Command Decisions Paintball Tank Utilization Rules
The use of paintball tanks, if they are under a strict set of guidelines, add an enormous amount of fun and strategy to a paintball game. Armored vehicles on a real battlefield either dominate or are metal coffins for the crew. These rules will attempt to balance safety with effective tank strategy on the field. The following will be general rules followed by powered tank rules.
General Rules - Updated for 2023 - If we have not addressed your question, please contact us atinfo@fuldagap.com
Rule 1: The use of a paintball Armored Fighting Vehicle (PAFV), or "tank", is contingent upon approval by the field operator and/or scenario designer/producer at least three weeks prior to the event. The operator then must have their tank physically inspected for safety immediately prior to the game by game staff.
CDWC recognizes that there are two distinct classes of PAFV's - heavy and light. We do not recognize PUGs at this time. Heavy tanks are usually highly developed, expensive to build and maintain (thus rare), and rather costly to transport. Real world tanks and their copies would fall into this category.
A heavy tank will be defined as any PAFV that is built on an automobile chassis, or real steel tank, with a minimum dimension of 6' wide and 10' long or by pre-approval by the producer prior to the game. They must have a full (360 degree rotation) turret with a fixed Nerf cannon and they are usually manned by a crew of several individuals and must have a safety walker. Heavy tanks are generally restricted as to where they may travel on the field.
Heavy Tanks must have an orange placard of the rear of their tank. They can only be eliminated from the rear by hand held AT, but can be eliminated from any direction, and any position, by tank on tank and heavy weapons. Turret hits do not count for elimination by light AT.
Light tanks, on the other hand, are generally less expensive and easier to maneuver and fight out of.
A light tank will be defined as any powered vehicle with dimensions smaller than 6' wide, 10' long, or without a full (360 degree top mounted) turret. A light tank may be constructed by lighter weight materials but must still meet the minimum requirements of Rule 4. They do not need to have a turret, and their Nerf cannon does not need to be fixed into position, but it must be tethered or mounted to shoot in a single direction. They may be manned with as small of a crew as one driver/gunner and must have a safety walker.
To allow advantages for the two classes of tanks, there will be different methods of eliminating heavy vs. light tanks which will be covered in the tank elimination Rule 22.
Rule 2: A neutral referee (hereon called a “tank walker”) must accompany all PAFVs at all times they are moving. The PAFV crew will be required to provide a tank walker for their tank and the tank cannot move without one, either on the field or off, under any circumstances. A rule of thumb is that the tank walker should always be within 20 to 30 feet of the tank while it is moving, but no more than 50 feet away.
A tank walker must wear a high visibility green or yellow vest to confirm his status to players and other tankers. Orange or purple vests are not allowed. Tank Walkers are encouraged to carry shields to protect themselves from accidental player hits.
It is the tank walker’s duty to prevent the tank from traveling in an unsafe direction, calling players out who get too close to the tank, calling bunkers and other tanks out, and calling the tank they are escorting out or disabled in the event it is hit by an anti-tank weapon or runs over a mine.
Tank walkers are forbidden to mark targets or otherwise assist the tank they are escorting in eliminating players or threats. If a tank walker is caught assisting the crew the tank will be forced to leave the field for 15 minutes to respawn. On the 2nd offense, the tank walker will not be allowed to be a walker and a game penalty will be assessed by staff. On the 3rd offense, the tank itself must leave the game entirely.
The tank walker must have radio communication with the tank he is escorting. This radio must be provided by the tank crew. Walkers may claim Nerfs if it does not interfere with the tank walker primary duties.
The tank walker may never be eliminated and is considered an integral part of the tank. Deliberately shooting the tank walker is considered unsportsmanlike conduct and will result in a penalty. This is a safety issue and will not be tolerated.
Rule 3: Tanks may not travel faster than walking speed, which is approximately 5-7 miles per hour, as determined by their walking safety referee. Tanks may not travel off established roads into rough terrain, or attempt to drive the tank over obstacles or muddy territory. Tanks may generally drive over open fields that are designated as tank friendly, but may not enter bases. An exception to this is a base that is specifically predesignated as “tank friendly”, which has very delineated roads to travel on safely.
Rule 4: Tanks shall be constructed to have a sufficient hard surface area to insure that Nerf rockets will bounce, but not penetrate, on the target. This should be at least 80% of the heavy tank- front, sides and backsides. The use of netting as the primary surface area for light tanks is discouraged, and tanks may be disqualified from play if they do not have some hard surface area. All glass windows (front, rear, top or side) must be removed from paintball tanks unless specifically inspected and allowed by the game promoter or producer. A net screen must be applied over an airsoft tank glass.
Rule 5: Tank commanders are responsible for the conduct of their crew. Commanders are considered general referees in regards to tank combat and are expected to regulate each other and their crew, however a field referee decision will always override.
Tank Crews may alternate their qualified crews off the field to keep the tank in play. They should notify their commander every time they leave the field as well as their status.
Rule 6: The vehicle must be readily identifiable as to which side or team it is on before it enters the field. The primary method of this is through the use of a 2 foot x 2 foot red or blue flag on a pole mounted to the exterior of the tank. This can alternatively be accomplished in scenarios with identifiable national insignia, with the proper markings and flags identifying the allegiance (i.e. US or Soviet flag).
Rule 7: The vehicle must have a standard method of showing that it has been eliminated from play. A high visibility 2 foot x 2 foot white flag that is positioned up to indicate knocked out (out of play) status can accomplish this.
Rule 8: The vehicle, even if un-powered, wheeled or tracked, must have a fully functional braking mechanism, including a manual or emergency system, other than human interference.
Rule 9: The occupants of any vehicle must wear ASTM approved safety goggles at all times, even while inside of the PAFV. Any crew members who may be exposed to direct fire must have an industry approved full face paintball mask.
Rule 10: Vehicles must enter the field via their authorized entry or start point prior to being activated. Tanks will be considered neutral, unable to enter into combat, or be eliminated, until activated. Neutral tanks may proceed under a white flag to alternate start points if necessary.
Rule 11: No player may approach within 20 feet of a PAFV, even if parked. A player may be waived up or into a parked tank by the tanks commander or driver for communication purposes only, or for AT gunners to claim a kill.
For safety purposes, if a moving PAFV approaches within 20 feet of a player's position, that player is eliminated unless they are in a Diamond (hardened) Bunker, inside a base trench line or off the road in a tree line. Tanks always have the right of way in play and withdrawing from the field. Tanks may not deliberately try to eliminate players with this 20 foot rule if they are out of action and exiting the field and may be penalized points for this infraction. .
Rule 12: Players may not use an in play or eliminated tank as a bunker or an eliminated tank as cover when it is exiting the field after its elimination.
Rule 13: There will be no riding on the exterior of the tank, including crew or safety walkers.
Tanks may carry infantry, however the tank must come to a full stop and the release of the infantry coordinated by the tank walker. Infantry exiting the tank may be engaged just as if they were live players (i.e. no countdown), thus it is highly encouraged to dismount infantry in a permissive environment. The infantry may not use the tank for cover and have to get 20 feet away before engaging otherwise they will be considered eliminated.
Rule 14: Tanks may not engage the enemy (personnel, armor, or bunkers) at less than 20 feet nor may they block the doorways to buildings. There is a special rule for eliminating bunkers closer than 20 feet in Rule 24.
Powered Tank Rules- All general rules (1-14) apply to powered tanks in addition to the following (15-19):
Rule 15: All powered vehicles must be safe to the passengers and crew, as approved by the producer of his representative. A functional fire suppression system (fire extinguisher) must be installed within the reach of a crew member at all times.
Rule 16: All powered vehicles must have an ignition cut-off switch that is accessible to the referee or other crew members other than the driver in case of emergency. The cut-off switch is not to be used to eliminate the tank but rather used in situations where the engine must be cut-off for safety purposes in case the driver is incapacitated. Remember that there may be a situation when leaving the vehicle’s power on is necessary to power the braking and steering mechanisms.
Rule 17: Powered vehicles may only be operated by a qualified, adult (over 21 years of age) driver who has been approved by the field manager prior to engaging in play. The driver must have sufficient vision to drive the tank safely.
Rule 18: Drivers and owners of powered vehicles must have a valid driver's license and valid personal off-road vehicle/ATV liability insurance policy of at least $250,000 per incidence (standard liability coverage). These policies can be underwritten by Geico or Progressive Insurance Companies. Tanks must also have Engler Paintball, LLC, and Tactical Diversions, LLC as an "additional insured" on the policy.
Rule 19: Powered vehicles may not operate at night on the field. If it is necessary to move a tank at night then the tank will be escorted by safety walkers carrying flashlights on each of its sides.
Tank Combat
Rule 20: Tank mounted paint markers, including those shot through firing ports, must chronograph at 260 FPS. Tank mounted airsoft guns must chronograph at less than 380 FPS. Chronograph speeds are checked by refs before the game, just as are regular player markers, and the speeds may be checked during the course of the game. This includes the personal markers of tank crews, but not players they may be transporting.
Rule 21: Tank crew exposed outside of the tank may be eliminated with a regular ball break or BB hit and must then exit the tank and report to their assigned dead zone, unless that is impractical or the tank is on the move, in which the hit player will sit and not participate in any actions other than safety for no less than 15 minutes.
The driver may never be eliminated and is considered an integral part of the tank. Deliberately shooting the drivers vision ports is considered unsportsmanlike conduct and will result in a penalty. In exchange the driver may not shoot or engage in combatives. They are supposed to focus completely on driving. This is a safety issue.
Rule 22: Tank elimination. A tank may be destroyed or damaged in a variety of ways. A direct hit by other tank's main guns, heavy anti-tank weapons platforms (artillery), hand held Rocket launchers (RPGs), or mine fields. Any or all of these can eliminate tanks. Grenade Launchers or paint grenades do not eliminate tanks, nor do they damage them. Paintballs and BBs have absolutely no effect and players should avoid shooting tanks with anything other than authorized Nerf footballs.
Heavy tanks may not be destroyed from the front, sides or any area on the turret by RPG fire. They may only be eliminated by RPGs from any hit on the back. Turret hits by RPGs do not count. Heavy anti-tank weapons, other tanks main guns, charges, anti-tank mines, or airstrikes may eliminate a heavy tank with any direct hit.
Light tanks may be eliminated by an RPG hit from any direction, as well as Heavy Anti-tank Weapons, other tanks main guns, or anti-tank mines and direct hits from airstrikes.
Rule 23: Nerf Launcher Construction: Due to some unfortunate incidences that have occurred with home-constructed launchers/pneumatic launchers, we are now required to restrict the rules on the construction of pressurized launching devices.
The following must be present and working on each and every Mortar/LAWs/RPG/Heavy Weapon/Grenade Launcher/Tank Cannon:
Blow-off safety valve (125psi or less). ***Factory built, & CO2 12 gram cartridge propelled models exempted***
Pressure Gauge (0-300psi or less). ***Factory built& CO2 12 gram cartridge propelled models exempted***
Low Pressure inline regulator
Steel or aluminum expansion chamber rated for 3x the operating pressure (i.e. minimum 400 PSI)
Approved barrel blocking device (barrel sock)
Mechanical or electrical firing safety device (unless fired by ball-valve)
The following list will serve as the bare minimum for safety guidelines and will be the basis for all inspections of Mortar/LAWs/RPG/Heavy Weapon/Grenade Launcher/Tank Cannon.
Absolutely NOTHING should be drilled or tapped into single wall thickness of any pressure holding component. This includes the barrel.
The pressure chamber should contain a commercial "maximum 125 psi safety blow-off valve". This valve should have the factory stamped pressure rating legible where it can be inspected. *** Factory built commercial launchers exempted***
The pressure chamber should contain a pressure gauge with a maximum range of 0-300 psi. 0-600 psi gauges will NOT be accepted. *** Factory built commercial launchers exempted***
A functioning low pressure regulator must be used to regulate and allow for velocity adjustment of the high pressure input. (I.e. pressure cannot be regulated by visibly watching the pressure gauge during system "charging".) *** Factory built commercial launchers exempted***
Anything other than a ball-valve actuator (trigger) must have a safety device from keeping the launcher from accidentally discharging.
Chronograph limit is 225 fps or less
Operating pressure must be 100 psi or less for all Mortar/LAWs/RPG/Heavy Weapon/Grenade Launcher/Tank Cannon. (If you cannot reach desired range or velocity with a pressure of 100 psi or less, then the device will not be permitted onto the field for the event.) (Hint: a bigger pressure chamber will allow you to operate at a lower pressure.)
High Pressure Air only!!! (with the exception of 12 gram CO2 cartridge for supplied propulsion). Larger CO2 tanks will allow weakening of the pressure vessel and must not be used.
No NSF-DWV fittings (PVC plumbing fittings i.e.. quarter turn valves or ball valves). All valves, fittings, etc should be NPT
Modification of any Mortar/LAWs/RPG/Heavy Weapon/Grenade Launcher/Tank Cannon in game is strictly prohibited. Once inspected, a launcher may only be a launcher, a mortar only a mortar, tank cannon only a tank cannon etc. for the duration of the event and cannot be removed and used as an alternative weapon system.
12 gram CO2 units can only be able to accept a 12g cartridge, (no secondary source availability).12 gram CO2 units cannot be altered to accept anything other than a 12g cartridge after inspection.
Any variation of, or exception to, these rules must be approved in advance by game coordinator
Pneumatically launched Nerf football type rockets must not be used against individuals. They must chronograph at less than 225 Feet per second. A direct hit by a Nerf counts as an elimination on tanks or Diamond Bunkers (specially marked bunkers with an orange diamond on them signifying their hardened status). If properly hit, that tank or heavy AT weapon is considered eliminated and must withdraw from the field.
Heavy Anti-Tank Weapons (AT guns or artillery pieces): Heavy anti-tank weapons are similar to RPGs except that they are usually crew-served and only semi-mobile. They must weigh at least 50 pounds, have at least a 3 foot by 3 foot front gun shield, and have a minimum overall barrel length of 5 feet, and minimum overall length of seven feet excluding the barrel, which can include trailing arms for towing.
As with tanks, Heavy AT weapons must have an identification flag showing allegiance, as well as a white flag showing elimination (see Rule 6). They can be tri-pod mounted or mounted on a portable cart. They can carry unlimited ammunition. Heavy Anti-Tank gunners must register their piece and have it inspected with game staff to claim tank kills, will be issued a kill claim card, and must attend the tanker brief prior to the start of the game. For all intents and purposes, a heavy weapon is considered an unpowered tank.
A Heavy AT weapon may only be moved with 4 in-play (non-eliminated) crew members unless it is being removed from the field of play. One or more 10 foot ropes will be attached tot he heavy weapon, which must be held by the 4 crew members of supporting infantry to move a heavy weapon. This applies to even adjusting position.
A Heavy AT weapon may be eliminated with a hit by a tank, RPG, grenade launcher, or other Heavy AT weapon by either a direct or skipped Nerf round. Once hit a Heavy AT puts its elimination flag up and must remain out of play for at least 15 minutes. It is highly suggested that operators of heavy weapons disable their piece while it is out of play.
Heavy AT weapons may eliminate Diamond Bunkers by hitting that bunker solidly (no bounces) with a Nerf round. All personnel inside a bunker will be eliminated if the HW hits that bunker. Heavy anti-tank weapons can eliminate heavy tanks on a front or any other shot.
Anti-tank/anti-bunker weapons (RPGs): Anti-armor weapons use low pressure, high volume air cylinders or chambers to launch rubber or foam Nerf rounds. It is highly recommended that players use commercially manufactured launchers. They must chronograph at less than 225 Feet per second. Nerfs may be used only against tanks, heavy AT weapons, and Diamond Bunkers.
Light anti-tank weapons or RPGs are man-portable rocket launchers. RPGs must be at least 3 feet long from the tip of the barrel to the rear of the launcher. Light Anti-Tank gunners are limited to 10 rounds of ammo on the field at any time, and may not launch anything else other than commercially available Nerfs.
Anti-Tank gunners must possess an AT card as issued by their general in order to claim tank kills, must have their RPG inspected and approved by game staff prior to game, and must attend the tanker brief prior to the start of the game. Anyone who uses an unauthorized (no card) AT weapon on a tank will receive a card punch and their side assessed a points deduction.
RPGs may eliminate Diamond Bunkers by hitting that bunker solidly (no bounces) with a Nerf round. All personnel inside a bunker will be eliminated if the Nerf hits that bunker.
Anti-tank mines: An anti-tank mine is a device that is pre-placed on the battlefield prior to the tank's approach. If the tank runs into or over the anti-tank mine field then that tank eliminated. Anti-tank mines may be simulated by specially marked cones and a length of rope which are issued to the general by Game Staff.
Only Carded Anti-Tank personnel can emplace or remove Anti-Tank mines, who carry them into play and deploy them by fixing the start position with the cone and trail off the attached rope, making at least two points poles of contact with trees, bunkers, thus forming at minimum a triangle.
Any player who steps on an Anti-tank mine will be considered eliminated. Players who step on a mine field rope or try to go under the roped mine field are eliminated from play and must go to a dead zone.
Tank Crew are not considered AT Card carrying Engineers. Tankers must call for an Engineer (AT card holder) to remove a minefield.
Rule 24: Elimination protocols and special circumstances: A tank that is hit by a Nerf round from either an AT weapon or another tank will halt its movement and wait 2 minutes for the AT gunner to claim their kill. During that time they are neutral and will not move or engage, nor can they be eliminated.
If, after 2 minutes, the kill is not claimed then the tank will assume that the hit was bogus, will immediately re-enter combat and there will be a point penalty assessed against the RPG gunners side for delaying the game. If the AT gunner leaves his position to claim the kill and is hit then the elimination is negated as they are considered neutral during this process, as well as a reasonable time to seek cover after the claim. AT gunners are encouraged to carry a high visibility rag to designate themselves neutral.
Tanks do not need to claim kills on other tanks in this fashion, but need to keep a running tally for scoring that includes which tank destroyed, when, and where.
It is the AT Gunner's responsibility, not the hit tank, to claim the kill. Experience has shown that the AT gunner just needs to get the tank refs attention with a high visibility towel and approach the tank with their weapon and AT card in hand and the process runs smoothly. Tanks are noisy so do not expect to get the crew's attention simply by yelling.
Tanks or heavy AT weapons cannot activate behind enemy lines unless they are entering the field through their designated tank entry point.
Chemical Attacks on Tanks – Tanks are protected against simulated Chemical Attacks.
Nukes on Tanks – Tanks may drive on roads through an effected (irradiated) area, but are asked not to break tapelines designating the area. If a tank is in the blast area of an exploding Nuke, it is of course eliminated for 15 minutes.
Rule 25: Tank Combat. A paintball AFV may engage individual players only with paintball markers/airsoft guns, and bunkers and other AFVs only with Nerfs. Tanks may eliminate other tanks and may eliminate Diamond Bunkers by hitting that bunker solidly (no bounces) with a Nerf round. All personnel inside a bunker will be eliminated if the tank hits that bunker.
A tank or heavy weapon may not touch a bunker with the vehicle to do a bunker tag. Further, if a tank is within 20 feet of a bunker, it may fire a blank air shot at the bunker for elimination of the players inside. However in order to fire this bland round the tank must come to a complete stop before firing and the muzzle of the main gun must be pointed at the bunker it wishes to eliminate. This is to prevent the tanks from damaging Nerfs and accidentally shooting players with Nerfs at close ranges. It also simulates the actual firing on the main gun.
Rule 26: A paintball AFV may only have a single main Nerf firing gun but may use additional shooters using no more than 3 standard markers or airsoft guns. These markers may be bow or co-axial mounted or they may be used via firing ports, open hatches, or turrets.
Rule 27: Tanks MAY tow a single Heavy AT weapon into position. However, 4 crew members must be available to load and unload the heavy AT weapon from the tank. The driver of the tank cannot be one of these crew members. If the tank or Heavy AT weapon is hit by a rocket both are eliminated.