Apocalypse Milsim Rules (OK?) |
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It will therefore employ a certain element of discomfort and 'actual reality'. The only food, shelter and comfort is what you can carry
yourself. |
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There are comfort
breaks, safe zone or
covered areas, |
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Ammunition limits (unless specified for a given event/team) |
AEGs, 1200 rounds - (High cap mags are discouraged, they reduce realism - and sound like 'tactical maracas!') |
Pistols, 3 full mags |
Sniper rifles, 200 rounds |
Support weapons, 5000 rounds - (Due to the stealth/surveillance nature of the missions, support guns are not recommended.) |
Life Rules |
These rules are designed to make the exercise as realistic as possible. |
If you can not guarantee you will win an engagement with the enemy or alert more forces to your position, then you |
need to remain undetected in order to survive, complete your mission and possibly avoid hiking a mile to regen. |
(Which to be fair is still better than actually being killed to death with real guns!) |
Each patrol team will have a designated medic who will carry a number of tags. |
When hit a player first calls 'HIT', then calls for a medic. |
The wounded player is then out of action until the medic applies a tag. |
He must not move, or talk, except to call 'medic'. |
Another player may place a hand on the wounded player to move him to cover or escort him to the medic. |
When the medic has no more tags, then the entire patrol is deemed to be out of action and must return to their designated |
regen point where they will remain for a preset period of time. |
If a medic is hit, then any other player can heal the medic providing the medic still has tags remaining. |
It is essential that patrol members work together as a unit to avoid getting lost or split up from the medic. |
Note: A player who gets shot repeatedly and hogs all the medic's tags is not going to become popular with their team! |
Navigation |
When on patrol or tasked with an objective you will be required to navigate to specific map coordinates so basic map reading, |
compass and orienteering skills are essential. If you bring a GPS, make sure you know how to use it and have spare batteries! |
Comms |
Each patrol team will be issued with a radio for communication with their HQ. |
Uniform Requirements |
No specific requirements for either team, but prepare for covert woodland operation. |
Note: With no distinct difference between forces, you will need to check the location of friendly units with your |
HQ via radio prior to any engagement! |
Notes |
In line with the realistic, survival nature of the event you are required to be self sufficient for the duration of the mission. |
There will be NO safe zone or shop in operation. |
There is no running water on site. |
There is no barn, hanger, or comfy hotel for R&R. |
Bring what you NEED for the event, make sure you are comfortable carrying it and confident using it ! |
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Unsuitable for Chairsofters |