Getting Shot
• When shot, a loud call of ‘HIT’ or ‘Agrrr’ should be made and the player is considered out of game.
• When hit the player must place a ‘HAND’ in the air to show they are no longer live.
feel free to try to re-act to location hits for effect.
• Immediately fall to the ground and call ‘Medic’ if Allied or ‘Sani’ if Axis. If no one gets to you or all your bandages have been used you are dead.
• A shot player shouldn’t be targeted and cannot return fire until healed, UNLESS they try to crawl to safety. If you are shot whilst crawling you are KIA. There is no limit to how far you can crawl however; you will bleed out in 5mins!
• Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Medics have their own rule)
• Any soldier can return to their HQ or a controlled CP and be fully restored to full hits (all bandages taken off)
• Dead players ‘DO NOT TALK’. Exception to use the call ‘DEAD MAN WALKING’ or ‘LINE OF FIRE’ etc
• If things are a bit hairy or you’re on your own in the middle of nowhere you make take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’ Otherwise you must stay on the ground for at least 2mins. There is NO limit to how long you stay dead in the field however.
Getting back in the action
• If a live team mate can get to you they must tie one of your bandages to you wrist to make you live again. 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 a CP or HQ has access to a radio pack.
• No firing or any other actions while bandaging.
• A hit is anywhere on the body or the gun and ricochet must also be taken, if you think you’ve been hit, take it.
Explosive Pyro Affects
• Small structures 5m x5m Whole building is cleared – inside only
• Large buildings – 5m hard cover has affect including floor to floor stair wells and corridors.
• 5m away – hard cover has affect – outside only
If hit by a pyro you are KIA and must head back to a CP or your HQ!!
Artillery strikes, 10m away, cover has no affect.
Restrictions.
NO reloading in the field (must be a CP or HQ) unless it’s by hand (no thumb loader) or at a live ammo crate.
You get 2 bandages in the field
Standing Orders
No man goes to war alone! If you find yourself alone, you can’t advance on a position or complete any tasks, you should go to ground and wait until re-enforcements arrive or fall back to your Squad flag or your HQ.
You can only leave a CP (after regen) if you have at least 1 live team mates to push off with so a squad of 2! (Hopefully they will be your squad members that have returned for you.) The only exception will be Snipers.
Officers can move around friendly positions on their own (at their own risk) but are still bound by the restrictions of the standing orders.
Rules for load outs
Each style of soldier has its own load out; the load outs are defined below. If you are not ranked or have not taken a special role you will be considered a soldier in the field!
1. Combat Soldier - Load out
can use a Sub-machine gun/assault rifle/rifle 360fps
can carry 300rds per life
can carry 2 grenades per life
2. Pioneer (1 per squad max)
can use a Sub-machine gun/assault rifle/ rifle 360fps
Can carry 200rds per life
Can carry 6 grenades per life
3. Support – Load out (1 per squad max)
Can use a static MG firing at 360fps (must be deployed)
Can carry 1000rds loaded, and can carry one grenade. Per life
Uniforms restrictions
we ask all participants to make as much effort as possible for these games (no modern kit!) All uniforms must be period in look.
Weapons restrictions
All weapons must be period Airsoft weapons; the only exception is wood stocked M14s
HIGH CAP MAGS - non MG/support
everyone is asked to make sure they only run mid caps if possible; however some rifles aren’t released with the option. In which case high caps are allowed just be wary of the ammo limits.