08/05/2022
Sept 30 - Oct 2
Dragonfire Scenario Rules of Play
and Game Info
(SUBJECT TO CHANGE PER GAME)
We are thrilled to present the rules of play for AvMvP: Blood Kin. A lot of hard work, time, and effort has been put into this game and we hope you have as much fun playing it as we did creating it. We appreciate your support and thank you for joining us this weekend! Big Indian Paintball and Airsoft in Perry, GA, is kindly hosting our scenario game. Please adhere to the following field rules.
CAMPING AND BASIC RULES :
Camping is free, beginning at noon on Friday and continuing until Sunday evening when the event ends. Please pick up your area before leaving and throw all trash away in designated areas. Please break down your paint boxes flat and bring them to burn pit please.
Pets are not allowed but checked with field owner first. Animals normally must remain on a leash at all times with their owner or in a cage acceptable to local laws. The pet owner is responsible for picking up after their animal and preventing any fights.
The field owner is a animal owner and this is their property and home.
Pre-registration is vital to help the field prepare for the event. To ensure we have enough staff, paint and supplies please pre-register as soon as possible.
The field has worked hard to ensure you have access to great paint at a great price. Off field paint is strictly prohibited. Anyone caught using off field paint will be immediately ejected from the game with NO REFUND.
AT CHECK IN PLAYER WILL RECIEVE:
Player ID Badge: Each badge will have a Player ID Number and indicate which team you are on. It must be worn AT ALL TIMES when on the field. A referee will punch this ID when you chronograph your marker on Saturday and Sunday morning. Night games if there is play. This card will also be punched at the Head Ref’s discretion if any rules are broken. On the second ref punch the player will be ejected from the game with NO REFUND.
(All pre-registered players will receive a player pod with additional items)
(Extra pods will be provided to event day registrants while and if supplies lasts.)
Armband: Your armband will indicate which team you are on and must be worn on the field at all times. Tape for each team will also be available at the bases.
Black and white print out of the Game Map & Game Rules.
Special Role Player Cards will also be available. These cards must be obtained through your command.
Fliers for upcoming events if available
If available a copy of Dragonfire rules (they will be posted and or gone over at event during orientation)
GAME RULES:
NO FIRING OF MARKERS IN PARKING/CAMPING AREA! We do not want a missfire and have to rush or call for an emergency
Masks:
Must be worn at all times when on the field or in the chronograph area.
Barrel Covers: Must be placed on the marker when eliminated and remain on when off the field or in a safe zone.
BARREL COVERS MUST ALWAYS BE ON OFF FIELD!
Chrono:
All markers must be chronographed during the designated times at 280 FPS or lower and 15 BPS or lower. All markers used inside a tank are limited to 250 FPS.
Air Fills:
All air tanks must be inspected before use at the air fill station.
**Air tanks must have the hydro date indicated on the tank and must be within 5 years of the event and within 15 yrs of born on date**
Eliminating hits:
Must be a hit and break of nickel size or bigger on anything in the player’s possession or on the player. Accumulation Spray is of refs discretion and bounces do not count.
During night play (if applicable), any & all hits count break or not
If unsure if a hit or not, call to a ref for a paint check. Meaning if you cant see it.
Please refrain from engaging another player within 40 feet if using First Strike Rounds (FSR).
Surrender vs. barrel tag:
If a player is given the courtesy of a surrender, it is optional for the player to accept it. If a player is touched with a barrel that is attached to a working marker and the words “Barrel Tag” are said, it is not optional and the player is out.
Radio Espionage:
Radio channels can be intercepted with the exception of the producer and ref channels. Any player caught intercepting a staff channel will be ejected from the game with no refund.
Prohibited Equipment:
Trip wires, tools on the field, weapons of any kind not a paintball marker and any ordinance not approved by game director.
LAWs:
Must chronograph under 240 FPS and can eliminate tanks and bunkers. NO SHOOTING LAWS at players. You must obtain an AT LAW Role Player Card from your command.
Medics:
Can revive hit players by wiping the shot. Hit players cannot move more than five feet and must be revived within 1 minute. Players cannot be revived from a headshot. Medic Role Player cards must be obtained from your command.
Shields:
CHECK WITH PRODUCER IF ALLOWED FOR A GAME
A shield on the field is to protect the player and other players from hits.
**IF PODUCER ALLOWS:
**Shield Players can only be eliminated by a head shot otherwise all hits count.
**Shields cannot be revived by Medics.
**Production may provide some shields, but players may want advised to bring their own.
**Shields must fit in our dimensions of 30 inches wide x 48 inches tall, or smaller.
**Shield Role Player cards must be obtained from your command in order to use a shield.
Tanks and Walking:
** MUST STAY BELOW 5 MPH
** MUST HAVE BRAKES
** Have an eliminated flag indicator and a team indicator.
** Can not transport people/props or used as a bunker by parking and vacating the tank.
** The first hit from a LAW disables the tanks movement for 2 minutes and the second hit eliminates the tank.
** Tanks must return to the base to respawn.
** No player, dead or alive, should encroach within 20 feet of a tank and no tank should encroach within 20 feet of a player that they are aware of.
** If a Player is playing stealth and attempting to avoid detection of a tank within the 20-foot limit (REFS KNOWLEDGE) the tank is to continue by. Once outside of the 20-foot range they are clear to engage.
** If either the tank or the Player engages or encroaches on the opposite party within 20 feet they will be treated as the aggressor and eliminated.
** Limit 2 tanks on the field at a time per side.
Armband or Tape:
Armband/mask tape will be provided to each command staff. Players must have a visible armband or colored tape on their arms or mask at all times to indicate their side.
Insertion Points/re insert:
Players should use the insertion point closest to their base or home base
Hot/Cold insert:
** The standard insert will be cold. Players must tag into their base before they are a live Player. They may not communicate with other live Players until they have tagged in.
** If the base is overwhelmed by the enemy team then gets a hot insert and will be declared by the refs and Players will be live as soon as they enter their insertion point and or new insertion designated spot
Base Blows:
**ARE WORTH ZERO POINT UNLESS NOTATED BY GAME RULES OR MISSIONS
General kills:
**ARE WORTH ZERO POINT UNLESS NOTATED BY GAME RULES OR MISSIONS