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Sign up for this event at Impact Games or PowerEdge!
Saturday May 20, 9:30am-4pm
Kualoa Ranch, Hawaii
Pre-Registration: $20
Walk on Registration: $30
All Airsoft Hawaii rules apply including velocity restrictions and
required facemasks.
The Story:
Warlords are taking over the jungles of Sim Salabim and killing the
villagers. To do this effectively their insurgents must get weapons from
the arms dealers. The military and mercenaries are trying to stop the
warlords and must eliminate the arms dealers.
Breakdown Objective:
Warlords and insurgents must find the arms dealers and buy guns to
exterminate the villagers. Military and mercenaries need to protect the
villagers and eliminate the threat of arms dealers and warlords.
Breakdown Characters
(each filled on a first come basis with paid registration)
Warlords:
Wear dress style uniform. Stay within proximity of their base.
Armed with any type of gun with any type of accessory (box mag,
silencer, laser, scope, etc). Does not need to find arms dealer to be
armed. If shot can be revived at their base with timed recycles every 5
minutes. Limit 10 warlords.
Insurgents:
Wear street clothes (jeans and camo jacket, camo pants, t-shirts, no
full BDU’s). No tactical gear (thigh holsters, tac vests). Need to find
the Arms dealers before they can use their guns. Must do this for each
life. Use standard guns (no grenade launchers, lasers or box mags) standard sidearms ok if used with regular holsters, AEG’s can use
hi-cap mags. Can be revived instantly at the warlord’s base.
Arms Dealers:
Wear business suits (collared dress type shirt minimum) no camo no tac
gear. Armed with any type of gun. Must stay within designated areas on
the field. Can be revived with timed recycles every 5 minutes. Must go
to designated areas to activate/sell insurgents guns. Limit 10 dealers.
Military:
Military must wear some type of BDU shirt and pants (color and pattern
doesn’t matter but shirt and pants must match) and use standard weapons
(grenade launchers ok). Vests over BDU’s are ok. Military cannot use
hi-cap mags or box/drum mags or scopes over 4x magnification.
Revived at base with timed recycles every 5 minutes (new deployment of
troops) or by 5 second contact of person (military, mercenary or
villager) with a medic kit (one player revived at a time).
Mercenaries:
Wear BDU style pants, and solid color T-Shirts or Polo shirts. No vests
or BDU tops. Mercenaries may have any type of guns, mags or equipment.
Can be revived at base with timed recycles every 5 minutes. Limit 25
mercenaries.
Villagers:
Wear street clothes. No tac gear. Armed with standard guns and sidearms,
no hi-caps. Must stay within village half of field. Can be revived by 5
second contact with medic kit (one villager revived at a time) or by
instant revival at the base.
Update 5/14 - Silencers may be
used as outer barrels for standard guns that have been modified for
longer inner barrels. This applies to Insurgents, military and
villagers.
Other Updated 5/14
Hostages:
Hostages can be made through tag or surrender eliminations. Hostages
will be taken to the Warlord base. Hostages will tie a balloon to
themselves; if the balloon pops (including by friendly fire) the hostage
has been shot. Military and mercenaries must rescue the hostages by
bringing them back to the base. Hostages must be within arms length of
the rescuers at all time. The hostage will remain at the warlord base
for 2 recycle periods. At the end of the 2nd recycle the warlords have
killed the hostage. Referees will keep a tally of how many hostages were
killed and what type of hostage it was (villager, military or
mercenary).
If an Arms Dealer is eliminated by a tag or surrender they are
considered captured and will be imprisoned at the military base for 2
recycles to be freed by the insurgents. At the end of the 2nd recycle
the Arms Dealer becomes an employee for the military.
Bombs:
Arms Dealers have bombs. Bombs are limited. If an insurgent runs into a
bunker (including large trees) with a bomb everyone at that bunker dies,
including the insurgent. If the insurgent with the bomb is shot the bomb
is eliminated.
Gold:
Random players will have gold coins. Warlords and Arms Dealers will
start with the most gold. Gold can be collected, traded, stolen or
looted. Services of each player can be bought with gold to convert
players to a different side. The price to be bought out is totally up to
the individual player with a maximum price of 5 gold pieces. But if
someone offers 5 pieces you have to take it. Side note: average
mercenary pay for 18-month tour in Sim Salabim is 1 gold coin, so 5
coins is irresistible.
Example 1: an Arms Dealer and 2 Mercenaries are shooting at each
other. Arms Dealer tells the Mercenaries “I’ll give each of you 2 gold
coins to join my side.” Mercenary replies “Make it 3 each and you got a
deal.” Arms Dealer “I only got 5 coins” One Mercenary replies “Give me
all 5 and I’ll shoot him and join your side”
Example 2: an Insurgent can’t find an Arms Dealer and runs into
someone from the Military. Insurgent says “Don’t shoot me I love United
States of Freedom. I give you 5 gold you protect me.” Soldier “5 gold,
heck yeah, that beats E3 pay.”
If insurgents give Arms Dealers 5 gold pieces they can buy one
accessory for their gun. This includes scopes, lasers, box mags, etc. If
the military captures or converts an Arms Dealer they can buy
accessories for their guns too. This gold will be given to the ref from
the Arms Dealer to verify the purchase and that gold will be out of
circulation.
Looting:
Warlords, Arms Dealers, Insurgents and Villagers can loot the dead. If
one of these players tags a dead player before the dead returns to the
base camps/recycle points that dead player must give gold to the player
looting them. Due to Geneva Convention military and mercenary players
are not allowed to loot dead bodies.
Stealing:
Any player can steal another player’s gold at gunpoint during a
surrender elimination. The player robbing the victim must ask for the
gold during the surrender. Once a player is dead, if the gold wasn’t
stolen then looting rules apply. As with all ASH games surrenders are
optional and a player may elect to get shot or try to shoot the robber
at their own risk.
At the end of the game the total amount of gold each player has will
be tallied to see who has the most gold.
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