Post by Pittviper on Mar 23, 2007 9:52:13 GMT -5
www.freewebs.com/impact_indiana/historyandrules.htm
Everybody who plays shall know the rules and obey them. If there are any unclear matters, ask the organizers. In some games, there may be additional rules. In such cases these additional rules are told before the game. If you break or ruin something, you will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.
General Rules:
1. All weapons should have the magazine removed as a precaution when the weapon isn't in use, or when in the designated “safe zone.”
2. All players will use appropriate safety goggles in the game and in the vicinity of a game. All goggles must be approved by the game organizers. DO NOT remove goggles during an ongoing game. All goggles will fit snugly against the wearer’s face and should not move during play. It is forbidden to shoot at someone without goggles. A full mask is not required. All eye protection must be ANSI 87.1 1989 Rated. FULL SEALING ANSI RATED eye protection is strongly recommended.
3. To aim for the head is not allowed, unless the target only shows those parts. Use common sense.
4. All players will observe "No fire" zones at all times. Active players are not allowed to be in "No Fire" zones or shoot in/over them.
5. All pointblank shots should be avoided. If it is necessary, try and aim at legs and lower body. Shooting at eliminated players, non-players, and judges is forbidden.
6. To constrain another player, via gear, cloth or other is not allowed, unless that person agrees to it. The only exception is a light tap anywhere on the body. This is considered to be a "knife kill".
7. Fireworks, pyrotechnics, and similar devices are only allowed to produce safe effects, as smoke, light and sound, and they will have to pass inspection by organizers before the game.
8. Hard rubber grenade replicas CAN be used if there is no other way to eliminate someone in a confined space, “I.e. inside a small room or automobile.” The rubber grenades have a kill radius of 10 ft. Avoid hitting the person himself at all costs. If other “safe grenades” are found and approved by organizers, they can be used as well.
9. Radio eavesdropping is not allowed.
10. Players are responsible for your weapons and gear and there proper functioning, no matter if they are owned, rented, or borrowed. If there is any damage to rented or borrowed equipment the person who rented or borrowed the equipment is fully responsible for the repairs and/or replacement or the equipment, unless otherwise stated by the owner.
11. If a player is “Dead’ and returning to respawn or waiting on a medic they MAY NOT give information to other players who are still active in the game.
Weapons Classification:
1. Support Weapons: Any weapon that can fire full auto and/or has multiple HiCaps (High Capacity Magazines) or Box magazines. Maximum of 2000 BBs. The weapon HAS to be based on a real support weapon. Maximum 399 fps w/ .2 g. (1.48 J).
2. Sniper or Marksmen Rifles: Any weapon that is either a semi or bolt action rifle. Full auto and high-caps not permitted. Maximum energy allowed is 2.32J
3. Standard Weapons: Maximum energy is 1.5J (400 fps w/ .2 g), and the bb’s weight can't be heavier than 0.25g. Ammo limits may be specified by the organizers.
4. Launchers: Grenade launchers are not limited to the number of rounds that can be carried.
5. GBB pistols are limited to 350 fps with .2's , as they are intended as backup at closer ranges. There is a 5 mag limit for GBB's. (Includes NBB's also).
6. Claymore: Spring loaded claymores can be used with consent of organizers.
7. Grenades: The only "grenade" allowed is a hard-rubber replica. NOT to be thrown directly at opponents. 10 ft kill radius. If other “safe grenades” are found and approved by organizers, they can be used as well.
Medic System:
1. The most common medic system used in I.A.A. sponsored games: If you get shot, raise your hands and declare loudly that you are out. Sit down and place a red rag over your head immediately. If a teammate comes to you, he may grab a hold of you; You can move with him, although you are still dead. If a teammate reaches you in the field, you are dead for 5 minutes, and may respawn right next to him. If you get shot and no one reaches you within 10 minutes, you have to walk back to your designated respawn point.
2. The simple “One shot, you’re dead” rule is also used in smaller elimination matches, but most scenarios have an objective and time limit, allowing for the above medic rules.
3. The newly formed Medic system with “Medic Kit” may also be used.
-Player must call “Hit”, place red death rag on top of head, and lay down.
-Medic has 5 Minutes to reach the downed player, if player is not reached they are considered a “Bleed Out” and must return to respawn for a predetermined amount of time.
-Steps for medic are as follows
1. Take out blood pressure clip and apply to wrist cuff. (Clothes pin)
2. Prep area of throat for traik or mouth to mouth. (Clothes Pin to collar)
3. Take out and apply sulfur packet to stop bleeding. (Sugar Packets, lay on chest, do not open)
4. Morphine to stop pain. (small bottle of water)
5. Syringe to inject morphine. ( No Needle. Inject Morphine by splashing players arm)
6. Apply bandage to player. (Roll out gauze on players stomach. 2 foot piece.)
-Player is “healed” is considered healed once above steps have been completed and medic has packed everything back up into the Medic Kit.
-Time down is based on how quickly the medic can get to the downed player and complete the above steps.
Engagement Rules:
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-350fps (1.14 joules): Full Auto, no minimum engagement distance.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
501-600fps (3.35 joules): Semi Auto only, 100' minimum engagement distance & you must be at least 18 years old. A back up weapon or sidearm is strongly recommended.
Night Game/CQB Requirements:
1. Weapons maximum energy can not exceed 1.5J (400 fps w/ .20 g bb).
2. Gear required for night games:
-Flashlight
-Glowstick (used like “death rag” pull out and hold up when hit, red in color)
-FRS radio
3. Other gear (night vision, spotlights, etc.) can also be used and is up to the player and skirmish/event organizers.
Emergencies:
If there is an emergency (Medical, Weather, etc.) the current game will be stopped IMMEDIATELY and called a draw. Team captains should be alerted immediately upon any emergencies that occur out on the field.
Joker’s Field Rules:
-Players are required to park inside the fence at all times (field is on a semi-busy road)
-All weapons and gear must be kept inside the fence at all times and away from the general publics view, unless they are secured inside vehicles for transport.
-All weapons and gear that is to be used in the skirmish/event needs to be taken to the predetermined staging area upon arrival.
Rules may be changed or added at any time, all players who play at any I.M.P.A.C.T. skirmishes or events are required to read and follow these rules. If players do not follow the rules they will be asked to leave for the remainder of the skirmish. If they do so repeatedly they will not be allowed to return to any future I.M.P.A.C.T. skirmishes.
-The rules listed above are a combination of I.A.A. and team I.M.P.A.C.T.'s rules.
Everybody who plays shall know the rules and obey them. If there are any unclear matters, ask the organizers. In some games, there may be additional rules. In such cases these additional rules are told before the game. If you break or ruin something, you will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.
General Rules:
1. All weapons should have the magazine removed as a precaution when the weapon isn't in use, or when in the designated “safe zone.”
2. All players will use appropriate safety goggles in the game and in the vicinity of a game. All goggles must be approved by the game organizers. DO NOT remove goggles during an ongoing game. All goggles will fit snugly against the wearer’s face and should not move during play. It is forbidden to shoot at someone without goggles. A full mask is not required. All eye protection must be ANSI 87.1 1989 Rated. FULL SEALING ANSI RATED eye protection is strongly recommended.
3. To aim for the head is not allowed, unless the target only shows those parts. Use common sense.
4. All players will observe "No fire" zones at all times. Active players are not allowed to be in "No Fire" zones or shoot in/over them.
5. All pointblank shots should be avoided. If it is necessary, try and aim at legs and lower body. Shooting at eliminated players, non-players, and judges is forbidden.
6. To constrain another player, via gear, cloth or other is not allowed, unless that person agrees to it. The only exception is a light tap anywhere on the body. This is considered to be a "knife kill".
7. Fireworks, pyrotechnics, and similar devices are only allowed to produce safe effects, as smoke, light and sound, and they will have to pass inspection by organizers before the game.
8. Hard rubber grenade replicas CAN be used if there is no other way to eliminate someone in a confined space, “I.e. inside a small room or automobile.” The rubber grenades have a kill radius of 10 ft. Avoid hitting the person himself at all costs. If other “safe grenades” are found and approved by organizers, they can be used as well.
9. Radio eavesdropping is not allowed.
10. Players are responsible for your weapons and gear and there proper functioning, no matter if they are owned, rented, or borrowed. If there is any damage to rented or borrowed equipment the person who rented or borrowed the equipment is fully responsible for the repairs and/or replacement or the equipment, unless otherwise stated by the owner.
11. If a player is “Dead’ and returning to respawn or waiting on a medic they MAY NOT give information to other players who are still active in the game.
Weapons Classification:
1. Support Weapons: Any weapon that can fire full auto and/or has multiple HiCaps (High Capacity Magazines) or Box magazines. Maximum of 2000 BBs. The weapon HAS to be based on a real support weapon. Maximum 399 fps w/ .2 g. (1.48 J).
2. Sniper or Marksmen Rifles: Any weapon that is either a semi or bolt action rifle. Full auto and high-caps not permitted. Maximum energy allowed is 2.32J
3. Standard Weapons: Maximum energy is 1.5J (400 fps w/ .2 g), and the bb’s weight can't be heavier than 0.25g. Ammo limits may be specified by the organizers.
4. Launchers: Grenade launchers are not limited to the number of rounds that can be carried.
5. GBB pistols are limited to 350 fps with .2's , as they are intended as backup at closer ranges. There is a 5 mag limit for GBB's. (Includes NBB's also).
6. Claymore: Spring loaded claymores can be used with consent of organizers.
7. Grenades: The only "grenade" allowed is a hard-rubber replica. NOT to be thrown directly at opponents. 10 ft kill radius. If other “safe grenades” are found and approved by organizers, they can be used as well.
Medic System:
1. The most common medic system used in I.A.A. sponsored games: If you get shot, raise your hands and declare loudly that you are out. Sit down and place a red rag over your head immediately. If a teammate comes to you, he may grab a hold of you; You can move with him, although you are still dead. If a teammate reaches you in the field, you are dead for 5 minutes, and may respawn right next to him. If you get shot and no one reaches you within 10 minutes, you have to walk back to your designated respawn point.
2. The simple “One shot, you’re dead” rule is also used in smaller elimination matches, but most scenarios have an objective and time limit, allowing for the above medic rules.
3. The newly formed Medic system with “Medic Kit” may also be used.
-Player must call “Hit”, place red death rag on top of head, and lay down.
-Medic has 5 Minutes to reach the downed player, if player is not reached they are considered a “Bleed Out” and must return to respawn for a predetermined amount of time.
-Steps for medic are as follows
1. Take out blood pressure clip and apply to wrist cuff. (Clothes pin)
2. Prep area of throat for traik or mouth to mouth. (Clothes Pin to collar)
3. Take out and apply sulfur packet to stop bleeding. (Sugar Packets, lay on chest, do not open)
4. Morphine to stop pain. (small bottle of water)
5. Syringe to inject morphine. ( No Needle. Inject Morphine by splashing players arm)
6. Apply bandage to player. (Roll out gauze on players stomach. 2 foot piece.)
-Player is “healed” is considered healed once above steps have been completed and medic has packed everything back up into the Medic Kit.
-Time down is based on how quickly the medic can get to the downed player and complete the above steps.
Engagement Rules:
The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):
0-350fps (1.14 joules): Full Auto, no minimum engagement distance.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
501-600fps (3.35 joules): Semi Auto only, 100' minimum engagement distance & you must be at least 18 years old. A back up weapon or sidearm is strongly recommended.
Night Game/CQB Requirements:
1. Weapons maximum energy can not exceed 1.5J (400 fps w/ .20 g bb).
2. Gear required for night games:
-Flashlight
-Glowstick (used like “death rag” pull out and hold up when hit, red in color)
-FRS radio
3. Other gear (night vision, spotlights, etc.) can also be used and is up to the player and skirmish/event organizers.
Emergencies:
If there is an emergency (Medical, Weather, etc.) the current game will be stopped IMMEDIATELY and called a draw. Team captains should be alerted immediately upon any emergencies that occur out on the field.
Joker’s Field Rules:
-Players are required to park inside the fence at all times (field is on a semi-busy road)
-All weapons and gear must be kept inside the fence at all times and away from the general publics view, unless they are secured inside vehicles for transport.
-All weapons and gear that is to be used in the skirmish/event needs to be taken to the predetermined staging area upon arrival.
Rules may be changed or added at any time, all players who play at any I.M.P.A.C.T. skirmishes or events are required to read and follow these rules. If players do not follow the rules they will be asked to leave for the remainder of the skirmish. If they do so repeatedly they will not be allowed to return to any future I.M.P.A.C.T. skirmishes.
-The rules listed above are a combination of I.A.A. and team I.M.P.A.C.T.'s rules.