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Old 09-14-2006, 03:15 AM
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D.E.A MOUT Game Rules

DEA vs Cartel

Game Lines:
D.E.A. vs. The Cartel is an enactment of a conflict between the Government and a fictional criminal organization.


Teams:
The Cartel (RED TEAM)
The DEA (BLUE TEAM)

The Irish Mafia ( GREEN TEAM)

Dates:
Oct 28th 2006 - Oct 29th 2006

Nuts and Bolts:
Speed limit for this game is 270 fps for markers and 220 fps
for soft rocket launchers. Soft rockets will be able to take out a room in a building. However, not everyone plays fair so grab a ref and let him in on the plan. We all know the rule "If a ref didn't see it then it didn't happen." Sad but true.
*Note do not aim for anyone with the soft rockets a hit on the ground beside them will still constitute an elimination, if a rocket enters a room in flight, every player in that room is eliminated. Refs will make a judgment call for rockets and multiple people in certain areas. This is for your safety in the close confines of the buildings and the sewer. Sewer is in play, and no you cannot use the manhole covers. There is still only two ways in. Flashlights are preferred over night vision. However, if you want bring them. We won't be
responsible for breakage.
*THERE WILL BE NO SHOOTING IN THE SEWERS

Any player found shooting in the sewer tunnels will be instantly ejected from the game because of the inherent dangers of playing in such confined spaces.
DON’T DO IT!!


Special Equipment/Personnel:

Willy “ big daddy” Wright, This player is who you see to get paid and receive your missions. The pimp cannot be eliminated. Though he may be armed.


Red Team: The Cartel
Juan “Razor” Hernandez,The Boss (general),
Henchmen (soldiers)
Transporter (moves products)

Blue Team: The D.E.A.
Commander Scott “DEATH” Bolden (general)

Agent (soldier)

Green Team: The Irish Mafia
Maggie O’brian, (general)
The Boys (soldiers)
Rules:
Scenario Timelines:
Game Start- Day 1 1000
Day 2 0930
Conclusion of Initial Engagement- 1045 Day 1
1000 Day 2
Final Battle- Day 1 1800
Day 2 1700
Game Ending- Day 1 1830
Day 2 1730
Award Ceremon:
Day 2 1750 Parking Lot Across From MOUT Site.

Reinsertions:
Initial Engagement and Final Battle reinsertions will be continuous. Standard reinsertions will take place every fifteen minutes with a 5-minute window. There will be matching clocks at the flag stations.
The flag stations will be governed by base refs, who will ensure equality for each team.





Scoring:
Scoring will be based on the following system.
Make money, as much as you can by performing missions for the pimp or “earning” it any way you can. The team with the most money by the end of the scenario will be the winner. If you don’t deposit the money in the bank when you get it, your team will not receive credit for that missions payoff.



Money:
Money will be deposited in the bank inside the credit union to keep track of the score for each team, if you don’t deposit the money for your team your team will not receive credit for it. Only the pimp will make payouts for missions performed.



Missions:
Missions can include but are not limited to: Robbing the bank, art museum, or jewelry shop, kidnaping, bribery, product transportation or interdiction....the list goes on. Only one mission will be given to a team at a time, No other missions will be given until the previous mission is satisfied. A “mission ref” will accompany the mission card wherever it goes and will report to the pimp that the mission is completed when it is done. Only then can another mission be granted to that team. No money will be rewarded without completing the required mission.

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. Also Soft rocket launchers are acceptable this event, you do not have to be shot by one. If it comes close call yourself. If it comes through the window of a room you’re in, call yourself.

Generals-
May be eliminated as normal, If the character is eliminated during a rescue attempt that player is returned to the designated “holding” area for the enemy team and is instantly returned to play as a prisoner.


Special Players-
As with most scenarios this one does have characters within the storyline. Rules of engagement dictate that if you do not "see" a marker then that person is not a target. However, it is your judgment call as to the threat any given person maybe to your team. Repercussions are as follows; that person marked will be considered eliminated and any further info that he/she might have given to your side is now "lost", if the person was truly a non-combatant restitution must be made to their family.
Bases-
Can be eliminated by planting a “simulated” explosive device inside the upper most floor of the structure. Once destroyed, all players will leave the building until it is returned to play. The base will return to play under the original teams control and will not be occupied by an enemy team at that time.




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 judgment calls when needed. They will identify themselves as such; call themselves neutral to make the judgment. When the call is completed they will be allowed to return to their previous position and continue play. They will have identifying tape that can be verified. They also have the ability to verify completion of missions.

Soldier of Fortune-
Will be available for a price. He/she can be
eliminated but not killed. See “The Pimp” for more details.

Arms Dealer “The Pimp”-
Will be one person on the field starting 30 minutes after the completion of the initial battle until the beginning of the final engagement. He will be wandering the field at random and cannot be "killed" by either team. They will be wearing true pimp attire and possibly be carrying a marker. They can only be approached by one team at a time and you may have to fight for the right to speak with him. 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 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.

New-
For this game we are allowing you to bring and play with
your own soft rocket launchers.
*Note there will be an associated cost for a second tank.

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 referee4. Don’t shoot vertically up or down the face of a building5. 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 occurrences
9. Do not cross safety line on flat roofs
10. Don’t go on angled roofs
11. Any action that constitutes a health or safety violation
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. Moving props for your teams’ benefit
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 or other secured props
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 GrenadesUtilized 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.

9/11/06 Rule Update:
Generals and XOs (players that are double arm taped) can only be killed by a head or torso shot. Leg, Arm, and Gun hits don't count.

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Old 09-14-2006, 04:00 AM
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OHHHHHHHHHH this is going to be FUN!!! Junkie get the ramping pump ready.
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Old 09-14-2006, 09:19 AM
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ok so the DEA is in this fight to make money? what are we crooked cops?
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Old 09-14-2006, 09:56 AM
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We'll be making money, but this how you determine who wins the game. Most money wins. Other than that, we fight for Law & Order, unless we can make more money

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Old 09-14-2006, 09:57 AM
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AssasinNation Tank Cmdr
 
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9/8/11 Rule Update:
DEA gets to use 1 ballastic shield (and no this is not Junkie) during the game. Paintballs that hit the shield don't count!

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Old 09-14-2006, 10:07 AM
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Quote:
Originally Posted by sneakysnake
ok so the DEA is in this fight to make money? what are we crooked cops?
Yep with brutal tactics.

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Old 09-14-2006, 10:12 AM
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"Sneaky Shrek"
 
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aww sweet my kinda game! (Police brutality the fun part of law-enforcement!)
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Old 09-14-2006, 10:53 AM
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Snake.... this game has got you all over it.... he he he

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Old 09-14-2006, 11:12 AM
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Quote:
Originally Posted by USArmyManOfWar
9/8/11 Rule Update:
DEA gets to use 1 ballastic shield (and no this is not Junkie) during the game. Paintballs that hit the shield don't count!
I've got no problems rushing into a building.. As long as I don't turn off the air system (mitch... )

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Old 09-14-2006, 11:35 AM
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damn me and kyle want to go to this one but not sure if my truck will make it

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