MILSIM RULESET
R&D MILSIM RULESET
R&D MilSim RULESET
Please take the time to go through and read all the rules carefully. While the play might get hectic as you adjust to changing situations, keep in mind that we are not real-world operators and that our main goal is to have fun, enjoy the company of friends, and sling BBs at them!
*These rules are subject to change during gameplay to adjust for safety.*
Honor and Sportsmanship
- Sportsmanship is expected! Please call YOUR OWN hits! We are wearing a lot of equipment, and a player may not notice a hit; give them the benefit of the doubt.
- Not calling your hits is cheating, and repeated offences will not be tolerated. If you suspect a player is not calling their hits, do not take matters into your own hands. Please bring this to the attention of your SQL and the event staff; use the chain of command.
- Dead players do not talk! Dead players may only talk quietly to other dead players. Dead players do not shoot their guns; doing so can make you a target. Dead players do not signal their position or indicate other players’ positions while they are dead.
- If a player asks what faction you belong to, you must identify yourself.
Airsoft is about HONOR; failure to play in an honorable manner will result in expulsion from the event. There will be no bullying, roughhousing, foul language (used in malice), or physical/mental intimidation anywhere at any time at R&D MilSim events. Failure to follow these rules will result in expulsion from the event and AO. No refunds will be given.
Blind fire
- Shooting around corners and not being able to see where your BBs are going is not allowed. Devices that allow you to shoot around corners, such as weapon-mounted cameras and mirrors, are not permitted. Players must always be looking down their sights when firing.
SAFETY
No alcohol and other Mind-Altering Substances on the field
. If you are found to be impaired on the field of play, you will be asked to leave the field or face penalties. Starting with the team point loss and ending with the civil authorities.
Eyes
All players are highly encouraged to wear FULL SEAL eye protection. Must be ANSI Z87.1-rated eye protection.
Most safety glasses are rated for single impact, not multiple. Any cracks or chips, and your eye protection will get rejected. Plan a second pair of money to buy some.
On an Active Firing AO, eye protection may only be removed after all players have mags out, their chambers cleared, and barrel covers, and game control has given the okay to remove goggles.
Lost Goggle procedure (Blind Man)
- On the call of “Blind man/or Time Out,” players need to immediately remove the magazine for their weapon, clear the chamber, and set the weapon on safe. Take a knee in your location and do not move until the “all clear” and “game on” are given. Only at that time may you reload your weapon and continue playing.
- If a player loses their eye protection during a firefight, a “BLINDMAN” call is made. The player needs to cover their face with their hands and keep their head down until eye protection can be provided for them.
- Age Requirements
- Players under the age of 12 are not allowed to play at these events. It’s the insurance, not our rules.
- Players under 16 years of age must have a guardian present during the event or fill out a transfer of guardianship to a player 18 years or older who will participate in-game with them. (We use a basic Florida form.) They also must have a Full helmet and face guard.
- Players under 18 years of age are required to have their release form notarized or have a guardian on-site to co-sign the event release form(s). They also must have a face guard.
Item Restrictions
- Players will be allowed to use only airsoft-specific guns.
- No live firearms or live steel are to be on the field. No Real Steel.
- Only weapons that use gas, air, spring, or Electric propellant.
- No “BB Guns” or BB guns converted to use airsoft BBs or Metal BBs will be allowed.
Rubber edge weapons and “Tap” Kills.
- Rubber or Plastic weapons are scenario-specific and only allowed at certain times and under certain conditions.
- Players are allowed to “safety” or “Tap out” another player with rubber-edged weapons.
- When a player is touched/tapped with the rubber-edged weapon, they are considered “hit”.
- The player that has been “killed” by a rubber-edged weapon cannot yell “hit” or “medic” – they are mortally wounded. This player is not allowed to be medicated and must head back to the aid station.
- R&D only allows approved purpose-made rubber training edged weapons.
- No modified “real-edged” weapons are allowed.
Low Light / No Light Operations
- Players will need Eye Pro with “CLEAR” lenses for all Low/No Light operations; Full sealing ANSI rated still applies.
- Players must have a Red light stick/device and a chem light to signal they have been hit.
- Use of Night Vision, Thermal, or other types of NOD is allowed
- All players are encouraged to operate “in pairs” during Low/no-light operations.
- Players are never to aim any laser system directly at the eyes of another player.
- Players are never to aim any laser system at any flying aircraft.
Player Hits
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All BB impacts count as hits, whether they strike your body, clothing, or any gear securely attached to you. This applies to both direct shots and ricochets.
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Weapon hits do not count.
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Friendly fire is valid—always identify your target.
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If two players hit each other at the same time, both are considered out.
WOUNDED RULES
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When you are hit, immediately go down and roleplay being wounded.
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Call out loudly for a Medic—the louder, the better. Gunfire and brush often make it hard for others to hear, even at close range.
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Make every effort to let others know you’ve been hit; if you stay quiet, you may continue to get shot unintentionally.
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Be as loud and clear as possible!
Player Searches
Captured or killed players may be searched by an enemy player.
- To initiate a search, the enemy player must be at arm’s length to the dead or captured player and will say, “I am searching you.” At that moment, the dead or captured player must relinquish any Intel items they have in their possession at the time of the search (Intel, kill card, BBS, etc.)
- Players in possession of more than one “kill card” must relinquish only one card per search/per death.
- Players cannot be searched after they have bled out and moved to re-spawn
SURRENDER
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There is no “surrender” rule at our events.
Wounded & Medical Rules
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Buddy Aid & Tourniquet System
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R&D events use a system where a teammate can bring you back into the fight to simulate real-world first aid with a tourniquet (TQ).
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If you are wounded and treated by your buddy or the Platoon Medic within 5 minutes, you are considered wounded but active and may continue fighting.
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While Waiting for Treatment
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Do not reload magazines, prep grenade shells, test-fire weapons, or perform any action other than calling for a Medic.
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These noises may confuse others into thinking you are still alive and can result in extra incoming fire.
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Movement & Aid Stations
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Never move toward your objective while seeking medical aid. Always move away from the action.
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Tourniquet (TQ) Rules
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You must carry a TQ on your person at all times.
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You cannot self-apply or assist in your own treatment. Do not hand your TQ to your buddy — they must take it from you and apply it themselves.
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Your TQ must not be pre-threaded through the plastic Tri-Glide. It must be staged flat so your buddy has to thread it during the aid process. This slows down buddy aid for added realism.
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Communication While Wounded
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When wounded, you may not share any intel you observed before or during your wounded state, including enemy movement, positions, and activity.
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Bleed Out & Death Rules
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If you are not treated within 5 minutes, you are considered dead and must follow the “Killed = Dead” rules.
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If you take a second hit after being treated with a TQ, you must call for a medic he will bring you a medic water you must drink the whole bottle before you can remove your TQ.
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AID STATION
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Aid Stations are designated areas where wounded or dead players may go to be treated and re-enter the event.
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Definition
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An Aid Station is marked for friendly identification and will have IV bottles (16 oz water bottles) cached at the site.
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Important: Participants must travel to the Aid Station — it is never brought to them.
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Using the Aid Station
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Wounded players may be carried to an Aid Station (see Carrying Wounded rules) at any point before their 5-minute bleed-out timer expires.
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Dead players must move, or be moved, to an Aid Station in order to regenerate.
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To regenerate, the dead player must drink one IV bottle provided at the station. After finishing, the empty must be returned to the same case.
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Game Mechanics
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Once you have completed regeneration at an Aid Station, you may re-enter the event.
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Aid Stations are not safe zones. They may be attacked, and their supply of IV bottles can be stolen.
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Because they are often positioned close to objectives, unguarded Aid Stations are highly vulnerable to enemy action.
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Uniforms
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Uniform standards exist to create the appearance of organized, cohesive units rather than individuals. This enhances immersion and improves the overall player experience.
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Clothing Requirements
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Tops: Minimum of a t-shirt. No shirtless play or tank tops allowed.
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Bottoms: Must be full-length pants.
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Headgear: Color must be faction-specific (camo or solid).
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Faction Colors
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OD Green / Russian Camo = One faction
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Tan / Brown = Opposing faction
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In cases of inclement weather, uniform standards may be relaxed, but all clothing must still align with your faction’s designated color scheme.
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Special Cases
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Certain role-playing groups may be granted approval for specialized uniforms. These exceptions do not apply to players under standard NATO and RUSFOR teams.
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Gear color is unrestricted—you may wear any color gear. However, mixing colors (e.g., tan harness with green uniforms) risks friendly fire. If that happens, it’s on you.
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Ghillie suits may be any color, but be aware you are a fair target for both factions (NATO and RUSFOR).
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40HR MILSIM PACKING LIST
EVERYTHING UNDERLINED IS REQUIRED
ON YOUR PERSON
Uniform
T-shirt
Pants
Hat/Helmet recommended
Underwear
Socks
Boots
ID
Medical card/WILL BE PROVIDED
Pad and pencil
Load Bearing Equipment (Plate carrier, Chest Rig, Belt Rig
Magazine Pouches
Admin Pouch
R&D Tourniquet on your kit – WILL BE PROVIDED
Radio - HIGHLY RECOMMENDED/REQUIRED FOR SQUAD LEAD ROLE
Canteen/Camelback for water
Red-lensed flashlight
Chem lights
primary weapon
Magazines
Batteries/gas
Speed loader
Sling
Gloves
Mouth guard
Eye pro
Ear pro
ASSAULT PACK
Spare Chemlights
Extra food
Spare Radio/AEG/Flashlight/GPS/NVG/Camera/Optic batteries
Spare gas for GBB replica
Emergency Cold/Wet Weather gear
1x set of spare socks
1x t-shirt
10ft of 550 cord
Small roll of duct tape
RUCKSACK
Sleeping bag
Sleeping pad
Poncho – for shelter/wet weather/camouflage
Enough food and water for two days of operations
Cold/Wet Weather Gear
Spare uniform
A dry set of extra clothes
3x pairs of socks
Stove
Eating Utensils
Towel
Washcloth
Toothbrush
Toothpaste
Deodorant
Hand-soap
Personal items/medications
Replica repair kit/spare parts
E-Tool or shovel
FPS/AMMO RULES
Ammo Restrictions
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To ensure fairness and emphasize the value of LMG/MMG weapon systems, all participants will be issued their initial BB allotment at check-in.
Additional resupply will be available during the event, either on demand or based on your faction’s current supply chain capacity.
How those BBs are managed, distributed, or redistributed within your squad will be left to the discretion of your leadership.
FPS limits/weapon systems
- The following FPS limits are in effect
- Pistols, Shotguns, GBBR, AEGs & LMGs
- 1.5 Joules:366fps w/0.25g
- MMGs (Note this is for M240B, M60 variants, MK48, and PKMs only!)
- 2.09 Joules (Minimum engagement distance 50ft) 425fps w/0.25g
- DMR/Sniper Rifles
- 2.8 Joules (Minimum engagement distance 75ft and semi-auto only) 550fps w/0.20g, 490fps w/0.25g
Approved Pyro Grenades
- This section is based on our experiences with pyro devices. If you have a device that you would like approved, R&D staff need to physically see the device perform in order to approve it. Please contact R&D to arrange this.
TAGINN PRODUCTS
ENOLA GAYE PRODUCTS
Explosive Devices, IED, Rockets, Smoke
- ** RED SMOKE IS RESERVED FOR R&D STAFF ONLY **
- Grenades must simply detonate within 20 feet to eliminate a player. Being completely behind hard cover protects you from grenades.
- Any Pneumatic/Gas grenades that require CO2 or Green Gas/Propane are allowed.
- Tags fired by a grenadier will have a 20ft kill radius from where they detonate.
- Chalk rounds fired by grenadiers will effectively disable Vehicles but do not kill their occupants.
- Thunder B’s will be counted as a “grenade” with a lethal kill radius of 20 feet (must detonate).
- Smoke may not be used inside buildings.
- No trip wires
- IEDs will need to be approved by R&D
- Land Mines will need to be approved by R&D
Blank Fire
Blank-fire use at R&D events not only enhances immersion but also extends realistic combat engagement distances, encouraging units to maneuver thoughtfully and select protected routes, even at ranges far beyond typical airsoft encounters.
When under effective blank-fire in open areas, teams or individuals should react as though facing live adversary fire. It is up to each participant to use their judgment and training to determine an appropriate response, which may include voluntarily taking a “wound.” Because blank fire does not produce a tangible indication of who is targeted, participants must collectively decide, in good faith, who among them will simulate being hit.
Ignoring or downplaying incoming blank fire by remaining exposed or failing to move to better concealment disregards both the intent and integrity of the simulation.
R&D does not issue blank ammunition to attendees.
Prior to the event, an assigned R&D Cadre member performs a safety inspection at each faction's registration area. The blank fire safety cadre ensures that every participant completes the necessary steps on the blank fire checklist, which includes the following:
- Presenting magazines for inspection, confirming they are empty, and showing all ammunition in its original packaging or, if that is unavailable, in clear plastic bags.
- Disassembling their rifle for inspection.
- Reassemble the rifle and conduct a functional check to ensure proper operation.
- Explaining the 25-foot, 180-degree safety zone extending from the muzzle.
Participation in blank fire scenarios at R&D venues is a rare opportunity and is central to the event experience. To protect this privilege, all participants must demonstrate the highest standard of safety. Event staff reserve the right to remove blank fire authorization at any point, whether the infraction is seen during the event or later through shared media.
For the safety of everyone, the following conduct is strictly prohibited:
- Firing from any indoor location.
- Directing fire at individuals inside the restricted zones.
- Discharging the weapon without clear visibility of your target (“blind firing”).
- Ignoring the established safety buffer and firing with people in proximity.
- Shooting after a ceasefire order has been given.
- One-handed operation of rifles.
- Announcing others as eliminated or “hit.”
- Shooting from the hip or without properly aiming.
- Handing your firearm over to another participant.
- Allowing the firearm’s muzzle to sweep toward others within a 20-foot, 180-degree radius, including when carrying the weapon slung. Ensuring safe muzzle direction at all times is mandatory.
Compliance with these rules is vital. They are non-negotiable measures to keep every attendee safe and to ensure that blank fire remains an integral and trusted part of R&D events.
· Squad Structure
- Each Squad - up to 9 soldiers and consists of:
- 1 Squad Sargant
- Up to 1 Marksman
- Up to 1 Medic
- Up to 1 MMG
- Up to 1 LMG
- Up to 1 Grenadier
- Up to 6 Rifleman
SQUAD ROLES
- Squad Leader (SQL) Lieutenant and Staff Sargant (SSG)
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Employs control measures for direct fire, indirect fire, and tactical movement.
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Directs and manages the movement, rate of fire, and fire distribution of the squad.
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Executes close combat through fire and maneuver.
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Provides timely and accurate LACE (Liquid, Ammo, Casualties, Equipment) and SALUTE (Size, Activity, Location, Unit, Time, Equipment) reports to the Platoon Leader.
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Conducts and enforces Troop Leading Procedures (TLPs).
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Ensures every squad member understands both the mission and their individual role in accomplishing it.
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Commands and is responsible for two squads.
LMG/MMG
- Squad Support Weapons MMG/LMG MAY operate in FULL-AUTO Mode but NOT shoot in excess of 30 rounds per second.
- 450 fps max @ 6mm x .20g for AEG/GBBR
- 355 FPS max (1.88 J) with/ .32g for 6mm High Pressure Gas Weapons ( HPA).
- Weapons using an external gas source must have a locked regulator to prevent field adjustment.
- Operators of an MMG/LMG will be issued 3000 rounds, and LMG gunners will be issued 1500.
- MMG gunners must have a Minimum Engagement Distance of 50 feet.
- GRENADIER
- May carry up to 12 throwable grenades, up to 25 rockets, or 40 mm launchable grenades, not to exceed 30 total.
- Uses a launchable Grenade or Rocket (Simulated) carrying player. They may carry M-203 GL, M-320 GL, M-79 GL, GP-25 GL, M-136 AT4, M-72 LAW, and RPG-7.
- May carry up to 25 Propellant rounds on their person.
- The only player class that can carry launchable Grenade Rounds and Rockets.
- 1 grenadier allowed per Platoon.
- ALL TAG launchable products are allowed at this time.
- Please see the Explosive Devices/IED/Smoke section for approved pyro grenades.
- Chalk rounds are used for anti-vehicle rounds.
- All GRENADIERS will be responsible for their own launchables.
• 12 throwable grenades, up to 25 rockets, or 40 mm launchable grenades, not to exceed 30 total
- They will be issued (500 ROUNDS)
SQUAD MEDIC
- Treats casualties, assists the aid and litter teams with their evacuation, and assists in
- CASEVAC is all under the control of the SL
- Advises the SL and PM on all force health protection matters, and personally checks the health and physical condition of squad members
- Reports all medical situations and his actions taken to the SL
- Request Class VIII (medical) supplies for the team through the company's senior medic
- Carries out other assigned tasks assigned by the SL and TLs
- Can carry up to 4 IV bottles
- They will be issued (500 ROUNDS)
Marksman/Sniper
- Marksman/snipers engage enemy players at a range of 75+ft, minimum engagement range.
- Operators of a Marksman/sniper rifle are required to carry a sidearm to engage targets within the minimum engagement distances.
- Magnified tubed optic (red dot/holographic optic)
- SEMI-AUTO Only
They will be issued (500 ROUNDS)
RIFLEMAN
As a rifleman, you are the backbone of your squad—steadfast and reliable, you are always the first to enter the fray and the last to leave the battlefield. Your role demands unwavering courage, sharp focus, and relentless determination, as you provide the essential firepower and support that enable your team to accomplish its mission. Whether advancing through hostile territory, securing key positions, or covering your comrades’ movements, your presence is critical to the squad’s success and survival.
A rifleman can carry up to 7 magazines
and are issued 500 rounds of ammo
Photographers / Observers
- Photographers or Observers must not look like combatants. May wear any high visibility color other than SOLID blue and other than military-type uniforms.
CHAIN OF COMMAND
- Commander (CO) Major and Command Sargent Major
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Holds ultimate responsibility for all actions of the company—both successes and failures.
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Exercises command and control through subordinate leaders.
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Conducts mission analysis, applies troop-leading procedures, and issues operations orders for all company-level tactical operations.
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Allocates and manages resources, task-organized teams, and supporting elements to accomplish the mission.
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Ensures the company command post effectively monitors and tracks the tactical situation and unit status.
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Develops the leadership abilities and tactical proficiency of platoon leaders under his command.
- Platoon leaders (SL), Captain and First Sergeant (FS)
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Leads the platoon in support of higher headquarters missions, acting in accordance with the commander’s intent and mission guidance.
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Directs the maneuver of squads and other fighting elements to achieve tactical objectives.
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Coordinates and synchronizes the actions of all squads within the platoon.
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Anticipates and plans for the platoon’s next movement or action.
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Ensures 360-degree, multi-dimensional security is maintained at all times.
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Oversees the placement and employment of key weapon systems.
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Provides higher command with accurate and timely reports.
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Positions himself at the decisive point where his leadership is most critical to mission success.
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Assigns each squad clear tasks, purposes, and objectives to support the overall mission.
- PLATOON MEDIC
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Provides casualty care and assists Aid & Litter Teams with evacuation and CASEVAC, all under the direction of the PSG.
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Advises the Platoon Leader (PL) and Platoon Sergeant (PSG) on all matters of force health protection.
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Actively monitors and checks the health and physical condition of all platoon members.
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Reports all medical situations and corresponding actions taken directly to the PSG.
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Submits requests for medical supplies through company supply channels.
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Completes additional duties as assigned by the PL or PSG.
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Authorized to carry and manage up to 30 IV bottles for regeneration purposes.
The Process
- Go to MEPS, get your packet.
- Go to the records section.
- Get your waiver filled out (we will not have a notary on site, minors need a stamp)
- Check your email, we will send you the forms to get them filled out beforehand to save time at check-in.
- Medical
- Fill out your medical form, and we will watch you put it in your pocket. (This is like a medic alert bracelet if you need real medical attention and can't speak, this could save your life.)
- If you have a medical issue that could arise during play, please plan for your medical issues (bee allergy, low blood sugar, etc).
- Supply
- We will verify your required equipment and uniform standards.
- Armory
- The Chrono station
- You will get a zip tie denoting that you passed your weapons class.
- All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire 3 or more rounds across the chronograph.
- Note that players may be asked to chronograph at any time during the day, including during play.
- We will also be checking your mags and loadout.
- Pre-Deployment station
- Turn in your finished packet. You will then have a safety brief.
- Deployment
- Last, you are turned over to your command staff and moved to the Rear Command Post RCP. You will not return to your vehicle till after the first, second, or third objective. Plan ahead.
All persons throughout the AO need to have a waiver on file; this includes observers, photographers, and any additional non-player personnel.
VEHICLES/DRONE RULES
Drones, UAV / UAG/ FPV/
- R&D MilSim events may employ UAVs / UAG(s) by the cadre to gather footage for promotion.
- UAV / UAG(s) can be used as a means for forces to “recon the battlefield,” gathering enemy troop movement and strength.
- All private UAV / UAG(s) MUST be approved by the R&D Cadre PRIOR TO DEPLOYMENT.
- R&D does not allow gas-powered Arial UAVs.
- Players may at no time shoot at or around UAV / UAG(s) while in flight or on the ground.
- Drone operators must go through & a drone safety brief with Faction CO prior to deployment.
Vehicles (POVS)
The spirit of these requirements is to provide a useful vehicle that can transport and be fought out of, but that is also vulnerable and not a tank. · All players being transported in an open bed, on running boards, or otherwise outside the cab area must wear helmets. THIS INCLUDES THE STAGING AREA
- Submit a POV Application, Proof of insurance, and photos of your POV.
- Your photos and application will be passed on to R&D and your commander for Approval. Be advised, this is not first-come, first-served and is up to R&D and your CO.
- There will be limited POV per event, so a commander is likely to explore their options before approving.
- On-site, your POV will be inspected and must meet Rule Set requirements for final approval. POV to be inspected as game-ready.
POV Requirements
Failure to follow these rules and regulations may result in a 10PT war crime and your POV pass being revoked without refund.
- POV pass and Agreement must be signed by the POV operator and/or owner.
- Driver and front passenger windows must be down at all times.
- The driver must wear full seal eye protection.
- Players riding in an open Cab, Bed, or Side rails of a POV must wear a helmet that offers bump protection.
- All POVs are required to have a radio with an antenna to have direct contact with other POV’s and R&D staff throughout the event. Channels will be assigned prior to.
- All Player POVs are considered “Light Armor” regardless of aesthetic modifications.
- Forward-facing gun shields may not be seen through. If it is made of Plexiglas, then it needs to be painted.
- All players firing from gun trucks must be able to see down the sights of their weapons. Anything less is blind firing.
- The vehicle must be at a complete stop for ingress/egress. Players are not allowed to exit or enter ANY moving Vehicle.
- Only tag-in chalk rounds disable vehicles. This does not kill the crew but only disables the vehicle and forces the crew to exit or concede being killed and ride back to your FOB for re-spawn.
- If a taginn chalk round strikes a vehicle, it is disabled for 30 minutes and must stop in place until time is up. If the players choose not to exit, the vehicle and any occupants are dead and must go back to FOB for re-spawn.
- If a vehicle receives a second rocket hit, all occupants of the vehicle are considered dead.
- If a taginn chalk round should land inside the bed of the vehicle, all occupants are considered killed.
- Destroyed POVs must return to their primary FOB and check in with their leadership and serve a 10-minute “repair time”.
- Players shot inside a vehicle must exit the vehicle to receive medical attention.
- Players must stay a minimum of 10 feet from all moving POV or ATV. If you are too close, move away.
- Players in ghillie suits WILL NEVER lie near vehicle roads, trails, or in the driving path of any vehicle (USE COMMON SENSE).
- Players are never to stand, lie prone, or supine next to a moving APC(s)/Tanks/ATVs because of the turn radius/blind spots.
- Vehicles cannot be touched or killed.
SIDE BY SIDE RULES
- Unauthorized vehicles are not allowed on the field of play and are never to be used in a game (unless cleared by the administration).
- We will limit the number of ATVs in play.
- Player ATVs are limited to 10 MPH.
- ATV use is restricted to Tall Pines ATV Park and must be registered, and a separate fee applies through Tall Pines and must follow all Tall Pines Rules in addition to R&D rules.
- ATVs may be used to move from control point to control point and must be parked in a designated parking area.
- No firing from ATVs. You must dismount to be engaged.
- Only riders who have registered with Tall Pines may ride ATVs.
- ATV drivers must be at least 18 years of age.
- Violations involving POVs will incur penalties.