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Feb 01

HOTH "Outer Rim Territories" WINTER Paintball Big Game Event

HOTH

"Outer Rim Territories"

 Winter Paintball Big Game

  Produced by Red Feather Paintball


Pre-registration Entry (closes Jan 25th 4pm cst )   - $35

Walk-in Entry - $40

Rental marker w/ Mask - $15


Case of 2000 Winter grade Paintballs EVENT paint only $60 pre purchase $65 at event


First Strike Rounds - $70 Bag of 150 $130 box of 300


Pre-registration gets you:

  • All day admission to event 
  • Air
  • One raffle ticket


 

Schedule of Events

8:00 AM – Services open

10:00 AM – Game briefing

10:30 AM - 12:30 PM – Section 1

12:30 PM - 1:30 PM – Lunch break

1:30 PM - 4:00 PM – Section 2

Awards and prizes to follow

Team Starting Points/Insertion Points


Teams will switch sides at lunch



The Imperial Army - “THE EMPIRE” Red – THE EMPIRE

Commanded by: Alejandro Torres

North West Landing Zone HQ (1st half)

Training Yard HQ (2nd half)



The Rebel Alliance - “THE REBELS” Blue – THE REBELS

Commanded by: Shawn Maurer

Training Yard HQ (1st half)

North West Landing Zone HQ (2nd half)



Respawns occur constantly by tagging your HQ Respawn Cone


Field Speed/Firing Modes:

● 270 FPS (All Markers)

● 160 FPS (LAW Rockets) – ALL Launchers must be checked in/inspected at the event tent BEFORE USE.

● 12.5 BPS max (All modes allowed)

● Field paint ONLY!

● Team ribbons or team tags mandatory on the front and back of the mask.

○ Ribbon must hang down at least 4 inches on the front and back of the mask.




Section 1: “Free Your Mind”


The Rebels:

● Rebels must evacuate two scientists to their drop ships every hour. The drop ship location will change each hour.

● In addition, Rebels must search the entire field for hidden supply caches to further their resistance against the Empire.


The Empire:

● The Empire must attempt to stop the scientists from reaching their drop ships. The Empire will not know the locations of the drop ships during the evacuations.

● Additionally, the Empire must search the field for clues and communication data about the location of Echo Base.


Shared Objectives:

● Both teams must locate Beskar Steel Ingots and other supplies on the field and return them to their respective bases before they fall into the hands of the opposition.



Scoring (Section 1):

● Beskar Steel Ingots: 10 points each

● Timed Missions: 100 points each

● Light Saber Duels: 5 points per win for the team

○ (Must get a referee’s attention to start the duel.)

● Slap Stick Points:


○ 50 points scored every 30 minutes (at 11:00, 11:30, 12:00, and 12:30).

○ Upon capture of the enemy base slapstick, the attacking team receives 100 points, and all attacking players in the area will be eliminated and must respawn.

○ Slapsticks reset to home base color at 11:00, 11:30, 12:00, and 12:30.


Prop Rules:

● Props must be placed in the designated area at each HQ to be scored by the end of this section (12:30 PM).

● Props may be removed from a base by the opposing team but must be in your team’s designated area to count for scoring.

● If shot while carrying a prop, the prop must be dropped and can then be picked up by anyone (except when carrying Vader).


Main Missions:

● Each Supply Cache: 100 points for the Rebels.

● Each Communication Data: 10 points for the Empire.

● Each Scientist Saved: 200 points for the Rebels.

● Each Scientist Not Saved: 200 points for the Empire.


Section 2: “The Hunt Is On!”


The Rebels:

● Rebels must locate and take the Empire commander hostage with their lightsabers to interrogate him.

○ To take the commander hostage:

■ The hunting party must outnumber the commander and any nearby lightsaber users for 30 seconds.

■ Everyone in the hunting party must have a lightsaber.

■ To start the interrogation timer, the hunting party must get within 10 feet of the commander and yell, “WHERE IS YOUR SECRET WEAPON, BUCKET HEAD!”

■ This can be done on or off the field.

● Rebels must also continue searching for hidden supply caches to further resist the Empire.


The Empire:

● The Empire must locate and take the Rebel commander hostage with their lightsabers to interrogate him.

○ To take the commander hostage:

■ The hunting party must outnumber the commander and any nearby lightsaber users for 30 seconds.

■ Everyone in the hunting party must have a lightsaber.

■ To start the interrogation timer, the hunting party must get within 10 feet of the commander and yell, “WHERE IS THE ECHO BASE, YOU REBEL SCUM!”

■ This can be done on or off the field.

● The Empire must also search the field for clues and communication data about the location of Echo Base.


Shared Objectives:

● Both teams must locate Beskar Steel Ingots and other supplies on the field and return them to their HQs.


Scoring (Section 2):

● Beskar Steel Ingots: 10 points each

● Timed Missions: 100 points each

● Light Saber Duels: 5 points per win for the team

○ (Must get a referee’s attention to start the duel.)

● Slap Stick Points:

○ 50 points scored every 30 minutes (at 2:00, 2:30, 3:00, 3:30, and 4:00).

○ Upon capture of the enemy base slapstick, the attacking team receives 100 points, and all attacking players in the area will be eliminated and must respawn.

○ Slapsticks reset to home base color at 2:00, 2:30, 3:00, 3:30, and 4:00.


Prop Rules:

● Props must be placed in the designated area at each HQ to be scored by the end of this section (4:00 PM).

● Props may be removed from a base by the opposing team but must be in your team’s designated area to count for scoring.

● If shot while carrying a prop, the prop must be dropped and can then be picked up by anyone (except when carrying Vader).


Main Missions:

● Each Supply Cache: 100 points for the Rebels.

● Each Communication Data: 10 points for the Empire.

● Interrogate the Enemy Commander: 500 points.


THE FORCE IS STRONG WITH YOU: “VADER”


Darth Vader Prop: The Vader prop will be hidden on the field. Finding and using Vader allows the holder to "USE THE FORCE" to perform one of three actions:


1. Use as a Sniper to eliminate one player:

○ Target must be in line of sight of the user.

○ The target cannot be healed.

2. Transport you and one player to anywhere on the field:

○ Fuel/Energy Limit: From the start of transportation, there is only enough fuel/energy for 10 minutes. Any players still in transportation after 10 minutes are considered eliminated.

○ Exiting Transportation: Players must notify a referee when they are ready to exit. The referee will raise one hand, count down from three, and then drop their hand to signal the end of transportation. At this point, players are considered "live" and can engage in gameplay.

○ Restrictions: During transport or the countdown, players may not engage with props, Slap Sticks, or enemy players.

3. Use as a Medic to cure one person or self:

○ Cannot heal headshots, sniper kills, or rocket kills.

○ To heal, the player must forfeit Vader to a referee, who will wipe the hit from the healed player.

Once an action is performed, Vader must be forfeited to the referee and will be hidden again on the field.


Beskar Steel Ingots:


Scoring:

● Each ingot in the designated scoring area is worth 10 points.


Spending:

● Ingots can be spent at "The Bounty Hunters Guild" for game perks:

○ Sniper Cards: 4 ingots (4 per team per section)

○ LAW Rocket Cards: 6 ingots (4 per team per section)

○ Jet Pack Cards: 8 ingots (2 per team per section)

○ Medic Cards: 6 ingots (2 per team per section)


Force Shields (Riot Shields):

● Each team is allowed a maximum of two players with Force Shields.

● Shields cannot be handed off unless both players are in the HQ area.

● Hits to the shield do not count, but if the player using the shield is hit (anywhere on their body or gun), they are eliminated.

● Eliminated shield users must carry the shield back to HQ. Shields may not be dropped in the field for other players to use.

● Players must supply their own shield.


Light Sabers:

● All light sabers are allowed.

● Elimination Rules:

○ Touching any part of the saber blade (yours or an enemy's) eliminates you.

○ Hits to the blade or hilt (from a paintball or another saber) do not count.

○ Sabers can be used as barrel tags. Yelling “barrel tag” is recommended but not required.


Light Saber 1v1 Battles:

● Both players must agree to duel and must have player cards.

● A referee must be present to initiate and oversee the duel.

● Masks must stay on at all times.

● Battles last for two minutes.

● Players are eliminated when touched by the blade of the opposing saber anywhere on their body.

● Winning a duel earns 5 points for the team.


Snipers:

● Sniper Cards cost 4 Beskar Steel Ingots and can be purchased at "The Bounty Hunters Guild."

● A sniper must have a card with available punches to use.

● To snipe a player:

○ Notify a referee and describe the target.

○ The target must be in the sniper's line of sight.

● Once the card is punched, the referee will have the target eliminated.

● Snipers are the only players capable of eliminating jet pack users.


LAW/Nerf Rockets:

● Launchers must be checked in at the event tent before use.

● Only foam Nerf-style rockets are allowed.

● Law Rocket Cards cost 6 Beskar Steel Ingots and can be purchased at "The Bounty Hunters Guild."

● Each card allows for five launches and must be punched by a referee for every use.


Rocket Rules:

● Chrono speed: 160 FPS or less.

● If a rocket hits a structure, all players inside or near it (at the referee’s discretion) are eliminated.

● Rockets found on the field will be returned to the air fill station. (Players are encouraged to mark their rockets.)


Medics:

● Medic Cards cost 6 Beskar Steel Ingots and are limited to two per team per section.

● Medics must wear white armbands or team tags on both arms.

● Only players with light sabers (Jedi or Sith) can be healed by medics.


Healing Rules:

● Medics can not heal headshots, lightsaber kills, rocket kills, or sniper kills.

● The hit player must remain in the spot where they were hit and yell "MEDIC!"

● If the player moves or calls out anything other than "MEDIC," they are eliminated and must respawn.

● The medic must reach the player, wipe off the hit, and restore them to live status.

● Medics cannot heal themselves or other medics.


Jet Packs:

● Jet Pack Cards cost 8 Beskar Steel Ingots and are limited to two per team per section.

● Each card allows one player to "fly" for five minutes.


Jet Pack Rules:

● During flight, the player can shoot at enemy players.

● The player can only carry one prop during flight.

● Jet pack users can only be eliminated by sniper cards.

● Players with jet packs cannot interact with props or slap sticks while flying.