SpeedOps Invitational Tournament Rules
These rules apply to all players participating in the SpeedOps Invitational, and are in addition to the rules set out for Airsoft Reload Manitoba. Please review carefully before attending. Safety, sportsmanship, and fair play are mandatory.
SpeedOps Invitational Tournament Rules
PREGAME
Each team is inspected for equipment and weapon class regulations.
BB weights will be weighed, weapons will be re-chronoed and mags may be reloaded.
Teams start behind or inside their designated starting gate and must have one hand or foot touching the wall.
Teams standby for the Round Ready Warning by ADMIN.
Rounds end by flag hang or time, whichever comes first.
No reloads for the duration of the match.
In the event a weapon fails – a substitute PLAYER is required.
Players are only permitted to submit 1 weapon for play for the event.
POST GAME
After round ends, all live players meet in the center of the field. Admin and Refs confirm round score and penalties when applicable.
Round score is announced, teams have 60 seconds to reset for next round.
The Basics:
This is a 6 v 6 style tournament, 3 minute games – Best of 3 matches
1.31 Joule Limit (375 fps w/ .20g) – Maximum BB weight -.28g
Random BB weight & Chrono Spot checks will be in place for the event.
1 Weapon per player – Substitutions are subject to a 1 round penalty and chrono – substitute player required or play short a man for the round.
Capture the flag with combined point structure – bracket and tree will be live on site
Admin / Ref calls are final – Arguing and unsportsmanlike conduct will result in penalties up and including – forfeit of match / removal from tournament.
MATCH TIME: 20:00 min.
TOTAL RDS: 3 x 3:00 min
Players will have an opportunity to submit substitutes, chrono,reload and reset between rounds and only during the 3 mins between rounds.
Each round is 3 min or until Flag capture or Team wipe occurs.
Admins reserve the right to delay the match as required.
All Basic Event Rules Also Apply From Safety Briefing – BE SAFE – HAVE FUN
Flag Rules:
Flags are in play game items, each team will have a designated flag to capture
Each Round the flag location MAY be relocated by admins
In the event of a tie – a Single flag will be placed at centre point.
Points:
POINTS Points determine the winner of each round. Total points after all rounds will determine the match winner.
In the event of a tie, both teams select one player for sudden death: 1v1 gunfight, no flag, 60 sec rounds, best of three rounds.
Fouls:
Fouls are designed for fair play. Minor Fouls result in points lost. Major Fouls result in:
1. Points lost in match
2. Points lost in event and series standing
3. Repeated Fouls will result in player DQ from the event.
All individual penalties are applied to the team.
Point losses are applied to the round in which the penalty occurs. Negative round scores due to penalties will apply to the match score. Staff will notify teams of any penalties before the next round starts.
Hits / Kills
Any direct hit on body or equipment.
Gun hits count.
Friendly fire counts.
Ricochets do not count.
No minimum engagement distance.
No Blindfire / No Jumpshots
No Grenades
DEADMAN Protocol
When eliminated, the player must immediately exit the field.
Player must raise hand, announce hit – walking off –
DEADMEN do not talk
Players must use the most direct route to the nearest sideline, then exit the area.
When a player is hit while carrying the flag, the flag must be dropped immediately.
It may not be tossed – or thrown.
Failure to adhere to these rules will result in penalties.
SCORING & PENALTIES
POINTS EARNED
ELIMINATIONS 10 POINTS
EACH PLAYER ELIMINATED ON OPPOSING TEAM EARNS 10 POINTS
FLAG POSSESSION 50 POINTS
FIRST POSSESSION OF FLAG(S). EACH FLAG EARNS 50 POINTS.
(In a dual flag event the flag value is 25)
DOMINATION BONUS 25 POINTS
DOUBLE FLAG GRAB AND NO ELIMINATIONS ON WINNING TEAM
DISQUALIFICATIONS:
Four Major Penalties by a team will result in one disqualified player.
The disqualified player is selected by the ADMIN TEAM and must leave the field area. The team will play short handed during the next round and a sub will be allowed for any following matches..
MINOR PENALTIES
LATE-CALL -25 POINTS
PLAYER CONTINUES TO MAKE A PLAY AFTER BEING HIT, DOES NOT RESULT IN A KILL OR FORCE-TRADE
SLOW EXITS -25 POINTS
ELIMINATED PLAYER EXITS FIELD SLOWLY AND/OR PLAYER DOES NOT EXIT DIRECTLY TO NEAREST SIDELINE.
COMMUNICATION -25 POINTS
ANY COMMUNICATION BETWEEN LIVE GAME PLAYERS AND NON-LIVE GAME PLAYERS.VERBAL AND NON-VERBAL.
EQUIPMENT/AMMO VIOLATION -50 POINTS
USING RESTRICTED EQUIPMENT AND/OR BB. EXCEEDING JOULE LIMIT. FIRING IN FULL AUTO.
FIELD DISRUPTION -25 POINTS
SIGNIFICANTLY MOVING BARRIERS DURING A MATCH. UNFAIR FLAG DISPLACEMENT.
BLIND FIRE -25 POINTS
SHOOTING BEHIND COVER WHEN DIRECT SIGHT TO TARGET IS OBSCURED.
CONDUCT -25 POINTS
DISRESPECTFUL BEHAVIOR TO STAFF, PLAYERS OR SPECTATORS
JUMP SHOT -25 POINTS
JUMPING TO SHOOT BLINDLY OVER OBSTACLES
MAJOR PENALTIES:
NO-CALL REF PULL -25 POINTS
PLAYER DOES NOT RESPOND TO REF SIGNALS, CONTINUES TO PLAY UNTIL PHYSICALLY PULLED
BLIND FIRE KILL -50 POINTS
BLIND FIRE THAT RESULTS IN A KILL. PLAYERS PULLED.
OVERSHOOTING -50 POINTS
EXCESSIVE SHOTS TO DEAD PLAYERS WHO HAVE SIGNALED BEING HIT AND/OR IS EXITING. PLAYERS PULLED.
HEADSHOT NO-CALL -50 POINTS
PLAYERS DO NOT CALL A DIRECT HIT ON ANY AREA OF THE HEAD. PLAYER PULLED.
FLAGRANT NO-CALL -50 POINTS
MULTIPLE DIRECT HITS ON ANY AREA OF THE BODY. PLAYER PULLED.