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The limit game day info
The Limit Falll Out – Game Day & rules

Registration starts at 8 am.
Game On 10:00 am
1st break 12:30 am
Lunch Break Special awards from commanders. Quick draw for 100 points.
Round 2 starts at 1:30 pm
Game over 4:15
Game ceremonies at 4:30
Dark at 5 pm

Rules (in progress) can change at any time.
Yes

Smoke yes, Training knives Yes, Foam swords yes,  Biodegradable FSR Only.  Yes to shoulder-mounted rocket launches @ 8 per round. Yes to shield smaller the 24×46 with a pistol-only player, Yes to 50 cal, and 43 cal.

No

No -Pyro anything but cool smoke. No-Regular FSR, No-Tanks,  No- Shields bigger the 24 x 46 “, Nothing but Pistols behind shields. No reloading Box mags, No FPS higher then 10 bps.  No Modes ( semi only), No lasers, No Flashbangs, No Pods, No pyro paint grenades

-Marker Hits count   -No radio spying   -3 Medics in play with kill cards to punch – 300 FPS for 50 and 43 cal –

Game details, Points and merchandise

The game Boss can change the rules at anytime to ensure the safety of players and staff and to ensure Integrity of the game

PRE-WAR COLLECTIBLES ON FIELD – WHEN HANDED TO A REF

  • PRE-WAR MONEY = USED TO BUY POWER
  • NUKA COLA = 20 POINTS
  • NUKA COLA QUANTUM = 40 POINTS
  • RAD-X = 20 POINTS
  • RAD-AWAY = 40 POINTS
  • STIMPAKS = HEALS PLAYERS LIKE MEDIC,
  • FLAG PULLS = 10 POINTS
  • Intel 10 points
  • Fuel 10 points

PRE-WAR MONEY PURCHASES

  • MEDIC = $1,000 Start with One limit 4
  • RIOT SHIELD = $1,500
  • ROCKET LAUNCHER = $2,000
  • ADDITIONAL VERTIBIRD DROP = $1,000
  • POWER ARMOUR = $4,000
  • FATMAN ARTILLIARY STRIKE = $5,000
  • exchange points for Mo Money

MIRELURKS/DEATHCLAWS

WILL BE STAFF ON FIELD MARKED IN CAUTION TAPE AND ARE IMMUNE TO PAINTBALLS, THEY WILL HAVE TO Be MEELED

They can Double Hand touch you for an Elimination. You can not Medic for this type of Eliminated.

POWER ARMOUR

  • Can be purchased with Pre war money.

  • POWER ARMOUR is a player that will be well marked

  • These players can take as many hits as they want.

  • Their lens is the Weak spot. Shoot them in the lens to send them back to their base.

  • They can be eliminated by a deathClaw, Rocket, or Double melee (two players at once).

  • No Shield or Melee for these players.

  • Medics can not heal this players, it’s back to base they go.

  • Armour expires at the end of each round.

BOS/ENCLAVE VERTIBIRD DROP

1 FREE Drop Per round. Up to 10 players at a time.

Anywhere on the field. Additional Drops can be purchased

BOS/ENCLAVE FATMAN ARTILLIARY STRIKE

Each team is allowed 1 per round.

At the discretion of the Game Boss. These can be purchased if needed..

LIBERTY PRIME/VERTIBIRD STRIKE

  • IN EVENT A TEAM IS COMPLETLY STUCK IN
  • THEIR BASE A FIELD WIPE WILL BE GRANTED
  • FOR EITHER TEAM THAT IS STUCK. ONLY
  • USED IN AN ABSOLUTE SPAWN TRAP.

ROCKET LUANCHERS

  • Are in play. Rockets must hit a bunker.  Kills everyone on both teams in a 15 foot radius. Rockets can be used directly on power armour.
  • 4 Rockets per round, Unlimited rockets out of your base.
  • Rockets launchers can be used with a shield.

SHIELDS

  • Riot Shields are in Play
  • Team start with one and can purchase more.  SIDE ARMS ONLY.
  • -No mesh shields
  • Rockets can eliminate a shield.
  • MEDICS CAN NOT USE A SHIELD.
  • Medics can not heal a shield player, or Power Armour player

MEDICS

  • Are in Play each team starts with one.
  • More can be purchased. Up to a total of 4
  • They can not heal themselves or head shots.
  • A medic could heal a medic. Players must got to a flag station that is their colour to begin play.
  • MEDICS CAN’T USE A SHIELD.