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Format and Rules
Battlefield Utah 2009 format is built from last yeas success and fine tunes the action and complexity with new additions and alterations to the game. 2009 BU will bring the addition to pre game Snipers and Scouts. Some other small modifications to the objectives have also been made.
BATTLEFIELD UTAH 2009
The field is laid out so both teams have an equal opportunity for points and base assaults, including a center flag, a base flag, and four neutral flags. See diagram for specific flag/base layout.
Center Flag* has a controlled radius of 15 paces. Players have ten seconds to enter the radius and make their color change. Any player who remains within the controlled radius for more than ten seconds is eliminated. The center flag is worth no points but ONLY the controlling team will be able to respawn from the Special Forces deadbox. If a team does not have control of the center flag that team’s Special Forces team will be required to respawn at the main team deadbox.
Special Forces/Neutral Flags have two colors. The team controlling will receive 15 points per flag raised their color once every 15 minutes, i.e. 10:15 am, 10:30 am, and so on.
Base Flags have two colors. The team controlling will receive 15 points per flag raised their color once every 15 minutes.
The two teams will also have a 15 person “Special Forces” group that will have their own base and missions as they sustain their team’s efforts in capturing flags. See Center flag note regarding Special Forces respawning. These players will be marked with an additional yellow armband.
Special Missions & Objectives:
Downed Pilot: Each team will have the opportunity to locate and extract a “downed pilot”. These missions will be clearly marked. The Team General will be notified the moment the pilot’s location is determined. Teams who rescue their downed pilot and return “him” to their dead box within 15 minutes will receive 50 points.
Spy: The Spy will be a person that has been chosen by each teams General. That teams Spy will only be know by 4 of the DE Staff and who ever the General tells. The Spy will be registered and placed on the opposing team’s side. That spy will have a “Spy card” for use if he is captured. If the Spy is captured he will (ONLY in the presence of the base Reff) be questioned if he is the opposing team Spy. If he is he MUST present his Spy card to the General. That General must then collect that card to win his 50 points. If the General is wrong in his accusation he will be penalized 25 points.
When a Spy has been discovered and has lost his card he will then be placed on his home team with home team marking and join in the game as a normal player.
Sniper: The Sniper Mission is limited to 3 pre-designated “Special Forces” players. Snipers will be provided with special paint with a specific color and fill. Snipers will be awarded points for their team as follows: 25 pts for General, 15 pts XO/command staff, 5 pts for SF player (Snipers are considered SF). Snipers are allowed to enter the field 15 min before the start of the game. All Snipers are LIVE as soon as they enter the field. Snipers must enter the field from their main base.
Each team will have 1 Scout that is allowed to enter the field 15 min before the start of the game. The Scout may not carry a marker in this 15 minute window, but will be allowed to pick up their marker at game on. All Snipers and Scouts are LIVE as soon as they enter the field. Scouts and Snipers must enter the field from their main base.
VIP Delivery: This mission is limited to the main teams. A clearly marked (obnoxiously decorated) person will be escorted from the assigned Team’s Elimination Zone to a specific location within 30 minutes without getting the VIP shot. Teams who complete this objective will receive 50 points. Both teams will be given the chance to complete this objective.
*The center flag is not an actual “flag.” It is a “flip-stick” which is basically a broom stick with two colors painted on it that gets flipped and stuck in a piece of pipe to expose one teams color.
Nothing may be placed on the playing field before the start of the game.
No tanks or things representing tanks.
Any mark from a paintball that is more than a dime in size will be considered eliminations. If you're unsure, ask a ref.
Grenades are allowed. Any mark from a grenade is an elimination.
Field limit is 285 fps. We will be randomly checking and violations will result in point deductions and possible ejections for multiple infractions.
Barrel plugs are required in all non-play areas (staging, parking, etc.) and to show when a player is eliminated and returning to their dead box. "Dead man's walk" is allowed, but if a player has a hand or their marker above their head, they are not live players.
Masks are required in all play areas and on approach to play areas. Players will be penalized for infractions.
"Hot respawn." At respawn, all players are live and active targets. If a team has been pushed back in to their deadbox, the reffing staff will push the opposing team back to or as close to the halfway point of the field as possible. This allows teams a fair chance to get back on the field.
Rocket launchers will be allowed. They may only be aimed at non-human targets. The ground is acceptable, as long as the area behind it is clear. A ref must witness the shot and will eliminate anyone within 10 feet (about 4 paces) of an open ground shot, unless they are behind solid cover. A hit to a piece of cover will eliminate anyone behind it, up to 2 paces.
No markers are allowed in any dead box tent. Dead box tents will be slightly removed from respawn areas for safety reasons.
Respawn areas will be marked with tape or flags, as available.