Post by Geddon on May 12, 2013 23:46:56 GMT -5
Event Date: Nov 09-10
Event Location: Whatz Up Family Fun Park (WUFFP)
700 E Cedar Creek Pkwy
Seven Points, TX 75143
Event Cost: Varies by faction/package. Pricing from $40 up
Current FAQ:
Q: Will there be a patch?
A: Yes. One patch for all attendees, the patch will not vary by faction
Q: Hows this game going to work?
A: Depends on what faction you join. See "Game Mechanics" section
Q: Will there be a night game?
A: Yes! a very innovative night portion is being planned
Some of the information is redundantly listed in more than one section.
Timeline and Setting
Click here for an in-depth look at when the game takes place in the Alien/Predator universe
Game Mechanics
The event will operate on a combination of principles. Part survival horror, part mission-based, the entire game connects all factions in a competitive and challenging format.
Human Civilian Experience
Human Factions will be in moderate combat with one another while trying to achieve goals along various pre-determined plotlines. These plotlines cross at various points through the game in which enemies may have to work together to survive for a time, but then will immediately return to brutal combat.
For example: Hyperdyne Systems needs a supply of IM3 to complete their mission that is being held by Weyland-Yutani's people. They can choose to attack them outright to take it, or coerce them into giving it away. Both forces are in danger of being attacked by the Yautja as well as the Xenomorphs at any time, and as such peace may sometimes be preferable to war depending on the circumstance. The situation will always be incredibly volatile and you will not always be able to trust one another as a human at this event. Civilians are not part of a set squad and do not have bonafide commanders to give them orders. For the most part, civilians are on their own after the initial incident as most of the leadership was killed during the initial xenomorph outbreak.
Human Military Experience
Parts of the game will involve direct solo confrontation between the two opposing military factions in traditional milsim play. For other parts of the game, you must go on mission in an environment that will include xenomorphs and yautja as well as your regular enemy. You may also have some joint missions in which an uneasy cease fire may be established. How long the cease fires last will be up to the players within the game. Military players will have defined leaders and are expected to stay together with their assigned squads and follow the general orders given to them. Some missions are meant to carry out story within the game and may not reflect your own personal sentiments. You should not join the military if you are not prepared to follow orders without regard to your personal feelings.
Xenomorph Experience
Xenomorphs will operate like an intelligent, fast-moving zombie faction with weapons. Xenomorphs will begin the game populating various points on the map and will strategically ambush any humans or yautja they come across for the purpose of expanding their faction. Xenomorphs have multiple spawn points all over the map by which they can safely disappear and reappear into by using their dead rag. If a xenomorph is under fire by a superior force, it can enter one of these designated points, pull its deadrag, and then proceed to any of the other designated points to respawn. There is no timer for this type of spawn. Xenomorphs can also remain within these points with their deadrag visible until it benefits them to become "live."
The xenomorph primary goal is to drag any subdued hosts to these locations so that they may be taken back to the core hive. If you are captured by a xenomorph, you will report to the hive and be a host to a future drone (you). Once the drone is born (costume change), you will serve an entire life cycle before returning to your own faction. This is not a permanent transformation, but a temporary penalty for having been captured by Xenomorphs.
Xenomorph "Life Cycle" refers to the life and death mechanics of a xenomorph in the game.
When a Xenomorph is struck by a BB, he or she will raise his dead rag for 10-30 seconds. If humans are nearby when the xenomorph is struck, it can use its silly string simulate an acid splash. If a human is struck by the silly string, he or she will also be incapacitated. After 10-30 seconds, the Xenomorph will again become live and resume normal operation. A xenomorph can sustain 10 of these cycles before being forced to return to the core hive and respawn. A Xenomorph who has gone through all 10 deaths will then require 20 minutes to respawn and leave the hive. They can, however, actively defend the hive from a direct intruder while they wait.
After a converted Xenomorph has undergone all 10 deaths, they are free to change out of their Xeno costume and return to their own faction respawn. Death from a Thunder B or other approved explosive, will instantly send a xenomorph back to the hive for 20 minutes. This will also occur when a Xenomorph is killed in melee combat by a Yautja.
Xenomorph weapons:
Claws - Simulated by boffer weapons, used to strike an opponent down.
Acid Spit / Spray - Simulated by silly string, used to purposefully spit acid onto an opponent, or simulate acid spray resulting from bullet wounds or explosions.
Tail Spike - simulated by spring pistol, this breed of xenomorph may launch a quill-like projectile from its tail, lethal at short distance.
The Predator Experience
The Yautja will participate in the game as participants of an Honor Hunt. Each Yautja represents the top hunter of his or her clan. Each non-Yautja participant will be required to carry a kill card. Yautja will have to incapacitate their prey and retrieve this kill card. Kill cards are turned in every 3 hours to add to the running total of the event. Yautja have some special abilities. Their melee weapons are made of an acid resistant alloy which enable the Yautja to kill Xenomorphs with boffer weapons. In fact, this is the primary means in which a Yautja will take his prize from a fallen Xenomorph.
Yautja must operate under strict rules of engagement when dealing with humans. Since humans are not physically imposing enough to be considered dangerous on their own, it is required by Yautja Honor Code that any human taken as prey must be armed with at least a basic armament before they can be killed.
Yautja weapons are also highly limited. This faction is intended to be played by experienced airsofters with sufficient age and maturity to fill the role. This is considered a solo hunt, meaning you will not assist or be assisted by any other Yautja during the game. You will instead compete for score against all other Yautja. This could mean that you go for long periods of time on your own, stalking, hiding, avoiding detection, etc.
The ideal candidates for this role are those with lots of patience, who enjoy sniping roles, or are masters at camouflage and concealment.
Yautja are honor bound not to be captured by an enemy or prey, and if mortally wounded, will engage in a self destruct sequence.
Yautja are incredibly hard to kill with human weapons. If a Yautja takes fire from a human weapon, it will flee and attempt to evade capture or open conflict with humans. The mystery of the hunter is important must be maintained. Yautja can return to combat if they remain undetected for at least 5 minutes after fleeing the general area in which they were shot. Once "on the run," a yautja can not stand and fight unless cornered with no way out. If a Yautja is defeated in hand-to-hand combat by a human, his kill cards will be removed and he will be sent back to his specified respawn.
Respawn Rules, Summarized
Magazine, Weapon, and Reloading Restrictions, Summarized
The global limit (excluding SAWs) is 400 rounds on your person at any given time. You may only gain additional ammo through either A) a valid in game process such as a supply drop, or B) During a game stand down, you may reload your mags from a personal supply. Otherwise, in any given segment, once ammo is depleted, it is depleted for that segment indefinitely.
All factions may utilize boffer weapons for melee combat.
Faction List: - Click the faction names for detailed lore and backstory information
Hyperdyne Systems Planetary Engineers
Educated Colonists and their families contracted by Hyperdyne Systems to colonize various valuable planets and make them viable for human exploitation. Some military training make these colonists capable of defending themselves, but typically they are focused on their work and leave the fighting to the experts.
Weapons: Lightly armed, Planetary Engineers rely on spring or gas pistols, shotguns, or rifles for defense.
Mag Restrictions:
Limited to 3 mags per weapons or a total of 100 rounds on their person.
Uniform:
Civilian Clothes including work clothes such as coveralls, business clothes, "miner" outfits including hardhats and lights, or any other "every day" civilian clothing.
Avoid plate carriers, tac vests, or other military gear.
Limit gear loadouts to pistol belts, backpacks, or other light gear.
22nd Rangers
These hired guns are used mostly to combat ICC Marines in defense of Hyperdyne Systems's interests such as territory or natural resources. As bitter rivals of Weyland-Yutani Corporation, Hyperdyne Systems recruits those with personal vendettas against "The Company" or their Colonial Marines.
Weapons
Considered a "cowboy" outfit by most professional military units, the Rangers do not impose specific weapon restrictions on their troops. Support weapons, however, are limited to one per squad.
Mag Restrictions:
1 Hicap or 3 Non Winding mags per weapon, max of 400 rounds on your person.
Uniform
OD Green, Tiger Stripe, or Woodland.
Hats Required: NO helmets
Weyland-Yutani Bio Research Division
Sent in on a secret mission to explore an ancient underground laboratory, these bio engineers inadvertently triggered a power-on sequence that kick started an ancient weapons facility. This facility, unbeknownst to the team, is an original manufacturing location of the xenomorph bio weapon.
Though they took heavy losses to do so, the team was able to download valuable information about the xenomorph species. In a last-ditch effort to contain the Xenomorphs, the team was able to activate a security fieldaround the lab. No one can enter or exit the lab as a result.
Weapons
Like the Hyperdyne Planetary Engineers, the research team is lightly armed, relying on spring or gas pistols, shotguns or rifles and no more than 3 magazines each weapon. The total BB count per player cannot exceed 100 bbs at any one time.
Uniform:
Lab coats, scrubs, pocket protectors, anything to resemble the scientific community
ICC Marines
These hard asses are the best of the best. having been trained in the arts of war in any condition, Colonial Marines are capable and cocky. they sport the most sophisticated weapons and equipment and claim to be ready for anything.
Colonial Marines follow the orders of their commanding officer without regard to morals or emotions. If you have a moral compass, the ICC Marines may not be for you.
Weapons:
Colonial marines use state of the art weapons. Pulse rifles, modernized M4's, tricked out personal weapons, etc.
Mag Limits:
Colonial Marines are limited to 1 hicap or 3 non-winding magazines per weapon, with a limit of 400 bbs per person. Support weapons are allowed at a ratio of 1 per squad.
Uniform:
Multicam uniforms as well as helmets are required for all ICC marines.
All ICC Marine experiences are documented and as such, players are requested to use a helmet cam.
All footage will be given to Geddons Games to make a documentary of the mission.
Xenomorphs
A species bio-engineered centuries ago, the Xenomorphs are a devastating force. Having wiped out their previous masters, they've laid dormant in this laboratory for centuries. Awakened by the Weyland team, they live to serve one purpose: Reproduce. ]
Xeno Special Rules:
Hard to kill, each Xeno will call every hit, but only stay down for 10-30 seconds before recovering. Each time a Xeno morph is hit, they will have the option to spray acid outwardly onto anyone nearby. This will debilitate the person and make them vulnerable to Xenomorph capture.
If wounded 10 times, a xenomorph must return to its original hive.
Players captured by Xeno morphs will report to the hive to be converted into a xeno morph until the end of the segment they are playing, up to the xenomorph cap.
Xenomorphs have a high tolerance to heat and as such, can use the geo-thermic vents located around the colony to move around freely.
Weapons:
Boffer/Melee weapons to simulate claw strikes
Acid spit / Acid Spray (Silly string)
Tail Spike (Spring Pistol)
Uniform:
Black PASGT Helmet with Iron Face (provided)
Black clothing
Yautja aka Predators
These interstellar hunters have a long history of hunting both humans as well as Xenomorphs. Once it became apparent that a xenomorph outbreak had occurred on a human, military installation, the hunt became irresistible drawing every available hunter in the system.
They are now here, on Hydra 5, for one reason and one reason alone: Score as many trophy kills as possible
Weapons:
Limited to precision weapons, such as sniper rifles, for primary weapons. (GBBRs, DMRs, Snipers, etc low volume rifles)
Tri-burst shotguns as secondaries
Melee/Boffer weapons
Uniform and kit:
Predator Masks optional, but costume elements heavily encouraged.
Ghillie (for active camo)
Night Vision (for superior night time hunting)
Personal Thunder B (nuke)
Event Location: Whatz Up Family Fun Park (WUFFP)
700 E Cedar Creek Pkwy
Seven Points, TX 75143
Event Cost: Varies by faction/package. Pricing from $40 up
Current FAQ:
Q: Will there be a patch?
A: Yes. One patch for all attendees, the patch will not vary by faction
Q: Hows this game going to work?
A: Depends on what faction you join. See "Game Mechanics" section
Q: Will there be a night game?
A: Yes! a very innovative night portion is being planned
Some of the information is redundantly listed in more than one section.
Timeline and Setting
Click here for an in-depth look at when the game takes place in the Alien/Predator universe
Game Mechanics
The event will operate on a combination of principles. Part survival horror, part mission-based, the entire game connects all factions in a competitive and challenging format.
Human Civilian Experience
Human Factions will be in moderate combat with one another while trying to achieve goals along various pre-determined plotlines. These plotlines cross at various points through the game in which enemies may have to work together to survive for a time, but then will immediately return to brutal combat.
For example: Hyperdyne Systems needs a supply of IM3 to complete their mission that is being held by Weyland-Yutani's people. They can choose to attack them outright to take it, or coerce them into giving it away. Both forces are in danger of being attacked by the Yautja as well as the Xenomorphs at any time, and as such peace may sometimes be preferable to war depending on the circumstance. The situation will always be incredibly volatile and you will not always be able to trust one another as a human at this event. Civilians are not part of a set squad and do not have bonafide commanders to give them orders. For the most part, civilians are on their own after the initial incident as most of the leadership was killed during the initial xenomorph outbreak.
Human Military Experience
Parts of the game will involve direct solo confrontation between the two opposing military factions in traditional milsim play. For other parts of the game, you must go on mission in an environment that will include xenomorphs and yautja as well as your regular enemy. You may also have some joint missions in which an uneasy cease fire may be established. How long the cease fires last will be up to the players within the game. Military players will have defined leaders and are expected to stay together with their assigned squads and follow the general orders given to them. Some missions are meant to carry out story within the game and may not reflect your own personal sentiments. You should not join the military if you are not prepared to follow orders without regard to your personal feelings.
Xenomorph Experience
Xenomorphs will operate like an intelligent, fast-moving zombie faction with weapons. Xenomorphs will begin the game populating various points on the map and will strategically ambush any humans or yautja they come across for the purpose of expanding their faction. Xenomorphs have multiple spawn points all over the map by which they can safely disappear and reappear into by using their dead rag. If a xenomorph is under fire by a superior force, it can enter one of these designated points, pull its deadrag, and then proceed to any of the other designated points to respawn. There is no timer for this type of spawn. Xenomorphs can also remain within these points with their deadrag visible until it benefits them to become "live."
The xenomorph primary goal is to drag any subdued hosts to these locations so that they may be taken back to the core hive. If you are captured by a xenomorph, you will report to the hive and be a host to a future drone (you). Once the drone is born (costume change), you will serve an entire life cycle before returning to your own faction. This is not a permanent transformation, but a temporary penalty for having been captured by Xenomorphs.
Xenomorph "Life Cycle" refers to the life and death mechanics of a xenomorph in the game.
When a Xenomorph is struck by a BB, he or she will raise his dead rag for 10-30 seconds. If humans are nearby when the xenomorph is struck, it can use its silly string simulate an acid splash. If a human is struck by the silly string, he or she will also be incapacitated. After 10-30 seconds, the Xenomorph will again become live and resume normal operation. A xenomorph can sustain 10 of these cycles before being forced to return to the core hive and respawn. A Xenomorph who has gone through all 10 deaths will then require 20 minutes to respawn and leave the hive. They can, however, actively defend the hive from a direct intruder while they wait.
After a converted Xenomorph has undergone all 10 deaths, they are free to change out of their Xeno costume and return to their own faction respawn. Death from a Thunder B or other approved explosive, will instantly send a xenomorph back to the hive for 20 minutes. This will also occur when a Xenomorph is killed in melee combat by a Yautja.
Xenomorph weapons:
Claws - Simulated by boffer weapons, used to strike an opponent down.
Acid Spit / Spray - Simulated by silly string, used to purposefully spit acid onto an opponent, or simulate acid spray resulting from bullet wounds or explosions.
Tail Spike - simulated by spring pistol, this breed of xenomorph may launch a quill-like projectile from its tail, lethal at short distance.
The Predator Experience
The Yautja will participate in the game as participants of an Honor Hunt. Each Yautja represents the top hunter of his or her clan. Each non-Yautja participant will be required to carry a kill card. Yautja will have to incapacitate their prey and retrieve this kill card. Kill cards are turned in every 3 hours to add to the running total of the event. Yautja have some special abilities. Their melee weapons are made of an acid resistant alloy which enable the Yautja to kill Xenomorphs with boffer weapons. In fact, this is the primary means in which a Yautja will take his prize from a fallen Xenomorph.
Yautja must operate under strict rules of engagement when dealing with humans. Since humans are not physically imposing enough to be considered dangerous on their own, it is required by Yautja Honor Code that any human taken as prey must be armed with at least a basic armament before they can be killed.
Yautja weapons are also highly limited. This faction is intended to be played by experienced airsofters with sufficient age and maturity to fill the role. This is considered a solo hunt, meaning you will not assist or be assisted by any other Yautja during the game. You will instead compete for score against all other Yautja. This could mean that you go for long periods of time on your own, stalking, hiding, avoiding detection, etc.
The ideal candidates for this role are those with lots of patience, who enjoy sniping roles, or are masters at camouflage and concealment.
Yautja are honor bound not to be captured by an enemy or prey, and if mortally wounded, will engage in a self destruct sequence.
Yautja are incredibly hard to kill with human weapons. If a Yautja takes fire from a human weapon, it will flee and attempt to evade capture or open conflict with humans. The mystery of the hunter is important must be maintained. Yautja can return to combat if they remain undetected for at least 5 minutes after fleeing the general area in which they were shot. Once "on the run," a yautja can not stand and fight unless cornered with no way out. If a Yautja is defeated in hand-to-hand combat by a human, his kill cards will be removed and he will be sent back to his specified respawn.
Respawn Rules, Summarized
- Human Civilians - Human civilians will report to their base to respawn on a timed interval.
- Human Military - Human Military will report to the mothership to re-drop with the next wave for their faction, approximately every 20 minutes, or when a large enough group has been assembled.
- Xenomorphs - will respawn in place after 10-30 seconds for up to 10 times before returning to their core hive for 20 minutes. May remain live and active within the hive to deter intruders, but may not leave the hive until 20 minutes has elapsed.
- Yautja - Will only die from melee wounds and will go to their ship to respawn after 20 minutes.
Magazine, Weapon, and Reloading Restrictions, Summarized
The global limit (excluding SAWs) is 400 rounds on your person at any given time. You may only gain additional ammo through either A) a valid in game process such as a supply drop, or B) During a game stand down, you may reload your mags from a personal supply. Otherwise, in any given segment, once ammo is depleted, it is depleted for that segment indefinitely.
- Human Civilians
Limited to spring and gas pistols, shotguns, and rifles with 3 magazines each. - Human Military
May use any weapon, limited to 1 hicap OR 3 midcaps.
SAWs will utilize 1 box magazine - Yautja will be limited to Gas or Spring rifles and shotguns without magazine limitation, but cannot use full auto.
- Xenomorphs will be limited to spring pistols without magazine limits
All factions may utilize boffer weapons for melee combat.
Faction List: - Click the faction names for detailed lore and backstory information
Hyperdyne Systems Planetary Engineers
Educated Colonists and their families contracted by Hyperdyne Systems to colonize various valuable planets and make them viable for human exploitation. Some military training make these colonists capable of defending themselves, but typically they are focused on their work and leave the fighting to the experts.
Weapons: Lightly armed, Planetary Engineers rely on spring or gas pistols, shotguns, or rifles for defense.
Mag Restrictions:
Limited to 3 mags per weapons or a total of 100 rounds on their person.
Uniform:
Civilian Clothes including work clothes such as coveralls, business clothes, "miner" outfits including hardhats and lights, or any other "every day" civilian clothing.
Avoid plate carriers, tac vests, or other military gear.
Limit gear loadouts to pistol belts, backpacks, or other light gear.
22nd Rangers
These hired guns are used mostly to combat ICC Marines in defense of Hyperdyne Systems's interests such as territory or natural resources. As bitter rivals of Weyland-Yutani Corporation, Hyperdyne Systems recruits those with personal vendettas against "The Company" or their Colonial Marines.
Weapons
Considered a "cowboy" outfit by most professional military units, the Rangers do not impose specific weapon restrictions on their troops. Support weapons, however, are limited to one per squad.
Mag Restrictions:
1 Hicap or 3 Non Winding mags per weapon, max of 400 rounds on your person.
Uniform
OD Green, Tiger Stripe, or Woodland.
Hats Required: NO helmets
Weyland-Yutani Bio Research Division
Sent in on a secret mission to explore an ancient underground laboratory, these bio engineers inadvertently triggered a power-on sequence that kick started an ancient weapons facility. This facility, unbeknownst to the team, is an original manufacturing location of the xenomorph bio weapon.
Though they took heavy losses to do so, the team was able to download valuable information about the xenomorph species. In a last-ditch effort to contain the Xenomorphs, the team was able to activate a security fieldaround the lab. No one can enter or exit the lab as a result.
Weapons
Like the Hyperdyne Planetary Engineers, the research team is lightly armed, relying on spring or gas pistols, shotguns or rifles and no more than 3 magazines each weapon. The total BB count per player cannot exceed 100 bbs at any one time.
Uniform:
Lab coats, scrubs, pocket protectors, anything to resemble the scientific community
ICC Marines
These hard asses are the best of the best. having been trained in the arts of war in any condition, Colonial Marines are capable and cocky. they sport the most sophisticated weapons and equipment and claim to be ready for anything.
Colonial Marines follow the orders of their commanding officer without regard to morals or emotions. If you have a moral compass, the ICC Marines may not be for you.
Weapons:
Colonial marines use state of the art weapons. Pulse rifles, modernized M4's, tricked out personal weapons, etc.
Mag Limits:
Colonial Marines are limited to 1 hicap or 3 non-winding magazines per weapon, with a limit of 400 bbs per person. Support weapons are allowed at a ratio of 1 per squad.
Uniform:
Multicam uniforms as well as helmets are required for all ICC marines.
All ICC Marine experiences are documented and as such, players are requested to use a helmet cam.
All footage will be given to Geddons Games to make a documentary of the mission.
Xenomorphs
A species bio-engineered centuries ago, the Xenomorphs are a devastating force. Having wiped out their previous masters, they've laid dormant in this laboratory for centuries. Awakened by the Weyland team, they live to serve one purpose: Reproduce. ]
Xeno Special Rules:
Hard to kill, each Xeno will call every hit, but only stay down for 10-30 seconds before recovering. Each time a Xeno morph is hit, they will have the option to spray acid outwardly onto anyone nearby. This will debilitate the person and make them vulnerable to Xenomorph capture.
If wounded 10 times, a xenomorph must return to its original hive.
Players captured by Xeno morphs will report to the hive to be converted into a xeno morph until the end of the segment they are playing, up to the xenomorph cap.
Xenomorphs have a high tolerance to heat and as such, can use the geo-thermic vents located around the colony to move around freely.
Weapons:
Boffer/Melee weapons to simulate claw strikes
Acid spit / Acid Spray (Silly string)
Tail Spike (Spring Pistol)
Uniform:
Black PASGT Helmet with Iron Face (provided)
Black clothing
Yautja aka Predators
These interstellar hunters have a long history of hunting both humans as well as Xenomorphs. Once it became apparent that a xenomorph outbreak had occurred on a human, military installation, the hunt became irresistible drawing every available hunter in the system.
They are now here, on Hydra 5, for one reason and one reason alone: Score as many trophy kills as possible
Weapons:
Limited to precision weapons, such as sniper rifles, for primary weapons. (GBBRs, DMRs, Snipers, etc low volume rifles)
Tri-burst shotguns as secondaries
Melee/Boffer weapons
Uniform and kit:
Predator Masks optional, but costume elements heavily encouraged.
Ghillie (for active camo)
Night Vision (for superior night time hunting)
Personal Thunder B (nuke)