CPX LEGENDARY EVENTS GENERAL SCENARIO OFFICIAL GAME RULES
These general scenario game & safety rules apply to all events, unless a specified difference is noted in the game-specific rules for a certain event. To find game-specific rules, please navigate to that event by clicking on the game’s Official Rule Book Logo found on this page.
General Game & Safety Rules
Goggles must be worn at all times on the field, no exceptions.
o 1.1. Must form a tight and complete seal around your eyes. No mesh or shooting glasses.
1.2. Must cover your ears, nose, and mouth.
1.3. If you have any questions about whether or not your mask is allowed, see the head referee or a game producer.
Barrel bags must be on at all times before the game begins, after the game ends, and off the field.
o 2.1. Barrel squeegees, socks, gloves, or other blocking devices are not sufficient.
All markers are to be chronographed at 280 FPS or below prior to entering the field.
o 3.1. Field referees will be on the field with hand chronos conducting random checks.
3.2. Any player caught shooting above 280 FPS on the field will be removed from the event.
3.3. The maximum balls per second (BPS) is 15.0 or Semi-Uncapped.
Rocket launchers/Anti-Tank Players.
o 4.1. All rocket launchers must be chronographed at 230 FPS or below.
o 4.2. Players may only carry a maximum of five (5) rockets at a time. Rockets may be picked up to re-stock during active game play, so long as they are never carrying more than five at a time, but the launcher player can still be eliminated while “reloading.”
· Fire Modes.
o 5.1. No other firing modes are permitted (fully automatic, burst fire, etc).
· Players may use EVENT PAINT ONLY, no exceptions.
o 6.1. Round ball and First Strike Rounds (FSR) are permitted.
6.1.1. Any player caught with outside paint will be immediately removed from the game, no exceptions. Absolutely no refunds.
6.1.2 Players with FSR have a minimum engagement distance of 25 feet.
6.2. Only 0.68 caliber markers are permitted, aside from rocket launchers.
6.3. Each event has different paint, therefore paint from one event may not be used in another event.
6.4. If you accidentally brought outside paint to the event, please leave it in your vehicle.
Smoke grenades are allowed, unless otherwise stated.
o 7.1. Only cold burning smoke grenades.
7.2. Smoke grenades may not be thrown within 10 feet of an enemy player.
7.3. Once a smoke grenade is thrown, it may not be picked up or moved (unless performed by a referee, for safety purposes only).
No markers are allowed inside of command tents or mission tents. These tents are located on the playing field and are wrapped in netting.
o 8.1. Leave your marker on the outside of the tent in designated areas.
8.2. Once you are inside these locations, you may remove your goggles.
8.3. Before exiting these locations, ensure that your goggles are on.
Bunkering is allowed, overshooting is not allowed.
o 8.1. Be respectful to opposing players. Excessive bunkering/overshooting will not be tolerated.
No dead man talking.
o 9.1. All players must respawn or remove themselves from the field prior to communicating.
9.2. This rule covers all forms of communication, including radios as well.
All hits count.
o 10.1. Hits on the body, marker, and equipment will be counted.
10.2. If the paint does not break, you may keep playing.
10.3. If you call yourself out in any form, and you proceed to realize that the paint did not break, you have already called yourself out and must respawn.
No shooting at or over netting.
No sideline coaching.
No shooting at, or over field boundaries.
All player must wear a shirt and have closed toe shoes.
Tanks will be permitted, unless otherwise stated.
o 15.1. All tanks MUST be approved by a game producer prior to participation. Walking tanks must adhere to the same rules as motorized tanks.
15.2. Tank routes will be provided, and will vary based on event location.
15.3. Tanks must be easily identifiable with their team color.
15.4. Tanks may be eliminated from play two ways:
§ Two rocket shots by Launchers/Anti-Tank players. The First hit disables the tank from moving (gunners may continue to shoot) and the second hit kills the tank.
§ An 18” x 18” Kill Box made of plywood must be adhered, distinguishable and clearly visible on each side of the tank (two kill boxes total). Paintballs must be shot to fill the entire kill box with paint on both sides of the tank to eliminate it! Paint cannot be wiped clean from kill boxes until the tank comes off-field and/or is respawning.
15.5. Eliminated tanks must raise a white flag and proceed to exit the field.
15.6. Tanks must be moving at all times (unless disabled) and cannot stop for more than 10 seconds. Maximum speed limit of 5 MPH or a fast-walking speed, whichever is slower.
15.7. Must be equipped with fully functional brakes (walking tanks excluded).
15.8. All players inside the vehicle must have goggles on at all times, no exceptions.
15.9. Tanks must have a tank walker, who will lead the tank wearing a radiant orange/yellow vest. Tank walkers will ensure that no player is within 15 feet of the tank.
15.9.1. Shooting tank walkers will NOT be permitted.
15.10. Tank gunners are subject to standard rules of play, meaning that if they are hit by a paintball that breaks, they are out.
15.11. Tank rocket launchers must chronograph at 230 FPS.
15.12. Tanks must wait 10 minutes to respawn. They may wait at their team HQ or proceed off-field. If multiple tanks are present on a team, a second tank may spawn while the first tank enters its 10-minute waiting period.
15.13. Tanks may be penalized for failure to abide by the above rules.
15.14. Field and weather conditions may dictate the usage of tanks throughout these events.
15.15. Contact CPX Legendary Events via email at least 2 weeks prior to the event to ensure that your vehicle meets safety and insurance regulations.
Absolutely no physical contact between individuals will be tolerated.
o 16.1. Any violation of this rule is grounds for immediate expulsion from the event, without a refund.
Required Equipment:
o 17.1. All players must have an ID badge to enter the field.
17.2. All players must have a wristband to enter the field.
17.3. All players must have their team color armband and/or tape attached to their arm, and it must be clearly visible.
Referees:
o 18.1. All field referees are assigned with ensuring SAFETY as their #1 priority!
18.2. Any call made by a referee is final.
18.3. Under no circumstances will arguing with a referee be tolerated. Any misconduct expressed towards staff members and/or referees will result in expulsion from the event without a refund.
18.4. If you have a problem, see the HEAD REFEREE or a game producer/director.
Failure to abide by the rules or cooperate with CPX staff will result in removal from the event without a refund. Every possible outcome and/or circumstance will not be covered in the rules above. CPX reserves the right to alter or modify these rules for the purpose of safety and fairness at any time.