|
These are some definitions to help you guys out.
Bunker or Barricade - Affixed, Non-transportable man-made object.
Wall - Affixed Barricade.
Structure - 3 or more
connected walls with 2 or more distinct angles.
Satchel Charges:
- Have a blast radius of 20' (twenty feet) from the point of first impact.
- When striking a wall, the blast radius is 20' on the impact side, and 5' on the other side of the wall.
- When striking a tank, the tank is immobilized for 5 minutes. It can still shoot.
- When detonated inside a structure all players within that structure are eliminated,
if the structure is less than 20' across; if more than 20' across the 20' blast
radius rule applies.
- Any release from a player detonates a satchel charge, with only the exception noted below.
- Placing a satchel charge does not detonate it, once placed the satchel is armed and any
disturbance detonates it.
- If placed, and a ref is notified, the satchel may be remote detonated by the player by
saying "boom".
Tank Rules:
- Any team using a tank must provide their own ref, unless they make arrangements with the field owner prior to the start of
the game.
- Tanks are only allowed to move along paths and open areas on the field.
- No players are allowed within 20' of the tank, players coming within 20 feet of the tank
(friendly or enemy) are eliminated. That means that tanks can be used to
flush players, it is the players responsibility to keep clear of the tanks.
- LAWS Rockets destroy tanks, the tank has to leave the field and reinsert with the other
players at the specified insertion times and locations.
- Grenades and Satchel Charges immobilize tanks for 5 minutes, the tank can still fire, but not
move for the duration.
- LAWS Rockets utilizing grape shot must have a minimum of 3 breaks on the tank to destroy it.
- Tanks can not move within 20' of any structure. Tanks violating this rule are considered
destroyed.
- Tanks can not move within 50' of either base, except when departing from their own base.
- The only time players may come within 20' of a tank is when the driver is out of the tank.
Helicopter Rules:
- Helicopters may move as fast as the players aboard them can run.
- Each helicopter may carry the pilot plus 4 other players, the passengers must have hold of the rope attached to the pole, any
player releasing the rope while the helicopter is in flight is considered eliminated.
- There is a 20' encroachment rule with helicopters, the aggressor (either the helicopter or the player) will be
eliminated when breaking the 20' zone.
- May fire only at other helicopters in flight while in flight themselves.
- While in flight, if the pilot is eliminated, the helicopter and the rest of the players
aboard are eliminated.
- While on the ground, if the pilot is eliminated, only the pilot and the helicopter are
eliminated, the rest of the players aboard are still alive.
- Helicopters may not come within 50' of either base, with the exception of the helicopter
departing its own base.
- Eliminated helicopters can not captured by the opposing team.
- Helicopter poles are to be leaned against the base while not in use.
- Helicopters can only be used with a valid fuel card.
- A helicopter is landed when the pilot places the
pole on the ground, the pilot them must wait a 10 count before picking the pole
up to fly the helicopter again.
Boat Rules:
- Follow Helicopter rules with these exceptions.
- Boats do not require fuel cards.
- Boats are destroyed by LAWS
Rockets.
- Players on board a boat can fire at other boats and players inside structures with their markers.
- Players inside structures may fire their markers at players aboard the boat.
- Boats are not affected by Grenades or Satchel Charges.
Shields:
- Breaks on the Shield do not eliminate the player carrying it.
- Breaks on the player, eliminate the player holding the
shield; that player must lay the shield on the ground where they were
eliminated. |