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2007 Field Guide

 

     We have been asked by several people to put up a guide to the field for the 2006 season as a way of helping out new players on the field. So without further ado, below is a comprehensive guide to the field and how our year will go.

FPS Rules      General Gameday Info     Schedule Outline

     New Games
               
This year we are adding MASH UNITS into our games. MASH UNITS are basically mobile respawn points. Two people will be armbanded with white armbands with crosses on them. They will carry a flagpole around with them which will represent the unit. There will be about a 20 foot diameter around them where people can respawn. The MASH UNIT is NOT a frontline unit. Do not use it there or you can expect it to die very quickly. MASH UNITS may be defended (should be). Once both people who represent the MASH UNIT are killed, the unit and anyone at it must go respawn at the universal respawn point.

Basic Capture the Flag games:
     The defenders will walk down, carrying 5 flags with them. Both sides have maps of the entire field and where the major conflict areas are located. Defenders will have to defend prepositioned flags already on the field and attackers will have to place flags at certain locations. There are two versions of this game, the "manual choice for flags" and the "random choice for flags". For the "manual choice" whichever side is controlling the flags, they will have the option to place them where ever they so choose. The choices will be written down and sealed in a locked box until the end of the game where the locations can be verified by the other side after the game is over. If the defending team is holding positions, the attacking team must attempt to retrieve as many as they can. If the attacking team is PLACING flags, the defenders must attempt to stop them from doing so.
     In the "random choice" version of this game, whichever team is controlling the flags must pull the locations out of a hat prior to the game starting. Those locations are where the flags must be defended or placed in order to score points. I personally like the random version of this game because not only could some really crappy locations be drawn, but neither team will have any idea where the other is headed until the game starts. Team communication will become a must.

The "Yellow Cake"
          
A variation on Jay's idea last year. Each side takes their postitions (defenders on the field below the road and attackers starting from just outside the up top staging area) and the game begins. The team escorting the "Yellow Cake" will start from a predetermined position and will be forced to escort the "cake" (a brick in a wagon) to several locations on the field IN ORDER (before the game, the escorting team will draw the locations and they will be locked away until after the game). The escorting team will be given points based on how many locations they manage to visit. The opposing team will try to stop the escorting team and steal the "cake". The opposing team will have a wagon of their own and can transfer the "cake" into it and get away to a predetermined position and end the game. The kicker to all this is that each side will have only a few people who can actually handle the "cake". They will be equipped with rubber gloves and THEY are the only ones who can touch the wagon or touch the "cake" to move it if it falls out or gets transferred to the opposing side's wagon.

"The Escort"
          
Similar to the Yellow Cake game except that one side will be attempting to escort a person FROM a location TO a location on the field. The escortee can not carry a weapon but other than that he will not be identified in any way. The deal here is that the escortee can only die ONCE per game. If he is killed a second time, game over. We can make this a one time kill game as well if we want to. There are several variations on this game as well. We can have the escortee be carrying something and if he is killed, he must drop it, go respawn and come back to pick it up and continue. Only the escortee can carry whatever it is he is carrying. The escorting team must defend the "IT" right where it lays until teh escortee comes back to continue. The opposing team will simply have to aquire the "IT" and get it to a predetermined position to win the game.

Objectives
    
 We are going to have many, many props on the field this year. From a cobra helicopter, to the existing missile racks and AA gun, to new howitzers and computer control rooms, the field will have objectives practically everywhere. The idea here will be for the attacking team to randomly draw out a certain number of objectives to be completed and for them to "blow" as many as they can in the time period alloted. We will have the air cannons set up next to the objectives and when they are set off, that will signify a completed objective. Also, each main compound is going to have a control room set up in them with several old computers and collectors in them. The Computers will be numbered and the collectors will too. They will be wired with Cat 5 cables a ceratin way and the attacking team, in order to complete the objective, will be given a diagram to rewire the systems and the collectors in order to complete the objective. It may sound confusing, but when you see it, you will understand that it's simply "plug this cable here and that cable there" to win.

The Bombs
          
We are continuing to work on various bomb type props and hope to get them into the games this year.

Everything Else
          
In addition to these game types, there is always the usual "Kill everyone", "Hold Switzerland", "Pistol CQB" (we really want to try to bring back pistol games this year, those are a lot of fun) and anything else we can think of.

          As usual, all of these game types will be implemented in some form into the Night Game in September. So if you are planning on playing in that, it will be a good idea to familiarize yourself with each of these games during the regular season.

 

 

Bad Karma Field FPS Limits

      For the longest time the Bad Karma field was considered the upper end of normal FPS rules. My, how the times have changed. Listed below are the Bad Karma Playdate FPS rules and limits. We have chronos at the field and will we will be chronoing on a regular and random basis on game days to ensure that these limits are adhered to. Please don't make us have to resort to such draconian solutions as forcing you to stand in a line, one at a time , while we drop a preloaded magazine into your gun with our preselected bb's and force you to chrono your gun so that we can mark it as having passed before you are allowed onto the field.
     There are many playdates throughout the year that allow you to play at higher FPS limits than on Bad Karma playdates. Use your "hot" gun for those dates (Non Bad Karma Playdates require players to sign and have on file the UNRATED FPS FIELD WAIVER before being allowed to play on those dates).

Sniper Rifles/ AEG Single Rate of Fire
        
.20 gram 550fps minimum 100' engagement
        .25 gram 500fps minimum 100' engagement
A cushion of 10fps over those limits will be accomodated because we understand that sometimes you just can't get it right on the dot. Anything beyond 10fps above will not be allowed onto the field.

AEG Fully Autos
        .20 gram 400fps
        .25 gram 375 fps
A cushion of 10fps over those limits will be accomodated because we understand that sometimes you just can't get it right on the dot. Anything beyond 10fps above will not be allowed onto the field.

Pistols
     Pistols are seldom upgradable anyway so our main rule of thumb about them is to let players play with .25's at whatever they come set from the factory. We are starting to see pistols in the 350+ fps range though, so if there are any complaints about your pistol on the field, it may come to a point where we will decide on a "per incident" basis if you can play with the pistol.

Again, we are not doing this to be asses. This is a fun sport and there is some pain involved, which is part of the allure of the sport. Still, we don't want to see anyone hurt. In the entire time we have been playing on the field, we have never had to have anyone carried off to the hospital and no serious injuries either. Trever and the other guy falling down a plainly visible hole in the old compound do not count because they weren't seriously hurt and man, that's a pretty hard hole to fall into so they were obviously working at it to do so :)

 

 

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