HIT
If you are hit, loudly and clearly shout HIT or MEDIC. Immediately lie down and stay down for 10 minutes until healed or dead.

In large firefights when you are shot, there can be several hundred people involved in the firefight. That means that when you are shot and laying on the ground other opponents that arrives to scene shoots you again without knowing you are hit. This is avoided by raising and waving with a "wounded-flag". All players must be able to produce their wounded-flag. Bring several wounded flags since these are often lost. You will be warned if you fail to show your wounded-flag while being shot ingame.

NOTE! You must bring your own wounded-flag to Berget and it must be orange. Make sure the size is at least 30x20 cm. You must pull it out of your pocket/vest when waiting for a medic.

Speaking after being hit You may not use your radio or speak while you're waiting for medic or bleeding out. You can only shout "medic" or "hit".

Moving after being hit Downed soldiers may also be moved by carrying or dragging them; to some degree, the wounded soldier may move under their own steam, but only if supported by a comrade. They may not use their weapon.

You may not move from the place where you were shot, although if you are in the line of fire you may crawl into cover but remember to shout HIT and wave with your "wounded-flag again if you are shot when wounded.

We want to emphasize the importance of remaining still after being shot, rather than sauntering around with your weapon on your head to observe the battle. After bleeding out, go to the nearest friendly re-spawn.

NOTE! It's forbidden to use a gun when carried or carrying a downed soldier.
THE MEDIC
When a player is hit, after shouting MEDIC or HIT, the medic has 10 minutes to begin treatment. If this fails, the player are eliminated and have to go to respawn.

If the medic reaches the downed player within 10 minutes they can treat them, by symbolically applying a field dressing. The dressings should be white, and may easily be made from an old sheet ripped into suitable pieces. It must take at least two minutes(count to 120 sec) to apply the dressing.

A medic should have a white armband with a red cross. Civilian medics do not need this armband.

NOTE! It will count as cheating if no dressing is applied when healing. All shot players must wear the wounded-flags at all time until respawning or healing has been completed.
NUMBER OF HEALINGS
Only one field dressing can be applied to a single player, on being shot a second time they are eliminated and must proceed to the respawn. Knife kills are instant "death", and the player cannot be treated.

A medic can't apply a field dressing to him or herself, of course another medic can heal an injured medic with a field dressing. A medic may carry a maximum of 20 field dressings, but may resupply at the BASE, SP or Respawn. Make sure you have enough dressings to resupply!
FIELD HOSPITAL (FH)
A field hospital is a mobile tent with medic symbol and team flag on it. The tent can be carried by players into position near a enemy location. When the tent is completely setup, it works like a mobile respawn where players can respawn and medics can restock their bandages. This is not affected by capture points system.

You can destroy enemy Field hospitals by packing everything down into the field hospital backpack and bring it back to your HQ, but you can use it for your team.

NOTE! There is only 1-3 field hospitals per team. Make sure to keep them safe.
RESPAWNS & SAFEZONES
The Respawn is one of the most important rules in the game. On being eliminated, you must proceed immediately to your re-spawn where you will wait for up to 29 minutes before you can re-spawn and rejoin the game every whole and half hour. It is at all times "off-game" inside the re-spawn & Safe-zone.

For example: If you arrive at the respawn at 12: 59 you have to wait for one minute until you can rejoin the game. The guy arriving two minutes later has to wait until the clock strikes 13: 30 until he can rejoin the game. Time is counted upon entering the safezone, not when your were eliminated.

Re-spawns are located close to your base area and they are always located near & visible from roads or tracks. There will be a red/yellow or white tape around the re-spawn. There will be a clock in the re-spawn to help you keep track of time. Each team has a clearly marked re-spawn; if you are unsure about anything, as always, ask a marshal. If you are not out of play you may never fire into or out off the respawn. For this reason, weapons must always be on safe and either holstered or unloaded while in the respawn.

All re-spawns are time controlled, meaning that you can only re-spawn every whole and half hour. If you are not out of play you may never fire into or enter the re-spawn; inside, eye protection should be used at all times. There should never be any kind of siege on enemy re-spawn locations.

  • Certain VIPs, LARPs & officers (coy leader or above) will have a double-length re-spawn time (Respawns only whole hours). 
  • Vehicles do not re-spawn in the same way, they are returned to base-area or Safezone, where they are considered repaired after being unused for 2 hours.

NOTE! You can not use the respawn in your base if the base is under attack (Enemy forces inside base). You need to use secondary respawn marked on map further away from base.
DISTRICTS AND CAPTURE POINTS
A Capture Point (CP) is a totem/building or object within a district. Taking control of all Capture Points in a district gives you control of it. The one controlling a District receives all ingame advantages it may give you and you are able to respawn in the vicinity. Districts can only be taken over if at least one neighbouring district is under control. Home bases counts as districts and can never be taken over by opposing faction.

Berget Area Control System(B.A.C.S.) Berget Area Control System is a live digital GSM/Satellite system overwatching the game area. It keeps track of which faction is controlling the CPs. B.A.C.S. will be available for all players with an internet connection and smartphone/laptop. There will also be a screen available in each base connected to the B.A.C.S.
Check out an example here B:A:C:S
How to take control of a Capture Point (CP): These instructions will be posted next to the Capture Point during game.

Claim Inside the Capture Point you have to push a button with the colour of your faction. This marks your presence in the area. (A signal will be sent to B.A.C.S to mark your presence publicly)

Verify Then, you have to defend the Capture Point for 30 min and push the button again. It will light up to indicate 30 min has passed. When pushed for the second time, the Capture Point is yours! (A signal will be sent to B.A.C to update the area as Claimed.) NOTE! Your have only 60 sec to verify, otherwise, the Capture Point goes back to Claim-mode.

Mark When the button is pushed the second time the Capture Point is yours. You can now raise the flag for your faction to visually mark this. At the same time, the Capture Point will be electronically marked with the verified team colour.
FORTIFIED POSITIONS
Some TP (tactical points) and SP (supply points) will be heavily fortified bunkers and can only be eliminated with the BAVS system or by shooting everyone inside. The Bunkers are constructed to be easily defended and the best way to eliminate everyone on the inside is to shoot the BAVS sensor on top of the bunker to simulate a penetrating hit killing everyone on the inside. We will use the same system as with the vehicles. Different objects and vehicles may be more or less hard to destroy.

Example:
One group of players comes across a bunker where enemies are heavily dug in. They engage and sustain heavy losses. One of the players finds himself in a position where he can engage the bunkers sensor with his BAVS AT4 or BAVS 40mm grenade launcher. He shoots and hears a beep upon hitting the IR sensor mounted on a pole one meter above the roof of the bunker. At the same time inside the bunker the players see upon their LED display that they have been hit and bunker has lost hit points. After several more hits the players inside the bunker see on the bunkers LED display that the bunker has received a penetrating hit and everyone on the inside are dead.

A penetrating hit is when the bunker has lost all its hit points. This message about the penetrating hit is enhanced by flashing lights and a long beeping sound. Upon getting this message all the players inside the bunker need to put on their death rags and exit the bunker towards their closest respawn. The bunker now needs to be recaptured to function. Players taking over the bunker need to hold down a button on the inside to successfully capture it. The bunker may not be used unless your team has captured it. The destruction and capturing of the bunker has been wirelessly monitored and gamemaster HQ will get the information by GSM transmitter.

Players killed inside a bunker by a penetrating hit cannot be healed by a medic and must proceed to respawn.

NOTE! Explosives may not be used to take out a bunker and will have no effect.
FUEL AND AMMO DEPOT (FAD)
You will be able to make a great deal of damage to your enemy's support and tactics by sneaking in and sabotaging their Fuel and Ammo depot that will be located in close proximity to their base. If you find this point it will be marked by ammo boxes and fuel containers.

There will also be sign with "Fuel and Ammo depot" and a 4-6 digit number on it. If you manage to place a TNT charge (Engineers only) on this depot and report the number on the small white sign to your HQ, your enemy HQ will lose a portion of their transport, artillery and reinforcement points each time you destroy this point.

There is also a "BAVS" receiver on this point and it has three hitpoints so you will be able to destroy it. 

NOTE. The Fuel and Ammo depot can only be destroyed during 09:00 and 03:00, it will be off game at the same time as the base. If your hear the first hit in your base, you need to clear the area around the depot before it gets taken out.
BEHAVIOR
Airsoft is not a competition. There are no winners or losers. The true spirit of airsoft is team-spirit & fellowship. Nevertheless, there are always a few dishonest people who try to cheat. We ask that all players avoid rules discussions in the game area, if there is something you feel really has to be discussed talk to a game master or trustee.

On many games there is always some gossip about players and teams not taking hits or behaving in a non honourable manner. Unless you have solid proof keep this information to yourself and if you should tell anyone, tell your fellow game master. Still we cannot keep our eyes on everyone and cannot and don't want to control the flow of the game, this is all your responsibility. Take pride in taking hits when you get struck by a BB. You can get back to the game after re-spawning.

Crew and game masters will however investigate any suspicions and ban players not following our rules. We find it better that you forgive and forget your fellow airsofters transgressions and keep on having fun rather than focusing on people acting wrongfully or badly. Remember that your are representing your country and/or region when you come to Berget-games, how you act and interact with the global airsoft community will define how you are perceived. This is a great responsibility that should not be taken lightly.

NOTE! We consider argues about people not takings hits as bad as the cheating itself. DO NOT, argue or curse other players if they are not taking hits. Talk to a game-master! Starting an argue can lead to a ban from the game. (And remember: it is better to take one hit too many than one too few.)
TEST FIRING
Sometimes you need to test your gun to make sure it functions properly. Before doing this, you must scream "TEST FIRE". This is to avoid mistakes of "enemy" fire. All bases should have a shooting-range for test firing. If not, help your commander by asking where and then set one up.
TEAMS & UNIFORMS
To differentiate between the various groups in the game, players will have various armbands & uniform elements. You can read about the requirements under the section "teams".

You will have to buy or create your own armband. When constructing your own armband, it must be at least 11 cm (4,3 inch) wide and have your individual team number and unitname visible in black. Players
without correct armband's won't be allowed into the game-area. Correct armbands with your individual team number and unitname can be bought when booking your ticket and received at gamearea check-in.

Do not create your armband until you have received your individual "Armband-id". The armband-id is not the same as your ticket-id ! You will receive it when you book your ticket, if buying a second hand ticket please ask Berget-events or the seller for correct armband-id.

This is the example of armband with player number and unitname.

All players need to follow their team requirements for uniform and armbands.

Follow this link for more detailed information regarding what camo and uniforms that are viable for the different factions.

Camo guidelines here

* Check the uniform thread in our forum for questions.

You have to make a secondary armband if you are a "in game" medic or engineer. This should be worn on your right arm and the "team-armband" on your left. This armband should be in the same size as the "team-armband".

This is the engineer symbol.
This is the medic symbol.


Any questions about this should be sent to info@berget-events.com

NOTE! Only snipers wearing ghillie suits may use their armband on their legs.
COMMAND STRUCTURE
During Berget games most players will be playing in teams and groups using a command structure. This means that you and your friends will play a part in bigger groups called a "Platoon" and "Company".

You will have a squad-leader and he/she will have leaders above him passing down information and missions during the game. It is important that you listen and follow the orders and directions from your squad leader or platoon leader. Most missions during the game will be platoon sized.

As soon as you arrive at your "Base-area" make sure your squad leader reports your presence to your "platoon leader". He can direct you where to sleep etc.

NOTE! If you have problems with taking part in some duty or mission, remember to inform your squad leader about this. If you feel ill or tired, there is no shame in taking a rest and skip a mission.
OFFICER MARKINGS
To help friendly players to identify their officers and to be able to add interesting missions to the enemy. We are using a mandatory officer marking system.

We will provide this to all officers Plt, Coy and Bat. However Squad Leaders are allowed to create their own marking if it follows the w / h and looks as the picture for squad leader below and have the same colour as your team armband.

This is the officer markings.

The marking must be put on the left arm or on the chest. It will have a velcro side. The marking must be your team colour in w 10 x h 4 cm. You must wear your officer marking at all times.

NOTE! It is forbidden to steal, borrow or use an officer patch if you are not a commander with that rank. All officer patches shall be returned to Safezone HQ after the game.
SAFETY DISTANCES
Due to the variety of different spring standards we set the weapon classes based on your weapons muzzle velocity in meters per second. Weapons must be chroned with 0.20 g BB's. If you feel you may be borderline between semi and full auto, we recommend that you check your weapon before coming.

Class - Velocity - Safety distance - Rate of fire
1........0 to 109 m/s....1 meters......Semi & full auto
2......110 to 130 m/s...10 meters......Semi & full auto
3......131 to 140 m/s...15 meters......Semi only (Semi Locked!)
4........0 to 140 m/s...15 meters......Full auto (Machine Gun)
5......141 to 160 m/s...20 meters......Bolt-action only
6......161 to 180 m/s...30 meters......Bolt-action only
7......181 to 200 m/s...40 meters......Bolt-action only

*1) All pistols are restricted to class 1. *2) GAS SMG's like MP9 & MP7 counts as class 2 if power is over 109 m/s. *3) Class 3 guns must be modified / limited to semi fire. *4) Class 4 is for Support weapons only. *5] Shotguns may only be upgraded to class 2.

The maximum bullet weight for class 1 - 4 is 0,30 g The maximum bullet weight for class 5 - 8 is 0,43 g

Note! Glass, clay, alu & steel BB's are strictly forbidden. MAX BIOVAL BB's are forbidden due to their hard shell. They can break windshields of ingame vehicles and safety glasses ( transparent BB's are also forbidden to avoid misunderstandings).

For reference, one Joule with a 0.2g BB produces a muzzle velocity of 100 m/s. For further equivalences, there is a useful calculator at http://www.1728.com/energy.htm.

For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.

*Note*
Only Bio degradable, non-toxic BBs can be used during the event. Players using non BIO BB's are committing an environmental crime in Sweden and can be held responsible. We recommend all players to use BIO bb's with 18 months outdoor degradation-time or less.
GUN CHRONING
At Berget games there will be obligated chronings at check in, please get all your guns to the check-in before the game. Also chronings will be done if we suspect cheating or as a result of player complaints. Its is every player's responsibility to follow the rules, and make sure that their guns are chroned according to the appropriate gun classes. 8mm BB's are allowed and will be chroned with a separate sheet.
HPA-GUNS
If you have a HPA-gun, you need to bring a Tournament Lock. The lock for pressure (at your tanks regulator) is vital to play at all, and the lock for selector is needed if you want to play with velocity above 130 m/s. We will provide with some Locks on site but we can't guarantee to have them all.

https://ampedairsoft.com/tournament-locks/
SNIPER RIFLES
If you want to play as a sniper your gun must look like a sniper rifle with scope, no mp5/uzi/m4/ak47 etc with scope is allowed as sniper.

Semi-snipers are allowed to be tuned to max class 3 (see list above) Bolt action snipers are allowed to be tuned to class 5-8 (see list above)

NOTE! Semi-snipers Barrett, OSV-96, AR-50, CheyTac 50 BMG etc are allowed to be tuned up to class 6.

SUPPORT WEAPONS
Support weapons are divided into 2 classes, support weapons and light support weapons. Both need to be fitted with bipod and Box/drum/cmag.

Support weapons,(RPK, PKM, PKM versions M240, M249, M60, MK43, Mg3 etc) are allowed to be tuned to class 4 (see list above)

Light support weapons (KAC LMG, Stoner mk23, L86,HK23, MG36, G36 etc) are allowed to be tuned to max class 2 (see list above).


NOTE! No small guns (mp5/uzi/g36c/Ump etc) are allowed as light support weapons.
MAGAZINES
In general, all magazines must be lo-cap (no more than 100 rounds). There are no restrictions on the number of magazines you may carry. Highcaps and midcaps with capacity over 100 are strictly forbidden. If you have a weapon where lo-caps are unavailable, mark your magazines with blue tape saying "RAL" and load no more than the limits above.

* Sniper weapons are limited to max 30 rounds.

Light support weapons (KAC LMG, Stoner mk23, L86,HK23, MG36, G36 etc) may use C-mags limited to 500 rounds.

Support weapons (RPK, PKM, PKM versions, M240, M249, M60, MK43, Mg3) 3000-5000 round/mag.

To summarize: Standard: Max 100 rounds/mag. Snipers: Max 30 rounds/mag.
Light Support Weapon (KAC LMG, Stoner mk23, L86,HK23, MG36, G36 etc) : Max 500 rounds/mag. Drum or box mag. Support Weapon (RPK, PKM, M240, M249, M60, MK43, Mg3): 3000-5000 round/mag. Drum or box mag.

NOTE! For game balance purposes, the RPK light support weapon will count as a full support weapon for purposes of trim, magazines etc. This is an exception to the normal rules, and applies only if the weapon is an actual RPK (original or AK conversion; key features include bipod, long barrel, RPK stock) - an AK47 with a drum mag and bipod will not count. It should be noted that magazines with more than 100 rounds must still be drum or box style - no "ordinary-style" hi caps. KAC LMG, Stoner mk23 do not need to be fitted with bipods.
RELOADING AMMUNITION
In addition to any ammunition carried in magazines, you may carry up to 1200 rounds (5000 for support gunners) to reload in the field. You can top up your ammunition allowance in your home base, Safe-zone or while re-spawning. There is no limit on reloading ammo you may store at your base.

NOTE! It should be noted that the 1200 (5000) rounds are per player, not per weapon.
VEHICLES
There will be both military and civilian vehicles moving around in-game. These may be friendly or hostile and may be fired upon. Their crew or drivers may be eliminated by BBs alone if the vehicle have their windshields down or are open vehicles like ATV's or Jeeps. Personnel sitting in the back of an pick-up truck apply to normal hit rules. To avoid people from shooting out from small glitches in the windshield and the close the window to be protected when fired upon, vehicles that want to shoot out of their windshields must keep their windshields down to the lowest point and secure the glass with black or OD duct tape so they may not be raised.

NOTE! You may never open a door to a in-game vehicle to shoot or throw a grenade into it.

To avoid friendly fire or misunderstandings, all participants bringing a in-game vehicle have to mark their vehicle with the TEAM-color on the front windshield and with a small flag (40x20cm).

All ordinary civilian vehicles are considered as light vehicles. You will need to hit the vehicle with a BAVS, AT4, RPG or 40mm to eliminate it.

Vehicles are divided into different classes with different amount of hitpoints. You can recognize the armour level on the stick of the BAVS receiver. One line of yellow = one hit, two lines of yellow two hits etc.

Class 1 ............... Light vehicle ......... 1 hitpoint
Class 3 ............... Armoured fighting vehicle ........ 3 hit points
Class 5 ............... Heavy armoured vehicle / Tanks ......... 5 hit points

  1. Civ/Light vehicles/Technical: Can have mounted weapon. If mounted weapon, there can only be a front protective plate, MAX 90° protection. Protection plate not mandatory. No other requirements.

  2. Armoured fighting vehicle: Must have mounted weapon with at least front and side protection. Vehicle and turret must have "protective plates" on sides and front. Vehicle must overall be visually improved to look "armoured". 

  3. Heavy armoured vehicle: Must be large vehicle with at least 6 wheels or track. Must have protective plates on all sides and windows. Must have mounted gun. Vehicle must overall be visually improved to look "armoured". (This class is hard to obtain! Send picture before you start building to get pre approved.)

  4. No remote controlled turret is allowed in any vehicle regardless of armor class.

NOTE! Mounted guns are not affected by weapon-hits. You must take out the vehicle with BAVS or hit the gunner.

Examples of the vehicle levels

When a vehicle is eliminated by an AT-weapon, ONLY the driver must take a hit (can be healed by medic), the rest of the players inside of the vehicle can chose to be eliminated or leave the "burning" vehicle within 20 seconds. If not, all players inside are considered "eliminated", must raise their wounded flags and return to respawn. You can not shoot from a vehicle that is eliminated by AT-weapons, a eliminated vehicle must turn off their engine and stay on the same spot for 10 minutes (burnout) before returning to respawn. However, the vehicle can be moved immediately by applying the Towing-rule.

The eliminated vehicle can be repaired by an engineer (30 min repair time, the repairs must be made from the outside of the vehicle) or return to re-spawn flying an orange flag or marking, to indicate that they are off-game. The vehicle should raise orange flag during repair time.

All vehicles ingame must be mounted with the BAVS 2.0 or 3.0 IR system (Berget Anti Vehicle System) this can be bought or rented from Berget. If you want to bring a ingame vehicle contact info@berget-events.com with a picture to get it approved.

In-game vehicles may not travel at more than 30 kph. Only authorized drivers may drive vehicles during the game, and only those vehicles that have been assigned to them. It is strictly prohibited to just get in a vehicle and drive off. Game master vehicles and other off-game vehicles will be flying an orange flag.

If a vehicle is eliminated by mines or BAVS, while blocking the road the driver must stay in the vehicle to be ready to move the car to the side of the road so offgame/crew vehicles can pass at any time. This is a safety matter!

NOTE! All destroyed/off-game vehicles must show this clearly by having orange flags on both sides of the vehicle.

Battle towing To balance out the power of ingame vehicles, we will increase the field repair time to 30 minutes for an engineer to repair a vehicle in the field. If more engineers are available a maximum of two can work on the vehicle to reduce the field repair time to a minimum of 15 minutes.

There is an option to "tow" a vehicle to a safe location for repairs or to move an enemy vehicle out of the road. Which means that a symbolic rope should be tied between the vehicles and the "damaged" vehicle can be moved out of harm's way. The symbolic rope must be disconnected before the vehicles starts to move, to avoid injury. The maximum travel distance allowed of towing a vehicle is 200m.

The towing rope should only be symbolic and for safety reasons the player initiating the towing should walk between the two vehicles with a rope and a marker/flag "TOW-LINE" on the middle of the "rope/line". The minimum time is 2 minutes to get the vehicle ready to be towed.

The "towed" vehicle should ofcourse be driven by its dedicated driver while moving, the tow wire must be removed before driving. The vehicles must move at a slow walking pace while towing (5-7 km/h) and 5-10 m
between the vehicles. All vehicles playing at Berget should have a symbolic towingline/rope inside the car to be able to use this rule.

The driver of the damaged vehicle is considered off-game while moving to repair location. You can stop the towing by destroying the ingame vehicle.
PARACHUTE DROPS
Some factions will have access to a limited amount of parachute drops. When the commander orders a parachute drop, the designated players will be driven by crew in an off-game vehicle to the appointed drop zone. All parachuted players may be shot upon immediately after exiting the vehicle. Therefore great care should be taken into account while planning the drop zone. The opposing faction will also get a 3 min notice if the drop is planned in close vicinity of their base.
INGAME HELICOPTERS & PLANES
If there is a helicopter ingame, it is strictly prohibited to shoot against the helicopter for safety reasons. You can disable it by using one of the IR-weapons issued by Berget-Events. Players may not touch or get into a landed helicopter. It is strictly forbidden to run under the helicopters while it is landing or in flight in close proximity to the ground.
TANKS & ARMOURED VEHICLES
Real tracked Tanks & Armoured vehicles are driven by trustees or game-masters, you can never drive a tank yourself. Tanks & Armoured vehicles & Crew can only be eliminated with the BAVS 2.0-3.0 system. Heavy tanks like T-72's etc have 5 hit points.

Tanks have FX maingun (works as artillery) and Ir for tank vs tank purposes. They are also mounted with an airsoft support weapon in the tower.

No players are allowed to at any time be on top of or climb the tank. Caution should be taken around the tank in general since the drivers have very poor visibility and might not see people around the tank.
AT-WEAPONS
The AT-weapons is build upon a IR-cryptated system Kind of the same as the military SIMFIRE uses. They can shoot up to 60 meters in daylight and even further at night.

All vehicles ingame will be mounted with the BAVS 2.0 - 3.0 IR system (Berget anti vehicle system) this can be bought or rented from Berget. If you want to bring a ingame vehicle contact info@berget-events.com

The AT4 / RPG have 10 shots with a 15-second reload time between shots fired. When it's ready to fire it will shown in the led display on the gun, you can also see how many rockets you have left. The AT weapon must be reloaded by a Gamemaster in your base HQ with special key.

The AT4's will be handed out by each team's commander during special missions and needs to be signed for, you will also get training how to use it.

When shooting a Tank or Vehicle, if range is more than 20 meter you can aim in the middle of the vehicle and score a hit. If close range aim at the sensor mounted on the roof.

Tanks have 5 hitpoints, Non armoured vehicles have 1-3 hitpoint. If you score one wounding hit you can hear a short alarm sound. A destroyed vehicle will have longer 10 second alarm.

The BAVS 40mm grenade works in the same way as the AT4 but it deals only half the amount of damage. For example if you shoot at a bunker with an AT4 and it is destroyed after three hits you will need five or more hits with a 40mm grenade to successfully penetrate the bunker. In favour of the 40mm grenade it's very light and it reloads faster than the AT4. On the downside the 40mm cannot penetrate the armor of a tank.

NOTE! Try to protect the AT-weapons from rain and water. If soaked they can stop working. Also keep the lens free from dust & dirt until firing.
WEAPON HIT
Infantry weapon hits count as normal hits if the player is holding the weapon at the time. Car mounted support guns are not affected by weapon-hits. You must take out the vehicle with B.A.V.S or hit the gunner.
KNIFE KILLS
Knife kills are used when silence is important. Sneak up behind your target, gently place your hand on their back and whisper "Knife kill". The unfortunate target must then silently lie down. They are considered dead, and as such return to the safe zone after laying down quiet for 10 minutes. There is no bleed-out period. Players in the process of bleeding out may be put out of their misery by a knife kill.

NOTE!!! You may NOT use real, rubber or LARP-style latex knives.
KNOCK OUT
This is a rule that has its roots in LARP, and is used to knock another player unconscious rather than killing them. The victim becomes unconscious for five minutes and must lie completely still on the ground. They may not call out. Sneak up behind your target, tap them lightly on the head and say "knockout". This symbolizes thumping your victim with a rifle butt or other blunt instrument. The target wakes up again five minutes later with no ill effects. This rule is also suited for neutralizing difficult civilians or sentries wanted for interrogation. Those who have been knocked out have no memory of the time they were unconscious. People wearing helmets cannot be knocked out.
MINES
Mines may be found in the game area, and you will notice if you set one off. Anyone within three meters of a detonating mine is considered hit, and should react accordingly. Only engineers may disarm mines. There are beeping mines, BB-shooting mines and mines with small pyrotechnic effect. All inflict a "hit" injury.

Anti-vehicle mines may also be found, they must be placed visibly on the road. They have an effect in terms of game mechanics only, and simply block a thoroughfare to vehicles. The mines must be cleared before any vehicle can pass. The engineer must wait 1 minute for each mine to be removed. Vehicles cannot pass until all mines are cleared. Mines are OD-green with a yellow marking in the center. Mines will be provided to engineers pre-game.

While engineers may disarm these mines, they may be booby-trapped if one starts beeping during removal, the engineer is considered hit.

NOTE! All retail gas/spring/bungee/electrical mines and grenades are ok. Home-made stuff must be tested by crew at check in. No burning things are allowed.

Static minefields There can be a fixed minefields marked on the game-area map. No person or vehicle can cross the marked minefield besides on roads (small tracks are not counted as roads). When crossing the roads, you may not step more than a maximum of 2 meters from the road (All road-crossings will have a yellow line marking next to the road where the minefield starts). If you go any further, you will be considered hit by a mine.
Walking out on the minefield is considered suicide and no medic can heal you if you do so.

However, there is a way to clear passages through the minefield using special engineers. Some engineers will get “mine clearing equipment” pre or during game. This is basically a mine sweeper device and and yellow marking band.

To clear a path through the minefield: the engineer needs to move ten meters into the minefield (under the power-line) then mark a path with two yellow bands 1-1,5 meters apart. After this, the engineer will have to wait 2 minutes to walk another ten meters and continue making the path with yellow bands.

When the engineer is on the other side of the minefield two yellow bands must run the whole width of the minefield, showing a clear path through the minefield. When the engineer is on the other side and the path is ready other players can safely pass through it. NOTE! Only the engineer can occupy the path while it is being constructed!

You can fire upon and kill an engineer clearing the minefield, a medic can not move out on a unfinished mine path to heal the engineer but another engineer can go out and bring the first one back for healing. An unfinished minefield path can be continued by another engineer with a mine sweeping kit.
NOTE !​ It is only "by Berget chosen engineers" that can remove a path through the mines by using their own engineers, it follows the same steps as opening a path but you do it backwards, remove the yellow band for ten step. wait 2 minutes then remove 10 meters more of band.

BERGET-DOLLARS
There is an ingame currency used during the game to buy wares, services and weapons. This money has no value outside the game but is able to give you or your team an advantage in game. Some soldiers and weapons goes to the highest bidder. All money is given to chosen characters before the game. During the game you will receive money if you are fighting for one of the conflicts fractions others might barter or sell intelligence to the highest bidder and in that fashion getting their hands on the money. Anyone is free to plunder any fallen enemy of Berget-dollars.

NOTE! Money will look different from previous Berget games. Any attempts to counterfeit Berget-dollars and put them into circulation will lead to immediate ban.
SUICIDE BOMBS / CAR BOMBS
These bombs will be issued by the marshals. Instructions will be given to those who will act as suicide bombers. What players in general need to know is to comply with the suicide bomber once he or she has detonated their device (with smoke or pyro). The suicide bomber or a nearby marshal will declare who has been hit. The blast / damage area will affect all players within 10x10 meters.

Note! Ordinary hit rules apply on suicide bombers, a wounded / killed suicide bomber cannot detonate his bomb.
SLEEPING IN-GAME
Most participants will be sleeping in by crew provided military tents. There will be a 6 hour game-off during night in all base areas (03:00 to 09:00). Keep quiet during these times and respect your sleeping teammates.

Berget-events issue one sleeping place for every ticket holder. Worth noticing that we will not put furnaces in the tents so everyone should bring warm sleeping bags and sleeping mattress. Your gear should be stored under a tarp outside the tent during the night. Each tent has a capacity to hold 14-16 men. It is prohibited to bring tent beds to tents supplied by Berget-Events. All participants can bring their own tents but the tents need to be military in character and hold at least 12 people.

To avoid the risk of theft, we recommend that your team store objects of value in a large wooden box with a lock outside the tent. These can be rented from Berget-events. Just email info@berget-events.com if you are interested.

It is absolutely prohibited to enter/attack/sneak up to a base during game off. It is also at all times forbidden to take cover inside or fire your weapon in/out of tents.

If you sneak into a tent during ingame you should use knife kills. If resting inside tents during in-game, always keep your eye protection nearby or, ideally, sleep with it on.

(The following only concern those who wants to bring your own tents.)

We have received several inquiries from players who want to bring their own tents to Berget We have decided that players who wish to do so are allowed, under the condition that the tents fill the listed requirements below:

- The tent must be a military tent for at least twelve people. - The tent must be OD or green camouflage. - You will raise the tent in an area designated to you. - Tents must be clearly marked with team name and what company and platoon the team belongs to.

Base staff will show you the right location for your tent.

The tent must be approved by Berget-events beforehand. Therefore send a picture and information of the tent to info@berget-events.com.

CONFISCATIONS
If a person is arrested or taken prisoner, their weapon will be confiscated. This is symbolized by making the weapon safe and tying a section of barrier red / orange tape round the barrel or body. The weapon and its accessories are retained by the owner, who carries it slung if possible. If the prisoner approves, others may carry the weapon: it should always be within the prisoners sight. If the prisoner escapes or is released, they may not use their weapon until five minutes later. It is not allowed to take an enemy weapon to use. A prisoner can not use knife kills but knockouts may still be used.

Searching a captive 1. A person does not want to be searched, but wants to keep on playing. You state to this person:

-You are hereby searched and stripped as if it were a real strip-search. You are no longer able to use any weapon, either hidden or unhidden as a means of escaping or attacking us.

The prisoner MUST comply to these words and can actually not use any (hidden) weapon against his captors. Any hidden, but in-game used and Berget (or HQ) provided materials like maps and codes etc. MUST be handed over without asking of the captors.

2. A person does want to be searched.

You state to this person:

-We will now (strip)search you. You can at all times call us to stop searching you any further and go off game. The search may go on as long as the prisoner does not call off the search. After the search the prisoner CAN use any hidden weapons against his captors as he sees fit.

3. A person does not want to be searched and chooses to go off game. The person MUST and over ANY in-game materials (see note 1.)
PRISONERS
Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information. However, if restraints (handcuffs, flexi-cuffs, etc) are used, there are strict rules to follow. Hands must always be secured in front of the body; never behind. The person being captured must be able to release themselves easily off-game, so some means of removing the restraints a key, pliers, etc should be placed in their pocket.

Great care must be taken when applying any restraints to avoid cutting off the blood supply to the hands. Ask the prisoner if the restraints are too tight, and if you are using handcuffs, make sure you apply the transport lock to prevent the cuffs from tightening further. If a prisoner escapes, they should be able to remove their restraints easily. Prisoners being held in tents or buildings may not be restrained, for fire safety reasons.
GAME OFF
If you at any time feel uncomfortable, or if you want to break for any reason, simply say off-game. You then cease to exist in-game, and everyone around you continues as if you were not there. This is particularly intended for people who do not wish to be searched or restrained. It may not be used as a loophole to get past guards, it is not an invisibility cloak. If you have used the off-game rule (other than for a search, as above) you should immediately return to your Safe-zone and re-spawn. You can also use it to comment off game, if for instance you simply want the role playing toned down a bit.

Game on If the game is for any reason called "game off", the call to resume is "game on".
CLOSE QUARTER BATTLE
All indoor play (CQB) is limited to weapons with a muzzle velocity of no more than 109 m/s (357 fps). Long guns must be fired from the shoulder as far as possible. Random fire is not permitted, and ricochets do not count as hits.

NOTE! It is considered as cheating if you break this rule.
LOCKED / BARRICADED DOORS
Some buildings will be locked and can only be opened by engineers. It takes 2 minutes per door. This is indicated with a yellow “X” on the door. (Spray paint) Engineers need Crowbar or TNT to open a door. (props)
MISSILES, MORTARS & AIRSTRIKES
These area of effect weapons are only used coordinated with a gamemaster using pyro to simulate. The proximity of these weapons may vary. Game masters will let you know if you are hit. To avoid being hit you must take cover. Always obey the game master's ruling.

NOTE! Only Commanders and forward observers will be able to use area of effect weapons.

EXPLOSIVES & STICKY BOMBS
Explosives may be used to destroy objects like buildings, radio masts and doors. Only engineers may use explosives. Use of explosives requires a 10 meter safety perimeter, and enforcing this is the engineer's responsibility. Explosives may only be used against objects, and they may not be thrown. They must be placed carefully. Rigging the charge must take at least two minutes. The charge we use is completely legal and detonates like a small firework.

NOTE! Players may not construct their own explosives; all relevant players (engineers) will be briefed and issued explosives on the day.

HANDGRENADES
We allow both sonic Berget grenades and gas driven BB shooting grenades like Tornados. For all BB shooting grenades normal hit rules apply.

Sonic grenades (B.A.P.S.) If you are in a room when a sonic B.A.P.S. grenade detonates you are hit. (No matter if you are behind furniture or other cover, you are hit.) You must put up a deathrag and yell “HIT”. If a player enters a room during the 10 second "detonation"-sound he is also hit. Normal HIT-rules apply.

You may NOT reset a thrown grenade and throw it back! Only the owner of the grenade can reset it. You may NOT retrieve your thrown grenade during and ongoing firefight in a building.

The B.A.P.S. grenade effect does not work outdoors, the rules only apply for indoor use
in bunkers, cars, tents or rooms. It is important to know that the grenade does not eliminate a whole house, only people in the room where the grenade is thrown. If you are OUTDOORS and a B.A.P.S. grenade detonates near you (beep beep beep) you are NOT hit. (use other approved grenades in these situations)

The sonic grenade is the only grenade you are allowed to use against cars with open turret or windows. If using a grenade against a vehicle, you can only “drop” the grenade into a open window or turret/hatch. Never throw the grenade from a distance. If a B.A.P.S. grenade detonates inside a vehicle, alla players inside are hit. The vehicle is NOT destroyed. You may never approach a MOVING vehicle to drop a grenade.

NOTE! If the driver area and the passenger area is separated, (e.g. truck with driver cabin) only people in one area are hit. The rule is "all within the four walls are hit".
SMOKES & PYROS
As it stands, no player brought pyrotechnic devices may be used within the game area. Unless the situation changes, no player may bring any form of pyrotechnics, whether commercial or home-made. Smoke and FX will be provided by crew to concerned players.
HELMETS & BODY ARMOUR
Helmets and body armor has no in-game effect, except that helmets protect players from being knocked out. Shields may not be brought, though a few will be available and issued when appropriate by your commander in special missions.