When

Saturday February 13, 2016 from 8:00 AM to 5:00 PM CST
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Where

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

 
Driving Directions 

Contact

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

STAR WARS: Battle of HOTH 7

ALERT!

 A Viper probe has landed on the ice planet Hoth near the Echo Base. Darth Vader and his Imperial fleet, armed with Storm Troopers and a lumbering battalion of AT-ATs, have been alerted to Rebel's presence. Damaged shield generators have come online, although struggling to maintain power they should be able to withstand the airborne offensive, but the ground assault is bearing down. Massive numbers of the Empire's 501st Legion troops combined with AT-AT and AT-ST's are congregating near the outskirts of the Echo base, ready to strike the final blow to our Alliance. Outward command posts are vulnerable, and will be the first to fall. Hasty defenses are being constructed around the main power generators as they are likely to be the primary target- but these won’t last long. Rebel forces must fortify the perimeter of the Echo base until a window opens for an escape.

EVENT SCHEDULE

8am-9:30 – registration/ chrono/ paint sales

10:00 – game briefing

10:30 – 12:30 – game section 1

12:30 -1:30 – lunch break sponsored by Chik-Fil-A

1:30 - 4 game section 2

4:15 – awards/ raffle

 

Team Starting Points/Insertion Points

**Teams will switch sides at lunch**

Darth Vader’s Imperial Army “THE EMPIRE”

Commanded by John"Nonnie Lindholm of CPX Legionnaires

XO- Duncan Fox of Ohana Paintball

Tournament area 1st half,  

Cemetery 2nd half

Luke Skywalker and the Rebel Alliance “THE REBELS”

Commanded by Cathy Meloy-Lile of Rage in Paint

XO - Hanna Aboul-Hosn of Blastcamp Revolution

Cemetery 1st half,

 Tournament area 2nd half

Blue – THE REBELS

Red – THE EMPIRE 

Marking tape or Team Tags to designate team must be worn on the front and back of mask at all times and cannot be removed


Field speed/Firing modes:

 270fps(All Markers)  

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 permitted in white fill only and can be brought to event or bought from us.

 

The game will consist of 2 main sections with basic objectives for each team. Additional missions will be released to commanders at timed intervals.


Section 1

Shield Generator Lockdown and the AT-AT Offensive”

THE REBELS, in an effort to protect the Shield Generators of the Echo base, The Rebels must obliterate the AT-AT charge by disabling the legs of each AT-AT with chains. A section of chain will be located on Towers #1, 2, and 3 (the AT-ATs), and those chains, when wrapped completely around the legs of the Tower, will bring down the AT-AT and weaken the Imperial charge. For each AT-AT to be considered disabled, a complete loop must be obtained.  

THE EMPIRE  must protect the AT-AT’s and disable 2 Shield Generators with Thermal Detonators. The Empire must place Thermal Detonator (supplied) inside building and hold area for 10 minutes. Thermal Detonators will be supplied at Base.

Both teams must find Ammo Cartridges, Fuel Rods and other Supplies on field and return to YOUR base before they fall into the hands of the opposition

Scoring:

Ammo Cartridges / Fuel Rods and other props: 50 points each

Each Slap Stick is worth 100 points – scored every 30 minutes (11, 11:30, 12, 12:30) 

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

Props must be placed in designated area at each HQ and will be scored at the end of this section (12:30)

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

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

Destroying Shield Generators: The Empire must place Thermal Detonator (supplied) inside building and hold for 10 minutes. 600 Points awarded to Empire for each Shield Generator destroyed.  

Disabling each AT-AT/tower:  400 points will be awarded to the Rebels for each AT-AT Destroyed during this Section

Re-insertions

Insertions will occur at HQ constantly!

Section 2

Fortification of the Echo Base 

THE REBELS are being overrun; retreat is the only option. Leia’s only hope for survival is to rearm the Rebel Alliance and clutch to the last of their defenses. Down to the last of their Munitions, the Rebel force must venture into the highlands of Hoth and locate a cache of supplies. 

 THE EMPIRE must deplete the abilities of the Rebels by capturing the Supplies.

Both teams must find Ammo Cartridges, Fuel Rods and other Supplies on field and return to YOUR base before they fall into the hands of the opposition.

Scoring

Ammo Cartridges / Fuel Rods and other props: 50 points each

Each Slap Stick is worth 100 points – scored every 30 minutes (2, 2:30, 3, 3:30, 4) 

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

Props must be placed in designated area at each HQ and will be scored at the end of this section (12:30)

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

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

 

Re-insertions

Insertions will occur at HQ Constantly!

 

 

THE FORCE IS STRONG WITH YOU

“VADER” 

DARTH VADER will be hidden on the field. VADER will allow the holder to ‘USE THE FORCE’ 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. Transport to anywhere on the field once
      1. “Fuel/Energy Limit: from the start of Transportation There is only enough Fuel/Energy for 10 minutes of Transportation time. All players being transported must leave Transportation before 10 minutes. Any players still in Transportation after 10 minutes become eliminated players.
      2. “Getting off Transport”: once the player or players are ready to leave transport. They must indicate to Referee they wish to leave transport, once players are ready, Referee will put one hand in the air and commence a 3 second count down. At the end of the countdown the Referee will drop his hand signaling that live players have left the transport and are free to shoot or be shot. (During this 3 second count down players on transport are NOT ALLOWED to interact with props or Slap Sticks.)
      3. Players in Transportation are NOT ALLOWED to interact with props or Slap Sticks at any time during the transportation.
      4. Players in Transportation or during the “3 second count down” may not engage enemy players and cannot be targeted by enemy players until the “3 second count down” is over.
      5. Use as a Medic to cure one person OR self
        1. Cannot heal Head shots or sniper kills
        2. To heal a player forfeit VADER to Referee and wipe hit off of hit player and player is active once more.

 

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

 

LIGHT SABERS

Collapsible ones only

Must be approved by Referee and you must have a Light Saber player card

Light sabers will be marked with tape on their end; this “kill Zone” area is the only spot that can be used to eliminate other players. 

Light Sabers may be used in a defensive position and hits to the LIGHT SABERS will not count as hits.

Light Saber tags will be counted as barrel tags – tagging player is recommended to yell “barrel tag”

 

Light Saber 1v1 battles

Masks must stay on!

Must call a Referee over to initiate – Referee may or may not allow battle to occur

Both players must agree to battle and have player cards

Battles will be 2 minutes long

Player is eliminated when touched with “Kill Zone” of opposing players Light Saber anywhere on the body

 

Law/ Nerf rockets

Must have a Law Rocket card (given at registration) to use. Referee will punch this card each time it is used 

Chrono Speed: 140FPS or less!

Must have a Referee present to verify hit/ punch card

Allowed 5 rocket launches per section

Once a structure is hit, everyone inside or near (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!)

 

Medics

Only one Medic per team

A Medic can only carry 4 force tokens on them at one time.

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

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

To Heal a player: Each Medic has “Force Tokens” to heal a player the medic must get to the player wishing to be “healed” give the Shot player 1 Force token and wipe off all current hits from player. Once all hits are clean the player being “healed” is active again 

*A Medic May Heal Himself - Same rules apply however - Must have at least one force token in possession

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

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

 

Tanks

  • Tanks can be Disable/ Destroyed by grenade or law rocket (Unless the tank is using Defense Perk)
  • Law rocket or grenade 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!
  • Tank Card: If anyone is lucky enough to find a “Tank Card” it may be used to send the tank around the field for at least one complete lap OR 10 minutes of fuel time.

During this time the tank MAY be Disabled/Destroyed  

  • Players may not be within 10 Feet of a moving tank.

 

Personal Missions

  • At Random 5 players from each team will be picked by player numbers to receive personal missions before the game starts.
  • The chosen few will receive the personal mission at  registration
  • Your Mission is worth 50 points to your team.

 

 

 

 


 

Strategy Map