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OPERATION REDRUM

********Initial Deployment********

30 minutes before the game start players will be allowed to enter the field. 

 

Once players have entered the field they are to report to their home flag station and  then may set up defensive positions. 

 

When taking the field players will NOT be allowed to wander from their home base to do  "recon" prior to game start 

 

Players may deploy anywhere in the vicinity of their flag station as long as they are  within 50 feet of their team's home base flag station when the game starts. 

 

Once the game starts players are free to engage in offensive and defensive operations. 

 

During the game, players may deploy anywhere on the field unless directed otherwise  by game control or a field referee. 

****General Game Play Safety*****
  • Players will be given ether a red or blue streamer to designate sides. These streamers  will be tied to the players arms so they are visible by other players. Color of camo worn  is up to the players discretion.  

 

  • While on the field of play all players MUST wear approved eye protection. 

  • FULL SEAL NON-MESH SAFETY GOGGLES must be worn by anyone in the playing  field and chronograph/target range at all time. 

  • Only ASTM Goggle systems specifically approved for paintball that provide full face and  ear protection, or full seal ASTM goggles for airsoft are allowed 

  • Eye protection may only be removed in dead zones and when a player exits the field.

               Chrono is set as follows: 

  • All regular players must chrono at 400 FPS maximum with .20 gram BBs, and 375 FPS with .25 gram BBs.

  • The 3 General designated and carded snipers will chrono with .25 gram BBs at 380  FPS. Once they chrono they may switch to up to .45 gram BBs.  

  • FPS will be checked by a referee or staff member before play. 

  • Any gun may be checked for chrono at random during the course of the day, even  during play. 

  • Nerf launchers: 230 fps max 

 

ONLY cold burning smoke of any color is allowed. 

  • At this time grenades are not allowed. 

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  • For OPERATION REDRUM standard Command Decisions airsoft safety rules will be in  effect. 

  • Safety and fair play are the top priorities in this game. 

 

  • Aggressive play is encouraged, but in the end, sportsmanship must prevail. NO PHYSICAL CONTACT, with the exception of barrel tags or assistance to players. Do not shoot at ANY field animals, wildlife, referees, or support vehicles. 

  • If a player is eliminated, they are to call out, "Hit, hit, hit", raise their gun in the air, place  a dead rag on their head or gun, and return to one of the assigned safe zones.  

  • If a player does not have a dead rag they are to keep their hands and or head over their  head until they reach a dead zone. 

  • Players may immediately re-enter the game after they reach a dead zone. These rules are modified if a player wants to use a Medic (See Medic Rules)

              Surrenders: 

  • If a player gets within 20' of an opposing player and they do not see them it is  recommended that the approaching player call for their opponent to surrender. 

  • If the player that is approached does not wish to surrender then both players may  engage each other. 

  • A 10-foot minimal engagement distance when possible is advised. 

  • Barrel Tag:

  • A "barrel" tag is when someone sneaks up on an opposing player and taps them with  their hand (not barrel) and they are out. 

  • If a successful barrel tag occurs, YOU CANNOT TURN AND FIRE.

                Bunker Tags: 

  • To avoid point blank player engagements OPERATION REDRUM will have bunker  tags. 

  • A bunker tag occurs when a player from one side wishes to eliminate players from the  opposing team that are inside of a structure or behind a barricade. 

  • To eliminate the players in the structure or behind a barricade all a player needs to do is  tap onto the outside of the bunker or structure and yell, "Bunker Tag" 

  • Any players inside the structure or behind the barricade are then deemed eliminated. Bunker tags may only be used when engaging man-made structures. 

  • In addition to the standard safety protocols, players need to know that referees will be  on hand to monitor game activity. 

  • Rule violations will be addressed on a case by case basis by game staff. 

 

  • Players that intentionally overshoot, fail to call hits, or refuse to go to a designated dead  zone when hit may, at the referees discretion receive a warning. 

  • A warning will consist of a verbal reprimand or a player's "Player Card" being punched. More than two card punch warnings may result in a player being ejected. 

  • Flagrant or malicious rules violations will be addressed immediately and may also result  in a player ejection. 

  • If a player has an on-field disagreement with another player about rules or general  gameplay that can't immediately be worked out the parties involved will bring it to a  referee. 

 

Referees will make all calls regarding violations and game-related decisions. In the field referee calls are final

If a player has a problem with a referee's decision, they are not to argue with the referee  they are to bring the matter to the game producer and/or field management.

******************Base Count****************** 

All home base counts will be recorded at the top of the hour at 11AM, 12PM, 1PM, 2PM  and 3PM. 

***********Mission Drops************
  • Most mission drops will occur at the bottom of the hour. 

  • Mission counts will occur at the bottom of the hour as well. 

  • Mission time limits will vary between 45 to 60 minutes. 

  • Mission time limits are based on the complexity and difficulty of the mission. Time limits will be given at the time of the mission drop. 

                                   Mission Drop Procedure 

  • Missions will be given to the Generals in a sealed envelope. 

  • All missions will be delivered at game control. 

  • Game control will be a neutral off-field location evenly spaced between the two entry  points. 

  • Once a mission drop occurs game control will call the commanders and advise them  that a mission drop is in progress. 

  • Field referees make the final decision on whether a mission is completed and by what  team. 

************Game Props********** 

OPERATION REDRUM will feature various mission-specific props. Any producer controlled units will be referred to as "Green Forces." 

Props may include smoke, pyrotechnics, game-related items, people or in some cases  producer-controlled armor units. 

*************Attacking/Defending Bases************
  • Since this is an attack/defend game opposing teams will be required to defend their  home base from attack. In addition to defending their base, generals are allowed to  organize attacks on their opponent's home base. 

  • It should be noted that merely taking an enemy's base does not guarantee points. 

  • In the event that a base is taken the attacking force MUST possess the base at the top  of the hour in order to score points. 

***************Strategic Evacuation****************
  • If a base is successfully attacked opposing forces (including tanks) will not be allowed to  permanently occupy an opponent's home base. 

  • If an enemy base is taken it can only be held until the top of the hour. 

  • If the base is taken and held until the top of the hour 100 points will be awarded to the  attacking force. 

  • After the base count is recorded a "Strategic Evacuation" will be implemented. 

  • A Strategic Evacuation exists to not only reward success but to maintain a steady game  flow and promote a sense of fair play. 

  • In a Strategic Evacuation points are awarded to the attacking force for mounting a  successful assault, while also allowing the defending team a fair opportunity to recover  and get back in the game. 

  • During a Strategic Evacuation, the attacking force will be given the points for securing  the base, then the attacking force will be required to immediately withdraw from the  occupied base. 

  • Attacking Players and tanks will be required to relocate to any nearby base that their  team holds or is open. 

******************Medic Rules*****************

In OPERATION REDRUM each team will be allowed two (2) medics. A medic is identified as a player that will be allowed to "heal" injured players. 

  • Medics will be issued a specialty player card. These cards are non-transferable. Only  the commanding general may designate a player a Medic. 

  • Medics will also be required to wear a specialty arm band identifying the role.

                 Medics will work as follows:

  • Medics will be issued a card puncher attached to a lanyard. 

  • Each player will have five (5) Medic slots on their Player card. 

  • If a player is hit by a BB they are to either go back to a dead zone OR they may call for  a medic. 

  • If a player wants to call for a Medic the player needs to sit or lay down where hit and call  out "MEDIC" 

  • There is a 5 minutes "bleed out" time for the Medic to get to the player. 

  • When a Medic makes contact with a "wounded" player the Medic will punch one of the  five slots on the player card. 

  • Once "healed" the player may resume playing. 

  • Head shots cannot be "healed" 

  • A player can only use a Medic FIVE times, so players must consider carefully when they  want to use that option. 

  • Once a players Medic slots are used then there are no longer eligible to use a Medic. 

  • If a player is hit again the player must walk back to a dead zone for the remainder of the  game before resuming play. 

  • Only Medics can heal other Medics. 

  • If a Medic does not reach a player before the five-minute bleed out time expires then the  player cannot use a Medic. 

*******************Tank and AT Rules********************
  • Each team is allotted one (1) tank and two (2) anti-tank/AT players. 

  • AT players will receive a specialty card issued by the commanding general. Only the  commanding general can designate an AT player 

  • Before the game start, tanks may enter the field with the other players. 

  • At game start tanks must be positioned within 100 feet of their team's home base flag  station. 

  • Tanks and anti-tank launchers will be governed by Fulda Gap rules unless otherwise  noted.

  • When in action all tanks must have a raised color flag attached to the tank. The flag  must correspond with the tank's team color. 

  • If tanks are hit they are to raise a white flag and immediately leave the field via their  designated spawn point. 

  • RED tanks must spawn out of the DZ8 area. 

  • Blue tanks must spawn out of the DZ4 area. 

  • Once off the field tanks can respawn after 10 minutes. 

  • Tanks may be used to assist in the transportation of mission-related props, equipment,  and or personnel at the General's discretion. 

  • Using tanks in that fashion may present a tactical advantage in certain situations.  However, there is also a risk factor. 

  • If a tank is hit while carrying or transporting game props, equipment or game-controlled  personal those props and personal are considered DESTROYED. 

  • While the tank and players may respawn the game props and game-controlled  personnel cannot. 

  • AT launchers must be Nerf rocket style platforms that are at least 36 inches in length. 

  • Tanks can only be taken out by a direct shot from another tank OR by a "rear shot" from  an AT Gunner. 

  • A rear shot is considered any direct shot that hits the back portion (BACK DOOR) of the  tank. 

  • Indirect or "skip" shots will not count. 

  • There will be no rocket limit on how many rockets an AT gunner may carry on to the  field. 

  • Additional rocket supplies may be stored on the field for future use. 

  • In addition to taking out other tanks AT launchers, and tankers may take out any  "Orange Diamond" marked bunker. 

  • Any player inside an Orange Diamond bunker when hit by a rocket is declared dead. Tanks can be used to attack or defend locations at the general's discretion.

  • 20 Foot Safety Zone 

  • A 20 foot TANK safety zone will be enforced for OPERATION REDRUM. 

  • The safety zone exists for safety purposes alone. The zone will be enforced by field  referees.  

  • Any player that approaches a tank and is within the safety zone is subject to being  called out.  

  • Game staff and tank crews will make every effort to usher players away from tanks. Only game staff may call players out for violations of the safety zone. 

  • Throughout the game players are encouraged to look out for each other where tanks  are in play. 

  • If players believe that a violation is occurring then they should warn the players to stay  clear of the tank and inform game staff. 

  • There may be circumstances where players will be within the 20-foot safety zone but  are not in violation of the safety protocol. 

   Exceptions to the 20 foot safety rule are as follows: 

          *Players may approach a stopped tank when the tank crew knows that they are  approaching. 

          *Players that are clearly off the roadways or those players that are positioned behind  trees, barriers or other solid                  objects and are in no danger of injury. â€‹

          *Players inside structures.

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