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.
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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.