1-ALL
AT ALL TIMES PLAYERS MUST BEHAVE AND ACT IN A RESPONSIBLE AND SAFE MANNER, ENSURING NOT TO ENDANGER HIS OR HERSELF OR ANY OTHER PLAYER BY NEGLIGANCE OR GROSS MISCONDUCT WITH THE EQUIPMENT.ANYONE BREACHING THE SAFTEY RULES WILL BE REMOVED FROM THE CLUB AND MAY FACE PROSECUTION DEPENDANT ON THE OFFENSE.
**Please ensure common sense is used when playing as it is meant to be enjoyable for all teams and players.
1-ALL PLAYERS MUST BE IN FULL CONTROL OF THERE WEAPONS AT ALL TIMES.
2-On approach to the field of play all players must be fully ready for play, wearing all safety equipment correctly.
3-Players may only remove their weapons safety when the marshal sounds the get ready signal and may only fire when the marshal sounds the start signal. Anyone found firing prior to the start signal will face dismissal from the pitch and penalty points for their team. This rule also applies to after the stop signal is sounded.
4-Upon hearing the stop signal ALL players must apply their weapons safety catch and await the second signal to exit the field of play.
5-Upon hearing the stop signal continuously ALL players must apply their safety and await further instructions from a marshal. This signal may be used if a player is injured, a serious safety breech is carried out or a non-combatant / animal enters the playing field.
6-If your weapon jams raise your hand to attract a marshal who will try to assist with the problem, do not stand up or remove any safety equipment for “ a better look at the problem”.
7-Only paintballs purchased from the club may be used at its events. These paintballs will be of middle to high range balls and for cold weather conditions.
8-The club will supply ALL equipment required for up to 2 x 4-man teams, equipment will include, hooded smock, trousers, goggles, gloves, gun, gas bottle (inc Co2), hopper, paintball 4 pot battle pack and pots. (2x 5-man teams equipment is also available).
9-Club members may use the equipment with prior arrangement (a small fee will be charged and club members will be held fully libel to damaged caused to the equipment).
10-The monies made by the club will fund future equipment replacement and repair.
11-The club will endeavour to get a minimum of 3 days play every month, subject to weather conditions and the participation of club members.
12-The club will also hold tournaments for members wishing to have there own team for playing (these will be 4 man events).
13-The club will attempt to keep members up to date on all aspects of the club and its events via letter or e-mail.
14-No alcohol must be consumed prior or during an event.
15-All actions carried out while paintballing which are considered dangerous or in breech of safety which could or does cause harm or and damage to property, livestock or persons will be the sole responsibility of the individual concerned and not the responsibility of the club.
16-Pyrotechnics (smoke grenades, paint grenades) may only be used with prior agreement with the marshals and other team and are subject to a limit of 2 pyrotechnics per team.
17-At no point must you remove any safety equipment, especially goggles until the marshal has ended the game and declared it safe to do so. Anyone endangering his or her own safety does so at his or her own risk and will be dismissed from the club.
18-The club will test fire ALL weapons on its chronograph before the match begins and weapons will not exceed the legal limits of a normal game velocity of 270 fps(feet per second). Anyone found to be altering this would result in immediate dismissal the club.
Shetland paintball club game rules 2005/2006
General Concept and Format.
The game is played between two teams consisting of no more than 7 players on each team. The objective of the game is to score points by eliminating opposition team players from the game by shooting them clearly with a paintball, anywhere on the body or equipment and by hanging the flag in the designated end zone. The field of play will be set out prior to the match and its boundaries must be adhered to during the match.
The objectives of capture the flag -game #1 –with no dead zone-
At the start of every came each team will start the match with an equal number of players (maximum 5 per team), if not a penalty will be brought onto the team with the short team. The match will begin when the marshals are happy that all safety requirements are met and both teams are ready. At the start of each game all players must have contact with the starting post with either there foot or hand and upon hearing the start signal will disperse into the area of play.
The objective is for each team to advance towards the flag and capture it, points will be given to the 1st team to capture the flag, once it has been captured your next objective is to raise it in your own end zone, if you have the flag and are shot you must drop it immediately, the flag cannot be thrown or taken to someone when you are dead, both will result in a penalty, the team without the flag must re capture it and return it to there own end zone. If you are shot you must stop firing and return to your end zone before you can re enter the game, failure to do so will result in disqualification from the match. The match will end when either the flag has been raised or the time limit has been reached (different points exist for this type of game and is only applicable if playing a timed game), or when the marshal sounds the stop signal.
The objectives of capture the flag -game #2 –with a dead zone-
The objectives are as of game #1 but the flag must be raised in your opponent’s end zone. And once shot you are out of the game and must go to the dead zone and remain inactive there till the end of the game.
The objectives of capture the base –game #3 –with no dead zone (timed)-
The match will begin when the marshals are happy that all safety requirements are met and both teams are ready. At the start of each game the attacking players must have contact with the starting post with either there foot or hand and upon hearing the start signal will disperse into the area of play.
The objective is for the attacking team to eliminate all players in the base within the time limit, once shot the players in the base will remain no combatant and may leave the base for the dead zone if practical. Attacking players if shot must return to the end zone to return back into the match. The game will end when the base has been captured, the time limit has been reached or on the marshals stop signal.
Hot shot range – game #4 Individual pistol event-
This game is for individuals and is played with pistols each player has 10 shots to hit the targets, the player with most hits wins, and in the event of a tie a play off will be played.
Dual – game #5 individual pistol event-
Liken to a olden day dual both players will have 1 shot in the barrel of there pistol, they will start back to back with pistols in an upright position, upon the start command they will walk forward until the command dual is called by the marshal, upon this command both players will turn and fire at each other, the marshal shall decide witch hit first, both players must remain standing and not duck, or move from their dual position, the only movement permitted is the turn and the weapon arms movement once the dual command is called. If both players miss a re start will be required until there is a winner, the marshals decision is final, upon a to close to call verdict the match will be played again
Timed games will be –10minutes in duration
Shetland paintball club points and penalties system 2005/2006
Points scoring –
Capture the flag-
First team to take control of the flag |
15 points |
The flag being hung in either teams end zone |
10 points |
Eliminating oppositions players (game #2) |
5 points per player |
Flag hung in less than 8 minutes (Timed game only) |
+15 points |
Flag hung in less than 6 minutes (Timed game only) |
+20 points |
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Maximum possible points |
75 points |
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Teams with players short |
-5 per player |