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COMMUNICATIONS

It is highly recommened to all players that they have a GMRS Radio to be able to communicate with their squadmates as well as during emergency situations they are able to quickly and effectively communicate with Tactical Operations Command Emergency Channel. 

Radio Frequencies (Admin):

It is forbidden to monitor TOC (Admin) Frequencies, any player caught doing such will be expelled from the game, this is to ensure a healthy balance exists between all of the teams on the field and one isnt provided "insider" information that the Game Admins are privy to. All Players will be provided with their range of frequencies that will be available to them at the beginning of the day. 

Spying on Enemy Communications:

Spying on Enemy Communications is completely within the scope of ILAPS Rules, however intentionally "Jamming" these channels is not allowed, any players found to be doing as such intentionally will be politely asked to leave. Providing Misleading Reports and other Misinformation is allowed, we hope that this encourages people to follow radio protocols of identification, and to work with their team to ensure communication security.

 Emergencies: Important

The Tactical Operations Command Emergency Frequency is Channel 1, Sub Channel 1. The TOC will always have a radio tuned to this frequency, this channel is to remain open and clear unless there is an actual Safety/Medical Emergency. The TOC will also sound three quick blasts with an Air-Horn to signal an IMMEDIATE cease fire/stop of play due to an emergency.

 

OTHER PAINTBALL MUNITIONS

Paintball Grenades:

Rifleman and Sniper Classes may carry two grenades on them at any time, while SAW gunners are restricted to one. The Paintball Grenades must be approved by an ILAPS Game Marshall prior to their use in the game to ensure that insurance covers the particular type of grenade used. The "simulation" grenades which use a blank .22 cartridge are not allowed for use in ILAPS due to the inherent risk of using something that actually goes "boom".

.43 Calibre Paintballs:  Important

Not all ILAPS Fields are covered under their insurance policies for the .43 Calibre Projectiles that are used by Markers such as the Rap4 Rifles and Pistols, The Kingman Chaser and Eraser Pistols. As such all .43 Calibre markers must be approved as per host field insurance policy. We recognize the recent popularity with these rounds and are working with our partnered fields to ensure you the player can use the kind of marker you wish to. Please see below for a list of current field policies regarding .43 Calibre Paintballs:

Panther Paintball: NOT APPROVED

 Other Paintball Munitions:

Any other Paintball "Munition" (Marker/Mine/Nerf Launcher/etc) must be approved by an ILAPS Marshall before or during the day of the event. It is up to the administrative team to determine if the use of any device is within the tolerance levels of safety and is approved by the host fields insurance policy. As such all items are subject to a case by case, game by game approval of ILAPS Personnel.

 

SPECIALIST CLASSES

Medic: 

The Medic is one of the most valuable resources a Unit has, he brings wounded players back to life and keeps your fighting force well ... fighting. When you see him on the field, protect him, unless he is on the other side, then use all your means to eliminate him! The Medic is denoted by a White Arm Band on his right arm, it must be clearly displayed on top of all of his gear. The Medic is restricted to using a Rifleman's Gear Loadout due to the nature of his work. 

 Anti-Tank/Hunter-Killer Teams:

The Tank Hunter-Killer Teams are a two man team who have been outfitted with anti-tank weapons and as such are extremely valuable to your main force when facing enemy armor. They will be issued paint that is a different fill color than any other team which can be used to eliminate tanks, their markers must be semi-automatic and follow the same loader restrictions as a rifleman (30 Round Tac-Cap, 50 Round Hopper, Tube Feed, or Magazine Feed) but can only carry a total of 50 Anti-Tank Rounds in the Anti-Tank Weapon. One Man will carry a standard Rifleman Marker, while the other will carry the special Anti-Tank Rifle. 2 Hits on two seperate targets count as a Mobility Kill, 3 Hits on three seperate targets count as a Kill (Unless the hit is on the tanks rear target sticker, that will count as an immediate kill shot). 

 

PLAYER CONDUCT

Honor: Important

ILAPS is based upon a system of rules that depends upon you, the player, to consitently hold yourself to a high level of integrity and repsect not only for other players, but for yourself. By violating the rules put in place you are violating the spirit of the game we have established for you, the player and the game no longer holds its fun for others playing it. That is why we at ILAPS hope that all of the players who choose to play at our games compose themselves with the highest level of honor and integrity they are capable of, in the end it will foster an environment of mutual respect and fun for all of the ILAPS Operators.

Cheating:

Wiping, Changing Team Colors on Field, Shooting Off-Field Paint, or any other form of intentionally and or maliciously circumventing field/ILAPS Rules to obtain an advantage diminishes the game for all players involved, and will not be tolerated all players found cheating will be removed from the game immediately. 

"Mercy":

You can call Mercy on anyone within ten feet of yourself as a courtesy to the other player, but this is not a requirement. Most of all we expect all of our players to play with respect and courtesy to their opponents, if you feel the situation merits it you may use a mercy call, it is up to the individual player to decide whether or not they wish to take the mercy call however.

Overshooting:

Overshooting will not be tolerated at ILAPS Games, this includes intentionally "bonus balling" players who are already "dead" or intentionally "lighting up" another player, this said the sport of paintball does not lend itself to few paintballs being in the air especially during large games. The Offending player will be given one warning and then expelled from the field for any following incidents.

 Violence:

ANY Form of Physical Violence against the Staff or Players of ILAPS will be grounds for IMMEDIATE expulsion and Lifetime ban from all ILAPS Events and potentially subject to further legal action.

Drugs & Alcohol:

No Drugs & Alcohol are allowed at any ILAPS events, intoxication is grounds for expulsion from the event without warning. 

Firearms & Other Weapons:

No Firearms, Projectile Weapons, High Powered Air Guns, or other weapons such as knives, nunchucks, etc are allowed at ILAPS Events.

 

PRIMARY MARKER LOADOUT


Rifleman:

The Rifleman Carries a load out of 200 Paintballs on the field at a time, their marker must be semi-automatic and the loading device capable of carrying no more than 50 rounds naturally. They may use any of the following Markers:

  • Any Pump Marker (CCI, etc)
  • Any Magazine Fed Marker (ATS AT-5, etc)
  • BT-4, TM-7, BT-14, Delta, Combat
  • MILSIG K & M Series Markers
  • Tiberius T9
  • Tippmann A5, X7, 98, Bravo, SL68, etc.
  • Any other marker that can be thought of as tactical (eg. Natural Color (Black, Green, Brown, Tan, etc)) and can conform to the loadout specifications of the Rifleman class.

The Loader Device MUST be either a 30-Round TacCap Hopper for a Cyclone/RipClip Feed System, Maximum 50 Round Mini-Hopper such as the ones made by Winchester or Brass Eagle, or a Magazine Fed Marker. No Modified 200 Round Hoppers are allowed.

Squad Automatic Weapon:

The Squad Automatic Weapon is the heavy muscle of the squad who carries 400 paintballs onto the field, they carry a paintball marker which is fully automatic capped at 13 balls per second capable of carrying up to 200 rounds in their feed system (Hopper/Q-Pod/etc). They may use any of the following Markers:

  • BT TM-7, Delta Elite, ERC, Dominator
  • MILSIG K&M Series Markers (Automatic/Hopper Fed)
  • Tippmann A5, X7, 98, Bravo (RT or E-Trigger)
  • Any other marker that can be thought of as tactical (eg. Natural Color (Black, Green, Brown, Tan, etc)) and can conform to the loadout specifications of the Squad Automatic Weapon class.

SAW’s may use standard Gravity, Electronic Feed, and various other Hoppers as well as feed systems such as the Q-Loader, so long as their loadout does not exceed 200 rounds in the loading system and 200 extra rounds on the individual.

Sniper:

The Sniper is a unique class which utilizes the cutting edge of recreational paintball technology, the Tiberius First Strike Round. They may carry up to 40 First Strike Rounds on them in any configuration in any marker capable of firing them which is semi-automatic. This class may double the limit for Sidearm Ammo Limits.
 

MISCELLANEOUS GEAR/LOADOUT

Pyrotechnics:

Pyrotechnic Devices are not allowed on the field in any form, except for some forms of Smoke Producing Devices. Cold "Burning" Smoke Grendades are Prefered, but on a case by case basis other types may be approved by a Game Administrator. This is to ensure the safety of the participants and the field as a whole from damage and/or harm. 

Vehicles:

Paintball Tanks: A Paintball Tank is a vehicle which has mounted paintball guns and is capable of some form of self-propulsion, these types of vehicles are welcomed but must be approved by the Administration Staff before the game that it meets the standards set by the hosting field and ILAPS Guidelines. At all times must a Tank be escorted by a ILAPS Referee to ensure the safety of surrounding players and the players inside the tank.  One hit to the Rear Section constitues a Total Kill, One Hit to the Flanks constitutes a Mobility Kill (The Tank Must Stop but all occupants are still alive) a Second Flank Hit does count as a Total Kill, Front Hits are inneffective due to the "Armor" of the tank. 

 

SAFTEY RULES

Paintball Goggles:

Only Paintball Approved Goggles are legal for use at ILAPS Games, they must be worn at all times when not in a safe area. Goggles may only be removed at a designated Safe Area, if you require assistance because your goggles have fogged or you cannot see due to mask hits please raise your hand and call for a referee.

Chronograph Rules:

All Markers Must be Chronographed at the Beginning of the Day and must not exceed 290 Feet Per Second, Referees may Re-Chronograph players on the field at their discretion. 

Barrel Bags / Barrel Plugs:

A paintball markers barrel must at all times be covered with a barrel bag (barrel plugs are not allowed) to ensure safety from Accidental Discharge in a Safe Area. Furthermore we ask that all markers have their safety engaged and point your marker to the ground. Finally in safe zones please keep your finger out of the trigger guard as the final step to gun safety. To elaborate

  1. Barrel Bag on the Markers Barrel
  2. Engage the Markers Safety
  3. Point the Markers Barrel Towards the Ground
  4. Keep your Finger out of the Trigger Guard
 

SECONDARY MARKER LOADOUT

The Sidearm:

An Important tool in any soldiers arsenal, when their primary weapon goes down they are able to stay in the fight, and save you from those sticky situations you might find yourself in running low on ammo. The sidearm is any pistol sized marker (Ariakon Overlord, G2, Tiberius T8, T9, Tippmann TPX, etc). It allows a player to carry an extra 32 paintballs onto the field in addition to their main load-out.