View Full Version : MWPPA March 1+2 Schedule/other info
MWPPA
02-27-2008, 05:21 PM
This weekends MWPPA is already off to a huge success. With 9 teams in the beginner division and 25 in the rookie division paintball will be at its finest.
Bennington Photography will be on site taking pictures and will have people on site Sat to print your pictures. Make sure to check them out at http://www.benningtonphoto.com/PaintballMain.aspx
Garrett Master will also be on site taking pictures and is currently taking order's for team pictures. He has a few spots still open. $30 per line will get your team ~200 photos and as many team pictures as you wish. To take advantage of this email him or visit his web site at http://action.garrettmaster.com/
To see the complete list of teams playing this weekend
http://www.paintball-players.org/cgi-bin/register.cgi
Prize Package for this weekend
Beginner
1st Place-3 Grillz/3 Torque Loaders/3 NXE Elbow Pads
2nd Place-3 Eclipse Pants/3 Eclipse Jerseys/3 Eclipse Gloves/3 NXE Packs
3rd Place-3 NXE Gear Bags/3 NXE Packs
4th Place-3 Ego Jerseys/3 NXE Elbow Pads
5th Place- 3 NXE Elbow Pads/3 NXE Knee Pads
Rookie
1st Place-3 68 cubic inch 4500 psi Draxxus tanks/3 Ego Gear Bags
2nd Place-3 Profilers/3 Journey Loaders
3rd Place-3 Eclipse Pants/3 Eclipse Jerseys/3 Eclipse Gloves
4th Place-3 Ego Jerseys/3 NXE Elbow Pads
5th Place- 3 NXE Elbow Pads/3 NXE Knee Pads
Field layouts will not be posted prior to this event and are two different layouts.
Doors will open at 730 a.m. Both days
All teams need to register before going into the player paddocks! Teams need to register in full attendance. Will not be registering one player at a time from teams!!!
Captains Meeting at 845 a.m. Both days
Games start at 900 a.m. Both days
Prelims will be held Sat, and Sunday remainder of games will be held.
Rosters can only be changed by MWPPA staff! Additions made Sat/Sun Morning will have a $5.00 charge!!!
Games will be starting at the same time on both fields via a horn. Teams will be alternating fields throughout the day.
Top 16 teams from Rookie will advance to Sunday
Top 6 teams from beginner will advance to Sunday
http://www.paintball-players.org/scores/L37/E601/schedule_3_0.html
If you have any questions please ask
MWPPA
02-27-2008, 07:28 PM
Rules
2008
Official MWPPA
3-Man Rules
www.MWPPA.com
Table of Contents
Last revision 1-18-08
1.0 INFORMATION
1.01. The event promoter will supply tournament information, including information concerning entry fees, an itinerary and schedule of events including time and place for the rules meeting and the captains meeting, a waiver form and the MWPPA rules, to any team having entered the competition in need of the same.
1.02. A rules meeting will be held in conjunction with the captains meeting of each competition. The purpose of this meeting is for the judging staff to answer questions concerning these rules.
1.03. A captains meeting will be held on the morning of the competition. The purpose of this meeting is to provide information to the captains of the teams attending concerning the organization, administration and non-field rules and regulations governing the tournaments.
1.04. A complete schedule for preliminary round play, consisting of each teams opponents, the fields it will play on, and its scheduled game times will be distributed during each team's check-in prior to the competition and, thereafter.
1.05. Teams may examine the fields and or conduct any activity to prepare for tournament play. No team or member thereof shall in any way alter any playing field.
1.05.1 All players and staff must check in at one time. Any roster
changes will be made at this time.
1.06. Registration for all MWPPA events will be cut off 4 days preceding the event. Registration will end at 12:01am on Wednesday morning, the week of the event. Registration for all teams will include team name, playing status, team roster and full payment. Waivers may be turned in at the event check-in prior to the start of the event.
1.1 FEES
1.11. Beginner Division- Entrance fees are set at $150.00 per event.
1.12. Rookie Division – Entrance fees are set at $150.00 per event.
1.13. Novice Division – Entrance fees are set at $150.00 per event.
1.14. Amateur Division- Entrance fees are set at $150.00 per event.
1.15. The MWPPA is a FILED PAINT ONLY EVENT; Draxxus branded paintballs and RPS paintballs will be available for purchase at all events.
Paintballs Offered:
DXS Silver - $65 per case
Evil - $65 Per case
1.2 Team Rosters
1.21. A three player team may have up to 5 players on their roster, but may field a maximum of 3 in any one game.
1.22. No player may appear on more than one team roster per tournament.
1.23. All teams must submit complete rosters prior to play.
1.3 Team Rosters – Composition
1.31. Players will play the division they are classified as, rookie will play rookie and novice will play novice etc… You can not drop a player of higher ranking into a lower ranking team.
1.4 PLAYER CLASSIFICATION –Amateur
1.41. A player will be considered AMATEUR if they meet the following criteria:
a) If the player is ranked Division 2 X-Ball or PSP, or
b) If the player is ranked Division 2 within the NPPL, or
c) If the player has been recognized by PSP or NPPL as a Division 2 player, or
d) If the player has been rostered on a Amateur/Open MWPPA team, or
1.42. A player will be considered Amateur if they are currently rostered on a Amateur team, or if they do not qualify for the Novice Division.
1.43. The MWPPA reserves the right to review and correct the playing status of any player at any time.
1.44. No Pro ranked players allowed.
1.5 PLAYER CLASSIFICATION - Novice
1.51. A player will be considered NOVICE if they meet the following criteria:
a) If the player is ranked Division 3 X-Ball or PSP, or
b) If the player is ranked Division 3 within the NPPL, or
c) If the player has been recognized by PSP or NPPL as a Division 3 player, or
d) If the player has been rostered on a Novice MWPPA team, or
1.52. A player will be considered NOVICE if they are currently rostered on a Novice team, or if they do not qualify for the Rookie Division.
1.53. The MWPPA reserves the right to review and correct the playing status of any player at any time.
1.6 PLAYER CLASSIFICATION - Rookie
1.61. A player will be considered ROOKIE if they meet the following
criteria:
a) If the player is ranked Division 4 within the PSP, or
b) If the player has not been rostered on an NPPL Divisional 7-Man roster.
1.62. The MWPPA reserves the right to review and correct the playing status of any player at any time.
1.7 PLAYER CLASSIFICATION – Beginner
1.71. A player will be considered BEGINNER if they meet the following
criteria:
a) One year or less of playing experience, or
b) No tournament experience.
1.72. The MWPPA reserves the right to review and correct the playing status of any player at any time.
2.0 FIELD STANDARDS
2.01. All game fields shall be free from anything that would pose an unnecessary risk to players, including stumps, holes, areas with jagged rock. etc.
2.02. Both players and judges should be able to move freely on game fields, and game fields should not contain significant wet or swampy areas, dense undergrowth and the like to impede free movement thereon.
2.03. Fields will consist of three flag stations, two team flag stations and a center flag station. The center flag will be placed at mid field, in such a manner as to assure that players equally fast can reach the center flag station from either team flag station in the same amount of time.
2.04. All bunkers shall be adequately secured in a stationary position so as to
withstand a reasonable amount of force and remain in place. A bunker shall be arranged on the playing field in such a manner to be playable from both the left hand and right hand sides.
2.1 OFF-FIELD PRE-GAME STRUCTURE
2.11. Each team is expected to report to the game field at least 10 minutes prior to the scheduled start of their game.
2.12. All teams will be afforded the opportunity to chronograph their equipment before going to the field to play. It is each team's responsibility to ensure that it's players are under 275 fps. There will be a mandatory pregame chronographing of each team. Players will be chronied prior to the
game. Any player found to be shooting over 275 fps will not be allowed on the game field until their marker has been adjusted down to an acceptable muzzle speed, or the offending marker has been replaced by a marker that doesn’t exceed the maximum chronograph speed.
2.13. The event staff may inspect a marker for the following:
(1) the presence of foreign matter in the barrel, feed port or loader;
(2) tightness of screws, barrel, tank and other working parts which can increase or decrease velocity;
(3) presence of valves or expansion chambers which can be turned on or off; all valves will be placed in the fully open position;
(4) presence of external velocity adjusters which are not covered or fixed in place; and
(5) any other device, part or item which would enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools.
(6) any other device, part or item which would enable a player to operate his marker in an illegal mode on the game field without resorting to the use of tools.
2.14. Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may be dealt with in a manner that would not result in the elimination of a player.
2.15. Players are not allowed to bring tools or other prohibited equipment onto the game field. Presence of such equipment may result in a penalty and disciplinary proceedings against the offending player and/or team.
2.2 GAME STRUCTURE
2.21 A game will end at the earliest of:
i. a successful flag hang,
ii. Flag goes out of bounce
iii. the elimination of all players on the game field, or
iv. 5 minutes after the start of the game.
2.22. Teams will be instructed to leave their barrel blocking devices on their markers until the 10 second warning is about to be given. At this time the Head judge will instruct the teams to remove their barrel blocking devices and issue the10 second warning to signal the start of the game.
2.23. Starting procedures will be standardized at every hosting site. Players will place their gun barrels on some portion of the starting station. Marker barrels must be angled toward the ground and below the waist of the user of the marker. Players may turn their bodies including their faces in any
direction that the player chooses. Any player that doesn't have his/her barrel touching the starting station and below the waist at the start of the game is subject to be eliminated. All forms of starting stations shall be in bounds and in play.
2.24. The head judge on the field will begin a game by giving a 10 second warning so that each team may hear clearly such warning. The head judge will give such warning with a countdown of "Three, two, one, 10 seconds." Thereafter, the Head Judge will announce 10 seconds thereafter the game will start by the head judge shouting so that each team may hear, by radio or otherwise, either, "Game on." or "Go, go, go."
2.25. A first flag pull occurs when a player not eliminated physically grabs the center flag, before a player from the other team manages to do the same. Only one team in a game may earn first flag pull points.
2.26. Flag hang points are awarded when a player breaks the plane of a flag station with a flag. Flag hangs may be awarded in conjunction with or independently of first flag pulls. Flag hangs are only awarded when a flag is hung in the opponents flag station while the player has possession of the flag. Flag hangs may be awarded to the team that is not in possession of the flag when it is hung, since it is the flag and the station that it is hung in that determines the points awarded and to whom. The status of the flag carrying player will first be verified and before a flag hang is considered to be official. The time that the flag carrier breaks the plane of the flag station with the flag will be recorded by the flag field judge, and should that player be determined to be live after being checked by the field flag judge, the hang will be announced and the game will have ended as of the time that such player broke the plane of the flag station.
2.27. A game will end only by the head judge on the field announcing, "Game over."
2.28. Players that are eliminated, immediately upon elimination, must exit the game field by the most direct route to the dead box or as directed by a field judge.
2.29. All live players at the end of a game must present themselves to a field judge at the center of the field. At this time a field judge will inspect the player for hits and if any are found, the head judge will be notified and proper penalties will be assessed.
2.30. Players may not re-enter the playing field without the, permission of a field judge. Judges will instruct players as to when they may cut their markers off, upon all players doing, Judge will declare the field safe.
2.31. In the event of an emergency situation, the judge discovering the emergency will request that all judges immediately cause all action to stop. Game time will also be halted for the duration of the emergency.
2.32. Official game time will be kept by the head judge or a field judge appointed thereby. In the event that a game is to be, interrupted, because of a medical emergency, or otherwise, he will mark the time or cause the field judge appointed thereby to keep the official game time to mark the time. Once the condition causing the game stoppage has abated or been resolved all the live players and flags are placed in proper positions by the field judges, the head judge will restart the game and the time will begin by a ten second warning followed by the game on signal. Time will begin to run upon such restart.
2.33. Game stoppages will only occur in case of an emergency, dangerous weather conditions, other "acts of God" or a physical altercation on the game field.
2.34. Only the Advisory Board may declare the event stopped.
2.35. In the event of an emergency, dangerous weather conditions, other "acts of God" that would cause a MWPPA Tournament to be stopped before the completion of the event, the final results for each division will be taken from last completed round..... i.e. event stops in the middle of the 3rd round of the semi-finals, final scores would be taken from the last completed round (2nd round of the Semis). Should an event end during, but without completing the semi-finals, when the last completed round is determined, the top 2 scores from each bracket will be advanced as if going to the finals. From this point, final standings will be determined.
3.0 GAME STRUCTURE - # of GAMES & SCORING
3.10. Amateur/Novice/Rookie/Beginner teams will play no less then 8 preliminary round games. Such games will be played against teams within the defined grouping of such team.
3.11. Teams will qualify for the semi-finals by finishing the preliminaries with one of the top 8 (12, 16, or 24 depending on divisional attendance) scores for that division.
3.12. Scoring for three-player games will be conducted on a 100 point system and will be awarded as follows:
(i) a team will be awarded 8 points for every player on the opposing team eliminated;
(ii) a team will be awarded 2 points for every player on such team not eliminated:
(iii) a team will be awarded 20 points if it pulls the center flag first; and
(iv) a team will be awarded 50 points when the flag is hung in its opponents' flag station.
3.13. Points are awarded at the conclusion of the game by the Head Judge.
3.14. Clerical or mathematical errors may be corrected at any time prior to the start of the next round.
3.2 FORFEITS
3.21. A forfeit will be declared for each game that a team fails to report in a timely fashion for its pregame chronographing, or for any game in which a team refuses to take the field, as long as its opponent is willing to and/or does take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game.
3.22. Any team which is scheduled to oppose a team that has forfeited a game will receive 90 points and the forfeited team will receive zero points for that game, unless the opposing team also forfeited that game, in which case both teams will receive zero points for that game.
3.23. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand.
3.5 TIE BREAKERS
3.51 In case of a tie score among teams:
(1) such tie will be broken first by head to head competition, winner of such contest advancing.
(2) if the tie cannot be broken by head-to-head competition in the current round, the tie will then be broken by head-to-head competition in the previous round, if any, with the tie going to the winner of such contest.
(3) if the tie cannot be broken by head-to-head competition in any round, the tie shall be broken by the total score in the preceding round, the tie would go to the team with the greatest score in the preceding round.
(4) if the tie cannot be broken by scores in the preceding round, the tie shall be broken by the eliminations scored against each team in the current round, with the tie going to the team with the least eliminations scored against them in the current round.
(5) if the tie cannot be broken by eliminations scored against each team in the current round, then the tie shall be broken by the eliminations scored against each team in the preceding round, with the tie going to the team with the fewest eliminations scored against them in the preceding round.
(6) if the tie cannot be broken by eliminations scored against each team in the preceding round, then the tie shall be broken by the eliminations scored against each team in the next preceding round, with the tie going to the team with the fewest eliminations scored against them in the next preceding round.
(7) if the tie cannot be broken by eliminations scored against each team in the next preceding round, then the tie shall be broken by rankings in the current season, entering the current event, with the tie going to the team with the highest ranking.
(8) if the tie cannot be broken by highest ranking, then the tie shall be broken by additional games between the tied teams, with the tie going to the team with the highest score in the first game that does not end in a tie score.
(9) ties that do not involve advancement to the next round, final podium standings, or end of season podium standings will not be broken. Teams involved in such a tie will receive equal seed points for equal finishes.
MWPPA
02-27-2008, 07:30 PM
4.0 EQUIPMENT - CLOTHING
4.01. Players may wear any suitable apparel except sleeveless or tank-top style shirts. Short sleeves and shorts are not acceptable.
4.02. Players may not wear excessive amounts of clothing in order to create padding. Hoodies are not allowed.
4.03. Players must wear pants or shirts or jackets that fit well. Players may not wear excessively oversized clothing.
4.04. Players may not wear jackets and or pants, which are made out of highly absorbent material, such as felt or fleece, or of a highly padded or slick nature, such as nylon or rubber. If a player is found to be wearing such material then he will be required to obtain and wear suitable replacement clothing.
4.05. Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.
4.06. Players may wear nylon neck protection of a single layer.
4.07. Any decisions regarding clothing issues not covered in this section are left to the discretion of the Advisory Board.
4.1 PROTECTIVE GEAR
4.11. Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. These goggles must meet or exceed ASTM Standards.
4.12. Players must wear full-face protection as it comes from the manufacturer in its original form.
4.13. Players must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.
4.14. Players may wear forearm and elbow protection (1 per arm), provided that the padding on such protection has not been modified from the manufacturer’s original form. Such protection may be worn over or under clothing.
4.15. Players may wear shin and knee protection, provided that the padding has not been modified for the manufactures original form. Such protection may be worn over or under clothing.
4.16. Male players may wear groin protection and female players may wear breast protection.
4.2 MARKERS
4.21. Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and a single trigger.
4.22. A marker covered in whole or in part by a material of an absorbent or padded nature is illegal.
4.23. All markers with any form of external velocity adjusters must be modified in such a way that the velocity adjuster is not readily accessible during the course of the game. Depending upon make or model of the markers, some may require beaver tails and / or tournament caps or may require multiple tournament caps. All regulators require tournament caps such that they can not be adjusted without a tool with the gun gassed or degassed.
4.24. Full autos are not allowed.
4.25. Due to the number of different ways that markers can be made to be illegal and the safety issues these illegal guns create, the MWPPA will be a non-ramping event. It will be uncapped semi-auto. All markers are subject to inspection prior to each game at all MWPPA events at all MWPPA Tournaments. A marker will be deemed legal once it passes the following criteria:
TEST 1 - Electronic Bounce - Markers will be tested for electronic bounce by shooting the marker. The marker trigger will be firmly pulled 3 consecutive times. During these 3 pulls, the marker may only fire 3 shots. Any marker that produces more than 3 shots on the 3 pulls will be
deemed to have electronic bounce.
TEST 2 - “Runaway Guns” - All markers will be checked for “runaway” triggers. The marker will be fired rapidly. The testing judge, while rapidly firing the marker will suddenly cease to pull the trigger. Any marker that continues to fire while the trigger is NOT being pulled will be deemed to be a “Runaway Gun” and will not be allowed on the field.
TEST 3 - Marker Chronographing - All markers will be chronographed prior to going onto the field. The maximum muzzle velocity allowed will be 275 feet per second. Markers will be tested by firing over RADARCHRON paintball chronographs. For those that can’t read between the lines – the MWPPA does not allow PSP style ramping. Marker rate of fire is uncapped
Any player that switches a marker off after a field judge has requested to examine it will receive an automatic 60 point penalty.
4.26. Gun barrels may be equipped with porting, slots, rifling, but may not have a sound suppresser attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.
4.27. Magazines may use gravity feed, or force feed style loaders/feed systems.
4.28. Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing.
4.29. Players may not use cloth, neoprene, or other material to cover the paint loaders on the marker. Cloth and neoprene tanks covers will be allowed on nitrogen and HPA tanks.
4.30. Barrel condoms are required at all times except on the field or the target range. Squeegees or old fashioned barrel plugs do not qualify as a barrel blocking device. Removing the barrel from the marker does NOT equate to having a barrel blocking device on the barrel while the barrel is attached to the marker. Any player caught in violation of this rule will immediately cause his team to receive a 10 point penalty.
4.4 OTHER EQUIPMENT
4.41. Players may carry any number of pouches, clips or loaders.
4.42. Vests and pouches may not be constructed in such a fashion that they constitute padding.
4.43. Players may carry multiple squeegees and or swabs.
4.44. Two live players may exchange equipment.
4.45. Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.
4.46. Players must carry all paint, gas and equipment to be used during the course of the game on their person at the start of the game.
4.5 PROHIBITED EQUIPMENT
4.51. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, barrels that curve the trajectory of paintballs in a manner designed to shoot around bunkers (Apex Elite), paint which is toxic and not biodegradable and paint which has a shell, fill or both altered or augmented in any way.
4.52. Anything not specified in Sections 4.0 through 4.52, inclusive as permitted shall be prohibited unless allowed by the ultimate judge.
4.6 PROTECTED COLORS
4.61. Players shall be prohibited from wearing WHITE colored clothing at all three man indoor MWPPA events.
5.0 ELIMINATIONS
5.01. A player is eliminated if a paintball shot by a live member of the opposing team or such player’s team strikes that player or anything he is wearing or carrying and such paintball breaks upon the object struck. If the paintball strikes the player or anything he is wearing or carrying but does not break and leave a mark, such player is not eliminated. If a player is hit and marked by a paintball shot by an eliminated member of the opposing team or such player’s team, such player is not eliminated. If a paintball strikes another object first and breaks upon that object before marking a player or anything he is wearing or carrying, such player is not eliminated. If a judge does not see a paintball shot by a live member of the opposing team or a player’s team strike that player or another object, but that player has paint on himself or anything he is wearing or carrying that resembles a hit, such player may be eliminated by such judge.
If two opposing players are hit and marked, as provided in this Section: 5.01, simultaneously, or if the judges cannot determine which player was hit and marked first, both players will be eliminated. Judges may wipe splatter or non valid hits off a player at the time they are inspected. If a judge observes a direct hit that marks a player, such player will be eliminated regardless of the size of the paint splat.
5.02. Players will be eliminated if any part of their bodies or anything that they are wearing or carrying breaks the plane separating the field from the out-of-bounds area. Such elimination will take place immediately upon the breaking of such plane. Judges, in their discretion, may warn players, once and only once, if they are getting too close to the boundary line of the field.
5.03. Players that are found with tools or other prohibited equipment on the field or those working on their markers will be immediately eliminated.
5.04. Players that separate from any piece of equipment or clothing that they brought onto the game field by more than 5 feet, except squeegees, rags, or pods used in holding paintballs will be immediately eliminated.
5.05. Players that take action which would cause members of the opposing team to reasonably believe that such players have been eliminated, including but not limited to calling himself out or hit, hiding the armbands, holding the markers in positions above the shoulders, placing objects
in the barrels of the markers and carrying them in view of members of the opposing teams or walking in groups of eliminated players, will be eliminated. Dead man walks will be a one for one for one.
5.06. Players whose markers shoot on the field in excess of 275 feet per second, but under 280 fps will be eliminated. If the hot marker is discovered after the conclusion of the game, the penalty will be 12 points off of the offending team’s score.
5.06.1.Players whose markers shoot on the field in excess of 280 feet per second, but under 290 fps will result in a one for one penalty. If the hot marker is discovered after the conclusion of the game, the penalty will be 24 points off of the offending team’s score.
5.06.2.Players whose markers shoot on the field in excess of 290 feet per second, but under 300 fps will result in a two for one penalty. If the hot marker is discovered after the conclusion of the game, the penalty will be 36 points off of the offending team’s score.
5.06.3. Players whose markers shoot on the field in excess of 300 feet per second will result in a three for one penalty. The offending player will be disqualified and suspended from the event for a period of six (6) games. If the hot marker is discovered after the conclusion of the game, the penalty will be 75 points off of the offending team’s score and the offending player will be disqualified and suspended from the event for a period of six (6) games.
5.07. Players who appear to be eliminated will be ruled to be eliminated. Deadman walks are illegal; and will be considered a one for one.
5.08. Players may be eliminated for false starts or leaving the starting station before the signal to "GO" or start.
5.1 ELIMINATIONS - OBVIOUS HITS
5.11. Obvious hits are those which impact and break on easily observable places on the body or equipment being carried or those that have been felt by the player. A judge will determine whether a player felt a hit by where that paintball impacted his body and whether he reacted upon being hit.
5.12. Players who are hit in an obvious location are expected to immediately signal their elimination by announcing "HIT" or "OUT" at the time of such elimination’s.
5.13. Players are to hold the marker in the air above the head and exit the field immediately by the most direct route or upon the instructions of a field judge, if given, and enter the deadbox
5.14. Players who are hit in obvious locations which are easily verifiable by such players may not call for a paintcheck. Calling for a paintcheck under such circumstances constitutes continuing to play on.
5.15. Players who are in motion while hit in obvious locations which are easily verifiable will immediately turn their motion away from the opposition, and stop.
5.16. Players with obvious hits in areas which are not easily verifiable, such as the back, may continue to play, but must immediately call on a teammate who can easily verify whether or not the paintball broke to indicate whether or not such player was eliminated. The teammate must
respond immediately, and if the hit player was eliminated, he must cease play, signal his elimination and exit the field pursuant to the provisions of the rules. Failure to call on such teammate for verification or failure of such teammate to respond immediately constitutes playing on by the hit player. If no such teammate is available for verification, such player may continue to play, but must immediately call for a paintcheck by a field judge. Failure to call for such a paintcheck immediately will constitute playing on by such player.
5.2 ELIMINATIONS - UNOBVIOUS HITS
5.21. Un-obvious hits are those which impact and break on players or equipment in those areas defined as being not easily observable and those which players receiving the same give no indication of knowledge of them having occurred.
5.22. Players with un-obvious hits will be eliminated but will not be penalized.
5.23. Should a player with an un-obvious hit become aware, through his own actions or through information provided by teammates that he has been validly marked, such hit at such time shall then be deemed to constitute and shall constitute an obvious hit.
6.0 PAINTCHECKS
6.01. Paintchecks are performed by judges for the purpose of determining if a paintball has broken on and marked a player.
6.02. Paintchecks are performed by a judge when the judge has observed a player taking fire, when fire is directed into an area occupied by a player that the judge cannot directly observe, when the physical location that a paintball may have broken on is not visible to the judge, or when the judge is directed to do so by another judge.
6.03. Judges may, but are under no obligation to, make a paintcheck after a player has requested one.
6.1 NEUTRALITY
6.11. Judges will make every effort to perform a paintcheck without calling a player neutral. However, a judge, at his discretion, may declare a player neutral.
6.12. No flag carrier will ever be stopped and declared neutral for the purposes of performing paintcheck.
6.13. A judge calling a player neutral will indicate the same to all players on the field by standing over the player, shouting, "Neutral." and holding his arms above his head or waiving them.
6.14. A player declared neutral cannot be eliminated from the game or moved on, either by opposing team members or his own teammates, while in the state of neutrality.
6.15. A judge may move a neutral player's equipment and or request that such player expose additional areas for examination.
6.16. Players not declared neutral may be eliminated while being checked.
7.0 FLAGS - FLAG CARRIERS
7.01. Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way.
7.02. Flags may be passed from live players to live players.
7.03. A player eliminated while in possession of the flag will hang the flag on the nearest bunker in the area in which he was eliminated and then proceed to the deadbox.
7.04 If the flag carrier makes the mistake of hanging the game flag at his own starting station, flag hang points will be awarded to that games opponent.
MWPPA
02-27-2008, 07:31 PM
8.0 PENALTIES - PLAYING ON
8.01. Playing on entails continuing to act as a player in the game after being eliminated. Playing on includes, but is not limited to;
A) Continuing to fire or otherwise engage the Opposition,
B) continuing to move, except with respect to exiting the field by the most direct route or at the direction of a judge,
C) talking, signaling or otherwise communicating, either to a judge, opposing players, or teammates, except that a player may say, "I’m hit." or, "Out." or something to that effect once,
D) impeding the progress of opposition players or a judge,
E) hampering a judge in making a paintcheck or a call,
F) discharging or degassing the marker or providing teammates with
paintballs or equipment.
The penalty for playing on is the removal of a teammate in a one-for-one call, unless, in the judges opinion, such playing on has materially influenced the course of the game, giving the offending player's team an advantage, in which case the penalty for playing on is the removal of two teammates in a two-for-one call.
8.1 WIPING
8.11. Wiping is defined as the active and deliberate removal of paint by a player in order to avoid an elimination or avoid a judge’s call.
8.12. Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of two additional players from the same team.
8.2 FREIGHT TRAINING
8.21. Freight training is the act of utilizing multiple players who move and act in such a manner so that the lead players after being marked and eliminated impede or prevent the timely elimination of other players in the train.
8.22. Judges will allow a freight train to continue, but will remove one player for each instance of continuing to play by any of the freight-training players. When the freight train stops, the players who took multiple hits will also be removed from play.
8.3 INTERFERENCE
8.31. Spectators may be allowed to observe games and the activities on a field and may not:
i. issue instructions to players on the field.
ii. make comments about play which are likely to be heard by players on the field,
8.31.1Spectators may not be allowed to
i. have guns in their possession, or
ii. counter coach.
8.32. Team members and associates of the competing teams who interfere with the play of that game will immediately receive a penalty as if a player "played on" on the field and will result in the removal of one or more players from the associated team.
8.4 ASSESSMENT OF PENALTIES
8.41. Judges must assess the penalty prescribed for playing on or wiping.
8.42. Only Head judges may assess penalties that remove points earned on the field.
8.43. Judges will eliminate players for the following infractions:
(1) Unsportsmanlike conduct.
(2) Intentionally shooting at refs.
(3) The use of inappropriate language.
(4) A player going out of bounds or moving the boundary tape.
(5) A player hit in an unobvious location.
(6) A player having tools on the field.
(7) Player fails to tag up with the starting station after a false start.
(8) Failure to wear goggles.
(9) Malicious intent.
(10) Shooting in excess of 275 FPS, but under 280 FPS
(11) Wearing unapproved or altered face/ear protection.
(12) Excessive padding or layers of clothing.
8.44. Assessment of the one-for-one rule (the removal of the player committing the infraction, and a teammate) will take place for the following infractions:
(1) A player having tools on the field
(2) Freight training, applied for each infraction.
(3) Continuing to play, hit in an obvious location.
(4) Reentering the field after elimination.
(5) Interference during the course of a game by a person affiliated with the team, not playing in the game.
(6) Playing on after being eliminated. Altering the course of the game.
(7) Engaging in physical contact with another person on the field in a hostile manner.
(8) First Offence for marker violations.
(9) Malicious intent
(10) Shooting in excess of 280 FPS, but under 290 FPS
8.45. Assessment of the two-for-one rule (the removal of the player committing the infraction and two teammates) will take place for the following infractions:
(1) Continuing to play, hit in an obvious location, which results in an alteration of the course of the game.
(2) Use of a marker, firing in a prohibited mode.
(3) Shooting in excess of 290 FPS, but under 300 FPS
(4) Wiping
(5) Shooting after acknowledging your elimination or from the dead box.
(6) Second Offence of marker violations.
8.46. Assessment of 75 points will take place for the following infractions:
(4) Shooting in excess of 325 FPS
8.5 ADDITIONAL PENALTIES
8.51. A Head judge may assess additional one-for-one penalties during the game or successive 10 point penalties off of the field for the following infractions:
(1) Each time a player fails to obey a judge's instructions.
8.52. If a penalty is called that results in the removal of the last player from a team, the other team will be awarded the flag hang automatically.
8.53. Assessments of one-for-one, two-for-one penalties when no live players are left will result in the following penalty points being assessed against the offending team:
(1) 12 point penalty in lieu of a one-for-one penalty.
(2) 24 point penalty in lieu of a two-for-one penalty.
8.54. A player prohibited from a playing on a team, because his name appears on another team’s roster, or otherwise will cause the forfeiture of all the games of such team.
8.55. Any team that intentionally gives up points to its opponent will be disqualified from the tournament and all members of the team playing at the time of the infraction shall be suspended for life from playing in any sanctioned MWPPA event.
8.56. Any team that plots with opponents to set scores will be disqualified from the tournament and all members of the team playing at the time of the infraction shall be suspended for life from playing in any sanctioned MWPPA event.
8.57. Referee's calls during a game will stand and cannot be changed after a game except in extreme situations with the Ultimate Judge's approval.
8.58. Any player who intentionally slams/spikes a marker will be disqualified for the remainder of the event; and suspended for one year; and will be accessed a 50 point penalty. The offending player's team will finish that event playing short-handed with only 2 players on the field, regardless of the number of players on their team roster. Any player who commits a second offense of slamming/spiking a marker will be disqualified for the remainder of the season.
8.59. Any player who commits their third offence for marker violations will cause his team to have all points amassed up to the point of such discovery removed and such player will no longer be allowed to continue to participate in the Tournament.
8.60. Any player that switches a marker off after a field judge has requested to examine it will receive an automatic 60 point penalty.
8.61. Physical contact (non-hostile) between competing players results in the elimination of both players; and will be suspended for one year.
8.62. Any player that fails to use a barrel condom or other approved barrel blocking device, will cause his team to be penalized 10 points upon discovery.
9.0 MISCELLANEOUS - DECORUM
9.01. Teams and players thereon attending an MWPPA sanctioned tournament shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place. Teams and players thereon attending an MWPPA sanctioned tournament shall refrain from engaging in any conduct that would bring the MWPPA, the tournament, the promoter, the hosting site, or any sponsor into disrepute, including, but not limited to;
• the trashing of hotel rooms,
• the discharge of loaded markers in un-goggled trafficked areas,
• the willful destruction of private property,
• engaging in physical altercations, except in defense of one’s person against an unprovoked aggressor,
• or the commission of a criminal act.
9.03. All teams shall adhere to the administrative rules and regulations promulgated by the promoter of the tournament with respect thereto.
9.04. All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound
9.05. Any person or team that fails to adhere to the rules and regulations specified in this Section 9.0 shall be prohibited from competing in an MWPPA sanctioned event for a period of one year from the date of the infraction, the MWPPA reserves the right to extend any suspension.
pistolpete81z
02-27-2008, 11:24 PM
Hands down, this is one of the most professionally assembled tournaments i've seen. Give it up for the guys who prepare this up-and-coming, and soon to be the most popular tournament in the upper midwest.
:laola:
rockindapump
02-28-2008, 12:21 PM
Hands down, this is one of the most professionally assembled tournaments i've seen. Give it up for the guys who prepare this up-and-coming, and soon to be the most popular tournament in the upper midwest.
:laola:
qft:travelling::thisissparta::g7_2_115::VSCPhantom ::LSVADER::smilie_earlybronco::hunter::smil4282cd9 be6456::chopper::car::bigarmy::usaflag:
UNDXballer
02-28-2008, 01:39 PM
Hands down, this is one of the most professionally assembled tournaments i've seen. Give it up for the guys who prepare this up-and-coming, and soon to be the most popular tournament in the upper midwest.
:laola:
Agreed :applaus:
AIR ASSAULT PAINTBALL
02-28-2008, 09:02 PM
Thats right just when you didn't think it could get any better it does.
93x and two of the 93x girls are coming to the MWPPA this weekend
they will be there from 12pm to 2pm on Saturday March 1
with free stuff to hand out
YOU JUST GOT TO LOVE PAINTBALL
UNDXballer
02-28-2008, 10:38 PM
That right just when you didn't think it could get any better it does.
93x and two of the 93x girls are coming to the MWPPA this weekend
they will be there from 12pm to 2pm on Saturday March 1
with free stuff to hand out
YOU JUST GOT TO LOVE PAINTBALL
WOOOOOOOOOOOOOOOOOOOOOOOOT :whoo:
rockindapump
02-29-2008, 12:04 PM
sweetness
dcherne
02-29-2008, 12:11 PM
My team is looking for another guy. So if you are a rookie and looking for a team to play on this weekend please pm me asap.
rockindapump
02-29-2008, 12:49 PM
something tells me you gonna be alitlle out of luck seeing as the tourny starts tomorrow but gl man
dcherne
02-29-2008, 01:41 PM
Thanks. I just picked up a couple more players so I think we are set now.
rockindapump
02-29-2008, 02:18 PM
sweet what division are you playing
dcherne
02-29-2008, 02:26 PM
rookie....