TSSOC Presents: Rome: 2045 - 3/17/12 - PocoLoco Paintball, PA
Posted 19 January 2012 - 06:11 PM
Tri-State Special Operations Command Scenario Paintball Team, partnered with PocoLoco Paintball Park in Schwenksville, PA, is pleased to announce their upcoming production of TSSOC Presents: Rome: 2045 - a scenario paintball game, on Saturday, March 17, 2012.
The year is 2045, and the Empire of Rome rules many nations, but cannot rule itself. In an alternate future, dominion over the Empire is contested by two ancient and noble families, the House of Julii and the House of Brutii, eternal adversaries whose enormous wealth is matched only by their desire for power. In the name of the Emperor, these two families wage perpetual wars of conquest across the globe which have made them all the more rich and popular. While Rome has enjoyed a period of relative prosperity and stability, news has arrived at the front that the noble Gnaeus Septimius Maximus, the capable and long-standing Emperor of Rome, has gone to his ancestors, leaving the throne and the title unclaimed. With the Senate and People of Rome calling for new leadership, and with time of the essence, the leaders their respective families of mobilize the elite of the elite amongst their mighty legions and make haste for the city, driven forward by the desire to win the hearts and minds of the people and claim the title of Emperor before their ancient adversary can do the same. The only question was who would get there first….
The game will incorporate many unique and fascinating gameplay factors, including purchasable buildings, interactive roleplayers, unusual multi-part missions, and powerful in-game perks, such as chemical gas attacks, specialized player roles, Anti-Aircraft guns, deployable pill boxes, helicopter insertions, UAV reconnaissance, field hospitals, and personal infantry shields. This is a game not to be missed!
TSSOC is excited to bring you Rome: 2045, and believe it will be one of the most talked about games of the season. So join us on March 17th, 2012, and do your part in making history and crowning a new emperor in Rome!
Both the Julii and Brutii are eager to take the throne and have chosen the family members that they believe can lead them to their goal of controlling Rome.
Frederick "Big Bo" Young of Sons of Vengeance Paintball will be leading the House of Julii. His XO is Marc "SWAT" Stevens of Odin's Warriors
Colt "Phoenix" Dickerson of the 68th Legion will be leading the House of Brutii. His XO is Jason "Trooper" Davila of Hostile Takeover.
Pre-Registration Price until February 17, 2012: $40 (includes CO2/HPA) Registration afterwards will be $50. Paint: $65 per case (field paint only). There is a 300 player cap to this game. Free open play on Sunday, March 18, 2012 with your wristband and player ID card. Pre-reg at http://tristatespecops.com/rome.asp
6:30 am - Gates Open
7:00 am - Pre-Registration/Registration
9:15 am - Player Briefing
10:00 am - Game Starts
4:00 pm - Stand down to prepare for Final Battle
4:45 pm - Final Battle
5:15 pm - Game Ends
5:30 pm - Awards Ceremony
For more information, visit http://www.tristatespecops.com
Posted 09 February 2012 - 09:26 AM
The emperor is dead!
The following are racing back to support their houses...
House of Julii
Sons of Vengeance
House of Brutii
Unholy Alliance (Pub Crawling and Joint Fury)
Posted 10 February 2012 - 09:29 AM
Tri-State Special Operations Command Paintball Team - Official Web Site
TSSOC Presents ROME : 2045
Poco Loco Paintball
March 17, 2012
1. Goggles On at ALL times in the play area.
2. Field Paint/Grenades Only (First-Strike rounds are not permitted.)
3. All players must chronograph their markers at or below 280 fps. Referees will be checking chrono both at the range and on the field.
4. Use a Barrel Sleeve at ALL times when not in play. Barrel Plugs are not acceptable barrel blocking devices. When shot, put your barrel sleeve on quickly, and raise your marker above your head to indicate you are eliminated. This will help keep you from getting overshot.
5. No blind firing! If you are not looking at your target, it is NOT okay! Looking through cracks/holes in bunkers while shooting over/around is also prohibited. Players in violation of this rule may have their cards punched.
6. A referee’s call on the field stands. The Game Producers, field owner, or head refs will not reverse the call of a referee. So make sure you wipe off old hits, keep your masks down, etc…
7. Armband tape MUST be worn by all players visibly on ONE ARM (as specified during the pre-game briefing). Generals MUST wear armband tape on BOTH ARMS (and is the only person permitted to do so.)
8. GUN HITS COUNT - You are eliminated if a paintball breaks anywhere on your person, your equipment, your marker or any prop or item you may be carrying (aside from the Individual Infantry Shields.)
9. Optional Surrender Rule – If you approach within 15 feet of another player and they are unaware of your presence, you have the option of offering them a surrender. If they call themselves out, do NOT shoot them! If they turn to fire, then you may shoot them. It behooves everyone to offer and accept surrenders! This helps prevent overshooting at close-range.
10. Barrel-tagging is allowed. The player must GENTLY touch the opposing player with the side of his barrel which must remain on the marker and say “Barrel Tag” (No other phrase counts.) Other devices for barrel-tagging (toy swords, daggers, etc) MUST be approved by Scenario Control prior to being allowed on-field. Scenario Control will mark approved barrel-tagging devices.
11. The field border will be marked by a yellow boundary tape. The boundary tape may dog-leg on occasion. You may not shoot across these tape-lines. Your paintballs must remain in-bounds just like you.
12. Each team will have an "exclusion zone" around their CPs that no soldier of the opposite team may move into (UAVs excluded). Players may move freely through their own exclusion zone, and both teams may fire into or out of either zone.
13. NO MARKERS WILL BE ALLOWED IN THE COMMAND POST (CP) AT ANY TIME, EVEN WITH A BARREL COVER. The CP is not to be used as a bunker. There is no shooting into or out of the CP at any time.
14. Whistle blasts will signify the start and end of play. If you hear a whistle blast in the middle of the game, STOP FIRING IMMEDIATELY! Take a knee, put your marker down, and wait for instructions from a referee. This is for a safety stoppage! A whistle will also signify a resumption of play. You may not use a stoppage of play to advance on the opposition. Violation of this rule may result in offending player being "eliminated" by referees.
15. Once you indicate that you are out, whether by yelling “OUT!” or raising an arm or marker above your head, you are out, regardless of whether or not you are hit.
16. All Launchers must be approved, inspected, and tagged by Scenario Control. Launchers must chrono below 230fps.
17. No pyrotechnics, hot-burning smoke, firearms, knives, airsoft, or any paintball caliber other than .68, laser sights. No fighting, drinking, or drugs.
At the discretion of a referee, you may be given a punch on your ID card for rule infractions. This punch is your only warning. A second punch means you are removed from the field with no refund. Punch-able infractions include, but are not limited to, mask lifting, overshooting, blind firing, and excessive foul language. Severe infractions may result in the players’ immediate removal from the property. Depending on the severity of the infraction, your team may be removed as well. So have fun and be safe!
A system of Instant insertion shall be used. Players not eliminated by a head shot or other "special" (Airstrike, Rocket, Grenade, Demolition charge, Chemical attack, etc.) may reinsert at a Legion War Hospital, if available. Players must reinsert at their Command Post if there is no active Legion War Hospital or if they are returning to the field after stepping into the staging area.
2. Command Posts
Each Team will have an assigned Command Post for the day. These posts may not be moved.
3. Exclusion Zones
Each team has an exclusion zone around their base into which members of the opposite team may not travel (UAVs excluded), however, both teams may fire into or out of this zone. This zone is denoted by a rope with flags of that side's color hanging from them.
4. Non-player Characters
There will be several non-player role players on the field at points during the game. They will play Roman citizens, senators and other vital roles throughout the game. Try not to shoot NPCs unless you have a legitimate reason to do so. They could be important for your team, and they might just be armed.
5. Dead Men Don't Talk
Dead men don’t talk! Keep your mouth shut when you are out. Keep the game fair. This rule includes the use of radios once eliminated.
6. "Search the Body!" Rule
Any player that is barrel tagged or surrendered may be "Searched" and relieved of Currency, Props and Artifacts. The eliminating player may call "Search the body!" at which point the eliminated player MUST relinquish any currency and artifacts they may be carrying. The eliminating player may not make further contact with the eliminated player. Mission, player and census cards cannot be relinquished.
The basic unit of currency will be the Denarii (Roman money). Currency is represented on the field as stacks of paper cash and/or gold bricks. All stacks of money are worth 20 Denarii. Gold bars are worth 100 Denarii. Money should be brought to the CP and given to your general. Money is used to buy perks, buildings and roles for soldiers (discussed later), but does not provide your team with points itself. Eliminated players are not required to drop carried money (unless searched – see "Search The Body" rule above.) Money stacks and gold bricks are not allowed to leave the field.
Each team has the ability to earn the same number of points. Point values for missions and props are all pre-determined. Points will be awarded for controlling territory (Flag Stations), recovering artifacts, purchasing and maintaining perk buildings, completion of missions, participating in the census, and the final battle.
1. Flag Stations
There are five controllable flag stations throughout the field. Each Area has an 8 foot flagpole in the middle, with a flag of your color and one of the other team’s color attached to them. The team with the flag that is "up" on each pole will earn the points for that territory for that interval. Flags will be scored every 30 minutes on the :15 and the :45. First scoring will take place 15 minutes into the game. Flags are worth 50 points each for each scoring interval.
There will be one major mission per hour and one minor mission every other hour. They will be pre-written and distributed at the appropriate time by the CP referee. Some missions may have multiple parts. Some will involve props and/or special roles. Missions will have equal relative difficulty and point values per team. The point value of each mission will be written on the mission cards.
Some missions may require special tools or roles or items to complete them. These needs will be noted on the mission card. Be sure you have what you need or else you will not receive points for that mission!
Scattered around the field will be ancient artifacts worth game points. These Artifacts will take the form of Roman daggers and swords. These may be collected and brought back to family's CP for influence points. These may be collected and brought back for influence points. Roman Pugio (daggers) are worth 10 points each, while Roman Gladius (swords) are worth 20 points each.
Artifacts may NOT be taken off-field for any reason unless being taken to Scenario Control at the end of regular play. Any Artifact taken off field will be reclaimed, and any point value will be forfeited. At the end of regular play, teams will have 15 minutes following the final whistle to bring artifacts to Scenario Control to be counted for points. Any artifacts not brought to Scenario Control within the 15 minute window will not be scored.
Contained in each player pack will be four (4) colored Census cards with numbers matching the player number. At certain intervals throughout the game, a census will be held, and influence points given for inserting or re-inserting players who turn in their card for each interval. Teams will earn five (5) influence points for each card that is turned in during the proper census interval. Census Cards must be given to the CP ref. The number on you card MUST match the number on your player card for the interval. You may not turn in another player's card.
5. Perk Buildings
Each team may purchase up to three of the available six buildings through the course of the day. Each team will receive 50 points for each active building at the end of every hour.
6. Final Battle
There will be a Final Battle at the end of the day. It will be worth more points than the regular missions, so make sure you are available to your team for the final push of the game!
1. Props may not be moved, removed, destroyed, hidden or obscured for any reason other than by the person or squad with a mission card directing them to do so. Many props in the game will be pre-positioned ahead of time for use in future missions. Do not touch these props. Props found absent during missions will be counted as recovered by the mission team and the points awarded to their respective families. Points for mission props found removed from their proper locations will be awarded to the offended team. General rule: If you don't know what it is for or what it does, leave it alone.
2. Props being carried by a player that is eliminated must be dropped in the place where the elimination occurred. Referees have the right to reposition dropped props to better reflect the correct position at time of elimination of the carrying player. This does not apply to special role cards, special attack cards, or mission cards. ONLY MISSION CARDS MAY BE PASSED FROM A DEAD PLAYER TO A LIVE PLAYER.
Each General will have a limited number of role sashes to purchase and issue to his troops. Player may only possess one role sash at a time. Role Sashes must be worn over one shoulder and the head and across the body. They may not be tied, wrapped or pinned to any other part of a players person or equipment. A designated player may remain in role for the remainder of the game, even when eliminated, or until forfeited. Forfeited Sashes MUST be returned to the appropriate General, and are not transferable between players.
Legionary Aviator (5 Per Team at a time) - Fly Helicopters / UAVs. Denoted by a White Sash.
Legionary Sapper (10 Per Team at a time) - Trained to use C-4 / Rocket Launchers. Up to Two (2) launchers may be used for each team at a time. May fire only THREE rockets per Headquarters Insertion (not a field Hospital insertion.) May carry one demolition charge at a time. Denoted by a Brown sash.
Legionary Engineer (10 Per Team at a time) - Must accompany the deployment of AA guns, pill-boxes, Field Hospitals, and must establish "purchased" buildings. Denoted by a Yellow sash.
Each team will have access to one set of the buildings below. Buildings reduce the price of certain perks and roles by half.
Legion Airfield - Reduces price of Legionary Aviators, helicopters and airstrikes
Arcani Collegium - Reduces costs of UAV and Spy Network perk.
Legion War Factory - Reduces price of Pill Boxes and AA Guns and Legionary Engineers.
Legion Alchemist - Reduces cost of Legionary Sappers, Demolition Charges, and Chemical Attacks
Legion Barracks - Reduces cost of Legion War Hospital and Individual Infantry shields
Imperial Treasury - Increases yield of Tax Collector Perk
Each team may "purchase" up to 3 buildings, which they will denote with a Red and white or Blue and white Banner. Legionary must carry banner to appropriate building and "Establish" it. A team may only Purchase buildings on their side of the field.
These buildings may be destroyed ONLY by Demolition Charges.
All buildings may be "sold" each hour on the :30 to recover 50% of the building's cost. Legionaries must recover the banner for a "sold" building and bring it back to their CP before money is transferred. Legionaries may not steal, remove, abscond with or hide the other team's building banners.
All perks are available for purchase by the Family's general throughout the game. These include (but are not limited to)
AA Guns - (1 per team at a time) - Engages enemy air units. Must be deployed by an engineer. May be relocated by engineer. Must be deployed for one minute before it may engage targets. May only be eliminated by Rockets or Demolition Charges. Will have elimination flag mounted on it. Eliminated AA guns may not be used and must be carried back to friendly HQ after eliminated for reinsertion.
Airstrike - Clear's entire grid square of enemy troops. Called in by general, deployed by referee. Any player (on either side) found within that grid square is eliminated. Eliminates infantry only, does not effect AA guns, War Hospitals, Pillboxes or Perk buildings.
Demolition Charges - Required: Legionary Sapper - Destroy enemy perk buildings, Pill Boxes, field hospitals, AA guns and man-made structures serving as bunkers. Charges may be placed (not thrown) on or near a structure to eliminate it. Structure only destroys building and eliminates players inside, and cannot eliminate stand-alone infantry. Expended charges may not be reused. Man-Made structures "destroyed" by a Demolition Charge may be immediately reoccupied after a Referee has cleared.
Chemical Gas Attack - Called in by general, deployed by referee. Any player (on either side) found within the cloud without a "Gas mask" is eliminated.
Gas Mask - Free Perk that may be used by any player at any time. Denoted by an external mask or a mask-like aesthetic modification to the players normal paintball mask. Bandannas are not acceptable. Masks must be worn around the mouth-area in order to function. Masks will not be provided, so be sure to bring an acceptable "Gas mask" to the game!
Individual Infantry Shield ( 5 per team at a time) - Mobile shield carried by an infantry soldier to block or deflect paintballs. Breaks on the shield do not count. May not give shield to another player if shield bearer is eliminated. Can be used by any infantryman. Infantry Shields may not leave the field of play.
Legion War Hospital - Fixed structure, acts as forward insertion point. Must be deployed by an engineer. May not cross 50 yard line (Denoted by green Tape on the trees) May not moved once established. All eliminations NOT from headshots, grenades, or other "Special" (Airstrikes, chemical attacks, rockets, demolition charges, etc.) will be allowed to reinsert from this position. Will have elimination flag mounted on it. Destroyed by LAW rockets and Demolition Charges ONLY. Eliminated War Hospitals may not be used and must return to the team's CP.
Light Anti-armor Weapon (LAW) - Each General will have Two (2) LAW cards to distribute. These cards are free and are freely transferable between the General and any Legionary Sapper (Demo). Sappers must possess a Launcher Card and a Sapper sash in order to use a LAW.
Rockets can only destroy Pill Boxes, AA guns and Field Hospitals. Launchers may be on the field at any time, however the player carrying the launcher may only carry and fire FIVE (5) rockets PER HQ INSERTION on the field at a time. Reinserting at a field hospital does not replenish the rocketeer's supply of rockets. Nobody else may carry rockets for the user of the device. Rockets have no effect on bunkers or other buildings. BEFORE shooting a rocket, call for a referee! It is your responsibility to make sure a referee sees your special role card and rocket fired, otherwise no eliminations will be made! Once a player expends his rockets, he may call himself out, and retrieve spent rockets. At this point he is an eliminated player. Sappers found firing more than their allotted FIVE (5) rockets per insert may be subject to penalty.
Pill Box (one per team at a time) - Enclosed Structure "built" by engineer. Can be destroyed by LAW rockets or Demolition Charges. One Legionary inside at a time, who is IMMUNE to paintballs, grenades and Airstrikes. Not immune to chemical attacks, LAW rockets or demolition charges. Will have elimination flag mounted on it. Eliminated pill boxes may not be used and must return to the team's CP.
Spy Network - Purchase "right" to receive next set of upcoming mission objectives 10 minutes early. Must purchase at least 15 minutes prior to mission.
Tax Collector - General may trade X amount of influence points for that same number of Denarii (1.5 times that number with Imperial Treasury Building) equivalent of Money.
UAV Sortie (1 per team at a time) - Required: Legionary Aviator - Recon element that may "fly" behind enemy lines and relay intel back to the general. May not engage ground troops. UAVs may fly into the other team's Exclusion zone to perform reconnaissance UAVs may not point out enemy positions to other field players. May only be engaged and eliminated by AA Guns. 30 minutes of fuel per sortie.
Helicopters (1 per team at a time) - Required: Legionary Aviator - Insert up to 5 players behind enemy lines. May only be engaged and eliminated by AA guns while flying. Players inside the Helicopter may not engage any targets until landed. May not deploy within 20 feet of Purchased "Perk" Buildings. Helicopters may engage one another, but may not engage UAVs. Helicopter crashes if pilot eliminated, and all passengers are eliminated. Crashed Helicopter passengers may reinsert ONLY at their HQ. 10 minutes of fuel.
Perks may not be moved, stolen, hidden or otherwise removed from the field of play by members of the opposite team. Destroyed/ expired perks MUST be returned to the friendly CP in order to be re-purchased and re-used by the team's general
PDF version of rules can be found at http://www.tristates...ps.com/rome.asp
Posted 13 February 2012 - 10:01 AM
Remember, save $10 and pre-reg by Friday, February 17.
Posted 16 February 2012 - 07:12 AM
For the weary, or those who travel from a far, or for those who choose to battle the next day against friend and foe alike, we have compiled a list of places to rest and recuperate.
Days Inn Pottstown (11 minutes), 1600 Industrial Highway, Pottstown, PA, 610.327.3300
Holiday Inn Express (13 minutes ) 15 Keystone Dr, Limerick, PA 484.932.8827
Comfort Inn (14 minutes), 99 Robinson Street, Pottstown, PA, 610.326.5000
Motel 6 (14 minutes), 78 Robinson Street, Pottstown, PA, 610.819.1288
Americas Best Value Inn Pottstown (14 minutes), 29 East High Street, Pottstown, PA, 610.970.1101
Quality Inn Pottstown (15 minutes), 61 West King Street, Pottstown, PA, 610.326.6700
or camping at French Creek State Park (30 minutes; they have cabins as well) http://www.dcnr.state.pa.us
Remember, save $10 and pre-reg by tomorrow.
Posted 20 February 2012 - 10:46 AM
Posted 01 March 2012 - 03:55 AM
After the failed assassination of Gaius Julius Caesar...
March, 44 B.C. - Gaius Julius Caesar survives an assassination attempt, led by Roman Senators Cassius Longinus and Marcus Junius Brutus the Younger, on the steps of the Theater of Pompey. With rumors of a possible plot swirling, Caesar's friend and most trusted adviser, General Marc Antony, employs members of the Arcani Collegium, a shadowy organization of assassins and spies, to secretly act as Caesar's bodyguard. Many members of the plot, including Cassius, are killed by Caesar's guard, and Brutus is forced to flee the city in the confusion.
Summer, 44 B.C. - In the aftermath of his assassination attempt, Caesar initiates "The Purge" to remove his enemies from the city of Rome, killing or exiling 1/3 of the Senate in a short period of time. Caesar then declares Brutus and all members of the House of Junii enemies of the Republic, systematically hunting down and eliminating all members of the family. Meanwhile, Brutus arrives in Roman Thrace and begins to build an army with which to depose Caesar and restore the republic.
Autumn, 44 B.C. - Caesar and his Senate allies Outlaw the Optimate party in an attempt to sweep away all vestiges of the Republic. All Optimates remaining in the city flee for safety in Thrace, where it is rumored Marcus Junius Brutus is raising an army. With no further opposition in Rome, Caesar decrees that the Roman Republic shall be reorganized into the First Roman Empire, with himself Imperator Perpetuo, or Emperor for life. Caesar declares a new era of conquest and expansion for Rome, allocating funds for 50 new legions. In Roman Thrace, Brutus uses his small army to surprise the garrisons in Dacia and Macedon, who surrender and pledge their loyalty to him and the Republic. Brutus's army grows.
Winter, 44 B.C. - Members of the displaced Optimate party arrive in Thrace with news that Brutus's ancient and noble family has been all but wiped out, and that Rome has become an Empire. Upon hearing the news, Brutus forms a new family: The House of Brutii, and swears vengeance on Caesar and the House of Julii. In Rome, Caesar uses the winter to organize and train his new legions.
Posted 02 March 2012 - 08:04 AM
Spring, 43 B.C. - The Second Patrician War begins. After tasking his young nephew, Gaius Octavian, with keeping the peace in Rome, Caesar marches east with General Marc Antony and 150,000 troops to engage the forces of Brutus, under command of Generals Hertius, a former Roman consul who remained loyal to Brutus. During their march, Caesar's forces are assaulted by 100,000 Germanic tribesmen, causing heavy casualties in several engagements. Caesar is forced to halt his advance.
Summer, 43 B.C. - After driving off the Germanic attackers and receiving reinforcements from Rome, Caesar's legions continue their march toward Roman Thrace, determined to crush Brutus and his new followers.
Posted 07 March 2012 - 12:46 PM
Posted 11 March 2012 - 05:04 AM
Posted 13 March 2012 - 07:28 AM
Posted 13 March 2012 - 07:42 AM
House of Julii
Sons of Vengeance
House of Brutii
Unholy Alliance (Pub Crawling and Joint Fury)
Posted 14 March 2012 - 09:29 AM