Spelets regler [L?r er dem]

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Daffy

Spelets regler [Lär er dem]

Post by Daffy » 21 Apr 2007, 00:43

General
The rules are designed to ensure that the players have considerable freedom while still providing a good level of safety. We assume a basic knowledge of airsoft safety, notably concerning eye protection and safety distances. We also expect some degree of common sense, and expect all players to put safety first at all times. In the event of any question regarding rules or safety, don’t hesitate to contact a marshal to avoid misunderstandings – as far as safety is concerned, no question is too stupid.

Behaviour
Airsoft is not a competition. There are no winners and no losers. 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, go to the Safezone or talk to a marshal.

(And remember: it is better to take one hit too many than one too few.)

Team & Uniforms
To differentiate between the various groups in the game, players will have various patches - armbands or uniform elements. Russians will wear red armbands, Allied troops will wear blue armbands. Those playing Swedes will wear blue/yellow armbands, but will be easily recognised by their M/90 camouflage. The Finnish Freedom Fighters will have blue/white armbands.

There are no uniform requirements other than as described under "Teams".

If constructing your own armband please follow the rules below.

1. As the picture shows it have to be atleast 11 cm (4.33") wide.
2. Players without armbands will be forced to leave the gamearea.
3. Russian players uses red, Allied forces uses blue, Swedish half- blue half-yellow and FFF uses half-blue half-white.
4. If you dont want to make this yourself, send 30 sek to our account with your Ticket-ID as message and we will add this to your profile.

Hit & Medic
Hit
If you are hit, loudly and clearly shout “HIT” or “MEDIC”. Immediately lie down with your weapon over your chest and cover your face to avoid injury. You may not use your radio or in any way pass in-game information to your team mates. While you will bleed out after fifteen minutes, it is important that you remain for the full time, even if you know that no medics are around. You may not move from the place you were shot, although if you are in the line of fire you may crawl into cover – but remember to shout ”HIT” again if you are shot again.

During close quarters combat it is appropriate to get downed team mates out of bullet funnels like doors and corridors. 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.
We want to emphasize the importance if 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 Safezone.

Medic
When a player is hit, after shouting ”MEDIC” or ”HIT”, the medic has fifteen minutes to begin treatment. If this fails, the player will rise, raise their weapon above their head, and move as quickly as possible to the Safezone. If the medic reaches the downed player within 15 minutes they can treat them, by symbolically applying a field dressing. This must take around two minutes. Only two field dressings can be applied to a single player; on being wounded a third time they are beyond treatment and must proceed to the safe zone. Knife kills are instant, and the player cannot be treated.

A medic may apply a field dressing to himself, but then loses the ability to heal others for 60 minutes. A medic may carry no more than ten field dressings, but may resupply at the HQ. Make sure you have enough dressings to resupply! The dressings should be white, and may easily be made from an old sheet. As the picture shows you have to make a secondary armband if you are a "ingame" medic. 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". Medics also need to bring a pack of bandages. You dont need to buy real ones, just rip a sheet into sutable pieces.

Safety Distances
Due to the variety of different spring standards we set the weapon classes based on your weapon’s muzzle velocity in meters per second. All weapons will be chronographed with 0,20 g BB´s at check-in; if you feel you may be borderline between semi and full auto, we recommend that you check your weapon before coming.

Class V0 Safety Distance Notes
1 <109 m/s 1 meters Semi and full auto
2 110 to 130 m/s 10 meters Semi and full auto
3 131 to 140 m/s 15 meters Semi-auto only
4 141 to 150 m/s 20 meters Semi-auto only
5 151 to 160 m/s 25 meters Semi-auto only
6 161 to 180 m/s 30 meters Semi-auto only
7 180 to 199 m/s 35 meters Bolt-action only
8 100 to 140 m/s 15 meters Support weapons: Auto only
9 100 to 149 m/s 25 meters Vehicle-mounted: Auto only

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.

Magazines
In general, all magazines must be lo-cap (no more than 90 rounds). Exceptions are light support weapons (L86, MG36, etc) which may use C-mags limited to 150 rounds, semi-sniper weapons (SR-25, Dragunov etc; Class 3 and above) which are limited to 30 rounds, and support weapons (M249, RPK, etc), which have no mag size restrictions. Semi-sniper and LSW magazines modified to conform to these restrictions should be marked with blue tape.

A note on LSWs: Ordinary assault rifles may be used as light support weapons if fitted with a bi pod and box magazine or C-mag. These do not count as true support weapons, may not be modified to class 8, and any high-capacity magazines used by these weapons must be modified to hold no more than 150 rounds. These magazines should be marked with blue tape. If you want to use a light support weapon in this manner you must apply by email to info@berget-events.com, including a picture of your weapon.

There are no restrictions on the number of magazines you may carry.

To summarize:
Standard: Max 90 rounds/mag.
Semi-Sniper: Max 30 rounds/mag. Blue tape.
Light Support Weapon: Max 150 rounds/mag. Drum or box mag. Blue tape. If ordinary assault rifle, must have bi pod.
Support Weapon: No BB restriction. Drum or box mag.

If you have a weapon where lo-caps are unavailable, let us know. In general, we will ask you to block and/or mark your magazines and load no more than the limits above.


NOTE: for game balance purposes, given the scarcity of Russian support weapons, 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 bi pod, long barrel, RPK stock) - an AK47 with a drum mag and bi pod will not count. It should be noted that magazines with more than 90 rounds must still be drum or box style - no "ordinary-style" hi caps. If you have any questions, or if you are not certain whether your RPK qualified, contact Berget Events at the usual address.

Reloading
In addition to any ammunition carried in magazines, you may carry up to 1200 rounds (3600 for support gunners) to reload in the field. You can top up your ammunition allowance in your home base, Safezone or while respawning. There is no limit on reloading ammo you may store at your base.

It should be noted that the 1200 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, may be fired upon, and their drivers may be eliminated. In the event of a hit the driver will stop the engine and shout “HIT”. Eliminated vehicles will return to respawn flying a yellow flag or marking, to indicate that they are off-game.

Drivers will get more information at check-in.

Class Speed Limit Hit Points Notes
1 30 kph 1 Hit Civilian Vehicles
2 30 kph 1 Hit Military vehicles
3 20 kph 1-2 Hits APC's
4 20 kph 2-4 Hits Tanks

Hits refer to anti-armour weapons.

Vehicles of class 2 and 3 are equipped with a random effect generator which designates weapon effects when the vehicle is hit. This includes various effects, including the following:

Engine Damaged: The vehicle may not move, but the passengers are unharmed and any weapons may still be used. Pop smoke.

Penetrating Hit: All personnel aboard is eliminated. Pop smoke.

Drivetrain Damaged: The vehicle may operate as usual, but is limited to a top speed of 5 kph.

In-game vehicles may not travel at more than 30 kph. Only authorised 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. Marshalling vehicles and other off-game vehicles will be flying a yellow flag.



Anti-Armour Weapons
There will be anti-armour weapons at Berget like AT-4 or RPG. These will be used for destroying vehicles, and fire a paintball projectile. If hit the driver must either follow his damage table or stop the vehicle, since it is deemed to be destroyed. Minimum range for firing is 10m. Those concerned will receive detailed instructions concerning safety and operation. These weapons must never be deliberately fired at people, though they have been extensively tested, including direct hits to people with net-eye protecion without injury. These weapons may under no circumstances be home-made. We will provide all anti-armour weapons to be used.

Mortars
Certain squads will have access to mortars to give indirect supporting fire at targets within 500m. These groups will call in target coordinates to marshals, along with their own position and the number of salvos. Marshals will simulate the impact within 15 minutes with smoke and special effects. Casualties depend on terrain, cover and a number of other factors; personnel out in the open will be the first to be hit. A mortar team can inflict heavy casualties if they choose to fire on a crowded place.

Mortar crews have ammunition to deliver 3 artillery attacks.

When the squad runs out of ammunition they must return to base for resupply. Naturally the squad must carry their mortar with them. Mortars may be destroyed by engineers.

Weapon Hits
Weapon hits count as normal hits if the player is holding the weapon at the time.

Knifekill & Knock-Out
Knifekills are used when silence is important. Sneak up behind your target, gently place your hand on their neck or back and whisper ”Knifekill”. The unfortunate target must then silently lie down. They are considered dead, and as such return to the safe zone as soon as reasonably practical. There is no bleed-out period. Players in the process of bleeding out may be put out of their misery by a knifekill.

Knifekills may also be made in combat. This, however, requires an actual weapon, which - while superficially similar to a knife - must be absolutely safe. Most toy knives are acceptable, as are rubber knives or LARP-style latex knives; knifes must be approved by a marshal before play commences. The process is similar to a stealth kill, but any part of the upper body is acceptable for a hit. This rule exists to allow concealed weapons to be used in an escape, in tents, and so on.

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 symbolises 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 neutralising 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 metres 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 pyro effect. All inflict a "hit" injury.

Anti-vehicle mines may also be found; 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. While engineers may disarm these mines, they may be booby-trapped; if one starts bleeping during removal, the engineer is considered hit.

Safe Zones & Respawn
The Safe Zone is one of the most important rules in the game. On being killed, you must proceed immediately to the safe zone, where you will wait for 30 minutes before you can ”respawn” and rejoin the game. There will be a clock in the safe zone to help you keep track of time. Each team has a clearly marked safe zone & Respawn; if you are unsure about anything, as always, ask a marshal. If you are not out of play you may never enter or approach the safe zone; inside, eye protection should not be needed. For this reason, weapons must always be on safe and either holstered or unloaded while in the safe zone.

There are also respawns called ATR & RTR (Allied timecontrolled respawn & Russian timecontrolled respawn).
These are special respawn locations that will be open between sertain times. You can always "respawn" in your homebase, but during huge operations there will be respawns closer to enemy territory.

The specific time for each ATR/RTR will be posted on a sign at the "respawn totem". All timecontrolled respawns will be marked on your ingamemap recived at check-in.


- Certain VIPs, special characters and officers will have a double-length respawn time (60 minutes); these players will be advised of any special circumstances.
- Vehicles do not respawn in the same way; they are returned to Safezone off-game, where they are considered repaired once they have stood within 50m of an engineer for two hours. Their unfortunate passengers respawn as usual.

Sleeping in-game
Many participants will be sleeping in-game in tents and designated camps. This brings with it a certain safety risk. Thus it is absolutely prohibited to fire into and out of tents. If you sneak into a tent you should use knifekills or “The Bang Rule”. You should always keep your eye protection nearby or, ideally, sleep with it on.
Houses are an exception: they may be fired into and out of at night. Those sleeping in houses will receive special instructions.

Confiscations
If a person is arrested or taken prisoner, their weapon will be confiscated. This is symbolised by making the weapon safe and tying a section of barrier 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 prisoner’s 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’s weapon to use. A prisoner who has been searched may not use knifekills (unless a knife was successfully concealed), but knockouts may still be used.

Searches Of The Person
Since people may attempt to smuggle weapons or other equipment, in-game searches may occur. Since some people may be uncomfortable with being searched, anyone who wishes to avoid this can simply say “off-game” and hand over any hidden weapons or items that would usually be confiscated.

Prisoners
Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information. However, if restraints (handcuffs, flexicuffs, 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 Safezone and respawn. You can also use it to comment offgame, if for instance you simply want the roleplaying toned down a bit.

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.

Locked Doors
You may find ”locked” doors or buildings; these will all actually be unlocked, but doors considered to be locked in-game will be marked with a large taped X. This means the door is blocked from the inside and may only be opened by an engineer, who can open it by cutting or blowing it up. Those concerned will be given all relevant information. If you’re not an engineer, you can’t open crossed doors.

Explosives
Explosives may be used to destroy objects like buildings, radio masts and doors. Only engineers may use explosives. Use of explosives requires a ten-metre 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 will be briefed and issued explosives on the day.

Smokes And Pyros
As it stands, no pyrotechnic devices may be used within the game area; airsoft grenades based on gas power are fine. Unless the situation changes, no player may bring any form of pyrotechnics, whether commercial or home-made.

This is still subject to change, and this rule may be amended at any time.

Air Raids And Artillery
If anti-aircraft weaponry is destroyed or captured, this can have catastrophic consequences for the opposition. Air raids, for instance, may be simulated with fireworks, launched by marshals. Other marshals will, on this signal, declare randomly selected players hit, with hit likelihood to some degree dependent on what sort of cover the player is in - if you’re in the open, you’re toast. Air raids may recur until the anti-aircraft batteries are retaken or repaired. Medics may treat air raid casualties as per usual.

Languages
Any communications with prisoners or players from other teams should be conducted in English to illustrate the different languages. Feel free to fake an accent.

Helmets And Body Armour
Helmets and body armour 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.

Landing / Climbing
It is strictly forbidden to fire at oponents who are climbing on ladders or getting out of an airplane or boat. You cant shoot at people when you are on a ladder or getting out of a boat or airplane.

Baron
Captain
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Joined: 15 Mar 2007, 10:29
Location: Göteborg, Sweden

Post by Baron » 21 Apr 2007, 03:30

Saxxat från info sidan?

Daffy

Post by Daffy » 21 Apr 2007, 10:10

Jao! :)

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hell-kitty
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Post by hell-kitty » 21 Apr 2007, 10:29

En fråga ang träff.

Om en grupp tillbringar timtal med att smyga sig på fiendens position, för att i tystnad slå ut dem. tas inte hela illusionen bort när den första träffade skriker hit eller medic för full hals?

jag menar, en del har ljuddämpade vapen av en anledning.

känns som ett antiklimax.
Morituri te salutant

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Mercy
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Joined: 04 Dec 2006, 13:53

Post by Mercy » 21 Apr 2007, 13:03

Ni får väll köra knifekill och knockar, då måste de tyst lägga sig ner.

Att ta ut dem från avstånd i airsoft är nog inte riktigt det bästa (eller det lättaste) att göra, eftersom att du måste vara jävla duktig för att få till en headshot på avstånd. Och headshot är det enda som skulle få tyst på en människa snabbt nog (förutom en fullträff i hjärtat). Allt annat skulle de ju börja skrika över.

Om man lägger till en regel för "headshots" skulle nog göras möjligt. Men eftersom att inte alla kommer komma ihåg det, eller ens hinner läsa det, tycker jag att att det känns onödigt.

Kör knifekills istället.
Team Bulletproof Secretary

3:e Pluton - Bas.S?k [Charlie-Sierra] 2:2

Brutus
Newbee
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Joined: 17 Apr 2007, 23:02

Post by Brutus » 21 Apr 2007, 14:17

Sen anser jag att man inte ska uppmuntra folk att skjuta andra i ansiktet/huvudet, vilket en "headshot-regel" faktiskt får till följd. Men, men... :evil:

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Mercy
Corporal
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Joined: 04 Dec 2006, 13:53

Post by Mercy » 21 Apr 2007, 16:13

:oops: Jag tänkte visst inte efter.

Nej, ska någon tas ur spel på ett tyst sätt gäller ENDAST Knifekill.
Team Bulletproof Secretary

3:e Pluton - Bas.S?k [Charlie-Sierra] 2:2

Daffy

Post by Daffy » 11 Jun 2007, 09:32

Läs läs, läs...

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