Tank Rules
Command Decisions Paintball Tank Utilization
Rules
The use of paintball tanks, provided that they are
under a strict set of guidelines, add 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 following will be
general rules followed by powered tank rules.
General 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.
CDWC recognizes that there are two distinct
classes of PAFV's in the world of paintball - heavy and
light. Heavy tanks are usually highly developed, expensive
to build and maintain, and rather costly to transport. Light
tanks, on the other hand, are generally less expensive and
easier to manuever. To allow advantages for the two classes
of tanks, there will be different methods of eliminating
heavy vs. light tanks which will be covered in the tank
elimination rules further down on this page.
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, 7' long. They do not need to have a
turret but they are usually manned by a crew of several
individuals.
A light tank will be defined as any powered
vehicle with dimensions smaller than 5' wide, 7' long. A
light tank may be constructed by lighter weight materials
but must still meet the minimum requirements of rule 4.
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.
Powered Tank
Rules
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 paint
devices.
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 five feet of the
exterior of a bunker will be eliminated if the tank
eliminates that bunker.
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.
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