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#Post#: 5472--------------------------------------------------
Rules of CCAS
By: Cheif Date: February 18, 2012, 9:32 pm
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Safety Glasses: Safety glasses are to be worn at all times
during gameplay. Only Z87.1+ ANSI or higher rated glasses may
be used as “safety glasses”. All glasses must wrap around the
eyes and cover top and bottom sufficiently to prevent
penetration of a stray BB. Prescription glasses may be worn if,
and only if, they fit the above description an additional layer
of protection is worn, i.e. a pair of goggles worn over the
glasses in question.
Calling Hits and Using “Death” Rags: When hit, confirmed by
feeling, sound, or surveillance (somebody saw or heard the hit),
you are to yell “HIT” with volume sufficient enough to be heard
by the shooter and surrounding players. The exception to this
rule is the “Knife Kill”, see below. A death rag is defined as
a red flag or covering being displayed upon the hit individual.
When hit you are to take this rag and place it over your head,
wave it at the shooter if necessary so he can confirm the hit,
and sit down. If necessary you may move out of the line of
fire, used when a live player is in your vicinity and is taking
fire. This is completed by calling out “Moving out of the line
of fire,” and moving off to the side of the engagement area.
Safety Kills: When engaging someone within a distance of 20ft,
use what is called a safety kill. A safety kill is completed
when a member points his weapon at the intended target and yells
“Safety Kill” with volume. The shooter must stay in his
position and the intended target must then stay in his position.
The target then has only 2 options. He may accept the safety
kill, calling himself out, or to challenge the safety kill.
When a safety kill is challenged the shooter must take one shot,
and only one shot, at the target. If the shot meets the mark,
the target calls himself hit and out. If the shooter misses
both shooter and target may re-engage, preferably at a safer
distance. When hit with a safety kill the hit player must still
call the hit with volume. The purpose of safety kills is to
settle surprise engagements at unsafe distances and should not
be used as an objective. Please note, safety kills can be
called at any distance the player deems unsafe (in or outside
the 20 foot mark), but players must move apart only if a safety
kill is called within the 20 foot zone.
Knife Kills: Used when within reach of an opponent, the knife
kill is unchallengeable. The knife kill is completed by
touching or tagging a player in, an appropriate area, somewhere
on their person. There shall be no hitting, smacking, punching,
biting, scratching, or any other form of tagging that may cause
harm to the intended target. Rubber knifes are fine to use but
must not be thrown or used in the above actions. The knife kill
is the only “silent” kill. The hit victim must silently take
out his/her kill rag and place it on their head.
Knives: Fixed blade knives or foldable knifes over 4" are not
to be allowed in game play. Foldable knives under 4" will be
considered survival gear and may be used in the building of
bunkers and blind, making camouflage, and other useful
operations throughout game play. Such knives are NEVER to be
used against another player, whether playfully or not.
Infraction of this rule carries Sevier penalties, including but
not limited to police involvement.
Trigger Control: It is important to use caution when engaging a
hostile. Remember to take time to confirm if you have, or have
not, killed the intended target. Unloading a whole mag onto a
hostile is un-necessary and dangerous. Use bursts when engaging
or constant, indiscriminate, fire when using cover fire. This is
for safety purposes.
Grenades: 3 types of grenades are allowed on the field; Frag,
Sound, and Smoke. To differentiate, frag grenades sling BBs
used to hit other players. Sound grenades cause a loud bang to
distract or frighten. Smoke grenades put up a smoke screen to
conceal the movements of players.
Sound grenades, such as the Thunder B sound grenades, are
allowed on the field. They are used to distract or frighten the
enemy. These grenades are only used to "kill" when tossed in an
occupied base.
Smoke grenades are allowed on MSAF only. We have special
permission from the fire marshal to use these on the field.
There are a few rules to be able to use these on the field. 1.
You MUST have a Spartan officer inspect said grenade before use.
Failure to abide by this rule will result in a minimum of a 2
month suspension from MSAF. 2. All grenades must be
self-contained. This means pull pin or string. No fuse lit
grenades allowed. 3. You must have an extinguishing system on
your person. A bottle of water, camelback, or even a fire
extinguisher will suffice.
Cease Fire: When a cease fire is called the call is to be
echoed through the playing field. When called all players are
to stay where they are (unless told otherwise), take out their
mags, and put their weapons on safety. Game play will be
announced over, telling players to report back to the staging
area, or a countdown will start counting to game back on. A
cease fire is only to be called in an emergency resulting is
somebody getting hurt or a major dispute somewhere on the field.
Only call a cease fire by the above standards.
Emergency Channel: The game and emergency radio channel is
always 3. There will at all times be a moderator monitoring
this channel. If an emergency, dispute, or question is reported
over the radio the moderator will be right with you.
Miscellaneous Safety Rules: There will be no firing at
personnel crossing bridges. No player crossing a bridge may
fire at othe players. Players seen using the bridges to a
tactical advantage (i.e. jumping on and off a bridge to kill a
player without getting shot) will be removed from play. Players
Having yet to set foot on or exiting a bridge are far game to
all fire.
The CP area is a complete safe zone. There will be no
firing within a 100 foot range of the CP. When entering the
main CP area weapons will have their magazines removed, safeties
engaged, and chambers cleared. Players seen disregarding these
rules will be reminded of them. Continued disregard for the
rules may result in removal from the field.
Red rags are NOT required but STRONGLY recommended. If a player
does not carry a red rag and is shot while already dead, it is
his own fault for not having the kill marker. Obviously repeat
"dead killings" will be looked into by moderators on the field.
A note: This does NOT give players free range to shoot downed
players without kill rags. This is to note that upon accidental
shooting of a dead player without a kill rag, it is the dead
players fault for not having the designated kill marker.
Bleedout time is 180 seconds or 3 minutes. Any downed players
that count down the bleedout with be required to go back to
respawn.
3 medic heals are allowed per "life". Example: Game starts and
"Tod" enters play. Tod gets shot and starts to count his
bleedout. Medic heals Tod. Tod enters play and gets shot
again. Medic heals Tod again. Tod enters play and gets shot
again. Medic heals Tod again. Tod enters play and gets shot.
Tod has used his 3 medic heals allotted to him and waits his 3
minute bleedout before returning to respawn.
Medic heals are accomplished by having the medic maintain bodily
contact for 30 seconds. After 30 seconds have been counted the
downed player may take off his/her kill rag and resume play.
Drag rules are in effect for these medic rules. Drag rules
state that a downed player may be moved when maintaining bodily
contact with a live player. A medic may also move a player,
however the medic must have the downed player stationary before
he/she may heal them. If a downed player is shot while in
contact with a live player, the live player must call the hit.
A player being dragged still counts down his bleedout time.
Only a medic may heal regular players. Any player may heal a
downed medic. Same rules apply.
For a gun to qualify as a zero Range weapon it must:
1 Shoot under 280 fps with a .2 projectile.
2 Be capable of semi auto fire or be a **** and shoot once type
of weapon such as a shotgun or revolver, Gas Electric or Spring
can qualify.
3 Be Qualified at the SA field with our crono, and bear a Zero
Range sticker that we will provide.
4 Be used by a player that understands the Zero range rules that
will be reviewed with each player qualifying a weapon
individually.
The Goal here it to give pistols and shotguns more of a role in
our sport, And remove some arguing over whether you should have
safety killed or took the shot at questionable distance. As it
is now, Most just wear a pistol to look cool, and as a last
ditch weapon if your primary fails. This new rules will actually
make some of them useful and something worth carrying. Just as
the name suggests, this class of weapon will be able to take a
shot at any range up to and including point blank, Replacing a
safety kill for any player in possession of a Zero Range Weapon,
and allowing 1 single player to take a small group at close
range, something you just cant do with a safety kill. ( bet that
got your attention ) Players without a Zero range weapon will
still be required to observe our 20 foot and safety kill rules,
even if engaged with someone inside the 20 foot mark who is
using a Zero Range Weapon.
Examples of How using a Zero Range Weapon will work.
1 player engages 3 in a bunker after sneaking up on them with a
zero range weapon. Cant safety kill 3, but you can shoot 3 if
you're fast enough with a Zero Range Weapon. Player takes 2 down
before they realize what is happening, the third player who is
not dead yet, calls safety on the attacker. Or draws his own
zero range weapon to return fire.
Sniper, all hidden and quiet watches people too close for his
weapons safety range walking up a trail, He could swap to a
standard aeg at range if he wants to, giving away his position
and turning himself into a gunner at that point, or he could lay
in wait until they are all in range of his zero range weapon and
take the shots, maximizing surprise at point blank range.
2 players meet, one calls safety on another. The victim says
take your shot, and the Shooter misses. If the victim has a Zero
range weapon he may draw and fire it, The shooter would be best
advised to run if he misses his shot, And may not call another
safety or engage at under 20 foot.
2 players meet one another at close range, Each with a Zero
Range Weapon. Now its a matter of who draws first and actually
makes the shot.
#Post#: 5473--------------------------------------------------
Re: Rules of CCAS
By: spetz Date: February 18, 2012, 10:09 pm
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You should edit out the things that don't apply to us. Also the
Alpha semi auto rule no longer exists.
[glow=red,2,300](done)[/glow]
#Post#: 5478--------------------------------------------------
Re: Rules of CCAS
By: Chappie Date: February 19, 2012, 7:51 am
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You totally copied and pasted from SA!! But I'm glad you posted
it.
#Post#: 5479--------------------------------------------------
Re: Rules of CCAS
By: Cheif Date: February 19, 2012, 6:24 pm
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[quote author=Chappie link=topic=819.msg5478#msg5478
date=1329659481]
You totally copied and pasted from SA!! But I'm glad you posted
it.
[/quote]
LOL YOU CAN'T PROVE THAT!!!!!!! I am too. it needed to be done.
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