Before you are allowed to participate you will be required to sign a waiver stating that you know, and understand, the rules contained herein. It is important for reasons of your own safety and enjoyment, as well as that of your fellow players, that you know these rules and abide by them. The Wild Bunch will be final authority on all game play issues and the field owner will be the final authority for all field and safety issues.
The basics
Armband Tape:
Your general or an officer will tape you up, not the event staff. We ask that the generals tape both arms with their team color so as to allow their own players to identify them. Players should have armband tape on at all times.
Goggles:
Goggles must meet ASTM and insurance requirements, must be unaltered, must provide full face, eye, and ear protection, and must have suitable, undamaged lenses in them. Players caught lifting their goggles, may be ejected with no refund. Be SAFE!
Markers:
Any .68 caliber paintball marker may be used. Any marker that can be adjusted on the field, without tools, is required to have a locking device to prevent this from being possible. Pump markers may chrono up to 300fps, while all others are limited to 280fps. No modes (psp, ramping, multi-shot) are allowed. Semi auto-only. Excessive rate of fire will result in a warning, then a referee punch on your ID card. B.B.D.'s (ball blocking device) are also required. Players caught with no b.b.d. on their barrel in an off-field area other than the chrono, may be ejected from the event with no refund.
Player packet:
When you check-in you will receive a packet with a player ID card. DO NOT LOSE THIS!! It will not be replaced for any reason! On the back of your player ID card there may be a specialty role printed. This does not make you that type of player, it makes you eligible to be that role. Example: On the back of your ID card it says "Medic". You are not truly a medic in the eyes of our referees until your general pays your training costs & tapes your arm with a white band. If you have a specialty role, make sure you talk to your general right away! You will need your ID card when you chrono in your marker and on the field with you at all times.
Prohibited equipment:
No tools or edged knives may be carried on the field. No personal fill stations allowed on the premises. No unbreakable trip wires. No pyrotechnic devices. No unapproved smoke (hot) devices. No laser sights/pointers. Any items found in violation will be confiscated and may, or may not, be returned after the event.
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Radios:
Radios are allowed and encouraged. You may monitor/jam any frequency you wish with the exception of the referee channel. Players may use their radios anytime except while eliminated and walking either to their base or the field exit. Once at the base or off-field they may communicate at will.
Sportsmanship:
Sportsmanship: We will not allow the integrity of this event to be marred by unsportsmanlike conduct! Physical contact, threatening behavior, and cursing will not be tolerated. Exceeding the Balls Per Second cap (12) and overshooting will result if a ref punch and/or expulsion from the game. Also, remember, “dead-men do not talk” until they reinsert. Violations will result in either a referee punch on your ID card or ejection from the event with no refund (the referee will make this judgment).
During play
Barrel-tagging: You may barrel-tag players and eliminate them without shooting. The barrel must be attached to your marker, and you must immediately say, "Barrel tag!" when you touch them with it. A barrel tag is a tap, NOT a stabbing motion. Barrel-tagged players are immediately eliminated and are to walk away quietly. Failure to do so will result in a referee punch on your ID card. Barrel tagged players cannot be healed by medics.
Eliminations:
If you are marked by a direct hit from a paintball and it breaks on you, you are eliminated. Marker/hopper/pack hits count! If you are wearing a "ghillie suit" all hits count on areas covered by this material, regardless of breaks. When you are hit raise your arms above your head and get out of the area quickly. If you see a player put their arm up stop shooting and give them time to get out of the way.
Game Start:
When the game begins your general may already know what the first missions are. Be sure that you are at your base and ready to go when the game begins! Game starts & stops will be signaled by air horns.
Grenades/Mines:
Grenades & mines may be used. One speck of paint from either is enough for elimination.
Mission sheets:
Missions will be delivered to your command bunker on a regular basis, usually every 30 minutes. These will be printed on an official "Mission Sheet." This sheet will be given to the players chosen to attempt the mission. If the sheet leaves the field the mission is a failure. If you are shot while carrying the mission sheet drop it for another player to pick up, and the mission may continue. You may not touch the opposing teams mission sheets unless you are a spy. You MUST have your mission sheet present at completion of the mission in order to score points. Once you have completed your mission the referee will sign off on the mission and retain the sheet so that it may be cycled to the scoring table for scoring.
Referees:
Referees will be wearing blaze orange shirts, or may be in costume. Do not argue with a referee under any circumstance. If you disagree with a call ask them for their name and see the head referee at the scoring table.
Reinsertions:
This is a constant reinsertion game. Which means when you are hit you only need to put on your b.b.d. (ball blocking device), return to and touch your base, wipe off your hits, and you're back in the game. The exception to this is a "Hot Insertion." If the opposing team has control of your base, or is directly assaulting it, (the referee will make this judgment) you will be able to just touch or remain in physical contact with your base to continue play. This time should be used to take out as many of the occupying forces as possible since you only have to tag up at your base when you get hit. In contrast, your opponents have to go all the way back to their base.
Surrenders:
We request, whenever possible, that you ask players within 20 feet to surrender. This is not a hard and fast rule, but a general consideration. We also recommend that players who are given this option accept it. Congratulate them on bunkering you and report to your base. Surrenders cannot be healed by medics.
NPC's:
NPC’s can be integral players in the game. You may ask NPC’s any questions you like but they may not know everything, or you may need to use enhanced interrogation (outlined later) tactics or bribes to get information out of them. NPC’s can only walk. To control an NPC get within a 10’ of them they will follow your instructions to the best of their ability. However the NPC’s main objective is to stay alive; only two shots to the head or torso will kill an NPC (usually costing the killing team points or valuable intelligence). Hit once in the head or torso the NPC can no longer walk and will need a stretcher or other mode of transportation. If hit a second time before healed, the NPC is eliminated. NPC’s may be able to use special props and have special abilities (medic, Demo, Pilot…) NPC’s may ride in rafts and helicopters and be healed by medics.
Game items
Props:
Props are items in the game that can be used to perform actions that will help you achieve victory, or they may actually be worth points toward your score. They will be marked with a team specific color. You may NOT touch the opposing teams props, however you can guard them. Props with no tape and props with both color tape may be taken by either team. Props must remain in play once they are taken on the field. Props cannot be hidden in the back corner of the field. These rules are meant to keep the props in play, adding to the excitement of the game. Anything considered for score must be turned in before end of play. Props may be ANYTHING so keep your eyes open.
Money:
Money can be used to purchase extra supplies, buy information, bribe NPC’s, pay informants, and many other things.
Enhanced Interrogation:
These props may be used on NPC’s that have been escorted to your base. There are two levels of Enhanced Interrogation:
Truth Serum – use of this will produce immediate quality results but supplies are limited.
Torture – use of this can produce an unpredictable result.
You can use both on one NPC but only once each.
Definitions
Demolitions:
Any building, bridge, or bunker you see that is wrapped in brightly colored one-inch tape has been destroyed. You may hide behind it or around it, but you may not enter the structure, cross the bridge or use its ability, until an engineer repairs it and removes the tape.
Helicopters:
Basically a backpack worn by the pilot, this represents players who are airborne in a helicopter. Your general must purchase both the chopper and a pilot. PLAYERS MAY ONLY FIRE LAW’s AT HELICOPTERS. A referee will always accompany a helicopter and will first warn, then remove players from play who continue to shoot at choppers! A helicopter can be eliminated by a LAW hit or a paintball hit from an “Apache.” You must have a judge initial and record your time of takeoff and landing. Each flight lasts a maximum of thirty minutes. You must take off and land from your base. You refuel by landing at your base and having the judge initial another takeoff (at additional cost). If you are about to run out of fuel you may land and have fuel delivered to your aircraft (at additional cost). If the helicopter is shot down or crashes, the referee will confiscate the backpack. Helicopters cannot be healed by medics. We have two types of helicopters in the Hunt:
1. The "Apache" gunship helicopter is manned by a single pilot who also acts as the gunner. They MAY engage ground troops, and helicopters with their marker, as well as bunkers and tanks (provided that the pilot is equipped with a LAW). All friendly players must remain at least 50 feet from the Apache.
2. The "Blackhawk" transport helicopter can carry 5 passengers and/or NPC’s and an unarmed pilot. No one may fire at ground targets. Passengers must hold onto the rope at all times or the referee will inform you that you've fallen out of the helicopter & are dead. Passengers MAY fire at other aircraft's passengers and pilots while in flight (Including Apaches). If a passenger is hit in this way he/she is eliminated. If the pilot is hit the aircraft crashes & all passengers are eliminated. Passengers may fire at ground targets five seconds after landing. The pilot lands by dropping to one knee. Anytime the Blackhawk lands it must wait ten seconds before taking off again.
LAW rockets (Nerf Launchers):
We do not allow the use of "sabot" rounds (shotgun) or grenades as projectiles from launchers. You must use Nerf brand Mini Vortex or similar foam rockets. All launchers must be chronoed at less than 230fps. These devices are for hard targets only such as helicopters, tanks, buildings, bunkers, etc. A LAW hit on a single level structure will eliminate all players inside that structure (it counts as one hit/shot to a NPCs).
For two-level structures it only eliminates players on the level that was hit by the rocket. There are two two-level structures in the game. The Octagon/Communication Tower (base name/game name) and Alamo/Armory are the two. A hit on the lower walls eliminates only those in the lower level, while a hit on the top only eliminates the folks on the top level. A hit on the outside walls of the Alamo/Armory eliminates everyone in the structure (not anyone in the center tower), while a hit on the center tower only eliminates players in the tower.
Any players eliminated by a LAW are unable to be healed by medics. Referees are not required to retrieve your law rounds for you. Note that the law does not destroy structures, only the demo charge can do this.
Seal team:
Seal teams are available for use. This team will come equipped with a medic. They will have their team colors covered and will be referee escorted to any location on the field, simulating a covert insertion.
Tanks:
All drivers must have a current, valid drivers license. The tank is limited to fast walking speed. It must have a clearly visible way for players to discern what color the tank is allied with, and it must have a bright flag that can be hoisted if it is eliminated. All tanks must have an inspection by the event director prior to being allowed on the field. Tanks must stay at least 150 feet from the enemy’s command bunker. You can destroy a tank with a demo charge or a LAW (Nerf launcher). You can disable a tank (no movement, but it can still fire) for five minutes with a paint grenade. Players near a motorized tank may not get within 20 feet of the tank while the motor is running. Intentional violation of this by tanks or players will result in disciplinary action. We do not allow the use of "sabot" rounds (shotgun) or grenades as projectiles from tanks. Guns to be fired from the tank are limited to 260fps.
UAV:
Unmanned Arial Vehicle. Represented by one player wearing an orange vest. UAV’s can go anywhere except in structures, the player is not allowed to carry any weapons, eliminate any players, pick up any props. They can communicate with players on their own team through voice or radio. UAV flights are limited in time. A team can only have one UAV up at a time. PLAYERS MAY NOT FIRE AT UAV’s. A referee will first warn, then remove players from play who continue to shoot at UAV’s!
Specialty roles
Your general will assign these roles. If he/she so chooses, they may unassign a role and reassign it to another eligible player.
General: Commander for your team. All missions will go through this player. The general may assume any & all specialty roles, provided he/she has the money to pay for training. Generals must directly participate in at least one mission during the game for their team to win, regardless of points. (No hiding in the back for you!) General kills only give points if you have a mission card to eliminate a general. Generals will be taped on both arms.
Engineer:
Can repair destroyed bridges, bunkers, and buildings. To repair a destroyed structure an engineer only needs to run up and pull the tape down. Can use demo charges to destroy bridges, bunkers, buildings and tanks. When using a demo charge, the engineer must toss or pass the charge where they want and yell "BOOM!!" loud enough to be heard by the referee when they want it to go off or the charge is assumed to be a dud. All players in the structure are eliminated. The referee will confiscate the charge & you will need to return to base for another one. It's the players’ responsibility to alert a nearby referee BEFORE the attempt. . Engineers must wear a black arm tape.
Medic:
If you are a medic you must have a pen with you at all times! Medics can heal players who have not been barrel-tagged or blown up. They cannot "heal" head-shots. If you wish to be healed by a medic you must stop as close to where you were hit as possible and shout "Medic!" at which point the referee will give the medic a reasonable amount of time to reach you, wipe off your hit, and record your ID card number on their "Medic Supplies Card". Once your "medic supplies card" is full, (10 heals) you cannot heal. You must then return to base, & turn in your full card for a new one. Medics cannot heal themselves, although two medics could heal each other. Eliminated medics tag in at their base like all other players. Our referees watch medics closely, be forewarned! Medics must wear a white arm tape.
Pilot:
Pilots are the only people allowed to fly "helicopters" although anyone may be a passenger.
Sniper:
Snipers will be issued a sniper rifle with 5 shots to eliminate any player in plain view. A referee will accompany the sniper at all times. All the sniper needs to do is verbally tell the referee which player he/she is engaging. The referee will mark off one shot on the snipers ammo card and then go notify the target that they have been eliminated. If a referee tells you that “you have been hit by a sniper”, don't argue with them. Snipers must wear a green arm tape.
Spy:
There may, or may not, be spies in play. Spies are assigned these roles by the game director. A good spy is not a "backstabber", he/she is an intel officer. Do not waste the opportunity to gather vital intelligence by choosing to eliminate everyone in the command bunker. You will be lit up like Christmas. In order to totally eliminate the threat of a spy you must expose him/her by gathering evidence and presenting it to the referee or event director. If you have a strong enough case they will be confronted and must tell the truth about their identity. All armband tape, ID cards, and other "spy gear" will then be surrendered to the event director, and will not be reassigned.
XO:
Executive Officer, second in command. If the general is not present in the command bunker, missions will be given to this player. If NEITHER player is present your side will not receive missions at all! The generals will choose their XO's personally.
HFTC rules revision 3.8
4-27-2010