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Fedaykin

Rules

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Hits and Medic Rules

• Whenever a player is hit they will be required to indicate the hit in an appropriate manner depending on how they were hit. Wounded players will drop to the ground and play dead until medical assistance arrives.

• The first hit will only count as a ‘flesh wound’ and the player can be healed and brought back into the game, but only by an in-game medical person (Doctor or Alliance Paramedic). The second hit counts as a major wound and the player must be taken to the medical centre for treatment.

• You may only call for a medic at this stage and can not indicate enemies, items or objectives to people.

• On your second hit you will wait a minute or two till any fire fight is over before removing yourself to the medical centre, so as not to interfere with game play.

• If you have been waiting for more than five minutes for medical assistance you will ‘bleed out’ and return to the medical centre yourself.

• Body armour does not protect from wounding.

• Staff at the medical centre will charge for their services and the amount you pay will dictate how long you are in the Medcentre for. Medcentre staff will dictate who leaves when, so opposing team members do not regen at the same time. Camping outside the Medcentre, to ambush rival players, will not be allowed and lethal force may be employed.

• Law enforcement officials may be allowed to collect wounded wanted fugitives from the Medcentre upon their release.

 

Ways you can be hit:

Being Shot

Any hit to your person by an Airsoft BB counts as a gunshot wound. This includes being hit on any pouches/bags or accessories you are carrying. The only hit that does not count is to any weapon you are holding. It only takes one shot to be hit.

If you are hit by a BB, indicate by dropping to the ground, going ‘argh’ and playing dead.

Grenades

Grenades are any form of explosive device used in game – smoke grenades do not count. Any player within a 5m radius of an exploding grenade is hit by it. Generally speaking if you are inside a room when a grenade goes of you are hit. Hard cover (I.e. walls) counts as protection from grenades. If you are hit by a Grenade, indicate by dropping to the ground, going ‘argh’ and playing dead.

Knife kills

Any bladed weapon can be used for a knife kill. To achieve a knife kill simply tap the blade onto the shoulder of the victim and whisper ‘knife’ to them. The wounded player will simply drop to the ground as per standard rules.

 

Stunning

A stun hit as per variations below is where a non-lethal hit is taken. Unlike actual weapons a stun hit does not count as a flesh wound/hit and do not require a player to return to medical centre.. Players will drop to the ground as if knocked out. The player can be healed in the usual manner if a doctor/medic is available. If a player has been waiting 5 minutes without a medic they can ‘wake up’ and resume play.

Karate Chop

Similar to Knife kills. Any player with a non-bladed mêlée weapon or just using their hand can stun by placing it on their victims shoulder.

Stun guns

Stun guns are Nerf type foam firing guns with none-solid projectiles. Being hit by a stun gun counts in the same way as a stunning hit made by hand.

 

Sequence of events for hit player:

• Player is shot

• Player drops to the ground

• Player waits for medic character to heal (waits 5 minutes before bleeding out)

• Player is hit again

• Player drops to the ground

• Player waits for firefight to cease then (with hand in the air) heads to med centre

 

 

Reavers

No specific teams have been assigned as Reavers. Players with downtime or no plot points to deal with will be assigned to play Reavers. Reavers are berserkers who will chase any moving target, kill using their hands and take multiple shots to down. Reavers use a variation on the zombie rules.

 

• Reavers kill by placing both hands on the shoulders of their victims

• Victims follow standard hit rules when attacked by Reavers

• Reavers cannot talk

• Reavers will take multiple shots to kill or can be temporarily stunned. Bladed weapons will work on Reavers

• Reavers have no healing ability and once dead will return to their start point. The player involved will then be returned to the med centre to be healed back into game.

 

Capturing Players and Arrests

Players can be captured by opposing teams. This can happen either if the captor heals a dead player from an opposing team, or if they manage to get their opponent to surrender (i.e. sneak up behind them and ask them to surrender). Captured players will keep their weapons and equipment, but are honour bound not to use them until released. If they are hit they react as normal. If their captor(s) are hit then the prisoner is released. Captured players will normally be taken to their captors base for 15 minutes unless they are a major character/mission objective.

Some players can be arrested by either the Sheriffs Office for criminal offences, or by the Alliance for terrorism and crimes against the state. Arrests will happen in similar ways to being captured.

Some factions may accept bribes for the release of prisoners. Some prisoners may require a breakout. Prisoners are honour bound to remain in their jail cell unless released.

 

Weapons

In the interests of safety, eye protection must be worn at all times. Full face protection is recommended. As part of your welcome pack you will be issued a pair of safety glasses if you do not have any.

 

As this is the Firefly universe almost anything goes, so you can be as ancient or modern as you desire.

 

• Most players will be restricted to Pistols, Shotguns or Single action rifles only. Only Federal Police/Alliance Mobile Infantry are allowed ‘Assault’ weapons.

•All weapons are restricted to semi-auto only

• FPS limits are 350fps with 0.2g BB maximum, for automatic weapons.

• FPS limits are 500fps with 0.2g BB maximum, for bolt action single shot snipers.

• Single shot snipers are restricted to a 20 yard minimum engagement distance and cannot be used indoors.

• Knives and bladed weapons must be fully flexible and have no sharp edges or points. Mêlée type weapons must be fully foam or soft rubber and be flexible. Any bladed or mêlée type weapon must be wielded with minimal force and cannot be thrown.

•Nerf type stun weapons must be 100% foam and incapable of being fired with any force.

 

All weapons will be checked before use. Any player found breaking safety rules in game will be asked to leave.

 

Ammunition

• All Players may start the game with loaded magazines.

• Any subsequent reloads must be bought from the sutlers (or possibly saloon) for in game cash

• Alliance/Sheriffs will be given an allowance for their ammo dumps.

• All pyro will be bought as per normal

 

Duelling

Players can challenge each other to a Duel after-hours. This may be in retaliation to an insult or a crime against the challenger. Duellers will proceed to the Town Square, where a Sheriff will preside. The Sheriffs office will equip the players with Duelling pistols to ensure a fair fight.

 

Duellers will take position back-to-back, weapons holstered. To the Sheriffs count they will walk ten paces. On the ten count the players may turn and fire a single shot. Both players can be killed in the Duel and the ‘flesh wound’ rule does not apply. If the players miss they can either agree to discontinue or try again. A maximum of 6 shots may be taken.

 

Money, Items, Robbery

  • Small amounts of in game money will be issued to each player. Each gang will get a large sum for doing deals and offering bribes and rewards. Certain characters will be issued amounts as payment for specific jobs.
  • Cash will be used to pay for medical services, gamble, get paid for individual jobs, buy ammunition. Cash can be used by individuals to bribe law enforcement, bounty hunters or rival captors.
  • Various objects in game are objectives for each team. Objects can be captured, stolen, bought and sold. Any player carrying an objective. must drop the objective where they are hit, when they are hit. Wounded players cannot hide the objective, but must drop it where they stand, in plain sight.
  • Dead bodies can be looted for items and objectives, but not personal cash. Same rules apply for mugging players.
  • Gold counts as an objective, not cash.

Safes

  • Safes are visibly identifiable as safes and can only be opened by the designated keyholder/owner.
  • Safes can only be opened by non-keyholders if they blow open the safe, or they are given the combination by the keyholder.
  • To blow open a safe a designated TNT explosive must be used – this is not a normal ‘blasting cap’ pyro.
  • To use the combination the non-keyholder will be given a ‘combination card’ by the keyholder. This cannot be stolen off the keyholder, but could be stolen off the recipient.

Security Zones

  • Security zones can only be entered by designated personnel. Non-designated persons can only enter these areas if escorted by an authorised person, or if they acquire an access keycard.

 

Prisons

  • Prisons are only accessible by Sheriffs or Alliance personnel. Other characters can access these only with the assistance of the law, or if they use designated TNT explosives.
  • Any prison break using TNT will result in the wounding of the prisoner.
  • All prisoners will be honour bound to remain in their cells until released.

 

Contract Law

The essence of contract law is that indentured men cannot simply turn on their masters without retribution.

  • Individuals contracted as hired guns are required to remain in the employment until either the contracted time period is up or the specified job is completed. They cannot terminate their employment half way through a contract without surrendering their payment and formally closing their contract with their employer.
  • Bounty hunters are required to follow law enforcement rules of engagement and request surrender before opening fire. Bounty will be paid on delivery of character.
  • Spies are considered non-combatant for their own faction unless they publicly reveal themselves. I.E. a spy cannot open fire on the faction they are working with without revealing their real allegiance first. Spies can be double agents if they reveal their nature to the rival team first.
  • All teams will have identifiable colours or uniforms which establish which faction is which. If an independent is contracted by a faction they will adopt that factions colour. Spies will take the colours of the faction they are spying on, unless they have been revealed and are now operating in the open.

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Just reading the section on ammunition. It says that ammunition can be bought on site but in game money will also be required.

 

How will this work in practice since people can effectively bring 1000s of their own bbs while the amount of actual bbs used should be very small.

As a suggestion it could work with private bb bottles/bags being banned from site, and everyone starting with an initial limit of say 50-100 bbs (depending on in game role) with the ability to buy small amounts of bbs using in game money ONLY. This would add to the whole roleplay element and make people really try hard to conserve ammo and get hold of more in game cash. Then for specialist bbs the quantity would go down and the in game price would go up, so for heavy sniper bbs they would only get 10 per bag, etc. I would not expect the real cost to be high except for grenades which would have to have a real money cost as well (I mean would you really charge someone real money for a bag of 100 bbs) and with a suitable speed loader and cheap clear plastic bags the admin overhead should not be too bad.

 

Then it could add to the game if you planted small ammo bags around the site so people had a big incentive to explore the whole site rather than just stay in their one area.

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Hi, I hope it wasn't just me, but last time I was confused by the amount of shots needed to kill Reavers.

 

Can you clarify how many shots are needed to kill them?

 

Thanks

 

Elliott

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Well initially wee had 'three shots to kill' butt that rapidly became 'take it to the pain' -partly cos three shots weas too quick and partly cos the look of terror as they kept on coming was priceless...

 

Will have a think about which set to use this time and be clear about it

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thinking maybe zombies can go down for a count after a few shots. then use an 'all clear siren' as end of attack

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Ok, just confused as in the series/film, they're not super-soldier sort of things, still die with a shot to the chest or head.

 

EC

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Very few people were appropriately terrified of Reavers, being a roleplay you have to think about how quickly Malcom wanted to get out of dodge when it was implied Reavers were turning up and the serenity crew I suspect were made of sterner stuff than the civilians that were around them. Hence, taken to pain was used to encourage people to fear Reavers showing up rather than try and fight them

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Seeing as in Firefly, Mal makes a comment that the people that survive Reaver attacks go so insane they often turn into Reavers themselves, could this be used in our games ?

 

So if a Reaver attack takes place, and a player is "killed" by a Reaver placing both hands on the person they are attacking, then the killed person is honour bound to play as a Reaver themselves until they are killed or the siren is sounded to signal the end of the attack.

 

Just a thought. I know many players wouldn't like the thought of running headlong into a hail of BB's, so will possibly be more likely to leg it then risk being turned.

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Well initially wee had 'three shots to kill' butt that rapidly became 'take it to the pain' -partly cos three shots weas too quick and partly cos the look of terror as they kept on coming was priceless...

it was great, i rescue river and see a horde of reavers, - took a few shots then slowly walking back, then to running like mad and triped, that change made an awsome day

 

maybe a switch of the "3 hit" to the "take it to pain" throughout the day could be very interesting.- gives small groups a chance

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noticed the 'factions will wear identifiable colours or uniforms' won't this cause problems for brown coats/ criminal elements as it makes them easily identifiable

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Not as much as you would think, as more problems where being caused by gangs not knowing who was who, than without. Also the law are pretty good at not prosecuting unless an actual crime has been commited. It doesnt necessarily make people more suspicious either as everyone was totally suspicious of everyone else anyway.

 

Its also been done elsewhere and worked there...

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As someone that has played the Law in both these games, while we might be able to pick out someone that is part of criminal gang if they wear a red shirt, unless we actually see them committing a crime we cant do anything anyway.

 

We will not have enough marshals to follow everyone round anyway, so its just up to the criminals to make sure the law aren't anywhere near the scene of your crime :)

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