When

Saturday, June 10, 2017 at 1:00 PM CDT
Add to Calendar 

Where

Blastcamp Paintball & Airsoft 
563 west 600 north
Hobart, IN 46342
 

 
Driving Directions 

Contact

Virgil Frey 
Blastcamp Paint Ball & Airsoft 
219-947-7733 
support@blastcamp.com 
 

 Mad Max 2: Hell On Wheels 

 Years after the grueling fight for survival between Gastown and Bullet farm nothing has changed... Murdering, Pillaging and under handed alliances still prove to be the best way to survive across the wastelands.

During this time Bullet Farm still controls most of the territories throughout the waste land; which means they control all of the water, all of the ammo and most of the gas.

However today there is a whole new buzz echoing through the wastelands..

Gastown for the last few years has been working in secret on a new war machine of mass murder that can only be known as “Hell on Wheels”

A Fuel injected death machine that is said to be the pinnacle of killing technology in the wastelands.

Now that the secret is out both towns are hell bent on constructing their own version of this masterpiece of death.

Once again the truce is called off and both towns are willing to wage bloody war at the drop of a hat for precious resources and parts to fuel this arms race between man and machine.

 

COMMANDERS

For Blue team    "Bullet Farm"

Ed "Pig-Pen" 

And for Red Team  "Gastown"

Zak Arbuckle

SCHEDULE OF EVENTS 

8am – Services open

10:00 – Game briefing

10:30 – 1:00 - Section 1

1:00 – 2:00 – Lunch break

2:00 – 4:30 – Section 2

4:30 – 5:00 Reload for Final Battle

5:00 – 5:30 Final Battle

Awards and prizes to follow

The game will consist of 2 main sections where both teams must fight over 3 different resources: Fuel, Water and Ammo, on 7 different territories around the field. During this time there will be 50 Grab props for each Resource (150 total) placed around the field before the start of each section.

Meanwhile,      while the Scavengers fight on...

 Every 30 Minutes each commander will get timed missions to complete for resources.

After the two Sections there will be a 30 min final battle!

During the game everything will be scored in 3 different Resource tables; Fuel, Water and Ammo.

The Team with the Highest 2 out of 3 Resource Tables ensures their survival!  At least for a little longer..

Re-insertions

Insertions for Players will occur at HQ constantly!

Insertions for Tanks will occur at HQ constantly!


 

 

Field speed/Firing modes:

 270fps(All Markers and vehicles)  

160fps(Law rockets)     

 12.5bps max – no ramping

Full auto allowed (under 12.5bps) however NO full auto in buildings 

Field paint ONLY!

First strike rounds ARE permitted in white fill only and can be brought to event or bought from the field.

First strike regulations

  • If your gun is capable of shooting First Strike – you MUST Chrono with them.
  • 40ft Minimum engagement distance. Players are encouraged to carry a sidearm.
  • No First strike rounds allowed inside buildings (40ft med) You can shoot out of the building from inside however no CQB shots allowed. 

 

 

Section 1

“Pimp your Ride”

During this first section both Team of Scavengers must hunt down vehicle upgrades from timed  Mission Objectives. These upgrades may be used to make the team’s Death Machine more powerful!

We have our Scroungers trying to locate them as we speak.

 

Scoring:

Ammo Boxes / Fuel Bottles / Water Bottles (Grab Props) 25 points each

Territories:

There will be 7 Territories on field with a Resource stick .

Each Resource Stick is worth 100 points of the designated resource at location – scored every 30 minutes (11:00, 11:30, 12:00, 12:30 and 1:00)

  • Refer to Tactical map for Territory location and what Resources it yields.

UPON CAPTURE OF ENEMY BASE FLAG: Team receives 100 points and ALL attacking players in area will be eliminated and must respawn. Each base’s Slap Stick will be “reset” to home base color at 11:00,  11:30, 12:00, 12:30 and 1:00. Note – Eliminated players are not able to carry props 

Props must be placed in designated area at each HQ (PROP BUNKER) and will be scored at the end of this section  (1:00)

Props may be removed from the base by the opposing team however they must be in your teams designated area(PROP BUNKER)to be scored.

If shot while carrying props, the prop must be dropped and is then free to be picked up by anyone. Only exception would be if you are also carrying Twisted Totem.

 

Missions

Every 30 minutes Commanders will be given the option to choose 2 resource missions out of 3.

 The third mission will be destroyed right away.

The Missions will be sealed and the commanders will not know what the missions are before they pick! Only what resources they would win from said missions.

To complete your timed missions you must have your;  “Dirty Scoundrel” Job role player  and your

“Gas Guzzler” Job role player.

 

 

 

Section 2

Taking back the Land

“Simple.. Kill them and steal all Their Resources”  

Scoring:

Ammo Boxes / Fuel Bottles / Water Bottles (Grab Props) 25 points each

Territories:

There will be 7 Territories on field with a Resource stick .

Each Resource Stick is worth 100 points of the designated resource at location – scored every 30 minutes (2:30, 3:00, 3:30, 4:00 and 4:30)

  • Refer to Tactical map for Territory location and what Resources it yields.

UPON CAPTURE OF ENEMY BASE FLAG: Team receives 100 points and ALL attacking players in area will be eliminated and must respawn. Each base’s Slap Stick will be “reset” to home base color at 2:30, 3:00, 3:30, 4:00 and 4:30. Note – Eliminated players are not able to carry props 

Props must be placed in designated area at each HQ (PROP BUNKER) and will be scored at the end of this section  (4:30)

Props may be removed from the base by the opposing team however they must be in your teams designated area( PROP BUNKER)to be scored.

If shot while carrying props, the prop must be dropped and is then free to be picked up by anyone. Only exception would be if you are also carrying Twisted Totem.

Missions

Every 30 minutes Commanders will be given the option to choose 2 resource missions out of 3..

 The third mission will be destroyed right away.

The Missions will be sealed and the commanders will not know what the missions are before they pick! Only what resources they would win from said missions.

To Complete you timed missions your you must have your.. “Dirty Scoundrel” Job role player and or your

“Gas Guzzler” Job Role player.

 

Luck of the Wanderer

*MUST GET REF ATTENTION BEFORE USING*

“Twisted Totem” 

Twisted Totem will be hidden on the field. Twisted Totem will allow the holder to ‘Play Dirty’ to perform one of three actions.

  1. Use as a Sniper to eliminate 1 player
    1. Target must be in line of sight of user.
    2. b.      Target cannot be Healed 
    3. Car Bomb
      1. Disable or Destroy Enemy Vehicle.
      2. Must have line of sight + within 50 feet of target.
      3. Can only disable a “fresh tank” or Destroy a Disabled tank.
  1. Use as a Medic to cure one person OR self
    1. Cannot heal Head shots or sniper kills
    2. To heal a player ; forfeit Twisted Totem to Referee and wipe hit off of hit player and player is active once more.
    3. Car Repairs
      1. Player Must get within 10 Feet of a DISABLED or DESTROYED tank and be the dominate force within 10 feet of the tank for 30 seconds
      2. Before tank can move again all players must clear the tank area.

 

Once the action is performed Twisted Totem must be forfeited and will be hidden again by a Referee until another player finds it.

 

Law/ Nerf rockets “Boom Sticks”

Must have a Law Rocket card (Given to Commanders at start of game) to use. Referee will punch this card each time it is used 

Chrono Speed: 160FPS or less! 

Must have a Referee present to verify hit/ punch card

Allowed 5 rocket launches per card

Once a structure is hit, everyone inside or near the immediate room(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 Air fill station  if found on field.(Mark your own rockets!)

Law Rocket shots will be counted towards tanks. 

 

Medics “Blood Bank”

Only one Blood Bank per team

CANNOT HEAL HEAD SHOTS!!!

A Blood Bank can only carry 3 Blood Bags on them at one time.

Players wishing to be “healed” must yell BLOOD BANK!! Immediately after being hit and stay in the spot that they were hit and await Blood Bank to heal them.

 (Yelling hit or anything other than BLOODBANK( OR MEDIC) right away results in player calling themselves eliminated and must return to respawn point. OR players moving from the spot they were originally shot before “healed” by a Blood Bank results in a elimination.) 

To Heal a player: Each Blood Bank has “Blood Bags” to heal a player the Blood Bank must get to the player wishing to be “healed” give the Shot player 1 Blood Bag and wipe off all current hits from player. Once all hits are clean the player being “healed” is active again 

*A Blood Bank May Heal Himself - Same rules apply however - Must have at least one Blood Bag in possession

IMPORTANT!  Players that have been healed ARE RESPONSIBLE for bringing the Blood Bags TO HOME BASE!  Once at home base they must be given to the team’s commander and then the team commander may supply the Blood Bank with more Bags. (ANY LOST BLOOD BAGS WILL NOT BE REPLACED by referees or staff.)

(Referee may call player waiting for a medic, eliminated due to severity of game play.)

“Black Hand”

2 Black Hands per team

A Black Hand must carry his tool box around with him or her!!

A Black Hand May repair a Tank from DISABLED ONLY

To repair a tank a Black Hand must get within 10 Feet of a DISABLED Tank and be the dominate force around the tank for 30 Seconds.   If the tank gets destroyed during repairs, the Repairs will be un able to be completed.

After repairs are complete all players must leave the Tank area before it can move again.

 

“Car Bomber”

2 Car Bombers per team

Car bombers will have a bag of “Pipe Bombs”

The car bomber may throw a bomb at the tank that works like a grenade. One bomb disables 2 bombs destroys the tank.

CAR BOMBERS ARE RESPONSIBLE FOR THEIR OWN BOMBS!

Car bombers may reuse bombs but may only carry 3 at one time

 

“Gas Guzzler”

1 Gas Guzzler per team

 The Gas Guzzler must carry the Syphon Pump  prop on him or her at all times.

The Gas Guzzler is the life line for stealing Fuel and Water Resources!

He or she makes it possible to transfer raw liquid resources into Transportation devices.

The Gas Guzzler is responsible for the safety of the Syphon pump! ** IMPORTANT**

If the syphon pump gets broken or is lost it is going to be nearly impossible for your team to get any water or fuel!( Staff/Refs will not replace Syphon Pump)

 

 “Dirty Scoundrel”

1 Dirty Scoundrel per team

A master thief!

The only player allowed to  unlock locked boxes.

A very useful person to have on your team for stealing ammo!

Must carry his or her tool pouch around at all times

 

 Tanks

  • Constant insertion
  • Tanks can be Disable/ Destroyed by grenade, law rocket, pipe bomb or Twisted Totem (Unless the tank is using Defense Perk)
  • Law rocket, grenade or pipe bomb must hit tank anywhere on the body once to disable its movement and a second time to completely destroy the tank. (Disabled: Tank may shoot but cannot move.)
  • No “Walking tanks” allowed 
  • Tank Defense Perk: If a team’s base is getting attacked relentlessly the Commander may call in armored support to help fend off attackers from their own base. DURING THIS TIME THE TANK *CAN NOT* BE DESTROYED OR DISABLED by a Law rocket or grenade.

* TANK MUST STAY IN HQ AREA* 

  • Tank Gunners CHRONO  at 270FPS or less
  • Tanks must have a Tank Walker Present at all times on field!(18+ Year of age)
  • Players may not be within 10 Feet of a moving tank.
  • No props or Special job roles inside of tank at any times
  • Proof of Liability Insurance.
  • Approximately  5MPH speed limit

Personal Missions

  • The chosen few will receive the personal mission at  registration
  • Your Mission is worth 50 points to your team.

 

 

Final Battle

Military Barracks Territory

Vs

Fire Control Missile Base/Dead Man’s Trail Territories

6 Resource Sticks (2 sticks of each resource 100 points each)

Lined up down the center of the Main Road.

30 Minutes long.