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Stingray Game Rules
1)
Equipment:
a)
Markers to be pump or semi-automatic only (one full
pull and release = one paintball fired). Electronic markers to be set to
13.3 BPS (balls per second) max.
i)
Daytime - 290 FPS max
ii)
Nighttime – 250 FPS max
b)
There is no firing of paintball markers allowed
anywhere other than on the field (during game-on) and in the
chronograph area except for repairs which can be done at your campsite with
a barrel blocking device on your marker at all times. All markers with
paintballs and/or gas source attached must have barrel cover on at all times
except in field during play.
c)
No weapons other than paintball markers and
paintball grenades to be used without approval of staff. Tanks, mobile
bunkers, law rockets, or shields not allowed for this scenario without prior
approval.
d)
Markers must display provided hopper cover, on
hopper, with team color at all times during play.
e)
All CO2/HPA tanks MUST have all stickers
(non-factory) and covers removed from them to allow
inspection of the
bottle for hidden damage. Bottles with stickers (non-factory) will not be
filled. A separate inspection station will be set up near equipment/main air
station. All tanks to be inspected before filling.
f)
No outside fill stations (CO2 / Nitrogen) will be
allowed on property.
g)
EVENT paintballs only. All other paintballs are
prohibited.
h)
“Gillie” suits or parts are allowed but player is
eliminated when paintball strikes material.
i)
No laser sighting devices can be used for night
play.
j)
Players intending to use night vision must report to
Charlie (owner) before beginning of scenario so sides may be balanced for
night play.
k)
Only referees are allowed to wear glow sticks at
night.
l)
Radios
i)
Jamming of radios is prohibited.
ii)
Monitoring of the judges' channel is prohibited and
will result in ejection. Our channels are from 5-8 with all sub
channels within range included.
2)
Hospitals:
a)
This is a neutral area (Barrel Blocking Devices on)
where you can stage and await the next insertion.
b)
Shot players must go to hospital (regeneration
point) before entering game.
c)
A clock in the hospital, with markings, will let
players know when and when they can’t enter the game.
d)
Players reinserting into game must go to their base
1st before continuing play.
3)
Eliminations:
a)
Direct hits (on body or equipment) making a
mark during the day is an elimination. At night all
hits count - the ball does not have to
break. Barrel covers required after calling yourself out.
4)
Helicopter
Rules:
a)
Helicopter
i)
Rope with knots
ii)
1 knot for gunner (first knot)
iii)
4 knots for assault squad
b)
Movement
i)
Must have designated pilot and gunner
ii)
Must call for clearance before “liftoff” from base
(to keep time)
iii)
Must return to landing pad within 15 minutes to
refuel or be eliminated
iv)
Travel on main trails only
v)
Stay 100’ from enemy base or hospital
vi)
Land where there is no overhead canopy
vii)
Cannot take off or land if home helipad is destroyed
viii)
Helicopter can not be used as a shield
c)
Gunners
i)
ONLY the gunners can fire from helicopter
ii)
Gunner can carry a maximum of 350 paintballs per
flight (1 hopper & 1 pod)
iii)
Passengers can’t give paintballs to gunner
iv)
Gunner can’t be shot at unless helicopter is landed
v)
Gunner may NOT disembark helicopter with assault
squad, must return to base with helicopter
d)
Eliminating a helicopter
i)
By LAW rocket shot by ground troop (marker with
special color paint)
ii)
Limited rockets (10 round tubes)
iii)
By another helicopter’s gunner
iv)
Must hit silhouette on top of pole
v)
If helicopter is eliminated, all on board are
eliminated
e)
Landing and disembarking
i)
The pilot must place the simulated helicopter
(stick) on the ground and release it for a 5-second count, minimum, before
the helicopter can take off again.
ii)
Pilot and passengers are live players once the
helicopter lands
iii)
Should a player let go of the helicopter's rope
while in flight, he is eliminated
iv)
Passengers can only disembark when the helicopter
has landed properly
5)
Artillery:
a)
Long range shell capable of eliminating structures
and players within 20’ from impact at referees discretion
i)
Targets are usually acquired through missions but
may also be used for long range support
b)
Shell launch will be represented by bottle rocket
launch
i)
Mortars/rockets will ONLY be handled by staff
ii)
Whistling from mortar/rockets informs everyone of
incoming artillery
iii)
Impact is made when rocket explodes
iv)
When mortar explodes, ref determines damage at
impact zone
6)
Tanks:
a)
Must have walkers in orange next to tank to monitor
speed and safety.
b)
Speed is limited to walking pace.
c)
Can only operate with fuel card and operator must
call for clearance before leaving base in order to keep time.
d)
Tank to stay 200’ from enemy base or hospital.
e)
Players must stay a minimum of 20’ from tank.
f)
Players can’t give paintballs to tank gunner or
operator.
g)
Tank is eliminated
only by LAW rocket mark on any of
the tank’s target plates.
h)
LAW rocket may be carried in tank in addition to
gunner’s marker.
i)
Tank must start from base for each fuel card used.
No physical contact with other
players is allowed.
No
cursing or unsportsmanlike conduct is allowed.
NO ALCOHOL OR DRUGS ALLOWED AT ANY TIME.
QUIET TIME IS AT 11PM.
These rules are not final. Changes may be made up until game time.
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