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TIER 1 - EVENT RULES


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TIER 1 MILITARY SIMULATION EVENT RULES

It is every players responsibility to read and understand our rules before attending any TIER 1 COMBAT TRAINING or TIER 1 COMBAT OPERATION event.

Our rules are designed to keep "YOU" the player immersed in a realistic military combat environment, while still providing a high level of safety throughout.

These rules are designed to enable a high level of organic gameplay whilst retaining a level of control to enable our carefully designed games and training sessions to unfold correctly giving you the full experience you have paid for.

 

 

A GAME OF HONOUR ONLY?

Airsoft is based on HONESTY, RESPECT AND HONOUR.

 

• HONESTY: In the fact that when you are hit, you tell yourself the truth - this time someone got the better of me. Next time you will get the better of that player, but you need to let whoever shot you and your teammates know that you have been HIT.

 

• RESPECT: In the fact that Airsoft is a specialist activity shared by very passionate people who all share the same appreciation for something that gives you so much pleasure. With that much in common, why would you not respect other players regardless of which side they are on?

 

• HONOUR: In the fact that you do not disgrace yourself or your fellow players. Play with dignity at all times. Do not let yourself down and help ensure the quality of the game is at it's best at all times.

 

We at TIER 1 aim to give you a realistic military experience without you actually getting shot or hurt via real ammunition. This experience has come from years of real military regular service, so please also honour us with the same respect and play honestly.

 

 

DISCIPLINE

A large emphasis on common sense is promoted by Tier 1, but certain criteria will be required at TCO's and TCT's.

Players breaking our overall safety rules and game dynamic will be:

 

• Taken to one side and given a verbal, constructive warning.

 

• Persistent offenders will be taken out of the training / combat area for 25 minutes to cool down.

 

• Further offenses will result in those offenders being escorted from the area and asked to leave the site immediately.

 

Offenses include, but are not limited to:

 

• CHEAT CALLING: This will not be tolerated.

 

• AGGRESSIVE and ABUSIVE BEHAVIOUR: This will not be tolerated.

 

• EXCESSIVE / OVERKILL WHEN FIRING AT AN OPPOSING FORCE: This will not be tolerated.

 

• FIGHTING: This will result in a lifetime ban. PERIOD!

 

 

Any issues that occur between players must be reported to in-game and or overt game marshals IMMEDIATELY. At the end of the game will be too late.

ALL MARSHALS WILL BE IDENTIFIED at the beginning of each event. Our Marshals are there to help you.

 

USE THE MARSHALS.

 

NON HIT TAKING

Any player caught cheating by NOT TAKING THEIR HITS having had this verified by a marshal will enter into our discipline process. (See DISCIPLINE).

 

 

TEAM DISCIPLINE

Individuals playing within a team who are caught cheating by NOT TAKING THEIR HITS having had this verified by a marshal, can incur a penalty for their whole team.

 

A marshal will approach that team's leader and issue a caution. Further offences from that team will enter that complete team into the discipline process. (See DISCIPLINE).

 

 

SAFETY

Tier 1 events are designed to give you an accurate military experience. Area of Operations (AO's) will not always be safe and sterile environments. Certain events will take place at woodland, rural and MOD training facilities. These often have dangerous items or structures that can cause injury to you.

 

It is down to you the individual to act with a degree of caution at all times.

 

Be mindful of the following:

 


• Your steps and where you walk.

 

• Where you crawl.

 

• Look before you move into any cover.

 

• Check before you lay prone.

 

• When you climb in and out of windows, see what is on the other side, above and below you.

 

• Never climb on roofs.

 

• Do not use ladders, unless told otherwise.

 

• Do not climb up trees.

 

• Do not pick up anything you do not recognise or that looks suspicious. Report it to a marshal.

 

• Always use eye protection (this is mandatory). We advise that players under the age of 18 wear full face protection.

 

• Always make your weapons safe when leaving the game / training area.

 

• Always remove your weapon's magazine when entering any non-game / training area, regen, designated area or safezone.

 

• Never blind fire. You must always be able to see what you are firing at.

 

• Try and avoid headshots where possible.

 

• Always wear appropriate clothing for the event, in particular we insist that players use a good pair of boots that support the ankle.

 

 

REGEN, SAFE ZONES AND DESIGNATED AREAS

Regens and safe zones will normally only be in play at TIER 1 urban events.

Rural and woodland Combat Operations (TCOs), will as a rule, not have any regen or safe zones in play throughout.

There will be a designated area for dead players to re-spawn and re-enter the gaming area.

 

• Opposing sides will normally have a regen each if in play.

 

• Most regens will operate using an "open and closed", waiting time if in play.

 

• Designated areas will be open at all times.

 

• If attending any event that does not have a regen / safezone in play, players must always wear eye protection, even when sleeping.

Please note: The designated areas may be a Patrol base, Forward Operating Base (FOB), or a particular chosen area out on the ground, but not a dedicated regen.

 

 

TACTICAL AWARENESS

Tier 1 events are designed to emulate a realistic combat environment for you. To aid the realism, we expect all players to adhere to a TACTICAL CODE OF CONDUCT throughout our events. Please read the following points designed to help you do this.

 

• Do not linger out in the open.

 

• Do not stand in plain view in windows or doorways.

 

• Run between areas of cover.

 

• When static, take cover if possible behind an object. If cover is not available, present a smaller target and get down on one knee.

 

• Cover your teammates crossing exposed areas.

 

• Squads / callsigns moving together should watch their spacing, do not bunch up.

 

Please note: If a player is persistently ignoring our tactical code of conduct and is diluting the game dynamic - A marshal may choose to issue that player with a hit and or declare that player critically injured to then bleed out.

 

 

WHAT DO I DO WHEN I GET HIT?

This process is one of the simplest to understand, but often not understood properly. To help you with this process, here are our rules.

 

• As soon as you have been hit - You must shout clearly and audibly "HIT".

 

• This must be followed by raising an arm above your head, followed by getting down on one knee or lying down on the ground.

 

• You must then call out for a Medic if you wish to be saved.

 

• If the tactical situation dictates that it is not the best option to call for a medic, then you may opt to stay silent and bleed out.

 

• If a medic has seen you and can get to you they may medic you.

 

• If you are classified dead - remember: DEAD MEN DO NOT SPEAK. This includes the use of any communication equipment, pointing or indicating a direction with their head.

 

Please note: Medic rules will almost always be in play at Tier-1 events - (See medic rules).

 

Please note: (The only exception to these rules are for a SILENT KILL - (See silent kill).

 

 

SILENT KILL / KNIFE KILL

Tier 1 events will often have a great deal of opportunity for stealth during the day and at night. Players who are able to get up CLOSE to an opposing player without detection (like a sentry for example) and wish to place a HIT on that player, can carry out a KNIFE KILL.

 

To carry out a KNIFE KILL, you may use a replica rubber knife, tap the victim about their body and say "hit" or simply place a hand on the victims shoulder and say "hit".

• The victim is immediately classed as critically injured.

 

• The victim will need to remain in place for the dictated game bleed out time before they can move.

 

• The victim may after bleeding out return to a designated area / regen to re-enter the game zone.

 

Please note: We expect the victim to honour the hard work it takes to get that close to another player undetected and not compromise their effort.

 

 

CRITICALLY INJURED

If a player is classed as critically injured, this means the following:

 

• The victim cannot be saved by a medic.

 

• The victim must remain in place and bleed out.

 

• Once the victim has bled out, the victim is classed as dead.

 

• Only then may the victim return to a regen / designated area before they can re-enter the game zone.

 

 

BLEEDING OUT

If a player has been critically injured or has been hit and cannot be saved by a medic, the victim must bleed out. When bleeding out the victim must adhere to the following:

 

• The victim may not move and must remain in the same position where the victim was critically injured or hit.

 

• The victim then bleeds out for the game's stated bleed out time. (Normally this will be around 5 minutes).

 

• Once the victim has bled out, only then may the victim return to a regen / designated area before they can re-enter the game zone.

 

 

MEDIC RULES

Tier 1 events will almost always enforce a medic rule to promote the correct level of realism.

We advise that Teams should train with designated medics as part of their standard operating procedures (SOP's).

 

• Each 4 man fire team will have a dedicated medic who will carry a number of medic tabs.

 

• These tabs can be used more than once on an individual or spread across that fire team.

 

• The tab needs to be fastened to the player who has been hit and remain on their person.

 

• Tabs must remain on the hit person until they have had to return to a regen / designated area after having been declared dead.

 

• Once all medic tabs have been used then members of that team that have not been hit, may opt to continue without a chance to be saved again or the fire team can decide that they are combat ineffective and return TACTICALLY to a regen / designated area to replenish their medic tabs.

 

• Once that has been done, the team may re-enter the game zone.

 

• If you cannot be reached by a medic and you have been hit, then you must bleed out and return to a regen / designated area before you can re-enter the game zone.

 

Please note: Certain elements will have less medic tabs than others. This is to ensure a higher level of gameplay for key roles within the game.

 

 

HOW DO GRENADES AFFECT ME?

All grenades are classed as FRAGMENTATION grenades. (Unless carrying out Counter Revolutionary Warfare (CRW) scenarios using Multibang type grenades as stun grenades).

 

• All grenade types have an outdoor HIT radius of 5 metres.

 

• If a player is within the 5 metre radius you will be classed as HIT. (See: WHAT DO I DO WHEN I GET HIT?). Unless behind HARD COVER. (Hard cover constitutes things such as - Walls, brick structures and defendable positions.

 

• Soft cover like hedges, bushes and trees will not suffice as being behind HARD COVER.

 

• If a player is inside a room / confined space / bunker, and a grenade is posted into that area and detonates, the player is classified critically injured immediately. The victim will stay in place for the event given bleed out time and then be declared dead. Only then may the victim move to a regen / designated area before they can re-enter the game zone.

 

• Smoke grenades can be used at all events - no smoke inside buildings.

 

 

FIGHTING INSIDE BUILDINGS, CONFINED SPACES AND BUNKERS

We strongly enforce a high level of self control and safety when fighting in a Close Quarter Battle (CQB) environment.

 

 

The following points are to ensure this and are mandatory.

 

• As soon as you enter into a building, confined space or bunker, you MUST switch your weapon to SINGLE SHOT immediately.

 

• Only SINGLE SHOT firing is allowed inside a building, confined space or bunker.

 

• You may fire FULLY AUTOMATIC out of a building, confined space or bunker. If you are outside, you may fire FULLY AUTOMATIC into a building, confined space or bunker.

 

Please note: When fighting in a CQB environment, target identification is essential. This will help you place considered fire into the body mass of your opponent. Head shots should be avoided where possible.

 

 

WEAPON HITS

• Weapon hits do not count as a HIT, EVER!

 

 

RICOCHET

• Ricochet hits do not count as a HIT, EVER!

 

 

BANG RULE

• We do not use the bang rule, EVER!

 

 

MAGAZINE TYPES

• You may only use Mid and Low cap magazines on your AEG - HI CAP and Box Magazines are NOT ALLOWED.

 

• You may carry as many magazines as you wish.

 

• Support weapons may use Drum / Box magazines.

 

Please note: There will be ammunition limitations in play at most TIER-1 events.

 

 

AMMUNITION LIMITS

There are no restrictions on how much ammo you take out into the AO / FOB with you in your deployment kit.

However, here are our guides for what you can carry on your person when operating away from your deployment kit:

 

• Rifleman: 800 rounds, 8 grenades and 4 smoke grenades.

 

• Sniper: 150 rounds - Main weapon. 300 rounds - Side-arm, 6 grenades and 4 smoke grenades.

 

• Medic: 800 rounds, 8 grenades and 4 smoke grenades.

 

• Radio operator: 800 rounds, 8 grenades and 4 smoke grenades.

 

• Support gunner: 3000 rounds, 6 grenades and 4 smoke grenades.

 

Please note: You may reload your magazines at any time if back in your patrol Base / FOB / regen / designated area.

 

 

FPS LIMITS

• AEG: 370 fps.

 

• Pistols: 370 fps.

 

• Sniper (semi-auto and bolt action): 500 fps. Minimum engagement distance is 30m.

 

 

RADIOS

 

Each section will have a dedicated Radio Operator (RO). The RO will be the sections communications link back to that team's command element.

Tier 1 will issue those assigned RO's with a military grade radio. These will be signed out to you at STARTEX and have to be signed back in at ENDEX.

 

Below is a guide for radio distribution:

 

• 4, 6 or 8 Man sections: x 1 PRC 349 military radio per section.

 

• 4, 6 or 8 Complete sections: x 1 PRC 350, 351 or 352 military radio per section group.

 

• Command elements: x 1 PRC 350, 351 or 352 and 2 x PRC 349 military radios.

 

• Inter-section radios, you will need to provide yourselves.

 

 

VEHICLES IN USE

Certain Tier 1 scenarios will include the use of civilian and military vehicles. To ensure safety please follow these rules.

 

• Players must NOT SHOOT at vehicles EVER.

 

• Players must NOT SHOOT at the driver EVER.

 

• Players in vehicles may NOT SHOOT out of vehicles EVER.

 

• Players de-bussing from vehicles may only be engaged when 5 meters clear of that vehicle.

 

• Vehicles can be classed as destroyed by the use of roadside Improvised Explosive Devices (IED) or other means stated by TIER 1 if in play. Such as Rocket propelled grenades (RPG), Mortar fire and Air strikes.

 

 

AIR STRIKE

Air strikes will be available at certain events and will follow a realistic procedure to call them in.

When an air-strike is required, the following will occur:

 

• The team must request the air-strike using their radio and correct protocol.

 

• Once an air-strike has been authorised, to ensure accuracy, players may designate their targets by laser, cyalume, infrared strobe / infrared cyalume or smoke.

 

• A time delay may occur between request and impact.

 

On impact the following rules will apply:

 

• Players caught in the open and within a 40 meter radius - of the impact site - will be classed as DEAD and remain in that position for the given event bleed out time, before moving to a regen / designated area before players can re-enter the game zone.

 

• Players situated inside a building / bunker will be classed as DEAD and remain in that position for the given event bleed out time, before moving to a regen / designated area before players can re-enter the game zone.

 

• If a building / bunker is hit with an air-strike, that building will be out of play for 30 mins.

 

 

MORTAR STRIKE

Mortar strikes will be available at certain events and will again follow a realistic procedure to call them in.

When a Mortar strike is required, the following will occur:

 

• The team must request the mortar strike using their radio and correct protocol.

 

• Once a mortar strike has been authorised, to ensure accuracy, players may adjust fire to walk on to the target if falling wide.

 

• A short delay may occur between request and impact.

 

On impact the following rules will apply:

 

• Players caught in the open and within a 30 meter radius - of the impact site - will be classed as DEAD and remain in that position for the given event bleed out time, before moving to a regen / designated area before players can re-enter the game zone.

 

Please note: It will require 2 direct hits on a building / bunker to destroy that target.

 

• Players situated inside a building / bunker after 1 direct hit will be classed as HIT and normal medic rules will apply. (See: WHAT DO I DO WHEN I GET HIT and MEDIC RULES).

 

• Players situated inside a building / bunker after 2 direct hits will be classed as DEAD. The victim will need to remain in place for the dictated game bleed out time, before moving to a regen / designated area before you can re-enter the game zone.

 

• If a building / bunker is hit with a mortar strike twice, then that building will be out of play for 20 mins.

 

 

TAKING PRISONERS AND PRISONER HANDLING

By the nature of TIER 1 events, there will often be opportunities to take prisoners in game and during training exercises. You may also be taken prisoner.

 

At this point we cannot emphasise strongly enough, the need for COMMON SENSE. If you are taking and or handling a prisoner, we still promote a large level of realism, BUT, we expect ALL players to demonstrate a level of composure and restraint at all times.

 

DO NOT GET CARRIED AWAY - As a prisoner or as the player taking the prisoner.

 

If you find yourself in either situation, please follow these steps:

 

• You may ONLY be taken prisoner, if you the victim, agree to it. (If you do not agree to it, you must take a critically injured hit and bleed out).

 

• You may only bind a victims hands in front of their body.

 

• You may NOT secure the victims hands tightly.

 

• You may not inflict any physical pain or hardship on the victim.

 

• You may only remove the victims weapon, with their consent. (If consent is given, the weapon must be within sight where possible to the victim).

 

• You may ONLY blindfold / hood / impair the hearing of the victim, with their consent.

 

• You may ONLY search a prisoner, with their consent.

 

• An "Off Game" buzz word to stop this process for the victim will be given at the initial game and safety briefing. This buzz word will enable the victim to HALT the process of being a prisoner should the victim feel uncomfortable with this game scenario at any time.

 

 

INTERROGATION AND ENHANCED INTERROGATION

Certain TIER 1 game scenarios will require interrogation of a prisoner. This will only take place within the physical safety regulations already outlined in our overall TIER 1 Rules. (See TAKING PRISONERS AND PRISONER HANDLING).

 

Initial techniques after capture will be:

 

• The victim be processed. This will include removal of all weapons, tactical equipment, warm clothing and waterproof clothing.

 

• The victim will be issued with blackout goggles and sound silencers to disorientate you.

 

• The victim will be tactically questioned at regular intervals.

 

Enhanced techniques after capture will include and can last up to 12 hours in total:

 

• Stress positions - No longer than 45 minutes per position.

 

• Exposure to loud white noise and other audio harassment techniques - No longer than 45 minutes per session.

 

• Placed physically in wet and cold environments. Such as water, rivers, ponds and streams - No longer than 45 minutes per session.

 

• Be deprived of sleep for up to 12 hrs.

 

• An "Off Game" buzz word to stop this process for the victim will be given at the initial game and safety briefing. This buzz word will enable the victim to HALT the process of being a prisoner should the victim feel uncomfortable with this game scenario at any time.

 

Please note: These techniques will only be in play for bespoke Tier 1 Intelligence Support Activity (ISA) Sub Operations that will link all Tier 1 TCO major events. Participants will be fully briefed, have to acknowledge these pre-requisites and be aware of these types of operational SERIALS before undertaking any such TIER 1 Sub Operation.

These Sub Operations will be invite ONLY.

 

 

UNIFORM REQUIREMENTS

These will be specific to individual events and will be announced in the event information section prior to that event.

 

 

SLEEPING ARRANGEMENTS

Unless stated otherwise, all Tier 1 events will run straight through from STARTEX until ENDEX.

The need for enforced rest will be catered for in a realistic manner throughout.

 

Operating in a rural / woodland environment:

 

• Players will be deployed out into the field and will operate from their bergens from Lying Up Positions (LUP), patrol bases, Observation Positions (OP) and or FOB's. (See recommended Rural / woodland kit lists).

 

• A rotation of enforced rest and sentry duty will be required if not out on specific tasks.

 

• It is down to individual teams to create a rotation system to achieve this.

 

Operating in a urban environment:

 

• Players will be deployed into buildings / FOB's and will operate from their deployment bags. (See recommended Urban kit lists).

 

• A rotation of enforced rest and sentry duty will be required if not out on specific tasks.

 

• It is down to individual teams to create a rotation system to achieve this.

 

Please note: Certain specified events will not play straight through and sleeping areas will be available.

 

 

ENFORCED REST FOR DESIGNATED DRIVERS

 

Designated drivers will have to declare that responsibility upon arrival at all Tier 1 events.

 

• We will provide a dedicated sleeping area for you.

 

• Designated drivers will be required to have at least 4 hours sleep within the last 10 hours prior to ENDEX.

 

 

 

Any further enquiries: please call Ed Denson on: 07967 225 739.

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