Escolar Documentos
Profissional Documentos
Cultura Documentos
These are the rules for the LybreDyne Tactical Assault Team and their Military Simulation (MilSim) games.
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.
LD-TAT
RNR-2011-07-B
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!
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.
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.
2 General rules
This section contains the basic rules for playing MilSim scenarios.
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.
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.
LD-TAT
RNR-2011-07-B
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.
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.
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.
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.
RNR-2011-07-B LybreDyne Tactical Assault Team
LD-TAT
e.
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.
LD-TAT
RNR-2011-07-B
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
LD-TAT
RNR-2011-07-B