I cant wait for this game!! The field has done a lot of work......
Realms of Ruin-Battle Field 2 2010. The Uprising. BYOP event! Near Chicago
Posted 08 May 2010 - 09:46 AM
Recon – You must get within visual range of the target area and observe or engage targets for the specified length of time.
Raid – You are actively searching for anything of value such as props, equipment, obstacles, and questioning the locals (role players) of the target area for the specified amount of time.
Assault – You must actively engage the target area for the specified amount of time. This includes shooting at or clearing the specified area. Use of C4 to destroy key targets as well will count toward this.
Take and Hold – You must Take and Hold the target area for the specified amount of time. You must be in control of the target areas center mass.
Ambush – You must set up personnel within the designated target area and wait for the patrolling enemy, then engage them. If this happens, mission complete! This type of mission is completed when at least one person is alive at the location at the end of the time limit and no targets are available.
Listening Post – You must get within visual range of the target area and stay there for the length of time. This mission is failed if you are fired upon. REFEREE REQUIRED TO START MISSION AT LOCATION.
Patrol – You must actively move between the 2 target areas for the specified period of time.
Defend – You must protect the target area from enemy attacks for the specified amount of time. At least one person must survive and be within the target area at the end of the time limit.
Rescue – Locate the “special character” and return him/her to base. Mission is failed if role player is eliminated.
Capture – Locate the “special character” and return him/her to base. Mission is failed if role player is eliminated.
Escort – You must escort the role player to the target area. In some cases you must remain and defend him for the specified period of time.
Meet and Greet – You will need to locate the “named” individual and initiate contact with him. He may have something of value for you.
Medic: Heals with limited supply 1 card per. Additional cards provided by Med Box Prop or other supply means.
Sniper: can mark any player for elimination within visual range, ref must be present. Limit 3 sniper rounds per sniper, 3 per side. Command staff or players immune while inside command structure.
Support: Re-supply, Law rockets to personnel, tanks,dispense fuel. Can Carry Back Packs, or supply bags
Anti-Tank: Capable of Law Rocket, minimum 2 rocket, anti-air, anti-ground, UAV (use discretion) Requires Support Person.
Assault: Average Player – non role specific
Engineer: Can repair assets, bridges, vehicles, and ordinance disposal
Spec Ops: Capable of carrying C4 (demo guy)
XO Cash = $1000 (to start with)
5 guys = $500
10 guys = $1000
(fund your militia) Specified teams that have applied will only be allowed to be a merc. Applied for in pre-reg. ect.
Tanks: GSRP, properly routed and marked, requires fuel cells, fuel lasts one hour, tanks remain on field till destroyed or refuel = 1 fuel cell per hr. All motorized armor must be purchased for use by the commander. Tanks out of fuel are still active but must remain stationary.
refuel = 1 fuel cell per hr
Cost = $1500 (2 hr. max)
Fuel Cells: 1 Cell = $100
2 per Gas Station per Hr. (must control G.S. to retrieve)
Control = owns slapstick @ top of the hr.
Game specific locations:
3 key locations on the map will provide your team with additional benefits which are available on a per hour basis, in addition, each location provides your team with an additional $500 per location, per hour. Max of $1500 income per hour.
Control of the airfield will provide your team with the ability to issues air strikes. UAV not included in this stipulation. Control is established at each top of hour.
North and South Gas Stations:
The north and south gas stations will provide the necessary fuel and money needed to maintain your Army.
Supply Drops: Will be issued randomly throughout the field at various intervals. These will be in Yellow containers. May contain anything.
Artillery: Can Be fired once every hour. Red Dot Radius. All in area dead when fired. REF DEPENDENT. Each time fired causes a 1 hour refresh.
UAV: PLAYER CONTROLLED. Requires 1 Fuel Cell. Allows 10 mins flight time per fuel Cell. Only 1 cell per flight can be used. Turn in to base ref. Allows 1 Man to fly a UAV in any direction anddreport all activity within maximum visual range. Must fly back to base before flight time ends or will crash or be shot down. Must touch base to return to live action. REF DEPENDENT (classified an aircraft, does not require airfield).
Air strike: Requires 2 Fuel Cells per plane. Limit 2 planes per hour. Strike is grid based coordinates and similar to artillery but can be repeated. Requires control of airfield. Limit 2 per hour.
Helicopter: Requires 1 Fuel Cell, 30 mins flight time. You may not fire markers at anytime while in flight. You must land before firing can begin. Maximum load 6 players, 1 pilot.
Tanks: 1 fuel cell per hr GSRP, properly routed and marked, requires fuel cells, lasts one hour, tanks remain on field till destroyed or refuel = 1 fuel cell per hr. All motorized armor must be purchased for use by the commander.
Requires Airfield to use
Air strike: Requires 2 Fuel Cells, is grid based coordinates and similar to artillery but can be repeated. Requires control of airfield. Limit 2 per hour.
Point Scale Definitions
1 point = Medic Saves
5 points = Mission complete
10 points = Per each Objective Field (both Gas Stations & Airfield)
??? Points = Props having a varying point rating based on it’s value. Each props point value is classified. 0-100
25 points = Enemy Base Destroyed
50 points = I.E.D. Disposal
100 points = Enemy Commander Elimination
This post has been edited by Bone37: 08 May 2010 - 10:28 AM