Informant

Changesheet

1. Arena Information
The territory of the Arena should be conditionally divided into two unequal halves: the Militant zone and the Special Forces zone.
A building that acts as an embassy is necessarily located on the Polygon, the building is located in the Special Forces zone. Also, next to the Embassy, ​​no further than 20 meters, in the zone of the Special Forces team, there should be an Evacuation Point with a vehicle placed on it.
The Extraction Point must be large enough to fit a vehicle inside, while maintaining free space inside the Extraction Point for the entire SWAT team to be in it.
The vehicle must be large enough to accommodate all members of the SWAT team and the Informant.
On the opposite side of the Arena, in the Fighters zone, is the Starting Point of the Fighters team.
The Embassy must have an Informant.
The size of the Polygon must be at least 50 by 30 meters.
The area in front of the Embassy is delineated in such a way as to prevent the passage of the Special Forces to the territory of the Militants. The line marking the Spetsnaz area is located approximately on ⅓ of the Arena, closer to the Spetsnaz area.
The Evacuation Site has at least two entrances to it for the Special Forces and for the Fighters.
Fighters have the opportunity to enter the playing field at least three entrances.
2. Whistleblower
The whistleblower is a key player in the plot. The role of the Informant is performed by the sixth member of the team. The informant must be a woman.
It is permissible for a male to play the role of Informant, but only at local Qualifiers.
If the team does not have an Informant, it is provided to the Arena team.
The informant can only use a secondary weapon – a pistol. The Informant can carry no more than 4 magazines.
At the start of the game, the Informant has no weapons or magazines. Any member of the Spetsnaz team can hand over weapons to the Informant.
The Informant may only move when accompanied by a member of the Spetsnaz team.
The Informant has two lives.
3. The procedure for determining the winners
All Matches within the Games of the Tournament are held according to the Informant’s Rescue scenario. Each team alternately plays for the Fighters and for the Special Forces. A match consists of two Rounds.
The main goal of the Round is that the Special Forces must save the Informant. The militants must prevent the Spetsnaz from completing their task.
There are several tasks that must be completed during the rescue. Points are awarded for each completed task. The team with the most points in the Match wins. Only Special Forces earn points.
Tasks Points
The Living Informant is in the Extraction Zone at the end of the Round. Near the Informant there is at least one living Spetsnazovets. The informant may or may not be transported at this point. +1 point
All Fighters hit +1 point
Living Informant transported accompanied by at least two living Special Forces +1 point
If at least one Special Forces member survived at the end of the game +1 point
All points in the Round are reset if the Special Forces are defeated.
The points scored are summed up within the framework of only one Match. Points expire before the next Match.
4. Escort Whistleblower
The movement of the Informant is possible only in the case of touching or holding the Informant by the Special Forces. At the same time, according to the BattleArena Rules, SWAT can only use a secondary weapon if it holds or touches the Informant. Touching or holding the Informant is possible only with the hand. Any part of the Informant’s body or equipment may be touched or held without endangering the Informant’s health. Contact through ropes, sticks, and other foreign objects does not count as direct contact with the Whistleblower.
Once contact is lost, the Informant stops following SWAT. The whistleblower must remain where he is or may seek the nearest shelter to ensure his own life is saved. The informant must not provoke his own defeat by his actions and must not interfere with the Spetsnaz. In case of neglect of this rule, the game may be stopped by the Referee. The Referee may make any decision, up to and including a replay of the entire Round.
5. Evacuation Zone
The presence of the Informant in the Evacuation Zone is considered to be counted at the end of the Round if the Informant is in the delineated evacuation zone accompanied by at least one unaffected Commando. Special Forces must also be located inside the Evacuation zone. Both the Commando and the Informant must be in the Extraction Zone completely, which means both of the player’s feet must be behind the line marking the Extraction Zone.
6. Transportation of the Informant
Special forces can leave the Arena together with the Informant ahead of schedule and thus end the Round forcibly.
Transportation of the Informant is possible under the following conditions
– Transportation can be carried out 4 minutes after the start of the Round, after a special signal – see below.
– Transportation can only be done by car
– Transportation can be carried out only by two unaffected Special Forces, one of which is driving and gives a special signal for evacuation, the second is next to the Informant, holding him with his hand.
For transportation, the Special Forces driving must give a special sound signal provided by the Organizers.
SWAT team members who are directly in the Evacuation area at the time of the Informant’s Transportation are also considered rescued.
Members of the Spetsnaz team who were outside the Evacuation zone at the time of the Transportation are considered hit.
7. Amazed Informant
The Informant has two lives. The Informant is considered wounded and struck, according to the general Rules.
Accordingly, hitting any part of the body takes away one life from the Informant. The Informant can be returned to the game on its own after 30 seconds. The countdown of 30 seconds is made by the Informant independently. In the event of a gross violation of the rule of counting 30 seconds and counting the number of lives remaining, the Referee has the right to appoint a Strike, or recognize the player as hit until the end of the round.
To make it easier to identify the number of lives, the use of an arm band is acceptable. After the 30 second countdown, the Informant removes the bandage from his arm and continues the game.
It is forbidden to finish off the Informant (to shoot at an already struck player).
The informer is only allowed to announce his defeat, any other negotiations and gestures that can be regarded as helping his players are prohibited.
The informer after the defeat does not have the right to move independently. The movement of the affected Informant is prohibited.
The afflicted Informant must remain where he/she was afflicted.
The informer can be transported from the Embassy (on a special sound signal).
8. Extraction of the Struck Informant
Transportation of the Affected Informant is not possible.
9. Match Regulations
A match consists of two Rounds. Teams before the start of the game determine by drawing lots who plays for which side in the first Round. In the second Round, the teams change roles.
Before the start of the Match, the teams are placed along the edges of the Arena in specially designated places. The informer is stationed at the Embassy.
Each Match consists of the following Stages:
Timer, min:sec Actions Judge Team
00:00 Start of the Match, SWAT enters the game. SWAT has no right to cross the line dividing the Arena into two unequal parts. Special Forces have no right to remove the Informant from the Embassy. Special forces take up positions for defense. Start
00:10 Fighters enter the game.
The border between the zone of Militants and SWAT is no longer valid: both teams can cross the border
Terrorist Team
01:00 The Informant can be transported from the Embassy (on a special sound signal). Whistleblower
04:00 SWAT can use vehicles in the Extraction Zone to leave the Arena and rescue the Informant MayDay
05:00 End game Game Over
All Stages are designated by the Judges with the corresponding voice and sound signals. In case of violation of the Regulations by the team, the Match may be stopped by the decision of the referee and replayed. In this case, the stocks of ammunition are not replenished.
The round is considered completed under the following conditions
– End of round
– All Spetsnaz hit
– Informant evacuated
– All Fighters are amazed
In the event that the teams have the same number of points according to the results of the Matches / Match, the winner is determined by the number of defeated Fighters. If the number of hit Fighters is the same, then the winner is determined by the number of hit Special Forces. If the number of affected Special Forces is the same, then at the discretion of the Judge: either an additional two Rounds are assigned, or – a Duel of Commanders.
10. Action
The militants are not allowed to touch the Informant.
The games use the general rules of the BattleArena, but taking into account the fact that the Fighters have 2 lives. Accordingly, hitting any part of the body takes away one life from the Fighter. The fighter can be returned to the game on its own after 30 seconds. The countdown of 30 seconds is made by the Player independently. In the event of a gross violation of the rule of counting 30 seconds and counting the number of lives remaining, the Referee has the right to appoint a Strike.
To make it easier to identify the number of lives, the use of an arm band is acceptable. After the 30 second countdown, the Gunman removes the bandage from his arm and continues the game.
Killing Fighters is prohibited. A fighter cannot use a pistol in case of injury / defeat.
The fighter is only allowed to announce his defeat, any other negotiations and gestures that can be regarded as helping his players are prohibited.
11. Special Forces
Each Spetsnaz has only one life. Hitting any part of the body results in the defeat of the player.
SWAT does not have a shield boost.
12. Defeat Player
In case of defeat, the Player remains in place, must sit or lie down on the floor, and remain in this position until the end of the Match. The affected Player must identify himself with a red armband.
The shieldman (the player using the shield) in case of defeat must place the shield in front of him on the ground. If the shield is fastened to the shield shield at this moment, it is allowed to put the shield on its side so that the affected shield shield is visible from behind the shield.
13. Duels
If the teams have claims against each other regarding the result of the Round, the Organizers may decide to hold a Duel, according to the results of which the winner of the Round will be recognized.
Only team commanders participate in the Duel. The Duel participant receives an empty clip, a pistol (gas) and one balloon. At the command of the Organizer, the participants must load clip,
put it in the gun
flick the shutter
and fire a shot at the enemy.
Whoever is faster is declared the winner of the duel.
The Organizer may decide to replay the Duel in the event of a draw or gross violation by one player or both players of the terms of the Duel.
For a systematic violation (three violations) of the conditions, the Duel participant who committed these violations is awarded a technical defeat.
For refusal to participate in the Duel, a forfeit defeat in the Duel is awarded.
If the duel is won by the captain of the special forces team, his team is awarded the maximum number of points.
14. Ammunition
Players use their own in-game weapons in accordance with the Tournament Rules.
In the Main Stage of the Tournament, the balls will be presented by the Organizer. Balls will be provided by tracers. 600 balls are provided for each player in one Match. the player can load the balls at his discretion into magazines or pistol clips.