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You are here: Drop Zone > Drop Zone Paintball Park > Calendar of Events and Specials > Past Events - 2008, 2009, 2010 > May 2 (Sat) Gears of War - Chemical Warfare
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May 2 (Sat) Gears of War - Chemical Warfare

... "With their backs against the wall the COG has authorized a last ditch effort to reclaim their pride but will it be enough to stop the swarms?" 
 
Entry:  $40 includes field fee, all day air, 500 paintballs, rental gun (must reserve), and a great time!!
Paint:  $50 - $60 a case
or BYOP no fee!
  
*These scenario games are created and ran by the midwest's famous Ghost Recon scenario team!!!*
 
Detailed information from Punisher:
 
GEARS OF WAR: CHEMICAL WARFARE
Official Rules and game logistics

Act (1)Call for Help 10:30 AM to 11:30 AM/1 hour mission (Upper Dogleg).
Franklin Tsoko is a member of the Stranded. He and a few of his men are located in a bunker outside of Montevado. Franklin Tsoko has a card key that activates each chemical weapon; he and only he can do this. He and his men are running out of ammo and out of time. The Locust are ready for invasion. The Human the (COG) forces are advancing to their location.

Primary target is to rescue Franklin Tsoko and his men. The objective is to secure a 10 to 20 foot area for an hour, there will be a yellow flag designating the area to secure. This objective will be scored every 10 minutes at 10 points each interval. Who ever secures the area for the majority 31 minuets or longer gets 100 points bonus and control of the card key for the rest of the game. The other team gets the points they earn if any. (Note the humans (COG) and the Locust have the same opportunity to either rescue or capture Franklin Tsoko and his men in this mission).
Note: In this mission, the respond points don’t move, they are stationary.
Secondary objective obtain the detonators for the chemical weapons. There are 4 clearly marked containers that hold detonation codes and detonators for Franklin Tsoko to arm the weapons. At the end of this mission if all detonators are not found the referees will give them to Franklin to make the rest of the other missions work (NO points added). Each detonator is worth 25 points.

Act (2) Intro to Bomb Squad 11:30 AM to 1:00 PM/1 hour mission Upper Dogleg
The respawn points will be advanced during game play.
Primary objective secure lower Montevado marked by a yellow flag. This flag will be scored and monitored the same all rules apply for this mission like the previous one. The scoring is the same who ever has control for 31 minuets or longer gets 100 points and each team 10 points a minuet if not control.
Secondary objective. The team that managed to take position Franklin Tsoko and his men have control of the weapons. There are two weapons in this area of the field it is up to Franklin and his men. They must notify the commander and also notify a referee when he is ready to arm it. It takes 5 min for him to arm. Franklin can try as many times as he can to arm them in an hour. As soon as it armed the other team will have 15 min to dismantle each of them. It takes 5 min to disarm it. The person designated to disarm it will be supplied with a bag that contains cutters etc. It is worth 50 points each when armed and 100 points if disarmed and extra 50 points if the weapon if it goes off. NOTE: if detonated Franklin’s team can move their teams respawn point 100 feet forward for every one detonated. And if disarmed the disarming team can move their respond point 100 feet forward. (If one respawn advances the other retreats.) 100 points for flag and 100 per detonation or disarm of weapons. 300 points total.

Act (3) Bomb Frenzy /Assault on Montevado Emulsion Facility (Lower Dogleg)
2:00 PM to 3:00 PM/1 hour mission: The respawn points move for game progress toward Castle.
Primary objective is to take control the heart of Montevado. The same rules and scoring as the last two missions.
Secondary objective Franklin Tsoko needs to arm the remaining two weapons all the same rules apply for this mission. 300 points total.

Act (4) End Game 3:00 PM to 4:00 PM/1 hour mission (Castle)
Primary objective Franklin and his men decide to take maters in there own hands. At the beginning of this mission Franklin has hijacked a horde Lightmass Bomb. He decides he is tired of the fighting over the planet so enough is enough. The Humans (COG) must find and destroy the Lightmass Bomb and anyone who gets in the way. The Locust don’t want anybody to have control of any part of there creations they must stop them at all cost. So this objective Franklin and the Stranded have gone rouge they are defending a Lightmass Bomb that they have hijacked. (NOTE Franklin and the Stranded has there own respond point like in the first mission no flag only a ref). Both sides have to find and disarm the bomb and stop the other side from doing so. First team to find the bomb gets 150 points if at the same time it is a split ref will determine who gets it. And controls the area around the bomb scored like the flags. Which ever team COG or Locust who has control for the longest time gets 150 points and who has control at the end gets 150 points if neither team has control at the end it is split because Franklin and his men can up set every one and incinerate everyone they are a game neutralizer. 450 total points

Act (5) Last Stand 5:00 PM to 6:00 PM/1 hour mission (Tire City)
This is a massive battle for good vs. evil.
Primary objective secure the House Of Sovereigns/Ruined COG High Command and or area around it for the majority of the hour the same rules apply as the last missions this is a battle for ultimate victory all or nothing 500 points total

LOGISTICS
#1: General's must report to referees when eliminated. Each General eliminated = XX amount of points for enemy team.
#2: Special Ops on each team are tasked by the commanders to eliminate certain players/hold certain areas/set traps and are given free reign to accomplish their tasks. Each SO team is given a commander. Locust Horde SO = Theron Guards. COG SO = Commandos. I suggest having the generals’ hand pick no more than 10 members.
#3: Medic Rules: Each team has 4 medics, 3 for general players and one for SO teams. If a player is hit in the arm or legs, they cannot move from the spot of the hit, they CANNOT fire and only have 30 seconds to have a medic heal them by touching them. Head and torso shots are instant eliminations, and if hit in the head or torso while waiting for medic they are totally eliminated
#4: Tanks: One COG tank will be used as a "King Raven" helicopter and have a 20ft long rope attached to the back-end to be used as "Transportation" for infantry. Players CANNOT shoot while attached and can only enter and exit the King Raven by having it come to a stop first. Players who shoot or exit early will be called OUT by the ref following the tank. If the tank is destroyed by LAW, everyone on the rope is eliminated as well. The Horde tank will be let loose during the second act of the campaign, allowing the COG to get a slight, false advantage early. (As long as this is explained thoroughly at the beginning, I don't see this as a problem)
#5: Gears Logo: I will be making a stencil of the Gears Of War logo to be used as an identifier that props are around a certain area. Props that can be used: A LAW to be used as a Hammer Of Dawn with 3 rockets that can eliminate everything within a 30ft radius (Including friendlies). Prop tubes containing information about the Gears universe that can be turned in to refs for points, a cache of paint grenades, instant respawn cards, etc....
#6: Building Roster:
Montevado WMD Facility (Neutral At First)
Emulsion Factory (Neutral At First)
Ruined COG Firebase (Neutral At First)
House Of Sovereigns/High Command (Start Off COG)
Locust Hollow (Start Off Horde)

MISC: Standard paintball rules apply with the additional rules shown above. Any questions Contact The head Referee or Game coordinator Michael or Ken-refs have final call. This game is to bring a new outlook on paintball games and give the players a new way at looking at scenario paintball. I hope you have fun playing our game.

Each side has a designated respawn point (NOT dead zone like other games). A respawn point is an area where each team starts. The netted areas will be graded by a referee who will be holding that sides colors.

The designated netted field dead zones will still be open all day mask on all times but they are only there to take a breather, clean up, etc. Players must respawn from respawn points.

Colors are Red for Locust Blue for Humans (COG).

Each mission is only a portion of the field other parts are not off-limits but not necessary unless you have a particular plan in mind the sizes of the field used is mostly determined by the number of players).

Also throughout the day there will be scattered props with the Gears of War logo in them these props are worth bonuses no points added the person who finds this prop turns it into a ref for instructions the bonus will vary from prop to prop and some missions there will be different ones available.



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