Post by bigbossman on Jul 4, 2011 21:10:05 GMT -5
THESE RULES WERE BORROWED FROM THE ALBERTA MILSIM CLUB, WITH THANKS FROM COMC.
All players are required to study and know these rules to ensure a high quality and safe game experience for everybody.
Hits
i. A hit is considered to be a ball breaking on the player’s body or marker and leaving a minimum dime-sized mark.
ii. Hits on the marker render the marker out of action. Markers can be 'repaired' by designated engineers (maximum one per squad).
If no engineer available, the marker is considered active again after the player's next elimination (including 5 minute 'eliminated' period).
Wounded Rule
iii. Wounded Rule. Hits to arms or legs (including hands and feet) render a player wounded, not eliminated. Wounded players may continue
to fight, but cannot move. Teammates may carry the wounded player to safety if necessary.
iv. Players designated as medics can heal wounded players by placing a 'wound bandage' on the players ‘wounded’ extremity. Two wounds at
any one time constitute an elimination.
Eliminations
v. Hits to the head or body constitute an elimination.
vi. Eliminated players must fall to the ground and remain in place for 5 minutes.
vii. Each player shall equip themselves with a red cloth approx 50cm x 50 cm. When eliminated, place the red cloth over your body in a
visible manner to show all other players you are eliminated.
viii. Eliminated players must not be shot at or interfered with in any way. They may however have their right thigh pocket searched for
scenario props.
ix. Eliminated players may reinsert after 5 minutes. Blue Force players may reinsert in place after the 5 minute elimination period has
elapsed. Red Force players may walk off the field displaying their red cloth clearly after the mandatory 5 minute elimination period
to a designated reinsertion point.
x. NOTE: the 5 minute elimination period is mandatory to allow opposition players to search the eliminated player’s right-side thigh pocket
for scenario props. After 5 minutes, if not searched, the prop is considered ‘lost.’
Mercy Rule
xi. No player shall fire at another player within 5 meters if it can reasonably be avoided. Instead, the attacking player shall call for 'MERCY!".
The defending player, to avoid being shot at close range must respond "MERCY OUT" and raise both hands in the air.
xii. No defending player shall fire upon an attacking player who has called out for a "MERCY" and who is within 5 meters.
Captured Players
xiii. Depending on the scenario, ‘mercied’ players may be considered captured and can be held as prisoners.
xiv. Captured players may attempt escape, but they may not physically engage their captors. Escaping prisoners may be eliminated or wounded
by captors using markers as per normal.
xv. Captured players may have their markers taken from them. These must be secured by the capturing team and kept in one easily
identifiable location.
xvi. Captured players are to remain prisoners for not more than 30 minutes. After 30 minutes, captured players may display a red cloth and
walk off the field to rejoin their team. Captured markers must be returned to the prisoner after the 30 minute period.
Medic and Engineer Roles
xvii. Players designated as medics cannot heal themselves.
xviii. Only players designated as medics may repair wounds.
xix. No more than one medic per squad is permitted. Medics must identify themselves by carrying bandage bags marked with the red cross.
xx. Engineers are tasked to ‘disarm’ simulated IED’s or similar. Only designated engineers may fulfill this function.
xxi. Engineers may also ‘repair’ eliminated markers by wiping off the hit mark.
All players are required to study and know these rules to ensure a high quality and safe game experience for everybody.
Hits
i. A hit is considered to be a ball breaking on the player’s body or marker and leaving a minimum dime-sized mark.
ii. Hits on the marker render the marker out of action. Markers can be 'repaired' by designated engineers (maximum one per squad).
If no engineer available, the marker is considered active again after the player's next elimination (including 5 minute 'eliminated' period).
Wounded Rule
iii. Wounded Rule. Hits to arms or legs (including hands and feet) render a player wounded, not eliminated. Wounded players may continue
to fight, but cannot move. Teammates may carry the wounded player to safety if necessary.
iv. Players designated as medics can heal wounded players by placing a 'wound bandage' on the players ‘wounded’ extremity. Two wounds at
any one time constitute an elimination.
Eliminations
v. Hits to the head or body constitute an elimination.
vi. Eliminated players must fall to the ground and remain in place for 5 minutes.
vii. Each player shall equip themselves with a red cloth approx 50cm x 50 cm. When eliminated, place the red cloth over your body in a
visible manner to show all other players you are eliminated.
viii. Eliminated players must not be shot at or interfered with in any way. They may however have their right thigh pocket searched for
scenario props.
ix. Eliminated players may reinsert after 5 minutes. Blue Force players may reinsert in place after the 5 minute elimination period has
elapsed. Red Force players may walk off the field displaying their red cloth clearly after the mandatory 5 minute elimination period
to a designated reinsertion point.
x. NOTE: the 5 minute elimination period is mandatory to allow opposition players to search the eliminated player’s right-side thigh pocket
for scenario props. After 5 minutes, if not searched, the prop is considered ‘lost.’
Mercy Rule
xi. No player shall fire at another player within 5 meters if it can reasonably be avoided. Instead, the attacking player shall call for 'MERCY!".
The defending player, to avoid being shot at close range must respond "MERCY OUT" and raise both hands in the air.
xii. No defending player shall fire upon an attacking player who has called out for a "MERCY" and who is within 5 meters.
Captured Players
xiii. Depending on the scenario, ‘mercied’ players may be considered captured and can be held as prisoners.
xiv. Captured players may attempt escape, but they may not physically engage their captors. Escaping prisoners may be eliminated or wounded
by captors using markers as per normal.
xv. Captured players may have their markers taken from them. These must be secured by the capturing team and kept in one easily
identifiable location.
xvi. Captured players are to remain prisoners for not more than 30 minutes. After 30 minutes, captured players may display a red cloth and
walk off the field to rejoin their team. Captured markers must be returned to the prisoner after the 30 minute period.
Medic and Engineer Roles
xvii. Players designated as medics cannot heal themselves.
xviii. Only players designated as medics may repair wounds.
xix. No more than one medic per squad is permitted. Medics must identify themselves by carrying bandage bags marked with the red cross.
xx. Engineers are tasked to ‘disarm’ simulated IED’s or similar. Only designated engineers may fulfill this function.
xxi. Engineers may also ‘repair’ eliminated markers by wiping off the hit mark.