Battle Conduct
A Battle is fought between two or more teams
attempting to either capture the assets of another team or
destroy all the assets of another team, as specified by the Contest Director (CD).
Different scenarios may be used depending on the number of combatants,
the type of terrain or the preferences of the battlers attending.
Exploration and development of new scenarios is encouraged, provided
the following battle conduct rules are followed.
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Contest Director
All Battles are waged under the control of the Contest Director
(CD) who has the sole authority to define and conduct the battle.
The CD will define the limits of the battle field
and will clearly mark any critical areas, such as the
pit and spectator areas.
- The CD will define the objectives of the battle
prior to the beginning of the battle.
- The CD will assign points to teams and individuals
as objectives are met.
- The CD will assess penalty points to teams and individuals
if rule violations occur.
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Safety
Battler and spectator safety is the responsibility of all
battlers and the following rules apply at all times during a
battling event:
- Paintball markers may be armed and fired only when and
where specifically authorized by the CD. At all other times,
the CO2 on-off valve must be off and the muzzle plug or
muzzle cap must be in place.
- All battlers must wear a full face mask whenever
paintball markers are armed. Fixed-position cameramen may
forego a face mask when standing behind an equivalent shield.
- A battler may not deliberately target or shoot at
anything other than a vehicle, weapon system or practice
target at any time, including other battlers.
Violations of this rule will be dealt with severely by the CD.
- A battler must be aware of all objects down-range
from a valid target at all times, including spectators,
cars and buildings, and should avoid hitting them whenever
possible. This does not apply to battlers who are standing
behind their vehicles or weapons systems.
- If any battler announces Cease Fire
then all vehicles must immediately halt and no markers
may be fired. When the CD determines that the game may
resume, only he may announce Resume, at which
point all battlers may proceed. A Cease Fire should only
be called when a potential safety problem exists.
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Home Base
Each team will be assigned a Home Base
which is clearly marked on the field of battle.
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All assets must be inside of their Home Base
at the start of the battle.
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Assets may return to their own Home Base at any
time during the battle for reloading or repairs.
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At most N vehicles (as specified by the CD)
may occupy Home Base at any time during the battle,
including both armored vehicles and support vehicles.
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When playing a re-incarnation scenario,
a destroyed asset may be
re-deployed after it returns to Home Base.
The CD may limit the total number of re-incarnations
per vehicle or per team at his discretion.
The CD may also specify a minimum wait time that must
elapse before an asset can be re-incarnated.
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No-Fire Zone

Each Home Base is surrounded by a No Fire Zone
which extends 20 feet in all directions.
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A vehicle inside of a No Fire Zone,
including Home Base, may not fire at any vehicle
and may not be fired upon at any time.
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Vehicles may not enter the No Fire Zone
of an opposing team at any time.
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Vehicles may not stop in their own
No Fire Zone at any time. Vehicles
transiting to/from their Home Base
must do so without unnecessary delay.
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Battler Movement
Battlers may move freely around the battlefield during the
battle, except for the following situations:
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Battlers must be at least 5 feet from all vehicles and
weapons systems at all times during the battle,
except during timeouts or as noted below for each
type of vehicle or weapon systems.
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Battlers may not stand or walk along any lines of
fire between one asset and another.
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Tanks and Armored Cars
The following rules apply to the use of Tanks and Armored Cars
during a battle:
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Tanks and Armored Cars may not be touched
during the battle, except during a timeout
or when in Home Base.
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Tanks and Armored Cars may be towed by another vehicle
if necessary during the battle. In such
cases, the vehicle may be touched solely for hitching
and unhitching purposes.
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Tanks and Armored Cars may not be repaired at any
time during a battle, except
during a timeout or when it returns to Home Base.
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Tanks and Armored Cars may not move within
5 feet of any opposing vehicle or weapons system
at any time, unless specifically permitted by
the opposing operator.
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The maximum speed of an Armored Car may not be greater
than the maximum speed of the fastest tank participating
in the battle.
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Support Vehicles
Support Vehicles may be used to haul supplies
and soldiers around the battle field, as well
as towing other vehicles, weapon systems and supply trailers.
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The maximum load for any Support Vehicle or supply trailer
is:
- 40 paintballs, or
- 1 battery (any size), or
- 1 CO2 cylinder (any size), or
- 4 soldiers.
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Support Vehicles may tow at most one vehicle, weapon
system or supply trailer at a time.
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Support Vehicles may haul supplies anywhere on the
field at any time during the battle, including timeouts.
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During a timeout, supplies may be transfered from a
Support Vehicle directly to any asset
located within 5 feet of the Support Vehicle.
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Supply Vehicles may not be repaired at any
time during a battle, except
during a timeout or when it returns to Home Base.
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Support Vehicles may not move within
5 feet of any opposing vehicle or weapons system
at any time, unless specifically permitted by
the opposing operator.
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The maximum speed of a Support Vehicle may not be greater
than the maximum speed of the fastest tank participating
in the battle.
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Supply Depots
Supplies may be stockpiled at one or more Supply
Depots located anywhere on the battle field.
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Support Vehicle operators may load or unload supplies
at a Supply Depot at any time during the battle,
except when the Support Vehicle or Supply Depot
is being fired upon.
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During a timeout, any vehicle or weapon system may be
re-supplied from any Supply Depot, friendly or un-friendly,
located within 10 feet of the vehicle or weapon system.
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If two or more teams have armed vehicles or weapon systems
within 10 feet of a Supply Depot when a timeout is called,
then only the team with the asset closest to the Supply
Depot may draw supplies from that depot during the timeout.
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Field Artillery and Rocket Launchers
The following rules apply to the use of Field Artillery and Rocket
Launchers during a battle:
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Field Artillery and Rocket Launchers must be towed by a vehicle
in order to move around the battlefield.
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Field Artillery and Rocket Launchers may be hitched or
unhitched at any time during the battle, except when
being fired upon.
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Field Artillery and Rocket Launchers must be deployed
within 5 feet of the vehicle when unhitched.
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Field Artillery and Rocket Launchers may be reloaded at
any time during the battle from a Supply
Vehicle within 5 feet or from a Supply Depot within 10 feet,
except when being fired upon.
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Field Artillery and Rocket Launchers may not be repaired at any
time during a battle, except
during a timeout or when it returns to Home Base.
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Infantry
The following rules apply to the use of Infantry during a battle:
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Infantry must ride on a vehicle in order to move around
the battlefield.
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Infantry may mount or dismount a vehicle at any time
during the battle, except when being fired upon.
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Infantry must be deployed within 10 feet of the vehicle
when dismounted.
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Infantry may be reloaded from a Supply Vehicle within 5
feet or from a Supply Depot within 10 feet at any time
during a battle, except when being fired upon.
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Timeouts
At most N Timeouts (as specified by the CD)
may be called by each team during the battle. Each timeout
will be 5 minutes long.
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Only the CD can officially announce a timeout, after being
notified by a team leader of their desire to take one.
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A timeout cannot be called if any vehicle, weapon system
or supply depot is being fired upon.
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When a timeout is called, all non-support vehicles must
immediately halt and all gun rotation and elevation motion
must cease. Vehicles in the No Fire Zone heading
towards Home Base may proceed to Home Base.
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Support Vehicles are the only vehicles that may move
during a timeout.
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During a timeout, battlers may re-supply any vehicle
or weapon system directly from a Supply Vehicle or
Supply Depot as specified above.
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During a timeout, battlers may repair any vehicle or weapon
system, but they may not improve the position of the
vehicle (e.g., pull it out of a ditch) or
improve their firing solution (e.g., elevate or rotate the
gun).
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Any battler that continues to repair or re-supply their
vehicle outside of Home Base after the timeout has expired
may be penalized by the CD at his discretion.
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Fixed Artillery and Guard Soldiers
The following rules apply to the use of Fixed Artillery (i.e., an
artillery asset that remains fixed in one place) during a battle:
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At the discretion of the Contest Director, one or more Guard Soldiers
may be required to be deployed for each Fixed Artillery asset deployed.
Guard soldiers must be 12" tall and scaled accordingly.
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Guard Soldiers must be "standing" a distance of 10 feet from the
fixed artillery. The soldier may be attached to a stake in the
ground or attached to a free-standing platform.
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Guard Soldiers must stand in the open and may not be within 3 feet
of any obstruction that would obscure part or all of the soldier.
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When a Guard Soldier is hit by a paintball, the artillery operator
must immediately lay the soldier flat on the ground to signify
it has been hit.
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If all soldiers are hit, the Fixed Artillery is considered destroyed
and the artillery operator must immediately
stop firing the Fixed Artillery asset, carry all soldiers and spare
ammo back to home base, and record the hits on the score sheet. For
scoring purposes, the hits are recorded against the Fixed Artillery
asset, one hit per soldier deployed, and awarded to the operator/asset
on the opposing team(s) that made the hit.
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Fixed Artillery can be re-incarnated when a Support Vehicle
successfully transports all soldiers back to the Fixed Artillery
location. Support Vehicles can carry at most 4 soldiers, plus
40 paintballs when re-incarnating a Fixed Artillery asset.
The operator must place all Guard Soldiers in proper locations
(which may be different from the original locations) before
resuming fire with the artillery asset.
Scoring
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Scorekeeping
Each team is responsible for maintaining an accurate account
of points earned by them throughout the battle, subject to review by
the other team(s) and the CD after the battle has concluded.
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Individual scores are based on the number of points
earned by destroying objects, hauling supplies,
and meeting mission objectives, minus any individual penalties,
as defined below.
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Team scores are based on the total number of
points earned by each individual on that team, minus
any team penalties. The team with the highest number
of points for a given battle is the winner.
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Destruction Points
The defensive rating of an asset determines
the number of points awarded to the individual(s) who
destroyed that asset, using the following table:
Defensive Rating |
Points Awarded |
4 |
1000 pts |
3 |
750 pts |
2 |
500 pts |
1 |
250 pts |
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Team members may decide to share destruction points
among two or more members if it can't be determined
who actually destroyed the asset.
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If an asset is hit and/or destroyed by friendly fire,
then the destruction points will be awarded to the
closest non-support asset operated by the opposing team(s).
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Supply Delivery Points
Support Vehicle operators earn points by collecting a
Delivery Charge for each shipment delivered.
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Delivery Charges may be fixed at the beginning of
the battle or may be negotiated during the battle.
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Delivery Charges may be collected from any team,
at any time during the battle.
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Delivery Charges are deducted equally from all
members of the team who requested the delivery, and are
credited individually to the Support Vehicle operator. In
this way, the Support Vehicle operator can share in the
points earned by their own team or can extract points
from another team for services rendered.
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Mission Points
The CD may award team points for any mission objectives
that were met during the battle.
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The CD must announce all mission objectives and the points
to be awarded prior to the battle.
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Mission Points are distributed to individual team members
based on the sole discretion of each team leader.
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Penalty Points
The CD may assign individual or team penalty points at any
time for any rule violation. The amount of the penalty will be
determined by the CD based on the severity of the violation.