This is not your father's paintball game.

"An army is a team.  It lives, eats sleeps and fights as a team.  This individuality stuff is a bunch of bull..."

~George S. Patton Jr.

Player Roles:
Some or all of the following player roles may see action during a 1st Strike scenario game. Additionally, player roles for specific games may differ slightly from the descriptions below. See the actual game details for further information. Below is a general guideline of how player roles may be utilized.

Commanding Officer:  The army CO, or "general", is your team's brains behind the brawn. He will be in charge of making critical decisions, using special abilities, assigning missions and keeping the field commanders up to date on the big picture.

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Executive Officer:  Depending on the game, each team may have one XO who will act as the eyes and ears of the CO while on the field. Their primary responsibility is to get information out to the troops and coordinate attacks. XOs will have their team's colors on both arms so that they are easily identified. XOs are NOT considered eliminated by a shot to the body.  However, they can still be be eliminated by a headshot, barrel tag, grenade, and any form of artillery round or air strike.  XOs are not worth bonus points if eliminated.  These players are only permitted to carry a side arm and or a pump gun.

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Spies: Spies will have the opposing team's armband color and may possess appropriate documentation as well.   It is a spy's responsibility to create as much havoc as possible on the opposing team and  may wish to report back to their general on enemy troop size, movements and objectives. A spy may also inentionally mislead the opposing team by providing false information or leading them away from objectives.  Unless otherwise stated in the game briefing, if a player is identified and confronted as a spy through observation by the enemy of suspicious activity, the spy must turn in his ID card to the nearest referee and rejoin his team at the next reinsertion.

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Medics: Each team may have a predetermined number of medics to aid their wounded players. Medics will have a white armband in addition to their team's colors and must reach a player within 30 seconds of being hit. Hit players must stop where they are, raise their hand and call for a medic. If the medic can get to them in time, he will wipe the paint off the player who will then rejoin the fight. If a player moves after being hit and has not received medical attention, he is considered dead and must rejoin at the next reinsertion. Medics can ONLY heal a shot to the body.  Any other form of elimination and the player is considered dead.  I.e.: barrel tags, grenade splatter, demolitions kills, etc...

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Snipers: Players with excellent marksmanship and stealthing abilities may be employed by their general to act as a sniper for various missions such as recon or officer elimination. Snipers will be given special paint prior to the start of a mission, along with any other props that may be required to complete the the assigned task.

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Engineers: Players designated as engineers will be issued special action cards and may be called in to clear minefields or make repairs to buildings damaged by air strikes or demolition charges, thus bringing them back into play.  If tanks are in play for that player's team, he or she may also be called upon to repair a tank immobilized by a grenade.

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Demolitions: If it goes "boom," your demo guys want a piece of it.  Demolitions players may be tasked with deploying satchel charges to destroy buildings and eliminate their occupants.  They may also opt to blow bridges to hinder their opponents' movement, or set up mine fields to protect objectives.