RULES OF ENGAGEMENT
Failure to abide by these rules may result in removal from the field without refund.
Goggles are to be worn at all times while on the field and within the target range. There are no exceptions.
Physical contact between players is strictly prohibited.
Barrel bags must be on while in the reinsertion zones, staging area, target range and parking lot.
Markers are to be chronographed at the field’s limit. Typically 290 feet per second or lower.
BASIC PLAYING GUIDELINES
Armbands are to be worn on the arm. Hence the name. They are not to be worn on the marker, the mask, the ankle, etc…
An eliminating hit is defined as a mark roughly the size of a quarter anywhere on a player’s body. When hit, players are to raise their hands to indicate the elimination and return to their insertion zone. If you call yourself out and then discover that the paint did not break, you are still out. Call for a paint-check if unsure. While marker hits DO NOT COUNT, hits to any equipment attached to the body such as an HPA tank, do.
Barrel tagging is the act of tapping an opposing player anywhere on his or her person with your marker barrel and stating “barrel tag”. Once that person has been tagged, they have been eliminated and must head back to the insertion zone.
Offering another player a surrender or “bunker” when they are at a clear disadvantage is the sportsmanlike thing to do. Understand however, that the opposing player is not obligated to accept your gracious offer so you need to be ready to defend yourself.
Verbal misrepresentation of sides is permitted. If an opposing player asks you to identify yourself, you ARE permitted to lie. It is the responsibility of the challenging player to confirm the armband color. Trust, but verify.
RULES FOR TANKS
Tanks are typically permitted at scenario events, but must meet the following regulations.
Max speed of any vehicle is limited to 5 mph, or a fast walking speed, whichever is slower.
Fully functional brakes. No exceptions.
Paintball approved goggle system must be worn by all players inside the vehicle. No exceptions.
Dead /Eliminated indicator alerting all players to the vehicle’s status. Pole in the up position indicates the vehicle has been eliminated. Pole down indicates the vehicle is in play.
Each tank must have a readily identifiable team indicator so that players are instantly aware as to whether the vehicle is friend or foe.
Static Mounted or personal paint markers to be used within the tank must have a chrono speed no greater than 260. The lower speed is due to the ability for vehicles to close distances quickly and due to the fact that it is difficult for tank operators to hear players outside yelling “hit”.
Tanks are eliminated after taking one impact from a Nerf round or receiving damage from a satchel charge.
A tank’s movement will be stopped after being marked by a sticky bomb (paint grenade). All weapons systems will remain fully functional. In some events, an engineer will need to be called in to make repairs and get the vehicle moving again, or the tank can opt to return to the dead zone and await the next reinsertion.
All tanks must be preregistered two weeks prior to the event and .68 Caliber notified at the time of pre-registration through our contact form on this website. Tanks that have not been pre-registered may not be permitted on the field due to team balance issues or they may be asked to switch sides.
SRPLs, PACs & LAWs
The following rules apply to all Single Round Projectile Launchers (SRPLs), Personal Air Cannons and LAW Rocket launchers.
SRPLs must chronograph under a speed of 230 FPS.
All personal SRPLs must be shown to the event director prior to play to be approved.
SRPLs must use 2″ Nerf rounds to be supplied during the game. No paint can be used in these units and players are not permitted to use their own Nerf rounds.
If a Nerf impacts within 20 feet of a player and the player is not behind a solid structure like a concrete wall, the player is eliminated.
If a Nerf impacts a bunker, all the occupants behind or within the bunker are eliminated.
Always attempt to get a ref’s attention prior to firing a Nerf. While we expect all players to be honest about being eliminated by one of these rounds, it’s not always possible to hear the dull thud of a Nerf in tall grass 20 feet behind you. Therefore, it’s generally best to have a ref spot these shots and call the players out.
COMMANDERS & COMMANDER ELIMINATIONS
Depending on the game, each team may have a commander and team leadership structure. The commander has complete control over his side and is the only one who can receive mission orders. As such, the commander will generally be worth bonus points to the opposing team if eliminated. Each time the commander is eliminated, all rules pertaining to players pertain to him: he must walk and await the next reinsertion.
A commander can be eliminated the same as any other player if outside the command post. Spies cannot eliminate the commander within the HQ.
If a commander needs to leave the field for any reason other than an elimination, he is free to appoint another commander to take over for him while away. This player can be eliminated for points just as if eliminating the original commander.
Markers and SRPLs are not permitted within the command structure.
COMMAND POST SECURITY ZONE
There can be no same-arm-band-color eliminations of any kind scored within a 50 foot radius of the command post (ie: spies may not eliminate players within 50 feet of the command post).
CHEATING AND GENERAL STUPIDITY
Cheating of any type will be punishable by a point deduction for your team and you may be asked to leave the field. This includes, but is not limited to; wiping, reinserting at non-approved times, providing info to your team after being eliminated, etc. A point deduction will also be given to your team for acts of general stupidity like lifting your mask on the field, using foul and abusive language and deliberate, aggressive physical contact with another player.
You’re not just hurting yourself by doing these things. We do our best to design games that will remain close throughout the day. A point deduction at any time could spell disaster for your entire team, so just don’t do it. We also typically employ undercover referees posing as players during our matches. So just because somebody in a ref shirt didn’t catch you, it doesn’t mean your act went unnoticed. It is therefore YOUR responsibility to get cheaters on your team to stop what they are doing before we catch them. If you are busted by an undercover referee, that referee will display a .68 Caliber referee card and ask you to take a walk to your reinsertion zone or leave the field, depending on the infraction. Your teams HQ ref will be notified of the penalty and points will be removed from your team’s score accordingly.
Don’t do dishonor to our men and women overseas who don’t have the option of wiping a hit.
All referee calls are final. Do not argue with the referee as this will not endear you to him or her and may end with your removal from the event. Referees are on the field making calls as best as they possibly can in a chaotic situation. You don’t always have to like their decisions, but you do need to abide by them. If you have an issue with a call or a referee that you feel is too great to be ignored, please take it to the event coordinator for discussion. This is just a game, folks.