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Platoon Leader:
A Military Simulation Scenario Game for Paintball
Has Been
Rescheduled to Be Combined with FULDA GAP 2008.
- Details coming
soon -
The time has come for a
return to the original military theme of the scenario game.
The conflict will be a Company versus Company format, with an initial
player cap of 100 personnel per side. Within these Companies will be
platoons, and within those will be smaller squads and teams of four to
six members. Everyone on a team will have a responsibility, and a chain
of command will be established before the game.
Scoring will be based on team activities, notably accomplishing missions
dictated by off field higher commands (Battalion HQ or TOC). These
missions will vary in scope and intensity and may be part of the Company
Commander or Platoon Leader’s individual strategy. Points will be given
for completed and successful missions. Points may be deducted for failed
missions and rule violations. Accumulation of the most points at game
end determines ranking and prizes for the teams.
Registration:
Teams (of a minimum of 6 players) must pre-register by 21 July 2008.
Teams of 10 players or more receive a 10% discount. Individuals who wish
to play, but do not have a team affiliation, are encouraged to email
Ferg at info@cdpaintball.com to be placed on an aggregate team. No
walk-on players will be allowed on the day of the game.
Fees: $75.00 per player
The fee includes field fee, a meal ticket or MRE, all day air/CO2 fills,
six 30 round Tac pods, a 40 rd hopper or Tac cap, and all paintballs
used during the event (more on this later, but yes, you read that
correctly). Paint will be ProBall Red or a suitable mid grade
substitute.
Schedule:
Game will be on 2 August 2007 from 0800-1730.
Camping will open at 1400 1 August 2007.
Check in will begin at 0800 thru 1000.
Game start between 1000 and will continue thru 1700.
Awards and prizes distributed at 1730.
Command Decisions Wargames Center www.cdpaintball.com
Home of the Fulda Gap
Information on Check in and Game
Play Procedures
This game format is designed for military efficiency, even in the check
in procedures. Players will enter the camping areas as directed, and
will check in with their headquarters. In general, you will not need to
come to the store before or during the game, as all your logistical
needs will be met at your sides HQ. Safety and rules briefings will be
accomplished at the two sites as well.
In general-
• Park and camp in the areas designated for your side.
• Locate your Headquarters for check in and Platoon assignment.
• Turn in your HPA or CO2 tanks for filling. Make sure they are clearly
marked with your name and unit number. Staff will fill your tanks for
you and return them to your Platoon. During the course of the game, this
cycle will be repeated by staff as needed.
• Locate your Platoon Headquarters tent and meet with your leadership.
Your Platoon leader will issue you a Ration Card for your paint.
• Go to supply and meet with a staff member or First Sergeant for
issuance of your initial battle load of paint, grenades, meals, and
other consumables. If you have a special weapon, the First Sergeant will
endorse your ID card.
• Test fire and chronograph your weapons at your unit’s range.
Should you need any parts, snacks, or just want to say hello, you have
free time until 0930. Stay away from the other team’s encampment.
At 0930 you need to be at your
Platoon tent (in full kit-ready to play) for mission brief.
In the event you have a marker reliability issue, a spare weapon will be
issued to you from supply while it is being serviced. This will be
offered during the course of the game.
In general, once play starts, you will not need to come off the field
for any reason. Your paint and air will be provided to you in the field
as much as possible, as well as your meal. Your leadership may pull you
off the field back to HQ for rest and resupply, but do not take it upon
yourself to leave the field of battle unless authorized to do so.
Remember, this is less a paintball game as it is a military simulation
using paintball as a tool. Please treat the game, and your fellow
participants, with respect and honor.
Platoon Leader Game Rule Set
The following rules are designed to create the most realistic playing
environment for the dedicated Mil-Sim enthusiast, while providing an
entertaining experience.
I. Marker, Chronograph and
Technology Rules:
I.A. Military Simulation markers (Mil-Sims) will be the required marker
to play with this rule set. Mil-Sims are those markers designed,
modified, or rebuilt to mimic real steel firearms in size, weight, and
configuration. All markers shall be colored a combination of wood tone,
matte black, matte olive drab, matte tan or camouflaged. Markers not
meeting the color restrictions must be covered by paint, tape or cloth,
so that none of the original color is showing. In this rule set, guns
have different velocity limits, depending on style of action, size and
use.
I.A.1. Individual Weapons-
Standard Markers (Rifles) 270 FPS Max
Must be a “military-simulator” with either a fixed or folding stock or a
dedicated bullpup design; have a minimum barrel length of 12 inches; a
minimum overall length of 30 inches (stock extended); and will be
limited to a 40 round hopper (or 40 round Tac-Cap for Cyclones/Rip
Clips).
Submachine Guns/Pistols 260 FPS Max
Must be a “military-simulator” with either a fixed, folding, or no
stock; whose overall or barrel length does not meet the criteria of a
standard marker (rifle); and will be limited to a 40 round hopper (or
Tac-Cap for Cyclones/Rip Clips). Pistol(s) must be on safe and holstered
unless in use. If the holster is of a closed bottom design and the
barrel of the pistol(s) is not exposed, no BBD will be required. If the
holster is of an open design and the barrel of the pistol are exposed,
then a BBD must be used when the pistol is holstered.
Sniper Rifles 300 FPS Max
Must be a “mil-sim” with a minimum barrel length of 16”, with 30 inches
overall, and a bipod. Sniper guns will be limited to semi automatic only
and are limited to no more than a 20 round capacity. They must be
equipped with some sort of optic, including Red Dot Scopes. Minimum
engagement of 50 feet- which translates into no fire within 50 feet! A
sniper must have an endorsement on their ID cards indicating they have
been approved by their First Sergeant.
I.A.2. Support weapons-
Squad Automatics 280 FPS Max
Must be a “Mil-Sim” with a minimum barrel length of 16”, with 30 inches
overall, a bipod, and with a maximum of a 200 round hopper. It must also
weigh at least 8 pounds loaded. An automatic fire capability is
not required, but suggested. Squad automatics are authorized one per
five soldiers.
Emplaced Guns 300 FPS Max
Must be an automatic fire “mil-sim” with a minimum barrel length of 18”,
with 36 inches overall and may have any size hopper. It must be equipped
with some sort of pedestal mount or tripod and weigh at least 20 pounds.
Minimum engagement of 50 feet, no closer. Emplaced guns are fed from
support weapon pods or support paint only. A machine gunner must have an
endorsement on their ID cards indicating they have been approved and
trained by their First Sergeant.
Rocket Propelled Grenades 220 FPS Max
Rocket Propelled Grenade Launchers (RPGs) are simulated anti-armor
weapons that use low pressure, high volume air cylinders or chambers to
launch rubber or foam Nerf rounds. These pressurized containers or
vessels cannot be PVC or any other plastic, and steel is recommended. It
is highly recommended that players use commercially manufactured
launchers. Players may not launch anything else other than commercially
available Nerfs. RPGs may be used against tanks and bunkers. Minimum
engagement of 50 feet, no closer. A RPG gunner must have an endorsement
on their ID cards indicating they have been approved and trained by
their First Sergeant. RPGs are authorized one per 20 soldiers.
I.B. Chronograph
Players must chronograph before game, leaving FTOCs or HQs, and at the
end of play. In addition, a chronograph enforcement referee will be on
patrol during the course of the game. If a player is found in violation,
they must retire back to their home base and retire the gun until it is
put back within limits. Players must velocity check before a Referee or
First Sergeant.
I.C. Modes of Fire
Markers may be operated in semi auto, three round burst, or full
automatic modes only. There will be a 13 ball per second limit, even in
semi automatic. No “ramping” or other artificially enhanced modes of
fire.
I.D. Marker size augmentation
High pressure air or CO2 tanks screwed into rear of marker may count as
a stock for the purposes of determining overall length provided they
meet the color requirements. Barrel extensions, such as fake
suppressors, Apexs, flash hiders, or shrouds, may be used to provide
barrel length.
I.E. Safety Devices
All markers must have a functioning manual or electronic safety. Barrel
sleeves are the ONLY Barrel Blocking Devices (BBD) authorized. Players
not having barrel sleeves are prohibited from playing until a proper BBD
has been obtained. ALL markers require a BBD, while in the parking lot,
camping areas, staging areas, and buildings.
II. Paint limit rule:
II.A. The maximum amount of paint that any
player can carry on the field at any one time is 500
paintballs. This includes the hopper.
II.B. Paint Limit Exceptions
II.B.1. One player per 5 man team will be
considered an auto rifleman (SAW Gunner) and will be allowed to carry
a total of 800 balls.
II.B.2. At the request of the team leader,
a supply runner(s) may bring forward up to 2000 paintballs (each) in a
sealed container. The resupply runner must first see the First Sergeant
or any officer in the base camp for issue authorization.
II.B.3. Players manning a crew served
weapon may carry ammo for the heavy weapon in ammunition cans, limited
to 500 paintballs per can with 5 pounds of additional weight in the can.
The paintballs may only be used in the heavy weapon, and will be issued
by the First Sergeant. An unlimited amount of ammunition may be
placed with the support weapon when it is emplaced, provided it is
stored in its ammo can.
II.B.4. Players may only be issued paint at
their base camp or FTOC unless specifically authorized by their
Platoon Leader. Any time the players are in the base camp, they can
resupply with authorization or issuance by a supply sergeant to their
limit.
II.B.5. In the course of the game, any
player caught violating the paint rule must return to their home base
for “counseling” by the platoon leader or the First Sergeant. Points
will be deducted for each offense.
II.B.6. Since only a certain amount of
paint (ammo) will be in the base station at any one time, the First
Sergeant may order additional supplies to be delivered by truck onto the
field to the base camp. However, this supply vehicle can be interdicted,
or destroyed by RPG fires or mines.
II.B.7. RPG gunners may only carry 3 Nerfs
Rockets on them at any one time, and may not retrieve Nerfs once fired.
Refs will recover fired Nerfs and return them to supply.
III. Uniform rule:
III.A. Players for each side will be
assigned a team color- either Green base (OD fatigues, BDUs, DPM,
Flectarn, etc.) or Tan base (tan fatigues, DCU, Multicam, Desert DPM,
etc.). Players must be wearing camouflage or utilities, both top and
bottom, of their side’s color as a means of differentiating teams.
Jerseys may be allowed provided they are subdued, matte, or camouflage,
and correspond with the side’s color.
III.B. Load Bearing Equipment is highly
recommended, and should be military spec. Paintball Rear packs or pod
belts (6+1, etc.) are not allowed. Although load bearing equipment
may be any color, it is recommended that it is the same color base as
your uniform type.
III.C. At a minimum, each player should be
wearing a web belt with a canteen, or have a hydration pack for their
own personal water kit.
IV. Points:
IV.A. Points will be determined at a
pre-set interval and will be based on an established pre-game schedule.
IV.B. Points will be awarded to the Platoon
and team for the following:
• Territory held at phases (as defined by mission)
• Missions accomplished (varies, but 50-100 points)
• Enemy dead (based on casualty card use/reassignments 10-15 points)
• Enemy wounded (1 point)
• Bonus points (given by Refs or NPCs) (varies, but 25-50 points)
IV.C. Points will be deducted for:
• Failed missions (varies, but 25-50 points)
• Overshooting/Unsportsmanlike conduct (25 points per)
• Civilians (NPC) killed or injured (5-100 points per)
• Ammo violation (25 points per)
• Chronograph violation (25 points per)
V. Medic and Hit rules:
V.A. The purpose of medics is to allow
commanders to keep their troops in play, tend to the serious logistical
problem of treating wounded, and allow medics simulated trauma
experience.
V.A.1. Medics are special players for the
event, who will have ID cards specifically marked indicating their
status. Medics should be recruited from public safety agencies, the
medical field, or from military medical specialties and should have at
least basic trauma training.
V.A.2. While medics may carry markers, it
is recommended they only carry pistols due to their special duties.
V.B. Casualty Cards will be issued to each
player at the beginning of the game.
V.B.1. Each player will have a sealed
“casualty card”, initially issued by game staff, which will be presented
to a medic if hit, unless it is clearly a head shot. Casualty cards will
list the level of treatment necessary to keep the player in the game at
that time, or will present a special level of care for an attending
medic, including littering a player out. Casualty cards will be
designated as Major or Minor, with minor injuries able to be treated by
the medic on the field. Major injuries will require in-field
stabilization by the medic and the player must be evacuated to the FTOC
or HQ by litter, fireman’s carry, or escort. Remember, wounded
players cost fewer points than KIA players, so it is best for your side
to use your casualty cards.
V.B.2. When hit, a player will announce
“hit, hit, hit”, and will immediately lie down. They will then
retrieve their casualty card and read it. The player must follow the
directions, within safety reasons, of what that card states. Casualty
cards will give very, very specific directions, to be read by the player
and the medic. They may not be able to yell, or they may get to scream
like a little girl.
V.B.3. Generally if a player is killed by
their casualty card, receives a head shot, receives an additional hit
while lying for a medic, or “times (bleeds) out” due to untreated
wounds, they must return to their home base or forward aid station and
see their First Sergeant for reassignment and re-issuance of a casualty
card. Only the First Sergeant or Company Commander can issue a new
casualty card.
However, if a medic
is present the hit player may call for that medic to treat the player
according to the medical rules listed on the casualty card. A medic must
generally begin treatment within 3 minutes after the hit; otherwise the
player is “bled out”. If no medic is present or is eliminated, the
player must return to their home base or FTOC to see their First
Sergeant or Company Commander for a new casualty card.
V.B.4. Hit players may be pulled behind
cover by fellow team members. They may also be littered, carried, or
dragged to the medic provided that their casualty card allows it.
V.B.5. A medic has his own card and if hit
must get treated by another medic. The medic must also carry a medical
kit, with simulated supplies, to administer aid. Medics will treat enemy
wounded when the situation presents itself. Medics are responsible
for trading used casualty cards for re-supply of medical supplies.
V.C. Stand Down Command. There will be an
easily remembered code word, such as “Man Down” for anyone to use to
announce a real injury and suspend play while the real world injury is
being taken care of.
V.D. Gun Hits- Gun hits do not count for
purposes of casualty cards, but they do knock the player’s marker out of
service until they can get back to the FTOC or resupply (at home base
or resupply vehicle).
V.E. Pillage Rule- To be developed further.
FTOCs may be pillaged and the supplies stored there used by the seizing
force per rule VI.C.
VI. Forward Aid Station/Forward TOC:
VI.A. The Aid Station/Forward Tactical
Operations Center (FTOC) will be on-field netted areas, Conexes, or
trailers that will serve as the field headquarters for the First
Sergeant, supply, and the personnel officer who reassigns players.
The FTOC must be manned by the First Sergeant in order to recycle
players back into the game.
VI.B. FTOCs are considered neutral only
inside the netted area, and can be taken by enemy forces by surrounding
them. FTOCs may be overrun at any time. Only a satchel charge or a Nerf
rocket can be used to blow a clearly marked (base station) command post.
When taken, all players in the Aid station or FTOC are considered dead
and must retire to their off field Headquarters for reinsertion. As
there will be not shooting into or out of Aid Stations, or combat
within 50 feet of an FTOC, and anyone in an aid station will have
their weapons made safe with a barrel sleeve on.
VI.C. Because of the fragile equipment
contained inside, NO firing will be allowed out of, or into, the FTOC
itself. Refer to rule V.II.C., as there will be no discharging markers
within 50 feet of the field TOC by players from either side.
Also, when a base is overrun, no equipment or personal items may be
taken from inside the command shack, however supplies such as paint and
Nerfs, or information documents provided by the enemy First SGT may be
seized per the pillage rule.
VI.D. Once a FTOC has been seized and
cleared, that netted zone becomes an FTOC for the possessing side unless
abandoned.
VII. Sportsmanship and Game
Play:
VII.A. All goggles must be ASTM approved
full face and ear protection. MASKS MUST BE WORN AT ALL TIMES IN THE
CHRONOGRAPH AREAS AND ON THE FIELD OF PLAY! Even if fog or paint
covered, do not remove your mask under any circumstances unless you are
in a netted FTOC or are off the field of play. To do so will result in
your removal from the game. Exception- during a verified, real world
emergency, and players are in stand down, medics may remove their masks
to treat their patients.
VII.B. Discharging of markers in the
parking/store area will not be tolerated and will result in your
expulsion from the field! Do not shoot at wildlife, referees,
observer/controllers, or non-play support vehicles.
VII.C. There is no shooting or posting
within 50 feet of a Field TOC. There will be no shooting or
posting within 100 feet of an entry lane into the game.
VII.D. Wiping paint, any form of cheating,
or un-sportsman like conduct (OVER SHOOTING, FIGHTING, FOUL LANGUAGE,
AGGRESSIVE PHYSICAL CONTACT.) will not be tolerated. If you are found
cheating you will be expelled from the game and not allowed to return.
VII.E. Under no circumstances is anyone
allowed to ARGUE with a referee. On the field, their calls are final,
period. If you have a problem with a call, then take it to one of the
game coordinators, or a head ref. There will be multiple head refs, one
at each battle area. They will be assisted by numerous refs all over the
field. Each unit will have a ref/refs attached to them as well. Referees
and Observer controllers are here for your safety and to facilitate
clear game play. If you see any ref allowing any unsafe actions, please
report him/her to the game coordinators. They will have numbers on the
backs of their t-shirts that will identify them individually.
“Reporting” a ref for making a “bad” call, is bad sportsmanship, and
will not be accepted. The game coordinator does not second guess his
refs.
VII.F. Barring the exception or situation
from rule V.B.3., overshooting is not allowed. Overshooting, which is
the repeated shooting of an already eliminated player, is grounds for
elimination or, if deliberate, removal from the field. Allow all
suspected hit players to call themselves out or pull their casualty
cards. Be sure to loudly call yourself as hit (if you are) to prevent
overshooting. Shooting a player with a barrel sleeve mounted on his
barrel is overshooting, provided that player has his marker and sleeve
clearly visible.
VII.G. Dead men don’t tell tales (or talk)!
This is an honor situation. Either you are honorable, or you are not. If
you are a casualty, do not talk, signal, or engage in radio traffic
until you get to the FTOC or HQ unless allowed by the conditions of your
casualty card.
VIII. Rank:
Officer positions are usually determined before game day. Players can
volunteer for practically any position or they may be selected on game
day. Once in a position a player may only be demoted by a superior
ranking player and that player’s superior. Demotions must be for
situations involving a point violation or mission failures.
IX. Non-Player Characters/NPC:
Non-player characters (NPC) are civilians and others (including OGAs-
other governmental agencies) who add subplots to the game. Occasionally
helping them will sometimes add bonus points to a team’s score. Killing
or harming a NPC is generally a violation; however, players may defend
themselves and engage a NPC that is threatening them.
X. Special Weapons:
X.A. Some missions require special weapons
and equipment.
X.A.1. Paint grenade/mine splatter (any
amount) pull your casualty card.
X.A.2. Rocket Launchers are defined in rule
I.A.2. RPGs destroy tanks, bunkers, and anyone within ten (10) feet of a
rocket impact, including initial ground impact.
X.A.3. Satchel Charges are weighted (5
pounds or more) canvas or web bags that simulate explosive charges.
Satchel Charges disable tanks, but destroy bunkers, and anyone within
ten (10) feet of a landed charge.
X.A.4. Flame Thrower rules to be developed
further.
X.A.5. Anti-Tank Mines: An anti-tank mine
is a device that is pre-placed on the battlefield prior to the tank’s
approach. If the tank runs over the anti-tank mine, or sets off the
mine, then that tank is disabled for a period of fifteen (15) minutes.
Anti-tank mines may be simulated by aluminum pie plates or may be
command detonated powder/noise/paint devices. Once used, pie plates
may not be reused. Only players designated as engineers may
emplace or remove Anti-Tank mines.
X.A.6. Artillery includes mortars, heavy
(reporting) rockets, and pneumatic artillery. They also include heavy
anti-tank weapons as defined in Rule XIV, section 22.
X.B. All special weapons are issued by the
First Sergeant or Platoon Leader.
XI. Training:
Any team member wishing to be issued and use any special weapons (to
include support weapons, sniper rifles, or Rule X special weapons) or
equipment (to include special radios, surveillance gear, etc.) for
missions must be trained by the First Sergeant or an officer, who then
annotates the training on their ID card.
XII. Close Shots:
Bunker rules: There are no bunker tag or close shot rules in effect;
however players are expected to be considerate of other players for
point blank shots. Safety is the first priority.
XIII. Team Construction:
For purposes of administration, teams shall consist of five to fifteen
persons, with the squad leader being an NCO or Officer. Within the team,
one in five may hold a Squad Automatic position; one in ten may hold a
Medic position; and one in twenty may be a Sniper or RPG Gunner.
XIV. Tanks-
Only Heavy Paintball tanks that realistically mimic the size and
function of real tanks will be allowed, and will be used according to
the rule set below. No light tanks or PUGS. This is not meant as a
slight, but heavy tanks have tremendous, and realistic, maneuvering
limitations that make their inclusion more in tune with the purposes of
the game.
Soft skin vehicles (trucks, jeeps, etc.) will be allowed for supply,
recon, and support. No netting is allowed over the windows on the soft
skin vehicles, and paintballs hitting the windshield that would have hit
the driver or passenger will call for a casualty card.
General vehicle Rules-
Rule 1:
The use of a paintball Armored Fighting Vehicle (PAFV), or “tank”, is
contingent upon approval by the field operator and scenario designer at
least three weeks prior to the event. The operator then must physically
inspect the vehicle for safety immediately prior to the game.
A heavy tank will be defined as any PAFV that is built on a automobile
chassis, or real tank with a minimum dimension of 5' wide, 10' long.
They do not need to have a turret but they are usually manned by a crew
of several individuals.
Rule 2:
A neutral referee must accompany all PAFVs. The PAFV crew may be
required to provide a referee for a ref pool; however they may not ref
their own vehicle. The referee must have radio communication with the
tank he is escorting. This radio may be provided by the tank crew or may
use frequencies compatible with the ref channels. It is the ref’s duty
to prevent the tank from traveling in an unsafe direction, calling
players out who get too close to the tank, calling bunkers and other
tanks out, and calling the tank they are escorting out or disabled in
the event it is hit by an anti-tank weapon or runs over a mine.
Rule 3:
Tanks may not travel faster than walking speed, which is approximately
5-7 miles per hour. Tanks may not travel off established roads into
rough terrain, or attempt to drive the tank over obstacles or muddy
territory.
Rule 4:
Tanks shall be constructed to have a sufficient hard surface area to
insure that Nerf rockets will bounce, but not penetrate, on the target.
This should be at least 80% of the tank- front, sides and backsides.
Rule 5:
Tank commanders are responsible for the conduct of their crew.
Commanders are considered general referees in regards to tank combat and
are expected to regulate each other, however a field ref decision will
always override.
Rule 6:
The vehicle must be readily identifiable as to which side or team it is
on. This can be accomplished by taping opposite corners with two feet of
the armband color or, in scenarios with identifiable national insignias,
have the proper markings identifying the allegiance.
Rule 7:
The vehicle must have a standard method of showing that it has been
eliminated from play. A high visibility flag that is positioned up to
indicate knocked out (red) or disabled (yellow) status can accomplish
this.
Rule 8:
The vehicle, even if un-powered, wheeled or tracked, must have a fully
functional braking mechanism, including a manual or emergency system,
other than human interference.
Rule 9:
The occupants of any vehicle must wear approved safety goggles at all
times, even while inside of the AFV.
Rule 10:
Vehicles must check in with their base prior to being activated. Tanks
will be considered neutral, unable to enter into combat, or be
eliminated, until activated.
Rule 11:
Players may not use an in play tank as a bunker, or an eliminated tank
as cover when it is exiting the field after its elimination.
Rule 12:
No player may approach within 10 feet of a functioning and on-the-move
AFV. A player may be waived in to a parked tank by the tanks commander
or driver for communication purposes only. If the AFV itself approaches
within 5 feet of a player’s position, that player is eliminated. This
prevents close shots for both sides.
Rule 13:
There will be no riding on the exterior of the tank.
Rule 14:
Tanks may not engage the enemy (personnel, armor, or bunkers) at less
than fifteen feet nor may they block the doorways to buildings.
Rule 15:
All general rules apply to powered tanks in addition to the following.
All powered tanks must be safe to the passengers and crew. A fire
suppression system (fire extinguisher) must be installed.
Rule 16:
All powered vehicles must have an ignition cut-off switch that is
accessible to the referee in case of emergency. The cut-off switch is
not to be used to eliminate the tank but rather used in situations where
the engine must be cut-off for safety purposes. Remember that there are
situations when leaving the vehicle’s power on is necessary to power the
braking and steering mechanisms.
Rule 17:
Vehicles may only be operated by a qualified, adult driver who has been
approved by the field manager prior to engaging in play. The driver must
have sufficient vision to drive the tank safely.
Rule 18:
Drivers of powered vehicles must have a valid driver’s license and valid
personal vehicular liability insurance policy of at least $300,000.
Rule 19:
Tanks that wish to operate at night must have lights. Tanks will not be
allowed to move at night but will be guided in to place by referees to
act as portable bunkers.
Tank
Combat
Rule 20:
Vehicle mounted paint markers, including those shot through firing
ports, must chronograph at 260 fps day, 240 fps night. Chronograph
speeds are checked by refs, just as are regular player markers.
Rule 21:
Tank crew exposed outside of the tank may be eliminated with a regular
ball break and must then exit the tank and report to their assigned dead
zone, unless that is impractical, in which event the hit player will sit
and not participate in any actions other than safety for no less than 15
minutes. The driver may never be eliminated by a paintball and is
considered an integral part of the tank.
Rule 22:
Tank elimination. A tank may be destroyed or damaged in a variety of
ways. Other tank’s main guns, RPGs, satchel charges, or land mines can
eliminate tanks. Paint grenades do not eliminate tanks, nor do they
damage them.
Heavy tanks may not be destroyed from the front by RPG fire. They may
only be eliminated from the sides or the back. Heavy anti-tank weapons,
other tanks main guns, satchel charges, or anti-tank mines may eliminate
a heavy tank. Light tanks may be eliminated by an RPG hit from any
direction.
Main Gun or
Anti-tank weapons- Pneumatically launched Nerf type rockets, if allowed,
must not be used against individuals. A direct hit on the rear or sides
by a Nerf counts as an elimination on tanks. If hit, that tank is
considered eliminated and must withdraw from the field (unless the crew
wants to utilize the tank repair rule). All personnel inside of the tank
must report to the dead zone (no medic cards allowed) once tank is
removed from the play field.
Anti-tank weapons: Anti-armor weapons use low pressure, high volume air
cylinders or chambers to launch rubber or foam Nerf rounds. These
pressurized containers or vessels cannot be PVC or any other plastic,
and steel is recommended. It is highly recommended that players use
commercially manufactured launchers. Players are limited to 5 rounds of
ammo on the field at any time, and may not launch anything else other
than Commercially available Nerfs. They must chronograph at less than
225 Feet per second. Nerfs may be used against tanks and bunkers.
Light anti-tank
weapons or RPGs are man-portable rocket launchers. RPGS cannot eliminate
heavy tanks on a front hit.
Heavy anti-tank
weapons are similar to RPGs except that they are usually crew-served and
only semi-mobile. They must weigh at least 50 pounds and have a minimum
overall length of 4'. They can be tri-pod mounted or mounted on a
portable cart. Heavy anti-tank weapons can eliminate heavy tanks on a
front shot.
Satchel charge: A
satchel charge must land on the tank or on the side of the tank to
eliminate it. A satchel charge does not necessarily need to make a
report provided that the ref can see the satchel charge land on, or be
run over by, the tank. A satchel charge that lands next to a tank will
only disable it for a period of fifteen (15) minutes, however, during
that time, it may still shoot.
Anti-tank mines: An
anti-tank mine is a device that is pre-placed on the battlefield prior
to the tank’s approach. If the tank runs over the anti-tank mine, or
sets off the mine, then that tank is disabled for a period of fifteen
(15) minutes. Anti-tank mines may be simulated by aluminum pie plates or
may be command detonated powder/noise/paint devices. Only players
designated as engineers may emplace or remove anti-tank mines.
Rule 23:
Tank Repair. An eliminated tank may either be driven off the playing
field or may be left in place with its elimination flag up and exposed.
If left in place, no one outside of the tank crew may approach or enter
the tank, or use it as a bunker. The tank must sit in place until a
designated crewmember goes to and returns from the dead zone and spends
at least fifteen (15) uninterrupted minutes “repairing” the tank. That
crewmember must not be eliminated during this period or the time limit
starts over. The use of this rule may be beneficial if the roads are too
congested for travel or the tank commander does not want to yield ground
by withdrawing.
Rule 24:
Tank Combat. A paintball AFV may engage individual targets with
paintball markers, and bunkers and other AFVs with Nerfs. Tanks may
eliminate other tanks and may eliminate bunkers by hitting that bunker
solidly (no bounces) with a Nerf round.
All personnel inside
and within ten feet of the exterior of a bunker will be eliminated if
the tank eliminates that bunker- front, rear and back.
Rule 25:
An armored fighting vehicle (tank) may only have a single main gun but
may use additional shooters using standard markers. These markers may be
bow or co-axial mounted or they may be used via firing ports, open
hatches, or turrets.
An APC (armored personnel carrier) may not have an anti-armor main gun
but may carry as many personnel as can safely be transported. APCs are
limited to a maximum of six (6) working or manned firing ports. APCs may
utilize anti-tank launchers in the absence of a main gun.
Appendix- Cliff’s Notes Guide to
the Platoon Leader Rule Set
• Register as a team. 10 or more gets a discount.
• Entry fee covers most everything you will need for the event.
• Be on time.
• Stay with your platoon. Lone wolfing not recommended or effective.
• Your marker will determine your position, rate of fire, and velocity
limits.
• You have to use a small hopper and only carry 500 rounds, with few
exceptions.
• Teams will be registered as Green or Tan, depending on which uniform
color you have. There will be no ribbon or armband to determine team
side. Wear a load bearing vest.
• If you get hit in the head or goggles, you are dead. Go to recycle.
• If you are hit in the gun, your gun is non-functional until you go to
a re-supply point. Use a back up until then.
• If you are hit anywhere else, pull your casualty card and read it. Do
what it says.
• Medics can field heal hit players if they can get to you in time.
• Your field HQ can be taken and destroyed. If lost, you have to go to
your off-field HQ to recycle back into the game.
• This is an honor game. Even more so than a regular paintball game.
Play well, but play honestly.
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