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TSSOC Presents REDSTAR: UPRISING on 9/13/14 at OXCC (MD)


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#1 TSSOC Professor

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Posted 28 March 2014 - 10:39 AM

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Tri-State Special Operations Command Scenario Paintball Team, partnered with OXCC Paintball in Chesapeake City, MD, is pleased to announce their upcoming production of REDSTAR: UPRISING - a scenario paintball game, on Saturday, September 13th, 2014.

 

They came.  Just like they came to every frontier mankind has ever known.  For the settlers of Mars, it was no different.  Men, women and children left the safety of Earth for a hostile, alien world.  They came for a new life… opportunity... a chance to strike it rich.  For fifteen generations, the iron fist of the UNITED EARTH AUTHORITY, the powerful, planet-spanning government of humanity’s homeworld, has molded and shaped Mars to fit its own needs: Terraforming the planet, establishing cities, plundering its natural resources and establishing the MARS COLONIAL MILITIA to impose and maintain their hold over the people of Mars.  Under their watch, Mars has become a backwater mining colony of the UEA, with most of its mineral wealth benefiting the people of Earth.

 

Until the explosion…

 

It happened without warning.  Phobos, one of the two moons of Mars, was obliterated in a fireball that lit up the Martian sky.  The debris from the moon devastated the surface of Mars, killing millions and shattering cities, with desperate survivors fleeing underground to seek shelter from the destruction above.  Opportunity, however, often comes even in the wake of great tragedy, for within the very rocks that wrought so much suffering and pain upon Mars lay the very key to its restoration.  Not long after the first meteors fell to the surface, it was discovered that the rocks contained an element of immense power.  Designated “Phobosium” by Martian scientists, the power of this element has the potential to revolutionize human space travel.  As such, Phobosium is extremely valuable, and thus, highly sought-after, and news of its incredible power has reached the farthest corners of the Solar System, and the highest echelons of the UEA.  

 

The powers of Earth, however, will not be denied.  By decree, the United Earth Authority has laid claim to all current and future Phobosium supplies, seeking to deprive the people of Mars their only hope of rebuilding their shattered world.  With reports of United Earth Authority cruisers and transports, loaded with troops and equipment, en route to Mars to steal this priceless resource, the Mars Colonial Militia has mobilized to fight their former overseers and secure their planet’s newest and most precious commodity and preparing to fight for their very independence as yet another wave of Phobosium meteors approach the planet…

 

TSSOC Presents REDSTAR: UPRISING.

 

Commanding the United Earth Authority (UEA) will be James “Alpha” Graham of Ambush Alpha. Supporting Alpha in the Command Tent will be his XO, United States Military Academy Cadet Patrick Bauk and other West Point cadets.

 

Commanding the Mars Colonial Militia (MCM) will be Todd Sullivan of the War Hounds. Supporting Todd in the Command Tent will be XO, Tom "Tomcat" Cunningham of Catshack Reports, and United States Naval Academy Midshipman Jake Morris and other Annapolis midshipmen.

 

Pre-Registration Entry will be $45 (Pre-Reg opens on Saturday, June 7 and closes Friday, September 5 at midnight), Day of Event Registration will be $55.

 

Pre-reg Event Paint will be $55 per case and Day of Event Paint will be $65.

 

Timeline

7:00 AM - Store, pre-registration and registration windows, compressed air, paint sales open

7:30 AM - Chrono open

9:00 AM - Safety Orientation and Game Rules (chrono and compressed air close during briefing)

10:00 AM - GAME ON for TSSOC Presents REDSTAR: UPRISING

4:30 PM - Stand down for final battle

5:00 PM - Final battle

5:20 PM - GAME OVER

5:45 PM - Awards and scores

 

For more information, please visit http://www.tristatespecops.com


Edited by TSSOC Professor, 09 April 2014 - 12:53 PM.

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#2 TSSOC Professor

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Posted 09 April 2014 - 11:41 AM

The UEA Commander, Alpha, has announced that USMA Cadet Pat Bauk of West Point Paintball will be his XO and the MCM Commander, Todd Sullivan, has announced that Tom "Tomcat" Cunningham of Catshack Reports will be his XO.


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#3 TSSOC Professor

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Posted 13 May 2014 - 10:37 AM

Hope everyone is enjoying some great scenarios this spring.  TSSOC is in full swing with working on their upcoming scenario Redstar: Uprising and we wanted to know, what makes a scenario great?  Is it the missions? The field? The generals? (which we have some great ones for you this year) Other factors? Let us know what you think.


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#4 TSSOC Professor

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Posted 28 May 2014 - 10:47 AM

With REDSTAR: UPRISING being another totally original game, like we've done in the past with Rome: 2045 
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and Shogun 
10344792_10152425856289326_3782882792511, we wanted to give those who bring an additional layer to the game and come dressed up in the theme some concepts/ideas to think about. REDSTAR: UPRISING takes place on a terra-formed Mars that has been obliterated by chunks of its moon, Phobos. Think Total Recall, Blade Runner, Steam Punk, Elysium, Mad Max, 12 Monkeys, anything Post-Apoctalyptic.

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#5 TSSOC Professor

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Posted 15 July 2014 - 01:57 PM

Safety Rules

Goggles must be worn at all times in any designated goggles-on area. A tented rest area out of play behind each command post will be available for removal and cleaning of goggles. The netted area in CP buildings may also be used for this purpose by the General and command staff. No markers or launchers of any kind are allowed in this area! Do not take your goggle of anywhere else on the field.

Barrel covers must be in placed on your gun anytime you are not a live player on the field or in the chrono area. Barrel plugs are not an acceptable substitute. No shooting o dry-firing in the parking lot or other safe areas. Markers may only be discharged on the playing field or netted chrono areas.

Chrono limit is 280 FPS. The chrono area is in netted Field #6. You must have your velocity checked and marked by the chrono ref before entering the field. Field refs will be conducting random chrono checks throughout the day. Anyone caught above the limit will have their player card punched and be sent off the field to adjust their velocity back below the limit, and must be re-chrono’ed by OXCC staff. A second offense will be subject to ejection from the game.

All markers must be standard semi-automatic or pump action only. No full-auto, burst modes, ramping, etc. is permitted.

All Launchers must be approved, inspected, and tagged by Chrono Refs. Launchers must chrono below 230fps.

Rocket launchers should not be used to target individual players with the sole exception being to shoot down a Drop Ships as described below.

No blind-firing: you must be able to sight down the barrel of your gun and see where your balls are going or you will be called out by a ref.

No props may be thrown by anyone. 

No smoke grenades. The producer/head ref/field owner will be the only ones allowed to use smoke..

No climbing trees or structures unless they have stairs built in. Please do not climb deer stands.

No smoking except in the parking lot. No illegal drugs. Violation of this rule may result in expulsion from the grounds.

No potentially dangerous gear, such as knives, trip wire, firearms, explosives, incendiaries, etc.

No physical contact with other players, except for the barrel tag rule as described below.

No deliberate shooting at the head or neck if it can be avoided. At point blank range (20 feet or closer) you must not shoot any player above the shoulders. No executions!

In the event that the game must be stopped for a medical emergency or other safety reason, the refs will blow whistles. STOP SHOOTING IMMEDIATELY! Place your marker on the ground, and take a knee where you are. You may not use this time as a chance to move forward. The game will resume at the sound of an airhorn, or you will receive instructions from the refs on what to do next.

No verbal abuse, such as slurs against anyone’s race, color, religion, parents, etc. Violators will be subject to ejection from the game.

Do not shoot the wildlife; please leave the squirrels and birds their natural colors. Violators of this rule will be asked to leave the premises with no refunds.

A referee’s call on the field stands. The Game Producers, field owner, or head refs will not reverse the call of a referee. So make sure you wipe off old hits, keep your masks down, etc… 

At the discretion of a referee, you may be given a punch on your ID card for rule infractions. This punch is your only warning. A second punch means you are removed from the field with no refund. Punch-able infractions include, but are not limited to, mask lifting, cheating, overshooting, blind firing, and excessive foul language. Severe infractions may result in the players’ immediate removal from the property. Depending on the severity of the infraction, your team may be removed as well. So have fun and be safe!

General Rules

You must have a visible Player ID Card in order to enter the field. Do not lose your Player ID Card. The full entry fee must be paid to obtain a replacement Player ID Card.

Event Paint Only. Violators will be subject to immediate ejection from the game.

Armband tape must be worn by all players visibly on one arm. Generals – and only Generals – must wear armband tape on both arms. Wearing the other side’s armband tape is forbidden unless part of a game special.

It is acceptable to shoot across boundary ropes or dog-legs, however, if a player crosses a boundary rope, he is eliminated and must reinsert at his CP.

There is water, anti-fog and rags in the reinsertion zones. If you need to go to the parking lot for air or supplies, you must re-enter the game at your Command Post.

Around each Command Post, there is an exclusion zone marked with paint or surveyor’s tape on the ground and trees. No player may enter the opposing team’s exclusion zone unless part of a game special. Players may shoot into and out of either exclusion zone.

Due to the large number of pre-positioned Props and in order to preserve the fog-of-War, there will be no pre-game field walks by any player including command staff.

Stealing, hiding, obfuscating, absconding with or other unauthorized moving of opponent's Perk props is strictly prohibited and will result in a point loss for that team.

Taking props off the field is also prohibited. Any prop taken off-field will be considered “out of play”, voided, and recycled back into the game by Scenario Control.

Elimination Rules

All hits count – including hits on your marker, gear, or any props you are carrying.

Any splatter from either a grenade or mortar round will eliminate you.

Certain props or specials may eliminate players in other ways. A ref will call you out and notify you how you were eliminated.

Eliminated players must immediately place a barrel sock on their marker, hold it up call out ‘HIT!’ If you are eliminated, go immediately to your team’s rejuvenation area to reinsert. Refs may call old hits, so you are responsible for wiping any hits from you and your gear before reinserting.

No Dead Man’s Walk! Live players are forbidden from impersonating or mixing in with eliminated players.

Dead Men Don’t Talk! Keep your mouth shut when you are out. Keep the game fair.

Optional Surrender Rule – If you approach within 15 feet of another player and they are unaware of your presence, you have the option of offering them a surrender. If they call themselves out, do not shoot them! If they turn to fire, go for it. One or two balls only please!

Barrel tagging – gently touch the player with your barrel (which must be attached to the marker) and say the words ‘Barrel Tag’. The tagged player is out and should go out quietly.

If you are eliminated, all props must be dropped where you were when you were hit. This does not apply to Credits, Perk cards, Role cards. Only Mission Cards may be passed from dead player to a live player.

If you are barrel-tagged or surrendered, and the attacking player says ‘I search your body!’ you must relinquish any Credits or Perk cards you may be carrying. This does not apply to Mission cards or Role cards.


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#6 TSSOC Professor

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Posted 29 July 2014 - 12:09 PM

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#7 TSSOC Professor

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Posted 30 July 2014 - 07:40 AM

More News from Mars' orbit.

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#8 TSSOC Professor

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Posted 01 August 2014 - 09:49 AM

Breaking News!

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#9 TSSOC Professor

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Posted 06 August 2014 - 12:57 PM

One month before pre-reg pricing expires. Pre-reg now at www.oxcc.com to save on a great day of paintball. Here is your next TSSOC Presents Redstar: Uprising News Update.
 
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Edited by TSSOC Professor, 06 August 2014 - 01:33 PM.

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#10 TSSOC Professor

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Posted 08 August 2014 - 01:33 PM

TSSOC Presents Redstar Uprising update... For those following along with the storyline, you may have seen that Todd Sullivan and Tom "Tomcat" Cunningham of The CatShack Reports had to drop out, as real life got in the way. KR "Trapper" Davis of Assault & Battery Scenario Paintball Team has taken the lead for the Mars Colonial Militia (MCM) side and has chosen Colt "Phoenix" Dickerson of Lucky Shotz Paintball Magazine and the CEF: Commonwealth Expeditionary Force as his XO.
 
Secondly, any tankers attending the game, please contact us here or via your commander as the build team needs to get in touch with you.
 
Finally, the full rule set will be posted next week and players interested in roles should contact their command staff.

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#11 TSSOC Professor

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Posted 11 August 2014 - 10:12 AM

The Following player roles are available to all players in Redstar: Uprising:
Pilot
Combat Engineer
Medic
Ballistic Specialist
Trade Emissary
 
Please contact your command staff if you are interested in any of the roles.
 
Pilot
Recruited from the wealthiest families on Earth and exhaustively trained at the Advanced Flight Academy on Io, the pilots of the United Earth Authority are the best of the best.  Brash, fearless and exceptionally talented, the pilots of the UEA fly some of the most advanced spacecraft that human technology can produce with style and gusto.  When not buzzing planets in the cockpit or hopping bars on shore leave, the UEA’s Pilots jockey for promotion, believing their jobs to be a fast-track for senior command.  And with the ability to fight in the air and on the ground with equal facility, it is not hard to see why nine of the last ten supreme commanders of the UAE’s supreme military commanders hail from the Pilot Corps.
 
Abilities: Fly Dropships
 
Combat Engineer
Recruited from the finest Universities on Earth, Engineers are the brains of any successful operation. Using their advanced knowledge of advanced technologies as a weapon, Engineers put themselves at risk to eliminate explosives threats to their fellow soldiers, repair their army’s extremely complex armored vehicles, hack computers, or perform any of the myriad of other jobs that only an erudite hand can execute. In fact, so dangerous are their jobs that it is rumored that no Engineer has paid for a drink in an NCO club within the UAE in more than 200 years.
 
Abilities: Place and Remove Mines, Place and Remove Mine Fields, Repair Tanks.
 
Medic
Where there is armed combat, there will be wounded combatants. It is this truth that makes a trained corps of fearless medics the foundation of any effective fighting force. Often recruited from the children of Earth’s doctors and nurses, medics are the most and highly-trained and battle-hardened infantrymen their army has to offer. In fact, it is only after having survived multiple battles that potential medics are invited to join the Medical Corps, giving medics the skill necessary to fight their way to the front, treat an injured comrade, and move onto another casualty without becoming a casualty themselves. It is this experience in the fight that causes medics to be somewhat aloof and distant from their fellow soldiers, and are slow to make friends with the men and women they may have to treat for grievous wounds in the field. Despite their reticence, combat medics are universally respected by all they serve with, often looked to for their extreme courage and unique perspective on combat.
 
Abilities: Heal Friendly Players of all paintball hits except headshots. May not heal any special, rocket hit, grenade hit or barrel tag.
 
Ballistic Specialist
One part metallurgist, one part physicist, and one part structural engineer, the talents of the rocketeer are an essential part of any modern fighting force. Most often recruited from the more stable elements of the Demolitions school, Ballistic Specialists sacrifice their close-up demolitions knowledge for the ability to destroy things at a distance. Capable of vaporizing enemy armor, enemy aircraft and hardened structures with equal capacity, the destructive capabilities of the Ballistic Specialists are without equal. Though their ammunition capacity is limited, their skill with their launchers more than makes up for this limitation, delivering their ordnance on-target with amazing accuracy. Despite their indispensable role in any army, the fellow soldiers of Ballistic Specialists are often apprehensive about these specialized troops due to the disproportionate amount of automatic weapons fire they tend to take by having them in their squad.
 
Abilities: Use Rocket Launchers.
 
Trade Emissary
Drawn from some of the finest families in their respective nations, the Trade Emissary is a status respected by all - friend, as well as foe. Having often completed the most advanced training in diplomacy their faction has to offer, trade emissaries are hand-chosen by their Generals for their courage, influence, charisma and skill in bartering. On Mars, access to supplies can mean the difference between life and death, the trade emissary's ability to access supplies behind enemy lines makes the trade emissary the most valuable member of any army. Using charm, wit and misdirection, Trade Emissaries glide unmolested through enemy lines, gathering essential supplies for their army and trying to remain alive long enough to return them to their General.
 
Abilities: Open, free access to the Red Star Trading Company. Will have a designated trade route that will keep them safe from elimination.  Any Trade Emissary found more than 5 feet off course of designated trade route is open for elimination. All props that are in their possession at the time of elimination become drop props. 

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#12 TSSOC Professor

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Posted 12 August 2014 - 09:03 AM

Roles Rules
The Following player roles are available to all players in Redstar: Uprising:
Pilot
Combat Engineer
Medic
Ballistic Specialist
Trade Emissary
 
Pilot Rules
Pilots may fly Drop Ships and UAVs.
Pilots may not shoot while they are operating drop ships or UAVs.
Refer to Drop Ship and UAV Perks for specific rules.
 
Combat Engineer Rules
Combat Engineers may lay down and remove anti-tank mines and minefields, repair tanks with Tank Repair Kits, and use Metal Detector cards.
Refer to Anti-Tank Mine, Mine Fields, Tank Repair Kits, and Metal Detector cards for specific rules.  
 
Medic Rules
Medics – Players may be revived by a Medic with a bandage, if available.
Medics must reach you within (1) minute of a hit. You may not go to the Medic – if you do, you are out.
Medics can heal the same player multiple times, using one “Bandage” per revive. Used “Bandage” cards must be returned to the team General.
Medics cannot heal themselves, a head shot, or elimination by Game Special (Orbital Strike, Rocket, Grenade, etc.)
 
Ballistic Specialist Rules
Ballistic Specialists are limited to 6 rockets/shots total per insertion. Being healed by a Medic, finding or recovering rockets DOES NOT give any more shots. Ballistic Specialists are expected to keep track of their own rocket count. Ballistic Specialists found by a referee to have fired more than 6 rockets in a single insertion will get a card punch and be relieved of their role card for the duration of the game.
 
Rockets can destroy Tanks, Drop Ships,  and a ten-foot section of buildings or bunkers, eliminating adjacent players.
 
Ballistic Specialists must notify a referee that they are firing a rocket prior to doing so. Rocket hits not seen by a referee will not count.
 
You are required to retrieve your own rockets. You may either do this as a live player (but you may not fire any more than your allotted six rockets per insertion) or by calling yourself out and then retrieving them. Refs WILL NOT retrieve rockets upon request – they have reffing to do.
 
Trade Emissary Rules
Open, free access to the Red Star Training Company. Will have a designated trade route that will keep them safe from elimination.
 
Any Trade Emissary found off course off of designated trade route is open for elimination. All props that are in their possession at the time of elimination become drop props.
 
Tank Rules
A Tank Ref will be assigned to escort each tank while on the field. No tank may enter the field without a Tank Ref. Tank crews may be required to provide an additional tank safety waiver.
 
Tanks are limited to 5 mph, or the walking speed of their Tank Ref, whichever is lower.
 
No player on foot may approach within 20 ft. of the tank unless explicitly instructed to do so by the Tank Ref. Any player who does otherwise will be immediately eliminated.
 
The tank may not knowingly approach within 20 ft. of a player on foot, or the tank will be eliminated.
 
A live tank will fly a flag in the color of the side it is currently supporting. The tank might change sides during the day at the discretion of the game producers. An eliminated tank will change the normal flag to a white flag and return to its CP to reinsert the same as a normal player
 
Grenades will immobilize a tank for 5 minutes, but the tank may still use all its weapons.
 
Tanks are allowed two direct hits from a rocket launcher - first hit immobilizes the tank; second destroys it. If Up-Armored, Tanks are allowed three direct hits - first removes the up-armor, second immobilizes the tank, third destroys it. Hits are denoted by the number of flags flying.
 
Mines, Minefields, and Orbital Strikes will destroy a tank in one hit (regardless of up-armoring) if the tank is within the blast radius.
 
Rockets fired from tanks are treated the same as any other launcher.
 
Tanks can only be repaired while disabled by a Combat Engineer with a Repair Kit Special.
 
When inside the tank, any players must follow the instructions of the driver, who must in turn obey the Tank Ref.
 
Tanks may only move in reverse under direct instruction of their Tank Ref to make sure no players are behind the tank while moving.
 
Third Entity Rules
Third Entity has no allegiance.
Third Entity has multiple insertion points.
 
Scoring Rules
Points
Points are available via FLAG STATIONS (scored on the hour marks), ORE (scored when brought to your CP), TANK MISSIONS, and the FINAL BATTLE (at 5:00pm).
 
Credits are worth no points, but can be used to purchase perks.
Perks are worth no points, but can be used in your gameplan.
Missions are worth no points, but can be used to gain artifacts.
Artifacts are worth no points, but can be used to decrease the cost of perks.
Ammo boxes may contain useful props, perks, and/or credits.

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#13 TSSOC Professor

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Posted 13 August 2014 - 01:51 PM

Perks for TSSOC Presents Redstar: Uprising
 
Mechs 
Only mechs can collect ore. Each mech will be able to carry 1 piece of ore at one time. Mechs follow tank rules, however they can not eliminate players. Any mech eliminated during gameplay must drop its ore at that time.  Mechs can only be eliminated by LAW hits. Law hits count as any hit that initially lands within 5’ of Mech or referee's discretion. 
 
Perk Tree
Visual Representation of all perks that can be purchased from Scenario Control.  Each CP will have one board so the generals and players are aware of what items are available to them. The benefit of adding artifacts to the wall would be a reduced price for that special from Scenario Control. All artifact slots must be filled in order to unlock the purchase of the final special in that branch. 
 
(5) Armor (tanks) - AT Mines, Reactive Armor, Mine Field, Tank Repair,  Additional Mech
(5) Infantry - Rocket & Medic, Spy, Intel, AP Rounds, Field Hospital
(5) Air - Drop Ship, Orbital Insertion, UAV, Orbital Strike, EMP
 
-Armor Upgrades-
Anti-Tank Mines 
Abilities: place on ground to destroy any enemy armor that rolls over or on the mine.
Use: Armor must roll over or onto mine to destroy tank.
Detonated mines are removed by a referee for recycling. One mine destroys a tank. Reactive armor kits do not mitigate mine damage.
Players who are not engineers that attempt to move a mine will trip the mine’s “Anti-Tamper” device and are eliminated. This action does not destroy the mine.
Usable by: Placed and removed by Combat Engineer
 
Reactive Armor 
Abilities: Allows tanks to survive additional rocket and tank round strikes
Use: Purchase at Scenario Control.
Once installed, allows armored vehicle to survive one additional rocket or Orbital strike.
Does not mitigate mine damage or mine field damage
Each Tank will need to have 3 flag holders, one for each potential hit a tank can take. 
When Reactive Armor is used, a flag will be placed in the 3rd holder. 
Must be "Installed" by the tank ref at friendly CP with the Engine OFF.
Usable by: Tanks Only (not Mechs)
 
Minefields 
Abilities: destroy tanks and kill any infantry line that goes across the minefields
Use: Purchased at Scenario Control
Ability to destroy tanks and kill any infantry line that goes across the minefields.
Reactive Armor kits do not mitigate mine damage.
Minefields are active until they are removed by Engineer with a “Metal Detector card”
Possibility of each team to purchase a total of 5 minefields.
Usable by: Placed and removed by Combat Engineer
 
Armor Repair 
Abilities: Allows Engineer to remove 1 hit from damaged tanks. Does not apply to damage from Mines and Mine Fields and does not revive eliminated tanks
Use: Purchase from Scenario Control
Armor Repair Card can be used ONLY by an engineer. 
Engineer will give the card to referee of damaged tank.
Remain an active player just outside of tank’s 20-foot safety zone for 1 minute
Tank referee will raise 1 flag on tank indicating it has been repaired
Can not repair reactive armor
Usable by: Combat Engineers on Friendly Tanks Only (not mechs)
 
Additional Mech 
Abilities: Additional mech that can be used to collect ore
Use-  Provides opportunity of general to put any player into an additional mech to collect ore
Usable by: All Players
 
 
-Infantry Upgrades-
Advanced Training Techniques 
Abilities:  Allows side to increase the number of Medics & Ballistic Specialists on the field.  Also reduces the price of bandages for Medics once purchased. Can also use Metal Detector Card.
Use: Item is purchased from Scenario Control.
General disburses cards as he see fit
Usable by:  All Players
 
Metal Detector Card
Abilities: Remove deployed AT Mines and Minefields
Use: Purchased from Scenario Control
General gives Metal Detector card to engineer. 
CP ref writes on time that the card was deployed
Player must show Metal Detector card to a field ref before they begin removing mines and/or mine fields
Field Ref will hole punch metal detector for each mine field/ AT mine the player removes
Once the card has no more hole punches available, it has expired. 
Usable by: Combat Engineers 
 
Intel 
Abilities: allows a general to have access to the next hour's primary mission 5 minutes early.
Use: Effect is not cumulative, i.e. 5 minutes is the earliest a mission can be given out. Buying and spending two cards at once does not multiply the effect.
Intel Card must be given to CP Ref  when they are ready to use it. 
Usable by: Command Staff
 
Spy 
Abilities: 30 minutes, can put on enemies armband tape and enter enemy exclusion zones.
Use: Get card signed by Base referee , who will record a beginning and ending time.
Base Ref will keep track of all Spy times.
Return card and armband tape.
Cards and tape that have not been returned after 30 minutes will cost their team 15 points for being late (up to 15 minutes late), 30 points for minute 16-30, and so on if the armband tape is truant.
Card must be signed by the Base Referee at YOUR base to be valid.
Usable by: All Players
 
Armor Piercing Rounds 
Abilities: Allows all non-LAW player to destroy tanks
Use: Purchased at Scenario Control
Target must be completely covered by paintballs in order to eliminate tank
Reactive Armor kits do not mitigate AP Rounds
Must be "Installed" by the tank ref at friendly CP with the Engine OFF. 
Must be wiped clean after ALL eliminations
Usable by: All players
 
Field Hospital 
Abilities: Allows creation of additional insertion point anywhere on the field.  
Use: Purchased at Scenario Control
Prop will be housed at each CP
Requires 2 Medics can deploy and relocate medic stations.
Does not heal head shots or specials.
A Ballistics Specialist’s rocket can take out a field hospital.
Usable by: Medics
 
-Air Upgrades-
UAV 
Abilities:  Reconnaissance unit that may roam the field freely and with impunity. Player may not carry a marker, but can carry a radio.
Use: Player with card has card signed by BASE referee. Base referee signs card, writes the current time for start, and a time 30 minutes into the future for an END time. Records UAVs card number, start and end time in his log.
UAVs may not communicate verbally with nearby players. They may only communicate using a radio, if they wish
UAVs  may not "mark" a player by standing near or continuously over or around an enemy player.
UAVs  may not enter an enemy's exclusion zone. They may go anywhere else on the field.
UAVs  cannot eliminate players or be eliminated themselves. They cannot shoot or be shot.
UAVs  may not interact with drop props or mission props.
UAVs  may not interact with Scenario Control.
UAVs  cannot complete missions by themselves unless SPECIFICALLY enumerated on the Mission Card.
UAVs  must be held aloft above a player while active.
Players who do not bring the UAV prop back after 30 minutes will incur a 15 point penalty for being late (up to 15 minutes late), 30 points for minute 16-30, and so on, if the UAV is past-due.
Usable by: Pilots
 
Drop Ship (Heli) 
Abilities:  Ability to insert up to 5 players anywhere on the field.
Use:
Purchased at Scenario Control, prop stored at CP
Drop Ship has 30 minutes to deploy players
If Drop Ship is not returned in 30 minutes, team loses 15 points for being late (up to 15 minutes late), 30 points for minute 16-30, and so on
Players can not shoot or be eliminated while in the air by paintball
Drop Ships can be eliminated if rocket hits a passenger or passes through passengers
Available to: Command Staff
Usable by: Pilots
 
Orbital Insertion 
Abilities: Small group of players can insert anywhere on the field with a ref to insert via drop pod.
Use: After purchase the general may select 5-8 players to insert at a coordinate that he selects from a map.  
Ref will escort the players to the area, once they are all there they and drop their “pods” will become live players.
Usable by: All Players
 
EMP Charge 
Abilities: Allows successfully deployed EMP Charges to shut down Enemy portion of “flag station” for that scoring period for 1 hour period.
Use:
Device must be taken and “installed” on the affected flag station
Not a Drop Prop. If carrier is eliminated, may be passed on to live player.
Sides have 60 minutes to deploy and place EMP Charges. 
Usable by: Anyone
 
Orbital Strike 
Abilities: Call in an artillery strike that eliminates ALL combatants (Friendly and Enemy) within the designated grid square. 
Use: General must hand a purchased card to his CP referee. The CP Referee will then Radio to the Head Ref, who will delegate the “Strike Call” to the nearest Referee.
Referee making the call will yell “ORBITAL STRIKE!” and begin eliminating
Players within the vicinity at his discretion.
Players eliminated by an Orbital Strike MUST re-insert at their CP (May not be healed by Medic.)
May only use one Orbital Strike at a time.
Usable by: Command Staff

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#14 TSSOC Professor

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Posted 14 August 2014 - 01:06 PM

One month to go for TSSOC Presents Redstar: Uprising! Prizes from Tippmann Sports, GI Sportz Paintball, Guerrilla Air, LAPCO Los Angeles Paintball Company, OXCC - Outdoor Xtreme Chesapeake City, TECHT Paintball, Tiberius Arms, Valken Sports, Flasc Paintball, and Armagillo Paintball will be given away. Register by 9/5 to save money on a great day of Scenario Paintball at www.tristatespecops.com
 
Breaking news...
 
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#15 TSSOC Professor

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Posted 22 August 2014 - 09:50 AM

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#16 TSSOC Professor

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Posted 25 August 2014 - 06:56 PM

Short promo on tonight at 8pm on www.behindthebunker.com. Watch it live or later on youtube.
 
There will be a longer video about the game on Dangerman's youtube channel later this week. 

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#17 TSSOC Professor

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Posted 29 August 2014 - 05:19 AM

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Save $10 off of registration and $10 off of each case of paint you purchase, if you preregister online before 9/5/14 midnight. One week left before prereg pricing expires! www.tristatespecops.com

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#18 TSSOC Professor

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Posted 31 August 2014 - 07:22 AM

 
DangerMan shows what happens if a player at Redstar: Uprising picks up Phobosium. 
 
If you find the ore, protect it, call it in to your commander, and have a Mech Suit pick it up. Escort your Mech Suit back to your Command Post and get points for your team.

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#19 TSSOC Professor

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Posted 02 September 2014 - 09:57 AM

Attention players...
 
There will be 4 tanks at the game. The Knightstalkers and Assassin's Guild (Buzzkill) tank will be on the UEA side and the Soup Can Cocks and 12ss Panzer Korps (WTF-771) on the MCM side.

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#20 TSSOC Professor

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Posted 04 September 2014 - 08:05 PM

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Here's a basic game map that can be used for planning. We are finalizing the final game map, which will be better quality when printed. Once we have that complete, we will post it up. Each player will also get a copy of the game map, along with rules, in their player pack.

 

Pre-reg pricing closes tomorrow at midnight! www.oxcc.com


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#21 TSSOC Professor

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Posted 07 September 2014 - 09:54 AM

This is going to be a great game! Not only will we have two great commanders, with Alpha of Ambush Alpha and Trapper of Assault & Battery Scenario Paintball Team, in the command tent. We'll have the Midshipmen of Navy Paintball and the Cadets of West Point Paintball in the CPs as well. We have some great teams attending...All Terrain Assassins,SPECTRE Scenario PaintballSoup Can Cocks Paintball TeamSprye Bane PaintballTeam HellBentHellkatz Scenario Paintball, Death Dealers, Knight Stalkers, FC Havok, Carter's Commando's, Mike Force, Toxic Penguins, Hostile Takeover Paintball Team, White Collar Assassin's,Evolution Legion Paintball, Shootin n Lootin, Charlie Company, Brother in Arms, Team Voodoo Scenario Paintball, Assassin's Guild, TRIAD, Tri-State Saints Paintball Team, Helion, Courier 5, Defiance, SBD, Angellic Rage, 12ss Panzer Korps, Dangerous Grounds, and others. Game on is in 6 days. Register to join in on the fun for a great day of scenario ‪#‎paintball‬.


Edited by TSSOC Professor, 08 September 2014 - 04:22 PM.

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#22 TSSOC Professor

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Posted 08 September 2014 - 04:23 PM

Save time and fill out your waiver on-line. TSSOC Presents games always start on time.


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#23 TSSOC Professor

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Posted 10 September 2014 - 04:37 AM

Online registration closed tonight at midnight. Registration reopens at the field at 7am.


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#24 TSSOC Professor

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Posted 11 September 2014 - 04:29 AM

Thank you to all those who have pre-registered for the game. We have over 200 players pre-registered. The sides are now mostly balanced. Online registration has closed. Registration will reopen at the field at 7:00am on Saturday. Save time and fill out your waiver in advance here.
 
Players' Standing Orders
1) Know the rules.
2) Make sure your Fusion Reactors are your side's color at the top of the hour.
3) At every :30, a Phobosium shower will rain down four Phobosium ore. Locate them, inform your commander, and have a mech suit bring it back to your Command Post (CP) for points.
4) Find ammo cans that contain Credits and props (water, food, gold, fuel rods, and batteries - bring them back to your CP or sell them directly to the Redstar Trading Company (RTC)) on the field.
5) At the :00, help with missions released to your commanders at the CP and/or purchase side missions from RTC.
6) All else fails, shoot opposing players.

Edited by TSSOC Professor, 11 September 2014 - 04:47 AM.

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#25 TSSOC Professor

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Posted 12 September 2014 - 04:38 AM

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See everyone tomorrow. Arrive safely. Play safely and have fun!

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#26 TSSOC Professor

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Posted 14 September 2014 - 05:53 AM

Thank you to everyone who attended Redstar; Uprising at OXCC - Outdoor Xtreme Chesapeake City yesterday. The 300+ of you were hard charging paintballers that played stand up ball, even through the rain! 
 
The United Earth Authority squeaked out the win with 493 points. Congratulations goes out to UEA, their commanders, Alpha of Ambush Alpha and CDT Pat Bauk of West Point Paintball. Going into the final battle, the Mars Colonial Militia was up a little, and the end result was a four point differential, with the MCM ending up with 489 points. Awesome work, MCM. Hats off to their commanders, Trapper of Assault and Battery Scenario Paintball team and Phoenix of Lucky Shotz. 
 
Shout out to the tankers from Soup Can Cocks Paintball Team, Knight Stalkers Scenario Paintball Team, Assassin's Guild, and 12ss Panzer Korps from bringing their tanks and tearing up the field.
 
Thank you to all of our game sponsors, Tippmann Sports, GI Sportz Paintball, LAPCO , Valken Sports, Guerrilla Air, Tiberius Arms, TECHT Paintball, Mechanix Wear, Flasc Paintball, Armagillo Paintball, TacticalSFx, Dangermans Lair, and a special shout out to Rick & Nancy Carver, Brian, Gizz, Mike, and all of the crew at OXCC for providing an excellent venue and helping us put on our games!
 
If you have any constructive criticism, kudos, thoughts, musings, and so on, let us know, so we can improve our games.

Edited by TSSOC Professor, 14 September 2014 - 06:02 AM.

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