Details: The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will feature three separate teams Red, White & Blue fighting for supremacy in a full-day battle spanning over all of the available play fields. Starting at 10 AM, following a safety briefing, the three teams will be escorted to their bases on the field located strategically in three separate locations set an equal distance apart. These bases are staging points and MAY NOT be overrun by opposing teams. When squads of four players are re-inserted throughout the course of the day, players will return to their bases before removing barrel covers and returning to the action. These bases will also be home to one of two team banks owned by each side; players can return their earnings to these bases for deposit and later use. When action stops for the afternoon lunch break at 1 PM, each team will rotate to a new starting base for the second round of play, lasting from 2 PM to 5 PM. OBJECTIVE: Like every modern war waged in history, the ultimate goal and path to victory - is money! Red, White & Blue forces will be battling throughout the day to earn the most cash (points) on the battlefield. At the end of the day, the remaining cash in each teams two banks will be tallied to determine the final victor of the day. Semi-automatic paintball markers, Response trigger-equipped Tippmann 1
markers and pump-guns only are allowed. Please be prepared to turn off any markers capable of ramping or any other fire modes exceeding one shot per trigger pull. HOW IT WORKS: Spanning the entire field are nine separate flag stations. Located at each of the three flag stations, teams will find one clothes pin and a red flag, a blue flag and a white flag. The team successfully claiming a flag station will lower any opposing team s flag to the base of the station and raise their own flag, pinning it to the top of the station. A nearby referee will then reward the victorious team with a 20 point prize. That prize can then be carried back to the team headquarters on the field or deposited at the team s bank in the staging area (off the field) where registration is held when a player has been eliminated from play. ELIMINATED PLAYERS: Eliminated players are casualties of war and are required to exit the paintball field immediately, returning to the staging area in the parking lot. Eliminated players CANNOT communicate with active players, beyond calling out frequently: I m dead. I m hit. Don t shoot me! Please return to the staging area and visit your respective team s bank to make a one point withdrawal. Eliminated players will be reinserted in groups of four. When four eliminated players on your team are ready to return to action, visit one of the Lone Wolf 2
Paintball staff members in the staging area and ask to be re-inserted. Each player is then required to give that referee one point (removed from the team bank) before being escorted by the referee back to their base on the field. The referee will then divide and deposit that money evenly between the two opposing team s banks meaning that every time you are eliminated from the game, your opponents make money! PLAYERS CAN NEVER ENTER THE FIELD WITHOUT A REFEREE ESCORT!!! COMMANDING OFFICERS: Each of the three teams will have a commanding officer a general to provide tactical leadership, along with two lieutenants for the first session of the day. Following the lunch break, a new general and pair of lieutenants will be selected. These officers are responsible for providing guidance and determining missions throughout the course of the battle. Generals will wear two pink bands on their mask; while lieutenants will wear one pink band on their mask. Officers eliminated in the course of the day cost more to their team; eliminated generals pay 10 points to return to action; lieutenants pay five points to get back on the field. Rank does bring with it special privileges. Officers alone can purchase special weapons to shape the battle. At any time, an officer can voluntarily exit the field and return to the staging area with a group of volunteers to purchase special weapons. Players are free to volunteer for these hazardous-duty missions by 3
approaching their officers, but the officers are responsible for deciding if the special weapons are worthwhile and then paying for the weapons. Those volunteers and the officer that left the field for special weapon purchases can then return to the field with an escort without paying any re-entry penalty. Please Note: Players volunteering for command responsibilities should have at least one year of experience playing at Lone Wolf s West Location, as thorough field knowledge will be extremely helpful. SPEND IT IF YOU GOT IT Here s a list of special weapons that can be purchased by officers throughout the course of the day. The cost for each weapon deployment is also listed: A-10 Warthog (25 Points) Two players carrying an airplane frame are invulnerable to any paintball hits. DO NOT SHOOT PLAYERS CARRYING AN AIRCRAFT! These two players will be able to make three passes around or through their selected target before returning to their base. Pilots must file their flight plan with a referee before launching from their base. (Following the mission, planes return to the staging area.) C-130 Specter Gunship (50 Points) A bigger plane than the A-10, up to five players can fly in the Specter by holding onto the plane. These players are 4
invulnerable to paintball hits. DO NO SHOOT PLAYERS CARRYING AN AIRCRAFT! These five players can make three strafing passes around or through their selected target area before proceeding to a second target for three more strafing passes. The plane must then return to base. Following mission completion, planes return to the staging area.) Paratrooper Transport Plane (25 Points) Every soldier s worst nightmare! Up to six players can ride a transport to any area on the field. Players holding onto the plane s airframe are immune to enemy fire. DO NO SHOOT PLAYERS CARRYING AN AIRCRAFT! Players can release the aircraft at any time, entering the battle and becoming fair game to enemy fire. Players can be eliminated when they are no longer touching the airframe. Tomahawk missile (75 points) A powerful guided missile capable of eliminating all opposition around any of the nine flag stations. Once purchased by an officer, a referee will transport the missile to the officer s base. Moments later, the missile will launch. A referee will carry the missile to the designated target, where the missile will detonate. (There is no way to stop an incoming Tomahawk.) Upon detonation, all enemy players within that target area as determined by the referee will be eliminated. The key to surviving a missile strike is to run away!!! 5
SCUD Missile (30 Points) A SCUD missile operates just like a Tomahawk, with one exception there s no guidance! The missile will launch, and then the referee will randomly determine where the missile lands by using a deck of cards. Once the missile arrives at the target destination, ALL players within the blast radius (as determined by the referee s discretion) will be eliminated. The key to surviving a missile strike is to run away!!! Captain America s Shield (25 Points) The ideal tool for any soldier. Any player carrying a shield can only be eliminated with a paintball mark on his body, arms or legs. Any marks on the head, gun or shield are disregarded, and the player remains in play. When the player is marked with a shot in a vulnerable area, that player should return to the staging area and turn in his shield. Superman s Cape (25 Points) One step better than a shield, any player wearing Superman s cape is immune to all fire hitting the front of his body, his gun or his head. The only way to eliminate a player wearing Superman s cape is to hit that player in the back, where the cape would be worn. When the player is marked with a shot in a vulnerable area, that player should return to the staging area and turn in his cape. Power Armor Suit (25 Points) The ultimate in personal protection, a power armor suit gives a player even greater invulnerability to markers. Marks impacting 6
the head, gun and body of a player wearing a Power armor suit are disregarded; only a shot striking a small port on the back of the suit will eliminate the player. When the player is marked with a shot in a vulnerable area, that player should return to the staging area and turn in his suit. Mr. Bond (15 Points) The super spy remains loyal to his original team, but wears the band of another team of his choice until he decides to remove it. Once a spy is activated, a referee will escort that player to the enemy base of his choice. While the super spy CANNOT shoot his enemies, he can move about freely in the base, checking the amount of money in the team s bank and generally collecting information. At the same time, enemies will know exactly what is happening with a spy in their midst, but are strictly prohibited from shooting him. Think of the spy as a diplomat protected by the Geneva Convention. Once the spy s work is done, he can exit the field without paying a re-entry fee. Medics (85 Points) Identified by additional armband tape for his team, medics have the unique ability to escort eliminated players back to their base for an immediate return to action. If a medic witnesses a teammate get eliminated from the game, that medic should immediately run to the teammate. If the medic reaches that wounded player immediately, the two can then return to their base for a return to duty. Medics are eliminated like any other player, and should 7
remove their medic armbands upon returning to the staging area. Nuclear Bomb (225 Points) A massively powerful weapon designed to strike fear into the hearts of all enemies, this could be a game-changing weapon if deployed properly. Any team purchasing a nuclear weapon will receive the nuclear bomb. Four players are then required to transport that bomb to the one place on the field guaranteed to provide total destruction for the enemy the center bridge! (It s the largest, thickest bridge spanning the river. There s no mistaking it.) Successfully escort that bomb to the detonation point, and then defend that area for a whopping five minutes. If the team deploying the bomb can defend that location for five minutes, the bomb detonates. All opposing players MUST exit the field and return to the staging area. While all those players are awaiting an entire team reinsertion, the attacking team responsible for detonating the bomb is free to occupy all flag stations. In addition, the team responsible for detonating the nuclear bomb can STEAL any cash found in the on-field banks of their enemies! (THIS IS THE ONLY TIME ENEMY PLAYERS CAN INVADE A BASE!) (Please note rules are subject to change at any time without notice) 8