Rules

Tour of Duty MilSim Rules 2014

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1. HEALTH & SAFETY
a. Eye protection must be worn at all times.
b. Protective footwear must also be worn (i.e. boots).
c. It is recommended that players wear gloves throughout the game to offer additional protection.
d. Do not access building lofts. No climbing on roofs. No climbing up ladders.
e. Do not use buildings as toilets.
f. In the case of a fire please notify a marshal and evacuate area immediately.
g. Any equipment that is loaned to players by Syringa Warfare Centre and/or Tacticool will be charged for if lost, damaged or stolen. Please return at end of play.
h. You are responsible for your own kit. Game organizers cannot be held responsible for kit lost, stolen or damaged.
i. Please respect the sites – if doors/windows won’t open don’t force it. If you cause deliberate/unnecessary damage then you will be charged for the repairs.

2. PLAYER CONDUCT
a. A sin bin will be in operation.
b. Any players arguing with anyone will not be tolerated.
c. Aggressive, abusive and dangerous behaviour towards other players or staff will not be tolerated and may result in expulsion from the site.
d. Cheating of any kind will not be tolerated. Tell a marshal immediately and they will deal with it.
e. Under cover marshals are in operation, they can be identified by a flash card carried at all times.
f. The marshals word is final don’t argue.
g. No alcohol under any circumstances during play.

3. AIRSOFT GUNS & SAFETY
a. All airsoft guns must be transported in gun bag, case or kit bag.
b. Uncovered airsoft guns are only allowed in the safe and play areas – no exceptions will be made.
c. No loaded weapons are allowed in the safe areas.
d. All players are asked to ensure that your weapons are under the MAX FPS.
h. FPS Limits are with 0.20g BB’s: –
– AEG and Support weapons 400 fps maximum.
– Sniper rifles 500 fps maximum – min engagement distance 25m.

4. RULES OF ENGAGEMENT
4.1 General
a. No blind firing.
b. Your target must be within your weapons sights and you must be aware what is in front and to the back of your target.

4.2 Buildings
a. The firing of weapons inside buildings is to be done by pistols only.
b. However if you’re not carrying a pistol then it is single shot only by your primary.
c. Thus if you entering any building please use your pistol or switch your primary to single shot.
d. Standing in a doorway of building you are not allowed to shoot on auto out or in.
e. Once you are inside a building you may engage targets outside the building at distance greater than 15 meter on auto.
f. If you are outside a building you may engage targets inside a building using auto at distance greater than 15 meter.
g. Engaging targets within and/or outside building at distance lesser than 15 meter you must abide by single shot rule.

4.3 Five Second Stun Rule
a. The five second stun rule may be used for room clearing only.
b. A minimum of four players and bang grenade (e.g. Hakkotsu Thunder) is required to enforce this rule.
d. When player throws the grenade into the room he must shout STUN.
e. Once the bang goes off may the players only enter the room. If the grenade is a dud players may not enter the room.
f. Once the bang goes off one player MUST shout the time exactly as follow; ONE MISSISIPY, TWO MISSISIPY, THREE MISSISIPY, FOUR MISSIPY, FIVE MISSISIPY – no exceptions!
g. All enemy players within the room within five meter radius of bang will be stunned and may not do anything until five seconds has been counted off.

4.4 Bang Kill Rule
a. The Bang Kill rule will be enforced at engagements of 5 meter and less.

b. To validate a bang kill the target centre of mass must be within your weapon sights and then ONLY may BANG be called – no exceptions!

c. If there are multiple targets every target must be engaged individually – no exceptions!
d. At close range we do expect common sense from players.

5. WEAPON RESTRICTIONS
None – thus a player may play with any weapon system.

6. MAG & AMMO RESTRICTIONS
6.1 For light weapon and sniper systems only standard and mid-cap magazines are allowed to be used.
6.2 For support weapons systems only high-cap or box magazines are allowed to be used.

6.3 YOUR MAXIMUM NUMBER OF ROUNDS PER WEAPON SYSTEM WILL BE YOUR AMMO LIMIT FOR THE DAYS PLAY.

6.4 Players please ensure that you prepare your ammunition restriction the day prior to the game should you not have the required maximum magazines ex. placing your rounds in little zip-lock plastic bag.
6.5 Secondary weapon rounds may not be substituted for primary weapon rounds and visa-versa.
6.6 Live players are allowed to exchange rounds during the game ONLY if their primary or secondary weapons are the same calibre.
6.7 Live players can reload at any time and place during the game.

7. WEAPON SYSTEMS
7.1 LIGHT WEAPON SYSTEM
a. Primary Weapon
– Maximum of 480 rounds.
– Maximum of 8 mid-cap magazines.
– Maximum load of 60 rounds per magazine.

b. Secondary Weapon (Side arm)
– Maximum of 40 rounds
– Maximum of 2 magazines.
– Maximum load of 20 rounds per magazine.

7.2 SUPPORT WEAPON SYSTEM
a. Primary Weapon
– Maximum of 1600 rounds.
– Maximum of 2 magazines
– Maximum load of 800 rounds per magazine.

b. Secondary Weapon (Side Arm)
– Maximum of 40 rounds
– Maximum of 2 magazines.
– Maximum load of 20 rounds per magazine.

7.3 SNIPER WEAPON SYSTEM
a. Primary Weapon
– Maximum of 80 rounds.
– Maximum of 4 magazines
– Maximum load of 20 rounds per magazine.

b. Secondary Weapon (Light weapon system)
– Maximum of 360 rounds
– Maximum of 6 magazines.
– Maximum load of 60 rounds per magazine.

c. Secondary Weapon (Side Arm)
– Maximum of 40 rounds
– Maximum of 2 magazines.
– Maximum load of 20 rounds per magazine.

7.4 GRENADES
a. Maximum of 2 grenades per player.
b. Thus player with a re-usable grenade (e.g. Tornado) may only use it 2 times.
c. Any combination of 2 different grenades may only be used 2 times in total (e.g. Tornado and Hakkotsu Thunder).
d. BB’s used for grenades may not be substituted and/or used for ammunition.
e. Medics may not carry grenades.
f. Hit by grenade (e.g. Tornado) is instant KIA and normal 5.2 Getting Hit and 5.4 Dying rules apply.

7.5 SMOKE GRENADES
a. Maximum of 1 smoke.
b. Medics may carry smoke.

8. TAKING HITS
When a player is struck by a non-ricocheting BB for whatever reason it counts as a “HIT”.

8.1 Player hits
A player is HIT when hit on the body, gear or armour.

8.2 Weapon hits
a. Hit on weapon does not count as hit but will disable the weapon.
b. A player must spend 5 minutes doing nothing to repair his weapon.
c. Weapon can be repaired at any time and place.

8.3 Getting HIT
a. When player is hit, the player will shout “HIT” and drop to the ground.

b. PLEASE!!! WE DOT PLAY “MEERKAT RULE” SKANNING THE HORIZON TO SEE WHO AND WHAT SHOT YOU!!!

WHEN HIT GO TO GROUND IMMEDIATELY, LAYING FLAT ON THE GROUND IF YOU ARE ABLE TO SIT FLAT ON THE GROUND AND LEAN AGAINST ANY OBJECT YOU MAY DO SO OTHERWISE YOU FLAT ON YOUR BACK, SIDE OR STOMACH.

c. The player will mark himself as dead by placing red hit/death rag on his chest or head (one will be supplied if you don’t have one).
d. The player will mark himself as dead by holding his weapon vertically if there is a lot of shooting around him.
d. It is the responsibility of HIT players to mark themselves as such to avoid getting shot again.
e. Often an opposing player can’t see the opponent’s entire body and can’t tell that he is HIT.

9. BLEED OUT TIME (BOT) & KILLED IN ACTION (KIA)
a. Being hit by any weapon system a player’s BOT is 10 minutes.
b. Should player not be healed within those 10 minutes he is KIA.
c. Being hit by grenade ex. Tornado the player is KIA and his BOT will remain 10 minutes.
d. Being within hit radius of IED the player is KIA and his BOT will remain 10 minutes.
e. A player that is BANG KILLED is KIA and his BOT will remain 10 minutes.
f. A player KIA will return to his Respawn Platform after waiting the FULL 10 MINUTES – NO EXCEPTIONS!

10. BEING HIT
a. A player that has not been KIA is allowed to shout for a medic once every minute or so.
b. HIT or KIA player may say absolutely NOTHING to live players.
c. They may not point, nod, use the radio or make any gestures to indicate where the enemy is.
d. It is not allowed for live players to use KIA or HIT players as cover.

11. MEDIC RULE
Field dressings are used to heal HIT players so they can rejoin the game.

11.1 Field dressing & Resupply
11.1.1 Task Force Trident (TFT)
a. There will be 20 field dressings for TFT.
b. TFT will have 2 Specialized Combat Medics and 3 Special Forces Medics with 4 field dressings per medic.
c. At no time may medic carry more than 4 field dressings on him at any given time.
d. Field dressing may be exchanged between medics.
e. A medic cannot heal himself, medics can heal each other.
f. A field dressing may only be used once with the exception of Rule 7.6.

11.1.2 Anti Coalition Forces (ACF)
a. There will be 20 field dressings for ACF.
b. A player may carry maximum of 1 field dressing.
c. A player can not heal himself.
d. A field dressing may only be used once.

11.2 Healing
a. When a TFT medic or ACF player reaches a hit player within BOT, he may heal the player by applying field dressing around the players arm.
b. A TFT medic or ACF player may do nothing else while healing a player.
c. A TFT medic or ACF player can only heal one player at a time.
d. A TFT medic can be healed by fellow TFT medic.
e. The number of field dressings around players arm will determine if he can be healed or not.
e. A player that is WEARING 2 field dressings, being healed twice will be KIA with third hit, normal BOT rules will apply.

11.3 Removal of Field Dressings
a. Once KIA may a player remove his field dressings at the Respawn Platform with the exception of Rule 7.6.
b. TFT Specialized Combat Medics (PJ’s) may remove field dressings within the field – Rule 7.6.

11.4 Moving Hit players
a. A HIT player may be moved by his comrades.
b. He may help by kicking his legs, but he may not walk or run.

11.5 Extending Bleed Out Time (TFT ONLY)
a. Each player may carry 1 BOT field dressing (will be supplied).
b. A non-medic team-mate may apply the HIT player’s BOT field dressing to extend the BOT with 5 minutes to 15 minutes.
c. Should player not be healed within those 15 minutes he is KIA.
d. A player KIA will return to his Respawn Platform after waiting the FULL 15 MINUTES – NO EXCEPTIONS!

11.6 Specialized Combat Medics (PJ’s – TFT ONLY)
a. A Specialized Combat Medic can remove field dressings in the field.
b. He can only work on 1 player at a time for 10 minutes.
c. He can only remove 1 field dressing at time.
d. The medic may do nothing else during this period and must have both hands on the player.
e. If the operation is interrupted, the time starts again.
f. Field dressings removed by Specialized Combat Medics may be used for re-supply.
g. Specialized Combat Medic may never carry more than 4 field dressings on him at any given time.

11.7 Body Armour & Ballistic Helmets (TFT ONLY)
a. Players can wear both body armour (plate carriers) and helmets (ballistic) for protection.
b. Body armour and helmet both give one extra armour field dressing and may be used for any hit.

Body Armour and Helmet Criteria:
Body amour: The armour must contain 2 compartments for hard plates (chest and back).
Helmets: Helmets must resemble authentic ballistic helmets.

c. A player can carry maximum of 2 armour field dressings (will be supplied).
d. Armour filed dressing can only be used once.
e. A non-medic team-mate must pin the HIT player with his armour field dressing.
f. When a player reaches a HIT medic he must pin armour field dressing on the medic.

12. RESPAWN WINDOW
There will be 4 respawn windows of 20 minutes every hour on the hour 1150B – 1210B, 1250B – 1310B, 1355B – 1410B and 1455B – 1510B. Players may respawn at any time within that window at their respawn platform.

12.1 KIA & Respawn
a. Once a player is KIA he should return to respawn platform.
b. Once at the respawn platform he will wait for scheduled respawn window, after this, he’s back in the game and can remove all field dressings.
c. When at the respawn platform there may be NO communication with live players (except for off-game messages), but eating, reloading and such is allowed.

13. RESPAWN PLATFORMS
Opposing forces will have either one or both of the following respawn platforms:

13.1 Insertion Respawn Platform (IRP)
a. IRP is static platform and may NOT be moved.
b. IRP may not be attacked or captured and may not be entered by enemy players.
c. Live players may not be attacked within their IRP.
d. Live player may not attack spotted enemy players while inside IRP.
e. Live player may not attack spotted enemy players while inside IRP.
f. KIA players must respawn within IRP.
g. ONCE LIVE PLAYERS HAVE LEFT IRP THEY MAY ONLY RE-ENTER AFTER 10 MINUTES – NO EXCEPTIONS!

13.2 Forward Insertion Respawn Platform (FIRP)
a. FIRP is not static and may be moved.
b. FIRP may be established any time during the respawn window.
c. Once FIRP is established it may not be moved during respawn window.
d. FIRP will have respawn radius of 5 meter.
e. FIRP may be attacked or captured by the enemy, with the normal application of Rule 10.
d. The commander will appoint FIRP operator.
e. FIRP can only be established with commander or second-in-command and FIRP operator being present.

14. THE CAPTURE RULE
a. A HIT player may be taken captive; he must be healed within 10 min BOT by TFT medic or ACF player.
c. Prior being healed the player must be informed by physically placing your hand on his shoulder and saying “YOU ARE BEING SEARCHED”.
d. There is no need to remove his weapons but all weapons of the captive player will then be out of action.
e. The captive player may not under any circumstances use his weapons if he has been told “YOU ARE BEING SEARCHED”.
f. If the captive player is not told “YOU ARE BEING SEARCHED” he can use his weapons as soon as he has been healed.
g. If the captive player is asked to move with a hand on his shoulder he must comply.
h. A CAPTIVE PLAYER MAY ONLY BE DETAINED FOR 30 MINUTES.
k. Thereafter captive player must return to his Respawn Platform he will be deemed as “dead man walking” until he has reached his Respawn Platform.
l. Only once at Respawn Platform he will be deemed as “alive” and may he reveal that he has been captured and been interrogated – no exceptions.

15. TASK FORCE TRIDENT ROE
Task Force Trident players will be issued with Tactical Directive Rules of Engagement.

16. THE ESCAPE RULE
The only time a player can escape is if he is left unattended and is able to sneak away! No Exceptions.

17. TOUR OF DUTY TACTICAL CODE OF CONDUCT
SWC TOD MilSim events are designed to emulate a realistic combat environment for you. To aid the realism, we expect all players to adhere to a TOD Tactical Code of Conduct throughout our events. The following points are designed to help you do this:

a. Do not linger out in the open.
b. Do not stand in plain view in windows or doorways.
c. Run between areas of cover.
d. When static, take cover if possible behind an object. If cover is not available, present a smaller target and get down on one knee.
e. Cover your teammates crossing exposed areas.
f. Squads / call signs moving together should watch their spacing, do not bunch up.

If a player is persistently ignoring TOD Tactical Code of Conduct and is diluting the game dynamic – a marshal may choose to issue that player with a hit and or KIA for that player to then bleed out.