Generation Kill Paintball Scenario in North Carolina

Forget Murphy's Law.
This is Murphy's War!

Generation Kill 2010: Rules highlights

 

Paintball Scenario NC Generation Kill Team Tango Alpha2A few highlights that make this game a little different than your usual scenario. All the normal Command Decisions' safety rules override everything else and there is a detail page of the rules, but here are few highlights of some unique rules...

  • NOTE: ELIMINATION HITS - different from usual CDWC rules
    • Any hit BELOW the knees are NOT fatal.
    • Any hit BELOW the elbows are NOT fatal.
    • Any hit ON the elbows or knees ARE fatal.
    • Anything BELOW the knee down to the toes is NOT fatal and you can still play. Any shot BELOW the elbows and the fingertips is NOT fatal and you an continue to play. This means if you are hit in the torso you are dead (or can be revived by a medic in 5 minutes). If you are hit in the calf, you are not, continue to play. A femoral artery is a real spurter and will kill you if not treated immediately. Same for a sucking chest wound.
    • All shots but head and neck shots can be healed by a Marine medic within 5 minutes of being hit.
    • Gun hits DO NOT count.
    • Hits to remote lines DO NOT count.
    • Hits to pods, vests, torso attached gear, etc are considered as a torso hit and count. You are dead.
    • Hits to air tanks directly on guns are "gun hits" and do not count. Hits to air tanks on vests or on a remote COUNT as torso hits. You are dead.

      The reason for this rule change is to keep people on the field, minimize the amount of walking up down those hills to distant DZs, and make the game as much fun as possible.
       
  • There WILL be a one hour break for lunch at 1pm till 2pm. We suggest that you fill up your air tanks and paintballs first and THEN eat so you are ready to launch promptly at 2pm. There will be BIG points missions due right then.
     
  • Killing/wounding unarmed civilians/role players will cost your team points. There will be lots of role players/referees (dual purpose) besides regular referees on the field.
     
  • Other players can request to see your game ID on the field as a matter of security, no matter what color tape you have on your mask.
     
  • All role players are also referees. Referees have the last word always.
     
  • Registration is first come first serve, BUT Command Decisions and Team:Tango Alpha2, the producers, WILL cap certain the teams to make it as fun and as challenging as possible. The sides may not be fair or even, but war isn't either. We reserve the right to balance teams as necessary (if necessary.).
     
  • The Fates of War, bad intel, and just bad luck may throw monkey wrenches at your army. Deal with it. It's part of real war.
     
  • Do not move, touch or hide props unless it is part of your mission.
     
  • You can only take hostile (Afghani Citizens) role players captive and commanders. Non-hostile role players may be able to accompany you voluntarily.
     
  • Special Role players on teams - certain teams will have players who can play key roles. In 2009, only the Citizens could be role players, this year, each army will have limited role player cards. Check with your commander for those roles. Roles may include...
     
    • Suicide bombers for the Taliban side - limited numbers of suicide bombers. Last year it was only the Citizen Role players, this year, the bad guys get limited Suicide bombers in their own ranks. You too can blow up. Cards will given to the Taliban commander to hand out. Restrictions apply to how you can "blow up".
    • Negotiators - ANYONE can negotiate a temporary alliance with any side, but the only "official" alliances can come from the army commander. This means that you may strike an alliance with a group on this side of the field and the other side of the field may be doing just the opposite. For it to be a field wide alliance, it must be sanctioned by the army commander. HOwever, you must have your own or a Citizen translator to make the deal.
    • Medics - Only the Marines and Pashtun Mafia have medics.
    • RPG - There will be a limited number of anti-tank anti-bunker weapons per army. They must be approved by CDWC and have a specific AT card.
    • Translators - required to negotiate/speak with any other army. Besides certain Citizen translators, each side will have a certain number of translator role players to enable communications with the other sides.

MOST IMPORTANTLY, everything is subject to change at any time in order to make this more fun and challenging.

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Copyright  2009  Team: Tango Alpha2. All Rights Reserved,  Generation Kill written by Evan Wright