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TACTICALPAINTBALL.COM When all else fails... Go Tactical!
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Warhammer My evil monkey is watching you!

Joined: 30 Dec 2007 Posts: 1667 Location: Fort Worth, Texas
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Posted: Fri Jan 11, 2008 8:41 pm Post subject: Tactical Paintball Scenario Rules 2010 |
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I have edited many of the wording issues, as well as made changes to several areas, including; ghillie, wiping, command bunkers, helo's.
Tactical Paintball Official Field Rules 2010
For your own safety and enjoyment, as well as that of your fellow players, it is important that you know these rules. When you play at Tactical Paintball, you will be expected to understand these rules and abide by them.
A Note About Game Play From Tactical Paintball
Games at Tactical Paintball are very fluid, and most missions run continually together, forming a story. Missions may take many forms and have varied requirements. Tactics, knowledge of the game scenario, knowledge of equipment use, and even a measure of map reading are all invaluable to play and enjoy the game. The better player you become the more fun you will have.
Tactical Paintball prides itself in having intricate and challenging games with many moving parts. These games, and the enjoyment of playing them, depend on proper and fair play. The story lines are an integral part of the scenarios. Purposely going against the storyline or ignoring missions will make the game much less enjoyable for you and all involved.
Registration:
Event price is $100 through the Pre-Registration Deadline.
Event price is $50 through the Pre-Registration Deadline without paint.
Event price is $150 after the Pre-Registration Deadline.
Event price is $125 walk-on for Home Teams.
Why should you Pre-Register? Well, several things depend on Pre-Registration numbers. Purchases of paint, shirts, food, supplies and more depend on Pre-Registration numbers. Also, the number of Pre-Registrations has a DIRECT bearing on the number and value of the prizes to be given away at the post-game ceremony. There are also prizes that are available ONLY to those who have registered AND paid by the Pre-Registration Deadline.
What do you get for your registration fee? Your registration includes:
• Entry into the event
• Your first case of paint
• Your numbered player card
• An event t-shirt
• The Saturday dinner meal
• Entry into the post-game prize drawings
• All-event air and CO2
• Free camping
• Open play on Sunday after the game if no game on Sunday
How do you register?
Go to www.tacticalpaintball.com and find the registration link for the game you want to attend. After you fill out and submit the registration form, you will be taken to the payment site. To get the Pre-Registration price, you must register AND pay by the Pre-Registration Deadline. You can also call Tactical Paintball at 830-540-4200.
Schedule of Events: (Baseed on a 12 hour game)
Friday
1500 (3:00 pm) - Registration tent opens
1900 (7:00 pm) - The Meet & Greet Party begins and movies are shown on the 20 foot outdoor screen
2000 (8:00pm) - Registration tent closes
Saturday
0700 - Registration tent opens, Chrono Station opens
0800 - Referee meeting
0900 - Mandatory player briefing at the Main Stage
1000 - Game On!!!
1700 (5:00 pm) - Break for dinner meal, Chrono Station opens for mandatory Night Game re-chrono
1800 (6:00 pm) - Mandatory Night Game player briefing
1900 (7:00 pm) - Game play resumes!!!
2200 (10:00pm) - Game ends
2215 (10:15pm) - Award ceremony, prize drawings and game wrap-up
Sunday
Free Play all day! (when there is not a game on Sunday)
Checking In:
When you arrive at Tactical Paintball for an event, you should check in at the Registration Tent as soon as you can. This will help you avoid standing in a long line Saturday morning. After checking in (and paying, if you haven’t already) you will be given a Player’s Packet containing the following:
• Your Player Card: This is your ticket into the game. Each Player Card has a unique player number that has been assigned to YOU. This number not only identifies you, but it will be used for the post-game prize drawing. Players will not be allowed on the playing field without a Player Card that has been punched by a Referee at the Chrono Station. If a Referee asks to see your Player Card, you must show it. Your team will also use this card to identify you as friend or foe. Your card should be worn around you neck on a lanyard or string. There will be string at the Registration Tent, but do yourself a favor and buy a lanyard; it will make things a lot easier. Keep track of your Player Card! Player Cards cannot be replaced if lost. If you lose your card, you will have to purchase a new one!
• Paint Ticket: You will need this to pick up the case of paint included in your registration fee. This ticket cannot be replaced if lost! You will not be given paint without your ticket.
• Meal Ticket: You will need this to get your dinner meal on Saturday. No ticket, no meal.
• Prize Ticket: Some of the post-game prizes are given away based on your Player Card number. Other prizes are given away based on this ticket. Don’t lose it and lose you chance to win!
• Event Shirt: There is a different t-shirt for each event. You’ll see a lot of these being worn by the regulars at Tactical events.
Off-Field Rules:
We want everyone to have fun while they are at Tactical Paintball. With that in mind, we have a few rules about off-field behavior. It really just boils down to using common sense and showing respect.
Alcohol:
Adults of legal drinking age are allowed to consume alcoholic beverages up to 2am Saturday. At that point consumption of alcohol is prohibited until after the end of play. Any consumption of alcohol by anyone in attendance (playing or not) between 2am Saturday morning and the end of the game will be considered grounds for immediate ejection from the property with no refund. Any consumption of alcohol by minors, or providing alcohol to minors, will be grounds for immediate ejection from the property with no refund.
Fighting:
Any instance of fighting, or even trying to fight will be dealt with in the harshest possible manner. At the very least, you will be immediately ejected from the event and the premises with no refund. If the circumstances dictate, law enforcement may be called.
Honesty:
Pretty much the same as above. Theft will not be tolerated. If it’s not yours, keep your hands off! Again, at the very least, you will be immediately ejected from the event and the premises with no refund. If the circumstances dictate, law enforcement may be called.
Marker Safety:
• NO SHOOTING PAINTBALLS WHILE OFF THE FIELD! EVER!!! If you need to work on your marker, you must go inside the net line to test fire it.
• Barrel socks! If it has a barrel, it must have a barrel sock. Even if there is no air or hopper attached to the marker, the barrel sock must be there.
• PRACTICE BASIC GUN SAFETY!
--Keep your finger out of the trigger guard until you are ready to shoot.
--If your marker has a safety, use it!
--If you shoot an electro, turn it off!
--Keep the muzzle pointed in a safe direction.
Pets at Tactical:
Pets are allowed at Tactical Paintball, however they must be under the guidance of their owners at all times. Dogs must be muzzled and leashed the entire time they are on the premises. Owners are responsible for cleaning up after their pets. If your pet becomes a problem, you may be asked to remove it from the premises.
Player Ages:
The minimum age to play at Tactical Paintball is 10 years old. Any player under 18 years old must provide a waiver signed their parent or legal guardian. All players are required to sign the Tactical Paintball field waiver prior to playing on the field.
Sportsmanship:
Good sportsmanship is expected from all guests at Tactical Paintball at all times, on and off the field. Sportsmanship is defined as “Conduct and attitude considered as befitting participants in sports, especially fair play, courtesy, striving spirit, and grace in losing.” If you are not prepared to practice good sportsmanship while at Tactical Paintball, don’t bother to register.
Who to Know:
• Jon “Sarge” Harris: Jon is the owner and operator of Tactical Paintball. Jon is integrally involved in every scenario. He is usually easy to find around the camp and spends a lot of time socializing with the players and making sure they are having a great time. It’s a good idea to take the time to meet him
• Doc Rob: Doc Rob is a real-world medical professional who generously volunteers his skills and knowledge to help keep us all safe. His Medical Tent is right beside the Registration Tent. Mark it’s location in case you need medical help during the game.
• The Head Ref: This person will be different for each game, but the name will be announced well in advance of game day. The Head Ref directs the Ref Staff and has the final word on all Reffing decisions during game play. It is worth you time to find out who this is.
• The Field Manager (GOD, Game Operations Director): This person will be responsible for the field operations as well as the game itself. He will work with the Head Ref to ensure that each game runs smoothly. Ultimately, the GOD has the final say when it comes to the flow of the game.
Game Rules:
Event Paint Only:
Tactical Paintball uses paint made exclusively for its use by our field sponsor. This is the only paint approved for use at Tactical Paintball. Only paint purchased at an event may be used at that event. Leftover paint from a previous Tactical Paintball event MAY NOT be used during the game! It can be used during free play on Sunday or on any non-event weekend at Tactical Paintball. Having non-event paint on the playing field will result in IMMEDIATE EJECTION from the game with NO REFUND of registration fees! Paint may be purchased at the vending booth during the entire event.
HPA & CO2 Filling Station:
Both CO2 and High Pressure Nitrogen fills (3000 & 4500psi) are available during the entire event. There is no extra cost and refills are unlimited!
• All bottles must be visually inspected and approved by the fill station attendant before use for the event.
• Any bottle with any non-factory stickers applied will not be approved or filled.
• Any bottle with a non-removable cover will not be approved or filled.
• Any bottle that the Fill Station attendant judges to be damaged will not be approved or filled.
• Any bottle with an expired hydro test date will not be approved or filled.
There are no exceptions to these rules. Please don’t ask.
Marker Velocities:
The Chrono Station is located just inside the net line at the center entrance to the field.
• Markers must be chronoed at no higher than 280 fps for daytime play.
• Markers must be chronoed at no higher than 250 fps for nighttime play.
All players must have their Player Card punched by a Referee at the Chrono Station prior to entering the player field. Each player card must be punched once for the day game and again for the night game. Referees with hand-held chronographs may spot check your marker on the field. Markers that are shooting "hot" are a serious safety hazard and will not be tolerated. Any player caught shooting above the maximum velocity will have their Player Card Ref-Punched. Any player found on the field without a Chrono-Punch on their card will earn a Ref-Punch. Any player caught adjusting their marker velocity while on the field will be IMMEDIATELY EJECTED from the event!
Cease Fire!!!:
It is possible in any game that a situation may arise that will warrant an immediate stoppage of the game. When this happens the following actions will be taken:
• Refs will be notified via radio.
• The loudspeaker system will be used to announce that a game stoppage has occurred.
• The air horn will sound three times.
• Upon notification all refs will immediately insure all players have stopped firing.
• All markers will be placed on the ground.
• All players will be instructed to "Take a Knee."
• Once the situation has been cleared, the air horn will sound one long blast and the loudspeaker will announce "Game On."
A Cease fire may only be called by the Refs. If you are injured or see an injured player who needs assistance, notify a Ref immediately. We have professional medical personnel on the field at all times. They will drop whatever they are doing and head straight to the injured player. WARNING: Faking any injury as a game-play tactic is strictly forbidden! Doing this will result in immediate expulsion from the property and may result in legal action as well.
Referees and “Ref Punches”:
Referees are to be listened to and obeyed, both on and off the field. Refs will be easily distinguishable. They will be wearing blaze orange and will have numbered Ref Cards, similar to Player Cards. Each Ref has their own Ref Number. If a Ref asks a player for their Player Card, the player MUST immediately present their Player Card.
If you violate a rule or make a display of poor sportsmanship, a Referee may punch your Player Card. One punch is simply a warning. Two punches will result in the player being ineligible to win any of the post-game prizes. Three punches on a Player Card will result in the player being ejected from the event. If a rule violation is deemed serious enough, it may result in 2 or even 3 punches to that player’s Player Card.
If you have a problem with a Ref or want to question a Ref's decision, ask the Ref for their Ref Number and see the Head Ref. Remember, the Head Ref's decision is final! Cursing at or getting physical with a Ref will result in the player being immediately ejected from the game without a refund!
Wiping:
Wiping is the epitome of dishonesty and poor sportsmanship in paintball. It will not be tolerated at Tactical Paintball! For a first offense of wiping, the player's card will be punched by the Ref, along with a special “W” on the player's card, and number. You are now removed from all prize drawings. You will be allowed to continue playing, but ANY further rule violation of any kind will get you removed from the event.
Equipment and Supplies
Armband Tape:
This will be provided by your commander or one of his officers, not by the event staff. Medics must also wear a white armband tape. Commanders must have both arms taped so as to allow players to identify them quickly. The only legal way to acquire armband tape is from your commander or a legal member of that team that was placed on that side by the event staff. To acquire enemy armband tape, you must be taped by a member of that team prior to going onto the field. You cannot find enemy tape, new or used, and tape yourself.
You are required to wear your team color armband tape. Tape must be located on the arm. If you come across a player who is not taped, find a ref. If you ask a player what side he is on, he is not required to answer truthfully. (You may want to check his player card, too.)
Barrel Socks:
Barrel socks, barrel covers, barrel condoms… USE THEM! Any time there is a barrel on your marker, and you are not in play, you MUST have a barrel sock on your barrel. This applies even if you do not have air or paint in your marker. When you are eliminated, you must put your barrel sock on as soon as possible. If you do not have a barrel sock in use, expect to get shot! Bring more than one! If you lose your barrel sock, you will not be allowed to reinsert until you replace it. You will also not be allowed to take your marker off of the field without first COMPLETELY disassembling it!
Ghillie Suits:
All ghillie suits should be approved by the G.O.D. or Head Ref. Ghillie suits should not impede mobility or visibility enough to present a danger to the wearer. Please also be aware of the dangers of wearing a ghillie suit during the warmer times of the year.
Remember any hit on a ghillie suit, whether it breaks or not, counts as an elimination. You have ghillie on any part of your body, your entire body is now ghillie and follows those rules.
The reason is to make it simple for all. If you are trying to create a ghillie style appearance or the intent of ghillie, this is the standard. For example; if your mask has ghillie or any intent of ghillie, you have ghillie on. Since it promotes bouncing, we are making it easier to ref. If you have a question, see the Head Ref or G.O.D. prior to the game.
Goggles:
Goggles must meet ASTM and insurance requirements, and must be specifically manufactured for paintball. They must be unaltered, must provide full face, eye, and ear protection, and must have suitable, uncracked and undamaged lenses. Yellow masks are only allowed for Referees. All goggles are subject to approval by the Ref Staff. Players caught lifting their goggles, or breaking the seal of the goggles against their face, while on the field may be ejected with no refund. We’re serious about this!
LAWs & RPGs (Nerf Launchers):
All launchers must be inspected and approved by the G.O.D. prior to use. Multiple paintball rounds and paint grenades are not allowed as projectiles from launchers. Only Nerf brand “Mini Vortex” or JCS “F-69” foam rockets are approved. The only modification allowed is the trimming of no more than ½ inch off of each of the fins. All launchers must be chronoed at less than 230fps and operate at a pressure of less than 125psi. These devices are for hard targets only such as helicopters, vehicles, buildings, bunkers, bridges, etc. Launchers may only be used during daytime play. Launcher rounds that strike a building will eliminate 3 players from inside or immediately outside the building area where the rocket hits. The Ref will point out who is eliminated if there is any question. Rounds striking the ground will eliminate all players within a 15 foot radius.
Markers:
Any commercially produced, commonly available .68 caliber paintball marker may be used. Any gun that can be adjusted on the field, without tools, is required to have a locking device to prevent on-field adjustment from being possible. During daytime segments all markers must be chronoed at no higher than 280 fps for daytime play. During nighttime segments, all markers must be chronoed at no higher than 250 fps . If you cannot get you marker to chrono low enough, it will not be allowed on the field.
Any mode of fire is allowed, except Full Auto modes. This means no Full Auto and no NXL Auto. The trigger must be continually pulled and released to keep the marker firing, otherwise it will be considered Full Auto. Response triggers are allowed. Regardless of the mode of fire, all markers must have the rate of fire (ROF) capped at 15 balls per second. No one is allowed to fire over 15BPS except with a standard, semi-auto, mechanical trigger. If you have an electronic marker, your ROF must be capped at 15 BPS even in semi-auto mode.
You must have a barrel sock covering the end of your barrel in all non-play areas; barrel plugs are not allowed. Your marker should be fully assembled at all times while you are in play. If you decide to break it down for cleaning, remember, you are still in play and may still be eliminated! If your marker has no barrel on it, you can still be shot. If you don't want to be shot, call yourself "out," put on your barrel sock, walk to the Insertion Point, and fix your marker.
Radios:
Radios are allowed and encouraged. You may monitor any frequency you wish with the exception of the referee channel. Anyone caught monitoring the referee channel will be ejected from the event without refund, and their side will be assessed a score penalty equal to the loss of one mission. Players may use their radios anytime they are in play. This means that while eliminated, radio communication stops until that player is again in play. No, you cannot radio your team to let them know you have been eliminated. When you’re out, you’re out! No radio communication is allowed between players off of the field and those on the field. Players may monitor the other team’s radio communications, but the may not broadcast on the enemy’s frequency in any way. This means they cannot give false orders, speak at all, or jam the opposing team’s communication.
Prohibited Equipment:
Any items found in violation will be confiscated and may, or may not, be returned after the event. If you are not sure about an item, ask a Ref or the Game Director. If a Ref tells you something is prohibited, then it is, even if it is not listed below.
• No marker adjustment tools may be carried onto the field.
• No personal fill stations allowed on the premises.
• No unbreakable trip wires.
• No pyrotechnic devices of ANY kind.
• No unapproved smoke devices.
• No weapons of any kind: firearms, crossbows, sling shots, BB guns, etc...
• No padded clothing that is designed to promote bounces.
• No shields of any kind.
• No air horns.
• No chem lights or glow sticks.
• No ropes.
• No predominantly yellow or orange shirts, jerseys or masks are allowed. These are reserved Ref Staff only.
Game Play (SPECIFICS):
Barrel-tagging: You may "barrel-tag" players and eliminate them without shooting. The barrel must be attached to a marker. You must touch the player with your barrel and immediately say, "Barrel tag!" Barrel tagged players cannot be healed by medics. A player that has been eliminated in this manner will immediately place their barrel sleeve on their marker and silently walk to their IP. Pointing out who tagged you or indicating that you have just been barrel tagged is poor sportsmanship and is not allowed.
Command Bunkers:
There is no shooting in to or out of the command bunkers. To eliminate everyone in the command bunker you need only to stick your foot inside the first doorway and announce, "All dead!" At that point, the base referee will clear out everyone in the bunker. The bunker is not destroyed, but everyone inside will be eliminated. You can only “All dead!” a command bunker if the command bunker is a solid structure or building. Remember, Command bunkers are not a mask-free zone!
Note: When the kill-house is used as a command structure, there is no "All dead" rule.
Eliminations:
If you are marked by a hit from a paintball (even if the ball itself ricocheted) and it breaks on you and leaves a quarter-sized mark, you are eliminated. During nighttime play (immediately following dinner break) all hits count whether they break or not; there are no paint checks at night. Again, if you are wearing a ghillie suit, any and all hits count, day or night. If you call yourself out, you are out, even if you realize afterward that the paintball did not break. If you are unsure, call for a paint check.
When you are eliminated, you must immediately:
• Call yourself out: “I’M HIT!” or “I’M OUT!” or ”HIT!”
• Raise your marker or your hand above your head.
• Get out of the line of fire, fast!
• Install your barrel sock.
• Walk back to your insertion point (IP) for reinsertion.
Keep your barrel-socked marker or your hand above your head on your way back to the IP.
If you do not follow this procedure, there is a good chance that you will be shot some more! You should not wait around on the field for more of your buddies to be eliminated; you can wait for them at the IP. Keep your barrel-socked marker above your head or your hand on your way back to the IP. If you get shot on the way to your IP, give the player the benefit of the doubt that he couldn’t tell you were already out.
If you need to enter the field to search for lost equipment (radio, GPS, barrel, etc...), you should leave your marker outside of the field of play, or if you have your marker with you, you should install your barrel sock. You should also let a Ref know what you are doing. If you are confronted by a player asking if you are "live" and you do not say you are "out," expect to get shot.
Field Bunkers:
No player may move any bunkers unless specific provisions are outlined by the G.O.D. allowing him to do so.
Game On:
Games will normally start with the sound of an air horn, explosion or some other device. Players are expected to be at their designated starting points before the sound of this device.
Grenades:
Only commercially produced grenades are allowed at Tactical Paintball. No homemade or refilled paint grenades! Any drop of paint from a grenade, no matter how small, results in an elimination. Grenades are not allowed at night. Grenades are not allowed in the Kill House at any time.
Helos:
Helicopters are represented by silhouette mounted at the top of a pole with a rope tied to the pole. The helicopter can transport 5 passengers and a pilot. The pilot must carry the pole while all passengers must keep a grip on the rope at all times.
The pilot lands by placing the “helo” prop flat on the ground on the ground and completely releasing it. Once the helo is grounded, the pilot and passengers are considered landed and in play. The helo is considered in flight once the pilot picks up the helo off of the ground. Passengers may only board or leave the helo when it is grounded. Any passenger that releases the rope while the helo is in flight is eliminated and is considered to have fallen out.
• Helicopters may not drop ordinance unless specified for that game during orientation.
• Helicopters cannot fly into or out of any structure with a roof over it.
• No ground troops are allowed within 10 feet of the helo while it is in flight. This applies to both friendly and enemy players.
• The pilot and passengers may not fire at ground targets while riding. Likewise, ground troops may not fire at helos while they are in flight. The helo crew and ground troops may engage each other only after the helicopter has landed.
• The pilot and passengers MAY fire at another aircraft's pilot and passengers. If the pilot is hit, the helo crashes and all passengers are eliminated.
• Any player can eliminate a helicopter by firing a rocket so that it breaks through the group. You do not need to hit a player or the pole.
• If a helicopter is shot down or crashes the pilot must surrender the prop to a Referee.
• Helos must leave from their base and return to their base within 45 minutes to "refuel." If the helo is out for more than 45 minutes, it has crashed and the prop must be surrendered to a Referee.
• Helicopters are not used during the Night Game unless otherwise specified by the Game Director.
Some games will use the go-karts as helo's, or trucks as heli-transports. In these cases, the pilots cannot be killed and are neutral. And when not moving players may enter/exit the vehicles.
Medic/CASEVAC:
The CASEVAC allows hit players to be “healed” by a Medic without reporting all the way back to the IP. Medics will carry a CASEVAC kit containing a large loop of rope. The medic must lay out the circle of rope and the “wounded” player and the medic must both be inside the circle. The Medic will wipe the hit form the “wounded” player and send him back into the game.
• Medics can heal players who have not been barrel-tagged, head-shot or blown up.
• Once shot, the wounded player has 5 minutes to obtain an escort who will take him to the CASEVAC. After 5 minutes of waiting, you are out. Report to your IP to reinsert.
• Wounded players cannot report to the CASEVAC circle on their own; they must be escorted by a live player (not the Medic). You cannot take even one step without your escort physically touching you. If you do, you’re eliminated.
• A wounded player can still be shot, but cannot return fire. If a wounded player takes a head shot, he is out and must report to the IP. Note: If the enemy finds you waiting to be escorted to the CASEVAC and asks you if you are out, you have two choices: 1. (The smart choice) Say you are out and then report to you IP to reinsert. 2. (The painful choice) Say you are just wounded and waiting for a medic, thus inviting the enemy to shoot you until you take head shot, then report to your IP.
• The escort cannot be the Medic. Even if a player is hit 2 feet from the CASEVAC circle, the Medic may not step out to retrieve the player. Another live player must escort the hit player to the CASEVAC circle.
• The Medic and the Player most BOTH be completely inside the circle while the Player is being "healed."
• ONLY the Medic may fire from inside the CASEVAC circle. The medic can be eliminated while in the process of completing his tasks.
• Only a properly taped Medic may wipe a player who has been escorted to the CASEVAC circle.
• Each team will be allowed three Medics and 2 CASEVAC kits.
• The Team Commander will assign the Medic roles and the Medics will be marked with white arm band tape. Medic duty can be reassigned to other players during the game, but only by the commander and only while the Medic is alive.
• If a Medic is shot, he can only leave his CASEVAC with another Medic. If no other Medic is available, the hit Medic picks up his CASEVAC and takes it with him to the IP. The team loses that CASEVAC until the Medic rejoins the game.
***Special Medic Rules for games, will be announced prior to game***
Medics will carry a Medic Supply Box. This box is provided by the G.O.D. to each team. Each box will be equipped with ten bandages. If a player is hit the Medic must approach the player to render aid. The player cannot move toward the Medic and another player cannot escort the wounded player to the Medic. The Medic must go to the casualty.
To heal a player, the Medic must place a bandage over any hit. One bandage will "cure" the player, regardless of how many times the player has been hit. A maximum of two bandages can be placed on any one player. A player can only be healed (bandaged) two times before he must leave the field and reinsert. ANY PLAYER CAUGHT REMOVING A BANDAGE ON THE FIELD SO THEY DO NOT HAVE TO REINSERT WILL BE REF PUNCHED AND MADE TO REINSERT ANYWAY.
Head shots, grenade hits, barrel tags and LAW rocket causalities cannot be healed.
If a Medic runs out of bandages he must return to an insertion point to exchange the empty Medic Supply Box for a new one.
As players come off the field that have been healed, they will remove their bandages and turn them over to the Ref at the insertion point.
*** Wounded players as well as the Medic are in play while the Medic is performing his or her duties. The Medic may return fire, the wounded player may not. However, live players MAY NOT shoot at a wounded player who is calling for a Medic.***
Mines:
Certain areas of the field may be mined. The mines will be planted by Tactical Paintball staff. As with grenades, any speck of paint from a mine counts as an elimination. Players who bring their own mines must have them approved by the G.O.D. before use.
Missions:
Missions will be relayed to your commander at specified times but the General’s Ref, unless some other method of mission delivery is written into the scenario. The missions can only be given to the Commanders (the General or his XO). (If both the General and XO are off the field at the same time, they can designate a temporary stand-in.) The Commander will then instruct his troops to accomplish the mission. Once a mission has been completed, a referee will "sign off" on the mission and radio the General’s Ref to confirm that the mission was completed. Some games may vary from this mission format dependent upon the game objectives. If this is the case, the Commanders will be briefed and game specifics will be covered before game-on.
Mortars:
Mortars (water balloon launchers) may be used at some events. Each mortar requires a three-man mortar squad to operate it. The Mortars and mortar rounds will be issued by the G.O.D. Mortars may only fire the provided rounds.
Props:
Games at Tactical Paintball tend to use a lot of props. Some props can be used to perform actions that will help you achieve victory. Other prop are simply collected for their point values. Props must remain in play once they are taken onto the field. Props are not to be taken off of the field for any reason! If a player is eliminated, he cannot transfer the prop to another player, it must be dropped where he is eliminated (this includes CASEVAC boxes). When not being carried on a player's person they must be kept within 60 feet of the Command Bunker OR the Commander’s HQ. They cannot be "buried" in the back corner of the field. Anything considered for score must be turned in before end of play or must be available at designated times. All props will be supplied by Tactical Paintball. No prop of any kind (satchel charges, medic kits, mission cards, canisters, etc...) may be brought onto the field without prior approval from the Game Director.
Some props are "time" specific. What this means is that though it may be on the field, you cannot pick it up or move it until a certain time. usually mission specific. These prop rules will be stated in each game's section.
Reinsertion's:
Reinsertion's are constant from one of the designated Insertion Points. You may only insert from your sides designated IP. Unless otherwise noted for game specifics, players are considered in play as soon as they cross onto the playing field. If players encounter enemy players as they insert, they may step into play and stay in until they are eliminated. They can then reinsert as soon as they step back and touch into the insertion zone. PLAYERS CAN NOT STEP IN AND OUT OF THE ZONE. If you are eliminated you may step back and touch back in, you can not however step back in to prevent being eliminated. Doing so will result in a judge punch. It is considered poor sportsmanship to CAMP on the insertion points. Opposing players should maintain a 50 foot distance from the insertion points. This allows all players to reinsert into the field of play and join the game.
Special Characters:
From time to time, a game may have designated special characters. These special players will have specific cards or armbands designating them as such.
Surrenders:
Whenever possible, you should give players within 10 feet of you the opportunity to surrender. This is not a hard and fast rule, but a strongly suggested guideline. We also recommend that players who are given this option accept it graciously. The player who asked was displaying good sportsmanship; please don't reward him by shooting him at point-blank! Just thank him for not shooting you at close range and report to your IP.
Tanks:
All tanks must be inspected and approved by the Game Director before they will be allowed on the field. Any motorized vehicle is limited to fast walking speed. It must have a clearly visible way for players to discern what color the tank is allied with, and it must have a bright orange flag that can be hoisted if it is eliminated. All vehicles must have a full inspection by the Game Director. at the event prior to being allowed on the field. The tank will receive its own badge with places for ref punches. Three rule violations will result in its permanent removal from the field.
• All tanks must have and attendant outside the tank to direct it and check for rocket hits. The attendant is not a live player, should not be shot at, and MUST stay with the tank.
• All tanks must stay on main roads and trails. No brush-busting!
• Any gun on board a tank must be chronoed at 260 fps or less.
• A tank can be killed with a satchel charge or a LAW (Nerf launcher. When a tank is killed, all of the players inside are killed as well. The tank must go back to the IP and reinsert, just like any other player.
• A tank can be disabled for five minutes with a paint grenade. The occupants of a disabled tank can still fire.
• Tanks are surrounded by a 20 foot encroachment zone that no enemy player may enter. Any enemy player that enter this zone is automatically eliminated.
• Any player who approaches a tank and inserts a marker into the tank will be immediately ejected from the game without a refund, whether they fire the marker or not!
Walking tanks:
Walking tanks must follow the same rules as motorized tanks, with the following exceptions:
• A walking tank’s speed is limited only by the ability of its crew to push it!
• Walking tanks do not need an attendant.
• Walking tanks do not have a 20 foot encroachment zone.
Authored by Sarge, Chronos, Devil, Warhammer, SPYRO & more!
SPYRO
O-club President / Admin
Last edited by Warhammer on Mon Oct 06, 2008 1:12 pm; edited 16 times in total |
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Warhammer My evil monkey is watching you!

Joined: 30 Dec 2007 Posts: 1667 Location: Fort Worth, Texas
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Posted: Wed Mar 12, 2008 10:55 pm Post subject: Recent Additions and Clarifications |
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I just wanted to call attention to the fact that the rules are constantly being worked on to make them as comprehensive and understandable as possible.
Recent edits have been made regarding the following topics:
Tanks
Cease Fires
Ref Punches (What they are and how to get/not get them)
Pet policy
Allowed firing modes and max rates of fire
Medic/CASEVAC
Wiping
I will post a notice any time there are changes or amendments to the rules so that you will be aware of them. Please check this section before every game so you can keep on top of things.
Thanks!
WH _________________
By the pricking of my thumbs, something wicked this way comes... Me.
According to the National Safety Council, we are more likely to die in a bicycle accident or plane crash than an accidental gun shooting. We should ban all bicycles & planes before we start banning guns. |
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SHADOWWALKER Guest
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Posted: Thu Mar 13, 2008 8:50 am Post subject: |
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| thanks warhammer! |
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Warhammer My evil monkey is watching you!

Joined: 30 Dec 2007 Posts: 1667 Location: Fort Worth, Texas
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Posted: Tue Mar 25, 2008 8:37 am Post subject: |
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Edit made 25 March 2008:
Addition made to the "Cease Fire" section:
- what to do in case of injuries
- warning about false injuries _________________
By the pricking of my thumbs, something wicked this way comes... Me.
According to the National Safety Council, we are more likely to die in a bicycle accident or plane crash than an accidental gun shooting. We should ban all bicycles & planes before we start banning guns. |
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Warhammer My evil monkey is watching you!

Joined: 30 Dec 2007 Posts: 1667 Location: Fort Worth, Texas
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Posted: Sun Aug 10, 2008 9:28 pm Post subject: |
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Edit made on 5 August 2008:
Rules regarding allowed firing modes were amended. No full auto modes, including Full Auto, NXL Auto or Burst modes are allowed. Ramping, Reactive and R/T are allowed. _________________
By the pricking of my thumbs, something wicked this way comes... Me.
According to the National Safety Council, we are more likely to die in a bicycle accident or plane crash than an accidental gun shooting. We should ban all bicycles & planes before we start banning guns. |
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Warhammer My evil monkey is watching you!

Joined: 30 Dec 2007 Posts: 1667 Location: Fort Worth, Texas
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Posted: Mon Oct 06, 2008 1:09 pm Post subject: |
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October, 2008
Special Medic Rules added:
***Special Medic Rules for the Tet Offensive Scenario***
Medics will carry a Medic Supply Box. This box is provided by the G.O.D. to each team. Each box will be equipped with ten bandages. If a player is hit the Medic must approach the player to render aid. The player cannot move toward the Medic and another player cannot escort the wounded player to the Medic. The Medic must go to the casualty.
To heal a player, the Medic must place a bandage over any hit. One bandage will "cure" the player, regardless of how many times the player has been hit. A maximum of two bandages can be placed on any one player. A player can only be healed (bandaged) two times before he must leave the field and reinsert. ANY PLAYER CAUGHT REMOVING A BANDAGE ON THE FIELD SO THEY DO NOT HAVE TO REINSERT WILL BE REF PUNCHED AND MADE TO REINSERT ANYWAY.
Head shots, grenade hits, barrel tags and LAW rocket causalities cannot be healed.
If a Medic runs out of bandages he must return to an insertion point to exchange the empty Medic Supply Box for a new one.
As players come off the field that have been healed, they will remove their bandages and turn them overe to the Ref at the insertion point.
*** Wounded players as well as the Medic are in play while the medic is performing his or her duties. The Medic may return fire, the wounded player may not. However, live players MAY NOT shoot at a wounded player who is calling for a Medic.*** _________________
By the pricking of my thumbs, something wicked this way comes... Me.
According to the National Safety Council, we are more likely to die in a bicycle accident or plane crash than an accidental gun shooting. We should ban all bicycles & planes before we start banning guns. |
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SPYRO Don't make me limp over there...

Joined: 07 Jan 2008 Posts: 398 Location: Atascocita
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