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-   -   CQB Scenarios (http://xtreme-tactics.com/forums/showthread.php?t=1487)

Ranz 10-18-2011 10:19 AM

CQB Scenarios
 
Each game will consist of two 20 minute rounds, switching sides of the arena each round.
For objective based scenarios, each team will play both sides of the scenario, switching after each round.

If you have any questions about the scenarios please PM me.

Ranz 10-18-2011 10:20 AM

Team Deathmatch
 
Regular XT Team Deathmatch rules apply.

Ranz 10-18-2011 10:20 AM

CTF (Capture the Flag)
 
Teams will compete to capture the flag hidden in the gaming area. The team possessing the flag at the end of the scenario will be awarded 25 points.

If the player carrying the flag is hit, the flag must be dropped in place and cannot be thrown, hidden or passed to other players.

A player must have physical possession of the flag at the end of the round for points to be awarded to the team.

If neither team has possession of the flag by the end of the round, no points will be awarded.

The flag must be placed within the designated areas throughout the round and cannot be hidden in the arena.

Ranz 10-18-2011 10:21 AM

Team CTF
 
Each team will be designated a base and a coloured flag. Teams will compete to capture the opposing team flag and defend their own flag from being captured. Each base will have a designated area for flags to be stored.

If the player carrying the flag is hit, the flag must be dropped in place and cannot be thrown, hidden or passed to other players.

Points will be awarded/deducted as follows:
-30 points for capturing and possessing the opposing flag in your base at the end of the round.
-15 points for defending and possessing your team flag in your base at the end of the round.

Flags must be within the designated areas within the bases for points to be awarded. Players can carry both flags at one time.

Flags must be placed within the designated areas throughout the round and cannot be hidden in the arena.

Ranz 10-18-2011 10:21 AM

Capture the FlagS
 
Each team will be designated a base and a flag area. Numerous flags will be scattered across the arena. Flags must be captured and placed in the designated flag areas of each base and kept there till the end of the round in order for points to be awarded.

Players can only carry one flag at a time and cannot fire any weapons while doing so. Flags can be stolen but designated flag areas cannot be moved or hidden.

5 points will be awarded for each flag captured and placed in the designated flag areas at the end of the round.

Flags must be placed within the designated areas throughout the round and cannot be hidden in the arena.

Ranz 10-18-2011 10:24 AM

Bomb Defusal
 
One team will act as the bomb defusal team, while the other team will defend the devices.

Three devices will be hidden in the arena and will have to be defused in the following order:
1. Two small signal boosters
2. Primary device
The signal boosters must be de-activated before the primary device.
Instructions on defusing the devices will be covered during the pre-game briefing.

Points are as follows:
- 10 points for each signal booster successfully returned to respawn.
- 15 points for the primary device successfully return to respawn.
- If all/any devices are not successfully defused before the end of the round or not in the correct order, the defusal team will have failed the scenario and 25 points will be awarded to the defending team.


Devices must be deactivated before they can be moved. Press the yellow button two times in order to deactivate each device. Devices must be escorted back to respawn in order to be removed from play. If any device is moved before deactivation, no points will be awarded for capturing the device

If an attacking player carrying a device back to respawn is hit, he must place the device on the ground and return to respawn without the device.

At this point, if the defending team is able to recapture the device, they must immediately place it back in its designated area and reactivate it by pressing the yellow button once. Likewise, if a defending player is hit while carrying a device, they must place it on the ground and return to respawn.

Defending players are not allowed to hide the devices and or keep them out of their designated areas. 10 point deductions will be given to player attempting to hide any of the devices. Referees will escort players who have possession of the devices to make sure the devices are properly defused, returned to either respawn or their designated areas, or reactivated.

The two smaller devices MUST be deactivated and escorted back to respawn before the attacking team can attempt to retrieve the last device. If the attacking team fails to retrieve the devices in the correct order, the scenario will end and 25 points will be given to the defending team.

Defending teams will start the scenario already in the arena, while the attacking team will start at respawn.

Ranz 10-18-2011 10:25 AM

Team Bomb Defusal
 
Each team must compete to successfully obtain and defuse three devices hidden throughout the arena.

Each team will be assigned a base and will have a designated safe case where the devices must be stored for transport.

Once any of the 3 devices are obtained, defused and stored, the team must defend the case till the end of the round.

Points are as follows:
- 10 points for each signal booster successfully kept in the storage case until the end of the round.
- 25 points for the primary device successfully kept in the storage case until the end of the round.
- an additional 25 points will be awarded if all three devices are stored and successfully transported to back to respawn before the end of the round.

Teams are allowed to steal devices from an opposing safe case but cannot move the case around the arena or remove the case from the opposing team base.

Once the carrying player(s) have been hit, devices and cases must be dropped immediately and cannot be hidden, thrown or passed off to teammates.

Ranz 10-18-2011 10:26 AM

VIP Extraction
 
An unarmed VIP is located somewhere in arena and is being held hostage.

One team will breach the arena in search for the VIP and successfully capture and escort the VIP to a designated extraction point.

The other team will start the round in the arena in defensive positions and must keep the VIP hostage alive, prevent the opposing team from capturing the VIP and reaching the extraction point.
25 points will be awarded to the team that completes their objective by the end of the round.

If neither team has the VIP in their possession or at the extraction point by the end of the round, no points are awarded.

The VIP can only be given a secondary weapon for protection and cannot be moved without a player escort. The VIP will only fire if fired upon.

For every time the VIP is hit, 10 points will be deducted from the team/player who hit the VIP. If the VIP is hit a total of three times, both teams will lose 30 points and the round will end.

Ranz 10-18-2011 10:26 AM

Double Agent
 
An unarmed double agent with an important package is located somewhere in the arena and will award 25 points to which ever team escorts him to a designated extraction point.

Each team will compete to capture the double agent, bring him to the extraction point and keep him there till the end of the round.

The opposing team can capture and turn the double agent onto their side if they can successfully mercy him. The double agent will not except any weapons.

For every time the double agent is hit, 10 points will be deducted from the team/player who hit the double agent. If the double agent is hit a total of three times, both teams will lose 30 points and the round will end.

Ranz 10-18-2011 10:27 AM

Ammo Stash
 
Each team will compete to reach their ammo stash hidden somewhere in the arena.

Before each round, each player will be limited to one magazine for both their primary and secondary weapon. Each team will be assigned an ammo crate and will personally place their remaining magazines in the crate. The crates will then be hidden in the arena and the round will start.

15 points will be awarded to each team that reaches their ammo crate.
10 additional points will be awarded if the team can successfully capture the opposing team's ammo crate and transport it back to respawn. Teams must find their own ammo crate before capturing the opposing team’s crate.

Once an opposing team's ammo crate is brought back to respawn, the round will end.

Players using guns that require high capacity magazines will be limited to only their secondary weapon at the beginning of the round.

Players can only use their own magazines and cannot use any of the opposing team's ammo.


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