Post by GZNails on Jul 3, 2013 15:01:50 GMT -5
MUST READ:
OPERATION HADES III
September 7th 2013
1. SITUATION (From Hades I)
SUMMARY: Set in the not so distant future, two nations sharing a border have been at war for over a century. TRUKASTAN (Green) and IRONIA (Blue) have been battling over land disputes, oil rights and water rights, both have yet to come to a compromise.
The Truk’s have just launched a new test missile named “Hades”, but due to low budgets, overconfident leaders and sideline (mis)direction, the missile detonated in the wrong area and spread its valuable parts on the border between Ironia and Trukistan. Ironia brass want to get their hands on the parts to examine them and either steal the technology to use against the Truk’s or to develope counter measures against the new technology.
SITUATION HADES III
After Hades I and II have commenced, both sides have fought hard. Victories have been claimed by both nations. Enough Rocket parts were claimed by the Truks after the first evolution and they successfully launched the Hades in the 2nd Evo. Ironia however made a devastating blow by capturing launch pads and comm's towers. The Hades that was launched by the Trukistans smashed into the capital in Ironia. Ironia is determined more than ever to settle the dispute by use of fire.
Even though the Rocket has been launched, the battle has gotten more fierce and the two nations have yet to come to an agreement. Hades III will determine who will reign supreme... or will it..?
2. OBJECTIVES
STRUCTURE: Each team will have a Commander. That Commander will facilitate the team to ensure success.
During the event, side missions will be handed down to each commander from the admin or combat controller. The commander will then delegate side missions as they see fit.
FOB (Forward Observation bases): Each team will have a pre-determined FOB (respawn). Marked on the map. Each player may bring water/BB’s/equipment to the FOB. FOB’s are un-capturable. If under contention, admin will clear the area with “off map artillery”.
Launch Pad Spawns: If a Launch pad is captured, team that captured it may spawn at that location. If under contention (50 feet from pad) you may not spawn there.
Primary Objectives Trukistan:
1. Due to the Comm's towers being captured by Ironia, Trukistans are not allowed to use radios until all 3 comm's towers have been successfully captured at least once (all 3 turned green). Once captured the truks may use comms the rest of the game.
2. Ironia will be tasked with sending a chemical warfare weapon into Trukistan Territory. Trukistan must find the weapon and its carrier (civilian) and disarm the carrier before detonation. If carrier is shot, detonation will commence anyway, must be detained alive.
Primary Objectives Ironia
1. Defend Comm's towers to ensure Trukistan may not use comms.
2. Deploy a chemical warfare carrier (civilan) and protection team to Trukistan territory to detonate dirty bomb.
Secondary Missions (Both sides)
1. Launch pads are still in play and used as respawn's. Same rules apply as Hades II. Center launch pad is NOT used for respawn and will be out of play for Hades III. Once captured your team may spawn there.
Side missions (Both Sides)
Both teams will be given side missions. Packets will be handed to commanders with time stamps and will be deployed at Commanders intent.
3. LOGISTICS:
Points: Each side will earn points based on objectives completed. Primary Missions are worth more than Secondary and side missions.
Point deductions: If a team has un-sportsmen like conduct, team will be docked points or is unsafe at time of play.
Combat Controllers: Due to the amount of objectives and size of group, Admin will have 2 combat controllers, one for each side. CC’s are like admins but will be playing. They will help with side missions as well as ebb and flow of the game. Any issues, questions, hit calling, honorable play mentions may be brought to CC’s.
HADES SPECIFIC MEDIC RULES:
Medics: Will NOT be carrying bandages. EVERY player will be asked to bring their own 2 ace bandages (or strips of cloth). There will be one medic for every 8-10 players (or depending on amount of players).
HITS:
If a player is hit, they must sit with deadrag in place (or move to a sfae spot NEARBY if in the line of fire) for 5 minutes. This is the bleed-out time. If a medic cannot bandage player within the 5 minutes player must return to FOB and wait another 5 minutes. Once completed player may head back into AO. If player is still in bleed-out time, opposing players may "search" the bleedout victim. To do this, simply put your hand on the bleedout victim and say "I am searching you". The bleed out victim must give up their map. If the bleed out victim is carrying out a side mission and is "searched" he must give up the side mission documents. Side mission is then no longer accessible to the dead player. Captured side mission intel can be played out by apposing team for additional points.
SQUADS/COMMAND: It is up to the players to create and manage squads. Command and following orders will be highly recommended but not enforced. To ensure team success it is recommended to follow command and use to teamwork.
COMMS:
Admin 1
Truk’s (Yellow) 2-10
Irons (blue) 11-20
TEAMS:
Trukistan – Yellow Armband
1 x Commander
1 x Combat Controller (admin approved only)
4-6 Medics (Depending on player count)
1 x Sniper/Spotter Team
Ironia – Blue Armband
1 x Commander
1 x Combat Controller (admin approved only)
4-6 Medics (depending on player count)
1 x Sniper/Spotter Team
EXTRAS:
Admin will hand out extra options to Commanders to help ebb and flow of game.
OPERATION HADES III
September 7th 2013
1. SITUATION (From Hades I)
SUMMARY: Set in the not so distant future, two nations sharing a border have been at war for over a century. TRUKASTAN (Green) and IRONIA (Blue) have been battling over land disputes, oil rights and water rights, both have yet to come to a compromise.
The Truk’s have just launched a new test missile named “Hades”, but due to low budgets, overconfident leaders and sideline (mis)direction, the missile detonated in the wrong area and spread its valuable parts on the border between Ironia and Trukistan. Ironia brass want to get their hands on the parts to examine them and either steal the technology to use against the Truk’s or to develope counter measures against the new technology.
SITUATION HADES III
After Hades I and II have commenced, both sides have fought hard. Victories have been claimed by both nations. Enough Rocket parts were claimed by the Truks after the first evolution and they successfully launched the Hades in the 2nd Evo. Ironia however made a devastating blow by capturing launch pads and comm's towers. The Hades that was launched by the Trukistans smashed into the capital in Ironia. Ironia is determined more than ever to settle the dispute by use of fire.
Even though the Rocket has been launched, the battle has gotten more fierce and the two nations have yet to come to an agreement. Hades III will determine who will reign supreme... or will it..?
2. OBJECTIVES
STRUCTURE: Each team will have a Commander. That Commander will facilitate the team to ensure success.
During the event, side missions will be handed down to each commander from the admin or combat controller. The commander will then delegate side missions as they see fit.
FOB (Forward Observation bases): Each team will have a pre-determined FOB (respawn). Marked on the map. Each player may bring water/BB’s/equipment to the FOB. FOB’s are un-capturable. If under contention, admin will clear the area with “off map artillery”.
Launch Pad Spawns: If a Launch pad is captured, team that captured it may spawn at that location. If under contention (50 feet from pad) you may not spawn there.
Primary Objectives Trukistan:
1. Due to the Comm's towers being captured by Ironia, Trukistans are not allowed to use radios until all 3 comm's towers have been successfully captured at least once (all 3 turned green). Once captured the truks may use comms the rest of the game.
2. Ironia will be tasked with sending a chemical warfare weapon into Trukistan Territory. Trukistan must find the weapon and its carrier (civilian) and disarm the carrier before detonation. If carrier is shot, detonation will commence anyway, must be detained alive.
Primary Objectives Ironia
1. Defend Comm's towers to ensure Trukistan may not use comms.
2. Deploy a chemical warfare carrier (civilan) and protection team to Trukistan territory to detonate dirty bomb.
Secondary Missions (Both sides)
1. Launch pads are still in play and used as respawn's. Same rules apply as Hades II. Center launch pad is NOT used for respawn and will be out of play for Hades III. Once captured your team may spawn there.
Side missions (Both Sides)
Both teams will be given side missions. Packets will be handed to commanders with time stamps and will be deployed at Commanders intent.
3. LOGISTICS:
Points: Each side will earn points based on objectives completed. Primary Missions are worth more than Secondary and side missions.
Point deductions: If a team has un-sportsmen like conduct, team will be docked points or is unsafe at time of play.
Combat Controllers: Due to the amount of objectives and size of group, Admin will have 2 combat controllers, one for each side. CC’s are like admins but will be playing. They will help with side missions as well as ebb and flow of the game. Any issues, questions, hit calling, honorable play mentions may be brought to CC’s.
HADES SPECIFIC MEDIC RULES:
Medics: Will NOT be carrying bandages. EVERY player will be asked to bring their own 2 ace bandages (or strips of cloth). There will be one medic for every 8-10 players (or depending on amount of players).
HITS:
If a player is hit, they must sit with deadrag in place (or move to a sfae spot NEARBY if in the line of fire) for 5 minutes. This is the bleed-out time. If a medic cannot bandage player within the 5 minutes player must return to FOB and wait another 5 minutes. Once completed player may head back into AO. If player is still in bleed-out time, opposing players may "search" the bleedout victim. To do this, simply put your hand on the bleedout victim and say "I am searching you". The bleed out victim must give up their map. If the bleed out victim is carrying out a side mission and is "searched" he must give up the side mission documents. Side mission is then no longer accessible to the dead player. Captured side mission intel can be played out by apposing team for additional points.
SQUADS/COMMAND: It is up to the players to create and manage squads. Command and following orders will be highly recommended but not enforced. To ensure team success it is recommended to follow command and use to teamwork.
COMMS:
Admin 1
Truk’s (Yellow) 2-10
Irons (blue) 11-20
TEAMS:
Trukistan – Yellow Armband
1 x Commander
1 x Combat Controller (admin approved only)
4-6 Medics (Depending on player count)
1 x Sniper/Spotter Team
Ironia – Blue Armband
1 x Commander
1 x Combat Controller (admin approved only)
4-6 Medics (depending on player count)
1 x Sniper/Spotter Team
EXTRAS:
Admin will hand out extra options to Commanders to help ebb and flow of game.