STAR WARS: Battle of HOTH 6
ALERT!
A Viper probe has landed on the ice planet Hoth near the Echo Base. Darth Vader and his Imperial fleet, armed with Storm Troopers and a lumbering battalion of AT-ATs, have been alerted to Rebel's presence. Damaged shield generators have come online, although struggling to maintain power they should be able to withstand the airborne offensive, but the ground assault is bearing down. Massive numbers of the Empire's 501st Legion troops combined with AT-AT and AT-ST's are congregating near the outskirts of the Echo base, ready to strike the final blow to our Alliance. Outward command posts are vulnerable, and will be the first to fall. Hasty defenses are being constructed around the main power generators as they are likely to be the primary target- but these won’t last long. Rebel forces must fortify the perimeter of the Echo base until a window opens for an escape.
Team Starting Points/Insertion Points
**Teams will switch sides at lunch**
Darth Vader’s Imperial Army “THE EMPIRE” –
Tournament area 1st half,
Cemetery 2nd half
Luke Skywalker and the Rebel Alliance “THE REBELS” –
Cemetery 1st half,
Tournament area 2nd half
Blue - Rebel Alliance
Red – Darth Vader’s Imperial Empire
Marking tape to designate team must be worn on the front and back of mask at all times and cannot be removed
The game will consist of 2 main sections with basic objectives for each team. Additional missions will be released to Generals at timed intervals.
Section 1
“Shield Generator Lockdown and the AT-AT Offensive”
The Rebel Alliance, in an effort to protect the Shield Generators of the Echo base, must obliterate the AT-AT charge by disabling the legs of each AT-AT with chains. A section of chain will be located on Towers #1, 2, and 3 (the AT-ATs), and those chains, when wrapped completely around the legs of the Tower, will bring down the AT-AT and weaken the Imperial charge. For each AT-AT to be considered disabled, a complete loop must be obtained.
The Empire must protect the AT-AT’s and disable 2 Shield Generators with Thermal Detonators. The Empire must place Thermal Detonator (supplied) inside building and hold area for 10 minutes. Thermal Detonators will be supplied at Base.
Scoring:
Ammo Cartridges / Fuel Rods and other props: 50 points each
Each Slap Stick is worth 100 points – scored every 30 minutes (11, 11:30, 12, 12:30)
UPON CAPTURE OF ENEMY BASE FLAG: Team receives 100 points and ALL attacking players in area will be eliminated and must respawn. Each bases Slap Stick will be “reset” to home base color at 11, 11:30, 12, and 12:30. Note – Eliminated players are not able to carry props
Props must be placed in designated area at each HQ and will be scored at the end of this section (12:30)
Props may be removed from the base by the opposing team however they must be in your teams designated area to be scored.
If shot while carrying prop the prop must be dropped and is then free to be picked up by anyone. Only exception would be if you are also carrying VADER.
Destroying Shield Generators: The Empire must place Thermal Detonator (supplied) inside building and hold for 10 minutes. 600 Points awarded to Empire for each Shield Generator destroyed.
Disabling each AT-AT/tower: 400 points will be awarded to the Rebels for each AT-AT Destroyed during this Section
Re-insertions
Insertions will occur at HQ every 10 minutes with a 10 minute window.
Section 2
“Fortification of the Echo Base”
The Rebel Alliance is being overrun; retreat is the only option. Luke’s only hope for survival is to rearm the Rebel Alliance and clutch to the last of their defenses. Down to the last of their Munitions, the Rebel force must venture into the highlands of Hoth and locate a cache of supplies.
The Empire must deplete the abilities of the Rebels by capturing the Supplies.
Both teams must find Ammo Cartridges, Fuel Rods and other Supplies on field and return to YOUR base before they fall into the hands of the opposition. Props must be placed in designated area at each HQ and will be scored at the end of this section (4pm). Props may be removed from the base by the opposing team however they must be in there teams designated area to be scored. 7 Slap Sticks will be located around field and are scored every 30 minutes (2, 2:30, 3, 3:30, 4)
Scoring
Ammo Cartridges / Fuel Rods and other props: 50 points each
Each Slap Stick is worth 100 points – scored every 30 minutes (2, 2:30, 3, 3:30, 4)
UPON CAPTURE OF ENEMY BASE FLAG: Team receives 100 points and ALL attacking players in area will be eliminated and must respawn. Each bases Slap Stick will be “reset” to home base color at 2, 2:30, 3, 3:30, and 4. Note – Eliminated players are not able to carry props
Props must be placed in designated area at each HQ and will be scored at the end of this section (4pm)
Props may be removed from the base by the opposing team however they must be in your teams designated area to be scored.
If shot while carrying prop the prop must be dropped and is then free to be picked up by anyone. Only exception would be if you are also carrying VADER.
Re-insertions
Insertions will occur at HQ every 10 minutes with a 10 minute window.
THE FORCE IS STRONG WITH YOU
“VADER”
DARTH VADER will be hidden on the field. VADER will allow the holder to ‘USE THE FORCE’ to perform one of three actions.
Once the action is performed VADER must be forfeited and will be hidden again by a Referee until another player finds it.
LIGHT SABERS
Collapsible ones only
Must be approved by Referee and you must have a Light Saber player card
Light sabers will be marked with tape on their end; this “kill Zone” area is the only spot that can be used to eliminate other players.
Light Sabers may be used in a defensive position and hits to the LIGHT SABERS will not count as hits.
Light Saber tags will be counted as barrel tags – tagging player is recommended to yell “barrel tag”
Light Saber 1v1 battles
Masks must stay on!
Must call a Referee over to initiate – Referee may or may not allow battle to occur
Both players must agree to battle and have player cards
Battles will be 2 minutes long
Player is eliminated when touched with “Kill Zone” of opposing players Light Saber anywhere on the body
Law/ Nerf rockets
Must have a Law Rocket card (given at registration) to use. Referee will punch this card each time it is used
Chrono Speed: 140FPS or less!
Must have a Referee present to verify hit/ punch card
Allowed 5 rocket launches per section
Once a structure is hit, everyone inside or near (with reason) will be eliminated. Referee will have ultimate decision as to how close someone needs to be to be considered eliminated.
Rockets will be returned to Registration if found on field.(Mark your own rockets!)
Medics
Only one Medic per team
A Medic can only carry 4 force tokens on them at one time.
Players wishing to be “healed” must yell MEDIC! immediately after being hit and stay in the spot that they were hit and await medic to heal them.
(Yelling hit or anything other than Medic right away results in player calling themselves eliminated and must return to respawn point. OR players moving from the spot they were eliminated before “healed” by a Medic results in a elimination.)
To Heal a player: Each Medic has 4 team colored “Force Tokens”. To heal a player the medic must get to the player wishing to be “healed”, give the shot player 1 Force token and wipe off all current hits from player. Once all hits are clean the player being “healed” is active again.
*A Medic May Heal Himself! Same Rules Apply.
IMPORTANT! Players that have been healed ARE RESPONSIBLE for bringing the FORCE TOKENS TO HOME BASE! Once at home base they must be given to the team’s commander and then the team commander may supply the Medic with more tokens. (ANY LOST TOKENS WILL NOT BE REPLACED by referees or staff.)
(Referee may call player waiting for a medic, eliminated due to severity of game play.)
Field speed/Firing modes:
270fps(All Markers)
140fps(Law rockets)
12.5bps Semi-auto only inside buildings
Field paint ONLY!
First strike rounds permitted in white fill only and can be brought to event or bought from us.
SCHEDULE
8am-9:30 – registration/ chrono/ paint sales
10:00 – game briefing
10:30 – 12:30 – game section 1
12:30 -1:30 – lunch break sponsored by Chik-Fil-A
1:30 - 4 game section 2
4:15 – awards/ raffle
Strategy Map