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HARDCORE SEARCH & DESTROY HANDBOOK

 

HARDCORE SEARCH & DESTROY
GAME OBJECTIVE

 

OFFENCE
Attack one of two known locations by planting and arming the Device, then defending it until detonation.

DEFENCE
Prevent enemy attack at two known locations, or disarm the Device before objective expiration.
N.B. Even when all enemies are eliminated, if the Device detonates then the objective has failed.

 

 

TEAM REGISTRATION

  • 6 Teams can register per Event
  • $200 Registration per Team, per Event
  • Each Team is made up of 5 Players
  • All Players must be over the age of 13 to participate, and at least one Player on the Team must be over the age of 18
  • A Player can only compete with one Team per Event
  • Please note that there can be absolutely no additional people at the Event, this includes no substitute Players, no Spectators, no Friends, no Family etc.

 

EVENT WINNER PRIZE

  • $200 AUD
  • Team name on Plaque

 

MANDATORY ATTIRE

  • Full face mask preferred
  • or if wearing Glasses/Goggles, there must be no gap between the frame and the face
  • Enclosed shoes

 

STRUCTURE

  • Each year consists of 10 Monthly Events
  • Each Event allows 6 Teams to enter
  • Each Event will have a Winning Team
  • Each Team is made up of 5 Players
  • Each Event includes 5 Rounds
  • Each Round includes 6 Teams
  • Each Round consists of 3 Matches
  • Each Match consists of 2 Games
  • Each Game plays for a maximum of 2 minutes (excludes time extension for armed Device)

 

MONTHS

Hardcore Search & Destroy Event is held Monthly as follows:

  • FEBRUARY
  • MARCH
  • APRIL
  • MAY
  • JUNE
  • JULY
  • AUGUST
  • SEPTEMBER
  • OCTOBER
  • NOVEMBER

EVENT

Each Event is held on a Sunday evening

  • Attendance is limited strictly to the competing Teams for that Event
  • Spectating is strictly limited to competing Teams, Staff, and Officials
  • Doors open at 6pm for entry
  • All Players must check in (inside the Shop) immediately on entry
  • All Players must be present for the mandatory briefing at 6:30pm
  • The Event commences at 6:45pm


ROUND

Each Event is made up of 5 Rounds, with each Round consisting of 3 Matches.

  • Every Team will compete in each Round throughout the evening


MATCH

Each Match is made up of 2 Games, which will see two Rostered Teams competing against each other

  • Each Team will compete in multiple Matches throughout the evening, versing every Team as both Offence and Defence.
     

GAMES

Each Team will be assigned their Role of ‘Offence’ or ‘Defence’ before each Game and will compete to establish a Winner.

  • Each Game plays for 2 minutes (excludes time extension for Armed Device)
  • Offence objective is to (1) place, arm, and detonate the Device
  • Defence objective is to (1) disarm the device and/or (2) eliminate all enemy Players and/or (3) allow Game time to expire
  • The Team which achieves the objective, wins the Game.
  • A Game Point is allocated for each win.

POINTS

  • A Game Point is allocated per Game.
  • A tally of Points will be kept and referred to at the end of the Event to qualify a Winner.
  • In the event of a Draw, the Teams on equal Points will compete in a single Game(s) until there can be deemed a Winner.
     

TEAMS

  • Each Team is allowed 5 Players.
  • No Substitute Players are allowed.
  • If a Player is injured or removed by Penalty, the Event proceeds and the Team plays on, less Player(s).
  • A Player cannot be a part of more than one Team at the Event

 

MATCH START

  • Verbal Team Ready Warning
  • Team commences as specified by the Referee

SPAWN POINT

  • Teams must start from within the Spawn Point
  • Any Player who starts the Game prematurely, will be penalised and remain in the Spawn Point for the remainder of that Game


GEL BLASTERS

  • Only one Primary Blaster – per Player – is allowed on the field
  • Only one Secondary Blaster – per Player – is allowed on the field
  • Only one (gel ball filled) Grenade – per Team – is allowed on the field
  • All types of water-grown gels available commercially in Australia, are acceptable
  • 330fps limit
  • Tapped gas e.g. a line running to a tank (of anything other than air) is prohibited
  • No tank refills anywhere onsite – including via your own equipment
  • All air tanks must display Australian certification
  • No lights/torches
  • No lasers
  • No blind firing
  • No over shooting
  • If your blaster fails or isn’t operational, the Game(s) and Match plays on
  • No “surrenders” or “bang-bangs”
  • No melee weapons

 

HITS

  • Hit = a gel that has exited a blaster and made a direct hit with a Player and/or
  • Hit = being within a 3m radius of a thrown grenade, providing that the grenade did “detonate” and project gels
  • Any direct bodily contact with a gel is considered a Hit - this includes anything attached to a Player (excluding the blaster)
  • Blaster Hits do not count
  • Ricochets/bouncing gels do not classify as a direct Hit – unless you are within 3m of a “detonated” grenade
  • Hits are signalled from Players by raising their hand/Blaster and moving quickly (and remaining) within their Spawn area – a Yellow/Red Card applies to Players not calling their Hit and/or not moving quickly to and/or remaining within the Spawn area
  • Hit Players cannot communicate (by any means) with other Players
  • If opposing Players shoot each other at the same time (Trade) both Players are out
  • No “surrenders” or “bang-bangs”
  • No melee kills – see what defines a “Hit” as above


DEVICE

  • The Device must be placed and armed as indicated
  • The Device must be disarmed as indicated
  • Do not throw the Device – this will incur a Team Penalty


CONDUCT 

  • All Players are to assume that there is live audio and video footage being recorded at all times
  • Any Player who behaves inappropriately - on and off the field - may be removed from the competition

 

PENALTIES

  • A Penalty can be applied to the Player and/or the Team
  • Penalties apply to the Game in play, and do not carry over to other Games or Matches – with the exclusion of Violence or Misconduct
  • In all cases, a Red Card ends the Game in play and the opposing Team Wins that Game
  • Yellow Card = first Penalty
  • Red Card = Second Penalty (or as described further under Team Penalties)

Team Penalties:

  • Player not calling a Hit, intentional or otherwise
    • Yellow Card
    • Red Card (automatic Red Card if it’s while disarming the Device)
  • Weapon violation e.g. blind firing, over shooting, prohibited item
    • Yellow Card
    • Red Card
  • Failure to move quickly and/or remain at Spawn Point
    • Yellow Card
    • Red Card
  • Device Violation
    • Yellow Card
    • Red Card 
  • Violence and/or Misconduct
    • Red Card
  • Serious Violence and/or Serious Misconduct
    • Removal of Player/Team from Game/Match/Round/Season

      Player Penalties:

  • Premature Start
    • Player to remain in Spawn for that Game

REFEREES

  • Referees decisions are final
  • Do not engage with a Referee during a Match – this is deemed as Misconduct
  • Referees are available for discussion in person at the event before/after the Match
  • Do not engage with a Referee privately after the event to discuss particulars of the Game/Match/Round/Season – instead contact Hardcore Blasters

 

Hardcore Blasters can be contacted:
phone: +61 7 3505 5960
email: tangokilooperations@outlook.com
facebook message: http://www.facebook.com/hardcoreblastersfield