Generation Kill: Detailed Rules
Special Rules Applying to Team: Tango Alpha2's Generation
Kill
NEW ROLE PLAYING RULES (as of 2/5/11)
- Snipers - 10 shots, works with Ref Spotter via radio,
- Attack Helicopter - near invulnerable (except for AA gunners), can carry A weapon, 15 minutes of fuel. Can be captured if out of fuel.
- Anti Aircraft Gunners - can shoot down attack helicopters
- Spies - assassin, intel
- RPG - Anti Tank weapons - i.e. bazooka style launchers
- Grenadiers - Anti bunker - i.e. Havocs
- Unmanned Aerial Recon Drone - invulnerable aerial recon player with 15 minutes of fuel that cannot carry a weapon
- Suicide Bombers - Everyone wants to be the suicide bomber. It's a thankless job that always ends in your death.
- Smart Bombers - Suicide bombers for the Marines. One time play, ends in your death.
- I.R.A. I.E.D. Specialist - can retrieve and handle explosive components but not assemble bombs
- I.R.A. I.E.D. Engineer - can do everything a Specialist can do, but is also the Bomb Maker
- Marine Medics - can heal each player up to 3 times all day, no head shots, can be killed
A few highlights that make this game a little different
than your usual scenario. All the normal Command Decisions' safety rules override everything else
and there is a detail page of the rules, but here are few highlights of some
unique rules...
NOTE: ELIMINATION HITS - different from usual CDWC rules
- Any hit BELOW the knees are NOT fatal.
- Any hit BELOW the elbows are NOT fatal.
- Any hit ON the elbows or knees ARE
fatal.
- Anything BELOW the knee down to the toes is NOT fatal and you can
still play. Any shot BELOW the elbows and the fingertips is NOT fatal and
you an continue to play. This means if you are hit in the torso you are dead
(or can be revived by a medic in 5 minutes). If you are hit in the
calf, you are not, continue to play. A femoral artery is a real spurter and
will kill you if not treated immediately. Same for a sucking chest wound.
- All shots but head and neck shots can be healed by a
Marine medic within 5 minutes of being
hit.
- Gun hits DO NOT count.
- Hits to remote lines DO NOT
count.
- Hits to pods, vests, torso
attached gear, etc are
considered as a torso hit and count. You are dead.
- Hits to air tanks directly on
guns are "gun hits" and do not count. Hits to air tanks on vests or on a
remote COUNT as torso hits. You are dead.
The reason for this rule change is to keep people on the field, minimize the
amount of walking up down those hills to distant DZs, and make the game as
much fun as possible.
- There WILL be a one hour break for
lunch at 1pm till 2pm. We suggest that you fill up your air tanks and
paintballs first and THEN eat so you are ready to launch promptly at 2pm.
There will be several BIG points missions due right then.
- Killing/wounding unarmed
civilians/role players will cost your team points. There will be lots of
role players/referees (dual purpose) besides regular referees on the field.
- Other players can request to see
your game ID on the field as a matter of security, no matter what color tape
you have on your mask.
- All role players are also
referees. Referees have the last word always.
- Registration is first come first
serve, BUT Command Decisions and Team:Tango Alpha2, the producers, WILL
cap certain the teams to make it as fun and as challenging as possible. The sides may not
be fair or even, but war isn't either. We reserve the right to balance teams
as necessary (if necessary.).
- The Fates of War, bad intel,
and just bad luck may throw monkey wrenches at your army. Deal with it. It's
part of real war.
- Do not move,
touch or hide props unless it is part of your mission.
- You can
take hostile (Iraqi Citizens) role players captive and commanders. Non-hostile role players may
be able to accompany you voluntarily.
MOST IMPORTANTLY, everything is
subject to change at any time in order to make this more fun and challenging. Refs/Role Players always have the final say.
Points
|
Action |
Description |
Points |
|
Killing a Commander |
|
100 |
|
Capturing a commander alive |
must be delivered alive to Operations |
200 |
|
Rescuing your
captured commander |
|
200 |
|
Succeeding in a mission |
depending on the difficulty level |
25-400 |
|
Designated Prisoner Delivery to
Operations |
certain role players & the Commanders can
be taken prisoner and delivered to Operations
(Godfather, or Baghdad Command at staging
area). I.e. surrendered
citizen suicide bomber is worth points. You
must have verbal orders of Operations to bring them
in BEFORE delivering them. Request permission before
keeping or delivering prisoners. Except for
Commanders, no other players can be taken prisoner,
only role players. |
Varies |
|
Creative Discretionary Points |
Creative game play - Awarded by
Operational Command for exceptionally creative
warfare within the rules, creativity and just the
occasional outstanding sneakiness and or stealth
play. May be awarded once or multiple times during
the day at Commands Discretion. The idea is to make
this fun, creative and sneaky. The refs and role
players in the field will report in if they see
anything, so if you have something really cool in
mind, you may want to give the local ref or role
player a heads up so he can witness it it (ask him
to report it in). |
25 |
|
Killing an unarmed civilian |
Every unarmed civilian killed by your
team will cost your team points. The call on who
shot them, is up to the role player/ref. The player
that shot him is NOT out but costs the side points.
Certain (hostile) role players may be killed without
points penalties such as suicide bombers.
Accidentally shooting a room full of hostages will
cost you 25 points PER hostage. |
-50 |
|
Shooting a Game Ref |
Plus this can get you ejected from the game. |
-100 |
|
|
|
Dead Zones
-
No shooting within 100 feet of a dead zone or
entry point.
-
No shooting THROUGH 100 feet of a dead zone or
entry point. If your target is beyond the DZ no-fire
zone, go around it.
-
No Camping at DZs or entry points. Consider the
area 100 feet beyond the 100 foot No Fire Zone as
“radioactive” and any lingering will rile the referees
and you will be called out at their discretion. Don't
travel through the DZ or entry point No-Fire zones
unless unavoidable. If you must, move through quickly.
Weapons
Standard Marker
Marines and I.R.A. will be allowed to use any
regulation paintball marker. BPS must be
no faster than 13 balls per second.
Rocket Propelled Grenades
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. RPGs are
limited to a specific percentage one ach side and are
one first come-first serve basis. RPG's must be approved
by CDWC prior to the start of the game. They can also be
used to take out bunkers, but NOT players directly
(don't shoot directly at people dumbass!) A bunker hits
on a small bunker will constitute a bunker kill and
everyone in the bunker will be dead. Bunker size will be
determined by the attending referee.
Modes of Fire
Markers may be operated in semi auto, three round
burst, or full automatic modes. There will be a 13 ball
per second limit, even in semi automatic.
Paint Limit
Anyone carry
any amount of paint they wish.
Anti Personnel Mines
Paintball mines may be used to kill personnel.
APM's must be approved by CDWC prior to
the game starting. The number of these mines will
limited to a specific number based on the number of
players registered. The range of a mine
is a 10 foot radius.
Anti Tank Mines
ATM's (tin pie plates) won't be used for
this game. However CDWC approved satchel charges can be.
Uniform Rule
Marines should wear Military style Camouflage or
utilities, both top and bottom, but don't have to.
Load Bearing Equipment is highly recommended, and
should be military spec. However Paintball Rear packs or pod
belts (6+1, etc.) can be used
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.
There is no uniform restriction for the any other
player.
They may wear whatever they wish but are encouraged to dress
the part of a typical local Solder/citizen.
2011 RULES OF PLAY
Due to the enormous importance of SAFETY at an
event so large, ALL PLAYERS should familiarize themselves
with all of the rules of play. READ, and UNDERSTAND these
rules. Know these rules, or you will find yourself at a
serious disadvantage! One thing to remember- this is a game,
and is meant to be entertaining. While the game designer has
made a great effort at supporting realism, the whole event
is to be taken as a game, and not a reenactment.
*****PLEASE REMEMBER YOU ARE RESPONSIBLE FOR
READING AND FOLLOWING THE RULES BELOW- IGNORANCE IS NOT AN
EXCUSE*****
In general, major Do’s & Don’ts-
-
Don’t lose your ID Tag – make sure it is tied
securely
-
No alcohol or drug use at any time during the
event
-
No weapons, knives, wire or rope is allowed on
the field, and no booby traps are allowed. No paint
mines, however noise or powder mines are allowed.
-
No tools to adjust markers are allowed on the
field
-
No firing of any kind off the field (in the
parking lot, common areas or camp) or away from
chronograph stations, and no shooting of wildlife or
referees.
-
No foul language, insulting behavior or slurs
will be tolerated
-
No physical contact of any kind
-
No laser sites or pyrotechnics are allowed
-
Use only Event Paint
-
Use only cold smoke (clear with field owner and
game director)
-
Do not repair markers in non-goggle areas – only
in Pro Shop, chronograph area, or at your campsite
-
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 minimum of 30 minutes.
-
Play the field as is- no modifications or
vandalizing the field, props or personal equipment. Do
not climb on bunkers, trees or any structure 4 feet or
higher.
The Field:
The field consists of 70+ acres in the foothills
of North Carolina. The terrain consists of everything from
open fields, to ravines and creek beds. Trees are plentiful,
and so is the underbrush (briars) in places. Be aware of
your surroundings. Check what you are about to crawl
through. With a field this large, it is very hard to keep
poison ivy/oak off the field! Most of the playing areas are
clear of heavy brush, but when traveling between objectives
is when you might run into dense underbrush. The field map
is available to print off of the web site. The field is
extensively bounded by orange or yellow tape. Please, you’re
your own safety, do not cross these boundary lines.
GENERAL RULES OF PLAY:
Command Decisions Wargames Center takes pride in
their safety history and fair play. Many of our referees are
semi-professional, and have reffed hundreds of games. Please
give them the professional courtesy that they deserve by
reading and understanding these rules.
CHRONOGRAPH/MARKER SPEEDS:
Game speeds will be a maximum of 280 fps. You will
be expected to chronograph, and have your ID Card punched by
a ref, before the game
A majority of the refs will carry hand chronos and
will be spot checking speeds throughout the event. Markers
that are shooting ‘hot’ are a serious safety hazard. A
paintball traveling at 300+ fps can shatter a goggle lens.
‘Hot’ firing will not be tolerated, PERIOD. This safety rule
is especially important for the night game.
Once again, all markers must be chronographed at
280 FPS or below before entering the game, If you are found
shooting over 280 FPS, you will be asked to return to the
store and RE-CHRONOGRAPH your marker. If you are found
shooting over 300 FPS your I.D. will be punched (for a point
loss), your name logged on the ref sheet, your hopper pink
ribboned, and you will have to return to the store to repair
and RE-CHRONOGRAPH your marker. A second infraction will
result in suspension from the field.
Goggles and BBDs-
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!!!! 90% of all
paintball related injuries are eye injuries. Don’t cause or
be one.
EVEN IF FOGGED OR PAINT-COVERED, DO NOT REMOVE
YOUR GOGGLES FOR ANY REASON ON THE FIELD OR CHRONOGRAPH
AREA. To do so will result in your removal from the game. NO
EXCEPTIONS - NO REFUNDS. Retire to a dead zone or the store
and clean your mask.
A BARREL BLOCKING DEVICE (B.B.D.), also called a
barrel sleeve, must be installed on your marker at all times
except when shooting over the chronograph or playing in the
game. Plugs are not allowed.
DISCHARGING MARKERS-
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, or support
vehicles. There is no shooting or posting within 100 feet of
a dead zone. If a ref catches you, you will be asked to wait
in that dead zone for 15 minutes (which, by the way, is your
enemy’s) and you will get your card punched.
THERE IS ABSOLUTELY NO AIR/GAS-ON MARKER REPAIR
ALLOWED IN ANY PUBLIC AREA WHATSOEVER. Any repairs must be
done at a chrono station, vendor site, or in your campsite,
with a barrel blocking device on your marker at all times.
YOU CANNOT FIRE YOUR MARKER AT ANY TIME EXCEPT AT
A CHRONO STATION, OR ON THE FIELD, PERIOD. You cannot fire
your marker at your campsite, in the woods next to your
campsite, or in your vehicle! Doing so is not only a safety
hazard, but a blatant show of disrespect for other people’s
safety. If you are found firing your marker in the camping
area, or anywhere but an approved area, you may be asked to
leave the event.
SPORTSMANLIKE PLAY AND REFEREES
Wiping paint, any form of cheating, or
un-sportsman like conduct (OVER SHOOTING, FIGHTING, FOUL
LANGUAGE, etc.) will not be tolerated. If you are found
cheating you will be expelled from the game and not allowed
to return. The judge’s calls on the field are final and will
not be reversed. There will be referees at each base and
dead zone, as well as roving refs.
We will have two types of referees for this game-
the field refs, and role playing refs. There will be certain
individuals who will be playing in the game that are
designated as referees as well. They will have a special ID
that will identify them as such.
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 are here for your safety. 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.
Do not shoot at ANY field animals, wildlife,
referees, or support vehicles.
Be courteous. Avoid close (within 10 feet) shots
if at all possible. Allow the player to surrender first (see
Surrender/capture rules), or shoot for a low impact area,
like legs or feet.
Blind shooting, shooting without visually seeing
where your balls are impacting or without looking down your
sights, is not allowed. Violators will be counted as
eliminated.
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. 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.
NO PHYSICAL CONTACT IS ALLOWED BETWEEN PLAYERS
(with the exception of a barrel tag or hand shake).
There is no shooting or posting within 100 feet
of a dead zone. Dead zone are there for the convenience and
safety of the players and hold no strategic value. If a ref
catches you within 100 feet of an enemy dead zone, you will
be asked to wait in that dead zone for 30 minutes (which, by
the way, is usually your enemy’s).
BASE STATION ATTACKS: Any base station 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. Because of the fragile equipment contained inside, NO
firing will be allowed out of, or into, the command shack
itself. Also, when a base is overrun, no equipment or
personal items may be taken from inside the command shack.
TEAM COLOR TAPE (6 inches minimum) MUST BE WORN AT
ALL TIMES ON THE LEFT SIDE OF YOUR MASK- No changing of team
color on either side. You cannot pick up tape off the ground
or get it from any other source other than at the team's
base or from the Game Controller.
Full autos, RTs and electronic guns are welcome;
however there is a 15 ball per sec limit. A violation of
this rule is the same as a chronograph violation. Refs will
be checking with special equipment.
HIT RULES
If you are hit by a paintball, it must break and
leave a break/mark no smaller than 1 inch (quarter size) for
you to be eliminated. Hits count anywhere on your body or
equipment, including guns and hoppers. Any amount of paint
from a paint grenade on your body or equipment counts as an
elimination.
ANYONE (SNIPERS ESPECIALLY) WEARING A GHILLIE SUIT
IS OUT IF HIT AT ALL, ANYWHERE. THE HIT DOES NOT HAVE TO
BREAK.
If you are eliminated call "Hit, hit, hit",
immediately install your B.B.D., raise your gun in the air,
and return to your assigned safe zone.
If under fire, face away from where your enemies
are firing from and exit the field by the fastest, safest
route. Putting both hands in the air is a good idea as well,
because it leaves no doubt as to your condition. Get out of
the way fast if you are in an area that is under heavy fire.
Head away from the fire! Do not talk, act as a
shield, trade equipment, give equipment or ammunition to
your teammates, or participate in radio chatter. If you are
unsure if you have been hit, call for a paint-check if a
referee is available, otherwise use the honor system. Wipe
off all wet paint in the safe zone before re-entering the
game.
Remember, dead men don’t tell tales (talk)! This
is an honor situation. Either your honorable, or your not.
Do not talk until you get to the dead zone other than to
tell the person who eliminated you “good hit.”
DEAD ZONES and HITS:
There are six (6) dead re-charge zones currently
on the map. The field store is not a dead zone. If you have
to go to the field store for supply, you will still need to
go to an appropriate dead zone to re-enter the game. There
will be dead zone refs at all dead zones. They will be
responsible for safety and reinsertion.
Dead zone ambushing is not allowed. All dead zones
should be well behind friendly lines anyway, however, no
units can set up within a 100 foot firing range of a dead
zone to shoot out reentering players.
Therefore, all reinsertions should be ‘Cold’, not
under fire.
When you are tagged out, call “hit, hit, hit”, put
your barrel sleeve on, and proceed to the nearest dead zone.
It is important you know where they are located so you can
get to them quickly and get back in the game. The dead zones
will have water, and some will have paint. Take this
opportunity to catch your breath, drink some water, and
reload. It is very important to drink plenty of water during
the event to prevent dehydration. We also recommend drinking
electrolyte type drinks such as PowerAde, etc when you are
off the field. When you are reinserted, make your way back
to your unit. They may have moved by the time you get there,
so have a map handy, and know your units objectives, and
battle plans.
If you leave the field for any reason, (air,
paint, water), you are considered out. You must come back to
a dead zone closest to your unit, and reinsert on the next
reinsertion.
BARREL TAG/SURRENDER:
These are two separate situations, and will be
addressed separately. T
Surrender:
The surrender rule is also known as the 10’ rule.
If you get within 10’ of someone and they do not see you,
you can call out, “Surrender or die!” At this point the
other player has one of two options; they can raise their
marker and surrender, or they can turn and fire on you. If
they turn to fire, you had better be ready to fire yourself.
This could create ‘quick draw’ situations, but calling for a
surrender is considered a courtesy so as not to ‘light
someone up’ when they are within 10’ to avoid a painful hit.
I would recommend surrendering, but it is your choice. The
person calling for the surrender has out maneuvered you, and
has done the honorable thing by asking for surrender. Be
equally honorable and except the option. Remember, if you
call for surrender, not everyone will, so be ready!
”Barrel” Tag:
A barrel tag is when someone sneaks up on you,
taps you with their hand -not barrel (this is a safety
issue), and you are out. This is not an option. YOU CANNOT
TURN AND FIRE, PERIOD! If barrel tagged, you must put your
BBD on, raise your marker, and leave the field quietly. I
stress quietly because the whole premise behind the barrel
tag is, that someone has been stealthy enough to
out-maneuver you without detection. That type of stealth
deserves respect, and the respectful thing to do, is not
give them away by yelling your out. A barrel tag, or
surrender is the only time you are not required to call out
in a loud voice, “HIT”. By the same token, if you ‘Barrel
Tag’ someone, just touch them with your hand, and say
“barrel tag”, don’t ‘JAB or HIT’ them.
Capture:
When either of the two above situations occurs to
an officer who is ‘designated’ as a possible target, they
are obliged to surrender and are considered captured. The
capturer must get them back to a designated area to receive
points. This will be covered in more detail in the game
mission cards. This will include most or all officers that
are Colonel or higher in rank. Officers are not subject to
interrogation if captured. They are taken to the designated
area until rescued, or a given amount of time expires.
PAINT CHECK:
If you are hit and not sure if the ball broke,
call for a paint check by a ref. There may not be a ref
right next to you, so if a teammate is, ask him/her if your
hit. If you are, then do the honest thing and call yourself
out.
If you hear someone on the opposing side call a
paint check, DO NOT ADVANCE on them while the ref is
checking them out. This constitutes a foul, and the ref will
call YOU out.
RADIOS:
There will be tons, and tons of radios. The staff
will have FRS 1 through 3 channels reserved for instruction,
directions, and emergency use. You can listen to these
channels, even though it will serve no purpose for you to do
so. DO NOT TALK ON THEM UNLESS YOU HAVE AN EMERGENCY. Do not
jam, or otherwise tamper with these channels for any reason,
or you will be expelled from the event.
TANK AND BUNKER RULES
Bunker tag rules are in effect. If you are able to
physically touch an enemy bunker during play, you must yell
“bunker tag”, and all those inside are counted as hit and
must go to their assigned dead zone. This is a safety
measure to prevent close shots.
Bridges, foot or vehicle, can be blown with
special mission cards! Blown bridges will be marked by tape
and signs indicating their status. No one can cross a blown
bridge by foot or vehicles. However, bridges can be repaired
with additional special mission cards.
Do not take off your mask in tanks or bunkers,
buildings, or towers for any reason! Ever!
Pneumatic powered “LAWS” Rockets or RPGs can
eliminate tanks, helicopters, bunkers, and structures on the
field and anyone adjacent (within arms reach) to them. The
structure must be hit (no bounces) with a factory
manufactured soft Nerf type rocket. On missions, a judge
must be contacted and shown LAWS Rocket card beforehand &
must be present to ascertain whether the mission was
successful or not. If attack is successful, the structure
must be taped off as destroyed. In non-mission play, the
structure can be immediately reoccupied. LAW/RPG gunners
must attend the same safety brief that the tankers do and
must have their device checked by staff members. No homemade
RPGs made with plastic pressure chambers are allowed.
There may be some powered tanks on the field. Do
not approach or be within 10 feet of an “in play” tank or
you will be counted as eliminated. A designated safety
referee will accompany the tank(s). If a tank is eliminated,
it will either withdraw off the playing field or stay in
position depending on the game and safety situation. In
either case the crew is eliminated and must proceed to a
dead zone as any other player. Reactivations of eliminated
tanks involve an uninterrupted 15-minute “repair” by a
single tank crew member (after returning from the dead
zone). Do not climb on or enter a tank under any
circumstances, even eliminated ones. Generally speaking,
unless you possess anti-armor markers, your best tactic is
to avoid tanks.
The use of paintball tanks, provided that they are
under a strict set of guidelines, adds an enormous amount of
fun and strategy to a paintball game. Armored vehicles on a
real battlefield either dominate or are metal coffins for
the crew. These rules will attempt to balance safety with
effective tank strategy on the field. The tank rules are
discussed in detail on their own page.
A Synopsis for non-tankers- There may be some
powered tanks on the field. Do not approach or be within 10
feet of an “in play” tank or you will be counted as
eliminated. A designated safety referee will accompany the
tank(s). If a tank is eliminated, it will either withdraw
off the playing field or stay in position depending on the
game and safety situation. In either case the crew is
eliminated and must proceed to a dead zone as any other
player. Reactivations of eliminated tanks involve an
uninterrupted 15-minute “repair” by a single tank crewmember
(after returning from the dead zone). Do not climb on or
enter a tank under any circumstances, even eliminated ones.
Generally speaking, unless you possess anti-armor markers,
your best tactic is to avoid tanks.
Tankers, please review, print off, and have a copy
of the Tank Utilization Rules on the field when your tank is
in play. The link to which is located at the bottom of this
page.
ASSIGNMENTS, MISSIONS, AND RE-ENTRY
Each side’s commander will issue mission
assignments at the beginning and during each phase. The
commander, or General, can be eliminated just like any other
player, and if they are out of play then the assignments and
regenerations may be temporarily interrupted. Protect your
Generals!
At the beginning of the game you will be assigned
to a team, squad, or company, and will generally be with
this same team throughout the game. Through the General, or
their designate, you will be given missions that must be
completed for points. Additionally, the General may issue
"special" equipment necessary to accomplish certain
missions.
Just like in the "real" military, if you are
eliminated, for any reason, you must report back to your
squad leader or another officer for reassignment or
re-linking with your team. In the event you need to retire
from the field (gun maintenance or rest) you still need to
report to your squad leader or the General for leave,
otherwise you may be considered AWOL and lose points for
your team.
MISSION CARDS: These are to be filled in at the
command post and given to the squad taking on the mission
objectives. If a Mission Judge is present at the beginning
of the mission, the card may be given to him and he will
observe that the mission criteria are met, fill in the card,
and then turn it in to the Game Director. There must a judge
present to validate a completed mission (so make sure you
get one before the end of your mission).
DEMOLITION EXPERTS: The only role player that can
take out hardened bunkers (base stations, tanks, bunkers,
bridges, buildings). The Expert’s Satchel Charge (issued by
Game Director), with an Explosive Card inside it, is to be
placed or thrown on top of or next to the targeted structure
and must be touching it to be effective. The number of
Explosive Cards within the satchel determines the amount of
destruction and enemy damage. Demo Expert must show his/her
Expert Card to a referee and notify him of the intention
before the act of demolition. The destroyed area must be
taped off with Game Tape only.
Anti Tank Rules
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 paint devices.
Tank Rules
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