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 armo-geddon game pack

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moshking666

moshking666


Number of posts : 60
Registration date : 2009-01-05

armo-geddon game pack Empty
PostSubject: armo-geddon game pack   armo-geddon game pack I_icon_minitimeWed Jul 01, 2009 12:39 pm

1
PRESENTS
The eternal battle of Good versus Evil.
19th July 2009
YORKSHIRE PAINTBALL CENTRE
Near Selby, North Yorkshire
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The Game
The third Armo-Geddon was won by the forces of Evil making the current score 2 – 1 to
the forces of Good, but the ultimate judge; Death himself, believes that the fate of
mankind cannot be decided so lightly and after Armo-Geddon 2 he decided on a “best
out five” competition! So Death, God and the Devil have agreed to hold another Armo-
Geddon and as we wait to see the outcome, the world will remain in limbo. Not the
exciting Caribbean dance craze but an indeterminate state where both good and evil
shares the world and its bounty. So once again, to save on the mass destruction
normally associated with such biblical events, Armo-Geddon will be held on a paintball
site in Yorkshire. Should you wish to save or decimate your planet you will amass
behind your given General, to wage holy war over one day to decide the fate of
mankind. Winner takes all, well that’s the plan at least.
ARMO-Geddon 4 “The Beginning” will pit two teams against each other, one playing
Good and the other playing Evil. The game will be decided on points scored throughout
the day for controlling territory, defending artefacts, special missions and player
eliminations.
The main game will run as continual play from 10:00 until 15:00, after which time there
will be a short break (15mins) during which instructions will be given for the location
and start points for the final battle which will be non-scoring, a final blast before the
scores are tallied and the spoils awarded.
The Generals
The Arc Angel “Alex ‘TripleCC’ Carney” will be leading the forces of Good across the
battle field and in choruses of "Kum Ba Yah". The rest of the Warren Wood Rangers will
be using assertive yet gentle tactics for troop rousment.
Demonic Prime "Gary ‘Garage’ London" will be taking charge of the evil forces with
Team Nemesis acting as enforcers ready to rebuke any player not willing to do the
Generals bidding.
Both Generals will be fighting for the right to carry the ARMO-Geddon trophy for the
next year, the trophy has been painstakingly crafted from white bronze and is a replica
of the “Beelzebub’s toothpick” sword used in the game.
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The Teams
All players will be issued with a numbered wristband and either a blue or red coloured
ribbon. All players have to wear their ribbon in clear view at all times on the rear of
their goggles as this will identify which side you are playing on.
All players are also required to wear their wristband throughout the day as this
indicates that you have registered and are therefore insured to play at this event.
The team colours are as follows: Good = Blue Evil = Red
Costumes can be worn but you will still be required to wear your wristband and
coloured ribbon at all times. A case of high quality paint will be awarded after the pregame
briefing to the player deemed by the organisers to have made the most effort to
come dressed in themed attire.
Registration
Registration will be open at 07:00. All players must register to play.
Please bring a printed copy of your purchase confirmation for your event ticket. This will
speed up the registration process.
When you register you will be provided with a numbered wristband which must be worn
at all times.
You will also be provided with a coloured ribbon which is to be attached to the rear of
your goggle system and visible at all times.
Please bring your air bottle with you when you register. All air bottles must be
checked before use at this event. Bottle checking will take place when you register. If
you do not bring your bottle with you when you register we will be unable to process
you – effectively you’ll find yourself at the back of the line.
During registration you will also be asked if you have a current Air Safety pass. If you
do, you will be asked to show it.
If you do not already have a pass, then you must complete the Air Safety Training.
Players who do not complete the short 20 minute Air Safety training will not be
permitted to use the site air system to fill their bottles at this event.
If you need to undergo Air Safety Training please ensure that you allow time to do so.
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This may mean that you have to turn up at the event half an hour earlier than you
usually would – it’s a small price to pay.
If you do not have a current Air Safety Pass and do not undergo the free Air
Safety Training course – you will be unable to fill your air bottle yourself at
this event. Please ensure that you allow yourself enough time to undergo the
training if necessary before the game starts.
Bottle Checking
All air bottles must be checked prior to use on the site air system at this event. Bottles
will be checked to ensure that they are within test date, are of good condition and have
two burst disks.
Bottles found to be substandard will be retained by the event staff until after the event
has finished when they will be returned to the owner. This is to ensure that
substandard bottles are not used accidentally during the event.
In such circumstances, YPC have generously agreed to provide a loan air bottle free of
charge for your use during the day.
Re-spawn
You are eliminated from the game when hit by a paintball that bursts upon you or any
part of your equipment. You must give a clear indication that you are ‘out’ by raising
your marker and spare hand in the air immediately and move quickly away from the
area. Remember – dead men don’t talk!
You must then re-spawn in order to re-enter the game, to do this you must find a flag
station that is held by your team (and will be displaying your team colour) and make
yourself known to the nurse on duty at that flag station who will take a note of your
player number and witness as you wipe your hit before you rejoin the game.
Alternatively you can make your way to your sides primary respawn point.
Please note that the re-spawn point is the nurse located near to the flag and not the
flag itself. As the fighting gets closer to the flag the nurse may move away a short
distance to avoid being hit.
Alternatively you can walk off the field and use the safe corridor to return to the staging
and safe areas should you so wish. A marshall located at the entry point to the safe
area will record if you are hit or not.
If you return to the safe area for reasons other than an elimination, a marshall located
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at the entry to the safe area will check you for hits. Assuming there are none, you will
be free to leave the field.
All players rejoining the game from the main safe area’s must proceed to their sides
primary respawn point where the nurse will allow you to join the game. Each sides
primary respawn point will be located in the field and unlike all the flag stations, will be
a respawn point that can not be taken by the opposition and attracts no points. This is
to give each team at least one point of entry onto the field and camping on each sides
primary respawn point will not be permitted.
The reason d’être for this is to ensure that active play is limited in the area where the
main safe area entry and access point is. It also means that players can not be shot as
soon as they step back onto the field.
The Territories
The field has been divided into various territories. Each territory contains a flag station
with both a Good (blue) and an Evil (red) flag. At the start of the game all the flag
stations will be counted as being Agnostic i.e. neither Good nor Evil flags raised. The
Game territories are as follows:
Wilderness of Sin
Wilderness of Zin
Wilderness of Moab
Wilderness of Shur
Wilderness of Ziph
Points will be awarded for the amount of time throughout the day that your team
controls these territories, shown by the display of your team’s flag at the top of a flag
station, and every minute counts (see scoring).
Artifacts
On the battlefield you may find artifacts and biblical weaponry such as:
Holy Hand Grenades, Monty Python fans, all together now... “You shall pull the pin
and count to three, not one nor two and four is way too many”. Each holy hand
grenade deployed will eliminate 10 enemy combatants, and in addition to this if
deployed on a flag station it will also change the flag to agnostic (neutral). When found
holy hand grenades must be returned to and only used by the team general or his
officially appointed underling who will be instructed on its correct use, incorrect use will
eliminate the operator.
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There will be additional artifacts distributed in the field of play. Each of these artifacts
will have a points scoring value and full instructions as to how you can claim the points
will be printed in the artifact itself as well as the points value.
Major Artifacts
The Arch Bishop of York’s Crucifix must be kept safe by the Good force. Should the
army of Evil capture the crucifix and take it to the Event Coordinator located in the safe
area they will be greatly rewarded.
Beelzebub's toothpick must be guarded by the Evil forces. Should the army of Good
capture Beelzebub’s toothpick and take it to the Event Coordinator in the safe area they
will also be greatly rewarded.
If the major artifacts are taken to the Event Coordinator they will be taken out of play
for the following ½ an hour.
Major artefacts CAN NOT be hidden either on a players person or in the field. If you
are eliminated whilst transporting an artefact you must drop it immediately for it to be
collected by another live player.
Major artefacts CAN NOT be taken off the field unless it is to hand them in to Event
Coordinator, any major artefact entering the safe area and not given to the Event
Coordinator will result in points being awarded to the opposing team.
If a major artefact is found unattended in the field by event staff, it will be assumed as
abandoned and removed from the field with the points value awarded to the opposition.
E.g. if the Crucifix is found abandoned in the field by the event staff, it will be returned
to the safe area and the points will be awarded to the Evil side. The item will not be
returned to the field for 30 minutes. In short – make sure you keep possession of your
sides major artefact – the penalty will be high!!
Scoring
The scoring of points will be as follows:
Territory possession: shown by the display of your team’s flag at the top of a flag
station (per minute, per station); 10 POINTS.
Elimination of an enemy combatant; 1 POINT.
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moshking666

moshking666


Number of posts : 60
Registration date : 2009-01-05

armo-geddon game pack Empty
PostSubject: Re: armo-geddon game pack   armo-geddon game pack I_icon_minitimeWed Jul 01, 2009 12:40 pm

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Capture of an opposing team’s major artefact 50 POINTS.
General Game Rules
You must abide by the code of conduct and compose yourself in a safe and responsible
manner at all times.
Your registration wristband must be worn at all times and your coloured ribbon team ID
must be fastened to the elastic or rear of your goggle system in plain view.
All markers will be chronographed before the game starts and players will be required
to provide a chronograph test at random points throughout the day. A witnessed
chronograph reading will entail a minimum of three shots over the chrono ALL of which
must be below 280fps.
Players found with hot guns after providing a witnessed chrono reading risk ejection
from the event and all further Shoreline events. Players details may be passed to other
event organisers in serious instances.
Overshooting will not be tolerated.
Goggles must be designed specifically for paintball use and worn at all times within the
game area.
All markers must be fitted with barrel socks (not bungs) before leaving the game area.
No gassed or fully assembled markers will be permitted within the safe area.
Pyrotechnics approved for paintball use will be allowed (if in doubt ask event staff).
All legal firing modes will be permitted.
NO FULLY AUTOMATIC OR BURST FIRING MODES.
If you must use ramping please ensure you do so responsibly.
No fully automatic markers will be permitted on site.
An elimination is deemed as any shot that breaks on you or any part your equipment,
or any mark of equal size or larger than a normal paintball hit from such a device as a
paintball grenade or liquid filled land mine.
You must not shoot at or talk to any live players once you are eliminated.
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Non-compliance of any of these rules may result in exclusion from the game.
Emergency procedures
Six loud whistle blasts will indicate a medical emergency.
If you hear this emergency alarm, you MUST STOP playing immediately. Make your
marker safe and apply your BBD. Do not move position until instructed to do so by an
event marshall.
The First Aid station for this event is located within the main safe area and clearly
indicated with signs containing a green cross. Please come to the First Aid station
should you require any minor medical attention.
Code of conduct
• No wiping.
• No abusive language.
• 280 fps.
• Respect staff and fellow players at all times.
• Play the game with honour.
• Play the game for fun.
• Barrel tag where possible.
• Dead men don't talk.
• No overshooting.
• No blind firing.
• No hot guns.
• No hiding of team ID colours.
• You must have a witnessed chrono check before playing.
• You must have your bottle checked before playing.
• Marshalls decisions are final.
• Marshalls are there for safety only. Please don’t ask them for
scenario or scoring information.
• Goggles must be worn at all times in game areas.
• BBD’s must be in place before entry into the safe area’s.
In order to ensure a safe and enjoyable environment for all our customers, we will be
operating a sin bin system for players who do not comply with the rules of the event.
The sin bin system will only penalise the player who infringes and not their team as a
whole.
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The amount of time in the sin bin will be proportionate to any infringement. You will be
informed of what to do and where to go if a marshall has decided that you have
committed a sin bin infringement. Please do not argue with the marshall, they have
made their decision based on safety grounds and in the best interests of the event. A
marshalls decisions is final.
For serious rule infringements, Shoreline reserve the right to remove players from the
game with no recompense. The Event Coordinator’s decision in such instances will be
final.
Shoreline make no excuses for ensuring a safe and enjoyable environment for our staff
and customers.
Camping
Camping is not available on site and no access will be permitted until Sunday morning.
Timetable of events
Saturday 18th July
20:00 hrs meet at The Windmill Inn, Blossom Street for the beginning of the famous
‘Micklegate run”
Sunday 19th July
07:00 Registration opens, Chronograph stations available for setting. Air Safety Training
opens.
07:30 Chronograph stations open for witnessed testing
08:40 Registration closes, Chronograph stations close
08:45 Game briefing starts
09:15 Field entry gate opens; all players take to the field and are escorted to their start
points
09:25 Field entry gate closes for 15 minutes, any players not on the game field at this
point will have to wait for insertion
09:30 Game start
09:40 Field entry gate re-opens
15:00 Game ends, quick break to prepare for final battle
15:15 Final battle starts
15:45 Game Over
16:00 Final score, Prize Giving, Raffle
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Traders
Shoreline are delighted to be working with our trading partners for this event, Fat Bobs
Paintball and BZ Paintball Supplies.
Both traders will have stalls at the event and both will be supplying paint.
You can reserve your paint or any other requirements with each trader prior to the
event for collection on the day.
We encourage all our customers to support the traders who have invested in attending
and support this event by making your paint purchases from them.
Fat Bobs Paintball
Unit 10a
Whitemoor Business Park
Skipworth
Selby
YO8 6EG
01757 289777
admin@fatbobspaintball.co.uk
www.fatbobspaintball.co.uk
BZ Paintball Supplies
Unit C Yorkway
Mandale Industrial Estate
Thornaby
TS17 6BX
01642 605000
shop@battlezonepaintball.co.uk
www.bzpaintball.co.uk
We also thank Tippmann for their support of this event.
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Directions
The postcode for the site for Sat Nav systems is YO8 5SW.
Leeds
From Leeds: Take the A64 east towards York. After York race course (on the left hand side) take the A19
south towards Selby. After approx 6 miles you will enter Escrick. Just after the BP petrol station turn left
onto the Skipwith road. Exactly 3.6 miles down this road just before you get to Skipwith, turn left onto
Thorganby lane. About half a mile you will see our entrance on the left hand side.
York
Take the A19 south towards Selby. After approx 6 miles you will enter Escrick. Just after the BP petrol
station turn left onto the Skipwith road. Exactly 3.6 miles down this road turn left onto Thorganby lane.
About half a mile you will see our entrance on the left hand side.
M62
Take junction 34 and follow the signs for Selby. In Selby follow the signs for York(A19). Go through Selby
and onto the A19 North. Take the A163 turning towards Market Weighton (Careful not to take the A63
towards Howden). Continue towards Market Weighton passing the Double Six petrol station on the left
hand side. About 1 mile after the petrol station, turn left towards Skipwith and go through Skipwith. Just
out of Skipwith turn right onto Thorganby Lane. About half a mile you will see our entrance on the left
hand side.
See map below:
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