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.