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       #Post#: 7539--------------------------------------------------
       Operation Burning Skies, Monmouth, Maine 11/02/2014
       By: Chappie Date: October 17, 2014, 1:34 pm
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       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
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       I'm in
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