Field Layout: Skirmish Overview: Consists of (4) 30-minute Games (Special Event Skirmishes may vary in design and duration) Both armies start each Game from their respective HQ’s Armies compete to earn points by accomplishing objectives each Game Objectives are NOT reset between Games Some objectives are scored once per Game, others are scored once per Skirmish Points may be used to call in “Support Packages” To win, an army’s net score must be 60% more than the ENEMY’S NET SCORE o E.g. Red score: 482 482 x 1.6 (160%) = 771.20 (60% more than 482) Blue Score: 1051 1051 > 771.2 (Blue Wins) Each Skirmish is worth 1-4 “Victory Points” The winner of the Skirmish gets ALL of that Skirmish’s Victory Points Victory Points determine army position and special abilities during Final Skirmish in December and work as a tie breaker for the year if no clear victor is named during Final Skirmish See pg. 7 for next year’s Skirmish schedule 1 Objectives: Domination: Capture and hold each Control Point (see flags on the map below). Scored: At the end of each Game (4 times total) Points: 15 pts per control point + Sector Bonuses (owning all Control Points within a Sector) Bonuses: Red: Sector 1 = 50 pts Blue: Sector 1 = 200 Sector 2 = 100 Sector 2 = 100 Sector 3 = 100 Sector 3 = 100 Sector 4 = 200 Sector 4 = 50 Sabotage: Set off a marking smoke in the enemy’s Sabotage Point (Steel Bucket) Scored: At the end of Skirmish (1 time) Points: 150 Supplies: Find ammo cans and water jugs scattered throughout the City, inside buildings, and secure them inside your army’s Supply Stash Point Supplies may be stolen from Supply Stash Points during a Game Scored: At the end of Skirmish (1 time) Points: Water 20, Ammo 10 VIP: Escort the Commander and his trunks full of gold (sand) to the church to pay off the local religious cleric First faction to get all 3 gold trunks to the designated drop point (on their pallet) inside the church gets the points Commander must move with the trunks as they travel If the Commander is eliminated, the trunks must remain stationary until he has respawned and returned Only the Commander may place the trunks on the VIP pallet inside the church Only 1 trunk may be removed from the HQ at a time by the Commander You may not move enemy trunks Scored: First to accomplish gets the points Points: 300 2 Assassination: Each side has a silhouette target that they must protect from enemy assassination attempts Any paint markings larger than a nickel on the silhouette at the end of a Game will count as a successful assassination Scored: At the end of Skirmish (1 time) Points: 100 Bonus: Headshot +50 pts POW Rescue: Behind enemy lines, players attempt to find and rescue the enemy teams POW (Prisoner of War), a “severely wounded” wooden dummy, and extract him back to their HQ Scored: At the end of Skirmish (1 time) Points: 200 Recruitment: Both armies can accrue points by getting people to preregister for the event online at www.glorypaintball.com All walk-ons will be separated between factions evenly to dilute the player ratio Points: 5 per player High Value Targets: HVT’s are selected before the event and must carry their assigned “intel” (small wooden blocks with a lanyard) around their necks during gameplay If eliminated, HVT’s must drop the intel where they were eliminated and go to respawn The intel may ONLY be picked back up by enemy players or the specified HVT that dropped it If the intel is captured and returned to the enemy HQ, they are awarded the following points Points: Commander Intel: 150 pts Officer Intel: 100 pts NCO Intel: 50 pts Support Packages: 1. Only the Commander or his proxy may order Support Packages 2. All Support Package request must be made with the HQRSO LZ Insertion: Land any number of players of any unit type at an LZ (see map above for available LZ’s) Players may CHOOSE to raise the “Killzone” flag and yell “KILLZONE ACTIVE” before they break out of the LZ bunker Any enemy player caught inside the Killzone while activated is eliminated Killzone deactivates as soon as the Killzone flag is dropped If an LZ exit is blocked by an enemy AA Missile Battery, the players attempting to land are eliminated and must return to their HQ to respawn (use of the Killzone is prohibited) If killed by a Missile Battery, the players must remove ONE Missile from the Missile Battery and turn it into their HQRSO –see AA Missile Battery below Points per use: -20 Use Limit: Unlimited 3 Fast-rope Insertion: ONLY SF, Medics and Commander can be Fast-rope Inserted Once ordered, the Field RSO will raise their “helo flag” (red or blue) and proceed to the pickup point All players that board the helo must maintain physical contact with the RSO while in flight until the helo has landed Any player that loses physical contact with the helo while in flight is dead and must respawn at the HQ Any player carrying an objective that is disconnected from the helo, must leave the objective where he “fell” Helos may ONLY land INSIDE the designated building Helos MAY NOT land OUTSIDE of a structure When a helo enters the designated building to land, ALL ENEMY players INSIDE the structure (including attached courtyards) are eliminated (same as an airstrike) As soon as the helo enters the target building, players may dismount the helo immediately and begin to fight The RSO will move room to room eliminating all enemy players until the structure is deemed clear Helos can carry any number of SF and medics at one time Helos may be used to extract players AND objectives Helos may be “shot down” – see AA Missile Battery below for details Points per use: -20 Use Limit: Unlimited Counter: AA Missile Battery Airstrike: Once the order is given, the field RSO will make their way to the designated building, eliminate all occupants of said building and neutralize the building flag Airstrikes may be “stacked” by requesting X number of aircraft during one airstrike in order to overwhelm possible enemy AA Missile Batteries Each “stacked” aircraft will consume 1 Missile from an enemy Missile Battery but costs the same as multiple Airstikes (e.g. -20 per aircraft) Stacked aircraft can ONLY strike the SINGLE designated building Points per use: -20 Use Limit: Unlimited Counter: AA Missile Battery Disable HQ: Upon activation, the enemy’s HQ will be shut down eliminating all enemy respawns for 5 minutes Only 1 HQ may be shut down at a time Not available in the last 5 minutes of each Game Points per use: -75 Use Limit: Once per Game Scout Deployment: Scout Deployment occurs during the 5 minutes prior to each Game SF and Medics ONLY may be deployed as Scouts during the Scout Deployment Scouts may be unarmed OR armed ONLY with a slingshot Scouts may observe enemy movements, spot objective locations, and preset positions before Game start Scouts may NOT accomplish ANY objectives during Scout Deployment Scouts may eliminate enemy Scouts There are no respawns during Scout Deployment Points per use: -10 per scout deployed Use Limit: Unlimited 4 AA Missile Battery: Both sides have 2 Missile Batteries (large props) available Each Battery can hold 2 Missiles (small props) at once Missile Batteries may be placed INSIDE any building on the field OR at the exit of any LZ to defend against incoming aircraft When an RSO is performing an airstrike or fastrope insertion, if the target building or LZ has a Missile Battery AND LOADED Missiles inside it, the aircraft is immediately eliminated along with any passengers When eliminated by a Missile, the RSO or players will collect ONE Missile from the Battery for each aircraft shot down Missile Batteries must be resupplied with Missiles once used Missile Batteries AND Missiles are susceptible to capture by enemy ground forces Missile Batteries remain in location between Games Points per Missile: -10 each Use Limits: Unlimited except for finite number of AA Missiles at HQ Broken Arrow: Temporarily pauses the Game until all players have proceeded back to their HQs Once all players have checked in at their HQs, the Game continues Points per use: -250 Use Limit: Once per Skirmish Add SF Player: Adds players to your SF detachment. Special Abilities: No colored indicator, LZ insertion, fast-rope insertion, medic revive, scout deployment Points per use: -5 Use Limit: 6 Add Medic: Adds Medics to your SF detachment. Special Abilities: LZ insertion, Fast-rope insertion, Medic revive, Scout deployment Points per use: -5 Use Limit: 2 5 Army Surrender: Forfeits and ends the current Skirmish and immediately starts Open Play Requires a majority vote by members of the team and must be agreed to by the Commander The Commander will face a 5-man firing squad, 1 round each, from a distance of 30 feet and be removed from command immediately following the execution An election for a new Commander will take place before the next Skirmish Eliminating Players: A player is eliminated if: The player is struck in any part of their body or gear with a paintball, regardless of the ball breaking The player has any noticeable paint on them larger than a nickel that has not been wiped clean The player in any way gives the impression that they are calling out by either a verbal announcement of (I’m hit, I’m out, I surrender or any similar words) or by raising or waving their hand or gun in the air in a “surrender motion” The player in argues with an official RSO or Player Ref call. Incurs an additional 10 point dock. (NOTE: Player Ref calls are only valid if the Player Ref has eliminated themselves from play to perform an official paint-check) A player is struck by a paintball or tagged out by an enemy player while “wounded” and waiting for a medic revive. Cheaters: If an RSO or Player Ref WITNESS a player get struck with a paintball and not IMMEDIATELY call themselves out or wounded, that player will be reported to the field manager and 50 points will be deducted from their team’s score, NO EXCEPTIONS! If the same player is caught a second time, that player will be removed from play and asked to leave the facility Executions: If a player accused of cheating wishes to continue play, he/she may REQUEST an execution. If agreed to by the field manager, a 5-man firing squad will be convened between Games and, at the orders of the players Commander, will fire 1 round each at the accused players torso from a distance of no less than 20ft away. Player will be allowed to rejoin his team for the remainder of the event. If accused again, the player will be banned for the rest of the day. 6 Other Rules: (10 point team dock for any infractions) No bonus-balling (shooting any enemy player more than 4 times). Blatant disregard will result in player removal. No fighting. Any player who assaults another player will be banned… and likely catch a Kyle ass-whoopin. No shooting helos before they have landed (dropped their flag). No taking masks off inside the field. No throwing frags or smokes over BUILDING walls. Courtyard walls are allowed. No climbing over ANY walls. No going over or around Barricade walls (Black walls that run from building to net). If wounded and shot again or tagged by an enemy player, You. Are. Out! No shooting under any walls. All occupants of a fragged room are eliminated plus any that are hit with shrapnel. All guns must be chrono’ed before play. No shooting at or from players inserting into LZ’s until the inserting players have raised the Insertion Indicator. Once an Insertion Indicator is raised, all occupants of the LZ Killzone are eliminated. No exiting the field without a barrel sock. No arguing with any RSO or official Player Ref calls No excessive douchebaggery. Playful smack-talking is allowed/encouraged but don’t go full retard. Remember, This Is A Game! If you can’t differentiate between paintball and the battlefield, contact your local VA… As for cheating, unless you can invent some device or mind-control chip to make cheating A-holes stop being cheating Aholes… there will always be… drumroll please…. CHEATING A-HOLES! RSO’s can’t see everything on the field and they have to make fast calls, so, even if you disagree with their call, SHUT UP, call out, and go respawn. Seriously, the HQ is like 50 feet away. Annual Schedule: January: February: March: April: May: June: July: August: September: October: November: December: No Skirmish Skirmish Skirmish Skirmish (Special Event) Skirmish Skirmish (Evening) Skirmish (Special Event, Evening) Skirmish (Evening) Skirmish Skirmish (Special Event) Skirmish Final Skirmish (Special Event) Skirmish: Typical, even layout, worth 1-3 Skirmish Victory Points Skirmish Evening: Same as Skirmish but played after dusk Special Event Skirmish: Special 4-hour continuous Skirmishes with more scripted themes. (Historical reenactments) Final Skirmish: Massive all-day battle for control of the city. For Skirmish Day Schedule, see www.glorypaintball.com/skirmishdetails.html 7
© Copyright 2026 Paperzz