V.A.L. INSURANCE COMPLIANCE

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1 of 27 Unlike Any

2 of 27 Table of contents V.A.L. INSURANCE COMPLIANCE 3 REGISTRATION 4 V.A.L. D.M.Z. RULES 5 MZ RULES 6 NIGHT GAME RULES 8 JUSTICE FOR ALL 9 ONLINE HONOR SYSTEM 10 The Geneva Conventions 11 V.A.L. WEAPONS 13 V.A.L. BBs & VELOCITY AND LIMITATIONS 14 V.A.L. ORDNANCE 15 KILLS, DAMAGE, AND RESPAWN SOP 16 VEHICLE WARFARE 19 V.A.L. CLASSES 20

3 of 27 V.A.L. INSURANCE COMPLIANCE First and foremost as the director of V.A.L., my goals are to create epic scale firefights and yet yielding to the needs of every field owners insurance policies. All the rules and regulations within V.A.L., are the result of researching the legalities of insurance and of course the physical limitations of airsoft technology. All of this combined with real world military experience plus the 15 years of playing in the worlds of paintball and airsoft. Experience is the number one key here and with that experience I have found that there is a huge hole in the world of airsoft that paintball has patched very cleverly. Most outdoor fields fail to realize that with minimum mandatory safety kill regulations they are taking away from our grand sport of airsoft. If you look at the older brother paintball, you ll recognize that there is no such thing as minimum engagement rules in the NPPL or PSP, organizations such as those that don t yet exist in the airsoft world and V.A.L. is meant to be the first. The first obvious issue here is insurance, we have to be compliant with field owners insurance. Strangely, there is absolutely no insurance policy that states you have to have minimum engagement rules. The caveat here is, there are Snipers and DMR s that shoot up to 550FPS with bb s weighted up to.40grams. That is a lot of Momentum by the scientific meaning (Mass x Velocity). If your a field owner who doesn t enforce lower face protection you may want to as the direction of airsoft insurers are going in that direction anyways. Also, you should know that the sport of Speedsoft is growing and this sport the only body parts typically shown are just the head, arm holding the gun and thats it. Full face protections should be mandatory as dental and or other skin issues will be inevitable. In V.A.L. games we compromise by eliminating minimum engagements rules by mandating the use of.20 biodegradable bb s, no exceptions. This aids in the dismissal of unnecessary pain when shot at close range. Also benefits of shooting at close range are only given to those with Pistols that shoot under 350fps. Pistols for close range only, because it is impossible to determine which operator s main weapon are legitimately shooting under 350fps. This rule also makes the game more diverse and demands players to play with more skill and needing to learn to transition between weapons. This makes their experience more real. Riflemen and Snipers all have a 75 minimum engagement rule with their main weapon BUT not on their pistols. VAL is introducing a new class SWAT, Swat members are allowed to carry PDW styled main weapons and all must be under 350FPS in order to qualify. These are the only members allowed to shoot full auto at close quarters. No matter the combination safety is of course our main concern and also to adhere to insurance needs. That being said, we must remember that everyone who pays money to be at our events are paying premium fees to shoot each other, we should not take that ability away from them with mandatory safety kills giving them the option is the key. For all players who show an interest in VAL Games they knowingly are aware of the high intensity and zero limitations on one ability to shoot other players. The videos will highlight these changes and also make it obvious that if these games are too intense they should not enter to play. V.A.L. Where M ilsim meets Speedsoft

4 of 27 REGISTRATION 1. Age Restrictions Players cannot participate in the event under the age of 18 without event waivers co-signed by your parent or legal guardian containing emergency contact information. Minimum age requirement is 15. However, we do accept players between the ages of 12-17 with accompanying adult that is participating in the event. 2. Registration Fee Forfeiture All registered members agree to our terms and conditions and all sales are final. Participants agree to forfeit their fees if they are ejected from the event for poor conduct, breaking rules or actions deemed inappropriate by event staff or if you decide to leave for any reason once the event has started. 3. Waivers Every participant will be required to sign event Waivers during registration (1x for Vendetta Airsoft LLC (colored paper) and 1x for Field Host* (white paper) *If Applicable. If you are a minor, you will be required to have waivers with emergency contact information filled out and signed by your parent or legal guardian. 4. Registration / Chrono Process 1. You will turn in your waivers at registration area 2. You will then provide your ammo to show proof that its bio and have it tagged as checked. 3. You will then pay your entry fees and purchase bio ammo and/or any other items available (if needed). wristband will then be given to you to be placed on your wrist to show proof of purchase to the chronograph staff. 4. You will then proceed to the chronograph station, where you will show the admin your wrist band as proof of paid entrance. You will then chronograph your replica. Any prior zip ties will be removed before we place ours onto your replica. We will then put one colored zip tie on to show you passed the MAIN chronograph process. We do reserve the right to have random inspections throughout the event. You will then proceed to the chronograph station, where you will show the admin your wrist band as proof of paid entrance. You will then chronograph your replica. Any prior zip ties will be removed before we place ours onto your replica. We will then put one colored zip tie on to show you passed the MAIN chronograph process. We do reserve the right to have random inspections throughout the event. 5. Event Marketplace Located next to the registration table is an area where food consumables and airsoft related items are available for purchase. This is also where you will pick up any PRE-ORDERED or RSVP D items. Cash is the only acceptable form of payment unless another form is being offered. Event Marketplace items will only be available before gameplay begins and during break times.

5 of 27 V.A.L. D.M.Z. RULES DMZ ZONES- are areas where no shooting is allowed. Primarily Parking lot, Admin, campgrounds, and where no EyePro is mandatory. DRUGS, ALCOHOL, AND REAL STEEL PROHIBITED EVERYWHERE! Airsoft requires you to be sharp and able to handle yourself in the event of an emergency and therefore deems all drugs and alcohol prohibited at these events. Real steel weapons and airsoft guns look and feel too alike and therefore we prohibit real steal at our events & locations. SPEED LIMIT & VEHICLE REGULATIONS While entering and leaving event property, the speed limit is 5MPH or less at all times unless otherwise posted. Never leave your car open and unattended. Make sure to lock your vehicles and keep valuables hidden as V.A.L. will not be held responsible for your property. AIRSOFT GUN HANDLING Airsoft guns or replicas in parking lot (not in play) must have magazine out, safety on and *muzzle cap fixed (*if available). Sidearm's must be holstered and on safe. Carry replicas in boxes, bags, or carrying cases while transporting gear on or off the field. Be practical and always keep safety in mind. Never discharge your Airsoft replica in non designated areas or DMZ s.. V.A.L. Will ensure to keep designated areas for you to test and check your hop up settings. TRASH You pack out, what you packed in. There are no trash bins, barrels or containers onsite for your use unless otherwise designated. PORTA TOILETS Please make sure that you utilize these if you must urinate or defecate while at the event. CAMPFIRES Are allowed in designated areas only. If we are not allowing them, we will post a notice saying so. QUIET TIME Quiet time starts at 11PM and with night scenarios, one hour after the last game has ended. During this time, we need to bring the noise level down to a reasonable level to accommodate those that are trying to sleep or relax.

6 of 27 MZ RULES MZ- (MILITARIZED ZONE) Where the action is going down! CEASEFIRE! Your all safety officers in V.A.L. events and it s everyone s responsibility to keep everyone safe. Should anything happen ever anywhere you may holler out or voice over radio CEASEFIRE!!! At this point everyone must safety their weapon and sit down until the emergency has been properly dealt with. Emergencies that warrant a Ceasefire are; Someone s EyePro falls off or breaks during a game, Some one injures themselves and need immediate help, having a asthma attack, Players goes lost, and any instance that may put someone in serious harm or even death. The cadre, will voice over radios when the game is back on. SCHEDULE We will be adhering to the schedules posted online. We will not babysit you or wait for you. Please respect your fellow players and be on time. All late players will have a fun time with Drill Sergeants. BLIND FIRING Firing your replica in a manner which you are NOT visually seeing what you are shooting at is considered blind firing and will not be tolerated. Mr. Mayhem will slash your tires if he finds out what car you drive. FIRING YOUR REPLICA Do not fire your replicas from or into or through re-spawn areas (or designated "safe-zones"). If you must test fire your replica, take it to the appropriate areas designated to do so. PROPER FACE PROTECTION All V.A.L. events require you to wear full seal eye pro and a lower mask. No ifs and or buts about it. Wanna argue? Bring it up with the Drill Sergeants, no no please do it! We will be looking at your protection through out the day. V.A.L. highly encourages players to use full face protection such as Dye i4's. These masks do great with fogging issues and keep you comfortable helping aid in a more enjoyable time at V.A.L.'s events. TEAM UNIFORMS V.A.L. understands that not everyone is a hard core airsoft player so feel free to come to our events wearing what ever you wish. Blue team will be the only team taped up, they will wear the colors on the straps of their eye pro. If you d like to avoid being taped find blue patches to wear on the deltoids of your shirts. As long as we can easily tell your on the blue team, we will not tape you. The amount of taping necessary is at the discretion of V.A.L. The red team will not be taped. NATO FORCES ARE BLUE TAPE - NF (AKA TAN TEAM) Uniform: Multicam / Desert Camo / ATACS / ACU / PMC Look* (*Event host approval only) Radio channels Automatically Odd Channels - Starting on channel 5 Blue team is burdened to wear blue tape no matter how great their load out is and true to our standards. Unless they are easily distinguished as blue team. OPPOSING FORCES COLOR RED (WILL WEAR NO TAPE) - OF AKA Green Team Uniforms: - Woodland MARPAT / Woodland M81 / ATACS-FG / AOR2 / Russian Camo (no tan variations) Radios: Yes - Even Channels - Starting at Channel 4 and above Red team would be burdened by red, a very good attention attracting color so we ve decided to make red team a no tape team. RADIO S For the first time ever in airsoft history will radios become one of the most essential pieces of equipment in order to survive the harsh mayhem of a V.A.L. game. Channel 1 will exclusively be used for Game intel broadcasting. Channel 1 serves both enemy and friendly teams at all times and may only be used by V.A.L. Cadre. It is highly encouraged that you use Midland GXT 1050 OR GXT 2050 radios for they have a "Dual Watch," and you can encrypt your channel to discourage enemy trolling or spying. All other channels should be encrypted for players are allowed to spy and troll other channels.

7 of 27 MAGAZINES V.A.L. thinks it s a joke to tell players they can only use midcaps, it s your money buy what you want and play on! We believe you should be able to shoot all you want for as long as you can. V.A.L. games are dedicated to be extremely fast paced and high volume shooting. You will find yourself in the game shooting a lot more than ever before because your not gonna spend an excessive amount of time walking back to respawn or waiting for respawn times to pass. After all this isn't MilSim. DEATH-RAG (Encouraged Not Required) Each player is encouraged but not Required to provide a death rag that acts as an easily identifiable measure to ensure you are not engaged while going to respawn or waiting to be revived. We prefer you get Elite Force Kill Rag Integrated Pouches and to be worn on your left shoulder. V.A.L s new universal death rag is your gun s magazine. You heard that right, when ever you are out of play take your mag out and hold it in your hand above your head to prove you are out of game. HEAL-RAG (DAY GAME) These allow you to respawn in the field with the assistance from a teammate who is an "Assault Class" Member (wrap around your arm & tied off). If you want the ability to be healed by the assault class then bring a heal rag to use, we will not provide them. GRENADES (ORDNANCE) The following items listed below are permitted as acceptable to use as grenades. There is no limit to the amount a player can carry at this time. Anytime a hand grenade is thrown, you must yell Frag out. Anytime a smoke grenade is thrown, you must yell Smoke out Doing this helps everyone be aware of dangerous flying hard objects coming at them. ACCEPTABLE GRENADES Thunder B Grenades Enola Gale Smoke Grenades Pea Grenades Nerf Vortex Pocket Rockets Various online manufacturers soft foam designed rockets FORBIDDEN ITEMS Homemade PYRO/smoke Any NON Enola Gaye Smoke Grenades Fireworks *If you do not see it placed here, then we allow it. This list may change from time to time, so make sure to always check this area before attending to see if we are excluding something before you bring it. REQUIRED / PACK LIST Below are the minimum required items a player MUST bring to participate at an event / You should bring enough to sustain yourself 12hrs straight in the field without resupply. - Picture ID - Primary / Secondary Replicas - Extra Batteries - Wrist Watch/carabiner watch - Death Rag - Heal Rag - Bio Ammo - Eye Pro - Lower Face Mask - Cash for Food, Ammo, Glow Sticks, etc - Prescribed Medications - Food / 1 Gallon of Water (MRE s, Snacks, Protein & Carbohydrate Edibles, etc) - Notepad w/ Writing Instrument - Trash Bags

8 of 27 NIGHT GAME RULES Night games do offer a new level of unnerving mystery and excitement. With all this V.A.L. is leveling out the playing field on purpose by removing the ability to hide in pure darkness and use NVG or Thermos. Every player must also have a light source on their gun for the purposes of safe moving. Never try to run in pitch darkness you ll just end up getting hurt. Players will be heavily monitored on this. Don t think all this ruins the ability to be stealthy you ll just have to be more creative. Secondly, our games are designed for team work. If you go off on your own your going to have a bad time. Fair game enforcement requires you to use your light as seeing bbs flying in the dark is next to impossible but if you flash your light on when firing we can easily see the flight path of the bbs and enforce FairPlay. All this light source talk is for you! CHEMICAL NIGHT NECKLACE Each team will be issued a team color necklace before the night game begins. It is mandatory to wear your necklace no questions asked. YELLOW CHEMICAL LIGHTS Yellow is the color of death in night games. If you are out bring out your yellow light/chem light. LIGHT SOURCE A light source is MANDATORY for every player for Night Game participation unless otherwise stated. You will not be allowed to play if you cannot provide one. These are used as safety and target ID measures. TRACER UNIT Tracer Units are always welcome at our night games however you must use BIO Tracer Ammo. SEMI-AUTO All replicas must be capable of semi-auto fire to be used in the night portion of the event. Bolt Action, DMR and Support replicas are excluded and cannot be used. LASERS Red lasers are allowed under the following conditions. You must have a pressure activation pad. You may aim at a person s center mass with it but never aim at a players eyes. You must be willing to follow these rules or you ll be asked to leave the game if you are found blinding people with a laser. Only via the use of a pressure pad can you choose to shut off the laser on the fly when an enemy player only presents his face to you.

9 of 27 JUSTICE FOR ALL JUSTICE FOR THE TOXIC V.A.L. has been engineered from the ground up to make cataclysmic action you will soon indulge in. In the midst of chaos only honorable chaos and mayhem is allowed. V.A.L. is taking huge stand against those who attempt to troll and or lack honor. VAL is serving justice by unleashing a vanguard of Drill Sergeants, Sentinels & Guardians. For the poor souls for God to judge, they will find that Sentinels, play anonymously until they are activated by dishonorable play. Sentinels and Guardians may summon Drill Sergeants at any time. DRILL SERGEANTS At the beginning of the games you will be introduced to your training superiors. They will be wearing unique Drill Sergeant styles hats, trust me they ll stand out cause they won t put up with your shit. These guys are the ones who will either make you or break you. They are trained to make you a better soldier the same way the Army does it and they will not be very polite at all. If your an individual who decides to cheat well its only a matter of time before you meet a Drill Sergeant who is authorized to smoke you (Smoke: a military term where superiors correct you via the use of physical training and generally very mean talk). In V.A.L. games Drill Sergeants are actors generally with a military background. They are pardoned for anything may say. They can swear and make fun you, they don t care about your little fragile emotions they only care to make you the meanest most unforgiving soldier the world has ever seen. If your not willing to be yelled at or smoked don t bother coming to our events. If you choose to disobey a Drill Sergeant or disrespect them, they are authorized to escort you out of the game without a refund. GUARDIANS Guardians may or may not be anonymous for administrative purposes. Staff and vehicle drivers are generally Guardians. If your are dubious of the legitimacy of a persons status, just ask them to show you their Guardian card. Guardian rank supersedes all other ranks. Guardians primary objective is to control the game flow and fair play. Guardians may honor check anyone at anytime. This means randomly shoot friendly or foe, if that said shot player fails to call himself out they will receive a once in a lifetime opportunity of getting a quality one on one smoking from a Drill Sergeant. Guardians have total power to call into or out of play anything. Respect, your superiors here, remember to just enjoy the game. The staff of VAL might simply be setting up the game for a big breaking point.

10 of 27 SENTINELS Sentinels are ordered to be vigilant against cheaters regardless of team! They will do their duties awhile being invisible to the unsuspecting. Sentinels will be selected by tenure and known honor. Sentinels will be evenly distributed between teams and all over the field. Sentinels will keep their rank secrete until a blatant cheater presents himself. It is at this point the Sentinels may present his Sentinel card if necessary. If a Sentinel declares you out you are to accept your fate and await a revival or continue the respawn SOP or if your really lucky receive a quality get sexy for the summer smoking from a drill sergeant. I hope by now you realize there is a pattern here with Drill Sergeants. PROBLEM RESOLUTION If a situation arises where two or more players are arguing and either a Sentinel or Guardian was not present to witness the claimed situation. The judgement will be allowed to be arranged by the party arguing. If they can t a agree to terms and continue playing lets let a drill sergeant call the shot here. but be warned he just might smoke everyone for being immature. Guardians and Sentinels will have the frequency and will be the ones to make the call and receive the orders. ONLINE HONOR SYSTEM V.A.L. is working to keep our game and airsoft community honorable 24/7. Everything you do in game or online that is related to VAL will reflect on the VendettaAirsoft.com Website.VAL is designed to filter out all dishonorable players and repeat offenders of just about anything that gives airsoft a bad reputation. Being V.A.L. eligible is an honor and a privilege that is easily severed by your actions. If you are banned from V.A.L. your account on VendettaAirsosft.com will be locked and added to our wall of shame. Once this happens you will only be able to view what we are up to and you will not be able to even register for our events. Should you try to register the day of at our events you will be flagged by our system and asked to leave. We are V.A.L. our words are, Never forgotten, never forgiven. Don t force us to follow them. Activity to get you banned; Being caught for not calling your hits in excessive amount of times. Taking off your facepro in game Trolling outdoor events Being disrespectful to your peers and not being a team player Lacking discipline and safe handling of your airsoft gun/s Committing illegal crimes such as stealing or assault defaming VAL Activity to get you banned on our Website; Posting inappropriate content Trolling or Being disrespectful to your peers Attempting to commit cyber theft Defaming VAL

11 of 27 The Geneva Conventions The Geneva Conventions are a set of treaties regarding humanitarian issues of civilians and combatants in wartime. There are four Geneva Conventions, last revised in 1949, and three additional Protocols - two from 1977, and one from 2005. The First Geneva Convention protects wounded and sick soldiers on land during war. This article covers protection for the wounded and sick, but also for medical and religious personnel, medical units and medical transports. The medic class may not be shot unless they are holding weapons and posing a threat. The punishment of breaking the 1st convention is instant death upon firing. Anyone who purposely or by mere accident shoots anyone under the protection of the Geneva Convention suffers instant death. The Second Geneva Convention protects wounded, sick and shipwrecked military personnel at sea during war. The Third Geneva Convention applies to prisoners of war. If a combatant should surrender during combat that militant will be treated fairly and with dignity. During imprisonment the prisoner shall not be subjected to any cruel or unusual treatment. In combat should a combatant surrender you must now provide care. Should combatant surrender and he be fired upon either on purpose or by accident the shooter is also instantly dead and must go to respawn. The Fourth Geneva Convention affords protection to civilians, including in occupied territory. From to time there will be civilians in the Militarized Zones but they are still protected by the convention. These non-combatants must not be fired upon. Should a non-combatant/civilian be fired upon either on purpose or by accident the shooter is also instantly dead and must go to respawn. From time to time we will surprise with you civilians so be ready. As a combatant who manages to make an opponent surrender you are to escort him to your main respawn point where your captee will be held for 15 minutes before being released back to his team. As a reward for your skill you will receive bonus raffle tickets. When a combatant surrenders he must without resistance allow himself to be escorted to the enemy territory. During the phase of being transported/escorted the captee s teammates may rescue him by eliminating the captor. Once the captor has been eliminated the captee may return to the game as normal. After all he was not eliminated.

12 of 27 Welcome to Basic Training. In VAL EPIC SCALE games during the defense set up time the offensive team will undergo 1 hour basic training where the United Nations Airsoft Corps Drill Sergeants will work with the team to work on discipline and basic soldering skills necessary to have a successful campaign. The drill sergeants will be relentless and give you, the soldiers a real live shark attack and have you experience the grueling feelings all new Basic Combat Training (BCT) candidates feel. Under these conditions the soldiers will purposely be stressed to feel the real life strains of combat under supervised and provoked circumstances. During BCT (Basic Combat Training) soldiers will undergo the following training; Weapon Discipline: Under going strict on proper weapon discipline. Basic weapon optimization to understand the soldier is only as good as his weapon. Advancing formations: Teaching the soldiers how to properly advance on enemy elements and how to not be close enough to have make out sessions and holding hands skipping around getting killed in large groups. Primary to secondary weapon transitions: Now that VAL is making history in the airsoft community its imperative that the drill sergeants drill this into each and every soldier. Using your pistol in CQC is not an option. Anything under 50ft is mandatory you use a pistol. Objective Advancements: Teaching soldiers how to work in two platoons. The front assault and the flanking element. DNC (Drill and Ceremony): We are a team and as such will move as a team. We will advance into the war zone in proper formation doing cadence. Cheaters Be Warned! From day one drill sergeants will be all over the place fiercely looking for players who lack honor. When the DI s find a willing victim they are authorized to give that individual hell for 10 minutes. A cheater may be given hell by 4 DI s at once. The cheater may choose to vacate the game which means he is willingly leaving the event. That said players status will be updated on VAL s Website within 48 hours. THI S WE LL DEFE ND!

13 of 27 V.A.L. WEAPONS PISTOL CLASS WEAPONS If it s a pistol and shoots under 350FPS and your using the mandatory.20gram biodegradable bb s, you can use this weapon anytime and anywhere with absolutely no weapon restrictions in the MZ. Got full auto? Blast away! SWAT CLASS WEAPONS All Swat class weapons must have an FPS under 350FPS and must use.20gram biodegradable bb s no exceptions. This class must utilize PDW & Shot guns style guns as well but there are exceptions. Anyone using a gun that doesn t have a small profile gun will have their rifles taped with Blue on the handgauard to symbolize that they indeed can shoot within 50 because that weapon system shoots under 350FPS. All other guns will have a Red zip tie or a red sticker on their rifle. VAL stickers placement, if you are right handed the sticker needs to be on the right side of the rifle so it remains visible. If you are left handed the sticker needs to remain on the left side. ASSAULT CLASS WEAPONS (INCLUDES SAW WEAPONS) All other rifles fall into the assault class. Assault class rifles shoot above between 400FPS and 420FPS. As an assault class member you have a 50ft minimum engagement restriction with that rifle (BUT YOU CAN STILL USE YOUR PISTOL) If your rifle shoots 476FPS you are automatically in the SCOUT Class and have a 100ft minimum engagement restriction on your main rifle. SCOUT CLASS WEAPONS ( A.K.A SNIPER & DMR ) Also known as the Sniper and DMR class. Anyone weapon in this class must use a scope to be a true Scout class member. This is how we will be able to distinguish Scout class vs Assault class. The scout class limit is 550FPS for both DMR and Bolt actions. Scout Member have a 100 weapon engagement restriction. HPA WEAPONS (POLARSTAR, JACKS, AND HYDRA LIKES ALLOWED) All HPA variants are allowed within VAL games. The only restriction is they must be semi-only, and match class fps, also have a regulator tourney lock. If an HPA is allowed to be a swat class that weapon system needs to shoot under 20bps.

14 of 27 V.A.L. BBs & VELOCITY AND LIMITATIONS BIO AMMO ONLY!!! We only allow the use of BIO ammo at our events of.32g BB or less. Bolt Action sniper rifles are allowed to use.40g s. Your ammo must be checked in when you register. You are currently allowed to bring any BIO BB s under the following condition below: All ammo must be kept in the original manufacturers bag which must be clearly marked with their label/brand and contain the words BIO or BIODEGRADABLE per the manufacturer. All Bio Ammo must be verified at the registration table. VELOCITIES ADJUSTED TO.20g BBS NO EXCEPTIONS All airsoft guns will be subjected to a 3 shot average. Any Airsoft Gun the exceeds the velocity threshold of its class will automatically be bumped up to the next Velocity class and your rifle will be marked as such. You must follow your assigned class limitations. Any pistol above 350fps will not be allowed into the game. All HPA systems minus LMGS & SWAT weapons are restricted to Semi Auto only. Any HPA gun in the SWAT Class must go down to 300fps to be allowed Full Auto and must be under 20bps. Remember you may carry any type of magazine for your weapons. Most of you can only shoot Semi Auto anyways. MAIN RIFLE ACTION HAND GUN GRENADES NERVE GAS TES MAY NOT CARRY FULL AUTO.20G BB 350FPS AND LESS NO NO ASSASSIN MAY NOT CARRY FULL AUTO.20G BB 350FPS AND LESS NO NO SWAT.20G BB 350FPS AND LESS FULL AUTO.20G BB 350FPS AND LESS YES NO ENGINEER.32G BB 420FPS AND LESS SEMI ONLY.20G BB 350FPS AND LESS YES NO ASSAULT.32G BB 420FPS AND LESS SEMI ONLY.20G BB 350FPS AND LESS YES YES SNIPER.40G BB 550FPS AND LESS SEMI ONLY.20G BB 350FPS AND LESS YES NO MEDIC MAY NOT CARRY FULL AUTO.20G BB 350FPS AND LESS NO NO JUAGERNAT.20G BB 350FPS AND LESS FULL AUTO.20G BB 350FPS AND LESS NO NO THESE RULES ARE SUBJECT TO CHANGE ACCORDING TO FIELD RULES.

15 of 27 V.A.L. ORDNANCE For administrative and organization purposes all grenades of any type to include nerf like projectiles fall under ordnance regulations. Any type of ordnance must be non-fire or Cool Burn grenades. Absolutely no Taginn Rounds allowed. Don t worry we ve really upped the anti here. Cool Burn The term cool burn or cold burning usually refers to the fact that there is no external flame produced and that the temperature of the cartridge is lower than the military and marine distress smokes. Acoustic Grenades(Thunder bee s anything that audible explodes) For all acoustic grenades they have a kill radius of 25ft. from where they explode, not where they make impact. Any time a soldier means to use an acoustic grenade, he must shout out, frag out. all acoustic grenades must be cool burns. Acoustic grenades are fatal to anyone of any class and to include vehicles. For vehicle destruction the grenade must explode under the vehicle. In order to disable a vehicle a grenade must land within 5 feet of the vehicle. At which point the vehicle must stop rolling and await its destruction or survive a five minute firefight. MUSTARD GAS (AKA BLUE & RED SMOKE GRENADES) Mustard gas is lethal to anyone who touches the smoke with any part of their body. That being said, the gas is not lethal to the team that threw it. Damage control will be visible by the color of the smoke. The blue team is immune to blue smoke but not to red. The red team is immune to red smoke but is not immune to blue smoke. This new chemical warfare is meant to change the world of airsoft in a very tactical way. If there are too many enemy players inside a grid, why not clear it with gas? Does the enemy opposition have vehicle superiority? You can now block vehicles right in their tracks by deploying gas on roads. If the gas touches a vehicle everyone inside is now considered dead as the ventilation system just killed them. No smoke variants allowed to be used inside of buildings, if it has a roof its off limits but if doesn t, let hell rain in. The only players immune to MUSTARD GAS are ASSASSINS AND TES S MEMBERS (TACTICAL AND ESPIONAGE SPECIALISTS) GREEN SMOKE Green smoke is "Nerve Gas" and it kills and effects EVERYONE EQUALLY. This smoke is likely to be used by V.A.L. to control game flow and make the game more interesting. However anyone can use green smoke. ORDINARY SMOKE Ordinary smoke is by default any other color that is not red, blue, or green. This smoke is meant for concealment and nothing else, it has no killing potency. VAL highly recommends you use mustard gas for a more potent resolution. No smoke variants allowed to be used inside of buildings, if it has a roof its off limits but if it doesn t, let hell rain in. ARTILLERY ORDNANCE VAL is very proud to announce the dawn of artillery into Airsoft. If you specifically buy Fire Tek bows and or rockets, you can now rain hell from above. Keep in mind that if you use this type of armaments you are automatically in the engineer class. you may use Nerf balls that have whistles and a tale BUT you have to throw these into the air at least 50 feet high before the projectile begin to ascend down just as an artillery rounds would. Artillery rounds have a kill radius of 30 feet. For vehicles the disabling range is within 10 feet and of course a direct hit is an automatic kill of the vehicle and all the members inside. You may never directly shoot an artillery round directly at anybody. The only exception is if your intended target is the vehicle itself. All artillery rounds are meant to be shot up straight into the air so that it has a somewhat of an artillery reality.

16 of 27 KILLS, DAMAGE, AND RESPAWN SOP V.A.L. makes all attempts to keep the theory of battle as close to real combat as possible. Although the V.A.L. Universe allows for Cosplay, some exceptions are made out of necessity. In V.A.L. when you get hit with a bb you enter a mandatory 5 minute bleed out time. If no one revives you or captures you within five minutes you are to move to a respawn point. If a bb hits your primary weapon, your primary weapon is out of play for that engagement or until five minutes pass. If your primary weapon is shot you must transition to your secondary which is mandated to be a pistol. Pistols are the only indestructible weapons. If you don t have a pistol, your automatically out. Failure to have a pistol and being taken out by rifle destruction, you do the 5 minute bleed out time, if not revived you go to the nearest team respawn point and wait 5 minutes to renter the game. You are asked to remove the mag out of your rifle when your out. The moment you put the mag back into the magwell you are in play and can be eliminated from that point on. Assassination: Anyone can perform this. In order to perform an assassination, you must sneak up behind an enemy and put a hand on their left shoulder. Between these to players they enter a state of Parley. A Parley is only in effect if the operator maintains contact with his new hostage. At this point the assassinator may ask his hostage questions and or command him to kill his Friendly's on your behalf awhile maintaining the Parley. During the Parley the hostage, must comply with the soldier/assassin s wishes with no resistance. The soldier/assassin may use the hostage as a human shield for an engagement. The human shield is indestructible, the assassin in this instance must be killed off ordinarily. Although this is a new concept there are some safety regulations necessary. No player may ever hit or wrestle with another combatant. Absolutely no physical violence with any body part is allowed and the assassin needs to be gentle with his hostage. This means no; fist fighting, hitting another player with a foreign object or vehicle. Only thing allowed is shooting one another with bb s. Death Standard Operating Procedure Once you have been shot (wounded/elimination) and or assassinated you must REMOVE the mag out of your rifle and hold it in your left/right hand, sit down on the ground, and then take out your death rag. If you fail to have a red death rag, your magazine is considered your death rag, you must hold it up so everyone can clearly see your a loser and don t have a death rag. Upon your elimination a five-minute mandatory bleed out time commences. At this time a medic or assault class soldier may revive you, or worse yet an enemy TES that eliminated you may capture you. When eliminated if you don't immediately sit down and point your gun to the sky while holding a mag in your left hand don't get mad if players continue to shoot you as they are authorized to do so until you at least take a seat. That

17 of 27 means your butt is on the ground. If a player continues to overshoot you when you are seated, death rag out with your gun up in the air you may call for assistance in regulating that player but do not confront anyone. Let a drill sergeant take care of this reckless player. It is not until all three criteria are met that you may call to complain. If you are not revived or captured within 5 minutes you are to return to a re-spawn and wait for the 5 minute on the hour for official human element re-spawn. IN GAME BUT OUT OF PLAY MOVEMENT From time to time you ll need to travel across the MZ but are not considered in play. You might need to get batteries, bb s what ever the case. If your in the state of need you are called a Traveler. If you ever announce that you are a traveler you must go to the nearest respawn to re-enter the game. To satisfy the criteria of a traveler you must have your death rag out, mag out of your rifle, and hold your rifle with the muzzle pointed straight to the ground or slung on your back. It is highly advised that you travel on main roads where it is obvious your not considered in play. ILLEGAL ACTS OF DECEPTION Although VAL promotes Anarchy and Mayhem there are rules of what you may not be deceptive about. The rule of thumb here is, you can only lie verbally. Only exception you may not lie about is Traveler status, Sentinel or Guardian rank You may NEVER physically pretend to be out, if you sit down, pull your death rag, present your mag over your head EVER you are considered out of play and may not just randomly start shooting enemy when it is desirable to do so. Even though the rules state you must sit, magazine out, and have a death rag out with your gun up in the air, that is designed to aid in your comfort and discourage people from over shooting or accidentally shooting you. The moment you do one of the three mandatory out of play actions you agree to go through the revive or Re-spawn procedure. Failure to comply with this will result in an automatic ban from V.A.L. You MAY verbally say you're out and if your charisma distracts enemy players from forgetting to check to look for a death rag, you sitting down, and the removed mag then by all means enjoy your glory. Players need to learn the meaning of pay attention to detail. If your in a tight squeeze and don t know what team the other player is on the other side of the wall, feel free to tell them your on the their team to get an easy kill. If you manage to find an open radio channel that is not channel 1-4 feel free to give them false information. Be a monster and yell, Frag out, and throw a pine cone. Hopefully by now your learning to be creative with the art of deception. YOU MAY NEVER PRETEND TO BE A GUARDIAN, SENTINEL OR DRILL SERGEANT! Tactical and espionage Specialists (TES) (HAVE NO BLEED OUT TIME) creatively disappearing Your going to have to worry about the damage these guys do. Not only can they turn your comrades to enemy but they can collect all the info they can from their captives, even command them to take over points of interests deliver Geocache information and so much more. Every player in the game who has paid & filled out a VAL Waiver will be given two wrist bands. One to show that they paid and signed a waiver, on the left hand, and a team color wrist band to wear on the right hand. If a TES captures you he will cut the team color wrist band off of you and collect it for extra raffle tickets. If you are captured by a TES you are now a Rogue Agent. Rogue agents remain Rogue for the duration of that Round. There are two rounds per day at V.A.L. Events. Each team gets to Attack and Defend. TES Players have the power to capture enemy they induced into a bleed times TES players can also automatically capture players during an assassination. The TES will say, you have been captured At this point the TES does not have to keep contact with his hostage. As soon as a player has been captured he must give up his team wrist band and is now a pledged Rogue Agent. Rogue Agents must; Give up their team wrist band Rogue Agents must change to the TES radio channel(if they have a radio) Accept the TES as their new commander and do as they are told gracefully.

18 of 27 Assassins and their Power Assassins get their power from the broadcast of channel 1. Every fifteen minutes at one point the radio will announce 1-5 minute Assassin Frenzy. For the duration announced assassins enter a state where no bb can hurt them and they can only be wounded or killed by Ordnance. This means they can run through any smoke, bb fire regardless of vehicle type or not. Juggernauts don t even hurt assassins during their frenzy. After the Assassin Frenzy is over it will be announced by the global broadcast system on channel 1. Juggernauts and their Power Juggernauts are slow and yet formidable. Juggernauts are not allowed to run even though they are damn near indestructible. Juggernauts are not effected by splash damage and only be killed by direct hits of ordnance. Vehicle damage only pisses these guys off. Juggernauts generally carry LMG s and shoot full auto. Juggernaut Frenzy During every 15 interval at one point the Juggernaut Frenzy will be announced over the global broadcast channel 1 system, generally immediately after Assassin Frenzy ends and is announced. During this time juggernauts my run but are assigned to attack the most dangerous element closest to them. During a Juggernaut Frenzy no smoke and or vehicle wound them, only a direct hit from ordnance may kill them.

19 of 27 VEHICLE WARFARE All vehicles in V.A.L. will be treated as if they are up armored tanks. This means that any rider of that said vehicle is protected by armor. Therefore shooting at a vehicle with your main guns does nothing but give your position away. Out of respect you are to never shoot at a driver or passenger as that is unnecessary unsportsmanlike conduct. You may however throw grenades and/or shoot rockets at the body of the vehicle but not directly at the drivers or passengers. Drivers of the Vehicles are ranked Guardians That is one level above Sentinels, what ever the Guardian says goes. Vehicle rules; A vehicle may not drive through enemy smoke. A vehicle may drive through friendly smoke but must be escorted for safety reasons). The escort may be killed/ assassinated, and or captured. A vehicle may never go into reverse unless escorted by a teammate. The escort may be killed/ assassinated, and or captured. A Vehicle must honor being seized by enemy and join that said team. Vehicle Damage Types; Status Destroyed - Vehicle and Players on board are out of play. Status Disabled - Vehicle & Players on board Still in play. Vehicle may not move and vehicle qualifies for seizing. Disabling down time 60 Seconds. Status "Dead Operators"-Vehicle in play, although players are out of play. This only happens when subjected to enemy smoke. Direct Rocket hits- Destroyed Vehicle. When a rocket or grenade explodes within 1'-10' of the vehicle the vehicle is now "disabled" and may use their guns to shoot at enemy. If a vehicle is not directly hit with a rocket within 60 seconds, the vehicle may begin to move again. A vehicle subjected to enemy smoke is not destroyed but the operator and passengers are killed. This is the best time to seize a vehicle. All vehicles have an Elite Force Kill rag somewhere in the rear end. Successfully deploy this and the vehicle just changed teams. Upon seizing of the vehicle the kill rag is meant to be left alone. In order to be recaptured by the team that owns the vehicle they must put the kill rag back to its resting un-deployed position.

20 of 27 Soldier Classes V.A.L. CLASSES The content below is going to be what propel vendetta into the future of extreme Airsoft. We are trying to create chaos, mayhem, havoc, and confusion. Those are elements and essential parts of warfare. We will use the home fields insurance policies to eradicate pointless mandatory safety kill policies. We will be able to focus on the main content of our games. Below are the classes that are going to make the games. As the game creators of all future vendetta Airsoft games we are uniquely challenged to create different types of confrontations which is the basic nature of warfare, not all battles are ever the same and neither shall we. V.A.L. sponsored games will never turn away a player for not being able to satisfy the criteria of classes or necessary uniforms. Should a player not to be able to have the necessary equipment they will suffer from not getting as many raffle tickets, or wear obstructive and blatant location giving away anti-camouflage bright tape. Should a player go above and beyond the call of duty and make there class look awesome they will also be rewarded with extra raffle tickets and anything else we may be giving away. Soldier Classes! All V.A.L. (Vendetta Airsoft League) games will heavily utilize and enforce proper classes. All classes can carry pistols and grenades(not all can carry gas). Within the info of the classes we will discuss certain benefits and burdens of each class. Also detail what it takes to eliminate that said class. Each class will have unique criteria specifically the Swat group due to integration of Riot Shields.

21 of 27 SWAT CLASS Fire Arms PDW s of all types: SHOTGUNS, MP5, MP7, MP9, PDR-C MUST BE UNDER 350FPS No minimum engagement safety regulations. After all we came to shoot each other. Fire Arm Action/s: Semi, Three Round Burst, Full Auto Allowed Equipment: RIOT SHIELDS,Pistols, Box loaders, Grenades, Radios. Additional Class Equipment: RIOT SHIELDS, Should buy a patch that says SWAT preferably for chest. Info: The Class will have some of the most intense roles in the V.A.L. games. The very fact they carry riot shields and have close quarters full auto capabilities will make them an intense formidable foe. For obvious reasons this class must be shot either in the torso arms, neck, and head (In essence waistline and up for elimination kill). For this class of specifically leg shots do absolutely nothing but hurt. All and any artillery to include grenades that land in front of the shield will do absolutely nothing to eliminate this class. Should a grenade or artillery land and detonate behind the Shield it will count as a kill. Should this squad have enough riot shields to create a 360 protective circle you will have to get creative with your ordnance placement as the shield will also protect the friendly behind any riot shield. All players who are behind and within 5 feet of a SWAT player gains the waistline and up kill zone.

22 of 27 MEDIC CLASS Fire Arms: Pistol only Fire Arm Action/s: Semi, Three Round Burst or Full Auto Pistol: Semi, Three Round Burst and Full Auto allowed. Under 350FPS Allowed Equipment: Riot Shield, Box loaders, Grenades, Radios. Additional Class Equipment: Should buy their own White Red cross Arm Band for both arms Can revive players on the spot! (May carry a Riot Shield) Also carry a Nerf N-Sports Sonic Howler Flying Disk, they can throw these to down soldiers who are just out of reach. wounded solders can crawl to them to obtain his revival. Must return the disk first before continuing his revival procedure. Info: Medic class will play an essential role of both teams if they are both to survive the crazy fire fights that will soon be under way. They can carry pistols but there ammo only travels at 350fps, and if this medic is to sustain a casualty there is a good chance he will have to pay the 10 Minute penalty for being eliminated. Each squad may be assigned up to 2 medics, but if no one takes on the role of medic in a squad that said squad will quickly fail to remain a deadly foe in any grid. In any skirmish that may happen remember it is essential to take out the medics first as they can revive players and some may even carry Riot shields making there elimination that much harder. (HINT! Assign snipers to Eliminate Medics!) When a wounded player is tagged by a medic the wounded player must get up and run 50 feet back towards their nearest spawn point. At this point he must stow his dead rag and once he s ready to go, the instance the player slaps that mag into his gun he is now considered alive and can be re-wounded. PRIMARY WEAPON RESTRICTIONS; SCOUT, SWAT, ASSAULT, ENGINEER, SUPPORT AND Artillery

23 of 27 TACTICAL & ESPIONAGE SPECIALIST (LONE RANGERS) Fire Arms: Pistol only Fire Arms: Pistol only Fire Arm Action/s: Semi, Three Round Burst or Full Auto Pistol: Semi, Three Round Burst and Full Auto allowed. Under 350FPS Allowed Equipment: Grenades, Radios. Additional Class Equipment: Any Costume additions, plus something to help cut team wrist wraps. Info: These guys are the Tactic and Espionage Masters behind enemy lines. This class may only carry Pistols, grenades, and comms. Highly recommend to have advance camouflage such as ghillie suits. If these players play their roles correctly they will capture and obtain much intel and take neglected objectives. The Lone Ranger here, should also take full advantage of there higher capacity to capture enemy soldiers (Capturing explained soon.)hopefully the scouts relay good accurate info to these guys so they can go behind enemy lines and take them out. The truth of this class is, if you think you need a ton of equipment and weapons you clearly shouldn t even attempt to take on this role. Your ability to sneak around and be patient is what is going to give you tactical advantage. You are to sneak around and even deliver promising info to your team. Some GEOCACHES will be out in the open with fairly small print that if observed through optics you can just deliver the code/word to HQ. This class will carry a card with them to show taken enemies so they know they have to follow your every instruction faithfully, loyally, and most importantly truthfully. When a T.E.S. performs an assassination the assassinated player is actually captured. When a T.E.S. (Tactical & Espionage Specialist) Capture an enemy, he may instruct the captured enemy to; Assassinate his friendlies Ask about where abouts of enemy locations Give all communication info up Exact location of Geocaches Instruct him to take objective points Destroy Spawn Points Deliver any message via comms(except Fake emergencies where a player is actually hurt) PRIMARY WEAPON RESTRICTIONS; SCOUT, SWAT, ASSAULT, ENGINEER, SUPPORT AND ORDNANCE

24 of 27 ASSASSINS CLASS Fire Arms: Pistol only, Bow and Arrows, swords, knives, ninja stars.(all toys only) Fire Arm Action/s: Semi, Three Round Burst or Full Auto Pistol: Semi, Three Round Burst and Full Auto allowed. Under 350FPS Allowed Equipment: Fire tek Rockets, Nerf Zombie Strike Strike Blade,,Grenades, Radios. Additional Class Equipment: Costume and proper face protection. Their objective is to be obviously distinguishable so that enemy know that you are coming. Info: The Assassin is by far the most formidable class in the game. As an assassin the only things that can eliminate you is an enemy Assassin or a direct hit from ordnance. Splash damage of ordnance will wound you but you ll still be able to shoot from the position where you await the end time of your bleed out. At the end of your bleed out instead of going to re-spawn you continue attacking, cause your a god and gods don t die. PRIMARY WEAPON RESTRICTIONS; SCOUT, SWAT, ASSAULT, ENGINEER, SUPPORT AND ARTILLERY

25 of 27 ASSAULT CLASS Fire Arms/ Rifle Specific: M4, AK s, ETC Under 420FPS. 75 minimum (Going for 420fps, Insurance will decide.) Fire Arm Action/s: SEMI ONLY Pistol: Semi, Three Round Burst and Full Auto allowed. Under 350FPS Allowed Equipment: Pistols, Box loaders, Mustard Gas, Nerve gas, Grenades, Radios. Additional Class Equipment: 1 heal rag, that can be used on themselves once, or to revive a medic. Info: The assault class is the pioneer of being the best generalist around. They have the ability to heal themselves once or revive a medic. They are allowed to carry mustard gas, nerve gas, and grenades which means they can destroy even vehicles. The assault class has a very good favorable well-balanced character so if you don't know which way to go, this is a fantastic place to start. PRIMARY WEAPON RESTRICTIONS; SCOUT, SWAT, ENGINEER, SUPPORT AND ARTILLERY

26 of 27 ENGINEER CLASS Fire Arms/ Rifle Specific: SWAT class weapons highly encouraged but may use Assault class weapons. Fire Arm Action/s: SWAT Full Auto, Assault weapon semi/semi Pistol: Semi, Three Round Burst and Full Auto allowed. Under 350FPS Allowed Equipment:ANY ORDNANCE, Pistols, Box loaders, Grenades, Radios. Additional Class Equipment: This class should utilize the fire-tek technology to be truly be an engineer. Info: The engineer class is the Queen of battle. They can attack from above and can attack from the ground. They can destroy vehicles or they can destroy you. By utilizing ordinance properly they are a formidable foe in any engagement. Fire-Tek rockets can fly over 250 feet which is about the same reach of a standard assault rifle, only these rockets have a 30 foot kill radius. PRIMARY WEAPON RESTRICTIONS; SCOUT CLASS MAY NOT USE A RIOT SHIELD

SCOUT CLASS Fire Arms: Sniper Rifles or DMR Rifles Under 550FPS, Semi Only Fire Arm Action/s: SEMI ONLY Allowed Equipment: Pistols, Box loaders, Grenades, Radios. Additional Class Specific Equipment: Must have a Scope on their main rifle, binoculars. Info: With the all new dynamic playing field and an impressive 550FPS rule snipers can take on just about anyone from a distance. not only our snipers impressive long-range precision monsters. In V.A.L. It is illegal to shoot drones and or any electronic anything, anyone caught blatantly breaking this law will be PermaBand from V.A.L. 27 of 27