"In the absence of orders, go find something and kill it."
~Erwin Rommel
RULES OF ENGAGEMENT
Failure to abide by
these rules may result
in removal from the field without refund.
SAFETY
Physical contact between players is strictly prohibited.
Barrel plugs/bags must be on while in the reinsertion zones, staging area, target range and parking lot.
Markers are to be chronographed at 290 feet per second or lower.
***
BASIC
PLAYING GUIDELINES
Arm bands are to be worn on the
arm. Hence the name. They are not to be worn on the
marker, the mask, the ankle, etc...
An eliminating hit is defined as a mark roughly the size of a quarter
anywhere on a player's body. When hit, players are to raise
their
hands to indicate the elimination and return to their insertion
zone. If you call yourself out and then discover that the
paint did not break, you are still out. Call for a
paint-check if unsure. While marker hits DO NOT COUNT, hits
to any equipment attached to the body such as an HPA tank, do.
Barrel tagging is the act of tapping an opposing player anywhere on his
or her person with your marker barrel and stating "barrel
tag". Once that person has been tagged, they have been
eliminated and must head back to the insertion zone.
Offering another player a surrender or "bunker" when they are at a
clear disadvantage is the sportsmanlike thing to do.
Understand however, that the opposing player is not obligated to accept
your gracious offer so you need to be ready to defend yourself.
Verbal misrepresentation of sides is permitted. If an
opposing player asks you to identify yourself, you ARE permitted to
lie. It is the responsibility of the challenging player to
confirm the armband color. Trust, but verify.
Cheating will not be tolerated. Individuals observed wiping, not
returning to their reinsertion points, or any other nefarious deed will
earn their team a point deduction. Don't do dishonor to our men and
women overseas who don't have the option of wiping a hit.
***
RULES FOR TANKS
Tanks are permitted at the scenario
event, but must meet the following regulations.
Max speed of any vehicle is limited to 5
mph, or a fast walking speed, whichever is slower
Fully functional brakes. No exceptions.
Paintball approved goggle system must be worn by all players inside the
vehicle. No exceptions.
Dead /Eliminated indicator alerting all players to the vehicle's
status. Pole in the up position indicates the vehicle has
been eliminated. Pole down indicates the vehicle is in play.
Each tank must have a readily identifiable team indicator so that
players are instantly aware as to whether the vehicle is friend or foe.
Static Mounted or personal paint markers to be used within the tank
must have a chrono speed no greater than 260. The lower speed
is due to the ability for vehicles to close distances quickly and due
to the fact that it is difficult for tank operators to hear
players outside yelling "hit".
Tanks are eliminated after taking one impact from a Nerf round or
receiving damage from a satchel charge.
A tank's movement
will be stopped after being marked by a sticky bomb (paint
grenade). All weapons systems will remain fully
functional. An engineer will need to be called in to make
repairs and get the vehicle moving again, or the tank can opt to return
to the dead zone and await the next reinsertion.
All tanks must be preregistered two weeks prior to the event
and the game designers notified at the time of
pre-registration
Tanks that have not been pre-registered may
not be permitted on the field due to team balance issues.
***
SRPLs, PACs & LAWs
The following rules apply to all Single Round Projectile
Launchers (SRPLs), Personal Air Cannons and LAW Rocket launchers.
SRPLs must chronograph under a speed of
230 FPS.
All personal SRPLs must be shown to the event
director prior to play to be approved.
SRPLs must use 2" Nerf rounds to be supplied during the game.
No paint can be used in these units and players are not permitted to
use their own Nerf rounds.
If a Nerf impacts within 20 feet of a player and the player is not behind a solid structure like a concrete wall, the player is eliminated.
If a Nerf impacts a bunker, all the
occupants behind or within the bunker are eliminated.
***
COMMANDERS & COMMANDER ELIMINATIONS
Each team will have a commander and team
leadership structure. The commander has complete control over
his side and is the only one who can receive mission
orders. As such, the commander will generally be worth bonus
points to
the opposing team if eliminated. Each time the commander is
eliminated, all rules pertaining to players pertain to him: he must
walk and await the next reinsertion.
A commander can be eliminated the same as any other player if outside
the command post, or by an enemy player wearing the
opposing team's arm band color making physical contact with
the command structure. Spies cannot eliminate the commander.
If a commander needs to leave the field for any reason other than an
elimination, he is free to appoint another commander to take over for
him while away. This player can be eliminated for points just
as if eliminating the original commander.
Markers and SRPLs are not permitted within the command structure.
***
COMMAND POST SECURITY ZONE
There can be no same-arm-band-color eliminations of any kind scored within a 50 foot radius of the command post (ie: spies may not eliminate players within 50 feet of the command post).***
CHEATING AND GENERAL STUPIDITY
Cheating of any type will be punishable by a point deduction for your team and you may be asked to leave the field. This includes, but is not limited to; wiping, reinserting at non-approved times, providing info to your team after being eliminated, etc. A point deduction will also be given to your team for acts of general stupidity like lifting your mask on the field, using foul and abusive language and deliberate, aggressive physical contact with another player.You're not just hurting yourself by doing these things. We do our best to design games that will remain close throughout the day. A point deduction at any time could spell disaster for your entire team, so just don't do it. We also employ undercover referees posing as players during our matches. So just because somebody in a striped shirt didn't catch you, it doesn't mean your act went unnoticed. It is therefore YOUR responsibility to get cheaters on your team to stop what they are doing before we catch them. If you are busted by an undercover referee, that referee will display a 1st Strike referee card and ask you to take a walk to your reinsertion zone or leave the field, depending on the infraction. Your teams HQ ref will be notified of the penalty and points will be removed from your team's score accordingly.