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Command
Decisions Paintball Tank Utilization Rules
Special thanks
go to “Jester” Huffman, TJ and Dawn Allcot of Armored Fist
Paintball, Ben Torricelli, Larry Cossio, MXS Sports, Wayne’s World,
Bunker Extreme, and Dewayne and Jeremy of Oklahoma D-Day. This is
an attempt at the most comprehensive set of paintball armored
fighting vehicle (AFV) rules in the industry.
The use of
paintball tanks, provided that they are under a strict set of
guidelines, add an enormous amount of fun and strategy to a
paintball game. Armored vehicles on a real battlefield either
dominate or are metal coffins for the crew. These rules will attempt
to balance safety with effective tank strategy on the field. The
following will be general rules followed by powered tank rules.
General
Rules
Rule 1:
The use of a
paintball Armored Fighting Vehicle (PAFV), or “tank”, is contingent
upon approval by the field operator and scenario designer at least
three weeks prior to the event. The operator then must physically
inspect the vehicle for safety immediately prior to the game.
CDWC
recognizes that there are two distinct classes of PAFV's in the
world of paintball - heavy and light. Heavy tanks are usually highly
developed, expensive to build and maintain, and rather costly to
transport. Light tanks, on the other hand, are generally less
expensive and easier to manuever. To allow advantages for the two
classes of tanks, there will be different methods of eliminating
heavy vs. light tanks which will be covered in the tank elimination
rules further down on this page.
A heavy tank
will be defined as any PAFV that is built on a automobile chassis,
or real tank with a minimum dimension of 5' wide, 7' long. They do
not need to have a turret but they are usually manned by a crew of
several individuals.
A light tank
will be defined as any powered vehicle with dimensions smaller than
5' wide, 7' long. A light tank may be constructed by lighter weight
materials but must still meet the minimum requirements of rule 4.
Rule 2:
A neutral
referee must accompany all PAFVs. The PAFV crew may be required to
provide a referee for a ref pool; however they may not ref their own
vehicle.
The referee
must have radio communication with the tank he is escorting. This
radio may be provided by the tank crew or may use frequencies
compatible with the ref channels.
It is the
ref’s duty to prevent the tank from traveling in an unsafe
direction, calling players out who get too close to the tank,
calling bunkers and other tanks out, and calling the tank they are
escorting out or disabled in the event it is hit by an anti-tank
weapon or runs over a mine.
Rule 3:
Tanks may not
travel faster than walking speed, which is approximately 5-7 miles
per hour. Tanks may not travel off established roads into rough
terrain, or attempt to drive the tank over obstacles or muddy
territory.
Rule 4:
Tanks shall be
constructed to have a sufficient hard surface area to insure that
Nerf rockets will bounce, but not penetrate, on the target. This
should be at least 80% of the tank- front, sides and backsides.
Rule 5:
Tank
commanders are responsible for the conduct of their crew. Commanders
are considered general referees in regards to tank combat and are
expected to regulate each other, however a field ref decision will
always override.
Rule 6:
The vehicle
must be readily identifiable as to which side or team it is on.
This can be accomplished by taping opposite corners with two feet of
the armband color or, in scenarios with identifiable national
insignias, have the proper markings identifying the allegiance.
Rule 7:
The vehicle
must have a standard method of showing that it has been eliminated
from play. A high visibility flag that is positioned up to indicate
knocked out (red) or disabled (yellow) status can accomplish this.
Rule 8:
The vehicle,
even if un-powered, wheeled or tracked, must have a fully functional
braking mechanism, including a manual or emergency system, other
than human interference.
Rule 9:
The occupants
of any vehicle must wear approved safety goggles at all times, even
while inside of the AFV.
Rule 10:
Vehicles must
check in with their base prior to being activated. Tanks will be
considered neutral, unable to enter into combat, or be eliminated,
until activated.
Rule 11:
Players may
not use an in play tank as a bunker, or an eliminated tank as cover
when it is exiting the field after its elimination.
Rule 12:
No player may
approach within 10 feet of a functioning and on-the-move AFV. A
player may be waived in to a parked tank by the tanks commander or
driver for communication purposes only. If the AFV itself approaches
within 5 feet of a player’s position, that player is eliminated.
This prevents close shots for both sides.
Rule 13:
There will be
no riding on the exterior of the tank.
Rule 14:
Tanks may not
engage the enemy (personnel, armor, or bunkers) at less than fifteen
feet nor may they block the doorways to buildings.
Powered Tank Rules
Rule 15:
All general
rules apply to powered tanks in addition to the following. All
powered tanks must be safe to the passengers and crew. A fire
suppression system (fire extinguisher) must be installed.
Rule 16:
All powered
vehicles must have an ignition cut-off switch that is accessible
to the referee in case of emergency. The cut-off switch is not to be
used to eliminate the tank but rather used in situations where the
engine must be cut-off for safety purposes. Remember that there are
situations when leaving the vehicle’s power on is necessary to power
the braking and steering mechanisms.
Rule 17:
Vehicles
may only be operated by a qualified, adult driver who has been
approved by the field manager prior to engaging in play. The driver
must have sufficient vision to drive the tank safely.
Rule 18:
Drivers of
powered vehicles must have a valid driver’s license and valid
personal vehicular liability insurance policy of at least $300,000.
Rule 19:
Tanks that
wish to operate at night must have lights. Tanks will not be allowed
to move at night but will be guided in to place by referees to act
as portable bunkers.
Tank Combat
Rule 20:
Vehicle
mounted paint markers, including those shot through firing ports,
must chronograph at 260 fps day, 240 fps night. Chronograph speeds
are checked by refs, just as are regular player markers.
Rule 21:
Tank crew
exposed outside of the tank may be eliminated with a regular ball
break and must then exit the tank and report to their assigned dead
zone, unless that is impractical, in which event the hit player will
sit and not participate in any actions other than safety for no less
than 15 minutes. The driver may never be eliminated by a paintball
and is considered an integral part of the tank.
Rule 22:
Tank
elimination. A tank may be destroyed or damaged in a variety of
ways. Other tank’s main guns, RPGs, satchel charges, or land mines
can eliminate tanks. Paint grenades do not eliminate tanks, nor do
they damage them.
Heavy tanks may not be destroyed from the
front by RPG fire. They may only be eliminated from the sides
or the back. Heavy anti-tank weapons, other tanks main guns, satchel
charges, or anti-tank mines may eliminate a heavy tank. Light tanks
may be eliminated by an RPG hit from any direction.
Main Gun or
Anti-tank weapons- Pneumatically launched Nerf type rockets, if
allowed, must not be used against individuals. A direct hit on the
rear or sides by a Nerf counts as an elimination on tanks. If hit,
that tank is considered eliminated and must withdraw from the field
(unless the crew wants to utilize the tank repair rule). All
personnel inside of the tank must report to the dead zone (no medic
cards allowed) once tank is removed from the play field.
Anti-tank
weapons: Anti-armor weapons use low pressure, high volume air
cylinders or chambers to launch rubber or foam Nerf rounds. These
pressurized containers or vessels cannot be PVC or any other
plastic, and steel is recommended. It is highly recommended that
players use commercially manufactured launchers. Players are limited
to 5 rounds of ammo on the field at any time, and may not launch
anything else other than Commercially available Nerfs. They must
chronograph at less than 225 Feet per second. Nerfs may be used
against tanks and bunkers.
Light
anti-tank weapons or RPGs are man-portable rocket launchers.
RPGS cannot eliminate heavy tanks on a front
hit. Heavy anti-tank weapons are similar to RPGs except that
they are usually crew-served and only semi-mobile. They must weigh
at least 50 pounds and have a minimum overall length of 4'. They can
be tri-pod mounted or mounted on a portable cart.
Heavy anti-tank weapons can eliminate heavy
tanks on a front shot.
Satchel
charge: A satchel charge must land on the tank or on the side of
the tank to eliminate it. A satchel charge does not necessarily
need to make a report provided that the ref can see the satchel
charge land on, or be run over by, the tank. A satchel charge that
lands next to a tank will only disable it for a period of fifteen
(15) minutes, however, during that time, it may still shoot.
Anti-tank
mines: An anti-tank mine is a device that is pre-placed on the
battlefield prior to the tank’s approach. If the tank runs over the
anti-tank mine, or sets off the mine, then that tank is disabled for
a period of fifteen (15) minutes. Anti-tank mines may be simulated
by aluminum pie plates or may be command detonated paint devices.
Rule 23:
Tank
Repair. An eliminated tank may either be driven off the playing
field or may be left in place with its elimination flag up and
exposed. If left in place, no one outside of the tank crew may
approach or enter the tank, or use it as a bunker. The tank must sit
in place until a designated crewmember goes to and returns from the
dead zone and spends at least fifteen (15) uninterrupted minutes
“repairing” the tank. That crewmember must not be eliminated during
this period or the time limit starts over. The use of this rule may
be beneficial if the roads are too congested for travel or the tank
commander does not want to yield ground by withdrawing.
Rule 24:
Tank
Combat. A paintball AFV may engage individual targets with
paintball markers, and bunkers and other AFVs with Nerfs. Tanks may
eliminate other tanks and may eliminate bunkers by hitting that
bunker solidly (no bounces) with a Nerf round.
All
personnel inside and within five feet of the exterior of a bunker
will be eliminated if the tank eliminates that bunker.
Rule 25:
An armored
fighting vehicle (tank) may only have a single main gun but may use
additional shooters using standard markers. These markers may be
bow or co-axial mounted or they may be used via firing ports, open
hatches, or turrets.
An APC
(armored personnel carrier) may not have an anti-armor main gun but
may carry as many personnel as can safely be transported. APCs are
limited to a maximum of six (6) working or manned firing ports. APCs
may utilize anti-tank launchers in the absence of a main gun. |