Regras da TTPL 2009 (http://tacten.com/)
Enviado: 23 Jun 2009, 17:40
Galera,
Segue ai as regras da TTPL (Tactical Ten Paintball League - http://www.tacten.com) de 2009. Esta é a regra da competição (em ingles):
THE RULES 2009
1. All team rosters may be no larger then 15 players. Only ten players may take the field per team. No less than five players can take the field for each team per game.
2. Each player can carry more than one role per team side.
3. All players need to be registered. Players ID card need to be purchased before game day for $25 each.
4. Players may trade roles from game to game, but not during game play.
5. A team uniform is required. All members per team must resemble the same uniform. BDU uniforms are recommended, but not mandatory.
6. All markers are .68cal and depending on field location and insurance some may allow .43cal markers.
7. All hoppers need to be a 50 round hoppers, tac hopper or modified 50 round hopper by TTPL Officials. (Except the heavy gunner) If you are using your regular electric hopper you must MOD it to hold 50 balls. See video on MODS for examples.
8. All events are field paint ONLY. No outside event paint allowed. You will be warned then asked to leave with out a refund if told twice.
9. All players need to be registered on the TTPL website to participant at any TTPL Official event hosted on any field. The registration fee for 2009 is $450 per team. Please contact Hercules CEO/Founder at undertakerspaintball@yahoo.com Subject: TTPL Registration Fee.
10. Each player needs to fill out a waiver on game day.
11. Paint will vary in prices upon location. The average cost per case of 2000 balls will run from $55 to $75.
12. All teams may equip their team with all of the following tactical items: 1 Launcher, 1 slingshot launchers, paint grenades, cold burning smoke grenades, M203 grenade launchers, tactical vests, paintball mines, early detection systems, GPS, radios, 1 shield, and other special equipment. All equipment need to be checked in with officials at registration sign in, (when you first get to the field) and may vary upon fields for insurances purposes. Equipment not inspected before game day will NOT be allowed.
13. All players can carry a total of 3 pods (140 rounds each or less) and 1 empty hopper or tac hopper at game start. Also a 50 round hopper or tac hopper is required as mentioned above. They will be available on game day for sale if you can’t provide one or modify your electric hopper to hold 50 balls.
14. Be ready for inspection on your equipment before each start of each game at the check in point.
15. Each team will be given a SUPPLY CASE at check in time per game. That case is for use for the remaining 5 minutes of game time. Each team may choose to use the supply case or not. Each team can fill the supply case with whatever supplies each team feels will help them to victory. Below are guidelines of items that can be used. 1) NO MORE THEN 15 ROCKETS. 2) ALL PAINT MUST BE DIVIDED INTO PODS, NOT LOOSE. 3) GRENADES ARE LIMITED TO 10 EACH 4) EXTRA BANDAGES FOR THE MEDIC
16. Gun hits are NOT KILLS. If your gun is hit you must call for an engineer to come to you and repair the gun. The fixing of the gun is done by the engineer cleaning off your gun and taping it up with supplies given out on game day ONLY. If yours is hit you may NOT use that gun until it is repaired by your engineer. Players have a choice of carrying a secondary marker or pistol.
17. Wiping paint after being shot is illegal. No cheating will be tolerated. You will be asked to leave the field and given one warning. You will also receive a penalty of 100 points deducted from your game played. Second time you will be terminated from the game without a refund.
18. Medic Heals are done by a player calling for the medic. The medic needs to reach the injured player with in a two-minute mark of being shot. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
19. If a medic can’t reach an injured player with in a 2-minute time frame, that player is eliminated and must head towards the dead box.
20. All referees need to remove the armbands from the eliminated players heading towards the dead box.
21. All dead players need to remain inside the dead box until the games has expired. Dead man can’t talk!
22. If a player is healed from his/her medic with in the 2-minute mark, they may continue to play.
23. Injured players keep in mind if you are shot in one arm you may not use it until healed. You have the choice to use the other arm. The good arm. Same rule applies for you legs and feet. Hop if you half to or call for a medic. Can't hop no more then a few feet for cover. You must remain in that spot until the medic is at your service with any hit. (not head shot)
24. Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies (tape).
25. A player may be healed an unlimited amount of times so long as they do not take three consecutive hits or 1 headshot.
26. Headshots, Grenade hits and Nerf Rocket vicinity hits are not healable.
27. All players registered; as a special role will have special marked armbands/ID's to mark their position. Players caught removing their armband/ID's to change with another player during the match will be eliminated, and their team will be charged with a 100 point deduction.
28. Each game is a 15-minute time frame with a 5-minute window. If your late and not on the field, the game will begin with or with out you. No exceptions. Please continue to watch your game schedule and plan to be at the check in point 1 hour prior your scheduled game time to avoid any issues or forfeits.
29. The game objective is elimination format with a specific mission to be completed during the game and a flip of the flag. Point Values are: MISSION COMPLETED 300 POINTS / TEAM ELIMINATION 200 POINTS / FLIPPING HQ FLAG 100 POINTS (flag points ONLY count if the flag remains flipped at the call of the end of game. Each team still has the chance to re flip there flag back to neutral during game play.
30. Players that hit referees with uncontrolled bonus balls may be eliminated by the referee at any given time, and charged with a 100 point deduction.
31. SHIELDS: Shields may be taken out by a nerf launcher or a grenade hit.
32. If the shield is hit by a launcher/nerf rocket the shield and player are eliminated. The shield is no good and nobody can use it for the remaining of game time.
33. If the shield is hit by a grenade, the shield is eliminated and not good to use for the remaining of game time.
34. Any player hiding behind a shield while a grenade is shot will only be eliminated if the grenade splats paint on them bigger then a quarter size. No paint, then the player is still live, but if a grenade hits the shield, the shield is out.
35. Sniper paint can eliminate the player holding the shield. If the shield is hit by sniper paint, then the player holding the shield is eliminated. That player has the choice to leave the shield in play for others or to carry it off the field when eliminated.
36. If a grenade hits a shield and doesn’t break. Play is still on and the elimination attempt is resumed.
37. Paintballs that bounce of players are not considered kills.
38. Splatters are not considered kills unless the referee says it is.
39. All objects and props are to be considered live and in play at all times. Be aware of your surroundings and props and don’t always assume things to be, as they seem.
40. Bombs and explosives are active and may be used by the TTPL as a mission or prop.
41. Launchers kills are good for 10 feet from hitting "launcher kill targets". The area will be marked as a "KILL ZONE", with red lines. If your in the area at the time of the hit. Your dead. (inside SWAT House).
42. Launchers can’t be launched into the center swat house for a kill. They may only be launched at the outside wall of the swat house for a direct kill range of 10 feet behind the swat house wall. All Rocket launches should be called upon a ref before shooting to notify the proper elimination of players or mission value. If you don’t notify the ref before you shot, the elimination will not count. You must also hit the correct "KILL ZONE TARGET", they will all be marked.
43. Rocket launchers may launch nerf rockets into the enemies HQ. It must be launched at a 45-degree angel or higher and it must land on the KILL ZONE TARGET on the HQ. Its kill zone is again 10 feet and marked as a Target to hit. It also needs to be brought to the refs attention before launching for proper elimination.
44. Launchers will take out players hiding directly behind any bunker, with in a 3-foot kill zone range from that bunker, or best call made by the referees.
45. The mission trucks or mission location area can’t be destroyed by launchers, but can eliminate players hiding behind or around it with a 3-foot kill zone, or best call made by the referee.
46. Third parties may be used by the TTPL to conduct a mission. Be aware and stay alert at all times.
47. Tanks are not allowed.
48. The heavy gunner may carry a full hopper loaded (1 Pinokio Hopper) and 4 X 140 full pods or less. All must be checked in at the check in point at the beginning of each game.
49. Only Medics can heal and need the medic ID card on them at all times.
50. Only Demolition players can disarm bombs and explosives or set them off.
51. Only Engineers can fix guns/markers/launchers/bridge
52. Only Artillery can launch rockets.
53. Only the commander can open the mission file to receive the mission, but any player can go get it.
54. Only the sniper can use sniper paint (provided by the field) it will be another color different from the game paint.
55. Each Sniper can carry 1 X 140 pod (or less) of sniper paint given out at the beginning of field registrations and waivers. This is set for the whole event. Use as needed and plan your kills well. You will not be given any more Sniper Paint.
56. A sniper kill to the enemy’s commander is worth 300 points.
57. Commanders can’t eliminate themselves from the game to avoid being eliminated by snipers. If caught they will be placed back into play by the referees and your enemy will earn the 300. This also means your own player can’t eliminate you from play. Any default use of this rule with result in a 100-point penalty.
58. Friendly fire is a kill or needs to be treated by a medic.
59. Headshots can’t be healed.
60. Medics can heal themselves. Up to a 3 burst shot limit. More then 3 shots on the medic at once will eliminate him. They also have 2 minutes to do so.
61. Once all scenario supplies are used up, no more will be issued during game time.
62. If the HQ flag is captured before the last 5-minute of game play, the supply case may not be used. The supplies will remain inside the HQ until the end of the game.
63. Each player may carry 1 each grenade into the start of the game.
64. Player playing Artillery Role may only carry 5 rockets with them at the beginning of the game. They may place another 15 in the supply case to be used when the supply case becomes available. No other player may carry rockets.
65. All DEMO charges need to be done by using any smoke activated device. Bring your own. No charges (smoke) no DEMO Role. All demo charges must also be placed on RED MARKED TARGETs, which have a market kill zone. Smoke can also be bought at the field.
66. Trip wire devices may be used. (Depending on fields/insurance)
67. Paint Landmines are legal to use. No limit to how many
68. Only 1 shield per team is allowed. The size of the shield can’t be any bigger then 4 feet tall and 2.5 feet wide. Official SWAT/POLICE shields are recommended.
69. No blind firing around corners or behind your shield. You must have your head showing in order to shoot from behind your shield, unless it’s a CLEAR shield or has a window with in it.
70. Team captains must sign off all games once the game has finished. There is no disputing the matter once it has been signed off.
71. The ref’s call is final. Good or bad, the play must go on. Take up any disputes to the head ref at the check in point or TTPL tent.
72. Respect all calls made by the officials.
73. Sportsmanship and honor is expected from each player.
74. Chrono is 280fps for all players.
75. Remember this is close quarter combat and hits will feel hot. Keep your cool at all times.
76. All players need to be chrono before entering the game field. Random chrono checks will happen thru out the event. If you’re shooting hot, you will be warned and punched once on your ID card. Also 100 point deduction for your team.
77. Any 3 times your ID card is punched for any reason is an immediate elimination from the game or event and you’ll be asked to walk off with out a refund.
78. Each whole punch is a warning. Limit is 3 times with 100 points deducted.
79. Please remember to have a REF with you whenever you are on a mission, task or shooting your launcher at a target. If you have no REF you will have no points earned for all your hard work.
Section – Role Players:
MEDIC:
1a. Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies (tape).
1b. Medic Heals are done by a player calling for the medic. The medic needs to reach the injured player with in a two-minute mark of being shot. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
1c. If a medic can’t reach an injured player with in a 2-minute time frame, that player is eliminated and must head towards the dead box.
1d. If a player is healed from his/her medic with in the 2-minute mark, they may continue to play.
1e. Only Medics can heal and need the medic ID card on them at all times.
1f. Medics can heal themselves. Up to a 3 burst shot limit. More then 3 shots on the medic at once will eliminate him. The 2 minute rule also applies to them.
HEAVY GUNNER:
2a. The heavy gunner may carry a full hopper loaded (1 Pinokio Hopper) and 4 X 140 full pods or less. All must be checked in at the check in point at the beginning of each game.
DEMO:
3a. Only Demolition players can disarm bombs and explosives or set them off.
3b. All DEMO charges need to be done by using any smoke activated device. Bring your own. No charges (smoke) no DEMO Role. All demo charges must also be placed on RED MARKED TARGETs, which have a market kill zone. Smoke may be purchased at the field.
SNIPER:
4a. Each Sniper can carry 1 X 140 pod (or less) of sniper paint given out at the beginning of field registrations and waivers. This is set for the whole event. Use as needed and plan your kills well. You will not be given any more Sniper Paint.
4b. Only the sniper can use sniper paint (provided by the field) it will be another color different from the game paint.
4c. A sniper kill to the enemy’s commander is worth 300 points.
4d. Sniper paint can eliminate the player holding the shield. If the shield is hit by sniper paint, then the player holding the shield is eliminated. That player has the choice to leave the shield in play for others or to carry it off the field when eliminated.
4e. Sniper kill is a 1 shot 1 kill rule. Doesn’t need to place the 3 burst shot rule in effect.
ENGINEER:
5a. Only Engineers can fix guns/markers/launchers/bridge
5b. Gun hits are NOT KILLS. If your gun is hit you must call for an engineer to come to you and repair the gun. The fixing of the gun is done by the engineer cleaning off your gun and taping it up with supplies given out on game day ONLY. If yours is hit you may NOT use that gun until it is repaired by your engineer. Players have a choice of carrying a secondary marker or pistol.
ARTILLERY:
6a. Only Artillery can launch rockets.
6b. Player playing Artillery Role may only carry 5 rockets with them at the beginning of the game. They may place another 15 in the supply case to be used when the supply case becomes available.
COMMANDER:
7a. Only the commander can open the mission file to receive the mission, but any player can go get it and bring it back to the commander unopened.
7b. Commanders can’t eliminate themselves from the game to avoid being eliminated by snipers. If caught they will be placed back into play by the referees and your enemy will earn the 300. This also means your own player can’t eliminate you from play. Any default use of this rule with result in a 100-point penalty.
7c. A sniper kill to the enemy’s commander is worth 300 points.
Section – Point Penalty’s
100 Point Deduction for the following:
1) Wiping off paint
2) Arguing with refs of staff members
3) Arguing with other players
4) Continuation of cursing and profanity
5) Commander illegal elimination kill
6) Carrying more paint then the rules state
7) Carrying more rockets then the rules state
8.) Improper use and role swapping
9) Dead man taking or giving away positions/tactics
10) Hoppers not modified to specifications
11) Using non-field paint
12) Having non inspected equipment
13) Bonus balling refs
14) Not having your ID card’s in clear view
15) Illegal shield size (too large)
16) Shooting hot (280 fps)
Abs,
Segue ai as regras da TTPL (Tactical Ten Paintball League - http://www.tacten.com) de 2009. Esta é a regra da competição (em ingles):
THE RULES 2009
1. All team rosters may be no larger then 15 players. Only ten players may take the field per team. No less than five players can take the field for each team per game.
2. Each player can carry more than one role per team side.
3. All players need to be registered. Players ID card need to be purchased before game day for $25 each.
4. Players may trade roles from game to game, but not during game play.
5. A team uniform is required. All members per team must resemble the same uniform. BDU uniforms are recommended, but not mandatory.
6. All markers are .68cal and depending on field location and insurance some may allow .43cal markers.
7. All hoppers need to be a 50 round hoppers, tac hopper or modified 50 round hopper by TTPL Officials. (Except the heavy gunner) If you are using your regular electric hopper you must MOD it to hold 50 balls. See video on MODS for examples.
8. All events are field paint ONLY. No outside event paint allowed. You will be warned then asked to leave with out a refund if told twice.
9. All players need to be registered on the TTPL website to participant at any TTPL Official event hosted on any field. The registration fee for 2009 is $450 per team. Please contact Hercules CEO/Founder at undertakerspaintball@yahoo.com Subject: TTPL Registration Fee.
10. Each player needs to fill out a waiver on game day.
11. Paint will vary in prices upon location. The average cost per case of 2000 balls will run from $55 to $75.
12. All teams may equip their team with all of the following tactical items: 1 Launcher, 1 slingshot launchers, paint grenades, cold burning smoke grenades, M203 grenade launchers, tactical vests, paintball mines, early detection systems, GPS, radios, 1 shield, and other special equipment. All equipment need to be checked in with officials at registration sign in, (when you first get to the field) and may vary upon fields for insurances purposes. Equipment not inspected before game day will NOT be allowed.
13. All players can carry a total of 3 pods (140 rounds each or less) and 1 empty hopper or tac hopper at game start. Also a 50 round hopper or tac hopper is required as mentioned above. They will be available on game day for sale if you can’t provide one or modify your electric hopper to hold 50 balls.
14. Be ready for inspection on your equipment before each start of each game at the check in point.
15. Each team will be given a SUPPLY CASE at check in time per game. That case is for use for the remaining 5 minutes of game time. Each team may choose to use the supply case or not. Each team can fill the supply case with whatever supplies each team feels will help them to victory. Below are guidelines of items that can be used. 1) NO MORE THEN 15 ROCKETS. 2) ALL PAINT MUST BE DIVIDED INTO PODS, NOT LOOSE. 3) GRENADES ARE LIMITED TO 10 EACH 4) EXTRA BANDAGES FOR THE MEDIC
16. Gun hits are NOT KILLS. If your gun is hit you must call for an engineer to come to you and repair the gun. The fixing of the gun is done by the engineer cleaning off your gun and taping it up with supplies given out on game day ONLY. If yours is hit you may NOT use that gun until it is repaired by your engineer. Players have a choice of carrying a secondary marker or pistol.
17. Wiping paint after being shot is illegal. No cheating will be tolerated. You will be asked to leave the field and given one warning. You will also receive a penalty of 100 points deducted from your game played. Second time you will be terminated from the game without a refund.
18. Medic Heals are done by a player calling for the medic. The medic needs to reach the injured player with in a two-minute mark of being shot. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
19. If a medic can’t reach an injured player with in a 2-minute time frame, that player is eliminated and must head towards the dead box.
20. All referees need to remove the armbands from the eliminated players heading towards the dead box.
21. All dead players need to remain inside the dead box until the games has expired. Dead man can’t talk!
22. If a player is healed from his/her medic with in the 2-minute mark, they may continue to play.
23. Injured players keep in mind if you are shot in one arm you may not use it until healed. You have the choice to use the other arm. The good arm. Same rule applies for you legs and feet. Hop if you half to or call for a medic. Can't hop no more then a few feet for cover. You must remain in that spot until the medic is at your service with any hit. (not head shot)
24. Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies (tape).
25. A player may be healed an unlimited amount of times so long as they do not take three consecutive hits or 1 headshot.
26. Headshots, Grenade hits and Nerf Rocket vicinity hits are not healable.
27. All players registered; as a special role will have special marked armbands/ID's to mark their position. Players caught removing their armband/ID's to change with another player during the match will be eliminated, and their team will be charged with a 100 point deduction.
28. Each game is a 15-minute time frame with a 5-minute window. If your late and not on the field, the game will begin with or with out you. No exceptions. Please continue to watch your game schedule and plan to be at the check in point 1 hour prior your scheduled game time to avoid any issues or forfeits.
29. The game objective is elimination format with a specific mission to be completed during the game and a flip of the flag. Point Values are: MISSION COMPLETED 300 POINTS / TEAM ELIMINATION 200 POINTS / FLIPPING HQ FLAG 100 POINTS (flag points ONLY count if the flag remains flipped at the call of the end of game. Each team still has the chance to re flip there flag back to neutral during game play.
30. Players that hit referees with uncontrolled bonus balls may be eliminated by the referee at any given time, and charged with a 100 point deduction.
31. SHIELDS: Shields may be taken out by a nerf launcher or a grenade hit.
32. If the shield is hit by a launcher/nerf rocket the shield and player are eliminated. The shield is no good and nobody can use it for the remaining of game time.
33. If the shield is hit by a grenade, the shield is eliminated and not good to use for the remaining of game time.
34. Any player hiding behind a shield while a grenade is shot will only be eliminated if the grenade splats paint on them bigger then a quarter size. No paint, then the player is still live, but if a grenade hits the shield, the shield is out.
35. Sniper paint can eliminate the player holding the shield. If the shield is hit by sniper paint, then the player holding the shield is eliminated. That player has the choice to leave the shield in play for others or to carry it off the field when eliminated.
36. If a grenade hits a shield and doesn’t break. Play is still on and the elimination attempt is resumed.
37. Paintballs that bounce of players are not considered kills.
38. Splatters are not considered kills unless the referee says it is.
39. All objects and props are to be considered live and in play at all times. Be aware of your surroundings and props and don’t always assume things to be, as they seem.
40. Bombs and explosives are active and may be used by the TTPL as a mission or prop.
41. Launchers kills are good for 10 feet from hitting "launcher kill targets". The area will be marked as a "KILL ZONE", with red lines. If your in the area at the time of the hit. Your dead. (inside SWAT House).
42. Launchers can’t be launched into the center swat house for a kill. They may only be launched at the outside wall of the swat house for a direct kill range of 10 feet behind the swat house wall. All Rocket launches should be called upon a ref before shooting to notify the proper elimination of players or mission value. If you don’t notify the ref before you shot, the elimination will not count. You must also hit the correct "KILL ZONE TARGET", they will all be marked.
43. Rocket launchers may launch nerf rockets into the enemies HQ. It must be launched at a 45-degree angel or higher and it must land on the KILL ZONE TARGET on the HQ. Its kill zone is again 10 feet and marked as a Target to hit. It also needs to be brought to the refs attention before launching for proper elimination.
44. Launchers will take out players hiding directly behind any bunker, with in a 3-foot kill zone range from that bunker, or best call made by the referees.
45. The mission trucks or mission location area can’t be destroyed by launchers, but can eliminate players hiding behind or around it with a 3-foot kill zone, or best call made by the referee.
46. Third parties may be used by the TTPL to conduct a mission. Be aware and stay alert at all times.
47. Tanks are not allowed.
48. The heavy gunner may carry a full hopper loaded (1 Pinokio Hopper) and 4 X 140 full pods or less. All must be checked in at the check in point at the beginning of each game.
49. Only Medics can heal and need the medic ID card on them at all times.
50. Only Demolition players can disarm bombs and explosives or set them off.
51. Only Engineers can fix guns/markers/launchers/bridge
52. Only Artillery can launch rockets.
53. Only the commander can open the mission file to receive the mission, but any player can go get it.
54. Only the sniper can use sniper paint (provided by the field) it will be another color different from the game paint.
55. Each Sniper can carry 1 X 140 pod (or less) of sniper paint given out at the beginning of field registrations and waivers. This is set for the whole event. Use as needed and plan your kills well. You will not be given any more Sniper Paint.
56. A sniper kill to the enemy’s commander is worth 300 points.
57. Commanders can’t eliminate themselves from the game to avoid being eliminated by snipers. If caught they will be placed back into play by the referees and your enemy will earn the 300. This also means your own player can’t eliminate you from play. Any default use of this rule with result in a 100-point penalty.
58. Friendly fire is a kill or needs to be treated by a medic.
59. Headshots can’t be healed.
60. Medics can heal themselves. Up to a 3 burst shot limit. More then 3 shots on the medic at once will eliminate him. They also have 2 minutes to do so.
61. Once all scenario supplies are used up, no more will be issued during game time.
62. If the HQ flag is captured before the last 5-minute of game play, the supply case may not be used. The supplies will remain inside the HQ until the end of the game.
63. Each player may carry 1 each grenade into the start of the game.
64. Player playing Artillery Role may only carry 5 rockets with them at the beginning of the game. They may place another 15 in the supply case to be used when the supply case becomes available. No other player may carry rockets.
65. All DEMO charges need to be done by using any smoke activated device. Bring your own. No charges (smoke) no DEMO Role. All demo charges must also be placed on RED MARKED TARGETs, which have a market kill zone. Smoke can also be bought at the field.
66. Trip wire devices may be used. (Depending on fields/insurance)
67. Paint Landmines are legal to use. No limit to how many
68. Only 1 shield per team is allowed. The size of the shield can’t be any bigger then 4 feet tall and 2.5 feet wide. Official SWAT/POLICE shields are recommended.
69. No blind firing around corners or behind your shield. You must have your head showing in order to shoot from behind your shield, unless it’s a CLEAR shield or has a window with in it.
70. Team captains must sign off all games once the game has finished. There is no disputing the matter once it has been signed off.
71. The ref’s call is final. Good or bad, the play must go on. Take up any disputes to the head ref at the check in point or TTPL tent.
72. Respect all calls made by the officials.
73. Sportsmanship and honor is expected from each player.
74. Chrono is 280fps for all players.
75. Remember this is close quarter combat and hits will feel hot. Keep your cool at all times.
76. All players need to be chrono before entering the game field. Random chrono checks will happen thru out the event. If you’re shooting hot, you will be warned and punched once on your ID card. Also 100 point deduction for your team.
77. Any 3 times your ID card is punched for any reason is an immediate elimination from the game or event and you’ll be asked to walk off with out a refund.
78. Each whole punch is a warning. Limit is 3 times with 100 points deducted.
79. Please remember to have a REF with you whenever you are on a mission, task or shooting your launcher at a target. If you have no REF you will have no points earned for all your hard work.
Section – Role Players:
MEDIC:
1a. Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies (tape).
1b. Medic Heals are done by a player calling for the medic. The medic needs to reach the injured player with in a two-minute mark of being shot. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
1c. If a medic can’t reach an injured player with in a 2-minute time frame, that player is eliminated and must head towards the dead box.
1d. If a player is healed from his/her medic with in the 2-minute mark, they may continue to play.
1e. Only Medics can heal and need the medic ID card on them at all times.
1f. Medics can heal themselves. Up to a 3 burst shot limit. More then 3 shots on the medic at once will eliminate him. The 2 minute rule also applies to them.
HEAVY GUNNER:
2a. The heavy gunner may carry a full hopper loaded (1 Pinokio Hopper) and 4 X 140 full pods or less. All must be checked in at the check in point at the beginning of each game.
DEMO:
3a. Only Demolition players can disarm bombs and explosives or set them off.
3b. All DEMO charges need to be done by using any smoke activated device. Bring your own. No charges (smoke) no DEMO Role. All demo charges must also be placed on RED MARKED TARGETs, which have a market kill zone. Smoke may be purchased at the field.
SNIPER:
4a. Each Sniper can carry 1 X 140 pod (or less) of sniper paint given out at the beginning of field registrations and waivers. This is set for the whole event. Use as needed and plan your kills well. You will not be given any more Sniper Paint.
4b. Only the sniper can use sniper paint (provided by the field) it will be another color different from the game paint.
4c. A sniper kill to the enemy’s commander is worth 300 points.
4d. Sniper paint can eliminate the player holding the shield. If the shield is hit by sniper paint, then the player holding the shield is eliminated. That player has the choice to leave the shield in play for others or to carry it off the field when eliminated.
4e. Sniper kill is a 1 shot 1 kill rule. Doesn’t need to place the 3 burst shot rule in effect.
ENGINEER:
5a. Only Engineers can fix guns/markers/launchers/bridge
5b. Gun hits are NOT KILLS. If your gun is hit you must call for an engineer to come to you and repair the gun. The fixing of the gun is done by the engineer cleaning off your gun and taping it up with supplies given out on game day ONLY. If yours is hit you may NOT use that gun until it is repaired by your engineer. Players have a choice of carrying a secondary marker or pistol.
ARTILLERY:
6a. Only Artillery can launch rockets.
6b. Player playing Artillery Role may only carry 5 rockets with them at the beginning of the game. They may place another 15 in the supply case to be used when the supply case becomes available.
COMMANDER:
7a. Only the commander can open the mission file to receive the mission, but any player can go get it and bring it back to the commander unopened.
7b. Commanders can’t eliminate themselves from the game to avoid being eliminated by snipers. If caught they will be placed back into play by the referees and your enemy will earn the 300. This also means your own player can’t eliminate you from play. Any default use of this rule with result in a 100-point penalty.
7c. A sniper kill to the enemy’s commander is worth 300 points.
Section – Point Penalty’s
100 Point Deduction for the following:
1) Wiping off paint
2) Arguing with refs of staff members
3) Arguing with other players
4) Continuation of cursing and profanity
5) Commander illegal elimination kill
6) Carrying more paint then the rules state
7) Carrying more rockets then the rules state
8.) Improper use and role swapping
9) Dead man taking or giving away positions/tactics
10) Hoppers not modified to specifications
11) Using non-field paint
12) Having non inspected equipment
13) Bonus balling refs
14) Not having your ID card’s in clear view
15) Illegal shield size (too large)
16) Shooting hot (280 fps)
Abs,