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 Marines vs. Terrorists rules

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PostSubject: Marines vs. Terrorists rules    Marines vs. Terrorists rules  EmptyThu Apr 24, 2014 8:49 pm

Marines vs. Terrorists

Fear Factor
Fear Factor is a crucial part in the role play, and basically applies to each team. Fear applies to a rp player when you have a weapon pointed at you or are greatly outnumbered. If the terrorists have an obvious advantage over the marines in a certain situation, then the marines must listen to the terrorists demands, which may include gathering ransom money for negotiations.

Random Deathmatching (RDMing)
Players can't just kill someone on the other team in any situation unless with role play reason. The team leader may give you orders to attack or take out the enemy in a situation, but only with specific directions and planning.

One Life Rule
Members on each team only have one life, so do not kill if you aren't ready to die. Players who die early on will have to wait till the end of the scenario to continue with the next one. Team leaders will make sure players do not die for any reason or without justification, but shootouts and gun fights will happen towards the end of the role play anyways.

Out of Character
Call this when you want to tell your team something or have a question about the role play that you only want your team leader to hear. Once this is said, it can't be used against someone in the role play. Can only be used when speaking in the general sense.


REMINDER- this is a role play, the objective is to have fun and try to win. If it comes down to a decision on winning or prolonging the role play for as long as possible its best to play it out.

Marines
Marines will be in control of a team leader, referred to as Captain. A situation will arise where terrorists will have done a highly illegal activity (robbed a bank, stolen nuclear launch codes, taken hostages etc.) where the marines must respond. Scenarios will be explained ahead of time.

The marines team leader will assign specific roles and classes to each member of his team. The classes are as follows:

Assault- M4, special carbine
Support- SMG or assault SMG
Heavy- Combat MG, standard pistol
Special (1 per team) - 1. Sniper, standard pistol
2. Pump Shotgun or sawed-off, standard pistol
Demolitions Expert (1 per team) - C4, tear gas, grenades

****Demolitions CANNOT use their explosives on a group of enemies, only to clear out hall ways, breach-and-clear procedures, or as well placed traps to block exits.

Vehicles
Marines can use armored swat trucks, helicopters, boats, SUVs, Barracks, Crusaders etc.
Team leader will assign vehicles to marines, and those assigned to the same vehicle will move together as one unit.
In special cases only- tank battalions may be called in or air support including jets or helicopters

Terrorists
Terrorists must cause a disturbance and negotiate with marines in order to get what they want. The team leader will negotiate with the marines and demand ransom money or any other demands. The terrorists may escape to a secure location or devise a plan ahead of time where they will escape from the marines with all of their millions of dollars.

The terrorists will have a team leader referred to as the Mastermind, and will give out classes to each member of his team. He will decide what to do when the event begins, and how to negotiate with the marines. He is responsible for all of his terrorists.

Assault- Ak-47, standard pistol
Support- mini-Uzi, standard pistol
Heavy- MG, standard pistol
Special (1 per team) - 1. Sniper, standard pistol
2. Pump Shotgun or sawed-off, standard pistol
Demolitions Expert (1 per team) - C4, tear gas, grenades, RPG

****Demolitions CANNOT use their explosives on a group of enemies, only to clear out hall ways, breach-and-clear procedures, or as well placed traps to block exits.

Vehicles
The terrorists can use vehicles, trucks, helicopters, boats or whatever else is necessary for them to carry out their plans. Team leader will have control over which vehicles will be used.

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