Post by Trimarian Chancellor on Mar 5, 2020 14:09:15 GMT -6
Crisis On Terra Prime
Combat Rules and Regulations
Airsoft Guns:
All Weapons Will Be Inspected By The Weapons Marshal Prior To Entering The Field. We Reserve The Right To Perform Spot Checks During The Event.
ALL Crisis on Terra Prime EVENTS ARE BIO BBs ONLY!
All CTP players are highly encouraged to wear “full seal” ANSI 787.1 rated eye protection. However, ANSI 787.1 rated eye protection that is FULL SEAL to the contour of YOUR face is also allowed.
All players must have a red “Dead Rag” minimum 50 square inches of material. If you don’t have one, please ask. One will be provided for you.
All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire a minimum of 3 rounds across the chrono. Note that players may be asked to chronograph at any time during the day, including during play.
Players will be allowed to use only airsoft specific guns. No “BB Guns” or BB guns converted to use airsoft BB’s or Metal BB’s will be allowed.
While in the staging area, pistols must be holstered. All other weapons must have the magazine removed and the chamber cleared.
On the Active AO, eye protection may only be removed after all players have mags out, chamber cleared and game control has given the okay to remove goggles.
While in the staging/parking lot area, you may dry fire your weapon to ensure it is working properly. There is to be no live fire anywhere within the staging area other than the chronograph station.
All persons moving throughout the AO need to have a waiver on file; this includes observers, photographers, and any additional non-player personnel.
All weapon systems will be chronographed prior to entering the field.
If you use lower or higher weight bb's in your AEG you will be responsible for figuring out what you should be shooting. There are calculators online for converting the FPS
AEG's: 400 fps with .25 gram bb's
An AEG is classified on the field as a normal gun can can be made to fire either SEMI or FULLY AUTOMATIC. Any AEG that does not fit the definition of Support Weapon or Sniper Rifle falls into this category
SAWs & Support Weapons: 450 fps with .25 gram bb's @ a distance of no closer than 50 feet
Support Weapons are classified as a normal world recognized squad support weapon that holds several thousand rounds in a single attached container which can usually be fired only in a fully automatic mode.
SNIPER RIFLES: 550 with .25 gram bb's @ a distance of no closer than 100 feet. Head shots are not allowed
A sniper rifle is classified as being capable of ONLY FIRING SEMI AUTOMATIC. If the AEG in question can be made to fire FULLY AUTO, it doesn't matter WHAT YOU SAY IT IS, it is NOT a Sniper Rifle.
These are currently the only three categories that your AEG can fall into at the field for chronoing purposes
Melee:
Weapon Rules:
All weapons will be inspected for safety by the Weapons Marshal prior to each event. The issues he will look for include but are not limited to the following:
Melee Weapons
The Weapons Marshal shall strike the person with their weapon(s).
Weapons must have adequate padding (shouldn't be able to feel the core when being pushed on - generally 1 inch of closed cell foam on striking surface and 1/2 inch on all other surfaces)
Weapons must have their pommels padded.
No tears in the foam.
Foam must be covered with tape or cloth (also helps prevent tears).
A weapon cannot be more than 1/3 unpadded (this means polearms cannot just have a head and an exposed core)
Weapons must have a cap on the top end to stop the core punching through the foam with a stab.
The foam must be securely attached to the core - it cannot rattle around.
No part of a weapon can be able to fit into an eye socket (2.5" diameter).
Melee weapons may not have a framed core, this means axe heads, halberd heads etc. must be constructed entirely of foam.
Range/Hybrid Weapons
Thrown weapons cannot have exposed cores. THIS INCLUDES THE HANDLE.
Throwing spears and javelins must have (at least) 2" deep open cell foam of 2.5" diameter at the tip and 2" of closed cell.
Coreless spears and javelins do not require open cell foam.
Throwing knives are not allowed.
Bows and crossbows must have a maximum strength of 900 inch-pounds. You can find this by multiplying the draw length by the draw weight at this length. (physics note: the inch pounds represents how hard an arrow will hit. ask Alasdair, he'll relish boring you with bow physics)
Compound bows or crossbows (with pulleys) are not allowed.
Arrows must have their heads removed, and a cap (such as a penny) fitted to stop the shaft punching through the foam. They require both closed and open cell foam.
Arrows must be at least 2.5" in diameter.
Shields
Shields must be padded - at least 1/2" foam on the face
Shields with a solid core (such as cardboard or plastic) must also have 1" foam on their edges.
No wooden or metal cores for shields.
Weapon Use
No "baseball swings", i.e. if you are bringing your weapon behind your body you are swinging it too hard.
Strikes to the head, neck, hands, feet, or crotch are not allowed.
Do not grab at an opponent's weapon.
Do not throw or stab with arrows.
Bows are not for swinging, attacking, or blocking.
No purely downward strikes, as headshots are dangerous.
No tripping, grappling, or other unarmed combat moves.
Shields with a wooden core may not be used to bash.
If a weapon causes an injury it will be pulled from play and reviewed by the weapons marshal.
Medic Rules:
Each faction will appoint their own medics. If a faction does not have a medic and there are enough neutral medics, then one will be assigned to them
A medic will treat a fellow player by going up to that player and bandaging the area where the player was hit
A player may only be bandaged TWICE.
Medics CAN NOT re-use bandages from “dead” players.
A medic may not treat himself; only another medic can give them aid.
Wounded players may be physically dragged, carried, lifted, etc., to a medic by any means that is NOT UNDER THEIR OWN POWER.
Wounded players are NON AMBULATORY.
All Players must have an IFAK on their person that contains TWO (2) ace-type bandages for the medic to treat them with. CAT or SOFT-T tourniquets are not acceptable.
Medics must WRAP the bandages around the player’s arm, they are NOT allowed to TIE or have pre-made loops in which to tie the bandage onto a player.
Bandages must be a MINIMUM of 4 ft (48in) in length each.
Medics may be changed within the squad while at the FOB or between evolutions, but not while active on the AO.
Squad Leaders may also treat wounded players in the same way that a Medic would.
By sitting, a player is consenting to be dragged. If you do not wish to not be dragged, you need to verbally communicate that to your squadmate.
Medics MUST be easily identifiable via a white band on their right arm.
Medics are allowed to participate in combat at their own risks.
If a player is bandaged twice, then they must 'respawn'. In order to respawn they must be taken to a a nuetral village, or faction HQ and declared revived by an appointed doctor/shaman. At which point, they will be recorded as a casualty for their respective faction.
A medic is not able to recover hit points on players.
Event Scoring
In order for events to have any purpose within the CTP storyline, there must be a discernable result. The following will be taken into consideration when determining the outcome of an event.
Casualties:
Over the course of the event, players will inevitably need to revived. Every time a player is a revived, their faction will receive one casualty. For example; a player is revived three times, their respective faction has sustained three dead in battle.
At the end of the event, all casualties will counted and compared between the factions.
Completion of Objectives:
Objectives will be predetermined based upon the preceding roleplay leading up to the event. Each faction will have a minimum of three objectives that must be met by the end of the event. Each objective will be given a point value. Upon completion of each objective, the appropriate points will attributed to the respective faction.
Side Quests:
Every event will have a random number of NPC provided side quests. These will range from simple escort missions, to rescue operations and everything in between. Every side quest will provide a specific benefit to the faction that completes the quest. As well, each side quest will have a secret point value that will then be added to a factions point total.
The faction which has the most favorable combination of points and casualties at the end of the event will be declared the overall winner. As well, the following years roleplay storyline will be directly effected by the results of the event.
Hitpoints
The following section is place in order to facilitate fair play. Every player will be assigned an allotment of hit points before they are considered a casualty. As well, there will be a damage level appointed to the classes of weapons.
Each player will be assigned a total of five hit points per 'life'. The loss of hit points is permanent unless the following conditions are met.
⦁ The afflicted player visits a faction healer, doctor, or shaman. These can be found in nuetral villages, and faction headquarters. Each healer, doctor, or shaman will have their own method of restoring hit points.
⦁ When a player is respawned, their hit points are considered restored. This follows the general respawn rules.
Damage Values
Every weapon system regardless of use will be given a predetermined damage value. When used successfully in an attack, these weapons will substract their value from a targets total hit point pool.
⦁ All ranged weapons will inflict a single point of damage. This is regardless of the hit location.
⦁ Daggers and combat knives will deal 1.5 points of damage. Regardless of the hit location.
⦁ Swords and polearms with deal 2.5 points of damage. Regardless of the hit location.
Combat Rules and Regulations
Airsoft Guns:
All Weapons Will Be Inspected By The Weapons Marshal Prior To Entering The Field. We Reserve The Right To Perform Spot Checks During The Event.
ALL Crisis on Terra Prime EVENTS ARE BIO BBs ONLY!
All CTP players are highly encouraged to wear “full seal” ANSI 787.1 rated eye protection. However, ANSI 787.1 rated eye protection that is FULL SEAL to the contour of YOUR face is also allowed.
All players must have a red “Dead Rag” minimum 50 square inches of material. If you don’t have one, please ask. One will be provided for you.
All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire a minimum of 3 rounds across the chrono. Note that players may be asked to chronograph at any time during the day, including during play.
Players will be allowed to use only airsoft specific guns. No “BB Guns” or BB guns converted to use airsoft BB’s or Metal BB’s will be allowed.
While in the staging area, pistols must be holstered. All other weapons must have the magazine removed and the chamber cleared.
On the Active AO, eye protection may only be removed after all players have mags out, chamber cleared and game control has given the okay to remove goggles.
While in the staging/parking lot area, you may dry fire your weapon to ensure it is working properly. There is to be no live fire anywhere within the staging area other than the chronograph station.
All persons moving throughout the AO need to have a waiver on file; this includes observers, photographers, and any additional non-player personnel.
All weapon systems will be chronographed prior to entering the field.
If you use lower or higher weight bb's in your AEG you will be responsible for figuring out what you should be shooting. There are calculators online for converting the FPS
AEG's: 400 fps with .25 gram bb's
An AEG is classified on the field as a normal gun can can be made to fire either SEMI or FULLY AUTOMATIC. Any AEG that does not fit the definition of Support Weapon or Sniper Rifle falls into this category
SAWs & Support Weapons: 450 fps with .25 gram bb's @ a distance of no closer than 50 feet
Support Weapons are classified as a normal world recognized squad support weapon that holds several thousand rounds in a single attached container which can usually be fired only in a fully automatic mode.
SNIPER RIFLES: 550 with .25 gram bb's @ a distance of no closer than 100 feet. Head shots are not allowed
A sniper rifle is classified as being capable of ONLY FIRING SEMI AUTOMATIC. If the AEG in question can be made to fire FULLY AUTO, it doesn't matter WHAT YOU SAY IT IS, it is NOT a Sniper Rifle.
These are currently the only three categories that your AEG can fall into at the field for chronoing purposes
Melee:
Weapon Rules:
All weapons will be inspected for safety by the Weapons Marshal prior to each event. The issues he will look for include but are not limited to the following:
Melee Weapons
The Weapons Marshal shall strike the person with their weapon(s).
Weapons must have adequate padding (shouldn't be able to feel the core when being pushed on - generally 1 inch of closed cell foam on striking surface and 1/2 inch on all other surfaces)
Weapons must have their pommels padded.
No tears in the foam.
Foam must be covered with tape or cloth (also helps prevent tears).
A weapon cannot be more than 1/3 unpadded (this means polearms cannot just have a head and an exposed core)
Weapons must have a cap on the top end to stop the core punching through the foam with a stab.
The foam must be securely attached to the core - it cannot rattle around.
No part of a weapon can be able to fit into an eye socket (2.5" diameter).
Melee weapons may not have a framed core, this means axe heads, halberd heads etc. must be constructed entirely of foam.
Range/Hybrid Weapons
Thrown weapons cannot have exposed cores. THIS INCLUDES THE HANDLE.
Throwing spears and javelins must have (at least) 2" deep open cell foam of 2.5" diameter at the tip and 2" of closed cell.
Coreless spears and javelins do not require open cell foam.
Throwing knives are not allowed.
Bows and crossbows must have a maximum strength of 900 inch-pounds. You can find this by multiplying the draw length by the draw weight at this length. (physics note: the inch pounds represents how hard an arrow will hit. ask Alasdair, he'll relish boring you with bow physics)
Compound bows or crossbows (with pulleys) are not allowed.
Arrows must have their heads removed, and a cap (such as a penny) fitted to stop the shaft punching through the foam. They require both closed and open cell foam.
Arrows must be at least 2.5" in diameter.
Shields
Shields must be padded - at least 1/2" foam on the face
Shields with a solid core (such as cardboard or plastic) must also have 1" foam on their edges.
No wooden or metal cores for shields.
Weapon Use
No "baseball swings", i.e. if you are bringing your weapon behind your body you are swinging it too hard.
Strikes to the head, neck, hands, feet, or crotch are not allowed.
Do not grab at an opponent's weapon.
Do not throw or stab with arrows.
Bows are not for swinging, attacking, or blocking.
No purely downward strikes, as headshots are dangerous.
No tripping, grappling, or other unarmed combat moves.
Shields with a wooden core may not be used to bash.
If a weapon causes an injury it will be pulled from play and reviewed by the weapons marshal.
Medic Rules:
Each faction will appoint their own medics. If a faction does not have a medic and there are enough neutral medics, then one will be assigned to them
A medic will treat a fellow player by going up to that player and bandaging the area where the player was hit
A player may only be bandaged TWICE.
Medics CAN NOT re-use bandages from “dead” players.
A medic may not treat himself; only another medic can give them aid.
Wounded players may be physically dragged, carried, lifted, etc., to a medic by any means that is NOT UNDER THEIR OWN POWER.
Wounded players are NON AMBULATORY.
All Players must have an IFAK on their person that contains TWO (2) ace-type bandages for the medic to treat them with. CAT or SOFT-T tourniquets are not acceptable.
Medics must WRAP the bandages around the player’s arm, they are NOT allowed to TIE or have pre-made loops in which to tie the bandage onto a player.
Bandages must be a MINIMUM of 4 ft (48in) in length each.
Medics may be changed within the squad while at the FOB or between evolutions, but not while active on the AO.
Squad Leaders may also treat wounded players in the same way that a Medic would.
By sitting, a player is consenting to be dragged. If you do not wish to not be dragged, you need to verbally communicate that to your squadmate.
Medics MUST be easily identifiable via a white band on their right arm.
Medics are allowed to participate in combat at their own risks.
If a player is bandaged twice, then they must 'respawn'. In order to respawn they must be taken to a a nuetral village, or faction HQ and declared revived by an appointed doctor/shaman. At which point, they will be recorded as a casualty for their respective faction.
A medic is not able to recover hit points on players.
Event Scoring
In order for events to have any purpose within the CTP storyline, there must be a discernable result. The following will be taken into consideration when determining the outcome of an event.
Casualties:
Over the course of the event, players will inevitably need to revived. Every time a player is a revived, their faction will receive one casualty. For example; a player is revived three times, their respective faction has sustained three dead in battle.
At the end of the event, all casualties will counted and compared between the factions.
Completion of Objectives:
Objectives will be predetermined based upon the preceding roleplay leading up to the event. Each faction will have a minimum of three objectives that must be met by the end of the event. Each objective will be given a point value. Upon completion of each objective, the appropriate points will attributed to the respective faction.
Side Quests:
Every event will have a random number of NPC provided side quests. These will range from simple escort missions, to rescue operations and everything in between. Every side quest will provide a specific benefit to the faction that completes the quest. As well, each side quest will have a secret point value that will then be added to a factions point total.
The faction which has the most favorable combination of points and casualties at the end of the event will be declared the overall winner. As well, the following years roleplay storyline will be directly effected by the results of the event.
Hitpoints
The following section is place in order to facilitate fair play. Every player will be assigned an allotment of hit points before they are considered a casualty. As well, there will be a damage level appointed to the classes of weapons.
Each player will be assigned a total of five hit points per 'life'. The loss of hit points is permanent unless the following conditions are met.
⦁ The afflicted player visits a faction healer, doctor, or shaman. These can be found in nuetral villages, and faction headquarters. Each healer, doctor, or shaman will have their own method of restoring hit points.
⦁ When a player is respawned, their hit points are considered restored. This follows the general respawn rules.
Damage Values
Every weapon system regardless of use will be given a predetermined damage value. When used successfully in an attack, these weapons will substract their value from a targets total hit point pool.
⦁ All ranged weapons will inflict a single point of damage. This is regardless of the hit location.
⦁ Daggers and combat knives will deal 1.5 points of damage. Regardless of the hit location.
⦁ Swords and polearms with deal 2.5 points of damage. Regardless of the hit location.