Post by Captain America on Nov 7, 2009 0:27:57 GMT -5
SPPL/CSPPL SCENARIO CHALLENGE™
Universal Rulebook of the Scenario Paintball Player’s League/ Canadian Scenario Paintball
Players League ™ (Updated on 03/20/2009)
TABLE OF CONTENTS
Game Play:
1.0 Objective
2.0 Duration of Game
3.0 Team Size
4.0 Team Color Armband
5.0 Game Field
6.0 Take and Hold Flag Bases
7.0 Dead Box, Flags and Main Base
8.0 Capture Objectives
9.0 Special Weapons
10.0 Elimination and Re-insertion
11.0 Re-Break
12.0 Halftime
13.0 Team Surrender
14.0 Re-supplying and Repair
15.0 Attire
16.0 Paint Checks
17.0 Safety
18.0 Misrepresenting Team Affiliation
19.0 Equipment trading
20.0 Limited Rate of Fire
21.0 Inspection of Paintball Markers
Team Rosters …………………………………………………………………………………………………
22.0 Rosters
23.0 Qualified / Unqualified Players
24.0 Player Classifications
25.0 Team Classifications
26.0 Qualified Teams
Markers / Equipment ………………………………………………………………………………………..
27.0 Markers
28.0 Marker Attachments
29.0 Exotic Weapons
30.0 Hopper Restrictions
31.0 Air Source
Penalties / Infractions ……………………………………………………………………………………….
32.0 Penalties / Infractions
33.0 Minor Penalties / Infractions
34.0 Major Penalties / Infractions
League Information, Points and Standings……………………………………………………………..
35.0 Points / Standings
36.0 Dispute Resolution
37.0 Paint Restrictions
38.0 Event Options
39.0 Bracketing
40.0 Prizing
SCENARIO CHALLENGE RULES Version 9 (Updated on 03/20/2009)
**Please note that there are some differences between SPPL and CSPPL divisions and play. These
differences will be noted as 'SPPL Only' or 'CSPPL Only' as applicable. **
GAMEPLAY:
1.0 Objective: Score the most points possible during the course of the game
2.0 Duration of Game:
· 5-Man Division (SPPL Only) - (40) minutes total, divided into two (2) twenty (20) minute halves, a
ten (10) minute halftime, and a five (5) minute break prior to the next game.
· All other Divisions (SPPL and CSPPL) - Sixty (60) Minutes total, divided into two (2) twenty (20)
minute halves, a ten (10) minute halftime, and a five (5) minute break prior to the next game.
At the end of the first twenty (20) minutes of play, there is a ten (10) minute halftime. During this
halftime, you must swap bases with the opposing team. Your team and ALL equipment must be
moved and ready to continue play within ten (10) minutes. Teams retain the same color armband
throughout the game.
All players must be “checked-in” at their new base with their dead box referee and properly armbanded.
Players not checked in when this window expires will not be able to re -insert until the next
scheduled re-insertion period. This may result in your team starting “down” players. (Section 12.0
Halftime).
3.0 Team Size:
· 5-Man Division (SPPL Only) - Prior to the start of the match, each team's captain must report to
the head referee. Any team reporting at game time with fewer than three (3) players forfeits the
game. No exceptions - it's your responsibility to know your game time. A Team may have a
maximum of five (5) starting players, with up to two (2) substitution team members for a maximum
"rostered team size" of seven (7) total players. (See Team Roster/ Eligibility section for more
information).
· Tac Division (CSPPL Only) - Prior to the start of the match, each team's captain must report to the
head referee. Any team reporting at game time with fewer than six (6) players forfeits the game. No
exceptions - it's your responsibility to know your game time. A Team may have between
seven (7) and ten (10) starting players with up to five (5) substitution team members for a maximum
"rostered team size" of fifteen (15) total players. Should one team have more starting players than
the other, each team will field a starting lineup matching the numbers of the lower team. See Team
Roster/ Eligibility section for more information.
· Rookie Division - Prior to the start of the match, each team's captain must report to the head
referee. Any team reporting at game time with fewer than seven (7) players forfeits the game. No
exceptions - it's your responsibility to know your game time. A Team may have between eight
(8) and ten (10) starting players with up to five (5) substitution team members for a maximum
"rostered team size" of fifteen (15) total players. Teams are also allowed two (2) support staff
members. These individuals must also be on the rosters for a maximum of seventeen (17) people
· Pro (SPPL Only), Elite & Masters - Prior to the start of the match, each team’s captain must
report to the head referee. Any team reporting at game time with fewer than seven (7) players
forfeits the game. No Exceptions—it’s your responsibility to know your game time. A Team
may have a maximum of ten (10) starting players, with up to five (5) substitution team members for
a maximum “rostered team size” of fifteen (15) total players. Teams are also allowed two (2) support staff members. These individuals must also be on the rosters for a maximum of seventeen
(17) people
(See Team Roster/ Eligibility section for more information)
3.1 Team Commander: Each team shall designate one team member as “Team Commander”
immediately prior to the beginning of the game. The Team Commander, and the Team Commander
alone, will be responsible to relay the team’s wishes to the field officials. When a Team Commander is
eliminated his team is unable to use any of the Special Weapons found after his/her elimination (until s/
he re-inserts), and will lose any Special Weapon not yet designated for use by the Team Commander
for that half.
The Team Commander cannot be changed during a game unless there is an injury deemed appropriate
by the head ref to warrant a change. If a player is injured, an appropriate replacement will be chosen by
the team and inserted at the next re –insertion. A Team Commander cannot communicate to “active”
team members or receive/use objectives from team members once he is eliminated from play.
3.2 Substitution: A player can be substituted at any time during the game; however, the substituted
player must wait until the next re -insertion to enter the field of play. The instant resurrection objective
may include substituted players.
3.3 Non-players/support staff. A maximum of 2 non-players/support staff are allowed in dead box –
Non-players must check in with dead box referee, and may NOT be dressed to play as their only role is
to assist the players in getting ready to reinsert into play. This includes NOT wearing a team jersey or
other like item that may mistake the non-player as a player for that game. These individuals must be
listed on the Team roster as support staff.
4.0 Team Color Armband: Each player will be issued a Team Color Armband that will be consistent with all
members of the player’s team. Teams will retain the same color armband throughout the game. Each player
must wear the armband on the right arm between the elbow and shoulder in a plainly visible fashion (with no
overlapping clothing). The Commander of a team will wear two (2) armbands, one on each arm. Prior to
the start of the game, the dead box referee will only issue up to eleven (11) armbands for the “starters” of
the team as to ensure only up to 10 active team members will be on the field of play at any given time
(based on division said team is participating in). If a player loses their armband on the field of play they are
deemed “eliminated” (with no point penalties), and must return to the elimination zone to report the loss and
be issued another team color armband. It is the player’s responsibility to securely fasten the armbands and it
is recommended that teammates check each other’s bands to ensure that they are secure before entering
the field of play. (Also check your armband periodically during the course of the game.)
5.0 Game Field:
· 5-Man Division (SPPL Only) - Regulation playing fields for this division shall be no less than two
(2) total acres and not to exceed four (4) acres in total size. The field will have three (3) flag bases
that will have a Red Flag and Blue Flag. The 3 flag stations will be organized in an equilateral
triangle on the 2-4 acres of land.
· All Other Divisions - Regulation playing fields shall be no less than four (4) total acres and not to
exceed seven (7) acres in total size. The field will have three (3) flag bases that will have a Red flag
and Blue Flag. The 3 flag stations will be organized in an equilateral triangle on the 4-7 acres of
land.
6.0 Take and Hold Flag Bases: There shall be three such bases – your base, your opponent’s base and a
“swing/neutral” base. These shall consist of a defensible position with a flagpole with two flags attached to
the lanyard (red for one team and blue for the other). A team shall be counted as “taking” and “holding” a
base when that team’s flag color is in the fully raised position on the flagpole.
Teams will receive one (+1) point for every full minute that its flag is in the raised position (rounded up or down depending on the amount of seconds within the minute). Example: Red team raises home base flag at
29 seconds in the game, if they hold their home base for the entire game they will be awarded 50 points
rather than 49 points if they raised the flag at 45 seconds into the first minute.
NOTE: Teams will not receive points for partially raised flags (when one flag is raised slightly higher than
another). The flag must be fully raised in order for the appropriate team to receive points. For example, if a
player from Blue Team receives an eliminating hit while in the act of raising his team’s flag and only
manages to raise it slightly higher than Red Team’s flag, Blue Team will not be awarded points. In order for
the flag change to be recognized by the referees, a team’s flag must be fully raised.
In an “attack and defend” scenario, if the attacking team raises their opponent’s flag fully for only a few
seconds, but it is then switched back by the defending team, then one (1) point will be awarded to the
attacking team. If the defending team takes the flag back shortly after (less then 1 minute) they will need to
hold the flag for one (1) full minute to continue earning points.
In the event a flag station becomes entangled a referee will step in and untangle or fix the flag station to
reflect the correct flag position.
7.0 Dead Box, Flags and Main Base: Both teams shall have a main base and a designated Dead Box for
each half. Each team’s Dead Box should be located approximately 25-50 yards from its nearest flag station
(which will be located in the main base) depending on bunkers, natural coverage available and division
being played. Every effort will be made to ensure that the Dead Boxes are of equal distance to their team’s
respective flag station. Dead Boxes will be placed out of bounds and cannot be used as cover.
7.1 The “Swing” flag base shall be roughly equidistant from the other two bases. The position of the
three flag stations should make an equilateral triangle when viewed on a map. The “run” time from
both Elimination Zones to swing base should be similar but not expected to be exactly equal.
7.2 The distance between the three flag stations will be approximately between one hundred and
fifty (150) and three hundred (300) yards depending on the field and terrain. Typically, heavily
wooded fields will have shorter flag base distances where more open fields will have further
distances. The particular field setup will be solely at the SPPL/CSPPL’s discretion.
8.0 Capture Objectives: There shall be three (3) minor "capture-type objectives in SPPL play, four (4)
minor “capture-type” objectives in CSPPL play. The Capture Objective shall be contained in a briefcasestyle
case. Two of the cases shall be placed in an undisclosed location on the field but will not be next to a
flag or dead box, somewhere out of the way of obvious traffic patterns. The third and fourth (CSPPL
Only) case(s) will be hidden in a designated location near center field. (See field map) Prior to each game,
and again at half time, the field officials will place each Capture Objective in a new position. These
objectives will be placed only on the ground and will not be unduly obscured by foliage. They will be
clearly visible from a 5-foot distance from at least two directions of the compass. In other words, the
objectives will not be hidden, but must be searched for to be found. If a player collects a Capture
Objective, it must be returned to the player’s Commander. The entire Capture Objective case must be
carried by the player back to his Team Commander who will then return it to the Dead Box Referee. Once
returned, and the Dead box official is notified, that team shall be awarded ten (10) points and shall be
given the Special Weapon contained within the Capture Objective.
· Please note (CSPPL Only): the Tiberius Advantage Capture Objective DOES NOT award a
team the ten (10) points, but instead allows an additional player to enter the field of play.
· The team commander may then use or distribute the Special Weapon contained within the
Capture Objective. The capture objective is then placed in that team's elimination zone until
half time or end of the game. In the event the Commander is in the elimination zone, the
capture objective must remain on the field of play. Players may cache or hide the objectives
until the Commander returns, be aware that the capture the objectives are in play until they
have been given to the Commander.
· If a Commander receives an eliminating hit prior to using a returned Capture Objective, that
capture objective is lost for the duration of that half.
· If a player carrying a Capture Objective receives an eliminating hit, they are considered
“suspended” and must remain in the place where they were eliminated and hold the Capture
Objective where it can be seen until any player takes it from them. A referee may move the
eliminated player if they are in the way of play. The suspended player may not return to
the Dead Box to re -spawn until another player (from either team) has taken the Capture
Objective. Once returned to a Commander, the capture objective is removed from play and no
longer available for points until the next half (if applicable).
9.0 Special Weapons: Each Capture Objective shall contain at least one Special Weapon for the team that
successfully returns the Capture Objective to their Team Commander. At no time are “Decoy” Capture
Objectives allowed on the field of play to confuse an opposing team. The Team Commander may use the
Special Weapon at any time during the half in which the Objective was found i.e. use it or lose it. There shall
be three (3) (SPPL Only) or four (4) (CSPPL Only) types of Capture Objectives on the field for every game
of Scenario Challenge (as listed below):
9.1 Instant Resurrection: One Capture Objective shall contain an Instant Resurrection card that can
be used to instantly resurrect a maximum of three (3) players from a team’s dead box. The Instant
Resurrection advantage does not need to be used immediately and can be saved for later use during
the half in which it was found. To use this advantage the commander must inform the elimination zone
referee of his request. All players, up to three (3) must be released at the same time. The total
number of on-field players must not exceed ten (10) or five (5) depending on the division, in active
players providing the Tiberius Advantage Objective, (CSPPL Only) is currently not in play by the same
team that uses the Instant Resurrection. In addition, before each player can return to the field of play,
they MUST have an armband properly attached.
9.2 Dirty Bomb: One Capture Objective shall contain a dummy claymore mine or equivalent. Once
placed or stuck in the ground, the dirty bomb is active and will eliminate any player who walks or
otherwise comes within 12 feet (4 paces) of the device. The device has a maximum effective time of
10 minutes or until the next reinsertion, whichever comes first. A player wishing to arm the dirty bomb
will alert a referee in the area. Once placed the player has 3 seconds to get to safety before the device
is armed. The referee will then remain in the area and eliminate all players who step into the kill zone
during the dirty bomb’s effective time. The referee will make every effort to be as covert as possible to
maximize the effectiveness of the weapon. When a player is eliminated by this weapon, they
CANNOT alert other team members of its presence until they reach the dead box. If an eliminated
player has communicated the presence of the Dirty Bomb before returning to the dead box, the referee
will eliminate any and all players within ear shot from the infracting team’s side.
9.3 RPG: One Capture Objective shall contain a single (1) rocket that can be shot through a
launcher or physically thrown. This Special Weapon (RPG) once delivered to the Team Commander,
cannot be utilized until a referee has been alerted. The commander may assign the RPG to another
player to be launched. An RPG eliminates all players within an 18-ft radius (6 paces) from the
point of impact. Although a player is not required to “call” his shot a field official must witness the
point of impact, wherever the RPG Rocket lands, to enforce the call. It is YOUR responsibility to make
sure the referee has your FULL attention when using this weapon. The field officials will then move to
the point of impact (or ground zero) and eliminate any and all player(s) regardless of team affiliation
within the elimination radius. Although a player is not required to call their shot, unlike the Rock
Launcher, see section 29.3, an Official must witness the point of impact.
· NOTE: When preparing to deploy the Dirty Bomb or RPG, if the player carrying one or both of
these weapons is eliminated, the Special Weapon is ALSO eliminated and will remain unused
for the duration of the half. Special weapons when used or eliminated must immediately be
returned to the nearest referee and may not be left or dropped on the field.
· If an eliminated player does not return any Special Weapon on his or her person, the team will
be assessed a penalty (see penalties/infractions). In addition, if a team tries to reuse a Special
Weapon that has been eliminated, the team will incur an Illegal Device penalty (see
penalties/infractions).
9.4 Tiberius Advantage (CSPPL Only): One Capture Objective shall contain a Tiberius Advantage
card that allows 1(one) additional player to enter the field of play using any paintball pistol(s).
The Tiberius Advantage does not need to be used immediately and can be saved for later use during
the half in which it was found. A single player using only a paintball pistol (or pistols) will be added to
play until that player is eliminated. Once eliminated, the advantage of having that ‘11th man’ is lost until
the next half. The player entering play as the Tiberius Advantage may carry up to 2 paintball pistols and
an unlimited number of clips/paintballs(at the player’s discretion).
· NOTE: A paintball pistol is classified as: a marker that is powered by a 12 gram CO2 cartridge,
holds 10 or less .68 caliber paintballs in its magazine well, is less than 16 inches in total length,
and by which the velocity can be adjusted to or below CSPPL velocity regulations.
· NOTE: If a commander is eliminated before using or assigning for use ANY of the above
objectives, the objective is also eliminated from play for that half.
9.5 Objective Information Table
Please see the above sections (9.1 to 9.4) for detailed descriptions of each objective. The following
table only provides basic but important information.
Objective Benefit
Instant Resurrection 1 time per half, the team with this objective may
instantly re-insert up to three (3) players outside of
the regular re-insertion(s)
Dirty Bomb Eliminate ANY player passing within 12 feet (4
paces) of dirty bomb's placement location. 10
minute or balance of insertion time limit.
RPG 1 time per half, the team with this objective may
throw or shoot specific projectile that eliminates ANY
player within 18 feet (6 paces) of impact. MUST be
witnessed by an SPPL/CSPPL approved referee
Tiberius Advantage (CSPPL Only) 1 time per half, the team with this objective may
instantly insert an 11th player armed with up to 2
paintball pistols. Said player remains on the field
until eliminated or the half expires.
10.0 Eliminations and Re-insertion: Elimination is defined as any hit or splatter from a paintball and
subsequent break resulting in a marking of the player or their active equipment with a paint mark that is
equal or greater than the size of a dime. Any paint splatter from a paint grenade or mine regardless of size
results in a player’s elimination. If a player is eliminated by an RPG or special weapon he must tell the
elimination zone official so that it is properly recorded.
10.1 Obvious hits: are those hits which impact and break on easily observable places on the body
or equipment being carried by the hit player. This may include, but not be limited to hands, arms,
head, mask, legs, marker/hopper, and barrel or capture objective/capture objective case.
10.2 Unobvious hits: are those which impact and break on a player or player’s equipment in those
areas defined as being not easily observable. Players with unobvious hits will be eliminated but will
not be penalized. This may include but not limited to pods, pod packs, remote coils and remote
tank (tanks on your back).
· IMPORTANT: Players MUST be mindful of hits they receive. It is ultimately the player’s responsibility to make sure all hits are recorded and properly “sponged” off. If you DO get
assessed a wiping penalty for a previous hit that was not sponged off, you have no one to
blame but yourself.
10.3 Each time a player is eliminated, he/she is expected to immediately signal their elimination,
announcing hit or out at the time of such elimination. Such players must then remove their
armband(s), place a barrel blocking device on the barrel of their marker, hold it in the air above
their heads and exit the field immediately by the most direct route to their dead box without
deliberate delay, or follow the instructions of a field official if given.
The dead box referee is there to assist and ultimately protect you from a paint check that could
result in a penalty (see penalties/infractions). When a player enters the dead box, the field official
will check and document all hits on the player and record the player’s reason for elimination. A
damp sponge or rag will be present for players to cleanly wipe of their own hits.
10.4 Any time a player calls “hit”, “out”, or raises or waves his/her arm(s), hand(s) or raises his
paintball gun above the head, that player is eliminated regardless of an actual paintball break.
When calling a bounce, the player must be careful not to indicate a hit.
10.5 Bounces and Field Courtesy: Players are encouraged to call bounces by shouting “Bounce!”
any time a hit does not break. Since many bounces look like eliminating hits, shouting “bounce”
may avert unsportsmanlike conduct and assure other participants that the player is not playing on
or wiping while acknowledging the opposing players good shot.
10.6 Any time a player puts their barrel-blocking device onto their barrel or raises his paintball gun
over his head with the barrel pointing up, that player is eliminated regardless of an actual paintball
break. If a player removes their barrel-blocking device before returning to the dead box, they will be
assessed a penalty (see penalties/infractions). In addition, a player that raised their marker over
their head (signaling a hit) and then continues to play on will be assessed a penalty (see
penalties/infractions).
10.7 There are a total of two (2) re -insertions per game; One (1) per half. The first re-insertion will
be at the 10-minute mark of the first half. After half time, the next re-insert will be at the 10-minute
mark. At each re-insertion time, up to ten (10) active players or five (5) (depending on division) who
checked in prior to the moment of release will be released back onto the field of play. The players
must be READY to release at this time or they must wait until the next re-insertion.
10.8 Two (2) minutes prior to the re –insertion, the elimination zone referee will bring the inserting
players to the starting box located just inside the boundary tape. At the appropriate time the referee
will count down the final ten (10) seconds to the re-insertion, then yell “game on”, or a horn or
whistle will blow. Players leaving the Elimination Zone enter the field “hot,” and must be ready to
play at “game on”. Players who miss the release time because they are re-supplying or otherwise
engaged, must wait for the next release time to re-enter the field. Players shall ONLY be released
at the designated re-insertion times, with the exceptions noted above in the Capture Objective
section (sections 8.0 and 9.0). All players must have at least one foot inside the start zone or the
player's marker may be required to be touching the tape. The start zone shall be determine by a
rectangular box clearly defined on the ground an appropriate and equal distance from each team's
dead box.
10.9 Hot Reinsertion: In the event of a “hot reinsertion” meaning most or all of one team have
been shot off the field. 1 minute prior to the “hot” reinsertion, the attacking team will be directed by
the refs to pull back to the fifty (50) or half way line on the field giving the inserting team an
opportunity to enter the field and take up a defensible position. As the teams are released from the
elimination zone, the referees will call game on! Teams may immediately engage each other.
10.10 Barrel Tagging or Calling Surrender: are not accepted methods of elimination in the
SPPL/CSPPL due to the difficulties that can arise in making a call in a heated competition.
However If a player has an easy shot on a another player and has the time to pick a shot, then
kindly shoot 1 -2 balls in an area (such as a pod pack) that would cause minimal pain as it’s the
“sportsman” thing to do. Remember Safety First.
11.0 Re-Break: In the event a team (and only in this circumstance) is completely eliminated from the field by
the opposing team (The entire team must be in the dead box). The choice of one (1) “re-break” per game
will be given to the team that has been completely eliminated at the cost of ten (-10) points (All divisons
except 5-man). The only exception is the 5-man division, where there will be NO penalty for calling a rebreak.
11.1 In the event of a re -break both teams will start at their respective bases and the flags will stay
as they are still actively earning points for the color that is raised.
11.2 A re-break will only be executed during 8th minute (All Divisions) of a re-insertion period thus
allowing both teams one (2) minutes to ready themselves for the re-break. If a team is shot off the
field with additional time until the next re-insertion and is planning on calling for a re-break they are
encouraged to let a referee know ahead of time in order for the referee staff to prepare for re-break.
However the referee will not call re-break until the 4-minute or 8-minute mark. No re-break may be
called during the final 5 minutes of each half.
11.3 At the 8-minute mark of the respective re -insertion block of time the referees will signal, “REBREAK”.
The team that is still active on the field must move in a quick/direct fashion to their
elimination zone to ready themselves to start at the sound of the next re -insertion. At that 4-minute
or 8-minute mark all play will cease on the field.
11.4 If a re-break is declared, players that have objectives or a special weapon on their person can
safely return them to their live Commander at the elimination zone. If a player continues to look for
Capture Objectives, acquires a Capture Objective or changes a Base Flag after the re-break is
declared, they will be assessed a penalty(see penalties/infractions).
12.0 Half Time:
All Divisions - The game will consist of two (2) twenty (20) minute periods.
· At the end of the first period all play will cease on the field, the referees will signal the players
to stop play. Teams will have Ten (10) minutes (All Divisions) to change sides of the field.
Both teams will switch elimination zones. Teams will retain their armbands and the color they
started the game with. Both teams are required to clean out the elimination zone of all gear
and garbage. The elimination zone referee will accompany his/her assigned team across the
field with the hit chart.
· All flags will be returned to neutral for the start of second half play and the case objectives will
be re-hidden. Teams must clear the field and be inside the new elimination zone within the
five (5) minutes (All Divisions) of the halftime break to allow the referee staff time to reset
the flags and objectives. (See Section 2.0)
13.0 Team Surrender: If a team chooses to surrender to another team then the team being offered the
surrender has the option of accepting or declining. If a team accepts another team’s surrender then all
remaining live capture objectives is considered “dead” and not eligible to be found. All flag stations will be
considered raised to the team accepting the surrender from the opposing team for the time left in the game.
The surrender of a team can only offered to the other team by a commander via any referee. The game
schedule will not be altered and the extra time gained will be used for team prep and referee recovery
unless otherwise stated by the head referee on the field. Teams are required to remain in their elimination
zone or in play on the field until the head referee calls the game. Any team or players leaving the field before
the game is called will be assessed a un-sportsmanship penalty (see penalties/infractions).
13.1 If two teams choose to discuss surrender prior to a match beginning, any and all discussion
regarding said surrender must occur with an approved SPPL/CSPPL official present. If such a
discussion occurs without an approved league official present, both teams shall be penalized (see
penalties/infractions, unsportsmanlike/collusion).
14.0 Re-supplying & Repair: Eliminated players may restock while in the Dead Box. Players may take as
much paint (up to SPPL/CSPPL limits, see section 36), extra Co2/HPA tanks, and water in to the Dead
Box as they choose, however; players may not take refill stations such as scuba tanks or bulk Co2 tanks
into the Dead boxes. Any extra paint that is carried onto the field of play must be in pods. (No exceptions)
Boxes or bags of paint are not allowed on the field of play. It should be noted that the Medusa paint carrying
system can be used in place of pods PROVIDING that it does not violate divisional paint restrictions.
Although the dead box is still considered part of the field it is not consider the “field of play.” Teams are
allowed to take Boxes or bags of paint into the Dead box but it must not enter the field of play. If any such
items are found an illegal device penalty (see penalties/infractions) will be assessed to the offending team.
(See section 37.0 for on field paint restrictions)
14.1 If player proceeds to repair their paintball gun in the Dead Box, they must first air-down their
paintball gun. The player must keep their barrel-blocking device in place. Once any and all repairs
have been made to the paintball marker, it must be re-choreographed prior to reinserting onto the
field. Chronographs will be available in the hands of referees and near the Dead Boxes.
14.2 A player who has changed tanks must re-chronograph the marker before re-inserting onto the
field. Chronographs will be available in the hands of referees and near the Dead Boxes. Failure to
do so will result in an illegal device penalty (see penalties/infractions).
14.3 Once the game has started no additional paint, air or markers can be brought to the
elimination zone. For safety and health reasons additional water or sports drinks may be added. A
penalty will be assed (per device) to an offending team (see penalties/infractions).
15.0 Attire: Players may wear a variety of clothes and gear with the exception of any gear that the field
official determines is overly padded for the purpose of causing a paintball to bounce. Field “armor” will not be
allowed. Loose fitting clothing shall be allowed within reason at the sole discretion of the field official. Highly
patterned clothing designed to mimick or otherwise mask the presence of a paintball hit will not be permitted.
Clothing the same color as the fill of the event paintballs shall not be permitted. Standard burlap or radardisbursing
net “ghillie” suits shall be allowed. However, a player wearing a full or partial ghillie suit shall be
held to the ghillie suit elimination requirements as stated in Section 15.1.
“Goggleflage” type headgear shall not be considered a ghillie suit. Teams are encouraged, but not required,
to wear matching camouflage to ease in identifying fellow teammates and ease officiating.
15.1 Ghillie Suits: Any player wearing a full or partial ghillie suit (including ghillie that is attached to
load bearing equipment) made of burlap or radar-disbursing vinyl mesh is required to call any direct
hit as an elimination regardless of whether the paintball broke or not. Field referees shall be
particularly thorough with ghillie-suited players and will typically perform a detailed paint check any
time a ghillie-suited player is in a firefight.
15.2 “Goggleflage” type headgear or mask camouflage shall not be considered a ghillie suit.
16.0 Paint Checks: are to be used when a player is unsure if he/she has been hit. Obvious hits are just that;
“obvious” and players should assist the referees and call themselves out.
Players who call for a paint check are not neutral until the referee arrives at their location and they should
protect themselves from further hits. Players who continue to play (shoot) after calling for paint check may
be subject to playing on penalties if an obvious hit is found. Once a paint check has been called by a player on himself or by another player, all players in that general area are not allowed fire or advance on the player
being checked. If an opposing player advances on a player getting a paint check at anytime, that player will
be sent to the elimination zone and may assessed an unsportsmanlike penalty
There are three types of Paint Checks:
16.1 Self-Checks: A person may call for a paint check on himself/herself at any time, without
penalty. If a player calls a Paint Check and he/she is hit once called neutral by a referee, the “hit”
will not count. If a player is unsure about a “hit”, but does not call a Self -Check within three
seconds after impact (at the sole discretion of the referee), then that player is considered as
“Playing On” (providing they received an eliminating hit).
16.2 Referee Checks: Paint checks are performed by a referee when the referee has observed a
player taking fire, when fire is directed into an area occupied by a player that the referee cannot
directly observe, when the physical location that a paintball may have broken on is not visible to the
referee, or when the referee is directed to do so by another referee. The Referee will make every
effort to avoid calling the player neutral and disrupting play
16.3 Opponent Checks: Players may call for an Opponent Check. A referee must be present for
an Opponent Check to occur. To request an Opponent Check, a player should call, “Paint Check
on my Opponent.” The referee will approach the opponent and check thoroughly for paint. If the
“hit” is questionable, the referee will radio the proper Elimination Zone official to confirm prior hits
that may not have been thoroughly cleaned. If the opponent has received a valid hit, the referee will
call him out and may assess other penalties if the player had Played On or Wiped. However, if the
opponent is “clean,” the referee will levy a five (5)-point penalty against the team of the player who
called the Paint Check. The penalty will be radioed to the proper Elimination Zone referee.
Please Note: Cover, terrain, and noise levels can make paint checks difficult to hear and move to
quickly. Please exercise caution and good sportsmanship.
17.0 Safety: All safety rules of the host field shall be honored. Host field rules shall be made available to the
teams at least one week in advance of game via forums, the playspplcom website, or phone number to the
host field. The host field will brief the players on the field safety rules prior to the start of the event.
· At a minimum, all players are required to bring and wear ASTM approved face and eye goggles
and mask. All players must report at game time with their paintball markers choreographed under
the SPPL/CSPPL 280 fps limit, and properly inspected by SPPL/CSPPL staff if necessary.
· In the event of serious injury all play will stop on the field . Referees will make note of the game
time. When the injured player has received proper care and been taken from the field. Play wil l
resume with a Re-break without penalty to either side .
18.0 Misrepresenting Team Affiliation: During the course of a game, players are permitted to
misrepresent their team affiliation verbally, so long as the player continues wearing their team color
armband. Removing or changing a player’s team color armband constitutes an unsportsmanship penalty.
Inadvertent loss of a team armband will “eliminate” that player, which will have to report back to the
Elimination Zone to be issued another armband, and to report the loss to the Elimination Zone Official. A
player so eliminated may return to play with the next reinsertion.
19.0 Equipment Trading: Live players may trade equipment freely providing the receiving player makes
contact with the equipment prior to the giving player being eliminated. For example, if player A leaves 2 pods
for player B, yet is shot out before player B picks up, touches or used the pods, player B may NOT touch the
pods without incurring an illegal device penalty (see penalties/infractions).
· Once a transfer of equipment takes place, it becomes the property of the player who received it.
Once a player is eliminated, they may not leave or trade equipment with other players. Any equipment left or traded by an eliminated player (other then empty pods) will be considered an
illegal device if they go back to the elimination zone without first grabbing the extra equipment they
took onto the field while live.
· A player carrying more than one marker or a launcher and marker may set the extra device down.
However for safety reasons if in the opinion of a referee the device has been abandoned i.e. there
are no players in the area, the device will be returned to the nearest dead box.
20.0 Limited Rate of Fire: The rate of fire for the SPPL/CSPPL is capped at 15 balls per second.
· While the SPPL/CSPPL recognizes that a lower rate of fire is currently not enforceable, teams and
players are encouraged to shoot at the 12 ball per second rate as laid down by many national
tournament series.
· Note: many markers are capable of firing over 15bps but that does not make them illegal. This
mean the SPPL/CSPPL does not permit them to fire over 15bps regardless of trigger mode. (See
Markers/Equipment)
20.1 Tac Class Limitations (CSPPL Only): The Tac Division (CSPPL Only) will be limited to semiautomatic
firing modes only. Any other firing mode will not be permitted in the Tac Class, and should
they be used, will constitute a 'hot gun' infraction (see section 34.4 for details).
21.0 Inspection of Paintball Markers: All markers, equipment, and launching devices will be made
available for a general inspection by SPPL/CSPPL staff prior to, or at anytime during game play, including
but not limited to safety status, choreographing, and possible rate-of-fire tests. Any equipment that a player
or team feels may be penalized during game play should be brought to the attention of the SPPL/CSPPL
staff well in advance of game time. Upon request of any SPPL/CSPPL referee or authorized league
representative, a player must immediately make available his/her marker for inspection at any time during an
event. The player must not alter fire, pull the trigger, adjust, turn on or off, or operate any switch or button
until the marker is inspected by SPPL/CSPPL staff. Doing so will result in a severe penalty and possible
ejection from the event (see penalties/infractions).
A marker that is in play and found to violate any rule of the SPPL/CSPPL shall receive an Illegal Device
penalty and will be excluded from play for the duration of the event.
Team Roster/Eligibility
22.0 Rosters: Teams may carry as many players as they wish during an SPPL/CSPPL tournament,
however, only the following minimum/maximum player levels may be rostered per game:
· 5-Man Division (SPPL Only): May roster up to seven (7) players, with a minimum 'on-field' team
size of three (3) and a maximum of five (5). (See section 3.3 regarding support staff)
· Tac Division (CSPPL Only): May roster up to fifteen (15) players, with a minimum 'on-field' team
size of seven (7) and a maximum of ten (10). (See section 3.3 regarding support staff)
· Rookie Division: May roster up to fifteen (15) players, with a minimum 'on-field' team size of seven
(7) and a maximum of ten (10). Teams may also have 2 additional support staff to help in the dead
box for a maximum of 17 individuals on rosters. (See section 3.3 regarding support staff)
· Pro Division (SPPL Only), Elite, Masters Divisions: May roster up to fifteen (15) players, with a
minimum 'on-field' team size of seven (7) and a maximum of ten (10). Teams may also have 2
additional support staff to help in the dead box for a maximum of 17 individuals on a roster. (See
section 3.3 regarding support staff)
· A player may not be on more than one roster per event, and a player cannot change rosters during
an event.
· Reserve players may be left off rosters until they are needed. Players may be added to a team’s
roster at any time during an event as long as the added player(s) reports to the SPPL/CSPPL staff
at the scoring table before participating in a game.
Rosters, waivers and dispute resolution forms must be filled out (legibly and completely) and handed in to
SPPL/CSPPL staff at the scoring table before playing your first game. Failure to turn in or update your
roster, waivers and dispute resolution forms will result in zero points for all games played before the roster
and waivers are corrected or turned in to SPPL/CSPPL staff.
22.1 In the event a player is not on the team roster at game time the player will be asked to leave
the elimination zone and may not play in that game. In the event a player is not on the team roster
and is found on the field of play during a game it will result in game forfeit and zero points for all
games played by the non-rostered player. Should said player exceed the maximum roster size for
that game, the offending team will forfeit the game and receive zero (0) points. See Section 3.0 for
team size.
22.2 SPPL/CSPPL Player ID cards are required for all participating players. ID cards may be
purchased on line prior to the event, or a temporary card may be issued at the event for an
additional fee. ID cards, while paid for and carried by individual players, remain the property of the
SPPL/CSPPL in regards to enforcing major infractions/penalties (see penalties/infractions).
23.0 Qualified/Non-Qualified Players: A team may consist of up to fifteen (15) qualified players per game
based on division (see Section 22.0) and 2 additional support staff.
· The composition of a team may change freely between matches during any SPPL/CSPPL
Qualifier event so long as players are not rostered on more than one team at that event (see
section 16). This means that teams are not allowed to trade or borrow players from another
team once a team roster has been submitted.
23.1 Non-qualified players are classified as:
23.1.1 Any player who does not have an Official SPPL/CSPPL Player ID Card.
23.1.2 Any player who is under the age limit set by the host field
23.1.3 Any player who has been disqualified from play by the SPPL/CSPPL for reasons of
extreme poor sportsmanship.
23.1.4 Any player who is serving as an SPPL/CSPPL referee during the event at the host
field during the time of the event.
23.1.5 Any player that has participated at the “Pro-Level” at any time or participated in a
PSP, NPPL, CXBL, AXBL, NXL, RPL, WCPL, Millennium event and DID NOT qualify with
an SPPL/CSPPL team prior to arriving at the National Championship. (Example: if a team
“qualifies” and then tries to stack their team with “Pro’s” to increase odds of winning the
Nationals)
23.2 Teams are permitted to recruit new players to make the Final event providing said
player(s) comply with section 23.1.
24.0 Player Classification:
· 24.1 Pro Player (SPPL Only) - A Player will be classified as PRO if they fall into any of the
following:
o Has been rostered as a Pro Player in more than one SPPL Major event/Qualifier
during the current season.
o Was rostered on a 2008 Top-4 finishing SPPL Elite Team in which there was more
than 4 teams present.
o Carries or has carried a player card for: NPPL Pro or Semi-Pro, NXL, PSP Pro, Semi-
Pro, Millennium Pro or Semi-Pro, CXBL/AXBL, more to follow within the last five (5)
years.
o Any player who does not classify according to the above yet chooses to play at the
Pro level
o Any team or player who has received and invitation to player in the Pro Division.
24.2 Elite Player—A Player will be classified as Elite if they fall into any of the following and does
not meet any of the 'Pro Player' classifications:
o Has been rostered as an Elite Player in more than one SPPL/CSPPL Major
Event/Qualifier during the current season.
o Was rostered on a 2008 Elite Team (with the exception of players mentioned in section
24.1)
o Was rostered on a 2008 Top-4 finishing SPPL Masters Team (League OR Series) or a
2008 Top-2 finishing CSPPL Masters Team (League OR Series).
o Carries or has carried a player card for: NPPL Division 1 or 2, PSP Division 1 or 2,
Millennium Division 1 or 2, MXL, more to follow within the previous 5 years.
o Any player who does not classify according to the above, yet chooses to play at the Elite
level
24.3 Masters Player— A Player will be classified as Masters if they fall into any of the following
and do not meet any of the 'Elite Player' classifications:
o Has been rostered as a Masters Player in more than two (2) SPPL/CSPPL Major
Event/Qualifiers during the current season.
o Was rostered on a 2008 Masters Team (with the exception of players mentioned in
section 24.2)
o Was rostered on ANY Rookie Team the previous season that competed in more than
two SPPL/CSPPL Major Event/Qualifiers.
o Any player who does not classify according to the above, yet chooses to play at
the Masters level
24.4 Rookie Player— A player will be classified as Rookie if they fall into any of the following and
do not meet any of the 'Masters Player' classifications:
o Has not been rostered as a Rookie Player in more than two CSPPL/SPPL Major
Event/Qualifiers in the previous season.
o Has no major Regional or National Level (PSP, NXL, NPPL, CXBL/AXBL, Millenium,
RPL, WCPL, ESPL, etc.) tournament experience at any level.
24.5 5-man Player - A player will be classified as 5-Man if they fall into any of the following:
o They have never played in an SPPL / CSPPL event and don’t meet the player
classifications outlined in the Pro Player Classification Section.
24.6 Tac Player - A player will be classified as Tac if they fall into any of the following:
o Any player who classifies as a Rookie, Masters or Elite Player as per the above
descriptions and wishes to play in the Tac Class.
24.7 Classification Appeal - The SPPL/CSPPL recognizes that there may be players that, despite
the success of a team they were/are rostered on, should not be classified at a higher level. Should
any player wish, they may appeal to the SPPL/CSPPL Board in writing (and possibly in person) to
remain for at least one (1) more season at the lower classification. The SPPL/CSPPL Board's
decision in these matters is final.
25.0 Team Classification: SPPL/CSPPL events separate teams into up to 5 divisions: Rookie, Masters,
Elite, Pro (SPPL Only), Tac (CSPPL Only), 5-Man (SPPL Only). A Rookie SPPL/CSPPL team may have up
to two (2) Masters Players on their roster. A Masters SPPL/CSPPL team may have up to two (2) Elite
players on their roster. Elite teams may have any players EXCEPT Pro players on their roster. Pro teams
may have any players on their roster.
25.1 Pro Team (SPPL Only) - Any team that placed in the Top 4 (Final or Series) in the
Elite Division during the 2008 season, or any team that accepts a league invitation to
play at this level.
25.2 Elite Team-- Any team that played in the Elite Division (minus the teams listed above
in section 25.1) during the previous season, any team that placed in the Top 4 (Finals or
Series) in the Masters division during the 2008 season, or any team that wishes to play in
the Elite division that did not accept an invitation to play in the Pro Division.
25.3 Masters Team— Any team that did not place in the Top 4 (Finals or Series) in the
Masters Division during the 2008 season, any team that has played Rookie division in
more than two (2) Major SPPL/CSPPL Event/Qualifiers, or any team that wishes to play
in the Masters division and does not qualify for play in the Elite division.
25.4 Rookie Team— Any team that has never competed in the SPPL/CSPPL at a Major
Event/Qualifier. Any team that has not played Rookie Division in more than one(1) SPPL/
CSPPL Major Event/Qualifier in the previous season, or any team that did NOT play within
the Rookie division within the previous year.
25.5 5-Man Team (SPPL Only) – Any team that has never played in the SPPL / CSPPL
before and members of it’s roster don’t meet any of the Player Classifications.
25.6 Tac Team (CSPPL Only) - Any team that chooses to play this division, is comprised
of the appropriately qualified players and is willing to abide by the Tac Class restrictions.
Team Classifications are based on the type of player as outlined in section 24, not by the
Team name. Teams can play in any Division if they meet that Division’s qualification
requirements. For instance, a team can start their first season in the Elite or Masters
Division if their rostered players reflect that level of play.
26.0 Qualified Teams: Any team that meets the Player ID Card and Team Classification requirements. See
the player and team classification section for more details (sections 24.0 and 25.0)
Markers/Equipment :
27.0 Markers: The SPPL/CSPPL recognizes that there are an incredible number of paintball markers
available to the player. The league requires ALL paintball markers to meet the following requirements to be
allowed on the field of play during a SPPL/CSPPL match.
27.1 Markers may ONLY fire .68 caliber paintball rounds
27.2 Markers may ONLY be powered by approved Carbon Dioxide (CO2) or High
Pressure Air (HPA) sources
27.3 All Markers must be in safe working order, as determined by qualified CSPPL/SPPL
staff or qualified field staff
27.4Double Troubles: A 'Double Trouble' paintball marker shall be considered a 'special
weapon' and be limited to one (1) DT per team. A DT must be no more than two (2) linked
paintball markers that alternate fire between barrels at a rate of ONE (1) ball per trigger
pull up to the league established maximum of 15 bps per marker" All SPPL hopper
restrictions apply. If a DT is electronically configured to fire as one marker (i.e. both
markers fire at the same time), said DT is limited to a maximum rate of fire of 15bps
TOTAL (7.5 bps per marker). Response-style triggers are NOT allowed on a DT marker.
The 'Double Trouble' special weapon shall be limited to Elite and Pro divisions
ONLY.
27.5 Markers may NOT be autonomous / unmanned, mounted on a turret, craft or vehicle.
27.6 No marker may be the same color as the paint fill being used during an approved
SPPL/CSPPL match. For example, if pink fill is being used at an approved qualifier/affiliate
event, no marker may be pink in color.
27.7 A 'backup' sidearm may be carried by players providing said sidearm falls under the
pistol guidelines as outlined in section 27.2
27.8 Full Auto: If the host field permits full-auto mode for paintball markers, then the
SPPL/CSPPL shall likewise permit full-auto mode limited to 15bps on all markers.
27.9 Paintball pistol: Aside from the Tiberius advantage (CSPPL Only) listed in section
9.4, players are each allowed to carry one(1) sidearm should they so choose. This
sidearm must comply with the paintball pistol description as outlined in section 9.4.
The SPPL/CSPPL reserves the right to not allow any marker the league or its approved
representatives deem unsafe or that violates any of the above conditions.
27.3 If player proceeds to repair their paintball marker in the Elimination Zone, they must
first air-down their paintball marker. The player must keep their barrel-blocking device in
place. A player who has made any repairs to their paintball marker must re-chronograph
the marker before re –inserting onto the field. Chronographs will be in the hands of the
Elimination Zone Referees.
28.0 Marker Attachments: The SPPL/CSPPL recognizes that players may add attachments to a paintball
marker for aesthetic or practical reasons. Marker attachments DO NOT cover air sources or hoppers/feeding
systems as those are covered in their own sections. The league requires ALL paintball marker accessories
meet the following requirements to be allowed on the field of play during an SPPL/CSPPL match.
28.1.1 Any and all marker attachments must be safely and securely attached to the
marker. This includes, but is not limited to: scopes/sighting attachments, launchers, lights,
cameras and any other attachment the league deems is not part of an air source or
hopper/feed system.
28.1.2 Scopes/sighting attachments. Players may, at their discretion, attach a
scope/sighting device to their marker. Said attachment may be holographic, red/green dot,
or magnifying in nature. Scope/sighting devices MAY NOT include projected laser-type systems.
28.1.3 Lights. Players may, at their discretion, attach a lighting device to their marker
providing it is able to be turned on or off independently of the marker.
28.1.4 Cameras. Players may, at their discretion, attach a camera device to their marker.
This 'gun cam' must be able to be turned on or off independently of the marker. The
camera must also be self-contained, meaning it cannot and does not transmit a signal to a
remote source/location for viewing/storage.
28.1.5 Launchers. Players may attach a launching device to their marker providing; it does
NOT fire 'grape shot' rounds (multiple paintballs per shot); the velocity of the launcher
can be independently choreographed and can be locked at a safe velocity; fires approved
'paint grenades' (such as the 'scepter' system).
The SPPL/CSPPL reserves the right to not allow any marker attachment the league, its approved
representatives or field representatives deem unsafe or that violates any of the above conditions.
Grenade Launchers must only be used at an angle of forty -five (45) degrees or more. If a Grenade
Launcher is employed at an angle of less than forty-five (45) degrees, then it shall be considered
an Illegal Device. All Grenade Launchers must have a device for plugging the barrel. Grenade
launchers cannot be used as a rocket launcher. Doing so will result in an illegal device penalty for
the offending team.
29.0 Exotic Weapons: A variety of Exotic Weapons shall be allowed in the game. The following is a list of
allowable Exotic Weapons and the rules related to those Weapons. If the host field prohibits any one or
more of these Exotic Weapons, then that or those Special Weapons shall be an Illegal Device for the game.
It is at the sole discretion of the SPPL/CSPPL to determine which Exotic Weapons will be allowed for the
game. This determination will be on a case by case basis and determined by agreements the SPPL/CSPPL
has with the host fields.
29.1 Grenades: (Unlimited quantity is allowed on the field.) Any non -pyrotechnic, hand-thrown
grenade shall be allowed. A player is considered eliminated if one speck of paint from a grenade or
more is found on his person or equipment. Any color may be used providing it is of a different
color than the paint fill color.
29.2 Grenade Launchers: See Marker Attachments, section 22.1.5
29.3 Rocket Launchers: (Limit: one (1) launching device per team and 10 rockets/projectiles used per
game). All rockets must chronograph under the speed of 230 feet per second. The host field, prior to the
game must approve every rocket launcher; all rocket launchers must have a device for plugging the barrel.
· Rockets may only be fired at the obstruction (man made or natural) used as “cover” by the
opposing team or player, and the shooter must 'call his shot'. This means that the shooter must
first identify the obstruction they wish to hit to an SPPL/CSPPL referee, and then actually hit
the obstruction they identified. The point at which the rocket first impacts is the center of the
elimination area (providing the rocket hits the identified obstruction). ALL players within an 18 -
foot radius (6 paces) of the impact point will be eliminated. The point of impact of a rocket is
where the rocket first struck an object; not where the rocket came to rest. A rocket that is
thrown by hand will have no effect (with the exception of the RPG capture objective outlined in
rule 9.8)
· Once a rocket is shot it is no longer in play and will be considered “Spent”.
· It is prohibited to fire a rocket directly at an “open” opponent. If a rocket is shot directly at a
player who has no cover and strikes a spot or structure within five (5) paces of the player, the
team shooting the rocket will be assessed an “Illegal Device” penalty (see
penalties/infractions), and the player who shot the rocket will be eliminated until next reinsertion.
NOTE: Players using rocket launchers must inform a referee prior to the shot. The player must call his/her
shot and a referee MUST witness the shot. A designated rocket launcher player may request a referee to
follow him for a short time prior to engaging a target. A referee will remain near the rocket only if it is actively
engaging targets. There will be no penalties for a paint check that results in no eliminations when a rocket is
involved.
Each rocket must have the team’s name written on it. Properly identified rounds are the only rockets the
team is authorized to fire. Carrying rockets without a team marking or a different team’s marking will result in
an “Illegal Device” penalty. (Proper identification assists the officials in properly tracking who shot the rocket
and ensures that the “Spent” rockets are given back to the appropriate team after the game.)
NOTE: Rockets without any identification are considered void and therefore “invalid” during the course of a
game. If an unidentified (unmarked) rocket is used during the contest, the impact will not result in any
eliminations and the rocket will be considered “Spent”.
29.4 Paintball Mines: Any type of paintball mine may be used, providing:
· It does not utilize a pyrotechnic charge
· The trip wire is breakable by a pedestrian
· When a paintball mine is triggered, if a player receives one speck of paint or more on his person or
equipment, that player is eliminated. It is recommended that any time a paintball mine is triggered,
the minelayer or teammate call a paint check. There will be no penalty for a paint check that results
in no eliminations when a Paintball Mine is involved. Any color of paint may be used BUT
the paint fill color.
Universal Rulebook of the Scenario Paintball Player’s League/ Canadian Scenario Paintball
Players League ™ (Updated on 03/20/2009)
TABLE OF CONTENTS
Game Play:
1.0 Objective
2.0 Duration of Game
3.0 Team Size
4.0 Team Color Armband
5.0 Game Field
6.0 Take and Hold Flag Bases
7.0 Dead Box, Flags and Main Base
8.0 Capture Objectives
9.0 Special Weapons
10.0 Elimination and Re-insertion
11.0 Re-Break
12.0 Halftime
13.0 Team Surrender
14.0 Re-supplying and Repair
15.0 Attire
16.0 Paint Checks
17.0 Safety
18.0 Misrepresenting Team Affiliation
19.0 Equipment trading
20.0 Limited Rate of Fire
21.0 Inspection of Paintball Markers
Team Rosters …………………………………………………………………………………………………
22.0 Rosters
23.0 Qualified / Unqualified Players
24.0 Player Classifications
25.0 Team Classifications
26.0 Qualified Teams
Markers / Equipment ………………………………………………………………………………………..
27.0 Markers
28.0 Marker Attachments
29.0 Exotic Weapons
30.0 Hopper Restrictions
31.0 Air Source
Penalties / Infractions ……………………………………………………………………………………….
32.0 Penalties / Infractions
33.0 Minor Penalties / Infractions
34.0 Major Penalties / Infractions
League Information, Points and Standings……………………………………………………………..
35.0 Points / Standings
36.0 Dispute Resolution
37.0 Paint Restrictions
38.0 Event Options
39.0 Bracketing
40.0 Prizing
SCENARIO CHALLENGE RULES Version 9 (Updated on 03/20/2009)
**Please note that there are some differences between SPPL and CSPPL divisions and play. These
differences will be noted as 'SPPL Only' or 'CSPPL Only' as applicable. **
GAMEPLAY:
1.0 Objective: Score the most points possible during the course of the game
2.0 Duration of Game:
· 5-Man Division (SPPL Only) - (40) minutes total, divided into two (2) twenty (20) minute halves, a
ten (10) minute halftime, and a five (5) minute break prior to the next game.
· All other Divisions (SPPL and CSPPL) - Sixty (60) Minutes total, divided into two (2) twenty (20)
minute halves, a ten (10) minute halftime, and a five (5) minute break prior to the next game.
At the end of the first twenty (20) minutes of play, there is a ten (10) minute halftime. During this
halftime, you must swap bases with the opposing team. Your team and ALL equipment must be
moved and ready to continue play within ten (10) minutes. Teams retain the same color armband
throughout the game.
All players must be “checked-in” at their new base with their dead box referee and properly armbanded.
Players not checked in when this window expires will not be able to re -insert until the next
scheduled re-insertion period. This may result in your team starting “down” players. (Section 12.0
Halftime).
3.0 Team Size:
· 5-Man Division (SPPL Only) - Prior to the start of the match, each team's captain must report to
the head referee. Any team reporting at game time with fewer than three (3) players forfeits the
game. No exceptions - it's your responsibility to know your game time. A Team may have a
maximum of five (5) starting players, with up to two (2) substitution team members for a maximum
"rostered team size" of seven (7) total players. (See Team Roster/ Eligibility section for more
information).
· Tac Division (CSPPL Only) - Prior to the start of the match, each team's captain must report to the
head referee. Any team reporting at game time with fewer than six (6) players forfeits the game. No
exceptions - it's your responsibility to know your game time. A Team may have between
seven (7) and ten (10) starting players with up to five (5) substitution team members for a maximum
"rostered team size" of fifteen (15) total players. Should one team have more starting players than
the other, each team will field a starting lineup matching the numbers of the lower team. See Team
Roster/ Eligibility section for more information.
· Rookie Division - Prior to the start of the match, each team's captain must report to the head
referee. Any team reporting at game time with fewer than seven (7) players forfeits the game. No
exceptions - it's your responsibility to know your game time. A Team may have between eight
(8) and ten (10) starting players with up to five (5) substitution team members for a maximum
"rostered team size" of fifteen (15) total players. Teams are also allowed two (2) support staff
members. These individuals must also be on the rosters for a maximum of seventeen (17) people
· Pro (SPPL Only), Elite & Masters - Prior to the start of the match, each team’s captain must
report to the head referee. Any team reporting at game time with fewer than seven (7) players
forfeits the game. No Exceptions—it’s your responsibility to know your game time. A Team
may have a maximum of ten (10) starting players, with up to five (5) substitution team members for
a maximum “rostered team size” of fifteen (15) total players. Teams are also allowed two (2) support staff members. These individuals must also be on the rosters for a maximum of seventeen
(17) people
(See Team Roster/ Eligibility section for more information)
3.1 Team Commander: Each team shall designate one team member as “Team Commander”
immediately prior to the beginning of the game. The Team Commander, and the Team Commander
alone, will be responsible to relay the team’s wishes to the field officials. When a Team Commander is
eliminated his team is unable to use any of the Special Weapons found after his/her elimination (until s/
he re-inserts), and will lose any Special Weapon not yet designated for use by the Team Commander
for that half.
The Team Commander cannot be changed during a game unless there is an injury deemed appropriate
by the head ref to warrant a change. If a player is injured, an appropriate replacement will be chosen by
the team and inserted at the next re –insertion. A Team Commander cannot communicate to “active”
team members or receive/use objectives from team members once he is eliminated from play.
3.2 Substitution: A player can be substituted at any time during the game; however, the substituted
player must wait until the next re -insertion to enter the field of play. The instant resurrection objective
may include substituted players.
3.3 Non-players/support staff. A maximum of 2 non-players/support staff are allowed in dead box –
Non-players must check in with dead box referee, and may NOT be dressed to play as their only role is
to assist the players in getting ready to reinsert into play. This includes NOT wearing a team jersey or
other like item that may mistake the non-player as a player for that game. These individuals must be
listed on the Team roster as support staff.
4.0 Team Color Armband: Each player will be issued a Team Color Armband that will be consistent with all
members of the player’s team. Teams will retain the same color armband throughout the game. Each player
must wear the armband on the right arm between the elbow and shoulder in a plainly visible fashion (with no
overlapping clothing). The Commander of a team will wear two (2) armbands, one on each arm. Prior to
the start of the game, the dead box referee will only issue up to eleven (11) armbands for the “starters” of
the team as to ensure only up to 10 active team members will be on the field of play at any given time
(based on division said team is participating in). If a player loses their armband on the field of play they are
deemed “eliminated” (with no point penalties), and must return to the elimination zone to report the loss and
be issued another team color armband. It is the player’s responsibility to securely fasten the armbands and it
is recommended that teammates check each other’s bands to ensure that they are secure before entering
the field of play. (Also check your armband periodically during the course of the game.)
5.0 Game Field:
· 5-Man Division (SPPL Only) - Regulation playing fields for this division shall be no less than two
(2) total acres and not to exceed four (4) acres in total size. The field will have three (3) flag bases
that will have a Red Flag and Blue Flag. The 3 flag stations will be organized in an equilateral
triangle on the 2-4 acres of land.
· All Other Divisions - Regulation playing fields shall be no less than four (4) total acres and not to
exceed seven (7) acres in total size. The field will have three (3) flag bases that will have a Red flag
and Blue Flag. The 3 flag stations will be organized in an equilateral triangle on the 4-7 acres of
land.
6.0 Take and Hold Flag Bases: There shall be three such bases – your base, your opponent’s base and a
“swing/neutral” base. These shall consist of a defensible position with a flagpole with two flags attached to
the lanyard (red for one team and blue for the other). A team shall be counted as “taking” and “holding” a
base when that team’s flag color is in the fully raised position on the flagpole.
Teams will receive one (+1) point for every full minute that its flag is in the raised position (rounded up or down depending on the amount of seconds within the minute). Example: Red team raises home base flag at
29 seconds in the game, if they hold their home base for the entire game they will be awarded 50 points
rather than 49 points if they raised the flag at 45 seconds into the first minute.
NOTE: Teams will not receive points for partially raised flags (when one flag is raised slightly higher than
another). The flag must be fully raised in order for the appropriate team to receive points. For example, if a
player from Blue Team receives an eliminating hit while in the act of raising his team’s flag and only
manages to raise it slightly higher than Red Team’s flag, Blue Team will not be awarded points. In order for
the flag change to be recognized by the referees, a team’s flag must be fully raised.
In an “attack and defend” scenario, if the attacking team raises their opponent’s flag fully for only a few
seconds, but it is then switched back by the defending team, then one (1) point will be awarded to the
attacking team. If the defending team takes the flag back shortly after (less then 1 minute) they will need to
hold the flag for one (1) full minute to continue earning points.
In the event a flag station becomes entangled a referee will step in and untangle or fix the flag station to
reflect the correct flag position.
7.0 Dead Box, Flags and Main Base: Both teams shall have a main base and a designated Dead Box for
each half. Each team’s Dead Box should be located approximately 25-50 yards from its nearest flag station
(which will be located in the main base) depending on bunkers, natural coverage available and division
being played. Every effort will be made to ensure that the Dead Boxes are of equal distance to their team’s
respective flag station. Dead Boxes will be placed out of bounds and cannot be used as cover.
7.1 The “Swing” flag base shall be roughly equidistant from the other two bases. The position of the
three flag stations should make an equilateral triangle when viewed on a map. The “run” time from
both Elimination Zones to swing base should be similar but not expected to be exactly equal.
7.2 The distance between the three flag stations will be approximately between one hundred and
fifty (150) and three hundred (300) yards depending on the field and terrain. Typically, heavily
wooded fields will have shorter flag base distances where more open fields will have further
distances. The particular field setup will be solely at the SPPL/CSPPL’s discretion.
8.0 Capture Objectives: There shall be three (3) minor "capture-type objectives in SPPL play, four (4)
minor “capture-type” objectives in CSPPL play. The Capture Objective shall be contained in a briefcasestyle
case. Two of the cases shall be placed in an undisclosed location on the field but will not be next to a
flag or dead box, somewhere out of the way of obvious traffic patterns. The third and fourth (CSPPL
Only) case(s) will be hidden in a designated location near center field. (See field map) Prior to each game,
and again at half time, the field officials will place each Capture Objective in a new position. These
objectives will be placed only on the ground and will not be unduly obscured by foliage. They will be
clearly visible from a 5-foot distance from at least two directions of the compass. In other words, the
objectives will not be hidden, but must be searched for to be found. If a player collects a Capture
Objective, it must be returned to the player’s Commander. The entire Capture Objective case must be
carried by the player back to his Team Commander who will then return it to the Dead Box Referee. Once
returned, and the Dead box official is notified, that team shall be awarded ten (10) points and shall be
given the Special Weapon contained within the Capture Objective.
· Please note (CSPPL Only): the Tiberius Advantage Capture Objective DOES NOT award a
team the ten (10) points, but instead allows an additional player to enter the field of play.
· The team commander may then use or distribute the Special Weapon contained within the
Capture Objective. The capture objective is then placed in that team's elimination zone until
half time or end of the game. In the event the Commander is in the elimination zone, the
capture objective must remain on the field of play. Players may cache or hide the objectives
until the Commander returns, be aware that the capture the objectives are in play until they
have been given to the Commander.
· If a Commander receives an eliminating hit prior to using a returned Capture Objective, that
capture objective is lost for the duration of that half.
· If a player carrying a Capture Objective receives an eliminating hit, they are considered
“suspended” and must remain in the place where they were eliminated and hold the Capture
Objective where it can be seen until any player takes it from them. A referee may move the
eliminated player if they are in the way of play. The suspended player may not return to
the Dead Box to re -spawn until another player (from either team) has taken the Capture
Objective. Once returned to a Commander, the capture objective is removed from play and no
longer available for points until the next half (if applicable).
9.0 Special Weapons: Each Capture Objective shall contain at least one Special Weapon for the team that
successfully returns the Capture Objective to their Team Commander. At no time are “Decoy” Capture
Objectives allowed on the field of play to confuse an opposing team. The Team Commander may use the
Special Weapon at any time during the half in which the Objective was found i.e. use it or lose it. There shall
be three (3) (SPPL Only) or four (4) (CSPPL Only) types of Capture Objectives on the field for every game
of Scenario Challenge (as listed below):
9.1 Instant Resurrection: One Capture Objective shall contain an Instant Resurrection card that can
be used to instantly resurrect a maximum of three (3) players from a team’s dead box. The Instant
Resurrection advantage does not need to be used immediately and can be saved for later use during
the half in which it was found. To use this advantage the commander must inform the elimination zone
referee of his request. All players, up to three (3) must be released at the same time. The total
number of on-field players must not exceed ten (10) or five (5) depending on the division, in active
players providing the Tiberius Advantage Objective, (CSPPL Only) is currently not in play by the same
team that uses the Instant Resurrection. In addition, before each player can return to the field of play,
they MUST have an armband properly attached.
9.2 Dirty Bomb: One Capture Objective shall contain a dummy claymore mine or equivalent. Once
placed or stuck in the ground, the dirty bomb is active and will eliminate any player who walks or
otherwise comes within 12 feet (4 paces) of the device. The device has a maximum effective time of
10 minutes or until the next reinsertion, whichever comes first. A player wishing to arm the dirty bomb
will alert a referee in the area. Once placed the player has 3 seconds to get to safety before the device
is armed. The referee will then remain in the area and eliminate all players who step into the kill zone
during the dirty bomb’s effective time. The referee will make every effort to be as covert as possible to
maximize the effectiveness of the weapon. When a player is eliminated by this weapon, they
CANNOT alert other team members of its presence until they reach the dead box. If an eliminated
player has communicated the presence of the Dirty Bomb before returning to the dead box, the referee
will eliminate any and all players within ear shot from the infracting team’s side.
9.3 RPG: One Capture Objective shall contain a single (1) rocket that can be shot through a
launcher or physically thrown. This Special Weapon (RPG) once delivered to the Team Commander,
cannot be utilized until a referee has been alerted. The commander may assign the RPG to another
player to be launched. An RPG eliminates all players within an 18-ft radius (6 paces) from the
point of impact. Although a player is not required to “call” his shot a field official must witness the
point of impact, wherever the RPG Rocket lands, to enforce the call. It is YOUR responsibility to make
sure the referee has your FULL attention when using this weapon. The field officials will then move to
the point of impact (or ground zero) and eliminate any and all player(s) regardless of team affiliation
within the elimination radius. Although a player is not required to call their shot, unlike the Rock
Launcher, see section 29.3, an Official must witness the point of impact.
· NOTE: When preparing to deploy the Dirty Bomb or RPG, if the player carrying one or both of
these weapons is eliminated, the Special Weapon is ALSO eliminated and will remain unused
for the duration of the half. Special weapons when used or eliminated must immediately be
returned to the nearest referee and may not be left or dropped on the field.
· If an eliminated player does not return any Special Weapon on his or her person, the team will
be assessed a penalty (see penalties/infractions). In addition, if a team tries to reuse a Special
Weapon that has been eliminated, the team will incur an Illegal Device penalty (see
penalties/infractions).
9.4 Tiberius Advantage (CSPPL Only): One Capture Objective shall contain a Tiberius Advantage
card that allows 1(one) additional player to enter the field of play using any paintball pistol(s).
The Tiberius Advantage does not need to be used immediately and can be saved for later use during
the half in which it was found. A single player using only a paintball pistol (or pistols) will be added to
play until that player is eliminated. Once eliminated, the advantage of having that ‘11th man’ is lost until
the next half. The player entering play as the Tiberius Advantage may carry up to 2 paintball pistols and
an unlimited number of clips/paintballs(at the player’s discretion).
· NOTE: A paintball pistol is classified as: a marker that is powered by a 12 gram CO2 cartridge,
holds 10 or less .68 caliber paintballs in its magazine well, is less than 16 inches in total length,
and by which the velocity can be adjusted to or below CSPPL velocity regulations.
· NOTE: If a commander is eliminated before using or assigning for use ANY of the above
objectives, the objective is also eliminated from play for that half.
9.5 Objective Information Table
Please see the above sections (9.1 to 9.4) for detailed descriptions of each objective. The following
table only provides basic but important information.
Objective Benefit
Instant Resurrection 1 time per half, the team with this objective may
instantly re-insert up to three (3) players outside of
the regular re-insertion(s)
Dirty Bomb Eliminate ANY player passing within 12 feet (4
paces) of dirty bomb's placement location. 10
minute or balance of insertion time limit.
RPG 1 time per half, the team with this objective may
throw or shoot specific projectile that eliminates ANY
player within 18 feet (6 paces) of impact. MUST be
witnessed by an SPPL/CSPPL approved referee
Tiberius Advantage (CSPPL Only) 1 time per half, the team with this objective may
instantly insert an 11th player armed with up to 2
paintball pistols. Said player remains on the field
until eliminated or the half expires.
10.0 Eliminations and Re-insertion: Elimination is defined as any hit or splatter from a paintball and
subsequent break resulting in a marking of the player or their active equipment with a paint mark that is
equal or greater than the size of a dime. Any paint splatter from a paint grenade or mine regardless of size
results in a player’s elimination. If a player is eliminated by an RPG or special weapon he must tell the
elimination zone official so that it is properly recorded.
10.1 Obvious hits: are those hits which impact and break on easily observable places on the body
or equipment being carried by the hit player. This may include, but not be limited to hands, arms,
head, mask, legs, marker/hopper, and barrel or capture objective/capture objective case.
10.2 Unobvious hits: are those which impact and break on a player or player’s equipment in those
areas defined as being not easily observable. Players with unobvious hits will be eliminated but will
not be penalized. This may include but not limited to pods, pod packs, remote coils and remote
tank (tanks on your back).
· IMPORTANT: Players MUST be mindful of hits they receive. It is ultimately the player’s responsibility to make sure all hits are recorded and properly “sponged” off. If you DO get
assessed a wiping penalty for a previous hit that was not sponged off, you have no one to
blame but yourself.
10.3 Each time a player is eliminated, he/she is expected to immediately signal their elimination,
announcing hit or out at the time of such elimination. Such players must then remove their
armband(s), place a barrel blocking device on the barrel of their marker, hold it in the air above
their heads and exit the field immediately by the most direct route to their dead box without
deliberate delay, or follow the instructions of a field official if given.
The dead box referee is there to assist and ultimately protect you from a paint check that could
result in a penalty (see penalties/infractions). When a player enters the dead box, the field official
will check and document all hits on the player and record the player’s reason for elimination. A
damp sponge or rag will be present for players to cleanly wipe of their own hits.
10.4 Any time a player calls “hit”, “out”, or raises or waves his/her arm(s), hand(s) or raises his
paintball gun above the head, that player is eliminated regardless of an actual paintball break.
When calling a bounce, the player must be careful not to indicate a hit.
10.5 Bounces and Field Courtesy: Players are encouraged to call bounces by shouting “Bounce!”
any time a hit does not break. Since many bounces look like eliminating hits, shouting “bounce”
may avert unsportsmanlike conduct and assure other participants that the player is not playing on
or wiping while acknowledging the opposing players good shot.
10.6 Any time a player puts their barrel-blocking device onto their barrel or raises his paintball gun
over his head with the barrel pointing up, that player is eliminated regardless of an actual paintball
break. If a player removes their barrel-blocking device before returning to the dead box, they will be
assessed a penalty (see penalties/infractions). In addition, a player that raised their marker over
their head (signaling a hit) and then continues to play on will be assessed a penalty (see
penalties/infractions).
10.7 There are a total of two (2) re -insertions per game; One (1) per half. The first re-insertion will
be at the 10-minute mark of the first half. After half time, the next re-insert will be at the 10-minute
mark. At each re-insertion time, up to ten (10) active players or five (5) (depending on division) who
checked in prior to the moment of release will be released back onto the field of play. The players
must be READY to release at this time or they must wait until the next re-insertion.
10.8 Two (2) minutes prior to the re –insertion, the elimination zone referee will bring the inserting
players to the starting box located just inside the boundary tape. At the appropriate time the referee
will count down the final ten (10) seconds to the re-insertion, then yell “game on”, or a horn or
whistle will blow. Players leaving the Elimination Zone enter the field “hot,” and must be ready to
play at “game on”. Players who miss the release time because they are re-supplying or otherwise
engaged, must wait for the next release time to re-enter the field. Players shall ONLY be released
at the designated re-insertion times, with the exceptions noted above in the Capture Objective
section (sections 8.0 and 9.0). All players must have at least one foot inside the start zone or the
player's marker may be required to be touching the tape. The start zone shall be determine by a
rectangular box clearly defined on the ground an appropriate and equal distance from each team's
dead box.
10.9 Hot Reinsertion: In the event of a “hot reinsertion” meaning most or all of one team have
been shot off the field. 1 minute prior to the “hot” reinsertion, the attacking team will be directed by
the refs to pull back to the fifty (50) or half way line on the field giving the inserting team an
opportunity to enter the field and take up a defensible position. As the teams are released from the
elimination zone, the referees will call game on! Teams may immediately engage each other.
10.10 Barrel Tagging or Calling Surrender: are not accepted methods of elimination in the
SPPL/CSPPL due to the difficulties that can arise in making a call in a heated competition.
However If a player has an easy shot on a another player and has the time to pick a shot, then
kindly shoot 1 -2 balls in an area (such as a pod pack) that would cause minimal pain as it’s the
“sportsman” thing to do. Remember Safety First.
11.0 Re-Break: In the event a team (and only in this circumstance) is completely eliminated from the field by
the opposing team (The entire team must be in the dead box). The choice of one (1) “re-break” per game
will be given to the team that has been completely eliminated at the cost of ten (-10) points (All divisons
except 5-man). The only exception is the 5-man division, where there will be NO penalty for calling a rebreak.
11.1 In the event of a re -break both teams will start at their respective bases and the flags will stay
as they are still actively earning points for the color that is raised.
11.2 A re-break will only be executed during 8th minute (All Divisions) of a re-insertion period thus
allowing both teams one (2) minutes to ready themselves for the re-break. If a team is shot off the
field with additional time until the next re-insertion and is planning on calling for a re-break they are
encouraged to let a referee know ahead of time in order for the referee staff to prepare for re-break.
However the referee will not call re-break until the 4-minute or 8-minute mark. No re-break may be
called during the final 5 minutes of each half.
11.3 At the 8-minute mark of the respective re -insertion block of time the referees will signal, “REBREAK”.
The team that is still active on the field must move in a quick/direct fashion to their
elimination zone to ready themselves to start at the sound of the next re -insertion. At that 4-minute
or 8-minute mark all play will cease on the field.
11.4 If a re-break is declared, players that have objectives or a special weapon on their person can
safely return them to their live Commander at the elimination zone. If a player continues to look for
Capture Objectives, acquires a Capture Objective or changes a Base Flag after the re-break is
declared, they will be assessed a penalty(see penalties/infractions).
12.0 Half Time:
All Divisions - The game will consist of two (2) twenty (20) minute periods.
· At the end of the first period all play will cease on the field, the referees will signal the players
to stop play. Teams will have Ten (10) minutes (All Divisions) to change sides of the field.
Both teams will switch elimination zones. Teams will retain their armbands and the color they
started the game with. Both teams are required to clean out the elimination zone of all gear
and garbage. The elimination zone referee will accompany his/her assigned team across the
field with the hit chart.
· All flags will be returned to neutral for the start of second half play and the case objectives will
be re-hidden. Teams must clear the field and be inside the new elimination zone within the
five (5) minutes (All Divisions) of the halftime break to allow the referee staff time to reset
the flags and objectives. (See Section 2.0)
13.0 Team Surrender: If a team chooses to surrender to another team then the team being offered the
surrender has the option of accepting or declining. If a team accepts another team’s surrender then all
remaining live capture objectives is considered “dead” and not eligible to be found. All flag stations will be
considered raised to the team accepting the surrender from the opposing team for the time left in the game.
The surrender of a team can only offered to the other team by a commander via any referee. The game
schedule will not be altered and the extra time gained will be used for team prep and referee recovery
unless otherwise stated by the head referee on the field. Teams are required to remain in their elimination
zone or in play on the field until the head referee calls the game. Any team or players leaving the field before
the game is called will be assessed a un-sportsmanship penalty (see penalties/infractions).
13.1 If two teams choose to discuss surrender prior to a match beginning, any and all discussion
regarding said surrender must occur with an approved SPPL/CSPPL official present. If such a
discussion occurs without an approved league official present, both teams shall be penalized (see
penalties/infractions, unsportsmanlike/collusion).
14.0 Re-supplying & Repair: Eliminated players may restock while in the Dead Box. Players may take as
much paint (up to SPPL/CSPPL limits, see section 36), extra Co2/HPA tanks, and water in to the Dead
Box as they choose, however; players may not take refill stations such as scuba tanks or bulk Co2 tanks
into the Dead boxes. Any extra paint that is carried onto the field of play must be in pods. (No exceptions)
Boxes or bags of paint are not allowed on the field of play. It should be noted that the Medusa paint carrying
system can be used in place of pods PROVIDING that it does not violate divisional paint restrictions.
Although the dead box is still considered part of the field it is not consider the “field of play.” Teams are
allowed to take Boxes or bags of paint into the Dead box but it must not enter the field of play. If any such
items are found an illegal device penalty (see penalties/infractions) will be assessed to the offending team.
(See section 37.0 for on field paint restrictions)
14.1 If player proceeds to repair their paintball gun in the Dead Box, they must first air-down their
paintball gun. The player must keep their barrel-blocking device in place. Once any and all repairs
have been made to the paintball marker, it must be re-choreographed prior to reinserting onto the
field. Chronographs will be available in the hands of referees and near the Dead Boxes.
14.2 A player who has changed tanks must re-chronograph the marker before re-inserting onto the
field. Chronographs will be available in the hands of referees and near the Dead Boxes. Failure to
do so will result in an illegal device penalty (see penalties/infractions).
14.3 Once the game has started no additional paint, air or markers can be brought to the
elimination zone. For safety and health reasons additional water or sports drinks may be added. A
penalty will be assed (per device) to an offending team (see penalties/infractions).
15.0 Attire: Players may wear a variety of clothes and gear with the exception of any gear that the field
official determines is overly padded for the purpose of causing a paintball to bounce. Field “armor” will not be
allowed. Loose fitting clothing shall be allowed within reason at the sole discretion of the field official. Highly
patterned clothing designed to mimick or otherwise mask the presence of a paintball hit will not be permitted.
Clothing the same color as the fill of the event paintballs shall not be permitted. Standard burlap or radardisbursing
net “ghillie” suits shall be allowed. However, a player wearing a full or partial ghillie suit shall be
held to the ghillie suit elimination requirements as stated in Section 15.1.
“Goggleflage” type headgear shall not be considered a ghillie suit. Teams are encouraged, but not required,
to wear matching camouflage to ease in identifying fellow teammates and ease officiating.
15.1 Ghillie Suits: Any player wearing a full or partial ghillie suit (including ghillie that is attached to
load bearing equipment) made of burlap or radar-disbursing vinyl mesh is required to call any direct
hit as an elimination regardless of whether the paintball broke or not. Field referees shall be
particularly thorough with ghillie-suited players and will typically perform a detailed paint check any
time a ghillie-suited player is in a firefight.
15.2 “Goggleflage” type headgear or mask camouflage shall not be considered a ghillie suit.
16.0 Paint Checks: are to be used when a player is unsure if he/she has been hit. Obvious hits are just that;
“obvious” and players should assist the referees and call themselves out.
Players who call for a paint check are not neutral until the referee arrives at their location and they should
protect themselves from further hits. Players who continue to play (shoot) after calling for paint check may
be subject to playing on penalties if an obvious hit is found. Once a paint check has been called by a player on himself or by another player, all players in that general area are not allowed fire or advance on the player
being checked. If an opposing player advances on a player getting a paint check at anytime, that player will
be sent to the elimination zone and may assessed an unsportsmanlike penalty
There are three types of Paint Checks:
16.1 Self-Checks: A person may call for a paint check on himself/herself at any time, without
penalty. If a player calls a Paint Check and he/she is hit once called neutral by a referee, the “hit”
will not count. If a player is unsure about a “hit”, but does not call a Self -Check within three
seconds after impact (at the sole discretion of the referee), then that player is considered as
“Playing On” (providing they received an eliminating hit).
16.2 Referee Checks: Paint checks are performed by a referee when the referee has observed a
player taking fire, when fire is directed into an area occupied by a player that the referee cannot
directly observe, when the physical location that a paintball may have broken on is not visible to the
referee, or when the referee is directed to do so by another referee. The Referee will make every
effort to avoid calling the player neutral and disrupting play
16.3 Opponent Checks: Players may call for an Opponent Check. A referee must be present for
an Opponent Check to occur. To request an Opponent Check, a player should call, “Paint Check
on my Opponent.” The referee will approach the opponent and check thoroughly for paint. If the
“hit” is questionable, the referee will radio the proper Elimination Zone official to confirm prior hits
that may not have been thoroughly cleaned. If the opponent has received a valid hit, the referee will
call him out and may assess other penalties if the player had Played On or Wiped. However, if the
opponent is “clean,” the referee will levy a five (5)-point penalty against the team of the player who
called the Paint Check. The penalty will be radioed to the proper Elimination Zone referee.
Please Note: Cover, terrain, and noise levels can make paint checks difficult to hear and move to
quickly. Please exercise caution and good sportsmanship.
17.0 Safety: All safety rules of the host field shall be honored. Host field rules shall be made available to the
teams at least one week in advance of game via forums, the playspplcom website, or phone number to the
host field. The host field will brief the players on the field safety rules prior to the start of the event.
· At a minimum, all players are required to bring and wear ASTM approved face and eye goggles
and mask. All players must report at game time with their paintball markers choreographed under
the SPPL/CSPPL 280 fps limit, and properly inspected by SPPL/CSPPL staff if necessary.
· In the event of serious injury all play will stop on the field . Referees will make note of the game
time. When the injured player has received proper care and been taken from the field. Play wil l
resume with a Re-break without penalty to either side .
18.0 Misrepresenting Team Affiliation: During the course of a game, players are permitted to
misrepresent their team affiliation verbally, so long as the player continues wearing their team color
armband. Removing or changing a player’s team color armband constitutes an unsportsmanship penalty.
Inadvertent loss of a team armband will “eliminate” that player, which will have to report back to the
Elimination Zone to be issued another armband, and to report the loss to the Elimination Zone Official. A
player so eliminated may return to play with the next reinsertion.
19.0 Equipment Trading: Live players may trade equipment freely providing the receiving player makes
contact with the equipment prior to the giving player being eliminated. For example, if player A leaves 2 pods
for player B, yet is shot out before player B picks up, touches or used the pods, player B may NOT touch the
pods without incurring an illegal device penalty (see penalties/infractions).
· Once a transfer of equipment takes place, it becomes the property of the player who received it.
Once a player is eliminated, they may not leave or trade equipment with other players. Any equipment left or traded by an eliminated player (other then empty pods) will be considered an
illegal device if they go back to the elimination zone without first grabbing the extra equipment they
took onto the field while live.
· A player carrying more than one marker or a launcher and marker may set the extra device down.
However for safety reasons if in the opinion of a referee the device has been abandoned i.e. there
are no players in the area, the device will be returned to the nearest dead box.
20.0 Limited Rate of Fire: The rate of fire for the SPPL/CSPPL is capped at 15 balls per second.
· While the SPPL/CSPPL recognizes that a lower rate of fire is currently not enforceable, teams and
players are encouraged to shoot at the 12 ball per second rate as laid down by many national
tournament series.
· Note: many markers are capable of firing over 15bps but that does not make them illegal. This
mean the SPPL/CSPPL does not permit them to fire over 15bps regardless of trigger mode. (See
Markers/Equipment)
20.1 Tac Class Limitations (CSPPL Only): The Tac Division (CSPPL Only) will be limited to semiautomatic
firing modes only. Any other firing mode will not be permitted in the Tac Class, and should
they be used, will constitute a 'hot gun' infraction (see section 34.4 for details).
21.0 Inspection of Paintball Markers: All markers, equipment, and launching devices will be made
available for a general inspection by SPPL/CSPPL staff prior to, or at anytime during game play, including
but not limited to safety status, choreographing, and possible rate-of-fire tests. Any equipment that a player
or team feels may be penalized during game play should be brought to the attention of the SPPL/CSPPL
staff well in advance of game time. Upon request of any SPPL/CSPPL referee or authorized league
representative, a player must immediately make available his/her marker for inspection at any time during an
event. The player must not alter fire, pull the trigger, adjust, turn on or off, or operate any switch or button
until the marker is inspected by SPPL/CSPPL staff. Doing so will result in a severe penalty and possible
ejection from the event (see penalties/infractions).
A marker that is in play and found to violate any rule of the SPPL/CSPPL shall receive an Illegal Device
penalty and will be excluded from play for the duration of the event.
Team Roster/Eligibility
22.0 Rosters: Teams may carry as many players as they wish during an SPPL/CSPPL tournament,
however, only the following minimum/maximum player levels may be rostered per game:
· 5-Man Division (SPPL Only): May roster up to seven (7) players, with a minimum 'on-field' team
size of three (3) and a maximum of five (5). (See section 3.3 regarding support staff)
· Tac Division (CSPPL Only): May roster up to fifteen (15) players, with a minimum 'on-field' team
size of seven (7) and a maximum of ten (10). (See section 3.3 regarding support staff)
· Rookie Division: May roster up to fifteen (15) players, with a minimum 'on-field' team size of seven
(7) and a maximum of ten (10). Teams may also have 2 additional support staff to help in the dead
box for a maximum of 17 individuals on rosters. (See section 3.3 regarding support staff)
· Pro Division (SPPL Only), Elite, Masters Divisions: May roster up to fifteen (15) players, with a
minimum 'on-field' team size of seven (7) and a maximum of ten (10). Teams may also have 2
additional support staff to help in the dead box for a maximum of 17 individuals on a roster. (See
section 3.3 regarding support staff)
· A player may not be on more than one roster per event, and a player cannot change rosters during
an event.
· Reserve players may be left off rosters until they are needed. Players may be added to a team’s
roster at any time during an event as long as the added player(s) reports to the SPPL/CSPPL staff
at the scoring table before participating in a game.
Rosters, waivers and dispute resolution forms must be filled out (legibly and completely) and handed in to
SPPL/CSPPL staff at the scoring table before playing your first game. Failure to turn in or update your
roster, waivers and dispute resolution forms will result in zero points for all games played before the roster
and waivers are corrected or turned in to SPPL/CSPPL staff.
22.1 In the event a player is not on the team roster at game time the player will be asked to leave
the elimination zone and may not play in that game. In the event a player is not on the team roster
and is found on the field of play during a game it will result in game forfeit and zero points for all
games played by the non-rostered player. Should said player exceed the maximum roster size for
that game, the offending team will forfeit the game and receive zero (0) points. See Section 3.0 for
team size.
22.2 SPPL/CSPPL Player ID cards are required for all participating players. ID cards may be
purchased on line prior to the event, or a temporary card may be issued at the event for an
additional fee. ID cards, while paid for and carried by individual players, remain the property of the
SPPL/CSPPL in regards to enforcing major infractions/penalties (see penalties/infractions).
23.0 Qualified/Non-Qualified Players: A team may consist of up to fifteen (15) qualified players per game
based on division (see Section 22.0) and 2 additional support staff.
· The composition of a team may change freely between matches during any SPPL/CSPPL
Qualifier event so long as players are not rostered on more than one team at that event (see
section 16). This means that teams are not allowed to trade or borrow players from another
team once a team roster has been submitted.
23.1 Non-qualified players are classified as:
23.1.1 Any player who does not have an Official SPPL/CSPPL Player ID Card.
23.1.2 Any player who is under the age limit set by the host field
23.1.3 Any player who has been disqualified from play by the SPPL/CSPPL for reasons of
extreme poor sportsmanship.
23.1.4 Any player who is serving as an SPPL/CSPPL referee during the event at the host
field during the time of the event.
23.1.5 Any player that has participated at the “Pro-Level” at any time or participated in a
PSP, NPPL, CXBL, AXBL, NXL, RPL, WCPL, Millennium event and DID NOT qualify with
an SPPL/CSPPL team prior to arriving at the National Championship. (Example: if a team
“qualifies” and then tries to stack their team with “Pro’s” to increase odds of winning the
Nationals)
23.2 Teams are permitted to recruit new players to make the Final event providing said
player(s) comply with section 23.1.
24.0 Player Classification:
· 24.1 Pro Player (SPPL Only) - A Player will be classified as PRO if they fall into any of the
following:
o Has been rostered as a Pro Player in more than one SPPL Major event/Qualifier
during the current season.
o Was rostered on a 2008 Top-4 finishing SPPL Elite Team in which there was more
than 4 teams present.
o Carries or has carried a player card for: NPPL Pro or Semi-Pro, NXL, PSP Pro, Semi-
Pro, Millennium Pro or Semi-Pro, CXBL/AXBL, more to follow within the last five (5)
years.
o Any player who does not classify according to the above yet chooses to play at the
Pro level
o Any team or player who has received and invitation to player in the Pro Division.
24.2 Elite Player—A Player will be classified as Elite if they fall into any of the following and does
not meet any of the 'Pro Player' classifications:
o Has been rostered as an Elite Player in more than one SPPL/CSPPL Major
Event/Qualifier during the current season.
o Was rostered on a 2008 Elite Team (with the exception of players mentioned in section
24.1)
o Was rostered on a 2008 Top-4 finishing SPPL Masters Team (League OR Series) or a
2008 Top-2 finishing CSPPL Masters Team (League OR Series).
o Carries or has carried a player card for: NPPL Division 1 or 2, PSP Division 1 or 2,
Millennium Division 1 or 2, MXL, more to follow within the previous 5 years.
o Any player who does not classify according to the above, yet chooses to play at the Elite
level
24.3 Masters Player— A Player will be classified as Masters if they fall into any of the following
and do not meet any of the 'Elite Player' classifications:
o Has been rostered as a Masters Player in more than two (2) SPPL/CSPPL Major
Event/Qualifiers during the current season.
o Was rostered on a 2008 Masters Team (with the exception of players mentioned in
section 24.2)
o Was rostered on ANY Rookie Team the previous season that competed in more than
two SPPL/CSPPL Major Event/Qualifiers.
o Any player who does not classify according to the above, yet chooses to play at
the Masters level
24.4 Rookie Player— A player will be classified as Rookie if they fall into any of the following and
do not meet any of the 'Masters Player' classifications:
o Has not been rostered as a Rookie Player in more than two CSPPL/SPPL Major
Event/Qualifiers in the previous season.
o Has no major Regional or National Level (PSP, NXL, NPPL, CXBL/AXBL, Millenium,
RPL, WCPL, ESPL, etc.) tournament experience at any level.
24.5 5-man Player - A player will be classified as 5-Man if they fall into any of the following:
o They have never played in an SPPL / CSPPL event and don’t meet the player
classifications outlined in the Pro Player Classification Section.
24.6 Tac Player - A player will be classified as Tac if they fall into any of the following:
o Any player who classifies as a Rookie, Masters or Elite Player as per the above
descriptions and wishes to play in the Tac Class.
24.7 Classification Appeal - The SPPL/CSPPL recognizes that there may be players that, despite
the success of a team they were/are rostered on, should not be classified at a higher level. Should
any player wish, they may appeal to the SPPL/CSPPL Board in writing (and possibly in person) to
remain for at least one (1) more season at the lower classification. The SPPL/CSPPL Board's
decision in these matters is final.
25.0 Team Classification: SPPL/CSPPL events separate teams into up to 5 divisions: Rookie, Masters,
Elite, Pro (SPPL Only), Tac (CSPPL Only), 5-Man (SPPL Only). A Rookie SPPL/CSPPL team may have up
to two (2) Masters Players on their roster. A Masters SPPL/CSPPL team may have up to two (2) Elite
players on their roster. Elite teams may have any players EXCEPT Pro players on their roster. Pro teams
may have any players on their roster.
25.1 Pro Team (SPPL Only) - Any team that placed in the Top 4 (Final or Series) in the
Elite Division during the 2008 season, or any team that accepts a league invitation to
play at this level.
25.2 Elite Team-- Any team that played in the Elite Division (minus the teams listed above
in section 25.1) during the previous season, any team that placed in the Top 4 (Finals or
Series) in the Masters division during the 2008 season, or any team that wishes to play in
the Elite division that did not accept an invitation to play in the Pro Division.
25.3 Masters Team— Any team that did not place in the Top 4 (Finals or Series) in the
Masters Division during the 2008 season, any team that has played Rookie division in
more than two (2) Major SPPL/CSPPL Event/Qualifiers, or any team that wishes to play
in the Masters division and does not qualify for play in the Elite division.
25.4 Rookie Team— Any team that has never competed in the SPPL/CSPPL at a Major
Event/Qualifier. Any team that has not played Rookie Division in more than one(1) SPPL/
CSPPL Major Event/Qualifier in the previous season, or any team that did NOT play within
the Rookie division within the previous year.
25.5 5-Man Team (SPPL Only) – Any team that has never played in the SPPL / CSPPL
before and members of it’s roster don’t meet any of the Player Classifications.
25.6 Tac Team (CSPPL Only) - Any team that chooses to play this division, is comprised
of the appropriately qualified players and is willing to abide by the Tac Class restrictions.
Team Classifications are based on the type of player as outlined in section 24, not by the
Team name. Teams can play in any Division if they meet that Division’s qualification
requirements. For instance, a team can start their first season in the Elite or Masters
Division if their rostered players reflect that level of play.
26.0 Qualified Teams: Any team that meets the Player ID Card and Team Classification requirements. See
the player and team classification section for more details (sections 24.0 and 25.0)
Markers/Equipment :
27.0 Markers: The SPPL/CSPPL recognizes that there are an incredible number of paintball markers
available to the player. The league requires ALL paintball markers to meet the following requirements to be
allowed on the field of play during a SPPL/CSPPL match.
27.1 Markers may ONLY fire .68 caliber paintball rounds
27.2 Markers may ONLY be powered by approved Carbon Dioxide (CO2) or High
Pressure Air (HPA) sources
27.3 All Markers must be in safe working order, as determined by qualified CSPPL/SPPL
staff or qualified field staff
27.4Double Troubles: A 'Double Trouble' paintball marker shall be considered a 'special
weapon' and be limited to one (1) DT per team. A DT must be no more than two (2) linked
paintball markers that alternate fire between barrels at a rate of ONE (1) ball per trigger
pull up to the league established maximum of 15 bps per marker" All SPPL hopper
restrictions apply. If a DT is electronically configured to fire as one marker (i.e. both
markers fire at the same time), said DT is limited to a maximum rate of fire of 15bps
TOTAL (7.5 bps per marker). Response-style triggers are NOT allowed on a DT marker.
The 'Double Trouble' special weapon shall be limited to Elite and Pro divisions
ONLY.
27.5 Markers may NOT be autonomous / unmanned, mounted on a turret, craft or vehicle.
27.6 No marker may be the same color as the paint fill being used during an approved
SPPL/CSPPL match. For example, if pink fill is being used at an approved qualifier/affiliate
event, no marker may be pink in color.
27.7 A 'backup' sidearm may be carried by players providing said sidearm falls under the
pistol guidelines as outlined in section 27.2
27.8 Full Auto: If the host field permits full-auto mode for paintball markers, then the
SPPL/CSPPL shall likewise permit full-auto mode limited to 15bps on all markers.
27.9 Paintball pistol: Aside from the Tiberius advantage (CSPPL Only) listed in section
9.4, players are each allowed to carry one(1) sidearm should they so choose. This
sidearm must comply with the paintball pistol description as outlined in section 9.4.
The SPPL/CSPPL reserves the right to not allow any marker the league or its approved
representatives deem unsafe or that violates any of the above conditions.
27.3 If player proceeds to repair their paintball marker in the Elimination Zone, they must
first air-down their paintball marker. The player must keep their barrel-blocking device in
place. A player who has made any repairs to their paintball marker must re-chronograph
the marker before re –inserting onto the field. Chronographs will be in the hands of the
Elimination Zone Referees.
28.0 Marker Attachments: The SPPL/CSPPL recognizes that players may add attachments to a paintball
marker for aesthetic or practical reasons. Marker attachments DO NOT cover air sources or hoppers/feeding
systems as those are covered in their own sections. The league requires ALL paintball marker accessories
meet the following requirements to be allowed on the field of play during an SPPL/CSPPL match.
28.1.1 Any and all marker attachments must be safely and securely attached to the
marker. This includes, but is not limited to: scopes/sighting attachments, launchers, lights,
cameras and any other attachment the league deems is not part of an air source or
hopper/feed system.
28.1.2 Scopes/sighting attachments. Players may, at their discretion, attach a
scope/sighting device to their marker. Said attachment may be holographic, red/green dot,
or magnifying in nature. Scope/sighting devices MAY NOT include projected laser-type systems.
28.1.3 Lights. Players may, at their discretion, attach a lighting device to their marker
providing it is able to be turned on or off independently of the marker.
28.1.4 Cameras. Players may, at their discretion, attach a camera device to their marker.
This 'gun cam' must be able to be turned on or off independently of the marker. The
camera must also be self-contained, meaning it cannot and does not transmit a signal to a
remote source/location for viewing/storage.
28.1.5 Launchers. Players may attach a launching device to their marker providing; it does
NOT fire 'grape shot' rounds (multiple paintballs per shot); the velocity of the launcher
can be independently choreographed and can be locked at a safe velocity; fires approved
'paint grenades' (such as the 'scepter' system).
The SPPL/CSPPL reserves the right to not allow any marker attachment the league, its approved
representatives or field representatives deem unsafe or that violates any of the above conditions.
Grenade Launchers must only be used at an angle of forty -five (45) degrees or more. If a Grenade
Launcher is employed at an angle of less than forty-five (45) degrees, then it shall be considered
an Illegal Device. All Grenade Launchers must have a device for plugging the barrel. Grenade
launchers cannot be used as a rocket launcher. Doing so will result in an illegal device penalty for
the offending team.
29.0 Exotic Weapons: A variety of Exotic Weapons shall be allowed in the game. The following is a list of
allowable Exotic Weapons and the rules related to those Weapons. If the host field prohibits any one or
more of these Exotic Weapons, then that or those Special Weapons shall be an Illegal Device for the game.
It is at the sole discretion of the SPPL/CSPPL to determine which Exotic Weapons will be allowed for the
game. This determination will be on a case by case basis and determined by agreements the SPPL/CSPPL
has with the host fields.
29.1 Grenades: (Unlimited quantity is allowed on the field.) Any non -pyrotechnic, hand-thrown
grenade shall be allowed. A player is considered eliminated if one speck of paint from a grenade or
more is found on his person or equipment. Any color may be used providing it is of a different
color than the paint fill color.
29.2 Grenade Launchers: See Marker Attachments, section 22.1.5
29.3 Rocket Launchers: (Limit: one (1) launching device per team and 10 rockets/projectiles used per
game). All rockets must chronograph under the speed of 230 feet per second. The host field, prior to the
game must approve every rocket launcher; all rocket launchers must have a device for plugging the barrel.
· Rockets may only be fired at the obstruction (man made or natural) used as “cover” by the
opposing team or player, and the shooter must 'call his shot'. This means that the shooter must
first identify the obstruction they wish to hit to an SPPL/CSPPL referee, and then actually hit
the obstruction they identified. The point at which the rocket first impacts is the center of the
elimination area (providing the rocket hits the identified obstruction). ALL players within an 18 -
foot radius (6 paces) of the impact point will be eliminated. The point of impact of a rocket is
where the rocket first struck an object; not where the rocket came to rest. A rocket that is
thrown by hand will have no effect (with the exception of the RPG capture objective outlined in
rule 9.8)
· Once a rocket is shot it is no longer in play and will be considered “Spent”.
· It is prohibited to fire a rocket directly at an “open” opponent. If a rocket is shot directly at a
player who has no cover and strikes a spot or structure within five (5) paces of the player, the
team shooting the rocket will be assessed an “Illegal Device” penalty (see
penalties/infractions), and the player who shot the rocket will be eliminated until next reinsertion.
NOTE: Players using rocket launchers must inform a referee prior to the shot. The player must call his/her
shot and a referee MUST witness the shot. A designated rocket launcher player may request a referee to
follow him for a short time prior to engaging a target. A referee will remain near the rocket only if it is actively
engaging targets. There will be no penalties for a paint check that results in no eliminations when a rocket is
involved.
Each rocket must have the team’s name written on it. Properly identified rounds are the only rockets the
team is authorized to fire. Carrying rockets without a team marking or a different team’s marking will result in
an “Illegal Device” penalty. (Proper identification assists the officials in properly tracking who shot the rocket
and ensures that the “Spent” rockets are given back to the appropriate team after the game.)
NOTE: Rockets without any identification are considered void and therefore “invalid” during the course of a
game. If an unidentified (unmarked) rocket is used during the contest, the impact will not result in any
eliminations and the rocket will be considered “Spent”.
29.4 Paintball Mines: Any type of paintball mine may be used, providing:
· It does not utilize a pyrotechnic charge
· The trip wire is breakable by a pedestrian
· When a paintball mine is triggered, if a player receives one speck of paint or more on his person or
equipment, that player is eliminated. It is recommended that any time a paintball mine is triggered,
the minelayer or teammate call a paint check. There will be no penalty for a paint check that results
in no eliminations when a Paintball Mine is involved. Any color of paint may be used BUT
the paint fill color.