SCENARIO

It's August 2009. As Nostradamus predicted, pollution has caused a plague that turns this country's clean water black. Even the rain that falls from the sky has been poisoned and is undrinkable. Nostradamus also foretold of an evil darkness that would grow so powerful it would destroy all of mankind. That darkness is Damian Black, CEO of Black Enterprises. The Water Allocation Reserve, owned by Black Enterprises, is the largest source of clean water in this region of the country. Their only competition is a small group of independent moisture farmers. W.A.R.'s greed driven quest for power will stop at nothing to gain a monopoly on clean water in the region. Rinehart Vaugnhousin is the executive in charge of W.A.R. Inc. In addition to the daily operations of the water reserve. Vaugnhousin oversees all aspects of its security. Their quest for power knows no ends. They have blackmailed and bribed all levels of government and numerous persons of authority. Black has acquired the contract for law enforcement and the judicial system for the country. He plans to replace them with a group of twelve Judges. These specially trained individuals will act as JUDGE JURY & EXECUTIONER.

Many years ago Michael Stanley worked for W.A.R. as a mercenary. He grew tired of the corruption and lies associated with the Special Security Force and opted for the quiet life of a hydration farmer. One night while Mike was in town buying parts to fix a hydration unit his farm was attacked. Vaugnhousin had sent a large security force to destroy the local hydration farms, take prisoners and make examples of the people who tried to oppose him. When Mike arrived home his farm was in ruins and his wife Amanda had been taken for slave labor in the W.A.R. factories. Other farmers had suffered similar fates and knowing Mike's past life, they approached him to lead their cause against the W.A.R. machine. With his former knowledge of the company and superior tactics he hopes to turn this group of farmers into warriors to exact revenge on W.A.R as well as rescue Amanda and the others. He plans to destroy Vaugnhousin and his Special Security Force and then move onto Black.

Will you join with General Mike in fighting for freedom, or will you throw your lot in with Vaugnhousin and the forces of W.A.R.?


GAME TIMES

The game will start at 10:00 am and ends at 4:30 pm. Pre-game briefing will be at 9:30 in the staging area. A prize draw will occur at 5pm for anyone who participated in the game and filled out a legible waiver (you must be present to win).No planned breaks are scheduled. Eat, drink and get paint & air on the run.MAIN

BASES

There will be 2 Main bases, one for each team. W.A.R. (Red) and R.L.A. (Blue).
Main bases can’t be captured and are not worth any points.

GAME DIRECTOR

The Game Director will be in the main staging area near the entry points. He will be in charge of the overall flow of the game, approving Rocket Launchers, scoring and is responsible for the pre-game briefing, handing out Special Units to the teams and giving out missions.FLAG STATIONSThere are five flag stations on the map. These flag stations represent Hydration Farms. 500ml of water will be released at each hydration farm every half hour. Your team will have to transport the water back to your general. You will receive a field map in your player's kit with all relevant features marked on it.

REINSERTIONS

If you have been eliminated or exit the field for any reason you may only reinsert at your designated insertion point once you have chronographed your marker at 280 fps or less. RLA may only reinsert through the mansion field whereas the WAR may only reinsert through the Crossfire Creek field. Please see the referee at your team's entrance point to chronograph.

PORTABLE ROCKET LAUNCHERS

Used to eliminate Tanks or Attack Helicopters. You may only use the launcher if you have Rocket launcher credentials and have been cleared and trained by the Game Director (G.D.). Any thing other than production paintball markers that will be used on the field must be approved by the G.D.


SPECIAL TEAM UNITS

If at any time you wish a break from being a special unit, please see the Game Director as he will appoint someone else to that role so your team is not deprived a valuable resource.

Medic: A medic is identified by a strip of white tape on their arm below their team colour arm band. A medic is the only player allowed to wipe paint hits off another player. A medic is not allowed to remove paint hits from himself. A player is immediately eliminated from play when marked with paint anywhere above the shoulders. If a player is marked with paint on the shoulders or lower including paint marker and any equipment carried they may call for a medic to wipe off their hit and return them to game play. When calling for a medic the hit player may not move more than the length of their body from the place they were marked. The hit player may not return fire or mercy any opposing players. The opposing team may continue to fire at or mercy a hit player “calling for a medic” until the hit player calls themselves HIT or surrenders.

Judges: (12 players) Throughout the day there will missions given to the Judges. Judges are the elite of the W.A.R. Security forces. Judges will be randomly selected by a Game official. They will be accompanied by a mission ref to a designated area of the field. Once at that area they must stay alive for 10 minutes to be rewarded with 500ml of water. If the Judge is eliminated the opposition will be awarded the water.

Tanks: Your team may barter 1000ml of water for a five minute run of the tank. Your general will direct the application of the attack vehicle. 30 minutes must pass between same team attack vehicle usage. Tanks can only be eliminated with a Portable Rocket Launcher.

Attack Helicopter: Your team may barter 500ml of water for a run with the attack helicopter. Helicopters can only be eliminated by Portable Rocket Launchers. Attack Helicopters may only eliminate foot units. They may not eliminate tanks or structures. The pilot may only use the paint that can fit in their gun's hopper (no reloading) and must return to base when eliminated by a Rocket or out of ammunition.

Spy/Thief: A player that can extract information or steal water from the other team. Spies will have credentials from the enemy team but are not activated until 11:00am to give teams time to set up anti-spy security protocols.


GAME OBJECTIVES

Penalties: Penalties will be assessed against players and their team for infractions such as safety violations. (Ex. masks off in the field, barrel plugs out in the safety area), cheating or other examples of poor sportsmanship. Your main objective for this game should be to have fun. All to often over aggressive play, overshooting and cheating take away from what paintball is all about. We hope that everyone has fun and makes some new friends during the game. Just remember: do unto others as you would like done to you.

Points: 500ml of water will be released at each hydration farm every half hour (check your maps for farm locations). To gain points your team will have to capture the water containers and transport them back to your general. No players except the SPY/THIEF special unit may conceal water containers. Players must drop any water containers if killed or wounded. Players can not throw water containers.

If you have any questions or concerns about the rules or the game please ask any of our staff. We're here to help!

General Rules and Safety

All paint markers will have a barrel plug or sock on when in non-playing areas (main building, parking lot, staging area). Electronic markers must have a barrel sock.

Paintball approved goggles must be worn at all times while in playing areas.

Do not discharge or dry fire paint markers in the safety area, parking lot or non-playing areas. SHOOTING RANGE, APPROVED VENDORS AND FIELD ONLY.

Paintball markers must have velocity checked each time before entering the playing area and shoot less than 280 feet per second. You may not adjust your velocity in the field. Random chronograph checks will be performed throughout the day.

The boundaries of the game are a waist high yellow rope or caution tape. Do not cross or shoot over boundaries at any time.

Each team will have a buffer zone close to their base. It will be marked by that team’s colour of caution tape. You may not enter an enemies buffer zone but you may shoot into and over the buffer zone.

Players are considered hit when they or their equipment is marked with a quarter-sized hit of paint. Significant amounts of splatter or grenade splatter will count as a hit.

Eliminated players will raise their hand while yelling that they are hit or out and replace their barrel plug or sock. Dead players will not divulge information to any live players still playing. When eliminated players who are hit below the shoulders will have the option of calling for a medic but may not move more than their body length from the spot they were hit. Players may continue to fire upon a player who is calling for a medic.

NO DEADMANS WALK. Players will not give the appearance of being eliminated to gain a tactical advantage. Barrel plug or sock in = dead player. Barrel plug or sock out = alive or forgetful player. Players who forget to replace their barrel plug forfeit any right to complain (either out loud or under their breath) if they are fired on while exiting the field of play.

You have the option of allowing an opponent to surrender to avoid close range shooting. The surrendering player will call themselves eliminated and raise their hand if they accept the surrender. If they do not surrender immediately you may eliminate them with a hit of paint.

Event paint only - all paintballs must be purchased from Wasaga Beach Paintball Adventure specifically for Black Reign, including those used to chronograph your marker. No exceptions. Players caught using off field paint will be escorted off the premises.

During the day you are responsible for your own equipment and any you have rented. We do have a number of lockers available, bring your own locks or rent one for a refundable $5.00 deposit.

Please report any equipment malfunctions, questions or concerns to a staff member or Game Director.

When you are finished for the day, please return all rental equipment back to the main building.

The Rules are designed to promote fair and safe play for all players. If required the Game Director may alter or create rules to enhance fair game play.

SAFETY IS OUR FIRST CONCERN. FAILURE TO FOLLOW ANY OF THE AFFOREMENTIONED RULES MAY RESULT IN A LOSS OF POINTS FOR YOUR TEAM AND/OR EXPULSION FROM THE FIELD WITHOUT REFUND. PLAYERS WITH SAFETY INFRACTIONS WILL NOT BE ELIGABLE FOR PRIZES AT THE END OF THE DAY (i.e. if your name is drawn in the prize draw you must show a players card free of infraction punches.)

 
 
 
 
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