WARGAME WEEKEND - RULES, WAIVERS, MECHANICS

GENERAL RULES AND CAMPING

  1. Toxic, unruly, or criminal behavior is not tolerated in camp or on the field. Don't be a dick. Period.

  2. Real weapons of any kind are not allowed in camp, on the field, or in the vendor area.

  3. Participants must be 12 or older and minors 15 and under must be accompanied by an adult or group who will assist/watch them.

  4. Participants must adhere to these camp/facility rules.

BLINDMAN

  1. In the event of a player losing their goggles or being injured, every player within the vicinity must call “blindman”.

  2. Upon hearing “blindman”, each player is to cease play, safe their weapon, take a knee and repeat calling “blindman”. Do not move, do not fire.

  3. Play shall resume once event staff have cleared the situation and all players are safe to continue.

  4. In the event of a player losing their goggles, the player must cover their face and keep their head down until another player or staff can assist them in recovering their eye protection.

VELOCITY AND FIRST STRIKE RULES

  1. All markers must chronograph at or below 285 FPS.

  2. First strike players must chronograph with first strike rounds.

  3. All markers must be inspected and tagged by staff to ensure FPS restrictions are followed.

  4. All launchers must be commercially made and fire approved Nerf projectiles. Launchers/projectiles must be chronographed, inspected, and tagged by game staff to be field legal.

MISSIONS AND RADIOMEN

  1. In most scenarios there is a standing mission for both sides to hold or contest capture zones throughout the duration of a point-scoring scenario.

  2. In addition to capturing zones, special FRAGO missions will be relayed to each side via their platoon headquarters. This missions can include securing LZs, capturing HVTs, clearing mines, blowing bridges, etc. Upon the completion of an objective, that player should notify their commander immediately.

  3. Each squad and platoon will have a player-radioman who is issued a radio upon check-in by the game staff. These radiomen will relay mission information to the players around them and in their squad keeping the players in constant contact with the game staff and their platoon chain of command.

FORWARD OPERATING BASES

  1. FOBs for each faction are situated approximately at either end of the playing field.

  2. FOBs may not be attacked and do not count for points. A no-fire zone of 100 yards surrounds all FOBs.

  3. Players may position coolers, gear-bags, and other assorted items at their faction FOB through their chain of command. Players are responsible for their own equipment.

  4. FOBs may be used as a headquarters by the player chain of command.

  5. Vehicles and players may reload and respawn at the faction FOB.

RALLY POINTS AND RAT TUNNELS

  1. Rally points are on field touch and go respawns erected by the staff and player engineers. Rally points are designated by flags in the faction color. Rally points may not be used while under fire to avoid insta-respawn situations.

  2. The NVA have access to low-visibility rally points known as rat tunnels. These are hatches on the ground which can be used as a touch and go respawn for Vietnamese players. They will not be easily noticed from afar so it is up to NVA commanders to share their location with the troops. Rat tunnels can be destroyed by US forces through Bangalores or by special mission.

ELIMINATION AND MEDICS

  1. Any paintball strike larger than a penny eliminates a player.

  2. Any amount of paint from a paint grenade or flame thrower eliminates a player.

  3. If a medic is nearby, an eliminated player may call out for a medic and sit in place (head-shots cannot be revived).

  4. Medics must be identified with a white arm band and will be given a medic tag.

  5. Players may "drag" an eliminated player to a new location to be revived by placing a hand on their shoulder and WALKING with them to the new location.

  6. Players may not wait longer than 5 minutes for a revive. Players are not required to wait this duration before returning to spawn.

  7. Eliminated players that have not been revived must re-spawn at their faction FOB or at a rally point.

  8. In the event of an actual medical emergency, the term "REAL WORLD" or "EMT" will be used by staff and players.

CAPTURE ZONES

  1. Capture zones generate resources and points for the side who hold them.

  2. To seize a capture zone, a side must get a command element to the zone with supporting troops.

  3. If both teams contests a capture zone with a command element no points/resources are awarded.

LANDING ZONES

  1. Landing zones are deployment locations for each side.

  2. Players are deployed to landing zones via helicopter or sampan.

SAMPANS

  1. Sampans are trailers, trucks, or busses used as river boats to ferry players to landing zones or FOBs.

  2. Because of their use by civilians, sampans are not engageable by rocket or paintball fire.

  3. Embarked players may not fire from onboard a sampan and must remain seated at all times unless instructed to dismount by the sampan captain.

  4. Players onboard a sampan do not become live until disembarked and told they are so by the sampan captain or attached referee.

TRANSPORT HELICOPTERS

  1. Transport helicopters are paintball fighting vehicles who's mission is to ferry troops to landing zones or FOBs.

  2. Transport helicopters must abide by D-Day Adventure Park PAV guidelines (email admin@mudcrabmilsim.com for more information)

  3. Transport helicopters must fly faction and status indication flags and helicopter commanders must have a stop-watch or clock onboard the vehicle.

  4. Transport helicopters may embark as many passengers as can safely ride within the troop bay of the vehicle.

  5. Transport helicopters are allowed to have a maximum of 2 gunners.

  6. One rocket strike disables the helicopter's markers. Helicopters can return to their FOB to instantly repair this hit/their markers.

  7. A second rocket strike crashes a helicopter. Upon crashing, crew/passengers may disembark as live player "survivors". Crashed helicopters must wait 15 minutes as "wreckage" before returning to spawn and cannot be repaired.

  8. A third rocket strike or armed Bangalore placed in/on the vehicle destroys the vehicle and sends it back to spawn regardless of the status of its 15 minute wreckage timer.

  9. Transport helicopters are allowed to traverse off-road where safe to do so and must have a walking guide responsible for calling rocket strikes.

  10. Transport helicopters are allowed to hover unless told otherwise by game control. Helicopter eliminations/traversal may be adjusted upon the scenario-brief for the purpose of player-balance.

ATTACK HELICOPTERS

  1. Attack helicopters are paintball fighting vehicles who's mission is to support ground troops with "gun runs" and ground suppression.

  2. Attack helicopters must abide by D-Day Adventure Park PAV guidelines (email admin@mudcrabmilsim.com for more information)

  3. Attack helicopters must fly faction and status indication flags and commanders must have a stop watch or clock on board.

  4. Attack helicopters may not embark live player passengers.

  5. Attack helicopters are allowed 3 gunners and may be equipped with paint throwers, rocket launchers, and conventional paint grenades.

  6. One rocket strike disables the helicopter's weapons. Helicopters may return to their FOB to instantly repair this strike/their markers.

  7. A second rocket strike crashes an attack helicopter. Upon crashing, crew may disembark as live player "survivors". Crashed helicopters must wait 15 minutes as "wreckage" before returning to spawn and cannot be repaired.

  8. A third rocket strike or armed Bangalore placed in/on the vehicle destroys the vehicle and sends it back to spawn regardless of the status of its 15 minute wreckage timer.

  9. Attack helicopters are allowed to traverse off-road where safe to do so and must have a walking guide responsible for calling rocket strikes. Attack helicopters may be asked to stay on roads depending on player turnout.

  10. Attack helicopters cannot hover for more than five seconds while in combat. Attack helicopters may hover while NOT IN COMBAT unless told otherwise by game control. Helicopter eliminations/traversal may be adjusted upon the scenario-brief for the purpose of player-balance.