RULESET

 

R&D MILSIM RULESET

 

R&D MilSim RULESET

Please take time to go though 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 game play to adjust for safety*

 

Honor and Sportsmanship

·         Sportsmanship is expected! Please call YOUR OWN hits! We are wearing a lot of equipment and moving around 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 sites when firing.

 

SAFTEY 

   No alcohol and other Mind-Altering Substances on the field

o   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 team point loss and ending with 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 or money to buy some.

       On an Active Firing AO, eye protection may only be removed after all players have mags out, their chamber cleared or 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 play.
  •          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 old 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

o   Players will be allowed to use only airsoft specific guns.

o   No live firearms or live steel are to be on the field. No Real Steel.

o   Only weapons that use gas, air, spring, or Electric propellant.

o   No “BB Guns” or BB guns converted to use airsoft BB’s or Metal BB’s 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, 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

·         All BB hits to any part of your body and any gear/equipment secured to your person count as a hit whether it’s a ricochet or direct hit.      

  •  If you get hit you are wounded.
  •     Weapon hits do not count.
  •          Friendly fire counts! Check your targets!
  •          If two participants fire simultaneously and both are hit, BOTH participants are out.

 

WOUNDED RULES

·         When you are hit immediately fall to the ground and act out being shot – call out for a Medic the louder the better.  Often it is difficult to hear participants over the noise of firing AEG’s and/or through brush even at short distances, so do your best to let opposing participants know you have been hit otherwise they may continue to inadvertently fire at you.  BE AS LOUD AS YOU CAN.

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” only must relinquish one card per search/per death.
  •          Players cannot be searched after they have bled out and moved to re-spawn

SURRENDER

·        Please note that we DO NOT use a “surrender” rule at our events! Calling out “surrender” implies an opposing participant has an option (comply/escape).

 

MEDICAL RULES

Returning to the field

·         R&D events employ rules that allow you to be brought back into the fight by a buddy to simulate real world first aid with a tourniquet.

  •          If you are “wounded” and treated by your buddy or the Platoon Medic, (within the first 5 minutes) you considered “wounded,” but may continuing fighting.
  •          While waiting in place, please do not reload magazines and/or grenade shells, test-fire 
    your weapon or anything else other than calling for a medic*- reloading sounds and “test
    firing” may inadvertently cause players to believe you are still alive and therefore shoot at you.  
  •          Never seek an aid station towards an objective.  Direction should always be both away from 
    your given objective and away from the action.
  •          You are required to carry your Tourniquet (or TQ) on your 
    person at all times.
  •          You may never “self-heal” or assist your buddy in aiding you. Do not hand your TQ 
    to your buddy.
  •          Your TQ may not be combat prepared. THAT MEANS IT CANNOT BE THREADED
    THROUGH THE PLASTIC TRI-GLIDE. That is for your buddy to do while he is rendering 
    aid. The reason for this is to slow down the buddy aid process and add to the realism. 
  •          When “wounded” you may disclose any enemy activity/positions, INTEL, etc., that 
    you witnessed during your “wounded” time or any time prior to that. 

·         If a buddy or a Platoon Medic does not reach you in the first 5 minutes after you are hit, you will “bleed out” and are now considered “killed” and therefor are “dead”.  At this point please follow the being “KILLED” makes you “DEAD” rules.

·         A second hit after you are wounded and have a TQ, you have gone to the summer lands, kicked the bucket or as we like to call it “DEAD”

 

AID STATION

·         If you have been “wounded” or ”killed”, designated aid station may be used.  In 
this situation “dead” participants are required to move/be brought to 
the aid station in order to regen and re-enter the event. 

  •          An aid station is defined as the area marked for friendly identification where IV bottles (16 oz water bottles) are cached.
  •          Participants go to an aid station, it is never brought to them. 
  •          Wounded participants may be carried to an aid station (see “Carrying 
    Wounded”) in order to be healed any time prior to the 5 min bleed
    out time.
  •          When using aid stations, the dead “regen” by drinking an IV (bottle of water) provided by a Medic and upon returning the bottle to the case they got it from once finished
  •          Aid stations may be attacked and supplies may be stolen. An aid station is simply a 
    cache of IV bottles stored near the location of an objective. If 
    unguarded it is extremely vulnerable to the enemy.

 

Uniforms

Uniform regulations exist to give the appearance of a cohesive unit and not give the appearance of a group of individuals. It is hoped that this will give better overall experience to all players.

  •          Tops must be a minimum of a t-shirt, no shirtless play or tank tops allowed.
  •          Bottoms must be long pants.
  •          Headgear color will be faction specific. Camo or Solid colors         In the event of inclement weather, uniformity regulations are relaxed but all worn items must still be faction specific in regards to color.
  •       OD Green and Russian camo  for one side/ and Tan/Brown for the other.
  •          Special uniforms may be authorized for specific role-playing groups outside of the typical uniforms but not for those playing under the conventional teams.
  •          Gear color does not matter. You can wear any color gear you wish. Know that tan harness with green kit may get you shot by friendly forces, that’s on you.
  •          Ghillie suit can be any color but you may be fired on by either team. NATO and RUSFOR.

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 PROVDED
 Radio - HIGHLY RECOMMEDED/REQUIRED FOR SQUAD LEAD ROLE
Canteen/Camel back for water
Red lensed flash light
Chem lights
primary weapon 
 Magazines
  Batteries/gas
  Speed loader
  Sling
Gloves
Mouth guard

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
 dry set of extra clothes stored in a waterproof bag
 3x pairs of  socks
 Extra underwear and t-shirts as needed
 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

 To level the playing field and enforce the importance of LMG/MMG weapon systems, participants will be issued their initial supply of BB’s for the event during check-in and will be resupplied during the course of the event as needed or based on your faction’s current supply chain capacity.  How you use those BBs and cross load them among your squad is up to your leadership.

FPS limits / weapon systems

·        The following FPS limits are in effect

o   Pistols, Shotguns, GBBR, AEGs & LMGs

§  1.5 Joules :366fps w/0.25g

o   MMGs (Note this is for M240B, M60 variants, MK48 and PKMs only!)

§  2.09 Joules (Minimum engagement distance 50ft)  425fps w/0.25g

o   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 needs 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

o   ** RED SMOKE IS RESERVED FOR R&D STAFF ONLY **

o   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 an 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

 

·   Squad Structure

o   Each Squad - up to 9 solders and consists of:

·          1 Squad Sargant

·          Up to 1 Sniper/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)

o   Effectively uses control measures for direct fire, indirect fire, and tactical movement

o   Controls the movement of his squad and it’s rate and distribution of fire

o   Fights the close fight by fire and movement

o   Communicates timely and accurate LACE and SALUTE reports status to the platoon leader

o   Conducts troop-leading procedures (TLP)

o   Ensures every member of his team know the mission and their part

o    In charge of 2 squads

 

LMG/MMG

o   Squad Support Weapons MMG/LMG MAY operate in FULL-AUTO Mode but NOT shoot in excess of 30 rounds per second.

o   450 fps max @ 6mm x .20g for AEG/GBBR

o   355 FPS max (1.88 J) w/ .32g for 6mm High Pressure Gas Weapons ( HPA).

o   Weapons using an external gas source must have a locked regulator to prevent field adjustment.

o   Operators of an MMG/LMG will be issued 3000 rounds LMG gunners will be issued 1500.

o   MMG gunners must have a Minimum Engagement Distance of 50 feet.

 

·   GRANEDIER    

o   May carry up to 12 throw able grenades up to 25 rockets or 40 mm launchable grenades not to exceed 30 total.

o   Uses a launch able 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.

·          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 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
  •          Requests Class VIII (medical) supplies for the team through the company 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 Engages enemy players at 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. 

Rifleman can carry up to 7 magazines

and are issued 500rd 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 COMAND

·         Commander (CO)  Major   and Command Sargent Major

o   Responsible for every  thing the company does and fails to do

o   Commands and controls through his subordinate leaders

o   Conducts mission analysis and troop-leading procedures and issues operations orders for company tactical operations

o   Resources teams and other elements

o   Ensures the company command post effectively battle tracks the situation and status 

o   Develops the leadership and tactical skill of his platoon leaders

 

·         Platoon leaders (SL) Captain and First Sergeant (FS)

o   Leads the platoon in supporting the higher headquarters missions. He bases his actions on his assigned mission and the intent and concept of his higher commanders

o   Maneuvers squads and fighting elements

o   Synchronizes the efforts of squads

o   Looks ahead to the next “move” for the platoon  

o   Ensures 360-degree, three-dimensional security is maintained. Controls the emplacement of key weapon systems

o   Issues accurate and timely reports

o   Places himself where he is most needed to accomplish the mission

o   Assigns clear tasks and purposes to his squads

 

·         PLATOON MEDIC

o   Treats casualties, assists the aid and litter teams with their evacuation, and assists in CASEVAC all under the control of the PSG

o   Advises the PL and PSG on all force health protection matters, and personally checks the health and physical condition of platoon members

o   Reports all medical situations and his actions taken to the PSG

o   Requests medical supplies for the team through the company supply.

o   Carries out other assigned tasks assigned by the PL and PSG

o   Can carry up to 30 IV bottles.

 

The Process

1.      Go to MEPS get your packet

2.      Go to the records section

a.      Get your waver filled out (we will not have a notary on site minors need a stamp)

                                                                          i.      check your email we will send you the forms to get them filled out beforehand to save time at check in.

3.      Medical

a.      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 cant speak this could save your life)

                                                                          i.      If you have a medical issue that could arise during play please plan on your medical issues (bee allergy, low blood sugar, in hailer ect)

4.      Supply

a.      We will verify your required equipment and uniform standards

5.      Armory

a.      The Chrono station

                                                                          i.      You will get a zip tie denoting you passed and your weapons class

                                                                         ii.      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.

                                                                       iii.      Note that players may be asked to chronograph at any time during the day, including during play.

                                                                       iv.      We will also be checking your mags and loadout.

6.      Pre-Deployment station

a.      turn in your finished packet.  You will then have a safety brief.

7.      Deployment

a.      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 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 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 R & D 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 IN THE STAGING AREA

  •          Submit 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 his 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 pro.
  •          Players riding in an open Cab, Bed, or Side rails of 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.
  •          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.
  •          Vehicle must be at a complete stop for ingress/egress. Players are not allowed to exit or enter ANY moving Vehicle.
  •          Only taginn 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 10FT 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, lay prone or supine next to a moving APC(s)/Tanks/ATVs because of the turn radius/blind spots.
  •          Vehicles cannot be TOUCHED 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 ATV's in play.
  •         Player ATVs are limited to10 MPH.
  •          ATV use is restricted to Tall Pines ATV Park and must be registered, and separate fee applies through Tall Pines and must Follow all Tall Pines Rules in addition to R&D rules.
  •          ATV’s may be used to move from control point to control point and must be parked in a designated parking area.
  •          No firing from ATV’s. 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 the penalties

 

And lastly “Don’t Be a Dick.” This is a game.