[Sticky] Rules for the event
Below are our rule for the event including load out limits etc. any questions please post in the appropriate section to stop confusion of multiple people asking the same question. Thanks.
Soldier: Rifle/submachine gun
Can use any period WW2 weapon up to 350 fps
Has ammo limit per life of 100 rounds
Has one bandage
Can carry two grenades per life
Any period WW2 rifle up to 500 fps
Can carry sidearm
Has ammo limit of 75 rounds per life (for all weapons carried)
Has one bandage
Can carry one grenade
Place limited to one per side so if you want this position tell us at time of booking.
Support gunner/loader: LMG/MG
Any period WW2 airsoft LMG/MG to 350 fps
Can use side arms
Loader as normal soldier loadout
Has ammo limit of 500 for gunner and 100 for loader, rounds per life. (For all weapons carried)
Must move, be deployed, and fired as a team of two, Gunner/loader
Magazine have a 250 round limit if one member of the team is killed no mag change may take place but weapon may still fire.
Has one bandage
Can each carry one grenade per life
Additional loadout rules:
As the ammo limit is quite low we ask that the ammo limit per life be separated over multiple magazines so changes of magazine must be made. We will leave this as an honor rule and it is up to the player to use it and not abuse it.
We are making use of pioneers/engineers in this event, the additional rules for this class is that they are allowed to carry up to 5 grenades/charges. Also they are able to disable and remove mines and trip-wire charges.
When shot, a scream or shout and then dropping to the floor and the player is considered out of game. Much better than just a Hit call. When hit the player must place a â€˜HANDâ€™ in the air to show they are no longer alive. Guys, making an effort to scream out when shot and play dead for a while whilst troops move will add to everyoneâ€™s immersion. A hit is anywhere on the body or the gun and ricochet must also be taken, if you think youâ€™ve been hit, take it as your back in the game almost immediately.
With ricochets we would like to stress that using this rule to try and bounce shots round corners is not in the spirit of the rule and we would ask that no one tries to abuse it. Anyone found doing so will be asked to stop being such a cock.
A shot player shouldnâ€™t be targeted and cannot return fire until healed, UNLESS they try to crawl to safety. If shot whilst crawling you must call it, slump and stay on the ground for 10 seconds, then move off calling KIA. There is no limit to how far you can crawl however; you will bleed out in 5 mins!
Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety
Dead players â€˜DO NOT TALKâ€™. Exception to use the call â€˜DEAD MAN WALKINGâ€™
The effective range of pyro is 5m but hard cover has effect, this is trenches, concrete/brick barricades etc. not trees and shrubs. We would prefer if you take hits from pyro at 7m rather than ignoring those at 3m. When inside of buildings pyro has effect on the entire room regardless of cover but only that room. Multiroom buildings would require one grenade per room to clear. A hit by pyro is an immediate KIA rather than a hit that can be bandaged.
Melee combat is positively encouraged but must be conducted in a safe manner. All edged weapons must be larp safe, blows must be pulled and head contact avoided. Silent kills are considered an instant KIA but melee blows are considered normal hits and can be mediced.
Each player has availability to one bandage, If a live team mate can get to you they must tie one bandage to you wrist to make you live again. When hit after one bandage has been used the player is KIA and must return to HQ where bandages may be removed and the player can return to the action. To move a wounded player, place your hand on their shoulder. All bandaging must be stationery and if either player is hit during the Medic or during the move, both must take a KIA and head back to HQ.
When KIA dead players must return to their designaited regen point before re-entering the game. Players must remain at the regen a minimum of 5 minutes before re-entering the field and must do so with at least one other player. If no other player appears they are to wait an additional 5 minutes before they can return alone unless instructed otherwise by an officer.
German forces can only regen from the HQ unless stated otherwise.
Soviet Forces can regen from their HQ or one of the designated respawn bunkers unless they are overun. Positions under fire cannot be used for regen.
Re-arming in the field:
Both forces will be taking ammo tins into the field for in game reloads. When wanting to re load an ammo token may be removed from the tin and the player can re arm up to a limit of 100 rounds per token. All reloads in the field must be done by hand by feeding the bb into the magazines feed tube (this includes high caps), except for MGs. In order to reload using speedloaders you must returne to a designated regen point. When all the tokens are used up the ammo box can returned to the HQ to be refilled at the commanders disgression.
The Russian forces will also have designated areas where reload/regens can take place that will contain limited ammo. Once these are empty they cannot be refilled. These will be shown at the start of the event.
Calls in the field:
'Game on' - Verbal call. Signifies the start of the day.
'Man down' - verbal call, all players to go safe and remain in position until further call made. Anyone can give man down call as we are all out here to take care of one another.
'Game over' - single whistle blow and verbal call. All players go safe a return to safe zone for end ex thanks and de-brief.
Note- whistles may be used for signalling/effect in game. They will be multibalst and their purpose should be self evident. They will not be used for emergencies.
Additional rules and guidelines may be added and some of the above may be amended but these will be slight tweaks not whole hearted changes.