-Skirmish Games
Basically run and gun styles of games. Not much structure.
GAME LEADER-Hortons Heros
GAME PLAY-Bomb Plant, Hostage Rescue etc
GAME LENGTH-short
GEAR-none is required
AMMO LIMITS-SPECIAL RULES
TEAMS-Split by gear
OTHER INFO-
SPECIAL RULES
-One hit rules-Get hit anywhere on the body and it counts as a hit-
-Multiple Hits-every player starts with 2 hits at the start of a game, hits are represented by flagging tape in the belt. Once a hit is taken you pull out a life. Once dead you put your last hit on your head or over your mask and walk back to your start point until the next game begins.
-Semi Auto only unless you buy full auto. Full auto only lasts until you are killed then it must be re bought.
-Armour rules-as the game goes on the winning team and individuals are awarded points that they can redeem for items. One of these is armor.
-when armor is bought you simply place another hit flag in your belt, Level 1 armor gets you another hit (3 total)
Level 2 armor gets you 2 more hits (4 total)
-Grenade rules-once a tennis ball is thrown if you are within 10 feet or in the same building as it lands you take ONE HIT. Grenades cannot be reused once they have hit the ground.
-All guns are on semi unless you buy full auto from your store
STORE RULES
Store Rules-You'll have to keep track of your points during the day. At the end of a round each team will call over how many of their players were killed and if they won or lost the objective. It's really hard to keep track of who shot who so kill points will be divided up among all players on that team at the start of the next round. Those who complete objectives keep their own points. You can save up points throughout the day, you may only purchase things at the "BUY TIME" that is given before the next round starts. If you can buy a sleeve of tennis balls that will really help things out. So far off the top of my head I am thinking
-each person killed on the other team=1/2 a point (6 killed enemies = 3 points for every person on your team)
-rescuing hostage is 4 points to the individual
-planting bomb-2 points-bomb goes off another 2 points
-defuse bomb-4 points
-win that round-everyone gets 2 points on your team
Store-
GEAR-(MAXIMUM 4 armor points can be worn)
2 points-Level 1 armor gets you another hit
4 points-Level 2 amour gets you 2 more hits
2 point-bomb defusal kit (only have to sing happy birthday once)
GUNS
5 points-full auto until next death
1 point-1 grenade (do not lose if killed)
Games
Bomb Defusal
In bomb defusal missions, a member of the terrorist team plants a bomb while counter-terrorist team members attempt to prevent its detonation.
In bomb defusal, one randomly selected member of the terrorist team begins the round carrying a bomb of Composition C-4 plastic explosive. The terrorist team's objective is to plant the bomb at a bomb site (of which there usually are two in a map, Bombsite-A and Bombsite-B, commonly referred to simply as "A" or "B"), and ensure its detonation, or eliminate all counter-terrorist forces. If the bomb has not been planted, and if all the members of one team have been eliminated, then the surviving team wins. If the bomb has been planted (TWO MINUTE TIMER) and proceeds to explode, the terrorist team wins, but if a counter-terrorist defuses the bomb SING HAPPY BIRTHDAY THREE TIMES (counter-terrorists can purchase an optional kit to decrease the time required for defusal), the counter-terrorist team wins. When the round time expires without the bomb being successfully planted, the counter-terrorist team wins. Bomb will be set for 2 min when planted.
Hostage Rescue
Hostage rescue maps have hostages (usually four) that are generally placed near the terrorist team's spawn point. The counter-terrorist team's objective is to escort the hostages to a "hostage rescue point" on the map. If all the members of a team have been eliminated, then the surviving team wins. If all the surviving hostages have been rescued, and that number is at least half of the initial hostage count, then the counter-terrorist team wins. When the round time expires, the terrorist team wins.
Hostages are ORANGE flagging tape this is worn around the chest (gear) or arm of a counter terrorist. When shot the player with the hostage must drop the hostage there (this hit doesn't count as a wounding/killing/armour reducing hit. Once dropped the hostage must be picked up by another member. It simply means that hostage is dropped. Any hits taken without a hostage on are counted as hits. Maximum 1 hostage can be worn at a time. Terrorists can pick up hostages and return them to the spawn point.
Assassination
In this mission, one counter-terrorist team member becomes a "VIP" - a player with 2 armour points and nothing more than the counter-terrorist team's standard-issue pistol with one extra magazine. The VIP may not pick up dropped weapons other than the VIP's own pistol. The VIP's objective is to reach an extraction zone (one, normally), in which case the counter-terrorist team wins. If the VIP dies, the terrorist team wins. As usual, if all terrorists die, the counter-terrorist team wins. When the round timer expires, terrorist team wins. The lack of ammunition for the pistol means that a VIP should not expect to escape without the team's assistance; however, the pistol in conjunction with the special armor provides adequate protection.
TEAMS-
Team will be split up by gear and may change due to un-even teams sign-up. Try and match gear on your team as much as possible.
TERROR TEAM-street clothes or non matching BDU
COUNTER TERROR TEAM-Matching BDU (pants hat and Jacket)