Milsim SOP

All players are expected to know the rules and use their common sense in following them. The Ignorance of the rules will not be an excuse for poor behavior. If you have any questions ask us in advance or check with Marshals on the day.

EVENT RULES & PLAYER MANUAL


1. CORE PRINCIPLES

1.1 Player Responsibility

It’s important to remember you are there not only for your own experience, but to enhance the MilSim experience of others. This should be the driving principle that governs your actions. Players make the event.

All players must contribute to a fair, immersive experience.

  • Players must act with honesty and integrity at all times.
  • Players must follow both the spirit and intent of the rules.
  • Players must treat all players, staff, and marshals with respect.
  • Players must avoid arguments during gameplay and raise issues with a marshal.

Failure to meet these standards may result in removal from the event or longer term ban.

1.2 Marshal Respect
  • A marshal’s decision is final.
  • Players must comply immediately with marshal instructions.
  • Players must report rule breaches as soon as possible.

Do not, under any circumstances, begin to try to defend your actions if pulled by a marshal by stating ‘they did this’. You are responsible for your own actions and attitude in all situations, regardless of what anybody else has or may have done.  


2. SAFETY

2.1 Emergency Calls

REAL EMERGENCIES ONLY

PLAYER INJURY

  • Shout: “EMERGENCY, EMERGENCY, EMERGENCY”
  • Marshals will stop the game and direct appropriate response. 

Fire Emergency

  • Shout: “NO DUFF”
2.2 Fire Safety Protocol
  • Players must shout “NO DUFF” if a fire is spotted.
  • All players must stop gameplay immediately.
  • Players must repeat the call to alert others.
  • Players may assist in extinguishing the fire only if safe to do so.
2.3 Eye Protection
  • Players must wear EN-166 rated eye protection at all times in the game zone. 
2.4 Hearing Protection
  • Players must carry and wear suitable hearing protection during the event.
  • Hearing protection is strongly recommended at all times and must be worn when:
    • Using pyrotechnics
    • Operating near simulated weapon systems
    • Fighting inside buildings where noise levels may be elevated

Protecting your hearing is your responsibility.

2.5 Weapon Safety
  • Players must keep weapons on safe in the safe zone.
  • Players must remove magazines in the safe zone.
  • Players must not discharge weapons in the safe zone except at the chrono station or dedicated sighting/zeroing range. 
2.6 Chronograph Limits
  • All weapons must comply with Irish legal limits:
    • 1 Joule 
2.7 Laser Devices
  • Players must not use green lasers.
  • Players must not aim any laser (visible or IR) at faces or eyes.
  • Misuse of lasers will result in immediate removal/ban.

3. SITE RULES

3.1 General Safety
  • Players must stay within site boundaries.
  • Players must not climb structures, walls, or trees.
  • Players must observe all hazard markings.
  • Players must wear boots with ankle support.
  • Players must avoid livestock.
3.2 Public Interaction
  • Players must report any civilians who have wandered onto site to a marshal.
  • Always treat members of the public with courtesy and respect. 
  • If you wish to politely inform a member of the public that there is a private event and they should go back the way they came you may do so. 
  • If you are not fit to calmly talk to somebody and disengage if they become irate then dont. 
  • Any player who gets into a dispute with a member of the public will be permanently banned. 
3.3 Alcohol & Drugs
  • Players must not consume alcohol or drugs during the event.
  • Intoxicated players will be removed.

4. GAMEPLAY RULES

4.1 Hit Rules

When hit:

  • Players must shout “HIT”
  • Players must raise a hand (giving a physical signal to the player who shot you!)
  • Players must go to ground.
  • Players must display a death rag.
Movement When Hit
  • Players may move out of direct fire.
  • Players must move away from cover, not toward it.
Communication
  • Hit players must not communicate.
  • Players may only call for a medic.
4.2 Death Rags
  • Players must carry a red or orange kill rag.
  • Players must display it immediately when hit.
  • Players must ensure 360° visibility i.e on your head not hanging out of your front pocket.

Night:

  • Players must use flashing red or green light.
  • White light is not permitted.
4.3 “Play Dead” (Immersion Rule)

Players are strongly encouraged to:

  • Fall to the ground
  • Act out being hit. Screaming in pain, calling loudly for medic etc. 
4.4 Communication when hit.
  • Dead men don’t talk! Hit men may call for their medic ONLY. No other communication is permitted whether it be verbal or nonverbal.
  • It is also not permitted to give information to command if you did not return with it alive.
4.5 Conduct in Active Firefights

If hit in an active engagement:

Players must either:

  • Remain in place and accept risk of further hits.
    OR
  • Move out of the fighting line of fire and forfeit revival from friendly forces. 

You may not engage targets through small holes in walls or through cracks in doors etc. Rule of thumb, if it’s smaller than an A4 page don’t engage!

4.6 Gun Hits
  • Players must call “GUN HIT”
  • Players must switch to a secondary weapon or respawn.
4.7 Knife Kills
  • Players must use a flexible imitation knife.
  • Players must call “KNIFE”.
  • Target must:
    • Remain silent
    • Bleed out fully
4.8 Grenades
  • Grenades have a 3m kill radius.
  • Solid cover protects from blast.
  • Grenade hits count as normal hits and can be medicated as such.
  • Airsoft innovations 40 mike gas grenades and Thunder B grenades are not permitted.
Throwing Restrictions
  • Players must not throw grenades over high walls/partitions/barricades, or interior structures.
  • Grenades may only be thrown:
    • Through doorways
    • Through windows
    • Into clearly visible openings, or gun slits
4.9 Knockout
  • A knockout can be administered by pointing the butt of your rifle at the player and stating ‘Knock Out’.
  • The knocked out player cannot make any noise or conduct any other action and must act knocked out for 5 minutes. 
  • Strictly no contact is to be made during this move. 
4.10 Tactical Awareness
  • Players must behave as if in range at all times.
  • Players must react semi-realistically to contact, even when out of range. Don’t stand out in the open pointing at the enemy position. Keep moving at least. 

5. MEDICAL SYSTEM

5.1 Overview
1st Hit
  • Any player may apply a C.A.T. Tourniquet.
2nd Hit
  • Medic required
  • Must apply:
    • Tourniquet
    • Medic Tab
Further Hits
  • Medic only.
  • Additional Medic Tabs required.

Any player can heal a medic using the medics own equipment. 

5.2 Medic Tabs
  • Medics are issued a limited number of tabs.
  • Each tab = one advanced treatment.
  • Tabs must be physically attached.
5.3 Bleed Out
  • Players must remain down for 5 minutes.
  • If untreated in 5 minutes you must move to respawn. 
5.4 Casualty Stabilisation

If any player gets to you before your bleed out time ends you can be considered stabilised and your bleed out time stops until medical treatment can be applied. The player ‘stabilising’ must remain with the downed player until medic arrives.  

5.5 Restrictions
  • Players must not self-treat.
  • Casualties must remain passive, i.e. may not assist with tourniquet application etc.
5.6 Weighted Plates Bonus 
Players may carry 1 additional tourniquet if:
  • Plates are worn.
  • Plates are checked at sign-in.
  • Total plate weight must equal 4kg.

This enables the first two tourniquets to be applied by buddy aid. 

5.7 Casualty Movement
  • Only casualties who are on the ground may be moved.
  • A live player may drag or move a casualty while the casualty remains on the ground.
  • The casualty may assist movement by pushing with their feet while remaining low to the ground.
  • At least one live player must maintain physical contact with the casualty throughout the movement.
Standing Casualties
  • Standing casualties may not be moved.
  • Players must not walk, escort, carry, or guide standing casualties to safety.
Restrictions
  • Players must not drag casualties unsafely.
  • Players should establish verbal confirmation before dragging another player. 
5.8 Respawn

Casualty Collection Points (CCPs) function as your team’s active respawn locations as well as your team’s Forward operating Base.

FOB Rules

  • Permanent Status: Forward Operating Bases (FOBs) act as permanent CCPs.
  • Under Attack: Respawning at the FOB is prohibited during an enemy attack.
  • Backup Point: An alternate respawn location activates if the FOB is attacked.

Capture Requirements

  • Flag Control: Your team’s physical flag must be raised to use any CCP.

Safety & Proximity Limits

  • No Contention: Respawning requires a total absence of incoming or outgoing fire.
  • 50-Meter Buffer: No known enemies can be within 50 meters of the CCP.
  • Proximity Death: Being shot within 50 meters of a CCP blocks you from respawning at that specific location.

6. AMMO & LOGISTICS

6.1 Ammunition Rules
  • We use biodegradable BBs only on site.
  • Black Spear provides all ammo for the event in .25 or .28
  • Players may bring their own ammo in an unopened container to be inspected at chrono.
  • Ammo must be stored and moved in issued ammo crates.
6.2 Transport
  • Players must not carry loose BB’s on their person in speedloaders or anywhere else.
  • Players must not store ammo in tents or anywhere off game.
6.3 Limits
  • Rifleman: 600 rounds (mid-caps only).
  • LMG (under 5kg): 1500 rounds.
  • MMG (over 5kg): 3000 rounds.
  • All classes may carry a pistol with up to 40 extra rounds.
  • Players may carry 8 grenades at a time. Includes BFG reloads. 
  • For every 6 players on a section can have one LMG or MMG gunner. 
6.5 Supply System
  • Section commanders control ammo distribution.
  • Ammo crates are raidable objectives.

7. VEHICLE RULES
  • Vehicles are considered heavily armoured.
  • Players must not engage players inside vehicles or fire directly at vehicles. 
  • Players must not engage passengers in open top vehicles. 
  • Players may only be engaged when both feet are on the ground.

8. BREACHING RULES

8.1 General
  • Players must not breach without command approval.
  • Players must report locked targets.
8.2 Markings
  • Breachable targets marked with hazard tape or red paint.
  • Specific markings or other targets detailed during briefing.

Players must not attempt to breach unmarked doors, containers, or structures.

8.3 Entry Methods

White Padlocks
  • Shotgun OR bolt cutters to destroy lock.
Explosive Entry
  • Marked with “E”.
  • Only authorised players may breach.
8.4 Safety
  • Players must not stand behind closed doors.
  • Players must follow all breaching instructions and guidelines from marshals. 

9. DRONE OPERATIONS

  • Only authorised personnel may operate drones.
  • All drone operations must be approved by staff 
Dropping rules
  • Max drop height: 12m / 40ft.
  • Kill radius: 10m.
  • Max weight: 32g.
  • All drops must be recorded.
  • Munitions must be audible.

10. PRISONERS

  • Captured players must comply.
  • If the player is over 18 and happy to be physically searched then the capturing player may search for hidden weapons or game intel. 
  • Prisoners must simulate being restrained using a tie-wrap, rope loop, or similar item. Restrained players may not use their hands until released by friendly forces or until they have successfully escaped. 
  • Control of a prisoner is maintained by keeping a hand on the prisoner’s shoulder or maintaining contact via a rope attached to their equipment. If contact is broken, the prisoner may attempt to escape. 
  • Players who escape captivity may not use any previously discovered weapons for 5 minutes. 
  • Prisoners may be held for a maximum of 60 minutes. 
Interrogation
  • Must be supervised by a marshal.
  • Refusal may lead to a 2 minute stress position hold, guided by a marshal. 

11. PROPS & EQUIPMENT

  • Players must not abandon props.
  • Players must return all equipment at EndEx or after each mission.
Team Responsibility
  • Teams must recover:
    • Ammo crates.
    • Mission items. All parts included. Don’t grab an ammo drop and leave the parachute behind! 

If your team engages with it, your team recovers it.

11.2 You can’t take it with you.
  • When a player goes to re-spawn any large game props (ammo boxes, missile launchers etc.) should be left behind in the open.
  • Not hidden in a ditch etc.
  • Smaller game items (documents, money etc.) can be retained on your person. 

12. PYROTECHNICS

  • Players must only use event-issued pyro.
  • Players must not pick up live pyro.
  • Players must not “cook” grenades.
  • All pyro must be used on site. Do not take any home.

13. QUICK REFERENCE

  • HIT → shout, rag, go down
  • 1st hit → teammate heal
  • 2nd hit → medic + tab
  • Bleed out → 5 minutes
  • NO DUFF → stop game
  • Vehicles → armoured
  • Green lasers → banned
  • Don’t argue → call marshal