GENERAL KILLS: The general can only be killed the
following ways:
1. Is shot by an enemy player who is taped with enemy
colors.
2. Is in the Command Bunker (CB) when it is destroyed.
3. By a spy, with an assassination card, who has enemy
color arm tape or no arm tape.
4. With poison or explosives card, or with a Scenario
Director's authorized Prop. (see Props)
5. When outside the CB he/she may be killed same as any
other player on the field.
6. General kills are worth 100 points inside CB and 50
points when outside CB.
7. XO kills are worth O points.
8. Generals are not to be off the field for more than
45 minutes per session.
(Sessions are game on until dinner break,
dinner break until end of night play, Sun. start to game end)
40 ft Command Bunker Safe Area (See Command
Bunker)
COMMAND BUNKER (CB) The Command Bunker (CB) is
a netted in Safe area where the
General and his XO run the game. A base referee
must be present in the base at times when the game is in play.
1. Only the General and XO are allowed to have markers
in the CB! Markers must have a Barrel Blocking
Device (BBDs)!
2. NO firing of any kind into or out of the Command Bunker!
3. For game proposes the CB is assumed to be a
hardened Bunker.
4. Usually being small, the only people in the CB should
be the General, his/her XO, the Base Ref and
sometimes a radio operator.
5. It is up to the General who he/she lets into the CB.
6. Other than the base Referee, no other refs should
be in the CB, except the mission Refs who are receiving
or returning from missions. Refs will
not "hang out smokin & jokin" in the CB or around it.
Destruction of the Command Bunker
1. A Satchel charge must touch the
CB wall, floor, roof, or be inside the CB.
2. Spy detonates an explosive card
or places a timed bomb card inside the CB. (see Game Action card)
3. The CB must be taped with demo
tape to be destroyed. If the CB does not get taped off, people died, but
the CB is
still useable.
4. If CB is taped off, an engineer
must rebuild the CB before it can be back in play.
5. No equipment or personal items
may be taken from the inside of the CB. Game related props may be
taken at any time
by live players with approval of a referee.
40 ft Command Bunker Safe Area
No player can be eliminated within 40 ft of that player's
CB by another player with the same color arm tape. The 40 ft diameter around
the CB is to be a
friendly area where players can be comfortable in the
fact that they can not be eliminated by someone with their same color arm
tape.
This rule is designed to help base security, and command
staff relax and talk with the other players.
BASES BLOWN AND/OR BASE OVERRUNS: A Base is the
area (50ft give or take) immediately around the Command Bunker that may
or may not be
fortified with walls, bunkers, cars, trees, or other
obstacles for players to hide behind, in, or around.
1. The base may be overrun at any time. Overrun
means that enemy players are in the base and holding the
area. These enemy players can
only hold the area for 20 minutes, after which time all enemy players must
move at least 300 feet away
from the CB to allow the other team to secure their base.
2. Any player shot within 75 ft of their own base MUST
RETURN to the nearest entry point and then back
to their base to tag in. A player
cannot get shot in their own base and just tag back in.
3. There is no way for enemy players to blow the whole
base. They can only blow the Command Bunker.
See Command Bunker.
4. Bunkers, buildings, other structures and sections
of walls, may be blown up or destroyed. (See LAW/ RPGs)
ELIMINATED PLAYERS: Any player that points their
marker UP with or with out a Barrel Blocking Device (BBD) on
is an eliminated player and must leave the playing
field immediately!
All eliminated players with markers must put their marker
on safety, put a Barrel Blocking Device (BBD) on their barrel and point
their marker UP and leave the playing field immediately.
Eliminated players do not talk other than to say "Dead
player or Dead man walking" Players may be eliminated one or more of the
following ways:
1. Shot with a paintball that breaks or spatters larger
than a quarter anywhere on the player and/or on that player's gear/equipment.
2. Grenade splatter larger than a Pea. No grenades at
night.
3. In a building or near an object when it is hit by
a LAW/RPGs or Satchel. (See LAW/RPGs )
4. Hit players may call for a medic for TWO (2)
minutes, if a medic does not heal them within the two (2) minutes then
that player is OUT and must leave the field.
5. Players calling for a medic may NOT MOVE.
6. If the player calling for a medic is shot in the head,
they are OUT.
7. All hits count and no paint checks for players wearing
Guillie suits. (See Guillies)
8. At Night all hits count and No paint checks.
CAPTURED PLAYERS: All captured players with markers
must put their markers on safety, put a Barrel Blocking Device (BBD) on
the barrel and point the barrel DOWN.
Capture a player one of the following ways.
1. The player was asked to "take the hit" and chooses
to be captured.
2. The player surrendered to enemy players.
Captured players will be escorted back to the CB for
interrogation. The captured player may be held for 15 minutes after which
time a Referee will take the captured player
a safe distance away from the base (minimum of 150 feet)
and release him/her. The captured player does not have to tell the truth
during the interrogation.
DEMOLITION EXPERTS are players that have received
a demo expert card and are allowed to "blow" things up.
1. Since the field no longer provides satchels, all satchels
must be approved by the Head Referee prior to the start of the game on
Saturday
2. All Demo Experts must have a Demo Expert I D card.
3. Demo Expert cards are given out at registration.
4. An Explosive card must be in the satchel charge bag
at time of use.
5. Buildings destroyed by Satchel charge must be taped
off to be destroyed. The person taping off the building is neutral and
may not be eliminated or eliminate any other player.
Once the building is taped with the ribbon tape that
is provided, the inside is out of play until the building is rebuilt by
an Engineer. (See Engineer)
6. If the second or third floor was destroyed, then the
stairs, ramp, or ladder is to be taped.
7. Satchel charges are the only thing that can destroy
a Command Bunker.
8. Demo Experts can disarm explosives and booby traps.
Example: A briefcase is brought to the base and is opened by a demo expert.
The demo expert finds an explosive card inside that would
"explode" when the case was opened, but because a demo expert opened it,
he is able to "disarm" it, therefore it does not explode.
LAW/RPGs are devices other than paintball markers
that use compressed air or CO2 to shoot nerf-type rockets or multiple
paintballs.
1. All LAW/RPGs launchers must be approved by the Head
Referee and/or Scenario Director.
2. All LAW/RPGs must chrono at or under 240 fps.
3. All LAW/RPG launchers must have a Barrel Blocking
Device (BBD).
4. After the LAW/RPG is approved, players may get their
Demo packet from registration. The Demo packet will have their LAW/RPG
cards and ribbon tape.
5. Players with LAW/RPGs must have LAW/RPG cards in order
to use them.
6. LAW/RPGs may only be fired at hard structures i.e.,
bunkers, walls, bridges, towers, buildings, or vehicles, NEVER at
people.
7. If the projectile hits a structure, that structure
is destroyed and any players within 5 ft are eliminated. Players cannot
be eliminated by shooting a rocket at the ground, trees, bushes etc...
8. Buildings destroyed by LAW/RPGs must be taped off
to be destroyed. The person taping off the building is neutral and may
not be eliminated or eliminate any other player.
Once the building is taped with the ribbon tape that
is provided, the inside is out of play until the building is rebuilt by
an Engineer. (See Engineer) LAW/RPGs cannot destroy Command Bunkers.
ENGINEERS are players who have an Engineer ID card,
which allows them to rebuild destroyed structures.
1. Engineers must have an Engineer ID Card.
2. Engineer ID Cards are given out at registration.
3. To rebuild structures, an engineer must find a referee,
present the appropriate number of Reconstruction Card(s), remove and wrap
up the "Demolition Tape". (See Demolition Expert)
4. The witnessing referee will dispose of the tape and
collect the reconstruction card.
5. Engineers may be issued keys by the Prop Master or
Scenario Director to reopen bridges or retrieve objects that are chained
or locked (if applicable).
6. Engineers can disarm explosives and booby traps. Example:
A briefcase is brought to the base and is opened by an engineer. The engineer
finds an explosive card inside that would "explode"
when the case was opened, but because an engineer opened
it, he is able to "disarm" it, therefore it does not explode.
MEDICS are players that can heal others players
that are shot.
1. Medics must have a Medic ID Card packet.
2. Medics must GO to the hit player within Two (2)
minutes. Hit players may not move.
3. The medics must write the hit player's number down
and wipe the hit paint.
4. Medics cannot heal head shots.
5. Medics cannot heal themselves.
6. There are no medics at night.
7. Medics must wear White tape or a medic arm
band on one arm in addition to their team's arm tape color.
8. One Field Surgeon with three (3) other players
may set up a Mobile Reinsertion Point in any structure on the field to
"resurrect" dead players.
The Field Surgeon and 3 players must stay at the Mobile
Reinsertion Point while it is active. If the Field Surgeon is eliminated
then the Mobile Reinsertion Point is down.
The Mobile Reinsertion Point is given out by Central
Command at the General's request.
The Field Surgeon may "HEAL" up to 20 dead players and
may only be used four (4) times in the game.
The general must get approval from Central Command before
deployment.
SPIES, AGENTS, and SABOTEURS are game theme specific
characters within the game that are given special abilities by the Scenario
Director.
1. Must have Spy, Agent or Saboteur ID cards and Bracelet
on them at all times.
2. Spies, Agents or Saboteurs must receive the opposing
teams arm tape from the opposing team.
3. Spies, Agents or Saboteurs are the only players that
may insert Hot if they choose. "Hot" meaning live.
4. Spies, Agents or Saboteurs may insert hot only
one (1) time every hour. Exemption Rule #5
5. Spies, Agents, or Saboteurs may insert hot at their
teams insertion as many times as they wish, provided that their insertion
is separate from the other teams insertion.
6. Spies, Agents or Saboteurs are the only players that
can insert anywhere they wish. Those being any insertion, under netting,
under tape line,
but NO closer than 150 feet from the Enemy CB or 50 feet
from field entrance.
7. Spies, Agents or Saboteurs are the only players that
may wear the opposing team's arm tape color or no tape at all.
(See Command Bunker - 40ft Safety Area rule)
8. Spies, Agents or Saboteurs must remove enemy arm tape
when eliminated.
9. Spies, Agents or Saboteurs may take actions against
player characters off of the main playing field
in areas designated by the scenario director. ( i.e.
pavilion, stage, cave etc. )
GUILLIE SUITS are jackets and/or pants that players
may wear that add extra camouflage. Guillie suited players act as snipers,
perform ambushes, or set up listening posts.
1. All paintball hits count and no paint checks.
2. Guillie suited players may cover their arm tape as
long as they are in a gillie suit and performing sniper/ ambush functions.
3. Guillie suited players with covered arm tape may not
enter an enemy base or come within 50 feet of the enemy command
bunker.
4. Guillie suited players may not do the "dead man's
walk".
MISSIONS are objectives that is given to the general
to complete in order to earn points for their team.
1. Missions may be received via radio or on a printed
card that is delivered to the CB.
2. Once the mission is received the General or acting
general has 15 minutes to get to appropriate players to the objective.
3. If the general leads the mission and is not eliminated
when the mission is completed, that mission is a General lead mission and
worth double points.
General Lead must be noted on the Mission card.
4. Mission Cards must be filled out clearly and properly.
This is the responsibility of the General, XO, or radio operator.
5. The mission Referee's Initials must be on the mission
card clearly, so command can read them for later reference.
6. Mission Complete or Incomplete must be clearly printed
and circled on the mission card by mission referee.
7. It is important that the mission referee turns in
the mission card after the mission to the base referee for point tallying.
Mobile Swing Missions
There are multiple Flag Points across the field. One
(1) flag will be activated and relayed to the Generals. The flag will
stay
active for 40 minutes.
Points are awarded to the team with their flag color
at the top.
Special Ops Missions
1. Special Ops missions are special High-Risk
missions that generals may use to gain extra points.
2. Special Ops missions will be given to the generals
in their General packets. The missions will be in numbered sealed envelopes
and are not to be opened until Command has given
approval to open and perform the mission.
3. SpecOps Mission envelopes that are opened without
approval will be given negative points.
4. SpecOps Missions that are opened and not given a reasonable
attempt to complete will be given negative points.
PROPS are objects in the game that are related
to the story line of the scenario.
1. Props maybe worth points.
2. Props must remain in the playing area while the game
is in play.
3. If a player is carrying a prop when he/she is eliminated
that player must drop the prop were they were eliminated.
4. Props may only be turned in for points 1 hour before
game end, :final battle or when approved by scenario director.
5. Disassembled or destroyed props are worth O points
or possibly negative points.
6. Paint mines/ claymore mines maybe used on the :field
with breakable string only. Mines are the responsibility of the owner of
the mine.
7. No lasers or pyrotechnics.
8. Player made props are welcome, but must be approved.
GAME ACTION CARDS are cards that allow a player
to take or perform an action.
1. Fast-acting Lethal Poison is used to "poison"
a player.
2. Antidote Card to counter the poison Card.
3. Truth Serum "makes" a player tell the truth
4. A 007 Card is given to a Spies, Agents or Saboteurs
to assassinate a general.
5. Character Assassination Card is given to a
Spies, Agents or Saboteurs to assassinate other characters.
6. Explosives Card is used to "blow" things up.
This card must be in or on an object that is larger then a baseball.
7. LAW/RPG Cards are given to Demolition experts
to "blow" things up.
8. Reconstruction Cards are given to Engineers
to rebuild the things that are "blown" up.
9. Medic Cards are used by medics to "heal" wounded
players.
10. Any special card that the Scenario Director creates
for a specific game theme.
AIRCRAFT are on a backpack-style frame with a colored
flag that is "flown" around the field.
Players are "flown" by holding on to a rope attached
to the Aircraft.
1. These missions must be initiated by the Commanding
Officer at his base.
2. The radio operator calls in the operation. A referee
will arrive, carrying the appropriate flag and a 10 foot white rope.
The General will then give the judge the coordinates
he wants the aircraft taken to.
3. AIRCRAFT SURVEILLANCE/RECONNAISSANCE: The aircraft
is given 30 minutes of flight time (round trip) for a recon run.
Two players may hold on to the rope but may not be armed.
4. AIRCRAFT INSERTION and EXTRACTION: The aircraft
only has enough fuel for 20 minutes of flight time for insertion or extraction.
Five players may attach themselves to the rope, but may
not use their weapons while in flight, or be fired on by the enemy. (If
a player lets go of the rope, he will plummet to his death).
An aircraft may be taken out of action with a Law Rocket
or an RPG. Law Rockets/RPG's and LAW/RPG cards are in the possession of
the Demolition Experts and must be turned in to a judge
at the time of use. (At no time may a LAW/RPG actually
fire upon an aircraft or its passengers - only cards given to a referee
will work.)
Pilots may be given Bomb cards that they can use
to bomb enemy players, if said players are within 150 feet.
NIGHT PLAY
1. Night vision goggles must be approved by the Head/Ultimate
Referee.
2. Night vision goggles may only be used after 8 pm.
3. All hits count. There are NO Medic Heals
during night play.
4. No grenades or law rocket/ RPGs at night.
5. No tanks at night.
REFEREES are at the event to provide a safe playing
environment.
1. DO NOT argue with referees or judges. Their
word is final. If you do argue you will be asked to leave the game for
a period of 30 minutes.
2. At nighttime referees will be carrying cylurne sticks.
They
are the ONLY CYLUMES allowed on the field, other than infra-red.
No other players are allowed to carry or use cylurnes.
If you are caught using any cylurne, you will be ejected from the nighttime
portion of the game.
CLOTHING
1. All people on the field of play must wear appropriate
shoes that cover the whole foot.
2. All persons on the playing field must wear long or
short pants that are appropriate.
3. All persons on the playing field must be wearing an
appropriate shirt/jacket.
4. No clothing that may be deemed offensive or unsafe.
ARM TAPE: Each side or "army" has their own color
arm tape, which is give out by the general, at the base.
1. Players must show their ID badge (dog tag) and player
character cards to get taped.
2. A player may only be taped with the opposing teams
arm tape color if they are a Spy, Agent or Saboteur.
3. Generals must have two bands of arm tape on one
arm, 1 inch apart.
4. Players with enemy arm tape on who are notSpies,
Agent or Saboteurs will receive negative points.
5. Arm tape is to be on an arm and visible at
all times.
6. Only arm tape that is provided by the Scenario Director
may be used. Goggles: Must be full face to include the ears and ASTM approved.
GOGGLES MUST BE ON YOUR FACE AT ALL TIMES WHILE ON THE PLAYING FIELD!
MARKERS must be .68 caliber that shoot paintballs
using compressed air or CO2.
All markers must be chronographed at 280 feet per
second for day play and 250 FPS for night play.
ID tags must be punched to enter the playing field.
Paintballs must be Event paint only.
See Air station Employee for rules on air/CO2 tank condition and hydrostat requirements.
TANKS come in all shapes and sizes, for this reason
all tanks must be approved by the Game Director and the field owner
before the event.
A tank is an "armored" vehicle that can carry 1 or more
players. A tank may have two or more tires and may or may not have a motor
to propel it.
Tanks usually have a main gun that shoots nerf-type rockets
or multiple paintballs.
1. Tanks must be motion at all times.
2. Tanks must have fully functional brakes.
3. The speed limit for tanks is the walking speed of
the Referee that is with that tank.
4. Tanks have a 30 minute time limit on the field and
30 minutes off the field.
5. Tanks are not live until it checks into the Command
Bunker for orders.
6. Destroyed tanks have a 15 minute down time.
7. Tanks must have their team color visible 360 degrees
and large enough to be seen 100 feet away.
8. Tanks must fly a white flag when not in play.
That being, entering the field in route to CB or destroyed and exiting
the field.
9. All players in the tank must be wearing goggles.
10. Tanks may not shoot the main gun at players, only
at objects. (Nerf cannon LAW/RPG)
11. Tanks must provide their own Referees.
PLEASE REMEMBER THESE RULES