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Skirmish Scenario Roles and Tank Rules

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Skirmish Scenario Roles and Tank Rules

Post by Goose on Mon May 04, 2009 2:18 pm

Scenario Game Info, Roles, and Rules
Scenario Game vs. Regular Play
A Role Playing Scenario Game is not your normal “Capture the Flag” paintball game. There are intricate roles to be acted out and a theme/plot to be fulfilled. Generally, the scenario is an historical or fictional situation populated by various characters that battle in the pursuit of a common objective. Please realize that it takes a bit of experience to become well versed in scenario play. A player won’t “know it all” their first time out. Remember that this is a role-playing game and intended to be fun. Judges have discretion in their application of the “rules”, and if you left your imagination at home, and can’t adapt to the “fortunes of war”, which are to say the least unpredictable, then perhaps scenario play is not the play for you.
Scenario Games differ from regular play in many ways...such as:
Instead of small 5 or 10 player teams per side, role-playing scenario games could have 100+ players per side. It is not uncommon for them to draw 700 to 800 players. Our Invasion of Normandy Game draws over 2000 players per side!
Instead of a brief and predictable confrontation, scenarios consist of many varied missions, which are known to the players in advance.
A team/squad will be given a mission to carry out and will have to come up with a quick and effective strategy. There will always be something different or unique to deal with.
Scenario play is not just a big shoot-out. To be ultimately successful a player must be cunning, determined, resourceful, and aware of the strategic implications of every one of a score of situations, which will be encountered in a day of play.
In a scenario game, play is continuous over many hours. Teams must gather their own information on the status of both their own developing situation and that of the opposing side. This means, for example, that the player in the bunker next to you might actually be a spy, playing for and reporting to the opposing side.
Due to the length of these games, there is an increased opportunity to take advantage of additional equipment such as camouflage, smoke/paint grenades, telecommunications gear, night vision, etc.
Adapt, learn, and be creative. Our players have tremendous creative potential, and we strive to turn this potential loose in every game.
Please, act in a responsible, sportsman like manner. This is a game to have fun not to curse, scream and cheat. If you see someone doing so, contact the nearest referee or Game Manager.
Eliminations
Eliminations in a Scenario Game are handled the same as regular games with a couple of exceptions…
One role in a Scenario Game is a Medic. If a medic can get to the wounded player, they can be healed on the spot and resume play. Medics cannot heal a headshot. If a Medic cannot save you, you will be taken out of the game for a few minutes.
Another of our other roles is a field hospital; this is placed by your General on field to assist troop movement. When you are hit, go to the designated spot of the hospital wipe off all shots and continue to play. You can also remove yourself to Player re-insertion whenever you want too, or once you medic card is punched 3 times, go out and get a drink, a bite to eat or fill up on paint and air, then return to your designated insertion point for your team. Reinserting yourself at any location on the field is against the rules.
Skirmish also utilizes judge medics. If you are marked and no medic or hospital is present, remove yourself from the action and report to the nearest judge medic. The judge will validate your medic card and you will be allowed to rejoin the game without a trip to the dead zone. Every third elimination, the player must report to the dead zone for a regular re-insertion.
Gun tagging - Being a spec ops player is enjoyable, you can sneak up on someone and tap him gently, tell him he is out. All barrels must be attached to a marker; a pistol may also be used. If you are planning to do so in a large group get a referee and tell them what you are about to do. There is no barrel tagging in the Swiss Embassy.
Special Items - All Special items such as Tanks, RPG, Bazookas and Grenade launchers must be approved by the Game management. They must have adjustable regulators and be chronographed at 230 FPS. If they can not be regulated they can not be on the field. Remember there are only certain places they can be used, and are never to be shot at other players.
Roles of a Scenario
The following are roles commonly played in our military based scenario games. Roles may change depending on the scenario theme.

Executive Officers - Generals and Executive Officers are chosen for their ability to lead and make the game more enjoyable. They are experienced players, with considerable knowledge of our playing fields.

Medic - In charge of the Mobil mash units that they will move around the fields. Mash units need to be protected, and can heal any shots with out a trip to insertion. The can be taken and used by the enemy teams.

Intelligence - Intel Officers will be given coded instructions, and Missions to complete.  These completed missions will be worth a specific amount of points.

Spy - Players that like to run cool and quiet find out Intel on the enemy and report it to their command staff. Spies are not assassins, they are information gatherers.

Sniper - Each sniper will be issued special paint and an ID tag. Points are gained by shooting key players. Generals, XO, and opposing team snipers.

Ambassador - You are the person with the ability to work with the other team for trade of plans, props and money. If your General is trying to achieve something diplomatically, you are the negotiator.

Artillery Strike Officer - Each officer will be issued one explosive device which can be used to destroy, tanks or command posts. It must be a direct hit and can only be used once. A command post direct hit is worth points to your team.

Third entity players - Buy and sell materials on the field. They are playing for their own prosperity. They purchase goods for game cash at Central Command and selling same in the field for profit. The economy of the field encourages enthusiastic trading. Valuable points to all sides.


General Operating and Safety Rules

Safety goggles must be worn at all times on or near the playing fields and/or shooting ranges. Do not remove them for any reason. There is no good excuse to lose an eye! If your goggles fog up, do not remove them. Call for a field judge. Any player not wearing goggles will be removed from the game. No second chances. No excuses. In addition to goggles, it is mandatory that you wear full face, head, and ear protection.
It is recommended that you wear neck, throat, and groin protection.
Do not deliberately shoot an opponents head, neck, or groin.
No overshooting – if a player is hit more than 3 times, the shooter is out.
Only one gun may be used. Carry your gun with the barrel pointed toward the ground, barrel plug in, and safety on. Only fire your gun on the playing field or at the shooting range.
Alcohol and drugs are prohibited. Players under the influence will not be allowed to play.
You are expected to act in a safe and responsible manner while on our fields. Physical contact is strictly prohibited.
Only paintballs purchased through Skirmish USA are permitted
Our woods are valuable to us and to future generations. Please do not break or uproot any living plants. Smoke only in the picnic areas. Please extinguish your butts and dispose of them properly. Do not take cans, bottles, food items, or other non-essential items to the playing fields. Keep your area clean and use the trash receptacles provided.
Keep your gun, goggles, and barrel plugs in your possession at all times. You are financially responsible for their safe return.
Barrel plugs are mandatory.
Failure to abide by the rules or cooperate with the judges and/or staff of Skirmish USA will result in your removal from the fields, without a refund! Come to have fun and leave your attitudes at home. If a player cannot adapt and appreciate the variety and unpredictability of scenario play then scenario games may not be for you.
Serious injuries such as broken bones, blindness, cuts, etc. can happen while playing paintball. Skirmish USA assumes absolutely no responsibility for any personal injury for any reason; including but not limited to, negligence and faulty equipment. You are playing at your own risk. You will be asked to sign a waiver acknowledging this.
Players attempting to settle disputes are to call for a field judge. The judge’s decision is final. REMEMBER judges have considerable flexibility in their application of the rules and how a particular incident may play out. Respect their decisions, and realize these are the “fortunes of war”.



TANK RULES & REGS
Stalingrad 2009

Tanks must have good secure visibility for drivers & working brakes.

In play tanks speed limit is 5 MPH.

No Tanks after Dusk

Driver & occupants must be able to communicate.

Tank drivers are responsible for their crews.

Operational windshield wipers are highly recommended.

It is highly recommended that tank owners have insurance to cover themselves. Insurance is available from NPA on an event basis.

Tanks must furnish a 2x3 white flag or other viable visual elimination indicator.

All tank armament must be semi-auto or slower mode & chrono all gun mounts to 280FPS, All anti-tank rocket weapons to 230FPS.

All tanks are allowed and escort of no more than 2 people closer than the 10 foot range, they also may be armed. We understand limited vision of the tanks and need directional assistance.




Tanks must be accompanied by a referee & driver must have communication with that referee (supplied by game manager).

Tank driver must wear goggles, referees vest & is neutral outside tank.

Tank refs will mark tanks with armband tape or flags corresponding to game team colors.

Players may not touch tank or shoot into any openings from closer than 10 feet.





TANK KILLS


RPG-Bazookas-Rocket launchers etc. They must be manufactured & pre-approved by Game manager as well as chronoed by Tec staff and receive a zip tie in order to be on field.
Once hit the tank must leave the field. It may re-enter once it is off and cleaned up.



This year we have some changes. We will only be allowing three tanks per side for ION 08. All tanks must apply to be on the field. All tankers must e-mail a bio as well as full photos of your tank attn: Nyxx at info@skirmish.com from there it will be looked over and sent to the ION Generals for the final decision of what tanks will fight for their side. Please name your tank for easier tracing. We will e-mail you once a decision is made.

As far as registering, after you are approved you will make your normal registration and tell them at 1800 Skirmish you have an approved tank. And give its name to be written on the reservation.

Goose
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