Rules of Scenario Play DECAY OF NATIONS 16

Rules of Scenario Play DECAY OF NATIONS 16

DECAY OF NATIONS 16

2023


SC Village - Rules of Scenario Play


IMPORTANT!!!!! 

PROHIBITED BEHAVIOR:


  • ANY TYPE OF PHYSICAL CONTACT (i.e. FIGHTING), WITH OTHER PLAYERS IS PROHIBITED.  Failure to adhere to this rule WILL result in the offending players being ejected from the event, field, and potentially subject to arrest by local law enforcement.
  • No cursing or unsportsmanlike conduct is allowed.
  • ABSOLUTELY NO ALCOHOL OR ILLICIT DRUGS ALLOWED AT ANY TIME DURING THE GAME ON THE FIELD! ANY VIOLATION OF THIS RULE WILL RESULT IN IMMEDIATE EXPULSION FROM THE GAME WITHOUT A REFUND!
  • ANY SMOKE PRODUCING PRODUCTS ARE PROHIBITED FOR USE BY THE PLAYERS! Failure to adhere to this rule WILL result in the offending players being ejected from the event, field, and potentially subject to arrest by local law enforcement.  SMOKE PRODUCING PRODUCTS WILL ONLY BE USED BY GAME CONTROL.

  • COMPANY REQUIREMENTS AND GUIDELINES


    WAIVER: All players are required to sign a field waiver saying they have read and understood all the rules and regulations for the field and the event. Players over 10 years of age, but under 18, will need a parent/guardian to sign that player's waiver.


    PARKING & CAMPING: Overnight campsites and RV sites are available on a first come first serve basis. Pay during pre-registration.


    PAINT: ​ Event Paint ONLY! This includes paintballs and event grenades (paint filled or thunder B’s). Any player caught with outside paintballs or paint grenades will be ejected from the event.  First Strike Rounds will NOT be allowed at the event. NO EXCEPTIONS!


    GENERAL EVENT REQUIREMENTS AND GUIDELINES


    PLAYER CARDS: ​ All players will be issued a player card and wrist bands at registration, both of which are required to participate at this event and get onto the playing field.  Player cards must be worn somewhere on your head where it can be visible at all times. Attaching them to the strap of your mask is the easiest and recommended option.


    GOGGLES: Goggles must meet ASTM and insurance requirements, must be unaltered, provide full face, eye, and ear protection, and have suitable, uncracked and undamaged lenses. All players on the field are required to wear goggles.  This includes players in Mechs, tanks, and other vehicles.  Players caught lifting their goggles or breaking the seal of the goggles against their face, may be ejected from the event with no refund. 


    MARKERS: Players must have an SC Village approved barrel blocking device for covering the end of your barrel in all non-play areas. Players caught with no barrel blocking device on their barrel in an off-field area other than the chrono may be ejected from the event with no refund. This includes markers with no paint or air. 


    VELOCITY/CHRONO: All markers must chronograph at or below 285 FPS. All markers must have a chrono tag and hole punch on the player card.


    First Strike Rounds will NOT be allowed during the event for any players or vehicles.

     
    Rocket launchers must chronograph at or below 240 fps.


    Players will be randomly spot checked by refs on the field, as well as at their insertion points, with handheld chronographs.  Any players caught shooting between 285 and 300 will receive an infraction punch, be removed from the field, and must re-chrono before re-inserting into the game. After three infraction punches, that player will be stripped of their player card, their wristband and they will be immediately ejected from the event with no refund!


    ANY PLAYER CAUGHT WITH THEIR MARKER SHOOTING ABOVE 301 FPS WILL BE IMMEDIATELY STRIPPED OF THEIR PLAYER CARD AND WRISTBAND AND WILL BE EJECTED FROM THE EVENT WITH NO REFUND!


    FIRING MODES: Firing mode for all markers is semi only. This means one paintball is shot with a pull and release of the trigger. If a player is caught utilizing any other mode (ramping, full auto, etc.), he or she will receive an infraction punch on their player card and will be sent off the field to have their marker set to semi only.


    2­-WAY RADIOS: Teams are allowed the use of 2-­way radios for communication between teammates and command staff. Teams must consult with field management on what channels are available for team use. Use of FRS/GMRS frequencies designated for field personnel are not allowed. Jamming of any radio channels is prohibited and will result in ejection from the event.


    PAINT CHECKS: If you are unsure if you are hit, you may call a referee to check for an eliminating hit.  During a paint check, a referee will examine the player and make the determination whether the player is eliminated or still alive, both sides should  be courteous and stop shooting as  you could hit a ref. If there are no refs close to do a paint check, ask one of your teammates near you for a visual inspection.  If you are hit, do the honorable thing, call yourself out, do not talk to players and walk to your nearest respawn.


    If you see a player that is carrying flags, escorting a combat vehicle, that player will be focusing on the vehicle and will not do paint checks.  Their focus will be on the safety of the combat vehicle.


    FIELD REFEREES: All decisions by field refs are final! If you have questions, comments or concerns regarding a call made on field please address those concerns with a supervisor or manager off the field. Please do not interrupt gameplay to discuss it on field. 


    If you have a concern about a specific ref, please see the nearest supervisor or manager. 


    Arguing, yelling, or shouting at refs is not allowed and will earn you an infraction punch on your player card and possible ejection from the event.


    ROLE PLAYERS: At times there will be players that will “role­play” to enhance the game experience. They can be found on or off the field of play. This is the only role that cannot be eliminated by any means, unless it is noted in a mission card.


    PROP BANDS: Players are required to obtain a Prop Band if they plan on using props, such as shields, grenades, rockets and rocket launchers, Mechs, tanks, etc.  These bands can be obtained from the Propmaster or a designated representative throughout the weekend.  If a player is using a prop and is caught without the prop band, such as a rocket launcher, the use of the prop is negated.  The player will take the prop off field to be inspected, approved and tagged.


    EXPLOSIVES: This is a universal term to describe any non-paintball equipment used to eliminate players and/or combat vehicle. This term includes paint grenades, foam missiles/rockets, thunderbee airsoft grenade or other field approved means of multiple eliminations in a single hit, or having the ability to cause “hits” on combat vehicles.


    SMOKE:  Use of smoke producing products by players are PROHIBITED.  The Game Producers will be the ones to utilize colored smoke, for game effect, at a fire safe location. The following colors of smoke may be in play.

  • Blue:  Blue Smoke represents team UNA
  • Red:  Red Smoke represents team EKRON
  • Green:  This color smoke indicates a specific prop in play and will act as a Bio Weapon Prop. ANY player caught within the Green smoke will be eliminated.
    • There may be other colors that will be used in this event, the nature of the smoke will be determined by mission control.


    SHIELDS (PROP BAND REQUIRED FOR USE): All shields must be approved by the game director, propmaster, or representative and tagged before the game to be allowed for use. Any player with a shield that has not been approved and tagged, will be eliminated, removed from play and receive an infraction punch on their player card. 

      • Build dimensions:
        • For rectangular shaped shields: Maximum 3 ft wide x 5 ft tall when flat.  If the shield is curved, the shield material should be enough for 3 ft wide x 5 ft tall dimensions.  If the curved shield exceeds those dimensions while flat, the shield is not allowed.  
        • For round shaped shields: No larger than 3 ft in diameter when flat.
        • If there are any sharp edges or corners on the shield, they must be rounded smooth, by either cut at an angle, bevel the edges, or cover the edges in duct tape.
      • Shields cannot be made where they can lock with each other or even touch to create a bigger shield.
      • Shields cannot touch another shield for defensive structure, meaning players cannot connect shields to make impenetrable shield walls. If caught doing so players will be told to spread apart once as a warning. Repeated connections of shields will result in player elimination.
  • For players using shields, only paintball markers (pistols included) are allowed.  Explosives or rocket launchers of any type are not allowed to be used by the shield bearer.
      • To shoot while holding a shield, you must be stationary. No running and gunning!  Treat it like a regular bunker when shooting.  You must lean out from behind the shield to shoot.  Firing while looking through the transparent window of a shield is still considered blind firing and will result in an infraction punch.
      • If the player holding the shield is hit anywhere other than the front of the shield by paintballs, they are eliminated.
      • If the player holding the shield has been directly hit by any explosive that player, and all players within a 5 foot radius of  the shield player, are eliminated.
  • IMPORTANT NOTE: When a shield player is eliminated, that player will take that shield with him/her.  The shield WILL NOT be left on the field or handed off to another player.

  • GHILLIE SUITS: If you are wearing a ghillie suit, ALL PAINT HITS, including bounces.


    PLAYER ELIMINATION and RESPAWN


    No Barrel Tagging! This includes the use of foam melee weapons like Nerf Swords and the like. These kinds of weapons may be utilized by armored Mechs for anti-armor purposes, but are not to be used against standard players on foot.


    Rule of 5’s

    • 5 feet to surrender: Players within 5 feet of one another can offer the opponent the option of surrender (the surrender rule) before firing.
    • 5 foot Area of Explosive (AoE) effect: All explosives have a 5 feet blast radius.

    Paintball Elimination:

    • Direct hits resulting in paint on any part of your body, equipment, and marker that is the approximate size of a quarter counts as an elimination. Splatter from non-direct hits does not count.
    • Bounces do not count.
    • Once eliminated, a player raises their hand or marker above their head and head, and walks back to their respawn point.
    • Dead players don't talk! Do not communicate enemy positions to your team in person or via any other means until you have re-spawned.

    NO DEAD MAN WALK: This is defined by pretending to be out of play while attempting to walk past your opponents. This is considered unsportsmanlike and will result in an infraction punch on your player card.


    EXPLOSIVE ORDINANCE: (PROP BAND REQUIRED FOR USE)  Paint Grenades, Rockets, Scenario Slugs and Thunderbee grenades.

    • The use of explosive ordinance (Paint Grenades, Rockets (to include Scenario Slugs), and Thunderbee airsoft grenade) are only allowed if the prop has been inspected by the propmaster or designated representative and the player has been issued a Prop Band.  Foam Grenades are not allowed.
    • Players can carry up to 2 explosives, of any combination, except when carrying/using a shield.  
    • Rocket loadout:
      • Players and mechs: 2 rockets max per respawn
      • Tanks: 5 rockets max per respawn
    • For this event, paint grenades are event only, no outside paint grenades allowed!
    • Rockets and Thunderbee Airsoft Grenades can be brought from outside or purchased from the proshop, but must be inspected by the prop master.
    • A ref must be present and aware of your intention to use an explosive ordinance. If a ref did not see it, the explosive is considered a “dud” and will not result in any eliminations.
    • Bunkers are defined as anything a player can use as cover. This includes but is not limited to: walls, boulders, trees, bushes, shields, etc.

    Player elimination by explosives (please note special considerations for paint grenades and thunderbee airsoft grenades):

    • Only the first impact will determine the blast radius for foam rockets.
    • Paint grenades or thunderbee grenades will be determined by the spot of detonation.
    • If a building is hit on the outside by a grenade: those players outside the building are eliminated if they are within the 5 foot blast radius. Players inside the walls of the building are safe. Grenade explosions do not penetrate solid bunkers
    • Rockets pack more explosive power and thus when a building is hit directly by a rocket, players inside and outside the building are eliminated if they are within the 5 foot blast radius. The 5 ft blast radius extends through the building walls.
    • If an explosive lands inside the building (room), players within the 5 ft blast radius are eliminated. If the building isn’t large enough to have a 5ft blast radius then all players in the building are eliminated.
    • If a shield is hit, the person holding that shield and players around the shield holder within the 5 ft blast radius are eliminated.  
    • If an explosive hits the open ground in front of, but in close proximity to, a shield or group of shields, players within the 5 ft blast radius will be eliminated by the nearest ref that witnessed the impact.
    • Multiple, simultaneous, hits on the same location will only result in the same blast radius eliminations. (Grenades and rockets do not stack)
    • You must wait for the ref to complete his or her eliminations. Additional hits on the same building or bunker while the ref is eliminating players from the first hit are considered duds.

    Special consideration for paint grenades and thunderbee grenades:

    • When the paint grenade or thunderbee grenade is used, the paint grenade or thunderbee must “explode” to have an elimination effect.
    • Meaning, where ever the grenade “exploded” (paint grenade releases its contents as a spray or the thunderbee grenade has a loud bang), the ref will eliminate players within 5 feet of the point of explosion
    • If the paint grenade or thunderbee is thrown and not exploded, it is considered a dud and does not eliminate players.  However, players with Prop Bands can pick up the grenade and reuse the unexploded grenade.
    • Players may attempt to retrieve the thunderbee airsoft grenade core or refs can collect them and bring them to mission control.
    • Please note that the primary duty of Referees is safety and game control, not prop collection. Do not count on referees picking up your props for you, they will do so when able but some situations may not allow for it.


    NOTE: ​When a Combat Vehicle is hit by any explosive and there are players near the tank, the ref that witnessed the hit will also eliminate players who are within 5 feet of that Combat Vehicle.


    NOTE: To use rockets, they must be launched from an approved rocket launcher.  Players MAY NOT THROW rockets of any kind (especially at any Combat Vehicle).  Rockets thrown by a player (or even used to tag a Combat Vehicle) DO NOT COUNT!


    SURRENDERS: We request, whenever possible, that you ask players within 5 feet to surrender. This is not a hard and fast rule, but a strongly suggested guideline. We also recommend that players who are given this option accept it graciously. The player who asked is displaying good sportsmanship. Please do not reward them with a close shot. Thank them for not shooting you at close range and return to your reinsertion point.


    RESPAWN POINTS
    Respawn points are flag stations or clearly identified structures that players can "tag up" and return to play. To respawn a player must physically touch these points to return to play. Some respawn points may become inaccessible due to mission, safety, and/or gameplay. At this time you have to find an accessible point to return to play. All players can leave the game and return to play on your team's field entry point near your team's command post. Respawn points can be disabled by the opposing faction by lowering the team flag but respawn points cannot be captured and used by the opposing team.


    There are two types of spawn points; the Primary or CP Spawn and Flag stations.

    • CP Spawn or Main Spawn is your team's primary means of returning to the field to play. They will be located on the field as close to your side's off field command post as possible. This point can never be taken, blocked, or removed from play for your team. This is also only on field area armor that can return to play once eliminated.
    • Flag Stations are on field points that are the primary objectives for controlling the field. The ability to use these flags is dictated by game play. Respawn flag points can be disabled by the opposing faction by lowering the team flag but respawn points cannot be captured and used by the opposing team.

    COMMAND POSTS
    Command Posts (CP) are tented areas just outside of each team's main respawn entry point. They are the base of operations from where the command staff will receive missions and will direct players and teams to complete those missions for points. There are also coincidentally field CP just inside the respawn entry point. This area is used as a starting point for days' events, and if need be, all restarts. This field CP is used, when missions demand, can become mission objectives. No mission objectives will ever be directed at the off field CP.


    FOR SAFETY REASONS, DO NOT FIRE OR POINT A PAINTBALL MARKER INTO OR OUT OF THE COMMAND POST.


    NO FLY ZONES

    These are short road sections that cannot be traveled by armor of the opposing team. Any opposing armor in this road section will be forced out of the section, or even eliminated for flagrant violation of the Zone


    FUEL DEPOTS

    Fuel Depots are forward respawn points for Armor such as Mechs and tanks. Only Combat Vehicles can use these as respawn points, along with the CP.  Troops cannot use the Fuel Depot as respawn points. Respawn points can be disabled by the opposing faction by lowering the team flag but respawn points cannot be captured and used by the opposing team.


    COMBAT VEHICLES 


    A Tank or Mech, by general definition of these rules, are Combat Vehicles


    VEHICLE ESCORTS:

    • All Combat Vehicles are required to have an escort.
    • All escorts must have a yellow/red flag indicator to signal when a tank or mech is disabled/destroyed.
    • Teams/players with combat vehicles must bring their own escort.
    • This escort will be tested on knowledge of combat vehicle rules.  
    • These escorts are for the refereeing of the vehicle only and to indicate whether the Combat Vehicle is disabled or eliminated.
    • The escorts WILL NOT rule over anything a player does (i.e. paint checks), their focus is on the vehicle they are escorting.
    • NO combat vehicle of any type will be allowed on the field without an escort.

    TANKS:

    • Tanks are electric or multi-human powered vehicles crewed by one or more persons.  
    • There is a dedicated driver and an individual(s) to fire weapons.  
    • The role of driver may be divided between the crew members, but while the vehicle is in motion, the driver CANNOT drive and fire a weapon.  
    • Once the vehicle has stopped, the driver may fire a weapon.  
    • As soon as the vehicle is on the move, the driver is NO longer allowed to fire.  
    • Tanks may be used to transport props, equipment, or players, etc.  
    • Tanks are large enough to hold more than a single person, have at least one weapon and should look the part of a tank or a heavy assault vehicle.  


    Tank Elimination: 

    • First direct hit from any explosive disables, second direct hit eliminates the tank.
    • While disabled players inside of the tank may still exit and the gunner may still fire, however the tank cannot move or reposition.
    • If the explosive does not directly hit the tank (i.e. hits the ground first, hits a nearby bunker first), the tank is NOT disabled/eliminated.
    • Blast radius does not affect tanks. 
    • If a player runs up to a tank and tags the tank with a grenade in hand, the player is eliminated, the tank stays in play.  Players are automatically eliminated if they get within 10 feet to try to tag a tank. Grenades are meant to be thrown and rockets are meant to be fired.

    Each tank will have an escort to help guide the tank and carry at least 2 colored flags to indicate the status of the tank.  The colors of the flags are as follows:

    • Yellow Flag = Disabled. 
      • When a tank is disabled, the vehicle escort will hold up the yellow flag to indicate that the vehicle is disabled.
      • While disabled, all crew members can still fire from within the tank.
      • Passengers are still in play and can exit the tank if it is safe to do so.
    • Red Flag = Eliminated. 
      • When a tank is eliminated, the vehicle escort will immediately raise the red flag and continuously call out, “vehicle is out!” while escorting the vehicle back to their own CP, the Fuel Depot or off the field.  
      • All crew and passengers are out of play and cannot fire or exit the tank.

    IMPORTANT SAFETY NOTE TO PLAYERS​ IN REGARDS TO THE TANK:

    • There is a 10 foot safety radius around all tanks. 
    • If a tank or a live player intentionally comes within 10 feet of the other, the aggressor(s) will be called and eliminated. Tanks and/or players who intentionally violate this rule are subject to ejection from the event. This is a serious safety issue.
    • Tanks may not encroach within 10 feet of a player hiding behind a bunker (i.e. do not chase players around – or from – their cover). 
    • Players may not hide with the intention of allowing the tank to unknowingly encroach within 10’ of their position and use this rule to eliminate that tank.
    • Escorts should help to alert the tank driver to prevent them from getting too close to other players.
    • Crew members and passengers may not leave the tank while it is in motion; once the escort verifies no movement with the tank crew, players will be free to enter/exit the tank.
    • No loitering!  Players must get clear of the tank in a timely manner. The tank cannot resume movement until cleared by the vehicle escort.
    • In the unfortunate event that a tank becomes LITERALLY disabled and is unable to exit the field then it will simply become part of the battlefield and can be used a a bunker. HOWEVER, no players are allowed to enter a tank that is left on the field that is not their personal property.

    MECHS:

    A Combat Vehicle, that is designed for a single human and is human powered, will be designated as a Mech, at the discretion of the Prop Master.

    MECH Elimination:

    • An indirect hit (paint grenades and thunder bees must “explode”) within 5 feet of the Mech or a direct hit eliminates the Mech.  
    • Mechs cannot be eliminated by paintball hits, as such direct fire from paintball markers is not allowed for the safety and well being of the operators within the mech.
    • Once destroyed, mechs must return to their CP and await re-insertion.
      • 15 minute cooldown after leaving the field.
      • No “Potions” to be used on the mechs
    • If a player runs up to a mech and tags the Mech with a grenade in hand, the player is eliminated, the Mech stays in play.
      • Mechs are allowed to use shields. However, unlike shield players, Mechs can move and shoot as well as carry rocket launchers to represent their increased firepower and armament capabilities.
      • Mechs are not allowed to carry grenades.
      • Some Mechs may choose to carry foam melee weapons. These weapons can only be used against other mechs. 
      • Mechs are allowed to go anywhere, when safely done, except for the opposing respawn area.
  • MECHS CANNOT BARREL TAG OR PHYSICALLY CONTACT PLAYERS.

  • Each Mech will have an escort to help guide the Mech and carry a yellow and red flag to indicate the status of the tank. 

    • MECHS cannot be disabled like tanks, they can simply be in play or eliminated.
    • Red Flag = Eliminated
      • When a Mech is eliminated, the vehicle escort will immediately raise the red flag and continuously call out, “mech is out!” while escorting the mech back to their own CP or off field.

    NOTE: There is no safety radius for MECHS so players can run, play and stand shoulder to shoulder with the MECH team mates.


    NOTE: Players cannot use a MECH as a moving/walking bunker. This is unfair to the MECH operator who would be getting shot.


    NOTE: ​Players may NOT approach any combat vehicle and insert a marker barrel into an opening and shoot the occupant(s), or otherwise attempt to harm the vehicle or players.  Players should not at any time overshoot ANY combat vehicles. You will be ejected from the event, NO EXCEPTIONS!


    ADVANCED COMBAT VEHICLE RULES


    THE FINAL WORD

    If it is not in the rules, or not part of a mission, then it is not allowed in gameplay. 

    If it is unclear, go to your General, or Mission Control for clarification. 


    First and foremost, on field refs are not there to interpret the rules for you, 

    They are there for your safety, to help run a smooth game and for you to have fun.

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