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