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Post by Sviatoslav on Aug 19, 2008 0:08:02 GMT 8
good luckers.....
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ps6379
Honorary Member
addict sa cod4
Posts: 2,240
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Post by ps6379 on Aug 19, 2008 11:48:54 GMT 8
thankses...
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OutBreak
Honorary Member
bisan asa, dula.....
Posts: 1,484
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Post by OutBreak on Aug 20, 2008 18:04:11 GMT 8
dito ko nalang ito epost para makita sa lahat...
Final rules and scanario
GENERAL RULES 1. Players must be registered and have fully paid their registration fee.
2. Only 28 players will be allowed to play at any given game. Rotation of players will be up to the team-leader. 3. All players must sign a waiver before they are allowed to play. 4. The Team Leaders are expected to disseminate and enforce the rules as stated.
5. Registration is strictly non-transferable. Only registered players will be allowed to play.
6. Wristbands and player ID will be issued to registered players. a. Tampering of wristband will void the registration of concerned player. b. Player must wear the player ID at all times. 7. Groupies, bodyguards, etc. must stay at the designated spectator’s area. 8. Communication equipment including radio transceivers and cellular phones is strictly prohibited inside the playing field. Possession will be penalized by yellow card. 9. 8 minutes will be allotted for each game. 10. Wearing of battle dress uniform and protective vest is encouraged. a. Wearing of white colored uniform during a game is strictly prohibited. b. Padded uniforms and padding in forearms and other parts of the appendages is strictly not allowed. 11. Persons under the influence of ILLEGAL DRUGS and/or ALCOHOL will not be admitted to the whole area. 12. Only the Game Master or the Grand Marshal can stop a game. a. In case of injuries, medics may extract the injured player without stopping the game. 13. Arbitration a. The arbitration committee shall be composed of ASG President, Grand Marshal and another appointed ASG Council MEMBER. b. Complaints will be entertained within the next three games after the game when the incident happened. c. Only the Team Leader will be recognized to lodge a complaint. He will be asked to represent his/her aggrieved teammate. d. The presence of the involved party/s may be requested during the arbitration. SAFETY and EQUIPMENT 1. BLADED WEAPONS, REAL FIREARMS, EXPLOSIVES, FIREWORKS and other form of illegal weaponry shall be strictly prohibited. Any form of weaponcraft not related or usable in airsoft may be denied access at the discretion of the Grand Marshal. 2. All guns (electric or gas rifle, carbine or SMG or pistol) used in this tournament must meet the muzzle velocity limit of 450 fps using 0.20 grams. 3. ASG Davao will only recognize readings from official chronograph. 4. Players may use the maximum of .25 grams pellets in WHITE COLOR ONLY. 5. No tampering of ASG stickers. Tempering of stickers may be lead to disqualification for reason of unsportsmanlike behavior. 6. All players must have proper facial/eye protection and must never take off their facial/eye protection inside the playing field while the game is still on. Players opt to use only eye protection at their own risk. Marshals may at their discretion refuse admittance of any questionable facial/eye protection device. RULES of ENGAGEMENT 1. Boundaries. Players must stay within bounds while playing. Players going out of bounds will be considered hit. Eliminated players must exit game area immediately to the nearest boundary. 2. A hit to any part of the body and any extensions except the gun by ANY ACTIVE (live) PLAYER will render a player eliminated. 3. No COACHING. Eliminated participants and spectators are not allowed to give hints or information to active players. a. Eliminated (hit) player must not talk to anybody including the marshals. 4. A hit player must immediately raise both hands and may call out ”hit”. 5. Eliminated player will have THREE (3) SECONDS to expeditiously remove themselves from the spot where he/she is hit. 6. A player may call him/herself out for reasons of safety and/or equipment malfunction. 7. Swapping of guns, ammo and other allied equipment is allowed among ACTIVE (live) players. 8. Eliminated players must leave their weapon or other equipment on the spot where they are hit for an active player to retrieve such material; handing of such material to an active player will be penalized. 9. A player cannot call any opponent out. In a situation when and where a marshal has no visual, the player may call on the marshal to bear witness and for appropriate action. 10. No BLIND FIRING. Shooting blindly around corners, over or under the barricades will not be allowed. Shooters must see the target or where the bb’s are hitting. 11. Players can use a peephole but cannot fire through the hole; a. Shooting at targets while looking through a peephole is not allowed. 12. POINT BLANK SHOOTING is strongly discouraged. If situation/condition allows, you can ask a marshal to bear witness and interject to avoid unnecessary harm. 13. GRAPPLING and/or HOLDING any part of an opponent including his/her AEG will not be allowed. 14. Knife kills are performed by LIGHTLY tapping an opponent (The offensive player must have an AEG/GBB on hand). Excessive force in performing kill will not be tolerated. 15. Asked to surrender or hit calls are done within the distance of 10 feet between two opponents in the following conditions: a. When the opponent has no equal chance of firing/shooting; and b. While offensive player (caller’s) weapon must be aimed at the other player. 16. Short burst fire is encouraged in conditions when the caller cannot make an effective call on the other player for a successful hit call. 17. NO OVERKILL. Continuous and deliberate shooting at opponents when they already acknowledged being hit is strictly prohibited. Marshals and other players may inform the shooter that his/her target has been hit. 18. SPORTMANSHIP. All players and spectators are encouraged to exercise proper decorum at all times. Foul and rude remarks, lewd behavior, rough conduct, etc. will not be tolerated. 19. Fist fights and other forms of physical confrontations/engagement will not be tolerated. All involved players/teams regardless of degree of involvement may be disqualified from the game or the whole event. 20. MARSHAL’S DECISION IS FINAL.
PENALTIES YELLOW CARD (accumulated 4 Yellow Cards = deduction of 0.5 of a Win) 1. Any violation of the general rules and rules of engagement. 2. Challenging a marshal’s call. 3. Bad mouthing a player or marshal. 4. Any unsportsmanlike action or conduct. RED CARD (deduction of 0.5 of a Win) 1. Blatant/intentional violations of any rules. 2. Intentional firing upon eliminated players and marshals. 3. Intentional destruction of obstacles/keys/locks/target objectives.
Awards
Operation CHAMPION 1ST RUNNER UP 2ND RUNNER UP
SPORTSMANSHIP AWARD
BEST TEAM UNIFORM
CHAMPION
• Team with the most number of Wins (Net of Yellow and Red Card Penalties)
In case of a Tie (Number of wins net of yellow and red card penalties):
• Team with the most number of Draws will be declared Operation Champion
In case of a Tie (Win (net of penalties) – Draw - Loss Record)
• The Event is open to having 2 or more Operation Champions after looking thru all tie-breakers
• ASG Davao, Event Organizer, will not provide a special “sudden death game”
SPORTSMANSHIP AWARD
1. Qualifier: Team must have played all 15 games (no team defaults)
a. Team with the Least number of Penalties (Yellow and Red Card)
2. For sportsmanship award determination purposes only:
a. 1 Red Card is equivalent to 3 Yellow Cards
3. In case of a Tie (Least number of yellow and card penalties)
a. Team with most number of Wins gets the award
4. In case of a Tie (Most number of Wins)
a. Most number of Draws gets the award
BEST TEAM UNIFORM
A special award given to a team that displayed a consistent team tactical attire for two days.
(16 teams will cast their vote)
GAME SITE PROCEDURES
1. Upon arrival, all players must go directly to their designated tents.
2. Players are expected to immediately load up and get ready for the start of the event.
3. Teams that will play in the first game are expected to be at the holding area five minutes from the command’s call.
4. The next two teams will be called to proceed to the holding area for the next game while the first teams are playing.
5. Individual players who are not within the area of the entry points when game starts will not be allowed to join his/her team.
GAME MECHANICS
Objective: Call in a Missile Strike from the Command Center
1. Each team will have Assault/Strike Group ASG and shall composed of 7 CQB specialists:
a. 5 operators armed with gas blow back pistols only. b. 2 operators armed with field guns (optional pistol as secondary).
1. ASG will be the last to insert. a. Last to insert for the ASGs will be the Operators with field guns.
2. ONLY ASGs are allowed to enter Killhouse S.*
3. Each team needs to unlock the gas tank, colored (orange/blue). Key to unlock is located in Killhouse A and G.
4. ASG will retrieve 1 flag, colored (orange/blue) located at the center of the 2nd floor of Killhouse S. ASG must attach this flag at the railings of the 2nd floor facing their own team mates.
5. The color of the Flag will determine which tank needs to be unlocked. The tank color must match the flag.
6. Once the color is determined. The team must bring (any operator) the tank to the wall of Killhouse S. Pull the cord hook and attached it to the tank carry handle.
7. The move will raise the Satellite phone for the ASG to reach and call in the strike.
“Team ___(team-name)__________.Target acquired! Mission accomplished!”… Call Acknowledged by Command Center. Game over.
Details (ASGs): 1. The (5) ASGs must bring only BlowBack Pistols inside the 2-storey killhouse. 2. The other (2) ASGs with field guns can carry a maximum of 2 field guns each. 3. Once inside the 2-storey killhouse. • The ASGs can exchange firearms among themselves (7 ASGs). • The ASGs can shoot opponents in the field and vice versa. • The ASGs cannot bring in more AEGs from the outside. • Operators from outside can’t pass AEGs/Pistols to ASGs 4. Dead man (ASGs) must leave their armbands with the Killhouse Marshals (inside) 5. The re-inforcement –Bonus 3 arm bands can bring in field guns. 6. Automatic hit for Non-ASGs that will enter the 2-storey killhouse (except #5) Killhouse A and G: 1. Operators must only get their assigned keys inside the killhouse (automatic hit for infraction) 2. Throwing of keys will not be allowed 3. Operators can unlock both tanks 4. Operators can only bring the correct tank (matches flag color). (automatic hit for infraction) 5. Pulling of pulley without correct tank. (automatic hit for infraction)
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OutBreak
Honorary Member
bisan asa, dula.....
Posts: 1,484
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Post by OutBreak on Aug 22, 2008 19:40:04 GMT 8
isang tulog nalang.. bakbakan na naman... GOOD LUCK SOCOM.......................................................................................... Lock n Load!!!
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ps6379
Honorary Member
addict sa cod4
Posts: 2,240
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Post by ps6379 on Aug 23, 2008 4:55:32 GMT 8
good luck sa lahat!
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Post by fixx on Aug 23, 2008 5:14:43 GMT 8
give your best shot.........
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Post by Fast_Kill on Aug 26, 2008 14:57:23 GMT 8
tournament concluded. locking and unsticky-ing.
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