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Rules/Safety

General Rules
Scenario Rules of Play
Pnuemtaic Launcher Safety Guidelines

General Safety Rules of Play

Safety Rules
1.  All players MUST be wearing Goggles and Face Masks prior to entering playing areas, the target range, or the chronograph area.
2.  All players MUST put in place Barrel Sleeves prior to exiting playing areas, the target range, or the chronograph area.
3.  Each player MUST have their paintball marker chronographed prior to game play.  Paintball markers may not exceed 285 feet per second for outdoor games.
4.  No shooting paintballs outside the designated areas.
5.  Prior to participation in games, each player must go through safety orientation and have their admission card punched to signify that they understand the safety rules and guidelines within the safety video.

Referee's
1.  Referees' calls are final.
2.  Talking back to referees will not be tolerated.
3.  Disputes with a call made by your referee should be taken up with the head referee.
4.  Do not shoot the referees.
5.  If a referee is in your line of fire, ask them to move.
6.  Do not use referees for cover.

Paint Checks
1.  Call paint check to get a referee to check you for paint hits.  Do not waste other players' time with obviously unnecessary paint checks.
2.  Players being checked for paint hits by a referee are neutral.  Do not shoot neutral players.
3.  If you call "Out", you are out.  If you are in doubt, call "Paint Check" first.

General Rules
1.  NO BLIND FIRING
2.  No discharging paintball markers outside the designated shooting areas.
3.  No shooting at people not wearing protective equipment.
4.  No carrying or moving the bunkers or field parts.
5.  No knifes or other weapons
6.  No wiping off paint hits while still on the field.
7.  No talking while exiting the field (no advising teammates, no taunting, etc.)
8.  No drinks or food withing playing areas
9.  No foul language.
10.  Offer your opponent the opportunity to surrender if you are within 20 ft. (outdoors)
11.  Once eliminated, raise your gun and arm over your head and move quickly toward the exit.
12.  Exit the field as quickly and quietly as possible.
13.  Put on Barrel Sleeve prior to exiting the field.
 

 

General Scenario Rules of Play

Version 3.02 © 1996-2005, 2009-2011 Modified for Black River Sports Park

WELCOME:
You will be participating in a multi-hour/day paintball event which features objects such as villages, forts, bridges, command bunkers and special effects. The special operations involved in this event will add a variety of unique challenges rarely encountered in regular rec-ball play, including but not limited to: helicopter insertions, medics, demos, intelligence operatives, engineers, snipers, props and a host of other nuances (possibly special character appearances), to name only a few.

Due to the COMPLEXITY of this game ALL PLAYERS should familiarize themselves with the entire contents of these rules as well as the playing field map.

Playing Tip: Know this material... if you don't, you're at a serious disadvantage.

Keep your eyes wide open because not everything you see, notice and observe will appear to be what it actually is. This event also involves role playing - that is: immersing yourself in your character and playing the event. Those who do usually get the most out of these events ... HAVE FUN. Be all you can be, and someone else.

 

CAMPING:
NO ALCOHOL OR ILLEGAL DRUGS ALLOWED AT ANY TIME ON PARK PROPERTY!

 

ANIMALS/PETS:
If you bring an animal/pet to the event, it must remain on a lead / leash at all times. A MUZZLE is required. You are also required to pick up after your animal/pet and to properly dispose of what you pick up. You are required to keep your pet well away from any other animal/pet at the event.

 

REGISTRATION:
Pre-registration is very important for Black River Paintball to know how much paint and supplies to order. If you cannot pre-register, simply bring your park admission fee to the event. Once you arrive at the field, proceed to the registration area to sign in and pick up your player's pack and any paint you may wish to purchase. Please note that only pre-registered players may pick the team for which they will play.

 

GAME MATERIALS:
Upon check-in at the park, you will receive a player's packet with some or all of the following items in it.

 

ID BADGE/CHARACTER CARD: EXTREMELY IMPORTANT!!! The ID Badge/ Character Card is your ticket to play in this game. Without it you will not be allowed to enter the playing area. Keep it around your neck and visible at all times. If you lose it, you will have to purchase another one. You will be required to have this badge to enter the field of play. This is the badge on which the referee at the chronograph will punch that your marker(s) has been cleared for play.

 

Your ID Badge/ Character Card is your ticket to get into your base and defines which team you're on. Keep this on you at all times. Your commander's base security will ask to see it every time you insert onto the playing field (if they know what's good for them!) This colored card has the identity and character details you will be playing at the event. Get into your character, whether it be "Exalted Supreme Commander" or "Tailor" - this is the best way to get the most fun out of the event.

 

SPECIAL ROLE CARD: If you are playing a special role in the game, you will find a card pertinent to that role in your player pack or must obtain it from your commander. It is required to have with you while playing that role.

 

Players may not portray more than one type of Special Role character during the course of the game: No multi-classing.

 

Players may not pretend to be a Special Role character they have not been assigned by the game director.

 

PLAYING FIELD MAP: These maps are designed to give the individual player an overview of the playing area with marked major locations indicated on the map. NOTE: These maps may not be exactly to scale. They should be used as a reference only. Walk the field prior to game-on and get to know your way around and where things are located.

 

EVENT PAINT:
Event paint only! We recommend that you purchase whatever paint you may need prior to the players' briefing on the morning of game day. You may also pre-order paint. Side note: Most players use one 2000-round case during the entire event (some will use less and some will use more). Paint sales will remain open during the entire event. Having non-park paint on the field of play is grounds for immediate expulsion (total ejection) from the event with absolutely NO REFUND. Always store your paint in a cool, dry area away from direct sunlight!!!

 

Playing Tip: Paint left to bake in a hot automotive interior will shoot like paint baked in a hot automotive interior.

 

HPA FILLS:
High Pressure Nitrogen fills (3000psi and up to 4500psi) will be available during the entire course of play. It is recommended that you get your tanks visually inspected (exterior) and filled prior to the game starting so you can enjoy the entire event. There will be no facilities to recharge constant air bottles on the field of play, nor in the parking lot. Due to insurance regulations, no outside fill stations (CO2 / Nitrogen) will be allowed on event property. All constant air bottles must meet hydro stat requirements. No bottles will be filled that are out of date. Bottles that park management deems damaged will not be filled.

 

Playing Tip:Fill your tanks up late Friday or early Saturday morning. Don't miss out at Game-On!

 

CHRONOGRAPHS AND MARKER SPEEDS:
285 feet per second during day play, and 250 feet per second during night play. All markers must be chronographed and your ID Badge/ Character Card chrono-punched by an event referee prior to entering the field of play at game-on, dinner break (night speeds), and game-on Sunday. All players will verify their chronograph speed for the insertion referee, every time the players insert. Referees with hand-held chronographs may spot check your marker on the field. Markers that are shooting "hot" (over the allowed FPS limit) are safety hazards and will not be tolerated. Repeated chronograph offenses will result in ejection from the event. SRPLs, PACs, SRP LAWs have separate feet per second shot speed and chronographing rules.

 

THE PLAYING FIELDS:
Defined by the playing fields map, boundaries will be marked in field flagging tape during the event. Areas may be marked with cylumes (glow sticks) at night to aid in field boundary recognition. Firing over a boundary tape line into another live playing area is allowable. Do not fire your marker off the playing fields.

 

STAGING ZONE:
This is a neutral area (goggles on, Barrel Blocking Devices on) where you can stage and await the next insertion window. Insertion windows are the period of time where you can legally enter the field of play. Insertion Windows can be open continually with respawning occurring at the 2 bases or the Windows may be restricted to opening every 15 or 20 minutes (depending on the game).

 

INSERTION POINTS:
The IP is the area where players will enter the field of play. It will be strategically located where, as you enter the field of play, you will pass by your team's base of operations and command bunker. There is absolutely no entering the field from any area other than your insertion point. If you see someone entering the field from somewhere else, immediately inform a referee. You are required to go to your Base of Operations before removing your Barrel Blocking Device and becoming a live player.

 

Playing Tip: As you insert onto the field, check in with someone at the base
to see if there is something you can do to help your side achieve victory!

 

RESPAWN POINTS / FIELD HOSPITALS:
The Field Hospital is an area of the playing field where eliminated players may respawn (AFTER having initially tagged in live at their Insertion Point; players may never INSERT at the Field Hospital directly from the staging area.)

 

To use a Field Hospital, eliminated players remove their barrel sleeve, touch the Field Hospital Respawn Point of their own color (usually marked with a "Touch Here" sign), and return to play as a live player.

 

Players may only use the Field Hospitals that are marked with their own team color, players may never use another team's Field Hospital. Players may not use the Field Hospital bunkers marked with the opposing team's color (ie. Blue marked players may never use the Red marked Field Hospital bunkers from which to play, attack, defend, hide, etc.)

 

SAFETY & GENERAL RULES

 

ON FIELD SAFETY:
GOGGLES! Keep them on your face at all times when you're on the playing fields. ASTM Approved Full face and ear protection is required. BARREL BLOCKING DEVICES. Keep them on your marker anytime you're eliminated or off the playing fields. Players are encouraged to urge other players to keep their barrel blocking device on at all times when in non-playing area. You have a right to expect others to respect your eyesight! Remember the first rule of paintball: PLAY SAFE!

 

Playing Tip:Follow the "Goggles and Barrel Blocking Device" rules or you'll be removed from the event.

 

MARKER REPAIRS:
There is to be no marker repair or work in the public rest areas or any where there are people without goggles (protective eyewear). All repairs should be done at the chronograph range or in your campsite with a barrel blocking device on your marker at all times. There is no firing of paintballs allowed anywhere other than on the playing fields (during game-on) and in the chronograph area.

 

Black River Paintball REFEREES:
All rules decisions of the Black River Paintball Referee Team are final. Under no circumstances is anyone permitted to argue with a Referee. Doing so is grounds for expulsion from the event. If you disagree with a call by a referee, remember: It's only a game! Take all rules grievances to the ultimate judge.

 

Playing Tip: Speak clearly and calmly with the referees to get the most positive results. Yelling or shouting will earn you a referee punch and a trip to the dead box muy pronto.

 

ELIMINATING MARKS DEFINED:
Direct hits making a quarter-size mark during the day is an elimination. If you're carrying something and it's hit, you're eliminated! Gun hits count! Splatter does not count. At night all HITS / IMPACTS count; there are no paint checks at night. Saying "Hit" and indicating you're hit by putting your barrel blocking device on your marker or raising your marker over your head indicates you are eliminated.

 

Leaving the field or walking out of bounds is the same as being eliminated. Once you step outside the area of play, you are eliminated. There is no going out of bounds then coming back in. Any player leaving the field of play must wait until the next insertion window then re-insert into the game at the team insertion point.

 

Playing Tip: At night, after you're eliminated, it is a good idea to yell "eliminated player walking" or "dead man walking" every 10 to 15 paces or so, as you're exiting the field. This will keep that sniper that is lying in the grass from shooting you as you walk off the field. No medics at night. If you're hit, walk off the field; don't wipe! Your reputation is way more valuable!

 

PAINT CHECKS:
During a paint check, a referee will examine the player and make the determination whether the player is eliminated or alive. Do not call a paint check on a player then advance on that player! You will be penalized, (... you will get to walk). All players should continue play during a paint check unless the referee calls the player neutral.

 

In a game of this magnitude - with the huge numbers of players - it is virtually impossible to have a referee at every conceivable location. Here, cooperation between players is key. Ask your buddy to check you. And, if you're hit, walk and don't talk or advise players. Everyone should remember you're never off the field for more than 15 minutes at a time, maximum. Play fair and walk as you would want the other player to walk should you have marked them.

 

Playing Tip:Dead men don't talk... Play fair... Play honest, stand-up ball. Check yourself first! Reach back and find a blob of paint? Call yourself out and walk. Go get that air refill or drink of water you've been wanting.

 

WHAT TO DO WHEN HIT:
You should immediately call out "HIT!" in a loud voice and continue to do so while putting on your BBD (barrel blocking device). Leave the field, or return to a respawn point, by the safest direct route while continuing to call out your status as a dead player. If you are in an area that is taking heavy fire - such as a bunker with other players or in your base while it's under heavy assault - get your gun up as high as possible and get out of the way fast! Do not talk, hand equipment or ammunition to your teammates and do not continue to participate in radio chatter about on-field events. You are DEAD and dead men can no longer help their team. If you are holding a mission card and you have teammates nearby who were on the same mission as you, you MAY hand the mission card to one of them so that they may complete the mission. Proceed to the staging area to await the next insertion time, or to the staging area to reload on fluids, ammo & air.

 

Playing Tip: During big battles, you may continue to be shot at after you're hit IF you don't get out of the way fast! Move out of the lines of fire quickly and then search your pockets for your BBD (barrel blocking device).

 

SURRENDER RULE:
Surrender: It's a double option. Under 20 feet in distance, all players should offer the surrender call. The receiving player also has the option to surrender or turn and attempt to shoot. Look at surrenders like a chess match: with checkmate you never have to take the king in a game of chess. If you've out-maneuvered the other player, you should be in a position that no matter what, they're going to take the hit.

 

Playing Tip:This should not become a discussion. Ask, "Take the Hit! Three, two, one," then pull the trigger if they have not responded by yelling "Hit," "dead man" or putting their marker high up in the air. If you are offered a surrender by a player who has out-maneuvered you, turning and firing only demonstrates that you are a less-than-honorable player. They have done the sportsmanlike thing and offered. Be equally sportsmanlike and accept the option.

 

BARREL TAG RULE:
Barrel Tag is not an option. Once a player touches you with a barrel (attached to a functioning paintball marker) and says "barrel tag," you are eliminated and MUST take the walk. No point in pulling the trigger when you have a barrel pressed against your side. Do not HIT a player with your barrel! A gentle tap will do! A barrel tap must be made on one player at a time, with the words "barrel tag" being said each time by the attacker.

 

Playing Tip:Thank the kind player for not shooting you at point-blank range, then walk!

 

NIGHTTIME PLAY:
During nighttime play, the following rules are in effect:

 

Verify the lowered night time chrono speed and lower your marker velocity prior to going on the field. Make sure a referee has given you the appropriate chrono punch on your ID Badge.

 

There are no paint checks at night. All hits count - the ball does not have to break.

 

There are no medics at night.

 

Paint Grenades do not work at night.

 

No players are allowed to carry or use cylumes (glowsticks). These are reserved for the Referee staff and field boundaries. Players caught with cylumes will be asked to leave the event with no refunds. Infra-red cylumes are the only exception.

 

RADIO ESPIONAGE:
Radio espionage is allowed with the STRICT exception of the judges' channel. Messages on the command channel are in code, so LISTENING isn't a problem; it serves no purpose. Jamming of command channels is prohibited, resulting in ejection from the event.

 

Monitoring of the judges' channel is STRICTLY prohibited and will result in IMMEDIATE ejection from the event due to the fact that the urgency of the decisions makes coding them illogical and impossible.

 

Playing Tip: Monitoring teams' / players' personal radio transmission on the field can give you valuable information. Monitoring the Judge channel will get you ejected from the event.

 

PROHIBITED BEHAVIOR:
No physical contact with other players is allowed. FIGHTING will result in immediate expulsion from the Park, with NO REFUND. No cursing or un sportsmanlike conduct is allowed. Cheating, although rare in these types of events, does and can happen. If you witness cheating on the field, keep your standards high! Don't ever stoop to a cheater's level. Keep in mind who you saw doing this and let them know you saw them. Peer pressure is a very powerful thing.

 

Player Tip: Is your reputation worth a few extra minutes of game time? Play Fair! Play Stand-Up Ball!

 

EQUIPMENT

 

GOGGLES REQUIRED:
Unaltered, ASTM approved, full-face shields and ear protection on all goggle systems. NO yellow goggles allowed for players. This is reserved for field staff and referees only.

 

OTHER REQUIRED:
Barrel Blocking Device (BBD) and/or Barrel Condoms, velocity locks, pants, shirt & shoes, trigger guards are required due to insurance regulations. Since 2003, Barrel Plugs are no longer generally accepted as a usable safety device.

 

ALLOWED EQUIPMENT:
Canteens, flashlights, night scopes, infrared illuminators, thermal imagers, Q-beams, Alice packs, leaf-o-flauge, stocks, point sights, aim sights, squeegees, scopes, night vision equipment, CBs, radios - UHF or VHF, walkie-talkies, barrel rain covers, Ghillie Suits.

 

RECOMMENDED EQUIPMENT:
Extra pair of worn-in boots; extra socks; "energy" foods with complex carbohydrates; first-aid kit; marker tools; lots of non-alcoholic liquids: water, sports drinks, juices.

 

PROHIBITED EQUIPMENT:
Heavy clothing which is designed to promote bounces; shields of any kind; unbreakable trip wires; air horns; megaphones or any voice amplifying devices, cylumes; knives; ropes; whistles; hot-burning smoke; pyrotechnics; firearms; laser sights; crossbows; sling shots; BB guns. When in doubt, ask the game management. Any device designed to raise or lower the velocity of a paint marker (tools, adjustable barrels without locking caps) are prohibited on the field of play. NO predominantly yellow or orange shirts, jerseys allowed. This is reserved for field staff and referees only. If this is in doubt check with event management.

 

Playing Tip: When in doubt on what is allowed or prohibited, ask game management.

 

MARKERS:
Sixty-eight (.68) caliber markers meeting game management specifications. Due to safety factors and insurance regulations, game management reserves the right to disallow the use of any paintball marker or paintball launching system. All paint markers must be fired through a radar chronograph. Maximum velocity is not to exceed two hundred-eighty (285) feet per second (FPS) daytime limit and two hundred-fifty (250) FPS night time limit. Any markers that can be adjusted without tools need a velocity lock-down or "tourney-cap." Full-auto paintball markers (including zip and burst) are not allowed . Be responsible! Don't overshoot! All markers must be in SEMI- AUTO, Ramp to 13.3 bps, or RT mode only.

 

GRENADES:
Tippmann style, Atomic or Strange Ordinance style. One speck of paint from these types of grenades is an elimination. No grenades allowed at night.

 

SRPLs, PACs, LAWs, and Mortars:
PLEASE CLICK HERE FOR THE CSP SAFETY RULES & REGULATIONS

 

TANKS & VEHICLES:
PAVs, Tanks, APCs, scout cars, modified golf carts, et al. must be constructed from the chassis of an off-road vehicle only (example: No van, car or truck chassis unless the tank was built on one of these chassis prior to December 1998). Contact Black River Paintball on insurance regulations a minimum of three weeks prior to the event.

 

All vehicles must meet the following conditions:

 

Must have the appearance of a military tank or vehicle (as decided by the Black River Paintball Game Director/s).

 

Max Speed: Limited to 5 mph or a fast walking speed, whichever is slower. No exceptions.

 

Fully functional brakes. No exceptions.

 

ASTM approved paintball goggle system: Mandatory. Must be worn at all times by all players inside the vehicle. No exceptions.

 

Dead /Eliminated Indicator: Much like the old fiberglass antenna or fiberglass bicycle pole that can be flagged and positioned either up or down, alerting all players to the vehicle's status. Pole in up position indicates vehicle is eliminated; in down position indicates vehicle is in play.

 

Team Indicator: The vehicle must be readily identifiable as to which side or team it is on. Team colors must be displayed on the two opposite corners of the tank with 24 inches of team color so that at least 12 inches of team color can be seen from all sides.

 

Rate of Fire: Paintball markers are limited to thirteen (13) BPS. Semi-Auto ONLY. No exceptions.

 

Vehicle Contained, Static Mounted, or Personal Paint Markers Chrono Speed: 250 day, 230 night. Chrono speeds are lowered slightly because these vehicles close distances quickly (it's hard for a person inside a vehicle to hear a person outside yelling "hit"). When hit / eliminated by a vehicle/tank, raise your MARKER or HAND above your head immediately!

 

Tank / Vehicle Main Gun: Must be a functioning paintball Nerf™launcher (SRLP, PAC, or LAW) as described above. 230 FPS max velocity.

 

Viewable area of 360 degrees: Means the occupants must be able to see all around the vehicle with no blind spots.

 

Vehicles can also: Transport people and props, destroy structures and bunkers, or act as a stationary bunker.

 

Even if a vehicle / tank meets all of the above conditions, it may only be used with 3 weeks prior approval, as well as immediate pre-game approval of the scenario director. After approval, the vehicle must be escorted by a full-time non-player tank support person (Tank Walker).

 

Ways to eliminate vehicles

 

These may vary, depending on the theme of the game/event:

 

SRPLs, PACs & LAWs: One impact from a Nerf™ Round eliminates the vehicle.

 

Satchel charge. Dependent on scenario specifications.

 

Paint Grenade. A distinctive paint splatter will disable the vehicle's movement only for 5 minutes. Be advised that paint markers inside the vehicle are still fully functional, as well as the main gun.

 

Once a motorized vehicle/Paintball Assault Vehicle (PAV) has been eliminated, it must proceed to the hospital zone or insertion area and wait for the next insertion window before re-entering the field. The same insertion rules which apply to players may also apply to vehicles and will be announced at the pre-game meeting/briefing.

 

IMPORTANT NOTE TO PLAYERS: There is a safety space of 20-FOOT distance around all tanks. If a tank or a live player intentionally comes within 20 feet of each other, the aggressor(s) will be called eliminated. Furthermore, tanks and / or players who intentionally violate this 20-foot boundary are subject to ejection from the event. This is a serious safety issue. Tanks may not encroach within 20 feet of a live player behind a bunker (i.e. do not chase players around - or from - their cover). Players may not hide and use this rule to eliminate a tank.

 

Playing Tip:There is no reason for any player, live or dead, to be within 20 feet of a live tank!

 

PUGs and Walking Tanks:
All applicable rules within the "Tank & Vehicles" section of the GSRP carry over to non-motorized PUGs and "walking" tanks, as well as:

 

1) They must look like tanks.
2) They must have a main gun (as described above).
3) They are to serve as tanks (as described above); not ambulances; not mobile bunkers.

 

Players may NOT approach any tank, insert a marker barrel into an opening and shoot the occupants. You will be ejected from the field!

 

All tanks are the personal property of the owner. It is considered the same as your marker, mask and pack. Players may not touch, take, disable and or in way intentionally damage or destroy the tank or its contents. If you do, you will be ejected from the event, field and subject to arrest by local law enforcement.

 

GHILLIE SUITS:
ALL ghillie suits must be inspected and approved by the game director prior to entering the field of play. If you are wearing a ghillie suit, ALL direct hits/impacts count during day and night play. No paint checks! One direct impact = you're gone.

 

BREAKABLE TRIP WIRE DEVICES (BTWDs) Defined:
All trip wire devices with offensive capabilities: i.e. the ability to eliminate players. BTWDs include paintball land mines.

 

BTWDs Rules:
All BTWDs must use breakable string. Under no circumstances can the string be of sufficient strength to trip a player while walking or running (cotton sewing thread is best).

 

BTWDs using explosives of any type are strictly PROHIBITED.

 

All BTWDs that are not perimeter warning devices (PWDs) can be air, CO2, or spring powered.

 

Each and every BTWD must be shown to, and approved by the event director prior to play and be approved.

 

PERIMETER WARNING DEVICES (PWDs) Defined:
All autonomous devices intended to notify you of interlopers into your area of operations. PWDs have NO offensive capabilities, i.e. the ability to eliminate players. Typically, a PWD is sound or light resultant - after tripping the device it sounds an alarm, emits light, or a combination of both. Motion sensors ARE allowed

 

PWDs Rules:
All PWDs must use breakable string. Under no circumstances can the string be of sufficient strength to trip a player while walking or running (cotton sewing thread is best).

 

PWDs using explosives of any type are strictly PROHIBITED.

 

Each and every PWD must be shown to, and approved by the event director prior to play and be approved.

 

GAME PLAY

 

TEAMS:
The teams will be split from the number of registered players according to skill level, equipment, fire power, experience and ability. All game planning and scoring will be done by the game operations director. Teamwork is an important factor in these events. Planning strategies will be carried out by commanders with the respective squad leaders. It is important to note that you should concern yourself with how to defend as well as how to attack an area. Objectives and missions will be assigned by the game operations director and relayed via coded radio messages to the commanders of each team. Objectives will be assigned and unit size will also be assigned. Referee Team will make the determinations of control of an area.

 

TEAM OBJECTIVES:
Maintain your base of operations: Protect and defend it at all times.
Complete assigned missions; hold the objectives.
Take action to harass and interdict the opposing team's objectives and missions.
Score as many points as possible in the allotted time frame.
Keep your commander alive.
Above all, have as much fun as possible and experience the friendship, camaraderie and good will that these types of events inspire among the players of your caliber.

 

SWITCHING SIDES:
Switching sides must be cleared through the scenario producer. If approved, anyone switching sides must give up their current character card and arm band tape. Under no circumstances can this (character card or ArmBand Tape) be passed off to another player.

 

VERBAL MISREPRESENTATION OF SIDES:
Is allowed. You are NOT required to tell the truth about which side you are playing for.

 

EXAMPLE: (Player 1 sees Player 2 in the bushes 20 yards in front of his position)
Player 1: "Hey, what color are you?"
Player 2: "I'm Red, what color are you?"
Player 1: "I'm Red too."
(Player 1 then steps out from behind cover and gets marked by Player 2.)
Player 1: "Hey buddy! You said you were Red!!!"
Player 2: "I lied...."
Player 1: "Good shot. Man, I should have read the rules of play better... they told me not to always trust what I hear. I should have gotten a visual on your arm band tape."

 

Moral of the Story: If they are not wearing your color arm band tape, consider them the opposition, or at the minimum, be leery of them. Always use caution until you get a visual ID on their ABT. As in the real world (a real world conflict) seeing is believing, or, believe half of what you see and a third of what you hear. Not everything is always as it appears in a scenario game.

 

TEAM TAPE:
Team tape (ABT or Team Tape) is to help all players identify who is playing on their team, NOT to identify who is on the other team. All players must wear their own team's arm band for the entire event.

 

Special Role characters must wear specially designated arm bands or tape - in conjunction with their team tape - on the arm above the elbow, in plain view.

 

The following are Strictly Prohibited:
Picking tape up off the ground and using it.
Purchasing or bringing tape and putting it on yourself or others.
Any Velcro or other ABT over the original to deceive the other side.
Any type of arm band or tape over a Special Role character arm band or tape with the intent to deceive.
Falsifying role cards (color copy) to get the other team to tape you.

 

COMMANDERS & COMMANDER ELIMINATIONS:
Each team will have a commander and team leadership structure. The commander is in complete control of the side. Follow your commanders; they have the overall picture and information of how the game is going and what is happening. Check in with them often and let them know what you did, saw or completed. This information is valuable and vital to your team. Rotate out and pull base security for an hour; you never know, you may find yourself in an awesome firefight. :) The commander can also assign Medics, Demolitions, Engineers and Pilots, so if you need to play one of these roles, immediately notify your commander if you have not been given one of these roles. The commanders will get a new mission radioed in to them every 15 minutes during the day.

 

Playing Tip: These missions are what earn points and wins or loses the game for your team. Go out on them... they're fun. Most of the time you will get into some very good action, and remember, at the end of the game if your team wins and you didn't go out on any missions, how much did you contribute to the win? If your team loses, then how much did you contribute to this loss?

 

The commander may be worth bonus points each time he/she is eliminated. Thus, you can earn your team bonus points by eliminating the opposition's commander and save your team points by keeping your commander alive. This is not a one-time objective! Each time the commander is eliminated, all rules pertaining to players pertain to him: he must walk and await the next insertion window, then he/she can reinsert into the game and is a free agent to resume play in any fashion they choose. Side note: the commanders can go anywhere on the field they choose. They are not required to stay in their command bunker, but it's a good idea to keep an eye on your troops.

 

Any time a commander will be off the field for longer than one insertion window, the commander must appoint another to act in his/her stead which can be eliminated for points just as if eliminating the original commander. Every commander on the field must be taped on both arms!

 

Do not bring paint markers into the command bunker!

 

Do not point a paint marker into or out of the command bunker!

 

To eliminate the commander inside the command bunker, just touch the CP and notify the players inside. This does NOT destroy the structure! It only eliminates all persons inside on the ground floor only. Also, a demolitions characters can blow the bunker with a satchel charge or LAW rocket. A referee must verify the commander elimination and call this into to the game operations director immediately.

 

Playing Tip: Commanders, stay alive.

 

SPECIAL ROLES DEFINED:
During the course of this event you will notice individuals on the field who have special abilities and are identified by unique arm band tape. These individuals requested in advance to the event director to play the special roles described below. Only players carrying the appropriate credentials for their assigned Special Role characters may carry, utilize or display associated game props / operations equipment (bombs, aircraft, etc).

 

DEMOLITIONS EXPERT:
These players have the ability to use LAW rocket launchers and special demolitions satchel charges. LAWs can be used to blow up command posts, bunkers, and groups of people within or on structures, and to down helicopters. For multi-room or multi-level structures, LAWs only eliminate players within the room the LAW round struck. Demolitions players are not required to use Demo Tape on any structure hit by a LAW round, since the LAW only eliminates the players and does not destroy the structure. LAWs rockets eliminate players within 10' radius of a successful strike on a structure or bunker (exception see room rules above). For example, player A is hiding behind a bunker when it is struck with a LAWs rocket. Player A is eliminated because he is within 10' of the bunker. Player B runs up to fill the bunker but was not within 10' radius when the LAWs rocket struck the bunker so player B is not eliminated. LAWs rockets that strike the ground "detonate" harmlessly and do not eliminate players, even players within a 10' radius of ground impact.

 

The satchel usually contains an explosives card to be operational. An explosives card alone will not work - it must be inside a satchel. The explosives card defines what type of explosive it is and how it may be used. The satchel must be approved or provided by the scenario producer. Satchel charges are used to destroy entire structures, (Towers, bridges, buildings, etc) and when used, the Demolitions player must use the Demo Tape to completely tape the structure or entrances to the structure. Demo Players are neutral while taping a blown structure. All players inside a structure when it is blown are eliminated and cannot be healed by medics.

 

ENGINEER:
These players have the ability to rebuild structures which have been previously blown up. To rebuild a structure, the Engineer must remove ALL the Demo Tape from a structure and carry the tape off of the playing field to dispose of it. Ripping through, tearing a piece off, or removing and throwing the tape on the ground are incorrect. An Engineer is considered a LIVE player while removing the tape and is subject to all applicable rules.

 

Engineers may tow a downed aircraft back to their command bunker. The Engineer is not flying the craft and no passengers may "ride" the craft while it is being towed. Aircraft are considered props.

 

Engineers may also be called upon to build structures such as bridges or mechanical devices.

 

MEDIC:
Able to heal players on the field. They must reach the player within one minute, wipe the paint from the player and write down the player's ID badge number or name on their Bandage Card and/or wrap a game bandage around the player's right arm. At this point, the player is again a live player and can resume play. A player may only be healed twice per insertion. HEAD SHOTS are NOT able to be healed! A head shot means you're eliminated, no matter what - this is specific for daytime play. All hits are fatal at night! Medics do not work at night.

 

Wounded players must place both hands on top of their head while calling for a medic. Wounded players are neutral during their "medic call" and are not to be shot. Once a medic arrives, both players are considered "live". Keep this in mind if you are calling for a medic in the middle of a heavily contested fire-fight, you maybe calling the medic to his doom!

 

If bandages are in use; when a wounded player is eliminated they are to wear their bandages off the playing field and deposit them in the bandage containers at their insertion point. Medics may retrieve the bandages during normal insertion times and take them back to their Commanders for re-use.

 

PILOT:
Has the ability to fly a simulated aircraft (helicopter, plane, etc.) for up to a 30-minute time period each flight. Should an aircraft stay out longer than its allotted time before returning to base to refuel, it will crash. The aircraft can carry one pilot and normally up to four additional passengers.
Players cannot be shot at or shoot from a flying aircraft until at such time it lands and the troops disembark. To land an aircraft, the pilot must place the simulated aircraft on the ground and release it for a 10-second count, minimum, before the aircraft can take off again. Pilot and passengers are live once the aircraft lands. Should a passenger let go of the aircraft's rope (or pilot) while in flight, he is eliminated. Passengers can only disembark when the aircraft has landed properly. Aircraft are not to land closer than 20 feet to any other live player.

 

A LAW rocket can take out a flying aircraft! Flying aircraft can fire on other aircraft while in flight -- regular hit rules apply. NOTE: An aircraft may land and drop you off in the middle of a swarm of enemy troops just itching to shoot someone!

 

FURTHERMORE: A Demolitions character with a loaded LAW can also Barrel Tag the aircraft with the LAW, if they can ambush it! Players may NOT AT ANY TIME use aircraft as cover for shooting people. Players may not follow within 20 feet of an aircraft.

 

SPY:
Spies are legal only when previously announced for the event by the game producers. In games where the presence of Spies are announced by the game promoters, each team will generally have one or more spies who can be inserted into the opposition's team. It is up to the team leadership to ferret out and eliminate these spies, while it will be the spies' job to gather information and report back to their base. Any spy who has BLOWN their cover and been identified as such by the opposition MUST hand over their character card and ABT from the opposing team. For more info see playing tips for spies.

 

INTELLIGENCE OPERATIVE:
Perhaps the hardest role to play, but one of the most rewarding. Your job is generally defined as to flush out the spies in your midst and acquire special game props for your side. There are meetings scheduled throughout the game which you're highly encouraged to be at, thus helping you figure out who is who. If you complete a meeting, have a ref sign the card with the time the meeting ended. Turn your meeting card in for points at the end of the game! For more info see playing tips for spies.

 

PLAYING TIPS FOR SPIES:
First, your most valuable skill as a spy is being covert, unnoticed - a fly on the wall - not attracting attention to yourself. Yet, as you try and infiltrate a base and the command structure, you begin to fly closer to the flame and stand a better chance of getting burned (put in the open or busted).

 

Second, two of the most valuable assets that you have as a spy are the ability to do the following:

 

BUSTING MISSIONS:

 

1. Have possession of the assigned mission card. Intentionally get marked (shot) by the opposing team prior to completing the mission, and with the mission card in pocket, walk off the field a dead man. As an alternative, lead your mission team into an ambush.

 

2. Lead the group going out on the mission to an area other than what is called for on the mission card.

 

3. Perform a different type of mission. Say the assigned mission is to "set up a listening post at area XYZ." Go to area XYZ and then assault the heck out of the place. Instance 2: you go out to "rebuild a bridge," but instead, you destroy it. NOTE: You CAN NOT run the mission as stated on the card, complete the mission, then just pocket the mission card. THIS IS NOT ALLOWED UNDER ANY CIRCUMSTANCES!

 

GATHERING INTELLIGENCE:
How helpful is it? Incredibly so.

 

1. Reporting outgoing missions to your commander is of great importance. You can sit on the outskirts of the enemy base and report to your commander where missions are headed and troop strength.

 

2. Did the team you're spying on just acquire a valuable prop?

 

3. Do you know where the team is stashing its valuable props on the field of play? Can you raid this stash without being seen, then get the props back to your real team without being shot or made as a spy?

 

4. Is your team mounting an attack on the base? Are there 100 players in base at the time? Would this be a bad idea at the moment? Might it be better to inform your commander when only 5 or 10 players are in base, when a raid would be more likely to succeed?

 

5. Having radio com with your real commander or XO is a big help. Real time intel is the best intelligence there is.

 

NOTE: Any time you're dead or eliminated, YOU'RE DEAD. Shut up at this point; zip the lip. No matter how bad you want to talk to your commander or other players - no passing of information while you're eliminated. Dead men don't talk, period!!! Only thing a dead man says is, "Dead man walking." Once you have re-inserted onto the field of play, then it's game-on again.

 

HOW TO ACQUIRE ENEMY ABT LEGALLY:

 

In games where the presence of Spies are announced by the game promoters, you must be taped by a player on the team whose ABT you're trying to get. You cannot pick up ABT off the ground or get it from any other source other than at the team's base.

 

Example: Player 1: Comes into the opposition's base without ABT
Player 2: "Let me see your ID card!"
Player 1: "Hey buddy, I lost it, but it's ok. I'm on your side, you know me, I'm cool."
Player 2: "Oh, ok" (P2 then tapes up P1's arm)
Player 1: Thinking to himself: "That was way too easy. I'm on the other team. Well, now I can't blow up the command bunker, but I can lead missions astray and gather intel and report it to my commander. I can still do a lot of damage to this team; just have to do it the smart way. They really should have checked my card."

 

BUSTING THE SPY:
If you are ACCURATELY accused/made as a "spy" character by the command/security of the opposing team (by using a second character card, OR are observed being "paid" by the other team to spy for them), you must immediately and without argument turn over the second character card and/or the arm band tape you used to infiltrate the base with - no matter what color it is - upon being ACCURATELY "made." You must then be re-taped by your actual team upon next re-insertion to your own base.

 

The bust has to be made on FACTS. The security forces can not just accuse everyone as they walk into the base - i.e. they can not play a hunt-and-peck type of "accuse the spy" until they find one. They must have verifiable information before they can accuse a spy.

 

EXAMPLE:
Base 1 Security: "You are a spy! Take the hit and produce your true character card! We have verifiable information that you were reporting intelligence to the enemy commander."
Spy: "Oh MAN! Busted!" (Produces both character cards - one from each team - and covers his barrel).
Base 1 Security: Taking THIS team's character card and removes arm band tape from Spy. "Referee! This player has been made as a spy and is being removed from our base. Please advise Command Central you now possess his bogus character card and assist this player off-field."

 

OR

 

Base 1 Security: "You are a spy! You have been observed receiving payment from the enemy! Take the hit and produce your true character card."
Spy: (Hangs head because he was not covert enough; does not have another character card OR "personal mission" card as he was working for himself; covers his barrel and keeps his mouth shut).
Base 1 Security: (removes arm band tape from spy). "Referee! This player has been made as a spy and is being removed from our base. Please advise Command Central and assist this player off-field."

 

AND JUST IN CASE:

 

Base 1 Security: "You are a spy! You have been observed receiving payment from the enemy! Take the hit and produce your true identity card."
Spy: "I'm a spy for OUR team and I gave my goods to OUR general! Please verify!" (shows he has but one character card which indicates he is a spy for this team - as well as a "personal mission" card indicating meeting times with players from opposing team).
Base 1 Security: "Stand down." (verifies information with his commander who acknowledges the spy is working for him - his decision to allow spy to continue playing for him).
Base 1 Security: "Our commander has verified your loyalty. You may continue play at this time. Try to be a little more covert in your transactions."

 

MISSION TYPES:
The teams will start the game occupying their respective bases. Many objectives will be strategically located throughout the playing field. Missions will normally be called in every fifteen (15) to twenty (20) minutes during the day and every half hour at night, via radio to your commander or leader. Missions may require a specific unit or numbers of troops to go out to a specific location. At each mission objective a referee will be in the vicinity. The referee staff will validate the mission once you reach and complete your objective with your assigned force. To earn points you must complete the mission at its designated area. Some missions will require you to HOLD a specific area for a period of time, others will require an action to be taken within a specified time period (Example: "Snipe the enemy base," i.e. put a paintball on the enemy's command bunker). Referee must sign the completed mission card and return it to the game operations director for you to receive points.

 

ASSAULT:
Means just that - to assault the objective for the length of time specified. Whether all your troops are eliminated does not matter, but you must mount an assault on the objective. At least one player must remain alive to present the completed mission card to a referee. This is the exact opposite from snipe. Generally, this mission will be allotted a specific troop strength to be sent out. Example: Send 15 players to assault the enemy base camp. One player must live to turn in the mission card to a referee.

 

DEFEND:
Means to defend the objective from enemy troops for the duration of the mission. At the end of the time specified, you must still be in control of the objective to have defended it. Example: Defend your base of operations (command bunker) for 1 hour.

 

DEMO:
You will have a specific mission where you need to destroy the objective within a time frame. Either blow it up with a SRP LAW or a satchel charge. A Demo expert must complete this mission. Example: Destroy the bridge/building/tower/bunker located at coordinates XYZ. Once this is done, a mission player gets the card signed off and handed into a referee.

 

REPAIR:
You will have a specific objective which you need to rebuild within a specific time frame. An Engineer must go on this mission and rebuild the specified structure at the given coordinates by removing all the Demo tape from the destroyed objective. Example: Rebuild the bridge at ZZXY. Once the objective has been rebuilt, hand in the mission card to a referee.

 

PATROL:
In these missions two (2) objectives will be given. Your troops are to actively patrol from location A to location B for the designated period of time. They can not go out and lay down in an area; they must be patrolling from point A to point B to complete the mission.

 

AMBUSH:
Usually, but not always the counter mission to a Patrol mission. You are to go out and set up a static ambush at the coordinates specified and wait the prescribed time period, while eliminating as many enemy troops as possible.

 

SWEEP:
Similar to a Patrol in that you move between two locations for a designated period of time - as well as actively engaging to eliminate any and all enemy forces.

 

TAKE & HOLD:
To gain control of the objective and hold it for the amount of time specified. If it's a building, it means to actually have a player inside the building in complete control of it. Example: Take and Hold the enemy's base of operations for 1/2 hour.

 

LISTENING POST:
Much like a Recon mission with the addition of inserting personnel into an area to remain undetected for the duration of the mission while obtaining intelligence information.

 

RECON & REPORT:
For your players to physically go out and VIEW the area in question for the specified amount of time and obtain the intelligence. They must report back to the base commander with the information (what they viewed) before they will receive the requisite mission point. This can be done in person or by radio. Example: Recon the enemy's base of operations.

 

PHOTO RECON:
Exactly the same as a Recon & Report with the addition that the intelligence you gather must be done in a photograph, which is given to the mission referee. Instamatic Cameras are provided to the commanders. The better the picture(s) (showing players or bases, etc.) will increase the point bonus on this mission! Pictures needing a magnifying glass to view anything or showing a big tree will be worth much less in points! The event director may specify the number of pictures to be taken. Example: Photo Recon the enemy's base. Walk down and take a picture or two of the opposing commander in his base & return these pictures to your commander. Easy enough :).

 

RETRIEVE:
Locate, secure and return the object (the mission objective) to your commander within the time frame specified. Example: Go to the center of the field and retrieve the object (an orange drop box) and return this box to your commander.

 

SNIPE:
To snipe or, in simplest terms, have a player infiltrate the area and fire a paintball ONTO the assigned objective within the specified amount of time. (Opposite of horseshoes, close does not count.) Example: Send X players to snipe the enemy base. Eliminate the opposition's commander for bonus points!

 

MEET & GREET:
Sometimes during scenario games, there are missions where you don't want to kill the objective, but would rather talk and see what you can find out, or maybe, if you're lucky, get a valuable game prop or information. Example: Meet the peasant at the east end of the field. Gather intel. OR... Meet and greet the farmer and retrieve the object he found in his corn patch. OR... Greet the shadowy figure, which will soon be approaching your base of operations.

 

PROPS:
All game props (helicopters, toys, money, etc.) must remain IN PLAY (on the field of play) during the game. You can not take them out to your car and STASH them, nor lock them up in your commander's box!

 

We have gone to the extremes to find, develop, build and incorporate inventive, interesting props into the story line. These props will be inserted into the event at various intervals and locations during the game. Their value? Some will be worth big points. Others? Well, they will look good, anyway. :)

 

Many people find it interesting or amusing to design, make or bring props from home to these events - we welcome it. If you can sell it or trade it to the opposition, then go for it. All props should be cleared with game management, who will make a determination whether or not it will be of value, but either way the opposition will not know until the game is over. :)

 

Playing Tip:All props must be turned in prior to game's end to be counted as points for your team!

 

SCORING & WINNING:
Missions are how each team accumulates points for their side. The harder type of mission, and the further away it is, the greater the point value. Eliminating the opposing team's leadership may be worth points. Game currency and props may be worth points as well. At the end of the event, all completed mission cards will be tallied and scored, all props and/ or items that may be worth extra points must be collected and handed into game management prior to the ending of the event. The team with the highest point total will be declared the winner.

 

Playing Tip: Do not neglect the props! This could be the margin between victory and defeat.

 

THE FINAL WORD

 

If it's unclear;

 

If it's not covered in orientation;

 

If it's in a "gray" area;

 

If it's not written in the GSRP, game-specific addendums, or on a game-specific card:>

 

It Does Not Exist.

 

Ask the Event Director First!

MOST OF ALL, HAVE FUN! ENJOY THE EVENT!

BE ALL YOU CAN BE, AND SOMEONE ELSE!

 

 

Acknowledgment: These rules for paintball scenario games were written over a period of years with the aid and consultation of veteran scenario paintball players, including: Kerry Rosenberry, Bill McClure, Bobby Gogolin, Bill Tyson and many others whose ideas, suggestions and input were no less valid. These rules are updated periodically as technology and the games themselves advance.
The federal copyright of the GSRP document is owned exclusively by Patrick and Diane McKinnon.
Modifications specific to the CSP are copyright Black River Paintball.
Used by Permission.

No part of this document may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording or by any information storage and retrieval system, without express written permission from Copyright Owner.

 

 

Pnuematic Launcher Safety Guidelines 

Purpose: To set a minimum safety standard regarding the use of pneumatic launchers of all types for the welfare of all paintball event participants.

Scope: All Pneumatic launchers, including but not limited to, LAW launchers, tank cannons, artillery, mortars, bazookas, spud guns or additional weapons and/or props at the discretion of park administration.

Acceptable Types:
1.) HPA: Prefabricated/Corporate Manufactured, Patent Pending models (accepted models)
A: Metadyne Havoc & JCS MKX Launchers ***Note*** These must be Factory standard and without modifications
2.) HPA: All others except those listed above
3.) CO2: 12 gram only

Required Standards:

I. Standards –
• Any and all SRPLs/LAWs/PACs/Tank Cannons must chronograph under a speed of 230 FPS (all the time) during day and night play. (Spot field checks may exist without prior notification.) (NOT required for Mortars.)
• Any and all Mortars/SRPLs/LAWs/PACs/Tank Cannons must be shown to the Black River Paintball Referee Team to be inspected prior to play and be approved. Approval will be signified by an event tag which will be placed and left on the device for the ENTIRE event.
• Any and all Mortars/SRPLs/LAWs/PACs must have a self securing system or device for plugging the barrel to stop accidental discharges while in any safe area. A PVC end cap is NOT an acceptable device for plugging the barrel.
• Any and all SRPLs/LAWs/PACs/Tank Cannons must use 2" Nerf rounds or JCS Rocket rounds- NO paint can be used in these units, unless provided by game management only! Hollow point JCS rounds fitted with a paintball will considered by game management on a game to game basis.
• No modifications of any type can be made to either the JCS or Nerf Rounds
• No "rocket" may have any damage which may alter the flight path of a launched "rocket" while in flight (i.e...missing fins, broken or damaged tail sections, large portions of missing foam material, tape, and other foreign objects not originally used in the manufacturing process, and intended by the manufacturer to be a part of the finished product).

Mortars –
• Each Mortar must be pre-approved by the CSP Referee Team before it will be allowed on the field.
• Mortars must always fire at a minimum 45 degree arc or greater.
• Mortars can not be DIRECT FIRED at ground personnel.
• Mortars may fire the 2" Nerf rounds or JCS Rocket rounds.
• Mortars may fire loose paintballs, but NOT paint grenades.
Mortars must abide by the same safety guidelines as SRPLs/LAWs/PACs/Tank Cannons.

II. Safety Guidelines-
The following list will serve as the bare minimum for safety guidelines and will be the basis for all inspections of Mortars/SRPLs/LAWs/PACs/Tank Cannons.
• Absolutely NOTHING can be drilled, tapped, modified, or glued into single wall thickness of any pressure holding PVC, this includes the barrel (although not a pressure component of the device).
• Proper PVC “welding” techniques must be utilized in the construction of the device. No screws holding operational-critical components together.
• The pressure chamber must contain a maximum 125psi safety blow-off valve. This valve must have the factory stamped pressure rating legible where it can be inspected. ***JCS model exempted***
• The pressure chamber must contain a pressure gauge with a maximum range of 0-300psi. 0-600psi gauges will NOT be accepted. . ***JCS model exempted***
• A functioning low pressure regulator must be used to regulate and allow for velocity adjustment of the high pressure input. (I.e. pressure cannot be regulated by visibly watching the pressure gauge during system “charging”.)
• Anything other than a ball-valve actuator (trigger) must have a safety device to keep the launcher from accidentally discharging. (i.e. if you have a blowgun as your trigger, a ball-valve safety should be used as a redundant safety device).
• Chronograph limit is 230fps or less (not applicable to Mortars)
• Operating pressure must be 100psi or less for all Mortars/SRPLs/LAWs/PACs/Tank Cannons. (If you cannot reach desired range or velocity with a pressure of 100psi or less, then the device will not be permitted onto the field for the event.) (Hint: a bigger pressure chamber will allow you to operate at a lower pressure.)
• HPA only as a power source! (with the exception of 12gram CO2 cartridge for supplied propulsion)
• No NSF-DWV fittings (PVC plumbing fittings i.e.. quarter turn valves or ball valves) All valves, fittings, etc must be NPT
• Modification of any Mortar/SRPLs/LAWs/PACs/Tank Cannons in-game is strictly prohibited. Once inspected, a launcher may only be a launcher, a mortar only a mortar, tank cannon only a tank cannon etc. for the duration of the event.
• Units using 12 gram CO2 as a power source must be manufactured so as to accept a 12g cartridge only, (no secondary source availability)
• 12 gram CO2 units cannot be altered to accept anything other than a 12g cartridge after inspection.

III. Inspection Procedure-
The following must be present and working on each and every Mortar/SRPLs/LAWs/PACs/Tank Cannons:
• Blow-off safety valve (125psi or less). ***JCS & CO2 cartridge propelled models model exempted***
• Pressure Gauge (0-300psi or less). ***JCS & CO2 cartridge propelled models model exempted***
• LP inline regulator
• Fueled by HPA or 12gram CO2 cartridge
• Approved barrel blocking device (nothing rigid)
• Redundant firing safety device (unless fired by ball-valve)
• Inline Schraeder valve, for test of expansion chamber. *** JCS & CO2 cartridge propelled models exempted***

The following will be checked and verified:
• Chronograph velocity of 230fps or less
• Operating pressure at MAX velocity, 100psi or less (Mortars – 100psi or less)
• No modifications (to include drilling, tapping, engraving, gluing) to single wall thickness of PVC pipe.
• All fittings must be integrated into double wall thickness PVC (into a PVC JOINT)
• Pressure chamber must be pressurized to the MAXIMUM operating pressure and then will be checked for leaks. This will involve spraying soapy water on all connections to the pressure chamber and looking for visible bubbles. NO BUBBLES should exist.
• Pop off valve test of expansion chamber via in line Schraeder valve
• SRPLs/LAWs/PACs/Tank Cannon operators shall demonstrate an in depth knowledge of their equipment, its safety features and use.
• All 12 gram CO2 units must have a steel expansion chamber

IV. Safety Procedure –
Upon leaving the active playing field, each SRPL/LAW/PAC/Mortar carrying player must be sure to safely discharge and depressurize the equipment. The barrel blocking device must be placed on the barrel.
A random safety inspection may be done at ANY time on and off the field. Failure of on-field safety inspection will result in the players’ card to be punched and possible removal from the event.
Brightly colored Event Approval tag must be visible and present on device at ALL TIMES.
Firing or testing of SRPL/LAW/PAC/Mortar anywhere other than the playing fields or chronograph area will result in disciplinary action by the Black River Paintball event staff.
On Field use: Launchers should only be pressurized prior to the shot. Immediately before they player intends to shoot he/she may then charge the expansion chamber, aim and take shot. At no time should a launcher be carried around on the field with a filled expansion chamber.

Black River Paintball reserves the right to dis-allow the use of any launcher, or to dis-allow the use of launchers by a specific player, based on safety concerns.

All rules and restrictions are written in cooperation with Black River Paintball Park.


 

 

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