Armageddon 2015

Transcription

Armageddon 2015
Armageddon 2015
Players Handbook
V1.11
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Table of Contents
Gratitude/Props .............................................................................................................................................................. 4
Legal ..................................................................................................................................................................................... 5
Armageddon Game Format .......................................................................................................................................... 6
Armageddon Game Format Determination....................................................................................................................... 6
Armageddon Scoring ................................................................................................................................................................. 6
Armageddon Rules.......................................................................................................................................................... 7
Payment ........................................................................................................................................................................................... 7
All System Common Rules ...................................................................................................................................................... 7
Terms ................................................................................................................................................................................................ 7
Running ............................................................................................................................................................................................ 7
Climbing ........................................................................................................................................................................................... 7
Jumping ........................................................................................................................................................................................... 7
Sitting ................................................................................................................................................................................................ 7
Kneeling ........................................................................................................................................................................................... 7
Center Rules................................................................................................................................................................................... 8
Alcohol at the Centers ............................................................................................................................................................... 8
Lying Down ..................................................................................................................................................................................... 8
Leaning ............................................................................................................................................................................................. 8
Covering Targets.......................................................................................................................................................................... 8
Blind Shooting ............................................................................................................................................................................. 8
Physical Contact .......................................................................................................................................................................... 9
Sportsmanship .............................................................................................................................................................................. 9
Spectators ....................................................................................................................................................................................... 9
Captain Votes ................................................................................................................................................................................ 9
Team Rosters................................................................................................................................................................................. 9
Alternate Rules ........................................................................................................................................................................... 10
Pre-Game Pack Selection ....................................................................................................................................................... 10
Equipment ..................................................................................................................................................................................... 10
Equipment Problems ................................................................................................................................................................ 10
Outside Devices.......................................................................................................................................................................... 11
Replay ............................................................................................................................................................................................. 11
Missing/Erroneous Scores .................................................................................................................................................... 11
Player Assigned to Wrong Team......................................................................................................................................... 11
Tardiness ....................................................................................................................................................................................... 12
Lanyards ........................................................................................................................................................................................ 12
Referee Scheduling ................................................................................................................................................................... 12
Refereeing and Calling Fouls ............................................................................................................................................... 13
Ejection .......................................................................................................................................................................................... 13
Disqualification ........................................................................................................................................................................... 14
Captain’s Responsibilities ..................................................................................................................................................... 14
Team Responsibilities ............................................................................................................................................................. 14
Emergency Procedures for Event Completion ............................................................................................................. 14
Stage 1 .............................................................................................................................................................................................................14
Stage 2 .............................................................................................................................................................................................................14
Dropping a System .................................................................................................................................................................... 16
Crippled System Game Rule: ..................................................................................................................................................................16
Severely Crippled System Game Rule: ...............................................................................................................................................16
Dropping a system: ....................................................................................................................................................................................16
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Game Settings ................................................................................................................................................................. 17
LaserBlast ..................................................................................................................................................................................... 17
Laser Force ................................................................................................................................................................................... 18
A Players hand must not deliberately cover any part of the phaser ................................................................... 19
Laser Quest .................................................................................................................................................................................. 20
Laser Storm .................................................................................................................................................................................. 20
Laser Tron ..................................................................................................................................................................................... 21
CHIPS ...............................................................................................................................................................................................................21
Free For All ....................................................................................................................................................................................................22
QZar ................................................................................................................................................................................................. 22
UltraZone ....................................................................................................................................................................................... 24
Tactical Outdoor ......................................................................................................................................................................... 27
Itinerary .......................................................................................................................................................................................... 28
Budget ............................................................................................................................................................................... 29
Team Rosters .................................................................................................................................................................. 30
Room Assignments ....................................................................................................................................................... 32
Schedule of Events (Summary)................................................................................................................................. 33
Team Schedule ............................................................................................................................................................... 34
QZar/LaserStorm ........................................................................................................................................................................ 34
LaserBlast ..................................................................................................................................................................................... 35
LaserForce .................................................................................................................................................................................... 35
Outdoor .......................................................................................................................................................................................... 36
LaserQuest ................................................................................................................................................................................... 36
LaserTron ...................................................................................................................................................................................... 37
Ultrazone........................................................................................................................................................................................ 37
Armageddon 2015 Liability Release Form........................................................................................................... 38
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Gratitude/Props
I always appreciate those that take the time to read this section in particular. It allows me to put in print those that I have to single out
that make this event possible.
PLAYERS! I say this every year, you guys are the reason why I run this tournament. From the passion of the players, to the people
that refuse to let their system die, to the casual player that plays just this tournament, to the tournament level player that cannot be
touched in their system. There is a little bit of geeky quirkiness that is unique. I am honored that you players allow me to run this.
International players: seeing you come to this tournament further validates that terminally optimistic perspective in me where I feel like
we are one world, we are all celestial infants eager to constantly learn something new. You provide a perspective that I could never
know in my own land. To have you take the time and spend your resources to teach us your ways of playing this game we all love
honors us.
Jennifer Vega (My superior other half) – I am not sure if my wife knew what she was marrying into. Thank you for putting up with me
love.
Ariana Vieira (Christians Godmother) – I thank the fates that has allowed us to share the same path as you.
Carrie Pluskey – A true force in the team that helps develop my kids
Mike “The Brit” Turner , Wanezza "Exit" Spang, and Maria “Alice” Golubeva – Thanks for spreading the love of cross-system
lasertag around the world.
Greg Lampasona – Thanks for being that next level nerd that refuses to let their system die!
Logan Lockhart– Thanks for being another next level geek that refuses to let their system die!
Ziggy – Thank you again for handling the leader board this year
Bill Cooey – Thank you for the hours you put into working with Ziggy on the online scoreboard and making sure the schedule is truly
balanced. This would not happen (as we have experienced in previous years) without this effort.
Katt Savoca – Thanks again for doing lanyards this year 
Tim Cannizzo – Thank you for handling the Force Negotiations for me.
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Legal
Armageddon is being organized by DarkWare, Inc. DarkWare is a registered Texas corporation. Its
legal address is.
DarkWare, Inc.
5009 Shelly Ray Rd
Keller, TX 76248
817-601-7349
www.darkware.net
[email protected]
Any questions, comments or concerns should be mailed to this address.
As last year, each player must fill out a waiver. The waiver is now online and can be filled out at
https://goo.gl/rFwC58. At the beginning of the tournament, I will hand each captain a captain’s
package with a rule book and lanyards for each player.
The online form can be access at: https://goo.gl/rFwC58
If a player is under 18, please email me a contact number for their parents, as I will personally
discuss with them to sign a permission of treatment in case they are injured. Why? Because
watching Frida go to the hospital was a little terrifying. While I will do everything in my power to make
sure she is well treated and life preserved, what happens if she was underage? How could we give
consent? How could we treat her? What would happen to my family if her parents decided to sue
me? These are questions that I have to make sure are dealt with, not for me, but the ones that
depend on me.
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Armageddon Game Format
Armageddon is a test to see which team is the best at cross-system laser tag. To test this, we find
the established tournament format(s) and closely match this format. We believe that there is a
reason for the evolution of an incumbent tournament format and try to match to maintain the spirit of
the game.
Armageddon Game Format Determination
1. We match the incumbent tournament format(s). Voting on the one we shall use if there are
multiple
2. If we do not have an exact match (game lengths are different, software difference), then we
model an Armageddon version of the settings as close to the standard tournament format
Armageddon Scoring
1. For 2 Team: A team that wins will earn 1 Armageddon Tournament point. The losing team will
earn 0 points for a loss. A 3-Team Zone, a first place will earn a team 1 Armageddon point, a
2nd place will earn a team .5 of an Armageddon point, and a 3rd place will give the team no
Armageddon Points
2. In the event of a tie in a game with 2 teams, both teams will earn .5 a point, unless nothing
happened as stated in number 3 below or there are more than 3 teams per game. In a 3 team
game. In the event of a tie for 1st, both teams will get .5 Armageddon point. In the event of a
tie for 2nd, both teams will get .25 of an Armageddon point
3. NOTHING HAPPENED: If all teams lock out (and depending on the game) no lives are lost
and/or no points are earned on either side, all teams earn 0 points. If one of the teams in a 3
team game earned points, but 2 locked out (as defined by not scoring a single tag against any
other team), then the point earning team will earn 1 point while the other 2 teams that tied will
earn 0 points.
4. If Armageddon points are tied, then how the teams performed against each other will
determine the winner. For example, if TEAM A and TEAM B both have 25 Armageddon
points, but TEAM A has beaten TEAM B in more matches, then TEAM A will be winning.
5. If the teams are still tied after 4, then the average rank score of all the players will be taken for
those games that the teams that are tied have played against each other. The higher average
of player ranks, grouped by game, for the whole tournament will determine the tie breaker.
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Armageddon Rules
Payment
All players must be paid IN FULL by the first event. If they are not, then the players will not be
allowed to participate in the tournament.
All System Common Rules
These rules are the basic rules of play and are similar in all the systems. After the basic rules are
more exact rules for each of the systems. The individual system rules take precedence over the
common rules. If the rules of an individual system contradict the common rules, use the individual
system rules. If there is no rule governing a particular situation in the individual system rules, refer to
the common rules.
Terms
Marshal
A game referee; also known as a judge or referee. Generally, marshals are provided by the laser tag
center and will not call many of our rules.
Maze
A maze is any laser tag playing arena.
Center
A center is the business location of a particular laser tag maze used for the tournament.
Target/Sensor
The part of a laser tag vest which can transmit or receive hit information resulting int a successful tag.
Vest/Pod/Pack
These terms all refer to a single unit of laser tag gear.
Phaser/Gun
The firing unit of a laser tag vest.
Running
Players may never move in an unsafe or out of control manner in any system. Players will follow the
exact rules on running as described in each center.
Climbing
Players may not climb on any wall or other part of a maze, and may not place either of their feet on a
wall.
Jumping
Players may not jump onto or off any structure in the maze.
Sitting
Players may not sit or have any part of their body, other than their feet, on the floor.
Kneeling
Players may not kneel or have either of their knees on the ground.
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Center Rules
The Center rules are law. If Armageddon rules conflict with center rules, center rules will win every
time. If there is any reported instance if disrespect to the center or their equipment, the offending
player will be immediately asked to leave and their team penalized 10% per game. The player is
offered 1 appeal to the captains, which may vote to uphold/cancel the penalty.
Alcohol at the Centers
Alcohol is not allowed at the centers unless explicitly specified by the center. Anyone violating this
rule will be subject to the Center Rules mentioned above.
Lying Down
Players may not lie down either on their stomachs or on their backs.
Leaning
There are many variations of leaning rules throughout the laser tag world. If no equipment specific
rule is given, players may lean while dodging/dancing as long as they do not hold the lean for more
than 1 second before returning to an upright position. They may immediately lean again.
Covering Targets
Players may not use any part of their body, their hair, clothing, equipment, or any other objects, to
cover their own targets, or the targets of other players.
Players may not hold or remain in any position whereby any part of their body obstructs a sensor.
This includes bending at the waist, leaning and positioning arms in front of the chest pack or shoulder
targets. Temporary obstruction of targets is inevitable and, therefore, permissible so long as the
obstruction lasts only a moment.
Actions such as ‘dodging’ or ‘dancing’ are permitted so long as targets do not remain obstructed.
No part of a players’ hands or arms may may cover sensors located on a laser. If there is a laser
sensor, players may hold this sensor away from another player or against an obstacle so as to
effectively block the sensor.
Players with hair long enough to cover a shoulder target must secure their hair so as to not obstruct
any targets.
Players may not wear loose clothing, which can obstruct a sensor.
Players may hold the phaser in a natural firing position and thereby obstruct or partially obstruct a
sensor on the vest. A natural firing position is one where the player is point the phaser in a forward
position while standing upright and actively targeting a base or other player, using one or both hands
depending on the equipment.
Blind Shooting
Players are not allowed to shoot around corners, by sticking their arm and/or phaser around a wall or
structure, while hiding the rest of their body behind that wall or structure. Players must maintain a line
of sight with the target they are shooting at.
This is also the case with doorways and windows; a player may not blindly reach through or around a
door or window and shoot at an opposing player unless they can see a valid target.
In the case of Reflection Shots, the player trying to get the shot must have a line of site with the point
on the wall or structure they are attempting to catch the reflection off of.
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Physical Contact
Players may not make any physical contact with other players or their equipment. While incidents of
coincidental contact are possible, players must control their actions so as to avoid all contact.
Players may not position themselves so as to block or impede another player’s progress.
To reduce the possibility of physical contact, players may not extend their arms, hands, or phaser
through windows or portals that are not big enough to fit their entire body through unless the window
or portal does not adjoin a play area on the same level as the player. That is to say, that a play may
extend a phaser or arm through a window on a second level into an area that is immediately over the
second level.
Sportsmanship
Players must start the game from the designated starting area in centers where there is a designated
starting area. Players may not leave until the game begins.
A player may not leave the playing field prior to the end of the game, unless they are injured, have
faulty equipment, or have been directed to do so by Referee.
Players may not use obscene language or gestures at any time before, during, or after the game out
of respect to the centers we are playing in.
Players may not argue with a Referee or Tournament Official.
If an injury occurs during a game, the game continues. The injured player or nearby players should
call for a marshal. The marshal will attend to the injured player, at which time the player is considered
to be "out of play." Players may not shoot at opposing players that have their equipment off, are lying
prone on the field or have clearly been identified as injured, regardless of whether they are being
attended to on the ground, being helped off the playing field, or even standing on both feet and talking
to a marshal. It should be noted that it is considered extremely poor sportsmanship to shoot a
downed, possibly injured player, even if equipment is still on. Attempting to verbally intimidate an
opposing team or an opposing player is referred to as "Taunting." Players are not allowed to taunt
one another before, during, or after the game.
Spectators
Spectators ARE allowed on the field during game play, so long as they can be position in such a way
to where they do not impede the play of any player.
Team captains or other representatives may be called upon to marshal a game due to rules below.
The center's marshals and official employees are allowed on the field.
Spectators are allowed but MAY NOT communicate scoring or other game information during the
game.
Spectators are not allowed to use or play with laser pointers, take flash photographers or use any
other device to interfere with play during the game. Electronic devices capable of interfering with the
game equipment are not allowed in the facility.
Captain Votes
The core of the Armageddon tournament are the players. Practically anything is open for discussion
as long as it does not violate the points specified in the Armageddon Creed. Use common sense
however, voting can easily get out of hand and affect the quality of the tournament.
Team Rosters
Armageddon 2015 teams are 8 players. These 8 players will form your core team. All players are
expected to play every game. You may not attempt to field a team of less than 8 players for any
center without subjecting yourself to the Tardiness Rules (see below). To aid in score tallying, players
are to use their same codename at all centers where codenames are utilized.
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Alternate Rules
An alternate must play at least 1/3 of the games of the tournament (roundedup). For Armageddon
2015, the Alternate must play 16 games. If the alternate does not play 16 games, the alternate’s
score will be invalidated across all past games. The purpose of the tournament is to find the best
team in cross-system lasertag. To have 2 ringers for the sole purpose of winning a system dilutes
this purpose. Each team is allowed 1 declared alternate. This alternate needs to be declared at the
beginning of the tournament.
For reasons such as a potential injury to a player, or an unforeseen event (ie. Seizure, car wreck), a
team captain may propose switching his alternate (or adding an alternate if one does not previously
exist) in the middle of the tournament with majority rule captains vote.
Pre-Game Pack Selection
Unless specified previously (as usually is the case in LaserQuest), Players shall have free choice of
all packs in rotation as provided by a center.
If it becomes apparent that there are better packs, a majority vote of the captains shall force the
teams into the pack rotation described below, where the center can accommodate.
If pack rotation is implemented, each team will select two players to enter the stage area first. These
players will have their choice of available packs. After 10 seconds, two more players shall enter the
vesting area until all players have equipment. If two players from opposite teams both desire the
same pack (where applicable) a marshal or referee shall toss a coin to determine pack selection.
Several systems have been known to have pack variance that affect the outcome of the game
LaserQuest is an example of this sort of system. Because of this variance, the tournament will make
pack sets before the event.
Equipment
Players may not tamper with any laser tag equipment. Tampering will result in the immediate
disqualification of the entire team.
Tampering with equipment includes, but is not limited to: damaging, removing or modifying any part of
the equipment;
Placing any item or substance on around the equipment which obstructs or blocks sensors, obstructs
the laser beam or the infrared beam;
Intentionally resetting a pack or laser interfering with game play in any way through the use of any
mechanical or electronic device.
All players will wear equipment as intended by the manufacturer of the equipment. A player may not
wear a pack in such a way as to significantly relocate any sensor from it's normal location. In other
words, a player may not wear a pack around his/her knees or wear the vest inside out, etc. If players
have any question as to the correct wearing of the pack, they are obligated to ask a center's marshal
about wearing the equipment prior to the start of a game. Intentional or blatant mis-wearing of a pack
is a major violation and cause for ejection.
Equipment Problems
If, during a game, a player experiences equipment problems, he must notify a marshal immediately.
Where possible, a player with an equipment problem will reenter the maze with new equipment.
A game will not be replayed because of such an equipment problem.
In the event that a game is stopped, because of incorrect game setup, equipment or other failure, the
game will be replayed and any current scores will be nullified.
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Outside Devices
Players may not enter the playing field with any mechanical or electrical device other than standard
laser tag equipment. This includes, but is not limited to: pagers; cell phones; laser pointers; remote
control devices; devices that emit laser light, infrared light, or visible light; communication devices
such as radios; or any other similar items. Players may wear watches and jewelry, provided it does
not interfere with the equipment in any way, nor does it pose an obvious threat of physical harm to
anyone on the field. While the wearing of watches and jewelry is allowed, it is not encouraged, and
players should be aware of the possibility of such item being broken during the normal course of play
along with the possibility of such items causing injury to oneself and others. If any player has a
question as to whether an item would or would not be allowed on the field, they should ask a marshal
or tournament official prior to suiting up for the game.
Certain systems have pack differences that can vary a game dramatically. In these systems, packs
sets will be designated and each team will be assigned a pack set on the schedule before the event.
Replay
Each team has, at the option of their captain, a single replay request for the entire tournament.
The replay may be used due to equipment problems, major rule violations, or failure to understand
game rules or setup. A replay may NOT be exercised because one or more team members were
tardy, because of minor rules violations or simply because the outcome was close.
If a team wishes to exercise their replay, they must immediately notify a Tournament Official before
three games have elapsed since the game in contention. The Tournament Official will notify the
captain of the opposing team in the replay. The tournament organizer will call every captain together
and start a 2 minute timer. The captain requesting the replay will have 2 minutes to plead their case
on why a reply should occur to the captain gathering. After the gathering, each team will have 2
games to cast an anonymous written vote to allow the replay to the tournament organizer. The
majority vote will allow the replay (noting that a tie will mean no replay will occur). Naturally, if the
replay request is the final game, then the anonymous voting will occur immediately. If majority rules
that a replay is allowed, then it is each of the captain's responsibilities to inform all players of the
potential replay.
The game will only be replayed after all scheduled games are completed and only if the game can be
replayed without incurring additional cost to Armageddon.
If the game is replayed, tardiness rules apply. The replay is spent and the outcome of this game is the
official result.
If the replay cannot be played because of scheduling or was voted down, the team will not be
charged a replay and the original score will be counted as the official score.
Missing/Erroneous Scores
If a player does not receive a score, or receives an obviously improper score, the Tournament
Officials shall review the matter. Any improper score cards must be brought to the attention of a
tournament official before the next two games have been played.
If, in the opinion of the Tournament Officials, the outcome of the game might have been different had
the score registered properly, a majority vote of all captains will be called. If the captains approve, the
game will be replayed, if time allows. If the game cannot be replayed, the captains can vote to
reverse the scores or allow no scores for the game depending on the circumstances.
Player Assigned to Wrong Team
If a player is accidentally keyed onto the wrong team, the Head Marshal should be notified
immediately, the game stopped, the correction made, and the game restarted.
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Tardiness
Running games in a timely fashion is vital for Armageddon for financial reasons. It is essential that we
run all games in a timely fashion. Game schedules will be posted prior to the day’s events. It is
imperative that all team members make their games as scheduled. It is important that all teams are
available immediately in case the schedule is moved up.
Let us make this clear: If your team is not present by the end of the 2 nd game before their
game, they will receive a warning. If they are not present at the beginning of the game before
their scheduled game, the incomplete team will be panelized.
If a team is not ready for play when called, the following will happen:
If a team has less than 8 players when the game begins, they will be assessed a 5% penalty times
each player tardy from the final team score. If both teams do not have enough players, then the
game is considered a tie. If a game has been conceded because of a team not having enough
players, the next game will be set up and start, the schedule will then move up earlier. Again, all
teams must be available at all times!
All players will be given a cell-phone and center calling list at the beginning of the tournament. If the
tardiness is caused by some unforeseen, reasonable circumstance (traffic problems, can’ t find the
center, etc.), AND one of the team members called ahead to inform the tournament officials about the
tardiness, the penalty will be waived unless a majority of captains disagree with waiving the penalty.
Games will be played or backlogged based on the end of queued games First-In-First-Out fashion.
WAKING UP LATE AND/OR RESTROOM BREAK IS NOT A REASONABLE CIRCUMSTANCE.
Note that the opposing team has the power to waive the penalty if they choose. Also note that if it is
determined that a team will start the tournament with less players, captains may vote to allow them to
play without the penalty with a majority vote.
Lanyards
The lanyards will also be used to hold LaserForce barcodes (if available) with the name of the
individual pre-entered to allow for easy data entry. Another use for them is to provide a penalty
system of sorts. It is no coincidence that I use the world cup analogy for describing what a lanyard
penalty.
Think of a lanyard pull as a yellow card. There will be penalties, there will be warnings issued. When
the individual in question has to be warned excessively, then an extra step should be taken to inform
this person that they should pay attention to the rules. For example, after the 2nd time a person has
been warned to slow down and playing dangerously, their card should be pulled off. If that person
gets called on again, and the ref asks for their card, if they cannot produce is, a 15% penalty is
assessed to the final team score at the end of the game. This would be akin to a Red Card. This
effect is cumulative for each card pulled based on the score before any penalty was assessed.
Referee Scheduling
Ideally, centers will provide either official referees or player referees. If a center does/cannot provide
this, then the teams that most recently played a game will provide 3 player referees. Each playing
team must approve their referee selection before the game beings. This is the responsibility of the
captains. At the first game, the teams that will play last game in the event will offer up referees. It is
wise to choose referees that know the game and how it is to be played. If a team does not have a
suitable referee, then another team that is not participating in the game may provide a substitute
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referee.
WE NEED TO HAVE TEAMS BE PROACTIVE IN OFFERING UP REFEREES! Strict time
constraints demand that we do not chance teams asking for referees. Captains, please select who
you wish to help referee games in advance.
Refereeing and Calling Fouls
Armageddon games are generally played with players calling their own "fouls" and addressing any
play issues on the field directly with the other team in a polite manner. Many of the players in an
Armageddon tournament may be unfamiliar with the rules and style of play in any given situation. This
typically does not affect game play. Cheating and bending the rules are not usually problems under
this honor system.
Referees at the host centers will typically only call violations of safety rules. In our past experience,
they typically let us play our own way provided we do not endanger ourselves or the equipment. As a
courtesy, we will ask center referees to call blatant rule violations and to report those rule violations to
the tournament director. If a player is called out and identified as violating the rules by a center
referee or marshal, he/she shall be dealt with according to the rules and policies of the center
In the event that a captain feels that cheating is getting out of hand, he should address the matter
with the opposing captain first and amongst a meeting of all captains if that doesn't resolve the
issues. If there are still problems, the following remedies may take place:
If a team feels that an opposing team or specific opposing player is consistently breaking rules in a
manner, the captain can request two marshals from the core of other captains and non-involved
players.
These marshals can marshal a game and call violations during the game, including serious violations
that could result in ejection or disqualification, in addition to the center marshals.
These marshals may only enter the field if the center will allow it.
These marshals will marshal all games between the two teams in questions until the captain
requesting the marshals releases the marshals.
Certain rules violations are more serious and apparent and will result in more severe penalties. These
rules include:
Tampering with equipment
Intentional physical contact with other players
Taunting before, during or after the game
Abusing other players, referees, equipment or the center itself
A lanyard will be issued to each player before the tournament. If an infraction of one of the above
rules is witness by the field marshal, the field marshal has the option to pull off the offending player’s
break away lanyard, which signifies that the player has been seriously warned. If the player commits
an infraction again, they will be pulled from the game and the team will receive a 15% final score
penalty. The lanyard will be returned to the captain of the offending player’s team with an explanation
of the penalty.
Ejection
Serious violations of the rules, failure to follow the directions of the marshal, arguing with or verbally
abusing a marshal or tournament official or directing physical aggression toward a marshal or other
player shall result in an immediate ejection.
A player who is ejected from any game, including tune-up, skill, and tournament games, must leave
the game immediately, and may not participate in the remainder of the tournament.
Only team captains may request clarification of an ejection. Such requests must be made to the
Tournament Officials within 30 minutes of the ejection. Upon clarification, the tournament officials will
convene a meeting of all team captains and tournament officials, in addition to any marshal or center
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official who might have ejected the player. This meeting may vote a simple majority to eject the player
for the tournament, eject the player from the balance of the games at that center or return the player
to his team (if the center permits).
The first time a player is ejected, 15% of the total team score shall be deducted from that player’s
team’s score for both the game from which he was ejected, and any subsequent games.
Disqualification
If a total of two players from the same team have been ejected, that team shall be disqualified, and
will not be permitted to participate in the remainder of the tournament. They will forfeit all points.
Captain’s Responsibilities
It is the responsibility of the team captain to communicate all information regarding game scheduling,
rules, and decisions of the Tournament Officials to his teammates.
The Captain is required to attend and vote at any meetings requiring votes from team captains. The
Captain may assign another player from his team to vote in his stead. However, if a captain is absent
when called for during the regularly scheduled portions of the event (i.e., he or she is late to a
morning event session), then that captain losing the right to vote on any decisions established at that
meeting.
Any sort of team related upkeep will be delegated to the captain. When we all board our form of
transportation, the Armageddon Administrator will ask the captain if their team is present. It is the
captain’s responsibility to make sure every member of his team is one time and accounted for.
When checking into a hotel, the captain will be aware of who his room captains are. These captains
are responsible for the quality of their rooms. They are also responsible for the behavior of the
occupants of said room.
It is the captain’s responsibility to ensure their team is on whatever form of transportation we have
acquired for the tournament.
Team Responsibilities
If a team is cited for damages at the hotel or laser tag center, that team will void their scores for
Armageddon and will not be allowed to participate in future events. Damaging property reflects on
tournament. Any players damaging a hotel or laser tag center will be held financially responsible for
the damage. Players are responsible for any guests in their rooms and any damage they cause.
Emergency Procedures for Event Completion
After 1/3 of the games have been played, it is strongly encouraged that the captains monitor where
the games are in accordance to the schedule. If it is determined that the ability to complete the
current event is in jeopardy, then emergency procedures to ensure the event will complete will be
initiated.
Stage 1
The duration of the game will be reduced by 1 minute for the rest of the event. All previous games
results will still count the same. Once stage 1 has been called, the captains inform their team to
jog off the field to get their packs back on the racks and in the hands of the other team. Referees
will yell “Stage 1” at the end of the game to remind players that they need to hurry off the field as
quick as humanly possible.
Stage 2
The duration of the game will be further reduced by 1 minute (but cannot be reduced beyond 5
minutes game lengths). All previous games results will still count the same. Once stage 2 has
been called, the captains inform their team of the severity of the time situation. Teams should
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
literally sprinting off the field to get their packs back on the racks and in the hands of the other
team. Referees will yell “Stage 2” at the end of the game to remind players that they need to hurry
off the field as quick as humanly possible.
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Dropping a System
Dropping a system is one of the most dramatic consequences when there are issues with a system.
This must be the last possible consequence. Given the severity of this situation, a simple majority
vote will not suffice, there will now be a 3 tiered system that must be followed before a system is
officially dropped. Note that all previous game results will still be in effect. If the flaw in the system
was discovered early enough to replay every game, then the captains may make a majority decision
to do this IF TIME ALLOWS. The Emergency Procedures for Event Completion may be invoked to
allow for the replays (with the captains fully understanding that they are risking using all the “bullets in
the chamber” for making sure the tournament ends on time and risking invoking the 0pts for each
game if we cannot finish the games and are forced to leave the center).
Crippled System Game Rule:
The captains will collaborate to determine, based on the available packs, the number of
players that may play. The majority of captains should agree on this number and the teams must
have equal players. If you have 6 working packs on red and 8 on green, the captains would agree
that 6 packs would be in effect for the crippled system rule.
Severely Crippled System Game Rule:
When the Crippled System Game rule does not to deal with a system, the captains may vote
for 1 additional reduction of players. This cannot bring the total player count under half of the original
team. For example, if the tournament started with 8, this rule cannot bring the amount of players
below 4. If it does, then the system is automatically thrown out
Dropping a system:
This needs to be a nearly unanimous vote. It must be strongly agreed upon by the majority of
the captains in the tournament. In an event with 4 or less teams, the vote must be unanimous.
Beyond that, more than 80% of the teams must agree rounded up. For example, if you have 6 teams,
(6*.8=4.8->5 teams must agree). Another example, 9*.8=7.2->8 teams must agree). If a system is
dropped, all games will be worth 0 points for all teams participating in them.
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Game Settings
The following are game settings for Armageddon 2015
LaserBlast
Game length: 8 minutes
Lives: 13 lives. Lose your lives and you are eliminated must immediately exit the arena. Eliminated
players don’t talk. Deactivated players can talk.
Ammo: Unlimited
Mega Blasters: Disabled/0 Points
Micro Blasters: Disabled/0 points
Anti-Stalk/Invulnerability Shot: Disabled
Shot Speed: 1 shot per 1.984 seconds (Called 2 Second Skill Shot or 1 Shot every 2 seconds)
**Deactivation Duration : 14 Seconds
Arena resplendent is set for 1/5 of the arena
Photons: 0
Shields: 0
Hit Penalty: None
Friendly Fire: -100%
Two Handed Laser: Enabled
Base Defenses: 4 (4 Hits to destroy a base, can be hit by any player)
Max Base Destroys per player: 2
Base Reset Time: 5 seconds
Base value: 751 points
Laser Value: 100 points
Shoulders: 100 points
Chest: 100 points
Back: 100 points
**Respawns: Variable based on arena wall density and size. (Possible respawns distances: 1/5
distance, 1/3 distance, 1/2 distance, Base Evacuation)
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Laser Force
Space Marines 5
This is a league Laserforce mission. Two teams compete with each player taking a specific Space
Marines role from the five different
types available.
Players have limited lives, shots and missiles. A player who loses all their lives is eliminated from the
mission. The team medic
resupplies lives. The team ammunition carrier resupplies shots. Missiles cannot be resupplied.
Commander 30/5/60 15/4/30 5 3 2
Heavy Weapons 20/5/40 10/3/20 5 3 3
Scout 30/10/60 15/5/30 0 1 1
Ammo Carrier Unlimited 10/3/20 0 1 1
Medic 15/5/30 20/0/20 0 1 1
Space Marines Class Special Abilities
Commander Nuke: All opponents are deactivated. To use, hold trigger in
while up. Cost: 20sp
Heavy Weapons None.
Scout Rapid Fire: Lasts until resupplied. Cost 10sp.
Ammo Carrier Resupply: Can resupply own team with shots by zapping them
while they are up.
Power boost: Resupplies all up team members with shots
simultaneously. To use, hold trigger in while up. Cost: 15sp.
Medic Resupply: Can resupply own team with lives by zapping them
while they are up.
Power boost: Resupplies all up team members with lives
simultaneously. To use, hold trigger in while up. Cost: 10 sp.
Notes: Missiles are non-replenishable.
In-field targets operate in the same manner as in a standard “Team” mission.
If a Commander is deactivated after activating a nuke but before it detonates (approx. four seconds),
the nuke is cancelled
and has no effect on opponents. The 20sp for the nuke are used for no effect.
Scouts are only taken out of rapid fire when they are resupplied by there team with ether lives or
shots.
A maximum of 99 special points can be accumulated.
Recommended length: 15 minutes
Scoring:
Event Score Special Points Notes
Zap opponent 100 1
Zap own team member -100 0
Missile opponent 500 2
Missile own team member -500 0
Destroy in-field target 1001 5
Detonate nuke 500 0
Get zapped -20 0 1 life is lost
Get missiled -100 0 2 lives are lost
Get nuked 0 0 3 lives are lost
Rules for Armageddon
CHASING:
A player may not follow a deactivated opponent more than a total of three (3) meters* from the spot
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
they were deactivated along the same path with the result of targeting ( pointing your phaser at the
opponent) the opponent whilst deactivated. If a player has followed a deactivated opponent for a
total of more than three meters without targeting, that player must wait for a period of two (2) seconds
after his opponents suit has reactivated before he may target that opponent. It does not matter if the
opponent is deactivated within the 2 second period. A path is defined as beginning from the point
where a players suit is deactivated, following the positioning of that player's battlesuit perpendicular to
the floor during all their movement, and ends when the suit reactivates. The width of a players path
extends from the centre point of their body, perpendicular to either side, and is terminated either side
at a distance of two (2) meters or by a permanent field construction, whichever is closer.
Simple version:
From the spot where a player is deactivated ( not the spot where you tagged them or someone else
did from where they are in the arena) you may point your phaser at the along the SAME path for 3
meters ( 3 Normal walking steps is usually a good estimate of 3 meters ). If you go more than 3
meters on the SAME path then you can no longer point our phaser at them. Until there lights come on
then you have to wait 2 seconds before you can point your phaser at them. Now if there lights come
on and get shot by another opponent say across the arena then from the spot where there lights
came and got turned off again starts there new path. There lights have to come on even if it is for a
millisecond for a new path to start. If you can go a completely a different way to re tag that opponent
and not along there same path at anytime you may keep retagging that opponent.
*For US players, 3 meters is equal to approximately 9.84 feet. Three “normal” steps has been the
usual discretionary benchmark for a chase. Where measurements are taken, 10 feet has been the
accepted measure in US Tournaments.
Blind shooting
A player may not deliberately target an opponent with their phaser unless they
1) Have a direct line of sight to the opponent’s visible hit zones, or are sighting directly down their
phaser barrel’s length.
2) The point that is being targeted (which is usually the opponent’s hit zone,but may be a wall in the
case of a reflection shot) has unobstructed line of sight back to at least one of the targeting player’s
shoulder or chest hit zones or the phaser (US Rules).
You cannot “target” (point your phaser) at an opponent unless you can see his flashing lights or you
are looking directly down your phaser barrel. The second part allows you to shoot when you receive a
“lockon” tone even when you cannot see what you are locking on to, thus allowing the “reflection
shot”. When you are pointing your phaser at an opponent, you must have at least one visible hit zone
visible to the opponent you are targeting. If you are trying for a shot where your opponent’s infra-red
is reflecting off an object (eg a wall), then you do not have to be able to see each other
A Players hand must not deliberately cover any part of the phaser
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Laser Quest
Armageddon Setting
8 minutes
3 Second downtime
1400 shot cap
0.5 point penalty per shot over
95 tag cap
10 points gained for all targets
5 loss for front
4 for back
3 for laser and shoulder
10 points per shot ratio up to 200 point max
Laser Storm
Shield: 3 (get tagged 3 times, go back to energize.)
Points per player hit: 1
Friendly fire: off
System: 5.x (means rapid fire)
Base: 5 points
Active: Always
Award: 16 seconds
Reactor: NO
We made these base settings last year because the arena was missing some equipment, basically
there was no way to tell when the base was able to be tagged (supposed to be once every 16
seconds).
In these settings, the base is always hittable, so you can tag it as soon as you get up on it, but once
you do it stays off for 16 seconds.
There is no limit to how many times you or your team can hit it, and if you fire into your own base it
does nothing.
The rules we apply in Armageddon:
Dead men don't talk: Once you are tagged, you cannot communicate with your team until you
energize (it is when your headset lights come on, about 1 second after you hear the energize sound
in your headset) 1 exception, you are allowed to say "Hit" when you are tagged.
You have to wear your headset straight up at all times.
No blocking: Once you are deactivated you cannot block for other players, you must go straight to
your energizer.
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Laser Tron
CHIPS
8.1.1. Game Description: The Team Sport Game will be a standard LASERTRON team game with
two teams of eight players and recharging. Bases will be active. Three modes will be used:
deactivator, stealth and energizer.
8.1.2. Game Configuration Game Type: Team (Basic) Player Colors: Any 2 Team Combination Laser
Pulses: 60 Energy Units: 15 Shield Time: Disabled Players Worth Points After Deactivated: Enabled
IR Recharger Deactivates Opponents: Enabled Sensor Value: 25/25/25/25/25 Penalty Per Tag: 5
Minutes Per Game: 6 Rapid Fire Speed: 1 Reflex Laser Pulse: Enabled Phaser Control: Trigger +1
Button for Single Pulse
8.1.3. Base Options Base Color: Only one or two bases should be on per side Full Base Tag Points:
100 for all active bases, 0 for inactive Graduated Base Tag Scoring: 0 Graduated Base Tag Points: 0
Multiple Tags to Register Base Tag: disabled Time Between Tags Before Count Tag: 1 IR Recharger
1/2: All available rechargers should be enabled IR Recharger Turn-off Delay: 0 for all
8.1.4. Handicapping. Handicapping should be off.
8.1.5. Player Rules: You are able to use players as shields. You are able to have 1 knee down
(kneel).
8.1.6. CHIPS Options. Number of CHIPs Modes to run during game: 3
Activation Interval: 60
Enable CHIPs Mode: Deactivator, Stealth & Energizer should be checked
CHIPs Deactivator
Players in Mode
Range 1 3 to 5
Range 2 6 to 10
Range 3 11 to 15
Range 4 16 to 25
Duration in Mode: 30
Laser Pulses in Mode: 80
Energy Units in Mode: 20
Points per Energy Unit taken away: 25
Points for deactivating target’s Energy Unit: 0
CHIPs Stealth
Players in Mode
Range 1 3 to 5
Range 2 6 to 10
Range 3 11 to 15
Range 4 16 to 25
Duration in Mode: 20
CHIPs Energizer
Players in Mode
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Range 1 3 to 5
Range 2 6 to 10
Range 3 11 to 15
Range 4 16 to 25
Duration in Mode: 30
Laser Pulses in Mode: 80
Energy Units in Mode: 20
Points per Energy Unit Restored: 25
Points for energizing target’s Energy Units: 0
Free For All
unlimited shots and lives. Charge to start and then you are in the game and don't need to recharge
unless you are penalized or there is a pack reset.
Refs could carry a tech remote and charge the player if need be. Though I don't see this needing to
happen very often if at all.
500 points per tag -50 when tagged -50 from each player when tagging teammates.
if we want we can make it -500 and make it a 0 sum game without really affecting the game if people
don't mind negatives.
3 sec shield every time when tagged. not really much different when you are tagged in zone, Blast,
LQ, Q-Zar, Storm, Runner, darklight and possibly delta strike.
When you are able to be tagged you can also fire. So there is never a time that you are vulnerable
like in Q-zar.
There is a reflex shot. basically the same as q-zars with possibly different timing. I can't tell you the
timing as I never have tested it, nor do I really care that much to. it's approx 1 sec.
After that... it's basically it. No bases, no chips. no stuns, every time you fire someone goes down
if they are active and dont dodge or hide. every time someone fires at you, you go down. Super
sensitive packs in that sense. no covering allowed. Kneeling on 1 knee is allowed.
So similar to blast, zone, LQ and q-zar without bases and without lives but similar style game.
QZar
Lives 6
Shots Per Second 1
Defence Shields On
Defence Shield Length 3
Vulnerable Period Length 3
Reflex Shot On
Friendly Fire On
Spys Off
Kill Bonus Off
HQ Hit Bonus Off
Bonus Shots per second 1
Smartbombs 0
The main differences of Q-Zar is that covering of sensors is fully permitted, with the exception of
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
double-sided covers (referred to below as full cover) such as 2G and Crab (you do not need to worry
about these if you don't know them!).
Priority within the arena is always to the live players (being those who are able to make a shot),
followed by vulnerable players (those who can be shot), followed by those with lives left that cannot
be shot, and finally those with no lives. You must yield in this priority order, there is no "pass" rule.
Q-Zar operates with two teams, one green the other red. There are sensor areas on the front and
back of the vest, each side of the gun and down the barrel of the gun. You have 6 lives, when you run
out you must reload at one of your energizers. Bases are deactivated by shooting at it once, waiting
the delay period (in the UK this is just over 1 second) then firing a second shot. The base will then be
deactivated for 30 seconds during which time it cannot be hit. In Supercharge games, as played at
tournaments, you must be supercharged in order to hit the base, to gain supercharge you need to
shoot 5 players without being shot. You lose supercharge if you are shot.
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
UltraZone
DESCRIPTION: Team Competition format closely based off the traditional U.S. Competition format
with some tweaks for Armageddon such as points awarded for the overall tournament and the
amount of players. It is a 3 team game won by the team that scores the most points overall within the
given time limit. A first place in a 3 team game will give the team 1 Armageddon point. A 2nd place
will give that team .5 points. A 3rd place will give that team zero points.
GAME TIME: 13 MINUTES
TIME/BASE START: 10 SECONDS
Players MUST start within their own base and remain inside until their pack is fully active at the start
of the game.
ARENA: FULL ARENA ALLOWED
NUMBER OF PLAYERS: 8
All teams must have a minimum of 8 players to participate in any given game. Players may not be
rotated or replaced once teams have entered the vesting room. If a player is removed from the game
for any reason, that player's pack will remain dormant until the end of the game. In special
circumstances, teams may be permitted to play with less than 8 players, but this must be approved by
the Tournament Coordinator and the opposing teams in the given game. In an instance where this is
approved, the opposing teams have the option, if they so choose, to play with an equal number of
players instead of the required 8.
ALLIANCES/COLLUSION
Players are not permitted to form alliances with an opposing team or players for any reason whatsoever, in any capacity.
The forming of any alliance or collusion may result in the involved teams/player’s complete disqualification from the
tournament. This rule could apply to many circumstances and is not limited to bases or sentinels. Violation of this rule will
result in the loss of an Armageddon tournament point. Subsequent violation of this rule will disqualify the team from this
event.
ALTERNATES: 1
Each team will be allowed up to 1 alternate. Alternates must be designated prior to the beginning of
the tournament and may not be substituted for a different alternate at any time during the tournament.
The administration of alternate playing order and frequency of play is under the sole discretion of the
team captain, and should in no way concern any member of the tournament staff. The label of
"alternate" simply represents a team's ability to hold one or two registered players in reserve during
any given game.
GAME SCRIPT: RETRO-Z (WITH MODIFICATIONS)
RATE OF FIRE: 1 SHOT PER SECOND
STUNS: ENABLED
DEACTIVATION/STUN TIMES: 8 SECONDS/4 SECONDS
SCORING MODE: TEAM, COMPETITION
Point values in ‘Competition’ scoring are as follows:
Hitting opposing player:
CHEST
+200
BACK
+100
SHOULDER +50
LASER
+50
You Tag Teammate:CHEST
BACK
-100
SHOULDER -50
LASER
-50
-200
ANY player tags you:
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
CHEST
-50
BACK
-25
SHOULDER -12
LASER
-12
FRIENDLY FIRE: Enabled
Keep in mind, if a player fires upon and hits their own teammate, that player will lose the FULL point
value of that particular sensor, while their teammate loses the normal 25% (team loses a net of
125%)
BASES: ENABLED, 3 ACTIVE, COLOR SPECIFIC
BASE RETALIATION: DISABLED
SHOTS TO DESTROY BASE: 3
PLAYERS CAN DESTROY ENEMY BASES: ONCE EACH
BASE RESET TIME: 5 SECONDS BETWEEN SHOTS
BASE RECOVERY TIME: 15 SECONDS AFTER DESTRUCTION
DESTROY OPPONENTS BASE: +4500 POINTS
FIRE SHOT INTO BASE TARGET: -500 POINTS
TAGGED BY BASE RETALIATION: N/A
Opponent’s bases are worth 4500 points. However, every shot that a player fires, which successfully
registers on the target card/orb (signaled by a specific loud sound from the base), will remove -500
points from the players score. Thus, if a player successfully deactivates a base in 3 shots, that
player’s total score for that particular base is +3000 points.
For example:
1) Red 03 fires two shots into the target orb of yellow base. They lose -1000 points (-500 for
each shot).
2) Yellow 10 enters the base and deactivates Red 03. Red 03 evacuates the base (per Base
Evacuation Rules). The Base resets due to not being tagged again. (Base plays an audio
clip saying ‘Where’s the earth shattering ka-boom?’ indicating it has reset.)
3) Red 03 successfully takes control of the yellow base again.
4) Red 03 fires three shots into the target orb of yellow base (losing -1500 points) and
successfully deactivates the base (gaining +4500 points).
Overall, the base was then worth a net total of +2000 to Red 03’s score. +4500 points for destroying
the base minus 5 shots total to destroy (or -2500) = +2000 points. Additionally, in the above scenario,
Yellow 10 also gained +400 denial points (See “Denials” section below) and the usual point trade off
for deactivating a player/being tagged occurred.
DENIALS: ENABLED, +200 POINTS PER SHOT THAT OPPONENT FIRED
Denial points are awarded to a player when they tag an opposing player who is attempting to
deactivate their team’s base (and successfully prevent them from destroying the base). The player
will be rewarded +200 points for every shot their opponent fired into the target card/orb and an audio
announcement will play over the speakers indicating which team was denied.
For example:
1) Blue 01 fires two shots into Yellow Base, losing 1000 points (-500 per shot fired into the card).
2) Yellow 02 deactivates Blue 01 with a chest tag and receives the normal points for deactivating
them (+200). Blue 01 loses the normal amount of points for being tagged on the chest (-50).
3) Yellow 02 receives +400 Denial points (+200 for each shot that Blue 02 fired).
BASE EVACUATION RULES
Players deactivated within a base must leave that base immediately. As a general rule of thumb,
players will be given less than 5 seconds to get their entire body out of and clear of the base station
interior. Boundary lines at base doors will be clearly marked on the floor. Deactivated players should
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
generally leave through the same door they entered unless the opposite door is clearly closer to the
location where they were deactivated. Blatant “walk-throughs” will not be tolerated. Deactivated
players should make every attempt to stay to the outside wall (left) when exiting the base.
On those version of zone that do not have invulnerable stuns (IE: SevFusion). You are allowed to
enter the base while stunned.
Players are not permitted cross the plane of the door and enter any base unless their packs are
completely active, meaning, they have the ability to fire their laser. Stunned players may not enter a
base. Players who are stunned while already within a base however, may remain within until their
stun effect elapses or they are deactivated. A player's pack must be active before entering a base
and no "mid-leap activation entry" maneuvers will be permitted. You may not stay in the base stunned
unless your ENTIRE body is across the plane of the door before you are actually stunned. Once
again, no portion of any player's body or equipment (head, arms, laser, feet, etc) may cross the
plane of the doorway to any base unless that player's pack is completely active. Failing to follow
any of these rules to the letter will result in a Level 1 Termination.
Additionally, players may not intentionally stun their teammates while they enter a base they are
attempting to attack, as to give them a moment’s invulnerability so they can safely get inside. This is
considered an exploit on T2 equipment and unsportsmanlike. Any players found using this strategy
intentionally will immediately BOTH be given a Level 1 Termination. Repeated offenders of this rule
will be discussed by the Game Masters and Tournament Coordinator, and most likely removed from
the tournament immediately.
Please also note that players MUST be inside the confines of a given base when they attempt to
destroy it. Any players taking advantage of a base flaw which allows them to tag the target card/orb
from outside the base will be considered ‘unsportsmanlike’ and will receive a Level 1 Termination.
RELOADS: ENABLED, 3 ACTIVE, NORMAL MODE
When a player is out of energy, their pack will indicate this to them by stating ‘Energy Depleted’. Their
pack will no longer reactivate, the player will not be able to fire or be tagged, and they must reload
using one of the 3 reload stations in the arena (marked clearly on the maps provided to team captains
with their registration packet). A player may use any reload whenever they are out of, or low on
energy. After walking through the reload, the player will hear the pack indicate that ‘Energy Transfer
Is Complete’ and given shields which will last for a period of roughly 5 seconds. At that point their
pack will reactivate.
Note that players may NOT play from within reloads or block the path of either the entrance or the
exit. Any players breaking these rules will be issued a Level 1 Termination. Active players however,
who are below their “Watermark” level (see below) may enter the reload and fill up their energy as
normal.
ENERGY LEVEL: 320 UNITS
WATERMARK: AT 60 UNITS (20%)
When a player reaches 60 units of energy or less, their pack will warn them that they are low by
stating verbally, ‘Energy Low’. Any time after this point, the player may walk through a reload and refill
their energy back to xxx units. If a player attempts to walk through a reload before they have reached
the watermark level, their pack will give a verbal warning of ‘Reload Offline’.
ENERGY USED PER SHOT FIRED: -5 UNITS
ENERGY USED PER DEACTIVATION/STUN TAKEN: -10 UNITS
SENTINAL: DISABLED
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Tactical Outdoor
Option A: Domination
Objective:
Score more points on game pad tablet(s) than the other team.
Single domination point, or three domination points
Scoring:
Game Pad - 401 points per game pad for a 7-8 Minute game
If more than one game pad is used, the total scores from all three game pads will be added to
determine the score.
Guns:
4 Large Rifles (Stingers) - 30 Health, 10 Damage, 20 Rounds per Clip, 5 Second Reload, Semi Auto,
400 Shots per Minute, 0.25 Second Hit Delay, 30 Clips, Unlimited Respawns.
4 Machine Guns (Skinnys) - 30 Health, 7 Damage, 15 Rounds per Clip, 3 Second Reload, Full Auto,
600 Shots per Minute, 0.25 Second Hit Delay, 20 Clips, Unlimited Respawns.
Option B: Capture the Flag
Objective:
Capture the neutral flag at the center of the field by carrying it back to your teams base.
Scoring:
The ‘flag’ will be placed at the center of the field and requires two players to carry it. If either player is
tagged out, the bomb must be placed on the ground immediately. Players carrying the bomb must
have one hand on the bomb and one hand carrying their lasertag gun. Taggers may not be placed on
the ‘flag’ or dragged. Bomb carriers must walk at all times. A marshal may, at any time, tell the bomb
carriers to place the bomb on the ground if they move faster than walking pace. It is up to each team
to protect their bomb carriers. The first team to move the bomb within 5 feet of their recharger wins
the game. At 8 minutes, whichever team has the bomb closest to their base wins the game.
Guns:s
4 Large Rifles (Stingers) - 30 Health, 10 Damage, 20 Rounds per Clip, 5 Second Reload, Semi Auto,
400 Shots per Minute, 0.25 Second Hit Delay, 30 Clips, Unlimited Respawns.
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ARMAGEDDON 2015 – PLAYERS HANDBOOK
Itinerary
Every player will meet at the LaserBlast (1800 N Burkhart Rd, Howell, MI 48855, US (517) 545-7386)
Facility on THURSDAY evening at 9 PM on June 25th. We will need to start the first game as soon
as everyone is there. We have 63 games of lasertag to play, we can’t get behind. Starting at 11 PM
on Thursday will have our games completed by 10:30. We will be playing LaserStorm and QZar,
alternating between the systems until we are done. Then we will play LaserBlast. While Laserblast
is going on, we will do what we can to make take down the LaserStorm and Qzar. The bus is
scheduled to pick us up at 11 AM Friday morning. The Blast site will be the car drop off location. The
Bus will take us to the Baymont Inn (Baymont Inn - 7447 Convention Blvd. Warren, MI - 1-586-9777270) by around 1 PM. It is encouraged that everyone gets a few hours of sleep. We start at 4 AM
the next morning.
Saturday morning, we need to get on the bus at 4:30 AM to make our way to Laserforce (35335
Gratiot, Clinton Township, MI (586) 791-5560) for a 5 AM start time. We will play till 10 AM. The
next stop is a good 4 hours away. We strongly recommend you limit your alcohol consumption here
as we will be playing outdoor lasertag using Alex Bock’s Equipment on a paintball field (I70 Paintball 7750 Wildcat Road, Huber Heights, OH 45424). The facility has a waiting area and the ability to
purchase water. After we play our outdoor games at around 6:30 PM, we will board the bus and go
to the Comfort Inn (Comfort Inn – 9305 N. Main Street, Dayton, OH 45415 – (937) 836-9400). We
will have a good 12 hours at this place!! 
We board the bus again at 7:30 AM Sunday for an 8 AM start time at LQ. We will play 11 games of
LQ, with the field divided in the middle. We are scheduled to complete LQ by 11 AM. We will then
drive to the hotel (DoubleTree Suites by Hilton Indianapolis - 11355 N Meridian St Carmel, IN 46032)
for an early checkin. We should be at the hotel by 2 PM. We will be here for about 2.5 hours. We
board the bus again at 4:45 PM to get to the LaserTron (617 Third Avenue S.W, Carmel, IN) by 5 PM.
We may have to alternate with some public games, but this will allow us to get through some games
before the actualt start time of 7 PM. At 7PM, we will hit the games full throttle. We estimate the
games will be done by 9, possibly 10.
We will have an early start on Monday. We will have to be on the bus by 4:45. We need to be on the
road by 5. We will be on our way to the Ft Wayne UltraZone (Ultra Zone 1104 W Coliseum Blvd
Fort Wayne, IN.) for a start time of 7 AM. We will play 14 – 3 Team Games of 13 minutes each. We
should be done before noon. Hopefully we all can agree on some place we can eat and perform a
quick medal ceremony. The bus will drive by DTW (Detroit Airport) before heading back to Howell for
our tearful departure.
Please remember that the standard gratuity for the bus driver is $3/day/person. She will be with us
from Friday to Monday, so please strongly consider giving her a 12 dollar tip.
28
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Budget
As of 6/5/2015, we are running at a budget of -$973
Total
-$973
$18,000
$17,028
Tax
Total
Expenses
Income
Item
EXPENSES
Quantity
$
Center Cost
Hotel Night 1 - Single
Hotel Night 1 - Double
Hotel Night 2 - Single
Hotel Night 2 - Double
Hotel Night 3 - Single
Hotel Night 3 - Double
Bus
TShirts
Paypal Fees
Checking Account
(Month)
Medals
Lanyards
Item
Player Fees
Player Fee (Deposits)
Alternate Fees
Additonal Rooms (Sng)
Supplimental fees
Regular A20XX Addlt
TShirt Profit
Extra Payment
4665
1
15
2
15
1
15
90
90
75
75
89
89
1
1
6125
1238.9
6125
1238.9
664.07952
12
1
1
0
0
15
355.33
150
0
0
180
355.33
150
0
0
INCOME
Quantity
56
0
0
1
72
0
20
0
$
299
90
190
283.68
0
25
0
29
0.095
0.095
0.135
0.135
0.12
0.12
99
1479
171
1277
100
1496
Total
16744
0
0
283.68
0
0
0
0
This budget leaves us with -$973.
29
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Team Rosters
Team
No
Codename
Full Name
1
RedNecTec
2
3
4
5
6
7
8
A
Aztec
Beanz
Trips
Preceptor
Fiesta
Sanch
Mush
Scitchy
Greg Lampasona
Nathaniel
Buxhoeveden
Michael Brandt
Travis Durrer
Gary Vanderburg
Ryan Pellett
Tim Cannizzo
KC Jones
Henrik Lundqvist
1
2
3
4
5
6
7
8
A
Sharky
Allen Wrench
Ofor
Sandman
Scuba
Figaro
Zangetsu
Aigis
Half-Ton
Jason Gruzin
Allen Winscom
Hunter Durrer
Dallas Pierce
Stephen Strickland
Alex Shestik
Stephen Demouy
Eric Reisinger
Tobias Escalante
1
2
3
4
5
6
7
8
A
Siren
Hawk
Rave
Clueless
Cloud
The Phantom
Fat Tom
Baby X-Files
Bone Saw
Emily Whitaker
Aj Whitaker
Bill Fox
Richard Kester
Ron Condrin
Fred Astey
Tom Blanck
Logan Lockhart
Dan Condrin
1
2
3
4
5
6
7
8
A
Hot Dice
exit
havok
Swazz
Red Dog
Jabber
C'tri
Cool Cat
Dot
Justin Zoras
Wanezza Spang
Scott Altpeter
Martin Gyllenstein
Matt Mator
Bill Cooey
Peter Goudie
Ryan McFate
Todd Rodman
1
2
3
4
5
6
7
8
LTE Shadow
Onyx
Cage
Slayer
Tivia
V8 Flash
Skrillex
Ziggy
Bill Breindel
Giorgio Lee
Carl Breindel
William Dvbevick
Laurie Jean Britton
Andrew Thompson
Ben Bailey
Ziggy Tomcich
ZAPOC
Zombie Inconvenience
In the Basket
Rage Before Beauty
Lets go Buffalo
30
ARMAGEDDON 2015 – PLAYERS HANDBOOK
#rekt
1
2
3
4
5
6
7
8
A
Harlequin
Icarus
00 Fatness
Dark Angel
Tengu
WaZZinC
Big Jim
Ghostyy
The Juice
Katt Savoca
George Raptis
Mark Raup
Ricky Vega
Tywin Pham
Jesse Breslin
James Hanmore
Eric Robinson
Oj Parson
1
2
3
4
5
6
7
8
Sugar Daddy
M1CRO
SCYTHE
VEST_ERROR
CopeWithIt
Skillz
The Brit
"Bad Andy"
Jake Chasse
Nathan Robinson
Joshua Ray
Mishael Bingham
Sean Cope
Alex Skillman
Michael Turner
Andy Rose
Here comes the D
31
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Room Assignments
Armageddon 2015 Room List
Rm
Type
1
Dbl
2
3
4
5
6
7
8
9
10
Dbl
Dbl
Dbl
Dbl
Dbl
Dbl
Dbl
Dbl
Dbl
Code Name
Real Name
Rm
Type
Code Name
Real Name
Icarus
George Raptis
11
Dbl
RedNecTec
Greg Lampasona
00 Fatness
Big Jim
Dark Angel
Mark Raup
James Hanmore
Ricky Vega
Aztec
Beanz
Trips
Nathaniel Buxhoeveden
Michael Brandt
Travis Durrer
Harlequin
Katt Savoca
Preceptor
Gary Vanderburg
Ghostyy
Tengu
Baby X-Files
Eric Robinson
Tywin Pham
Logan Lockhart
Fiesta
Sanch
Mush
Ryan Pellett
Tim Cannizzo
KC Jones
Sugar Daddy
Jake Chasse
M1CRO
SCYTHE
VEST_ERROR
Nathan Robinson
Joshua Ray
Mishael Bingham
CopeWithIt
Sean Cope
Skillz
The Brit
"Bad Andy"
Alex Skillman
Michael Turner
Andy Rose
Hot Dice
Justin Zoras
exit
havok
Scitchy
Wanezza Spang
Scott Altpeter
Red Dog
Matt Mator
Jabber
C'tri
Bill Cooey
Peter Goudie
Skrillex
Ben Bailey
Siren
Emily Whitaker
Hawk
Rave
Clueless
Aj Whitaker
Bill Fox
Richard Kester
Cloud
Ron Condrin
The Phantom
Fat Tom
Fred Astey
Tom Blanck
Bone Saw
Dan Condrin
Sharky
Jason Gruzin
Allen Wrench
Ofor
Sandman
Allen Winscom
Hunter Durrer
Dallas Pierce
Scuba
Stephen Strickland
Figaro
Zangetsu
Aigis
Alex Shestik
Stephen Demouy
Eric Reisinger
12
13
14
15
Dbl
Dbl
Dbl
Dbl
LTE Shadow Bill Breindel
Queen
Cage
Slayer
Kelly Breindel
Carl Breindel
William Dvbevick
Tivia
Laurie Jean Britton
V8 Flash
Ziggy
Andrew Thompson
Ziggy Tomcich
Cool Cat
Ryan McFate
Swazz
Martin Gyllenstein
Anita Simmons
WaZZinC
Jesse Breslin
Onyx
Giorgio Lee
Henrik Lundqvist
16
Dbl
17
Single
Bus Driver
(seperate from us)
18
Single
Vendor
Alex Bock (Night 2
ONLY)
All Blue highlighted people are room captains
32
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Schedule of Events (Summary)
Date/Start/End
Current Active Schedule
System
Address
Clarion Hotel Detroit Metro Airport - 8600 Merriman Rd Romulus, MI 48174 (734) 728-7900
Laser Blast, QZar,
Laser Storm
1800 N Burkhart Rd, Howell, MI 48855, US (517) 545-7386
6/25
9P
12P
6/26
1P
4.5A
6/27
5A
10A
Laser Force
2P
6.5P
Tactical
6/28
6/29
Baymont Inn - 7447 Convention Blvd. Warren, MI - 1-586-977-7270
35335 Gratiot, Clinton Township, MI (586) 791-5560
7750 Wildcat Road, Huber Heights, OH 45424
Comfort Inn – 9305 N. Main Street, Dayton, OH 45415 – (937) 836-9400
7P
7.5A
8A
11A
Laser Quest
201 E Alex Bell Rd, Centerville, OH 45459 (937) 434-0088
5P
9P
Laser Tron
617 Third Avenue S.W. Carmel, Indiana 46032 (317) 571-1677
11P
5A
DoubleTree Suites by Hilton Indianapolis - 11355 N Meridian St Carmel, IN 46032
7A
12P
UltraZone
1104 W Coliseum Blvd Fort Wayne, IN. (260) 471-6719
Clarion Hotel Detroit Metro Airport - 8600 Merriman Rd Romulus, MI 48174 (734) 728-7900
Route Map: https://goo.gl/maps/EuaNz
Liability Waiver https://goo.gl/rFwC58
33
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Team Schedule
QZar/LaserStorm
1
Q1
06/25 23:30
06/25 23:38
In The Basket
2
LS1
06/25 23:40
06/25 23:48
Lets go buffalo
Rage Before Beauty
Zapoc
3
Q2
06/25 23:50
06/25 23:58
#Rekt
Here Comes the D
4
LS2
06/26 00:00
06/26 00:08
Rage Before Beauty
In The Basket
5
Q3
06/26 00:10
06/26 00:18
Zapoc
Lets go buffalo
6
LS3
06/26 00:20
06/26 00:28
Here Comes the D
#Rekt
7
Q4
06/26 00:30
06/26 00:38
Zombie Inconvenience
Rage Before Beauty
8
LS4
06/26 00:40
06/26 00:48
Here Comes the D
Lets go buffalo
9
Q5
06/26 00:50
06/26 00:58
In The Basket
#Rekt
10
LS5
06/26 01:00
06/26 01:08
Zombie Inconvenience
Lets go buffalo
11
Q6
06/26 01:10
06/26 01:18
Rage Before Beauty
Zapoc
12
LS6
06/26 01:20
06/26 01:28
#Rekt
Zombie Inconvenience
13
Q7
06/26 01:30
06/26 01:38
Lets go buffalo
Here Comes the D
14
LS7
06/26 01:40
06/26 01:48
Zapoc
Rage Before Beauty
15
Q8
06/26 01:50
06/26 01:58
Zombie Inconvenience
#Rekt
16
LS8
06/26 02:00
06/26 02:08
In The Basket
Lets go buffalo
17
Q9
06/26 02:10
06/26 02:18
Zapoc
Here Comes the D
18
LS9
06/26 02:20
06/26 02:28
Zombie Inconvenience
In The Basket
19
Q10
06/26 02:30
06/26 02:38
Rage Before Beauty
#Rekt
20
LS10
06/26 02:40
06/26 02:48
Here Comes the D
Zapoc
21
Q11
06/26 02:50
06/26 02:58
Lets go buffalo
In The Basket
22
LS11
06/26 03:00
06/26 03:08
Zombie Inconvenience
Here Comes the D
23
Q12
06/26 03:10
06/26 03:18
#Rekt
Zapoc
24
LS12
06/26 03:20
06/26 03:28
Rage Before Beauty
Zombie Inconvenience
25
Q13
06/26 03:30
06/26 03:38
Here Comes the D
In The Basket
26
LS13
06/26 03:40
06/26 03:48
Zapoc
#Rekt
27
Q14
06/26 03:50
06/26 03:58
Lets go buffalo
Zombie Inconvenience
28
LS14
06/26 04:00
06/26 04:08
#Rekt
Rage Before Beauty
29
Q15
06/26 04:10
06/26 04:18
Zapoc
In The Basket
30
LS15
06/26 04:20
06/26 04:28
Lets go buffalo
Rage Before Beauty
31
Q16
06/26 04:30
06/26 04:38
Here Comes the D
Zombie Inconvenience
32
LS16
06/26 04:40
06/26 04:48
In The Basket
Zapoc
33
Q17
06/26 04:50
06/26 04:58
Rage Before Beauty
Lets go buffalo
34
LS17
06/26 05:00
06/26 05:08
In The Basket
Here Comes the D
35
Q18
06/26 05:10
06/26 05:18
#Rekt
Lets go buffalo
36
LS18
06/26 05:20
06/26 05:28
Zapoc
Zombie Inconvenience
37
Q19
06/26 05:30
06/26 05:38
Here Comes the D
Rage Before Beauty
38
LS19
06/26 05:40
06/26 05:48
#Rekt
In The Basket
39
Q20
06/26 05:50
06/26 05:58
Zombie Inconvenience
Zapoc
40
LS20
06/26 06:00
06/26 06:08
Lets go buffalo
#Rekt
41
Q21
06/26 06:10
06/26 06:18
In The Basket
Zombie Inconvenience
42
LS21
06/26 06:20
06/26 06:28
Rage Before Beauty
Here Comes the D
34
ARMAGEDDON 2015 – PLAYERS HANDBOOK
LaserBlast
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
LB1
LB2
LB3
LB4
LB5
LB6
LB7
LB8
LB9
LB10
LB11
LB12
LB13
LB14
LB15
LB16
LB17
LB18
LB19
LB20
LB21
6/26 6:45
6/26 6:56
6/26 7:07
6/26 7:18
6/26 7:29
6/26 7:40
6/26 7:51
6/26 8:02
6/26 8:13
6/26 8:24
6/26 8:35
6/26 8:46
6/26 8:57
6/26 9:08
6/26 9:19
6/26 9:30
6/26 9:41
6/26 9:52
6/26 10:03
6/26 10:14
6/26 10:25
6/26 6:53
6/26 7:04
6/26 7:15
6/26 7:26
6/26 7:37
6/26 7:48
6/26 7:59
6/26 8:10
6/26 8:21
6/26 8:32
6/26 8:43
6/26 8:54
6/26 9:05
6/26 9:16
6/26 9:27
6/26 9:38
6/26 9:49
6/26 10:00
6/26 10:11
6/26 10:22
6/26 10:33
ZAPOC
In The Basket
#Rekt
Lets go buffalo
ZAPOC
In The Basket
Zombie Inconvenience
Lets go buffalo
ZAPOC
Here Comes the D
Rage Before Beauty
Lets go buffalo
Zombie Inconvenience
Here Comes the D
Rage Before Beauty
In The Basket
#Rekt
Rage Before Beauty
Zombie Inconvenience
#Rekt
Here Comes the D
Lets go buffalo
Rage Before Beauty
Here Comes the D
Zombie Inconvenience
Here Comes the D
#Rekt
Rage Before Beauty
Here Comes the D
In The Basket
Zombie Inconvenience
#Rekt
In The Basket
#Rekt
In The Basket
ZAPOC
Zombie Inconvenience
ZAPOC
Lets go buffalo
ZAPOC
Lets go buffalo
Rage Before Beauty
6/27 5:38
6/27 5:51
6/27 6:04
6/27 6:17
6/27 6:30
6/27 6:43
6/27 6:56
6/27 7:09
6/27 7:22
6/27 7:35
6/27 7:48
6/27 8:01
6/27 8:14
6/27 8:27
6/27 8:40
6/27 8:53
6/27 9:06
6/27 9:19
6/27 9:32
6/27 9:45
6/27 9:58
Zombie Inconvenience
ZAPOC
In The Basket
Rage Before Beauty
Zombie Inconvenience
ZAPOC
Lets go buffalo
Rage Before Beauty
Zombie Inconvenience
#Rekt
Here Comes the D
Rage Before Beauty
Lets go buffalo
#Rekt
Here Comes the D
ZAPOC
In The Basket
Here Comes the D
Lets go buffalo
In The Basket
#Rekt
Rage Before Beauty
Here Comes the D
#Rekt
Lets go buffalo
#Rekt
In The Basket
Here Comes the D
#Rekt
ZAPOC
Lets go buffalo
In The Basket
ZAPOC
In The Basket
ZAPOC
Zombie Inconvenience
Lets go buffalo
Zombie Inconvenience
Rage Before Beauty
Zombie Inconvenience
Rage Before Beauty
Here Comes the D
LaserForce
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
LF1
LF2
LF3
LF4
LF5
LF6
LF7
LF8
LF9
LF10
LF11
LF12
LF13
LF14
LF15
LF16
LF17
LF18
LF19
LF20
LF21
6/27 5:30
6/27 5:43
6/27 5:56
6/27 6:09
6/27 6:22
6/27 6:35
6/27 6:48
6/27 7:01
6/27 7:14
6/27 7:27
6/27 7:40
6/27 7:53
6/27 8:06
6/27 8:19
6/27 8:32
6/27 8:45
6/27 8:58
6/27 9:11
6/27 9:24
6/27 9:37
6/27 9:50
35
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Outdoor
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
TAC1
TAC2
TAC3
TAC4
TAC5
TAC6
TAC7
TAC8
TAC9
TAC10
TAC11
TAC12
TAC13
TAC14
TAC15
TAC16
TAC17
TAC18
TAC19
TAC20
TAC21
6/27 14:30
6/27 14:43
6/27 14:56
6/27 15:09
6/27 15:22
6/27 15:35
6/27 15:48
6/27 16:01
6/27 16:14
6/27 16:27
6/27 16:40
6/27 16:53
6/27 17:06
6/27 17:19
6/27 17:32
6/27 17:45
6/27 17:58
6/27 18:11
6/27 18:24
6/27 18:37
6/27 18:50
6/27 14:38
6/27 14:51
6/27 15:04
6/27 15:17
6/27 15:30
6/27 15:43
6/27 15:56
6/27 16:09
6/27 16:22
6/27 16:35
6/27 16:48
6/27 17:01
6/27 17:14
6/27 17:27
6/27 17:40
6/27 17:53
6/27 18:06
6/27 18:19
6/27 18:32
6/27 18:45
6/27 18:58
Lets go buffalo
Zombie Inconvenience
ZAPOC
Here Comes the D
Lets go buffalo
Zombie Inconvenience
Rage Before Beauty
Here Comes the D
Lets go buffalo
In The Basket
#Rekt
Here Comes the D
Rage Before Beauty
In The Basket
#Rekt
Zombie Inconvenience
ZAPOC
#Rekt
Rage Before Beauty
ZAPOC
In The Basket
Here Comes the D
#Rekt
In The Basket
Rage Before Beauty
In The Basket
ZAPOC
#Rekt
In The Basket
Zombie Inconvenience
Rage Before Beauty
ZAPOC
Zombie Inconvenience
ZAPOC
Zombie Inconvenience
Lets go buffalo
Rage Before Beauty
Lets go buffalo
Here Comes the D
Lets go buffalo
Here Comes the D
#Rekt
6/28 8:38
6/28 8:38
6/28 8:49
6/28 8:49
6/28 9:00
6/28 9:00
6/28 9:11
6/28 9:11
6/28 9:22
6/28 9:22
6/28 9:33
6/28 9:33
6/28 9:44
6/28 9:44
6/28 9:55
6/28 9:55
6/28 10:06
6/28 10:06
6/28 10:17
6/28 10:17
6/28 10:28
6/28 10:28
#Rekt
Lets go buffalo
Zombie Inconvenience
#Rekt
Zombie Inconvenience
In The Basket
In The Basket
Here Comes the D
Rage Before Beauty
In The Basket
Here Comes the D
ZAPOC
Rage Before Beauty
Here Comes the D
Rage Before Beauty
Lets go buffalo
#Rekt
ZAPOC
Here Comes the D
#Rekt
Lets go buffalo
ZAPOC
Lets go buffalo
In The Basket
Here Comes the D
Zombie Inconvenience
ZAPOC
Rage Before Beauty
Rage Before Beauty
ZAPOC
In The Basket
Zombie Inconvenience
Zombie Inconvenience
Here Comes the D
#Rekt
ZAPOC
Rage Before Beauty
In The Basket
#Rekt
Lets go buffalo
Zombie Inconvenience
Lets go buffalo
LaserQuest
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
LQ1L
LQ1R
LQ2L
LQ2R
LQ3L
LQ3R
LQ4L
LQ4R
LQ5L
LQ5R
LQ6L
LQ6R
LQ7L
LQ7R
LQ8L
LQ8R
LQ9L
LQ9R
LQ10L
LQ10R
LQ11L
LQ11R
6/28 8:30
6/28 8:30
6/28 8:41
6/28 8:41
6/28 8:52
6/28 8:52
6/28 9:03
6/28 9:03
6/28 9:14
6/28 9:14
6/28 9:25
6/28 9:25
6/28 9:36
6/28 9:36
6/28 9:47
6/28 9:47
6/28 9:58
6/28 9:58
6/28 10:09
6/28 10:09
6/28 10:20
6/28 10:20
36
ARMAGEDDON 2015 – PLAYERS HANDBOOK
LaserTron
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
LT1
LT2
LT3
LT4
LT5
LT6
LT7
LT8
LT9
LT10
LT11
LT12
LT13
LT14
LT15
LT16
LT17
LT18
LT19
LT20
LT21
6/28 17:20
6/28 17:31
6/28 17:42
6/28 17:53
6/28 18:04
6/28 18:15
6/28 18:26
6/28 18:37
6/28 18:48
6/28 18:59
6/28 19:10
6/28 19:21
6/28 19:32
6/28 19:43
6/28 19:54
6/28 20:05
6/28 20:16
6/28 20:27
6/28 20:38
6/28 20:49
6/28 21:00
6/28 17:28
6/28 17:39
6/28 17:50
6/28 18:01
6/28 18:12
6/28 18:23
6/28 18:34
6/28 18:45
6/28 18:56
6/28 19:07
6/28 19:18
6/28 19:29
6/28 19:40
6/28 19:51
6/28 20:02
6/28 20:13
6/28 20:24
6/28 20:35
6/28 20:46
6/28 20:57
6/28 21:08
Here Comes the D
Rage Before Beauty
Lets go buffalo
In The Basket
Here Comes the D
Rage Before Beauty
#Rekt
In The Basket
Here Comes the D
Zombie Inconvenience
ZAPOC
In The Basket
#Rekt
Zombie Inconvenience
ZAPOC
Rage Before Beauty
Lets go buffalo
ZAPOC
#Rekt
Lets go buffalo
Zombie Inconvenience
In The Basket
ZAPOC
Zombie Inconvenience
#Rekt
Zombie Inconvenience
Lets go buffalo
ZAPOC
Zombie Inconvenience
Rage Before Beauty
#Rekt
Lets go buffalo
Rage Before Beauty
Lets go buffalo
Rage Before Beauty
Here Comes the D
#Rekt
Here Comes the D
In The Basket
Here Comes the D
In The Basket
ZAPOC
6/29 7:50
6/29 8:08
6/29 8:26
6/29 8:44
6/29 9:02
6/29 9:20
6/29 9:38
6/29 9:56
6/29 10:14
6/29 10:32
6/29 10:50
6/29 11:08
6/29 11:26
6/29 11:44
6/29 8:03
6/29 8:21
6/29 8:39
6/29 8:57
6/29 9:15
6/29 9:33
6/29 9:51
6/29 10:09
6/29 10:27
6/29 10:45
6/29 11:03
6/29 11:21
6/29 11:39
6/29 11:57
In The Basket
Zombie Inconvenience
Lets go buffalo
#Rekt
Rage Before Beauty
Here Comes the D
Zombie Inconvenience
Rage Before Beauty
Lets go buffalo
ZAPOC
Here Comes the D
ZAPOC
#Rekt
In The Basket
Rage Before Beauty
Lets go buffalo
ZAPOC
In The Basket
Zombie Inconvenience
#Rekt
ZAPOC
In The Basket
#Rekt
Here Comes the D
Rage Before Beauty
Lets go buffalo
Here Comes the D
Zombie Inconvenience
Ultrazone
149
150
151
152
153
154
155
156
157
158
159
160
161
162
UZ1
UZ2
UZ3
UZ4
UZ5
UZ6
UZ7
UZ8
UZ9
UZ10
UZ11
UZ12
UZ13
UZ14
#Rekt
Here Comes the D
Rage Before Beauty
Zombie Inconvenience
ZAPOC
Lets go buffalo
#Rekt
Here Comes the D
Rage Before Beauty
In The Basket
Zombie Inconvenience
In The Basket
ZAPOC
Lets go buffalo
37
ARMAGEDDON 2015 – PLAYERS HANDBOOK
Armageddon 2015 Liability Release Form
Before participating in the Armageddon Tournament, you hereby agree to and acknowledge the following:
1. That you are only authorized to use event/transportation/hotel/equipment upon the proper execution of this document.
2. That this document is a material part of the consideration and agreement between you and DARKWARE, INC (The
legal entity that runs the Armageddon Tournament) and the respective owners of the premises and facilities.
3. That you have read this entire document and completely understand its contents. You also acknowledge that any
questions about the content of this document or use of the premises and facilities have been answered by a
representative of the Armageddon Tournament prior to signing this document.
4. That you accept all responsibility for any property damage at any facility/hotel/transportation vehicle while on the
Armageddon tournament caused by you and your actions. You also understand that the term “premises and facilities”
includes the building/transportation, all fixtures in and around it, the surrounding parking area and the equipment
associated with it.
5. That you acknowledge that the owners and operators of the Armageddon tournament and the owners of the premises
and facilities have employed diligent efforts and care in making the facilities and premises as safe as possible; and that
despite the foregoing efforts, you understand that there are, nevertheless, certain inherent risks in using the facilities and
premises. Among these risks are possible trips, falls, collisions with other people or objects, etc. You specifically
acknowledge the existence of these risks and agree to participate with the full understanding of the same.
6. That if you or your property are injured while using the premises and facilities as a result of the inherent risks and
dangers mentioned above, you agree to RELEASE, INDEMNIFY AND HOLD DARKWARE, INC and THE OWNERS OF
DARKWARE, INC HARMLESS FROM SAID INJURIES OR ANY COSTS OR EXPENSES ASSOCIATED THEREWITH
EVEN IF THEY WERE CAUSED BY THE AFFIRMATIVE NEGLIGENCE OF DARKARE, INC AND THE AMAGEDDON
TOURNAMENT, THE OWNERS OF DARKWARE, INC AND FACILITIES or any of their employees, agents, or
representatives.
7. That you agree to obey all rules and regulations for the use of these facilities and premises and the laser tag
equipment, which will be delivered to players prior to the game, and the directions, if any, given by DARKWARE, INC or
ARMAGEDDON representatives either before, during or after use of the same.
8. That you specifically agree to allow DARKWARE, INC. and the Armageddon Tournament to employ any photographs
and/or video taken of you while on the premises for publicity purposes.
9. That you acknowledge if you are under the age of (18) years, that you have discussed the terms and conditions of this
document with your parents, and that your parents, alter reading this document, consent to you signing the same and,
further, that you have been authorized by your parents to agree to the specific terms and conditions contained herein.
10. I authorize the DARKWARE, INC. and the Armageddon tournament to seek medical care as necessary for me (if I am
a participant) or the participating minor for June 25th at 10 PM to June 30th at 11PM.
DO NOT SIGN THIS ACKNOWLEDGEMENT AND RELEASE UNLESS YOU HAVE READ IT AND UNDERSTAND IT. IF
YOU DON’T UNDERSTAND IT, ASK AN ARMAGEDDON ADMINISTRATOR FOR ASSISTANCE.
PARTICIPANT:
____________________________________________________________________________________
EMAIL:
____________________________________________________________________________________
PHONE:
______________________________________
BIRTHDATE:
_________________________________
ZIPCODE:
_______________________
EMERGENCY CONTACT NAME:
_________________________
EMERGENCY PHONE:
__________________________
INSURANCE PROVIDER:
_________________________
INSURANCE
__________________________
ID/GROUP #
participant signature (OR IF YOU ARE A GUARDIAN, PLEASE SIGN BELOW and print your name below):
signature:
______________________________________
signed date:
_________________________
guardian printed name:
_________________________
38