Chicago Area Events

2011 Calendar of events for the Hellions SFG - Chicago Region. For the Southwest Detachment of the Hellions SFG, select the ODA 163 2011 Events Calendar.

Living Legends of Paintball 4: Escape From New YorkMay 20-22 at CPX Sports in Joliet, Illinois

Event Information:

Date of Event:
Field Location: 
Official Web Site: 
Game Time:  
Cost of Admission:  
Cost of Paint/Air: 
Side/Affiliation:
Team Uniform:  
Special Equipment: 

May 20-22, 2011
CPX Sports, Joliet, IL
CPX Sports or Hellions Warzone
TBD
$50 Pre-registration ends May 9)
$15 Unlimited Air; Paint $80 ($75 Pre-paid by May 9)
Warhammer
Mullticam
Anti-Tank weaponry and Night Optical Devices

Additional Information:

Hellions SFG will serve under Jared "Bad Karma 6" Bronson of Team Bad Karma in the role of Warhammer. The Hellions' own Lani "Sky" Fox will serve as his Executive Officer. It should come as no surprise that Hellions will lead the "Crazies" gang.

Schedule of Events:

Friday
1300 -- Early registration and check-in opens.
TBA -- Defuse Bedlam scenario tourney qualifiers and Final Four.
1800 -- Pump/Pistol Event starts. Meet at west entrance to Bedlam.

Saturday
0800 -- All services open.
1030 -- Opening ceremonies and mandatory player orientation.
1200 -- Game on.
1730 -- Stand down and prepare for Dinner Battle.
1800 -- Dinner Battle begins.
1830 -- Dinner Break.
2030 -- Night Game begins.
2200 -- Stand Down. Party time!

Sunday
0900 -- Game resumes.
1230 -- Stand down and prepare for Final Battle.
1300 -- Final Battle begins.
1400 -- Game over.

Special Notes:

This game is a MANDATORY JOINT OPERATION event for the Hellions SFG. Members of ODB 130, ODA 133, ODA 153 and ODA 163 must make every effort to attend and support their home field.

 

GENERAL RULES

Equipment and supplies
Player packet: When you check in you will receive a packet with a Player Badge. Your player badge is your ticket to play, and must be on your person at all times. DO NOT LOSE IT!!! If you find one you must turn it in at the registration counter or Viper Command immediately it is the personal property of another player.

Armband Tape: This will be provided by your commander or one of his officers, not by the event staff. The only legal way to acquire armband tape is from your commander or a legal member of that team that was placed on that side by the event staff. You must wear your armband tape on the field. It must be clearly visible between your shoulder and elbow on whichever arm you choose. Medics must also wear a white armband. We ask that the commanders tape both arms with their team color so as to allow their own players to identify them.

Markers: Any commercially produced, commonly available .68 caliber paintball marker may be used. Any marker that can be adjusted on the field, without tools, is required to have a locking device to prevent this from being possible. During daytime segments non-assisted pump markers may chrono up to 300 feet per second, while all others are limited to 280 feet per second. During nighttime segments all markers must be set below 250 feet per second. All electronic markers must be capped at 13 balls per second IN ALL MODES INCLUDING SEMI-AUTO MODE. You must also have a "barrel sock" for covering the end of your barrel in all non-play areas. Barrel plugs are not acceptable. Players caught with no barrel sock on their barrel in an off-field area other than the chrono may be ejected from the event with no refund. This includes markers with no paint or air. If it has a barrel it is required to have a barrel sock on it. Period.

LAW Rockets (Nerf Launchers): We do not allow the use of "sabot" rounds (wads of paintballs) or grenades as projectiles from launchers. You must use Nerf brand “Mini Vortex” or JCS “F-69” foam rockets. The only modification to these that will be allowed is trimming of no more than ½ inch off of each of the three fins. All launchers must be chronoed at less than 140 feet per second. These devices are for hard targets only such as helicopters, vehicles, buildings, bunkers, bridges, etc. These devices may be used during daytime segments only. You must have a “Heavy Weapons Specialist” card to use a LAW on the field, and all launchers must be approved before use.

Goggles: Goggles must meet current ASTM and insurance requirements, must be unaltered, must provide full face, eye, and ear protection, and must have suitable, uncracked and undamaged lenses in them. Players caught lifting their goggles, or breaking the seal of the goggles against their face, may be ejected with no refund. Be smart! Be SAFE!

Radios: Radios are allowed and encouraged. You may monitor any frequency you wish with the exception of the referee channel. Anyone caught monitoring the referee channel will be ejected from the event without refund, and their side will be assessed a score penalty. Players may use their radios anytime except while eliminated and walking either to their hospital or the field exit. Once in the hospital or off-field they may communicate at will. Players will not be allowed to stand off-field and gather reconnaissance of the enemy base or for recon and report missions.
Prohibited equipment: No tools or knives may be carried on the field. No personal fill stations allowed on the premises. Any items found in violation will be confiscated and may, or may not, be returned after the event. No unbreakable trip wires. No pyrotechnic devices. No unapproved smoke devices. No shields. No protective padding not commercially-designed for paintball play.
During play

Referees: Do not argue with a referee under any circumstances. If you disagree with a call ask them for their Judge number and see the Ultimate Judge or event director.
Player Refs: There are a number of experienced scenario players who serve as "Player Refs", our version of undercover cops. They are constantly watching for cheaters and unsafe players. They can also be helpful for answering questions if you cannot find a field referee. However, they are prohibited from signing off on any mission cards.
Non players on the field: If you wish to enter the field to take photos, retrieve a lost item, or any other reason you must check with the scenario director before and after doing so. Photographers (other than those who are in play) must obtain a press pass from Viper before entering the field.
Wildlife: Shooting of any wildlife will not be tolerated. If you accidentally do so please notify the nearest referee immediately so that we can make sure the animal is okay, or render assistance if necessary. If you witness someone doing so please notify the nearest ref immediately.

Eliminations: If you are hit by a paintball (even if the ball itself ricocheted) and it breaks on you, your gear, or your marker and leaves a quarter-sized mark, you are eliminated. During the nighttime segment (immediately following dinner break) all hits count whether they break or not. If you are wearing a "ghillie suit" all hits count on areas covered by this material. Once eliminated you must immediately exit the field or report to your “hospital.” You must take the shortest reasonable path to do so. Using your “dead time” on the field to do reconnaissance will result in a judge punch on your player badge.
* It is important that you "get up and out" as soon as you are eliminated. Hold your marker high above your head and run out of the bunker! With the large number of players you will encounter it is hard to hear someone shouting "Hit!" while he/she searches for their barrel sock, and players will continue to shoot thinking you are still in. "Get up and out" and get away from the lines of fire, then search for your barrel sock!

Barrel-tagging: You may "barrel-tag" players and eliminate them without shooting. Unless it is on your marker the barrel must be at least 8 inches long, and in plain sight (not hidden up your sleeve). When you tag them you must immediately say, "Barrel tag!" when you touch them with it. Barrel-tagged players are immediately eliminated and are to walk away quietly. Failure to do so will result in a judge punch. After you have exited the area you may declare that you are eliminated as you continue to your hospital or an exit. Barrel tagged players cannot be healed by medics. No barrel tags are allowed during the "Dinner Battle" or "Final Battle."

Faking injuries or medical issues: This will not be tolerated for any reason. Using such ploys on the field will result in ejection from the event.
Surrenders: We request, whenever possible, that you request players within 20 feet to surrender. This is not a hard and fast rule, but a strongly suggested guideline. We also recommend that players who are given this option accept it graciously. The player who asked was displaying good sportsmanship. Please don't reward them with a close shot. Thank them for not shooting you at close range and report to your hospital.

Grenades: Grenades may be used during daytime segments only. In order to be considered an elimination there must be enough paint on the player to be collected into a mark the size of a quarter. One or two specks will not be counted as an elimination.

Game Start: When the game begins your commander will already know what the first missions for each segment are. Be sure that you at your base and ready to go when each segment begins! For the first thirty minutes of each segment players who have not yet been in play may enter directly to their base. Once you are hit you must wait for the next insertion window to open.

Reinsertions: Players may only enter the game from their own hospital. Reinsertions happen every twenty minutes, and the window for inserting stays open for ten minutes. In other words the “window” is open for ten minutes, and then closed for ten minutes. This means that if you show up at the "hospital" at 2:58 you can reinsert at 3:00, but if you show up at 3:02 you may tag up, wipe off your old hit, and go right back to your base.
Each side will have access to a secondary insertion point. They may only use this insertion point after their opponents have pushed them back to a designated line on the field, and at the discretion of a senior referee. This line is called the “Broken Arrow” line. For the west HQ this line is through Greenwich Village and Alphabet City. For the east HQ this is East Harlem, Washington Heights, and Fort George. Once they are pushed back to that position the commander, and only the commander, may choose to sacrifice score points to get one regular ten-minute insertion from their secondary insertion point. The secondary insertion point for the west HQ will be the field entrance between Upper East Side and East Harlem. The secondary insertion point for the east HQ will be the field entrance between Upper East Side and Central Park. The first secondary insertion will cost that commander twenty points. It then doubles each time he uses it. The same applies to his opponent, which is to say that his first secondary insertion will cost him twenty points, and that amount will double each time he uses it. The secondary insertion is only available if you are pushed beyond your “broken arrow” line and your commander requests it to be opened.

Command bunker and base: There is no shooting into, or out of, the command bunker. To eliminate everyone in the command bunker you need only to stick your foot inside the first doorway and announce "All DEAD!" At that point the base referee will clear out everyone in the bunker. The bunker is not destroyed, but everyone inside will be eliminated. No markers are allowed inside the command bunker except for the commander's. No props are allowed to be kept in the command bunker. No player may eliminate another player wearing the same color armband who is within fifty feet of their command bunker, or do anything harmful while wearing that color within fifty feet of the bunker.
Bunkers on the field: No player may move any bunkers unless specific provisions are outlined by the event director allowing him to do so.
Simulations

Tanks: Any motorized vehicle must carry its own liability insurance, and list Xtreme Sports Inc and Kerry Rosenberry as "additional insured." All drivers must have a current, valid driver’s license. The vehicle is limited to fast walking speed. It must have a clearly visible way for players to discern what color the tank is allied with, and it must have a bright orange flag that can be hoisted if it is eliminated.

All vehicles must have a full inspection by the ultimate judge at the event prior to being allowed on the field. The tank will receive its own badge with places for judge punches. Three rule violations will result in its permanent removal from the field.

Vehicles must remain at least 150 feet from the enemy’s command bunker.
If the driver is unable to see due to paint splatter their windshield must be cleaned immediately.

Each vehicle must provide one attendant to supervise activities of the vehicle on the field. This attendant must accompany the tank everywhere. Their duties are to prevent human contact or rule violations, and to notify the tank of grenade, Nerf, and satchel hits.
You can take out a tank with a satchel charge or a LAW (Nerf launcher). Only “Nerf Mini Vortex” or “JCS F69” rounds may be used. The only modification to Nerfs that will be allowed is trimming of no more than ½ inch off of each of the three fins.

You can disable a tank (no movement, but it can still fire) for five minutes with a paint grenade. Players near a motorized tank may not get within 20 feet of the tank while the motor is running. Intentional violation of this by tanks or players will result in disciplinary action. Markers to be fired from the tank are limited to 260fps.

All tanks must be cleared with the event director no less than three weeks prior to the event or they will not be allowed on the field. No exceptions!
Any air source inside the vehicle that is not attached to a marker or launcher must be securely anchored.

Vehicles are not to be used during the nighttime segment or the Final Battle. However, they may be parked near the HQ and used as a stationary bunker. They may re-enter play Sunday morning.

“Walking tanks”: Human-powered tanks are asked to make the “tank” appear as much like a real vehicle as possible. Please build something more than a box to throw over your head. These are also limited to fast walking speed just as a motorized one, and will be required to use the same major roads and paths as a motorized tank. It must have a clearly visible way for players to discern what color the tank is allied with, and it must have a bright orange flag that can be hoisted if it is eliminated. You can take out a walking tank with a satchel charge or a LAW (Nerf launcher). You can disable it (no movement, but it can still fire) for five minutes with a paint grenade. Markers to be fired from the tank are limited to 260fps. All tanks must be cleared with the event director no less than three weeks prior to the event or they will not be allowed on the field. No exceptions! The 20 foot safety zone rule does not apply to walking tanks.

Demolitions: Any building, bridge, or bunker you see that has been wrapped in brightly colored one-inch tape has been destroyed. You may hide behind it or around it, but you may not enter the structure, or cross the bridge, until an engineer repairs it and removes the tape.

M.O.S. (Military Operations Specialty) types
Your commander will assign these roles. If he so chooses he may unassign a role and reassign it to another player by calling in to central command and requesting approval before doing so. You may only be assigned one MOS.

Medic: If you intend to be a medic you must have a pen with you at all times! Medics can heal players who have not been barrel-tagged or blown up. They cannot "heal" head-shots. If you wish to be healed by a medic you must stop as close to where you were hit as possible and shout "Medic!" at which point the referee will give the medic a reasonable amount of time to reach you, wipe off your hit, and record you badge number on his "Medic Supplies Card." You are not to be shot at once you call for a medic, nor can you verbally interact with players. The medic can be eliminated while in the process of completing his tasks. A player calling for a medic is not to be targeted by paintballs. The medic is not to use the player to be healed as a bunker.

Demolitions Expert: Can use satchel charges to destroy bridges, bunkers, and buildings.

Engineer: Can rebuild destroyed bridges, bunkers, and buildings.

Heavy Weapons Specialist: Cleared to carry Light Antitank Weapons. (LAWs)

Nighttime rules
(Nighttime rules go into effect immediately after the dinner break.)
Chono speed during this segment of the game is limited to 250 feet per second for all markers, and firing mode is limited to semi-auto only.

Grenades and Nerf launchers may not be used.

Any hit from a paintball fired from a marker counts. This includes ricochets and bounces.
You may use flashlights and spotlights. However, handheld spotlights count as your equipment and, therefore, if the light is hit the player holding it is eliminated and must take his light and leave the field.

Personal Property
Personal property of others is to be respected at all times. This includes, but is not limited to, the contents of their player packet, generators, noisemakers, perimeter warning devices, flashlights, spotlights, etc. If you come across something of this sort and need/want to disable it you must check with a judge before doing so. Items such as generators, noisemakers, or perimeter warning devices you wish to take on the field must be approved by Viper before doing so.
Scoring

There are a number of things that affect your score. All of them have to do with defending your “turf” (neighborhoods) or capturing your enemy’s “turf.”

There are sixteen contestable neighborhoods on the map. They are Soho, Greenwich Village, Alphabet City, Central Park, Trinity Cemetery, Midtown, Hell’s Kitchen, Harlem, Upper East Side, Lennox Hill, East Harlem, Washington Heights, Hamilton Heights, Morningside Heights, and Fort George. Each of these will have a primary “Turf Marker” (a Viper “Slap Stick” with a sign indicating the location). To “capture” a neighborhood you must change the “Turf Marker” to your side’s color and keep it that way for fifteen minutes. If it gets changed back before the fifteen minutes is up your capture was unsuccessful.
Capturing turf: Your commander will receive orders to capture a specific enemy neighborhood. If you can successfully capture it during the prescribed time you will receive one hundred points.

Defending turf: Your commander will also be directed to defend a specific neighborhood for a prescribed amount of time. If the other side successfully captures it at any time before the mission ends your side will lose fifty points.
Rumble: Your commander will have a schedule that will list specific times that particular gangs are to capture specific neighborhoods. A large force, the majority of which must be members of the designated gang, must capture the prescribed turf during the prescribed interval. If their rumble is successful your side will receive 25 points.
Major props

Supply caches: The USPF has dropped extra supplies into Manhattan for Snake to use however he needs them in his search for the President. These are all under lock and key. He may use these as bartering material if he needs assistance. He may trade one to you to help him reach a particular location, he may have given one to Cabbie for transportation, and you may be able to talk Cabbie out of it. He may have simply dropped one somewhere. Either way these keys are unmarked but, if you are diligent, may find the box it fits and gain valuable things to help your side. (or maybe a prize for yourself?) Turn in the box, the chain, the lock, and the key for bonus points for your side.

Bombs: There are a limited number of low yield bombs hidden in Manhattan as well. The bad news is that they are disassembled. You must know where the pieces are, have a key to unlock them, and know how to assemble them. However, a correctly-assembled bomb will eliminate everyone within one hundred feet of the chosen “Turf Marker.”

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