Post by sinister602 on Sept 9, 2009 16:59:39 GMT -7
Westworld Paintball has asked for me to do one of these every month as more or less a new type of game format. It is more of an introductory to Scenario events than an actual scenario. Here are the details. If you would like more info please call 602.300.0140 or PM me.
Non-member cost of entry is $20
Member's are FREE
$5 all day compressed air fills
$5 equipment rental
Member all day air FREE
Case of RPS Premium $59
Member cost $49
Plot
In 1982, an alien ship stops directly above Scottsdale, Arizona. Reports suggest the ship became stranded after a command module separated from the ship and dropped to Earth, nowhere to be found. After cutting their way inside, a team discovers a large group of malnourished and leaderless arthropod-like aliens. The creatures are taken from the ship and housed in a government camp inside Scottsdale called District 9.5, which eventually turns into a slum. In the first decade of the 21st century, F.I.S.T. a private military contractor, is placed in charge of policing and relocating the aliens to District 10, a new camp 46 miles northwest of Phoenix.
Willie Van Buren was a F.I.S.T. field operative assigned to manage the relocation operation, which begins with the serving of eviction notices on Sept 26, 2009. As the eviction unfolds, three nearby aliens—two adults and a child—distill a liquid from a piece of alien technology into a small canister. During the raid, Willie finds the device and accidentally sprays some of the liquid on his face. Willie confiscates the device and attempts to evict its owner, an alien named Charles Johnson by the F.I.S.T., but he questions the legality of the eviction and demands his rights. That day, Willie falls ill and is taken to a local hospital, where they find his left arm has become an alien appendage. He is then taken into custody by F.I.S.T. personnel who intend to vivisect him in an attempt to replicate his ability to operate alien weapons, initially only operable by aliens, but Willie's new strength allows him to overpower his captors and escape.
Now a fugitive, Willie takes refuge in District 9.5 and returns to Charles Johnson's hut. Charles reveals that the canister Willie confiscated contains fuel for the lost command module hidden under his hut, which would allow him to activate the mother ship and leave the planet. Charles agrees to help reverse Willie's genetic transformation if he, in turn, retrieves the fuel canister. Willie agrees and goes on to steal some alien weaponry from a local Phoenix gang led by warlord Varta, who wants to eat Willie's mutated arm, believing it will give him the power to operate the weapons himself.
Willie and Charles break into the F.I.S.T. offices and retrieve the canister. They then fight their way back to District 9.5.
F.I.S.T. forces take Willie and Charles prisoner but Varta's gang ambushes them on the way out. The Phoenix gang captures Willie and prepares to sever his mutated arm for Varta.
Scottsdale residents suddenly celebrate the mothership's departure, with a series of interviews and news broadcasts providing various opinions on the events. The aliens are successfully moved to District 10, said to have a population of 2.5 million and growing. F.I.S.T.'s illegal experiments on aliens are revealed; some people theorize about Willie's fate, others hypothesize that the aliens might return for the refugees, or even to declare war on humanity.
Roles Needed:
Willie – F.I.S.T. Operative
Charles – Alien Leader
Varta – Gang Leader (TAKEN)
Victor – F.I.S.T. Merc.
Alien Medic x2
F.I.S.T. Medic x2
Gang Leader Medic x2
Aliens
F.I.S.T. Operatives
Gang Members
Rules of play:
Each player will be assigned a Team for the day.
Players may trade roles from game to game, but not during game play.
All markers are .68cal
All events are field paint ONLY. No outside event paint allowed. You will be warned then asked to leave without a refund if told twice.
Each player needs to fill out a waiver on game day.
Paint grenades will be allowed and available for purchase game day.
Gun hits count as a body hit.
Wiping paint after being shot is illegal. No cheating will be tolerated. You will be asked to leave the field and given one warning. Second time you will be terminated from the game without a refund.
Medic Heals are done by a player calling for the medic. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
All dead players need to remain inside the dead box until the games has expired. Dead man can’t talk!
If a player is healed from his/her medic, they may continue to play.
Players can't hop no more then a few feet for cover. You must remain in that spot until the medic is at your service with any hit. (Not head shot)
Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies.
A player may be healed an unlimited amount of times so long as they do not take three consecutive hits or 1 headshot.
Headshots and Grenade hits are not healable.
The game objective is elimination format with a specific mission to be completed during the game
Players that hit referees with uncontrolled bonus balls may be eliminated by the referee at any given time
Paintballs that bounce of players are not considered kills.
Splatters are not considered kills unless the splatter is the size of a quarter or more or referee says it is.
Third parties may be used to conduct a mission. Be aware and stay alert at all times.
Tanks are not allowed.
Only Medics can heal and need the medic ID on them at all times.
Only the commander can open the mission file to receive the mission, but any player can go get it.
Friendly fire is a kill or needs to be treated by a medic.
Headshots can’t be healed.
Medics can heal themselves. Up to a 3 burst shot limit. More then 3 shots on the medic at once will eliminate him.
Once all scenario supplies are used up, no more will be issued during game time.
No blind firing
The ref’s call is final. Good or bad, the play must go on. Take up any disputes to the head ref or manager after the game.
Respect all calls made by the ref’s
Sportsmanship and honor is expected from each player.
Chrono is 280fps for all players.
All players need to Chrono before entering the game field. Random Chrono checks will happen thru out the event. If you’re shooting hot, you will be warned and asked to exit the field to correct you gun. A second time you’ll be asked to leave.
Itinerary
Registration begins 6am
Registration ends 630am
Create Teams 630am
Players Chrono & start heading toward field 7am
Game 1 Starts 715am
Game 1 Ends 745am
Break 745am
Players Chrono & start heading toward field. Player Checkin for second Half begins 8am
Game 2 Starts 815am
Player Check in ends. Teams picked 830am
Game 2 ends 845am
Break 845am
Players chrono & start heading toward field 9am
Game 3 starts 915am
Game 3 ends 945am
Break 945am
Players chrono & take field 10am
Game 4 starts 1015am
Game 4 ends 1045am
Awards Ceremony 1045am
Close