Medic rules
There are no designated medics.
When you are hit you have sustained a light injury.
When a player is hit he must make this plain to all, be it shouting HIT or MEDIC or SANI. By all means play-act, drop to the floor and roll about screaming but the key thing is to make it plain to your assailant that he has it you. Raising your hand in the air and waving your personal bandage is an ideal way to make your state of play plain, most especially when there are others around you who may still be in play. You may not discuss any aspect of the game with other players when in this condition.
Calling for a medic is a signal for a fellow player to come up to you and administer first aid by tying your own bandage to your arm. Once done you can pick up your weapon and continue the fight.
When hit you must stay where you are, don't wander about. Fellow players can 'drag' (assist) you a short distance to cover before administering first aid.
For safety's sake, if you are hit and there is a firefight around you then it is permissible to move out of harms way, no point standing there and getting peppered.
If you are hit a second time, that is to say when wearing a bandage, you have a serious injury and you must go to a Control Point or First Aid Station. Control points are your own side's flag, First Aid Stations are a red cross flag. You cannot use an enemy flag. However, neither can be used if under fire, in which case you must move further back behind your lines to find aid. You must physically go to the flag - do not 'save your legs' and sit out an equivalent time, the wearing down of an enemy side is part and parcel of this game.
Once at the flag you can return straight back to the game.
Being shot has a major effect on you, your team and the progress they are making, it is not just a minor inconvenience to a player. Real soldiers don't put themselves at unnecessary risk, neither should you.
Knife kills
While we allow players to carry real knives into the game you must not AT ANY POINT remove the weapon from it's sheath. EVER. Real steel is a concession not normally allowed in airsoft games. Players drawing a bladed weapon will be immediately excluded from the game and worse. Players are recommended to carry rubber knives only.
A 'knife kill' should be more properly called a stealth kill. You do not need a weapon to carry it out. Simply place your hand on the shoulder or the middle of the back and whisper "KNIFE KILL". A knife kill is an instant kill and you cannot be medic'd. You must slump to the ground silently. OK, you can gurgle. A bit. Wait dead on the ground for ten minutes and, if the battle has moved on, then return to your nearest Control Point, chastened and humiliated. You cannot 'call' a knife kill from six feet away - you must make a direct contact by surprise.
If you a doing a knife kill with a rubber knife do not put it to a player's throat or any where near the head. In can cause great alarm when taken by surprise and the last thing you want to see is a 'knife' near your face. (Five years ago I saw an over-zealous rubber knife wielding player who drew blood and it wasn't funny).
Bleeding out
If you are injured and calling for a medic and no help comes, then after ten minutes you may return to a Control Point UNLESS there is action still going on around you - in which case sit it out until the action has passed. There is little worse than a player suddenly standing up in full view of fighting players and walking off to regen because their time was up. You have been shot, your bad, live with the consequences.
Prisoners
There is no prisoner rule in this game.
First Aid Posts
These are marked by Red Cross flags. Either side can use them (see Medic rules) unless they are in an area of action. They cannot be taken and occupied, they are a place of sanctuary. You can rest up there out of the game. You can use a First Aid Post even if there are enemy using it (although this shouldn't your first choice). However, always remember CiA's rule number one - when you come to leave a FAP do so to rejoin the game, not turn it to your advantage. Likewise, firing at a player leaving a FAP is very ghey.
A bandaged player can go up to the flag, remove his bandage and return straight back to the game without delay.
You cannot reload at a First Aid Post.
Control Points
These are indicated by your own flag. They are mobile and will move with your commanders.
Control Points can be taken over - your need to occupy the position with five men then the flag can be swapped to your own.
Devil's Hill is a game of occupation, you can control ground by man and fire power and consolidate your occupation by establishing control points. One man running to the top of the hill cannot 'win' the game, for that is no victory at all.
Rule number one
Before I forget, Comrades in Arms rule number one is "Don't be a cock".
This rule supersedes all other rules and cover rules unwritten.
"Don't be a cock" means, among other things:
Don't turn rules to your advantage when the intention has obviously been to disadvantage you.
Don't find 'loopholes' in rules just because something isn't explicitly forbidden or prescribed.
Don't act like an open day airsofter.
Don't call out players - they call themselves out.
In other words, use your common sense and behave in a mature and reasonable way in the spirit of the scenario and period. CIA games don't have marshals, they never have and never will. Each player expects the highest standards from their fellow players, each player has the highest standards themselves.
Ammo rules
AEG/Bolt action 300rnds per life. Players can only resupply at Control Points not First Aid Posts
No restriction on pistol ammo.
Machine guns must be used prone or emplaced and have unlimited ammo but 2,000 rounds per supply. A runner carrying an ammo box must find the commander for re-supply.
Handguns, SMGs and Assault Rifles - 350fps
Support Weapons - 350fps
Bolt action, single shot only - 500fps (minimum engagement distance of 20 meters)
This is a bio-ammo site but we have been given a concession to use regular BBs for this event. However, players are asked to consider the site's policy and may wish to use bio ammo, available onsite for £10 for 4,000 0.2g.