Take the time to learn these rules
These rules have evolved over the 5 previous events. By signing up to this event you are accepting the responsibility of learning these rules and abiding by them during the course of the event.
The rules may look large and complex but much of the content is simply common sense. Read over them and you will see that there is nothing over complicated about them.
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. Such incidences will be first dealt with using a sin bin rule, but constant rule breaking or cheating will lead you being escorted out of the game with no refund.
Player ID
We have implemented a ID system at some of the previous events and the same system will be implemented at Phoenix Rising. Each player will receeve an ID card upon arrival, and this card will be used to assist TA Events staff identify players who are caught frequently cheating.
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 of all, do not disgrace yourself or your team by showing aggressive behaviour towards other airsofters.
I fully understand the frustration of trying to win a fire-fight and you feeling that the opponents are simply not taking their hits. But this is a matter for the staff to address, not you. Your responsibility is to report such incidences and then to allow the staff to deal with it. That is what they are there for.
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, but we need help from you to assist us with identifying the issue.
Hits
If you are hit, the rule is simple, SHOUT HIT AND IMMEDIATELY GO TO GROUND!!!
You have taken a hit and you are now immobile until you recieve medical aid or you bleed out. You have will have 10 minutes until you bleed out and are therefore KIA (Killed In Action), at this point you return to the regen and wait there before coming back in to the game.
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 a casualty is waiting for a medic then he can be killed out right using the “Coup de grâce” ruling. This involves the opposing player touching the casualty on the should and saying “dead”! This is the equivalent of putting a couple rounds in the chest. The casualty is automatically KIA and must return to REGEN immediately.
Moving after being hit
Once hit, you must stay still whilst bleeding out. If a medic reaches you within 10 minutes then they may (with assistance) pull you to cover before applying medical aid.
The player can NOT run whilst before moved. We expect the casualty to moved in a manner which is deemed realistic, but it is your choice if you want to actually drag or carry another player. If neither of those options are used then two players are expected to support the casualty whilst being moved, this is done by supporting some of the casualties weight, but not all.
You may not move from the place you were shot, although if you are in the line of fire you may crawl into cover but remember to shout HIT and wave with your "wounded-flag" again if you are shot when wounded.
But above all else, remember that this is a MilSim event, so stay down when you are shot. Do not start standing up to observe some big assault go in a near by building!
Medic
When a player is hit, after shouting MEDIC or HIT, they have 10 minutes to be treated before bleeding out. If they receive no treatment then they bleed out, which is then classed as KIA, and consequently they should return to REGEN.
If this is the first hit then any other player can take the casualties own dressings and apply them to the casualty, after which the casualty can rejoin the game.
If this is their second hit then ONLY a MEDIC can apply dressings to the casualty using the medical dressings the medic have on them. Only enough of the dressing is needed to wrap around the casualties arm to treat them for the wound, a medic does not need to use their entire roll. A medic will have limited supplies and once used up then that is that, unless they receive re-supplies later in the game. Once the casualty has been treated then they can re-join the game.
Only two field dressings can be applied to a single player, on being shot a third time they are eliminated and must proceed to the REGEN. Knife kills are instant, and the player cannot be treated.
A medic can NOT apply a field dressing to him or herself, of course another medic can heal an injured medic with a field dressing.
NOTE: It will count as cheating if no dressing are applied when healing.
Grenades
Anyone caught within 5m of an exploding grenade whilst outside of a building and NOT behind hard cover will suffer one hit. Normal bleed-out and medic rules apply.
Anyone within a room when a grenade explodes instantly suffers one hit. Normal bleed-out and medic rules apply.
NOTE: A triple bang thermobaric grenade is still treated as a single exploding grenade.
Silent Kills
This can be used to silently take you your opponent. All that is required if for to approach your opponent with out them being aware and to say the word knife kill whilst placing one hand on their shoulder.
A knife kill is an immediate kill and the medic rule does not apply. However, the victim of a knife kill is expected to walk away from the kill immediately without causing any noise which could raise alarm to the situation. Respect the player who has just taken you out, as they have just demonstrated great skill in doing so.
NOTE: You may NOT use real, rubber or LARP-style latex knives.
Weapon Hits
Weapon hits do NOT count as a hit.
Helmets And Body Armour
Helmets and body armour has no in-game effect.
Safe Zones & REGEN
The REGEN is one of the most important rules in the game. On being eliminated, you must proceed immediately to the REGEN, where you will wait for the next time the REGEN is open. REGEN's opening for 5 minutes every 15 minutes. You may re-join the game during the 5 minute interval when the REGEN is classed as open. It is at all times "off-game" inside the REGEN & Safe-zone.
There will be several REGEN's in the game area and they will be marked on your map. The main safe-zone is the place where off game facilities, shops and staff will be located.
REGEN's will be easy to locate, and will be fixed in a specific location during the course of the weekend. However, we do reserve the right to move the REGEN if game balancing requires us to do so.
All REGEN's are time controlled, meaning that you can only REGEN every 15 minutes.
NOTE: If you are not out of play you may never fire into or enter the REGEN area. However, you are required to wear you eye protection within REGEN at all times.
Battle Dress Uniform
| Agency SAD operative's |
Desert DPM. Or some variant on khaki/tan private contractor style clothing. Or Multicam. |
| Local Government force's |
Desert DPM (preferably British DPM to have some consistency) |
| Russian Ultra-Nationalist's |
Green DPM, such as British DPM or US Woodlands, or O/D clothing |
Where does Flectarn fit in. It doesn't! No disrespect to those who use Flectarn, but it does not fit with the BDU requirements of this particular event. Sorry.
The same rule applies to ACU.
NOTE: Only snipers wearing ghille suits.
Weapons, FPS & Ammo limits
FPS
| 350fps (recently changed from 345 to 350) |
AEG's, Shotguns & Pistols |
| 400fps |
Sniper Rifles (Bolt action or Single-shot AEG) with a minimum engagement range of 25 metres. |
| 500fps |
Sniper Rifles (Bolt action only) with a minimum engagement range of 25 metres. |
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.
For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.
Gun chroning
At TA EVENTS there will be obligated chronings at check in, please get all your guns to the check-in before the game. Also chronings will be done if we suspect cheating or as a result of player complaints. Its is every players responsibility to follow the rules, and make sure that their guns are chroned according to the appropriate gun classes.
Sniper rifles
If you want to play as a sniper or sharpshooter and have your gun tuned to 400-500 FPS, then your gun must look like a sniper rifle with scope. No mp5/uzi etc with scope is allowed.
Magazines
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. |
All roles may only carry 6 combination of 8 fragmentation grenades / smoke grenades at any one time!
NOTE: ALL AMMO SHOULD BE IN LO_CAPS OR MID_CAPS, with exception to support guns which can use box mags!
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: For game balance purposes, given the scarcity of Russian support weapons, the RPK light support weapon will count as a full support weapon for purposes of trim, magazines etc. This is an exception to the normal rules, and applies only if the weapon is an actual RPK (original or AK conversion; key features include bi pod, long barrel, RPK stock) - an AK47 with a drum mag and bi pod will not count. It should be noted that magazines with more than 90 rounds must still be drum or box style - no "ordinary-style" hi caps. If you have any questions, or if you are not certain whether your RPK qualified, contact TAEvents at the usual address.
Sleeping in-game
The phoenix rising event will run through-out the entire day and night until end-ex. During the Saturday whilst the game is still active player will have three options available to them for sleeping:
- 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. At least three open ended barns as well as a couple of buildings 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.
Prisoners
Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information. However, if restraints (handcuffs, flexi-cuffs, etc) are used, there are strict rules to follow. Hands must always be secured in front of the body; never behind. The person being captured must be able to release themselves easily off-game, so some means of removing the restraints a key, pliers, etc should be placed in their pocket. This is Health and safety and will be strictly enforced. It is for your safety not ours.
Great care must be taken when applying any restraints to avoid cutting off the blood supply to the hands. Ask the prisoner if the restraints are too tight, and if you are using handcuffs, make sure you apply the transport lock to prevent the cuffs from tightening further. If a prisoner escapes, they should be able to remove their restraints easily. Prisoners being held in tents or buildings may not be restrained, for fire safety reasons.
Searches of a Person
Since people may attempt to smuggle weapons or other equipment, in-game searches may occur. Since some people may be uncomfortable with being searched, anyone who wishes to avoid this can 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 tying a section of barrier tape round the barrel or body. The weapon and its accessories are retained by the owner, who carries it slung if possible. If the prisoner approves, others may carry the weapon: it should always be within the prisoners sight. If the prisoner escapes or is released, they may not use their weapon until five minutes later. It is not allowed to take an enemy weapon to use. A prisoner can not use knife kills but knockouts may still be used.
Game Off
If you at any time feel uncomfortable, or if you want to break for any reason, simply say off-game. You then cease to exist in-game, and everyone around you continues as if you were not there. This is particularly intended for people who do not wish to be searched or restrained. It may not be used as a loophole to get past guards, it is not an invisibility cloak. If you have used the off-game rule (other than for a search, as above) you should immediately return to your Safe-zone and re-spawn. You can also use it to comment off game, if for instance you simply want the role playing toned down a bit.
Game On
If the game is for any reason called "game off", the call to resume is "game on".
Fighting inside buildings
All weapons should be set to semi-auto once fighting close quarter battle during room to room. This is a H&S call.
NOTE: It is considered as cheating if you break this rule.
Player pyro's
Only TLSFX pyros may be used at TA event games. Pyros will be available for sell during the event at very competitive prices.
Due to the highly competitive price already offered on pyro's, no bulk purchase discounts can be offered.
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.
Special 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 present during the fire-mission. Players may be classed as being hit by the shrapanel from the exploding shells. Any player that is informed of being hit during a fire-mission receives one hit. Normal bleed-out and medic rules apply.
Hits on buildings
The floors of buildings are taken out one floor at a time. If a round hits a building then the players on the top most active floor are instantly KIA (killed in action). This floor is then removed from play for 30 minutes. If the building only has one floor or if all other floors have been destroyed then the whole building is removed from play with exception to the basement. Player may continue to use the basement if there is a means to enter the basement other than using the building to do so.
Gas attacks
Yellow smoke will affect all players within 100 meter radius from the smoke source. The infected will be marked by game-masters only.
Vehicles
We will now 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
- Vehicles are assumed to be Russian unless told otherwise
- No helmets are required in order to travel in a vehicle