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 basics
Armband Tape: This will be provided by your general or an officer, not by 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.
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!
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.
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: We will not allow the integrity of this event to be marred by unsportsmanlike conduct! Physical contact, threatening behaviour, and cursing will not be tolerated. 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 judgement).
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.
Command bunker and base: To eliminate everyone in the command bunker a demo expert needs to throw a demo charge into it and yell "BOOM!!" loud enough for a referee to hear. At that point the base referee will clear out everyone in the bunker. The bunker cannot destroyed, but everyone inside will be eliminated. Props can be stored in the command bunker.
Eliminations: If you are marked by a direct hit from a paintball and it breaks on you, you are eliminated. Marker/hopper hits count! If you are wearing a "ghillie suit" all hits count on areas covered by this material, regardless of breaks.
Game Start: When the game begins your general will 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 signalled by airhorns.
Grenades/Mines: Grenades & mines may be used. One speck is enough for an 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. All missions will originate from your base. If the sheet leaves the field the mission is a failure. If you are shot while carrying the mission sheet you may drop it for another player to pick up, and the mission may continue. You may not touch the opposing teams mission sheets. 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. Do not argue with a referee under any circumstance. If you disagree with a call ask them for their ref number 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.
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. Props must remain in play once they are taken on the field. Mission critical props can only be picked up by the players with the mission sheet. 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.
Money: Money can be used to purchase extra supplies, buy information, bribe players, pay informants, and many other things. Additionally, whichever side turns in the most money before the end of the game will receive a bonus.
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, or cross the bridge, 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 NOT FIRE AT CHOPPERS. 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 within 5 feet.
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:
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.
The "Blackhawk" transport helicopter can carry 5 passengers 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 structure will eliminate all players inside that structure. There is a 10 foot radius of "Splash damage" from the point of impact of a law hit. Any players caught within this circle will be "blown up" & unable to be healed by medics. Referees will not 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 driver’s 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.
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.
Demolitions expert: Can use demo charges to destroy bridges, bunkers, and buildings. When using a demo charge, the demo expert must toss the charge into the structure and yell "BOOM!!" loud enough to be heard by the referee or the charge is assumed to be a dud. 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. Demo experts must wear a blue arm tape.
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. Engineers must wear a black arm tape.
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!)
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. Pilots must wear a silver arm tape.
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 comes up & tells you that you've 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 3.1
3-15-08