Post by creepy_crawler on Jun 12, 2009 23:49:51 GMT -5
Team MARSHALS GAME & HOUSE RULES:
1. All operatives are expected to abide by the rule of Camp Malauak that each player will practice burst mode when firing in a combat situation; unless he or she is a designated gunner w/c possesses suppressive automatic weapon such as an m249 or its counterparts.
2. All direct hit to the body/ torso and the head is considered a kill. When an operative is hit on the other parts of the body ex; arm, leg, boots etc is considered a non-lethal hit which will render the player immobility. A gun hit is not a hit.
3. Magazine out when in the safe zone and or when out of the game
4. Plinking or indiscriminate firing is highly restricted.
a. Plinking or Shooting areas will be designated
b. Test fire your gun on designated plinking areas
5. Loaded Guns:
a. Loaded guns are not allowed inside the safe zone to prevent accidents
b. When inside the safe zone or during briefings; an operative is not allowed to carry a live weapon with a magazine in and unchecked chamber.
c. Gun Smits are allowed inside the safe zone but only in a designated safe place.
6. Wait for an order from your unit commander’s permission before you load your magazine into your gun.
7. No hit calling
8. Trash talk and or foul language is strictly prohibited.
9. Dead men tell no tales: when an operative is KIA he or she must observe a code of silence and must not communicate with live operatives. Immediately change your frequency to the umpires’s channel (will be given to you before the start of the game) and radio for extraction.
10. HIT:
a. When an Operative is HIT or KIA he or she is urged to act it out but never shout a hit.
b. Ricochet is not considered a hit
c. Gun hit is not considered a hit
d. When An operative is Hit on the head or torso (body) he is considered killed and will be moved out of the war zone after the engagement is over or when he is escorted out of the game by the umpires.
e. When an operator is hit on the other part of the body, that operator will be considered immobile (unable to move from the position he or she is in). He will be then carried out by his comrades to safety and be revived by the medic and a revival strap or colored rag or handkerchief will be removed. Once revived by the medic he will be given 30 mins to rest before he could join the game and will join the reinforcement teams/squads.
11. BODY ARMOUR AND MASK:
a. Never take off your mask while inside the game zone or engagement area.
b. No proper protection no play
12. Knife kill is practiced and highly regarded by AMG. When conducting a knife kill, the player conducting it must be at an advantage and is not in anyway seen by his enemy. To make a knife kill, the operative must tap the unsuspecting enemy on his upper torso or from waist up and announce the kill (this is the only physical contact allowed during the game. When you are the one being knife killed please oblige by moving away from the area with your gun raised and turn on your blinkers (when in a night game) or place your hit sash or colored rag on your head. Do not shout “hit”. Just move away from the scene and do not talk to live operatives.
13. Trip wires / Land Mines – When the game or scenario calls for it or allow its use, observe and abide. If you happen to walk through a trip wire (Ex: a Springer claymore mine or alarms) that makes a noise or literally hit you; act it out! Then turn on your blinker and move away from the site to a safe zone. The hit effectivity a land mine is 15 feet radius. while a claymore mines effectivity is frontal with a 60 degree wide angle.
14. Ammunition:
a. No drum mag! Only low cap or regular high capacity magazines are allowed during the game. Each operative allowed to carry a bb load of 600 rounds. Regardless if your carrying it or loaded into your gun at one time or several magazines.
b. Magazine load or extra bb’s are located in ammo dumps or depot if the scenario calls for it.
c. An Operative making the kill may grab a free load from the KIA operative. Each Operative will carry a free load of 100 bb’s with him. Note to the carrying operative: This is not for your personal use. Once an operative is KIA he will drop the free 200 bb’s before he leaves the area where he was killed. The closest operative whether friendly or foe will collect this bb’s as an addition to his regular ammo.
d. If a unit or operative finds and capture an ammunition dump all its contents will be theirs for the taking.
e. When an Operative is killed he is not required to shout hit. Instead he must turn on his blinker (night game) hit sash, colored rag or handkerchief as a sign that he or she has been hit.
15. SPECIAL EQUIPMENTS & GADGETS:
a. Pyro techniques, flash bang, rubber knives, bb grenade, NVG, flare and other military equipments (excluding real guns, ammo, bladed weapons and the likes of which that could cause great damage or harm) are allowed.
16. CLOSE COMBAT: Close combat is allowed, given that the operatives may practice a courtesy call or knife kill to avoid extensive damage or harm to your fellow airsoft players.
17. Physical contact is strictly prohibited.
a. Manhandling
b. Gun snatching
c. Grabbing
18. Respect your fellow operatives at all times
19. Never assume a hit. If your fellow airsofter did not in any form exhibit that he or she is hit continue the assault. If you see an opponent raised his gun or turned on his blinkers put on his colored rag by all means refrain from shooting him.
20. Medic - medic rule can and will be applied in a game at the discretion of team Marshals.
a. A player hit in other parts of the body except for the torso, head can still be revived by his team mates given that they don't get hit as well. To revive a wounded team mate the medic or team mates must pull the wounded out of danger before they could revive him or her. If during the rescue that the wounded gets hit in the torso or head he or she will be considered KIA and will be asked to proceed to the safe zone.
1. All operatives are expected to abide by the rule of Camp Malauak that each player will practice burst mode when firing in a combat situation; unless he or she is a designated gunner w/c possesses suppressive automatic weapon such as an m249 or its counterparts.
2. All direct hit to the body/ torso and the head is considered a kill. When an operative is hit on the other parts of the body ex; arm, leg, boots etc is considered a non-lethal hit which will render the player immobility. A gun hit is not a hit.
3. Magazine out when in the safe zone and or when out of the game
4. Plinking or indiscriminate firing is highly restricted.
a. Plinking or Shooting areas will be designated
b. Test fire your gun on designated plinking areas
5. Loaded Guns:
a. Loaded guns are not allowed inside the safe zone to prevent accidents
b. When inside the safe zone or during briefings; an operative is not allowed to carry a live weapon with a magazine in and unchecked chamber.
c. Gun Smits are allowed inside the safe zone but only in a designated safe place.
6. Wait for an order from your unit commander’s permission before you load your magazine into your gun.
7. No hit calling
8. Trash talk and or foul language is strictly prohibited.
9. Dead men tell no tales: when an operative is KIA he or she must observe a code of silence and must not communicate with live operatives. Immediately change your frequency to the umpires’s channel (will be given to you before the start of the game) and radio for extraction.
10. HIT:
a. When an Operative is HIT or KIA he or she is urged to act it out but never shout a hit.
b. Ricochet is not considered a hit
c. Gun hit is not considered a hit
d. When An operative is Hit on the head or torso (body) he is considered killed and will be moved out of the war zone after the engagement is over or when he is escorted out of the game by the umpires.
e. When an operator is hit on the other part of the body, that operator will be considered immobile (unable to move from the position he or she is in). He will be then carried out by his comrades to safety and be revived by the medic and a revival strap or colored rag or handkerchief will be removed. Once revived by the medic he will be given 30 mins to rest before he could join the game and will join the reinforcement teams/squads.
11. BODY ARMOUR AND MASK:
a. Never take off your mask while inside the game zone or engagement area.
b. No proper protection no play
12. Knife kill is practiced and highly regarded by AMG. When conducting a knife kill, the player conducting it must be at an advantage and is not in anyway seen by his enemy. To make a knife kill, the operative must tap the unsuspecting enemy on his upper torso or from waist up and announce the kill (this is the only physical contact allowed during the game. When you are the one being knife killed please oblige by moving away from the area with your gun raised and turn on your blinkers (when in a night game) or place your hit sash or colored rag on your head. Do not shout “hit”. Just move away from the scene and do not talk to live operatives.
13. Trip wires / Land Mines – When the game or scenario calls for it or allow its use, observe and abide. If you happen to walk through a trip wire (Ex: a Springer claymore mine or alarms) that makes a noise or literally hit you; act it out! Then turn on your blinker and move away from the site to a safe zone. The hit effectivity a land mine is 15 feet radius. while a claymore mines effectivity is frontal with a 60 degree wide angle.
14. Ammunition:
a. No drum mag! Only low cap or regular high capacity magazines are allowed during the game. Each operative allowed to carry a bb load of 600 rounds. Regardless if your carrying it or loaded into your gun at one time or several magazines.
b. Magazine load or extra bb’s are located in ammo dumps or depot if the scenario calls for it.
c. An Operative making the kill may grab a free load from the KIA operative. Each Operative will carry a free load of 100 bb’s with him. Note to the carrying operative: This is not for your personal use. Once an operative is KIA he will drop the free 200 bb’s before he leaves the area where he was killed. The closest operative whether friendly or foe will collect this bb’s as an addition to his regular ammo.
d. If a unit or operative finds and capture an ammunition dump all its contents will be theirs for the taking.
e. When an Operative is killed he is not required to shout hit. Instead he must turn on his blinker (night game) hit sash, colored rag or handkerchief as a sign that he or she has been hit.
15. SPECIAL EQUIPMENTS & GADGETS:
a. Pyro techniques, flash bang, rubber knives, bb grenade, NVG, flare and other military equipments (excluding real guns, ammo, bladed weapons and the likes of which that could cause great damage or harm) are allowed.
16. CLOSE COMBAT: Close combat is allowed, given that the operatives may practice a courtesy call or knife kill to avoid extensive damage or harm to your fellow airsoft players.
17. Physical contact is strictly prohibited.
a. Manhandling
b. Gun snatching
c. Grabbing
18. Respect your fellow operatives at all times
19. Never assume a hit. If your fellow airsofter did not in any form exhibit that he or she is hit continue the assault. If you see an opponent raised his gun or turned on his blinkers put on his colored rag by all means refrain from shooting him.
20. Medic - medic rule can and will be applied in a game at the discretion of team Marshals.
a. A player hit in other parts of the body except for the torso, head can still be revived by his team mates given that they don't get hit as well. To revive a wounded team mate the medic or team mates must pull the wounded out of danger before they could revive him or her. If during the rescue that the wounded gets hit in the torso or head he or she will be considered KIA and will be asked to proceed to the safe zone.