Time-drain: Time is drained from a targeted opponent and transferred to the player. To use, target an opponent and hold the lock until the missile lock tone begins. For each second of missile lock on an opponent, four seconds of time is drained and transferred to the player. This continues until the lock is broken or all the opponent's time is drained.
Time warp: Time is drained from all opponents and transferred to the player. To use, accumulate more than 15 special points and hold the trigger in while up. When activated, 15 special points are deducted immediately, and then one special point for every two seconds that the effect lasts. For each second a time warp is in effect, all opponents lose one second of time, while the activating player gains two seconds. The time warp ends when the activating player is either deactivated or exhausts their special points.
Notes: There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all in-field targets are neutral, while in the team variation; in-field targets may be friendly, enemy or neutral depending on their colour.
f a player has both a time-boost and a time warp available, the time warp has priority and so holding the trigger in while up will cause the time warp to be activated.
When using a time warp, the activating player's battlesuit will sound a medium pitch beeping sound every few seconds until the effect ends. During this time, the battlesuit's visible lights will remain steady (not flashing) and the player's phaser will be unable to fire.