LEVELS OF MEMBERSHIP

Pledge

Minimum Requirements:

  • Entry level to team

  • Must pay $60.00 per year in dues

  • Must make at least 1 team work day per year

  • Must make at lest 6 practices per year

  • Must make at least 3 games per year

  • Team provided patch signifying “Pledge” status

  • Will be informed of all team events (Practices, games, work days, etc.)

Team Member

Minimum Requirements:

  • Full Team Member

  • Must pay $120.00 per year in dues

  • Must make 3 team work days

  • Must make all practices

  • Must make all games

  • Team provided patch signifying “Team Member” status

  • Will be informed of all team events (practices, games, work days, etc.)

Core Member

Minimum Requirements:

  • Must be at least 18

  • Full team member with voting privileges

  • Must pay $120.00 per year in dues

  • Must make ALL team work days

  • Must make ALL practices

  • Must make ALL Games

  • Will be informed of all team events (Practices, games, work days, etc.)

  • Team provided Patch signifying “Core” status

  • Team provided jersey

  • Will have a vote on team matters (equipment purchases, uniform changes, allowing new core players, demoting core players, team members and pledges, etc.)


Founding Member

Restricted to the original four founding members of the Death Jesters

  • All founding members are also Core Members with the same obligations and responsibility

  • Main difference is, founding members can remove or demote any player with a unanimous vote, at any time

All players must meet the minimum requirements for their level to retain that status

  • If a pledge fails to meet the minimum requirements, the will be removed from the team (With a core member majority vote)

  • All core members must meet the minimum requirements to retain their status. If they do not, the founding members can demote that core player.

  • If any Team rules are broken, core and founding members will address the administrative response, based on severity and any conditions leading to the infraction. This could lead to a demotion, warning, or expulsion from the team depending on the situation.

  • (Some rules just can NOT be broken for whatever reason)

 

TEAM STRUCTURE


Team Captain

Duties:

  • In charge of entire team when on the field

  • In charge of Gold Team when split

  • Public Relations

  • Sponsor Relations

  • Team’s Season Schedule

  • Report on team matters to the team

  • Attend all Captain’s meetings

  • Will be for 1 year

Team Co-Captain

 Duties:

  • Second in command of team on the field

  • In charge of Black Team when split

  • Team’s Season Schedule

  • Team Logistics

  • Team Gear

  • Team paperwork for events

  • Attend any Captain’s meetings

  • Co-ordinate with Trainers and Players for training events

  • Will be for 1 year


Rank Structure:

Gold Team:

Black Team:

Someday:
 
  • Brig. General

  • SGT. Major

  • CRPL.

  • PFC

  • Private

  • Col.  
  • SGT. Major
  • CRPL.
  • PFC
  • Private
  • Lt. Col
  • SGT. Major
  • CRPL
  • PFC
  • Private


TEAM DETAILS


Rank Structure:

We will be operating under a rank structure now when on the field. Off the field the Capt. and Co-Capt., as well as others, will have assigned responsibilities.

On the field:

  • The Capt. will have overall control of the team as a whole. If the need should arise to split into assault teams, the Team Leaders will have control of their respective teams.

  • After the need to split has been delta with, the “live” team members will regroup into a single team. The highest ranking member still “live”, will assume overall control and continue on mission until the senior members who were eliminated can re-insert, and re-join the team. At witch time they should then assume their command roles respectively.

  • The positions of Capt. and Co-Capt., will remain in effect for one season (1 year); however, we want all players to have the chance to command, so the “Rotation” of command at games will happen.

  • Prior to the team taking the field, we will determine the “overall” commander. This player will assume command of the team on the filed for a portion of the day. Example:

  • Team Capt. is in charge at game on, team comes off field for air and paint, player A says, “Hey, lets have player B give it a try! Player B will be overall commander for the next trip on the field, so on and so fourth. If no player wants to give command a try, the default Capt. and Co-Capt will be in charge. When a “Temporary Capt.” is in charge, The Capt. will move to second in command and so on down the chain of command. 

  • The “over-all” Commander should be decided before the team hits the field. If a player is still on the field when a change happens, he should be notified via radio as soon as the change occurs. A simple: Base to player A, be advised, player C now in command, how copy over?

Off the field:

  • The Capt. will handle “Checking the team in” with the Promoter. This includes picking up player’s packets and paperwork, resolving any problems with player registration, checking in with our sides General, locating the paint, air, and the Promoter’s trailer. He and the Co-Capt at least should also walk the field prior to dark, time permitting. He and the Co-Capitan will also attend any Capitan’s meetings at the game.

  • He will also be the only one who should work with sponsors. He will also help with player recruitment, and team scheduling. 

  • The Co-Capt.(Second Lt.) will oversee camp set up, walking the field, and distribution of players “Kits”  Players Kits will include any “Team” gear i.e.: radios, microphones, etc. He will also be in charge of collecting the kits and verifying the return of all team gear prior to going home. He will also attend any Capitan’s meetings at the game.

  • The Co-Capt. will also coordinate with the training officers, players, and Capt. to set up any training events for the team, handle the team logistics, gear, paperwork prior to game, team scheduling, and recruitment.

  • Keep in mind all players should help with getting new players, but no new prospective player can attend a Scenario Event for his first game as a “Guest” of the team. Any person on the team who is not a core member MUST clear bringing a new player to a game with a core member prior to the game! These games are “The Show” so to speak for our team, and with sponsorship deals and our reputation looming, these games must be reserved for “Approved” players. New players can be invited to local games, or practice sessions, but the Capt. or Co-Capt. must be notified prior.

  • Once the Core members have seen enough of a player, he or she may be invited to prospect, or even join the team as a player. However this can only happen by a vote by the Core Members. Once invited to join they are Team Members, NOT Core Members. New Core Members will be voted in, and only they can vote in, or vote out players, as well as other team decisions.

Dues: 

  • The team will also now have “Team Dues”. These will be $120.00 per year, and will be due in January of every year. There will be a grace period, but they MUST be in no later than the end of March. Due to the implementation of this fact mid-season, dues for this year must be turned in as soon as possible.

  • These funds will be used for the purchase of “Team” items such as food, radios, tents, Q-beams, camp chairs, tables, lanterns, etc. etc. We will also use the funds, provided any are left at year’s end, to throw a “Team Party” (BBQ, beer, door prizes, etc).

  • Basically this boils down to ten dollars a month, paid annually, should cover your food for the year, and hopefully buy any “Team Gear” needed. We will have a Treasurer charged with looking after the funds, and the Treasurer will work with the Co-Capt. to ensure that all players have paid their dues by the end of March.

  • Also when we play any MXS games, we should start to utilize the “Team Registration” format. This means players will be told when their money must be in, so one check and one registration form for the team can be mailed in time to meet any deadlines.

Jerseys:

 When “invited” to join the team, by a vote of all “Core Members”, the player will pay for his/her own jersey. However, if a player is removed from the team under “Dishonorable” conditions, that player will be asked to turn that jersey into the team. These “conditions” may include, but are not limited to: Fighting, Theft, etc. etc.  New team members will be required to sign an acknowledgment of this condition, and team rules, prior to being accepted to the team.

Team Awards

We will also be giving out “Team Awards” to all players on the team. These awards will be:

  • Outstanding Play - For a Player or Assault Team that just really kicked some ass!

  • The Dumb Ass Award - For a Player or Assault Team that just really didn’t! (Or did some really other STUPID thing!)

  • The Nut Shot - For a Player who gave his all for the team, and paid the ultimate price!!

The player will get a Team Certificate and award from the team. So if you see any players on the field that would qualify for one of these, let your squad leader know!

Training Officers:

Seeing the need to work as a team, and better our skills on the field, we now have training officers. They are:

  • James Nannery  (Stormin)

  • Duncan Garcia  (SlamDunc)

At training events, they will help us work on Squad Based Tactics, Immediate Action Drills, Uniform Radio Communications, and other skills for kicking some ass!

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