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TTPL TRIAL GAME

Strategy Plus Paintball

15 Bear Swamp Road, East Hampton, CT

Sunday 12/9/2007

 

 

 

Updated Rules



1. All team rosters may be no larger then 12 players. Only ten men can take the field per team. Leaving each team with 2 substitutes. No less than five players can take the field for each team per game.


2. Each player can carry more than one role per team side. The choice is up to the commander on how to admit the roles upon his/her own team.
 

3. All players need to be registered with each role they will hold. Players ID card will be issued for each player registered.
 

4. Players may trade roles from game to game, but not during game play. If they trade roles they must also trade ID cards to match each role.
 

5. A team uniform is required. All members per team must resemble the same uniform. BDU uniforms are recommended, but not mandatory.
 

6. All markers are .68cal and depending on field location and insurance some may allow .43cal markers.
 

7. All hoppers need to be a 50 round hoppers or Tac hopper. (Except the heavy gunner) For 2008 RAP4 is under construction for a 50 round electronic hopper for the high-end markers that need an electronic feed.
 

8. All events are field paint ONLY. No outside event paint allowed. You will be warned then asked to leave with out a refund if told twice.
 

9. All players need to be registered on the RAP4 website to participant at any TTPL Official event hosted on any field. The registration fee is $50.00 per player and it is a one-time year fee. Please contact Hercules CEO/Founder at undertakerspaintball@yahoo.com Subject: TTPL Registration Fee.
 

10. Each player needs to fill out a waiver on game day and pay a $10.00 fee towards the field hosting

the event for field fees/air/insurance.
 

11. Paint will vary in prices upon location. The average cost per case of 2000 balls will run from $50 to $65.
 

12. All teams may equip their team with all of the following tactical items: Launchers, slingshot launchers, paint grenades, cold burning smoke grenades, grenade launchers, tactical vests, paintball mines, early detection systems, GPS, radios, laptops, and other special equipment. All equipment need to be checked in with officials before game time, and may vary upon fields for insurances purposes.
 

13. All players can carry a total of 2 pods at game start into the game. That’s a total of 2 X 140 pod size = 280 balls. Also a 50 round hopper or Tac hopper is required as mentioned above. If you don’t have the above hopper you need to set up 6 pods with ONLY 46 paintballs in each.
 

14. All markers and hopers need to be empty at arrival per each game at the check in point. Be ready for inspection on your equipment.
 

15. Each team will be given a SUPPLY CASE at check in time per game. That case is for use after the horn as sounded off the ten minute mark of the game. The case will only turn live after the ten-minute mark. Each team may choose to use the supply case or not. Each team can fill the supply case with whatever supplies each team feels will help them to victory. Below guidelines of items that can be used. 1) NO MORE THEN 15 ROCKETS. 2) ALL PAINT MUST BE DIVIDED INTO 46 ROUNDS A POD, NOT LOOSE. 3) GRENADES ARE LIMITED TO 10 EACH 4) EXTRA BANDAGES FOR THE MEDIC
 

16. Gun hits are NOT KILLS. If your gun is hit you must call for an engineer to come to you and repair the gun. The fixing of the gun is done by the engineer cleaning off your gun and taping it up with supplies given out on game day ONLY. If yours is hit you may NOT use that gun until it is repaired by your engineer. Players have a choice of carrying a secondary marker or pistol.
 

17. Wiping paint after being shot is illegal. No cheating will be tolerated. You will be asked to leave the field and given one warning. Second time you will be terminated from the league without a refund.
 

18. Medic Heals are done by a player calling for the medic. The medic needs to reach the injured player with in a two-minute mark of being shot. The player injured may not run or walk around looking for his/her medic. They must drop with in the location they stand with a two-foot hop if needed to take cover from the action.
 

19. If a medic can’t reach an injured player with in a 2-minute time frame, that player is eliminated and must head towards the dead box.
 

20. All referees need to remove the armbands from the eliminated players heading towards the dead box.
 

21. All dead players need to remain inside the dead box until the games has expired.
 

22. If a player is healed from his/her medic with in the 2 minute mark, they may continue to play.
 

23. Injured players keep in mind if you are shot in one arm you may not use it until healed. You have the choice to use the other arm. The good arm. Same rule applies for you legs and feet. Hop if you half to or call for a medic.
 

24. Medic Heals are completed by the use of supplies given on game day. The medic must wipe all paint clear and then wrap the injured player with scenario supplies (tape).
 

25. A player may be healed an unlimited amount of times so long as they do not take three consecutive hits or a headshot.
 

26. Headshots, Grenade hits and Nerf Rocket vicinity hits are not healable.
 

27. All players registered, as a special role will have special marked armbands to mark their position. Players caught removing their armband to change with another player during the match will be eliminated.
 

28. Each game is a 20-minute time frame with a 10-minute window. If your late and not on the field, the game will begin with or with out you. No exceptions. Please continue to watch your game schedule and plan to be at the check in point 1 hour prior your scheduled game time to avoid any issues or forfeits.
 

29. The game objective is elimination format with a specific mission to be completed during the game and a flip of the flag. Point Values are: ELIMINATION 300 POINTS / MISSION COMPLETED 200 POINTS / FLIPPING HQ FLAG 100 POINTS (flag points ONLY count if the flag remains flipped at the call of the end of game. Each team still has the chance to re flip there flag back to neutral.
 

30. Players that hit referees with uncontrolled bonus balls may be eliminated by the referee at any given time.
 

31. SHIELDS: A shield may be taken out by a nerf launcher or a grenade hit.
 

32. If the shield is hit by a launcher/nerf rocket the shield and player are eliminated. The shield is no good and nobody can use it for the remaining of game time.
 

33. If the shield is hit by a grenade, the shield is eliminated and not good to use for the remaining of game time.
 

34. Any player hiding behind a shield while a grenade is shot will only be eliminated if the grenade splats paint on them bigger then a quarter size. No paint, then the player is still live.
 

35. Sniper paint can eliminate the player holding the shield. If the shield is hit by sniper paint, then the player holding the shield is eliminated. That player has the choice to leave the shield in play for others or to carry it off the field when eliminated.
 

36. If a grenade hits a shield and doesn’t break. Play is still on and the elimination attempt is resumed.
 

37. Paintballs that bounce of players are not considered kills.
 

38. Splatters are not considered kills unless the referee says it is.
 

39. All objects and props are to be considered live and in play at all times. Be aware of your surroundings and props and don’t always assume things to be as they seem.
 

40. Bombs and explosives are active and may be used by the TTPL as a mission or prop.
 

41. Launchers kills are good for 10 feet from where they land.
 

42. Launchers can’t be launched into the center swat house for a kill. They may only be launched at the outside wall of the swat house for a direct kill range of 10 feet behind the swat house wall. All Rocket launches should be called upon a ref before shooting to notify the proper elimination of players or mission value. If you don’t notify the ref before you shot, the elimination may not count.
 

43. Rocket launchers may launch nerf rockets into the enemies HQ. It must be launched at a 45-degree angel or higher and it must land inside the HQ. Its kill zone is again 10 feet from where it lands. It also needs to be brought to the refs attention before launching for proper elimination.
 

44. Launchers will take out players hiding directly behind any bunker, with in a 10-foot kill zone range from that bunker.
 

45. The mission truck or mission location can’t be destroyed by launchers, but can eliminate players hiding behind or around it with a 10-foot kill zone.
 

46. Third parties may be used by the TTPL to conduct a mission. Be aware and stay alert at all times.
 

47. Tanks are not allowed.
 

48. The heavy gunner may carry a full hopper loaded (not bigger then a 350 size) and 4 X 140 full pods. All must be checked in at the check in point at the beginning of each game.
 

49. Only Medics can heal and need the medic ID card on them at all times.
 

50. Only Demolition players can disarm bombs and explosives or set them off.
 

51. Only Engineers can fix guns/markers/launchers
 

52. Only Artillery can launch rockets.
 

53. Only the commander can open the mission file to receive the mission, but any player can go get it.
 

54. Only the sniper can use sniper paint (provided by the field) it will be another color different from the game paint.
 

55. Each Sniper can carry 1 X 140 pod of sniper paint given out at the beginning of field registrations and waivers.
 

56. A sniper kill to the enemy’s commander is worth 300 points.
 

57. Commanders can’t eliminate themselves from the game to avoid being eliminated by snipers. If caught they will be placed back into play by the referees.
 

58. Friendly fire is a kill or needs to be treated by a medic.
 

59. Headshots can’t be healed.
 

60. Medics can heal themselves.
 

61. Once all scenario supplies are used up, no more will be issued during game time.
 

62. If the HQ flag is captured before the 10-minute mark of play, the supply case may not be used. The supplies will remain inside the HQ until the end of the game.
 

63. Each player may carry 1 each grenade into the start of the game.
 

64. Player playing Artillery Role may only carry 5 rockets with them at the beginning of the game. They may place another 15 in the supply case to be used after the 10-minutes are up.
 

65. All DEMO charges need to be done by using any smoke activated device. Bring your own. No charges (smoke) no DEMO Role.
 

66. Trip wire devices may be used. (Depending on fields)
 

67. Paint Landmines are legal to use. No limit to how many
 

68. Only 1 shield per team is allowed. The size of the shield can’t be any bigger then 4 feet tall and 2.5 feet wide.
 

69. No blind firing around corners or behind your shield.
 

70. Team captains must sign off all games once the game has finished. There is no disputing the matter once it has been signed off.
 

71. The ref’s call is final. Good or bad, the play must go on. Take up any disputes to the head ref at

the check in point.
 

72. Respect all calls made by the officials.
 

73. Sportsmanship and honor is expected from each player.
 

74. Chrono is 250fps for all players.
 

75. Remember this is close quarter combat and hits will feel hot. Keep your cool at all times.
 

76. All players need to be chrono before entering the game field. Random chrono checks will happen thru out the event. If you’re shooting hot, you will be warned and punched once on your ID card.
 

77. Any 3 times your ID card is punched for any reason is an immediate elimination from the game or event and you’ll be asked to walk off with out a refund.
 

78. Each whole punch is a warning. Limit is 3 times.
 

79. Limit no more then 2 ORANGE SMOKE bombs per team inside the SWAT house, per game. Outside the SWAT house there is no limit.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
 


© 1986, 2002-2003 by STRATEGY PLUS, INC., all rights reserved.


 

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