Objectives:
Primary: Failure Penalty 10 min
Secondary: Failure Penalty 2 min per secondary*
(*Secondary objectives must be clearly specified during the briefing)
ROE Violations:
Fratricide: 15 min
Civilian Casualties: 5 min
Overshoot*: 1 min
(*an overshoot is a lack of trigger discipline that results in more than 5 rounds impacting a target on an engagement. This penalty can be enforced one minute per actor per round per competitor. Example: One bad guy, 3 tactical guys. Bad guy gets zapped with 30 round bursts from each tactical guy. Penalty to the team is: Three minutes for that actor.)
Tactical Awareness:
Failure to search*: 1 min
Failure to locate and item upon search*: 30 sec.
(*The maximum penalty per individual is 1 min. Example: If an actor has a weapon, but is not searched the penalty will be one minute, not one minute and thirty seconds.)
Crossing openings*: 15 sec per opening per competitor.
(*Fill a hole to pass a hole. Crossing over openings without covering them is the penalty. This is common sense when moving through uncharted territory, but is commonly neglected. It is acceptable to "pie off" an opening or "body block" it. Passing an opening without covering it is the infraction. One penalty per competitor per opening. Example: Five man team moves down a hallway. There is a door to the right. The first guy overwalks the door, the second guy overwalks the door, the third guy "pies off the door" as do the rest of the team. Penalty is thirty seconds. Two fifteen second penalties accounting for the two competitors that overwalk the doorway (opening))
Muzzle Sweeps*: 15 seconds per sweep per competitor.
(*A muzzle sweep is counted for a muzzle pass above the beltline to the top of the head. Example: Tacguy1 is moving down the hall. Tacguy2 is nuts to butts and decides to swivel his weapon to the alternate side to adjust his field of fire. Tacguy2 draws his muzzle across Tacguy1's shoulderline. A fifteen second penalty is scored. Example 2: Same situation, but this time Tacguy2 shifts his weapon down and the muzzle sweeps across Tacguy1's thighs. There is no penalty for this, although it is bad form. Above the belt line to the top of the head will be the scored penalty area.)
Personal Accountability:
With these new scoring augmentations, we are going to require a clearly marked set of numbers on each side of the competitors head. In white or light gray. Black is permissible, but it will be tougher for the scorer to read your head. We want to make it as easily recognized by the scorer as possible while retaining a "in theater" look.
The current guideline for size is: 1.5-2" hieght numbers. The accepted numbering system is 1-12, or for the teams that use Alpha, Bravo, Charlie ect, use the letter then number designation.
Example: Tacguy1 has his helmet, on each side he has tape. He puts a 2x3" strip of tape (velcro, whatever) and puts his personal identifier number. 01, or A3, or 9, ect. Each member will have a unique number. That number will not exceed 12 nor be less than 1.
The scorer will write down the specific number of the competitor when an infraction has been made. Example: Team member "A2" muzzle swept a team member. So, next to muzzle sweeps the scorer will write down: A2.
Helmet Numbering Example:
Safety:
We are now requiring each competitor to wear a helmet. Ballistic, Skate, or otherwise. Something to protect your head from impact in the event of smacking your head on a corner, doorjam, bulkhead, HVAC ducting, ect. YOU WILL NOT BE ALLOWED TO COMPETE WITHOUT A HELMET AND CLEARLY MARKED NUMBERS ON YOUR HELMET.
The normal safety guidelines apply that are found in the player packet. This is a headsup explanation of the new scoring guidelines and their application.
The overall safety guidelines and other player requirements are found in the players packet that is downloadable here:
http://www.airsoftpacific.com/docs/Airs ... ndbook.pdf
There are a few more guidelines that are not currently listed in the player packet: (but will be shortly. This is a clarification and application example of the in game rules)
Command statements:
"Control": This is to stop a combative actor.
Example: Actor1 goes bananas. Tacguy1 moves to Actor1 and places a hand on him and commands: CONTROL. The actor is then under Tacguy1's control unless he removes his hand from him. The next logical step is: Restrained, but often searches are made without the target being restrained first.
"Strike" or "Muzzle Strike": Actor1 is going bananas again. Tacguy1 doesnt have the time or patience for his antics. Tacguy one moves to Actor1 and simulates the the movement and commands: "Muzzle Strike" or "Strike". This renders the actor unconscious for the next several moments*.
*Determined by the actors disposition and preset "struck timer" by administration.
"Contact": Sometimes we are point blank. The term "contact" should be used under these conditions. "Contact" is used when you touch the barrel of your weapon (or rubber trainer) to an actor/competitor to simulate a lethal close range attack or fired shot.