Generals: 1 each team
XO: 1 each team
These
are the team's leaders and funnels of information who will assign
missions and roles that have not been pre-assigned.
Engineers: Up to 4 each team
Engineers will be responsible for
opening up blocked roads and rebuilding structures so that their team
can use them.
Demolitions/Artillery: Unlimited each team
Demolitions and
artillery teams and individuals will be responsible for demolishing
structures or vehicles, blocking roads, and setting perimeter mine
defenses for their team. All artillery and ordinance brought in
must be safety checked by staff before use on the field. Any
players bringing in special ordinance are encouraged to be on the
premises early enough for the artillery demo on Fri. evening before the
game.
Medics: Up to 4 each team
Medics must be of the
highest integrity because the outcome of the battle may lie their
hands. Medics will be a RIP (Ref-In-Play) who is hand picked by
the producer. If a medic is caught cheating, or allowing another
player
to cheat, that team will lose the privilege of that medic because he
will be ejected from the game. Medics are allowed to "heal"
people when they are marked on the field, on any part of their bodies
or equipment other than faces or heads by a paintball. When a player is
shot during the course of the game, he can call for a medic to come to
his location, if one is available. The player may not move from his
position unless he intends to accept elimination and go to a
reinsertion
point. If a player approaches a medic instead of waiting
for the medic to come to him, he will get a card punch....a violation,
instead of a healing. A medic has 1
minute to reach a player who has been marked, punch the
player's card, and wipe the paint from the player after which the
player may resume play. It will be at the discretion
of the medic as to who he will attempt to "heal".
Each player will be allowed 5 in-field "healings" during the
game. When all of the "healed" boxes on his card have been
punched, he may only be reinserted at a designated reinsertion
point. No player may be healed successively until at least one
other player has been healed in between. Medics
cannot heal head shots or players who have been eliminated by mines,
booby traps, grenades, cannons, or any artillery other than a paintball
hit fired by a marker. Medics must be aware that they will be a prime
target for the opposing team. At times, the role of a medic will
be a very busy one and his skills in great demand.
Spies: Up to 3 each team
Spies for
each team will be assigned by the team commanders during game on
time. They will be expected to aid their team by secretly
communicating information back to their command. Spies are
expected to keep in touch with their
own command whenever possible otherwise they are useless to their
team. Spy roles must be organized with management well in
advance. Spies are not assassins and may not eliminate other
players inside the safe boundary of a command HQ.
Recon: Unlimited
per team
Recon
personel may be comprised of individuals or squads. Their goal is
to secure intelligence on the opposing team's movements, location,
plans, ect. Snipers often double as recon solo operatives
while radioing information to their command from a concealed location.