File - Wasaga Beach Paintball
Transcription
File - Wasaga Beach Paintball
RULES WASAGA BEACH PAINTBALL ANNUAL BIG GAME 2016 GAME TIME: The game will start at 10:00 am and ends at 5:00 PM. Pre-game briefing will be at 9:00 in the staging area. A prize draw will occur at 5:30pm for anyone who participated in the game and filled out a legible waiver (you must be present to win). No planned breaks are scheduled. Eat, drink, and get paint & air on the run. GAME HALT: At 16:00 the game will be halted to reorganize for the final battle. The last mission will be at 15:00 and the last artifact will be dropped at 15:30. GAME DIRECTOR: The Game Directors (Mike “Manly” Stanley and Dave “Marauder” Kratky: Both Directors have 15+ years of Wasaga Big Game experience) will be in the staging area at the Directors’ Stage. They are responsible for game scoring and the pre-game briefing and giving out missions to the Generals. TEAM GENERALS: Zack Ianetta is the CEO of Para-sol Innovation and Jeff Roberts is the CEO of Cyberdane Robotics. They will lead your team to glorious victory or be responsible for the downfall of their parties. Both CEOs bring several years of Big Game experience on the field. VP: (2 per team) A player with several years of big game experience at WBPA. They have superior knowledge of the field layout and game rules. They give advice on game rules and strategies to their teams and help lead important missions. They can be identified by their Hostile Takeover VP suits XO: (1 per team) A player with strategic skills that will be the right hand man to the CEO. PAINTBALLS / FIRST STRIKE ROUNDS: !!!EVENT PAINTBALLS ONLY!!! Field speed limit is 280 fps and 260 fps for First Strike Rounds. Players shooting FS must have their guns set to 260 fps for both regular paint and FS rounds. Players shooting FS rounds must also obtain a “First Strike Shooter” card with their registration and wear it with their player’s card. ALL paint, including First Strike must be purchased from Wasaga Paintball. Ramping and Tippmann “Safe” fully auto modes are allowed if capped at 13 BPS. SMOKE GRENADES: Only Enola Gay cold burn smoke grenades may be used. Only red and blue coloured smoke. Do not use white, grey or black smoke. A different coloured smoke will be used by the Game Staff. They are not to be thrown into small spaces or buildings. The use of smoke grenades may be banned on game day depending of the forest fire warning level. MAIN BASES AND REINSERTIONS: Cyberdane Robotics is the RED team and their base is the wall at the back of GI Town. The Red entry point is through Crossfire Creek. Para-sol Innovation is the BLUE team and their base is in the Tippman Assault Base. The Blue entry point is through The Mansion field. Both teams must pass through a chronograph station at their entry points. Armband tape must be put on by assigned staff at the chrono station. - Hostile - Takeover - If you have been eliminated or exit the field for any reason, you may only reinsert at your designated entry point after going through the chronograph area. GAME SYNOPSIS: Massive corporations are the world’s new superpowers. After decades of massive deficits and borrowing, world governments have been reduced to puppet states dominated by the corporation’s social, economic and military power. Two small corporations are slowly climbing the list of the world’s most profitable and powerful companies. Working through intermediaries, Cyberdane, a robotics company based in Denmark, has attempted to secretly buy up Para-sol Innovation, a US tech manufacturer. The attempt has fallen through and Para-Sol has launched a shadowy war against their rival. Shortly after a series of assassinations devastate the top ranking executives in both companies, the conflict has moved into the open. Determined new executives have been promoted and plot an end to their rivals and a move up the corporate food chain. Speculation among stock traders is rampant and the market is watching closely. Too much blood has been shed and no quarter will be given. Both companies are trying to obtain the latest intel and technology as they can. At the end of the day, the company with the greater stock value will be the winner. FLAG STATIONS / POINTS: The field of battle will have 7 caches (flag stations) to collect technology. Each tech will have a set number of value points to which the game will be scored. Every 30 minutes a tech item will be placed at all 7 locations. Communication with your team on the field will be imperative. Caches are not marked on your maps. You must learn their locations and communicate that Intel to your team. A player carrying a tech item that gets shot or eliminated must drop the tech at their feet. At no time may a tech item be thrown. A ref may confiscate any tech that is thrown. You want the technology to be intact. MISSIONS: Missions are handed to the CEOs on the hour. CEOs will give instructions on the mission details at that time. If you wish to participate in a mission be at your base on the hour. BASE FLAGS- Opposing team bases cannot be entered. Located near each base is a Forward Operating Base (FOB) with a large team flag. Capture the enemy’s flag and return it to the Game Directors in the staging area for bonus points. Base flags will reset on the hour after being captured. Players eliminated while carrying the flag will drop it at their feet. Thrown flags will be returned to their original location by a ref. Players can retrieve a captured flag and return it to base if it still on the field. Main bases cannot be captured or entered by the opposing team. PORTABLE ROCKET LAUNCHERS: Used to eliminate Tanks and to kill a 10 foot radius around walls and solid bunkers. They may only be used if you have Rocket Launcher credentials and have been cleared and approved by the Game Director. Anything other than production paintball markers that will be used on the field must be approved by Mike or Dave, the Game Directors. MEDICS: (assigned by your CEOs) Medics must at all times carry both their normal players card and special unit credentials card. If at any time you wish a break from being a medic, please see the Game Director or your CEO and turn in your card as he will appoint someone else to that role so your team is not deprived of a valuable resource. MEDIC RULES: A medic is identified by a strip of white tape on their arm below their team colour armband. A medic is the only player allowed to wipe paint hits off another player while in the playing area. A medic is not allowed to remove paint hits from himself. A player is immediately eliminated from play when marked with paint anywhere above the shoulders (including neck). If a player is marked with paint on the shoulders or lower including paint marker and any equipment carried, they may call for a medic to wipe off their hit and return them to game play. When calling for a medic, the hit player may not move more than the length of their body from the place they were marked. The hit player may not shoot, return fire or mercy any opposing players. The opposing team may continue to fire at or mercy a hit player calling for a medic until the hit player calls themselves HIT or surrenders. If a medic cannot get to you within 60 seconds, you are eliminated. A hit player will raise their hand above their head to indicate to the enemy they have surrendered. Once you have raised your hand and called hit you may not call for or be returned to play by a medic. A AIR STR IP A SS B AU CR A SIT SH E LT -HostileH stileHos -Ta TakeoverTa a o r C WASAGA WAS SAGA S A BEACH H PAINTBALL AL M.I TAN KA TTA ANNUAL ANN NUAL BIG N I GAME M .A D CK RID GE RU NN RU MB JUNLE IN GLE THE ER AS TIPPM SU A ALT NN BA SE THE TE ® Para-sol INNOVATION G.I . TO WN EX IT 3 MP CR O CR SSFIR E EK E STA G ING IT 2 CA ING H EX 1 MP ER R/ BU MAIN VENILDIN DO G/ RS ENT IT / EX T WAHE LL TR THR IPLE EAT MP ING 5 6 VIGO RD. 7 8 I ® Start Point ING 4 G TE MA NS ION CA CA EY EN Start Point R/ F VA LL LY ON IT EX EN E J K 9 10 L ATTACK VEHICLE (AV): AVs will be controlled by the Game Director. They can only be eliminated with a Portable Rocket Launcher. Do not approach, touch or run in front of AVs. DRONE LASER TARGETING TEAM: A five man team that will be responsible for targeting buildings & bunkers with laser equipment. Once targeted and confirmed by a ref. A (pretend) Predator Drone will fire a laser guided rocket at the target. Referees will eliminate any players inside as well as players within a double arm’s length circumference of the target. This team should stay in contact with their General as some missions require certain buildings to be eliminated at certain times. Return equipment to your CEO if exiting the field. PENALTIES: Penalties will be assessed against players and their team for infractions such as safety violations (i.e. masks off in the field, barrel plugs out in the safety area), cheating or other examples of poor sportsmanship. Your main objective for this game should be to have fun. Referees have the final say on the playing field. Any disputes may be brought to the head referee at the Game Directors’ table.