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Last Strike Rules

TA4 Game Rules

The rules are still in the process of being reviewed and are subject to change. The rules below are a guide as to is to come.

FPS Limits

AEG 350fps
Support Weapons (RPK, M60, M249 etc) 350fps
Shotguns 350fps
Sniper Rifles
(Bolt action or Semi-auto with Full Auto Disabled)
500fps (30 metre minimum engagement range)
Sniper Rifles
(Semi-auto)
400fps (30 metre minimum engagement range)
GBB.NBB on Single Shot 350fps
Full Auto GBB 350fps

 

Ammo Restrictions

Rifleman 1200 Rounds in any combination of Magazines/ Speed loaders. May carry one loaded MOSCART for the team grenadier as per SOP (Standard operational procedures).
Sniper 300 Rounds of Standard Ammunition as above, plus 100 rounds of sniper ammunition in any combination of Magazines/speed loaders
Support Gunner
4000 Rounds of Ammunition in any combination of magazines/speed loaders/bags etc. If the real steel equivilant is a box/drum/belt fed weapon.

If not a box/drum/belt fed weapon then only locaps or midcaps can be used.

Support weapons in TA events are standard conventional support weapons such as M60's, M249, PKM, RPK's etc...

MG36's are not counted as support weapons, nor are M16's with boxmags or any other bizarre and bespoke combination that you may of seen on military photographs.
Grenadier As per rifleman, with 6 MOSCART shells fully loaded.
Medic As per rifleman, with suitable armbands bearing a red cross and bandages.

NOTE: Players can ONLY carry 6 fragmentation grenades per loadout....see grenade rules for the definition of a fragmentation grenade.

 

Camo

The Rebel Insurgent Role

Rebel Insurgents

The battle dress of the Ukrainian Rebel Insurgents consist of:

  • US Desert (any style)
  • UK Desert
  • Multicam
  • Black
  • Anything green that does not clash with the Coalition BDU
  • Miscellaneous Urban Colours
  • Civilian type clothing

Coalition Forces

The battle dress of the Coalition Forces consist of:

  • British Green DPM
  • US Woodland DPM
The Coalition Forces Role

 

Hits and Medical Aid.

Each time you are hit you should immediately hit the deck and stay exactly where you are so that it is obvious you have been hit. The exception to this is if your position endangers yourself or those around you. Being halfway up a flight of stairs is one such example. In such cases move just enough to make the situation safe.

1st Hit - Anyone can apply medical aid within the first 5 minutes of a hit using your personal bandage that you have been issued with. If someone can apply the bandage to you within 5 minutes of being hit then you may can continue fighting otherwise you are considered as a KIA (killed in action). Your first hit is considered to be a flesh wound.

2nd Hit - This hit is potential much more severe. You must wait for the attention of a medic who will assess your wounds and inform you of the effects of those wounds. This may result in another simple flesh wound or anything through to a major chest wound leaving you just minutes before KIA. The wounds will be determined by the medic using a hit card that they carry at all times.

Sometimes your 2nd wound may be healed with the use of the field hospital. In such cases the medic will inform you how long you have to get to the hospital before again you are KIA. Players have to be escorted or driven to the hospitals, they can not make their own way there. If you do make it to the field hospital in time then you must wait for 10 minutes before being classed as fully healed and rejoining your side.

3rd Hit - KIA. Make you way to your sides HQ and report that you have been KIA.

Wounded players maybe be moved to cover. This can be done in one of two ways:

  • Dragged or carried, but this MUST be done with the permission of the wounded player. All players that take this approach do so at their own risk of injury. With this option the carrying player should bear the full weight of the casualty.
  • The casualty can be used using their own methods, but this can only be done by having two players either side of them pretending to carry the weight of the causualty. Players must not run using this method.

Vehicles

Vehicles clearly identified as to what side they are on with the use of a flag

All players that are passengers within a vehicle MUST wear head protection. The tracks outside the plains are quite bumpy at times.

The details of how the vehicles can be neutralised will be explained at the event. But trust me that they will be the simplistic but most effective rule used in the TA events.

Once a vehicle is neutralised it will remain out of play for up to 1 hour and must remain where it was taken out. But vehicles can be recovered by another vehicle on the same side by towing them back to the vehicle pool where upon they can be repaired and back in action within 15 minutes.

Vehicles can not be captured by the opposing teams.

POW's

Only section commander and above and members of the special forces can be taken as a POW's (prisoners of war).

If a POW is wounded they must be healed first and normal hit/medic rules apply.

A POW should be asked to remove their mag from their main weapon and side arm. No bagging and cuffing.

If a POW is left unattended they can try to run or load a mag and shoot back.

Fire missions

Only grid references can be used. The grids on the map being issued at the event will have 100m spacing and players must use the 8 digit grid references when refering to locations on the map. The person calling the fire mission must also provide bearing to target should they wish to adjust their rounds. First round accuracy of shells will be poor, leading to a need to call in fire adjustments.

If a building is hit it will be taking out of play for up to 1 hour. Out of play buildings will be marked out of bounds with tape.

The commanding officer will have the final decision on how many shells are used in the fire mission from a finite number of shells available throughout the event.

Shells delivered from in-game mortar teams and these teams can be neutralised if they can be located and shot.

Chemical weapons

The rebel chemical shells are a non-persistent nerve agent. There is no protection from this. YELLOW coloured smoke will be used to represent the presence of the nerve agent, therefore players should AVOID using yellow smoke at the event. Anyone within smoke is an instant KIA. The effects of the chemicals last as long as the smoke does and everyone (on both sides) can be effected bby the chemicals. This will be left to marshalls to make the judgement calls.

Chemical rounds can fall outside buildings or indeed hit a building. In which case the decision to hit upper or ground floors will be calculated like the standard mortar rounds.

Fast Air (Airstrikes)

If the target area is an open space then out all players within a 50m by 10m of the kill zone are instantly KIA.

If the target is an actual building then the building is removed from play for 1 hour and all occupants are KIA.

HQ Hits

HQ's can be hit by fire missions. The effects could have various results. Either of the following can be removed for up to one hour, this could be just one or maybe all depending on the result of impact damage:

  • BATCOM Software
  • Radio communications
  • CO (Commanding Officer)
  • 2ic (2nd in command)
  • Intel Officer
  • Comms Officer

Regens

Each phase will have an allocated regen for both sides. The regens are monitored by a marshalls and wil operate on a 15 minute regen window.

However there are two forms of regen:

1. HQ Regen

This is used when you are KIA. Initially this will be an instant regen.

2. Field hospital Regen

If the field hospital is used and you get to the field hospital before you are KIA though your wounds then you must wait in the field hospital for 10 minutes before returning to play.

Think twice before declaring you are KIA so you can regen quicker because a KIA will score badly against your team.

Knife Kills

No rubber knifes are to be used against players.

But there is a need for a knife kill rule especially at night.

Therefore if you can touch an opposing players shoulder and say "knife kill" then they are immediately killed in action.

BUT....they must wait 5 minutes before moving away to regen. This is to allow the person making the knife kill enough time to silently move on without being noticed.

Grenades

All mk5, ball grenades, 9mm Dynatec grenades and flash/stun grenades are treated as fragmentation grenades

All players within a 5 metres of the detonating grenade and NOT behind hard cover are treated as one hit.

The following pyros may NOT be used:

  • Mk7
  • Mk9
  • 12g Dynatec grenades

No bank type pyros can be used between 0000 and 0600, this includes grenades such as mk5's and 9mm Dynatecs etc.

Flares

Only ground based flares can be used at the event.

Parachute flares are absolutely forbidden.

Cooking

You are permitted to cook your own food on site but this should be done either at HQ area or within the car park.

 

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