DIR Return Create A Forum - Home
---------------------------------------------------------
Charliealphaco
HTML https://charliealphaco.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Up coming events
*****************************************************
#Post#: 7539--------------------------------------------------
Operation Burning Skies, Monmouth, Maine 11/02/2014
DIR By: Chappie
Date: October 17, 2014, 1:34 pm
---------------------------------------------------------
OPERATION: BURNING SKIES
The year is 2278, a mysterious conflict to the south has caused
various factions to make their way north to start new lives. The
rest of country still fights for survival from nuclear fallout,
starvation, and disease. Everyone is doing all they can just to
survive. I guess it's true what they say: War never changes;
even in the small state of Maine, there is a larger conflict
brewing, one that could shape its history for decades to come.
The bandits have made their way even farther north, threatening
the safety and security of what few small towns are left, even
ones as small as the shanty towns in Monmouth. But these two
factions are not alone; among them is a small group of
mercenaries who have split off from their corrupt leaders, and a
group of surviving military members who are still holding out
hope for a rescue.
Registration Opens: 9:00 AM
Regiatration Closes: 10:00 AM
Briefing Starts: 10:15 AM
Game Starts: 10:30 AM
Game Ends: 5:30 PM
The Factions:
Civilians: Civilian clothing, blue arm tape, no black, tan, or
green camo (no color limitations on gear, but black or green
gear is preferred). Minimal tactical gear, no plate carriers,
but battle belts and chest rigs are allowed. No LMGs or
designated sniper rifles allowed, all other weapons allowed.
This team WILL have players without weapons who act as
role-players and objectives. They will hold three large bases as
their shanty towns, these bases include CP2, Stove Top, and Com
Tower (acts as their outpost).
Mercenaries: Black clothing, white arm tape, no tan, green, or
civi (unless it's a top, no color limitations on gear, black
preferred). Minimal tactical gear, one or two higher ranking
members can wear it, everyone else is limited to battle belts
and chest rigs. The only faction that can use sniper rifles, as
they have hoarded ammo for what few they have. No LMGs.
Mercenaries hold no active base and may respawn at any friendly
or unoccupied base.
Bandits: Green clothing, green arm tape, no tan, black, or civi
(no color limitations on gear, green is preferred). Minimal
tactical gear, no plate carriers, but battle belts and chest
rigs are allowed. One member (an elite bodyguard of the team
leader) is allowed a designated LMG and a full plate carrier set
up, no sniper rifles. All other weapons allowed. Bandits hold a
single occupied base, Alpha.
Military: Tan clothing, yellow arm tape, no black, green, or
civi (unless it’s a top, no color limitations on gear, but tan
is preferred) tactical gear of any kind is allowed, due to them
hoarding all the surplus armor and vests. However, they are few
in numbers and may designate two LMGs. No sniper rifles. All
other weapons allowed. The military holds a single occupied
base, Kyle’s Base. This also acts as the “entry point” of the
wasteland, and all caravans must pass through it.
Role-players: Moderators and other designated players will role
play constantly throughout the day. All moderators unless
otherwise stated are to wear normal clothing, with bright blue
arm tape. This is to help with immersion. Role-players will be
designated by a single bright blue arm tape, moderators will be
designated by double arm tape.
General Rules:
Ammo is scarce in the wasteland. LMG users are limited to as
many rounds as their magazine (whether it’s a 3,000 round box
mag or 800 round hi-cap) can hold, but may store ammo at their
home base. This is to discourage heavy trigger fingers.
Likewise, all other players using SMGs or ARs will be limited to
800 rounds on their person at once (either in midcaps or
hi-caps) and can stash ammo as well. This is a semi-auto only
operation for all players not using LMGs.
Team leaders and role-players run on vitals. If shot in a fatal
zone, they must respawn and can’t be revived.
This is OP does have a required donation of $10 per person, this
goes directly back into the field to help improve it and to
reimburse the members who have put money into props and
concessions.
Quick Q&A:
Q: Can I wear flat colored pants on my team as civilian (IE, tan
or green). A: You may, but the top and gear may not match, and
you will be required to double up on arm band color.
Q: Can I fire full auto? A: Only if you have a LMG.
Q: What if my gun only fires full and isn’t an LMG? A: Do your
best.
Q: Is there a punishment for shooting role-players or
mercenaries? A: Answer is below.
Q: Is there a raffle gun/item? A: Yes. Details on that later.
Q: Is the $10 donation required? A: Yes.
Q: What if I don't want to pay it? A: Then you're gonna miss one
heck of an OP
Objective Examples:
1. The patty is a radiation heavy zone. All players must wear a
gas mask or other sealed facial protection while inside the
zone. Prolonged exposure to the zone will result in... adverse
effects. There will be two members of the civilian team posted
at Com Tower who will designate what the radiation level is
every half hour. They will be designated as role-players and
should not be fired upon. Players are advised to move quickly
through it. It will be a spot for one heavy conflict during a
points heavy objective, encouraging fast paced and frantic
gameplay.
2. There will be caravans for the civilians throughout the day.
They will enter through the military base (who may or may not
just poach a few supplies for themselves) and must make it to
one of the three designated towns unharmed. The raiders/bandits
will try to stop them, the military will provide no help,
however, the mercenaries will, for a fee. The caravans have a
limited amount of fuel (explained below), so a large amount of
detours will result in a stranded caravan. If the caravan does
break down, you will need to find a fuel canister to refuel it,
and the mechanic (a role-player) to repair it. Bringing the
caravan to a town successfully is worth 5 points, per caravan.
Otherwise they are worth 5 points for the bandits who raid them.
3. A wanderer on the field has entered a conflict with the
military and has shot one of their higher ups! The mercenaries
must escort the wanderer to a shanty town for medical attention,
but be careful. Some of the towns may not want to get involved,
and the military is looking for revenge. The team who helps get
the wanderer to the correct town will be awarded 10 points. The
military will be awarded 10 points if they stop it, as will the
bandits. The civilians will be awarded a small cache of
resources.
There are many more objectives we will be debuting at the OP,
but we’re not giving intel on all of them just yet! What
objectives you receive will be revealed in game via an envelope
system. Your team leader will be responsible for holding these
envelopes, and must open the correctly designated one when
called over the radio.
Penalties:
Seeing as at Ember we had an issue with tan/green members firing
on roleplayers and mercs with no provocation: Shooting a merc or
roleplayer without them shooting first will result in a bounty
being placed on the offending players head. The bounty will be
worth 2-5 resources.
Betraying your team (ala EWC), will result in an "exile" from
your current team for 1 hour. You will be alone, and everyone
will want to kill you. Any resources you find or earn during
this time will not count towards your teams points, and any
resources on your person must be turned into a moderator to be
redistributed. If you are exiled twice within a two hour period,
you will be permanently exiled from your team for the remainder
of the OP and will be hunted by everyone. You are not allowed to
ally with anyone during this time, and if you are caught doing
so, you will be asked to leave the game.
Props:
TNT is used during the OP, 3 sticks strapped together can be
used to temporarily (15 minutes) destroy a base and prevent the
occupying team from spawning there. 1 stick by itself can act as
a Thunder B if it lands in an occupied base. The sticks of TNT
and TNT bombs will only be given to designated members and may
not be spammed in a base to keep in inaccessible. There is a
half an hour cool down after a bombing, and a 5 minute cool down
between sticks.
Gas canisters will be spread around the field as well, they can
be used to fuel the civilian caravans (allowing them to go
farther or take additional detours) or strapped to a TNT bomb
for an additional 10 minutes of base destruction. Canisters used
for fuel may be refilled, canisters used for bombs are to be
turned into moderators and are no longer in play.
Medpacs are props to be carried by all designated medics. They
are small velcro pouches that contain 10 bandages and a stretchy
armband with a medical cross on it. The medic designation may be
passed off, bandages may be handed back to the medic after a
short period. Medics may be changed at any time, but only if
they are alive (IE, a dead medic can't pass off his kit to a
live player). Any players caught doing so will receive a warning
and may be asked to exit the game.
A limited number of Insta-Revive brand syringes are scattered in
with supply drops and medpacs. They do as their name says: They
can be used by a medic to instantly revive any player. However,
once used, they must be turned into a moderator and cannot be
reused until a moderator redistributes them. Any player caught
cheating or refilling their syringes will receive a warning and
may be asked to exit the game.
Resources are scattered everywhere in the field. They are each
worth 1 point per resource found. They may be used as currency,
eaten/drank if the player is really in need, or turned in for
points at the end of the day.
Whos in?
#Post#: 7543--------------------------------------------------
Re: Operation Burning Skies, Monmouth, Maine 11/02/2014
DIR By: JUDGE
Date: October 25, 2014, 7:35 pm
---------------------------------------------------------
I'm in
*****************************************************
Page 1 of 1