No comments about the title, I'd played paintball a few days before I started this and it was still high in my mind; So essentially TTG is an international paintbal program for people who want to try thier hand at something like the military but know they wouldn't stand a chance at the real thing (ie, people with no lives like me, lol) So I started this: The Greatest Game 1. The Game consists of twenty teams of five (hereafter referred to as ‘Toons’), each composed of four civilians, with minimal survival and combat training, each member specializing in a paint weapon of their own choice, based on the recommendation of trained professionals following a detailed personality and instinct survey 2. Each Toon will be assigned a Toon name and corresponding three-part color pattern, and a ex-member of one of five international special operation organizations: a. US Navy SEALS b. Canadian Spec Ops Regiment c. British SAS d. Israeli Shayetet 13 e. Australian TAG West 3. The weapons of the Game are primarily, semi-accurate replications of existing weapon classes (SMG, assault rifle etc). Logistics: 1. Deliveries of food, and drinking water will be made every four nights to approximately a quarter of the deployed troops (resupply-rate and size subject to alteration pending weather conditions, medical emergencies and eliminated Toons). 2. Ammunition re-supplies will be made to individual Toons, as requested, following a fly-over with a Praetor to ensure no stockpiling or misuse of ammunition. 3. In the event of an eliminated Toon/player or medical emergency that cannot be eliminated even after assistance by nearby Toons, the injured/ill player will be removed either by a modified Chaos II (henceforth referred to as Evac 1) or a Coast Guard search and rescue helicopter (henceforth referred to as Evac 2) Communications: 1. Each Toon, will be supplied with a TTG Operator Radio (for communication with TTG Command), and radio handsets with three primary mode of operation a. ‘internal’ frequency which will be assigned to each Toon for communication when out of reasonable earshot b. ‘external’ open frequency for broadcasting surrenders and emergency information (as in the event of serious injury or illness) c. ‘external’ closed frequency for use with other Toons for negotiations, requests for assistance (see above) or to co-ordinate co-operative attacks. Rules and Regulations: see TTG Rules and Regulations Weapons of TGG: With the exception to EPLs, ‘explosives’, dedicated sniper rifles and some machine-guns, all weapons of TGG are designed for the custom made .654 caliber paint rounds, fired with either a stock/pack mounted ‘canister tank’ similar to that of commercially available paintball markers (guns) or in the case of specific weapons, individual CO2 cartridges attached to the ammunition and expelled from the weapon like conventional firearm ammunition. Sidearms: 1. Standard Marker: Approx. 24inch long, stock cannister tank, 250count grav-fed hopper, semi-automatic fire 2. QuickDraw IV: replica ‘Desert Eagle’, under-barrel canister tank, 45count magazine, semi-automatic fire Carbines: 1. Maxim II: approx. 30inch long, in-stock/pack mounted canister tank, 60count magazine, semi-automatic fire Assault rifles: 1. T-16: M-16 replica, 30shot cartridge magazine, 3-shot burst/full automatic fire 2. Kalashkinov: AK-47 replica, 33-shot cartridge magazine, semi-automatic/full automatic fire Rifles: (primarily intended for sniper role) 1. Type 5: approx. 36in long, 15shot cartridge magazine, bolt-action 2. M60: dedicated sniper rifle, 20mm cartridge ammunition, 5-shot magazine, separate anti-infantry/anti-armor ammunition 3. Bowman: resembles a crossbow (four spring bars in place of two), 15mm bolt heads, impact detonation, single-shot action Sub-machine guns: 1. P-4: ‘chopped’ barrel (approx. 30cm long), 45 shot magazine, full-automatic fire 2. Uno: 44shot cartridge magazine, full-automatic fire Explosive Projectile Launchers (Rocket, RPG, Mortar) 1. Rocket Launcher: 30mm shell, gunpowder fire, impact detonation, semi-controlled ballistic trajectory 2. RPG: 40mm projectile, spring assisted delayed co2 fire, impact detonation, ballistic trajectory 3. Mortar: 50mm projectile, spring fire, impact detonation, high-angle ballistic trajectory Explosives: 1. Type 1 Grenade: standard paint grenade, 10oz capacity, explosive charge, impact detonation 2. Type 2 Grenade: modified paint grenade, 30-ball count fragmentation shell, variable timed detonation 3. ‘Plastique’: 0.5L capacity, explosive charge, remote/timed detonation, infantry/armour distinction computer Machine-guns: 1. M2 Replica: 1.00calibre, light gunpowder fire, ‘armour-piercing’ ammunition only 2. Viking: twin-mounted heavy paintball markers, (approx.. 3ft long, 20lb weight), 500 count hoppers each, single/linked fire, individual markers can be removed Equipment of TGG: MARX: Material Armour Repellant eXoskeleton. The basis of the safety network, the suit operates on outwardly concentrated magnetic pulses to inter act with the ferrous paint loaded into TGG ammunition. With the exception of large calibre weapons (the majority being restricted to anti-armour duties) TGG ammunition will operate similar to actual ammunition, until the point of impact. From there, the armour reacts, breaking the ball/slug while easing the impact to prevent injury in the event of close range shots (ie, emplaced machine-gun or booby-trap). This combination generates realistic ‘hits’ without potentially fatal force. Sensor-loaded materials give Game operators to monitor individual players, while carbon-fibre/titanium mesh prevents players from crush injury under even the heavy M1 Adram. Special orders of semi-powered mesh can allow operators to limit player movement to simulate injury Vehicles of TGG: M1 Adrams: Loosely based on the American M1A1 Abrams MBT design, this vehicle is the heaviest in the vehicular arsenal. Weighing 4000Lbs, it easily outweighs its competitors and is the toughest vehicle to defeat. Basic minimums require three regulation shots to the side or frontal armour, two regulation shots to the rear armour and one regulation shot to the top (if possible). Fully tracked, it is armed with a single 18mm main cannon restricted to anti-vehicle use only (see Rule 2) and one hull-mounted and one co-axial Viking machine-gun APC Hellion: Based on the Australian ASLAV (Australian Light Armoured Vehicle), the Hellion is capable of carrying six fully/semi active personnel (full Toon, less one to drive, and two prisoners). Armed with two remotely controlled Vikings and an omni-directional vehicle mortar, it weighs 600Lbs empty and is driven on eight shrouded wheels. Chaos II: Modeled after the Sikorsky X2, the Chaos II is powered by a four-stroke V-10 engine and can is controlled either through a supplied remote controller or through dedicated TGG communications channels. Armed with six dumb-fire rockets and a multi-barreled Viking, it can carry one passenger for additional armament. The ‘gunner’ hangs below the fuselage in a six point harness to ensure they do not fall when it is in flight. With the exception of Toons that have forged alliance, and can co-operatively support it’s 150lb weight and fuel requirements, the Chaos returns to a mobile offshore landing pad when not in use in order to refuel, rearm and recharge it’s batteries. Praetor: Powered by a single 300HP engine driving two 24in propellers, the Praetor serves as an observation and communications platform for TTG operators. Based from the same platform as the Chaos II aircraft, it carries three external hard-points for delivering payloads too large to be delivered by the Chaos II. (supply kits or fuel packs) Needs a bit of work, re. rules and some tweaking of the ammo counts (hopefully no more than introducing drum clips) So?
i like the new airsoft pellet rifles no muss no fuss . and shoot just as hard also i think two armys red and blue works better than 20 small teams all shooting at each other ,,
A few things I'd like to know before starting. When, where, what costs? Regardless the answers to those questions, sign me up
When and where would be a random alternate univers mostlikey due to cost and managin it in-game where would be on an island (possibly a floating base for TTG personelle and have the off-shore landing pad smaller....) Cost? Hell if I know....half decent regular gun goes for about 200 CDN I think....much less specialised replicas