Post by CantoXII on Jan 2, 2011 7:16:52 GMT -6
Codename: Desolation
A Unique Military Simulation Event Hosted By Armory Airsoft and Chaos Paintball
Saturday, February 26th, 2011
For the most accurate roster or event information, please visit: miairsoft.proboards.com/index.cgi?board=events&action=display&thread=36261
Admission Cost: $25.00 Per Player
Age Requirement: 16+ (Players under the age of 16 may have an older, experienced MiA member vouch for them.)
Address: Chaos Paintball - 3262 McConnell Road, Charlotte, MI 48813
Game Times:
Registration Opens: 9:00 AM EST.
Briefing: 10:30 AM EST.
Game Start: 11:00 AM EST.
Lunch Break: 2:00 PM EST.
Game Resume: 3:00 PM EST.
Game End: 5:00 PM EST.
We will be proudly serving 'Doc Ma's Chili' for lunch at this event. $1.00 per bowl.
Background
This event is a present day, post-apocalyptic military simulation event. Several of the rules and specifics for this event are unique, and reflect the challenges of conflicts in an environment that is post nuclear war...
“My fellow Americans, today is one of great tragedy for our nation. Today, October 25th, 1962; the United States was suddenly and preemptively attacked by the Soviet Union and the Caribbean nation of Cuba. The cities of Washington D.C., New York, Chicago, San Francisco, and Miami have been destroyed by foreign nuclear missiles.”
“Presently, we have dispatched search and rescue teams along with the National Guard to effected areas. The loss of life however is estimated to be great… This is undoubtedly a one of our nation’s darkest days. One to only rival our great Civil War itself…”
“We are currently in emergency negotiations with the Soviet Union as well as our allies around the world to quickly resolve and understand the nature of what has happened to us.”
“At this time I would like to ask all Americans, regardless of faith or creed… ‘To pray for peace in the world and a safety of all in the world.’ Ladies and gentleman, thank you for your time.”
- End Live Feed -
“That was President John F. Kennedy, speaking to you from an undisclosed location… Ladies and gentleman, I’m at a loss for words. As president Kennedy said this is a day of great and unimaginable tragedy for our nation. I’m told that we now have to go off of the air. Please stay with us for a message from the emergency broadcast system… This is Walter Cronkite reporting, good night.”
- End Studio Feed -
“This is the Emergency Broadcast System. This is not a drill. Please proceed to the nearest Fallout Shelter or emergency facility. If no facility can be found nearby, please remain inside your homes.”
- End Signal Transmission -
* This storyline reflects one of the last known radio/television broadcasts before further escalations of nuclear war.
Forces In Play and Uniform Requirements
Militia: Tri-Color Desert, Six Color Desert, DCU, ACU, ABU, Urban, Black, and Contractor*
Marauding Band: Woodland, MARPAT, Tiger Stripe, OD, Flecktarn, DPM, Multicam.
Civilians: Pants and a shirt that are not; black, grey, tan, green, or brown.
*Contractor is: Black shirt and khaki pants. No exceptions!
Ammunition Capacities and FPS Regulations
Standard Rifles and Submachine Guns
- 410 FPS Limit.
- 300 Rounds In Any Configuration. *
SAW's and Support Weapons
- 410 FPS Limit.
- 1,000 Rounds In Any Configuration. *
SAW gunners, please see the 'Unique Scenario Rules' section under the heading 'Modified Full-Automatic Fire'.
Sniper Rifles
- 550 FPS Limit.
- 100 Rounds In Any Configuration. *
* If players cannot meet the required ammunition limitations, players will be limited to one (1) high capacity magazine each.
1.0 - 350.9 fps - Arms length engagement limit
351.0 - 409.9 fps - 20 foot engagement limit
420.0 - 550.9 fps – 50 foot engagement limit, bolt action or permanent* Semi-auto replicas only.
551.0+ fps - Prohibited or allowed with permission of event organizer only
*Permanent semi-auto refers to replicas that do not have full-auto fire capability, no matter how the selector switch or other user input device is manipulated.
Zero Tolerance Policy
This event like every event hosted at an Armory Airsoft field since November 2009 is a Zero Tolerance Event or 'ZT'. The ZT policy is in place to ensure the safety, enjoyment, and reputation of Armory Airsoft, Hole In The Wall Paintball, Chaos Paintball, Michigan Airsoft, and airsofters everywhere.
Infractions that are covered under ZT include but are not limited to:
- Removal of goggles during gameplay on any area of the field. Including respawns unless otherwise noted during briefing.
- Cheating.
- Theft. *
- Vandalism. *
First Violation - Immediate One Hour Removal From Game Play.
Second Violation - Immediate Removal and Six Month Ban.
* Denotes an infraction of immediate permanent removal. Violators are subject to any and all financial and/or legal penalties.
General Information
- All players must sign a waiver or have one on file before playing.
- All minors must have a waiver signed by a parent or guardian.
- Waivers are available at:
www.chaospaintballfields.com/cap_city/RELEASE%20AND%20WAIVER%20OF%20LIABILITY.pdf
- Electricity available on site.
- Drinks and snacks will be for sale on site.
- Restroom available on site for all participants or guests.
- Visitors or parents will be admitted for free.
- Violation of rules or regulations set down on the field is grounds for removal from game without refund.
What To Bring
- Flashlight or Tactical 'Tac' Light - Highly Recommended.
- Full Seal Eye Protection - Goggles Must Be Full Seal: No Mesh, Shooing Glasses, or Safety Goggles Allowed!
- Radio - Highly Recommended.
- Spare BB’s and Batteries
- Canteen / Snacks
- Camera (Optional)
Unique Scenario Rules
Barter System
- Interactions between Role-Players and participants may take the form of a transaction.
- Information, Supplies, Mercenaries, Ordinance, etc can all be bought, sold, or bartered.
- All transactions must be serious in nature.
Effective Forms of Currency (All Supplied By Us)
- Funny Money (Fake Old Edition U.S./Canadian Currency).
- Tinned Food.
- Plastic Bottles.
- Gold Bars.
- Cloth.
Permanent Semi-Automatic Fire
- All players will fire their weapons in only semi-automatic mode.
- Players that own a weapon that only fires will not be permitted to use it.
- We suggest a backup weapon for players whose weapon only fires in full automatic mode.
Modified Full-Automatic Fire
- In order for players to obtain the use of fully-automatic fire, their weapons must first be ‘modified’ by a skilled tradesman.
- Players must barter with the ‘weapons dealer’ in order for weapons to be ‘modified’ to use full auto.
- All modifications take three (3) minutes per weapon.
- All weapons will be given a unique zip-tie for identification.
- A player that has a saw is allowed to use it in gameplay after this point, so long as he/she has the ‘modification’ needed.
* This allows us to simulate an environment that is almost fifty years post nuclear war in which weapons are scarce, and full-automatic is an expensive luxury.
Medics/Healing
- All medics have a base contact heal time of one minute, no cards.
- Medics can only work on one patient at a time.
- During the healing process, if the medic or the patient is hit; the patient is considered dead.
Mercenaries
- Mercenaries consist of a small group of hired guns.
- Contracts with mercenaries can only be negotiated by team commanders.
- Mercenaries are allowed to be hired by either side, by the highest bidder.
- Mercenaries should always be approached with a neutral attitude.
Mortar Strikes
- Team commanders must radio in grid coordinates in order for the strike to be executed.
- Mortar Strikes can be purchased/bartered from the ‘weapons dealer’.
- Teams are limited to one (1) strike per hour unless modified.
- All players within an effected ‘grid square/coordinate’ are considered dead and must return to respawn.
Non Player Characters/Role Players
- Non player characters are characters outside of the participant’s control.
- There is a -10 point per team penalty for shooting role players.
Gunsmith (Arms Dealer)
- The gunsmith is required for certain upgrades and objectives.
- Weapon ‘modification’ is capable with this character.
- The gunsmith is allowed to charge for services rendered.
- This character is armed.
Civilians
- Individual or small bands of unorganized people.
- May have information, goods, services, objectives, etc.
- May be armed.
Church of the New Order Member(s)
- Local religious cultists.
- Highly conservative religious movement, easily offended.
- These characters may have objectives or information.
- May be armed.
Store Owner
- The store owner trades in most goods and services.
- This character is armed.
Town Doctor
- Can heal all players, regardless of team faction.
- The doctor is allowed to pick and choose who he can treat.
- Required for certain objectives.
- The doctor reserves the right to charge for services rendered.
- This character is armed.
Bleed Outs
- All players must adhere to a mandatory five (5) minute bleed out time.
- One a player is hit/wounded, he or she must sit down in approximately the same place they were shot.
- Wounded players must remain in this position until either a medic heals them, they are shot again, captured, or bleed out.
- If a player has ‘bled out’ they are considered dead, and must return to their prospective respawn.
Prisoners of War (POW)/Capturing
- Prisoners of War are players who have been captured within the mandatory five (5) minute bleed out time.
- Players who are captured must remove the magazine from their weapon and discharge the remaining round in the chamber.
- Players are allowed to ‘sling’ and/or retain their weapon(s) at all times during capture.
- Searching players will be allowed only if the person(s) being searched consents to the searching party. Players who do not want to be searched can simply refuse.
- If a capturing party does not ‘search’ a player than the captured player can retain any hidden/concealed weapons (sidearm, training knife, etc).
- Once a player is captured he must be transported to the respawn area, in which a POW Area (Lime Green Marked Area) is located.
- When the captured player is in the designed area, a 15 minute timer will start. Captured players must be retained for fifteen (15) minutes.
- During the fifteen capture period, if a captured player has a concealed weapon he or she may use it to attempt an escape. If an escaping player is killed again. He or she may return to the POW area and the fifteen (15) minute timer starts again.
- Armed guards are highly recommended.
Explosives/Disposal/Arming/Use
- All explosives will kill all players within a fifteen (15) foot radius if touched or moved by any player except an ‘Engineer’.
- Engineer’s can disarm/arm explosives by ‘working’ on them for five (5) minutes.
Unexploded Ordinance
- Unexploded Ordinance (OD Green Bombs) consists of explosives left over from decades gone by. They are placed near objectives or randomly found.
- Unexploded ordinance will kill all players within a fifteen (15) food radius if touched or moved by any player except an ‘Engineer’.
- An ‘Engineer’ can capture, transport, or use unexploded ordinance, similar to any type of explosive.