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Westland Paintball Games |
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Paintball at it's Best |
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MISSION CARDS: These are to be opened by the General when ordered too by the Scenario Director. Your General then sends the approved number of squads to complete the mission. When the mission is completed the card is handed to the waiting referee to make sure the mission was completed within the time limit and with the approved number of squads. 007 LICENSE TO KILL CARD: You must be an agent or a spy to possess this card, which can only be acquired through the Scenario Director, and must be turned in to a Judge at the time it is used to be valid. This is the only way a General may be taken out at a base station other than if the base is overrun and the command shack is blown. SPECIAL OPTION CARDS: are limited in number, and in either commanding officer's control. To initiate one of the Special Option Cards, he must notify the head referee when and where he wants to use it. We have given the Generals a few options: Aircraft Reconnaissance runs, Aircraft Insertions and Aircraft Extractions. These must be initiated by the Commanding Officer at his base. The radio operator calls in the operation. A referee will arrive, carrying a red flag and a 10 foot white rope. The General will then give the judge the co-ordinates he wants the aircraft taken to. AIRCRAFT RECONNAISSANCE: The aircraft is given 30 minutes of flight time (round trip) for a recon run. Two players may hold on to the rope, but may not be armed. AIRCRAFT INSERTION and EXTRACTION: The aircraft only has enough fuel for 20 minutes of flight time for insertion or extraction. Five players may attach themselves to the rope, but may not use their weapons while in flight, or be fired on by the enemy. (If a player lets go of the rope, he will plummet to his death). HELICOPTER AMMO RUN: If your players are running out of ammo (paint) or for example your Demo Expert needs LAW/RPG weapons and Satchel Charges in a hurry you can call for an ammo run. An aircraft may be taken out of action with a Law Rocket or an RPG. Law Rockets/RPG's and LAW/RPG cards are in the possession of the Demolitions Experts, and must be turned in to a judge at the time of use. TANKS: Tanks can only be driven on roads or area's marked by the Scenario Director. Tanks can be taken out of action with a Surface to Surface Rocket card, which is in the possession of the Demolitions Experts, and must be turned in to a judge at the time of use. Tanks can also be taken out with a single shot to the "Kill Zone" marked on the tank. Once a tank is "taken out" it returns to it's holding area or must remain stationary for 30 minutes depending on it's mission. PAINT CHECKS: Splatters do not count in this game. Exception: Any grenade, paint mine or mortar splatters are an elimination. Any hit - body, head, gun, or equipment counts as an out. (Nightingale play - ALL HITS COUNT! There will be NO paint checks.) Exception: there are field medics on both sides who can heal wounds. THE CAPTURE RULE: If a player is close enough to be eliminated, the opposing player may ask him to take the hit three, two, one. The player to be eliminated now has the option of taking the hit, or being captured. He must state to the other player his choice immediately. If he chooses to take the hit, then he is eliminated for 15 minutes. If he chooses capture, he must put a barrel plug in his gun AND put his gun on safety and point the barrel to the ground. He will be escorted back to the opposing base to be interrogated. The information given by him may be true or false. The captured player will be released at a safe distance by a referee after 15 minutes. You may not physically touch another player or his marker.
More Characters on Page Three |
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Scenario Characters Page Two |