Post by Funkenst13n on Jun 23, 2009 19:42:45 GMT -5
Welcome to Team Necrosis’ Inaugural Skirmish at their new field.
Saturday July 25 8:00 AM registration begins.
The field is located in Tipton County just a few miles off of Indiana Highway 28.
Location: +40° 15' 27.49", -86° 3' 41.20" please just place this coordinate in Google Map and you can get directions to the field, and if you select satellite view you can even get an aerial view of the field.
Or click this link
maps.google.com/maps?f=q&source=s_q&hl=en&q=40.257635,+-86.061444&vps=2&jsv=160h&sll=37.0625,-95.677068&sspn=33.710275,79.101563&ie=UTF8&geocode=FWNIZgIdfM7e-g&split=0
Or
Cost $10
Schedule:
Field Opens – 8:00
Chrono - Begin 8:00 - Ends 9:30
Briefing – 9:30
Games Start - Soon as briefing ends or 10:30
Game Ends – 17:00
Please remember to bring these items;
Hat (We will most likely divide teams by Hats and No Hats)
Weapon(s)
Ammo
Full Seal Goggles
Water or Gatorade
Red Death Rag
optional;
Tactical Gear
Radio
Food
“Off” or other bug repellant
Note: If you have a pistol, remember to bring it.
Skirmish Scenarios.
Warm-up - Team Death Match.
1st Game - Package Extraction parts 1 and 2 - Time Limit 1 to 2 Hours
Break for Lunch at 12:00 or 12:30
Vendor coming to sell Hotdogs, Hamburgers, Water, and Gatorade
2nd Game - Control the V.I.P. - Time Limit 1 Hour
5-10 Minute Break
3rd Game – Ambush / Patrol with recon. Recon gets pistols only
5-10 Minute Break
4th Game - Attack/Defending - Time Limit 30 Min. Each
The field boundaries will be explained at the briefing but obvious natural boundaries will be used on 3 sides and hazard tape will be used for other obstructions.
Safety Rules:
Everybody who plays shall know the rules and obey them. If there are any unclear matters, ask the organizers. In some games, there may be additional rules. In such cases these additional rules are told before the game. If you break or ruin something, you will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.
1. All weapons should have the magazine removed as a precaution when the weapon isn't in use, or when in the designated “safe zone.”
2. All players will use appropriate safety goggles in the game and in the vicinity of a game. All goggles must be approved by the game organizers. DO NOT remove goggles during an ongoing game. All goggles will fit snugly against the wearer’s face and should not move during play. It is forbidden to shoot at someone without goggles. A full mask is not required. All eye protection must be ANSI 87.1 1989 Rated.
FULL SEALING ANSI RATED ONLY
3. To aim for the head is not allowed, unless the target only shows those parts. Use common sense.
4. All players will observe "No fire" zones at all times. Active players are not allowed to be in "No Fire" zones or shoot in/over them.
5. All pointblank shots should be avoided. If it is necessary, try and aim at legs and lower body. Shooting at eliminated players, non-players, and judges is forbidden.
6. To constrain another player, via gear, cloth or other is not allowed, unless that person agrees to it. The only exception is a light tap anywhere on the body. This is considered to be a "knife kill".
7. Fireworks, pyrotechnics, and similar devices are only allowed to produce safe effects, as smoke, light and sound, and they will have to pass inspection by organizers before the game.
8. Hard rubber grenade replicas or tennis balls CAN be used if there is no other way to eliminate someone in a confined space, “I.e. inside a small room or automobile.” The rubber grenades have a kill radius of 10 ft. Avoid hitting the person himself at all costs. If other “safe grenades” are found and approved by organizers, they can be used as well.
9. Radio eavesdropping is not allowed.
Weapons Classification:
1. Support Weapons: Any weapon that can fire full auto and/or has multiple HiCaps (High Capacity Magazines) or Box magazines. Maximum of 2000 BBs. The weapon HAS to be based on a real support weapon. Maximum 399 fps w/ .2 g. (1.48 J).
2. Sniper or Marksmen Rifles: Any weapon that is either a semi or bolt action rifle. Full auto and high-caps not permitted. Maximum energy allowed is 2.32J
3. Standard Weapons: Maximum energy is 1.5J (400 fps w/ .2 g), and the bb’s weight can't be heavier than 0.25g. Ammo limits may be specified by the organizers.
4. Launchers: Grenade launchers are not limited to the number of rounds that can be carried.
5. GBB pistols are limited to 350 fps with .2’s, as they are intended as backup at closer ranges. There is a 5 mag limit for GBB's. (Includes NBB's also).
6. Claymore: Spring loaded claymores can be used with consent of organizers.
7. Grenades: The only "grenade" allowed is a hard-rubber replica or tennis ball. NOT to be thrown directly at opponents. 10 ft kill radius. If other “safe grenades” are found and approved by organizers, they can be used as well. An example of such could include a tennis ball.
Medic System;
There will be designated medics for each team, no more than 1 medic per 8 people.
Each combatant will be issued a piece of cord. In order for the medic to “heal“ you that cord must be tied into a 3 knots by the medic. You are allowed 1 heal, after that if you are shot you must return to your spawn point to respawn.
The simple “One shot, you’re dead” rule is also used in smaller elimination matches, but most scenarios have an objective and time limit, allowing for the above medic rules.
Engagement Rules:
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-350fps (1.14 joules): Full Auto, no minimum engagement distance.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
Questions that can’t be answered by PM please call 765-461-2260 Psycho’s cell