Post by gangnail on Mar 23, 2012 12:34:04 GMT -5
Game Time 1:00PM
Check in at noon, Free as aways
Roster:
Gangnail
DHouser
Ferratus
Sacha
Wolf + 1
Skxawng
Goody +1
Devildog
Poser
Templar
Vindicator
kcsteelers36 +1
Nippz ~ +2
Dr_Die + 1
noodles + 1
Texas Standoff
Objective Control and Extract Game Type (Large Type Game)
Written By: Wolf
For Use At Butler Airsoft Field Indiana
Inspired By Battlefield 3
Props Needed / Special Equipment
-Large Metal Case (Provided By Wolf)
-Yellow Duct Tape (Still Needed)
-Blue Duct Tape (Still Needed)
-Red Duct Tape (Still Needed)
-Stop Watch (Still Needed)
-Loud Horn / Whistle (Still Needed)
Mission Overview:
With a biochemical weapon in the wrong hands, two forces hellbent on protecting their homeland’s honor and people move in for the kill, waiting for them is a group of highly motivated and dug in defenders waiting for extract with the weapon to a safer location. Who will come out on top?
Blue Team Mission Brief: (Force Should be 1/4 of Total Players -2~3)
This is it. HQ has ordered us to retrieve the case and it’s contents. We are to do this at all cost. The enemy (Yellow) is believed to be dug in and ready for a fight, get the case and hold the location for five minutes for EVAC to friendly lines. Good Luck.
Special Rules: Floating Medic, Three Shots You’re Out, EVAC Timeframe, No Respawn.
Red Team Mission Brief: (Force Numbers Should Be Half of the Total Amount of Players)
We are ready to drop in on location, and take the enemy by surprise. The Yellow menace must be dealt with and the weapon retrieved to save face, and protect the honor of our great nation! Blue team has sent in a small force to retrieve the case, they must not be allowed to escape with the case, stop them and eliminate the yellow defenders. EVAC will take five minutes to arrive after your call of the area being secure. Get the job done you have more men then either opposition force use it!
Special Rules: Three Medics, Three Shots You’re Out, EVAC Timeframe, No Respawn, Paratroops
Yellow Team Mission Brief: (Force Should be 1/4 of Total Players + 2~3)
The time has come to prove your worth! Two enemy forces are inbound to our location, they are heavily armed and dead set on retrieving the weapon. This must not happen! We must move forward with our plans and bring the blues and reds to their knees. Hold this position for the next ___ min until we can get the case and our leader moved into a safer position.
Special Rules: No Medics, Ten Minute Respawns (Every Ten Minutes After the Starting Time), EVAC Timeframe, Homefeild
====================================================================================
Extra Notes:
With complicated rules and everyone fighting a different type of battle, and respawning in different ways, it should be noted every team should elect and follow a ‘commander’ Who will be in charge of keeping track of time. (Yellow Team Leader Should Keep track of Ten Minute Respawn), (Blue Team Leader May Want to Consider Promoting High Levels of Aggressive Play and Teamwork) (Red Team Must fight a two way directional attack, keeping track of the rear and forward positions should be at the forefront of his mind)
Securing the Case:
The case is considered secure when a hand is rested on the case by a certain team. The case cannot be moved from it’s location. A hand must remain on the case by a ‘living member’ of the force for five minutes, judging by the stop watch attached to the case. IF the person securing the case is hit he must begin counting off to 10, using the stopwatch as a guide, if a member of that team does not place another hand on the case, time is then reset and the struggle continues. The person with the case can shoot in his defense, but cannot revive friendlies.
Down Not Out:
When bleeding out after being hit as long as it is not your third hit you must ‘fall’ to the ground and yell hit. At this point you can call for medic! And continue to fire a side-arm which can be a pistol or a spring shotgun, but only one magazines (shell) worth and if hit while down you must cease firing. You can also crawl a total of 10 feet using your best judgement (If hit while downed you cannot crawl). To be revived a teammate must touch some part of your person for 10 seconds. When back in remove your dead rag and yell BACK IN! so that the opposition can hear you. (Revive Rules Apply. Each force has restrictions as to how and when they can be revived.) Bleedout is 5 min, use personal judgement on this. You can call out targets while downed unless hit again while downed.
---------> Added if firing at a 'downed' individual, do your best to switch to semi auto fire. This is not a rule as much as no one really likes getting lite up when your down.
Floating Medic Rule:
I have made reference to this in the special rules section, but never explained it. Floating medic means anyone is a medic. It represents a crazy combat medic dashing all over the place to help their fallen comrades.
Three Shots You're Out:
Simple as what it says you can be revived twice, upon the third hit you are out of the game. Put your killrag on your head and keep your mouth shut. Say out and leave the field. I know it can be hard but DO NOT give away enemy posistion. You can not use Down Not Out Rules upon your last hit, and there is no bleedout. You are done.
Home Field:
This rule applies to how Yellow can deploy in their ten min of deployment. Yellow while they need to defend the case can deploy ANYWHERE on the map at the beginning of the game. Note that red team will still have to walk onto the feild and get set up pre game as well. (YOU CAN DEPLOY IN FORTS, but keep in mind your primary objective is the case and that will be hidden (Within Reason on the side of the feild closest your respawn)
Paratroops: After yellow is set during pregame, each 'stick' (3-4 Sticks) will be lead into the feild by their group leader and will choose spots to 'land'. Each member of the team will land about five feet away from each other. They will take a knee Primary Weapon at a resting position and magazine out (Some exceptions may be made for Difficult mags) a sidearm may be in hand ready for use, but to use your primary you must insert the mag, and unfold any stocks, bipods, and uncap/ turn on any targeting apatures. etc.
FUBAR SNAFU:
These big games can get very confusing at times. Stuff happens on the field the rules can’t cover, use your best judgement remain honest, and keep it fun. Stay Honest and do not question anyone else's honesty. After the game if you have any regards as to what happened grab a member of BIA command staff and those in question sit down and talk about it.
Mission Deployment:
------------------------------
Blue-> <----------------------------<-Red->--------------------------Yellow
--------------------------------
Blue enters feild as a team from one side,
Red Deploys after Yellow in 'sticks' to the center of the field. (As if Parachuting in)
Yellow gets a ten minute prep deployment in a defensive area with the case sensibly placed.
MED
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-350fps (1.14 joules): Full Auto, no minimum engagement distance. All engagements in the Fort must meet this velocity criteria and must only use semi auto. No full auto is to be used in the Fort at any time.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
WAIVER
http://www.butlerair...org/waiver.html
All players must have and use full seal goggles.
Anyone under the age of 18 must use a full face mask.
Check in at noon, Free as aways
Roster:
Gangnail
DHouser
Ferratus
Sacha
Wolf + 1
Skxawng
Goody +1
Devildog
Poser
Templar
Vindicator
kcsteelers36 +1
Nippz ~ +2
Dr_Die + 1
noodles + 1
Texas Standoff
Objective Control and Extract Game Type (Large Type Game)
Written By: Wolf
For Use At Butler Airsoft Field Indiana
Inspired By Battlefield 3
Props Needed / Special Equipment
-Large Metal Case (Provided By Wolf)
-Yellow Duct Tape (Still Needed)
-Blue Duct Tape (Still Needed)
-Red Duct Tape (Still Needed)
-Stop Watch (Still Needed)
-Loud Horn / Whistle (Still Needed)
Mission Overview:
With a biochemical weapon in the wrong hands, two forces hellbent on protecting their homeland’s honor and people move in for the kill, waiting for them is a group of highly motivated and dug in defenders waiting for extract with the weapon to a safer location. Who will come out on top?
Blue Team Mission Brief: (Force Should be 1/4 of Total Players -2~3)
This is it. HQ has ordered us to retrieve the case and it’s contents. We are to do this at all cost. The enemy (Yellow) is believed to be dug in and ready for a fight, get the case and hold the location for five minutes for EVAC to friendly lines. Good Luck.
Special Rules: Floating Medic, Three Shots You’re Out, EVAC Timeframe, No Respawn.
Red Team Mission Brief: (Force Numbers Should Be Half of the Total Amount of Players)
We are ready to drop in on location, and take the enemy by surprise. The Yellow menace must be dealt with and the weapon retrieved to save face, and protect the honor of our great nation! Blue team has sent in a small force to retrieve the case, they must not be allowed to escape with the case, stop them and eliminate the yellow defenders. EVAC will take five minutes to arrive after your call of the area being secure. Get the job done you have more men then either opposition force use it!
Special Rules: Three Medics, Three Shots You’re Out, EVAC Timeframe, No Respawn, Paratroops
Yellow Team Mission Brief: (Force Should be 1/4 of Total Players + 2~3)
The time has come to prove your worth! Two enemy forces are inbound to our location, they are heavily armed and dead set on retrieving the weapon. This must not happen! We must move forward with our plans and bring the blues and reds to their knees. Hold this position for the next ___ min until we can get the case and our leader moved into a safer position.
Special Rules: No Medics, Ten Minute Respawns (Every Ten Minutes After the Starting Time), EVAC Timeframe, Homefeild
====================================================================================
Extra Notes:
With complicated rules and everyone fighting a different type of battle, and respawning in different ways, it should be noted every team should elect and follow a ‘commander’ Who will be in charge of keeping track of time. (Yellow Team Leader Should Keep track of Ten Minute Respawn), (Blue Team Leader May Want to Consider Promoting High Levels of Aggressive Play and Teamwork) (Red Team Must fight a two way directional attack, keeping track of the rear and forward positions should be at the forefront of his mind)
Securing the Case:
The case is considered secure when a hand is rested on the case by a certain team. The case cannot be moved from it’s location. A hand must remain on the case by a ‘living member’ of the force for five minutes, judging by the stop watch attached to the case. IF the person securing the case is hit he must begin counting off to 10, using the stopwatch as a guide, if a member of that team does not place another hand on the case, time is then reset and the struggle continues. The person with the case can shoot in his defense, but cannot revive friendlies.
Down Not Out:
When bleeding out after being hit as long as it is not your third hit you must ‘fall’ to the ground and yell hit. At this point you can call for medic! And continue to fire a side-arm which can be a pistol or a spring shotgun, but only one magazines (shell) worth and if hit while down you must cease firing. You can also crawl a total of 10 feet using your best judgement (If hit while downed you cannot crawl). To be revived a teammate must touch some part of your person for 10 seconds. When back in remove your dead rag and yell BACK IN! so that the opposition can hear you. (Revive Rules Apply. Each force has restrictions as to how and when they can be revived.) Bleedout is 5 min, use personal judgement on this. You can call out targets while downed unless hit again while downed.
---------> Added if firing at a 'downed' individual, do your best to switch to semi auto fire. This is not a rule as much as no one really likes getting lite up when your down.
Floating Medic Rule:
I have made reference to this in the special rules section, but never explained it. Floating medic means anyone is a medic. It represents a crazy combat medic dashing all over the place to help their fallen comrades.
Three Shots You're Out:
Simple as what it says you can be revived twice, upon the third hit you are out of the game. Put your killrag on your head and keep your mouth shut. Say out and leave the field. I know it can be hard but DO NOT give away enemy posistion. You can not use Down Not Out Rules upon your last hit, and there is no bleedout. You are done.
Home Field:
This rule applies to how Yellow can deploy in their ten min of deployment. Yellow while they need to defend the case can deploy ANYWHERE on the map at the beginning of the game. Note that red team will still have to walk onto the feild and get set up pre game as well. (YOU CAN DEPLOY IN FORTS, but keep in mind your primary objective is the case and that will be hidden (Within Reason on the side of the feild closest your respawn)
Paratroops: After yellow is set during pregame, each 'stick' (3-4 Sticks) will be lead into the feild by their group leader and will choose spots to 'land'. Each member of the team will land about five feet away from each other. They will take a knee Primary Weapon at a resting position and magazine out (Some exceptions may be made for Difficult mags) a sidearm may be in hand ready for use, but to use your primary you must insert the mag, and unfold any stocks, bipods, and uncap/ turn on any targeting apatures. etc.
FUBAR SNAFU:
These big games can get very confusing at times. Stuff happens on the field the rules can’t cover, use your best judgement remain honest, and keep it fun. Stay Honest and do not question anyone else's honesty. After the game if you have any regards as to what happened grab a member of BIA command staff and those in question sit down and talk about it.
Mission Deployment:
------------------------------
Blue-> <----------------------------<-Red->--------------------------Yellow
--------------------------------
Blue enters feild as a team from one side,
Red Deploys after Yellow in 'sticks' to the center of the field. (As if Parachuting in)
Yellow gets a ten minute prep deployment in a defensive area with the case sensibly placed.
MED
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-350fps (1.14 joules): Full Auto, no minimum engagement distance. All engagements in the Fort must meet this velocity criteria and must only use semi auto. No full auto is to be used in the Fort at any time.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
WAIVER
http://www.butlerair...org/waiver.html
All players must have and use full seal goggles.
Anyone under the age of 18 must use a full face mask.