Skip to content


Rules ftbh

Weapon classes
regler_avsa1

Weapon classes
Medium or heavy machineguns (like the M60, PKM, M240, MG3, M2HB etc) must chrono between 130 and 140 m/s, and are not to be used in CQB. Minimum engagement distance is 20 meters.

Light support weapons (RPK, M249 etc) can chrono from 100-130 m/s, and are not to be used in CQB. Minimum engagement distance is 10 meters.

With machineguns you are allowed to fire out of buildings, as long as it is not the ground-floor. No guns over 328fps to be used for indoor fighting at all.

Hits
All hits on your person or your gear is counted as a hit. When hit, we prefer if you roleplay a bit, instead of shouting “hit”. Scream, roll around, grab your stomach, cry for mommy, pray to your god. Once hit, you are out of action. This means you cannot actively relay information, cannot use your weapons, and cannot move around. You can scream for medic now and then, and you can crawl away from the line of fire. If assisted, you can stand and limp away, to be dumped somewhere where a medic can take care of you.

Once hit, you have a five minute bleedout (wear a wristwatch!). If you haven’t received medical attention within these five minutes, you die. Medics can revive you (see rules for medics). Anyone else can use a bandage on you, increasing your bleedout by another five minutes (total of 10), until a medic can take care of you.

Hits on your weapon won’t kill you, but it will render that weapon unusable until you’ve had an engineer tinker with your weapon for five minutes, or when you next respawn.

Special rules for body armor and helmets
Once per “spawn”, you can ignore the first hit/hits on your helmet. If this happens, you still have to fall to the ground, stay there for 30 seconds, and then get up again. Shout “HELMET” and keep going. This is an edge to promote the use of helmets, you can only do this once every “life”. Don’t abuse this privilege. Once again, please roleplay when this happens.

Body armor also increases your bleedout time to 10 minutes. If someone other than a medic patches you up, you have an effective bleedout time of 15 minutes.

Using both helmet AND bodyarmor is the only way to survive explosions (IEDs, booby traps, mines etc). Anyone else affected by explosions are killed instantly. For wearers of helmets and bodyarmors, the same rules as hits apply (10 minute bleedout, patchable by anyone to 15 minutes, medics can revive). This also applies to grenade launchers (see below).

Grenadelaunchers
If hit directly by a grenadelauncher (like M203s or GP-30s) you are instantly dead. If hit indirectly (it rains bb´s from the sky) it only counts as a normal hit. If unsure, treat the hit as a direct hit.

Mines, IEDs and boobytraps
Explosive devices (such as IEDs, mines, boobytraps and satchel charges) all make a bang. Any other type of mine (things that go beep etc) are just for alerting.

Boobytraps, satchel charges (for blowing doors etc) and mines kill everyone instantly within five meters of the explosion, unless you’re wearing body armor and helmet (see above).

Larger explosions like IEDs kill everyone within 15 meters of the blast. Same rules for BA and helmets apply here.

Vehicles
Unless someone plans to bring an APC or tank, vehicles are not bulletproof. You can disable a vehicle in two ways:

If a vehicle is taking fire, the driver must immediately stop and everyone aboard has a chance to get out. Once the fighting has stopped, the vehicle can move again. Once stopped, enemies may approach the vehicle and blow it up using satchel-charges. If this happens, loudly declare the vehicle destroyed.

If a vehicle is affected by an IED (ie a bomb goes off close to the vehicle) everyone inside is killed instantly. People wearing both body-armor AND helmets can however be helped by a medic (see rules for BA and helmets). If the vehicle is taken out by an IED or satchel-charge (or by grenades, as above), the vehicle itself is out of the game for 4 hours, including any in-game props and/or NPCs inside.

Vehicles must be driven slow, at a maximum of 20 kilometers per hour.

Deathrags
Every single participant must bring a brightly coloured piece of fabric to use when “hit”. This is to identify “dead” players, as to avoid being shot at unnecessary. This is not something that is volontarily, it is a must-bring-item. This also applies to vehicles. A vehicle out of action is to attach a brightly colored piece of fabric somewhere visible, like the antenna.

Respawn for the taleban
Respawn every half hour (ie 12:00 and 12:30, etc) from the respawn-zone. It is allowed to fire out from the respawn zone, but not into the respawn-zone (to discourage spawn camping). The respawn zone might move around as directed by what happens on the ground, more details on this in the scenario.

Respawn for coalition-forces
The coalition respawn will be the first tactical objective to be taken. Respawn every hour (ie 12:00, 13:00 etc). It is allowed to fire out from the respawn zone, but not into the respawn-zone.

Medics
Maximum of one medic per group. A medic must use real bandages (no sheet-strips). To “heal” a wounded soldier, the medic must sit with the wounded for ten (10) minutes. The medic can heal multiple soldiers at the same time, if they’re all sitting together. If the revival process is interrupted, the medic has to start over again.

Medics for the Taleban
If you’ve been hit and a medic has revived you, your second hit kills you, no matter what. Go directly to respawn.

Medics for the coalition
Every piece of protection let the wearer get mediced one more time. +2 for helmet/body-armour, +3 for helmet AND body-armour.

Prisoners
If taken prisoner, please roleplay. Roughing up prisoners to extract information is all part of the milsim experience, so be prepared to face harsh language, threats, stress positions, perhaps a slap to the face or other simulated violence. The object here is to have a nice roleplaying experience, not to abuse someone for real, so keep it on that level. At any time, if anyone is uncomfortable with the situation, you can use the word “timeout” to stop the action. Respect this!

If you choose to roleplay when taken prisoner/being interrogated, remember that almost everyone cracks under pressure. Don’t play Rambo. Give up information that you have, or lie, but don’t just tough it out like you’re some kind of superman.

If you do not want to roleplay an interrogation, there is the meta-gaming option of asking three questions, of which the prisoner has to answer one truthfully. You must state your three questions first, and then receive three answers. Remember that there is a difference between what your character knows, and what you as a player knows.

Engineers
Engineers are the people that can fix your damaged gun, disarm bobytraps or blow things up. Make sure to have 1 per squad (1/5-1/10).

Line of sight
Keep LOS at all times. Don’t stick your gun round a corner and blast away. Seriously.

Magazines
No high-caps whatsoever are allowed. Mid-caps can be used, but only half-loaded, unless they are of the larger kind of mid-cap (like 40-round RPK mags etc). Box-mags are only to be used by support weapons, and only “real” support-weapons are counted as such. Ask us if unsure.

Unallowed BB´s
Under no circumstances are Bioval BBBMAX to be used, as every window broken will cost us (and the shooter) 2500 SEK. These bullets break teeth and glass alike, and leave nasty bumps in metal.

Knifekill/knock-out
You can silently kill or incapacitate your enemies. A knife-kill permanently takes out a target in a silent fashion, the target is not allowed to scream, but have to lay down for 10 minutes, acting dead. A knife-kill is symbolized with a hand to the shoulder and whispering “knifekill”. You can also choose to just make your target unconscious, tap them lightly with your fist on their backs, whisper “knock”. They are now unconscious for 10 minutes, but will after that come to life, remembering nothing of the incident. A medic might revive them before their 10 minutes are up.

Grenades and Smoke
There will be used airsoftgrenades (pyrotechnical) and smoke-grenades in this game. It is up to you to decide if you want to use hearing-protection or not, but we suggest that you do.

Airsoftgrenades will kill anything within the same room they explode in, no saves or medics are possible (unless wearing BA and helmet). Outdoors, in large rooms and in corridors they have a 10m range.

Airsoftgrenades are only allowed on the coalition side.
Before you throw an airsoftgrenade you need to shout “GRENADE” loudly, but everyone should be aware that is still can be hard to hear the warning before the grenade comes flying. We prefer if you roll, or throw low.

Grenades can be ordered in the coalition-specific forum.

Smokes kan be used by anyone. No warning necessary. Some smokes are allowed indoors. More smoke-rules might come at a later time.

NO pyros are allowed until checked by organizers.

Registration
you can register as a member in the MilSim Society, and the game at:
milsim.se/tickets

All rules can be revised at a later date.

Posted in Milsim.

0 Responses

Stay in touch with the conversation, subscribe to the RSS feed for comments on this post.

You must be logged in to post a comment.