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Aug 30/09
Resident Evil (Outbreak) Video 2008 part 2
A year has past. The Zombies are still roaming the corridors and rooms of the umbrella corporation compound. The mindless blood-thirsty mobs are in search of living flesh.They cover all levels of the compound, where the “T” virus had been released.  

The military cleansing of the compound had failed. Leaving several of the STARS trapped with the survivors. An alliance was formed between the STARS and the Survivors. They have found an area that they have been able to defend against the hoard, making a resistance.

Supplies are running out. Each day the survivors must go out in search of items they are in need of. With each venture for supplies, their numbers drop, as they fall prey to the zombie masses. The survivors must find anti-virus serum to continue their struggle to stay alive. With a hope that they may find a way out!   With each confrontation the Zombies seem to grow in strength, almost as if they know where the survivors will be next.The whole time hunting for a way out of the compound, where they can feed and infect more and more……



Due to the complexity of this game, all players should familiarize themselves with the entire contents of the game information as well as any field maps. Know this material… if you don’t, you’re at a disadvantage. It is our hope that all players will immerse themselves into their character while playing this event. Those who do usually get the most of these events…HAVE FUN



No Alcohol or drugs at anytime.
No pets allowed due to the fact no insurance company covers the liability.



Be early, registration starts at 900hrs. You will sign in, sign a waiver (you can print a waiver from the website),receive your players packet, chronograph your marker(s), buy paint.



March 10 to July 31   $20.00 with a free T-shirt

Aug 1 to Aug 30   $20.00


If you register after July 31 you will not receive a free T-shirt.


Payment Information

Saint John and surrounding area Contact Steve at 650-3092

Outside of Saint John
Paypal info
Steve McIntyre
Email sl_mcintyre@hotmail.com

Once you sent your payment, email me the following to  
Name:
Address:
Phone #:
Email:
T-shirt size



Game starts at 1100hrs and goes to 1600hrs
20min before play starts; the groups will be led into the filed to the start areas. They must start at these locations, but once the scenario game starts, they may move to any location they wish provided they stay in bounds at all times.



When you check in you will receive a player packet with your ID badge. EXTREMELY IMPORTANT!!   The ID badge is your ticket to allows you to enter the playing area. Keep it visible and secured at all times. If you lose it, you will have to purchase another one. You will be required to have this badge to chronograph your maker(s) and punch the badge. On the badge, will be your unique player ID number using a string or lanyard to wear ID badge around your neck.



Your reinsertion card; don’t loose this either otherwise you will need to get a new one from your re-spawn area (starting point); the Ref will have the new cards. If lost, it will cost your team valuable points. Each time you return with a full card, you will receive a new card from the Referee then the player may re-enter & engage the enemy players.



Players will be broken into two separate groups:



50% of players starting in the village. Leadership there is one Fireman, one Umbrella Corporation official, and one Sergeant from the STARS. There will be 3 or 4 players identified as Doctors/Scientists. They will be the players that will mark your medical card. Survivor’s medical card (S1) will have 2 punches, one for each hit received. When player receives third hit, must return to the safety area and be issued an SZ Card, which will make them Zombies. With the SZ Card they will receive a color ribbon change. The SZ Card will have 3 punches, the fourth hit they return to the safety area to receive a new SZ Card. If there are serum card available a serum card may be issued, and player returned to Survivor Status. Serum Cards (S2) will have 1 punch second hit player must return to the safety area and be issued an SZ Card.  



A player that starts the game infected stays as a Zombie for the duration of the game. The serum cannot change you; only Survivors that are changed in the game can use a serum card and change back. Zombies will start with 50% of players at Fort Thunder. Leadership will be one Nemesis, one Zombie #1, and one Zombie #2. Zombie cards will have ten punches: when hit must leave fight and find a ref to punch card (any ref can punch card). The player can then engage the enemy again. When the card is full, the player must go to Fort Thunder and receive a new Z Card from the ref.



Each team will have a color ribbon that must be visible at all times. The team color is not intended to show you whom to shoot, it is meant to assist your teammates in knowing who NOT to shoot.
Doctor/Scientist will wear an armband with a blue cross.
The leaders will wear armbands on both arms with ranking so they can be identified. You may also lie all you want with regard to your team affiliation. However, you are not allowed to conceal your team ribbon colors.



Any commercially produced commonly available 0.68 caliber paintball maker maybe used. Full auto will be allowed, but must be used with common sense! I.e. if you have a player dead in sights, don’t light-him-up when one or two balls will do the job. The Ref’s will be watching this and players found abusing this rule will be made to use semi-auto. If the offense is repeated, they will be told to leave the game; we are here to have FUN, no know one wants to be shot more than is needed.



ALL markers must be chrono’d and your ID badge chrono-punched.   If you are using more than one marker, they must all be identified and chrono’d by the event Referee prior to entering the playing field. Chrono limit will be 280 FPS. There will be a Ref on the field with a handheld chronograph to spot check markers.   Markers shooting hot are a safety hazard and will not be tolerated. Repeat offenses will result in ejection from the game event.



There is to be no marker repairs in the safety area. You should know your marker and have it in working order before you try to chrono it. If you need to work on your marker see a Referee and he will provide an area for you.



Proper paintball masks must be worn. They must provide full face, eye and ear protection and have uncracked and undamaged lenses. 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!!



Both CO2 and High Pressure, Nitrogen fills will be available during the entire day at the safety area. Due to insurance all bottles must meet hydrostat requirement. No bottle will be filled that are out of date. All bottles must have a current TC stamp. Bottles that the event management deems damaged will not be filled ”No Exceptions”. We will not endanger you or our players for the sake of filling a potentially dangerous bottle.



We recommend that you purchase whatever paint you may need prior to the players briefing the morning of the game. Paint sales will remain open during the entire event at the safety area. Having off field paint on the field of play is grounds for immediate ejection form the event “with absolutely NO Refund”. We recommend storing your paint in a cool dry area away from direct sunlight.



Walkie-talkies are allowed and encouraged you may monitor any frequency you wish with the exception of the Referee’s channel. Anyone caught monitoring the Refs channel will be ejected from the event without refund. Their team will be assessed a score penalty. Players may use their radios anytime except while eliminated and walking to their re-spawn area or waiting for their medical card to be punched. Off field players will not be allowed to stand off field and gather reconnaissance.



No tools or knifes may be carried on the field. No unbreakable trip wires, no pyrotechnic devices, no unapproved smoke devices, mines, rocket launchers, no tanks or armored vehicles will be allowed for this event.



Referees will be wearing easily identifiable jerseys. Do not argue with a Ref under any circumstances. If you disagree with a call ask them for their Referee number and see the Head Referee for a ruling. (Head Referee is Steve McIntyre)



This is a neutral zone (Barrel Blocking Device on) where you can stage and wait the next insertion window. The Ref in the safety area will set these up as the number of players per side arrive they will put them back into play (every 15-30 minutes).



What to do when hit and marked with paint on any part of the body or equipment you should immediately call “HIT” in a loud voice and raise your marker above your head or hold your hand up over your head. If you have to call for a Doctor/Scientist or walk to your re-spawn area. If you call for a Doctor/Scientist provided you still have punches on your medical card. Players may move after being hit if they are in the line of fire to keep from being hit unnecessarily but not to far. If last hit on your players card go to the safety area for your Zombie card or serum card. If you have called for a Doctor/Scientist and they don’t get to you in about 5 minutes you must move to your re-spawn point for a punch on your card. Keep marker or hand up and keep calling out Hit. Do Not Talk, hand equipment or ammunition to your teammates and do not continue to participate in radio chatter about on field events. Dead Men Don’t Talk you can also go to the safety area for food, drinks, ammo or air and wait the next insertion time.



You may hand tag players and eliminate them without shooting them. You must immediately say “Barrel Tag” when you touch them. Hand or barrel tag players are immediately eliminated and are to walk away quietly failure to do so will result in additional eliminations. After you have exited the area you must declare that you have been Hit as you continue to your re-spawn area. Hand/Barrel tagged players cannot be healed by medics and must return and get their medic card punched by the Referee.



Whenever possible request players within 15-20 feet to surrender. This is not a 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 re-spawn area.



There will be grenades for sale and may be used for an elimination their 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 a hit. YOU MUST USE FIELD GRENADES ONLY!



If you intend to be a Doctor/Scientist you must have a hole punch or marking stamp with you at all times. (Punch/stamp will be provided to you). Doctor/Scientist can’t heal players who have received a Head Shot, Barrel Tag or blown up. They must return to their re-spawn area or safety area to get cleaned up. If you wish to be healed by a Doctor/Scientist you must stop as close to where you were hit as possible and shout “Doctor/Scientist” at which point the Referee will give the Doctor/Scientist a reasonable amount of time (approx 5 min) to reach you to wipe your hit off and punch your card (provided you have punches left). Once you call for a Doctor/Scientist keep your hand up (so not to be shot again) nor can you verbally interact with teammates. A player calling for a Doctor/Scientist is not to be targeted by paintballs/grenades. The Doctor/Scientist is not to use the player as a bunker. The Doctor/Scientist can be eliminated while in the process of completing his task. If the Doctor/Scientist is hit he must report to the Safety Area to get their card punched and the player can report to his re-spawn area or safety area (Doctor/Scientist can’t heal other Doctor/Scientist, Doctor/Scientist will never turn into Zombies).



Reinsertions happen every 15 minutes and the window for inserting stays open for 5 minutes. That means that if you should show up at the safety area at 12:52hrs you can reinsert at 13:00hrs but if you show up 16:18hrs you may tag up (give info to Ref) wipe off your old hit and go right back out to join up with your team. No laying in wait for the insertion players you must give them a chance to get on the field of play and move and find cover. There is to be no shooting into or at the safety area. There can be NO opposing teams within 50 feet of the safety area during reinsertion NO CAMPING OUT TO CHERRY PICK.



No physical contact with other players is allowed. No cursing or unsportsmanlike conduct is allowed. Cheating although rare in these types of events does and can happen. If you witness cheating on the field keep your standards high! Don’t ever stoop to a cheaters level. Keep in mind who you saw doing this and let them know you saw them. Peer pressure is a very powerful thing.



Is your reputation worth a few extra minutes of game time? Play Fair ! Play Stand-Up Ball !



These maps are designed to give the individual player an overview of the playing area with marked major locations indicated on the map. NOTE these are not exactly to scale they should be used as a reference only.
Playing Tip:
Non-game rule:
Registration:
Pre Registration
hurricanepaintball@hotmail.com
Game Start:
Player Pack:
Medical Card:
Groups:
Survivors:
Zombie:
Team ID:
Markers:
Chronograph:
Marker Repairs:
Goggles:
Bottle Fills:
Event Paint Only!!
Radios:
Prohibited Equipment:
During Play:
Safety Area:
When Hit:
Hand Tagging “Barrel –Tagging"
Surrenders:
Grenades:
Doctor/Scientist:
Reinsertions:
Prohibited Behavior:
Player Tip:
Field Map: