|
|||||||
| Silent Night MOUT Game May 27 & 28 - Advanced Alabama Adventures |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
![]() |
![]() |
|
||||
|
I have also added GPS coordinates for each building on the MOUT Maps page 2 for those who are tech savvy and want to add some waypoints to their GPS. I have also added a RECON movie to the main page. www.quickdrawsrealm.com
![]() ![]() www.quickdrawsrealm.com |
![]() |
![]() |
|
||||
|
Quote:
![]() ![]() www.quickdrawsrealm.com |
![]() |
![]() |
![]() |
![]() |
|
||||
|
Quote:
|
![]() |
![]() |
|
||||
|
Rules
*Note I will have this available to anyone who needs spares in Word format and notepad. Just post up to let me know. Also any questions can be asked on here or after my spill at the briefing on Friday night. I look froward to seeing you.
Game Lines: Silent Night is a fictional portrayal of a radical domestic extremist organization with international ties, which has decided to conduct terrorist operations on American soil. It's storyline includes many schemes from the deployment of biological, chemical, agro, and direct action terrorism. (Be advised that while fictional in nature, this scenario does incorporate true historical events!) Teams: Devastation Hysteria League *The Bunnies* (Red Team) United Protective Services UPS (Blue Team) Dates/ Times: May 27th 2006- National Event Day1 1000-1800 May 28th 2006- National Event Day2 0930-1730 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. Refs will make a judgement call for rockets and multiple people in an area. 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 prefered over night vision. However, if you want bring them. We won't be responsible for breakage. * Note while the sewer is in play, and refs will be patrolling it, there is no cover down there nor will it have been cleaned out. So creepy crawlies, overshooting and smelly gooey stuff may all be present so be warned. Should you be eliminated in a firefight in the down below lay down on the ground to make yourself a smaller target, until you are able to leave the area. Also any dead men walks in the tunnel will be looked on with extreme disfavor take that with a grain of salt. Special Equipment/Personnel: Red Team: *Delivery Men (5)- Yellow Arm Tape Only DHL members allowed to convey deliveries. *Dirty Bomb- Purchased or found during game play. Can eliminate everyone in a building. *Chemical Bombs- Purchased or found Will clear a floor of a building. *Nuke- Purchased or "stolen" during game. Will destroy a building. Making the building unplayable for either side. Blue Team: *Delivery Men (5)- Green Arm Tape Only UPS members allowed to make deliveries. *Vaccination- Purchased or found Is a one use item that will allow you to continue play in the event of a Dirty or Chemical Bomb incident. When being declared dead you must hand this token over to the ref to continue play. *Nuke- Purchased during game Will destroy a building. Making the building unplayable by either side. 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 Ceremony/Giveaway- 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. 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 Support, buy special usage mission cards and items, 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's safe box located in either of the bases. It is the mission card holders responsibility to collect the tokens from the refferee upon completion of the mission. Should a player be eliminated while carrying tokens they must be placed on the ground. Tokens may also be earned through acts of heroism, uncanny shots, or dumb luck. Any tokens found on the playing field are fair game. The tokens will be turned in before the final battle to determine overall score. No tokens will be accepted after the final battle begins. *Note only the General can move the safe box. Missions- Missions will be composed of two major types. Missions will be picked up by the Generals at their bases during the game. 1) Literal missions 1-4 Tokens Are missions that are pretty much straight forward in their design and execution. *Note prop hits do not constitute an elimination. Should you take a/an elimination hit while carrying a prop, gently lay it on the ground so that others might collect it. 2) Delivery missions (Special) These missions are alot more interesting... It is a game of hot potato, the team holding the delivery items at the end of the game loses 1 token for every delivery item in their possession. Only delivery personnel and the General may touch the packages at any time. *Note a hit on a "delivery item" is not an elimination. They are in respect movable bunkers/shields for the delivery personnel. Only one "package" per person so no toting everything for a massive dump. Should a delivery person be eliminated while making a "delivery" they must take the delivery back to there base for another run. 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 your in call yourself. Generals- May be eliminated by paint grenade, head or torso shots, and kicks to the nu... Oh nevermind, you get the picture. 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 judgement 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. This is a penalty of 1-10 tokens taken from your General. If the person is a disguised combatant there will be no penalty and you might even receive a reward. 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 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 arms dealer for more details. 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 "killed" by either team although they can be eliminated. 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 initially. 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 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. 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 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. </SPAN> Last edited by USArmyManOfWar; 05-23-2006 at 11:27 AM. |
![]() |
![]() |
|
||||
![]() A-GunKing Memorial Bridge B-Down Under Pub & Poker C-PT's Friday Night Clinic D-Dixie Harbor and Freight E-Operations and Control (Safe Zone) F-Roll Tide International Bank G-Reese's Techno Boutique H-Wallace's School for the Gifted and Mentally Insane I-Skeletor's Gun and Pawn J-Eveytown Public Library K-RTB Book's and Gifts L-Supremacy Church M-Universal Imports Warehouse and Corporate Headquarters N-James' Slum O' Plenty Apt. Complex O-Hangar Bay 1 (RATCO Corporate) P-Hangar Bay 3 (Academy Corporate) Q-Air Traffic Control XX-Hangar Bay 2 (National Guard Armory) Y-North West Sector AAA International Cropdusting Airport (Not Shown) Z-North East Sector Resevoir (Not Shown) |
![]() |
![]() |
|
||||
|
Ladies & Gentlemen, Looks like I'm going to General the UPS team (aka Men in Brown). If anyone is interesed in being an XO, drop me a PM or email me at keith@ustacops.com - Also, Team Captains, drop me a line. We need to start getting organized.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Search Engine Optimization by vBSEO 3.2.0
|
Powered by vBulletin Copyright ©2000 - 2008, Jelsoft Enterprises Ltd. |