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PETTY PAINTBALL Other times by APPOINTMENT ONLY Serving Central Texas for 8 YEARS!!! NEW - Petty Paintball Game Information Forum - NEW
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Tourneys, Playdays and Big Games
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Go here for Online Scenario Discussion ROLES, SPECIAL MISSIONS AND ADDITIONAL RULES The following rules and roles are in addition to the General Scenario Rules of Play. At the beginning of the game, each general will be issued: Laminated area maps in crispy color, a copy of The General Scenario Rules of Play, a copy of these additional rules and the following role cards: 2 Demolition Cards - The holder of these cards may use explosives or LAW
Launchers to blow stuff up. After the Demo
Specialist plants the charges, he must use the remote detonator to set off the
charges. The remote detonator has a range of 50 feet to the closest charge. If a
Explosives Expert is eliminated, they lose their Demo Card and any
explosives and/or detonators. The Demo Card, explosives and detonators are not
subject to the search the body rule because they were blown up when the Demo
Expert was eliminated. Another card may be issued to the General to use as he
sees fit anytime during the game.
2 Engineer Cards - The holder of these cards may rebuild things after they are blown up. The Communications area takes 10 minutes to rebuild. A fort takes 5 minutes per wall. Two Engineers working on the same project make it go twice as fast! Engineers will be issued a tool box and must have it in their possession if they are rebuilding a structure. If they are on a regular mission and not rebuilding something, they do not have to carry their tool box. If an Engineer gets eliminated, they lose their Engineer Card. Their Engineer Card must be surrendered at the ref tent. Their Tool Box is a live prop and may be taken using the search the body rule or recovered by teammates. Another card may be issued to the General to use as he sees fit. 2 Medic Cards - Medics must carry their Medic Kit with them when performing Medic duties. The small black case is much easier on the Medic than wearing a Neon Yellow "I AM A TARGET" vest. Medics can heal body hits only. If a player is hit in the neck or head, a medic can't heal them and they are eliminated. If a medic is hit, they are not able to heal themselves but another nearby Medic may heal them unless it is a head or neck hit. Eliminated player posture: Barrel bag on, marker in the air - anything else may get you hit again! If you are hit in the neck or head, take the long honorable walk back to the reinsertion area and plan a better attack next time. If you are shot in the body, STAY WHERE YOU ARE AND CALL FOR A MEDIC, if a medic can't get to you within 1 minute, take the walk to the insertion area. If the medic can get to you within 1 minute, he will wipe the hit and you are once again a live player. Once you are hit and call for a medic, STAY WHERE YOU ARE! If you move more than 5 feet towards the medic, BOTH YOU AND THE MEDIC ARE GONE! When a medic is eliminated, they lose their medic card. PLEASE NOTE: We are testing the waters with medics again. Medics add realism and can mean more play time with less time walking to the reinsertion area if properly played but, is an easy rule to bend. If this one gets abused, WE WILL PULL THE MEDIC CARDS and may vote on this during the briefing before the game. Some starter missions and recons to get the game going with more coming throughout the day. Some will be timed, some long range . A white flag for each fort and a blue or red flag corresponding to the color of your team. 2 - Engineers Tool Box 2 - Medic Kits How does it all work? To start things rolling, recon your immediate area and complete your first missions - some missions will be timed and must be signed by a referee and the completion time recorded, some just witnessed and signed by a referee that they are complete. What do we do with the completed missions? Trade them in for Federal Credits. Each Fort will be issued a white flag. This flag will be used by the player designated by the General to go to the Staging Area to redeem your mission cards. A player who is under the protection of the white flag is a neutral player with safe passage to and from the Staging Area to cash in their missions for Federal Credits. The General may send a player anytime and/or multiple times but only has one white flag. OK, we have Federal Credits...what can we do with these things? The explosive dealers, tank drivers and bush pilots are known to hang around
the ref tent area. While redeeming your missions for credits, ask one of the
referees where they are so you can strike up a deal. Your Federal Credits
can be used to:
OK, we have explosives to be delivered at X O'clock what do we do? At your appointed time, secure the airstrip, meet the pilot and accept your booty. Once the pilot hands off the package, it is a live prop and may be secured by either team via the search the body rule. Get the explosives safely to your Fort. Now we have explosives safely in our possession, what else can we do with them? Use explosives to destroy forts, communications areas, etc. for more Federal Credits when directed by mission cards or just because you don't like the way they look. Note: Declaring your intentions to a referee, then blowing up the other teams fort just because you don't like them could earn extra Federal Credits using the "Who's Line Is It Anyway" sliding scale based on creativity, proper taunting, costumes, anything pirates or caturday, Elmer Fudd, Monty Python, etc.......or CHUCK NORRIS.
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