Scenario Specific Rules
1. The main goal of this game is to maintain control of the arms factory located in the center of the Sherwood Forest clearing. The team that controls this factory will be earning $10 million for every 15 minutes they are in control. The factory referee will be crediting the money to the controlling team on set check times. Ex: (11:15,11:30,11:45,12,Ö..etc). He will not be starting a timer every time a team gains control. Therefore if team A was to take control of the factory at 12:28, they would get their $10 million at 12:30, even though they had only controlled it for 2 minutes.
2. The team that earns the most money running the Arms Factory will win the game.
3. If team A is controlling the factory and team B Nukes the factory to clear it out, team A is technically still in control of the factory until it is taken by team B. Ex. (B nukes A out of factory at 11:10am, team B is unable to regain control of the factory before the 11:15 check point, team A would get the credit at each consecutive check point until B regains control of the Arms Factory.) There will be a flag for each team in the factory, whichever flag is up at the time of the check point is the one that gets credit.
4. The total available dollar amount from the Arms Factory for the duration of the game is $140 million (3.5 hour game time).
5. The only other way for a team to earn more money is to sell armaments to the other team during the game. There is no set price for any item, it will be market price at the time of the sale. All sales are between the two generals, no regular player is able to sell or buy anything on behalf of his/her team. If a general wants to buy a nuke and the opposing general wants to sell a nuke, they must decide the price and let their head ref know of the sale. Once the head refs confirm with one another, they will allow and process the sale.
Collect & Destroy
1. There will be a nuclear missiles hidden around the map of the game. These missiles can be picked up by either team, as no single missile is designated by team or color. The missiles can be brought to the general and then launched at the opposing team. A sample missile will be shown on the stage before the game begins so that players are able to better identify them during the game.
2. Each teamís Headquarters WILL BE inside the playing area of the game and is therefore able to be captured. Generals that decide to store their missiles inside their HQ will lose those missiles if their base is captured. A base CANNOT be captured by a Spy. Bases will have a flag or some identifying marker which must be grabbed & thrown to the ground to capture the base. The base will be stripped of itís missiles and then returned to the home team. Generals are encouraged to hide some of their missiles in secret spots during the game, to prevent their HQ from getting captured.
1. Each teamís Headquarters WILL BE inside the playing area and the HQ is IN PLAY. The only player allowed to remove his goggles inside the netting is the general.
2. Players are NOT allowed to come into HQ to take their goggles off.
3. Players are NOT allowed to hang out in HQ during the game, their only purpose is to receive orders from their general and return to the game.
4. Players needing to fill up on air or take a break, or just take off their goggles need to leave the field of play and return to the staging area. Since the HQís are in play, it is impossible for us to predict the circumstances that may unfold around the HQ during the game and we do not want players coming in and out with their goggles partially on.
Assault Team Member: Equivalent of VIPís in past games. For this game there will be a 1 pod limit (plus the playerís hopper) for each member of the assault team. But, generals can release them in groups or packs to work together. These players are only eliminated from headshots. These players are not required to stay in role all day, but only when unlocked. If the player respawns with more than one pod & or without the designated marking of the assault team which will be determined the day of the event, they return to being normal players and are no longer headshots only.
Medic: Medics will be designated by a white arm band on each arm. The medic cannot heal head shots. The medic is free to roam as they see fit, but has no special powers other than healing other players. A Medic cannot heal him or herself. Medics are killed by nukes, Medics cannot heal players eliminated by Nukes.
Mobile Command Unit: This individual role works alone. The player is not allowed to have a marker. This player has a communication devise and a shield, allowing them to wander the map and report back intelligence to the General. They can only die from head shots. These players are allowed to roam for as long as they want. This will be policed by our refereeís, it is at their discretion. MCUís are not allowed to be directly inside or next to the Arms Factory or a missile station
Sniper: This role is critical to protecting certain areas. The sniper is released by the General to a certain area, and can proceed until eliminated. Snipers will be required to wear some kind of distinct marking camouflage such as a ghillie suit. This will be determined by management before the day of the event. Snipers may only shoot what is in their hoppers or clips, no pods allowed.
Missile Launcher: This player is going to be responsible for launching the nuclear bombs at the arms factory. This player is required to be in direct contact with the General throughout the day and must be at the generalís meeting the day of the event. This player will be playing a critical role to the scenario and it is very important that they focus on their duty throughout the day. They are allowed to play but must have some way of communicating with the general and need to stay available in the case of a rocket needing to be shot.
CIA or KGB (Spy): Spies are disposable or one time use only. Generals are not allowed to release more than one spy at a time. Once a spy is designated, he or she will be re-banded and sent to re-spawn at the other teamís base. Since this player is under cover he/she is still eliminated if shot by their original team. Spyís can continue to re-spawn if they are accidentally eliminated by their original team but once they reveal that they are the spy and attempt a bulk elimination, they need to be re-banded and re-spawn at their actual home base. Spies cannot capture headquarters. Spies cannot go on missions for the other team.
Scout: A new role to our repertoire, this player is released 20 seconds prior to the start of both the 1st half & 2nd half of the game. The players are freed early, and need to get as far across the field as possible and get situated quickly. Scouts that cross paths during their 20 second grace period ARE ALLOWED to shoot each other.
Nuclear Missile: Stored in HQ or the launch station. These missiles are used to decimate the arms factory, opposing launch station, or mobile command units. The missiles CANNOT be fired at regular players. IF a missile is misfired into a group a players, none of the players are eliminated. If a missile does strike itís intended target, any players in that missiles blast radius will be eliminated, regardless of team. NUKES do not discriminate. Nukes CAN be stolen. There will be a small amount of Nukes evenly hidden around the map. These will be difficult to find but are available. If a teamís HQ is captured and the NUKEs are in there, the opposing team can steal those nukes.
Hospital: This respawn point WILL fix head shots. The location of the medic tent must be predetermined by the generals. The hospital cannot be inside the Arms Factory, the hospital cannot be in the Sherwood clearing, the hospital cannot be on the other teamís side. Once stationed and staked down, these tents cannot be moved for the duration of the game. This is another critical piece of the generalís planning. The hospital will not respawn those eliminated by Nukes*.
Nuclear Satellite Shield: This electronic shield is strong enough to deter nuclear weapons from staying on course and exploding. The amount of power required is immense and therefore each time the shield is used it only lasts for 10 minutes. When the shield is activated, any missile launched by the opposing general will have no effect. When the shield is up, only the arms factory ref, head ref, and general who turned it on, will know. This is perfect for clearing arms factory and maintaining it long enough to get situated.