Province of Quebec Airsoft Club
MILSIM Rules of Engagement
1. Table of Contents. 1
2. General Rules. 1
2.1 Firearms. 1
2.2 Goggles
and Masks. 1
2.3 Bbs
/ FPS / Joules. 1
2.4 Unloading
and Securing Guns. 2
Unloading and securing an AEG.. 2
Unloading and securing a GBB.. 2
2.5 Littering,
Smoking, and Drugs. 2
3. Ammunition
Limits. 2
4. Medics. 2
5. General Hit Rules. 2
6. Lottery Ticket Hit Rules. 3
7. Intelligence Gathering Rules and Intel Packages. 3
8. Demolition Rules. 4
9. Destruction of
a Base. 4
FIREARMS are PROHIBITED at PQAC events
- APPROVED
Paintball and Tactical goggles are mandatory. A full face masks is
optional.
- Goggles
must completely cover the eye with no gaps for a BB to slip through.
- Goggles
must be worn at all times unless you are in a safe zone and the security
Marshall has given you permission.
- AEG
upgrades: Max M120 spring or equivalent.
- Bolt
action and PSG1: Max PDI 250% (or equivalent)
- Other
“sniper” systems must be inspected by a PQAC representative before being
allowed on the field
- Remove
magazine
- Point
in safe direction
- Fire
remaining bb’s
- Place
gun on safe
- Attach
barrel pug (or other suitable barrel block)
- Engage
safety
- Place
gun in holster
- If no
holster is available then remove magazine
- No
littering will be tolerated, both in the playing fields, and the staging
area.
- Smoking
is allowed ONLY in the Staging Area. Smoking on the field will result in
immediate expulsion.
- Absolutely
no drugs or alcohol will be tolerated during the game.
The ammunition
limit rules may vary from game to game and scenario to scenario, but as a
general rules the following rules should be adhered to for each “mission”:
- Each player should carry no more
then a total of 600 BBs
-
10 full low-cap
magazines
-
Or 18 low-cap
magazines filled with 33 BBs each
-
Or 2 high-cap
magazines
- Players who run out of ammunition
on a mission may borrow some from other players.
- Extra BBs may be kept in a base for
reloading.
- Each team will have to designate
medics prior to the launch of a mission.
- There may be no more then 1 medic
per four players (1/4 of players).
- A medic cannot heal himself;
another medic must heal him.
The General hit rules will be used most players during a
game.
- Gun
hits do not count.
- Medic rules are in effect. Players
can be healed twice by a medic before they are considered dead and
must respawn.
- A medic heals a player by tying as
length of coloured tape around his upper arm..
- The medic tape may not be
removed after each mission. Only after a player is killed and respawns are
his wounds considered “reset”.
- If
the intelligence gathering rules are in effect;
- Once
you are hit, you are to call out you are hit and remain in place until
the battle is over.
- When
hit a player has to sit still until either a medic gets to him, or a
player from the opposing team gets to him. If the player from the
opposing team gets to him, he has to hand over his Intel Package
(if he has one).
- Regardless
of whether he has an Intel Package on him or not, the player has to stay
in the spot where he got shot until either a medic gets to him or an
enemy player gets to him. He may communicate the fact that he has or does
not have an Intel Package.
- Once
the battle is finished, the player may respawn at the designated point if
not recovered by his team.
Specialized teams might use the lottery ticket hit rules
during certain games.
- Each
player will be draw 6 sealed cards at the beginning of the game.
- Each card may represent either a
death, a critical wounds, or a minor wound
- When hit, the player will
cease-fire, call himself hit, and draw one of his cards.
- If
he draws a death card, he will be out of that fight and wait until the
fight is over before he can head back to his respawn point.
- If
the player draws a minor hit card, he can re-join the fight. A minor does
not affect his combat effectiveness.
- If
the player draws a critical wound, he will cease-fire and shout for a
medic. At this point the player
will no longer be able to return in the fight until his team takes him
back to their respawn point.
- A
critically wounded player must be carried, dragged, or slung to the
respawn point.
- A
critically wounded player may keep communicating but my not shoot or
manipulate equipment.
- If a
player from an opposing team manages to overtake a critically wounded
player, he is considered captured and may be taken back to the opposing
team’s base camp.
The
intelligence gathering rules may be used during certain games to add a level of
realism. If they used the following rules should be adhered to:
- 1 out of every 2 players (50%)
going on a mission should have an Intel package in him
- 1
out of every 3 packages may contain false information.
- Intelligence packages are to be
contained in identical looking envelopes and shuffled before they are
distributed. Neither the commander nor the player carrying it should be
aware whether they contain true or false information.
- Players who have intelligence
packages cannot be held at the camp to keep them from getting captured.
Demolition
rules are used when the scenario calls for the destruction of certain
objectives.
- Destruction of a site or a camp is
accomplished through the use of a satchel charge, or other demolition
charge carried by the team.
- When the charge is placed a Bear Banger, or another approved
pyrotechnic, is set off to simulate detonation.
The Base
Destruction rules may be used during a game to add a level of realism to the
scenario. If they are used, the following rules will be adhered to:
·
When a
team’s base is destroyed, that team looses all command and control ability for
a period of 40 minutes. That means that:
-
All command
radios will be ignored (but still monitored in case of injuries or emergencies)
-
The team
commander will be considered dead for 40 minutes and may not give orders or
coordinate actions.
-
All players
inside the base when it is destroyed are considered dead and may not respawn
for 40 minutes.
-
After a base is
destroyed, it may be moved, if the team chooses do to so.
·
If the
base is also a respawn area, no players may respawn during the 40-minute
period.