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Tippmann has officially released the new X7 Phenom, a next-generation .68 caliber electro pneumatic paintball marker that's truly in a class of its own. The unmatched benefits of this new electro pneumatic marker include improved air efficiency,... superior accuracy, manual or electronic firing, the flexibility to use either CO2 or compressed air and the ability to take accept more than 20 existing X7 mods. The heart of the Phenom is Tippmann's patented FlexValveTM Technology, a brand new technology that is not available on any other paintball marker
BT TM-15
The BT TM-15TM is an excellent choice for any woodsball or mil-sim paintball enthusiast. Its high performance body is strong, yet light enough in weight for all-day action. Equipped with features usually found on much more expensive markers, the BT TM-15 features a true electropneumatic operating system as well as reduced sound signature for stealth firing in any of the multiple firing modes. With the standard multiple Picatinny rails, accessory options are nearly endless. Internal airline operation eliminates external hoses. Plus, front and rear sights ensure you get your shot.
-High performance, ultra strong, lightweight magnesium body
-Bolt out back design for easy cleaning and maintenance
-Modern styling
-True electropneumatic operating system
-Shift on the fly, 4 position recreational firing mode switch
-Multiple firing modes: semi/PSP/NXL/Millennium
-Stealth body design works in conjunction with the barrel to reduce sound signature
-14 inch barrel with sound signature reduction porting
-Flip up front and rear sights
-Clamping feed elbow
-Universal mini style barrel threads
-Single finger trigger
-Multiple picatinny rails allow for extra accessories
-Quick change battery in the removable magazine
-Collapsible/adjustable rear stock
-Low pressure operation (200psi)
-No external hoses, internal airline operation
JT Stealth Covert Ops
If you like scenario games or a good game of woods ball, the JT Stealth Covert Ops marker will be the ideal paintball marker for you. This marker includes every tactical accessory a new or seasoned player needs in order to step right out onto the field including a custom stock, bi-pod, machine gun shroud, and 3 point adjustable sling. Built around a proven platform, the Stealth marker is designed to take a beating and still perform under some of paintball's most demanding circumstances. The Stealth includes multiple mounting rails, a 12" ported barrel with a tactical shroud, a military style optical sight, and a lightweight compact profile.
Features
- Multiple mounting rails
- 12 Inch ported barrel
- Military style optical sight
- Lightweight, compact profile
- Double finger trigger
- Custom fixed stock
- Barrel shroud
- Bi-pod (ideal for sniping or manning a bunker)
- Carry strap
- CO2 and HPA compatible
Internally, the Bravo One Tactical is the same as the original Bravo One. Externally, it comes with an M-16 style shroud over the barrel and a 6-point adjustable stock which is perfectly setup for adding an aftermarket sling.
Design
The Bravo One Tactical is designed to resemble an M-16 with a 45 degree pistol grip, front magazine (which holds a basic tool kit) and a top-mounted carry handle. It has an inline, blowback design which is reminiscent of the Tippmann 98 which seems right since Tippmann designed and builds the Bravo One. The gun comes with a quick release feed tube to allow for quick cleaning of the chamber and comes with a stock 11" barrel. The entire gun is very solidly built but is heavier than most other guns.
Performance and Reliability
The Bravo One Tactical is a very simple gun and internally resembles the proven Tippmann 98 with a very straightforward inline bolt. It is also very reliable and it will easily fire as fast as you can pull the trigger. The gun has above average accuracy with the offshelf 11" barrel and will fire on either CO2 or compressed air. The gun doesn't have an anti-chop system but it does an excellent job of not breaking paint in the chamber or the barrel.
Upgrades
While the Bravo One Tactical doesn't come with quite as many upgrades, it still can be upgraded with certain aftermarket upgrades such as an e-grip, barrels, slings, sights, scopes and a cyclone feeder.
Pros
* Durable construction
* Very simple and easy to maintain
* Low price
* Included tool kit
Cons
* Heavier than most guns
* Complete disassembly is time consuming
Description
* Semi-automatic blowback paintball gun
* MilSim design based on the M-16
* Comes with an 11" barrel, barrel shroud and adjustable stock
* Will run on CO2 or Compressed Air
Looks and Feel
The stock A-5 comes with a bottom line, fore grip and the patented CycloneTM Feed System. The gun's body is noticeably longer than many other guns, but it fits well in your hands and has a solid, comfortable feel. The A-5 is a true mechanical marker and has a front cocking rod on the left side of the gun and on the right there is a plunger to manually advance the feeder.
Upgrades
The A-5 is designed to be upgraded and personalized. Whether you want to add a Flatline barrel system, an after-market stock or an electronic trigger frame. You can get countless customized shrouds to make your A-5 look like almost any military rifle as well as attach sights, scopes and straps for more useful improvements.
Performance and Accuracy
Where it differs from other guns, though, is its method of loading balls to shoot. A star-shaped loader inside the cyclone feeder is advanced after each shot with the same air that fires the ball, forcing the next ball into the chamber. This allows for extremely rapid rates of fire without needing an electronic loader and virtually guarantees against missed shots by failing to load a ball.
The A-5 is more accurate than many mechanical markers but it really is not as accurate nor nearly as fast as a good electro-pneumatic gun. At forty feet using compressed air I was able to shoot a hundred balls into a circle with a spread of about six inches on both sides of my target - good enough to shoot a player but not good enough to really need a sight or scope.
Pros
* Durable. It can take a beating and still work perfectly.
* Upgradeable. The most customizeable gun available today.
* Dependable. The A-5 is known for its reliability through all weather types and conditions.
* Cyclone Feed can deliver balls up to 17 balls per second and no batteries are required.
* Accepts both compressed air and CO2.
Cons
* Weight. It packs a punch but is heavier than many other guns.
* Accuracy. The A-5 is by no means inaccurate, but it's not as consistent as an electro-pneumatic.
* Maintenance. While the A-5 rarely needs work, if it does it can be a challenge to get things fixed.
* Compatibility. Unlike many other similarly priced guns, the A-5's parts are only for the A-5
* The standard 9" barrel is not very useful and will need to be upgraded.
Design
Tippmann was originally a manufacturer of firearms and the design of the Model 98 Custom reflects this influence. The all-metal design is very sturdy and its rear pistol grip and front fore grip ensure a comfortable feel during extended use. The hinged elbow is easily removed allowing easy access to the chamber to clean out any breaks and the feed neck snugly locks onto your hopper with an Allen screw. It comes with a standard ASA and adjustable blade sights. It can run on CO2 or compressed air.
Performance and Reliability
I have shot many 98 Customs and I'm very impressed by their reliability and durability. The 98's sturdy design also lets it work despite being dropped, slammed into trees and left out in the rain (not recommended). Its trigger pull is not particularly long nor hard but it does not have a feather trigger pull. The stock gun is not inaccurate and I have seen upgraded 98's shoot as well as any blowback gun. One disadvantage of the in-line bolt design is that I notice more recoil than with some over-under bolts which affects the accuracy of your second and third shot. One advantage of the recoil, though, is that it agitates your hopper enough that you don't need a electronic hopper. The stock Model 98 Custom can shoot around 6-8 shots per second.
Upgrades
The Model 98 Custom is very easy to upgrade and there are many, many upgrades available so you can make it your own and adjust it to fit your playing style - plus, these upgrades are easily found and typically easy to install. Available upgrades range from custom stocks and shrouds to improved barrels, electronic grips, response triggers and even a cyclone feeder.
Pros
* Reliable and long lasting
* Very customizable
* Requires very little maintenance
* Comfortable grip
Cons
* Heavier than other guns
* Hopper position
* Longer than most guns
* Doesn't shoot particularly fast
* Difficult to completely disassemble
Description
* Blowback mechanical paintball gun
* Can run on CO2or compressed air
* Designed at the beginner or intermediate player
Design
The SP-1 is Smart Parts' entry-level electronic gun aimed at the woodsball/scenario player. Its composite body construction feels solid and durable and it comes with tactical rails for mounting accessories and has an included clamping feedneck smack in the middle of the tactical rail. It comes with a standard 45 grip, single trigger and a front regulator to accommodate its 180psi operating pressure. The stock SP-1 weighs in at just under 2.5 pounds and has a solid, comfortable feel in your hands. While it lacks anti-chop eyes, it does have a low-force bolt which does a good job at eliminating chops. It does have several firing modes including full-automatic and 3-round burst.
Performance
The SP-1 is one of the cheapest electronic paintball guns available, but shooting it does not feel cheap at all. It's much quieter than a comparably priced mechanical gun and it does have a decent rate of fire at 11bps, though that can be improved with an upgraded circuit board. The SP-1 is fairly accurate and is rugged enough to survive some contact with trees and rocks out in the woods. One interesting aspect of firing the SP-1 is the trigger pull: it's a very light pull, but pulling it reminded me of pushing into a sponge - not a bad thing at all, but a little different.
Maintenance
The SP-1 is simple to care for with it's bolt-out-the-back design and it should be relatively problem free. Make sure that you regularly clean and lubricate the gun and always make sure your 9-volt battery is charged. If you ever have to completely take apart the gun, be prepared to spend a little time to get everything taken apart and put back together afterwards.
Upgrades
There are multiple upgrades that fit the SP-1 including rail attachments (scopes, sights, flashlights, etc.) and performance upgrades (circuit boards, barrels, etc.). The SP-1 uses standard Smart Parts threading.
Pros
* Inexpensive
* Very upgradeable
* Easy-out bolt
* Low Pressure
Cons
* Requires Compressed Air or an Anti-Siphon CO2 Tank
* Somewhat difficult to change firing modes
* Capped rate of fire on stock board
* Hopper position
Description
* Entry-level electropneumatic paintball gun
* Designed for woodsball/scenario use
* Requires one 9-volt battery
* Smart Parts threaded barrel
GENERAL
SCENARIO RULES OF PLAY
Version 3.02 © 1996-2007
WELCOME
We have gone the
distance to bring to you the most ambitious scenario games in the
history of paintball. You will be participating in a multi-hour/day
paintball event which features objects such as villages, forts,
bridges, command bunkers and special nighttime pyrotechnics. The
special operations involved in this event will add a variety of unique
challenges rarely encountered in regular rec-ball play, including but
not limited to: helicopter insertions, medics, demos, intelligence operatives, engineers, snipers, props and a host of other nuances (possibly special character appearances), to name only a few.
Due to the COMPLEXITY of this game ALL PLAYERS should
familiarize themselves with the entire contents of this booklet as well
as the field map. You (each player) will be required to sign a form
stating you have READ and UNDERSTAND these printed rules of play.
Playing Tip: Know this material... if you don't, you're at a serious disadvantage.
Keep your eyes wide open because not everything you see, notice and
observe will appear to be what it actually is. This event also involves
role playing - that is: immersing yourself in your character and
playing the event. Those who do usually get the most out of these
events ... HAVE FUN. Be all you can be, and someone else.
CAMPING:
The fields that
host these events have camping areas for our players. Please contact
the host field for details regarding their camp site availability and
rules.
In order to guarantee a safe, fun event for everyone, management requires all consumption of alcohol prior to THE GAME ceases before 2 a.m. Saturday morning and until THE GAME ends
on Sunday afternoon. To maintain the family atmosphere of our sport, we
ask that all pre- and post-game drinking be done from containers other
than cans or bottles OR that an insulated covering be used ("Koozies"). Any host field that does not allow drinking will supercede this rule.
NO ALCOHOL OR DRUGS ALLOWED AT ANY TIME DURING THE GAME! NO ALCOHOL IS
TO BE CONSUMED BY OR IN THE POSSESSION OF MINORS AT ANY TIME!
ANIMALS/PETS:
If you bring an animal/pet to the event, it must remain on a lead / leash at all times. A MUZZLE is required. You are also required to pick up after your animal/pet and to properly dispose of what you pick up. You are required to keep your pet well away from any other animal/pet at the event.
REGISTRATION:
Pre-registration is very important for the event producers to know how much paint and supplies to order. If you cannot pre-register, simply bring your field fee to the event and we will accommodate you. Once you arrive at the field, proceed to the registration area to sign in and pick up your player's pack and any paint you may wish to purchase.
GAME MATERIALS:
Upon check-in at the venue, you will receive a player's pack with some or all of the following items in it:
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Event Patch(s) showing the logo for the event you are playing. Players may not portray more than one type of character during the course of the game: No multi-classing. Players may not pretend to be a Special Role character they have not been assigned by the game director.
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EVENT PAINT:
Event paint only! We recommend that you purchase
whatever paint you may need prior to the player briefing on the morning
of game day. You do not have to pre-order paint. Side note: Most
players use one 2000-round case during the entire event (some will use
less and some will use more). Paint sales will remain open during the
entire event. Having off-field paint on the field of play is grounds
for immediate expulsion (total ejection) from the event with absolutely NO REFUND. Our
sponsors generously donate their time to promote this event and their
money to the prize package for the markers and other prizes that are
given away to the "players" during the course of this event. In return
for this generous support, we use their product exclusively. We always
recommend storing your paint in a cool, dry area away from direct
sunlight!!!
Playing Tip: Paint left to bake in a hot automotive interior will shoot like paint baked in a hot automotive interior.
CO2 & HPA FILLS:
Both CO2 and High
Pressure Nitrogen fills (4500psi) will be available during the entire
course of play. It is recommended that you get your tanks visually
inspected (exterior) and filled prior to the game starting so you can
enjoy the entire event. There will be no facilities to recharge
constant air bottles on the field of play, nor in the parking lot. Due
to insurance regulations, no outside fill stations (CO2 / Nitrogen)
will be allowed on event property. All constant air bottles must meet
hydrostat requirements. No bottles will be filled that are out of date:
Five (5) years on aluminum CO2 or nitrogen bottles that are not
exempted; three (3) years on fiber-wrapped CO2 or Nitrogen bottles. All
bottles MUST have all stickers (non-factory) removed from them to allow fill station operators to INSPECT the
bottle for hidden damage. Bottles with stickers (non-factory) will not
be filled. Bottles that event management deems damaged will not be
filled, PERIOD... No exceptions. We will not endanger you or our players for the sake of filling a potentially dangerous bottle.
Playing Tip: Fill your tanks up late Friday or early Saturday morning. Don't miss out at Game-On!
CHRONOGRAPHS AND MARKER SPEEDS:
Vary from game to game and field to field. Generally they are 260 - 280 feet per second during daytime play, and 230 - 250 feet per second during nighttime play. All markers must be chronographed and your ID Badge chrono-punched by an event referee prior to entering the field of play at game-on, dinner break (nighttime speeds), and game-on Sunday. Referees with hand-held chronographs may spot check your marker on the field. Markers that are shooting "hot" are a serious safety hazard and will not be tolerated. Repeated chronograph offenses will result in ejection from the event. SRPLs, PACs, SRP LAWs and
tanks have separate feet per second shot speed and chronographing rules.
THE FIELD:
Defined by the field map, boundaries will be marked in field flagging tape during the event. Areas may be marked with cylumes (glow sticks) at night to aid in field boundary recognition. Do not fire your marker out of bounds or off the field.
HOSPITAL ZONE:
This is a neutral area (goggles on, Barrel Blocking Devices on) where you can stage and await the next
insertion window (insertion windows defined = As the period of time
where you can legally enter the field of play). Windows are open for 5
minutes in duration insertions are every 20 minutes - on top of the hour, 20 after and 20 till the hour.
INSERTION POINTS:
The IP is the area where you will enter the field of play. It will be strategically located where, as you enter the field of play, you will pass by your team's base of operations and command bunker. There is absolutely no entering the field from any area other than your insertion point. If you see someone entering the field from somewhere else, immediately inform a referee.
Playing Tip: As you insert onto the field, check in with someone at the base
to see if there is something you can do to help your side achieve victory!
There are two types of insertions: HOT & COLD. All insertions will be considered as Cold, unless otherwise instructed by a ref at your IP.
COLD INSERTION: You are required to go to your Base of Operations before removing your Barrel Blocking Device and becoming a live player.
HOT INSERTION: A referee will instruct you will be entering a HOT area and to pull your BBD before entering the field. You will be a live player as you step onto the field of play.
Playing Tip: For Hot insertions, your base or the area nearby is not FRIENDLY! Heads up; it’s time to rock and roll! Get ready to pull the trigger!
SAFETY & GENERAL RULES
ON FIELD SAFETY:
GOGGLES! GOGGLES! GOGGLES!!!! Keep them on your face at all times when you're on the field. ASTM Approved Full face and ear protection is required. BARREL BLOCKING DEVICES... BARREL BLOCKING DEVICES... BARREL BLOCKING DEVICES... Keep them on your marker anytime you're eliminated or off the field. Do not feel bad
to holler "Barrel Sock!" at any person in any goggles-off area, to put
their barrel blocking device on. You have a right to expect others to
respect your eyesight! These safety rules are as much up to you to
enforce as they are us. Remember the first rule of paintball: PLAY SAFE!
Playing Tip: Follow the "Goggles and Barrel Blocking Device" rules or you'll be removed from the event.
MARKER REPAIRS:
There is
absolutely no marker repair or work on paintball markers to be done in
the public rest areas or anywhere there are people without goggles on
(protective eyewear). All repairs should be done at the chronograph
range or in your campsite with a barrel blocking device on your marker
at all times. There is no firing of paintballs allowed anywhere other
than on the field (during game-on) and in the chronograph area.
FIELD REFEREES:
All decisions of the field judging staff pertaining to play are final. Under no circumstances is anyone permitted to ARGUE with a field judge. Doing so is grounds for expulsion from the event. If you have a problem with a call by a referee, remember: It's only a game! Take ANY grievance to the ultimate judge or game operations director.
Playing Tip: Speak clearly and calmly with the referees to get the most positive results. Yelling or shouting will earn you a ref punch and a trip to the dead box muy pronto.
ELIMINATING MARKS DEFINED:
Direct hits
making a quarter-size mark during the day is an elimination. If you're
carrying something and it's hit, you're eliminated! Gun hits count!
Splatter does not count. At night all HITS / IMPACTS count; there are no paint checks at
night. Saying "Hit" and indicating you're hit by putting your barrel
blocking device on your marker or raising your marker over your head
indicates you are eliminated.
Leaving the field or walking out of bounds is the same as being
eliminated. Once you step outside the area of play, you are eliminated.
There is no going out of bounds then coming back in. Any player leaving
the field of play must wait until the next insertion window then
re-insert into the game at the team insertion point.
Playing Tip: At night, after you're eliminated, it is a good
idea to yell "eliminated player walking" or "dead man walking" every 10
to 15 paces or so, as you're exiting the field. This will keep that
sniper that is lying in the grass from shooting you as you walk off the
field. No medics at night. If you're hit, walk off the field; don't wipe! Your reputation is way more valuable!
PAINT CHECKS:
During a paint
check, a referee will examine the player and make the determination
whether the player is eliminated or alive. Do not call a paint check on
a player then advance on that player! You will be penalized, (20 minute
hospital time ... you will get to walk). All players should continue
play during a paint check unless the referee calls the player neutral.
In a game of this magnitude - with the huge numbers of players - it is
virtually impossible to have a referee at every conceivable location.
Here, cooperation between players is key. Ask your buddy to check you.
And, if you're hit, walk and don't talk or advise players. Everyone
should remember you're never off the field for more than 20 minutes at
a time, maximum. Play fair and walk as you would want the other player
to walk should you have marked them.
Playing Tip: Dead men don't talk... Play fair... Play honest,
stand-up ball. Check yourself first! Reach back and find a blob of
paint? Call yourself out and walk. Go get that air refill or drink of
water you've been wanting.
WHAT TO DO WHEN HIT:
You should immediately call out "HIT!" in a loud voice and continue to do so while putting on your BBD (barrel blocking device). Leave the field by the safest direct route while continuing to call out your status as a dead player. If you are in an area that is taking heavy fire - such as a bunker with other players or in your base while it's under heavy assault - get your gun up as high as possible and get out of the way fast! Do not talk, hand equipment or ammunition to your teammates and do not continue to participate in radio chatter about on-field events. You are DEAD and dead men can no longer help their team. If you are holding a mission card and you have teammates nearby who were on the same mission as you, you MAY hand the mission card to one of them so that they may complete the mission. Proceed to the hospital zone to await the next insertion time, or to the staging area to reload on fluids, ammo & air.
Playing Tip: During big battles, you may continue to be shot at after you're
hit IF you don't get out of the way fast! Move out of the lines of fire
quickly and then search your pockets for your BBD (barrel blocking device).
SURRENDER RULE:
Surrender: It's a double option. Under 20 feet in distance, all players should offer the surrender call. The receiving player also has the option to
surrender or turn and attempt to shoot. Look at surrenders like a chess
match: with checkmate you never have to take the king in a game of
chess. If you've out-maneuvered the other player, you should be in a
position that no matter what, they're going to take the hit.
Playing Tip: This should not become a discussion. Ask, "Take the
Hit! Three, two, one," then pull the trigger if they have not responded
by yelling "Hit," "dead man" or putting their marker high up in the
air. If you are offered a surrender by a player who has out-maneuvered
you, turning and firing only demonstrates that you are a
less-than-honorable player. They have done the sportsmanlike thing and
offered. Be equally sportsmanlike and accept the option.
BARREL TAG RULE:
Barrel Tag is not an option. Once a player touches you with a barrel and says "barrel tag," you are eliminated and MUST take the walk. No point in pulling the trigger when you have a barrel pressed against your side. Do not HIT a player with your barrel! A gentle tap will do!
When a game is allowed off-gun barrel tags, the barrels are to be no
shorter than 10 inches in length. The barrels must be in plain sight
(not inside pockets, socks, satchels or bags). A barrel tap must be
made on one player at a time, with the words "barrel tag" being said
each time by the attacker.
Playing Tip: Thank the kind player for not shooting you at point-blank range, then walk!!!
NIGHTTIME PLAY:
During nighttime play, the following rules are in effect:
Verify the lowered night time chrono speed and lower your marker
velocity prior to going on the field. Make sure a referee has given you
the appropriate chrono punch on your ID Badge.
There are no paint checks at night. All hits count - the ball does not have to break.
There are no medics at night.
Paint Grenades do not work at night.
No players are allowed to carry or use cylumes (glowsticks). These
are reserved for the reffing staff and field boundaries. Players caught
with cylumes will be asked to leave the event with no refunds.
Infra-red cylumes are the only exception.
RADIO ESPIONAGE:
Radio espionage is allowed with the STRICT exception of the judges' channel. Messages on the command channel are in code, so LISTENING isn't a problem; it serves no purpose. Jamming of command channels is prohibited, resulting in ejection from the event.
Monitoring of the judges' channel is STRICTLY prohibited and will result in IMMEDIATE ejection from the event due to the fact that the urgency of the decisions makes coding them illogical and impossible.
Playing Tip: Monitoring teams' / players' personal radio
transmission on the field can give you valuable information. Monitoring
the Judge channel will get you ejected from the event.
PROHIBITED BEHAVIOR:
No physical contact with other players is allowed. No cursing or unsportsmanlike conduct is allowed. Cheating, although rare in these types of events, does and can happen. If you witness cheating on the field, keep your standards high! Don't ever stoop to a cheater's level. Keep in mind who you saw doing this and let them know you saw them. Peer pressure is a very powerful thing.
Player Tip: Is your reputation worth a few extra minutes of game time? Play Fair! Play Stand-Up Ball!
EQUIPMENT
Unaltered, ASTM approved, full-face shields and ear protection on all goggle systems. NO yellow goggles allowed for players. This is reserved for field staff and referees only.
OTHER REQUIRED:
Barrel Blocking Device (BBD) and/or Barrel Condoms, velocity locks, pants, shirt & shoes, trigger guards are required due to insurance regulations. In 2003, Barrel Plugs are no longer generally accepted as a usable safety device.
ALLOWED EQUIPMENT:
Canteens, flashlights, night scopes, infrared illuminators, thermal imagers, Q-beams, Alice packs, leaf-o-flauge, stocks, point sights, aim sights, squeegees, scopes, night vision equipment, CBs, radios - UHF or VHF, walkie-talkies, barrel rain covers, Ghillie Suits.
RECOMMENDED EQUIPMENT:
Extra pair of worn-in boots; extra socks; "energy" foods with complex carbohydrates; first-aid kit; marker tools; lots of non-alcoholic liquids: water, sports drinks, juices. Alcohol dehydrates your body and can pose a serious health risk when playing a physically demanding sport like paintball. For this reason, the consumption of alcoholic beverages is prohibited between 2 a.m. Saturday morning to end of game Sunday.
PROHIBITED EQUIPMENT:
Heavy clothing
which is designed to promote bounces; shields of any kind; unbreakable
trip wires; air horns; cylumes; knives; ropes; whistles; hot-burning
smoke; pyrotechnics; firearms; laser sights; crossbows; sling shots; BB
guns. When in doubt, ask the game management. Any device designed to
raise or lower the velocity of a paint marker (tools, adjustable
barrels without locking caps) are prohibited on the field of play. NO
predominantly yellow or orange shirts, jerseys allowed. This is
reserved for field staff and referees only. If this is in doubt check
with event management.
Playing Tip: When in doubt on what is allowed or prohibited, ask game management.
MARKERS:
Sixty-eight (.68) caliber markers meeting game management specifications. Due to safety factors and insurance regulations, game management reserves the right to disallow the use of any paintball marker or paintball launching system. All paint markers must be fired through a radar chronograph. Maximum velocity is not to exceed two hundred-eighty (280) feet per second (FPS) daytime limit and two hundred-fifty (250) FPS night time limit. Any markers that can be adjusted without tools need a velocity lock-down or "tourney-cap." Full-auto paintball markers (including zip and burst) are allowed during DAY PLAY ONLY (FULL AUTO IS DEPENDENT ON CURRENT FIELD INSURANCE POLICY) provided they meet our safety requirements (max Rate Of Fire is 11 Balls Per Second) and the player understands the concept of "Overshooting," and the possible consequences overshooting entails. Be responsible! Don't overshoot! All markers must be in SEMI- AUTO mode only at NIGHT.
GRENADES:
Tippmann style, Atomic or Strange Ordinance style. One speck of paint from these types of grenades is an elimination. No grenades allowed at night.
SRPLs, PACs & LAWs:
The following rules apply to all Single Round Projectile Launchers (SRPLs), Personal Air Cannons (PACs), and Law rocket launchers (LAWs).
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These SRPLs must chronograph under a speed of 230 FPS (all the time) during day and night play. |
MORTARS:
Mortars can be used in the games. Each Mortar must be pre-approved by the event director before it will be allowed on the field. Mortars must always fire at a minimum 45 degree arc or greater. Mortars can not be DIRECT FIRED at ground personnel. Mortars may fire the 2" Nerf rounds. Mortars may fire loose paintballs.
Mortars may NOT fire surgical tubes, NOR impact rounds!
TANKS & VEHICLES:
PAVs, Tanks, APCs, scout cars, modified golf carts, et al.
must be constructed from the chassis of an off-road vehicle only
(example: No van, car or truck chassis unless the tank was built on one
of these chassis prior to December 1998). Contact host field and event
promoter on insurance regulations a minimum of three weeks prior to the
event.
All vehicles must meet the following conditions:
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Max Speed: Limited to 5 mph or a fast walking speed, whichever is slower. No exceptions.
Tank / Vehicle Main Gun: 230 FPS max velocity.
Vehicles can also: Transport people and props, destroy structures and bunkers, or act as a stationary bunker. Even if a vehicle / tank meets all of the above conditions, it may only be used with 3 weeks prior approval, as well as immediate pre-game approval of the scenario director. After approval, the vehicle may be required to be escorted by a full-time ref, judge, or a non-player tank support person. Additionally, you may be required to bring your own tank support person, depending on the number of motorized vehicles on the field and availability of extra staff. |
Ways to eliminate vehicles
These may vary, depending on the theme of the game/event:
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SRPLs, PACs & LAWs: One impact from a Nerf Round eliminates the
vehicle. Some scenario producers still utilize multiple paintball
rounds fired from LAWs. With these types of rounds, the 3 break rule is
in effect to eliminate the vehicle. Three rounds must break (cumulative
shots included). |
Once a motorized vehicle/Paintball Assault Vehicle (PAV) has been
eliminated, it must proceed to the hospital zone or insertion area and
wait for the next insertion window before re-entering the field. The
same insertion rules which apply to players may also apply to vehicles
and will be announced at the pre-game meeting/briefing.
IMPORTANT NOTE TO PLAYERS: There is a safety space of 20-FOOT distance around all tanks. If a tank or a live player intentionally
comes within 20 feet of each other, the aggressor(s) will be called
eliminated. Furthermore, tanks and / or players who intentionally
violate this 20-foot boundary are subject to ejection from the event.
This is a serious safety issue. Tanks may not encroach within
20 feet of a live player behind a bunker (i.e. – do not chase players
around - or from - their cover). Players may not hide and use this rule to eliminate a tank.
Playing Tip: There is no reason for any player – live or dead – to be within 20 feet of a live tank!
PUGs and Walking Tanks:
All applicable rules within the "Tank & Vehicles" section of the GSRP carry over to non-motorized PUGs and "walking" tanks, as well as:
1) They must look like tanks.
2) They must have a main gun (as described above).
3) They are to serve as tanks (as described above); not ambulances; not mobile bunkers.
Players may NOT approach any tank, insert a marker barrel into an opening and shoot the occupants. You will be ejected from the field!
All tanks are the personal property of the owner. It is considered
the same as your marker, mask and pack. Players may not touch, take,
disable and or in way intentionally damage or destroy the tank or its
contents. If you do, you will be ejected from the event, field and
subject to arrest by local law enforcement.
GHILLIE SUITS:
ALL ghillie suits must be inspected and approved by the game director prior to entering the field of play. If you are wearing a ghillie suit, ALL direct hits/impacts count during day and night play. No paint checks! One direct impact = you're gone.
BREAKABLE TRIP WIRE DEVICES (BTWDs) Defined:
All trip wire devices with offensive capabilities: i.e. the ability to eliminate players. BTWDs include paintball land mines.
BTWDs Rules:
|
All BTWDs must use breakable string. Under no circumstances can the
string be of sufficient strength to trip a player while walking or
running (cotton sewing thread is best). PERIMETER WARNING DEVICES (PWDs) Defined: All autonomous devices intended to notify you of interlopers into your area of operations. PWDs have NO offensive capabilities, i.e. the ability to eliminate players. Typically, a PWD is sound or light resultant - after tripping the device it sounds an alarm, emits light, or a combination of both. Motion sensors ARE allowed |
PWDs Rules:
|
All PWDs must use breakable string. Under no circumstances can the
string be of sufficient strength to trip a player while walking or
running (cotton sewing thread is best). |
GAME PLAY
TEAMS:
The teams will be split from the number of registered players according to skill level, equipment, fire power, experience and ability. All game planning and scoring will be done by the game operations director. Teamwork is an important factor in these events. Planning strategies will be carried out by commanders with the respective squad leaders. It is important to note that you should concern yourself with how to defend as well as how to attack an area. Objectives and missions will be assigned by the game operations director and relayed via coded radio messages to the commanders of each team. Objectives will be assigned and unit size will also be assigned. Field referee staff will make the determinations of control of an area.
TEAM OBJECTIVES:
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Maintain your base of operations: Protect and defend it at all times. |
SWITCHING SIDES:
Switching sides must be cleared through the scenario producer. If approved, anyone switching sides must give up their current character card and arm band tape. Under no circumstances can this (character card or ArmBand Tape) be passed off to another player.
VERBAL MISREPRESENTATION OF SIDES:
Is allowed. You are NOT required to tell the truth about which side you are playing for.
EXAMPLE: (Player 1 sees Player 2 in the bushes 20 yards in front of his position)
Player 1: "Hey, what color are you?"
Player 2: "I'm Red, what color are you?"
Player 1: "I'm Red too."
(Player 1 then steps out from behind cover and gets marked by Player 2.)
Player 1: "Hey buddy! You said you were Red!!!"
Player 2: "I lied...."
Player 1: "Good
shot. Man, I should have read the rules of play better... they told me
not to always trust what I hear. I should have gotten a visual on your
arm band tape."
Moral of the Story: If they are not wearing your color arm
band tape, consider them the opposition, or at the minimum, be leery of
them. Always use caution until you get a visual ID on their ABT. As in
the real world (a real world conflict) seeing is believing, or, believe
half of what you see and a third of what you hear. Not everything is
always as it appears in a scenario game.
ARM BAND TAPE:
Arm band tape (ABT) is to help all players identify who is playing on their team, NOT to identify who is on the other team.
Special Role characters must wear specially designated arm bands or tape - in conjunction with their team tape - on the arm above the elbow, in plain view.
The following are Strictly Prohibited:
|
Picking tape up off the ground and using it. Any type of arm band or tape over a Special Role character arm band or tape with the intent to deceive.
|
ACQUIRING ENEMY ARM BAND TAPE:
You must be taped up by a player on the team whose ABT you're trying to get. You cannot pick up ABT off the ground or get it from ANY other source other than by an enemy player at the enemy team's base. See playing tips for spies for examples of how to acquire enemy ABT legally.
COMMANDERS & COMMANDER ELIMINATIONS:
Each team will
have a commander and team leadership structure. The commander is in
complete control of the side. Follow your commanders; they have the
overall picture and information of how the game is going and what is
happening. Check in with them often and let them know what you did, saw
or completed. This information is valuable and vital to your team.
Rotate out and pull base security for an hour; you never know, you may find yourself in an awesome firefight. :) The commander can also assign Medics, Demolitions, Engineers and Pilots, so
if you need to play one of these roles, immediately notify your
commander if you have not been given one of these roles. The commanders
will get a new mission radioed in to them every 15 minutes during the
day.
Playing Tip: These missions are what earn points and wins or
loses the game for your team. Go out on them... they're fun. Most of
the time you will get into some very good action, and remember, at the
end of the game if your team wins and you didn't go out on any
missions, how much did you contribute to the win? If your team loses,
then how much did you contribute to this loss?
The commander may be worth bonus points each time he/she is
eliminated. Thus, you can earn your team bonus points by eliminating
the opposition's commander and save your team points by keeping your
commander alive. This is not a one-time objective! Each time the
commander is eliminated, all rules pertaining to players pertain to
him: he must walk and await the next insertion window, then he/she can
reinsert into the game and is a free agent to resume play in any
fashion they choose. Side note: the commanders can go anywhere on the
field they choose. They are not required to stay in their command
bunker, but it's a good idea to keep an eye on your troops.
Any time a commander will be off the field for longer than one
insertion window, the commander must appoint another to act in his/her
stead which can be eliminated for points just as if eliminating the
original commander. Every commander on the field must be taped on both
arms!
Do not bring paint markers into the command bunker!
Do not point a paint marker into or out of the command bunker!
To eliminate the commander inside the command bunker, just place your foot inside the opening and call "ALL DEAD!" This does NOT destroy
the structure! It only eliminates all persons inside on the ground
floor only. Also, a demolitions characters can blow the bunker with a
satchel charge or LAW rocket. A referee must verify the commander elimination and call this into to the game operations director immediately.
Playing Tip: Commanders, stay alive.
COMMAND POST SECURITY ZONE:
There can be no same ABT eliminations of any kind scored while the victim is within 50 feet of his team's command bunker. This 50' represents a secure zone within which all players enjoy the peace of total security from same ABT eliminations. This is to promote more interaction between all players, whether they be security, command staff or role players.
Any player wearing your ABT color within 50 feet of the command
bunker is safe from elimination by any other player wearing your ABT
color. They may only be eliminated by players wearing the enemy ABT or
no ABT whatsoever.
Example: You're a red player wearing legally obtained blue
ABT inside the blue base. You walk up and step your foot inside the
command bunker to eliminate the blue commander and his staff. Nope, no
good. You will either have to have: NO armband tape, or be wearing your red teams' color ABT for this to count as a commander elimination.
OR
Example: The blue commander is rallying the troops in front
of the command bunker and you are a red spy wearing blue ABT in a tower
60 feet away. You fire your marker and nail the blue commander in the
goggles. Also no good. The commander (and any other blue player) is
immune to attack while they are within 50 feet of their command bunker AND you are wearing blue ABT.
A player in the base with NO ABT poses a significant threat
to base security and should come under immediate suspicion. Don't rush
to tape them up until you have thoroughly investigated which side they
are REALLY playing for. YOUR side taping them up is the ONLY LEGAL way for them to acquire your ABT - don't give it freely to possible infiltrators.
If a player is wearing enemy ABT... well then, they are most likely the enemy. Treat them with extreme caution.
SPECIAL NOTE: This does not prevent spies in your midst. A spy who can acquire your team's arm band tape and a Character Card can still operate within your team. The spy can go out on missions and lead them astray or report them to his true commander. They can also report intel to his true team. See playing tips for spies for more info.
SPECIAL ROLES DEFINED
During the course of this event you will notice individuals on the field who have special abilities and are identified by unique arm band tape. These individuals requested in advance to the event director to play the special roles described below. Only players carrying the appropriate credentials for their assigned Special Role characters may carry, utilize or display associated game props / operations equipment (bombs, aircraft, etc).
DEMOLITIONS EXPERT:
These players have the ability to use LAW rocket launchers and special demolitions satchel charges. Laws can be used to blow up command bunkers, bridges and buildings and groups of people within or on these structures, and to down helicopters. The satchel usually contains an explosives card to be operational. An explosives card alone will not work - it must be inside a satchel. The explosives card defines what type of explosive it is and how it may be used. The satchel must be approved or provided by the scenario producer.
ENGINEER:
These players have the ability to rebuild structures which have been previously blown up. These players may tow a downed aircraft back to their command bunker. Aircraft are considered props.
Able to heal players on the field. They must reach the player within one minute, wipe the paint from the player and write down the player's ID badge number on their Bandage Card. At this point, the player is again a live player and can resume play. HEAD SHOTS are NOT able to be healed! A head shot means you're eliminated, no matter what - this is specific for daytime play. All hits are fatal at night! Medics do not work at night.
PILOT:
Has the ability to fly a simulated aircraft (helicopter, etc.) for up to a
30-minute time period each flight. Should an aircraft stay out longer than
its allotted time before returning to base to refuel, it will crash. The
aircraft can carry one pilot and normally up to four additional passengers.
Players can not be shot at or shoot from a flying aircraft until at such
time it lands and the troops disembark. To land an aircraft, the pilot must
place the simulated aircraft on the ground and release it for a 10-second
count, minimum, before the aircraft can take off again. Pilot and passengers
are live once the aircraft lands. Should a passenger let go of the aircraft's
rope (or pilot) while in flight, he is eliminated. Passengers can only disembark
when the aircraft has landed properly. Aircraft are not to land closer than
20 feet to any other live player.
A LAW rocket can take out a flying aircraft! Flying aircraft can
fire on other aircraft while in flight -- regular hit rules apply. NOTE: An aircraft can drop you off in the middle of a swarm of enemy troops just itching to shoot someone!
FURTHERMORE: The LAW that shoots down aircraft may
fire (in some instances) multiple paintball rounds. Though being
universally phased out to incorporate 2-inch Nerf pocket rounds, some
scenario producers may allow paintballs in LAWs. Thus, if you decide to
ride on an aircraft, be prepared! You might take multiple rounds from a
LAW attempting to shoot down your aircraft. A Demolitions character
with a loaded LAW can also Barrel Tag the aircraft with the LAW, if
they can ambush it! Players may NOT AT ANY TIME use
aircraft as cover for shooting people. Players may not be following
within 20 feet of the aircraft if they are heading in the same
direction.
SPY:
Each team will generally have one or more spies who can be inserted into the opposition's team. It is up to the team leadership to ferret out and eliminate these spies, while it will be the spies’ job to gather information and report back to their base. Any spy who has BLOWN their cover and been identified as such by the opposition MUST hand over their character card and ABT from the opposing team. For more info see playing tips for spies.
INTELLIGENCE OPERATIVE:
Perhaps the hardest role to play, but one of the most rewarding. Your job is generally defined as to flush out the spies in your midst and acquire special game props for your side. There are meetings scheduled throughout the game which you're highly encouraged to be at, thus helping you figure out who is who. If you complete a meeting, have a ref sign the card with the time the meeting ended. Turn your meeting card in for points at the end of the game! For more info see playing tips for spies.
PLAYING TIPS FOR SPIES
First, your most
valuable skill as a spy is being covert, unnoticed - a fly on the wall
- not attracting attention to yourself. Yet, as you try and infiltrate
a base and the command structure, you begin to fly closer to the flame
and stand a better chance of getting burned (put in the open or busted).
Second, two of the most valuable assets that you have as a spy are the ability to do the following:
BUSTING MISSIONS:
|
|
1. Have possession of the assigned mission card. Intentionally get
marked (shot) by the opposing team prior to completing the mission, and
with the mission card in pocket, walk off the field a dead man. As an
alternative, lead your mission team into an ambush. |
GATHERING INTELLIGENCE:
How helpful is it? Incredibly so.
|
|
1. Reporting outgoing missions to your commander is of great importance. You can sit on the outskirts of the enemy base and report to your commander where missions are headed and troop strength. 2. Did the team you're spying on just acquire a valuable prop? |
NOTE: Any time you're dead or eliminated, YOU'RE DEAD. Shut
up at this point; zip the lip. No matter how bad you want to talk to
your commander or other players - no passing of information while
you're eliminated. Dead men don't talk, period!!! Only thing a dead man
says is, "Dead man walking." Once you have re-inserted onto the field
of play, then it’s game-on again.
HOW TO ACQUIRE ENEMY ABT LEGALLY:
You must be taped
up by a player on the team whose ABT you're trying to get. You cannot
pick up ABT off the ground or get it from any other source other than
at the team's base.
Example: Player 1: Comes into the opposition's base without ABT
Player 2: "Let me see your ID card!"
Player 1: "Hey buddy, I lost it, but it's ok. I'm on your side, you know me, I'm cool."
Player 2: "Oh, ok" (P2 then tapes up P1's arm)
Player 1: Thinking to himself: "That was way too easy. I'm on
the other team. Well, now I can't blow up the command bunker, but I can
lead missions astray and gather intel and report it to my commander. I
can still do a lot of damage to this team; just have to do it the smart
way. They really should have checked my card."
BUSTING THE SPY:
If you are ACCURATELY accused/made
as a "spy" character by the command/security of the opposing team (by
using a second character card, OR are observed being "paid" by the
other team to spy for them), you must immediately and without argument
turn over the second character card and/or the arm band tape you used
to infiltrate the base with - no matter what color it is - upon being ACCURATELY "made." You must then be re-taped by your actual team upon next re-insertion to your own base.
The bust has to be made on FACTS. The security forces can
not just accuse everyone as they walk into the base - i.e. they can not
play a hunt-and-peck type of "accuse the spy" until they find one. They
must have verifiable information before they can accuse a spy.
EXAMPLE:
Base 1 Security: "You are a spy! Take the
hit and produce your true character card! We have verifiable
information that you were reporting intelligence to the enemy
commander."
Spy: "Oh MAN! Busted!" (Produces both character cards - one from each team - and covers his barrel).
Base 1 Security: Taking
THIS team's character card and removes arm band tape from Spy. "Ref!
This player has been made as a spy and is being removed from our base.
Please advise Command Central you now possess his bogus character card
and assist this player off-field."
OR
Base 1 Security: "You are a spy! You have been observed receiving payment from the enemy! Take the hit and produce your true character card."
Spy: (Hangs
head because he was not covert enough; does not have another character
card OR "personal mission" card as he was working for himself; covers
his barrel and keeps his mouth shut).
Base 1 Security: (removes
arm band tape from spy). "Ref! This player has been made as a spy and
is being removed from our base. Please advise Command Central and
assist this player off-field."
AND JUST IN CASE:
Base 1 Security: "You are a spy! You have been observed receiving payment from the enemy! Take the hit and produce your true identity card."
Spy: "I'm
a spy for OUR team and I gave my goods to OUR general! Please verify!"
(shows he has but one character card which indicates he is a spy for
this team - as well as a "personal mission" card indicating meeting
times with players from opposing team).
Base 1 Security: "Stand
down." (verifies information with his commander who acknowledges the
spy is working for him - his decision to allow spy to continue playing
for him).
Base 1 Security: "Our commander has verified your
loyalty. You may continue play at this time. Try to be a little more
covert in your transactions."
MISSION TYPES
The teams will start the game occupying their respective bases. Many objectives will be strategically located throughout the playing field. Missions will normally be called in every fifteen (15) minutes during the day and every half hour at night, via radio to your commander or leader. Missions may require a specific unit or numbers of troops to go out to a specific location. At each mission objective a referee will be in the vicinity. The referee staff will validate the mission once you reach and complete your objective with your assigned force. To earn points you must complete the mission at its designated area. Some missions will require you to HOLD a specific area for a period of time, others will require an action to be taken within a specified time period (Example: "Snipe the enemy base," i.e. put a paintball on the enemy’s command bunker). Referee must sign the completed mission card and return it to the game operations director for you to receive points.
ASSAULT:
Means just that - to assault the objective for the length of time specified. Whether all your troops are eliminated does not matter, but you must mount an assault on the objective. At least one player must remain alive to present the completed mission card to a referee. This is the exact opposite from snipe. Generally, this mission will be allotted a specific troop strength to be se
We are glad to be launching PaintballZone to the community and hope that you guys find it very useful.
The site will be in its early stages so please bare with us and send us any bugs you find.
PaintballZone Features:
Paintball Player's Profile
This is where you can show off your marker and gear. Complete your profile with your marker details, upgrades, modifications and gear.
Upload photos of yourself to your profile gallery to show everyone how you look on the field. Other features include Profile modifications, change font colour and backgrounds.
Members will be able to rate your profile between 1 and 5.
Team's Profile
Team Captains can create their team profiles. Complete with Team Gallery, Member lists and Team Discussion Forum.
Field's Profile
Field owners may create their fields profile on PBZ. Set their fields location via Google Maps, Field Photo Gallery, Field member lists and field Forum.
Paintball Shop's Profile
Shop owners may create their shops profile on PBZ. Set their shops location via Google Maps, shop Photo Gallery, shop member lists and shop Forum.
Groups
Members may create groups which others may join. Each group will have their own Gallery, Member list and Forum.
Paintball Events
This was the main reason we decided to launch this project. A central place to find out whats going on the coming weekend.
- Members will be able to create public events for anyone to join.
- Teams will be able to create events that only their team members will see.
- Event Profile: Each event will have its own page displaying the details of the event and who will be participating.
- Event Calendar: Events will be shown on a calendar.
Forums
Community forums for members to discuss paintball topic
Community Photo Gallery
Members will have access to upload images to the Community Photo gallery. Other members will be able to rate and comment.
Member Blog
Want a place to tell everyone about that awesome weekend game you had? Then post it in your own personal blog!
Voting Polls
Create polls so that other users may vote on it. Get answers to those burning questions.
PaintballZone Headquarters
The PBZ official blog will be used to review new equipment, fields, paintballs and all the rest.
If you have any suggestions for extra features please post in our Comments/Suggestions forum here:
Comments & Suggestions Forum
| War is delightful to those who have not yet experienced it. |
| Erasmus |
