Wastelanders - MindGame Productions

Transcription

Wastelanders - MindGame Productions
THE WASTELAND
6
November 15, 2014
Waynes World of Paintball, Ocala, FL
$35 advance Registration / $40 onsite
Wasteland 6 v 1.0
Welcome back to the Wasteland! The Wasteland 6 is the next installment of MGP’s successful Wasteland event
series. The Wasteland is an alternate reality event based on the FallOut computer games. We continue to
explore the Florida Wasteland, two hundred years after a devastating nuclear war.
The FallOut world is not quite our own. It is an alternate reality that diverged from ours at some point after the
second World War. The base concept for the setting is the World of Tomorrow as imagined in the Golden Age
of Science Fiction. This means that before the Great War, the FallOut world was more or less what the people
of the 1940s and 1950s thought things would be like in 2077—the wonders of Atomic Age technology. The
most important event in the FallOut setting was the Great War which happened on October 23, 2077. Our game
continues in the central Florida Wasteland of 2284.
Prior to the Great War, the sunny climate of Florida,
coupled with fears of a Chinese invasion of
California, pushed a significant part of the American
film industry from Hollywood to studios in Florida.
As the home of stars and starlets, Florida became a
cultural center; movies were filmed, music made, and
scandals created. The Nelson Animation Company,
with its iconic Bearded Yak mascot, built an elaborate
theme park in central Florida, along with a unique
community known as the Trial Experiment Dome of
Proper Society. TEDOPS, as it was sometimes
known, was George Nelson’s idea of an American
utopia. Built in conjunction with Vault-Tec, it
attracted many wealthy and influential residents who
rode out the war deep within Vault 22 while the world
around them burned.
Wasteland 6 v 1.0
2282 – 2283 – The TEDOPS Wars
Fast-forwarding a little over two-hundred years, the central Florida
Wasteland had been dominated by the Yak Pack, an elitist society
descended from the survivors of Vault 22, with a large force of
well-armed security personnel to safeguard TEDOPS. The Yak
Pack came into direct contact with a group of nomads calling
themselves the Treeminders, who had journeyed south from the
Capitol Wasteland. The Treeminders were formerly followers of a
sentient tree/FEV mutant they called Harold, and had journeyed
south in search of a fertile promised land in which they would be
planting “Charles”, a sapling seeded from Harold. Their battle over
TEDOPS ended through an unexpected outcome when a group of
Rastafarian Raiders captured and smoked Charles.
Reaching a truce, the Treeminders and Yak Pack realized they could achieve more by working together, using
the Treeminder’s knowledge of agriculture and the clean soil of TEDOPS. The partnership lasted about a year
before the Rasta Raiders returned. Bolstered in power by an alliance with the struggling Gator Caravan
company, the Rasta Raiders dominated the drug trade in the Florida Wastes. The Rastas wanted the agricultural
opportunities of TEDOPS, and had heard of the cultivation of Karl, a sentient cactus growing from the shoulder
of the mercenary O’Neill, who threatened to rally the Treeminders in a campaign against the Rastas. The Rasta
horde managed to take TEDOPS, massacring the Treeminders and Yak Pack. In the fighting, the TEDOPS
agricultural fields were irradiated and lost.
The Rasta Raiders withdrew to the east, committing themselves to establishing the New Zion and have taken up
residence in the remains of Vault 47. The ruins of TEDOPS were occupied during the past year by feral ghouls
and gangs of raiders, but a few entrepreneurial waste-landers have fought a slow, but successful campaign to
clear TEDOPS of the worst elements. They hope to establish a new “free-city” for trade and commerce in the
Florida wastes.
Paladin Virgil Elliot’s personal battle against his estranged daughter, May Misfit, ultimately cost both of their
lives and seriously degraded the capabilities of Florida’s Brotherhood of Steel detachment, Sunshine Steel.
Seeking to rebuild its numbers, Sunshine Steel has been working to bring in new recruits and is known to
support the new Free City of TEDOPS as a center to which technological relics are being brought for sale from
across the Florida Wastes. After May’s death, Talon of the Black Hand struggled for new leadership and
direction, before returning to its Talon Company roots as a hardened mercenary force. While Florida wastelanders had hoped they’d seen the last of the black-clad mercenaries, Talon Company teams have been seen
once again operating in the region.
2284 – The Rise of the Crimson Star
The midsummer of 2284 saw a grim new presence in
the Florida wastes. A rusting hulk of a freighter,
belching smoke from rebuilt engines running crudely
refined petroleum, ran aground near the RepConn
Aerospace facility near Canaveral. A few bold raider
gangs moving to loot the wreckage were promptly
vaporized as the freighter disgorged a contingent of
military troops wearing power armor and uniforms of
a foreign design. The new arrivals scoured RepConn
Canaveral and moved inland, methodically searching
ruins for relics and pre-war technology.
Wasteland 6 v 1.0
The Sons of the Crimson Star hail from the remnants of the north-western Soviet Union and parts of
Scandinavia-- descendants of gopnik dwelling in the metros when the bombs went off. Over the past two
centuries of scavenging and survival, they have built themselves into a rough military order from weapons and
technology recovered in the remains of St. Petersburg, Murmansk and Moscow. Using technology without fully
understanding it, they worship technology as a mystic gift left upon the field of Ragnorak by ancient, fallen
gods. Guided by their techpriests, channeling the will of the great Machine spirit and the trash-dog “Potat”, the
Sons of the Crimson Star travel like locusts across the wastelands, snatching up weapons, armor and technology
where they find it.
Scouts have reported that the Sons of the Crimson Star have occupied the ruins of Ludwig Air Force Base,
northwest of Soggy Bottom, and have begun to scavenge the central Florida wastes. Waste-landers who have
encountered them have noted that they have their eyes set on the technological wealth held by Sunshine Steel
and have said they are looking for something they referred to as “the gold keys of Armageddon”.
Fame, fortune and relics of pre-war technology await! Welcome to the Florida Wasteland!
Wasteland 6 v 1.0
Important Registration Notes
Cost for advance, online registration is
$35. Sign up in advance to lock in your
team and save money! Onsite registration
is $40. Pay attention to uniform
requirements! They will be enforced! The
Wasteland 6 is a MGP Legacy Game,
open to players 16+. Players should be 16
years of age or older by November 15,
2014.
Read this Survival Guide
This survival guide, specially developed
by
Vault
Tec
and
MindGame
Productions, contains key information to
help keep you alive in the Florida
Wasteland. Please take the time to read the entire guide as some special rules, factions and quests will be in play
during this event. Be sure every one of your team mates receives a copy. Don’t go aboveground without this!
Wasteland 6 v 1.0
FACTIONS AND UNIFORMS
Mindgame Productions wants to create a unique atmosphere and dynamic for the Wasteland. Ensure you and
your teammates are in the correct uniform. Several factions have a maximum capacity of players. Be sure you
register and pay in advance to secure your place in a specific faction.
Day of play walk-ins who are in the wrong uniform or hope to join a faction that is at capacity will be given
directions to the nearest surplus store, Wal-Mart or Goodwill so you can obtain items for a Wastelander
uniform. SMALLER FACTIONS - REGISTER IN ADVANCE and follow our uniform guidelines. More
suggestions for dressing for the Wasteland will be included later in this Survival Guide.
Wastelanders
These are the independent, ragged survivors
living within the Wastelands. Some
Wastelanders are fundamentally good folk,
if a bit hardened by the realities of the
Florida Wastes. Some manage to survive by
dirt farming, trade or their wits alone.
Others form informal militias to help
defend their villages and homesteads,
others may hire themselves out as guards
for travelling merchants or simply wander
the wastes in search of fortune. The
Wastelander role is recommended for solo
players or small groups of friends who want
to have more flexibility to do their own
thing on the field and don’t have the
numbers to form a Raider gang.
Uniforms – Wasteland Punk, Mixed Civilian and
Paramilitary. No full uniforms! Punk it out!
Raiders
A particularly anti-social class of Wastelanders, Raiders have
formed gangs who pillage, plunder, murder, or otherwise ruin
the day of anyone unfortunate enough to not be one of them..
While it's much easier to just shoot people for their money,
food, and other valuables than to earn an honest living, when
doing all of those things becomes an honest living, there’s
nothing to lose! Raiders typically prey upon travelers and
very small towns. To identify themselves, most raider gangs
have adopted some sort of recognition feature such as a
colored strip of cloth as an arm or headband. Others may all
wear hockey masks, dye their hair bright colors or have some
other identifiable feature identifying their Raider gang
affiliation.
Uniforms – Wasteland Punk, Mixed Civilian and
Paramilitary. No full uniforms! Punk it out! If you and
your buddies plan to run a gang of raiders, decide on your
own recognition item.
Wasteland 6 v 1.0
Talon of the Black Hand
Also known as Talon Company, this group is part of a
mercenary organization active up and down the east coast.
Even as far as mercenaries go, these men and women are
known as vicious killers. They are known to take contracts
with little moral compunction about who they are hired to
kill. They have rebuilt their numbers during the past year
and are a feared, if not uncommon sight, in the Florida
Wasteland.
Uniform – Black
Sons of the Crimson Star
A military order / technology cult from the Soviet
Wastelands, the Sons of the Crimson Star worship
pre-war technology as mystical gifts left by fallen
gods. Led by a small caste of techpriests, who repair
these relics to operational condition and push the
knights to great feats on the field of battle, the SOCS
roam the wasteland, seizing technology and weapons
where ever the find them. Woe to any faction or
waste-landers that stand between them and their
sacred quest to recover the relics of the fallen gods.
Uniform – Power Armor (bogatyr), Woodland
patterns (comrades)
Sunshine Steel (Brotherhood of Steel)
A new founding of the Eastern branch of the Brotherhood, the Sunshine
Steel focus on not only recovering and safeguarding pre-war knowledge
and technology, but have become involved in rebuilding the community of
the Florida Wastes. While this is a rare choice for the Brotherhood, the
presence of fertile soil necessitated a major change, which is why they have
even begun inducting locals into their fold, albeit as non-armored Initiates.
These trainees face the renewed threat of the Talon of the Black hand, as
well as the new, uncertain threat of the Sons of the Crimson Star.
Uniform – Power Armor (knights), Multicam (squires)
Wasteland 6 v 1.0
Rasta Raiders
The scourge of the central Florida Wastes, the Rasta
Raiders grew from a small gang of Rasta thugs to
monopolize drug production and distribution in the
Florida Wasteland. After destroying the Treeminders
and Yak Pack, but rendering many formerly fertile
growing lands irradiated in the process, the Rastas
withdrew to the east. They regrouped in the ruins of
Vault 47, where it is said they are building the New
Zion. Some speculate the devastation of the TEDOPS
wars have soured the Rastas to wanton violence, while
others fear they have merely been rebuilding their
strength and are waiting to roam again across the
wastes.
Uniform – Mixed with prominent Rasta colors
Life in the Wasteland
In the Wasteland, one finds pockets of human settlements and camps wherever radiation levels allow. Many
different factions coexist, not always peaceably as water and resources to support life are scarce. Besides the
human factions, ghouls, mutants, mutated beasts and other unsavory things that roam the Wasteland, Raiders
are a constant threat to travelers and small settlements.
Slaver gangs are known to be active, seeking to subdue, capture and sell the unwary or foolish into miserable
lives of slavery. Brave independent merchants travel the Florida Wastes, trading valuable supplies and pre-war
relics. The Brotherhood of Steel largely ignores the suffering of the small human settlements, focused on their
search for pre-war technology secret agendas.
Wasteland 6 v 1.0
Merchants
Merchants wander the Wasteland, trading in various
pre-war relics and weapons. They are a critical
source for weapon upgrades and are valuable as
buyers of pre-war relics. Merchants usually hire
guards from among the Wastelanders to keep them
safe. Merchants may be attacked and looted like
other players, but anyone doing so is likely to have
a high bounty put on their heads for violating an
unspoken rule in the Wasteland of allowing the
merchants to operate unmolested.
The Wasteland’s economic system is largely one of
trade and barter. While scraps of pre-war currency
can be found in the wastes, bottle-caps are the
commonly accepted currency outside of bartered
goods. Players are welcome to barter and sell prewar relics to other players and merchants to
accumulate bottle caps and acquire items required
for their personal quests. Bottle caps may also be
used to hire mercenaries, pay bribes, upgrade
weapons and other transactions during the game.
Wasteland 6 v 1.0
Bottle-Caps and Jobs
Metal bottle-caps are the primary currency in the Florida
Wastes. Players may find caches of caps hidden in ruins
or earn caps by selling pre-war relics to merchants and
doing jobs for merchants and other non-player characters.
Talk to merchants and NPCs you encounter to see if they
have jobs for you. Roaming merchants often hire security
guards to protect them in their travels. As some factions
become more successful, they may be looking for hired
guns or may post bounties on players that cross them.
Basic metal beer and soda caps are the common currency, but Nuka-Cola caps are especially prized. Nuka-Cola
caps may also be found in the Wasteland or converted with some merchants. The going conversion rate of
regular caps to Nuka-Cola caps is approximately 10:1. Converting up to Nuka-Caps helps make carrying large
sums of loot much easier. Some high demand items may only be purchased with Nuka-Cola caps, so try not to
antagonize every merchant on the field!
Looting and Capture
Raiders frequently loot travelers and
lightly defended settlements. Sometimes
players may need to acquire items in the
possession of another player who refuses
to trade or sell. If a player is shot, they
must lay or sit down on the ground until
they have “bled out”, been dragged to
safety or given first aid. If a player
reaches a downed enemy, the player may
loot one pre-war relic from the wounded
enemy’s inventory or take a fistful of
bottle caps (looter’s choice). A wounded
player may only be looted once! The
worst he or she risks is the loss of a
single item and not their whole relic
inventory.
If a player surrenders or is wounded and healed by a rival faction, he may
become a prisoner, hostage or slave depending on the nature of his captors.
Captured players sling or holster their weapons and are considered to be
disarmed until released or freed. Please don’t play games with “hidden” pistols
or knives you later turn on your captors. There aren’t any personal rights in the
Wasteland and we’re sparing players the discomfort of being searched as
thoroughly as you’d probably be if captured by real Raiders or Slavers!
Wasteland 6 v 1.0
Weapon Restrictions
Advanced weapons are not common in the
Wasteland and a few special weapon restrictions are
in play. Players may physically enter the field with
AEGs (and gas rifles), but keep them slung until an
automatic weapon is purchased from a merchant or
built by a special gunsmith. Players start the game
with any combination of boffer weapons, gas pistols,
springer shotguns, pistols and rifles to include sniper
rifles.
As players accomplish missions, find and sell prewar artifacts they accumulate bottle caps to “buy” an automatic weapon from a merchant. The merchant wraps a
special colored band around ONE AEG magazine, noting it as approved for play. Only these banded magazines
may be used in the field, limiting firepower until the players can earn caps to buy more magazines. These
banded magazines may be reloaded with BBs at any time in the game, but ONLY the approved, banded
magazines may be used in AEGs. Each "gun purchase" from a merchant buys one additional approved
magazine, keeping bottle-caps and earning money a worthwhile pursuit throughout the game.
If a player is killed and must go to respawn, a team member is permit to take his weapon and continue to fight
on (taking the banded magazine and putting it into his own weapon until the original owner returns). Enemy
teams and players may NOT take personal, banded magazines from dead players.
A LIMITED number of MGP magazines, specially marked and
banded differently from approved, personal magazines will be in
play. These are essentially "free weapons" and may be found in
hidden stashes on the field, or earned for completing very difficult
missions. These magazines MAY be looted from dead enemy
players as they are considered MGP props for the game. Please be
sure to return these magazines to MGP staff at the end of the game!
Since they have a much higher ammo capacity, SAWs and similar
support weapons will be more expensive to purchase than regular
AEGs/Magazines. Players should consider whether they want to
bring SAWs to the event, knowing it will take some serious work
to earn them! Teams which have established a homestead, a
permanent and personally propped out base-camp in the wasteland
will be granted a free SAW for homestead defense. The weapon
cannot be moved more than five yards from the homestead,
however and is NOT meant to be a roaming field weapon. If your
team is interested in establishing a homestead on the field, contact
Mac prior to the game to discuss details. (mac@mindgameproductions.com). Homesteads are really intended for the largest
groups on the field should be coordinated in advance!
Wasteland 6 v 1.0
Boffer Weapons
Foam boffer weapons will see some limited use on the field. Some
factions may use boffer weapons as secondary or even primary
weapons at the start of the game, until they can afford to buy AEGs.
Of course any players unfortunate enough to be taken as slaves may
find themselves in a Combat Arena, forced to do battle with other
slaves or wastelanders desperate to earn caps, while onlookers bet
bottle caps on the outcome.
In the field, a hit from a boffer weapon, anywhere on the body, is
considered a “kill”, just like a BB hit or a rubber knife kill. During
arena combat, to make the fight more interesting, limb hits disable
the limb but only a hit to the body counts as a kill. Please avoid hits
to the head or neck and remember that only a light tap is needed to
constitute a hit. No home-run swings.
Boffer weapons need to be approved by staff for use in the game.
Molded foam weapons for most LARPs are permissible. If you
want to build your own weapon, here is a suggested construction
model.
Sharp break-away-blade knife.
Ruler or tape-measure.
Double sided carpet tape.
Duct tape in silver and black.
PVC or CPVC core of the appropriate
diameter. Use the thick walled stuff
Closed cell foam pipe insulation of
the appropriate diameter and
thickness.
Tennis racket or hockey stick grip
tape
1: Cut the core to length. Put duct tape over the ends.
2: Tape down a small (½ in. thick) chunk of closed-cell (pipe insulation) foam onto each end.
3: Mark where you want the grip on the core.
4: Cut your pipe insulation to length. It should extend about ½" beyond the end of the core for both the pommel
and the blade.
5: Put double-sided carpet tape along where the blade and pommel are going to go. Take off the backing and put
the pipe insulation on.
6: Lay a strip of duct tape along the blade, extending 1.5-2" past the ends.
7: Cut the bits of tape that extend past the end into 3 or 4 strips, and stick them down.
8: Repeat until the blade is covered, then repeat again for the pommel.
9: Cut cylinders of open-cell (sofa cushion) foam that are 2-2.5" thick.
10: Attach the open cell foam to the end of the blade and the pommel using duct tape.
11: Wrap the grip with grip tape.
If you're making a mace, axe, hammer, or polearm blade from foam, add it after you've done all the above. Try
to avoid sharp points or backwards curves that could trap opponent's weapons.
Wasteland 6 v 1.0
Dressing for The Wasteland
Few factions wear anything resembling traditional
uniforms. The Wasteland is a fun and out of the mil-sim
box experience. Players familiar with the FallOut games
may already have good clothing ideas for Wastelanders,
Raiders and others. Those unfamiliar with Fallout need
only consider films like The Road Warrior series,
Doomsday, The Book of Eli, Escape from New York and
others.
Wastelanders and Raiders should have a Wasteland
Punk look. Uniform pieces may be used, such as
uniform trousers of any pattern or a set of load bearing
equipment. No complete uniforms should be worn and
the clothing should be mixed with civilian attire and
various odds and ends of Wasteland savagery. Here are
a few ideas and suggestions.
Look for an old set of football or hockey shoulder pads
at a used sporting goods store. Paint them black, brown,
silver, red, olive drab or whatever color you like as a set
of Wasteland armor. If you’re running with a few
friends, saw an old tire into quarters and secure the
pieces with ropes or
other straps for some
real apocalyptic looking shoulder pads. MGP scheduled the Wasteland to fall
right after Halloween. Costume shops will be full of hockey masks, spiked
armbands and gloves, wigs and spray on hair-color. Have some fun
assembling your own vision of a post-apocalyptic savage. Do a good job and
you’ll be given some extra bottle caps to start the game, getting you that
much closer to “buying” your automatic weapon.
Be sure to have empty pouches to store bottle caps. Consider a small
backpack or sling bag to carry pre-war relics you may find in the Florida
Wasteland. Load-bearing harnesses would look better than contemporary
tactical vests. Although if you have a MOLLE plate carrier, one fun trick is
removing all pouches from the chest and threading black plastic spoons or
sporks through the straps to build a set of “spork scale armor”.
Talon Company is a little more professional in appearance than the average
Raider gang. Besides their black uniforms, they commonly wear combat
armor. Many wear combat helmets. If you can find a 17th Airborne Division
Patch, the eagle claw device looks very much like the Talon Company logo.
Rasta Raiders may wear mixed, wastelander/raider type garb but should
prominently display Rastafarian colors. Many have enjoyed wearing costume
Rasta caps and dreadlock wigs in previous years as well.
Wasteland 6 v 1.0
Knights in the Brotherhood of Steel and
Bogatyrs in the SOSC are asked to build
simulated power armor. Some have used
motocross armor and other sporting
equipment. Others have crafted power armor
from sheets of close-cell foam, cutting to
shape and forming with a heat gun. Visit the
MindGame Productions website and the
Wasteland 4 forums for links to a video and
more photos of this technique!
We ask that a simulated suit of power armor
consist of “three out of four” armored zones
(body, head, arms, legs). All power armor
must have chest, back and shoulder plates, and
coverage of at least two of the following
zones: legs, arms, helmet. As a final element,
an 8” minimum metal pie or casserole pan should be secured on the center of chest and center of the back. This
“kill plate” creates a loud, recognizable sound when hit with a BB and represents the toughness of an opponent
in power armor. Armored fighters must keep their kill plates exposed during firefights (not bunker down behind
walls and hide the plate).
Wasteland 6 v 1.0
Homesteading
Larger teams have the opportunity to “homestead” at a particular location on
the field if coordinated in advance. They can then build this homestead up as a
dedicated base camp, with additional comforts, character and even special
features if desired. Teams have set up homesteads, with generators, Christmas
lights, flood lights, disco balls, chairs, tables, cots and music. Slavers often run
combat arenas with captured slaves for their own amusement, or for gambling
purposes with other players. Other groups have set up bars, gambling dens, and
even banking facilities to start Wasteland businesses and earn caps.
If a team is interested in a homestead, we ask that the team consists of at least
10-12 players. You’ll want to leave at least a small group defending your
homestead at any given time while others are scavenging or out on missions. If
assigned a homestead location, the team will be asked to really build it up.
Bring out a generator and lights. Bring a camping cot, chairs, tables and other
things to build up your base camp. Consider if your team wants to offer a
special attraction to possibly earn bottle-caps (or even “pre-war currency”). A
good option is bringing out a cooler with ice, water and Gatorade and running a
“bar” for Wastelanders. Drinks can be sold for a combination of both bottlecaps and real currency, and you can offer a safe-haven (at least most of the
time) for factions to meet and negotiate or for Wastelanders to seek
employment.
Homesteads will be given one free SAW or AEG (if the team doesn't own a
SAW) at the start of the game for ***homestead defense***. This weapon will
be marked with a different color band to show it as a homestead defense
weapon and it should NOT be moved more than five yards from the homestead.
If a homestead is captured by an enemy team, that should be a worthwhile accomplishment. Occupy and hold
the base for about ten minutes and make sure one of the Admins knows about it and confirms your capture of
the homestead. Take some triumphant pictures, whoop and yell, but please vacate the homestead after about ten
minutes to allow the original team to return. They will have brought personal gear and props into the homestead
and will want to reoccupy it as soon as the conquering heroes have moved on. In most cases, an Admin will
reward your team with a free AEG/Magazine as a reward for capturing a homestead. Of course you've likely
made a sworn enemy at that point and better watch out for payback!
Just be sure to bring trash bags and keep your
homestead area clean. Don’t damage the good
relationship the Florida airsoft community has with
Wayne’s
World
by
littering
the
field.
(This is serious guys… we caught a lot
of heat from trash left out on the field
after a previous Wasteland game. Do
NOT LEAVE YOUR TRASH!)
Wasteland 6 v 1.0
Respawns and Spawn Points
When a player is ""killed" in the game, he or she will need to move to a
designated spawn point before re-entering game-play. Drink some water,
reload, adjust your gear and come on back into the game after resting a couple
minutes. There are three main locations on the field that will be "free" spawn
points available at any time for any players. These include the two central field
entrances on the west side of the field (map locations B11 and B14). There will
be a third "free" spawn location on the east side of the field, north of the
Checkpoint and likely in the vicinity of N14 (the exact spot will be marked
with a visible flag). Please be good sports around the spawn points. Don't camp
them, shooting players as soon as they re-enter game play. Be the same token,
if a fierce battle is raging near a spawn point, a respawning player may
consider going to another spawn point or moving quickly away from the fight
after coming back into the game.
Other than these free spawn points, teams which have established formal,
approved homesteads may respawn at their homestead **provided that their
base is NOT under attack or threatened by immediate attack**. Please be good
sports about this guys so Admins won't need to always step in. When your base
in under attack or enemies are obviously closing in around it, go somewhere
else to respawn until the threat is lifted.
Teams with homestead *may* allow allied or neutral players to respawn at
their homestead for a small fee. Note that even allied teams must pay a fee,
only the homestead's own team members may spawn there for free. The spawn
fee for allied or neutral players should be no less than ten caps and no more
than twenty caps. It is up to the homestead team to decide if players are allowed to respawn at their homestead
or not. Allies generally won't have a problem, until the alliance inevitably falls apart as it always seems to do in
the wasteland. Neutral players may ask permission to spawn at the homestead for a fee, offering a team a
potential source of additional revenue. However this does introduce a risk as the respawned "neutrals" might try
to suddenly attack and capture the base from within. Watch everyone carefully and think twice about who you
trust in the wasteland. Nevertheless, many teams may allow neutrals to respawn at their base for a fee to earn
additional caps.
Note that a team which has captured
a homestead does not acquire the
homestead defense SAW, nor is it
allowed to use the captured base as a
spawn point. Only the designated
owners of a homestead are allowed
to spawn there, when the base is safe
and not under threat of attack.
As of the time of this players pack,
there are two known homesteads in
the game; the Sons of the Crimson
Star at Ludwig AFB, and the Rasta
Raiders in Vault 47.
Wasteland 6 v 1.0
Reporting Onsite
When reporting to the registration table, you will be asked to present the following items:
1.
2.
3.
4.
5.
Waynes World of Paintball General Release and Waiver
National Sports Entertainment & Recreation Association Release and Waiver
MindGame Productions Release and Waiver
Drivers License or other form of photo ID
Payment for walk-in players
All three waivers are included in this player’s packet. Please complete them and bring them to the event.
Additional copies will be available onsite but completing this information in advance will speed the process.
Please be sure your paper work is complete before coming to the registration desk. If you have attended an
MGP event since March 2014, we should have your waivers on file. You will still need to check in, however.
New waivers will be required in March 2015 for all players.
Chrono Procedures
You will need to take all of your weapons, INCLUDING back up weapons or ‘emergency’ weapons, to the
Chrono station. We recommend going through chrono and registration as early as possible to give you ample
time to prepare you gear and link up with your squad mates and faction leaders.
The chrono station is a short distance from the main staging area, near the trash receptacles. There will be at
least three chronographs being used to check the weapons. We will provide 0.25 gram BBs for the test. Several
different types of magazines are available at the chrono station, but players are asked to bring one empty low or
mid-cap magazine with you for each weapon you need to chrono.
Staff members fire several rounds with each weapon, taking the average score as the chrono result. If you feel
the results of one chrono are inaccurate, you have the option of testing from a second chrono and averaging the
results. Excortech Chronos are our standard chrono devices and have proven to be trusted and reliable by major
event organizers. The chrono personnel have the final say if a weapon will be allowed onto the field.
For field games, such as Waynes World of Paintball, all non-sniper weapons will be chronographed using bio
.25 gram BBs.
RIFLE / SMG
OK < 366 fps
SAW (50 foot minimum engagement, no SAW firing indoors)
OK < 390 fps
SNIPER WEAPONS (100 Foot minimum engagement - chronographed using .36 gram BBs)
OK < 436 fps
Players caught with hot guns or guns that were not chronographed prior to the game will be removed from the
game with no refund given. Please note that any weapon may be subject to a spot chrono test throughout the
day, even if it is banded from the morning chrono test. This is all to help protect players on the field.
Wasteland 6 v 1.0
Timeline
•
•
•
•
•
•
0700 - Gates open.
0730 – Chrono and Registration desk open.
0945 – GAME & SAFETY BRIEFING will be held.
1000 – GAME START
TBA – Lunch (teams rotated through meal breaks)
TBA – ENDEX (currently planned for approx. 2000hrs)
As of now the game in planned to wrap up Saturday night. We
have run 24 hour Wasteland games in the past but most players
have left the field late at night. ** IF ** we get the
commitment of more teams to establish 24 hour homesteads (sleeping in the field!) and a large commitment
from registered players that they WILL stick it out until Sunday morning, we **may** consider making this a
24 hour game. If this happens, game-play will continue through the night. Players would be encouraged to bring
sleeping bags onto the field for setting up campsites. Guards should be posted and missions and raids continue
through the night-time hours! A 24 game is **unlikely** at this time unless we see a huge response to do so, as
this is an exhausting proposition and can be very disappointing for players roaming an empty field at 3am with
no-one to shoot at,
Communications
Radio Channels are:
Radio Net
FRS
Loxley's Thieves (private)
Talon Company
Brotherhood of Steel
Rasta Raiders
Sons of the Crimson Star
Contact Admin
1
2
3
4
5
6
7
8
9
10
13
UHF
Freq
462.5625
462.5875
462.6125
462.6375
462.6625
462.6875
462.7125
467.5625
467.5875
467.6125
467.6875
Tone
None
None
None
None
None
None
None
None
None
None
None
DTCS
Code
023
023
023
023
023
023
023
023
023
023
023
DTCS
Pol
NN
NN
NN
NN
NN
NN
NN
NN
NN
NN
NN
Duplex
Offset
Mode
None
None
None
None
None
None
None
None
None
None
None
5.0000
5.0000
5.0000
5.0000
5.0000
5.0000
5.0000
5.0000
5.0000
5.0000
5.0000
NFM
NFM
NFM
NFM
NFM
NFM
NFM
NFM
NFM
NFM
NFM
Tune
Step
12.5
12.5
12.5
12.5
12.5
12.5
12.5
12.5
12.5
12.5
12.5
Several channels are still unassigned as of this players pack version. Other private team assignments for private
groups will likely be made prior to the event.
Programming information listed for FRS/UHF compatibility for programmable radios which is also available
with common radio programming software such as CHIRP. Players are expected to comply with FCC radio
power guidelines.
Wasteland 6 v 1.0
Wasteland 6 v 1.0
Waynes World of Paintball
4841 S. Pine Street
Ocala, Florida 34480
Field Location
Wayne's World of Paintball is located just south
of Ocala. As you can see from the map, the field
is easily accessible from Interstate 75.
From the south - Exit 341 (Old 67) - make a
right turn and travel east approx. 5 miles until
you reach Hwys. 441/301/27, turn left (we are
located about 10 miles north).
From the north - Exit 350 (Old 68) - make a left
turn onto Hwy. 200. Travel east until you reach
441/301/27. Turn right, and travel about 3 miles
south. (If you turn right at the Walgreen's/Target
Stores YOU ARE NOT ON Hwys. 441/301/27.
You must turn right again when you reach the
Popeye's Restaurant - Pine Street.)
The entrance to the field is located at 4841 S. Pine
Street, directly across the street from the Ocala
Drive-In Movie Theater screen. Located between
Factory Direct Mobile Homes and Raintree Mobile
Homes the entrance drive will be clearly marked.
Follow the entrance drive through the gate at the
top of the hill. You will be in the camping and
parking area.
Lodging
I-75 Exit #350
3720 S.W. College Road (352) 237-0715
Motor Inn
3601 West Silver Springs Blvd. (352) 629-6902
ask for Lahni or Kay
Royal Inn
2900 S. Pine (352) 732-3575
Holiday Inn and Suites
3600 SW 38th Avenue (352) 629-9500
Holiday Inn Express
1212 S. Pine (352) 629-7300
*** Camping Onsite is Available ***
Wasteland 6 v 1.0
Wasteland 6 v 1.0
Additional Event Notes
To maintain ongoing event play, we will rotate teams out for lunch breaks on a pre-arranged schedule. This will
be developed in early November as we near the event weekend. Hotdogs, chips and sodas for lunch are included
with your admission fee and may be obtained at lunch by presenting your lunch ticket to the attendant at the
refreshment stand. Players are also recommended to bring powers bars, trail mix, MREs or other fast and easy
food.
Please remember to PACK OUT EVERYTHING YOU PACK IN. In other words, DO NOT LEAVE TRASH
ON THE FIELD. Put all trash in your pocket, pouches or trash bags and throw away your trash … IN THE
TRASH CAN.
A water station is located at the entrance to the field along with a misting system if you need to cool down. Do
not allow yourself to become dehydrated on the field. When your squad leader or an admin tells you to drink
water, then drink water. Even if you are not particularly thirsty, drink water. If you need water but have an
empty canteen or hydration pack, do not hesitate to ask a squad mate or admin for water.
Wasteland 6 v 1.0
BBs and Weapons Magazines
Waynes World of Paintball requires the use of
bio-degradable or earth-friendly BBs. There are
numerous brands now available on the market
and most Florida players have now become
familiar with the brands. Excel Bio BBs, Biotech,
Bioval, BioTech, Eco BBs, Earth Friendly Killer
Beez are all among the acceptable BBs. Bio-BBs
will be available for sale onsite. Note that clear
BioVals are not allowed!
Please remember that only Support Weapons will
be allowed to use high-cap or box magazines.
Support weapons should be proper SAWs and
LMGs such as a M249, RPK, M60, etc. Riflemen
are restricted to non-winding low and mid-cap
magazines only.
Check list for the Wasteland
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Airsoft AEG & magazines
Spare AEG & magazines
Gas pistol and magazines
Springer Weapon
Boffer Weapon
Airsoft gas
Batteries for AEGs
Bio-degradable / Earth Friendly BB’s
EYE PROTECTION
Correct uniform for your team
Battle rig, LBE, Wasteland Armor
Optional gas mask or respirator
Backpack for pre-war relics
White flag for approaching unknown factions
Boots
Socks and extra socks
Gloves
Knee pads
Cover (hat, boonie)
Foot powder and additional foot care products
Sleeping Bag
Belt
Radio w/ spare batteries
Spare radio w/ more spare batteries
Weapons sling
Snack food or power bar
WATER in a Hydrapak, canteen or similar
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Red Dead rag
Red Chem/Flashlight for dead signal at night
Anti-fog
Speed loader
GUN BAG – don’t carry your weapon out in
the open
Wasteland Map
MGP Waiver
Waynes World of Paintball Waiver
NSERA Waiver
Admission fee
WATER... again... it’s important
“OFF”… or other bug repellant
Allergy medication
General medication
Compass
WATER... still important
Camera or disposable camera
This is a generic list including some of the ‘basics’.
You may find that you need more than the items listed,
or less. Be sure to plan for any possible outcome,
good or bad and be prepared. Don’t expect someone
else to have the items you need. Get your gear in
order so that you are a self-contained entity. GATHER
and begin preparation of ALL YOUR GEAR no later
than Wednesday night. This will allow for any last
minute items to be found in time.
Wasteland 6 v 1.0
MindGame Productions 2014 Legacy Event Rules
*NOTE - We reserve the right to revoke play from any player who breaks our stated and in-game rules
during the event. We also reserve the right to DENY any application from players we deem unfit to
participate in our event. Rules and Regulations All players participating in the event must be 16 years or
older. ID's will be checked during registration onsite. Players under 18 must have waivers co-signed by a legal
guardian. Airsoft is meant to be a fun game. Rules are designed not to restrict but protect the safety of its
participants and ensure each player has a good time. In developing these rules, we tried to cover realism, game
play and safety.
Event Registration
Most events will offer online event registration three weeks or more prior to the event. Online registration may
be completed through the MGP online store, accessible through the MGP website and linked from forum and
email event announcements. Typically players who register online in advance and pre-pay for the event will
receive a price discount below what players paying at the event will be charged. Please note that sending an
email to say that you’re coming does not qualify as online registration and pre-payment for a reduced price. It is
a very nice courtesy to help us build player rosters, but we extend the discounted price to players who pre-pay
to reserve their space at the game. We encourage players to pre-register to save money and make advance
planning and on-site check-in easier for all concerned.
Players Packs
A PDF players pack will be produced for most large games,
posted online for download around the time registration goes
live. The players packs may be downloaded from the MGP
website. Please be sure to download and read the players pack
as it contains both general game rules and special rules
specific for the event. The pack includes information on the
game scenario, teams, radio frequencies, maps, directions to
the site and waivers that players may print and fill out prior to
the game to speed onsite check-in. Please note that many
questions asked in the forums about an event may be
answered in the players pack, and ask that players not take
offense if a forum question is sometimes answered only by
“check the players pack.”
Weapon Velocity Limits
Velocity reducers are NOT allowed. MGP will have preloaded
testing magazines for a variety of weapons but do not have
every weapon magazine available. Players should report to the
chrono station with an empty mag for each weapon in case the
MGP staff member needs to insert the testing BBs in the
empty mag. Players caught with hot guns or guns that were
not chronographed prior to the game will be removed from the
game with no refund given. Please note that any weapon may
be subject to a spot chrono test throughout the day, even if it is
banded from the morning chrono test. This is all in the interest
of helping to protect players on the field
Wasteland 6 v 1.0
MGP will classify events as FIELD/MOUT or CQB games with specific requirements for each. Excortech
Chronos are our standard chrono devices and have proven to be trusted and reliable by major event organizers.
For field games, such as Waynes World of Paintball, all non-sniper weapons will be chronographed using bio
.25 gram BBs.
RIFLE / SMG
OK < 366 fps
SAW (50 foot minimum engagement, no SAW firing indoors)
OK < 390 fps
SNIPER WEAPONS (100 Foot minimum engagement - chronographed using .36 gram BBs)
OK < 436 fps
BBs
Some fields will require the use of biodegradable or
earth-friendly BBs, as designated in the Players Pack for
each specific event. Sniper rifles which fire heavier
weight BBs are exempt from this restriction. NO
METAL BB's can be used in sniper rifles or AEG's.
Anyone caught playing with metal bb's will be BANNED
from MindGame Productions events. Note that graphite
coated BBs are not metal although some players believe
them to be. Graphite BBs may be tested with a pair of
pliers to see that they crumble when put under pressure.
Glass or clear polymer BBs, such as clear Bioval BBs are
prohibited.
Magazine Restrictions
To promote a greater element of realism and focus on tactics,
MGP has a standard set of magazine restrictions in place. Assault
rifles and sub-machine guns are restricted to low- and midcapacity magazines only. High-capacity and box-magazines are
only permitted for legitimate support weapons such as M249s,
M60s, RPKs and similar support weapons and light-machine
guns. High-capacity magazines are here defined as using a BB
reservoir and shorter, spring loaded feeding track into the hophop that is filled from the reservoir by use of a mechanical
winding mechanism. Please understand that a MP5 with a box
magazine is NOT a support weapon, even if you want to use it in
that role. These limitations increase the importance of team
maneuver tactics, the ability to accurately engage targets and
present exciting and realistic situations in which teams may need
to contend with dwindling ammunition reserves. Importantly
these rules significantly increase the importance of team support
weapons on the field and how they are employed in conjunction
with riflemen. In rare instances, permission may be granted for a
limited number of high-cap magazines to be carried for use in a
very unusual or rare AEG design for which low and mid-capacity
magazines are not manufactured. When in doubt, please inquire.
Wasteland 6 v 1.0
Personal Protection Fully sealing eye protection
REQUIRED. Impact rated, fully sealed eye protection must
be worn at all times on the game fields. Mesh goggles are
only allowed with shooting glasses or prescription glasses
worn underneath. No shooting glass or mesh goggles by
themselves are allowed. Players caught in violation of this
rule on the field will be warned to correct the violation
immediately Repeat offenses are grounds for being removed
from the game with no refund given. Full face protection is
suggested but not required for field games- either a
balaclava or a full paintball mask that covers both your ears
and mouth. For CQB games, some form of full face
protection, even if a simple shemagh or balaclava, is
required for safety.
Uniforms and Personal Gear
A red kill rag is MANDATORY. While we realize it will
not stop players from getting shot after they've been
eliminated, it will reduce it. For all night games, indoor
games or games with extensive CQB elements, a red chem.-light, red LED light or flashlight with a red-lens is a
requirement as a “low-light” kill rag solution. Players should be dressed appropriate to their faction’s required
uniform load out. All players should be on the field with at least one canteen or hydration pack. FRS/GMRS
radios are recommended, as is a personal compass. A driver’s license or other form of photo ID must be carried
on the field at all times.
Weapon Safety Weapons are to be kept on safe with magazines out while in the staging area. There should be
no shooting in the staging area except at a designated chrono area and weapons testing range. Blind firing
(sticking your gun out of an area and firing without knowing/seeing where you are aiming) around corners is
strictly prohibited! You must have EYES on target before firing. You may not use optics to see around corners
and fire. It's real easy to hit someone point blank in the face when doing this.
Minimum Shooting Distance There is a minimum 10’ stand-off
range for engagements. Do not fire at targets within 10’. Instead
you may call a “Bang” or “Surrender” to eliminate the other
player. You weapon must be at the ready and pointed at the
opponent when you call “Bang” or “Surrender.” No more than two
opponents can be banged out in an engagement. If you come
around a corner and see three opponents, you can kill two but then
you are a casualty as well. Players who have surrendered are
expected to sling their weapons and comply with their captors. In
the past, some players have called “Bang” as a courtesy when they
are at close range but further than 10’ away. This is a purely
optional courtesy to the target. A player is only required to accept
a “Bang” kill at a range of 10’ or less. If you elect to offer another
player a bang kill at close range but outside of 10’, keep your
finger on the trigger and simply fire immediately if the player turns
to run or moves to return fire. Sniper weapons cannot be used to
engage targets within 100 feet. All snipers are expected to carry a
back-up weapon for close engagements.
Wasteland 6 v 1.0
Valid Hits and Eliminations A hit from a BB
anywhere on your body or personal gear (helmet,
vest, etc.) is a valid hit. Gun hits do not count if
just striking an exposed barrel, but weapons are
not intended to be used as “shields”. Ricochets
do not count. If in doubt whether or not a hit was
a ricochet or direct hit, take the most honorable
route and assume the hit. Friendly fire (hits from
teammates) DOES count. There is no such thing
as "friendly" fire! Grenade hits count the same as
a hit from a BB. If a grenade lands in your
vicinity (approximately 10 feet away) and goes
off but a bb does not hit you, you are out. In the
event of a hit, the player yells "HIT!" He
immediately raises his weapon or hands above
his head and displays his red kill rag. No false
calls. He may lie in place and call for a medic, or
he may consider himself killed and return to a
spawn point. If a player has been waiting for
several minutes with no medic reaching him, he has the option of “bleeding out” and moving to the nearest
spawn point. DO NOT call for players to "call their hits". It is unsportsmanlike and rude. This is a game of
honor and should be treated that way. Remember, it's just a GAME. Sometimes your BB may not be reaching
your target. Sometimes they may be deflected by a branch or hitting gear and the player is not aware of it. Give
your opponent the benefit of the doubt and shoot him again.
Wounds, Bleed-out and Moving the Wounded If a player takes a valid hit, he immediately yells "HIT!" and
raises his weapon or hands above his head, displays their red kill rag and lays on the ground. The player "falls in
place", assuming a prone position. The player may move up to five feet in any direction if needed to place
himself closer to a wall or otherwise outside the flow of traffic. He is not allowed to "stagger" a longer distance
back to drop amidst his teammates. The downed player should consider laying on his back with his weapon
pointed in the air or held across his chest to look less like
he has merely assumed a prone firing position. Players
should display their red "wound" cloths or handkerchiefs
on their chest, heads or wrapped around their weapon so
not to be mistaken as a player still in combat. The downed
player bleeds out in three minutes unless receiving firstaid. If no aid has been received within three minutes, the
downed player is dead. He may rise and head back to the
staging area, with his weapon and hands raised above his
head. At anytime during the player's bleed out, he has the
ability to be captured by the opposing force. Until he has
been given first-aid or bleeds out, the downed player
remains where he lies. A downed player may be "carried"
by one or more active players to a safer location for
treatment. One player placing his hand on the casualty's
shoulder represents a carry. They may move at a walk but
neither player may fire. If two players put hands on a
casualty's shoulders, this represents a two-man carry. The
three players may move at a brisk jog and the carrying
players may fire one-handed.
Wasteland 6 v 1.0
First Aid and Medic Rules Each team with
have a variable number of medics. Medics are
provided with a Medic bag they should wear
throughout the game to identify their role. Each
medic bag contains a Firefight! Battle Deck, a
deck of cards detailing wound results and any
special limitations a wound may impose on the
player. The medic will kneel beside the
wounded player and pull out the Battle Deck.
The medic draws the next card and reads it
aloud to the wounded player, “diagnosing” the
severity of the injury. Depending on the card
drawn, the player may be killed outright,
injured with an affliction to be played out when
returning to the fight, or may have escaped
serious injury and may return to the battle. If
the card results allow the player to re-enter the
battle, the Battle Deck may define a physical
limitation to action the player must role-play
until they are killed and re-spawn into the
game. The medic places the card back on the
bottom of the deck, replaces it in the bag and
resumes play. DO NOT give the card to the
player. Put it back in the deck. Unless the
scenario rules dictate otherwise, Medics may
not treat themselves and must be treated by
another medic. Unless the game or scenario
rules dictate otherwise, a player dies if being
shot after being treated once by a medic and
must return to the spawn point.
Re-Entering Game Play When a dead player moves to a spawn point, he will wait here to re-enter the game.
This is a good time to drink more water and refill your water carriers. Respawn rules may vary slightly from
one game to the next and this will be noted in the players pack and the onsite game briefing. The standard rule
is a five-minute OR five-man spawn rule. A player may reenter the game after five minutes or if a total of five
players from the same team are ready to re-enter play.
Pyro/Grenades No paint grenades are allowed. Smoke grenades may be restricted at some fields and specific
details will be found in the players pack. BB or popcorn grenades using small firecrackers are allowed at some
fields and this should be noted in the players pack. CO2 and Green Gas grenades that throw BBs, powder or just
make noise are generally acceptable for any field. All pyrotechnics are subject to admin approval and these
rules are subject to change in the staff perceives pyro or specific items to be too dangerous. Use of unauthorized
devices is subject to immediate dismissal and barring from future events.
Field Admins At least three MindGame Productions admins will be on the field at all times during the game.
Many will be identified by red polo shirts or hunter-orange vests. Field Admins will be on the field to help with
game-flow, watch for safety violations and handle challenges or problems as they arise. Most events will feature
a number of “embedded” admins running with player units in that team’s uniform. “Red Shirt” and embedded
admins alike will all carry identification cards identifying them as official event admins. Players are expected to
respect the authority of any credentialed admin.
Wasteland 6 v 1.0
Photographers
Some photographers may be on the field in yellow vests. These are considered “invisible” photographers and
should be allowed to roam the field and take pictures as they wish. They are not considered admins, and should
not be making administrative game calls. This is not necessarily due to lack of experience as some
photographers may be veteran players, but lime-green vest photographers are not necessarily read-on fully to all
event rules, regulations and mission details. Other photographers may be “in-character” as embedded
journalists. They operate just like any other player in the game and may be shot or wounded by hostile or
friendly fire.
Wasteland 6 v 1.0
Mindgame Productions, Inc.
Indemnity Agreement & Release Of Liability, Acknowledgment Of Risks And Hazards
This is an important legal document! By signing it, you are giving up certain rights!
Please read carefully before signing!
In consideration of MindGame Productions allowing (Print Name) _________________________ to utilize the event facilities
and participate in airsoft tactical scenarios, training and related activities, (hereinafter referred to as 'activities covered by this
Agreement), I agree that:
1.
REPRESENTATIONS, WARRANTIES, &ASSUMPTIONS OF RISK:
I understand that participating in any of the activities covered by this Agreement will expose me to the risk of personal injury,
property damage and/or death. I understand that the success and safety of my participation is dependent upon the proper
functioning of proscribed safety equipment, vehicles and airsoft training weapons; and that neither the safety equipment, vehicles
or airsoft weapons can be guaranteed to function perfectly. I understand that the safety equipment, vehicles and airsoft weapons are
subject to mechanical malfunctions as well as operator error. I freely, voluntarily and expressly choose to assume all risks
inherent in participating in the activities covered by this Agreement, including, but not limited to, risks of equipment failure,
malfunction and/or failure to function, including those which may result from some defect in design, assembly, and/or
manufacture as well as those risks arising from improper and/or negligent operation, training and/or use of the equipment. For and
in consideration of the thrill of participation in this activity, and understanding full well that those risks may include personal
injury, property damage, and/or death, I assume those risks.
(________) Please initial when read and agreed upon
2.
EXEMPTION AND RELEASE FROM LIABILITY
I exempt and release the following persons, corporations and organizations: MindGame Productions, Inc.; Guardian Centers of
Georgia, LLC; Waynes World of Paintball; The owners and lessees, if any, of land upon and from which the airsoft event and
related training operations are conducted; and including all of each person's, corporation's, and organization's officers, agents,
servants, employees, representatives, lessors; (hereinafter collectively referred to as "Releasees"), from any and all liability,
claims, demands or actions or causes of action whatsoever arising out of any damage, loss or injury to me or my property,
or my death, while upon the premises or while participating in any of the activities covered by this Agreement, whether
resulting from the negligence and/or other fault, either active or passive, of any of Releasees, or from any other cause.
(_____________) Please initial when read and agreed upon
3.
COVENANT NOT TO SUE.
I agree never to institute any lawsuit or action at law or arbitration or otherwise against any of Releasees, or to initiate or assist
in the prosecution of any claim for damages or cause of action which I may have by reason of injury to my person or property,
or my death, arising from the activities covered by this Agreement, whether caused by the negligence and/or other fault, either
active or passive, of any of Releasees, or from any other cause. I further agree that my heirs, executors, administrators, personal
representatives, and/or anyone else claiming on my behalf, shall not institute any suit or action at law or otherwise against any
of Releasees, nor shall they initiate or assist the prosecution of any claim for damages or cause of action which I, my heirs,
executors, administrators, personal representatives, and/or anyone else claiming on my behalf may have by reason of injury to
my person or property, or my death, arising from activities covered by this Agreement, whether caused by any negligence
and/or other fault, either active or passive, of any of Releasees, or from any other cause. I hereby so instruct my heirs,
executors, administrators, personal representatives and/or anyone else claiming on my behalf. Should any such suit, action at law,
arbitration or otherwise be instituted against any of Releasees, Iagree that such Releasees shall be entitled to recover attorneys'
fees and costs incurred in defense of such suit or action, including any appeals therefrom.
(_____________) Please initial when read and agreed upon
4.
LIQUIDATED DAMAGES.
As part of the consideration for my being allowed to participate in the activities covered by this Agreement, I promise not to
initiate any legal or equitable action or arbitration against any of the Releasees for any cause of action whatsoever. Furthermore,
I realized that the damages to the Releasees for my breach of this promise are uncertain and difficult to establish and that in the
event I breach this promise I agree that the liquidated damages I will be liable to pay to each of the Releasees named in a any
legal action I may bring is $100,000 for each named defendant.
(_____________) Please initial when read and agreed upon
I agree that the amount of $100,000 is not a penalty but is rather an estimate of uncertain damages. I further agree that this
provision for liquidated damages shall apply to any action in which I am required to indemnify the released parties, such as a
wrongful death action brought by my heirs. These liquidated damages shall be due and payable immediately upon filing any
legal action or demand for arbitration and irrespective of the outcome.
(_____________) Please initial when read and agreed upon
Wasteland 6 v 1.0
5.
INDEMNITY AGAINST THIRD PARTY CLAIMS.
I will indemnify, save and hold harmless Releasees from any and all losses, claims, actions, or proceedings of every kind and
character, including attorney's fees and expenses, which may be presented or initiated by any other persons or organizations and
which arise directly or indirectly from my participation in the activities covered by this Agreement, whether resulting from the
negligence and/or other fault, either active or passive, of any of Releasees or from any other cause.
(_____________) Please initial when read and agreed upon
6.
ARBITRATION BOARD.
I further agree that in the event I or any other party have any claims whatsoever against any of the Releasees arising out of my
participation in activities covered by this agreement including an action for personal injury or wrongful death, that it shall be a
condition precedent to the filing of any legal action against any of the Releasees by myself or my heirs, that the matter first be
arbitrated by an arbitration board appointed by MindGame Productions, Inc. and that the decision and finding of that board shall
be final and binding upon all persons. MindGame Productions shall have absolute and unfettered license to choose whomsoever
they desire as arbitrators and the decision of the arbitrators shall not be set aside for any reason whatsoever. Furthermore the filing
of a demand for arbitration shall trigger the requirement for payment of liquidated damages specified in Paragraph 4.
(_____________) Please initial when read and agreed upon
7.
VALIDITY OF WAIVER.
I understand and agree that if I institute, or anyone on my behalf institutes, any suit or action at law or any claim for damages or
cause of action against any of Releasees because of injury to my person or property, or my death, due to the activities covered by
this Agreement, I agree that this Agreement can and will be used as evidence in court. Should a court of competent jurisdiction
rule that any of the provision(s) of this Liability Release Agreement is void or invalid, all remaining provisions hereof shall
remain in full force and effect.
(_____________) Please initial when read and agreed upon
8.
REPRESENTATION AND WARRANTIES.
I represent and warrant that (a) I have read, understand and agree to fully comply with all rules, procedures, safety guidelines and standards
published online, in the players pack for this event and briefed onsite, (b) I assume fault and liability for injury of myself or other participants if
caused by my failure to comply with all rules, procedures and safety guidelines published online, in the players pack for this event and briefed
onsite, (c) I have notified the event staff of any physical afflictions, relevant past medical history details, medical treatment and medications which I
am currently undergoing or taking, (d) I have made no misrepresentations on my age, health or understanding and agreement of all event terms,
rules and conditions.
(_____________) Please initial when read and agreed upon
9.
LIKENESS RIGHTS.
Any and all, included but not limited to; pictures, videos, electronic images, or drawings, regardless of origin, or author, may not be
generated, created, used, distributed, or reproduced, in/on/within, any commercial, personal, promotional, advertisement, in/on print or
electronic format, resulting in any financial, monetary, personal, promotional, or any other reason(s) unapproved by event organizers
or any other party authorized by event organizers. Any and all, included but not limited to; pictures, videos, electronic images, or
drawings, regardless of origin, or author, are the property of event organizers. Players and approved photographers may retain their
photos and video, however MindGame Productions, Inc. requests the download of all images and video for our own use prior to
leaving the event. By attending, you agree to allow us the unrestricted and uncompensated use of you, your likeness, name, voice,
photograph (s) logo or trademark in such material..
(_____________) Please initial when read and agreed upon
10.
EFFECTIVE TERM
This Agreement shall remain in full force and effect from the date and time of signing continuously for a period of 10 (ten) years.
(_____________) Please initial when read and agreed upon
IN WITNESS WHEREOF I HAVE CAREFULLY READ THIS DOCUMENT AND THE BELOW REGISTRATION FORM,
FULLY KNOW AND UNDERSTAND THEIR CONTENTS, AND SIGN IT OF MY OWN FREE WILL.
Your Signature __________________________ Today’s Date __________ Email Address __________________________________
Printed Name ___________________________ Date of Birth __________ Emergency Contact # _____________________________
Signature of Legal Guardian (if under 18 years of age)__________________________
Today's Date __________
Printed Name of Legal Guardian ___________________________________________
Witness Signature _________________________Today's Date _________ Witness Name _________________________________
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NAME __________________________________________________________________________________
ADDRESS _______________________________________________________________________________
CITY __________________________________________ STATE ______________ ZIP ________________
PHONE __________________________ E-MAIL ADDRESS _______________________________________
DATE ________________________ TEAM NAME ______________________________________________
WAYNE'S WORLD OF PAINTBALL, INC. /
WAYNE DOLLACK
24 HOUR ROLE-PLAYING SCENARIO GAMES, INC.
Sparr, Florida
The United States of America
GENERAL RELEASE
KNOW ALL MEN BY THESE PRESENT THAT THE UNDERSIGNED, being of lawful age, for the sole consideration of being granted the
opportunity to participate in the below described event does hereby and for his/her heirs, executors, administrators, personal representatives,
successors and assigns release, acquit and forever discharge in the United States of America and the Owner of any lands utilized by Wayne Dollack,
Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or Wayne's World of Paintball, Inc. in the conduct of its operations
and its or their agents, servants, successors, personal representatives, heirs, executors, administrators, assigns, and all other persons, firms,
corporations, associations, or partnerships of and from any and all claims, actions, causes of action, demands, rights, damages, costs, loss of service,
expenses and compensation whatsoever, which the undersigned now has or which may hereafter accrue or result from on account of or in any
growing out of any and all known and unknown, foreseen and unforeseen, bodily and personal injuries and property damage and the consequences
thereof resulting or to result or which may result from any accident, casualty or event which may or did occur for any reason in connection with or
arising out of or on account of the undersigned's participation in simulated combat situations, whether as contestant or observer, held on the date of
execution hereof.
It is understood and agreed that this release is made in order to induce Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing
Scenario Games, Inc. or Wayne's World of Paintball, Inc. and Scenario Directors to allow the undersigned to participate in the event herein
referenced and that such inducement is material to Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc.
or Wayne's World of Paintball, Inc. decision to allow the undersigned to so participate. Furthermore, the undersigned agrees to follow and abide by
the letter and spirit of the rules of safety and play as defined by Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario
Games, Inc. or Wayne's World of Paintball, Inc. and/or its representatives. Specifically, the undersigned agrees to wear at all times while on the
playing field eye protection approved by Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or
Wayne's World of Paintball, Inc. and/or its representatives.
The undersigned hereby declares and represents that he/she acknowledges and understands that any injuries which may be sustained for any
reason may be permanent and progressive and that recovery therefrom is uncertain and indefinite, or may be fatal, and in making this Release it is
understood and agreed that the undersigned intends to assume any and all risks of loss, including property damage losses, and indemnifies and saves
Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or Wayne's World of Paintball, Inc. and/or its
representatives from any damage, loss, claim, cost, and expense of any kind or nature.
The undersigned further declares and represents that no promise, inducement, or agreement not herein expressed has been made to the
undersigned, and that this Release contains the entire agreement between the parties hereto, and that the terms of this Release are contractual and not
a mere recital, and that it is made freely, knowingly and intentionally.
The foregoing Release and its conditions are understood to apply to all other individual players, as well as Wayne Dollack, Jacqueline Dollack,
Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or Wayne's World of Paintball, Inc. and the land owners or Scenario Directors and
Promoters of events.
THE UNDERSIGNED HAS READ THE FOREGOING RELEASE AND FULLY UNDERSTANDS IT. THE UNDERSIGNED REPRESENTS
THAT HE/SHE CAN READ AND WRITE THE ENGLISH LANGUAGE AND HAS SIGNED THIS RELEASE FREELY AND WITHOUT
DURESS OR UNDER INFLUENCE OF ANY KIND.
THE UNDERSIGNED FURTHER ACKNOWLEDGES THAT THE EVENT ABOVE DESCRIBED MAY INVOLVE A HIGH DEGREE OF
RISK OR PHYSICAL INJURY OR DEATH; THAT THE SIMULATED COMBAT SITUATIONS INVOLVE USE OF A GAS POWERED
WEAPON SHOOTING PAINT-FILLED GELATIN PROJECTILES AND THAT IT IS HIGHLY PROBABLE THAT THE UNDERSIGNED
WILL BE HIT BY ONE OR MORE SUCH PROJECTILES. In witness whereof I have hereunto set my hand and seal and delivered this Release the
day referenced above.
SIGNATURE ___________________________________________________Date ____________________
WE MAINTAIN THE RIGHT TO REFUSE PARTICIPATION TO ANYONE ON ANY GROUNDS
DEEMED APPLICABLE BY US.
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NATIONAL SPORTS ENTERTAINMENT & RECREATION ASSOCIATION
Industry Insurance Programs _ www.nsera.com/paintball
Wayne’s World of Paintball, Inc.=WWP Fax: (352) 591-2210
RELEASE OF LIABILITY, INDEMNITY AND ASSUMPTION OF RISK
READ BEFORE SIGNING
IN CONSIDERATION of being permitted to participate in any Paintball and/or Airsoft activities
including, but not limited to, playing, using the premises of, renting and operating equipment leased,
sanctioned and/or operated by the above named vendor, I acknowledge and agree that:
I fully understand and acknowledge that; (a) risks and dangers exist in my use of Paintball
and/or Airsoft equipment and my participation in Paintball and/or Airsoft activities; (b) my
participation in such activities and/or use of such equipment may result in my injury or illness including
but not limited to bodily injury, disease strains, fractures, partial and/or total paralysis, eye injury,
blindness, heat stroke, heart attack, death or other ailments that could cause serious disability; (c)
these risks and dangers may be caused by the negligence of the owners, employees, officers or
agents of WWP; the negligence of the participants, the negligence of others, accidents, breaches of
contract, the forces of nature or other causes. These risks and dangers may arise from foreseeable or
unforeseeable causes; and (d) by my participation in these activities and/or use of equipment, I
hereby assume all risks and dangers and all responsibility for any losses and/or damages, whether
caused in whole or in part by the negligence or other conduct of the owners, agents, officers,
employees of WWP, or by any other person.
I, on behalf of myself, my personal representatives and my heirs, hereby voluntarily agree to
release, waive, discharge, hold harmless, defend and indemnify WWP and it’s owners, agents, officers
and employees from any and all claims, actions or losses for bodily injury, property damage, wrongful
death, loss of services or otherwise which may arise out of my use of Paintball equipment or my
participation in Paintball and/or Airsoft activities. I specifically understand that I am releasing,
discharging and waiving any claims or actions that I may have presently or in the future for the
negligent acts or other conduct by the owners, agents, officers or employees of WWP. This waiver is
good through 3/1/2015.
MEDICAL PERMISSION AUTHORIZATION
If the participant is of minority age, the undersigned parent or guardian hereby gives
permission for WWP to authorize emergency medical treatment as may be deemed necessary for the
child named below while participating in Paintball and/or Airsoft games.
I HAVE READ THE ABOVE WAIVER AND RELEASE AND BY SIGNING IT AGREE IT IS MY INTENTION TO
EXEMPT AND RELIEVE WWP FROM LIABILITY FOR PERSONAL INJURY, PROPERTY DAMAGE OR
WRONGFUL DEATH CAUSED BY NEGLIGENCE OR ANY OTHER CAUSE.
________________________________
Print Name
__________
Age
________________ __________________
Date of Birth
Phone
_____________________________ ________________________
Signature
Address
___________________
City, State Zip
______________________________________________ _______________________________
Signature of Parent/Guardian (if less than 18 years old) E-mail
Date: ___________________________________
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