MILSIM RULESET

R&D MILSIM RULSET

 

Welcome to R&D MilSim. This document serves as the definitive guide to operational conduct, engagement protocols, and safety standards for all participants. Thorough comprehension and adherence to these rules are mandatory; they are essential to maintaining the integrity, realism, and safety of all exercises.

 

Participants are expected to approach each scenario with discipline, professionalism, and respect for both the mission and their fellow operators. While the environment simulates real-world military operations, it remains a controlled setting — violations of protocol compromise both safety and the experience of all personnel involved.

 

All operators are required to execute their responsibilities with diligence, situational awareness, and adherence to established procedures. Compliance ensures a safe, challenging, and rewarding simulation for every participant.

 

 

 

SECTION 1 – CONDUCT, ADMINISTRATION, AND REGULATIONS

1.1 General Conduct

1.1.1 In all situations not specifically addressed within this ruleset participants will exercise sound judgment and act in a manner consistent with the spirit and intent of the event.

1.1.2 Participants will not attempt to “game” or exploit event mechanics. Maintain professionalism, adaptability, and immersion at all times.

1.1.3 Disrespect toward event staff, Cadre, or fellow participants will not be tolerated. Any player found engaging in cheating, dishonesty, or disrespectful behavior will be immediately removed from the event without refund.

1.1.4 Participants engaging in theft, physical assault, or any violation of local, state, or federal law will be expelled from the event and turned over to local law enforcement authorities.

1.2 Lost and Found

1.2.1 Any participant who discovers an item believed to be lost or dropped by another player will secure the item and surrender it to their assigned Cadre for return to its rightful owner.

1.2.2 R&D MilSim assumes no responsibility for items or personal property left behind in the area of operations (AO) after Cadre have cleared the site.

 

1.3 Age Restrictions

1.3.1 The minimum age for participation in any R&D MilSim event is 13 years of age.

1.3.2 All participants under the age of 18 must have a waiver signed by a parent or legal guardian and notarized by a certified notary public.

1.3.3 Participants aged 13–15 must be accompanied by a parent or legal guardian who is also a registered participant of the event.

1.3.4 While minors may attend, R&D MilSim events are designed for mature participants capable of demonstrating discipline, composure, and respect. Parents and guardians should carefully consider whether their minor possesses the emotional maturity necessary to ensure a positive and safe experience for all participants.

 

1.4 Alcohol and Drugs

1.4.1 R&D MilSim events are strictly alcohol- and drug-free.

1.4.2 The use or possession of alcohol, narcotics, or hallucinogenic substances is prohibited, regardless of state or local legalization.

1.4.3 Due to the presence of minors and the use of firearms, violations of this policy will result in immediate expulsion from the event and possible referral to local law enforcement.

 

1.5 Leaving the Event Area

 

1.5. R&D MilSim events emphasize full immersion and a controlled logistical environment.

1.5.2 Once in-processing is complete, any participant who returns to their vehicle for any reason must have their gear re-inspected by Cadre prior to re-entry into the area of operations.

1.5.3 Participants retrieving items from their vehicles will be escorted by White Cell personnel to and from the parking area.

1.5.4 Any participant who leaves the AO to sleep, rest, or retrieve additional equipment will be deemed “out of game” and will not be authorized to return to active play.

 

SECTION 2 – PERSONAL PROTECTIVE EQUIPMENT (PPE)

2.1 Eye Protection (EYEPRO)

2.1.1 Eye protection must be worn at all times. No exceptions. This includes while resting, sleeping, or off active play areas. Failure to wear proper eye protection at any time constitutes a safety violation.

2.1.2 R&D MilSim assumes no responsibility for injuries sustained by participants who remove or improperly wear their eye protection during the event.

2.1.3 All eye protection must meet or exceed ANSI Z87.1-1989 standards and must fully enclose the eye sockets, providing coverage from all angles of potential impact.

2.1.4 Eye protection will be inspected by Cadre during check-in for compliance with these standards. If a set of eye protection is deemed questionable, Cadre will err on the side of caution and disapprove it.

2.1.5 Participants are strongly encouraged to bring a backup set of approved eye protection in the event their primary eyewear fails inspection.

2.1.6 While not mandatory, participants are strongly encouraged to wear additional facial protection such as:

A lower mesh face mask

A balaclava or bandana

A mouthguard

These measures help prevent dental and facial injuries during gameplay.

 

2.2 Hearing Protection

2.2.1 Hearing protection is strongly recommended at all times. Participants may be exposed to noise levels in excess of 120 dB during the event.

2.2.2 Potential sources of high-decibel noise include, but are not limited to:

Blank-firing firearms

Commercial-grade 1.4C pyrotechnics (e.g., Enola Gaye products)

Field equipment and simulated combat effects

2.2.3 R&D MilSim assumes no responsibility for hearing damage resulting from participants who choose not to wear proper hearing protection.

2.2.4 Any military-style or civilian-rated hearing protection is acceptable. Foam earplugs, electronic hearing protection, or over-ear defenders are all considered suitable for use.

 

SECTION 3 – UNIFORM REQUIREMENTS

3.1 General Guidelines

3.1.1 All participants must wear uniforms that match their assigned faction and conform to the approved camouflage patterns outlined below.

3.1.2 Uniforms must consist of matching tops and bottoms in the approved camouflage for the designated faction.

3.1.3 The only exception to matching uniform requirements applies to MILITIA (Regional Forces) participants, who may mix and match from their approved camouflage options.

3.1.4 Participants arriving in unauthorized camouflage patterns will be denied entry to the event without refund.

3.1.5 Participants wishing to use an unlisted camouflage pattern or uniform must form a full squad (minimum of 9 participants) and obtain prior written authorization from R&D MilSim Staff before the event. Requests must be submitted via official R&D MilSim communication channels.

 

3.2 Approved Camouflage Patterns

3.2.1 NATO Forces

Approved Pattern above.

Disallowed Patterns: Multicam Arid, Tropic, Black, Snow, 

Black headgear is prohibited.

 

3.2.2 RUSFOR Forces

Approved Patterns: Any current or former Russian-issued camouflage

Camogrom (Multicam) or any imitation of NATO patterns is strictly prohibited.

When in doubt, contact R&D MilSim Staff for verification prior to the event.

 

3.2.3 MILITIA Forces

Approved Patterns:

US M81 Woodland

Solid Green uniforms

Any approved RUSFOR camouflage

Prohibited Patterns: Tiger Stripe, Rhodesian Brushstroke, Night Desert, or any other non-approved pattern.

If it is not solid green, US Woodland, or RUSFOR camouflage, it is not authorized.

 

3.3 Load-Bearing Equipment and Gear

3.3.1 NATO Forces/Rusfor

Approved Colors: Multicam (per Section 3.2.1), Ranger Green (RG), Olive Drab (OD), Tan, or Coyote Brown (CB).

Black load-bearing gear is not permitted.

 

3.3.3 MILITIA Forces

Any chest rig or load-bearing equipment (LBE) is permitted.

Only non-NATO–style body armor or plate carriers are allowed.

Rucksacks are exempt from color restrictions, provided they are not bright or civilian-colored.

 

3.4 Cold and Wet Weather Gear

 

3.4.1 NATO Forces

Approved: Faction-approved camouflage, Tan, or Alpha Gray (PCU).

 

3.4.2 RUSFOR Forces

Approved: Faction-approved Russian camouflage or Woodland pattern.

 

3.4.3 MILITIA Forces

Approved: Faction-approved camouflage, Ranger Green, Black, or Olive Drab Green.

 

3.5 Footwear

3.5.1 Due to the challenging terrain and physical demands of R&D MilSim events, participants are strongly advised to wear military-style boots or commercial equivalents such as Danner, Asolo, Salomon, or Merrell.

3.5. Tennis shoes, dress shoes, or similar footwear are prohibited as they do not provide adequate support, protection, or durability.

3.5.3 Proper foot care and footwear are critical to both personal performance and the safety and success of the team.

 

3.6 Prohibited Face Protection

3.6.1 “Army of One, Two, Three, Four,” or any similar full-face mask designs are unauthorized.

3.6.2 Paintball masks are not permitted at any R&D MilSim event.

 

SECTION 4-PACKING LIST

On Your Person

Uniform, T-shirt,

Pants, Boots,

Underwear,

Socks

Hat/Helmet (recommended)

ID, Medical Card (provided)

Pad and pencil

Load Bearing Equipment (plate carrier, chest rig, belt rig)

Magazine pouches, Admin pouch

R&D Tourniquet (provided)

Radio (required for squad lead)

Canteen/Camelback

Red-lensed flashlight,

 Chem lights

Primary weapon, Magazines, Batteries/gas, Speed loader, Sling

Gloves,

Mouth guard,

Eye pro,

Ear pro

Assault Pack

Spare chem lights,

Extra food

Spare batteries (radio/replica)

Spare gas for GBB replica

Emergency cold/wet weather gear

1x spare socks,

 1x spare t-shirt

10ft 550 cord,

Small roll duct tape

Rucksack

Sleeping bag,

Sleeping pad,

 Poncho

Food and water for 2 days

Cold/Wet weather gear

Spare uniform,

Dry clothes,

 3 pairs socks

Stove,

 Eating utensils

Towel, Washcloth, Toothbrush, Toothpaste, Deodorant, Hand-soap

Personal items/medications

Replica repair kit/spare parts

E-tool or shovel

 

SECTION 5 — CLEARING PROCEDURES

Safety reminder: Treat every replica as loaded. Always keep the muzzle pointed in a known safe direction and your finger off the trigger unless you intend to fire.

5.1 — Gas Blow-Back (GBB) Replicas

Orient the replica so the muzzle points in a safe direction.

Place the safety to SAFE.

Remove the magazine.

With the muzzle still pointed safely, retract the bolt/slide fully to the rear to extract any chambered round.

Visually inspect the chamber and magazine well; remove any BB observed.

Close (ride forward) the bolt/slide.

Select FIRE and depress the trigger once.

Retract and lock the bolt/slide to the rear.

Conduct a second visual inspection of the chamber and magazine well to confirm they are empty.

Close the action, re-cock if required by the system, and return the safety to SAFE.

Inspector requirement: Demonstrate the bolt/slide locked open and permit a clear visual inspection of the chamber.

 

5.2 — AEG 

Orient the replica so the muzzle points in a safe direction.

Place the safety to SAFE.

Remove the magazine.

Select FIRE.

With the muzzle pointed safely, depress the trigger five (5) times to clear any residual rounds/BBs from the chamber.

Return the safety to SAFE.

Disconnect and remove the battery (AEG) or render the blank adaptor inert per manufacturer instructions.

If applicable, retract and lock the bolt to the rear and visually inspect the chamber and magazine well to confirm they are clear.

Note: Follow any additional manufacture-specific procedures for blank-adapted equipment prior to transport.

5.3 — Universal Chamber & Bolt Check

Muzzle pointed in a safe direction; safety ON.

Remove the magazine.

Retract and lock the bolt/slide to the rear (if applicable) and perform a visual inspection of the chamber and magazine well.

Only close the action after a positive visual confirmation that the chamber is empty.

 

5.4 — Handling & Conduct Rules

Do not carry or transport a replica with the safety off. Transition to FIRE only when authorized and prepared to engage.

If a malfunction is encountered during clearing, keep the muzzle pointed safely and request marshal assistance if required.

During inspections, cooperate fully with marshals and comply with any additional demonstration requests.

 

5.5 — Marshal Inspection Protocol

Players must present replicas cleared and show the action open or otherwise visibly empty during entry inspection.

Failure to satisfactorily demonstrate clearing procedures may result in denial of field entry or removal from the event.

 

SECTION 6 — WEAPON RESTRICTIONS

6.1 — Weapon Class Definitions & Examples

LMG — Light Machine Gun: examples: M249, MK46, RPK (and similar). Prohibited: Stoner-pattern belt guns, belt-fed AR platform conversions, and other experimental or non-military LMG hybrids.

MMG — Medium Machine Gun: examples: M240B, M60 variants, MK48, PKM. MMG systems have a minimum engagement distance of 50 feet (15.24 m) regardless of chronograph results.

 

6.2 — Militia Attachment Rule

A participant registered as Militia may use any replica, but only one external attachment is permitted per weapon (examples of attachments: optic, PEQ/laser module, tracer unit, suppressor).

If multiple attachments are present at registration (e.g., optic + PEQ), one attachment must be removed before the event. This rule also applies to tracer units and suppressors.

 

6.3 — Lasers & Aiming Devices

Use lasers for momentary target designation/aiming — center mass on the human silhouette is the required target area. Continuous/constant laser illumination of human targets is discouraged.

When used for signaling, lasers may be swept in a circular or moving motion to indicate targets or shift fires; still avoid direct head/face illumination.

 

6.6 — Magazine & Feeding Restrictions

 

Squad limits: each squad is authorized either 2 × LMG or 1 × LMG + 1 × MMG. Squads are limited to 2 × Grenadiers. These limits preserve realistic squad composition and fire-control balance.

Box / drum magazines: reserved for designated LMG/MMG gunners only. Any weapon classified and treated as an LMG/MMG must be a faithful recreation of a real-world counterpart.

Non-LMG/MMG weapons: permitted magazines are mid-cap, standard (AR-style), or low-capacity magazines only — no box/drum magazines for non-LMG/MMG weapons.

Special magazine notes:

M27 IAR and RPK-16 users are not authorized to use any drum/winding magazine.

RPK-74 users may use a drum magazine only if the replica retains a full-length factory barrel.

 

6.7 — General Conduct & Safety

Fake knives are prohibited — do not bring them to the event.

All LMG/MMG class replicas must be presented for inspection and be identified as such during squad load-out.

Event marshals reserve the right to require removal, modification, or replacement of replicas or accessories that violate these restrictions or compromise safety or balance. Non-compliance may result in denial of field entry or removal from the event.

 

 

SECTION 7 — FPS / MAGAZINE / AMMO RESTRICTIONS

 

Purpose: Preserve safety, realism, and force-balancing. All chronograph readings, magazine/BB limits, and engagement distances are mandatory. Marshals may re-test any replica at any time.

7.1 — FPS / ENERGY LIMITS (By Class)

Pistols, Shotguns, GBBR, AEGs & LMGs

1.6J

Representative limits (6 mm)

6 mm: 370 fps with 0.25 g BBs

MMGs (M240B, M60 variants, MK48, PKM only)

Energy: 2.0 J — Minimum engagement distance: 50 ft (15.24 m)

Representative limits (6 mm): 425 fps with 0.25 g

DMR / Sniper Rifles

Energy: 2.9 J — Minimum engagement distance: 100 ft (30.48 m); semi-auto only

Representative limits (6 mm / 8 mm):

6 mm: 550 fps (0.20 g) or 490 fps (0.25 g)

Note: The listed fps values are representative examples tied to specific BB weights — chronograph to the actual BB weight you will use. Minimum engagement distances for MMG and DMR classes are absolute and enforced regardless of chronograph reading.

 

7.2 — BB ISSUE & RESUPPLY POLICY

To promote resource management and realistic logistics, initial BB supplies will be issued to participants at check-in. Resupply will be provided during the event according to faction supply capacity and operational circumstances.

How issued BBs are distributed, pooled, or reallocated within a squad is a leadership responsibility. Extra allotments will not be issued for players who bring grenades or occupy Grenadier roles.

 

7.3 — STANDARD AMMO ALLOTMENTS (Per Event Issue)

 

Riflemen, Grenadiers, SDMs, Snipers: 500 rounds

 

Auto Riflemen (LMGs): 1,500 rounds

 

Machine Gunners (MMGs): 3,000 rounds

 

7.4 — FIRE CONTROL & RESOURCE ACCOUNTABILITY

Command and unit leaders are responsible for fire control discipline and ammunition accountability. Leaders must monitor and manage their element’s ammunition state and ensure personnel understand remaining loads.

Excessive or wasteful firing that degrades playability or unit effectiveness may be addressed by marshals and leadership (warnings, sanction, or corrective action).

 

7.5 — MARSHAL AUTHORITY & COMPLIANCE

Marshals may chronograph, inspect magazines, and verify BB allotments at any time. Non-compliance with energy limits, engagement distances, or ammo rules may result in reclassification of the replica, weapon/component removal, or participant ejection.

 

SECTION 8 — LMG / MMG / GRENADIER

Purpose: Define employment, handover, and squad allocation rules for automatic and heavy weapons to preserve realism, balance, and force lethality.

8.1 — Squad Composition Limits

A standard nine‑man rifle squad is authorized either:

2 × LMGs, or

1 × LMG + 1 × MMG.

In addition to rifle squads, a Platoon Leader (PL) and Platoon Sergeant (PSG) may convert one rifle squad into a weapons squad. That weapons squad remains subject to all rules regarding Grenadiers and DMRs but may be assigned up to 3 × MMGs.

 

8.2 — Manning & Immediate Action

Automatic weapons (LMG/MMG) are the platoon’s primary casualty‑producing systems and must be manned continuously whenever practicable.

If an LMG/MMG gunner is hit, teammates should assume control of the weapon as an immediate action to maintain sustained fires. Once the wounded gunner has been treated and cleared, they may resume operation of the weapon.

Always ensure crew safety when transferring weapon control; verbal coordination and clear handoff are required.

 

8.3 — MMG Engagement Distance

MMG class weapons (M240B, M60 variants, MK48, PKM, etc.) have a mandatory minimum engagement distance of 50 feet (15.24 m), regardless of chronograph readings. This distance is absolute and strictly enforced to preserve safety and realism.

8.4 — Grenadier / Heavy-Weapon Rules

A nine‑man squad is limited to 2 × Grenadier‑class weapons total.

If a designated Grenadier is hit, squad members may temporarily operate that Grenadier’s weapon while the wounded player awaits treatment. Prior to using another participant’s equipment, request consent when practicable; when immediate action is required (combat casualty), assume control under command intent and notify the wounded player and squad leadership as soon as possible.

 

8.5 — Command Responsibilities

Platoon and squad leaders are responsible for managing weapon allocations, ensuring compliance with squad limits, and coordinating immediate‑action handovers to preserve fire continuity.

Marshals reserve the right to enforce load‑out limits, reassign classifications, or require removal/modification of weapons that violate these rules.

 

SECTION 9 — DMR / SNIPER (R&D MILSIM)

Purpose: Define employment, equipment, engagement distances, and command assignment for Designated Marksman Rifles (DMR) and Sniper teams to preserve realism, safety, and command control.

 

9.1 — Designated Marksman Rifles (DMR)

Authorized platforms include SR‑25, M110, MK12 SPR, SCAR‑H (DMR variants), M14 variants, SVD variants, VSS, and similar systems when configured as DMRs.

Fire mode: DMRs must be capable of semi‑automatic fire only. Fully automatic fire must be permanently disabled (soldered, pinned, or otherwise irreversibly rendered inoperable).

Energy / FPS: DMRs must comply with DMR/Sniper energy limits (see Section 7). Representative maximum: 550 fps with 0.20 g BBs (2.8 J), chronograph to the exact BB weight used.

Engagement distance: Minimum engagement distance — 100 ft (30.48 m).

Allocation: One (1) DMR per 9‑man squad / squad element.

Bolt‑action exclusion: Bolt‑action rifles are not authorized to be used as DMR platforms. Bolt‑action rifles are classified and treated as sniper weapons (see §9.2).

 

9.2 — Sniper / Sniper Rifles

Platform: Sniper rifles must be either bolt‑action or permanently fixed semi‑automatic systems (i.e., incapable of automatic fire without complete disassembly).

Propellant: Spring, electric, or gas propellant systems are permitted for sniper rifles provided they meet the sniper energy/FPS limits. Chronograph to the exact BB weight used.

Energy / FPS & Distance: Sniper rifles must conform to the sniper/DMD energy limits and adhere to a minimum engagement distance of 100 ft (30.48 m).

Secondary weapon: Snipers may carry one secondary for close‑in engagements. The secondary is limited to a pistol only. Snipers may not carry full‑sized LMGs, MMGs, grenadier, or heavy‑weapon class replicas as a secondary.

Spotter allowances: A spotter may carry an approved full‑sized AEG or GBB rifle only (rifle‑class weapons). Spotters may not carry LMGs, MMGs, or grenadier/heavy‑weapon class replicas.

Engagement conduct: Sniper teams are strongly encouraged to avoid intentional head shots whenever possible; prioritize center‑mass engagement consistent with safety and event intent.

Team limits & command assignment: Sniper teams are limited to two (2) teams per faction. A sniper team must register and operate as a complete team (Sniper + Spotter). Sniper positions are granted at the discretion of the Cadre Faction Commander.

Command asset status: Sniper teams are a command asset — they are not squad or platoon assets by default and may be task‑organized to missions at command direction. There are no guaranteed sniper slots for squads or platoons.

Sign‑up procedure: After purchasing event tickets, prospective sniper teams must message their faction Commander (cadre) to inquire about sniper slot availability and assignment.

 

9.3 — Inspection & Compliance

All DMR and sniper rifles must be presented for chronographing and inspection during check‑in and may be re‑tested at any time. Weapons that can be converted to automatic or that exceed energy limits will be subject to restriction, modification requirements, or disqualification.

Failure to comply with DMR/sniper rules may result in disqualification from the role, reclassification of the weapon, or removal from the event.

 

SECTION 10 — HAND GRENADES

Purpose: Define authorized grenade types, safe employment, lethal effect areas, and casualty rules to preserve safety and playability.

 

10.1 — Authorized & Prohibited Devices

Autorized: Only approved live‑action fragmentation simulators are permitted (examples: Tornado™, TAG Hand Grenades, TLSFX, Enola Gaye fragmentation types) that produce projectiles/fragmentation on detonation.

Prohibited: Inert rubber replica grenades and improvised markers (tennis balls, etc.) are not allowed.

Flash‑bang simulators (Thunder B’s, similar): Treated as flashbangs only (no fragmentation). Exception: some venues may classify Thunder B’s as live‑action grenades due to local fire or safety constraints — follow venue/cadre guidance.

 

10.2 — Employment & Verbal Warning

When deploying a hand grenade, the thrower must audibly announce: “FRAG OUT!” immediately before release to alert nearby participants.

Arm and employ devices exactly per the manufacturer’s instructions. Improper arming that results in a failure to detonate is a dud and has no effect on opposing participants.

 

10.3 — Kill Radius & Wounding Rules

Kill / Wound Radius: All approved fragmentation grenades have a 15‑foot (≈4.6 m) kill/radius of effect from the detonation point. Anyone within 15 feet of the detonation point not protected by hard cover is considered wounded.

Enclosed spaces: If a grenade detonates inside a room, hallway, or rooftop, everyone in that enclosed space is considered wounded (exception below).

Large spaces exception: Rooms, hallways, or rooftops greater than 1,000 sq ft are not automatically cleared by a single detonation — apply line‑of‑sight and distance rules as applicable.

Dud rule: If a grenade fails to detonate (dud), it has no effect on participants.

 

10.4 — Cover Definitions & Effects

 

Solid cover (protective): Large, hard obstacles — e.g., rock outcrops, earth berms, bunkers, vehicles, or trees larger than a person — that lie directly between the defender and the detonation point. Participants completely behind solid cover are not wounded.

Soft cover (non-protective): Vegetation such as bushes, shrubs, grass, and small trees — participants behind soft cover are wounded and must follow healing procedures.

No cover / exposed: Participants with no substantive cover in the kill radius are wounded.

 

10.5 — Interaction With Live Grenades

Kicking / throwing away: A grenade may be kicked or picked up and thrown away before it detonates — permitted but not recommended as a valor act.

Safety limits: Do not dive on grenades to shield others — this action is prohibited.

Bounce / rebound: If a thrown grenade strikes an object and rebounds so that it detonates near the thrower, the thrower and anyone within 15 feet of the detonation point are wounded.

 

10.6 — Casualty & Healing

Participants classified as wounded by a grenade must follow the event’s healing / medical procedures (see Medical & Healing section). Marshals will enforce healing timelines and procedures for grenade wounds.

 

SECTION 11 — ROCKETS & 40 mm GRENADES

Purpose: Define authorized munitions, firing platforms, employment constraints, effects, and vehicle interaction rules to preserve safety, realism, and playability.

 

11.1 — Authorized Munitions & Launchers

 

Rockets

Authorized rocket rounds include approved TAGIN rounds, chalk, or pyro‑detonating types.

Rockets must be launched from RPG, LAW, AT4 type replicas or other launcher platforms explicitly approved by R&D staff.

Home‑made launchers are conditionally permitted only with prior, on‑site approval by R&D staff. Home builds must present as a reasonable likeness of a real launcher and be demonstrated at the AO for inspection. When in doubt, paint the launcher OD green to aid identification.

 

40 mm Grenades

Authorized 40 mm munitions include TAG 40 mm grenades (pyro or chalk) and approved 40 mm BB‑shower grenades.

40 mm rounds are authorized to be fired from M79, M203, GP‑30, MGL, M320, and comparable launcher replicas.

 

11.2 — Employment & Trajectory Rules

Lobbing only: Rockets and 40 mm grenades must be employed in an arcing/lob trajectory. They must not be fired flat or aimed directly at individual participants or small groups.

The intent is indirect/area effect; direct‑fire employment aimed at personnel is prohibited.

11.3 — Effect Radius & Wounding Rules

Kill / Wound Radius: Both rockets and 40 mm grenades have a 20‑foot (≈6.1 m) kill/wound radius measured from the point of impact/detonation. Anyone within 20 feet and not protected by solid cover is considered wounded.

Enclosed spaces: If a round detonates inside a room or hallway, everyone in that enclosed space is considered wounded.

Large space exception: Apply common‑sense distance and line‑of‑sight judgement for very large internal spaces (marshal discretion).

11.4 — Cover Definitions & Effects

Solid cover (protective): Large, hard obstacles such as rock, earth berms, bunkers, vehicles, or trees clearly larger than a person that lie between the defender and detonation point — participants behind such cover are not wounded.

Soft cover / exposed: Vegetation (bushes, shrubs, grass, small trees) and exposed participants are wounded if within the effect radius and must follow healing procedures.

 

11.5 — Vehicle Effects

Rockets and 40 mm grenades (pyro or chalk) may disable vehicles. BB‑shower 40 mm rounds do not destroy vehicles unless otherwise specified by event rules.

Vehicle kill rule: One direct rocket or one 40 mm pyro/chalk round equals a kill for the vehicle, the driver, and the vehicle commander (TC). All other passengers are considered wounded and follow wounded procedures.

Venue or scenario variations may alter vehicle vulnerability—obey event‑specific vehicle rules.

 

11.6 — Safety, Marshalling & Venue Authority

Marshals and venue officials retain final authority to prohibit specific munitions or launcher types for safety, insurance, or local regulation reasons.

Launcher demonstrations and munitions presentations may be required at check‑in. Unapproved or unsafe devices will be barred from use.

Improper employment (direct fire at personnel, unsafe handling, or failure to obey lobbing rules) may result in immediate sanction, weapon/effects removal, or participant ejection.

 

SECTION 12 — BLANK‑FIRE WEAPONS

 

Purpose: Blank‑fire enhances immersion and extends realistic engagement ranges. Because of the real‑world hazards blank ammunition and blank‑firing weapons present, blank‑fire use is tightly controlled, permissioned, and inspected.

12.1 — Authorization & Eligibility

Only event staff and pre‑approved participants may use blank‑firing weapons. To receive approval a participant must:

Be 21 years or older.

Have no felony convictions.

Possess a weapon configured with an approved Blank Firing Adaptor (BFA) — No bolt‑action rifles, no shotguns, and no unobstructed bores are permitted for blank‑fire.

Complete the pre‑event blank‑fire inspection and qualification (see §12.4).

Consent to magazine/ammunition inspection at any time while on site.

Demonstrate the ability to field‑strip, reassemble, and perform a function check on the firearm.

Recite from memory the four rules of firearms safety.

Demonstrate safe firing while observing and respecting the 20 ft / 180° safety fan (see §12.5).

Maintain positive control of the weapon at all times — no blind‑firing, no unsafe manipulation.

Note: Authorization is granted by R&D Staff only. Requests to bring a real weapon for blank‑fire must be submitted via the R&D WEBSITE at least one week prior to the event. Do not present an unapproved real weapon at check‑in expecting on‑site authorization.

12.2 — General Blank‑Fire Rules & Limitations

No live ammunition of any type may be brought to or present at R&D events.

Approved blank‑fire weapons must use proper blank‑fire safety components (gas limiters, blank‑fire muzzle dampeners, BFAs, etc.).

Blank‑fire weapons will not be used inside buildings. Participants must remain outside or switch to an airsoft replica for indoor operations.

Blank‑fire users are responsible for supplying their own blank ammunition. R&D does not issue blank ammo.

Blank‑fire is atmospheric and tactical in effect; calling a hit from blank‑fire is a courtesy, not mandatory, but participants are expected to react appropriately to incoming blank fire (seek cover, alter tactics).

12.3 — Tactical Intent & Expected Reactions

Blank‑fire is intended to extend engagement ranges and encourage covered, tactical approaches at extended distances.

If caught in the open and receiving aimed blank fire, teams/participants should react realistically (seek cover, withdraw, or otherwise adapt). It is the receiving group's responsibility to self‑assess and volunteer casualties in the spirit of realistic play.

Failure to take cover or otherwise respond to incoming blank fire violates the spirit of the exercise and may be addressed by cadre or marshals.

12.4 — Pre‑Event Inspection & Qualification (Blank‑Fire Station)

A designated R&D STAFF member will conduct the pre‑event blank‑fire validation. The shooter must complete the following:

Magazine & Ammunition Check: Present magazines empty; show blank ammunition in original packaging or clear resealable bags.

Four Rules of Firearms Safety: State from memory: (1) Treat every gun as loaded; (2) Never let the muzzle cross anything you are not willing to shoot; (3) Keep your finger off the trigger until on target and ready to fire; (4) Be sure of your target and what is beyond it.

Field‑strip & Function Check: Field strip the weapon, reassemble, and perform a complete function check.

Safety Fan Demonstration: Demonstrate awareness of the 20 ft / 180° safety fan by engaging three test targets presented by the cadre. Shooters must engage only targets outside the 20 ft distance and must not engage when the cadre stands within the safety fan. Weapons must fire two controlled blank shots per target with no malfunctions.

If malfunctions occur, the cadre may permit remedial adjustment and a single retest, or deny blank‑fire authorization for that weapon.

Upon successful completion, the cadre will authorize blank‑fire status for the shooter and weapon for that event.

12.5 — Safety Fan — Definition & Use

The Safety Fan is a 20‑foot, 180‑degree arc extending forward from the weapon’s muzzle. Blank‑fire shooters must ensure no person occupies this fan before firing.

Shooters must maintain situational awareness of their entire safety fan (front and lateral sectors) and must not allow tunnel vision to create unsafe firing conditions.

12.6 — Prohibited Conduct (Grounds for Immediate Revocation)

Blank‑fire status may be revoked immediately by cadre for any observed safety violation or unsafe behavior (on‑site or discovered after via media). Prohibited actions include, but are not limited to:

Flagging — pointing the muzzle at participants within the 20 ft / 180° safety fan (including while slung).

Firing with participants inside the safety fan or firing at participants inside the fan from any position.

Firing from inside buildings or firing through windows/doors/murder‑holes from within a safety fan.

Blind‑firing or firing without a clear, safe target sector.

Firing after a cease‑fire has been called.

One‑handed rifle firing, hip‑firing, or other unsafe weapon handling.

Attempting to claim or loudly broadcast hit counts ("bragging" about hits) in a disruptive manner.

Allowing an unapproved person to handle or fire your blank‑fire weapon.

Using inflammatory or extremist chants, slogans, or gestures while handling or firing weapons.

Any conduct that jeopardizes participant safety or violates venue regulations.

12.7 — Enforcement & Consequences

Cadre may revoke blank‑fire privileges on the spot and bar further use for the remainder of the event. Repeated or severe violations may lead to event ejection, suspension from future events, or reporting to venue authorities.

Cadre decisions regarding blank‑fire denial or revocation are final for the event. Appeals may be submitted post‑event through official R&D STAFF.

12.8 — Training & Responsibility

Blank‑fire users must understand the inherent dangers of blank ammunition and associated muzzle blast / gas effects. Only qualified, authorized participants may operate blank‑fire weapons.

Authorized shooters must continuously supervise and control their weapon and comply with all safety commands from cadre and marshals.

 

SECTION 13 — HITS & CALLING YOUR HITS

Purpose: Preserve honesty, safety, and clarity in casualty procedures. Play in good faith — this keeps the event realistic and safe.

 

13.1 — SURRENDER

Surrender is not used. The term “surrender” implies a voluntary compliance option; MSW events do not employ a surrender mechanic. Do not call or accept “surrender.”

13.2 — WHAT CONSTITUTES A HIT

Any BB strike to any part of your body or to any item of equipment secured to your person counts as a hit. This includes direct hits and ricochets.

Weapon hits do not count (hits on the weapon itself are non‑effects).

Friendly fire counts. Verify targets before engaging.

Blind firing is strictly prohibited and will be sanctioned.

13.3 — SIMULTANEOUS HITS

If two participants are struck in the same engagement such that both are hit essentially simultaneously, both participants are treated as out.

13.4 — CALLING YOUR HIT — REQUIRED BEHAVIOR

When struck you must immediately do the following:

Call it loudly and clearly. Use audible vocabulary such as “HIT! HIT! HIT!” and state your approximate location or callout if necessary. Shout loudly — be heard over gunfire and foliage.

Fall to the ground instantly and simulate being wounded. The theatrical element helps nearby shooters recognize your status.

Do not reload, manipulate, or test‑fire your weapon while down. Reloading/test‑firing creates confusion and may cause live shooters to continue engaging you. The only allowed vocalization beyond calling “HIT” is calling for a medic if you require attention.

Do not move toward objectives or into the fight seeking a medic. When requesting medical aid, move or direct medics away from the objective and the immediate point of contact — approach should be from a safe/rearward direction unless directed otherwise by medics or marshals.

 

13.5 — MEDICAL / HEALING PROCEDURE (SUMMARY)

When you call “HIT” and fall, follow the event’s healing/medical SOP (see Medical Section). Wait for medics or follow self‑aid instructions as required.

While awaiting treatment, continue to display that you are incapacitated (remain on the ground, refrain from re‑engaging or assisting in combat activity).

13.6 — CONDUCT & INTEGRITY

Airsoft depends on integrity — call your own hits. Do not call hits on opponents.

Failing to call hits, deliberately concealing a wound, or otherwise violating hit‑calling rules undermines play and may result in sanctions, removal from the event, or other disciplinary action by marshals.

13.7 — ENFORCEMENT

Marshals will enforce hit‑calling and medical procedures. Repeated violations (failure to call hits, blind firing, false medic calls, or re‑engaging while marked out) will result in corrective action up to event ejection.

 

SECTION 14 — BEING “WOUNDED”

Purpose: Define the rules for handling casualties, buddy aid, and the use of the MilSim West Tourniquet (R&DTQ) to simulate battlefield injuries.

14.1 — REQUIRED EQUIPMENT

Every participant must carry their issued MilSim West Tourniquet (R&DTQ) at all times.

Each participant is issued one R&DTQ during event registration. No replacements will be provided if lost.

If lost, only a battle buddy’s tourniquet may be used to aid you, or you will bleed out.

14.2 — SELF-AID RESTRICTIONS

Self-healing is prohibited. You may not use your own tourniquet or assist yourself in any way.

You may not hand your R&DTQ to a buddy. Only your buddy may apply it.

Tourniquet preparation: Your R&DTQ may not be combat-prepared (i.e., threaded through the plastic tri-glide).

Buddy aid realism requires your buddy to prepare and apply the tourniquet, slowing the aid process to simulate real-world conditions.

14.3 — BUDDY AID PROCEDURES

When hit, follow “Calling Your Hits” procedures.

A battle buddy may apply your R&DTQ, or use their own if needed.

Effect of treatment:

If treated by a buddy or Platoon Medic within 5 minutes, you are considered wounded but able to continue fighting.

While wounded, you may disclose enemy activity, positions, or intelligence observed prior to or during your wounded state.

14.4 — BLEED OUT RULE

If no buddy or Platoon Medic reaches you within 5 minutes, you bleed out and are considered killed / dead.

At this point, follow all procedures in the “Being Killed / Dead” section.

14.5 — GENERAL NOTES

Buddy aid is designed to simulate realistic battlefield first aid, encourage teamwork, and add tactical depth.

Keep your R&DTQ secured at all times to avoid being unable to be treated.

Adherence to these rules ensures fair play and maintains the intended realism and challenge of the event.

 

SECTION 15 — BODY ARMOR & BALLISTIC HELMETS

Purpose: Define qualifying armor/helmet standards, inspection procedures, and in‑game benefits for wearing certified body armor and ballistic helmets.

15.1 — Definitions — What Qualifies

Body Armor (qualifying):

A front and back ballistic rifle plate set (e.g., ESAPI / SAPI style or Russian equivalent) or training plates that replicate the same form/weight.

Each plate must weigh a minimum of 5 lb (≈2.27 kg). Plates must be worn in an armor carrier designed to accept rifle plates.

Soft armor alone does NOT qualify. Side plates do not count toward the required plate set/weight.

Ballistic Helmet (qualifying):

A real ballistic helmet or an accurate replica of an authentic ballistic helmet.

Helmets designed or manufactured as bump helmets (vent holes, lightweight non‑ballistic shells) do not qualify. You may still wear a bump helmet, but it will not grant the in‑game benefits below.

15.2 — Militia Exception / Limitations

Militia/Regional Forces may wear qualifying body armor and ballistic helmets only if the armor and helmet are non‑NATO style (appearance/accessory set must be consistent with militia impressions). Cadre reserve the right to determine acceptability for faction impression purposes.

15.3 — In‑Game Benefit — Extra Tourniquet

Participants wearing both a qualifying body armor set and a qualifying ballistic helmet at the time they are hit are entitled to carry/use one additional MilSim West Tourniquet (R&DTQ) in‑game.

Effect: the wearer may be buddy‑aided twice (two tourniquet applications) before requiring platoon/company medic healing, provided the second tourniquet is carried/available per §15.4.

To receive/claim this benefit the participant must be wearing both qualifying items when struck. If not worn at the time of being hit, the participant reverts to standard medic/buddy aid rules.

15.4 — Inspection & Verification

To qualify for the extra‑tourniquet benefit, participants must present armor and helmet for inspection at check‑in:

Plates weighed separately from other gear to confirm each plate meets the 5 lb minimum.

Helmet inspected to confirm ballistic (or accurate ballistic replica) characteristics and absence of bump‑helmet features (vent holes, thin shell).

R&D staff or designated cadre will perform the inspection and record qualification for that event.

15.5 — Tourniquet Purchase & Availability

R&D issues one R&DTQ to each participant as part of registration. Participants who wish to use the extra‑tourniquet benefit must supply/purchase their second R&DTQ before the event or use one obtained at a prior R&D event. R&D will not supply a second tourniquet at check‑in.

15.6 — Use & Scalability

Wearing qualifying armor/helmet is optional. If a participant elects not to wear the items, they forfeit the extra tourniquet benefit.

The system is scalable: benefits apply only while both qualifying items are being worn at the moment of being hit.

15.7 — Enforcement & Appeals

Cadre retain final authority to approve or deny qualifying status based on inspection. Failure to present approved armor/helmet at check‑in or misrepresenting equipment may result in loss of benefit, loadout modification requirements, or other sanctions.

Appeals or requests for re‑inspection may be made to event staff during check‑in only; post‑event appeals may be submitted through R&D staff.

 

SECTION 16 — BEING “KILLED” MAKES YOU “DEAD”

Purpose: Define the rules for casualty progression from wounded to killed/dead, and the procedures for healing and re-entry.

16.1 — CASUALTY PROGRESSION

If you are previously wounded and are hit again (after your R&D Tourniquet[s] have been applied), you are now “killed” and considered “dead.”

If you are wounded but not treated within 5 minutes (bleed-out), you are also killed/dead.

While wounded or dead, you cannot speak, move, or manipulate any gear or weapons on your person.

16.2 — MEDICAL SUPPORT

Designated medics:

Platoon Medic (PLT MEDIC): 1 per platoon

Squad First Responder (SFR): 1 per squad

I.V. Healing System:

Medics carry I.V.s (16oz water bottles) to “heal” dead participants.

Participant must drink the entire I.V. before being considered healed and able to re-enter the event.

Medics must collect empty bottles; resupply is one-to-one (turn in empty for full).

Medics and SFRs can be buddy-aided like other participants, following the buddy aid rules under Being “Healed.”

Medics and SFRs cannot self-heal. If killed, they must be healed by another medic, SFR, or at the Company Casualty Collection Point (CCP).

16.3 — CASUALTY MANAGEMENT

Participants killed while medics or SFRs are unavailable proceed to the Company CCP and complete the healing process before re-entering.

R&D Tourniquets can be reused, but I.V. availability is limited per mission to control the number of regenerations

16.4 — HEALING & INTEL LOSS

Once healed, participants lose access to any previously collected intelligence (INTEL).

Healing represents a “fresh replacement” rather than retaining prior battlefield knowledge.

16.5 — DEAD STATUS INDICATORS

While moving to a medic or CCP, participants must hold their weapon over their head to visibly indicate they are dead.

This ensures other participants do not engage the dead player accidentally.

16.6 — GENERAL NOTES

The killed/dead system maintains tactical realism, controls battlefield regeneration, and emphasizes the value of medics and squad teamwork.

Compliance is mandatory; failure to follow dead/wounded rules may result in penalties or removal from the event.

 

SECTION 17 — COMPANY CASUALTY COLLECTION POINTS (CCP)

Purpose: Define the role, operation, and rules for Company Casualty Collection Points used to process “dead” participants back into the event.

17.1 — Definition

A Company CCP is a designated friendly area—marked and announced by cadre—where I.V. bottles (16 oz water bottles) are cached for healing/regeneration purposes.

CCPs exist only where mission design or unit logistics require them and are established at cadre direction.

17.2 — Movement & Responsibility

Participants must move to a CCP to be healed; CCP supplies are not delivered to players.

If a player is wounded but not yet bled out, they may be carried to a CCP by teammates (see “Carrying Wounded” rules) to receive treatment prior to the 5‑minute bleed‑out timer.

It is the squad/platoon’s responsibility to move casualties to the CCP in a timely and tactically sensible manner.

17.3 — Regen Procedure at CCP

Present yourself at the CCP as a dead participant (weapon held overhead).

Retrieve a 16 oz I.V. from the CCP cache.

Drink the entire bottle to be considered healed and eligible to re‑enter the event.

Return the empty bottle to the original cache container—no litter, full accountability.

Once healed, you may re‑join forces per cadence directed by cadre or unit leadership.

17.4 — Logistics & Accountability

CCPs are supply caches: medics turn in empties to resupply (one full bottle issued per empty returned). Responsible supply handling is enforced.

CCPs are finite resources; unit leaders must manage usage and prioritize treatment consistent with mission needs.

17.5 — Tactical Considerations & Vulnerability

CCPs may be attacked or overrun. They are fixed caches and are vulnerable if left unguarded. Supplies may be captured or removed by opposing forces per scenario rules.

Treat CCPs as tactical assets: secure, defend, or relocate them as the situation dictates (only with cadre approval).

17.6 — Authority & Placement

CCP locations and use are established by cadre and communicated during mission briefs. Do not establish ad‑hoc CCPs without staff approval.

Cadre hold final authority to move, disable, or revoke CCP caches at any time for safety, balance, or scenario reasons.

 

SECTION 18 — CARRYING WOUNDED

Purpose: Define safe and realistic procedures for moving wounded participants during missions.

18.1 — When Carrying Wounded is Required

Some missions may require wounded participants to be moved to a Company CCP or other designated location to maintain mission flow.

All carries must be conducted with consent from the wounded participant.

18.2 — Approved Carrying Methods

1. Drag or Shoulder Carry (Single Person)

One participant may drag or shoulder carry a wounded participant.

Move walking, not running.

2. Simulated Two-Person Carry

Two healthy participants each place one hand on the wounded participant’s shoulders.

Walk together, carrying the participant as a single unit.

No running allowed.

3. Simulated One-Person Carry

One healthy participant places both hands on the wounded participant’s shoulders.

Walk the wounded participant carefully, without running.

18.3 — Firing While Carrying

Participants may fire their weapons while carrying:

If two people carry, one may fire left-handed and the other right-handed to engage targets.

Ensure situational awareness and weapon safety at all times.

18.4 — Interruptions & Contact Loss

If one participant carrying a wounded participant is hit, the remaining participant must drop the wounded and wait for additional assistance to resume the carry.

If contact with the wounded participant is broken, they must remain in place until they are safely carried away by others.

18.5 — Wounded Participant Responsibilities

Wounded participants must act as dead weight.

They may not assist in their own rescue by reaching, standing, or otherwise attempting to move.

18.6 — Safety & Realism

All methods prioritize participant safety and realistic battlefield simulation.

Running while carrying or attempting to self-extract is strictly prohibited.

 

SECTION 19 — SEARCHING

Purpose: Define lawful, safe, and respectful procedures for searching participants for intelligence (intel) during missions. Searches may occur when a participant is wounded, dead, or returning to a medic/CCP.

19.1 — GENERAL PRINCIPLES

Searching is allowed and encouraged as a tactical action to collect intel.

Always act with respect and maintain safety — do not cause physical harm.

Never remove a participant from the field for the purpose of searching; searches occur in‑place.

Under no circumstances may participants be bound, zip‑tied, or otherwise physically restrained.

19.2 — CONSENT‑BASED SEARCH PROCEDURE

Request consent first. Ask the participant if they authorize a hands‑on search.

If consent is granted:

You may conduct a hands‑on inspection for intel (radios, maps, notes, playbooks, loose ammo, etc.).

Be professional and stop immediately if the subject requests you to stop.

Return all non‑expendable personal items immediately after inspection.

If consent is refused or revoked:

Verbally request specific items (e.g., “Radio, maps, notebook, loose ammo”).

The participant must surrender the requested items without resistance.

You may examine, photograph, or take notes on surrendered items.

After inspection you must return all surrendered items to the participant before you depart their immediate vicinity.

19.3 — ITEM HANDLING & LIMITS

Do not permanently seize personal property. All searched items must be returned on site once the search is complete.

Loose BB ammunition (rounds not contained in a magazine or box mag) may be confiscated by the searching force. This excludes blank‑fire ammunition.

Definition — loose ammo: any loose rounds in pockets, bags, or speedloaders not currently loaded into a magazine.

Protected: ammo already loaded into magazines or box magazines is considered on‑person and may not be confiscated during the search.

You may photograph or record intel items for reporting, but treat sensitive personal effects with discretion.

19.4 — SPECIAL CASES

Wounded or dead participants: Searches may be conducted while the participant is wounded or dead, or while returning to a medic/CCP. Use discretion and respect medical procedures.

If the searched participant asks you to stop at any time, stop immediately and proceed to request specific items per §19.2(3).

19.5 — CONDUCT & ENFORCEMENT

Abusive, invasive, or non‑compliant searches (physical harm, theft, or binding) are prohibited and will be sanctioned by cadre.

Marshals may mediate disputes arising from searches and will enforce return of improperly retained items and apply penalties for violations.

 

SECTION 20 — VEHICLES

Purpose: Establish requirements, responsibilities, and damage rules for participant and team vehicles to preserve safety, command control, and event integrity.

20.1 — AUTHORIZATION & PRE‑APPROVAL

No participant or team vehicle may be used at an R&D event without prior staff approval..

Request approval via the R&D WEBSITE before attending; do not arrive expecting on‑site authorization.

20.2 — GENERAL VEHICLE REQUIREMENTS

Vehicles must have valid registration and insurance; drivers must carry a valid driver’s license. Owners/drivers are financially responsible for any damage caused by their vehicle.

Drivers and Truck Commanders (TCs) must be 21 years or older. No exceptions.

All vehicle crews must comply with event eye‑protection rules.

No e‑bikes or dirt bikes are permitted.

Vehicles must obey posted or event‑directed speed limits at all times.

Headlights ON at all hours for safety, including at night.

20.3 — CREW DUTIES & COMMAND

Vehicles must have both a Driver and a Truck Commander (TC) present at all times while operating.

The TC is accountable for the safety and conduct of the driver, gunner, and all passengers; the TC enforces compliance with R&D rules and cadre direction.

Crews must be prepared to transport passengers as directed by their faction commander. Vehicles are a faction asset, not solely a private team vehicle.

Crews must maintain reliable communications with leadership (high‑wattage radio recommended). Poor comms is not an excuse for disobeying orders.

20.4 — PASSENGER SAFETY & SEATING

Any participant not seated in a designated seating area (e.g., pickup bed) MUST wear a helmet.

No riding on skids, side rails, or with a lowered tailgate while the vehicle is in motion.

Troop transports must provide a reliable method of communication between cab and troop bay for safety.

20.5 — VEHICLE KILL TIMES (MISSION EFFECTS)

Troop trucks: 20MIN kill time.

Gun trucks: 30MIN  kill time.

(These represent mission/system timers for how long a vehicle is out of action after being destroyed; scenario variations may adjust times by cadre.)

20.6 — TAKING OUT VEHICLES — DAMAGE EFFECTS

Approved explosive/area effects (rockets & 40 mm TAGs grenades):

A vehicle struck by an approved rocket or an approved 40 mm pyro/chalk round is destroyed with one (1) hit = 1 kill.

Driver and TC are considered killed (dead).

All passengers are considered wounded and must exit the vehicle and follow wounded procedures.

The destroyed vehicle and its driver/TC must be returned to company HQ for regen per mission rules.

Non‑explosive fire (BBs):

Participants may engage vehicles with BBs to wound driver, TC, or passengers.

If a driver is wounded, the vehicle must stop in place and wounded procedures apply until the driver is healed.

Alternatively, a replacement driver (must be at least 21 years old) may take over only with prior clearance from the vehicle owner.

Notes:

BB‑shower 40 mm rounds may be treated differently for vehicle destruction—follow event/venue guidance.

Vehicle kill rules and effects may be further specified or modified by mission brief; obey cadre direction.

20.7 — OPERATIONAL CONDUCT & ENFORCEMENT

Vehicle crews must obey R&D cadre orders (return to base, reposition to seize initiative, etc.). Rogue behavior will not be tolerated.

Marshals and staff may revoke vehicle privileges for unsafe or non‑compliant behavior.

Failure to maintain communication, obey speed limits, follow passenger safety rules, or comply with cadre direction can result in vehicle removal from the event and/or participant sanction.

 

SECTION 21 — SHIELDS

Purpose: Define the rules, limitations, and effects for the use of ballistic shields as a special asset. Shields are a tactical tool — not invincible — and are treated like vehicle/blank‑fire assets with strict inspection, employment, and recovery rules.

21.1 — Qualification & Restrictions

Real ballistic shields only. Riot shields and pistol‑caliber law‑enforcement shields (designed only for pistol rounds) are not acceptable. Replica shields must be accurate likenesses of real ballistic shields and are subject to cadre approval.

Correct impression required. Shield users must present a credible impression appropriate to the shield’s real‑world user (e.g., unit style, accessories).

One (1) shield per platoon. Shields are a limited, managed asset.

Shield access is discretionary. R&D cadre may deny or revoke shield use at any time (pre‑event or on‑site) for safety, impression, or conduct reasons.

Shield carrier minimum kit: Carrier must be in full qualifying armor per the R&D Armor rule set (ballistic helmet + vest with rifle plates).

Allowed armament while carrying: Carrier may only be armed with a pistol or SMG while carrying the shield. No LMG/MMG/grenadier class weapons while shielded.

No pickup rule: If the shield carrier is hit and rendered down, the shield may not be picked up and used by another teammate. Downed shields must be recovered and returned to faction CP per §21.4.

21.2 — Employment Rules & Conduct

Shields are to be used as a maneuver/cover asset and must be employed with tactical intent and cadre‑directed mission plans. They do not grant invulnerability; opposing forces may—and are expected to—neutralize shield teams.

Under sustained, effective direct fire the shield carrier may not advance; carrier must remain in place or withdraw/retreat as the tactical situation dictates. (Carriers may return fire from position but cannot use the shield as a mobile invulnerability bubble.)

Shields are not to be used to permanently occupy or block combined egress/ingress routes in an unsafe manner. Use responsibly and follow cadre direction.

21.3 — Recovery, Elimination & Downtime

Elimination / Down time: If a shield is successfully neutralized, it incurs 1 hour down time before it may be returned to service (subject to cadre). During downtime the shield must be returned to the faction CP.

Return to CP: A downed shield is recovered to the Company CP; it may not be redeployed until the downtime has expired and cadre authorizes re‑issuance.

Carrier hit rule: If the carrier is hit, the shield may not be immediately picked up and re‑used by teammates. The shield is considered a neutralized asset until recovered to CP and re‑authorized.

21.4 — TAKING OUT SHIELDS — EFFECTS & METHODS

40 mm TAG pyro/chalk (direct front hit): A direct, detonating 40 mm TAG pyrotechnic or chalk round to the front of the shield immediately kills the carrier, any participant within arm’s reach of the carrier, and destroys the shield. Duds do not count.

Hand grenade: A live fragmentation grenade that detonates within 10 ft behind the shield carrier kills the carrier, the shield, and any participants within 10 ft of the detonation.

Other neutralization: Any other credible method of neutralizing the shield (as adjudicated by cadre and determined in brief) may be applied. Shields are not impervious to combined arms, explosives, or properly employed anti‑shield tactics.

Buddy aid limitation: The shield carrier may receive only one buddy‑aid application if hit — even if they otherwise would qualify for two tourniquets under the Armor rule. After that single aid, a subsequent hit is a kill.

21.5 — CAPABILITIES & LIMITATIONS

Capabilities

Provides hard cover to BB fire when oriented correctly (front face).

Serves as hard cover for front‑facing hand grenade blasts (per grenade rules) when the shield is between the blast and the protected participant.

Limitations:

Does not protect from area effects that detonate behind or around the shield (see §21.4).

Does not protect the carrier from flanking, overhead, or elevated fires that bypass the shield plane.

Does not grant exemption from squad allocation, impression, or safety checks.

21.6 — Safety & Enforcement

Shield carriers must obey all weapon, eye‑protection, and vehicle/crew safety rules while operating a shield.

Cadre may ground a shield immediately for unsafe use, poor impression, or disruptive behavior. Grounding may be temporary or permanent at staff discretion.

Misuse of shields, unauthorized transfer of shields between participants, or use that endangers other participants will be met with immediate sanction (removal of shield privileges, ejection).

 

SECTION 22 — ROLES & RESPONSIBILITIES

Purpose: Clear, authoritative duties for command and enlisted roles. Leaders must understand intent and expected outputs; every participant should know their duties and how they support the unit.

Platoon Leader (PL)

Lead the platoon to accomplish higher‑headquarters’ intent and assigned missions.

Maneuver squads and fighting elements; synchronize squad efforts and fires.

Anticipate the platoon’s next moves and control emplacement of key weapon systems.

Maintain 360° security and three‑dimensional situational awareness.

Issue clear tasks with purpose to squads; place yourself where you’re most needed.

Provide timely, accurate reports to higher HQ.

 

Platoon Sergeant (PSG) — (Cadre only)

Prepare the platoon to accomplish the mission; supervise PCCs/PCIs.

Be prepared to assume PL duties.

Operate where most effective for command & control — base of fire or assault element.

Collect squad administrative/logistical reports and request resupply (rations, water, ammo).

Coordinate logistics with company leadership.

Manage combat loads and monitor unit sustainment.

Establish and operate the platoon CCP; direct medics and litter teams; maintain platoon strength and process replacements.

 

Platoon Medic

Treat casualties; assist aid/litter teams and CASEVAC under PSG control.

Advise PL/PSG on force health/protection and monitor troop physical condition.

Report medical situations and actions to PSG.

Request Class VIII supplies through company senior medic.

Perform additional tasks as assigned by PL/PSG.

May carry up to 30 I.V. bottles.

 

Platoon RTO (Radio Telephone Operator)

Maintain communications with higher at all times; immediately report any loss of comms to PL/PSG.

Conduct radio checks when static; report inability to contact higher.

Be proficient in radio procedures and reports (e.g., calls for indirect fires, MEDEVAC).

Carry freqs and call signs in a known, accessible location.

Assist PL with information management.

 

Squad First Responder (SFR)

Manage personal combat load and batteries; troubleshoot radios and report defects.

Serve as squad recorder and note taker.

Treat casualties and assist evacuation/CASEVAC under SL control.

Advise SL on force health matters and check squad members’ physical condition.

Report medical actions to SL and request Class VIII supplies through company medic.

Execute other tasks assigned by SL/TL.

May carry up to 4 I.V. bottles.

 

Rifle Squad Leader (SL)

Employ control measures for direct/indirect fire and tactical movement.

Control squad movement, rate of fire, and distribution of fires.

Fight the close fight by fire and movement; conduct troop‑leading procedures (TLP).

Provide timely LACE/SALUTE reports to the PL (squad location, enemy situation, KIA, security posture).

Conduct PCCs/PCIs and ensure every member understands the mission and their role.

 

 

Weapons Squad Leader (WSL)

Senior squad leader; performs rifle SL duties plus:

Control fires and establish fire control measures.

Recommend machine‑gun employment to PL.

Monitor ammunition expenditure.

Act as PSG surrogate when required.

Understand mission two levels up (platoon, company).

 

Team Leader (TL)

Lead the team in fire and movement; coordinate with PL for machine‑gun base‑of‑fire effects.

Serve as SME for team weapons, duty positions, and squad battle drills.

Control team movement, rate and distribution of fire; ensure team security.

Assist SL and be prepared to assume SL/PSG duties.

Enforce field discipline and manage team combat load and supply.

 

Rifleman

Master your weapon system (rifle, optics, laser) day and night; deliver well‑aimed shots.

Construct and occupy hasty firing positions; rapidly use covered/concealed positions.

Fight as part of the unit; know teammates’ duties and be ready to fill roles.

Report observations to the team leader.

Administer buddy aid as required and manage personal food, water, and ammo.

Understand mission two levels up (squad, platoon).

 

Grenadier

Perform all rifleman tasks.

Engage targets with appropriate grenade rounds by day/night; know maximum effective ranges for grenadier rounds.

Understand mission two levels up (squad, platoon).

 

Automatic Rifleman (LMG)

Know employment characteristics and safety constraints of each ammo type.

Make rapid first‑shot adjustments to improve follow‑on effectiveness.

Load and serve weapon efficiently in all firing positions.

Provide suppressive fire against groups, apertures, or suspected positions to enable assault.

Perform rifleman duties and understand mission two levels up.

 

Squad Designated Marksman (SDM)

Integrated squad member providing precision fire with an optically enhanced general‑purpose weapon.

Selected for marksmanship, maturity, reliability, and judgment.

Execute rifleman tasks and engage high‑value targets: leaders, radio operators, automatic weapons crews, rocket/sniper threats.

Employed where precision fire is required (urban, restrictive ROE, counter‑marksman, overwatch, checkpoint operations, etc.).

Support assault and concealment operations with precision coverage as directed.

 

Medium Machine Gun Team (MMG)

Gunner

Responsible for the gun, assistant gunner, and all equipment.

Bring the gun in/out of action and advise squad/WSL on employment.

Enforce discipline while the gun is employed and understand ballistic effects on targets.

Assist weapons squad leader and be ready to assume higher responsibilities.

Assistant Gunner

Be prepared to assume the gunner role at any time.

Maintain round counts and report gun serviceability to the WSL.

Watch flanks and provide ammunition supply to the gun.

Spot rounds and recommend corrections; immediately take over if gunner is incapacitated.

Resupply ammunition from other soldiers as needed.

Understand mission two levels up (squad, platoon).

 

SECTION 23 — GENERAL SAFETY ORDERS, RISK ASSESSMENT & EMERGENCY PROCEDURES (R&D MILSIM)

Purpose: Preserve participant safety, reduce preventable injury, and provide clear, immediate actions for emergencies. Safety is everyone’s responsibility — if you see something unsafe, call a cease‑fire and alert the nearest cadre.

23.1 — GENERAL SAFETY ORDERS

Never forget this is a game. Play hard, but play safe.

Keep your eye protection ON at all times while in the operational area.

Use hearing protection where appropriate (pyro, blank‑fire, prolonged noise).

If you see something unsafe — call a cease‑fire and alert the nearest cadre immediately. Safety is the responsibility of every participant.

Wear appropriate protective equipment for the environment (sturdy boots for rough terrain; helmets and knee pads for hard urban surfaces).

Always respond to EMERGENCY calls on the field: echo the command and remain in place until cadre directs further action.

Be accountable for yourself. If you have a medical issue or personal problem that creates danger to you or others, inform cadre immediately so they can coordinate help (medic, evacuation, or a ride off site). If you must leave, tell cadre before departing.

Recover and inspect any pyro you deploy. Throw only on non‑flammable surfaces. If a brush fire starts, pull a safety flag, extinguish and douse the area, then monitor for smoldering embers for at least ten minutes. Report all fires to R&D cadre. If more than nine people are needed to smother a fire, call a cease‑fire and withdraw.

Do not bring or use unauthorized pyrotechnics — refer to the Hand Grenade and Smoke Grenade sections for approved devices.

23.2 — GENERAL RISK ASSESSMENT (TOP RISKS)

Top two injury risks at R&D events:

Strains, sprains, fractures, dislocations, and other sports‑type injuries.

Heat and cold injuries from dehydration, pre‑existing conditions, or lack of appropriate clothing.

Mitigations

Cadre conduct processing inspections to ensure proper footwear and cold/wet weather/sleeping gear.

Inspections ensure participants can carry required water loads.

The R&D medic mechanic requires drinking water (I.V.) to be “revived,” reinforcing hydration.

Cadre are assigned to groups (approx. 40) to ensure rapid response and evacuation if needed.

23.3 — EMERGENCY PROCEDURES

When to call “EMERGENCY”:

A life, limb, or eyesight‑threatening injury.

A brush fire that cannot be smothered by a squad (≤ 9 people).

Major environmental hazard (flash flood, wildfire, tornado, earthquake, volcano, hurricane) that threatens participant safety.

Administrative reasons as directed by R&D cadre.

When EMERGENCY is called all participants MUST:

STOP play immediately.

ECHO the command loudly.

DISPLAY a safety flag.

REMAIN IN PLACE and await instructions from cadre.

Signals:

Verbal: “EMERGENCY” (repeat/echo).

Whistle: continuous 10‑second blast.

Megaphone: 10‑second siren.

23.4 — SAFETY FLAGS — USAGE & RULES

A safety flag visibly identifies someone as out‑of‑play or performing a safety task. Examples: a red rag, a section of a VS‑17 panel worn on the front, or a yellow reflective safety belt worn around the body.

When displaying a safety flag you must:

Sling your weapon in a non‑threatening position (weapon visibly not presented for fire).

Not use the flag to gain a tactical advantage — misusing a flag is a safety violation and grounds for ejection.

Appropriate uses for a safety flag:

Going to the latrine.

Returning to faction command post or ruck cache after bleeding out.

Retrieving items from parking (only with cadre permission).

Leaving the event for any reason.

Smothering a brush fire or attending to a smoldering pyro.

23.5 — ADDITIONAL SAFETY NOTES

Always monitor your hydration, footwear, and weather gear. Leaders should check and enforce these items during PCC/PCI.

Cadre have final authority on safety calls, evacuations, and rule enforcement. Respect and comply promptly.

Reporting hazards or near‑misses helps improve safety for everyone — file any significant incidents with cadre after the event.