashlight, Throw able Noisemakers (Optional), and a Laser Pen
Info:
The Urban Shock Trooper evolved during the violent 'Tractor Shed
Wars' on Burbrink 4, an agricultural planet always finding combat within
its small, tangled urban centers. Soon after it was found that Firestorms
or Pistols simply could not take the Tractor Shed, a young recruit stepped
forward. Using only his customized Blinding Ultrawide, he went in alone,
and quickly had half the Tractor Shed, including Combine Hill, to himself.
His art was reformed afterward in the Hayloft Incident, in which teams
had to assault up narrow stairs and plow into hay bale fortifications.
The low cost of the soldier's equipment let these to be produced en
mass, enabling solid assaults using massive waves.
(Pros) Cheap, one weapon, flashlight blinds and intimidates, light also
serves as a sight (if you lit it, you hit it).
(Cons) Bad outdoors, flashlight may give you away.
If anyone has lost their weapons, or had them stolen by the opposing
team, the Weapons Handler rushes out to re-arm them. The Back Pack is
to store more weapons.