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 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 By: JUDGE Date: October 25, 2014, 7:35 pm --------------------------------------------------------- I'm in *****************************************************