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 Post subject: Springfield Mechanized airsoft division
PostPosted: Wed Feb 03, 2010 9:32 am 
Site Admin

Joined: Wed Dec 30, 2009 8:10 am
Posts: 250
As Springfield field layout and general improvements keep changing every year, we found ourselves in a position where vehicles could become a great asset during game play. Blind Fury 6, played last fall, was a great example of the possible potential.

Here are the rules for the 2010 Season:
Springfield Mechanized Division

A. Vehicle Classifications
1. Recon (little bird – ATV) :
Any vehicle consisting of 1 or more crew members with no weapons capability. Dedicated transport vehicles will fall into this classification.

2. Fast Attack ( Huey - Humvee):
Any vehicle consisting of 1 or more crew members, and hand held or semi-permanent vehicle mounted weapons. All crew members are unenclosed.

3. Light Armor (Cobra – M60):
Any vehicle consisting of at least 2 crew members and semi-permanent vehicle mounted weapons. At least 1 crew member must be enclosed on at least 4 sides (front, left, right, rear, top.

4. Heavy Armor (Apache – M1A1):
Any vehicle consisting of at least 2 crew members and permanent vehicle mounted weapons. All crew members must be fully enclosed.

Note 1: Semi-permanent is defined as any mount which attaches weapon directly to vehicle, but is removable. For example; tripods, swing arms and pintal mounts. Permanent is defined as any weapon that cannot be dismounted from vehicle.

Note 2: Vehicles which do not specifically fit the above guidelines shall be classified by event organizer based on usage and real world similarities. All decisions are final.


B. Kill Rules:
Vehicles can only be disabled and/or killed by DIRECT hits from rocket type projectiles. Rockets may be fired from any M203, M79, LAW, AT4, etc or as approved by event organizer. The number of rocket hits required to disable and/or kill a vehicle is as follows:
1. Recon:
a) One hit, one kill. Any single direct hit to Recon class sends vehicle immediately back to designated area as defined by event rules. Vehicle is taken out-of-action and crew is dead until respawned and/or repaired per event rules.
Ammo required: Foam M203 or/and Nerf Rockets.
2. Fast Attack:
a) First direct hit by rocket projectile will disable Fast Attack class for predetermined length of time as defined in event rules. Fast Attack vehicle can NOT move during this time interval. Crew members are considered ALIVE and may continue to use weapons.
b) Second direct hit by rocket projectile to Fast Attack class sends vehicle immediately back to designated area as defined by event rules. Vehicle is taken out-of-action and crew is dead until respawned and/or repaired per event rules.
Ammo required: Foam M203 or/and Nerf Rockets.

3. Light Armor:
a) First direct hit by rocket projectile has minor effect upon Light Armor class. Vehicle counts hit and continues with operation as normal.
b) Second direct hit by rocket projectile will disable Light Armor class for predetermined length of time as defined in event rules. Light Armor vehicle can NOT move during this time interval. Crew members are considered ALIVE and may continue to use weapons.
c) Third direct hit by rocket projectile to Light Armor class sends vehicle immediately back to designated area as defined by event rules. Vehicle is taken out-of-action and crew is dead until respawned and/or repaired per event rules.
Ammo required: Nerf Rockets.

4. Heavy Armor:
a) First direct hit by rocket projectile has minimal effect upon Heavy Armor class. Vehicle counts hit and continues with operation as normal.
b) Second direct hit by rocket projectile has minor effect upon Heavy Armor class. Vehicle counts hit and continues with operation as normal.
c) Third direct hit by rocket projectile will disable Heavy Armor class for predetermined length of time as defined in event rules. Heavy Armor vehicle can NOT move during this time interval. Crew members are considered ALIVE and may continue to use weapons.
d) Fourth direct hit by rocket projectile to Heavy Armor class sends vehicle immediately back to designated area as defined by event rules. Vehicle is taken out-of-action and crew is dead until respawned and/or repaired per event rules.
Ammo required: Nerf Rockets.

C. Safety Rules:
1. Players WILL NOT shoot at vehicles with anything other than approved rocket launchers. NO SMALL ARMS (AEG) FIRE!
2. Players shall not approach within 10ft of vehicles unless recognized by driver.
3. Players shall give vehicles Right-of-Way regardless of player tactical position.
4. All vehicles must obey defined speed limits as determined by field owner.
5. Only ATV/AATV style vehicles are allowed within wood line or areas otherwise designated by event organizer.
6. All vehicles must be gasoline or electric powered. No foot powered cardboard box vehicles.

D. Flag Rules:
1. Each vehicle must have a team affiliation (ID) flag in plain sight.
2. Vehicles must employ an approved method of visually indicating their “Hit Count” so players will know the current status/health of each vehicle. See kill rules above.

E. Disable/Repair/Destroyed rules:
1. Disabled vehicle
a) Recon vehicle can’t be disabled.
b) Fast attack vehicle are disabled for a period of 2min in the field and can’t move until fixed or destroyed.
c) Light Armor vehicles are disabled for a period of 5min in the field and can’t move until fixed or destroyed.
d) Heavy Armor vehicles are disabled for a period of 10min in the field and can’t move until fixed or destroyed.

2. Repaired vehicle:
a) Recon vehicle can’t be repaired.
b) Fast attack vehicle can go back to the repair shop and wait 2min before being repaired and hit count reset.
c) Light Armor vehicle can go back to the repair shop and wait 5min before being repaired and hit count reset.
d) Heavy Armor vehicle can go back to the repair shop and wait 10min before being repaired and hit count reset.

3. Destroyed vehicle:
a) Recon vehicle must go back to their hangar and wait 0min before going back in the battlefield.
b) Fast attack vehicle must go back to their hangar and wait 5min before going back in the battlefield.
c) Light Armor vehicle can go back to the hangar and wait 10min before being rebuilt and hit count reset. Vehicle can then re-enter the battlefield.
d) Heavy Armor vehicle can go back to the hangar and wait 20min before being rebuilt and hit count reset. Vehicle can then re-enter the battlefield.

F. Mechanical engineer rules:
a) Using a mechanical engineer to fix a disabled vehicle cuts the disable down time in half.
b) Using a mechanical engineer to repair a vehicle cuts the repair down time in half.
c) A mechanical engineer must stay with vehicle for the enabling/repairing duration.
d) A mechanical engineer can’t build/fix/enable a destroyed vehicle.
e) A mechanical engineer can’t be part of the vehicle crew.


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 Post subject: Re: Springfield Mechanized airsoft division
PostPosted: Fri May 07, 2010 7:20 pm 
Site Admin

Joined: Wed Dec 30, 2009 8:10 am
Posts: 250
2010 Rules just got updated.

While we are there, I would like to mention that Team TF513 will be in charge to administer drivers and vehicles joining the Springfield Mechanized division (i.e. SMD). Please direct photos, questions and comments either here or email at TF513@fuse.net


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 Post subject: Re: Springfield Mechanized airsoft division
PostPosted: Fri Jun 04, 2010 8:28 pm 

Joined: Mon May 03, 2010 5:57 pm
Posts: 27
Hmmm, I don't see any rules for trucks either light or heavy.
No truck rules at all, its all fake "helicopters" or "tanks" :D Whats up with that?


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 Post subject: Re: Springfield Mechanized airsoft division
PostPosted: Fri Jun 04, 2010 8:33 pm 
Site Admin

Joined: Wed Dec 30, 2009 8:10 am
Posts: 250
LOL, Up to one week ago, I was not expecting "trucks" in the field :D
you had to change everything, didn't you ? LOL


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