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Rules

 By  Lt. Spectre, Team Lockdown

Normal Field rules apply with the exception of these game specific changes.

1.            All players will receive a game ID tag. This must be carried at all times on the field. If lost you must purchase another one to continue play. This ID tag will have a number specific to each player (proof of registration) and will be used to track the player's chronograph history as well as team designation. Each player card will have two places marked "R". If a rule is violated (ie: hot gun, playing on, wiping, cheating of any sort) one of your "R" s will be punched. This disqualifies you from any prizes or awards at the post-game raffle and means you are on your last warning. If you receive a punch and already have one, the second punch means = pack your bags and go home. Rules are for safety.

2.            Role cards will be issued to each player giving a brief introduction into the character that they have been assigned. You are not required to act out the role but it will only enhance the game and possibly help your team. If you have a special role and decide not to play the role, you should turn it in to your General so it can be reassigned to another player. Your team may be at a disadvantage if special roles are not available to your command staff during the game. You do not want to loose your role card, as the enemy can use it against you if they find it.

3.            Chronograph – All markers will be at 280 fps or less for day time play and 250 fps for night play. You will check in your marker with a referee at least three times during the event.

a.    Morning check in

b.    Night game check in

c.     Second day morning check in

d.    Random spot checks

You are responsible for your markers velocity!

If your marker is shooting above the acceptable limit you will leave the field and fix your markers velocity. If you think your marker is shooting hot ask a ref for a spot check. If you ask to be checked and you are "hot" you will not be penalized, but you must leave the field and fix your velocity. If you are spot checked by a ref and/or another player asks to have you checked and you are 10 fps or more above the field limit you will be given an "R" punch! Referees will conduct spot checks as necessary so keep in mind to double check your markers velocity periodically throughout the day. (I regularly set my marker around 10 fps below the limit and never need to adjust it using HPA) Remember that paint to barrel match will give you about a 5 fps variation so give yourself some leeway. Do not push the limit there is no reason.

4.            Insertions can only be done at designated insertion points. A player needs only to tag the insertion point to become a live player. If entering the field or returning to a reinsertion point after being eliminated, remove your barrel blocking device and tag in at the reinsertion point. If you are eliminated within 20 paces of a reinsertion station you must reinsert at another spot. (this prevents spawn camping)You can insert at any designated reinsertion point that your team controls. If you leave the field for any reason you must go to your reinsertion point before you can enter play. Naturally, normal field entrances will be observed for safety reasons.

a.    Special insertions – (AKA= boat landing, helicopter insert, or underground tunnel depending on the story) There may be special insertions by a small group of up to 5 players. There will be a referee with a flag pole marked for special insertion. This pole will have a rope attached and up to 5 players may get on the rope at the start point of the insertion (holding the rope in one hand and their marker in the other.) The group will walk to a predetermined spot on the field and insert there. If a player lets go of the rope prior to the insertion they are considered eliminated. 

NO SHOOTING FROM OR AT THE INSERTION PARTY. 

      The players on the rope are considered NEUTRAL until they land and insert. They will be given a 5 second warning before the insertion and when the referee declares "GO" they may shoot or be shot at. (the referee may take a few steps back during his countdown if he is asked to take a group into a really hot zone) Anyone caught shooting prior to their insertion will be either eliminated or "R" punched depending on the severity of the infraction.

5.            If you are eliminated you may not speak other than to designate that you are an eliminated player. DEAD MEN TELL NO TAILS. This is even more important than in normal recreational ball. In scenario paintball some players like to sneak around and take hours to get into position. It is cheating to reveal their position to a live player after they have eliminated you. Once you have tagged in you can go get revenge, but as a dead man walking you may only declare yourself as an eliminated player. Any player that declares themselves as eliminated may not act as a live player. An eliminated player is designated as:

a.    Any player with his/her marker over their head

b.    Any player with a Barrel Blocking Device on their marker (if you don't want to be shot, get your hand or marker up, B.B.D. s are hard to see at a distance)

c.     Any player who declares to be an eliminated player (this means that if someone asks if you are a live player and you say you are eliminated, you are now eliminated no matter if you were live or not)

d.    Any player a referee declares eliminated.

6.            Paint this event is an event paint only event. If you are caught using any paint other that that supplied by the field for this event you will be considered as breaking a rule and will be "R" punched accordingly.

7.            AIR – air fills will be only done by the field. This means No Personal Fill Stations. For insurance and safety reasons we ask that your tanks are only to be filled by the field and that all tanks must be current with D.O.T. Hydro standards. If you are using CO2 please be aware that velocity can change dramatically depending on the amount of liquid in your tank and ambient air conditions. Please check your chronograph regularly.

8.            Radios are encouraged and are a valuable communications asset on the scenario field. The rule regarding frequency is that you are NOT ALLOWED TO JAM the opposing team's frequencies, but you are allowed to listen in if you find them.

a.    All frequencies will be assigned by the Scenario Director. No player is allowed to monitor or jam the referee frequency.

b.    If you are using a radio do not use VOX. If you do you might as well be jamming your own teams frequency, trust me, experience says "just say no to VOX"

9.             Ghillie suits are allowed but there are special rules that go along with them. If you are wearing a Ghillie suit and you are impacted by a paintball it does not have to break to eliminate you. Although these methods of camouflage are highly effective at hiding a player that is not moving, they also have a tendency to conceal hits and cause bounces more than normal paintball attire. A player wearing a Ghillie must go out if impacted by a paintball.

10.                 Friendly fire, there is nothing friendly about it! If a paintball hits you, your gear, or your marker, and breaks you are out. It does not matter if it came from a friendly or an enemy, it also does not matter if it bounces off two trees and does a bank shot off the ground – If it hits you and breaks you are out!

11.                 Special ordinances will be used in scenario. Expect to see paint grenades or paint mines. If splatter from a grenade/mine hits you it is considered shrapnel and you are eliminated. There will also be explosive props (depending on the storyline these may be black powder kegs, dynamite, or C4) the special rules regarding these props will be explained at player briefing. If a referee calls you out even though you have not been hit by a paintball it may be due to something like a special prop (for example if there is an explosive set to explode when a flag is pulled and you pull the flag you set it off and are now dead) DO NOT ARGUE WITH EVENT STAFF. Remember you can just walk back and reinsert, there is no reason to cheat with instant resurrection. 

    

    Use of any special ordinance other than standard paint grenades must be cleared by the event director, but they are encouraged. (This is scenario – have fun and use those special toys you never get to use, remember a MINE is a terrible thing to waste!)  - Admit it you laughed!

a.    Explosives  – there will be small props designated as explosives that will have a blast radius of 10 feet per each prop.

b.    Air cannons (aka LAW launchers or bazookas) will be allowed with strict restrictions.  Their blast radius will be 25 foot and they will eliminate all players within that radius. They must hit a structure to eliminate it.

                                                         i.       They are not direct fire weapons (they must drop on target from an arc)

                                                         ii.      The projectile must be a NERF Pocket Vortex rocket (Staff must approve ammo and                                 launcher prior to use, ammo will be marked) No shotgun rounds.

                                                        iii.      Ammo will be limited and issued by staff.

                                                        iv.      NO -P.V.C. Any air cannon must be made of metal construction capable of                                                   containing much higher pressure than the operating pressure of the cannon.

                                                        v.      Cannon velocity is to be under 230 FPS.

12.                 Surrender Rules = If you sneak up on someone and get within 10 yards please ask them to "take the hit" or "surrender" if you do this and they decide not to take the hit you may shoot them ONCE (with no more than one ball - if you cant hit them with one ball at less than 10 yards, sell your gear and get a new sport) if someone asks you to surrender and you did not see them sneak up, You may only return fire with one or two balls if you choose not to take the hit. Remember that many players can fire about 8 rounds in the time it takes to say "Surrender" or "Take the hit", they are doing you a favor. Unless you saw them moving in on you, you might as well save the welts and let them win – after all you can just go back and reinsert. There is no bunkering allowed.

a.    CAP GUNS will be allowed but must be cleared with game director. If a player gets inside arms reach and discharges a cap gun pointed at a player (and the cap fires) that player is out (if the cap misfires and there is no bang, there is no shot…you should now start running) Cap guns are highly effective for assassination missions. They are in play in safe zones as well as the director's area during time of active game play.  

13.                 Barrel Tags = this is defined as sneaking up on a player and touching them with the side of your marker and saying the words "BARREL TAG" If you are barrel tagged you CANNOT dispute or return fire. This is a mandatory elimination. Please do not use the muzzle of your marker to TAG an opponent due to the fact that an accidental discharge (especially common with electronic markers) at point blank will hurt. You must have a marker attached to the barrel to do a barrel tag (the marker need not be functional but this means you can not tag players with a loose barrel). The use of prop weapons such as rubber knifes, wooden or plastic swords will be allowed but all need to be cleared with the director prior to being taken on the field. (They are used to barrel tag and not to stab or swing, we do not want any sharp edges and there will be no sword fights. These are primarily used by role players or for off field assassinations)

a.    Capturing an enemy player – to capture a player you must barrel tag that player and have a medical player "heal" them saying"you are captured." A captured player has no choice but to go with his captor to where ever he is led. Captured players are not to be held more than 15 min. and should be let go if there is no further use for them (there may be a mission to bring a captive back to base for interrogation) the player may be asked to hand over his marker but it should be treated with respect. If the player is not comfortable handing over their marker (some markers are expensive) they may retain it and install their B.B.D. but they remain a "live captive" and cannot shoot their marker (this is the only situation a live player may have a B.B.D. installed and still be a fair target.) Friendly fire can eliminate a captive so if you want to take him to your leader, don't take him on a death march through a firefight. A captive can however use any props at their disposal unless searched.

14.                 Command Posts = this is your central headquarters. Your team's General and or your XO will probably spend a lot of time here. This is where missions will come from and completed missions will be returned to. Your C.P. is your base and must be defended. It can be destroyed by an explosive prop or by an opposing player touching the C.P. with their body. (Do not use your marker) a referee will declare the C.P. destroyed.      

        

NO MARKERS WILL BE ALLOWED IN THE C.P. AT ANY TIME PERIOD!

EVEN WITH A B.B.D. EVEN IF IT'S "EMPTY", EVEN IF IT'S BROKE

N  E  V  E  R

There is to be no shooting into or out of the C.P. at any time.

The CP cannot be used as a bunker

15.                 Game objective – The goal in a scenario game is to compile and many points a possible. Eliminations and taking ground is worthless as far as points are concerned. Yes, sometims it is easier to run missions if you control more of the field but remember, it does not matter how many enemy you take out, if you are not completing missions you are probably loosing the game. The only time eliminations are worth any points is when you have a mission card to take out a specific individual. Points will be discussed later in the rules.

16.                 Night Rules – vary a little bit from daytime play. At night there are no explosives, grenades, medics, or paint checks. If during night play you feel a ball, YOU ARE OUT! Go back and reinsert. The main thing to remember about night play is, not only can you not see well, but the other team can't either. You must be especially verbal about being an eliminated player at night. (I find it helps to have a flashlight aimed up at my hand/marker over my head after I am eliminated so I don't get shot walking off the field) At night overshooting and friendly fire are more common so use your head, think before shooting. Also remember it is easier to get close at night so surrender rules and barrel tags are more important. Night play will go on until the director calls the game or the Generals do a mutual stand down. As far as lights are concerned here is the ruling:

a.    Referees get glow sticks (players may not use these)

b.    Players may use flashlights and spotlights (but you can not hand them off after you are eliminated)

c.     Night vision type devices are encouraged but remember that the field is not responsible for anything you take onto the field - if it breaks it's your problem.

17.                 Team tape / Armbands will be given to the generals to distribute at their command post prior to the start of the game. To receive your teams colors you need to check in with the general and show your Player ID (and you should have your role card handy)

a.    Team tape / Armbands must be worn at all times, and must be visible on your off arm betewwn your shoulder and elbow.

b.    You cannot steal the other teams color - they must give it to you. This means you can not use armbands found on the ground or obtained by other means unless:

                                                        i.        The other team mistakes you as one of their own by not checking your ID

                                                        ii.       You have a legitimate SPY ID and they (or the game director) tape you.

                                                        iii.      The team tape / armband is purchased from the third faction with scenario money                                     (only by directors permission)

                                                        iv.      There will be 3 colors of tape, one for each side and the third faction. If the third                                         faction is  playing for one of the sides and engaging in firefights, they will have both                               their color and the side they are working for.

18.                       Searches- with the exception of barrel type tags, players are not to be physically touched or searched (NO PHYSICAL CONTACT) To search a player for props, explosives, hidden markers or whatever you must verbally inform the player that they are being searched from within arms distance. The player upon being searched MUST disclose any props they are carrying. NO props can be used after a player is searched. If a player is carrying explosives he/she may suicide detonate rather than be searched. (Often taking the searcher with him)  The Spy will be discussed in Section 21h

            a.  Physical contact is limited to handshakes, high fives and the like. 

            b. If there is any other physical contact you will be detained and law enforcement will be called.

19.                 PROPS – These are items on the field that resemble objects relating to the story. Some of these items may be worth points to your team while others are tools help you find out riddles withing the game. Props can be found hidden on the field and also purchased from the third faction. IF YOU ARE ELIMINATED WHILE CARRYING A PROP IT MUST BE DROPPED, NOT THROWN, DROPPED AT YOUR FEET.  PROPS MUST STAY ON THE FIELD DURING PLAY.  Each General will have a secure bag that he can take off field and does not drop if he is eliminated. Only he and the XO can carry it- this means if any other player has the bag and is eliminated the bag is fair game.

     There will be many props available and they fall into four categories.

a.    Combat Props (no point  value) when an explosive prop is used it is turned over to a referee, it cannot be used twice unless the director puts it back in play.

                                                        i.      Nerf Rockets

                                                        ii.     Explosives

                                                        iii.    Cap guns and the like (these are usually personal property and are reusable)

                                                        iv.    Swords, knifes, or articles of a costume

b.    Currency (usable to purchase things from the third faction or for barter and trade, as well as a point value at the end of the game.)

                                                        i.      Money

                                                        ii.     Coins

                                                        iii.    Gems

                                                        iv.    Treasure

c.     Story props – these can range from religious icons, notes, stuffed animals, depending on the game story   use your  imagination. (sometimes worth points)

d.    Fake props – these are any items left on the field by any individual for the sole purpose of confusing the enemy.  All props must be cleared by the game director to be legitimate.  If the prop hasn't been approved it is worth no points or game value.

20.                 THIRD FACTION – Many games have a third team that acts as the arms dealers. They may be rented to one or both sides and may switch sides several times throughout the game depending on the swing of the story. The third faction is a small group that will work as the director's intervention in the game plot and will make the deals for props that are not found in play, as some must be purchased. The third faction can tag in at any insertion point on the field however they will not HOT INSERT on a flag station owned by a team they are currently aggressing. While neutral they may tag in at any point on the field. Sometimes there is a special insertion point solely for the third faction but this depends on field layout and may change depending on game conditions.

21.                 ROLES

a.    GENERAL – each team has a commander who will be writing the mission cards and will be given a special bag that can safely contain any props the team finds. (This is the only place a prop can be taken off field during play and cannot be taken by the opposing team if the General is eliminated while carrying it).

        i.   If the Generals bag is anywhere on the field and not in the Generals possession or the XO, it is fair                  game for the other team to steal the contents should they find the bag. Possession means the General          or XO hoplding it.

        ii. Due to the generals important position on the field, s/he may tag in at any flag station in/or out of play.  This is the the only player that can tag in anywhere               

b.    XO – the second in command and the General's assistant. On the direction of the General he may assume command after contacting the game director. 

c.   ARMS DEALER(s) – member of third faction that will be able to sell props that are not currently in play.

d.  JACK OF ALL TRADES –  these are players who can function as a; engineer, accountant, purchasing agent, demo, florist...etc. These roles MUST have a OK from the Director.  They cannot be a medical person.

e.  ENFORCER/INVESTIGATOR/SECURITY –  These names may change for the storyline however the role remains the same.  This player may, without reason or cause, ask for ID from any player on the field or off.  They must identify them selfs as the security role by displaying the role card. If a player is the spy s/he must identify them selfs to the enforcer as the spy and give up ALL cards they have.

e.   MEDICAL PERSONS –  The name may change to fit the storyline. This role can heal players that are eliminated by cleaning off the hit with a special medic rag, only if the following conditions are met.

                                                         i.       The player was shot anywhere other than the head

                                                         ii.      The player has not moved from the location they were hit

                                                        iii.      The medic must get to the player inside 2 min.

                                                        iv.      The hit is cleaned by the medic with the medic rag. (each medic will get a rag)

NOTE: Medics cannot heal themselves.

f.    SPY – The spy is a special role that will be assigned by the General. Each General will receive a spy card at some point during the game. There may be more than one issued to each team. Each team gets the spy card for 3 hours from when it is issued to a player. It must be turned in after that time. The two teams might not have the Spy cards at the same time, it is completely random. The Referee will time initial the Spy's special mission card for the beginning of the 3 hours. The spy card gives the General an opportunity to complete missions that might otherwise be next to impossible. If the spy is caught, the Spy role card is lost and must be turned in. See 21 e. 

g.       SPECIAL ROLES Some games have a highly specific roles and special abilities or limitations concerning  the role will be on the players role card.

22.        Mission cards – these are the cards that will be issued to the Generals prior to the game. The General or acting commander (usually the XO) will fill them out with the necessary information to start a mission. To gain the points for a mission the card must be signed off by a referee or general as completed. Depending on the mission type, the cards will vary. Many require a referee initial for the start time and a sign off for completion. Here are some examples:

                                                        i.      The engineer is to rebuild the C.P. after it was blown up. The card will be initialed for the start time by the referee when the engineer is within 10 feet and starts the rebuild process. If he manages to complete the rebuild within the time listed on the mission card, then the referee will sign off the mission as complete. If the mission is failed the referee will write FAIL on the card.

                                                       ii.      The Spy is given a mission card to assassinate the enemy General within the next hour. The card will be initialed by the referee upon issue to the player and will be a failed mission if not completed within one hour from that time. If completed, the dead general will sign the card.

                                                      iii.      A mission card is issued to booby trap a fake prop at a location on the field if this mission has no specified time limit, the card will only need a referee to sign off the completion once he has witnessed a player set a charge under or around the fake prop.

k.    Role players – these are players that are contributing to the story element of the game. If a player is unarmed and identifies themselves as a role player they should not be shot. If it is deemed necessary to eliminate a role player (who is unarmed) please barrel tag them. Not all role players will be unarmed, some may have cap guns or hidden rubber knifes, however use your head, don't shoot a player that you can just barrel tag.

l.        Prohibited items:

                                                          i.       Pyrotechnics
                                                          ii.      Real weapons or blades
                                                          iii.     Airsoft or any paintball calibers other than .68
                                                          iv.     Laser sights (internal red dot is ok)
                                                          v.      Any item that a referee may feel is unsafe
                                                          vi.     Poor attitudes
                                                          vii.    Glow sticks (these are for referees only)

22.                 Mission types and point structure:

General missions:

These are missions the individual generals may write. A total of four per hour: 5 points

Director Missions:

Missions called in by the director, one per hour: 25 points

Special missions:

As needed and called in by the director: 50 points

Game missions:

These are game altering missions called in by the director or the field owner: 100 points

The director or field owner can award special event points, I.E. Good sportsmanship, best costume, acts of gallantry (real or in game), or out-and-out just outstanding play. From 5 to 100 points per event. 

Note the differences in the type of missions and the amount of points given. Also generals may augment director/special missions with there own thereby increasing the point value of the mission.


Please note the wording of all missions

Lets see some suggested missions.



The general gets a mission to assault the graveyard, those on the mission put paint onto the graveyad and emiminates a defender but never takes the graveyard. The mission is completed as they only needed to assault, not assault and hold.... Assault and hold means to take the entire graveyard and hold it for a while.


The general gets a mission from the director to find an identifiable item sometime that day. Later that day a role player from the third faction is seen with the item on the field. The general notes the mission was to find the item, not find and deliver the item, points out the items location to the director and says s/he had found the it. Points are awarded for the find. 


The general gets the brewer,  engineer, and the accountant together. Together they take 30 minutes to build a distillery while the accountant keeps the books. 

As long as the area is under that teams control they have a "point generator." Five points for the mission and five points per hour.


The general, knowing there are pirates in a game, wisely brings a shovel. He approaches the director and gets the shovel approved as a prop and therefore usable in the game. After accomplishing a buried treasure mission he sends a player to the OPFOR with a mission to sell the shovel to the OPFOR. Five points for the mission and special event points for remembering pirates bury their treasure. Money for selling the prop. 


The director sends out a "Meet and greet" for the XO's to discuss surrender terms. This is accomplished within the time parameters. 25 points (if the general sends an escort mission along with that mission an additional five points can be awarded under the general missions rule) No one needs to surrender, just discuss terms.


The generals are given the special mission, find the buried item. This is accomplished after several hours, however the item was booby trapped because the OPFOR got to it first. Because the mission was to find the item, it is considered accomplished and points are awarded, however they do not get any points for getting killed. (unless the general writes a mission to get blown up)

Or

The item was booby trapped and a Jack of All Trades was there when it was dug up. The mission to find the item is complete. The Jack of All Trades is there acting as a demmo tech and the booby trap is disarmed.  The mission to find the item is done and points are awarded, also the bomb is captured and may be used later on. 


The director calls in a mission to find and return to the CP a game altering item that is hidden somewhere on the field. The clues to finding this special item may be found on the field, through other missions, talking with players, or even having someone to some research off field. Missions may be written by the general for each of these things and points are awarded for those missions. When the item is found it is brought to the director and that side is awarded director points.