Tet Offensive 2016 Scenario Rules
The signature on your registration form acknowledges that you know and understand the rules contained herein. It is important for your own safety and enjoyment, as well as that of your fellow players that you know these rules and abide by them.
No non-event paint is allowed unless otherwise specified by the event promoter. Use of unapproved paint on the field is grounds for immediate ejection from the property with no refund.
Pets: No pets are allowed due to insurance liability reasons. Although we are sure you have “the nicest puppy in the world” we cannot risk our business and livelihood for your dog, nor can the host field. Although not intended as a double-standard, most commercial insurance covers animals belonging to the field owner, so you may see their pets at an event.
Alcohol: At no point is the consumption of alcohol or drugs allowed during play.
SMOKE PRODUCING PRODUCTS OF ANY KIND OR TYPE ARE NOT ALLOWED BY THE PLAYERS! (even Sport Smoke is not allowed)
Equipment and supplies
Player packet: When you check in you will receive a packet with a Player Badge. DO NOT LOSE EITHER OF THESE.
Armband Tape: This will be provided by your commander or one of his officers. We ask that the commanders tape both arms with their team color allowing their own players to identify them. You may also lie all you want with regard to your team affiliation. This is a roleplaying game. The only legal way to acquire armband tape is from your commander or a legal member of that team that was placed on that side by the event staff. You are required to wear armband tape. The team color is not only intended to show you whom to shoot, it is designed to assist your teammates in knowing who not to shoot!
Markers: Any commercially produced, commonly available .68 caliber paintball marker may be used. Any marker that can be adjusted on the field, without tools, is required to have a locking device to prevent this from being possible.
During daytime segments
Chrono is limited to 275 feet per second. During night game all markers must be set below 250 feet per second. No mode is allowed that yields more than two shots from the first two trigger cycles. Ramping is not allowed. You must also have a “barrel sock” for covering the end of your barrel in all non-play areas. Barrel plugs are not acceptable. Players caught with no barrel sock on their barrel in an off-field area other than the chrono may be ejected from the event with no refund. This includes markers with no paint or air. If it has a barrel, it is required to have a barrel sock on it. Period.
LAW Rockets (Nerf Launchers): You must use Nerf brand “Mini Vortex” or JCS “F-69” foam rockets. The only modification to these that will be allowed is trimming of no more than ½ inch off of each of the three fins. All launchers must be chronoed at less than 230 feet per second. These devices are for hard targets only such as vehicles, buildings, bunkers, etc. Not to be shot at a group of people. These devices may be used during daytime segments only. You must have a “Heavy Weapons Specialist” or “Demolitions” card to use a LAW on the field, and all launchers must be approved before use.
We allow the use of “sabot” rounds (wads of paintballs) however, they must be approved by event staff before the game starts. Any other projectiles from launchers are not allowed. These devices may be used during daytime segments only. You must have a “Heavy Weapons Specialist” card or “Demolition” to use a LAW on the field, and all launchers must be approved before use. Role cards will be handed out by the event producer after the launcher has been inspected.
Goggles: Goggles must meet ASTM and insurance requirements, must be unaltered, must provide full face, eye and ear protection, and must have suitable undamaged lenses in them. Players caught lifting their goggles or breaking the seal of the goggles against their face, may be ejected with no refund. Be smart! Be SAFE!
Radios: Radios are allowed and encouraged. You may monitor any frequency you wish with the exception of the referee channel. Anyone caught monitoring the referee channel will be ejected from the event without refund and their team will be penalized. Players may use their radios anytime except while eliminated and walking either to their CP or the field exit. Once in the CP or off-field they may communicate at will. Players will not be allowed to stand off-field and gather reconnaissance of the enemy base or for recon and report missions
Prohibited equipment: No tools or knives may be carried on the field. No personal fill stations allowed on the premises. Any items found in violation will be confiscated and may or may not be returned after the event. No unbreakable trip wires. No pyrotechnic devices. No unapproved smoke devices
Referees: Referees will be wearing Giant Paintball shirts or traditional black and white striped referee shirts. Do not argue with a referee under any circumstances. If you disagree with a call, ask them for their Judge number and see the Ultimate Judge or event director.
Player Refs: There are a number of experienced scenario players who serve as “Player Refs”, our version of undercover cops. They are constantly watching for cheaters and unsafe players. They can also be helpful for answering questions if you cannot find a field referee. However, they are prohibited from signing off on any mission cards.
Non players on the field: If you wish to enter the field to take photos, retrieve a lost item, or any other reason you must check with the scenario director before doing so.
Wildlife: Shooting of any wildlife will not be tolerated. If you accidentally do so, please notify the nearest referee immediately so that we can make sure the animal is okay or render assistance if necessary. If you witness someone doing so, please notify the nearest ref immediately.
Eliminations: If you are marked by a direct hit from a paintball (even if the ball itself ricocheted) and it breaks on you leaving a quarter-sized mark, you are eliminated. During the nighttime segment (immediately following dinner break) all hits count whether they break or not. If you are wearing a “ghillie suit” all hits count on areas covered by this material.
* It is important that you “get up and out” as soon as you are eliminated. Hold your marker high above your head and run out of the bunker! With the large number of players you will encounter, it is hard to hear someone shouting “Hit!” while he/she searches for their barrel sock and players will continue to shoot thinking you are still in. “Get up and out” and get away from the lines of fire, then search for your barrel sock!
Barrel-tagging: You may “barrel-tag” players and eliminate them without shooting. The barrel must be at least 8 inches long and in plain sight (not hidden up your sleeve) and you must immediately say “Barrel tag!” when you touch them with it. Barrel-tagged players are immediately eliminated and are to walk away quietly. Failure to do so will result in a judge punch. After you have exited the area you may declare that you are eliminated as you continue to your hospital or an exit. No barrel tags are allowed during the “Dinner Battle” or “Final Battle.”
Surrenders: We request, whenever possible, that you request players within 20 feet to surrender. This is not a hard and fast rule, but a strongly suggested guideline. We also recommend that players who are given this option accept it graciously. The player who asked was displaying good sportsmanship. Please don’t reward them with a close shot.
Flag Stations: If a flag station has the flag raised that matches your team color you may respawn at that flag station. If you are elminated within 10 feet of the flag you may not respawn at that flag station and must find another flag station or return to your CP
Grenades: Grenades may be used during daytime segments only. In order to be considered an elimination there must be enough paint on the player to be collected into a mark the size of a quarter. One or two specks will not be counted as an elimination.
Game Start: When the game begins your commander will already know what the first missions for each segment are. Be sure that you are at your base and ready to go when each segment begins! Players who have not yet been in play may enter directly to their base.
Reinsertions: Reinsertions happen automatically when you touch your Command Post. When you insert you must remove your barrel cover and enter play.
Command Post: For this Game the CP’s ARE NOT IN PLAY. There is no shooting in to or out of the command bunker. If there is a mission to destroy the enemy CP, only then can an enemy player fire a Nerf Rocket at the CP. No guns are allowed inside the command bunker except the commander’s. Props are not allowed to be kept in the command bunker. No player may move any bunkers unless specific provisions are outlined by the event director allowing him to do so.
Props: Props are items in the game that can be used to perform actions that will help you achieve victory or they may be worth points toward your score. Props must remain in play once they are taken on the field. That means if a player is eliminated he must drop it for another player. Props cannot be stored in the command bunker. However, if not being carried on a player’s person they must be kept within 60 feet of the command bunker. They cannot be “buried” in the back corner of the field. These rules are meant to keep the props in play, adding to the excitement of the game. Anything considered for score must be turned in before end of play.
“Search the Body!”: If someone has just been eliminated, a “live” player may shout “Search the body!” at which point the marked player cannot move for thirty seconds. The live player will have that much time to get to them and demand any props or documents they may be carrying. If you are the player being searched you must immediately surrender any such items. This can only be done once, and only at the point the player was eliminated. If one of their own players gets to him first, he may take possession of the props before you get there. A judge may override your “Search the body” call if it is apparent that you cannot get there in time, and are just trying to stall the action. Mission cards and supply cards are considered “props.” However, MOS cards (the card that identifies a player as a medic, sniper, engineer, etc) are not.
Helicopters: Basically a silhouette on a pole, this represents players who are airborne in a transport chopper. The helicopter can transport 5 passengers and a pilot. You must have a judge initial and record your time of takeoff and landing. Each flight lasts a maximum of thirty minutes. You must take off and land from your base. You refuel by landing at your base and having the judge initial another takeoff. Helicopters may not drop ordnance. This includes, but is not limited to, smoke grenades, paint grenades, and satchel charges. You may complete a “photo recon” or “recon & report” mission while airborne. No one may fire at ground targets while riding. You and your passengers may fire at ground targets only after you land, and you must wait five seconds before doing so. The pilot lands by dropping to one knee. Anytime you land you must wait ten seconds before taking off again. No one on the helo can fire for five seconds after you land. If you are about to run out of fuel you may land and have fuel delivered to your aircraft. It may then take off again. Any player can eliminate a helicopter itself by firing a Nerf rocket so that it breaks through their group. You do not need to hit a player or the pole. If the helicopter is shot down or crashes you must turn in the silhouette to a judge. Your commander may have an opportunity to purchase a new one.
Tanks: Any motorized vehicle must carry its own liability insurance. All drivers must have a current, valid driver’s license. The vehicle is limited to fast walking speed. It must have a clearly visible way for players to discern what color the tank is allied with and it must have a bright orange flag that can be hoisted if it is eliminated.
All vehicles must have a full inspection by the ultimate judge at the event prior to being allowed on the field. The tank will receive its own badge with places for judge punches. Three rule violations will result in its permanent removal from the field.
Vehicles must remain at least 150 feet from the enemy’s command bunker.
If the driver is unable to see due to paint splatter their windshield must be cleaned immediately.
Each vehicle must provide one attendant to supervise activities of the vehicle on the field. This attendant must accompany the tank everywhere. Their duties are to prevent human contact or rule violations, and to notify the tank of grenade, Nerf, and satchel hits.
You can take out a tank with a satchel charge or a LAW (Nerf launcher).
You can disable a tank (no movement, but it can still fire) for five minutes with a paint grenade. Players near a motorized tank may not get within 20 feet of the tank while the motor is running. Intentional violation of this by tanks or players will result in disciplinary action.
Any air source inside the vehicle that is not attached to a marker or launcher must be securely anchored.
Vehicles are not to be used after the dinner break. They may re-enter play Sunday morning.
“Walking tanks”: Human-powered tanks are asked to make the “tank” appear as much like a real vehicle as possible. Please build something more than a box to throw over your head. These are also limited to fast walking speed just as a motorized one, and will be required to use the same major roads and paths as a motorized tank. It must have a clearly visible way for players to discern what color the tank is allied with, and it must have a bright orange flag that can be hoisted if it is eliminated. You can take out a walking tank with a satchel charge or a LAW (Nerf launcher). You can disable it (no movement, but it can still fire) for five minutes with a paint grenade. Guns to be fired from the tank are limited to 260fps. All tanks must be cleared with the event director. The 20 foot safety zone rule does not apply to walking tanks.
Demolitions: Any building, bridge, or bunker you see that has been wrapped in brightly colored one-inch tape has been destroyed. You may hide behind it or around it, but you may not enter the structure, or cross the bridge, until an engineer repairs it and removes the tape.
Your commander will assign these roles. If he so chooses he may unassigned a role and reassign it to another player by calling in to central command and requesting approval. You may only be assigned one role
DEMOLITIONS EXPERT: These players have the ability to use LAW rocket launchers, demolitions satchel charges and land mines. LAWs can be used to blow up command bunkers, bridges, buildings, groups of people within or on these structures and to shoot down helicopters. Demo can only carry a maximum of 3 LAW rockets and 1 launcher, 1 satchel charge, or 1 land mine. This role works in conjunction with the Loaders. This character is the only player that can defuse and pick up explosives on the field.
When a player with a demolitions card wants to use their rocket launcher, satchel charge or set up a land mine, that player much FIRST find a ref and let him or her know what they will be shooting a rocket launcher or setting up a land mine. In the case of rocket launchers and satchel charges, the referee will then go to the approximate area in which the projectile will land and note where the projectile will first land or hit. The ref will then make a judgement call based on the rules set for that projectile.
LOADER: These players work in conjunction with the Demolitions Expert in which they are the only players allowed to carry the maximum 3 rockets, 1 satchel charge, or 1 land mine. Each Demolition Expert is allowed only one Loader as a 2 person weapons team. The Loader can also work with a tank with a mounted LAW rocket launcher, for a maximum of 6 rockets per tank. Remember only a Demolition card holder can use these items, a loader can only carry reloads.
Once the commander is given a mission he has a reasonable amount of time to complete it. Do not waste time! You cannot come back and do it later.
Mission cards: Missions will be opened in your command bunker on a regular basis, usually every 30 minutes. These will be decoded and printed on an official “Mission Card.” This card will be given to the players assigned to attempt the mission. This card must leave the base with no more or less players than specified in the mission parameters. If the card leaves the field, the mission is a failure. If you are shot while carrying the mission card you may drop it for another player to pick up and the mission may continue. Once you have completed your mission the referee will “sign off” on the mission and then you must take it back to your base.
Patrol: You will be given two or more coordinates. You must patrol the area between these for the time specified. You may do so by taking thirty minutes to cover the area one time, or you may spend the specified amount of time traveling back and forth repeatedly. Either way you must be on the move for the duration.
Take and hold: You must take control of the objective so that you have players in the immediate area and remain in control of it for the specified time.
Snipe: You must get near enough to the objective to hit it or someone near it.
Retrieve Supplies: You must go to the specified location and find the orange supply box. This will be locked and your commander has the key.
Listening Post: You must go to the specified location and “dig in” for at least 15 minutes listening for and gathering as much information as possible. You should report all information to your commander or his staff, but this is not a requirement for completing the mission.
Recon and Report: This is a two-part mission. First you must go to the specified objective and gather all information you can on it. Then you must get that information back to your commander or the command base. You may radio, send a runner, or whatever other method you choose. However, the referee will need to verify this before signing off on your mission card. May be done from a helicopter in flight.
Photo Recon: You must go to the specified objective or location and take three photos. You will receive points for getting there with the camera, but the real scoring is from the photos. Each photo that shows unique, valuable intelligence on the area will earn you a bonus. You may only receive bonuses for three photos per mission, so do not take extras or you will not have enough film for all of your missions. Photo Recon missions may be done from a helicopter in flight.
Assault: You must attack the objective outright with the majority of your forces firing paintballs at the area or objective.
Destroy Building or Bridge: You must take someone or something that will allow you to destroy the objective. If it is destroyed when you get there, you cannot accomplish your mission without rebuilding it first.
Repair Building or Bridge: You must get an engineer with supplies to the objective and rebuild it. If it isn’t destroyed you cannot rebuild it without destroying it first.
Personal property of others is to be respected at all times. This includes, but is not limited to generators, noisemakers, perimeter warning devices, flashlights, spotlights, etc. If you come across something of this sort and need/want to disable it you must check with a judge before doing so. Any such items you wish to take on the field must be approved by the event staff before doing so.
THE FINAL WORD: If it’s unclear; If it’s not covered in orientation; If it’s in a “grey” area; If it’s not written in the rules, 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!