Following a meeting of the clubs listed below at TAGCON 96, the following rules/standards were debated, voted on and agreed for use by all of the mentioned clubs, in interclub games and at DROPZONE 96.
Brothers in Arms
South London Warlords
Individual role players not affiliated to a club.
(MI5 did not enter the meeting but indicated their agreement with current rules.)
IT IS EXPECTED AND REQUIRED THAT ALL PLAYERS WILL ABIDE BY THESE RULES.
ANY PLAYER WHO DOES NOT COMPLY WITH ANY OF THESE RULES, OR ANY OTHER RULES AS DEFINED BY THE GAME ORGANISER, WILL BE REMOVED FROM THESE AND POSSIBLY ALL OTHER GAMES.
All players are asked to comply, and ensure that others comply, with the spirit of these rules and act so as not to diminish the good reputation of this hobby.
The rules cover Sensors, Weapons, Armour and Medical systems. The rules are split into two types:
Core rules: which are used in every game.
Optional rules: which are used ONLY in individual games which the game organiser will specify in advance.
Rules/standards that state "Players", may be disregarded by nonplayer characters in games when the game organiser wishes them to.
1. Players sensors will be worn on he head and have an effective 360 degree arc of sensitivity. They should not distinguish from which direction the hit is received i.e they should be slaved if separate sensors are used.
2. Player's sensors will be of sufficient sensitivity so as to pass a baseline test to beperformed at DROPZONE 96 and other interclub events as follows: sensors can be hit with a standard Starlyte Lazer Tag pistol with the lens removed (snubbed) at a range of 4 metres in a horizontal line..
The sensor should be tested with a new battery in place (preferably alkaline) in normal outdoor lighting conditions appropriate to the game(s).
Technical note: It is understood that, unlike sensors, the frequency at which a StarLyte pistol operates is fixed. In the event of any dispute upto 2 other snubbed StarLyte pistols may be used with 2 of 3 weapon tests deciding the issue.
3. It is a players responsibility to ensure that their sensor retains the aforementioned sensitivity throughout the whole of agame. Sensor checks may be performed at appropriate moments during a game and failure to pass must be immediately and permanently rectified or expulsion from the game will result.
Note: It is in players interests to waterproof their sensors to avoid possible expulsion from a game.
Technical support may be available from other gamers or through the pages of FIREFIGHT.
4. On realising that their sensor is insensitive a player will IMMEDIATELY call for assistance from the nearest player. The battery should then be changed in the presence of this player. A player may change a battery themselves should no other player be available. NO OTHER ACTION may be taken by a player with an insensitive sensor UNTIL the battery is changed and the sensor is sensitive.
5. When conducting AIMED fire the firer's sensor must be exposed to the target. It is appreciated that when sniping from cover it may be difficult for a player to ensure this however if a weapon may fire out of cover it is probable that the sensor can be hit.
6. When conducting ANY fire the firers' sensor must be exposed to the target. (Use this rule to replace 5 at the discretion of the game organiser).
7. Any players' weapon will have a bright muzzle flash (visible from the target's point of view at night when within range) and a sound system significantly louder than a standard Lazer Tag Starlyte pistol UNLESS the player is using an unmodified weapon ie: Terminator, StarLyte, GI Joe, Quickshot, Survivor Shot.
8. Weapons with a rate of fire greater than 1 shot per second and a range greater than 100metres should not have a sight fitted unless they have a fire limiting device (times lock-out, ammo counter etc.) also fitted.
An ammunition counter should disable the weapon from firing when the magazine has emptied. The magazine size will be no more han 100 shots and the disable time no less than 5 seconds or 0.75 seconds per 10 shots.
9. Lasers (of any type) MUST not be used as target designators or weapons.
10. An unarmoured player shall start the game on 2 lives.
11. The additional lives allocated for armoured body locations shall be as follows:
Upper Torso (FRONT & BACK) 1
Both FULL arms 1
Both FULL legs 1
The armour must be at least 2 of : Constricting, Heavy or Hot to wear.
12. Players who has been taken down to zero hits, must as soon as possible fall to the ground (safety taken into account) lie still and remove their sensor. A player may scream at the moment of the last hit to indicate injury but remain silent thereafter.
13. Once a player has no more sensor hits left an armed player can deliver a coup-de-grace by placing his hand on the injured player's head and saying SLOWLY "You are dead". This again makes the character unrecoverable.
14. A player may leave a game by taking off their head mounted sensor and leaving by a route avoiding play. The player may not communicate with other players except to emphasise (if necessary) thet she/he is out of the game.
15. Medical rules only apply to the initial 2 body points - that is the last 2 hits to be taken off a sensor. Armour points may be regenerated by a designated character class.
16. Once a player has no more sensor hits left he/she must be reached by a medic within a certain amount of time or else the character is said to be unrecoverable and may no longer take part in the game.
17. At the game organisers' discretion Core Rule 13 (Coup-de-Grace) may be declared to be suspended for the duration of the game(s).