USANA Paintball Field Rules
· Referees and field officials have final ruling on all game and safety decisions. Any arguing with or failing to comply with game officials’ mandates will be considered poor sportsmanship.
· Cheating, violence, poor sportsmanship, profanity, threats, harassment or any breach of these field rules is unacceptable and could lead to expulsion from the field and future events.
· No physical contact between players will be tolerated for any reason whatsoever.
· You are out when you are hit by a paintball and it breaks on you or your equipment. If you cannot verify a hit, ask for a paint check and a ref will come assist you. If you yell hit or out, you are out whether it broke or not, so be sure to check first.
· You may not fire at another player within the 20' safety limit. Either offer surrender or move back.
· Field-approved goggle systems must be worn at all times within active field boundaries, in chronograph areas, and anywhere else deemed necessary by the management.
·
Field-approved barrel blocking
devices must be in place off the field at all times, and on the field when
eliminated.
· Chrono speed limits for various equipment will be announced. Know it and maintain it. Firing a marker is only permitted in approved areas. Dry firing is prohibited except on the field or in designated chronograph areas. Blind firing is prohibited. Full-auto firing modes are prohibited;
15 BPS is the limit.
· Dead players do not talk.
· Climbing trees, moving bunkers, and altering existing structures are prohibited.
· USANA Paintball reserves the right to remove any player for any reason from the property.
Play Safe. Play Sane. Have Fun!
The Stupid Rule.
(or to be more precise, the “Don’t Do Something Stupid Rule”)
Don’t overshoot
Don’t shoot hot
Don’t teach someone else “not to cheat” by cheating!
No close shooting
No blind shooting
No tree Climbing
Keep your goggles on
Use Barrel blocking devises. If it has a barrel it must be covered!
Don’t argue with the refs
Do Not Touch another player
Barrel tags are TAGS, not pokes. It is a barrel not a knife!!
Violate the Stupid rule and get a card punch
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*Surrender is an option, Barrel Tag means you are dead.
*Surrender is can be optional offered if a player has the clear drop on another player and is within “close shooting” range of 20'.
*Player must begin the game within 50' of their Command Post Base.
*Hand held Law Rockets work ONLY on tanks, not on bunkers or players.
*Tank Law Rockets can blow up bunkers 20' radius area of destruction.
*Player may not approach a tank within 20'.
*Ref's can decide if a player covered by a bunker, as a tank advances, is in danger and must move or can remain in place.
* Ghille Suits- All hits count if you are wearing a ghilla suit.
*Players must keep their Barrel Blocking devices on until the 5 minute “Game ON” warning.
*After leaving DZs, players must keep their BBDs on and tag up at their Command Post base or allied base before they become live players.
*Players may wear their own color arm band tape or no arm band tape, but they may not wear their opponents arm band tape.
*Commanders must have both arms taped and if the Commander is killed or leaves they field they MUST tape a replacement until their return.
*All game props are part of missions. Any player moving, hiding or altering game props without a mission card forfeits those missions points to the other side.
*Dead Players DO NOT TALK! You may inform anyone who speaks to you that you are a dead player. You are a dead player until you reach a DZ or go off field.
*Radios can be used in DZs and off field.
*The opposition CP can only be held for 2 insertion periods in a row. Before the 3rd. insertion, all players must vacate the area by at least 300’. E.g. with 15 minute insertions. Red takes Blue CP at 2:10. 2:15= 1st insertion. 2:30=2nd insertion. If Red still holds base at 2:45, Red is escorted 300’ away from base and held until Blue insertion is completed
MASH UNITS:
MASH units must be carried by 2 players (Orderly and White taped Surgeon)
If the surgeon is killed, the MASH unit is shut down and the unit will be returned to the CP by the ref.
MASH units cannot heal head shots.
The Surgeon or Orderly must wipe a player and write down their number to achieve a heal.
The Surgeon can heal the orderly, but the orderly cannot heal the Surgeon.
MASH units may not be erected within 200' of the enemy CP.
Once returned to the CP, the Commander can send out the unit with 2 new players at any time.
SNIPERS:
Two “for hire” Snipers are available. They use yellow paint and their kills cannot be healed.
MISSIONS:
Missions will be issued every hour on the ˝ hour. 12:30, 1:30, etc.
Missions are self contained with all information required to complete the mission.
FLAG STATIONS:
Flag stations are scored once per hour on the hour, 1:00, 2:00, etc.
TANKS:
Tanks cannot exceed 5 miles per hour
Tanks must always be accompanied by a ref
Players may not come within 20' of a tank
Tank Refs may decide that a player in a bunker, within the 20' rule may stay
if they are not in danger of contact with the tank. can stay there.
Tanks are immobilized by a paint grenade for 5 minutes.
Tanks hit by a law rocket are destroyed and must leave the field until the next insertion.
Tanks will fly their side's color flag.
Destroyed tanks must fly a white flag.
All tanks must be inspected and approved before they are allowed on the field.
LAW ROCKETS:
Law rockets must be chronoed and inspected before allowed on the field
Law rockets only work on tanks, not on bunkers or other players.
Law Rockets have a barrel and therefore required a BBD.
SMOKE:
Only cold smoke is allowed. No flame or heat activated smoke can be used.
Smoke must be inspected and approved before it is allowed on the field.
NIGHT PLAY
ALL HITS COUNT!!! Bounces, splatter, anything. If you feel the hit you are OUT!
Chrono limit is 250 fps
No Paint grenades
No MASH units
HELO RULES
4 helos are given to each CO.
1 or more helos can be sent out and must be accompanied by the base
ref .
1 helo flight, can be done 1 once per hour consisting of 1 to 4
helos. (multiple helos must stay together)
Each flight cannot last longer than 15 minutes from the time it
leaves the bae.
Helos can carry 1 pilot and 6 passengers.
Helos cannot be shot down by Law rockets (Because they are transport
helos and fly too high. :-) )
Helos can attack each other and if the pilot (the one holding the
stick) is shot, the whole helo is dead.
The entire Helo crew becomes live and attackable the second the
pilot touches the stick on the ground.
Once the 15 minutes have elapsed, the ref will return the helo(s) to
the base.