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AAA-MOUT January 14 - 15 Advanced Alabama Adventures

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  #1  
Old 12-19-2005, 09:23 AM
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AAA Mout RULES

HE RULES
Game Lines:
The Mog is a scenario rendition of the Somalian relief effort of 1993. These are the events leading up to and including the ill fated flight of Super 6. The missions will be based on security and relief efforts as well as a few interesting side agendas.

Teams:
Somalian Freedom Fighters (Red Team)
United Nations Multi National Force (Blue Team)

Dates/ Times:
Jan 14th 2005- National Event 0730-1630
Jan 15th 2005- Alabama Event 0730-1630

Special Equipment:
Red Team:
Unlimited Basement Access Between Buildings
Definition- Freedom of movement from basement to basement and limited use of actual sewer system.
Mercenary Airlifts
Definition- Mercenary pilots can be bought for a price from Arms Dealer.
RPGs
Definition- When you just have to have that floor cleared or the aircraft eliminated. Can be bought from the Arms Dealer.
Mortars
Definition- To clear a roof of personnel and helicopter. Note* this does not eliminate the helicopter permanently.
Mass Reinsertion
Definition- Purchased from the base ref., it will allow you to open an immediate reinsertion window.

Blue Team:
Unlimited Airlifts to Building Roofs (Flat)
Definition- Freedom of movement from base to roof and roof to roof.
Mercenary Contact
Definition- Able to purchase underground guide.
AT4s
Definition- Useful to clear floors and basements.
Special Ops
Definition- When you need ops support you get it!

Rules:
Scenario Timelines:
Game Start- 0730
Conclusion of Initial Engagement- 0815
Final Battle- 1600
Game Ending- 1630
Award Ceremony- 1645

Reinsertions:
Initial Engagement and Final Battle reinsertions will be continuous. Standard reinsertions will take place every thirty minutes with a 5 minute window. There will be matching clocks at the flag stations. It will be governed by the base refs to insure equality for each team.

Scoring:
Scoring will be based on the following system.
Completion of the missions will award tokens which can be used to buy information, buy logistical support, buy special usage mission cards, and count for the overall score of the game.

Tokens-
Must be kept by the General of each team. It is the Generals responsibility to collect and safeguard the tokens in their possesion. Tokens cannot be stolen from the opposing side. It is the mission card's holder responsibility to collect the tokens from the referee upon completion of the mission. The tokens will be turned in at the conclusion of the game to determine overall points.

Missions-
Missions will be composed of three different types. Missions will be picked up by the Generals at secret locations during the game.
1) Literal missions for 1-2 Tokens
2) Cryptographic missions 3-5 Tokens
3) Special operations mission 10 Tokens

Eliminations-
Players-
Splatter does not constitute elimination! However, any splatter from a paint grenade is a/an automatic elimination. Single hit eliminations are in effect for this game.

Generals-
May be eliminated by paint grenade, head or torso shots.

Special Forces-
May only be eliminated by head or torso shots. Save the paint grenades!

Bases-
Cannot be eliminated, be sure to read more about the usage of bases under the base heading.

Paintchecks-
If you need a paint check please ask a comrade for his help. Should there not be anyone in the immediate vicinity, yell for a paint check and a ref or player ref will make there way to you. There will be no neutrality calls due to the close quarters engagements of this event (Plan Accordingly).

Special Players:
Player Refs-
Will be hand chosen prior to the game they will make judgement calls when needed. They will identify themselves as such, call themselves neutral to make the judgement. When the call is completed they will be allowed to return to their previous position and continue play. They will have an identifying player ref credential that can be verified upon request. They also have the ability to verify completion of missions.

Special Forces Unit-
Will be provided by the Alabama Army National Guard. They will be utilized in a variety of ways. Their services can be bought from the arms dealer for a price by the UN team.

Arms Dealer-
Will be one person on the field starting 30 minutes after the completion of the initial battle until the beginning of the final engagement. They will be wandering the field at random and cannot be eliminated by either team. They will be wearing a black trench coat and possibly be carrying a marker. They can only be approached by the General of either side. This is the person to talk to when your side might need assistance!

Bases-
Bases will have two sections an internal netted area that will be built on wooden framework. This area will be a mask off zone with no markers allowed inside. The second part of the base will incorporate a tag-in area for reinsertions. This is where the base ref and the clock will be located.

Punch Repercussions:
These are cumulative!
1- Player Verbally Warned, Play On
2- Player Eliminated Must Re-Spawn
3- Game Ender (No Refunds)

Offences: Eliminated Players Don’t Talk!!!
Major Don'ts- These Violations Will Incur 3 Punches!
1. Don’t Take you’re mask off for any reason outside of safety area
2. Don’t harass military personnel
3. Don't refuse a direct command from a referee
4. Don’t shoot vertically up or down the face of a building
5. Don’t engage in physical altercations
6. Don’t engage in verbal arguments on the field
7. Don’t change velocities on the field
8. Multiple wiping occurences
9. Do not cross safety line on flat roofs
10. Don’t go on angled roofs
11. No firing in the sewers
12. Do not use manholes
13. Don’t get on vertical fire escape ladders
14. Do not use smoke inside buildings
15. Theft
16. Taking a marker into a safe base

Moderate Don'ts- These Violations Will Result in 2 Punches
1. Being caught playing on after an obvious hit
2. Intentional overshooting
3. Intentional blind shooting
4. Verbal threats
5. Do not move props, they are team specific
6. Switching team armbands
7. Velocity consistently over 310fps
8. 1st wiping offense
9. Grossly crossing safety tape

Minor Don'ts- These Violations Will Earn 1 Punch
1. Playing without an armband
2. Taking an allen wrench on the field
3. Unintentional overshooting
4. Unintentional blind firing
5. Moving mines
6. Unintentional crossing of safety tape

Banned Items:
Allen Wrenches on the Field
Knives
Player Tape for Opposition
Non-Certified Tanks
Non Event Paint
Non Event Grenades
Utilized Ramping Boards
Utilized Full Auto Settings
Utilized Multi Burst Settings Includes Auto Response
Pyrotechnics
Hot Smoke
*If you have a question about it don't bring it.
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Old 12-19-2005, 09:59 AM
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Join Date: Dec 2005
Location: hazel green alabama
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Wow this sounds a whole lot better than I thought it would be. I feel like a 5year old on christmas eve. heh

I do have a couple of questions for you pros.
What is blind firing??
And it says no shooting up or down. I'm guess you can shoot of the buildings.
Do the players pick what team you play on?
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  #3  
Old 12-19-2005, 10:04 AM
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Blind firing is when you stick your marker around a wall/bunker/etc and shoot while keeping the rest of your body hidden so as to not be taken out. By doing this, you can't see what your shooting at, it's unfair and more importantly it's unsafe.

Shooting up and down at a mout site. You can't shoot straight up at someone and you can't shoot straight down at someone. Say your on the second floor and I shoot straight up at you while you have your head sticking out of a window or vice versa I'm standing against a wall and you stick your marker out and hit me on top of the head. This rule is for safety reasons.

Usually, the sides are determined by the promoters.
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Old 12-19-2005, 10:49 AM
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thanks. That makes since.
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  #5  
Old 12-19-2005, 11:17 AM
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The velocity limit for the markers will be set at 275 fps. Semi auto only. No response triggers, ramping, zip, burst modes or anything other than "one shot per trigger pull/release"

The nerf launchers will most likely be allowed (if its written in the story) but they will be provided by the staff and will be mission specific only. Paint grenades will be provided by a vendor at the event with a special non-staining fill. No outside paint grenades will be allowed Not sure on his pricing, but there may be a thread already up on this site pertaining to paint grenades.
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Old 12-19-2005, 08:01 PM
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sounds like it will be fun and if I remeber right everyone liked the reffing in the last event here
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