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Tippmann Challenge - Commando Paintball

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Tippmann Challenge D-DAY 2016 Commando Paintball Rules General Rules Event paintballs only. No exceptions. Masks must follow ASTM guidelines. In the event of a modified mask, it must be approved by field management before playing. Masks must be on at all times while on the playing fields. Barrel bags or plugs must have functioning elastic draw strings. All fire modes, up to 12.5 balls per second. Field FPS is 280 for all markers. There is no mercy rule. When a player is hit they must yell loudly “out/hit” and hold their marker in the air. The player can wait up to 30 seconds for a medic (unless hit in the head) or they can go back to their hospital to respawn. If a player does not have their marker in the air to show they are “out” you may shoot at them. PLAYERS ARE CONSIDERED “OUT” WHEN: • Tagged by an opposing player with their hands or any of their gear; • A paintball breaks on a player or any of their gear; • Paint stain from a paint grenade the size of a quarter; • A referee called you out of play. Referee’s can call players out anytime if needed. You may not remove your team sided coloured armbands when on the on the playing field. No moving bunkers or other props unless told to do so by event coordinator or referee If you hear “BARREL BAGS ON” being yelled 3 times very loudly and the refs are waving an orange caution flag, this means a cease fire. Stay at your spot, take a knee and wait for instructions from a referee. Secondary Scenarios and Rules The following scenarios need to be purchased by Generals with scenario currency that their team has earned throughout the scenario game. Players cannot have more than one special ability at the same time during the game. SQUAD LEADER • Players that become a Squad Leader must have special colour tape on back of the mask strap. • There will be certain missions that can only be completed by a Squad Leader. • Each team can have up to 20 Squad Leaders per team. ROCKET LAUNCHER • Players that receive the Rocket Launcher ability can use a launcher that fires Nerf rockets. • Only 6 Nerf rockets per Rocket Launcher to use per life of the player. Smoke grenades must be cold smoke which have a pull pin wire. • Once a rocket is fired it has “exploded” and cannot be reused. No jumping or climbing over bunkers. • No blind shooting around bunkers, corners or windows. Any player at a bunker that gets hit by a Nerf rocket “out”. • No talking or communicating information to other players after being hit and calling “out”. Rockets striking a man-made bunker eliminates all players (live and friendly) within it and anyone within 6 feet. • Up to 2 Rocket Launchers per team. RIOT SHIELD PARATROOPER DROP • Players that receive the Riot Shield ability are able to use it to block incoming paintballs. • A Paratrooper Drop is a one-use spawn point for up to 10 players. • The shield must be 3 feet in height and 2 feet wide and must be completely see-through. • Players must hang onto the rope while a ref escorts the group of players to the spawn location. • The shield must have a two-piece handle. • The players on the Paratroopers rope cannot shoot or be shot until the ref says go. • If a paintball hits the Riot Shield player anywhere on his body or gear, then the player is “out”. • The Paratroopers can drop anywhere outside of 50 yards of a spawn point. • Up to 3 Riot Shields per team. • Paratroopers may not spawn in a building. SNIPERS BOMBING RUN • • Bombing Run makes all players “out/ hit” in a key location on the field. • All the players in that location opposing/friendly (including tanks) will then be “out”. • Referees will notify all players in that area that Bombing Run took place. • Players will get a 30 second warning to leave the area before being called “out”. Players who receive Sniper ability can use First Strike Paintballs. ENGINEER • Engineers will be given bombs to use on bunkers and objectives. • Engineers can repair “out/hit” Battle Tanks. MEDIC • • Players that receive the Medic ability are able to heal players that are “out” and put them back into play. Players that are ‘out” have 30 seconds for a Medic to wipe off all paint. • Medic can heal everything except for a head shot. • Medics cannot heal themselves. • When hit, players must stay in that immediate area, seeking cover at a nearby bunker is allowed and wait up to 30 seconds. • After 30 seconds, and a Medic has not revived player, the player may return to their hospital to reinsert into the game. • Players may not shoot at a player calling for a Medic, as they are considered a non-player. • Up to 3 Medics per team. BATTLE TANK • This will need to be some sort of vehicle. • If one of each, a rocket and a grenade or two rockets or grenades hits the Battle Tank its “out”. • Must have two players/operators inside them at all times while in play. • Operators may only drive the Battle tank in the direction in which they can see. • Have up to 2 paintball markers. • Can only use 0.68 cal munitions. • Have one rocket launcher. • Rocket launcher can have up to max 10. rockets per spawn. • Must stay 50 yards. from opponent’s spawn point while active.