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LybreDyne Tactical Assault Team

Rules and Regulations

These are the rules for the LybreDyne Tactical Assault Team and their Military Simulation (MilSim) games.

Author: Christopher Dobbs

Last Update: 07/22/11

Table of Contents
1 Personal Weapons and gear.......................................................................................................................................................................3 1.1 General information.........................................................................................................................................................................3 1.2 Weapons...........................................................................................................................................................................................3 Magazine size...................................................................................................................................................................................3 Shooting Style...................................................................................................................................................................................3 Ammunition......................................................................................................................................................................................3 Safety distances and Feet Per Second...............................................................................................................................................3 AEG Marksman rifles.......................................................................................................................................................................3 Support weapon weights...................................................................................................................................................................3 Specialists.........................................................................................................................................................................................3 1.3 Mines and grenades..........................................................................................................................................................................3 1.4 Grenade Launchers and AT weapons...............................................................................................................................................3 1.5 Body armor and helmets..................................................................................................................................................................4 2 General rules.............................................................................................................................................................................................5 2.1 Playing Area, Civilians and Animals................................................................................................................................................5 2.2 Markings...........................................................................................................................................................................................5 2.3 Specialists: Medics, Marksmen and Support Gunners.....................................................................................................................5 2.4 Taking hits........................................................................................................................................................................................5 2.5 Medics and wounds..........................................................................................................................................................................6 2.6 Alternative combat...........................................................................................................................................................................6 2.7 Attacking the enemy camp...............................................................................................................................................................6 2.8 Going off-game................................................................................................................................................................................7 3 Vehicles.....................................................................................................................................................................................................7 3.1 General rules for vehicles.................................................................................................................................................................7 3.2 Vehicles and Combat........................................................................................................................................................................7 4. Radios......................................................................................................................................................................................................7 4.1 The Law............................................................................................................................................................................................7 4.2 Eavesdropping and jamming............................................................................................................................................................8 5. Rules of Engagement...............................................................................................................................................................................8 6. Hit rules....................................................................................................................................................................................................8 7. "BANG BANG!".....................................................................................................................................................................................8 8. Parlay.......................................................................................................................................................................................................9 9. Respawn...................................................................................................................................................................................................9 10. Chrono and Velocity/Energy Limits......................................................................................................................................................9 11. HAND GRENADES............................................................................................................................................................................10 12. EYE PROTECTION............................................................................................................................................................................10 13. NIGHT MISSIONS.............................................................................................................................................................................10

Disclaimer It is up to the players to be informed about local law, especially regarding use of uniforms. The organizers have no responsibility for the conduct or safety of individual players. If players are caught with illegal uniforms or equipment, the organizers will hand over any relevant information about the players in question to the authorities. By signing up for an event, the entrants accept full responsibility for their own actions and implicitly state to be aware of the relevant laws and rules.

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1 Personal Weapons and gear


1.1 General information
Think and play safely. Remember to use a carrying case which hides your weapon when outside the playing area. By nature, every situation cant be described in the rules. If you are in doubt, think about the spirit of the rules: What is realistic and how can that be translated into the game in a fun way. Dont just do whatever is easiest or gives you the greatest advantage.

1.2 Weapons
Please use realistic weapons. Bringing unrealistic weapons will destroy the sense of immersion for your team mates. This is not meant to force people to use a specific variant of M16 rifle, but rather to avoid weird ultra short weapons with huge taped-on batteries. Dont let these rules kill you creativity though. Just use common sense when modifying or buying weapons for MilSim.

Magazine size
Unless otherwise stated, all weapons use standard magazines, defined as spring operated magazines with a capacity of no more than 80 rounds.

Shooting Style
Since a Milsim scenario is attempting to simulate a real military engagement, please do not use shooting styles that take advantage of the properties of softguns. For instance, using the hop-up system to bank shots around corners or over cover by tilting or inverting the weapon is not allowed.

Ammunition
Most games require the players to use bio-degradable or dark BBs. Be sure to check the specific rules for the game you are going to!

Safety distances and Feet Per Second


At each event, there will be posted a max-fps and engagement distances requirements. You are required to read and sign before entering the AO.

AEG Marksman rifles.


An AEG marksman rifle may only be used in single shot mode. Additionally you may only have one BB in the air between you and your target at the same time. Once the BB passes your target you may fire again.

Support weapon weights


The weights include: The weapon, a loaded box magazine, battery and bipod. Optical sights, slings, lights and other add-ons do NOT count towards the minimum weight.

Specialists
Marksmen and players carrying support weapons (LSWs or LMGs) are specialists, as are medics. There is a limit to how many specialists each side can have (see 2.3). Players with bolt action rifles are NOT specialists.

1.3 Mines and grenades


Mines that are supposed to kill enemy players must be of a type that shoots BBs. Anyone hit by BBs from a mine counts as dead (not just hit). They must wait 10 minutes before returning to the field hospital to respawn. Small electronic alarms can be used to reveal enemy movement, but people tripping such alarms are not injured.

1.4 Grenade Launchers and AT weapons


Grenade launchers and AT weapons can be used in two different roles: As anti-personnel weapons or anti-vehicle weapons. As anti
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personnel weapons they fire 6mm BBs and can hit people normally. Anti-vehicle weapons must use a gas or air charge to create a kind of smoke cloud. They must also be fitted with a red light so the people being shot at know just how dead they are.

1.5 Body armor and helmets


Players can wear both body armor and helmets for protection. See the medic section for details about the benefits. To count as protection, the following requirements must be met: Body amour: The armor must contain one or two hard plates. These must be a minimum of 20cm x 25cm in dimension and there combined weight must be at least 2.4 kilograms. Real level III plates may be used even if they weigh or measure less than this. Alternately a real military fragmentation vest with full flex-Kevlar coverage can be used without plates if it weighs more than 3 kilos before adding pouches and equipment. If you have a body armor system that is not covered by the rules, but you still feel is realistic, contact the organizers. Helmets: Helmets must look like ballistic helmets (no air holes on top for instance) and weigh at least two pounds. This weight is before adding extra equipment like NVG mounts, counterweights, lights and so on, since these items would also make a real helmet heavier. A real helmet may be used even if it weighs less than two pounds.

2 General rules
This section contains the basic rules for playing MilSim scenarios.

2.1 Playing Area, Civilians and Animals.


Be courteous towards the animals. We are allowed in the area, they have a right to be there. Be aware that civilians may enter the area. If this happens, stop the game and politely ask them to leave. The players are not allowed within 50 meters of the playing area boundaries or any roads with civilian access, unless specifically allowed by the organizers. Any players who accidentally wander into this zone and are spotted by the enemy or organizers can all be declared dead, must wait 10 minutes and go to the field hospital.

2.2 Markings
1. 2. Side marking If sides cant be divided by camouflage type, they will be given arm-bands. These must be worn visibly (from both front and behind) on the upper right arm or as instructed. Medics and off-game players Medics are marked clearly with some kind of medic symbol on their shoulder/arm. It does not have to be a big white circle with a red cross, but should be identifiable at a distance. Off-game (including dead) players are marked with yellow or orange. Snipers Players wearing ghillie suits may choose to apply the marking band to their chest outside the ghillie suit so it is visible when standing up. Otherwise they must wear it on the arm as normal. Vehicles Like players, in-game vehicles must be marked by the same colours used by the teams. If the teams are divided by camouflage, the organizers will assign colors for vehicle marking.

3. 4.

2.3 Specialists: Medics, Marksmen and Support Gunners


Specialists are players working as medics, marksmen or carrying support weapons. There is a limit to how many specialists each team may have in total and also a limit on the number of each type: Players 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-19 20-23 24-30 Specialists Max Each Type 1 1 2 1 3 2 4 2 5 3 6 3 7 4 8 4 9 5 10 5 11 6

As an example, a 13 player team can have 7 special functions, but they can have a maximum of 4 support gunners: 3 medics and 4 support gunners is allowed, while 1 medic and 5 support gunners isnt, as this would take them over the maximum of 4 of one type (gunners). Similarly, a setup of 3 support gunners, 2 marksmen and 2 medics would be legal (total of 7), while 3 support gunners, 3 marksmen and 2 medics isn't (total of 8). Squads over 30 must have special permission.

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2.4 Taking hits


When you are struck by a non-ricocheting BB for whatever reason you count as "hit". 1. Counting hits You are hit when hit on the body, gear or armour. Hits on weapon or backpack hits where a real bullet would have gone through the pack or weapon without hitting the player do not count either. This only applies to an actual backpack, not combat vests, plate-carriers and so on. All hits on this kind of equipment count. 2. Getting hit When you are hit, drop to the ground and shout HIT. Mark yourself as dead by holding your weapon vertically if there is a lot of shooting around you. It is the responsibility of wounded players to mark them selves as such to avoid getting shot again. Often an opposing player cant see the opponents entire body and cant tell that he is wounded. We recommend putting a brightly coloured cloth over the head during daytime, and using an orange or yellow (not red) light at night. 3. Wounded and calling for medics Its allowed to shout for a medic once every minute or so. Wounded players may say absolutely NOTHING to live players. They may not point, nod, use the radio or make any gestures to indicate where the enemy is. Its allowed to slowly crawl away if you are taking hits, but not towards a medic. It is not allowed for live players to use dead or wounded players as cover. 4. Dying If you have not been healed by a medic within 10 minutes of getting hit, you are dead. Return to the field hospital. Even if there is no chance of being saved by a medic (if you are all alone or because of previous wounds) you still have to stay the full 10 minutes before moving to the hospital! No players may return to the hospital without waiting the full 10 minutes. EVER! Doing so is cheating. 5. Extending wounded time Each player may carry a personal field-dressing. A non-medic team-mate may apply the wounded players own field dressing to extend the bleed out time by an extra 10 minutes. This is a bandage like any others and must be applied properly. This should take a minimum of 1 minute. When the full 20 minutes are up and no medic has arrived, nothing more can be done. Once the dressing is applied, the player must wait the full 20 minutes before declaring himself dead and returning to the field hospital.

2.5 Medics and wounds


Medics can patch up hit players so they can rejoin the game. There is a limit to how many times this can be done. 1. Field dressings A medic carries a maximum of 20 field dressing besides his personal one. 2. Resupply Once the medic has used all his dressings, all he must return to the field hospital for supplies. 3. Healing When the medic reaches a wounded player, he may remove the personal dressing that may have been applied to extend the wounded time. He may then heal the player by applying a new dressing. The dressing should be applied properly, and this should take a minimum of 1 minute. It is not enough to quickly tie the dressing around the wounded player and run off. The medic may do nothing else while healing a player. A medic can only heal one player at a time. 4. Moving wounded players A wounded player may be moved by his comrades. He may help by kicking his legs, but he may not walk or run. 5. Number of wounds The third time a player is hit he is dead. This means that when a player has been healed twice, the next hit will kill him 6. Armour Body armor and helmet both give one extra healing ticket. This means that a player with both armor and helmet is only without hope of being saved by a medic the fifth time hes hit. 7. Dead players and respawn Once a player is dead he should return to the nearest field hospital to respawn. Once at the hospital he must spend 30 minutes there. After this, hes back in the game and can remove all dressings. Live players can also spend 30 minutes in the field hospital and may then remove all dressings. A medic can also respawn players and remove dressings in the field. He can only work on one wounded/dead player at a time, and the operation takes 45 minutes. The medic may do nothing else during this period. If the work is interrupted, the 45 minutes start again. When at the field hospital there may be NO communication with live players (except for off-game messages), but eating, reloading and such is allowed.

2.6 Alternative combat


Sometimes you can't shoot people for safety, stealth or other reasons. The following rules cover these situations. 1. The BANG rule 2. This rule is used when engaging people within 6 meters. Point the weapon and shout bang instead of shooting. The weapon
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3.

must be loaded and ready to shoot and aimed correctly. You can only BANG one player pr. second. You can only BANG people who are not aware of your position. Knife Kills Knife kills are used when players get really close undetected. Tap the opposing players shoulder and say/whisper knife kill. The attacked player is now dead and may NOT shout for medic or anything else. He must wait 10 minutes and can then return to the field hospital to respawn. Its allowed to shout medic once you leave for the hospital so your friends know what happened and that you are not in fact lost in the forest or stuck in a bog somewhere.

2.7 Attacking the enemy camp


Because there may be people sleeping in a camp, additional safety measures must be used here. There may be NO shooting into or out of tents!!!! There are 3 different ways of attacking: 1. All out attack Charge the camp like any other position. People who have not left their tents to engage the enemy within 2 minutes after the shooting starts are automatically counted as dead. Its up to the attackers to announce that the two minute limit is up by shouting it loud and clear. 2. Stealth attack The attackers sneak into the camp and knife-kills everybody inside the tents. No shooting allowed for safety reasons. The defenders can BANG the attackers, but not the other way around. The defenders MUST be touching a weapon when they BANG the attackers. Be silent when making stealth attacks. 3. Single tent assault. The attackers sneak up on the defenders tent and shout BANG BANG BANG really loud. All the occupants in the tent are dead. This is the only time where multiple players can be BANGed at the same time. This can also be used to start an all out attack. Note that if any of the defenders in case 2 or 3 starts shooting outside the tents, the assault automatically defaults to type 1. No BANGs or knife-kills are allowed after that. This may happen if a sentry was missed or a patrol returns unexpectedly for instance.

2.8 Going off-game


Sometimes players have to go off-game for various practical real-life reasons. If off-game players encounter the enemy, they count as dead. They can continue doing whatever they went off-game to do, but before going in-game, they have to go to the field hospital to respawn.

3 Vehicles
3.1 General rules for vehicles
The most import ant rule is that nobody gets hurt. Note that the vehicle rules are experimental! Organizers are encouraged to experiment with alternatives! 1. The vehicles must be safe. Brakes, steering and such MUST be 100% functional. They may not be driving on public roads, but safety is paramount. 2. They may not have serious leaks, or otherwise be excessively polluting 3. All cars must contain a measuring tape for measuring distances to AT weapons and such. 50 meters minimum. 4. Players may shoot at other players in vehicles. The may NOT deliberately shoot at the vehicles themselves, unless as described below.

3.2 Vehicles and Combat


There are several ways to attack and destroy vehicles in MilSim games 1. AT weapons Vehicles can be destroyed by AT weapons. This includes LAWs, AT4s or similar and grenade launchers. In this weapon there must be a smoke effect and a red light. The smoke in an M203 may be just gas pressure from the shell, as long as its visible. Fire the weapon from a position visible to the driver and within range (50 meters) while flashing the red light. The vehicle is destroyed, and anyone on board is killed (not just hit), and must return to the medical station. 2. Normal weapons Normal combat rules apply. If you actually hit the driver he counts as hit (just like in normal combat), and has to stop the vehicle (and turn off the engine) at once. The vehicle itself is not regarded as damaged, and another player can use it immediately after (with permission from the owner). Players can destroy a stopped enemy vehicle by physically touching it.
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3.

Abandoned vehicles can be destroyed in the same manner (leave a note and report it to the organizers). If vehicle riders are in a closed car with rolled-up windows, you obviously cant hit them, so dont shoot BBs at the vehicle. Think of such a vehicle as lightly armoured, and use the weapons described in 1 to fight them. Destroyed vehicles A destroyed vehicle must return to headquarters and wait 2 hours to respawn.

4. Radios
4.1 The Law
Radio use in in The USA is regulated, and using illegal radio bands is fined heavily. The legal radio bands are the FRS / GMRS bands. Because of the limited number of radio channels, it is recommended that the organizers contact team leaders well before the game to coordinate the distribution of radio channels. Remember that more than one group can use the same PMR channel, using CTCS privacy codes. Other frequencies may be used by players with the proper permits.

4.2 Eavesdropping and jamming


Listening to the enemy radio traffic is allowed. Any transmission on the enemy net (except for emergencies) is not allowed.

5. Rules of Engagement
Every potential operator will need a signed waiver and if you are under the age of 18 you will be required to have your Parents or Guardians sign the waiver as well. GENERAL RULES 1. Airsoft is a game of HONOR. Please call YOUR OWN hits! 2. DO NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if a game staff member witnesses the event. (One Exception: 3.5.3) 3. Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game and barred from future events. 4. Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future events. 5. Subordinate players should observe and respect ranks and the event Chain of Command (NCO's and Officers). 6. Ranking players should recognize that this is a game. Rank is a tool to provide structure for an enjoyable game. Have fun, and remember you have a responsibility to help your subordinates to have fun as well. 7. Eye protection (5.4) must be worn at all times while in a playing area. 8. If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear." 9. NO BLIND FIRING. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles). 10. Knife kills with a rubber knife (such as cold steel) are allowed. A swiping motion, or tap on an opponent's shoulder, is allowed (and is considered a kill?). Stabbing motions with knives are forbidden, as are motions towards the face, throat, or groin of any player on the field. No other materials knives are made of, such as ABS or wood will be allowed.

6. Hit rules
1. 2. If a player is hit ANYWHERE: Youre KIA. Gun and gear hits count. (Exception, if playing by medic rules 2.5.3). When KIA by pellet/rocket/grenade/mine, or otherwise wounded/removed from combat, players should immediately do the following: a. Raise your hand and yell hit, wave your red rag above your head momentarily, then tie it around/through the front sight of your rifle or attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so - in the chaos of combat fellow players rarely have split-second trigger control. b. Assume a non-combative posture and quickly remove yourself from the area (no waiting). c. Return to your designated respawn point. d. Return your red rag to your pocket/pouch once your respawn time is up.
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3.

4.

Please keep in mind most players cannot hear you. Your raised arm, and red rag is the first and most important sign of being hit. f. Red ballcaps are not acceptable substitutes for red rags. The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of velcro to your red rag. When playing with medics, a hit on the arm or leg will constitute as a wound. Players must still yell HIT, loud and clear, raising his/her hand in the air while the other hand gets the red rag out. After the red rag has been placed on their head, they can then call for a medic. Medics (assigned before the days game play) will have 2 minutes to get to the wounded operator, and place a bandage around his/her arm to heal the operator, allowing them back into the game. Any hit on that operator at that point will be a kill shot, and the operator will need to go back to their respawn to get back in the game. A wounded operator can be moved by a teammate or medic to a safe location, to heal that operator.

7. "BANG BANG!"
1. 2. 3. 4. If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the "Bang, Bang!" rule. "Bang! Bang!" is a safety call ONLY. It is NOT a way of killing someone tactically. If a player says, "Bang! Bang!" to you, you should honor the call and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position. Do not use "Bang Bang!" in a situation where it could be disputed by a fellow player (no frontal assault Bang Bangs). If you do not have the target "100% no chance of survival/dead" from the side, or from behind, closer than 20 feet from the opposed player, do not say "Bang! Bang!" DO NOT: 1. You see multiple players from a distance; run though the group yelling "Bang! Bang!" at everyone. 2. You are hidden behind a bush, and opposed player approaches from the front. You call out "Bang! Bang!" before he/she reacts. 3. You come around a bush and immediately face to face with another player less than 20 feet from you. DO use PARLAY (2.7) instead.

8. Parlay
1. 2. 3. If two players encounter each other at 20 feet or less in the forward arc, one should call "PARLAY" and back off 20 paces. This is a safety call to avoid point blank exchanges. Calling "PARLAY" means you have surprised an opposing player in a dangerous situation and should immediately back off. DO NOT place yourself in a position where an opposed player's only choice is to accidentally stumble into you and force a parlay call.

9. Respawn
1. 2. 3. 4. After being hit, all players should immediately return to their designation respawn area. Do not wait unless you have an emergency which prevents you from moving. Main respawns are a No fire zone. There will be no firing any weapons within 100 feet of the main respawn. Main respawns will be clearly marked using yellow caution tape. When players are KIA, and use the main respawn, it will take no less than 3 minutes to respawn back into the game. Respawn camping is not allowed. If you respawn camp (setting up position to shoot your opponent as they leave the 100 foot respawn safe zone), you will cost your team points, and may be asked to leave the game. Mobile respawns are respawns not marked by caution tape, and respawn time is 1 minute, and the respawn time will begin by touching the respawn flag. Each side will have 1 mobile respawn to use for the game. Anyone in the mobile respawn area without a red rag on is considered a live player, and can be engaged. To use a mobile respawn, your team must secure an area for no less than 5 minutes, and once moved to that area, the mobile respawn, cant be moved again for a minimum of 20 minutes. Mobile respawns can be destroyed, by simply removing the enemys flag from its stand, and laying it on the ground. If a team destroys an enemy mobile respawn, it cannot be used for 1 hour, and must be returned to its owning teams main respawn before it can be used again.

10. Chrono and Velocity/Energy Limits


Using .20 (6mm) BBs: OK Under 366 fps Caution 366 376 fps No Go Over 376 fps

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Using .25 (6mm) BBs: OK Under 366 fps Using .34 gram (8mm/6mm) BBs: OK Under 448 fps Using 36 gram (8mm/6mm) BBs. OK Under 436 fps Caution 436 447 fps No Go Over 447 fps Caution 448 460 fps No Go Over 460 fps Caution 366 376 fps No Go Over 376 fps

11. HAND GRENADES


1) No metal grenades, paintball grenades, or hard objects may be used. Only rubber, plastic, or Escort style grenades will be permitted. 1. Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at a main respawn). 2) MINES and BOOBY TRAPS 1. Spring loaded or gas powered BB grenades (BB showers) and mines are allowed. If a player is hit by a BB from such a device, it is considered terminal. 2. Any other kind of booby trap MUST be approved prior to the event. 3) AREA EFFECT/BLAST RADIUS 1. Hand Grenades, rockets, booby traps, and mines are defined as area effect weapons. 2. Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them with the exception of claymores, which is a directional weapon (see 11.3.8). 3. The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule 1.2. 4. Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover. 5. Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill. 6. Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle. 7. If a rocket destroys a vehicle, the vehicle is considered the blast radius center. 8. Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count. 4) Low temperature (160 F max), internal burning smoke grenades may be used if proper precautions for fire prevention are taken and team captains (once again -DN) are notified in advance.

12. EYE PROTECTION


1) Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features. 2) Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head. 3) Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer's website. 4) Mesh goggles should be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a careful controlled environment before attending an event with this type of goggles/face protection.

13. NIGHT MISSIONS


1) Night mission attendees must have a tracer unit, tracer magazine, or a tracer hop up to participate. Alph Co. team members must use a green tracer BB only. Bravo Co. must use an orange tracer BB only. 2) Pistols may be used in night missions, and do not require a tracer unit, or tac-light to be used. 3) Night missions will obviously be dark, and hard to see, so instead of using a red rag, a red chemlight must be used, NO EXCEPTIONS. 4) Sniper rifles are not allowed in the night missions, due to high velocity and 100 foot engagement rule.

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