Post by K~paZmasta342 on Jul 23, 2007 15:12:50 GMT -5
who wants to go?
When: 7.27.07 7-11pm
Where: TheWarehouse
What: Terminator (revised), More to come.
Rules: www.warehouseairsoft.com/waiversrulespricing.htm
Cost:$23
BBs and gas will be available.
-----------------------------------------------------------------------------------------------
John Connor must die.
Mission one- Sometime in the not to distant future.
-----------------------------------------------------------------------------------------------
The Resistance Objectives:
The Resistance has learned that the machines have a new Terminator, the T1000. They intend to send it back in time to assassinate the leader of the Resistance, John Connor.
TR(The Resistance) is going to launch an assault on the location of the time machine with hope of :
1) Collecting the mother board of the main CPU that runs the time machine and
2) Destroying it (the Time Machine) before The Machines(TM) can send back the T1000 (15 minutes.)
TR-3 specialists
Medic (1000 rnd max) - Heals wounded players by maintaining physical contact for 15 secs. If medic is killed, he repawns at CP but must wait 2 minutes after arriving. Wounded players bleed-out after 2 minutes of being hit. Wounded players can move (slowly) to find cover up to 10 ft from where they are hit(to avoid being re-hit, or to move out of the line of fire). *(if bleed-out, may need to re-deploy in force 2-3 at a time)
Demolitions (2000 rnd max)- Needs to carry explosives and plant the charge at the time machine. Demoman cannot detonate charge until the
rest of his team is clear. If Demoman is killed, the leader will blow the charge.
Leader(500 round max)- Will give commands to teammates to help accomplish the mission and give the "all clear" for demoman to blow charge. If the leader gets killed, the Demoman gives the "all clear"
*If both leader and Demoman are killed the medic will give the "all clear" and blow the charge.
Simple chain of command:
1-Leader
2-Demoman
3-Medic
4-Grunts
-------------------------------------------------------------------------------------------------
The Machines Objectives:
The Machines have created a new Terminator they intend to send back into the past to destroy John Connor and prevent any resistance from ever forming.
The T1000 is completed and the time machine is warming up (15 minutes).
Their only objective is to repel TR's attack and send the T1000 into the time machine.
Terminators-4 Specialists
T1000(Minimum 1200 rds)-Must stay inside Time Machine area- Cannot respawn- Has one balloon on chest.
T1(minimum 3000 rds) - Has two balloons (front and back) T1's can only assault in Sections 2-3 of the warehouse. When either balloon is popped, the Terminator must
respawn at their chk point. A new balloon/s must then be fastened by the slave*.
RAD(no restrictions)- Recon Assault Droid- Can be deployed anywhere. Hit Rules the same as Medics( If RAD is killed, he repawns at CP but must wait
2minutes after arriving)No balloons.
Slave(pistol /s with unlimited mags or AEG on semi-auto w/ 2 standard/midcap)- is a droid that will fasten the balloons to the Terminators inside the CP and time the RAD's re-spawn. There is a limited # of balloons. The Slave has a power source outside the CP that can be disabled by TR(balloon is attached to a target, when balloon is Popped, the slave is no longer able to fix T1's or RAD's, therefore the all Terminators cannot re-spawn)
*IF a T1 is in the process of having the balloon fastened when the PS(power source)balloon is popped, the slave will finish securing balloons to the T1 and then stop.
Simple chain of command
1-Slave
2-T1000
3-T1
4-RAD
Default game time is 15 minutes
---------------------------------------------------------------------------------------------------- ----------
PRE-Mission 2:
If TR successfully:
Recovers intel: They will be able to send a T1 back to start M2. Then send two men every two minutes. *or one man every minute depending on roster size*(T1 will have balloon on back and will not respawn)
Destroy the time machine: They will start the game with 4 players.
If TR fails to:
-Recover intel: then they do not start Mission 2 with their own Terminator to protect John Connor.
-Destroy the time machine in time: They only can start with two men to help protect JC.
Then send two men every two minutes. *or one man every minute depending on roster size*
The Resistance will start with at least one medic and one grunt.
The Machines will start with at least one T1000 (2 balloons)and one slave, the rest will be TBD on roster size.
They can have as many as 1 T1000, 2 RAD, 1 Slave.
Weapons Progression set-up:
PISTOLS MUST BE ON SEMI-AUTO
TR: Starts with pistols and shotguns (lightsabers). The last man to enter the time portal will have an AEG and can go full-auto. Once players reach The Gun Shop, they can use the weapons they p/u.
Term: Starts with pistols and shotguns. Respawns with no gun restrictions.
Respawn/Medic:
TR: Will have one medic to start. Medics have same respawn rules as M1. John Connor will have a balloon on his back(if balloon is popped- John Connor is dead and game is over-until we start a new one). The T1 (if applicable) has one balloon on his back and cannot respawn.
Term: T1000 will need a slave to re-fasten a balloon. Once a Terminator dies, he/she can then switch to full auto and grab AEG from slave’s area. RADs have the same respawns as M1 (go to chk point and wait 2min). Slaves will have a power source that must be taken out to kill slave.
Mission 2
TR objectives:
The TR will start inside of the Time Machine area and cannot leave Section 1 until the Terminators have breeched.
1-Asset protection. Get John Connor to getaway vehicle.
2-Reach the sporting goods store (The Gun Shop) to collect weapons and ammo.* Each player will have to pick up one weapon from the store. (except JC and the last player to enter the game that already has an AEG)
TM objectives:
1- Breech the warehouse and shoot a target in order to start slave( target will be near the slave/respawn area. Once the slave is operational, they can start to respawn T1000’s and RADs.
2- Kill John Connor.
_________________
When: 7.27.07 7-11pm
Where: TheWarehouse
What: Terminator (revised), More to come.
Rules: www.warehouseairsoft.com/waiversrulespricing.htm
Cost:$23
BBs and gas will be available.
-----------------------------------------------------------------------------------------------
John Connor must die.
Mission one- Sometime in the not to distant future.
-----------------------------------------------------------------------------------------------
The Resistance Objectives:
The Resistance has learned that the machines have a new Terminator, the T1000. They intend to send it back in time to assassinate the leader of the Resistance, John Connor.
TR(The Resistance) is going to launch an assault on the location of the time machine with hope of :
1) Collecting the mother board of the main CPU that runs the time machine and
2) Destroying it (the Time Machine) before The Machines(TM) can send back the T1000 (15 minutes.)
TR-3 specialists
Medic (1000 rnd max) - Heals wounded players by maintaining physical contact for 15 secs. If medic is killed, he repawns at CP but must wait 2 minutes after arriving. Wounded players bleed-out after 2 minutes of being hit. Wounded players can move (slowly) to find cover up to 10 ft from where they are hit(to avoid being re-hit, or to move out of the line of fire). *(if bleed-out, may need to re-deploy in force 2-3 at a time)
Demolitions (2000 rnd max)- Needs to carry explosives and plant the charge at the time machine. Demoman cannot detonate charge until the
rest of his team is clear. If Demoman is killed, the leader will blow the charge.
Leader(500 round max)- Will give commands to teammates to help accomplish the mission and give the "all clear" for demoman to blow charge. If the leader gets killed, the Demoman gives the "all clear"
*If both leader and Demoman are killed the medic will give the "all clear" and blow the charge.
Simple chain of command:
1-Leader
2-Demoman
3-Medic
4-Grunts
-------------------------------------------------------------------------------------------------
The Machines Objectives:
The Machines have created a new Terminator they intend to send back into the past to destroy John Connor and prevent any resistance from ever forming.
The T1000 is completed and the time machine is warming up (15 minutes).
Their only objective is to repel TR's attack and send the T1000 into the time machine.
Terminators-4 Specialists
T1000(Minimum 1200 rds)-Must stay inside Time Machine area- Cannot respawn- Has one balloon on chest.
T1(minimum 3000 rds) - Has two balloons (front and back) T1's can only assault in Sections 2-3 of the warehouse. When either balloon is popped, the Terminator must
respawn at their chk point. A new balloon/s must then be fastened by the slave*.
RAD(no restrictions)- Recon Assault Droid- Can be deployed anywhere. Hit Rules the same as Medics( If RAD is killed, he repawns at CP but must wait
2minutes after arriving)No balloons.
Slave(pistol /s with unlimited mags or AEG on semi-auto w/ 2 standard/midcap)- is a droid that will fasten the balloons to the Terminators inside the CP and time the RAD's re-spawn. There is a limited # of balloons. The Slave has a power source outside the CP that can be disabled by TR(balloon is attached to a target, when balloon is Popped, the slave is no longer able to fix T1's or RAD's, therefore the all Terminators cannot re-spawn)
*IF a T1 is in the process of having the balloon fastened when the PS(power source)balloon is popped, the slave will finish securing balloons to the T1 and then stop.
Simple chain of command
1-Slave
2-T1000
3-T1
4-RAD
Default game time is 15 minutes
---------------------------------------------------------------------------------------------------- ----------
PRE-Mission 2:
If TR successfully:
Recovers intel: They will be able to send a T1 back to start M2. Then send two men every two minutes. *or one man every minute depending on roster size*(T1 will have balloon on back and will not respawn)
Destroy the time machine: They will start the game with 4 players.
If TR fails to:
-Recover intel: then they do not start Mission 2 with their own Terminator to protect John Connor.
-Destroy the time machine in time: They only can start with two men to help protect JC.
Then send two men every two minutes. *or one man every minute depending on roster size*
The Resistance will start with at least one medic and one grunt.
The Machines will start with at least one T1000 (2 balloons)and one slave, the rest will be TBD on roster size.
They can have as many as 1 T1000, 2 RAD, 1 Slave.
Weapons Progression set-up:
PISTOLS MUST BE ON SEMI-AUTO
TR: Starts with pistols and shotguns (lightsabers). The last man to enter the time portal will have an AEG and can go full-auto. Once players reach The Gun Shop, they can use the weapons they p/u.
Term: Starts with pistols and shotguns. Respawns with no gun restrictions.
Respawn/Medic:
TR: Will have one medic to start. Medics have same respawn rules as M1. John Connor will have a balloon on his back(if balloon is popped- John Connor is dead and game is over-until we start a new one). The T1 (if applicable) has one balloon on his back and cannot respawn.
Term: T1000 will need a slave to re-fasten a balloon. Once a Terminator dies, he/she can then switch to full auto and grab AEG from slave’s area. RADs have the same respawns as M1 (go to chk point and wait 2min). Slaves will have a power source that must be taken out to kill slave.
Mission 2
TR objectives:
The TR will start inside of the Time Machine area and cannot leave Section 1 until the Terminators have breeched.
1-Asset protection. Get John Connor to getaway vehicle.
2-Reach the sporting goods store (The Gun Shop) to collect weapons and ammo.* Each player will have to pick up one weapon from the store. (except JC and the last player to enter the game that already has an AEG)
TM objectives:
1- Breech the warehouse and shoot a target in order to start slave( target will be near the slave/respawn area. Once the slave is operational, they can start to respawn T1000’s and RADs.
2- Kill John Connor.
_________________