Generation Kill Paintball Scenario in North Carolina

Forget Murply's Law.   
This is Murphy's WAR!   

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

Rules of Play Detailed

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 rulesPaintball Scenario NC Generation Kill Team Tango Alpha2

    • 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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Copyright  2009 - 2012  Team: Tango Alpha2. All Rights Reserved,  Generation Kill written by Evan Wright