Rules and other information.

правила игры
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Arlanda
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Rules and other information.

Сообщение Arlanda » 22 июн 2010, 18:08

I'll start posting information in here. As long as it's quick, we have no time to look for translators and do it by ourselves. So, sorry for wrong English.

1) Coordinates of check in (we'll provide information about parking and place for a camp on check in or few days before the game) on GoogleMaps:
http://maps.google.com/maps/ms?t=h&ie=U ... 45447&z=15


2) Event timetable:
15-16.07.2010 organizers will be on playground. Players can come and have a check-in on Friday evening, but they will be not allowed to go inside the game zone.
17.07.2010:
9:00 – organizers arrive to playground
10:30 – those, who needs rent arrive to playground
11:00 – players arrive to playground, check in
11:30 – briefing
12:00 – START
We do not mark time of Stop-Game, as long as playtime will be provided till the very morning of the next day. So, will try to make the Zone alive for 15-18 hours of playtime.
From 15:00 till 18:00 players can have hot soup in tavern for coupon provided with ticket. Tavern will work up till the end of the game and all the stuff can be bought there for game money only.


3)
Rules and provisions: death, asylum, heal, punishments for violation of rules.

Terminology:
Participant of the event- player
HP-Hit Point (life)
Monster- in game character with special abilities, native inhabitant of the zone
BB- ballistic ball
Asylum- safe place for dead participants of the event
Game Master (GM) – organizer that is in charge of the gaming process and rules of the game
NPC (non-playing character)- special participant of the game, that have their roles connected to quests and other things connected to game play and storyline.


General rules of Death:
• Each participant of the event (except monsters) has one hit point (HP). This assumes that any participant of the event is dead after:
o being hit by a BB from any type of weapon at any part of the body
o being hit/touched by a monster at any part of the body
o direct contact: being caught by surprise by another player (example: backstab)
o being caught into anomaly
• In case of being exposed to one of the forms of death described above any participant of the event has to get on the ground or sit down and for additional five minutes pretend being “wounded”, after that he has to put on white bondage on his head or a shoulder, that his status was obvious to other participants, and move to the asylum. There is no medical assistance in game, so „wounded“ player cannot be healed.
• On his way to the asylum any participant of the event is deemed to be a “zombie” (for more detailed information read section on rules of zombie behavior)
• The standard time of being in asylum in case of death is 30 minutes, starting from the moment of entering the asylum.
• The time of being in asylum may vary depending on how well does you costume fit into the atmosphere of the game (entourage)
• After leaving the asylum, any participant of the event (this point is not for monsters and NPC!) returns to the game as the same person as before his “death” with the only exception that he does not remember anything that happened to him five minutes before the death (ingame explanation: pain shock or amnesia)
• The asylum is non-playing peaceful zone.

NB!!! If the death occurred inside the tawern or inside the secure territory (20 meters near the tawern), then any participant of the event has to leave the secure territory first and only then (while being in the battle zone) become a zombie

Rules of death for NPC and “Legends”
• There are special in game characters, for them there are special rules of death and resurrection designed.
• Anomalies do not affect NPC and Legends


Zombies (dead participant of the event on his way to the asylum)
• In case of being hit any participant of the event has to get on the ground or sit down and for additional five minutes pretend being “wounded” and scream. After that he has to put on red bondage on his head or a shoulder, that his status was obvious to other participants, and move to the asylum.
• Zombie has no brain activity
• Can walk only (limping and can’t run or crawl)
• Moves by the straight line in the direction of the asylum, ignores anomalies.
• Shoots everything that moves or aggressive towards it. Can shoot: only from the hipline (without aiming), only while standing, only single shots allowed (no automatic shooting allowed for zombies)
• While shooting allowed to move in the direction of the asylum
• Vulnerability: the only vulnerably part of the zombie’s body is the back. Hits in other parts of the body produce no effect on zombie
• In case of being hit in the back: a zombie has to sit down on the ground and wait for five minutes and only then start walking towards the direction of the asylum again.
• Zombie does not collect artifacts of loot
• Zombie does not search dead (killed by it) players for their belongings
• Zombie does not speak to anyone (other participants of the event, monsters, other zombies). Exceptions: The Doctor or Mind Controller (read section on Mind Controller’s influence)
• In case of situation when dead participant of the event in form of zombie meets The Doctor, he can tell The Doctor his story. The Doctor is not obliged to resurrect any dead participant of the event, but allowed to do that. The Doctor may require reward for resurrecting any participant of the event:
 Complete a quest
 Money
 Or simply entertain him and etc.

o In case of being resurrected by The Doctor any participant of the event returns back to the game without visiting the asylum.
o A Mind Controller can take a zombie under control and control him for 30 minutes. After that the effect of control disappears and any participant of the event is allowed to return to the game without visiting the asylum. (just as is in case with The Doctor)





Punishments for violation of the rules of the event:

There can be four different types of punishment for the violation of the rules:
1. “Sudden death” may be applied by a game to a participant of the event for misbehavior taken place from the side of the participant of the event (strong language, verbal fighting)
2. Immediate ban and expel from the game (polygon):
a. Serious violation of the rules and arguing with the GM
b. Any participant of the event under influence of alcohol or drugs is deemed to be expelled from the polygon with no warning or exceptions
c. Aggressive behavior
d. Intentional action that put life or health of other participants of the event in danger
e. Violation of laws of Estonian Republic
f. Actions that could fit into similar category to the ones above
3. Immediate expel from the game with following ban from all games organized by EAF (Estonian Air-Soft Fedetaion) or X-Force OU or MG IskRa
a. Intentional sabotage of the game
b. Violation of game rules
c. Arguing and resisting to organizers


Expropriation of ingame items (loot):
Personal search and expropriation of ingame items (loot and marauder)
• Any participant of the event is allowed to search corpse of a “dead” or a “stunned” player
o Ingame mechanics of the “stun” works the following way: you have crawl (move silently) from behind and to touch the other participant of the event by the shoulder with the buttstock of your weapon and tell him that he was “Stunned”
o NB!!!- “Touch”- does Not mean “HIT”
• You are Not allowed to expropriate personal belongings from other participants of the event (example: personal documents, real money or anything that is not part of ingame scenario)
• Stealing of expropriation of personal belongings from other participants of the event is the violation of Criminal Law of Estonian Republic
• Expropriation of ingame weapons or BBs (AEG or any other type) is serious violation of the rules of the game, with consequent punishment.
• Any participant of the event who is “dead”, “ stunned” or “captured” as prisoner/hostage is obliged to give away all the ingame things to the participant of the event who is searching him without resistance or hesitation
o Hiding any items that fall into category of “ingame loot” is considered to be serious violation of the rules, with consequent punishment

Monsters of the Zone
Zombies (only those zombies that originally inhabit the Zone)
• Zombies are the product of abnormal activity of the Zone.
• They have negligent appearance, but still have some kind of intellect preserved.
• Do not contact with people and try to kill everything that moves
Movement:
• Zombies can walk only, they cannot crawl or run
• They can combat only while standing, do not duck, sit or lay on the ground
• Zombies cannot use weapons in automatic mode, one shot at a time.
• When it comes to changing the cartridge clip, at first zombie does not understand what he is supposed to do, tries to shoot (no effect), only after slow and hard thinking process (30 seconds) he recharges the weapon
• Any participant of the event dies immediately if a Zombie touches any part of that participant of the event
Restrictions:
• Zombies cannot aim while shooting, he shoots only from the hipline
• Zombies allowed to use their weapons only in single round mode, no automatic shooting

How to kill a Zombie:
• May be killed by being hit into his back from any time of weapon
• If hit into the back, has to sit on the ground for five consequent minutes, then stands up and keeps on walking ahead
• May be killed by being hit by a grade, grenade launcher or a land mine into any part of the body.
• If a zombie gets hit into the frontal or side parts of the torso, arms or legs- that does not cause him any damage, but makes him to stand still and shake for a few seconds
o During this time ( a few seconds after being hit), Zombie cannot walk or shoot
o But can move his head and scream

Irregularities/special features of the zombie behavior:
• Zombies are not affected by radioactive emission, but when that happens they start seeking for a hideout, seems to be that that is preserved part of their human consciousness
• Zombies obey Mind Controller with no resistance
• It is recommended to avoid contact with zombies, despite one by one they represent relatively medium danger, when they gather may come up with some sort of tactics and then they become a problem.

Snork
Probably long time before, they used to be humans, but now there is nothing human left and they are no different from any other predator living inside the Zone.
Movements:
• Snorks move on their four limbs, but may attack using two limbs for movements and the other two for fighting
• They are very careful and intelligent hunters
• Can gather into flocks and hunt as a group
• Any participant of the event assumed to be dead after the first time being touched or bitten into any part of his body by a snork (single contact equals death)
How to Kill a Snork
• Due to the instant influence of the radioactive emissions on the Snork’s body, it became almost invulnerable to the most types of the damage caused to him.
o The only vulnerable spot on his body is the stomach
• Snork dies after being hit by a grade, rocket launcher or a land mine into any part of his body
After Death:
• After being severely damaged or hit into the stomach, Snork has to lie on the ground or sit for five consequent minutes, pretending that he is dead. Then he moves to a place where no other humans walk, and regenerate body tissues

Irregularities/special features of behavior
• There is a belief that snorks do not kill without necessity. They do kill only when they hunt or play. But there is not much research done on their behavior, so that stays only a rumor.
• Snork Females are more aggressive than males
• When they feel radioactive emission coming or happening, they get nervous and try to find a hideout
• The emission itself does not make any harm to snorks
• Snorks are not affected by psy-influence of Mind Controllers, but willingly obey them
• Snorks are not affected by any negative effects produced by the Zone (anomaly)

Bloodsucker (Blood Drainer)
It is hard to mix this creature with other inhabitants of the Zone: goggled eyes, tentacles instead of the mouth. It is really hard to kill it, because it can regenerate really fast.
How to kill:
• May be stunned for approximately one minute after being hit by a grenade, grenade launcher or a land mine into any part of the body
• May be killed only after all tentacles were removed from his mouth, then it bleeds for five consequent minutes
o During the period of five minutes, it is able fight as if it was uninjured, because receives property of being at state of berserker, that means, that the creature won’t react anyhow on any damaged caused to it and will keep on fighting

After Death:
• After being killed has to lie on the ground or sit for five consequent minutes, pretending that it is dead. Then it moves to a place where no other humans walk, and regenerate body tissues
Irregularities/special feature:
• Deadly and efficient hunter, kills any participant of the event after the first (single is enough) contact with any part of the body
• One of the most dangerous inhabitants of the Zone
• Obeys to Mind Controler
• During the radioactive emission gets nervous and tries to find a hideout, even thou the emission produce on negative effect on it.
Loot:
• Tentacles are really valuable trophy


The Mind Controller:
The most intelligent mutant of those that inhabit the Zone.

Psy influence:
• Takes under his control by means of psy-influence (sound signal). Any participant of the event who heard the sound is under influence of the Mind Controller and has to stop moving (Stand still or sit down) and wait for the command from the Mind Controller. The usual first order is “the summoning” the creature commands the controlled to come to the Mind Controller.
• Simultaneously there cannot be more than seven participants of the event under control of one Mind Controller.
o After Psy-influence came to power, The Mind Controller has to quantitatively evaluate the number of participants of the event that are under his psy-influence, and if number exceeds seven allowed, then the Mind Controller exterminates all unnecessary units under his psy-influence
• No participant of the event is allowed to tell the Mind Controller lies.
o Controlled individuals follow only clear and precise orders from the Mind Controller’s side.
 They do not have personal initiative or brain to think (puppets)
The Mind Controller may have participants of the event under his control no longer than 30 minutes. After 30 minutes if the participant of the event was not killed or influenced by any other anomaly then the participant of the event allowed to come back to the game as the same character as he was before the psy-control was established and does not have to go to the Asylum. Otherwise: controlled participants of the game are subjects to the same rules of death, as participants of the event that are not under psy-influence:
 Hit at any part of the body leads to death
 Being influenced by an anomaly is death
• Any participant of the event after being released from psy-influence must stay on the same spot for five consequent minutes
o He is not allowed to take any actions against the Mind Controller
o He is not allowed to follow the Mind Controller
• In case of the death of the Mind Controller, the controlled participants of the event become free and can
• In case when the Mind Controller did not summon the participant of the event after five minutes from the moment when PSY influence started, the participant of the event is alive and free, come back to game and does not have to go to the Asylum

• How to Kill:
• Assumed to be dead after being hit by a grenade, grenade launcher or a land mine at any part of the body
• Shooting at the monster can stop it for a few seconds, at this time it is still able to use Psy-control

After Death:
• After being killed has to lie on the ground or sit for five consequent minutes, pretending that it is dead. Then it moves to a place where no other humans walk, and regenerate body tissues

Irregularities/Special feature:
• One of few monsters that you could negotiate with
• Pursues his own goals and does nothing without reason
• Able to control other monsters of the Zone
• Is not affected by psy-influence
• Is not affected by any other type of negative influence produced by the Zone
• Is not affected by the Emission
Loot:
• Possibly uses artifacts for establishing psy-control


The Izlom ( the Edge)

Appearance of this ingame character is no different from usual way a stalker looks.
• His personality could be described as “dirty bastard,” as he attacks only from behind.
• Does not have any kind of weapon, but capable of surrounding himself with poisonous fog

How to Kill:
• Could be killed as any other participant of the event, in other words: subject to general rules of death

After Death:
• For five consequent minutes after being killed, he has to lie on the ground, as if he was a corpse. Only after that, has to stand up and regenerate somewhere in a hideout

Irregularities/special feature:
• The Izlom does not have to attack any participant of the event
• The difference between The Izlom and any other monster of the Zone is that he is fully capable of thinking like normal human and therefore will have his personal goals, as personal preferences towards whom he likes and whom he dislikes.
o The problem is: his preferences change as quick as the Zone itself


Anomalies will be provided with movement detectors (sound signal). If the player hears that signal, he becomes dead and moves to the Asylum as Zombie. If there is a group of players, who have found an anomaly, then everyone near player anomaly worked on in diameter of 5 meters will be dead.
nr 7!

Violators will be shot. Survivors will be shot again.
Все виды неприязни ко мне прошу выражать исключительно в суицидальной форме.

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Re: Rules and other information.

Сообщение Arlanda » 22 июн 2010, 19:02

Group and Location.

Agroprom:
A strange, heavily contaminated area. Should you wander deeper into it, you will see a shallow lake, crammed shore-to-shore with abandoned equipment and other debris. You can also check out the abandoned Institute and the factory, though the military have been hanging around there quite a lot recently. The area houses a large amount of Artifacts which attract Stalkers from all over the Zone.

Army: The Ukrainian Army is keeping the Zone unreachable from outside contact. They are well-armed and present a major threat when you enter their area of control in the Cordon. The Army was not always at war with the Loner groups. In fact, they used to work with the stalkers, making profits while the Loners made theirs. However, the Army sold out the Loners to the Bandits. Encounters with the Army are rare, but without the proper equipment you may die within seconds.

Clear Sky: Clear Sky is a faction which has dedicated themselves to researching the Zone. They are lightly armed, low in manpower, and isolated in the Swamps. Most of their manpower comes from wandering stalkers who are found in danger or in need of help by some of the main members of Clear Sky. These stalkers, appreciating the help of Clear Sky, join the faction, and some leave after paying their debt to Clear Sky.

Renegade: The Renegades are an elite group of bandits. They raided the Zone from the North-West and captured Limansk, isolating themselves within the area. In Clear Sky, they try to gain control of the Swamps, which consequently causes them to fight Clear Sky members. They are weak and easily beaten. Practically, they are all those, who were eliminated from other factions for breaking the rules. They do not listen to anyone and have a war with everybody.

Loners: Loners are rookie or free stalkers, who are not interested in other factions' goals. They seek personal profit among the riches of the Zone. Almost all of the other major factions get their manpower from this group, which is the largest in the zone. Those who have trained and suffered enough of the Zone's dangers may be accepted by other factions. When this faction was introduced in STALKER: Shadow of Chernobyl, it showed that there were stalkers who had no affiliations to other groups. Most Loners are in small groups and are armed with dated weaponry, but some are looking for greater treasure by cooperating with the Army.

Bandits: Bandits are a large unorganized group of robbers and murderers. They capture and rob wandering stalkers and they are always hostile to the other factions. Any stalker who kills another stalker, or robs him of his belongings is a Bandit.

There are three groups of Bandits in game:
Voevoda’s band: quite powerful band with strong leader. Voevoda’s got all chances to become one of the strongest bandidts’ godfathers.
Volk’s (Wolf) band: small but aggressive band. Have serious problems with DUTY and Military.
Ljutyi’s (Brutal) band: one of the most bloody and reach bandits’ groups. Agree to deal with any dirty job if its well-payed.

Duty: Duty is a group of former soldiers that were sent in to take control of the Chernobyl NPP. They were abandoned after encountering the horrors of the Zone and left to die. The stranded army soldiers then formed Duty under the reign of General Krylov. Being the most organized and fundamental group in the Zone, they are trying to prevent the Zone from spreading, and waging a Crusades-style war against mutants. They also train, accomplish day and night watch duties, patrol their territory, and research the Zone, trying to learn new ways to eliminate it. Duty is rumored to be allies with the Spetsnaz as some of them were seen conversing with some Spetsnatz operatives. This is because General Krylov has connections with Spetsnaz troops. However, most Spetsnaz members are still hostile towards Duty since Krylov holds a deep-seated hatred towards the military after being left to die. Duty's arsenal is mostly ex-Soviet and Russian weapons such as the AK-74 or the OTs-14 Groza. Duty is based in an abandoned research complex called the Agroprom research Institute, where they discover some former C-consciousness "experiments" (one of which you will face later on). They also are dealing with a current mutant crisis as they unleashed a tunnel full of them when they set off some C4 charges.
nr 7!

Violators will be shot. Survivors will be shot again.
Все виды неприязни ко мне прошу выражать исключительно в суицидальной форме.

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Re: Rules and other information.

Сообщение IvanM » 23 июн 2010, 04:44

Important info.

After latest events at Agroprom labs, bandit presence in the area has increased. Gossip says that , Wolfs gang that, currenty terrorizes Agroprom, is financially supported from outside of the zones perimeter , and they fear nor Duty neither the military. For the relief of the latter the gang itself has only a few members , which allows both factions to maintain their possions on the laboratory complex territory. Hearsay has that Wolf and his men were running jobs for the FRD fund and gained quite a lot of profit on it . By the way infamous Elena Solovets is frequntly spotted at their base.

Currently there is gossip about the Wolves ,Fierces and Warmasters gangs uniting ,which will allow bandits too outnumber and gain complete control of the Agroprom complex . It is belived that Warmaster will become the leader ofthe unified gang .

At present time the gangs of Fierce and Warmaster are on the approaches of Agroprom . Trying to outflank the Renegade controlled territories. Renegades have crawled out of the swamps and profit by bullyinfg stalkers , bringing artefacts out of Agroprom . By the way , currently the area is rich with artefacts ,but not all of them are worth theirweight in gold. Situation is worsened by the fact that the Clear Sky faction , which recently showed upin the region, is trying to push the Renegades out of surrounding area and are searching for something. Someone that they are seaching for the Streloks stashes, butdont knowwhere precisly to search.

Tensions rise , because infightsbetween monsters are observed more freqently. Hearsay has that they fight not by themselves but, fulfilling will ofthe sentient monsters or even of Legends . And the Swamp Doctor sort of said that the Zones Master will have trouble pacifying the enraged mutants. To others he said , that any being has a right to live ,and Fracture - is a human, wellat leastwas at some point.

The zonesmaster himself vanished for some time, but about a week ago has reappared at Agroprom , and with him came snorks and othes fiends. Mosterattacksturn camps and bases into bloodbaths. The onlyluckyonestill now are the Wolves gang. The fiendshavents reached them yet.

Fracture ,living near the labs, often appears near human camps and observing what is going on there for extended periods of time . After his apperance fiends come. People already know that Fractureis a harbringer of troubles. Any attempts tocapture him were fruitless. He is a cunning fiend or simply knows thearea well. There is one relief , oncethe zones master has returned , Fracture is laying low.

They say , that a stalker has appeared , whom monsters leave alone . They dont consider him their own , but keep to themselves. Howhe lookslike noone can say for sure , aside from the fact his face is all scarred and he was seen previously at New Pripyat . At that time the Warmaster was looking for him , they had some disagreements.

Black Stalker has left the complex long ago and is not planning on returning. Even if he did ,he would not tell anyone . Ghost and Forester are often seen. Swamp Doctor appears and disappears. The numbes of mutants has increased heavily in recent time and keeps growing .

Free stalkers stubbornly disscus the possibily to assemble the Wishgranter. Rumors ofsuch a miracle circulate from the times of New Pripyat , but nooneyet has to accquire any of the pieces ofthe possible combination.

The whereabouts of the Monolith are unknown . Themonolith fanatics are also nowhere to be seen. Rumor has it , that during recent events ,someone has come across a stash with secrets documents about the legendary O-conscience , but either there are no wutnesses to the event , or they keep silent . In any case , if the O-conscience exists , itislocatedin thecenter of the zone behind the Barrier , an expedition intothe center of the zone threatens with another superemission and new problems. Rumors are rumors , but the military during that time attempted to surround Agroprom and makeregular purges ,so noone could leave with the documents now without them. Duty attemped the same . Not that they cooperated , but didnt interfere with eachother .

A bit by bit , tensions between factions rise . Zone , as always , with special pleasure makes the worst come out in people and prepares for war.

Anomalies , artefacts and ingame cash.

Anomalies on this game will be represented by movement sensor swith specific sound signal.
Triggering a sensor means getting caugth in a anomaly and death.

If a a group of people get caugth in an anomaly , everyone in a 5 meter radius from the personwho triggered it dies . ( dont be a wiseguy a sensorhasa small trigger radiusso it will be clear who triggered it ).

Anomalies will be visible , specially if you are carefull . There wont be many ( currently there are 10 sensors , if anyoneknows where to get economy class movement sensors , please tell us in a private message ). Some anomalies will glow in the dark.

Most of the artifacts will glow in the dark , there will be several types , and theyvary in price . We will attept to post fotos of the artefacts and the price tag before the game .

To be continued.


General game rules.

1. Safety measures
2. BB speed limitations and distance limits
3. Adjustment fire and use of in game weapons
4. Death and dead behavior
5. Rule violation
6. Age and alcohol limitations
7. Fireworks

1. Safety measures
- During the game all participants mustwear eye protection ( googles or a mask ). In close quaters full face protection is advised . Eyemprotection is a must not only for players ,but for everyone ( game masters , spectacors, cameramen etc)
- A player arguing about eye protection will be kicked out of the game zone .
- Eye protection may be only removedin special safety zones . If you want to clean your own mask or googles during the prooceed at your own risk , crouch or lay down and clean your mask/googles
- Clothing with long sleeves is advised in order to avoid injuries . The gamemasters are not resposible for injuries sustained due to safety violation , the player is responsible personally .
- Eye protection test will be conducted by shooting a BB at 120 m/s at 1 meter distance.
- Shooting animals and third parties is stricly forbidden , because can causeserious injuries . Destruction of property , harming people or animals will be punished according to the law Estonian republic.
- Never look in to the barrel , even if it supposedly empty , being hit in theeyeby a BB , in a worst case scenario can cause permanent blindness.
- Never keep your finger on the trigger unless you are going to shoot. Accidentaly squeezing the triggercan cause dire consequences.
- Choose a safe spot for games and adjustment fire. Evade crowded places and private property. Keep an eye out for animals and peoplein the line of fire.
- While transporting an airsoft replica place it into a special case or a bag . Airsoft replicas are best kept in a case , box , or a transportation bag.
- Keep airsoft replicas away from children , dont forget to detach magazines and batteries from the replicas in order to avoid accidents .
- Remember that a BB can still be inside the barrel even when the magazine is removed, because of that make severalshots after removing the magazine in a safe direction .
- Airsoft replicas are made and assembled at a factory, modifying them them can cause malfunction.
- It is unadvised to demonstrate airsoft replicas in public places in order to avoid panic and problems with servants ofthe law .
- If the games areheldin open spaces making bonfires is either forbidden or allowed in specialplaces only .

2.BB speed limitations and distance limits

All measurements are made using a 0.2 gram BB. Speed (of the BB ) is measured in case of disagreements.
Secondary weapon - is an additional weapon with speed up to 120 m/s with 0.2 gram BB.

Limitations

Replicas with speeds up to can be usedunder any circumstances , butcommon sense is neceseary.
Replicas with speeds over 120 m/s are forbidden to be used inside buildings ( building is a construction of at least 3 walls ) , it is also required that along with areplica with speed over 120 m/s asecondarymust be carried.

121-130 m/s - minimal distance 10 meters
131-140 m/s - minimal distance 15 meters

Use of automatic replicas with speeds over 140 m/s is forbidden , with the exeption of squad support weapons - the limit is 150 m/s .

141-150 m/s - minimal distance 20 meters
151-160 m/s - minimal distance 25 meters
161-170 m/s - minimal distance 30 meters

Airsoft replicas with speed over 170 m/s are allowed only with mechanical reloading ( bolt , gas-bolt ), semiauto replicas are capped at 170 m/s

171-180 m/s - minimal distance 35 meters
181-190 m/s - minimal distance 40 meters
191-200 m/s - minimal distance 45 meters

3. Adjustment fire and use of in game weapons

- adjustment fire is done only in specially designated place
- adjustment fire near parking lots and safe areas is strictly forbidden
- use ofairsoft replicas outside thegame zone and time will be severly punished
- airsoft replica is transported to theevent in a special transporting case , from which parts ofthe game weapon arenot visible and dont portray the replicas form
- Specific gear as tactical vests , knee pads , elbow pads , etc - must be transpoted in bags or packs in order to avoid attention.
- use of airsoft replicas outside of events may lead to punishment by the law .

4. Death ad dead behaviour

- After being hit by a BB in any part of the body , player must raise his hand and yell SURNUD or UBIT.It is in the players best interest to mark his death in order toavoid additional hits.
- After yelling the player must markhis weapon orputon his head a piece of red cloth and mmove to the ressurection zone . Dutingnight games clothis replaced with a red lightsource.
- Relaying information while dead is strictly forbidden.

5. Rule violation

Judgement is passed by the game master.
If several players have an argument which cannotbe resolved shortly all participants are considired dead.

6. Age and alcohol limitations

Are set by the game masters before each game.

7. Fireworks

1. If you lit the fuse , you should immedeatly trow the greanade.
2. Do not trow grenades at people , itcan getstuck in clothing.
3. Grenades shouldbe inspected by the game master before the game.
4. It is forbidden to use flying fireworks or/and with multiple explosions and vice versa .

Firecracker - is a charge of of flammable mixture , in cardboard coating ,of industrial manufacture .
- Firecracker without schrapnel - is not a greanade it cannot kill an opponent can be usedfor destraction.

Grenade - a pirotechnical device made of a firecracker and safe schrapnel.
- Inside buildings only based on consair 4 or lower firecrackers .
- Based on firecrackers over corsair 4 only outside buildings.
- Ahtung - firecrackers used only by the game masters .

Smoke - only use of safe non-poisonous , non-allergic , non-strangling smoke is allowed.

Rockets - forbidden

- outdoors - greanades kill only with schrapnel hits
- thin cardbord and wood do not protect from grenades
- thick wood protects only from the first grenade
- only metal can permanently protect from grenades
- Smoke only allowed outdoors
- powder grenades are forbidden

- Game masters can change rules for the particular game.

Forbidden
1. Use of fireworks by indidviduals younger than full 16 years
2. non-industrial made fireworks


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IvanM
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Re: Rules and other information.

Сообщение IvanM » 23 июн 2010, 14:43

In-game vehicles

- All moving vehicles are considered to be APCs.
- Vehicles can only travel by road, with speeds up to 20 km/h
- Embarking and disembarking can only be done when the vehicle has come to the full stop
- Vehicles can be incapacitated by grenades. Incapacitated vehicle is marked with a red flag . After 30 minutes vehicle returns to the game and lowers the red flag. Vehicle crew stays unharmed.
- Vehicle crew is considered killed, when being hit by a BB.
- After the vehicle driver has been hit , he can be replaced by another driver within 5 minutes and must disembark . The driver must have a drivers licence and an agreement with the vehicles owner . Use of the technical without owner consent is stricly forbidden (Consent must be written, if owner is away from the vehicle and can be oral, if owner is present in the vehicle).
- Without a driver the vehicle is considered out of action , until drivers return . The crew must disembark for the duration.
- If the driver is killed and has not disemabarked within 5 minutes, whole vehicle crew is considered dead , and the vehicle moves to the ressurection zone .

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