Extract from my Dreadnought site -
Please note - We recommend bio-degradable BB's for the great outdoors, and hence recommend against mesh-type goggles because such pellets tend to fragment and pieces still fly through
1) most pistols will have the bare minimum 10 foot safety distance - but gas powered pistols or any pistol using heavier than .20g will have a 20 foot safety-distance
2) guns 350 FPS and under with .20g at chrono (i.e. most stock models) will have a safety-distance [minimum engagement distance] of 20 feet.
3) upgraded guns/assault rifles shooting a max 420 FPS with .20g at the chrono,
playing with .30g pellets at the heaviest, safety-distance of 30 feet.
4) sniper rifles (no automatic fire please) up to 550 FPS with .20g at the chrono, or any weapon playing with pellets over .30g (to .40g at the most)
safety-distance of 60 feet
(so bring a sidearm and use it for CQB).
5) grenade-launchers loaded with .12g have a safety-distance 20 feet,
and with .20g need 30 feet minimum - we recommend using foam 'rockets' which we count as having a 15 foot lethal radius where they hit the ground.
6) cap-guns may be used at 10 feet or less; with a clear line-of-sight, two successful 'detonations' in rapid succession are required to score a hit (and that counts as "vitals").
7) NERF swords, etc. approved by the referees, may be used with caution, do not strike at a players head or neck. NERFs may hit "limb" or "vitals". (please no Rubber Knives, nothing too realistic)
Don't make unnecessary head shots, NEVER shoot for the head under 30 feet.
Don't hose somebody with 10 shots when one, two or three will do the job.
Referees can remove players for excessive shooting.
NO blind firing. You must be able to see your target with your own eyes, down the barrel of your weapon, anything else is unsafe.
For general play one hit anywhere on the body, including all worn gear, and a player is out - temporarily - if hit loudly announce so - hit players should lower their guns, deploy their Dead Rag and sit, lay or crouch in place while calling for a Medic.
Medics have 3 minutes to reach a "wounded" player. Hit players should track their own time and announce to their team mates how much time they have left, colorfully, make some noise, play the part !
Do not shoot these "wounded" players, but beware, accidents may occur as Medics in attendance are fair game.
Basic Medics can "heal" only limb hits (as the game progresses Medics may gain the "skill" to heal "vitals"), this takes 30 seconds for the Medic with a hand on the Wounded player.
Wounded players may be moved by non-Medics, when two other players each place a hand on the shoulders or arm of the Wounded - this threesome my move at a slow walk.
Wounded players can also be "Captured" by this method (two players to move a wounded opponent), generally the Wounded may not resist (except by cap gun, or grenade), Captives may be moved at a brisk walk.
Captives can be generally held for no more than 30 minutes, but Enemy Leaders may be held up to 60 minutes unless otherwise specified.
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