Special Scenario Positions
Insanity Productions’ goal is to grow the sport of Scenario Paintball locally and ultimately increase its quality for every player. As a production company, we aspire to create uniquely exciting and memorable games that will make Scenario Paintball THE paintball to play. Paintball itself is fun! We want every player to look forward to each Scenario Paintball event as insane fun! We need the help of our special position players to achieve this goal while at the same time having insane fun yourselves!
Each team will have a General, who is the leader for that team. The primary role of the General is to assist the producers in providing all players on both teams the opportunity to have the most enjoyable and memorable game experience possible in a safe environment. We know that the General’s role can be difficult and that players who fulfill this role are competitive and want to win, however, the goal is that everyone has a good time, victorious or not. A positive upbeat attitude and good leadership skills are crucial in building your team and will energize your team while encouraging them to play fair and have insane fun.
Long before the game commences, Generals should begin:
- Recruiting scenario teams and players
- Participating in forums (for example, PBNation) with friendly banter
- Promoting the particular game with enthusiasm and in a positive light
- Organizing team officers, medics and other special positions
For much of the game, the General is in HQ but the General should frequently go into the field to personally assess the battle, encourage troops and lead from the front. It is imperative that the General solicit situational status from Commanders in the field and to disseminate real-time updates back to those Commanders regarding new missions, ongoing mission status, battle lines, troop reinforcements and strategic advice. It is equally important for the General to communicate with players who are reinserting into the game by directing them to the area(s) where they are most needed, by providing them with mission updates and by boosting morale.
Generals have the sole responsibility to:
- Assign or re-assign all special role cards (NO player can hold more than one role card at a time, including Generals.)
- Deploy Assets such as aircraft, tanks, tactical nuclear strikes, TNT, bombs, etc.
- Negotiate with the Arms Dealer, if applicable
- Monitor mission success/failure and point totals for the team
- Meet with your Commanders prior to the game
- Motivate your troops!
- Have insane fun!!
- Give us feedback!
We know playing the role of General in Scenario/OPs games can be difficult and we appreciate your efforts to help us make the game enjoyable for players on both sides. We will provide you with the tools and support that you need to effectively lead your team.
Each team will have several Commanders who will lead troops in the field. Effective Commanders are critical for the success of their teams. Commanders and Generals will communicate directly with one another (usually by radio) and will share data with each other about battle lines and mission status and real-time information that will enable the Commander to effectively do his job. Clear and timely communication up and down the chain of command is the key to success. Commanders can request special weapons such as rocket launchers, aircraft, tanks, bombs, etc. from the General but only the General can issue them.
Each team will have a limited number of Medics. Medics must wear white arm band tape (ABT) on both arms and carry a Medic card. Each Medic will carry a Medic’s bag which will contain a number of red ropes (10 to start). Each rope is approximately 2 feet long. When a player calls for a Medic, the Medic has 1 minute to reach the player, securely tie a rope around the ABT of one of his arms (a square knot works best), and wipe off any hits. The player is then ‘live’. Advise players to leave the ropes at the Rejuv Station. Medic ropes can be resupplied at HQ in lots of 10 only and therefore it is imperative players understand that they are to leave the red ropes at Rejuv so that they can be resupplied.
Medics may not heal:
- Themselves (but Medics may heal one another)
- Any player shot in the head
- Any player currently wearing a red rope
- Any player eliminated by explosives, grenades or rockets
- Any player who has been barrel tagged or has voluntarily surrendered
- Any player who has gone out of bounds
Each team will have a limited number of Engineers. Players must hold an Engineer card and can only be deployed by the General. Engineers can:
- Repair and rebuild destroyed structures (buildings, bridges, railroads, satellite dishes, etc.)
- Disarm Booby-traps
- Tow downed or crashed aircraft
Engineers are still bound by the explosive prop rule (i.e. if you pick up props that do not have your team’s ABT on them, the props will detonate.)
Each team will have a limited number of Demo experts that must be assigned by the General. Demo experts can
- Place satchel charges. Satchel charges detonate with the same 3 methods that TNT does but have a much more powerful effect, with a blast radius of 75 feet. Satchel charges are necessary for the destruction of structures.
- Diffuse TNT, satchel charges and booby-traps. If a demo expert moves or opens a booby-trapped item, it is considered to be disarmed.
Demo Experts must show their expert card to a referee and notify the Ref of the intention before the act of demolition. The destroyed area must be taped off with game tape only. Demo Experts are still bound by the explosive prop rule (i.e. if you pick up props that do not have your team’s ABT on them, the props will detonate.)
Heavy Weapons Expert
Each team will have a limited number of heavy weapons players assigned by the General. Heavy Weapons players are the only ones who can use rocket launchers (game issued or commercially purchased rocket launchers only.) Absolutely NO homemade rocket launchers are permitted.
Pilots must be appointed by the General and are the only players who can fly aircraft. There may be a number of passengers (game dependent) in the aircraft. Aircraft personnel can:
- Drop bombs on opponents.
- One bomb per flight
- A bomb card is necessary and must be given to a referee at time of use
- Pick up and transport props
- Aircraft must land first
- Aircraft personnel are then vulnerable to ground fire until the aircraft resumes flight.
- Aircraft may only carry one prop at a time. If the aircraft is carrying a bomb, the bomb must be dropped before picking up another prop.
Aircraft must have fuel to fly (a fuel card AND a fuel can). Flight time per card will vary from game to game but will typically be 10-15 minutes per card/can.
Aircraft can only be shot down by touching (tagging) it with a NERF rocket. Some games may require an anti-aircraft round to eliminate aircraft (special colored paint fired from a paintball marker designated as an anti-aircraft gun).