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Rules
It is your responsibility to read and understand these rules before attending the event. Much effort has been made to make these rules as simple and easy to understand as possible.
The rules are designed to ensure that the players have considerable freedom while still providing a good level of safety. Common sense is the order of the day with safety coming first at all times.
However, consistent rule breaking and cheating will not be tolerated. A simple 3 strike system will be implemented to deal with rule breakers and cheaters:
- You will be warned.
- You will be sent to the sin bin.
- You will told to leave the site.
Key Rules
- This is NOT a sterile environment! Please take care and watch your step, where you sit, lay, lean, crawl, etc....
- Eye protection is mandatory in the form of goggles or approved glasses, full face protection is advised and is required for player under 18 years of age.
- Safety glasses/masks must be worn at all times in the gaming areas without fail.
- Make weapons safe when leaving the gaming area.
- Remove magazines before entering the Safe Zone.
Sportsmanship and Honour
It is up you, the player, to remember that this sport we play is about honour. It is a game that is shared by a relatively small community compared to other sports. Therefore show your fellow airsofters respect during the game.
But most importantly, do not disgrace yourself or your team by showing aggressive behaviour towards other airsofters.
If you witness cheating then report it to a marshal immediately.
NOTE: REMEMBER THAT IT IS NO GOOD COMPLAINING ABOUT AN ISSUE AFTER THE EVENT, THERE IS NOTHING WE CAN DO ABOUT IT THEN. BUT WE CAN DEAL WITH IT DURING THE EVENT ITSELF!
Tactical Rules of Conduct
The Tactical Rules of Conduct is a ruling that requires all players to act in accordance with the environment they are playing in. In other words, you are in a highly intense battle environment, so act like it.
- When you run between cover, crouch.
- When you linger on the corner of a building, do so behind the cover of the corner.
- If you fail to do so and a marshal can see that you are within aim of the enemy, then the marshal has the right to issue you with a hit, as if you had actually been shot.
I must stress that this rule is only used if you are carelessly standing in the open when you could easily be shot in a real combat situation.
Hits
If you are hit, the rules are simple:
- SHOUT "HIT" AND IMMEDIATELY GO TO GROUND!!!
- Wait 10 minutes for a medic to come to your aid. After 10 minutes return to regen.
- If a medic comes and applies a bandage to you, you can then carry on again.
- You may receive medical aid twice. If shot a third time, return to regen.
Note: Remember, dead people DO NOT talk. When returning to the regen, we do not expect to see any player passing tactical information to players on their team.
Coup de grâce
- If an enemy player is a casualty then you can kill them out right by using the “Coup de grâce” ruling.
- Put your hand on their shoulder and say “DEAD”. They will then have to return to regen.
Medic
- Every section / squad will have a medic.
- All medics will have a number of bandages on them to provide medical aid to battle casualties.
- To heal a player a medic must tie a bandage around the casualties arm.
- Medics can NOT heal themselves.
- A medic can move a casualty by either dragging them, carrying them or a simulated carry.
- Simulated carrying involves two people either side of the casualty and pretending to carry them. This MUST be done at a walking pace.
- Players can drag a casualty to cover before the medic arrives
Grenades
- If you are within 5 metres of an exploding grenade outside of a building then you receive one hit.
- An exploding grenade counts as 1 hit to everyone inside a room where the grenade detonates.
NOTE: A triple bang thermobaric grenade is still treated as a single exploding grenade.
Silent Kills
- Silent kills are simulated knife kills. To do this, put your hand on their shoulder and say “Knife Kill”.
- The victim of the silent kill is immediately killed in action and should return to regen.
NOTE: You may NOT use real, rubber or LARP-style latex knives.
Weapon Hits
- Weapon hits do NOT count as a hit. However, if your weapon is hit then shout “WEAPON HIT!”.
Helmets And Body Armour
- Helmets and body armour have no in-game effect.
Safe Zones & REGEN
- Each side will have one regen within the game.
- Regens will have varying wait times depending on the situation within the game.
- HQ buildings will not act as regen points.
- The only real “Safe Zone” will be the car park.
Battle Dress Uniform
| Azerbaijan |
Desert DPM, Multicam or ACU |
| Russian Ultra-nationalists |
Green DPM, such as British DPM or US Woodlands, Flectarn or O/D clothing |
Weapons, FPS & Ammo limits
Weapon Velocity (FPS)
| 350fps |
AEG's, Shotguns & Pistols |
| 500fps |
Semi-Auto Sniper Rifles minimum engagement range of 25 metres |
- For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.
NOTE: All weapons can only be used in semi-auto mode during room to room clearance within a building. This is a H&S call, and only requires you to use a bit more skill whilst aiming.
Gun chroning
- All weapons will be chronographed and tagged before the game starts.
Sniper rifles
- Only sniper type rifles with scopes are allowed.
- No mp5/uzi etc with scope type weapon configurations will be treated as sniper rifles.
Magazines and Ammunition Limits
Your initial ammunition load-out depends on your role as follows:
| Rifleman |
600 rounds in any combination of Magazines/speed loaders. |
| Sniper |
300 Rounds of standard ammunition as above, 100 rounds of sniper ammunition in any combination of magazines/speed loaders. |
| Support Gunner |
2000 Rounds of Ammunition in any combination of magazines/speed loaders/bags etc. |
| Grenadier |
as per rifleman, with 6 MOSCART shells fully loaded. |
| Medic |
as per rifleman. |
- You can reload at regen or return back to HQ at any time to reload again.
- All roles may only carry a combination of 8 fragmentation grenades / smoke grenades at any one time!
- There are no restrictions on the number of magazines you may carry.
- If you have a weapon where lo-caps are unavailable, let us know. In general, we will ask you to block and/or mark your magazines and load no more than the limits above.
NOTE: ALL AMMO SHOULD BE IN LO_CAPS OR MID_CAPS, with exception to support guns which can use box mags!
Prisoners
Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information.
Restraints
- It must be agreed by the prisoner.
- Hands must always be secured in front of the body; never behind.
- The prisoner must be able to release themselves easily off-game.
- Great care must be taken when applying any restraints to avoid cutting off the blood supply to the hands.
- Prisoners being held in buildings may not be restrained, for fire safety reasons.
Searches of a Person
- Prisoners maybe searched. Since people may attempt to smuggle weapons or other equipment, in-game searches may occur.
- If you feel uncomfortable with this simply say "off-game" and hand over any hidden weapons or items that would usually be confiscated.
Confiscations
- If a person is arrested or taken prisoner, their weapon will be confiscated.
- This is symbolized by making the weapon safe and carrying it slung if possible.
- If possible and if the prisoner approves, then others may carry the weapon but should always remain within the prisoners sight.
- If the prisoner escapes or is released, they may not use their weapon until five minutes later.
Fighting Inside buildings
- All weapons should be set to semi-auto once fighting close quarter battle during room to room combat.
NOTE: You can shoot out of a building on full-auto and you can shoot in to a building with full-auto when standing outside.
Player pyro's
- Only TLSFX pyros may be used at TA Events games.
- Fragmentation and smoke grenades can be used by the players but are limited to 8 of any combination per life.
- Mk5, Thermobaric's and 9mm Blank firing grenades are all counted as fragmentation grenades.
NOTE: Mk9, 12g Blank firing grenades, crow scarers or any other form of pyro not produced by TLSFX may NOT BE USED AT TA EVENTS GAMES!!! Anyone caught breeching this rule will be escorted off site immediately.
NOTE: Smoke grenades must not be used within buildings.
Battle Simulation Explosives
This section refers to the battle-sim style explosive effects generated by the pyrotechnicians to simulate HE rounds.
In the open
- The effects of mortars and artillery outside of buildings are calculated by staff.
- If hit then this is counted as 1 hit.
Hits on buildings
- If a shell or airstrike hits a building then everyone inside is killed and the building is taken out of play for 30 minutes.
- Players may continue to use the basement if there is a means to enter the basement other than using the building to do so.
Vehicles
We will have limited use of vehicles within the game, the following rules apply:
- Vehicles can not be destroyed
- Players should NOT shoot at the driver
- Players can shoot at airsofter’s within the back of a vehicle
- Passengers in the back of a vehicle can shoot out
- No passenger in the front of the vehicle may shoot out of the vehicle
- No helmets are required in order to travel in a vehicle
Sleeping in-game
The phoenix rising event will run throughout the entire day and night until end-ex. Players will have three options available to them for sleeping during the game on period of the weekend:
- Sleep in game. That is one of the buildings that is still in play. Players that choose to do so must wear their eye protection at all times.
- Sleep in an "out of play" building. One enclosed barn and one open ended barn along with Building 11 will be available for players to sleep in where they can rest without being attacked.
- An area will be set aside for players wishing to sleep within tents. This area will be located out side of the playing area.
- Your vehicle within the Car Park
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