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RULES FOR THE GIANT BIG GAME Oct 19, 2010

All event at Splat Tag are field paintballs only. EPO. Players can not bring paintballs to this event.
Splat Tag will be selling discounted paintballs, special event color.

Basic Rules
A waiver MUST be read and filled out by everyone on the property playing or not.
*Full Auto, *Burst, *Bounce and/or Ramping is NOT allowed!
All guns must be semi or pump action and have a maximum rate of fire of 12 balls per sec or less. One ball per trigger pull. *NO full-auto. No Burst! No bounce! * It is up to all players to make sure the paintball gun they are using complies with all rules. Have them checked and set before you get to the game.
No climbing trees, moving bunkers, sandbags, or other structures.
WHEN HIT. Raise marker all the way above head. YELL Hit – 3 times. Start heading back to your insertion area or leaving the field by the most direct route. Put barrel cover on once you are out of the action and before you leave the playing course. Continue to keep your gun up over your head and YELLING hit as you head back. Expect to be hit if you are not doing all of the above items and/or you walk thru an area with heavy gunfire.
Team id (red or blue 2" tape) will be provided and must be worn in plain view at all times. Gun hopper or upper left arm or both.
Camouflage/clothing may be any pattern or solid color as long as those colors are not the same as the other teams color or Referees colors (Red, Blue and White & Black striped). Red team players shell Not wear Blue and Vise versa.
The boundaries of the field will be marked with 4" RED Plastic Caution Tape. Water Hazards will be marked with Yellow Rope with Blue tape. Danger areas will be marked with Pink tape. Do not cross or enter these areas.
Unsportsmanlike like conduct, Cheating, Physical contact, Violation of any rule, will not be tolerated.
Splat Tag reserves the right to refuse admission to or expel anyone from the property and game for any reason without a refund at anytime.
All Referees direction will be followed. Players are here to play; refs are here to ref. The rules are for the safety of everyone. Do not argue with the Referees. All referees will be wearing numbered shirts If you have a problem with one, get the number and talk to the Game master. The judges and referees are there for your safety and will not be mistreated.
Players should move out of the way of staff vehicles at all times.
The center "Out of Play" area is Not in play and is Not a Insertion point. Player must have barrel bags/plugs in place to enter this area.
Players are out of play if they enter the "Out of Play" area and must go back to their insertion point.

Safety rules

Mask must be on at all times while in the Play Zone. T
he seal of the mask must be in contact with the skin of the face around the eyes to be considered fitted and properly on. Lower face plate and ear plates must be fully intact.
Barrel cover must be in place at all times to guard against accidental firing. The only exceptions are:
    A. While inside the playing zone and in play.
    B. During test firing and chronographing at the chronographing range.
    C. When both hopper and gas/air bottle are detached from the marker.
    *Violation penalty - 1 card punch
A player is tagged out and shall cease fire when:
    A. A paintball hits and breaks on a player leaving a paint mark larger than a .68 cal. paintball.
    B. A liquid strike from an approved weapon leaves a paint mark 1/8 inch (1 cm) or larger on that player.
    C. If a player is in a Tower when it is tagged or blown up.
    D. If an opponent barrel tags a player.
    E. If a referee calls the player out for ANY reason.
    *Violation penalty - 1 card punch for playing on after tagged out.
If a player is tagged out the player must yell "hit!" or "I'm hit!"; lift the marker over their head; exit the play zone by the shortest route; once out of the action place barrel cover on their marker before player leaves the playing course, this will also help players know your out.
    *Violation penalty - 1 card-punch for playing on after tagged out.
If a player is tagged out, the players is not allowed to communicate game information to live players prior to exiting the play zone and reentering through the appropriate resurrection point. (Dead players don't talk).
    *Violation penalty - referee calls out a live team mate.
If a players is within 10-20 feet of the opponent, the player should warn opponent by saying "Surrender." If opponent refuses to surrender or makes and aggressive move, player may fire upon opponent.
Officers are obligated to surrender.
No shooting outside of the play zone. No shooting over boundary lines of play zone, even if the balls are landing back into the play zone across a bend in the line or "out of play" zone area.
No blind fire. Player must always have a clear view of the direction of fire. Never shall a player hold the marker over an obstacle and fire without looking.
No aggressive physical contact.
No overshooting. No more than 3 hits from one player are allowed at a time. If a player is rapid firing at least a 5-degree left to right wave must be used while firing. In long bursts of 20 shots or more, at least a 10-degree left and right wave must be used. This is done to prevent over shooting.
Marker speed maximum is 280fps. The fps (feet per second) Each marker must be tested prior to entering the event. Each marker must be tested each time a player inserts the play zone. Markers may also be checked at random.
Marker maximum rate of fire is 12bps. This is different from feet per second. bps refers to the number of paintball that a marker can shoot in a second. Each marker must be tested prior to entering the event. Markers may also be checked at random.
All marker must be set to one shoot per trigger pull only. Full-auto, burst and ramping modes are NOT allowed.
HPA/C02: Cylinders must have a correct hydro date. Hydro date must be visible for inspection and get a GBG fill tag before it can be filled. Both High Pressure (HP) 4500psi and C02 will be available. Players should come with bottle already filled to start the game. This will save players much time in line at the start of the day. C02 and HP Air refills are available at the air tent in the main staging area and/or either (Red or Blue) B insertion areas. You must make sure your tanks are current on hydro testing before coming to "Giant Big Game". We can not fill tanks that are out of date. All tanks must meet hydrostat requirements, which are: 3 years on all fiber wrapper bottles. 5 years on all aluminum C02 or HP Carbine fiber wrapped bottles. We can not fill any bottles that are damaged. Stickers and other item must not be covering tank. We have to be able to inspected each tank for damage. After a tank receive a GBG hydro tag it may be covered.
No shooting the referees.
A player may call "paint check." While the referee is checking for a tag (ref must be touching player), the player is out of play. The referee will call player "Out" or "Clean" Accidental hits which occur during a paint check will be ignored.
NO ALCOHOL before or during play.
NO DRUG or medication which alters perception or mobility.
No abusive or foul language. No directed abusive personal comments shall be allowed.
Keep fingers clear from triggers when not in play.
In case of an emergency when a person's safety is at risk or an injury has occurred, any player and/or referee is obligated to yell "STOP FIRE MAN DOWN!!" Anyone can stop the game play because all players are responsible to play safe.
    A. If you hear "STOP FIRE MAN DOWN" you are to repeat it to pass it along, hold your fire and hold your position.
    B. No game movement is allowed until the game is restarted by a referee.
    C. If you move more than 3ft during a stop fire you have tagged yourself out.
    D. If it is determined to be a situation that requires the game be stopped for a short while the call for "GUN DOWN, BARREL PLUGS" may be called. During this time all players must place their markers on the ground.
    E. Only referees can restart the game after the situation is resolved.
Each players will be issued a player wristband and a player ID badge this will act as your player card. All players must have both of these items on them at all times. (Wristband replacement is $50 and ID card is $10) If the card is punched 3 times by a referee for any reason the player will be asked to leave play for the day. No refunds will be given or expected by event promoters or field owners.
 
Radios and wireless communication
Any player may use a radio during play at any time.
Channel one is always reserved for referee's and game official's use.
All EVEN number channels 2 and up are for RED Team use only.
All ODD number channels 3 and up are for BLUE Team, use only.
   *Violation penalty - 3 card-punches, restricted from play
 
Ghillie Suits and other items
All types of ghillie suits must be approved by the safety board.
Players wearing ghillie suits must be able to strip them off in less than 5 seconds (for fire safety)
All hits count on players in ghillie suits regardless of whether or not the ball breaks. Even if the hit is on a non-Ghillie area.
 
Zones, Staging Areas, and Resurrection Points
MAIN BASES
There will be 2 Main bases one for each team Blue and Red.
Main bases can be captured.

The PLAY ZONE
shall be marked with a 4" RED boundary tape.
Mask must be on at all times while in the Play Zone.
We combine all of our paintball courses to make up the "Giant Big Game Course". The terrain consists of hills and valleys with plenty of trees and underbrush. Players should be aware of their surroundings and check what you are about to craw into. This is a very large playing area and it is very hard to keep poison ivy/oak off of it.  Make sure to print off a map and get familiar with it. The playing course is surrounded by a 4" RED boundary tape. Players that go out of bounds are eliminated and must go re-insert.
 
The MASK ON ZONE shall be clearly marked. Mask zone are any area between the play zone and the Staging area. Barrel covers are to be in place in this zone (If you are within 200 feet of the playing zone make sure your mask is on. Watch for "MASK ON" signs.

FOUR MAIN INSERTION AREAS, two for each team (Red and Blue - A and B) There will be insertion refs that will be responsible for safety and reinsertions. Players unlimited insertions. When a player is tagged out, they can go to one of their teams insertion area.
A insertions area: Are by the Main Bases. This is NOT a break area. It is in play!! Main Bases can be taken over by the other team.
B Insertions area: This is out of play and all paintball marker barrels must be covered. These will have a toilet, paint, air refills and water. Drink plenty of water to prevent dehydration.
    Special note: There is no shooting allowed within 50 feet of either B insertion area (this is known as the green zone). Sitting right outside of a B insertion area to ambush players as they reinsert is not allowed. You can not engage players coming out of a B insertion area until they leave the green zone and enter the play zone.
    A. Players must have a barrel cover in place before entering the B insertion area.
    B. No shooting and working on paintball guns in the B insertion area.
    C. Players can not remove barrel covers in the B insertion area for any reason, including cleaning barrels. Players must leave the B
        insertion area to do this.

A GREEN ZONE
is the area between the playing course and each B insertion area allowing players wide entryway into the play zone.
   
STAGING AREAS
are in the parking area and are out of play. barrel covers must be in place at all times. No shooting or dry firing allowed.

ALL OTHER POINTS ARE OUT OF PLAY.
Barrel covers should be in place in all areas not specified as play zones.

Camping.
We have a number of acres for camping the Friday night of the "Giant Big Game" There is No profanity and No drinking allowed, this is a family event. No loud noise after 11:00 pm. Camp fires will only be permitted in a fire ring and in designated areas. Splat Tag does NOT supply any fire rings.
 
         Approved Marking devices
Paintballs.
The GBG is a field paint only game (FPO). We will have two grades of 68 cal paint available for sale on game day. Paint can be purchased at the registration tent in the main staging area and/or either (Red or Blue) B insertion areas.

Markers.

All Markers must be approved by the safety board.
All Marking devices must be manufactured for the game of paintball and only shoot .68cal paintballs.

Grenades
.
All Grenades must be approved by the safety board.
If a player is hit by a spot of paint larger than 1/8in (1cm) they have been tagged out.
Players may carry as many grenades as they wish.
Grenades are to be secured while not in the play zone.
Grenades are to only be discharged in the play zone.
NO EXPLOSIVE GRENADES.

Land Mines.
All Land Mines must be approved by the safety board.
If a player is hit by a spot of paint larger than 1/8in (1cm) they have been tagged out.
Land Mines are to only be discharged in the play zone.
NO EXPLOSIVE LAND MINES.

Paintball TANKS.
Eliminated a Paintball TANKS will have 3 options to use for reinsertion. Return to their A Insertion and tag in, Turn off motor and wait 2 min, or use a Motor Pool Mechanic if one has been purchased.
TANKS can be eliminated by use of Portable Rocket Launchers if purchased by your team, and Landmines
If a TANK is hit by a Rocket three time they can only reinsert by going back to their A Insertion.
Use of standard paintball markers or grenades will not eliminate a tank.
TANKS are not allowed with in 50 feet of a Insertion area and can not fire at or in the direction of a insertion area if with in 150 feet.

Barrel tagging.
Barrels must be attached to the body of a paintball marker.
If a player is tagged by a opposing player they have been tagged out.

Simulated knifes.
Simulated paintball knifes can only be used by players approved by the Damage Inc knife committee.
All simulated paintball knifes must be approved by the safety board.
If a player is tagged by a opposing player they have been tagged out.

GBG Gold, Firebases and Points.

GBG Gold (one bar is valued at $5000)
GOLD may be used by teams to purchase Special Team Units.
Items are purchased with the Main Base referee by Giant Big Game Team
Generals or appointed officers.
GBG GOLD can be earned several ways find it on the field, given to you by staff for good, sportsmanship and/or completing missions.  
 
Main Bases.
There are 2 Main bases on the field. (Red and Blue)
Each Main Base will have a flagpole. If a opposing team play can make the Flag touch the ground his team receives 10,000 points.
The point are awarded once in a 30 minute time period. Teams can not move or alter their Main Base Flag or Pole except to re-raise their Flag after taking back their Main Base.
Players have unlimited insertions near their teams Main Base at Insertion A. (See map)
Main bases are NOT insertion points!
Flag rope shall not be tied, cut, or removed by a player.

General Tent.
There is one for each General. They are right next to each Main Base. The General Tents and a goggle save area for Generals and Staff. Player have to be invited inside by General to enter. All paintball rifles have to left outside of tent unless the air source and  all paintballs have been removed.
If a live player from the opposing team is able to tag the Generals tent then all players inside are eliminated.
The Generals Tents should not be shot at for any reason what so ever. Players can not soot out of a Generals tent!

Firebases.

There are
4 Fire-bases on the field. (Green, Purple, Yellow, Orange)
Firebases will be neutral at the 9:00 start of the game.
Each Firebase will have a flagpole. Each flagpole will have 2 flags on it, one for each teams (red and Blue) Every ˝ hour points will be
awarded based upon who has control of each firebase (based on which teams flag is raised).
Players may NOT insert at Firebase.
A flag must be at the top of the pole for a side to receive points for that Firebase. If the flag is down the opposing force will receive the points for the flag.
Firebases may be booby trapped or mined.
Flag rope shall not be tied, cut, or removed by a player.
Firebases are to be counted every 30 minutes.
Firebases values will be 5000 points.

Forts

There are 8 Fornts on the field.
Forts will be neutral at the 9:00 start of the game.
Each Fort will have a pull pin. Each puch pin will have 2 colored ends, one for each teams (red and Blue) Every ˝ hour points will be
awarded based upon who has control of each firebase (based on which teams can be seen on the push pin).
Players may NOT insert at Forts.
The Push pin must be all the way over for a side to receive points for that Fort. If the.
Forts may be booby trapped or mined.
Push pins shall not be tied, cut, or removed by a player.
Forts are to be counted every 30 minutes.
Forts values will be 1000 points.

 

Scenario weapons
Air Cannons and other improvised Markers
All improvised markers must be approved by the safety board.
NO FIRE DRIVEN OR EXPLOSIVE PROJECTILES AT ANY TIME.
All air markers must be in compliance with local, state and federal laws.
No projectiles faster than 250 fps.
Paintballs from any source are counted.
No equipment is to deliver a force strong enough to dislodge a mask.
Air cannons and other improvised markers are considered direct fire artillery.
Players must be a recognized
Anti Tank, Vehicle and Bunker Unit to use this equipment.

PORTABLE ROCKET LAUNCHERS (LAWS)
   1. Eliminate all players in the structure when hit. The structure is not destroyed.
   2. May not be used on foot units they have no area of effect.
   3. Eliminate Tanks, Apaches or Towers.
All Portable Rocket Launchers must have an official
live tag attached before use. After use the live tag is pulled.
Only a referee at the resurrection point can retag it.
Players must be a recognized
Anti Tank, Vehicle and Bunker Unit to use this equipment.

Satchel Charges
All Satchel Charges must be approved by the safety board.
All satchel charges must have an official
live tag attached before use. After use the live tag is pulled. Only a referee at the resurrection point can retag it.

Satchel charges must be made of cloth and gently stuffed beyond its original size, pillow like, so it absorbs impact and does not injure someone. No metal buckles or bindings shall be on or a part of the satchel construction.
Satchel charges are for mission, anti-vehicle, anti-bunker, and anti-artillery placement use only.
Satchel charges have NO burst radius.
The satchel charge must come to a complete stop on or in a target to have an effect. If it bounces away on impact, its effect is nullified.
If the satchel charge is dropped it is considered detonated. The player who dropped it is tagged out and the live tag is pulled.
Satchel charge may be tossed, thrown, or placed. If placed, the player placing the charge is tagged out as well as the target.
The crew/occupants of the target are tagged out if the target is affected by the satchel charge.
Player must be a recognized Combat Engineer to use a satchel charge.

Set Charges

All set charges must be approved by the safety board.
Set charges are to be made to resemble a real set charge.
Set charges may be command detonated, use a mock fuse, or may be timed with a stopwatch.
Set charges shall be placed. A charge shall not be thrown or tossed.
A set charge shall have a live tag. After use the tag is pulled and shall only be retagged at the resurrection point by a referee.
If dropped there is no effect.
Set charges are for mission, anti-vehicle, anti-bunker, and anti-artillery placement use only.
Set charges have NO burst radius.
Detonation must be simulated with an obvious audio report (siren/horn) and/or obvious visual report.
Set charges can only be used by a recognized Combat Engineer who have qualified with the appropriate or organizers for an event which might be one or all of the following: safety committee, the game-master, referee, commanders.
 
Landmines field
Landmines may be simulated by cording off an area using yellow or orange plastic marking tape. This process calls for an engineer to first measure the area and then tape it off. The engineer must then stay at the area 1 minute for every square foot mined before the minefield is active.
After the simulated minefield is declared active, any player who enters the area is tagged out.
Players may clear the minefield by firing 30 paintballs into the area for each square foot with a verbal count or by probing the ground for 2 minutes per foot. Demolition/Combat Engineer can probe clear ground at 1 minute per square foot.
Active paint mines may also be used in unmarked areas of the play zone.
All active paint mines must be approved by the safety board prior to field play.
No fire driven explosive mines allowed.
All mines must be in compliance with state, local, and federal laws.
No projectiles faster than 250 fps.
Paint or paintballs from the mine are counted.
All tripwires must release from mine after detonation leaving a loose string. No part of the mine should be left in such a way as to trip or injure a player.
Combat Engineer who lay mines are responsible for mapping mine placement, clearing mine trap after each event and clearing each mine after each event.
Players must be a recognized Combat Engineer to lay mines.
All mines must be clearly marked with the name of the owner of the mine.
 
SPECIAL TEAM UNITS
      When eliminated players must return special team unit items to their teams main base.
Special Team Units may be purchased with GOLD. Each bar is worth $5000.
Medic (1 player) 5,000 *
M.A.S.H Unit (3 players) 25,000 *
Apache Attack Helicopter: (1 player) 75,000 *
Terminator: (1 player) 50,000 *
Sniper (1 player) 15,000 *
Artillery Barrage: (1 shot) 25,000
Paratrooper drops and units. (8-10 players) 50,000
Demolition/Combat Engineer Team (4 players) 10,000
Motor Pool Mechanic (2 Players) 10,000
Anti Tank, Vehicle and Bunker Unit (2 players) 5,000 (Air Connon/LAWS)
U2 Spy Plane: (Generals Only) Free
Sam Site: Protects Main Bases from Helicopters and U2 Spy Planes 25,000

Medics
(1 player) A hit anywhere other than the head is a wound able to be treated by a medic. The player may stay in place and call for a medic rather then call themselves out. A hit on the head or mask is an out which requires a return to the resurrection point.

Players calling for medics shall not move more than 3 ft. under their own power. They may be carried, dragged or pulled to safety.
A medic may resurrect the player on the spot rather than take them back to a resurrection point.
A medic shall be within arms reach of the wounded player to make the 30 second verbal count or use a medic card, at which time the wounded player is healed and back in play.
Wounded players shall not fire their markers or take aggressive action while wounded.
If the wounded player is hit while the medic is applying resurrection, the player is out. The medic must start over.
If the medic is tagged out during the resurrection both players are tagged out and must go back to the resurrection point.
Medics shall not resurrect themselves.

Mobile resurrection points (M.A.S.H. units)
(3 players) Mobile resurrection points may be placed only by medic squad consisting of at least three recognize medics.
This resurrection point may be set any place on the play field.
The method of placing the resurrection point is to stake out 50 feet of rope on the ground in an approximate square, then declare it being placed to a referee. Two minutes after the ropes are staked down and declared the M.A.S.H. resurrection point is active. All 3 squad members must take part in activation.
Players, if tagged out, may choose to either go to the main resurrection point or the mobile resurrection point under their own power.
Players are back in play as soon as they step into the roped off mobile resurrection point.
If any player is tagged out by any means while in the mobile resurrection point the mobile resurrection point becomes non active. To reactivate, the medic squad must pull up their stakes and rope and re-declare placement.
While not active, the rope and stakes are to be kept in a box clearly marked as M.A.S.H., mobile resurrection point or field hospital. Minimum size of the mobile resurrection point box is three cubic feet. All mobile resurrection boxed and marking equipment must be approved by the game master and be tagged for use in the game.

Apache Helicopters
(1 player) Apache helicopters will be wearing a long sleeve shirt in their teams color (Red and Blue) the says "Helicopter" on the front,  back and down both sleeves. The pilot will be wearing the helicopter pinwheel back pack. To eliminate a Apache Helicopter you may use a law rocket or it may be shot by another Apache helicopter. Apaches must walk no running will be allowed.

To obtain a helicopter your team must be in control of at least one Oil Refinery. Once the fee has been paid you must retrieve one of the fuel cans from your Oil Refinery and bring it to the helipad only then can your Helicopter take off from the helipad.

Terminators
(1 player) Terminator will be wearing a long sleeve shirt in their teams color (Red and Blue) the says "Terminator" on the front,  back and down both sleeves. On the front and back of a Terminator shirt will be a white target box. The only way to eliminate a Terminator is to hit the Terminator in either of the two Target boxes once. All other hits do not count and the Terminator can keep playing. A referee will be assigned to each Terminator.
Terminators must walk when moving. They can not run.
Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed. Terminators may use a Motor pool mechanic to be reinserted once.

To obtain a Terminator your team must find and return to the General each body part to your Terminator (Red and Blue) After your Terminator is assembled there will be a $50,000 activation fee. If you can not find parts to your Terminator you can purchase these at a cost of $30,000 in gold per part.

Snipers
(1 player) Only recognized snipers shall use simulated sniper fire. One per team at a time.

A sniper shall inform a referee that this ability is in use and declare a possible target.
To establish line of sight at any range the sniper shall describe the target in detail to the referee.
After the line of sight has been shown to the referee the sniper ability card will be punched and the target player will be tagged out.
The sniper may communicate with the referee directly by radio or relaying information through his spotter.
Snipers may only fire one shot per minute. Maximum of 10 shots.
Snipers can NOT tag out Terminators.
 
Simulated Artillery Barrage and Air Strikes.
Simulated artillery or air strikes must have an artillery referee appointed. This referee's primary function is to call hits from artillery and air strikes.
Artillery crews must provide the artillery referee with a form of communication (preferably a hand held radio) and a map with reference points. The artillery crew is responsible for the condition and usability of the communication device. The artillery crew is responsible for the readability of the map.
Air strike will be issued to an army at the game master's discretion. The commander of an army may choose to use the air strike at any time.
When an artillery strike (single shot or barrage) or air strike is called, the artillery referee must first be directed to be where the strike will be. The artillery referee moves to the point where the strike is to take place. The artillery referee will then give clearance to fire by saying "referee in position". Referee may give an estimated time to arrive at strike zone. NO other information may be given by the referee.
Using air strikes: when clearance to fire is given, the player calling the air strike says "air strike inbound". The artillery referee then calls every player (regardless of side) as being tagged out if they are in the estimated 50 x 200 strike zone.
Using artillery fire: when clearance to fire is given the artillery crew may then fire. When the artillery referee hears artillery fire the referee will then count out players in the designated size strike zone.
All artillery pieces must be approved by the safety board prior to play.
All artillery pieces must be recognizable as artillery mock ups, painted and detailed to look like the artillery piece you are simulating.
All artillery must be in compliance with state, local, and federal laws.
Simulated artillery must make a loud report or boom when fired.
Players must be recognized artillery crew by the safety committee to use artillery.
 
Paratroop drops operations.
Para drops may only be made by recognized paratroops units.
Drops equal one punch on paratroop ability card.
Para-dropping players will be escorted to a drop location by a referee.
During the escort the para-dropping players are to keep their barrel bags in place and hold their markers over their heads to show they are not in play.
When the para-dropped players reach the drop location they are to prepare for play and have at least one foot on the drop point marker as they enter play.
Drop point markers may be placed by referee anytime.
Drop point markers may be either a tape marker on the ground or a painted line.
Referee will declare the dropping players in play by counting down to either a whistle or a verbal start command.
 
UNIT TYPES
1. Standard player. (1 player) The backbone of the game.
2. Medic: (1 player) Heals players on the field of play.
3. General: (1 player) The rally point of each team and Leader.
4. Paratrooper: (8-10 players) Paratroopers may be placed in unique starting areas during the scenario to demonstrate airdrops and infiltration missions.
5. Demolition/Combat Engineer: (1 players) Used to destroy or set up minefields, tank traps, or firebases bases. Demolition/Combat Engineers units may not reinsert as Demolition/Combat Engineer members.
6. Anti Tank, Vehicle and Bunker Units: (2 players) One play must have a Portable Rocket Launcher to be used.
7. Motor Pool Mechanic (2 Players) Used to repair tanks, Terminators, or Apaches in the field. Motor Pool Mechanics must stay in constant contact for 2 minutes for the tank, Terminator, Apache to be repaired. During this time the tank must have the engine shut off. Motor Pool Mechanic must stay in contact for 2 minutes in one location within 20 feet of where the Terminator or Apache was eliminated. Motor pool mechanics may not reinsert as Motor Pool Mechanics.
8. Apache Attack Helicopter: (1 player) Apache Attack Helicopters will be wearing a long sleeve shirt in their teams color (Red or Blue) the says "Helicopter" on the front,  back and down both sleeves.
May only be eliminated by other Apache Attack Helicopters or Portable Rocket Launchers. Apache Attack Helicopters may be reinserted one time only if a Motor Pool Mechanic has been purchased. Apache Attack Helicopters may eliminate foot units, or other Apaches. They my not eliminate tanks or structures.
9. Terminator: (1 player) Terminators will be wearing a long sleeve shirt in their teams color (Red or Blue) that says "Terminator" on the front, back and down both sleeve. Terminators will have a white target box on the front and back of his shirt.
May only be tagged out by a hit with a paintball in the target box. Terminators can surrender at anytime.
10. Artillery Barrage (
1 shot): This one shot may be used to eliminate any firebase, fort or watch tower on the playing field or a 40 foot radius area of the playing field. Firebases and Forts destroyed by a Artillery Barrage are out of play until repaired by a Combat Engineer.
watch tower hit by a Artillery Barrage are considered tagged out. 
11. Snipers:
12. U2 Spy Plane: Generals use only. U2 Spy Planes can go anywhere on the field at anytime. They can only be shot down by a Sam Site. Generals can talk to players and purchase Special Team Units. Generals must wear Bright orange vest and can not carry a weapon.
13. Sam Site: Can only be set up to protect a main base. Sam site tag out any Helicopter or U2 Spy plane that come in sight of the main base. 

Airport Towers: Control and Radar.

Start of with Mercs in them. They may shoot at either team until tagged out.
Towers are now open for players to use. One player at a time. The player that can tag out the Tower may chose to play in the tower and let another teammate. Tower are worth 5000 point every 30 minutes. The New players team Flag must be raised before they go up in the tower. Players in the watch towers are NOT eliminated out by paintball hits.
The watch towers can be tagged out for up to two minutes by:
    A. A player tagging any part of the tower.
    B. A law rocket hitting the upper watch towerarea.
    C. Getting a grenade into the top of a watch tower.
    D. A satchel charge landing underneath, in or on top of the watch tower.
    E. A Artillery Barrage hitting the watch tower will tagged it out.
DO NOT shoot at players going up and down the ladders!
Towers can NOT be tagged out by a player on the same team.
Watch tower can be put back in play and captured by what ever teams color flag is raised to the top of the watch tower.\

Oil Refinery Towers.
Start the off neutral.
Towers are now open for players to use. One player at a time. The player that can tag out the Tower may chose to play in the tower and let another teammate. Tower are worth 1000 point every 30 minutes. The New players team Flag must be raised before they go up in the tower. Players in the Oil refinery towers are NOT eliminated out by paintball hits.
The Oil Refinery towers can be tagged out for up to two minutes by:
    A. A player tagging any part of the tower.
    B. A law rocket hitting the upper watch tower area.
    C. Getting a grenade into the top of a Oil Refinery tower.
    D. A satchel charge landing underneath, in or on top of the Oil Refinery tower.
    E. A Artillery Barrage hitting the Oil Refinery tower will tagged it out.
DO NOT shoot at players going up and down the ladders!
Towers can NOT be tagged out by a player on the same team.
Oil Refinery tower can be put back in play and captured by what ever teams color flag is raised to the top of the watch tower.
 
Game Papers and Orders
All game papers and orders shall be issued by the game master at each game.
Game papers and orders may be issued four weeks prior to game and throughout the game up until the last hour.
Game papers and orders shall only be issued to sergeants, partisans or officers.
Game papers and other orders may be carried by any players.
If a player is tagged out, the player shall drop any game papers on the spot unless those papers were issued as personal papers which may be retained by the original owner while not in play.
Personal papers which may be retained are:
    A. Officers standing orders.
    B. Players ability cards.
 
Pillboxes with Turret
Players in the Pillboxes are NOT eliminated out by paintball hits.
The Pillboxes can be tagged out for up to two minutes by:
    A. A law rocket hitting the Pillbox or Turret.
    B. A satchel charge landing against or or on top of the Pillbox or turret.
    C. A Artillery Barrage hitting the Pillbox will tagged it out.
Player can NOT open the door of a Pillbox when someone is inside.

MISSION TYPES – short list:
 

   1. Free The POWs – The opposing team has captured members of your team and you need to get them back safely to your base. The POWs cannot move from their prison until a teammate touches them. They must be freed and then escorted back to the main base.
   2. Capturing the General – Once the opposing teams general is eliminated, they are considered captured.
   3. Item Retrieval– Teams will be tasked with locating and then returning specific items to their main base.
   4. Escort - safely escort players to specific areas dictated on the field. A Scenario may have multiple targets that need to be hit in a  
       specific order for points to be awarded.
   5. Demolition – Destroy the mission objective. Firebase, Minefield, Mercenary base, Tank Traps.
   6. Repair – Repair mission objective. Firebase, Minefield, Tank Traps. 
 
PENALTY POINTS
      Penalty points may be removed from a team for violations of the above Scenario Layout. Points removed will be subjective based upon the effect the violation had on the game scenario, in the Game Masters opinion.

 

      Examples of reason for penalty points but not limited to:
   1. Reinserting at locations other then your teams reinsertion areas or M.A.S.H unit.
   2. Reinserting as a Special Team Unit.
   3. Exploiting, use of the gray areas, or loop holes in the rules.
   4. Removing mission items.
   5. Playing on, Playing with hits.
   6. Eliminated players talking to live players. 
   7. Intentionally shooting at Terminators head or trying to hurt them.
   8. Intentionally a shooting at a U2 Spy plane, animal or non player.
 
Splat Tag reserves the right to make changes at anytime to balance play of the game and enjoyment of game for all players.
 
      Do not shoot at camera people, staff, or staff vehicles.
 
      Alert an official of any dangers on or off the playing field.

 

 

 

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