Author Topic: Re: AEX San Diego Op teaser #1  (Read 1204 times)

Offline Top T

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Re: AEX San Diego Op teaser #1
« on: March 26, 2010, 10:15:16 AM »


Skynet became self-aware and annihilated mankind with our own nuclear weapons.  As the nuclear fallout settles, small pockets of survivors begin crawling out of the rubble.

Those in contact with Jon Connor know the truth and are arming themselves for the upcoming war.

However, many surviving pockets of humanity have no clue of what just happened and look to anyone for protection.  Such survivalist enclaves are arming themselves as well and will strike alliances with whomever they think might help guarantee their safety.

Skynet may be self-aware, but at the time of “Judgement Day” is militarily weak.  Human civilization may have been obliterated, but enough of the population remains to be a threat.  At its infantile state, even Skynet needs protection, and it’s those survivalist human enclaves that Skynet has allied with.

At this point, Skynet has not perfected a hunter-killer robot model and is developing several prototypes.  Built at a secret automated factory somewhere in the deserts of California, a variety of prototype machines are being transported via airlift to another facility in northern California.  However, freedom fighters have managed to shoot down the transport and it crash-landed at a remote location once called Mr. Paintball in Escondido.

In an attempt to secure some machines for his own army, Jon Connor quickly rallies some forces and races to the crash site.

Skynet, having no forces of its own to dispatch, calls upon its human allies to retrieve all the prototypes.  Led by the first prototype HK machine, these skynet forces also converge on the crash site.  

Date: May 1, 2010
Location: Mr Paintball USA, Escondido, CA
Chrono begins 1430
Brief/Day game- 1600
Dinner/Break- 1900-ish
Night game- 2000-ish
Endex- midnight or later

*** Scenario Rules ***

-Each machine will begin at random locations, and will be in self-defense mode.  Not having been programmed, their natural state is to kill anything that approaches.  

-As the day progresses, each team will have machines on their side.  These machines can be shut down and reprogrammed, allowing machines to switch from one side to another.

-Teams acquire machines by neutralizing them, then reprogramming them for their use.

-In order to neutralize a machine, it must be hit with a “shower-type” grenade, shot by launcher (not thrown).  For all intents and purposes, machines are immune to regular bb fire.  For gaming purposes, a bb-shower grenade serves as an EMP, which immediately shuts the machine down.  It will remain shut down for a maximum of 5 minutes, at which time it can be reprogrammed.  In order to reprogram a machine, a technician utilizes a reprogramming kit (see machine rules for clarification).

-Technician/Reprogramming kit.  Since the human population was decimated, not many survivors have the technical ability to reprogram a machine.  Therefore, there will only be a certain number of technicians per side.  ONLY the technician can reprogram a machine.  No other player may “borrow” the kit and reprogram a machine, nor can any player (friendly or enemy) take the kit from a dead technician.
 
-As each machine is acquired, it will follow the orders of the team that owns it, but it must remain within 20 feet of its owners.  However, being hastily programmed, it is still susceptible to reprogramming, meaning that it can be shut down and reprogrammed to work for the other side.


-If a machine is shut down, but not reprogrammed within 5 minutes, it will reactivate, but in neutral self-preservation mode.  It will shoot at anything that gets close enough.

-Machines can also be destroyed.  In order to destroy a machine, it must be hit TWICE with a rocket-type of grenade.  On the first hit, the machine will become immobilized and halt.  It can still turn in place and fire, but cannot continue walking.  On the second hit, it will die.  If a machine is not hit a second time within 5 minutes, it will self-repair and can begin walking again.  If a machine is killed, see regen section in the machine rules.

-Machine vs machine.  Machines can only kill another machine with a melee weapon.  Having a melee weapon is optional, but machines cannot shoot another machine with any weapon that might neutralize or destroy it.  See machine rules for specifics.

-Machines must walk at all times.  No running, sprinting, etc…

-Do not take a launcher from a dead person.  If a person carrying a launcher is killed, no one may retrieve the launcher and use it.  That person must fully respawn in order for the launcher to be used.

-Each team will have a commander and will be broken into 10-man squads.

-Each squad is allowed one support weapon- 1 SAW-type machine gun, Sniper, or 1 Rocket launcher.

-Squad integrity must be maintained as best as possible- no stacking of heavy weapons people in one squad!

-Rocket launchers MUST be slung under a primary weapon, or be a full-size stand-alone launcher, not a launcher mounted to a pistol grip.  CAWs and M79s by design are acceptable.

-No Hi-caps, except for SAW-type machine guns and machines.

-Each team will be given a couple sets of “hazmat gloves” (explained in the daytime scenario).

*** Daytime Player Regen***

-Each player must have a RED and WHITE wound rag.
-Once hit, call out “Hit”, pull out your red and white rags, take a knee/sit down and wait for 5 minutes.  Do not move or walk away.
-If a friendly live player can reach you within 5 minutes, then that player may tie on the white rag, signifying giving you first aid.  Once tied on, you may reenter play.  
-If that player is shot while in the process of tying on your white rag, then he too is now wounded.
-If you are not given first aid within 5 minutes, then you are considered “bled out” and must walk back to regen.
-If you were given first aid and then shot a second time, then you are considered dead and must walk to regen.
-There is no time limit on being wounded.  If you are shot a first time, but given first aid, do not remove your white rag if an hour goes by and you have not been shot again.  You are still in a wounded status, no matter how long it takes to be shot a second time.
-Permanent regen sites will be located throughout the field.
-Night time regen covered in NIGHT GAME rules.

*** Basic Safety Rules ***

-FPS limit of 375 with a .25 bb.  Chrono at registration.  Spot checks throughout the evolution.

-Adults must wear self-sealing googles or mesh.  Minors under age 18 MUST wear a full-face mask.

-ALL players will carry a red and white wound rag and will use it when hit.  Simply putting your hand up while walking to regen will not suffice.  

-During dark hours, EVERY player will have a RED/PINK glow stick.  Prior to starting the evening game, each player will activate their glow stick and tuck it into a pocket- out of view.  When hit, pull the glow stick out and walk back to regen.

-Alternatively, a person may have a flashing red light in lieu of a glow stick.

-MED is 10’ with AEG.  5’ for GBB pistols (except for Overkill).  PARLAY, BANG BANG, and SURRENDER rules apply.  If you don’t know what those rules are, PM me for clarification.

-NO ALCOHOL CONSUMPTION.  This is an organized op, during hours of darkness, in very rough terrain.  Don’t increase the chance of injury by chugging a cold one (I don’t care if you weigh 250 and 1 beer won’t affect you…).

-Good sportsmanship will be STRICTLY enforced.  Anyone caught ignoring, abusing, or violating rules or behaving in a manner of bad sportsmanship will be asked to leave the AO.

-Everyone must park in the open areas above the CQB area.  The tree areas and lower (CQB) area must be clear.

*** Sniper Rules ***

-Sniper takes up a squad's support weapon choice; sniper, support weapon, or rocket launcher.

-Sniper rifle must be semi-automatic only.  No ability to go full auto.

-MED for sniper rifle is 75 feet.

-FPS limit is 500 with a .25 bb.

-Snipers will only be allowed during the daylight game.

*** Registration ***

-Preregistration entry fee is $35.
-Walk-on entry fee is $40.
-Those that register up to one week prior will be properly formed into squads.
-Late registration and walk-ons will be formed accordingly.
-SD and Torrance stores accept cash payment.
-PAYPAL payments can be made to topt@airsoftextreme.com) or PM REASON on 858airsoft.com.  For the protection of the player, or to ensure the proper theme is maintained, a certain amount of “armor” or costume will be required, although the design is totally up to the player who builds/wears it (see machine rules).

*** Game Control ***

-Top T and Reason are two primary organizers.
-TXRAPTOR (858airsoft.com forum) is game control as well.
-As it is a work day for AEX employees, I am currently short of game control personnel.  If you would like to volunteer, please let me know ASAP.

*** Machine Rules ***

Machine Costume:

-Must be made of a rigid material that can repeatedly stop at point blank range a .20 airsoft bb travelling at least 400fps.
-Steel
-Aluminum
-Plastic
-Wood
-etc.

-Must cover at least 50% of the wearer's body.

-Must incorporate fully enclosed head protection. The face, (mouth, nose, eyes, and ears), must be covered. It would be wise to also cover the neck.

-Must allow wearer enough articulation to sit down and stand up on their own, in case of a fall.

-The suit must be designed in the spirit of the game. In other words, some effort must be put into it to make it look like a machine.

Machine Projectile Weapons:

-Machines may use any airsoft weapon (except grenade/rocket launchers) available to any other regular player, with the following restrictions lifted.
-May use hi-caps with no restrictions
-May use box/drum magazines with no restrictions
-May use non-grenade support weapons with no restrictions

-Machines must abide by all ROE's and velocity restrictions.

Machine Melee Weapons:

-Machines may enter into melee combat with specified melee weapons.

-Must only use weapons that are padded and/or made specifically from materials that are designed to safely disperse impact in a non-painful manner.
-Nerf
-Foam
-Neoprene padding
-Inflatable
-etc.

-Melee weapons may not be real or use material that can harm or damage players or their property.

-No whipping, flailing, or thrusting weapons are allowed unless they can be demonstrated as being 100% safe in all usage.

-Wooden or rattan practice weapons, Fencing foils, blunted steel weapons, flex batons and anything else deemed dangerous are prohibited!

-Any other style of melee weapon must be approved by Game Control prior to being used in the game.

Damaging & Destroying Machines:

-Machines are impervious to all small arms fire.
-"BB Shower"-type grenades fired from launcher act as an EMP.
-Any EMP hit shuts down a machine for 5 minutes.
-At this time, the machine player must just stand/sit in place, immobile.
-If the machine was not reprogrammed within 5 minutes, the machine "reboots" in CMOS mode, i.e. attacks any and all humans in sight.

-Reprogrammeing kits will be timer-devices provided by game control to team technicians.  These “reprogramming kits” must be used to reprogram a machine.
1.  Once a machine is shut down by EMP, technician has up to 5 minutes to place the timer on the machine.
2.  Set the timer for 3 minutes and will it make an alarm noise when the timer is expired.
3.  If it happens that the machine has been shut down for 4 minutes already, but the timer still has 3 minutes to go, then the machine will reboot as normal at his 5 minute mark and start laying waste to anyone nearby.  Once the timer goes off though, it signifies that the reprogramming has taken affect the machine will now obey the orders of its new owners.
4.  Once the timer has gone off and the machine is under control, the technician can retrieve his reprogramming kit and move on.

Machine Regen:
-As stated previously, it takes two hits from rockets within 5 minutes of each other to kill a machine.  
-Once dead, a machine will sit IN PLACE.   To save the machine-player from walking unnecessarily, he will regen from this point.
-To regen a dead machine, a technician must use his reprogramming kit and set the timer for 10 minutes.  Once the ten minute alarm sounds, the machine is considered rebuilt and programmed to its owner.
-If a machine-player gets tired and wants to go back to the parking lot, then game control transportation will pick him up.
-Once the player is ready to reenter play, a vehicle will drop him off at a location close to the team that owned him prior to his exit.  If the machine was not previously owned by a particular team, then he will be dropped off at a random location and treated as a new machine, not programmed.

-Melee attacks from one machine to another: the outcome of the battle is up to the two players' discretion.  Such a battle is for entertainment purposes only!
-Machine vs. Machine combat should just be for show, and should try not to seriously impact game play if it can be helped.
-Two machines that are facing each other will destroy each other.  However, if one machine happens to get the drop on another (flank or rear attack, etc..), then the one at the disadvantage will lose.  Again, such melee action is meant for entertainment, so make a fun “brawl” out of it!
-Defeated machines are considered "destroyed" for game purposes.

Teams:

Skynet Forces (led by Reason and human commander):
Woodland uniform (to include Woodland Marpat and full green/OD)

CO: Reason (HK prototype)
XO (human commander): ?

1st Squad lead:
2.
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10.

2nd Sqaud lead:
2.
3.
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10.

3rd Squad lead:
2.
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10.

4th Squad lead:
2.
3.
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10.

5th Squad lead:
2.
3.
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5.
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10.



Jon Connor Resistance Fighters
DCU (3 color desert, Desert Marpat, and/or full Tan)

Jon Connor: ?
XO: ?

1st Squad lead:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

2nd Squad lead:
2.
3.
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10.

3rd Squad lead:
2.
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10.

4th Squad lead:
2.
3.
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5.
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10.

5th Squad lead:
2.
3.
4.
5.
6.
7.
8.
9.
10.

* I will update this roster as people register.
* Notice uniform choices are pretty specific.  No black cammies, multicam, ACU, jeans, or haji gear, so please don’t ask.
« Last Edit: March 28, 2010, 06:49:47 PM by Top T »



Offline steyraug223

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Re: AEX San Diego Op 1 May. Operation Skynet: The Day After
« Reply #1 on: March 26, 2010, 10:32:32 AM »
This is in my own backyard so I will be there! Tickets being sold at AEX?
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »
The fecal matter just hit the spinning apparatus.

USN

Offline SpiritOfSimo

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Re: AEX San Diego Op 1 May. Operation Skynet: The Day After
« Reply #2 on: March 26, 2010, 11:02:51 AM »
This sounds like such a kick ass scenario! Get some great pics / vids of those "machine" costumes.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »

A sheepdog can bite from any distance.

Offline Top T

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Re: AEX San Diego Op teaser #1
« Reply #3 on: April 16, 2010, 09:54:51 PM »
A bit of bad news...

Life priorities have derailed both primary organizers, meaning we'll have to postpone this op until such time that we are both available enough to not only complete the planning, but also be on hand to run it.

This is unfortunate, but not the end of this op.  It is merely postponed.

For those that have already registered in store or via paypal, full refunds will be forthcoming.  If you paid via paypal, shoot me a PM.  If you paid in-store, please revisit the store and ask for your refund.
« Last Edit: December 31, 1969, 05:00:00 PM by Guest »