|
|
|
Prologue
The post modern era has brought mankind many advancements in technology, medicine, communication, and travel. However, this advancement has also led to a bleeding of every nation's borders.
Young factions of non-nationals called The Infinity (TI) have used the advancements of easy-to-access communication to reach every corner of the globe and recruit anyone from any background that sees a new dynasty of humanity. The ultimate goal of The Infinity is to establish their own 'state within a state' in as many lands as possible.
This modern uprising has led to a coalition of nations to commission the Global Defense Concord (GDC), an independent paramilitary, to fight The Infinity wherever they so desire, giving them permission to establish permanent operations in any country in the world.
This is where you come in, operator. Do you choose the side of The Infinity, with limitless potential and a knack of fighting against totalitarianism. Or if you prefer structure, discipline, and a well established reputation, then perhaps the Global Defense Concord is where your allegiance lies. There is no right or wrong answer, and your decisions on the battlefield will determine the direction in which your cause will advance.
Team Objectives
The objective of the game is to score as many points as possible for your team. Mission cards will be given to each team during the game brief. These cards dictate the potential amount of points that can be scored for each mission, and no mission needs to be done prior to any other. At the end of the day the points will be added, a winner declared, and the next DUST event will have elements from the previous. This means the outcome of its games will be determined by how much effort is put in by YOU and YOUR TEAM. THIS ISN'T JUST ANY GAME OF AIRSOFT!
Harder and more complex missions will yield more points (see below). Each team will have COMPLETELY DIFFERENT missions and objectives.
Teams
There are two teams, each with its own missions, bases, and color palette. You are representing no nation and have the freedom to customize your own setup. CREATIVITY IS HIGHLY ENCOURAGED.
Hover over the logos to view team names
The post modern era has brought mankind many advancements in technology, medicine, communication, and travel. However, this advancement has also led to a bleeding of every nation's borders.
Young factions of non-nationals called The Infinity (TI) have used the advancements of easy-to-access communication to reach every corner of the globe and recruit anyone from any background that sees a new dynasty of humanity. The ultimate goal of The Infinity is to establish their own 'state within a state' in as many lands as possible.
This modern uprising has led to a coalition of nations to commission the Global Defense Concord (GDC), an independent paramilitary, to fight The Infinity wherever they so desire, giving them permission to establish permanent operations in any country in the world.
This is where you come in, operator. Do you choose the side of The Infinity, with limitless potential and a knack of fighting against totalitarianism. Or if you prefer structure, discipline, and a well established reputation, then perhaps the Global Defense Concord is where your allegiance lies. There is no right or wrong answer, and your decisions on the battlefield will determine the direction in which your cause will advance.
Team Objectives
The objective of the game is to score as many points as possible for your team. Mission cards will be given to each team during the game brief. These cards dictate the potential amount of points that can be scored for each mission, and no mission needs to be done prior to any other. At the end of the day the points will be added, a winner declared, and the next DUST event will have elements from the previous. This means the outcome of its games will be determined by how much effort is put in by YOU and YOUR TEAM. THIS ISN'T JUST ANY GAME OF AIRSOFT!
Harder and more complex missions will yield more points (see below). Each team will have COMPLETELY DIFFERENT missions and objectives.
Teams
There are two teams, each with its own missions, bases, and color palette. You are representing no nation and have the freedom to customize your own setup. CREATIVITY IS HIGHLY ENCOURAGED.
Hover over the logos to view team names
Team Composition
Medics
Each fireteam will have 1 designated medic (1 for every 10 players) that can resurrect (or "rez") up to 6 players on the field with their supplied hinged O-rings. The medic can carry up to 6 of them and must restock at an outpost or base up to a maximum of 6.
A player that has been rezzed cannot be rezzed a second time and must respawn at a base or outpost. While respawning, the player must unclip their ring and place it in the medic case for a future medic to stock up on. Medics cannot rez other medics. If a medic is shot they must sit in place for 3 minutes AFTER displaying their dead man rag. MEDICS ARE REQUIRED TO HAVE WATCHES/TIMERS.
Order of Operations for Medics rezzing a player
1) While counting to 10 OUT LOUD, hook a ring onto the player's chest rig (or gun if they don't have one)
--For additional fun, Medics can use such famous phrases as...
"Please state the nature of your medical emergency"
"Turn your head and cough"
"Congratulations! You're my first patient!"
"Can I see your insurance card?"
2) After the count, the player that got rezzed shouts "I live to fight for *TEAM*"
--Or if you want to be a basic then just yell "Player back in!"
Medics carry “medic badges” that are used for missions. A medic’s cooperation, integrity, and good sportsmanship is essential to the flow of gameplay, therefore not everyone can be a medic.
Operators
Operators are the standard rifleman of each team. They cannot stand in as a Medic during the game.
Missions
Each team will have 10 total missions, 5 for each Phase. Completing missions earns your team points and Perks (see below).
Field
The Field contains 2 Phases, a morning and afternoon. Each Phase will be in two separate locations.
Each Phase contains 3 Pylons which are used as objectives, respawn points (if captured), and medic stations (if captured).
Medics
Each fireteam will have 1 designated medic (1 for every 10 players) that can resurrect (or "rez") up to 6 players on the field with their supplied hinged O-rings. The medic can carry up to 6 of them and must restock at an outpost or base up to a maximum of 6.
A player that has been rezzed cannot be rezzed a second time and must respawn at a base or outpost. While respawning, the player must unclip their ring and place it in the medic case for a future medic to stock up on. Medics cannot rez other medics. If a medic is shot they must sit in place for 3 minutes AFTER displaying their dead man rag. MEDICS ARE REQUIRED TO HAVE WATCHES/TIMERS.
Order of Operations for Medics rezzing a player
1) While counting to 10 OUT LOUD, hook a ring onto the player's chest rig (or gun if they don't have one)
--For additional fun, Medics can use such famous phrases as...
"Please state the nature of your medical emergency"
"Turn your head and cough"
"Congratulations! You're my first patient!"
"Can I see your insurance card?"
2) After the count, the player that got rezzed shouts "I live to fight for *TEAM*"
--Or if you want to be a basic then just yell "Player back in!"
Medics carry “medic badges” that are used for missions. A medic’s cooperation, integrity, and good sportsmanship is essential to the flow of gameplay, therefore not everyone can be a medic.
Operators
Operators are the standard rifleman of each team. They cannot stand in as a Medic during the game.
Missions
Each team will have 10 total missions, 5 for each Phase. Completing missions earns your team points and Perks (see below).
Field
The Field contains 2 Phases, a morning and afternoon. Each Phase will be in two separate locations.
Each Phase contains 3 Pylons which are used as objectives, respawn points (if captured), and medic stations (if captured).
Explosive Weapons Rules
This includes, but isn't limited to...
There are 3 types of explosives
Special Weapons Rules Shields - Passive forms of protection that cannot be used offensively Shields can...
Shields cannot...
Flamethrowers - Are used just like a standard primary weapon. If the flamethrower is connected to a source that is worn by the player, any hit to that "worn equipment" is counted as a kill. Timeline 0830 - Park Open 0830 - 0930 Registration, chrono 0930 - 1000 Safety and Game brief 1015 - 1025 Head to field 1030 - 1200 Phase 1 1200 - 1210 Head to staging area 1215 - 1245 Lunch 1250 - 1300 Head to field 1300 - 1430 Phase 2 1430 - 1445 Head back to staging area 1445 - 1530 Raffle & Event Winner 1530 - Park Close |