COMMAND DECISIONS WARGAMES CENTER AND TACAMO PAINTBALL PRODUCTS PROUDLY PRESENT:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

QUICK LINK

TANK UTILIZATION RULES

 

 

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.