Posted 25 June 2012 - 10:35 PM
World at War Rules
All players are responsible for abiding by park and safety rules posted by the field. Anyone caught breaking field rules are subject to loss of play for the day with no refund.
Equipment, Safety and Supplies
Field Paint Only: No non-event paint allowed. Use of unapproved paint on the field is grounds for immediate ejection from the property with no refund.
Armbands/ Arm Tape: Armbands/Arm tape must be worn and visible at all times (with the exception of player wearing “ghillie” and spies). Each side will be assigned their own color. Commanders will be in control of “taping” not event staff. You must get taped at your H.Q. by the commander or whomever he assigns the task to. Only the armbands/tape provided may be used- outside arm tape, armbands, or any other item used to look like arm tape will be prohibited and may result in a penalty assessed to your side.
-Commanders/ X.O.’s- will be taped with two strips on the same arm; both of their team color
-M.O.S- will be taped with two strips on the same arm; one of their team colors and one a color specific to their role
Goggles: Goggles must meet ASTM and insurance requirements, must be unaltered, must provide full face, eye, and ear protection, and must have suitable, uncracked and undamaged lenses in them. Players caught lifting their goggles, or breaking the seal of the goggles against their face while in the field of play may be ejected with no refund. Be smart! Be SAFE!
Markers: Any commercially produced, commonly available .68 caliber paintball marker may be used. No mode is allowed that yields more than two shots from the first two trigger cycles. All electronic markers must be capped at 13 balls per second IN ALL MODES INCLUDING SEMI-AUTO MODE. You must also have a "barrel sock" for covering the end of your barrel in all non-play areas. Barrel plugs are NOT acceptable. Players caught with no barrel sock on their barrel in an off-field area may be ejected from the event with no refund. This includes markers with no paint or air. If it has a barrel it is required to have a barrel sock on it. If you have lost your sock you must remove the barrel and air source (if possible). If this is not possible locate a referee notify them.
Radios: Radios are allowed and encouraged. You may monitor any frequency you wish with the exception of the referee channel. Anyone caught on the ref channel may be ejected from the event without a refund, and their side will be assessed a score penalty. Players may use their radios anytime except while eliminated and walking either to their insertion or the field exit. Once at the insertion or off-field they may communicate at will. Players will not be allowed to stand off-field and gather reconnaissance of the enemy base or for recon and report missions.
Prohibited equipment: No tools or knives may be carried on the field. No personal fill stations allowed on the premises. Any items found in violation may be confiscated and may, or may not, be returned after the event. No unbreakable trip wires. No pyrotechnic devices. No unapproved smoke devices.
Referees: Referees will be wearing brightly colored yellow referee/staff shirts. Do not argue with a referee under any circumstances. If you disagree with a call ask them for their Judge number and see the Ultimate Judge or event director. If you feel there is a gray area in the rules, then you assume at your own risk. The decision of the refs and scenario director are final.
Player Refs: There a number of experienced scenario players who serve as "Player Refs", our version of undercover cops. They are constantly watching for cheaters and unsafe players. They can also be helpful for answering questions if you cannot find a field referee. However, they are prohibited from signing off on any mission cards.
Eliminations: If you are marked by a direct hit from a paintball (even if the ball itself ricocheted) and it breaks on your head, mask, or marker you are eliminated. If you have been hit anywhere else you may call for a medic who can “heal” you (wipe off your hit). You may not go to the medic- he must come to you. If the medic cannot reach you with 60 seconds, you are eliminated. Once eliminated you must report to your insertion zone before re-insertion.
* It is important that you "get up and out" as soon as you are eliminated. Hold your marker high above your head and run out of the bunker! With the large number of players you will encounter it is hard to hear someone shouting "Hit!" while he/she searches for their barrel sock, and players will continue to shoot thinking you are still in. "Get up and out" and get away from the lines of fire, then search for your barrel sock!
Surrenders: We request, whenever possible, that you request players within 10 feet to surrender. We also recommend that players who are given this option accept it graciously. The player who asked was displaying good sportsmanship. Please don't reward them with a close shot. The player who first offers the surrender has the right of way. Thank them for not shooting you at close range and report to your hospital.
Faking injuries or medical issues: This will not be tolerated for any reason. Using such ploys on the field will result in ejection from the event.
Blind firing: No blind fire. Players shall always have a clear view of the direction of fire. Never shall a player hold the marker over or around an obstacle and fire without looking.
Excessive shooting/running hot: Please refrain from shooting a player after they have called themselves out. They are out and additional shooting can cause unnecessary negativity on the field. Players are responsible for keeping their markers within the field mandated chronograph range. Players caught “running hot” will be hole punched and asked to leave the field. Either of these infractions will not be tolerated and may result in ejection from the game with no refund.
Grenades: Only paint grenades purchased at the field may be used. In order to be considered an elimination there must be enough paint on the player to be collected into a mark the size of a quarter. One or two specks will not be counted as elimination.
Smoke Grenades: Only “cool burning” non-hazmat” smoke grenades are allowed. Any smoke grenade not provided by the event director must be approved by the event director.
Reinsertions and Hot insertions: All reinsertions will be done at your Insertion point. Once eliminated from play, you need to return to your insertion point and wait for the insertion window to re-open. Insertion windows open every 15 minutes and will remain open for 5 minutes. Example: You are eliminated and arrive your insertion at 3:10. You would wait until 3:15 to re-insert. If you arrive anytime between 3:15-3:20 you tag up and re-insert. If you arrive at 3:21 you wait until 3:30 to re-insert. If your team’s insertion zone is taken over by the opposing team a “hot insertion” will be done; a group of 20 or more of your team will be taken to a point on the field with less opposing players and inserted by a referee.
Command bunker/HQ base: The command bunker is considered a hot zone and is in play. To eliminate everyone in the command bunker you need a demo expert to deliver a demo charge inside the HQ’s walls. LAW will not destroy or in anyway affect the players inside the command bunker. Once a demo is delivered, the base referee will clear out everyone in the bunker. The bunker is destroyed and may only be re-activated by an engineer.
Bunkers on the field: No player may move any bunkers unless specific provisions are outlined by the event director allowing him to do so.
Props: Props are items in the game that can be used to perform actions that will help you achieve victory. Once on the field the props must remain in play. That means if a player is eliminated while carrying a prop, they drop it. Props cannot be stored in the command bunker. However, if not being carried on a player's person they must be kept within 60 feet of the command bunker. They cannot be "buried" in the back corner of the field. These rules are meant to keep the props in play, adding to the excitement of the game.
Trade Items: Players from opposite teams may trade with each other at their own risk.
Air Strikes: The commander will have the ability to call in air strikes on a designated area of his choice. Commanders will have 0 air strikes at their disposal at the beginning of the game. To call in air strikes commanders will need to locate the makings for and assemble a radio. Once the pieces are found an engineer will be needed to assemble the radio. Once assembled, commanders will be able to call in an airstrike every 60 minutes. Additional air strikes may be available from the Supply Depot. When “called in” a flag will be placed by a ref and all players in a 150ft radius will be eliminated and must return to the insertion point. No medics can be used. Any player may enter the airstrike area after all eliminated players have cleared the area.
Landmine Fields: Mine fields are simulated by cording off an area using marking tape. Any player who enters the area is eliminated. Players may clear the minefield by shooting a total of 150 paintballs into the area with a verbal count or by probing the ground for a total of 10 minutes. Engineers can probe clear ground in 5 minutes. Minefields are placed by the event director.
Mortar: Both teams will be attempting to find pieces for and assemble their respective weapon. Once the pieces are located they will need to be assembled by an engineer. Once assembled a Heavy weapons specialist and any 2 other players are required to serve as the mortar squad. Rounds fired from these weapons eliminate any players within a 50’ radius of where they land. If they do not land (stuck in a tree) or land out of play they are considered a “dud.” Once the ammo is spent or the item is captured/destroyed- it is to be returned to the event director so it can be re-circulated back into play.
Paratroops: Basically a silhouette on a pole with players holding a rope, this represents players who are in flight. Commanders will have 2 Paratroops at their disposal at the beginning of the game. Additional paratroops may be found in the field of play. Paratroops can transport 15 passengers and a pilot. The commander will select a predetermined destination for his paratroops. All players in flight MUST hold on to the rope- or you are eliminated. No one may fire while in flight. Paratroops cannot be eliminated while in flight. The pilot gives the order to jump by dropping to one knee, at which time all passengers may disembark and find cover. The passengers may fire only after they have taken cover. The pilot must return to HQ.
M.O.S. (Military Operations Specialty) types
Your commander will assign these roles. If he so chooses he may unassign a role and reassign it to another player as he sees fit. You may only be assigned one MOS at a time. If playing one of these roles you will play an integral part in this game. It is advised that you keep in regular contact with your commanders and ensure that you are where they need you.
Demolitions Expert: Can use demo charges to destroy, bunkers, and buildings. The demo expert must have in his possession and surrender a “Demolitions” card provided by their commanders at the time of the destruction.
Engineer: Can rebuild destroyed, bunkers, and buildings. The engineer must have in his possession and surrender an “Engineer” card provided by their commanders at the time of the rebuild/repair.
Heavy Weapons Specialist: Cleared to carry Light Antitank Weapons (LAWs). Can use LAW to destroy buildings and bunkers but not the HQ. The specialist must have in his possession and surrender a “Heavy Weapons Specialist” card provided by their commanders at the time of the destruction.
Medic: If you intend to be a medic you must have a wiping rag with you at all times! Medics can heal players who have not been barrel-tagged or blown up. They can wipe all shots on a player but cannot "heal" head-shots or marker shots. The medic heals a player by wiping the shot off the affected players.
Sniper: Snipers can use “Sniper Shot” cards to eliminate any player in plain view within 300 feet. The “sniper” must surrender one “Sniper Shot” card to a judge in order to eliminate a player. Each “Sniper Shot” card allows you to eliminate one target. They do not need to actually fire their paintball marker to accomplish this elimination. “Sniper Shot” cards may be used by snipers to complete a “sniping” mission, but must take out a player at the objective to complete the mission. Only snipers may possess “sniper shot” cards, and are limited to carrying no more than five at a time.
The teams will start the game occupying their respective bases. Many objectives will be strategically located throughout the playing field. Primary missions will normally be “called in” every 60 minutes at the top of the hour. Secondary missions may or may not be called in every 60 minutes at the bottom of the hour. For all missions, an envelope will be delivered to your commander or leader at their HQ. 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: You must attack the objective outright, with the majority of your forces firing paintballs at the area or objective. You do not need to take control of the objective to complete this mission.
Take and Hold: You must take control of the objective, so that you have players in the immediate area, and remain in control of it for the specified time.
Patrol: You will choose an area between two identifiable points. You must “patrol” the area between these for the time specified. You must be on the move for the duration.
Snipe: You must get near enough to the objective to fire one ball and hit it, or someone near it. Your sniper MOS may use a sniper card to complete this mission.
Listening Post: You must go to the specified location and "dig in" for at least 15 minutes listening for, and gathering, as much information as possible. You should report all information to your commander or his staff, but this is not a requirement for completing the mission.
Destroy Building: You must take someone or something that will allow you to destroy the objective. If it is destroyed when you get there you cannot accomplish your mission without rebuilding it first.
Repair Building: You must get an engineer, with supplies, to the objective and rebuild it. If it isn't destroyed you cannot rebuild it without destroying it first.