Event Rules

The Uprising Milsim Rules

Milsim is an immersive  simulation of military operations for mature airsoft players. Milsim events are aimed at players who are looking for something more than running around with a gun shooting at anything that moves. We are organising these events to provide the best milsim gaming experience that we can and we pride ourselves on the honest yet hard gameplay that players enjoy at our event.

1.0 Weapons

1.1 Each player can carry one primary weapon (AEG, support, or sniper weapon). All support and sniper weapons must represent a real world weapon and the airsoft version must physically correspond to that real world equivalent.

1.2 Each player can carry a secondary weapon (pistol or shotgun). Players using support and sniper weapons must carry a secondary weapon for use inside buildings (although both weapons can be used to shoot out of buildings). This will be verified by the marshals. Any player caught using their support or sniper weapon to shoot within buildings will have their weapon removed from play and it will be stored in the administration building for the remainder of the event.

1.3 All ammunition carried on the individual player must be in magazines, none must be carried in bottles, speedloaders, and/or bags. The following limits apply; (i) 600 rounds for a standard AEG in standard (lo or mid spring fed) capacity magazines, (ii) the box magazine capacity of support weapons must not exceed 3000, (iii) 100 rounds for a sniper weapon, (iv) unlimited number of moscart or shotgun shells for grenade launchers, and (v) unlimited number of pistol and shotgun magazines.

1.4 The fps limits (with a 0.2g BB) are 350 for AEGs and support weapons, 400 for semi auto sniper AEGs ( mechanically restricted ) and 500 for bolt action sniper weapons. Weapons that are above these limits when chronographed at the start of the event cannot be used. Random chronopgraphing will occur throughout the event and weapons over the limits will be removed from play and stored in the administration building.

2.0 Uniforms

When its Dark you will have to figure out how to identify your targets because you will not be able to tell what camo people are wearing – IF ANY…

2.1 Government forces -  British Green DPM or police black loadout,

2.2 Civilians- non dpm

3.0 Pyrotechnics

3.1 Only event purchased Pyrotechnics from PyroMad are allowed to be used onsite. The only exception being 9mm BFG blanks. Under no circumstances will a player be allowed to use home made or non event supplied pyrotechnics and anyone caught doing so will be escorted from the military site.

3.2 All explosive pyrotechnics are considered lethal. The blast radius outside of buildings is 5m. If a pyrotechnic is deployed into a room the occupants of that room are killed when it explodes. Hard cover will only protect the player if it is sufficient to protect them from a real explosive (e.g. brick wall or tank hull).

3.3 All smoke grenades deployed by players are non-lethal. For health and safety reasons smoke grenades are not to be deployed inside buildings. Marshal deployed smoke grenades may represent chemical weapons and if this is the case they will notify players of the nature of the chemical weapon as they deploy them.

3.4 Deployed devices, such as claymores and electronic pyrotechnics, can only be used if the player has a clear view of the device and its killing zone. No deployed device can be left as a booby trap, it must be command detonated.

3.5 All deployed devices must be reviewed (i.e. test fired) by a marshal before being allowed into the event. Blank firing and other metal bodied grenades are subject to restrictions. 9mm blank maximum & must be rolled underhand not thrown or dropped in windows – someone may be beneath it!)

3.6 Players are not to interfere with deployed game effect pyrotechnics. Anyone caught handling game effect pyrotechnics will be asked to leave the event.

4.0 Medic Rules

4.1 Only a medic can apply a bandage to a wounded player. Any player can apply bandages to a wounded medic. Each section medic will be provided with two bandages per section member. Players can have any number of bandages applied to them.

4.2 Five minutes after the player was wounded they are considered to have bled to death if no bandage is applied to them.  The player must return to the regeneration point and re-enter the game.

4.3 Players who return to the regeneration point must wait ten minutes before being allowed to return to the game. Any bandages they have on them must be surrendered to the marshals.

4.4 Additional bandages (packs of 10) can be obtained by the medic from the marshals in the regeneration point.

4.5 Battlefield Surgeon – at certain times, based on objective rewards, your side might be allocated a battlefield surgeon. This person must be escorted to an occupied and controlled building safely.

If they are hit on route they are KIA

Once insitu in the occupied building the battlefield surgeon can heal up to 20 casualties back to full health. The casualties must be in the same room as the surgeon for 5 minutes and cannot return fire so protect them well.

5.0 General Rules

5.1  Minimum age limit is 18 years old. (16 if accompanied by a parent or guardian who is playing)

5.2 The marshals shall be obeyed at all times & their decision is final.

5.3 A hit occurs when either (i) a BB strikes a player, their equipment, and/or their weapon, or (ii) the player is within 5 metres of a deployed pyrotechnic that has been classified as lethal (e.g. BB grenades).

5.4 Eye protection is mandatory. Full-face protection is recommended but not mandatory. Suitable CE approved impact resistant shooting glasses must be worn as a minimum. Eye protection must never be removed outside of the Safe Zone. Anyone seen without their eye protection for whatever reason will be asked to leave the event.

5.5 Refer to the maps handed to you by the marshals at the initial morning briefing. When in the Safe Zone your weapon must never be loaded. All magazines must be removed and the weapon cleared when entering the area. A test fire range is located nearby. This will be indicated to you by one of the marshals. Side arms, unless holstered must also never be loaded & carried in the safe area.

5.6 Your honesty and integrity is relied upon to provide a smooth running event. Anyone found consistently cheating will be asked to leave the event immediately and permanently banned. Be respectful to your fellow skirmishers, take your hits, and enjoy the event. Anyone reported not taking hits will be verbally informed that a complaint has been made about their game play. Allowing for confusion/heat of battle etc they will be permitted to continue playing. Persistent complaints and/or evidence witnessed by the marshals will result in the player being asked to leave the event immediately and permanently banned. Honesty is the cornerstone of our sport and we will not tolerate blatant cheating during the event. Further to this a player consistently accusing another of cheating when clearly they have not been will not be tolerated either.

5.7 Any person being unnecessarily abusive or aggressive will be asked to temporarily leave the event and return to the Safe Zone to cool off. They will be allowed to rejoin the event after they have calmed down. Any continuation of bad behaviour will result in the player being asked to leave the event immediately and they will be permanently banned.

5.8 Players are responsible for their own health and safety. The Swynnerton site presents some health and safety challenges, such as trip hazards. It is the responsibility of the players to negotiate these in a safe way.

5.9 No litter should be discarded anywhere in the gaming area.

6.0 Special Rules
This event will have a number of unique missions floating around. Some of which need special rules.

6.1 Knife Kills -

If you have a rubber knife / chicken / err sex toy, and want to use that to simulate a knife kill the victim will not cry out hit and walk off. they will instead remain quiet and still so as not to alert the rest of his team.

A knife kill cannot be medic’d

Once knifed you should remain there until either

* 5 minutes has passed in which case quietly make your way to your regen

* The stealth ninja has been slotted on his attempt to knife ur mates in which case you both walk off to regen

6.2 Bang Rule – THERE IS NO BANG RULE

You can offer the target the opportunity to surrender but he does not have to respond or he may shoot you back.

Simply keep the target in your sights and shout surrender – if the target wants to surrender he will make his weapon safe and place his hands on his head.If he goes for his weapon on a threatening manner one or two SINGLE SHOTS to the chest will suffice not an entire clip!!!

6.3 Specific Kidnap missions

If your mission is to kidnap / lift a specific target you will either get them to surrender or place a hand on them and use the infamous words

“YOU’RE NICKED “

If you are a target of a kidnap mission and the opposition has managed to place a hand on yourself and say your nicked you must go with them back to their hq.

You cannot attempt to escape since it is taken for granted that you would be searched bound and gagged.

If you have surrendered the same applies in that it is taken for granted that you have been searched.

Once at the HQ the victims details will be verified ie player number on dog tag to ensure they have “lifted” the correct target If you have any game material/ information on your possession at that time you should give it up to the commanding officer.

IF YOU ARE KIDNAPPED YOU CAN BE RESCUED ON THE WAY TO THE ENEMY HQ BUT YOU CANNOT USE YOUR AEG UNTIL BACK IN A FRIENDLY OCCUPIED BUILDING – this is because until that point you would still be bound gagged and of course previously searched Laughing

6.4 Specific Assassination targets

During the game there will be the need to take out specific strategic targets. If your mission is the assassination of a specific target you must

* identify the correct target

* kill sed target by gunfire or knife kill

* provide photographic proof of successful mission by taking a picture of yourself with opponent with his dogtag clearly visible showing his unique number. ( cameras will be provided)

* escort target back to your Regen

6.5 MORTAR TEAMS

The mortar team is made up of

2 mortar tubes

2 mortar bases

2 mortar ammo crates

a protection detail

The mortar team will be about 8 people or a minimum of 6 people. It is recommended that the commander rotates the mortar crews so everyone gets a bit of the action

Yes that means dropping bangs down the tubes.

The longer a mortar stays on station the more accurate the shot especially if the commander calls in a ranging shot and talks the mortar crew on fire adjustment.

There is a minimum time of 10 minutes for a mortar to be on a static station before the first shots can be fired.

Ammo will be limited and controlled by the side commander

Mortars can only fire a set distance and hence will have to be continually relocated to target different objective areas.

Since the Capture of a Mortar team means the OPFOR get the rounds you are carrying at the time, Mortar teams will be targetted by the opposing forces  as high value assets so protect them well.

6.6 Illumination – there will be parachute illum flares ( a limited number) for each side to use at night – there MAY be a cancel on this if we have a dry fire pyro ban since these can end up in the fields but this is not anticipated at this time and will be an MOD call on the day.

LAST BUT NOT LEAST

7.0 SAFETY CALLS

7.1 NO DUFF

We pride ourselves on taking the players safety seriously. As such we have St Johns Ambulance on station during the event to deal with all casualties.

If you are hurt or discover someone injured then shout for a marshall with the call NO DUFF NO DUFF NO DUFF and location.

When anyone hears the NO DUFF NO DUFF NO DUFF call relay it to a marshall with a location if possible.

Unless you are medically trained and certified up to date do not treat the casualty. St Johns Ambulance Paramedics will head directly to the casualty

7.2 WEAPONS DOWN

In the event of a casualty the Marshalls will give the shout Weapons down. Please stand where you are and place your weapon on the ground.

We will endeavor to start the game as soon as the casualty has been dealt with. If you move from your position then you must restart the game from regen.

7.3 BLAZE

in the event of a fire shout for a marshall with the call of BLAZE, BLAZE, BLAZE and evacuate the area safely

  • Location & Date

    Swynnerton DTE
    29th April to 1st May 2011

    Directions


    Directions to the gate will follow once the final details have been confirmed

    About Our Location

    Swynnerton is situated just 15 minutes from the M6 J14 or J15 in north staffordshire.

    The village is a quiet rural area so please drive safely and carefully through the surrounding areas of Eccleshall, Swynnerton and Cold Meece

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