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THE SPITFIRE: This Tactical Laser Tag weapon can easily be operated by one hand at 5.5 pounds. It is quieter than the Commando or M4 and is the weapon of choice for Scouts and stealthy players. Though the range is limited to about 250 feet the ability to aim quickly gives an advantage in that range. Tactical Squad memebers should select this weapon for indoor missions that involve shooting around corners and clearing small rooms. |
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THE COMMANDO: This two-hand Tactical Laser Tag weapon is most popular for missions involving open spaces (outdoors, warehouses, etc.) and quick movement. It comes with an adjustable stock and is easier than the Spitfire to aim long distances. The range on this weapon is over 400 feet. It is also noisier than the Spitfire and will give away your position faster. The Commando was designed after the Assault Rifle in a popular video game. In missions where firepower and movement are key, the Commando is the primary choice. |
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THE M4: Unless your entire squad is committed to constant movement, have one member carry the M4. It includes a 3-9X rifle scope and a scatter round function. This is the best weapon for sniping and pinning down distant opponents while your squad moves into range. However, this weapon is large and heavy (9 pounds & 33 inches long). Carrying it around on the battlefield may be a burden for some players. Additionally, the rifle scope is great for shooting long distances (up to 600 feet) but hard to aim with up close. |
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THE FEATURES: LED DISPLAY - First 2 digits (Green) = hits remaining before deactivated, second 2 digits (red) = ammo remaining in the current clip. SENSORS - Each player will wear a headband with 2 sensors. An additional seonsor can be hit on the weapon. Aim slightly higher than the sensor to make a hit. BUTTONS - Left of trigger = reload (5 second delay while reloading). Right of trigger = rate of fire (automatic/single shot). SOUNDS - Low ammo "beep" at 10 shots left in clip. "Click" when out of ammo in clip. "Ouch" sound when you take a hit. Scream sound when you are deactivated (lose all your hit points). AT START - 10 second delay before your weapon powers up. Starts on automatic fire with 15 clips of ammo, 25 shots per clip (Commando and M4 have 12 clips of 30). Begin play at the designated entry position. WHEN DEACTIVATED - Go to the rendevous area. You are not permitted to stay with the squad and provide intel. HIT POINTS - Hit points at start vary by mission and desired level of difficulty. Most Tactical Squad Simulator missions are played with 2 or 3 hit points. |
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