Film-Sim Rules

Any game day running as a film-sim will use the rules laid out below instead of the usual site skirmish rules.

The basic rules

All Soldiers start with 2 bandages / hits! Any friendly player can heal the first and
second hit by tying one of the injured player’s bandages to their arm. On the third hit
the soldier is a KIA.

If the soldier has more than 2 hits due to being a veteran, they can take more wounds
(carry more bandages for themselves) and can be healed more times before KIA

When out of hits the wounded player must return to their HQ and be registered as KIA (Killed In Action) and return as a new two hit grunt. Any previous specialisation is lost.

Welcome to the FRONT LINE soldier.

When shot the soldier makes the load call of ‘HIT’ and must fall to the ground calling
for help Medic). A shot player shouldn’t be targeted and cannot return fire until
healed!! All wounded players have five minutes for a fellow soldier to get to them
before they bleed to death and must take a KIA (Killed In Action)

Any soldier can return to their HQ or a controlled Medic point and be restored to full hits
(all bandages taken off and returned to the soldier)
Return to combat fresh and ready. This takes 5 minutes!

Moving wounded. One man with two hands or two men with one hand each can “drag”
a wounded soldier to safety! (Medics have their own rule)

Capturing Wounded soldiers
The enemy can capture any wounded player left behind or not reachable by their own
side. To do this all the enemy needs to do is medic the wounded player, they will then
be considered a POW (Prisoner of war). POW’s must make their way back to there
own HQ (out of game) and register MIA (Missing in action) they will then be added
to the POW list.

POW captures of the opposition gain resources for your team, KIA’s of your own soldiers cost your team resources.

Rules for load outs and Class
Each style of soldier has its own class and load out; the load outs are defined below.
If you are not ranked or have not taken a Class you will be classed as a soldier!

1. Soldier – Load out
Can carry 600rds

2. Sniper – Load out
Can use a single shot bolt-action rifle up to 500fps with a .2 bb
Can carry 150rds (must crono with .2bb)

3. Support – Load out
Can use a support weapon firing at 350 fps
Can carry 2000rds

1. Lieutenant – In command of up to 10 men – Class
Ammo depends on load out!

2. Medic – Class (up to 2 per unit)
A medic can use a truce flag to allow them to cross a battle field with a wounded soldier. The medic must get to the wounded soldier first, they may then place one hand on their
shoulder and carry the truce flag in the other. While the flag of truce is being waved neither the medic nor the wounded soldier being rescued can be targeted until the medic begins to heal the wound (put a bandage on). Medics cannot open fire until the bandage is on! However they only need to use one hand to move a wounded soldier to safety.
Ammo depends on load out!

3. Engineer – Class (up to 2 per unit)
Can set charges and defuse bombs.
Can take out enemy vehicles and can repair damaged vehicles in the
field. This takes 5 Minutes per hit taken on the vehicle and the vehicle must be fully
repaired to become active again.
Ammo depends on load out!

Vehicles at GUNMAN
All vehicles are considered armoured and will be awarded a certain amount of hits. Only sustained support weapon fire or an engineers charge will cause damage and count as a hit.
The vehicles will not be mobile during play but will be relocatable by the side that is in control of them during cease fires.

Command Points ‘CP’
The style of CP will vary from event to event but they will always be clearly identified. The CP is where you reload your mags or re-spawn after a KIA. (report to HQ first then re-enter the game at any controlled CP)

All IN GAME missions are administered at CPs.

The HQ in all cases is ‘OUT OF THE ACTION’ and cannot be attacked.

Supplies in the field
Some events will employ the supplies in the field rule. This can only be done if a
‘LIVE’ ammo crate reaches the troops on the line. Once opened the troops must be
within 10m of the ammo crate to reload. Example: a soldier has used 450 rds and can
reload back up to 600rds! Command may also set up ammo dumps in the field to
make it easier for the troops to get hold of their ammo.

Capturing hidden supplies.
If you find a crate in the field and its ‘Live’ you can use it to re-supply your troops
and deny the enemy of its supplies.
‘LIVE’ crates will have red tape around their lids, to use the crate the tape must be
taken off! Each crate will have 20 ammo tokens. Each man takes 1 token (only) to
reload; when all the tokens are gone the ammo crate is empty.

Attacking a CP
During an assault on a CP re-spawns and the re-load of Magazines are frozen until the
attack is over. A Ref will announce when the attack begins and when it’s over. An
attack will finish when all the soldiers on one side are killed or the attack looses it
momentum and is no longer pushing forward onto the CP.

To take a CP 3 live men must hold it (be within 2m of the flag) for 40 seconds with out taking hits to claim it.

Game Play

The game will be split into various missions separated by cease fires. During a cease fire all troops on both sides must withdraw to their HQ or a controlled CP. Cease fires allow the chance for people to eat/drink, work out tactics and move vehicles. You will also be briefed with your next set of mission objectives.

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