Here - MindGame Productions

Transcription

Here - MindGame Productions
THE WASTELAND
Survival Guide
November 16, 2013
Waynes World of Paintball, Ocala, FL
$35 advance Registration / $40 onsite
5
Sponsored by…
Vault-Tec
Preparing for the Future… Today!
Welcome back to the Wasteland! The Wasteland 5 is the next installment of MGP’s successful Wasteland event
series. The Wasteland is an alternate reality event based on the FallOut computer games. Continuing from last
year’s story, we’re exploring the Florida Wasteland, two hundred years after a devastating nuclear war.
The FallOut world is not quite our own. It is an alternate reality that diverged from ours at some point after the
second World War. The base concept for the setting is the World of Tomorrow as imagined in the Golden Age
of Science Fiction. This means that before the Great War, the FallOut world was more or less what the people
of the 1940s and 1950s thought things would be like in 2077—the wonders of Atomic Age technology. The
most important event in the FallOut setting was the Great War which happened on October 23, 2077.
Our game continues in the Florida Wasteland of 2284. Due to the divergence from history and the emergent
dominance of China instead of the Soviet Union, many historical and political events happened differently in
the FallOut universe. Of particular importance for Florida was Cuba remaining a playground of the rich and
famous with fancy hotels and casinos along the coast augmented by inland agriculture, instead becoming a
communist state sponsored by the Soviet Union. The sunny climate of Florida, coupled with fears of a Chinese
invasion of California, pushed a significant part of the American film industry from Hollywood to primary or
satellite studios in Florida. As the home of stars and starlets, Florida became a cultural center; movies were
filmed, music made, and scandals created.
In the place of Walt Disney's breakthrough company, another rose to power. The Nelson Animation Company
upheld similar ideals to Disney, but with an ultra-nationalist twist and a Bearded Yak as his mascot instead of a
mouse. George Nelson, owner of the company, eventually got the idea in his head that the rich and “most
American” people in the greater central Florida area would benefit by having a community which embodied all
things “wholesome”. To that end, he worked with Vault-Tec to design and implement his own version of utopia.
TEDOPS, the Trial Experiment Dome of Proper Society, lies within greater Orlampa, the city of stars and allAmerican ideals. With the combination of the influx of film stars and the advancing science and culture of the
TEDOPS community, central Florida’s fortunes soared in the early 21st century.
In the nuclear annihilation of 2077, all of the controlling
members of the Nelson Company and the various stars and
starlets that accompanied them were able to retreat into the
center of their "perfect" city, the privately constructed and
designed dome/vault, Vault 22. They survived there, living
in luxury for generations while the world around them
burned.
Last year, in 2283, a brutal fight raged between the Yak
Pack and the Heralds of Harold, followers of an FEV mutant
who had been drawn there by the rich, non-irradiated soil
present within the vault/city’s walls. Despite the initial
resistance the Yak Pack put up, the loss of the Talon forces
they had been hired as security left them with little choice in
the matter. Ultimately, it worked out for the better, since this
meant that the Treeminders could run the farms as they
wished, allowing the Yak Pack to get back to doing what
their ancestors excelled at: Making movies!
Nearby, a new branch of the Brotherhood of Steel has been formed. Known in this area as the Sunshine Steel,
they have linked up with the refugees of the now-destroyed ghoul city of Soggy Bottom in order to help create a
new community for the common folks of the Florida Wastes. Though there are differences between every man,
woman, and ghoul, they believe that mutual support and protection is the right of all law-abiding citizens of the
Wasteland. As such, new Initiates are being accepted from the general population for the first time since the
defeat of the Enclave. While there is not enough power armor to go around, the increased teamwork, training,
and supplies provided by the Brotherhood will clearly help those who seek it.
On the other hand, The Gator Caravan Company has undergone some changes over the last year: though they
still hold a near monopoly on inter-settlement trade services. What was once just a well armed, professional
operation is now known to hire not only raiders, but slavers! In order to keep up with the losses this has caused,
the group partnered with the notorious Rasta Raiders to begin producing drugs based on the anatomy of Charles,
the late son of Harold. In addition, they have also entered into a contract with the newly formed Talon of the
Black Hand, who now seek to return to their vicious mercenary roots instead of simply working security. Since
the identification of their leader, May Misfit, as the daughter of Brotherhood Paladin Virgil Elliot, the Sunshine
Steel have redoubled their efforts to take her and the company down. While the personal affect this knowledge
has had on Virgil is unknown, it is clear that the two are now publicly enemies.
Though Charles is no more, there shines a new hope for restoring the greenery of the Wastes in the form of
O’Neill, a native ghoul from whom Karl the Cactus has sprung, perhaps heralding a new coming of Harold and
signaling that nature can still bounce back. Meanwhile, the Talon of the Black Hand have begun to rebuild
power armor and weaponry from a newly recovered Enclave stockpile within the territory of the Gator Caravan
Company, giving them and their raider allies a real chance to fight against the growing alliance between the
people of Soggy Bottom and the Sunshine Steel. Power is beginning to shift, and it’s up to the citizens of the
Florida Wastes to decide who should have it!
Fame, fortune and relics of pre-war technology await! Welcome to the Florida Wasteland!
Important Registration Notes
Cost for advance, online registration is $35. Note that several factions have restricted registration and may be
unavailable for walk-on players. Sign up in advance to lock in your team and save money! Onsite registration is
$40. Pay attention to uniform requirements! They will be enforced! The Wasteland 5 is a MGP Legacy Game,
open to players 16+. Players must be 16 years of age or older by November 16, 2013.
Read this Survival Guide
This survival guide, specially developed
by
Vault
Tec
and
MindGame
Productions, contains key information to
help keep you alive in the Florida
Wasteland. Please take the time to read
the entire guide as some special rules,
factions and quests will be in play during
this event. Be sure every one of your team
mates receives a copy. Don’t go
aboveground without this!
FACTIONS AND UNIFORMS
Mindgame Productions wants to create a unique atmosphere and dynamic for the Wasteland. Ensure you and
your teammates are in the correct uniform. Several factions have a maximum capacity of players. Be sure you
register and pay in advance to secure your place in a specific faction.
Day of play walk-ins who are in the wrong uniform or hope to join a faction that is at capacity will be given
directions to the nearest surplus store, Wal-Mart or Goodwill so you can obtain items for a Wastelander
uniform. SMALLER FACTIONS - REGISTER IN ADVANCE and follow our uniform guidelines. More
suggestions for dressing for the Wasteland will be included later in this Survival Guide.
Wastelanders
These are the ragged survivors living within the
Wastelands. Some Wastelanders are fundamentally good
folk, if a bit hardened by the realities of the Florida
Wastes. Some manage to survive by dirt farming, trade or
their wits alone. Others form informal militias to help
defend their villages and homesteads, others may hire
themselves out as guards for travelling merchants or
simply wander the wastes in search of fortune. The
Wastelander role is recommended for solo players and
small groups who lack the numbers to field a larger team.
Sign up for Wastelanders if you also are considering a
small specialty faction inspired by FallOut but not listed
among the other options.
Uniforms – Wasteland Punk, Mixed Civilian and Paramilitary. No full uniforms! Punk it out!
Raiders
A particularly anti-social class of Wastelanders, Raiders have
formed gangs who pillage, plunder, murder, or otherwise ruin
the day of anyone unfortunate enough to not be one of them.
Though normally organized into loose confederations of
gangs in the post-apocalyptic wasteland, support from the
Gator Caravan Company is making them a constant problem.
While it's much easier to just shoot people for their money,
food, and other valuables than to earn an honest living, when
doing all of those things becomes an honest living, there’s
nothing to lose! Raiders typically prey upon travelers and
very small towns. To identify themselves, most raider gangs
have adopted some sort of recognition feature such as a
colored strip of cloth as an arm or headband. Others may all
wear hockey masks, dye their hair bright colors or have some
other identifiable feature identifying their Raider gang
affiliation.
Uniforms – Wasteland Punk, Mixed Civilian and
Paramilitary. No full uniforms! Punk it out! If you and
your buddies plan to run a gang of raiders, decide on your
own recognition item.
Rasta Raiders
A sub-group of Raiders… the Rasta Raiders are a
raider gang that have historically mixed raids and
banditry with horticultural pursuits. When the
Heralds of Harold brought the sentient sapling
“Charles” to the Florida wasteland last year in
search of fertile ground, the Rasta Raiders captured,
dismembered and smoked the offspring of Harold,
earning them the enmity of the Heralds and the new
Treebeard commune. Establishing a distribution
network via Gator Caravan, the Rasta Raiders have
developed a flourishing drug network in the Florida
Wastes and have been steadily growing their power
and influence.
Uniform – Wasteland punk with gold, green and red Rastafarian accents. Rasta dredlock wigs are great!
Talon of the Black Hand
Also known as Talon Company, this group is part of a
mercenary organization active up and down the east coast.
Even as far as mercenaries go, these men and women are
known as vicious killers. They are known to take contracts
with little moral compunction about who they are hired to
kill. Though previously working with the Yak Pack, Talon
of the Black Hand now primarily serves the Gator Caravan
Company.
Uniform – Black
TreeBeard Commune
Despite the demise of Charles at the hands of the Rasta Raiders, the Heralds of
Harold managed to create an alliance with the people of TEDOPS, resulting in the
TreeBeard Commune. This allowed the majority of them to get back to the
farming that they know best, while the likes of Marlene Monroe and her Grassy
Knoll production company seek out the same sort of celebrity enjoyed by their
ancestors. For safety, though, everyone still takes part in the defense of the city,
though there is some disagreement over what they’re really protecting: the project
to clone Charles, the son of the FEV mutant Harold, or the newly discovered plant
mutant, O’neill/Karl. Either way, these citizens of the Wastes are well garrisoned
in their City of Tomorrow, and will prove difficult to oust.
Uniform – Woodland (BDU/MARPAT/ATAC/Tiger)
Sunshine Steel
(Brotherhood of Steel)
A new founding of the Eastern branch of
the Brotherhood, the Sunshine Steel focus
on not only recovering and safeguarding
pre-war knowledge and technology, but
have become involved in rebuilding the
community of the Florida Wastes. While
this is a rare choice for the Brotherhood,
the presence of fertile soil necessitated a
major change, which is why they have
even begun inducting locals into their
fold, albeit as non-armored Initiates.
These trainees face the growing threat of
the Talon of the Black hand, but stand tall
with the might of the old-world military at
their backs!
Uniform – Power Armor (detailed later) for knights, Multi-Cam for Initiates.
Gator Caravan Company
The wastelands are a dangerous place to survive and a tough place to try running a
legitimate business, and The Gator Caravan Company definitely does the former by
disregarding the latter. Based in the Central Florida Wastes, their heavily armed
trade caravans have destroyed all competition throughout Florida and pushed into
the former state of Georgia. Many towns and settlements enjoy a variety of
supplies and the ability to trade with other towns thanks to the Gator Carvan
Company. However, this comes at a price: their recent dealings with raiders have
left some of the towns previously under their protection open to the predation of
slavers and drug runners. They can still keep these dangers at bay, of course…for a
cost!
Uniform – Olive Drab
Soggy Bottom Boys
The original town and pre-war trailer park of Soggy Bottom in the central
Florida Wastes suffered from heavy radioactive run-off waters, gradually
transforming it from a small redneck community into a haven for ghouls.
Though that town was destroyed in the conflict between TEDOPS and the
Gator Caravan company, the Soggy Bottom Boys are now banding together
with the Sunshine Steel to provide local knowledge to their new allies and
the TreeBeard Commune in order to revive some old-world farming
techniques, all in the hopes of bringing some life back to their withering
homelands, and creating a community in which smoothskins and ghouls can
take up arms to defend their lands together.
Uniform –Wasteland Punk, Mixed Civilian and Paramilitary. No full
uniforms! Punk it out! Skull / Zombie / Ghoul mask or make-up.
Factions at a Glance
The faction politics of the Wasteland can be confusing… especially as alliances are made and broken
throughout the game and some factions are notorious for double-dealing and shifting loyalties as soon as a
better offer is made. This rather simplified score-card may help… but remember that one of the only things that
you can count on in the Wasteland are that players are out to survive and look out for their own best interests!
The “Good Guys”
Sunshine Steel has been building up a free community, taking on new initiates into the Brotherhood and
establishing an unusual partnership with the ghouls chased out of Soggy Bottom last year. The Soggy Bottom
boys hope to return one day to their old community, but Soggy Bottom remains a no-man’s land in the ongoing
struggle for control of the Florida Wastes. Many individual wastelanders also would prefer a peaceful existence
in the region, and would support the elimination of raider gangs and the ruthless mercenaries of Talon
Company.
The “Bad Guys”
The Rasta Raiders and other raider clans continue to threaten the inhabitants and stability of the Florida wastes.
The burgeoning drug trade of the Rasta Raiders has secured the services of Talon and Gator Caravan. Talon’s
mercenaries are notoriously heavy-handed and excessive in their zeal of contract enforcement, and Gator
Caravan’s own motivations have become questionable as they cater to the wealth flowing from the Rasta
Raiders and gangs of raiders setting up a slave trade in the region.
“The Self-Serving”
The new Treebeard Commune is a reasonably stable partnership between the Heralds of Harold and the Yak
Pak. They care little for the goals of Sunshine Steel and the enmity between the Heralds and the Rasta Raiders
after the later captured and smoked Charles, Harold’s offspring, leave a bitter rift between them and the Rastas.
Life in the Wasteland
In the Wasteland, one finds pockets of human settlements and camps
wherever radiation levels allow. Many different factions coexist, not
always peaceably as water and resources to support life are scarce.
Besides the human factions, ghouls, mutants, mutated beasts and other
unsavory things that roam the Wasteland, Raiders are a constant threat
to travelers and small settlements.
Slaver gangs are known to be active, seeking to subdue, capture and
sell the unwary or foolish into miserable lives of slavery. Brave
independent merchants and the heavily armed Gator Caravans travel
the Florida Wastes, trading valuable supplies and pre-war relics. The
Brotherhood of Steel largely ignores the suffering of the small human
settlements, focused on their search for pre-war technology secret
agendas.
The TEDOPS facility, controlled by the alliance known as the
Treebeard Commune, is a burgeoning center for trade, entertainment,
employment and trouble for the surrounding Wasteland communities.
All is watched carefully by the Herald’s of Harold, ensuring their work
to clone a new “Charles” or further develop the sentient cactus “Karl”
are not disturbed. But trade, gambling and vices are encouraged in the
TEDOPS settlement all to further enrich the reclusive and eccentric
Yak Pack.
Restricted Factions
Several factions in the game are already assigned to
specific airsoft teams or have very particular
costume requirements. In many cases, larger airsoft
teams are already making plans to form the core of
specific factions.
If you don’t have a specific faction in mind, we
recommend teams of approximately six or more
players consider running as their own Raider gang
or partner with other teams for a larger Raider
faction. Solo players or very small teams should
consider running as Wastelanders, working to
survive on their own and partnering with different
factions for different missions during the day.
Merchants
Merchants wander the Wasteland, trading in various
pre-war relics and weapons. They are a critical
source for weapon upgrades and are valuable as
buyers of pre-war relics. Merchants usually hire
guards from among the Wastelanders to keep them
safe. Merchants may be attacked and looted like
other players, but anyone doing so is likely to have
a high bounty put on their heads for violating an
unspoken rule in the Wasteland of allowing the
merchants to operate unmolested.
The Wasteland’s economic system is largely one of
trade and barter. While scraps of pre-war currency
can be found in the wastes, bottle-caps are the
commonly accepted currency outside of bartered
goods. Players are welcome to barter and sell prewar relics to other players and merchants to
accumulate bottle caps and acquire items required
for their personal quests. Bottle caps may also be
used to hire mercenaries, pay bribes, upgrade
weapons and other transactions during the game.
Bottle-Caps and Jobs
Metal bottle-caps are the primary currency
in the Florida Wastes. Players may find
caches of caps hidden in ruins or earn caps
by selling pre-war relics to merchants and
doing jobs for merchants and other nonplayer characters. Talk to merchants and
NPCs you encounter to see if they have jobs
for you. Roaming merchants often hire
security guards to protect them in their
travels. As some factions become more
successful, they may be looking for hired
guns or may post bounties on players that
cross them.
Basic metal beer and soda caps are the common currency, but Nuka-Cola caps are especially prized. Nuka-Cola
caps may also be found in the Wasteland or converted with some merchants. The going conversion rate of
regular caps to Nuka-Cola caps is approximately 10:1. Converting up to Nuka-Caps helps make carrying large
sums of loot much easier. Some high demand items may only be purchased with Nuka-Cola caps, so try not to
antagonize every merchant on the field!
Looting and Capture
Raiders frequently loot travelers and lightly defended settlements. Sometimes players may need to acquire items
in the possession of another player who refuses to trade or sell. If a player is shot, they must lay or sit down on
the ground until they have “bled out”, been dragged to safety or given first aid. If a player reaches a downed
enemy, the player may loot one pre-war relic from the wounded enemy’s inventory or take a fistful of bottle
caps (looter’s choice). A wounded player may only be looted once! The worst he or she risks is the loss of a
single item and not their whole relic inventory.
If a player surrenders or is wounded and healed by a rival faction, he may become a prisoner, hostage or slave
depending on the nature of his captors. Captured players sling or holster their weapons and are considered to be
disarmed until released or freed. Please don’t play games with “hidden” pistols or knives you later turn on your
captors. There aren’t any personal rights in the Wasteland and we’re sparing players the discomfort of being
searched as thoroughly as you’d probably be if captured by real Raiders or Slavers!
Starting Weapon Restrictions
Advanced weapons are not common in the Wasteland and a few special weapon restrictions are in play. Players
may physically enter the field with AEGs (and gas rifles), but keep them slung until an automatic weapon is
purchased from a merchant or built by a special gunsmith. Players start the game with any combination of
boffer weapons, gas pistols, springer shotguns, pistols and rifles to include sniper rifles.
As players accomplish missions, find and sell pre-war artifacts they accumulate bottle caps to “buy” an
automatic weapon from a merchant. The merchant attaches a special colored band to the player’s AEG noting it
as approved for play. Gun parts may be found in the Wasteland. Bring gun-parts to a NPC Gunsmith and the
player gets a “free” automatic weapon. His or her AEG will be tagged appropriately.
Don’t despair. Most players should be able
to upgrade to AEGs after a few hours in
the game. But they will need to work for it!
The need to earn automatic weapons for
factions offers an excellent incentive for
groups to play aggressively and work to
accumulate bottle caps.
Boffer Weapons
As noted, boffer weapons will see some limited use on the field.
Some factions may use boffer weapons as secondary or even
primary weapons at the start of the game, until they can afford to
buy AEGs. Of course any players unfortunate enough to be taken
as slaves by the Slavers are likely to find themselves in a the
Combat Arena, forced to do battle with other slaves or
wastelanders desperate to earn caps, while onlookers bet bottle
caps on the outcome.
In the field, a hit from a boffer weapon, anywhere on the body, is
considered a “kill”, just like a BB hit or a rubber knife kill. During
arena combat, to make the fight more interesting, limb hits disable
the limb but only a hit to the body counts as a kill. Please avoid
hits to the head or neck and remember that only a light tap is
needed to constitute a hit. No home-run swings.
Boffer weapons need to be approved by staff for use in the game. Molded foam weapons for most LARPs are
permissible. If you want to build your own weapon, here is a suggested construction model.
Sharp break-away-blade knife.
Ruler or tape-measure.
Double sided carpet tape.
Duct tape in silver and black.
PVC or CPVC core of the appropriate
diameter. Use the thick walled stuff Closed
cell foam pipe insulation of the appropriate
diameter and thickness.
Tennis racket or hockey stick grip tape
1: Cut the core to length. Put duct tape over the ends.
2: Tape down a small (½ in. thick) chunk of closed-cell (pipe insulation)
foam onto each end.
3: Mark where you want the grip on the core.
4: Cut your pipe insulation to length. It should extend about ½" beyond the
end of the core for both the pommel and the blade.
5: Put double-sided carpet tape along where the blade and pommel are
going to go. Take off the backing and put the pipe insulation on.
6: Lay a strip of duct tape along the blade, extending 1.5-2" past the ends.
7: Cut the bits of tape that extend past the end into 3 or 4 strips, and stick
them down.
8: Repeat until the blade is covered, then repeat again for the pommel.
9: Cut cylinders of open-cell (sofa cushion) foam that are 2-2.5" thick.
10: Attach the open cell foam to the end of the blade and the pommel using
duct tape.
11: Wrap the grip with grip tape.
If you're making a mace, axe, hammer, or polearm blade from foam, add it after you've done all the above. Try
to avoid sharp points or backwards curves that could trap opponent's weapons.
Dressing for The Wasteland
Few factions wear anything resembling traditional uniforms. The
Wasteland is a fun and out of the mil-sim box experience. Players
familiar with the FallOut games may already have good clothing
ideas for Wastelanders, Raiders and others. Those unfamiliar with
Fallout need only consider films like The Road Warrior series,
Doomsday, The Book of Eli, Escape from New York and others.
Wastelanders and Raiders should have
a Wasteland Punk look. Uniform
pieces may be used, such as uniform
trousers of any pattern or a set of load
bearing equipment. No complete
uniforms should be worn and the
clothing should be mixed with civilian
attire and various odds and ends of
Wasteland savagery. Here are a few
ideas and suggestions.
Look for an old set of football or hockey shoulder pads at a used sporting goods
store. Paint them black, brown, silver, red, olive drab or whatever color you like
as a set of Wasteland armor. If you’re running with a few friends, saw an old tire
into quarters and secure the pieces with ropes or other straps for some real
apocalyptic looking shoulder pads. MGP scheduled the Wasteland to fall right
after Halloween. Costume shops will be full of hockey masks, spiked armbands
and gloves, wigs and spray on hair-color. Have some fun assembling your own
vision of a post-apocalyptic savage. Do a good job and you’ll be given some extra
bottle caps to start the game, getting you that much closer to “buying” your
automatic weapon.
Be sure to have empty pouches to store bottle caps. Consider a small backpack or sling bag to carry pre-war
relics you may find in the Florida Wasteland. Load-bearing harnesses would look better than contemporary
tactical vests. Although if you have a MOLLE plate carrier, one fun trick is removing all pouches from the chest
and threading black plastic spoons or sporks through the straps to build a set of “spork scale armor”.
Talon Company is a little more professional in
appearance than the average Raider gang. Besides
their black uniforms, they commonly wear combat
armor. Many wear combat helmets. If you can find
a 17th Airborne Division Patch, the eagle claw
looks very much like the Talon Company logo.
Knights in the Sunshine Steel faction and some
players in other factions may have simulated
power armor. Some have used motocross armor
and other sporting equipment. Others have crafted
power armor from sheets of close-cell foam,
cutting to shape and forming with a heat gun.
Unarmored Sunshine Steel initiates wear
MultiCam uniforms.
We ask that a simulated suit of power armor consist of “three out of four” armored zones (body, head, arms,
legs). All power armor must have chest, back and shoulder plates, and coverage of at least two of the following
zones: legs, arms, helmet. As a final element, an 8” minimum metal pie or casserole pan should be secured on
the center of chest and center of the back. This “kill plate” creates a loud, recognizable sound when hit with a
BB and represents the toughness of an opponent in power armor. Brotherhood fighters must keep their kill
plates exposed during firefights (not bunker down behind walls and hide the plate).
Medic System
The MGP staff is continuing the use of the
medic rules system first tested at Crystal
Razor in 2010. This event will feature
First Aid kits containing the FireFight!
Scenario Series Battle Deck developed by
Julie and Nathan Frund for the FireFight!
airsoft game system.
For Wasteland, any player in possession
of a medic kit may render first aid. Each
kit contains a FireFight! Battledeck When
a player is shot, the player displays a kill rag, goes prone and calls for a medic. When reaching the casualty, the
medic pulls out the pre-shuffled Battledeck and draws the top card. This represents a medical diagnosis and the
casualty suffers the result indicated on the card. He continues to role-play the injury until the end of the mission
or until killed. Being shot a second time after injury is a kill-shot. Please DO NOT let the player keep the card.
Replace the card on the bottom of the medic deck.
An icon on the bottom right of the card indicates the effect category. Additional details are presented on the
card. For injured results, the medic quickly simulates treating the casualty and counts out 30 seconds. The
injured player may then re-enter play, role-playing the limitations described on the medic card. When shot
again, the player must go to the spawn point.
Sample card results:
For more information on FireFight! visit http://firefight.ning.com/
Homesteading
Larger teams have the opportunity to “homestead” at a particular location on the field if coordinated in advance.
They can then build this homestead up as a dedicated base camp, with additional comforts, character and even
special features if desired. Teams have set up homesteads, with generators, Christmas lights, flood lights, disco
balls, chairs, tables, cots and music. The Slavers often run combat arenas with captured slaves for their own
amusement, or for gambling purposes with other players. Other groups have set up bars, gambling dens, and
even banking facilities to start Wasteland businesses and earn caps.
If a team is interested in a homestead, we ask that the team consists of at least 10-12 players. You’ll want to
leave at least a small group defending your homestead at any given time while others are scavenging or out on
missions. If assigned a homestead location, the team will be asked to really build it up. Bring out a generator
and lights. Bring a camping cot, chairs, tables and other things to build up your base camp. Consider if your
team wants to offer a special attraction to possibly earn bottle-caps (or even “pre-war currency”). A good option
is bringing out a cooler with ice, water and Gatorade and running a “bar” for Wastelanders. Drinks can be sold
for a combination of both bottle-caps and real currency, and you can offer a safe-haven (at least most of the
time) for factions to meet and negotiate or for Wastelanders to seek employment.
Just be sure to bring trash bags and keep your homestead area clean. Don’t damage the good relationship the
Florida airsoft community has with Wayne’s World by littering the field.
(This is serious guys… we caught a lot of heat from trash left out on the field
after the last Wasteland game. Do NOT LEAVE YOUR TRASH!)
Reporting Onsite
When reporting to the registration table, you will be asked to present the
following items:
1. Waynes World of Paintball General Release and Waiver
2. National Sports Entertainment & Recreation Association Release
and Waiver
3. MindGame Productions Release and Waiver
4. Drivers License or other form of photo ID
5. Payment for walk-in players
All three waivers are included in this player’s packet. Please complete them and
bring them to the event. Additional copies will be available onsite but completing
this information in advance will speed the process. Please be sure your paper
work is complete before coming to the registration desk.
Upon registration, you will be presented with a lunch ticket and a ticket for the
raffle. The raffle will be held Sunday morning and additional raffle tickets may
be purchased during the day if you wish. We have raffle items provided by our
event sponsors.
Chrono Procedures
There will be multiple chronograph lines to minimize the wait, but we strongly
suggest arriving on Friday to complete check in early, or be out to register and
chrono first thing on Saturday morning. We will provide 0.25 gram BBs for the
test. Several different types of magazines are available at the chrono station,
but players are asked to bring one empty low or mid-cap magazine with you
for each weapon you need to chrono. Excortech Chronos are our standard
chrono devices and have proven to be trusted and reliable by major event
organizers.
Note that we will be using a dual FPS/Joules system that better evaluates HPA
weapons, which experience a Joules “creep” when using heavy-weight BBs.
We will need to know the weight of BBs HPA weapons will be using on the
field and suggest you bring your own BBs to chrono HPA weapons for best
accuracy of readings. MGP and other event organizers are currently planning to
move to a Joules system to chronograph weapons very soon as it better
evaluates the actual force of impact across different types of weapon systems.
RIFLE / SMG- OK < 366 fps OR 1.54 Joules
SAW - OK < 390 fps OR 1.77 Joules
(50 foot minimum engagement, no SAW firing indoors)
SNIPER WEAPONS - OK < 436 fps OR 3.18 Joules
(100 Foot minimum engagement - chronographed using .36 gram BBs)
Players caught with hot guns or guns not chronographed prior to the game will be removed from the game with
no refund given. Any weapon may be subject to a spot chrono test throughout the day, even if banded from the
chrono test. All weapons systems that use an external air source (i.e. PolarStars / Classics) will be required to
use a "tournament" lock on their in-line regulator(s).
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You will arrive at the chrono station and fall into the
line if there is one formed.
When called to the next available chrono station, you
will hand your weapon and empty magazine to the
chrono attendant.
The chrono attendant will EMPTY any BB’s you may
have in your magazine.
He will then load your magazine with approximately ten
.25g BB’s.
The attendant will then fire your weapon a minimum of
THREE (3) times through the chrono to establish the
weapons FPS. If the measured FPS is not consistent,
the weapon may be fired additional times or tested on
another chrono.
If your weapon fails to measure within legal MGP FPS
regulations your weapon will be rejected and you will
directed to either have the weapon ‘downgraded’ or you will need to pack away your weapon.
If your weapon passes by firing within the MGP FPS allowance, then the chrono station attendant will ‘tag’ your weapon.
ALL TAGS will be affixed on the trigger guard.
After your weapon has been ‘tagged’, then you will step out of line and return to the staging area.
Timeline
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0700 - Gates open.
0730 – Chrono and Registration desk open.
0945 – GAME & SAFETY BRIEFING will be held.
1000 – GAME START
TBA – Lunch (teams rotated through meal breaks)
2000 – (approximate) ENDEX
Bring trail mix, power-bars or other snacks as needed. We’ll
take lunch breaks for hot dogs and chips from Wayne’s
World (included in event fee). Plan will be wrapping up
around 2000 (8pm) based on player energy levels.
Communications
FRS Radio Channels for the teams:
Channel 1 - 2 – Sunshine Steel
Channel 3 – Soggy Bottom Boys
Channel 4 - 5 – Treebeard Commune
Channel 6 – Rasta Raiders
Channel 7 – Talon Company
Channel 8 - 9 – Gator Caravan Co.
Channel 10 – 12 - Open
Channel 13 – Admin
Waynes World of Paintball
4841 S. Pine Street
Ocala, Florida 34480
Field Location
Wayne's World of Paintball is located just south
of Ocala. As you can see from the map, the field
is easily accessible from Interstate 75.
From the south - Exit 341 (Old 67) - make a
right turn and travel east approx. 5 miles until
you reach Hwys. 441/301/27, turn left (we are
located about 10 miles north).
From the north - Exit 350 (Old 68) - make a left
turn onto Hwy. 200. Travel east until you reach
441/301/27. Turn right, and travel about 3 miles
south. (If you turn right at the Walgreen's/Target
Stores YOU ARE NOT ON Hwys. 441/301/27.
You must turn right again when you reach the
Popeye's Restaurant - Pine Street.)
The entrance to the field is located at 4841 S. Pine
Street, directly across the street from the Ocala
Drive-In Movie Theater screen. Located between
Factory Direct Mobile Homes and Raintree Mobile
Homes the entrance drive will be clearly marked.
Follow the entrance drive through the gate at the
top of the hill. You will be in the camping and
parking area.
Lodging
I-75 Exit #350
3720 S.W. College Road (352) 237-0715
Motor Inn
3601 West Silver Springs Blvd. (352) 629-6902
ask for Lahni or Kay
Royal Inn
2900 S. Pine (352) 732-3575
Holiday Inn and Suites
3600 SW 38th Avenue (352) 629-9500
Holiday Inn Express
1212 S. Pine (352) 629-7300
*** Camping Onsite is Available ***
Additional Event Notes
To maintain ongoing event play, we will rotate teams out for lunch breaks. Hotdogs, chips and sodas for lunch
are included with your admission fee and may be obtained at lunch by presenting your lunch ticket to the
attendant at the refreshment stand. Players are also recommended to bring powers bars, trail mix, MREs or other
fast and easy food for dinner.
Please remember to PACK OUT EVERYTHING YOU PACK IN. In other words, DO NOT LEAVE TRASH
ON THE FIELD. Put all trash in your pocket, pouches or trash bags and throw away your trash … IN THE
TRASH CAN.
A water station is located at the entrance to the field along with a misting system if you need to cool down. Do
not allow yourself to become dehydrated on the field. When your squad leader or an admin tells you to drink
water, then drink water. Even if you are not particularly thirsty, drink water. If you need water but have an
empty canteen or hydration pack, do not hesitate to ask a squad mate or admin for water.
BBs and Weapons Magazines
Waynes World of Paintball requires the use of
bio-degradable or earth-friendly BBs. There are
numerous brands now available on the market
and most Florida players have now become
familiar with the brands. Excel Bio BBs,
Biotech, Bioval, BioTech, Eco BBs, Earth
Friendly Killer Beez are all among the acceptable
BBs. Bio-BBs will be available for sale onsite.
Note that clear BioVals are not allowed!
Please remember that only Support Weapons will
be allowed to use high-cap or box magazines.
Support weapons should be proper SAWs and
LMGs such as a M249, RPK, M60, etc. Riflemen
are restricted to non-winding low and mid-cap
magazines only.
Check list for the Wasteland
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Airsoft AEG & magazines
Spare AEG & magazines
Gas pistol and magazines
Springer Weapon
Boffer Weapon
Airsoft gas
Batteries for AEGs
Bio-degradable / Earth Friendly BB’s
EYE PROTECTION
Correct uniform for your team
Battle rig, LBE, Wasteland Armor
Optional gas mask or respirator
Backpack for pre-war relics
White flag for approaching unknown factions
Boots
Socks and extra socks
Gloves
Knee pads
Cover (hat, boonie)
Foot powder and additional foot care products
Sleeping Bag
Belt
Radio w/ spare batteries
Spare radio w/ more spare batteries
Weapons sling
Snack food or power bar
WATER in a Hydrapak, canteen or similar
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Red Dead rag
Red Chem/Flashlight for dead signal at night
Anti-fog
Speed loader
GUN BAG – don’t carry your weapon out in
the open
Wasteland Map
MGP Waiver
Waynes World of Paintball Waiver
NSERA Waiver
Admission fee
WATER... again... it’s important
“OFF”… or other bug repellant
Allergy medication
General medication
Compass
WATER... still important
Camera or disposable camera
This is a generic list including some of the ‘basics’.
You may find that you need more than the items listed,
or less. Be sure to plan for any possible outcome,
good or bad and be prepared. Don’t expect someone
else to have the items you need. Get your gear in
order so that you are a self-contained entity. GATHER
and begin preparation of ALL YOUR GEAR no later
than Wednesday night. This will allow for any last
minute items to be found in time.
MindGame Productions Event Rules
*NOTE - We reserve the right to revoke play from any player who breaks our stated and in-game rules during the event. We reserve
the right to DENY any application from players we deem unfit to participate in our event. Ignorance of rules will not be accepted.
Rules are posted on the website and available in every event players pack. It is up to all players to read and comply with the event
rules.
At the end of the day MilSim/Airsoft is just a game! We are all here to have fun in a competitive manner. So while the day might get
hectic as you adjust to changing situations, keep in mind that we are not real world operators, and that our goal is to have fun, enjoy
the company of friends, and sling BBs at them!
GENERAL
All participating players must be 16 years of age or older. Some events are restricted to 18+ based on facility limitations or other
special considerations. Players under 18 must have waivers co-signed by a legal guardian. ID's will be checked during registration
onsite. Registrations from underage players will be voided and refunds will not be given.
No real steel firearms are to be present at any MGP event. If you are licensed to carry a real weapon, it must be unloaded, placed on
safe and securely locked in your vehicle. Please leave large knives in your vehicle as well and bring nothing larger than a small utility
folder or multi-tool on the field.
Alcohol is prohibited during all MGP operations. Alcohol may only be consumed AFTER event ENDEX, in the parking/camping
area, and only if permitted by the facility.
Sportsmanship is expected. Please call YOUR OWN hits. Not calling your hits is cheating, and will not be tolerated. DO NOT
BOTHER TO CALL ANOTHER PLAYERS HITS – MIND YOUR OWN HITS! If you suspect a player is not calling their hits, do
not take matters into your own hands. Please bring this to the attention of your squad leader and the event staff; use the chain of
command.
Airsoft is about HONOR; failure to play in an honorable manner will result
in expulsion from the event. There will be no bullying, rough housing, foul
language (used in malice), or physical/mental intimidation anywhere at any
time during the event. Failure to follow these rules will result in expulsion
from the event and no refunds will be given.
Field Admins
MindGame Productions admins will be on the field at all times during the
game. Many will be identified by red polo shirts or hunter-orange vests.
Please do not shoot the admins. Field Admins will be on the field to help
with game-flow, watch for safety violations and handle challenges or
problems as they arise. Most events will feature a number of “embedded”
admins running with player units in that team’s uniform. “Red Shirt” and
embedded admins alike will all carry identification cards identifying them as
official event admins. Players are expected to respect the authority of any
credentialed admin. If you are approached by an unknown individual who
claims to be an admin and is making rules or scenarios decisions, you are
fully within your rights as a player to ask to see his MGP admin credentials
to confirm his identity.
Photographers
Some photographers may be on the field in yellow vests. These are
considered “invisible” photographers and should be allowed to roam the
field and take pictures as they wish. They are not considered admins, and
should not be making administrative game calls. This is not necessarily due
to lack of experience, as some photographers may be veteran players, but
lime-green vest photographers are not necessarily fully read-in to all event
rules, regulations, and/or mission details. Other photographers may be “incharacter” as embedded journalists. They operate just like any other player
in the game and may be shot or wounded by hostile or friendly fire.
REGISTRATION AND CHECK-IN
Event Registration
Online registration is through the MGP website and linked from
forum and email event announcements. Players who pre-register and
pre-pay online receive a price discount below what players paying at
the event will be charged. Sending an email or Facebook post to say
that you’re coming does not qualify as pre-registration. If you have
to cancel or are unable to attend, we will apply the registration fee to
your next MGP event.
To cover expenses and ensure a reasonable level of game-play is
possible, we require a minimum number of participants at events. We
will publish pre-registration thresholds and milestone dates. We do
want to run any event we plan and publish, but we also need to
establish threshold triggers for responsible business planning. Please
pre-register for events to let us know you are coming and that there is
enough interest in an event.
Players Packs
A PDF players pack will be produced for all games, posted online for download
around the time registration goes live. Players packs may be downloaded from the
MGP website. Please be sure to download and read the document as it contains both
general game rules and special rules specific for the event. The pack includes
information on the game scenario, teams, radio frequencies, maps, directions to the
site, and waivers that players may print and fill out prior to the game to speed onsite
check-in. Please note that many questions asked in the forums about an event may be
answered in the players pack, and we ask that players not take offense if a forum
question is sometimes answered only by “check the players pack.”
SAFETY
Weapon Safety
Pistols must be holstered in the staging area. All other weapons must have the
magazine removed, selector switched to “safe” and the chamber cleared. Eye
protection may only be removed after all players have mags out, chambers cleared,
and when admins have given the okay to remove goggles. While in the
staging/parking lot area you may dry fire your weapon to ensure it is working
properly. There is to be no live fire anywhere within the staging area other than the
chronograph station. Weapons should only be transported in hard or soft weapons
case outside the event.
Cease Fires
On the call of “cease fire” or “blind man,” players need to immediately remove the magazine for their weapon, clear the chamber and
set the weapon on safe. Stand in your location and do not move until the “all clear” and "game on" is given. Only at that time may you
reload your weapon and continue play. If a player loses their eye protection during a fire fight, a “blind man” call is made. The player
needs to cover their face with their hands and keep their head down until eye protection can be provided for them.
Real World Medical Emergency
Admins will monitor FRS Channel 13 and be on the field in red shirts or orange vests. There may also be embedded admins inside
some player units. In the event of a real world medical emergency, call an immediate, localized cease fire, and alert the admin staff.
Protect the injured player from receiving any further injury and wait for qualified medical help to arrive. Players not on the MGP staff
may not administer medical care without the prior, express consent of the MGP leadership. MGP medical staff will have badges
identifying them as authorized medical personnel.
Sniper Weapons
Sniper rifles and designated marksman rifles built for long distance, accurate shooting have additional safety requirements. Sniper
weapons and DMRs are limited to 436fps with .36 gram BBs. The weapons may be bolt action or semi-automatic only. A sniper rifle
or DMR built from an upgraded/selective fire AEG MUST have the fully automatic feature physically disabled. This may be by
internal modification to the selector switch assembly or a screw drilled into the lower receiver and secured with glue or Loc-Tite to
physically block the selector switch from the full-automatic position. Sniper rifles / DMRs have a 100’ minimum engagement
distance. The player must have a sidearm or other back-up weapon for close engagements.
Weapon Velocity Limits
Velocity reducers are NOT allowed. MGP will have preloaded testing
magazines for a variety of common weapons (M4, AK, MP5) but do
not have every weapon magazine available. Players should report to the
chrono station with an empty mag for each weapon in case the staff
member needs to insert the testing BBs in the empty mag. Players
caught with hot guns or guns that were not chronographed will be
removed from the game with no refund given. All non-sniper weapons
will be chronographed using bio .25 gram BBs.
Any weapon may be subject to a spot chrono test throughout the day,
even if it is banded from the morning chrono test. All weapons systems
that use an external air source (i.e. PolarStars / Classics) will be
required to use a "tournament" lock on their in-line regulator(s).
Note that we will be using a dual FPS/Joules system that better
evaluates HPA weapons, which experience a Joules “creep” when using
heavy-weight BBs. We will need to know the weight of BBs HPA
weapons will be using on the field and suggest you bring your own BBs
to chrono HPA weapons for best accuracy of readings. MGP and other
event organizers are currently planning to move to a Joules system to
chronograph weapons very soon as it better evaluates the actual force
of impact across different types of weapon systems.
RIFLE / SMG- OK < 366 fps OR 1.54 Joules
SAW - OK < 390 fps OR 1.77 Joules
(50 foot minimum engagement, no SAW firing indoors)
SNIPER WEAPONS - OK < 436 fps OR 3.18 Joules
(100 Foot minimum engagement - chronographed using .36 gram BBs)
Personal Protection
Fully sealing eye protection REQUIRED. Impact rated, fully sealed eye
protection must be worn at all times on the game fields. Players caught in
violation of this rule on the field will be warned to correct the violation
immediately. Repeat offenses are grounds for being removed from the game
with no refund given. Full face protection is suggested but not required for field
games- either a balaclava or a full paintball mask that covers both your ears and
mouth. For CQB games, some form of full face protection, even if a simple
shemagh or balaclava, is required for safety.
Uniforms and Personal Gear
A red kill rag is MANDATORY. Players should be dressed appropriate to their
faction’s required uniform load out. All players should be on the field with at
least one canteen or hydration pack. FRS/GMRS radios are recommended, as is
a personal compass. A driver’s license or other form of photo ID must be
carried on the field at all times.
Low Light / No Light Operations
Players will need Eye Pro with "CLEAR" lenses for all Low/No Light
operations, and the full-sealing ANSI rating requirement still applies. Players
will need to have a flashlight on their person for safety, along with a red
flashlight, LED or Chem light to signal they have been hit. All players are
encouraged to operate in "pairs" during Low/No light operations. Players are
never to aim any laser system directly at the eyes of another player or at any
flying aircraft.
OPERATIONAL RULES
BBs
This event requires the use of biodegradable or earthfriendly BBs. Sniper rifles which fire heavier weight BBs
are exempt from this restriction. NO METAL BB's can be
used at the events. Anyone caught playing with metal BBs
will be BANNED from MindGame Productions events.
Glass or clear polymer BBs, such as clear Bioval BBs are
prohibited.
Magazine Restrictions
Assault rifles and sub-machine guns are restricted to lowand mid-capacity magazines only. High-capacity
magazines, flash magazines and box-magazines are only
permitted for legitimate support weapons such as M249s,
M60s, RPKs and similar support weapons and lightmachine guns. High-capacity magazines are here defined
as using a BB reservoir and shorter, spring loaded feeding
track into the hop-hop that is filled from the reservoir by
use of a physical or electric winding mechanism.
Minimum Shooting Distance
There is a minimum 10’ stand-off range for engagements. Do not fire at targets within 10’. Instead you may call a “Bang” or
“Surrender” to eliminate the other player. You weapon must be at the ready and pointed at the opponent when you call “Bang” or
“Surrender.” No more than two opponents can be banged out in an engagement. If you come around a corner and see three opponents,
you can kill two but then you are a casualty as well. Players who have surrendered are expected to sling their weapons and comply
with their captors. Sniper weapons cannot be used to engage targets
within 100 feet. All snipers are expected to carry a back-up weapon
for close engagements.
Rubber Knife and "Melee” Kills
Players are allowed to "kill" another player with rubber edged
weapons. When a player is touched/tapped with the rubber edged
weapon they are considered "hit". Player that have been "killed" by
a rubber edged weapon cannot yell "hit" or "medic" they are
mortally wounded. No modified "real edged" weapons are allowed.
Valid Hits and Eliminations
A hit from a BB anywhere on your body or personal gear (helmet,
vest, etc.) is a valid hit. Gun hits do not count if just striking an
exposed barrel, but weapons are not intended to be used as
“shields”. Consider if you would have been hit if the weapon was
not in the way as a hit. Ricochets do not count. If in doubt, take the
most honorable route and assume the hit. Friendly fire (hits from
teammates) DOES count. There is no such thing as "friendly" fire!
Grenade hits count the same as a hit from a BB. If a grenade lands in
your vicinity (approximately 15 feet away) and goes off but a BB
does not hit you, you are out.
Wounds, Bleed-out and Moving the Wounded
If a player takes a valid hit, he immediately yells "HIT!", raises weapon or hands above his head, displays their red kill rag and lays on
the ground. The player "falls in place", assuming a prone position. The player may move a few feet in any direction if needed to place
himself closer to a wall or otherwise outside the flow of traffic. He is not allowed to "stagger" a longer distance back to drop amidst
his teammates. Players should display their red "wound" cloths or handkerchiefs on their chest, heads or wrapped around their weapon
so not to be mistaken as a player still in combat. Downed players may call for medics, but otherwise do not talk, shoot their weapons
or indicate other players’ positions.
A downed player may be "carried" by one or more active players to a safer location for treatment. One player placing his hand on the
casualty's shoulder represents a carry. They may move at a walk but neither player may fire. If two players put hands on a casualty's
shoulders, this represents a two-man carry. The three players may move at a brisk jog and the carrying players may fire one-handed.
The downed player bleeds out in three minutes unless
receiving first-aid. If no aid has been received within three
minutes, the downed player is dead. He may rise and head
back to the staging area, with his weapon and hands raised
above his head. He may not speak to living players he
passes on the way out, or identify enemy positions. At
anytime during the player's bleed out, he has the ability to
be captured by the opposing force.
First Aid and Medic Rules
Medics are provided with a Medic bag they should wear
throughout the game to identify their role. Each medic bag
contains a Firefight! Battle Deck, a deck of cards detailing
wound results and any special limitations a wound may
impose on the player. The medic will kneel beside the
wounded player and pull out the Battle Deck. The medic
draws the next card and reads it aloud to the wounded
player, “diagnosing” the severity of the injury. Depending
on the card drawn, the player may be killed outright,
injured with an affliction to be played out when returning
to the fight, or may have escaped serious injury and may
return to the battle. If the card results allow the player to
re-enter the battle, the Battle Deck may define a physical
limitation to action the player must role-play until they are
killed and re-spawn into the game. The medic places the
card back on the bottom of the deck, replaces it in the bag
and resumes play. DO NOT give the card to the player.
Put it back in the deck. Unless the game or scenario rules
dictate otherwise, Medics may not treat themselves and
must be treated by another medic. Unless the game or
scenario rules dictate otherwise, a player dies if being shot
after being treated once by a medic and must return to the
spawn point.
Re-Entering Game Play
When a dead player moves to a spawn point, he will wait
there to re-enter the game. This is a good time to drink more water and refill your water carriers. Respawn rules may vary slightly
from one game to the next, and this will be noted in the players pack and the onsite game briefing. The standard rule is a five-minute
OR five-man spawn rule. A player may reenter the game after five minutes or if a total of five players from the same team are ready to
re-enter play.
Player Searches
Captured or killed players may be searched by an enemy player. Players will not be physically searched by other players. To initiate a
search, the enemy player puts his hand on the dead or captured player's shoulder and will say "I am searching you." At that moment
the dead or captured player must relinquish any intel items they have in their possession at the time of the search (intel, kill card, etc.)
They will not be required to surrender personal weapons if being taken prisoner, but the search is assumed to be a thorough one, with
NO hold-out pistols or concealed knives to later be pulled out in a “gotcha” moment.
Grenades, Missiles, Explosive Devices and Smoke
Only cold-burning smokes (pull rings) are allowed at Waynes World. BB or popcorn grenades using small firecrackers are allowed at
some fields and this should be noted in the players pack or on the forums. CO2 and Green Gas grenades that throw BBs, powder, or
just make noise are generally acceptable for any field. Grenades are considered to have a 15’ kill radius, unless a player is separated
from the grenade by a wall. Any hit from a BB flung out by a grenade, even if outside of the 15’ range, is also considered a kill.
Shoulder launched missiles (e.g. AT, LAW, RPG, etc.) have a lethal kill radius of 15 feet from initial impact. Shoulder launched
missiles are only effective on structures if they hit INSIDE the structure itself. Shoulder launched missiles effectively disable all
Vehicles but do not kill occupants, unless impacted inside the cab or inside troop area. 40mm foam slugs have a lethal kill radius of 15
feet from initial impact. Suicide vests have a lethal radius of 25 feet and are triggered by the player simply displaying the device. Any
suicide device must be TRIGGERED prior to being shot or captured for search.
All pyrotechnics are subject to admin approval and these rules are subject to change. Use of unauthorized devices is subject to
immediate dismissal and barring from future events.
MindGame Productions, Inc.
Indemnity Agreement & Release of Liability, Acknowledgment Of Risks and Hazards
This is an important legal document! By signing it, you are giving up certain rights!
Please read carefully before signing!
In consideration of MindGame Productions allowing (Print Name) _________________________ to utilize the event facilities
and participate in airsoft tactical scenarios, training and related activities, (hereinafter referred to as 'activities covered by this
Agreement), I agree that:
1.
REPRESENTATIONS, WARRANTIES & ASSUMPTIONS OF RISK:
I understand that participating in any of the activities covered by this Agreement will expose me to the risk of personal injury, property damage
and/or death. I understand that the success and safety of my participation is dependent upon the proper functioning of proscribed safety equipment,
vehicles and airsoft training weapons; and that neither the safety equipment, vehicles or airsoft weapons can be guaranteed to function perfectly. I
understand that the safety equipment, vehicles and airsoft weapons are subject to mechanical malfunctions as well as operator error. I freely,
voluntarily and expressly choose to assume all risks inherent in participating in the activities covered by this Agreement, including, but not limited to,
risks of equipment failure, malfunction and/or failure to function, including those which may result from some defect in design, assembly, and/or
manufacture as well as those risks arising from improper and/or negligent operation, training and/or use of the equipment. I further accept that the
organizers define specific parameters for safety equipment and should I voluntarily chose to ignore these guidelines I accept full personal
responsibility for this increased assumption of risk. For and in consideration of the thrill of participation in this activity, and understanding full well
that those risks may include personal injury, property damage, and/or death, I assume those risks.
(________) Please initial when read and agreed upon
2.
EXEMPTION AND RELEASE FROM LIABILITY
I exempt and release the following persons, corporations and organizations: MindGame Productions, Inc., Guardian Centers of Georgia, LLC,
Wayne’s World of Paintball, as well as any other owners and lessees, if any, of land upon and from which the airsoft event and related training
operations are conducted, whether or not listed herein; and includes all of each person's, corporation's, and organization's officers, agents, servants,
employees, representatives, lessors; (hereinafter collectively referred to as "Releasees"), from any and all liability, claims, demands or actions or
causes of action whatsoever arising out of any damage, loss or injury to me or my property, including my death, while upon the premises or while
participating in any of the activities covered by this Agreement, whether resulting from the negligence and/or other fault, either active or passive, of
any of Releasees, or from any other cause.
(_____________) Please initial when read and agreed upon
3.
COVENANT NOT TO SUE.
I agree never to institute any lawsuit or action at law or arbitration or otherwise against any of Releasees, or to initiate or assist in the prosecution of
any claim for damages or cause of action which I may have by reason of injury to my person or property, or my death, arising from the activities
covered by this Agreement, whether caused by the negligence and/or other fault, either active or passive, of any of Releasees, or from any other
cause. I further agree that my heirs, executors, administrators, personal representatives, and/or anyone else claiming on my behalf, shall not institute
any suit or action at law or otherwise against any of Releasees, nor shall they initiate or assist the prosecution of any claim for damages or cause of
action which I, my heirs, executors, administrators, personal representatives, and/or anyone else claiming on my behalf may have by reason of injury
to my person or property, or my death, arising from activities covered by this Agreement, whether caused by any negligence and/or other fault, either
active or passive, of any of Releasees, or from any other cause. I hereby so instruct my heirs, executors, administrators, personal representatives
and/or anyone else claiming to or actually acting on my behalf. Should any such suit, action at law, arbitration or otherwise be instituted against any
of Releasees, I agree that such Releasees shall be entitled to recover attorneys' fees and costs incurred in defense of such suit or action, including any
appeals therefrom.
(_____________) Please initial when read and agreed upon
4.
LIQUIDATED DAMAGES.
As part of the consideration for my being allowed to participate in the activities covered by this Agreement, I promise not to initiate any legal or
equitable action or arbitration against any of the Releasees for any cause of action whatsoever. Furthermore, I realized that the damages to the
Releasees for my breach of this promise are uncertain and difficult to establish and that in the event I breach this promise I agree that the liquidated
damages I will be liable to pay to each of the Releasees named in a any legal action I may bring is $100,000 for each named defendant.
(_____________) Please initial when read and agreed upon
I agree that the amount of $100,000 is not a penalty but is rather an estimate of uncertain damages. I further agree that this provision for liquidated
damages shall apply to any action in which I am required to indemnify the released parties, such as a wrongful death action brought by my heirs.
These liquidated damages shall be due and payable immediately upon filing any legal action or demand for arbitration and irrespective of the
outcome.
(_____________) Please initial when read and agreed upon
5.
INDEMNITY AGAINST THIRD PARTY CLAIMS.
I will indemnify, save, and hold harmless Releasees from any and all losses, claims, actions, or proceedings of every kind and character,
including attorney's fees and expenses, which may be presented or initiated by any other persons or organizations and which arise directly or
indirectly from my participation in the activities covered by this Agreement, whether resulting from the negligence and/or other fault, either
active or passive, of any of Releasees or from any other cause.
(_____________) Please initial when read and agreed upon
6.
ARBITRATION BOARD.
I further agree that in the event I or any other party have any claims whatsoever against any of the Releasees arising out of my participation in
activities covered by this agreement including an action for personal injury or wrongful death, that it shall be a condition precedent to the filing
of any legal action against any of the Releasees by myself or my heirs, that the matter first be arbitrated by an arbitration board appointed by
MindGame Productions, Inc. and that the decision and finding of that board shall be final and binding upon all persons. MindGame Productions
shall have absolute and unfettered license to choose whomsoever they desire as arbitrators and the decision of the arbitrators shall not be set
aside for any reason whatsoever. Furthermore the filing of a demand for arbitration shall trigger the requirement for payment of liquidated
damages specified in Paragraph 4.
(_____________) Please initial when read and agreed upon
7.
VALIDITY OF WAIVER.
I understand and agree that if Iinstitute, or anyone on my behalf institutes, any suit or action at law or any claim for damages or cause of action
against any of Releasees because of injury to my person or property, or my death, due to the activities covered by this Agreement, Iagree that
this Agreement can and will be used as evidence in court. Should a court of competent jurisdiction rule that any of the provision(s) of this
Liability Release Agreement is void or invalid, all remaining provisions hereof shall remain in full force and effect.
(_____________) Please initial when read and agreed upon
8.
REPRESENTATION AND WARRANTIES.
I represent and warrant that (a) I have read, understand and agree to fully comply with all rules, procedures, safety guidelines and standards published online, in
the players pack for this event and briefed onsite, (b) I assume fault and liability for injury of myself or other participants if caused by my failure to comply with all
rules, procedures and safety guidelines published online, in the players pack for this event and briefed onsite, (c) I have notified the event staff of any physical
afflictions, relevant past medical history details, medical treatment and medications which I am currently undergoing or taking, (d) I have made no misrepresentations
on my age, health or understanding and agreement of all event terms, rules and conditions.
(_____________) Please initial when read and agreed upon
9.
LIKENESS RIGHTS.
Any and all, included but not limited to; pictures, videos, electronic images, or drawings, regardless of origin, or author, may not be generated,
created, used, distributed, or reproduced, in/on/within, any commercial, personal, promotional, advertisement, in/on print or electronic format,
resulting in any financial, monetary, personal, promotional, or any other reason(s) unapproved by event organizers or any other party authorized by
event organizers. Any and all, included but not limited to; pictures, videos, electronic images, or drawings, regardless of origin, or author, are the
property of event organizers. Players and approved photographers may retain their photos and video, however MindGame Productions, Inc. requests
the download of all images and video for our own use prior to leaving the event. By attending, you agree to allow us the unrestricted and
uncompensated use of you, your likeness, name, voice, photograph (s) logo or trademark in such material..
(_____________) Please initial when read and agreed upon
10.
EFFECTIVE TERM
This Agreement shall remain in full force and effect from the date and time of signing continuously for a period of 10 (ten) years.
(_____________) Please initial when read and agreed upon
IN WITNESS WHEREOF I HAVE CAREFULLY READ THIS DOCUMENT AND THE BELOW
REGISTRATION FORM, FULLY KNOW AND UNDERSTAND THEIR CONTENTS, AND SIGN IT
OF MY OWN FREE WILL.
Your Signature __________________________ Today’s Date __________ Email Address __________________________________
Printed Name ___________________________ Date of Birth __________ Emergency Contact # _____________________________
Signature of Legal Guardian (if under 18 years of age)__________________________
Today's Date __________
Printed Name of Legal Guardian ___________________________________________
Witness Signature _________________________Today's Date _________ Witness Name _________________________________
NAME __________________________________________________________________________________
ADDRESS _______________________________________________________________________________
CITY __________________________________________ STATE ______________ ZIP ________________
PHONE __________________________ E-MAIL ADDRESS _______________________________________
DATE ________________________ TEAM NAME ______________________________________________
WAYNE'S WORLD OF PAINTBALL, INC. /
WAYNE DOLLACK
24 HOUR ROLE-PLAYING SCENARIO GAMES, INC.
Sparr, Florida
The United States of America
GENERAL RELEASE
KNOW ALL MEN BY THESE PRESENT THAT THE UNDERSIGNED, being of lawful age, for the sole consideration of being granted the
opportunity to participate in the below described event does hereby and for his/her heirs, executors, administrators, personal representatives,
successors and assigns release, acquit and forever discharge in the United States of America and the Owner of any lands utilized by Wayne Dollack,
Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or Wayne's World of Paintball, Inc. in the conduct of its operations
and its or their agents, servants, successors, personal representatives, heirs, executors, administrators, assigns, and all other persons, firms,
corporations, associations, or partnerships of and from any and all claims, actions, causes of action, demands, rights, damages, costs, loss of service,
expenses and compensation whatsoever, which the undersigned now has or which may hereafter accrue or result from on account of or in any
growing out of any and all known and unknown, foreseen and unforeseen, bodily and personal injuries and property damage and the consequences
thereof resulting or to result or which may result from any accident, casualty or event which may or did occur for any reason in connection with or
arising out of or on account of the undersigned's participation in simulated combat situations, whether as contestant or observer, held on the date of
execution hereof.
It is understood and agreed that this release is made in order to induce Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing
Scenario Games, Inc. or Wayne's World of Paintball, Inc. and Scenario Directors to allow the undersigned to participate in the event herein
referenced and that such inducement is material to Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc.
or Wayne's World of Paintball, Inc. decision to allow the undersigned to so participate. Furthermore, the undersigned agrees to follow and abide by
the letter and spirit of the rules of safety and play as defined by Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario
Games, Inc. or Wayne's World of Paintball, Inc. and/or its representatives. Specifically, the undersigned agrees to wear at all times while on the
playing field eye protection approved by Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or
Wayne's World of Paintball, Inc. and/or its representatives.
The undersigned hereby declares and represents that he/she acknowledges and understands that any injuries which may be sustained for any
reason may be permanent and progressive and that recovery therefrom is uncertain and indefinite, or may be fatal, and in making this Release it is
understood and agreed that the undersigned intends to assume any and all risks of loss, including property damage losses, and indemnifies and saves
Wayne Dollack, Jacqueline Dollack, Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or Wayne's World of Paintball, Inc. and/or its
representatives from any damage, loss, claim, cost, and expense of any kind or nature.
The undersigned further declares and represents that no promise, inducement, or agreement not herein expressed has been made to the
undersigned, and that this Release contains the entire agreement between the parties hereto, and that the terms of this Release are contractual and not
a mere recital, and that it is made freely, knowingly and intentionally.
The foregoing Release and its conditions are understood to apply to all other individual players, as well as Wayne Dollack, Jacqueline Dollack,
Wayne Dollack 24 Hour Role-Playing Scenario Games, Inc. or Wayne's World of Paintball, Inc. and the land owners or Scenario Directors and
Promoters of events.
THE UNDERSIGNED HAS READ THE FOREGOING RELEASE AND FULLY UNDERSTANDS IT. THE UNDERSIGNED REPRESENTS
THAT HE/SHE CAN READ AND WRITE THE ENGLISH LANGUAGE AND HAS SIGNED THIS RELEASE FREELY AND WITHOUT
DURESS OR UNDER INFLUENCE OF ANY KIND.
THE UNDERSIGNED FURTHER ACKNOWLEDGES THAT THE EVENT ABOVE DESCRIBED MAY INVOLVE A HIGH DEGREE OF
RISK OR PHYSICAL INJURY OR DEATH; THAT THE SIMULATED COMBAT SITUATIONS INVOLVE USE OF A GAS POWERED
WEAPON SHOOTING PAINT-FILLED GELATIN PROJECTILES AND THAT IT IS HIGHLY PROBABLE THAT THE UNDERSIGNED
WILL BE HIT BY ONE OR MORE SUCH PROJECTILES. In witness whereof I have hereunto set my hand and seal and delivered this Release the
day referenced above.
SIGNATURE ___________________________________________________Date ____________________
WE MAINTAIN THE RIGHT TO REFUSE PARTICIPATION TO ANYONE ON ANY GROUNDS
DEEMED APPLICABLE BY US.
NATIONAL SPORTS ENTERTAINMENT & RECREATION ASSOCIATION
Industry Insurance Programs _ www.nsera.com/paintball
Wayne’s World of Paintball, Inc.=WWP Fax: (352) 591-2210
RELEASE OF LIABILITY, INDEMNITY AND ASSUMPTION OF RISK
READ BEFORE SIGNING
IN CONSIDERATION of being permitted to participate in any Paintball and/or Airsoft activities
including, but not limited to, playing, using the premises of, renting and operating equipment leased,
sanctioned and/or operated by the above named vendor, I acknowledge and agree that:
I fully understand and acknowledge that; (a) risks and dangers exist in my use of Paintball
and/or Airsoft equipment and my participation in Paintball and/or Airsoft activities; (b) my
participation in such activities and/or use of such equipment may result in my injury or illness including
but not limited to bodily injury, disease strains, fractures, partial and/or total paralysis, eye injury,
blindness, heat stroke, heart attack, death or other ailments that could cause serious disability; (c)
these risks and dangers may be caused by the negligence of the owners, employees, officers or
agents of WWP; the negligence of the participants, the negligence of others, accidents, breaches of
contract, the forces of nature or other causes. These risks and dangers may arise from foreseeable or
unforeseeable causes; and (d) by my participation in these activities and/or use of equipment, I
hereby assume all risks and dangers and all responsibility for any losses and/or damages, whether
caused in whole or in part by the negligence or other conduct of the owners, agents, officers,
employees of WWP, or by any other person.
I, on behalf of myself, my personal representatives and my heirs, hereby voluntarily agree to
release, waive, discharge, hold harmless, defend and indemnify WWP and it’s owners, agents, officers
and employees from any and all claims, actions or losses for bodily injury, property damage, wrongful
death, loss of services or otherwise which may arise out of my use of Paintball equipment or my
participation in Paintball and/or Airsoft activities. I specifically understand that I am releasing,
discharging and waiving any claims or actions that I may have presently or in the future for the
negligent acts or other conduct by the owners, agents, officers or employees of WWP. This waiver is
good through 3/1/2014.
MEDICAL PERMISSION AUTHORIZATION
If the participant is of minority age, the undersigned parent or guardian hereby gives
permission for WWP to authorize emergency medical treatment as may be deemed necessary for the
child named below while participating in Paintball and/or Airsoft games.
I HAVE READ THE ABOVE WAIVER AND RELEASE AND BY SIGNING IT AGREE IT IS MY INTENTION TO
EXEMPT AND RELIEVE WWP FROM LIABILITY FOR PERSONAL INJURY, PROPERTY DAMAGE OR
WRONGFUL DEATH CAUSED BY NEGLIGENCE OR ANY OTHER CAUSE.
________________________________
Print Name
__________
Age
________________ __________________
Date of Birth
Phone
_____________________________ ________________________
Signature
Address
______________________________________________
Signature of Parent/Guardian (if less than 18 years old)
Date: ___________________________________
___________________
City, State Zip
_______________________________
E-mail