---GAME UP DATE---PLEASE read !
(PRAWNS-RED) Christopher Johnson Played by:
Whitey of Reservoir dogs-A "PRAWN" trying to return to his planet.
(MNU-BLUE) Colonel Koobus Venter Played by:
Stacker of SOV-A sadistic and violent PMC mercenary-soldier.
(NIGERIANS-yellow) Obesandjo Played by: scotty rubery of the undertakers
A psychopathic Nigerian warlord who wants to become the most powerful Force in Africa.
GAME TIME LINE:
8:AM--Paint sales and registration opens
9AM-------Pre-game orientation (at stage)
1PM------LUNCH BREAK (1HR)
4:30PM--AWARDS AND SCORE
THE FLAG HAS (2) COLORS TO INDICATE POSSESSION (RED and BLUE)
WHEN YOUR SIDE'S COLOR IS ACTIVE (switch on, light flashing),
YOUR TIME OF POSSESSION WILL BE COUNTED (HRS/MINS) BY THE REF.
THE NIGERIANS CAN TURN FLAG COLORS OFF AS A MEANS OF SABOTAGE, AND BLOCK POSSESSION.
THE “ POSSESSION TIME” WILL BE COMBINED WITH YOUR “MISSION TIME” AT THE END OF THE GAME,
THE SIDE WITH THE MOST OVER ALL TIME WILL WIN “THE DISTRICT”.
MISSIONS WILL BE GIVEN TO THE ROLE PLAYERS AT THE START OF THE MISSION HOUR BY THE ROLE PLAYING REF ASSIGNED TO THE ROLE PLAYER. AT THE MISSION START TIME, A TIMER WILL COUNT DOWN FROM 1:00:00 (1 hr) UNTIL MISSION IS COMPLETED BY EITHER SIDE. THE REMAINING TIME LEFT ON THE MISSION CLOCK, WHEN MISSION IS COMPLETED WILL BE AWARDED TO THE TEAM COMPLETING THE MISSION. *FLAG POSSESSION TIME + MISSION CLOCK BONUSES = OVERALL TIME.
GAME RULES TO BE USED IN CONJUNCTION WITH THE FIELD RULES:
*3rd entity (Nigerians) will insert from their HQ ONLY. Once they are eliminated, they must return to their HQ, and will not be allowed to insert until the next 15 MIN MARK. Nigerians can “shutdown” flag possession by turning OFF the flag, stopping the accumulation of “flag time”. Nigerians cannot move, or use the “objective props”, but may guard them, and stop YOU from obtaining them. 3rd Entity Tank must also abide by the (15) min insertion window. *ALL Players must respect the “ SAFETY ZONE around the Nigerian HQ, this area is provided for the SAFE insertion of the players. The YELLOW CAUTION TAPE is NOT TO BE SHOT ACROSS, please respect this rule.
*Tanks will insert from the respective team insertion points. (1) NERF hit will eliminate the Tank. Tank must leave the playing field and reinsert at the respective insertion points. Tank crew must provide their own refs.
*MISSION PROPS (found on the field) will be treated as “drop props” if a player holding/transporting a prop is shot out, player must drop the prop in the place where he is/was shot, and leave the playing field. IF MISSION PROP is lost, you will NOT be given another and you mission cannot be completed.
*NO INSERTION CAMPING, player will be asked to retreat to another location if REFs feel it un-fare, Or un-safe for player insertions. PERSISTENT VIOLATION WILL GET YOUR CARD PUNCHED!
*FIELD REFs-DO NOT know Mission Intel or Mission locations; Their Role is for player calls, bunker clearing and paint checks. You the player will be provided with a game map to locate your objectives.
*FLAG REFs-will ONLY be concerned with the FLAG STATION, and KEEPING TIME for possession, And will not do paint checks, or call out players OUTSIDE their field of view. Their only Concern will be TRACKING TIME, And they will not leave their flag spots.
*LIFE cards-These cards will be given to your Role players to use at his discretion. These cards, when given to a ref will allow a DEAD player to RE-SPAWN at the current location. Once used, The card will be returned to game HQ by
the Ref and the player may return to the game. *These cards can NOT head BUNKER KILLS or HEAD SHOTS !!!!
*LAW CARDS-Only players with these cards will be allowed to carry NERFs, and Nerf Launchers onto the playing field. LAWs must be chrono checked prior to taking the field. Ref must witness the rocket hitting the target for the shot to count. PLAYERS PICKING UP NERFS THAT DO NOT BELONG TO THAT PLAYER’S TEAM WILL HAVE THEIR PLAYER CARD PUNCHED, AND WILL BE CALLED OUT AND MUST REINSERT THE GAME.
*EVENT PAINT PODs-These pods when found on the field, will contain EVENT PAINT and can be used by any and all players…like picking up ammo in a video game..ENJOY
*MINI-MISSIONS (1 per side/per half)
These missions and locations, when possessed for a FULL 10min (in a row) will cause a -10min loss of OVERALL TIME to the other side. POSSESSION TIMER must be set for 10min, the ALARM must sound. Timer must count down the FULL time
in order for the Mini mission to be completed. The POSSESSION PROP can be DE-ACTIVATED by the enemy but turning the switch to the OFF position.
TIMER must be RE-STARTED to the FULL 10min to complete mission. MISSION may be completed only ONCE during the each half of the Day.
Post your thoughts below..... Steve Stacker Harrison VS Whitey MW and Scott Rubery...It's Going to be a battle ALL DAY...