Scoring

Minor Penalties

Major Penalties

- Four major penalties by a team will result in one disqualified player.
- The player to be disqualified is selected by the opposing team.
- Once disqualified, the player cannot return to the event and forfeits his/her entry cost.
- Team must play the remainder of the match with 4 players. Sub is allowed next match.
WEAPON CLASSES
Pistol: SMG, PCC, and other HPA-powered hyrbids
Rifle: rifle-based platforms (M4, AK, etc.)
Shotgun: may be pump, semi-auto, or magazine-fed
MAGAZINES
ALL magazines: 170rd maximum (no high caps)
Five (5) rifle magazine limit
No shell or magazine limit for gas magazine or shotguns
No reloads during a match (between rounds)
Gas top-off and air tank swap is allowed between rounds
Players may swap/share magazines between teammates ONLY during live gameplay (not between rounds or before the game goes live)
EQUIPMENT RESTRICTIONS
Semi-auto only
Trigger guard required
No double/extended triggers
No ramping, burst, binary, or other FCU/MOSFET programming
No grenades or launchers
Full-face protection required (paintball mask or goggles plus full frontal mesh)



Speedsoft on The Python
Rules
5 rounds per match
2 minute 30 second (2:30) maximum round duration with 30sec between matches
.25g = maximum BB weight
1.20J = maximum power output regardless of bb weight
Semi auto only, must keep hand on grip at all times
Tracer BBs (GREEN) with tracer required for all players
No climbing or vaulting of obstacles
No MED/Bang-Bang rule
Trades of hits within 1s of each other, both take the hit
No Blind-fire
No verbal indication of elimination that can alert teams, once hit, move to the sidelines as quickly as possible
Teams can use callouts and communications
WIN
Elimination of opposing team or flag hang on opposing teams breakout wall
PENALTIES AND ENFORCEMENT
Penalties will be applied to the individual and affect the team
-No call hit - pulled from that match and team continues down that player
-False Start - pulled from that match, can join remaining matches
-Sportsmanship/Conduct- Pulled from that match, 2nd offense eliminated from event
-Using other than semi fire mode - Pulled from match, 2nd offense eliminated from event
-Blind Fire- Pulled from that match
ELIMINATIONS
-Any direct hit on body or equipment
-Gun hits DO NOT count
-Friendly fire counts
-Ricochets do not count
-No minimum engagement distance
-No verbal eliminations
-No melee eliminations
-When eliminated, player must immediately exit the field
-Player cannot use verbal or audible hit signals that could notify teammates
-Player must use the most direct route to nearest sideline, then to the dead box
-When player is hit while carrying the flag, the flag must be dropped immediately in a neutral position within a reasonable radius before exiting the field
EQUIPMENT
All replicas will be chrono’d by Battalion staff and HPA will be tournament locked
-1.2J max limit, recommend being below to allow for temperature variances
-Full seal eye protection and full face protection required for all participants and spectators on the floor, eye protection required in the observation tower
-Green tracers with BBs required, no “muzzle-flash” tracers
-SEMI only
-Rifle, Pistol, shotgun allowed
-All replicas must have trigger guard
-Blade triggers allowed
-Must have positive control of grip at all times, web of hand must be on the grip
-No melee weapons
-No flashlights
-No grenades or shower shells
-Power source can be CO2, GAS, Spring, HPA, Electric
-Mags can be standard cap or mid-cap
-Max of 5 mid-cap mags per player per match, unlimited standard cap and shells
-Mag adapters allowed for replicas
Game Modes
1V1 - Elimination only, no flag in play (*after the other tournament brackets are completed*)
3V3 - Elimination only, no flag in play
5V5 - Elimination or flag hang
All modes will be best 3 of 5 for determining winner
Modes played will be determined by number of players
