Tri-State Special Operations Command
http://www.tristatespecops.com" rel="nofollow - Tri-State Special
Operations Command Paintball Team - Official Web Site
TSSOC Presents ROME : 2045
Poco Loco Paintball
March 17, 2012
Safety Rules
1. Goggles On at ALL times in the play area.
2. Field Paint/Grenades Only (First-Strike rounds are not
permitted.)
3. All players must chronograph their markers at or below
280 fps. Referees will be checking chrono both at the range and on the field.
4. Use a Barrel Sleeve at ALL times when not in play. Barrel
Plugs are not acceptable barrel blocking devices. When shot, put your barrel
sleeve on quickly, and raise your marker above your head to indicate you are
eliminated. This will help keep you from getting overshot.
5. No blind firing! If you are not looking at your target,
it is NOT okay! Looking through cracks/holes in bunkers while shooting
over/around is also prohibited. Players in violation of this rule may have
their cards punched.
6. A referee’s call on the field stands. The Game Producers,
field owner, or head refs will not reverse the call of a referee. So make sure
you wipe off old hits, keep your masks down, etc…
7. Armband tape MUST be worn by all players visibly on ONE
ARM (as specified during the pre-game briefing). Generals MUST wear armband
tape on BOTH ARMS (and is the only person permitted to do so.)
8. GUN HITS COUNT - You are eliminated if a paintball breaks
anywhere on your person, your equipment, your marker or any prop or item you
may be carrying (aside from the Individual Infantry Shields.)
9. Optional Surrender Rule – If you approach within 15 feet
of another player and they are unaware of your presence, you have the option of
offering them a surrender. If they call themselves out, do NOT shoot them! If they
turn to fire, then you may shoot them. It behooves everyone to offer and accept
surrenders! This helps prevent overshooting at close-range.
10. Barrel-tagging is allowed. The player must GENTLY touch
the opposing player with the side of his barrel which must remain on the marker
and say “Barrel Tag” (No other phrase counts.) Other devices for barrel-tagging
(toy swords, daggers, etc) MUST be approved by Scenario Control prior to being
allowed on-field. Scenario Control will mark approved barrel-tagging devices.
11. The field border will be marked by a yellow boundary
tape. The boundary tape may dog-leg on occasion. You may not shoot across these
tape-lines. Your paintballs must remain in-bounds just like you.
12. Each team will have an "exclusion zone" around
their CPs that no soldier of the opposite team may move into (UAVs excluded).
Players may move freely through their own exclusion zone, and both teams may
fire into or out of either zone.
13. NO MARKERS WILL BE ALLOWED IN THE COMMAND POST (CP) AT
ANY TIME, EVEN WITH A BARREL COVER. The CP is not to be used as a bunker. There
is no shooting into or out of the CP at any time.
14. Whistle blasts will signify the start and end of play.
If you hear a whistle blast in the middle of the game, STOP FIRING IMMEDIATELY!
Take a knee, put your marker down, and wait for instructions from a referee.
This is for a safety stoppage! A whistle will also signify a resumption of
play. You may not use a stoppage of play to advance on the opposition.
Violation of this rule may result in offending player being
"eliminated" by referees.
15. Once you indicate that you are out, whether by yelling
“OUT!” or raising an arm or marker above your head, you are out, regardless of
whether or not you are hit.
16. All Launchers must be approved, inspected, and tagged by
Scenario Control. Launchers must chrono below 230fps.
17. No pyrotechnics, hot-burning smoke, firearms, knives,
airsoft, or any paintball caliber other than .68, laser sights. No fighting,
drinking, or drugs.
At the discretion of a referee, you may be given a punch on
your ID card for rule infractions. This punch is your only warning. A second
punch means you are removed from the field with no refund. Punch-able
infractions include, but are not limited to, mask lifting, overshooting, blind
firing, and excessive foul language. Severe infractions may result in the
players’ immediate removal from the property. Depending on the severity of the
infraction, your team may be removed as well. So have fun and be safe!
Game Rules
1. Insertions
A system of Instant insertion shall be used. Players not
eliminated by a head shot or other "special" (Airstrike, Rocket,
Grenade, Demolition charge, Chemical attack, etc.) may reinsert at a Legion War
Hospital, if available. Players must reinsert at their Command Post if there is
no active Legion War Hospital or if they are returning to the field after
stepping into the staging area.
2. Command Posts
Each Team will have an assigned Command Post for the day.
These posts may not be moved.
3. Exclusion Zones
Each team has an exclusion zone around their base into which
members of the opposite team may not travel (UAVs excluded), however, both
teams may fire into or out of this zone. This zone is denoted by a rope with
flags of that side's color hanging from them.
4. Non-player Characters
There will be several non-player role players on the field
at points during the game. They will play Roman citizens, senators and other
vital roles throughout the game. Try not to shoot NPCs unless you have a
legitimate reason to do so. They could be important for your team, and they
might just be armed.
5. Dead Men Don't Talk
Dead men don’t talk! Keep your mouth shut when you are out.
Keep the game fair. This rule includes the use of radios once eliminated.
6. "Search the Body!" Rule
Any player that is barrel tagged or surrendered may be
"Searched" and relieved of Currency, Props and Artifacts. The
eliminating player may call "Search the body!" at which point the
eliminated player MUST relinquish any currency and artifacts they may be
carrying. The eliminating player may not make further contact with the
eliminated player. Mission, player and census cards cannot be relinquished.
7. Economy
The basic unit of currency will be the Denarii (Roman
money). Currency is represented on the field as stacks of paper cash and/or
gold bricks. All stacks of money are worth 20 Denarii. Gold bars are worth 100
Denarii. Money should be brought to the CP and given to your general. Money is
used to buy perks, buildings and roles for soldiers (discussed later), but does
not provide your team with points itself. Eliminated players are not required
to drop carried money (unless searched – see "Search The Body" rule above.)
Money stacks and gold bricks are not allowed to leave the field.
Scoring Rules
Each team has the ability to earn the same number of points.
Point values for missions and props are all pre-determined. Points will be
awarded for controlling territory (Flag Stations), recovering artifacts,
purchasing and maintaining perk buildings, completion of missions,
participating in the census, and the final battle.
1. Flag Stations
There are five controllable flag stations throughout the
field. Each Area has an 8 foot flagpole in the middle, with a flag of your
color and one of the other team’s color attached to them. The team with the
flag that is "up" on each pole will earn the points for that
territory for that interval. Flags will be scored every 30 minutes on the :15
and the :45. First scoring will take place 15 minutes into the game. Flags are
worth 50 points each for each scoring interval.
2. Missions
There will be one major mission per hour and one minor
mission every other hour. They will be pre-written and distributed at the
appropriate time by the CP referee. Some missions may have multiple parts. Some
will involve props and/or special roles. Missions will have equal relative
difficulty and point values per team. The point value of each mission will be
written on the mission cards.
Some missions may require special tools or roles or items to
complete them. These needs will be noted on the mission card. Be sure you have
what you need or else you will not receive points for that mission!
3. Artifacts
Scattered around the field will be ancient artifacts worth
game points. These Artifacts will take the form of Roman daggers and swords.
These may be collected and brought back to family's CP for influence points.
These may be collected and brought back for influence points. Roman Pugio
(daggers) are worth 10 points each, while Roman Gladius (swords) are worth 20
points each.
Artifacts may NOT be taken off-field for any reason unless
being taken to Scenario Control at the end of regular play. Any Artifact taken
off field will be reclaimed, and any point value will be forfeited. At the end
of regular play, teams will have 15 minutes following the final whistle to
bring artifacts to Scenario Control to be counted for points. Any artifacts not
brought to Scenario Control within the 15 minute window will not be scored.
4. Census
Contained in each player pack will be four (4) colored
Census cards with numbers matching the player number. At certain intervals
throughout the game, a census will be held, and influence points given for
inserting or re-inserting players who turn in their card for each interval.
Teams will earn five (5) influence points for each card that is turned in
during the proper census interval. Census Cards must be given to the CP ref.
The number on you card MUST match the number on your player card for the
interval. You may not turn in another player's card.
5. Perk Buildings
Each team may purchase up to three of the available six
buildings through the course of the day. Each team will receive 50 points for
each active building at the end of every hour.
6. Final Battle
There will be a Final Battle at the end of the day. It will
be worth more points than the regular missions, so make sure you are available
to your team for the final push of the game!
Game Props
1. Props may not be moved, removed, destroyed, hidden or
obscured for any reason other than by the person or squad with a mission card
directing them to do so. Many props in the game will be pre-positioned ahead of
time for use in future missions. Do not touch these props. Props found absent
during missions will be counted as recovered by the mission team and the points
awarded to their respective families. Points for mission props found removed from
their proper locations will be awarded to the offended team. General rule:
If you don't know what it is for or what it does, leave it alone.
2. Props being carried by a player that is eliminated must
be dropped in the place where the elimination occurred. Referees have the right
to reposition dropped props to better reflect the correct position at time of
elimination of the carrying player. This does not apply to special role cards,
special attack cards, or mission cards. ONLY MISSION CARDS MAY BE PASSED FROM A
DEAD PLAYER TO A LIVE PLAYER.
Game Roles
Each General will have a limited number of role sashes to
purchase and issue to his troops. Player may only possess one role sash at a
time. Role Sashes must be worn over one shoulder and the head and across the
body. They may not be tied, wrapped or pinned to any other part of a players
person or equipment. A designated player may remain in role for the remainder
of the game, even when eliminated, or until forfeited. Forfeited Sashes MUST be
returned to the appropriate General, and are not transferable between players.
Legionary Aviator (5 Per Team at a time) - Fly
Helicopters / UAVs. Denoted by a White Sash.
Legionary Sapper (10 Per Team at a time) - Trained to
use C-4 / Rocket Launchers. Up to Two (2) launchers may be used for each team
at a time. May fire only THREE rockets per Headquarters Insertion (not a field
Hospital insertion.) May carry one demolition charge at a time. Denoted by a
Brown sash.
Legionary Engineer (10 Per Team at a time) - Must
accompany the deployment of AA guns, pill-boxes, Field Hospitals, and must
establish "purchased" buildings. Denoted by a Yellow sash.
Buildings
Each team will have access to one set of the buildings
below. Buildings reduce the price of certain perks and roles by half.
Legion Airfield - Reduces price of Legionary
Aviators, helicopters and airstrikes
Arcani Collegium - Reduces costs of UAV and Spy
Network perk.
Legion War Factory - Reduces price of Pill Boxes and
AA Guns and Legionary Engineers.
Legion Alchemist - Reduces cost of Legionary Sappers,
Demolition Charges, and Chemical Attacks
Legion Barracks - Reduces cost of Legion War Hospital
and Individual Infantry shields
Imperial Treasury - Increases yield of Tax Collector
Perk
Each team may "purchase" up to 3 buildings, which
they will denote with a Red and white or Blue and white Banner. Legionary must
carry banner to appropriate building and "Establish" it. A team may
only Purchase buildings on their side of the field.
These buildings may be destroyed ONLY by Demolition Charges.
All buildings may be "sold" each hour on the :30
to recover 50% of the building's cost. Legionaries must recover the banner for
a "sold" building and bring it back to their CP before money is
transferred. Legionaries may not steal, remove, abscond with or hide the other
team's building banners.
Perks
All perks are available for purchase by the Family's general
throughout the game. These include (but are not limited to)
AA Guns - (1 per team at a time) - Engages enemy air
units. Must be deployed by an engineer. May be relocated by engineer. Must be
deployed for one minute before it may engage targets. May only be eliminated by
Rockets or Demolition Charges. Will have elimination flag mounted on it.
Eliminated AA guns may not be used and must be carried back to friendly HQ
after eliminated for reinsertion.
Airstrike - Clear's entire grid square of enemy
troops. Called in by general, deployed by referee. Any player (on either side)
found within that grid square is eliminated. Eliminates infantry only, does not
effect AA guns, War Hospitals, Pillboxes or Perk buildings.
Demolition Charges - Required: Legionary Sapper -
Destroy enemy perk buildings, Pill Boxes, field hospitals, AA guns and man-made
structures serving as bunkers. Charges may be placed (not thrown) on or near a
structure to eliminate it. Structure only destroys building and eliminates
players inside, and cannot eliminate stand-alone infantry. Expended charges may
not be reused. Man-Made structures "destroyed" by a Demolition Charge
may be immediately reoccupied after a Referee has cleared.
Chemical Gas Attack - Called in by general, deployed
by referee. Any player (on either side) found within the cloud without a
"Gas mask" is eliminated.
Gas Mask - Free Perk that may be used by any player
at any time. Denoted by an external mask or a mask-like aesthetic modification
to the players normal paintball mask. Bandannas are not acceptable. Masks must
be worn around the mouth-area in order to function. Masks will not be provided,
so be sure to bring an acceptable "Gas mask" to the game!
Individual Infantry Shield ( 5 per team at a time) -
Mobile shield carried by an infantry soldier to block or deflect paintballs.
Breaks on the shield do not count. May not give shield to another player if
shield bearer is eliminated. Can be used by any infantryman. Infantry Shields
may not leave the field of play.
Legion War Hospital - Fixed structure, acts as
forward insertion point. Must be deployed by an engineer. May not cross 50 yard
line (Denoted by green Tape on the trees) May not moved once established. All
eliminations NOT from headshots, grenades, or other "Special"
(Airstrikes, chemical attacks, rockets, demolition charges, etc.) will be
allowed to reinsert from this position. Will have elimination flag mounted on
it. Destroyed by LAW rockets and Demolition Charges ONLY. Eliminated War Hospitals
may not be used and must return to the team's CP.
Light Anti-armor Weapon (LAW) - Each General will
have Two (2) LAW cards to distribute. These cards are free and are freely
transferable between the General and any Legionary Sapper (Demo). Sappers must
possess a Launcher Card and a Sapper sash in order to use a LAW.
Rockets can only destroy Pill Boxes, AA guns and Field
Hospitals. Launchers may be on the field at any time, however the player
carrying the launcher may only carry and fire FIVE (5) rockets PER HQ INSERTION
on the field at a time. Reinserting at a field hospital does not replenish the
rocketeer's supply of rockets. Nobody else may carry rockets for the user of
the device. Rockets have no effect on bunkers or other buildings. BEFORE
shooting a rocket, call for a referee! It is your responsibility to make sure a
referee sees your special role card and rocket fired, otherwise no eliminations
will be made! Once a player expends his rockets, he may call himself out,
and retrieve spent rockets. At this point he is an eliminated player. Sappers
found firing more than their allotted FIVE (5) rockets per insert may be
subject to penalty.
Pill Box (one per team at a time) - Enclosed
Structure "built" by engineer. Can be destroyed by LAW rockets or
Demolition Charges. One Legionary inside at a time, who is IMMUNE to
paintballs, grenades and Airstrikes. Not immune to chemical attacks, LAW
rockets or demolition charges. Will have elimination flag mounted on it.
Eliminated pill boxes may not be used and must return to the team's CP.
Spy Network - Purchase "right" to receive
next set of upcoming mission objectives 10 minutes early. Must purchase at
least 15 minutes prior to mission.
Tax Collector - General may trade X amount of influence
points for that same number of Denarii (1.5 times that number with Imperial
Treasury Building) equivalent of Money.
UAV Sortie (1 per team at a time) - Required:
Legionary Aviator - Recon element that may "fly" behind enemy lines
and relay intel back to the general. May not engage ground troops. UAVs may fly
into the other team's Exclusion zone to perform reconnaissance UAVs may not
point out enemy positions to other field players. May only be engaged and
eliminated by AA Guns. 30 minutes of fuel per sortie.
Helicopters (1 per team at a time) - Required:
Legionary Aviator - Insert up to 5 players behind enemy lines. May only be
engaged and eliminated by AA guns while flying. Players inside the Helicopter
may not engage any targets until landed. May not deploy within 20 feet of
Purchased "Perk" Buildings. Helicopters may engage one another, but
may not engage UAVs. Helicopter crashes if pilot eliminated, and all passengers
are eliminated. Crashed Helicopter passengers may reinsert ONLY at their HQ. 10
minutes of fuel.
Perks may not be moved, stolen, hidden or otherwise
removed from the field of play by members of the opposite team. Destroyed/
expired perks MUST be returned to the friendly CP in order to be re-purchased
and re-used by the team's general
PDF version of rules can be found at http://www.tristatespecops.com/rome.asp
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