
Fun On The Run Tactical Game Rules
***NOTE: Not all basic game rules and play will apply to every game.
Equipment:
Paintballs: All Paintballs must be PPS Branded and approved by Fun On The Run. No outside paintballs are allowed. A Player may bring and use approved paintball grenades and Tiberius First Strike rounds. Use of unapproved paint on the field is grounds for immediate ejection from the property with no refund.
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. All standard game play markers may chronoed up to 285 feet per second. No mode is allowed that yields more than one shot from the trigger cycle ( Semi Auto Only ). 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 range 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!!!!
Goggles: Goggles must meet ASTM and insurance requirements, must be unaltered, must provide full face, eye, and ear protection, and must have suitable, uncracked and 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. PLAY SAFE!
Grenades: Grenades may be used. Paintball Grenades must be made by an insured paintball manufacture. In order to be considered an elimination there must be “reasonable enough” paint on the player.
LAW Rockets: We do not allow the use of "sabot" rounds (wads of paintballs) or grenades as projectiles from 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 helicopters, vehicles, buildings, bunkers, bridges, tanks, etc. You must have a “Heavy Weapons Specialist” card to use a LAW on the field, and all launchers must be approved before use.
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 side will be assessed a score penalty. Players may use their radios anytime except while eliminated and walking either to their hospital or the field exit. Once in the hospital 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 smoke devices.
Game Play:
Eliminations: If you are marked by a hit from a paintball (even if the ball itself ricocheted) and it breaks on you and leaves a quarter-sized mark, you are eliminated. If you are wearing a "ghillie suit" all hits (even with out breaks) count on areas covered by this material. Once eliminated you must immediately exit the field or report to your “hospital.” You must take the shortest reasonable path to do so. Using your “dead time” on the field to do reconnaissance will result in a judge punch on your player badge. * 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. Unless it is on your marker the barrel must be at least 8 inches long, and in plain sight (not hidden up your sleeve). When you tag them 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. Barrel tagged players cannot be healed by medics. No barrel tags are allowed during the "Final Battle / Mission."
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. Thank them for not shooting you at close range and report to your hospital.
Game Start: When the game begins your General or Home Base will already know what the first missions for each segment are. Be sure that you at your base and ready to go when each segment begins!
Re-insertions:Players may only enter the game from their own hospital. When you insert you must go to within 10 feet of your base before you may remove your barrel cover and enter play. The exception to this is a "Hot Insertion." If the opposing team has control of your base (the referee will make this judgment) you will be informed at your hospital that it will be a "Hot Insertion" which means that you are in immediately when the hospital opens. This time should be used to take out as many of the occupying forces as possible since you only have to tag up at your hospital when you get hit, as opposed to them having to go all the way back to their end of the field.
Bunker Buster Rule: The Bunker Buster rule, comes in to play where one team has control of the course of another teams home base. The Bunker Buster will insure fair even game play for all players thru out the game. A Bunker Buster can only be called by a referee, not by a player. When a Bunker Buster is called the game will stop, all players will go back to their home base and the game will re start on the referees call. All flag points for that segment of the game will be awarded to the team who caused the Bunker Buster to be called and if needed missions point will be awarded as well.
Hospital and Home base: There is no shooting into, or out of, the Hospital and Home base. No player for the opposing team may enter or eliminate another player in the Hospital or Home base.
Bunkers on the field: No player may move any bunkers unless specific provisions are outlined by the event director allowing him to do so.
Referees: Do not argue with a referee under any circumstances. If you disagree with a call ask them for their name and see the Ultimate Judge or event director
Game Items:
Props: Props are items in the game that can be used to perform actions that will help you achieve victory, or they may actually be worth points toward your score. Props must remain in play once they are taken on the field. If props are abused or used as a tactic to maintain the prop by keeping it off field ,a penalty will be assessed. Props cannot be stored in the command bunker until that mission has been ordered. 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 the mission.
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.
Tanks: All Tanks Must be from a golf cart or from a ATV style vehicle NO Automobiles!. 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 FOTR Inc. prior to being allowed on the field. The tank violations will result in its permanent removal from the field. Vehicles must remain at least 100 feet from the enemy’s command bunker. If the driver is unable to see due to paint splatter their windshield must be cleaned immediately. Fun On The Run Inc. Reserves the right NOT to allow any type of vehicle for certain games. Please call us before trying to bring your tank on property.
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). Only “Nerf Mini Vortex” or “JCS F69” rounds may be used. The only modification to Nerfs that will be allowed is trimming of no more than ½ inch off of each of the three fins.
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 25 feet of the tank while the motor is running. Intentional violation of this by tanks or players will result in disciplinary action. Markers to be fired from the tank are limited to 260fps.
All tanks must be cleared with the event director no less than two weeks prior to the event.
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. Markers to be fired from the tank are limited to 260fps. All tanks must be cleared with the event director no less than two weeks prior to the event or they will not be allowed on the field. No exceptions! The 25 foot safety zone rule does not apply to walking tanks.
Types of Player Roles:
Your General or event director will assign these roles if need. If he so chooses he may unassign a role and reassign it to another player by calling in to central command and requesting approval. You may only be assigned one Role at a time.Not all Roles we be in play for every game
General: Is the commander of a team, he will help with commutation between his team and the judges, event director and other team players. He will help assign missions and role cards.
Medic: If you intend to be a medic you must have a pen with you at all times! Medics can heal players who have not been barrel-tagged or blown up. They cannot "heal" head-shots. If you wish to be healed by a medic you must stop as close to where you were hit as possible and shout "Medic!" at which point the referee will give the medic a reasonable amount of time to reach you, wipe off your hit, and record you badge number on his "Medic Supplies Card." You are not to be shot at once you call for a medic, nor can you verbally interact with players. The medic can be eliminated while in the process of completing his tasks. A player calling for a medic is not to be targeted by paintballs. The medic is not to use the player to be healed as a bunker.
Demolitions Expert: Can use satchel charges to destroy bridges, bunkers, and buildings.
Engineer: Can rebuild destroyed bridges, bunkers, and buildings.
Heavy Weapons Specialist: Cleared to carry Light Antitank Weapons. (LAWs)
Sniper: Snipers can use “Sniper Shot” cards to eliminate any player in plain view within 300 feet. The “sniper” must surrender one “Sniper Shot” card to a judge in order to eliminate a player. Each “Sniper Shot” card allows you to eliminate one target. They do not need to actually fire their paintball marker to accomplish this elimination. “Sniper Shot” cards may be used by snipers to complete a “sniping” mission, but must take out a player at the objective to complete the mission. Only snipers may possess “sniper shot” cards, and are limited to carrying no more than five at a time.
Missions:
Once a mission is given it must be completed within the allotted time. Do not waste time! You cannot come back and do it later.
Mission Packets: Mission packets are presented to the Generals or Home Base Commutation Desk on a regular schedule, and the packets have an allotted time to in which to be completed.
Home Base Commutation Desk Style Designation: The missions will be left at your home base, for the whole team to read and take part in. Once you have completed an objective let the Home Base referee know.
General Style Mission designation: The mission packets will be given to the General at the Home Base. However, if the General is off the field or not at the Home Base the packet will be given to the Second in Command. The Second in Command should always have a designated “alternate” to whom the packet will be
given to if the SECOND IN COMMAND is not available. Once you complete your mission you should inform your General IMMEDIATELY!
Other:
Alcohol: Any consumption of alcohol by anyone in attendance (playing or not) will be considered grounds for immediate ejection from the property with no refund.