GENERAL DISCUSSIONS

Wisconsin Firefly Airsoft LARP a Go!

POSTED BY: DUELIST
UPDATED: Tuesday, July 24, 2007 11:23
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Thursday, June 14, 2007 7:46 AM

DUELIST


Houston, we have a game!
Our first annual Central Wisconsin Firefly-themed airsoft scenario game will be held at Airsoft Battle Zone in Fairchild, WI, over the weekend of July 28-29. There is a great deal of buzz about this scenario among the upper Midwestern airsoft community, and it's shpaing up to be a fantastic event. We still have openings for Browncoat NPCs, if anyone's interested. Go to www.freefallgame.com for scenario and preregistration info.


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Tuesday, July 24, 2007 11:23 AM

DUELIST


OK, guys, Freefall is this coming weekend!

Go to www.freefallgame.com for details.

We will be accepting preregistrations until the end of the day Thursday, so save yourself a few bucks and get booked. This is probably going to be unlike any airsoft game you've ever played.

We're gonna have camping onsite, two armored vehicles, rules for body armor and degrees of wounding, rules for brawling, multiple mission arcs guided by experienced actor NPCs, scheming and skulduggery, game cash that can be used to purchase sponsor-donated items at the Trading Post, a Shindig pig roast with Sahaja (sahajadance.com) as the featured entertainment, prizes for the Best-Dressed Big Damn Heroes, and a nighttime Reaver attack!

Here are the rules:

Freefall Scenario Game Rules of Play
1. GOGGLES MUST BE WORN AT ALL TIMES ON THE FIELD AND TARGET RANGE. At no time during the game will a player be allowed to break the seal of the goggle from around their eyes.
Only goggles / eyewear that meet the following requirements will be allowed:
• the impact standard for goggles is ANSI z.87.1.
• they must fully encompass the eyes, with no gaps.
• they must be fitted with a head strap to keep them from falling off during a game.
• the lens frame must be sturdy enough to keep the lens in place during play.
• Mesh goggles will be allowed with safety glasses or eyeglasses worn underneath.

In addition, when entering the CQB area a player’s ears, nose and mouth must be covered / blocked with something preventing penetration of BBs, such as a paintball mask, balaclava, bandana (any color but red,) shemagh etc. All minors under the age of 18 years old will be required to wear full-face masks covering the mouth, ears, nose and other soft tissue. No exceptions.

2. BARREL BLOCKING DEVICES ARE REQUIRED OFF-FIELD. Barrel blocking devices such as the red barrel caps that come with most AEGs, paintball approved barrel socks/condoms, or holsters for sidearms are required to be secured over player’s gun barrels at all times. The only exception is at the target range or on a playing field after the game starts. Violators will be asked to leave the park with no refund issued.

3. ALL GUNS MUST BE MAGAZINE FREE OFF-FIELD. All handheld or slung guns must be loading magazine free (“Mag Free”) in the staging and parking lot areas. Sidearms are not required to be mag free as long as they are holstered. Before leaving the field and entering the Safe Zone around the Trading Post, a player must remove the magazine from his gun, fire 2-3 clearing shots in a safe direction, and cap his gun barrel with his barrel-blocking device.

4. ALL GUNS MUST BE SAFELY TRANSPORTED. All guests must transport their guns in a safe manner. Specifically, all guns must be carried in their original packing boxes, or a soft or hard shell case suitable for real firearms, until you are in the Safe Zone. All guns must have a factory-installed trigger guard.

5. FPS LIMITS WILL BE STRICTLY ENFORCED. All guns must be chronographed prior to game time. Players may also be chosen at random for handheld chronograph spot-checks.
FPS Limits are:
AEGs & GBBs: 400 FPS w/ .20 gram BBs.
Single-Shot or Bolt Action Sniper Rifles: 500 FPS with .20 gram BBs.
All guns will be chronographed prior to the beginning of the game using .20 gram BBs. You will be given 2 attempts, consisting of no more than 3 shots each, in which to chronograph at the appropriate FPS. If your gun is unable to chronograph legal after 2 attempts, you will not be able to use that weapon in the game.

Once your gun passes the chronograph test, it will have a colored zip tie attached to it classifying it as either a Standard or a Sniper class weapon. No weapons without zip ties will be allowed on the field of play.
All guns are subject to a chronograph test at any time deemed necessary by the event organizer or referees. Any modifications made to your gun after being chronographed found to increase your FPS will result in your immediate and permanent removal from the game. No refunds will be issued.
6. 6mm .20 BBs ONLY. metal BBs are not allowed. Once your gun has been chronographed, you may choose to fire .20 gram or .25 gram 6mm BBs during the game. Biodegradable .20 gram and .25 gram BBs will be available for purchase in the staging area before and during the game. BBs heavier than .25 grams are not allowed. Weapons firing 8mm BBs may not be used with out permission.
7. SHOOTING SAFETY. Players may only discharge their weapons at the target range or in the Free-fire Area of the playing field. No shooting within, into, or out of the Safe Area, the Parking Area, the Camping Area, or the Trading Post. NO BLIND SHOOTING - players must be able to see what they are shooting at. Players may never shoot at another player who is closer than the minimum engagement distance of 15 feet. If an opponent is closer than 15 feet away, a player should shout "BANG!" in order to notify the opponent he/she has been eliminated at extreme close range. You must have an open line of sight to perform a “bang” kill - a "bang" kill may not be performed through a barrier or through netting. While headshots count, players are asked not to intentionally target another player’s head.
8. AVOID FIELD HAZARDS. Players should avoid all field hazards such as fences, ruts, and vines. Guests should report any hazard to the field operator. Players may not construct anything that will hinder the movement or cause injury to other players. Players are not allowed to construct any sort of booby traps, roadblocks, barricades or bunkers. Players may not alter any natural or man-made features in the playing area. Players may never climb trees or tree stands, enter or exit a structure through a window, or climb onto or under any vehicle.

9. NO UNAUTHORIZED EQUIPMENT. Players are not allowed to bring onto the playing field any equipment deemed unsafe by the Event Organizer. Players on the field are not allowed to carry real knives or edged weapons of any kind, tools of any kind, explosive or other pyrotechnic devices, real firearms, or other non-Airsoft related items. No metal cleats on shoes or boots. No personal cameras or video recording equipment will be allowed on the field during play without permission.
Rubber knives or swords, Nerf-launching RPGs, BB landmines, cold smoke grenades, BB grenades, or any other specialty weapons must be individually approved by the Event Organizer before use in the game.
10. NO ALCOHOL OR ILLEGAL DRUGS ARE ALLOWED ANYWHERE ON SITE. No smoking on the playing field or target range. Smoking is allowed in the staging and parking areas.

11. NO VERBAL ABUSE OR PHYSICAL CONTACT. No profanity, name-calling, or slurs against anyone’s race, color, national origin, family members, teams or equipment will be tolerated. Guests wearing clothing with offensive wording on them will be asked to remove the garment. A player may not touch another player or their equipment at any time without their express permission, except to tap another player’s shoulder during a “knife kill from behind,” or to place a hand on the shoulder of a player to “capture” or “carry” that player.

12. REFEREES’ DECISIONS ARE FINAL. Any decision a referee makes is final and will not be discussed on the playing field. The referee will discuss any calls in a calm manner off-field after the game or scenario is over. Difficult rules questions should be brought to the Event Organizer for resolution.
Players who are found by a referee to have violated any of the rules listed here will be asked by the Event Organizer to leave the game with no refund issued.
13. AGE REQUIREMENT. All players must be fifteen years old or older to participate; players under fifteen must be personally pre-authorized by the field owners. Players under eighteen years old are required to have a Parental Waiver signed and dated by their parent or legal guardian. NO EXCEPTIONS.
14. HITS & DOWNING. A player is downed if a BB strikes any part of his/her body, from the top of the head to the tips of the fingers to the bottoms of the feet, including any of equipment or gear worn. A player is also downed by a “BANG!” call directed at him/her from within fifteen feet, or a tap on the shoulder from behind with a rubber knife.

When a player is downed by gunfire he will call out loudly “I’M HIT”. He will immediately engage his gun’s safety before collapsing where he stands and placing a RED BANDANA (his “dead rag”) on a visible area of his body. A downed player must remain still until another player revives him or her with a Medipak. No players are allowed to shoot at downed players.
A player who is downed from behind with a rubber knife MUST immediately collapse SILENTLY, without crying out or otherwise attempting to attract the attention of his or her teammates.
Downed players are considered unconscious and MUST NOT talk or communicate in any way with other players until they have been revived with a Medipak. Eliminated players are not allowed to give any equipment or supplies to any other player, but may quietly leave equipment lying where they were eliminated.
Hits to a player’s gun do not down a player; however, they do damage that weapon. The gun is unusable until it has been “repaired” at the Freefall Trading Post.
Airsoft is a game of HONOR and Sportsmanship. ALL players strive to exemplify fair play and call their hits, regardless of circumstance. In situations where a player isn’t sure, you should give your opponent the benefit of the doubt and simply call yourself down. You should not have to wait long to get back into the game if you are downed, so please call your hits!

Cheating will not be tolerated in any form by any player. If you are caught cheating you will be ejected from the event, asked to leave and you will NOT get a refund. Period.

15. MEDIPAKS & BODY ARMOR. Any player with an unopened Medipak may revive any other downed player, regardless of team affiliation. To revive a downed player, a live player must open a Medipak and place it in the downed player’s hand. The downed player revives, reads the Wound Number printed inside the Medipak, and immediately begins to roleplay the severity of his current wounds. The Wound Number value of each Medipak can vary from 1 to 5, 1 being the lightest wound and 5 being a near-fatal wound. Wound Numbers are cumulative. A player must carry every opened Medipak that has been used to revive him/her, adding up their Wound Number total and roleplaying the appropriate level of injury until treated by the Alliance Medic or the Town Doctor. A player who reaches a Wound Number value of 6 or more dies immediately, and their corpse must be “carried” to the Town Shepherd for a decent burial before he/she can revive and re-enter the game. The Medic can “heal” (remove) one opened Medipak at a time anywhere in the field by replacing it with a Medic’s Field Dressing Card. A player may only bear one opened field Dressing Card at a time - a player who is already using a field Dressing Card cannot be given another one by the Medic. Only the Doctor can “heal” (remove) all of a player’s opened Medipak wounds and Field Dressing at once by doing surgery on the wounded player at his MedCenter in the Trading Post.
One opened Medipak – Light Wound. You may only fire a weapon on semi-automatic, and must roleplay the appropriate injured location (fractured rib, bad shoulder, sore leg, etc.)
Two opened Medipaks – Moderate Wound. You may only shoot a pistol or similar light sidearm. You must roleplay the loss of function of the one most appropriate limb. You are downed automatically in a Brawl.
Three opened Medipaks – Serious Wound. You may not fire any weapon. You must roleplay the inability to stand up on your own, but may crawl unassisted.
Four opened Medipaks – Severe Wound. You may not fire any weapon. You must roleplay the inability to move under your own power.
Five opened Medipaks – Critical Wound. You may not fire any weapon. You must roleplay complete unconsciousness, with the occasional optional seizure for additional drama.
Six opened Medipaks – Corpse. You are dead, dead, dead. Hit the ground and stop twitching. Hope someone will carry your corpse to the Town Shepherd and Undertaker, Reverend Barium, before it starts stinkin’ up the place. Once your corpse has been given a proper funeral, you may revive and reenter the game as a new character.
Body armor subtracts from a player’s Medipak Wound Number total. A player may wear either light body armor or heavy body armor, but not both at the same time. A helmet may be worn with or without body armor. Body armor and helmets must be submitted for rating by the Event Organizer before they can be used in the game. The Event Organizer will give you Armor Cards totaling the value of the armor you wear. Light body armor subtracts 1, heavy body armor subtracts 2, and a helmet subtracts an additional 1 from a player’s Wound Number total.
A downed or Severely/Critically Wounded player who has been abandoned may radio or call for a Referee after ten minutes. If a Referee does not respond, the player has the choice of remaining where he or she is, or Leaving Play to seek the Event Organizer. (See: 20. LEAVING PLAY)
16. BRAWLING, CAPTURE, & CARRYING WOUNDED. Unlike shooting, which is only allowed in the Free-fire Area, Brawling is game-legal in both the Free-fire Area and the Safe Area (although the Sheriff takes a VERY dim view of brawling near the Trading Post!) A player may be temporarily Knocked Out by brawling. Being Knocked Out is exactly like being downed with a rubber knife, except that anyone can revive a Knocked Out player by telling them to “WAKE UP!’ A player does NOT display his or her red Kill Rag when Knocked Out. There are no Wound Numbers inflicted by Brawling, so a Medipak is not required to revive a Knocked Out player.
A brawl between players is simulated by a vigorous round of “Rock, Paper, Scissors.” The challenger approaches within striking distance of his or her chosen opponent brandishing a closed fist and shouting “Brawl!” If the defender cannot or does not immediately close his or her fist in response and begin the “Rock, Paper, Scissors” three-count, the defender is automatically Knocked Out by the challenger; if the defender “fights back,” the winner of the “Rock, Paper, Scissors” round is considered to have landed a good punch, and the loser must immediately collapse as if unconscious. In case of a tie, the brawlers have the choice to do another round, or to stop brawling.
Two or more challengers may “gang up” on a single defender in a brawl, as long as every challenger in that brawl does “Rock, Paper, Scissors” at the same time; this way, it is possible that the defender might be able to Knock Out one or more of the challengers before being Knocked Out him- or herself.
Armor does not prevent being Knocked Out. The Alliance Stunner weapon automatically Knocks Out any player its Nerf projectile strikes. Stunners do no damage to weapons or equipment.
A Knocked Out player who has been abandoned may revive on his or her own after ten minutes.
A player is considered captured and restrained (if conscious,) or carried (if unconscious,) when two other players stand on either side of that player and each places a hand on that player’s shoulders. A player who is revived while being carried is automatically restrained. A conscious player has the choice of surrendering and submitting to capture, or immediately challenging his or her would-be restrainers to a brawl, in hopes of knocking at least one of them out. CARRYING OR RESTRAINING ANOTHER PLAYER ALWAYS REQUIRES TWO OTHER PLAYERS.
17. GAME MONEY & LOOTING. A player who is downed, Knocked Out, severely wounded, restrained, or otherwise incapacitated may be looted by another player. A looting player holds out his or her open hand, palm up, and says, “Looting!” The looting victim MUST hand over any and all game cash, props or equipment in his or her possession to the looter. Only game money and game props/equipment supplied by the Event Organizer can be looted in this manner. Personal property and/or personal weapons may not be demanded or taken.
Game money can be used to hire mercenaries, pay debts, and purchase information and items of value within the game. The three types of currency in use on Ataraxia are: the Ataraxian Dollar (small bills usually only accepted by residents of Ataraxia,) the Alliance Credit (large, colored bills accepted anywhere there is a strong Alliance presence at a rate of 25 Ataraxian Dollars per Alliance Credit,) and the Platinum Coin (a Chinese-style coin worth 10 Ataraxian Dollars apiece and accepted anywhere in the Verse.)
18. SNIPERS. Sniper weapons must be single or bolt action rifles (gas or spring). NO SEMI-AUTOMATIC or FULL AUTO Sniper guns are allowed.
Minimum Engagement Distance of 100 feet from your position.

A Sniper rifle must fire between 400 FPS and 500 FPS with .20 BBs.

All snipers must have a spotter. If the spotter is eliminated, the sniper can only continue using his sidearm or AEG.

The sniper’s sidearm must be a standard-class pistol or AEG firing under 400 FPS. This weapon must be used whenever your opponent is less than 100 feet from your position.

The Event Organizer and Referees are the authorities in determining weapon eligibility. Their decisions are final.
19. MOTORIZED VEHICLES & RPGs. Automobile-based vehicles are confined to roads and parking areas. ATV-based vehicles may travel off-road. All vehicles are limited to speeds under 5mph while on the field of play. Players on foot must stay at least fifteen feet away from a moving vehicle, unless they are members of the vehicle’s crew. Players on foot may approach a stationary vehicle with the driver’s permission.
Gas-powered “RPGs” firing 2-inch diameter closed-cell foam (Nerf) rockets are used to simulate shoulder-fired anti-tank weapons. ONLY THOSE RPGs PERSONALLY APPROVED BY THE EVENT ORGANIZER MAY BE USED IN THE GAME. A hit by a rocket anywhere on a vehicle disables that vehicle and downs all that vehicle’s occupants. A disabled vehicle must stop immediately, turn off its engine, and display a red flag to indicate its damaged status.
RPGs may be used to disable landed spacecraft in the same manner, except that the occupants of the spacecraft are NOT downed by an RPG hit (the spacecraft’s containment shielding will protect anyone onboard from blast damage.)
A disabled vehicle or spacecraft may be repaired by an Engineer.
An RPG hit to the side of a building or tent downs all the occupants of that building or tent.
20. LEAVING PLAY. If a player chooses to quit the game for any reason, he or she should don a Kill Rag and clear his or her weapon before leaving the field. Players are requested to inform a Referee or the Event Organizer that they have left the game before departing from Airsoft Battle Zone. PLEASE NOTE: Leaving the field in this way will withdraw you from the game, and, depending on circumstances, you may or may not be allowed to rejoin the game later. If you Left Play as a result of being downed or Severely/Critically Wounded and abandoned, the Event Organizer will probably declare your character dead and allow you to re-enter play as a new character (a vengeful sibling of the dearly departed, perhaps….)
If the player merely needs a break from play in the Free-fire Area, he or she is encouraged to make their way to the Safe Area around the Trading Post, but remain in character and in the game. Oftentimes, valuable information can be gathered in the Safe Area.
21. NIGHT GAME RULES. All weapons rules apply, including the 15-foot “Bang!” rule and the “knife kill from behind.” There is no Brawling or Looting allowed during the Night Game. Sniper weapons and RPGs are not allowed. Only Reavers are allowed to Capture. Vehicles are not allowed.
There are no Wound or Medic Rules for the Night Game; a player who is hit anywhere on his or her gun or person is immediately eliminated and must return to the team reinsertion point before re-entering the game.
A player who is hit during the Night Game must display a BLINKING white or red light to indicate their elimination. LEDs or flashlights that can be made to blink are acceptable for this purpose.

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