Author Topic: 2008 GAME RULES  (Read 7891 times)

HitMan.

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2008 GAME RULES
« on: Nov 10, 2007, 10:08:18 PM »
THE RULES                          

1.   All team rosters may be no larger then 10 players. Only ten men can take the field per team. No less than five players can take the field for each team per game.
2.   Each player can carry more than one role per team side. The choice is up to the commander on how to admit the roles upon his/her own team.
3.   All players need to be registered with each role they will hold. Players ID card will be issued for each player registered.
4.   Players may trade roles from game to game, but not during game play. If they trade roles they must also trade ID cards to match each role.
5.   A team uniform is required. All members per team must resemble the same uniform. BDU uniforms are recommended, but not mandatory.
6.   All markers are .68cal and depending on field location and insurance some may allow .43cal markers.
7.   All hoppers need to be a 50 round hoppers or Tac hopper. (Except the heavy gunner) If you are using your regular electric hopper you must MOD it to hold 50 balls. See video on MODS for examples.
8.   All events are field paint ONLY. No outside event paint allowed. You will be warned then asked to leave with out a refund if told twice.
9.   All players need to be registered on the TTPL website to participant at any TTPL Official event hosted on any field. The registration fee for 2008 is $100.00 per player. Please contact Hercules CEO/Founder at undertakerspaintball@yahoo.com Subject: TTPL Registration Fee.
10.   Each player needs to fill out a waiver on game day.
11.   Paint will vary in prices upon location. The average cost per case of 2000 balls will run from $55 to $80.
12.   All teams may equip their team with all of the following tactical items: 1 Launcher, slingshot launchers, paint grenades, cold burning smoke grenades, grenade launchers, tactical vests, paintball mines, early detection systems, GPS, radios, 1 shield, laptops, and other special equipment. All equipment need to be checked in with officials at registartion sign in, (when you first get to the field) and may vary upon fields for insurances purposes. Equipment not inspected before game day will NOT be allowed.
13.   All players can carry a total of 3 pods (140 rounds each) and 1 EMPTY 50 round hopper or Tac hopper at game start. Also a 50 round hopper or Tac hopper is required as mentioned above. They will be available on game day for sale if you can’t provide one or modifiy your electric hopper to hold 50 balls.
14.   Be ready for inspection on your equipment before each start of each game at the check in point.
15.   Each team will be given a SUPPLY CASE at check in time per game. That case is for use for the remaining 5 minutes of game time. The case will only turn live after the ten-minute mark. Each team may choose to use the supply case or not. Each team can fill the supply case with whatever supplies each team feels will help them to victory. Below guidelines of items that can be used. 1) NO MORE THEN 15 ROCKETS. 2) ALL PAINT MUST BE DIVIDED INTO  PODS, NOT LOOSE. 3) GRENADES ARE LIMITED TO 10 EACH 4) EXTRA BANDAGES FOR THE MEDIC
16.   Gun hits are NOT KILLS. If your gun is hit you must call for an engineer to come to you and repair the gun. The fixing of the gun is done by the engineer cleaning off your gun and taping it up with supplies given out on game day ONLY. If yours is hit you may NOT use that gun until it is repaired by your engineer. Players have a choice of carrying a secondary marker or pistol.
17.   Wiping paint after being shot is illegal. No cheating will be tolerated. You will be asked to leave the field and given one warning. Second time you will be terminated from the league without a refund.
18.   Medic Heals are done by a player calling for the medic. The medic needs to reach the injured player with in a two-minute mark of being shot. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
19.   If a medic can’t reach an injured player with in a 2-minute time frame, that player is eliminated and must head towards the dead box.
20.   All referees need to remove the armbands from the eliminated players heading towards the dead box.
21.   All dead players need to remain inside the dead box until the games has expired.
22.   If a player is healed from his/her medic with in the 2 minute mark, they may continue to play.
23.   Injured players keep in mind if you are shot in one arm you may not use it until healed. You have the choice to use the other arm. The good arm. Same rule applies for you legs and feet. Hop if you half to or call for a medic. Can't hop no more then 3 feet for cover. You must remain in that spot untill the medic is at your service with any hit. (not head shot)
24.   Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies (tape).
25.   A player may be healed an unlimited amount of times so long as they do not take three consecutive hits or a headshot.
26.   Headshots, Grenade hits and Nerf Rocket vicinity hits are not healable.
27.   All players registered, as a special role will have special marked armbands/ID's to mark their position. Players caught removing their armband/ID's to change with another player during the match will be eliminated.
28.   Each game is a 15-minute time frame with a 5-minute window. If your late and not on the field, the game will begin with or with out you. No exceptions. Please continue to watch your game schedule and plan to be at the check in point 1 hour prior your scheduled game time to avoid any issues or forfeits.
29.   The game objective is elimination format with a specific mission to be completed during the game and a flip of the flag. Point Values are: TEAM ELIMINATION 300 POINTS / MISSION COMPLETED 200 POINTS / FLIPPING HQ FLAG 100 POINTS (flag points ONLY count if the flag remains flipped at the call of the end of game. Each team still has the chance to re flip there flag back to neutral.
30.   Players that hit referees with uncontrolled bonus balls may be eliminated by the referee at any given time.
31.   SHIELDS: A shield may be taken out by a nerf launcher or a grenade hit.
32.   If the shield is hit by a launcher/nerf rocket the shield and player are eliminated. The shield is no good and nobody can use it for the remaining of game time.
33.   If the shield is hit by a grenade, the shield is eliminated and not good to use for the remaining of game time.
34.   Any player hiding behind a shield while a grenade is shot will only be eliminated if the grenade splats paint on them bigger then a quarter size. No paint, then the player is still live, but if a grenade hits the shield, the shield is out.
35.   Sniper paint can eliminate the player holding the shield. If the shield is hit by sniper paint, then the player holding the shield is eliminated. That player has the choice to leave the shield in play for others or to carry it off the field when eliminated.
36.   If a grenade hits a shield and doesn’t break. Play is still on and the elimination attempt is resumed.
37.   Paintballs that bounce of players are not considered kills.
38.   Splatters are not considered kills unless the referee says it is.
39.   All objects and props are to be considered live and in play at all times. Be aware of your surroundings and props and don’t always assume things to be as they seem.
40.   Bombs and explosives are active and may be used by the TTPL as a mission or prop.
41.   Launchers kills are good for 10 feet from hitting "launcher kill targets". The area will be marked as a "KILL ZONE" If your in the area at the time of the hit. Your dead. (inside SWAT House).
42.   Launchers can’t be launched into the center swat house for a kill. They may only be launched at the outside wall of the swat house for a direct kill range of 10 feet behind the swat house wall. All Rocket launches should be called upon a ref before shooting to notify the proper elimination of players or mission value. If you don’t notify the ref before you shot, the elimination will not count. You must also hit the correct "KILL ZONE TARGET", they will all be marked.
43.   Rocket launchers may launch nerf rockets into the enemies HQ. It must be launched at a 45-degree angel or higher and it must land on the KILL ZONE TARGET on the HQ. Its kill zone is again 10 feet and marked as a Target to hit. It also needs to be brought to the refs attention before launching for proper elimination.
44.   Launchers will take out players hiding directly behind any bunker, with in a 10-foot kill zone range from that bunker.
45.   The mission truck or mission location can’t be destroyed by launchers, but can eliminate players hiding behind or around it with a 10-foot kill zone.
46.   Third parties may be used by the TTPL to conduct a mission. Be aware and stay alert at all times.
47.   Tanks are not allowed.
48.   The heavy gunner may carry a full hopper loaded (not bigger then a 350 size) and 4 X 140 full pods. All must be checked in at the check in point at the beginning of each game.
49.   Only Medics can heal and need the medic ID card on them at all times.
50.   Only Demolition players can disarm bombs and explosives or set them off.
51.   Only Engineers can fix guns/markers/launchers/bridge
52.   Only Artillery can launch rockets.
53.    Only the commander can open the mission file to receive the mission, but any player can go get it.
54.   Only the sniper can use sniper paint (provided by the field) it will be another color different from the game paint.
55.   Each Sniper can carry 1 X 140 pod of sniper paint given out at the beginning of field registrations and waivers. This is set for the whole event. Use as needed and plan your kills well. You will not be given any more Sniper Paint.
56.   A sniper kill to the enemy’s commander is worth 300 points.
57.   Commanders can’t eliminate themselves from the game to avoid being eliminated by snipers. If caught they will be placed back into play by the referees and your enemy will earn the 300. This also means your own player can’t eliminate you from play.
58.   Friendly fire is a kill or needs to be treated by a medic.
59.   Headshots can’t be healed.
60.   Medics can heal themselves. Up to a 3 burst shot limit. More then 3 shots on the medic at once will eliminate him.
61.   Once all scenario supplies are used up, no more will be issued during game time.
62.   If the HQ flag is captured before the 10-minute mark of play, the supply case may not be used. The supplies will remain inside the HQ until the end of the game.
63.   Each player may carry 1 each grenade into the start of the game.
64.   Player playing Artillery Role may only carry 5 rockets with them at the beginning of the game. They may place another 15 in the supply case to be used with in the last 5 minutes of play.
65.   All DEMO charges need to be done by using any smoke activated device. Bring your own. No charges (smoke) no DEMO Role. All demo charges must also be placed on RED MARKED TARGETs which have a market kill zone.
66.    Trip wire devices may be used. (Depending on fields)
67.   Paint Landmines are legal to use. No limit to how many
68.   Only 1 shield per team is allowed. The size of the shield can’t be any bigger then 4 feet tall and 2.5 feet wide.
69.   No blind firing around corners or behind your shield. You must have your head showing in order to shoot from behind your shield, unless its a CLEAR shield.
70.   Team captains must sign off all games once the game has finished. There is no disputing the matter once it has been signed off.
71.   The ref’s call is final. Good or bad, the play must go on. Take up any disputes to the head ref at the check in point or TTPL tent.
72.   Respect all calls made by the officials.
73.   Sportsmanship and honor is expected from each player.
74.   Chrono is 280fps for all players.
75.   Remember this is close quarter combat and hits will feel hot. Keep your cool at all times.
76.   All players need to be chrono before entering the game field. Random chrono checks will happen thru out the event. If you’re shooting hot, you will be warned and punched once on your ID card.
77.   Any 3 times your ID card is punched for any reason is an immediate elimination from the game or event and you’ll be asked to walk off with out a refund.
78.   Each whole punch is a warning. Limit is 3 times.
79. Please remember to have a REF with you when ever you are on a mission, task or shooting your launcher at a target. If you have no REF you will have no points earned for all your hard work.
« Last Edit: Oct 28, 2008, 10:21:31 PM by HitMan. »

KarateManAdam

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Re: 2008 GAME RULES
« Reply #1 on: Apr 01, 2008, 10:08:10 PM »
I saw you said 50 round hopper if I use standerd 18 round clips from RAP4 does that only fifty round when I enter the game (roughly 2.5 clips) or that I can't use anything that holds more then 50 rounds to feed my gun?

HitMan.

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Re: 2008 GAME RULES
« Reply #2 on: Apr 01, 2008, 10:15:14 PM »
I saw you said 50 round hopper if I use standerd 18 round clips from RAP4 does that only fifty round when I enter the game (roughly 2.5 clips) or that I can't use anything that holds more then 50 rounds to feed my gun?

That would fall in RULE #13 Total of 2 X 140 pods which equals 280 balls. Divide that by 18 round clips = average 16 clips you may start off with. Hope that answers your question. Anything else please ask me Im here to help. Thanks for the questions.

KarateManAdam

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Re: 2008 GAME RULES
« Reply #3 on: Apr 02, 2008, 02:16:20 PM »
Thanks...Makes gearing up easier now that I know.  As well as gearing up the team.  hopefully we will be ready for this year (if I get a miracle) most likely you'll see us next year.

HitMan.

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Re: 2008 GAME RULES
« Reply #4 on: Apr 02, 2008, 07:17:27 PM »
Thanks...Makes gearing up easier now that I know.  As well as gearing up the team.  hopefully we will be ready for this year (if I get a miracle) most likely you'll see us next year.

NP, anytime is a good time.

sniper_alpha

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Re: 2008 GAME RULES
« Reply #5 on: Apr 04, 2008, 08:13:25 PM »
hey hitman, i've posted on here before and as a matter of fact you invited me to take a look at joining the undertakers when i get back to the east coast after my mil contract. i have a couple of questions for clarification.
1.) can snipers on a team can carry up to 280 paintball rounds just like everyone else, since they will only be issued 140 rounds of sniper paint for the entire event.
2.) ghillie suits for the sniper and his spoter if the team has one are they allowed though they aren't like the rest of the teams uniforms.
I'm sure i have more questions and i will ask them as they come up. i would love to be at this years games since i missed out on last years but by the look of things i will be on deployment again. i will see you guys next year though for sure.
"Retreat Hell! We're just attacking in another direction." - Maj. General Oliver P. Smith, USMC, Korea, December 1950
"Come on, you sons of b*****! Do you want to live forever?"
GySgt. DANIEL DALY, USMC
"Retreat hell! We just got here!"
CAPT LLOYD WILLIAMS, USMC

HitMan.

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Re: 2008 GAME RULES
« Reply #6 on: Apr 04, 2008, 08:38:49 PM »
Whats up bro.  ;D
hey hitman, i've posted on here before and as a matter of fact you invited me to take a look at joining the undertakers when i get back to the east coast after my mil contract. i have a couple of questions for clarification.
1.) can snipers on a team can carry up to 280 paintball rounds just like everyone else, since they will only be issued 140 rounds of sniper paint for the entire event. Yes they can. The sniper paint can be only shot by the marker that is marked off as the "sniper gun" Your other paint is for a second maker of choice. Great question
2.) ghillie suits for the sniper and his spoter if the team has one are they allowed though they aren't like the rest of the teams uniforms. Yes They are and teams have already used them in the pass.
I'm sure i have more questions and i will ask them as they come up. i would love to be at this years games since i missed out on last years but by the look of things i will be on deployment again. i will see you guys next year though for sure.

sniper_alpha

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Re: 2008 GAME RULES
« Reply #7 on: Apr 05, 2008, 06:47:15 AM »
Quote
1.) can snipers on a team can carry up to 280 paintball rounds just like everyone else, since they will only be issued 140 rounds of sniper paint for the entire event. Yes they can. The sniper paint can be only shot by the marker that is marked off as the "sniper gun" Your other paint is for a second maker of choice. Great question
that answer brought another question to mind. so the gun marked down as the sniper weapon could only fire sniper rounds? it wouldn't be allowed to fire regular rounds.
"Retreat Hell! We're just attacking in another direction." - Maj. General Oliver P. Smith, USMC, Korea, December 1950
"Come on, you sons of b*****! Do you want to live forever?"
GySgt. DANIEL DALY, USMC
"Retreat hell! We just got here!"
CAPT LLOYD WILLIAMS, USMC

Sparrow 69

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Re: 2008 GAME RULES
« Reply #8 on: Apr 05, 2008, 07:21:49 PM »
if its how it was last year, it can shoot eaither or, but only one sniper marked weapon per team.  this if you have a pistol and an a5, and the a5 is marked sniper, and it gets hit, you cant shoot the sniper paint out of the pistol just because you are the sniper, it has to come out of the pre-designated weapon.




sniper_alpha

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Re: 2008 GAME RULES
« Reply #9 on: Apr 05, 2008, 08:09:35 PM »
Thanks sparrow and it makes sense but i didn't want to assume something and then find out i was wrong. Now all i need to do is find me a team who would like a back up sniper or needs a sniper, find my way back over to the east coast and play in the games.
"Retreat Hell! We're just attacking in another direction." - Maj. General Oliver P. Smith, USMC, Korea, December 1950
"Come on, you sons of b*****! Do you want to live forever?"
GySgt. DANIEL DALY, USMC
"Retreat hell! We just got here!"
CAPT LLOYD WILLIAMS, USMC

Vincent Vega

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Re: 2008 GAME RULES
« Reply #10 on: May 24, 2008, 04:36:53 AM »
One quick one, will the sniper be able to chrono any higher than 250?
Since he will be shooting at distance usually.

csmithusaf

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Re: 2008 GAME RULES
« Reply #11 on: May 24, 2008, 03:56:36 PM »
I want to say 285bps for a sniper.  But I can't find the article at the present time to make a confirmation.

krieger67

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Re: 2008 GAME RULES
« Reply #12 on: Aug 27, 2008, 01:36:21 PM »
vega the crono is set for everyone i know this hasn't Ben updated but please wait ill check with hitman along with a rule clarification of my own.
your friendly neighborhood, respect my authroitaa!, kick you in the nuts Head Ref.

silent1

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Re: 2008 GAME RULES
« Reply #13 on: Oct 06, 2008, 06:40:36 AM »
Quote
I saw you said 50 round hopper if I use standerd 18 round clips from RAP4 does that only fifty round when I enter the game (roughly 2.5 clips) or that I can't use anything that holds more then 50 rounds to feed my gun?


That would fall in RULE #13 Total of 2 X 140 pods which equals 280 balls. Divide that by 18 round clips = average 16 clips you may start off with. Hope that answers your question. Anything else please ask me Im here to help. Thanks for the questions.


Quote
rule # 13.   All players can carry a total of 2 pods (140 rounds each) and 1 FULL 50 round hopper or Tac hopper at game start. Also a 50 round hopper or Tac hopper is required as mentioned above. They will be available on game day for sale if you can’t provide one.


please correct me if I'm wrong but 2 pods of 140 = 280 and a hopper of 50 would equal 330 paintballs total which would be just over 18 full magazines at 18 rounds per magazine
« Last Edit: Oct 06, 2008, 06:44:42 AM by silent1 »

Cpt. George "Ghost" S

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Re: 2008 GAME RULES
« Reply #14 on: Oct 06, 2008, 09:06:05 AM »
Quote
I saw you said 50 round hopper if I use standerd 18 round clips from RAP4 does that only fifty round when I enter the game (roughly 2.5 clips) or that I can't use anything that holds more then 50 rounds to feed my gun?


That would fall in RULE #13 Total of 2 X 140 pods which equals 280 balls. Divide that by 18 round clips = average 16 clips you may start off with. Hope that answers your question. Anything else please ask me Im here to help. Thanks for the questions.


Quote
rule # 13.   All players can carry a total of 2 pods (140 rounds each) and 1 FULL 50 round hopper or Tac hopper at game start. Also a 50 round hopper or Tac hopper is required as mentioned above. They will be available on game day for sale if you can’t provide one.


please correct me if I'm wrong but 2 pods of 140 = 280 and a hopper of 50 would equal 330 paintballs total which would be just over 18 full magazines at 18 rounds per magazine

Correct!  Meaning if you can only have 240 rounds on you you can only carry about 18 mags (if they hold 18 rounds) on you.
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