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Tank's Paintball Airsoft Rules

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  • Tank's Paintball Airsoft Rules

    TANKS AIRSOFT/Pre Game Operations
    7/01/2018 supersedes all previous rules. Condensed version.

    WAIVER. A signed waiver is required for all events. Found on our website, it only needs to be filled out once per year. ANYONE stepping onto the field needs to have it. Minors will require a parent signature. Minimum age of play is 10 years old.

    PLAYER PUNCH CARD. When you arrive at field registration to turn in your waiver, you will receive a punch card which serves as your event ticket and raffle number. You will receive a punch at each station check in, (Waiver, Chrono, etc.).

    FACE AND EYE PROTECTION. All players are required to wear eye protection. Anyone under 18 is required to wear full face protection.

    CHRONO. Show up to chrono station with empty magazines for your gun and your goggles on. AEG guns will chrono using .20g BBs. Hop up to be turned off. Sniper and HPA systems will chrono with .30g BBs. Weapons using external gas source must have a locked regulator to prevent on field adjustment.

    ALCOHOL/FIREARMS. Real firearms are not allowed on site. Alcohol use before and during are not allowed at Tanks Airsoft Events.

    STAGING AREA. While in the staging area, weapons MUST have the magazine removed and and the chamber cleared until ‘Goggles on’ is called. All airsoft guns coming on and off the property must be in a gun bag or box.

    RADIOS. Channel four is only to be used by field staff.

    EQUIPMENT STANDARDS. All players must have full seal eye protection rated to ANSI Z87.1 High impact goggle standards or higher, a red dead rag, water, a way to track game time, a blue or green light stick, for night games a flashlight as well.

    RIFLE REQUIREMENTS. Standard Rifle: Semi Auto only. No minimum engagement distance, 1.48 JDMR: SEMI AUTO ONLY. 50’ minimum engagement distance, 1.87 J, must be incapable of firing in full auto. Bolt/Single Action “Sniper” Rifle: 2.81J, 75’ Minimum engagement distance. Squad Support Weapon: Full auto. 50’ minimum engagement distance, 1.87 J

    SITUATIONAL AWARENESS. NO DMR/SSW /Sniper rifles may be used in the clearing of rooms or hallways whatsoever inside a building and or structure, may shoot outside a building from within, however the barrel MUST break the plane of the doorway or window from with the operator is shooting.

    PROHIBITED RIFLE PLATFORMS AND RESTRICTIONS.. M27 IAR is prohibited as a SSW but may be used as a standard rifle in semi auto. RPK platforms must have tripod and drum mag. Standard rifles with drum magazine attached are prohibited.

    No Bang Bang Kills

    BBS AND MAGAZINES. BBs may be bio/non bio only. A maximum of two High Cap magazines, containing no more than 400 rounds each. 8 mid-caps total. Support weapon gunners will be allowed a maximum of 2 box magazine. Max 7000 rounds on person

    OTHER EQUIPMENT RULES AND INSTRUCTIONS. No Blind firing. Players must be able to see down the sights of their weapon when firing Rubber Knives: When a player is touched/tapped they are silently “hit” and may not yell hit or medic. TANKS Airsoft approved rubber training weapons only are allowed. Homemade weapons. (must be Approved by staff) NO Nerf swords or Knives. Ballistic Shields must be approved . Lasers: Must be “Eye Safe” and have a maximum power output that is below 5mw for a visible laser and 0.7mw for IR lasers. Players are never to aim any laser system directly at the eyes of another player

    FOAM ROCKETS. Have a lethal kill radius of 20 feet from initial impact. They may not be fired into, or inside of a structure. One hit is mobility kill on a Vehicle. 40J limit. Only Engineers may use a standalone launcher, Riflemen may use a mounted under barrel launcher

    GRENADES/THUNDER B/PYRO DEVICES. TSLFX PEA Grenades/thermobaric and Tagging Rb2 bb grenades approved. Aerial Tagginn grenades (40mm) are prohibited (but on a per event basis). Sport smoke and Enola Gaye may be approved on a per game basis • Smoke in buildings and/or Tunnels are strictly prohibited Call “FRAG OUT” to notify participants of an incoming grenade Players may use any commercially produced airsoft grenade (Escort, AI, etc...). No modified or homemade grenades are allowed. Ricochets from grenades and 40mm beehives are treated as fragmentation and will count as a hit
    Thunder B’s Are NOISE distraction only. No use Inside any tunnels or vehicles Exploding BB Grenades: Taggin or EG67 styles These grenades have a kill radius of 10 feet through open terrain, soft cover like shrubs, grass, thin vegetation and bushes. A bb strike is not required to be a hit.

    GHILLIE SUITS. Players in ghillie suits should never lay near vehicle roads, trails, or in the driving path of any vehicle.

    CHEATING. Failing to follow rules or other dishonorable actions will result in expulsion from the event. There will be no bullying, rough housing, malicious foul language, or physical/mental intimidation anywhere at any time at any TANKS Airsoft event. Failure to follow these rules will result in expulsion from the event and AO. NO refunds will be given.

    IN GAME ITEMS. . In-game items are the property of Tanks Airsoft and they include, but are not limited to, props, intel packets, and currency. They must be handed over when searched. If you bleed out, they must be left on the ground (except for currency) and become capable of being looted by other players. In some cases there are mission-specific items that will not be dropped as well as cases where staff will instruct you not to drop items.

    NIGHT OP’s. Clear eye pro only • After dark no rifles, sniper rifles, DMR, or SAWs. Side arm use only (TANKS will have loaners). • A blue or green light stick (led or chem) to signal you are hit and flashlight is required • Night Vision is allowed. Lasers: Must be “Eye Safe” and have a maximum power output that is below 5mw for a visible laser and 0.7mw for IR lasers. Players are never to aim any laser system directly at the eyes of another player

    FOB’s. FOBs are also a MASH/resupply point and are not captured-able. To discourage spawn camping all players shot within 150’ of their FOB may instant respawn on their FOB with no bleed out time.

    SPORTSMANSHIP. It’s expected! Call Your Own Hits DO NOT CALL ANOTHER PLAYER'S HITS. If you suspect a player is not calling their hits, do not take matters into your own hands. Please use the chain of command by bringing this to the attention of your Squad Leader and/or the Event Staff. If you call another players hit you are also calling yourself out as well. You must take a knee and pull out a dead rag and follow medic procedures.

    Electronic Warfare Jamming or listening in the opposition's radio frequency is strictly prohibited (unless cleared by the administration).

    DEAD MEN TELL NO TALES. Hit players may only call for a medic and may not try to influence gameplay in any way.

    RESUPPLY. You may only refill magazines at your FOB or MASH points only.

    HITS. If a BB strikes you or any gear worn by you, you are “Hit”. Strikes to any gear carried by your hands do not count (i.e. gun hits). Once a player is hit they are to yell “hit” 3 times and display their dead flag or light and start timing their 5 minute bleed out. They must sit, kneel, or lie down; NO STANDING! Grenade hits please refer to BB Grenades.

    CARRY/DRAGS. To move a player that has been hit, grasp their wrist and they may then stand up and put there arm over your shoulder. You then place your arm around their waist as if you are moving with person with a sprained ankle. 1 or 2 players on 1 drag player you must walk regardless. Physically dragging their body to cover is the preferred way at our games. Wrist carry or walking/running to cover is strictly prohibited.

    BLEED OUT. This is mandatory. If you do not receive treatment from a medic or a Tourniquet before the 5 minutes is up you arena dead.

    MEDIC PROCEDURES. Medic Must pull out ace bandage from your teammates marked ifak or medical pouch. Wrap arm with bandage (wrap and tuck under wrap. No knot tying!) Inject medication (with provided empty syringe). Medic pulls dead rag and gives it back to player. Leave bandage on until resupplied/retasked at medical resupply point or by your CO. No individual respawns are permitted
    MEDIC HEALS TOURNIQUETS IN BUILDING. Drag rules still apply, players must present dead rag or Tourniquet to opposing player. Then proceed to medic rules procedures.

    MASH SITES. Individual re-spawns are NOT permitted. When a unit becomes combat ineffective they are to go to a MASH flag (red cross) point as a unit that is under there factions control. Individual players are not permitted spawn without their squad. Once a squad has reached the MASH unit they may take off. Any used bandages, and Tourniquets and place the bandages back in their IFAC for reuse. MASH units are captured-able (depending on the event). There are green and tan flags attached to the MASH units. To capture, remove the opposing flag and hoist yours. Players shot within 25 yards of a Mash are NOT ALLOWED to spawn back at that point, that means their whole squad can’t either. They all must re-spawn at their FOB or Alternate MASH.

    CONTESTING A MASH. There is no respawning at a contested MASH. Whatever color flag is flying owns the point, if you want it, shoot them and raise your flag. Players shot within 25 yards of a Mash are NOT ALLOWED to spawn back at that point if they control it or not, that means their whole squad can’t either. They all must re-spawn at their FOB or Alternate controlled MASH.

    SUICIDE DEVICES AND IED’s. Suicide devices are an in-game item and must be triggered prior to being shot or captured. IED’s have a 30’ kill radius on players and vehicles

    END OF GAME. Every one repeat so it travels across the field, remove your magazine, fire 3 shots in the ground to clear your gun, put on your dead flag and head to staging or FOB.
    Last edited by ChopperMech; 07-06-2018, 03:33 AM.
    Victory through superior fire power

    9-11-01 We will never forget.

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