Game Mechanics
Hits
If you are hit you must immediately lie down (or where unsafe to do so, remove yourself from line of sight and drop there) and declare yourself by holding up your arm and calling “Hit!”. You may then call out for a medic by shouting “Medic!”
When hit you have ten minutes (600 seconds) before you must respawn at the designated location. This is called “Bleed Time”. If you exceed this allotted time you are considered to have “Bled Out” and are KIA.
While you are awaiting either medic attention or to bleed out you may perform no other actions and you may offer no other in-game communication, failure to comply with this will be deemed cheating and may result in measures as laid out in the section “penalties for cheaters”. “Other actions” include (but are not limited to)
Reloading
Communicating over radio or within ear shot
Firing your gun
Coup-De-Grace
A hostile player may eliminate another player who is in “bleed time” by firing a single round into the ground next to the wounded player – you may not shoot a prone, defenseless player!
A player who is hit during “bleed time” is considered executed and KIA and must follow the appropriate re-spawn rules immediately.
“Knife Kills”
It is sometimes desirable for a player to be able to silently eliminate an enemy without alerting others. Where appropriate the player wishing to make a stealthy kill must tap the player being killed on the shoulder or otherwise get his/her attention and say “knife kill”.
Any player eliminated in this way must immediately and silently follow the respawn rules. There is no “bleed time” for a knife kill.
Participants must under no circumstances physically grapple with another player.
No participant may produce an actual knife of any variety whether it is real, rubber training or latex LARP style replica. Any participant found to be in possession of such an object in the game zone will be immediately removed from the game without refund and may be banned from participating at any other Hivemind Media events!
“Bang Kills”
“Bang Kills”, though a common practice in airsoft are not in use at ROE events and should not be offered as they will not count as a kill.
At engagement ranges of below 3m (10 feet) you must aim below shoulder height at the center of the body. Any deliberate hit at this range to the head or neck will be considered aggressive behavior and will be dealt with appropriately by a Marshal!
Head Shots
Head shots are discouraged during play unless no other part of a target is exposed. Participants are reminded that any part of themselves they expose becomes a legitimate target.
Searches
Valuable items or intelligence may be in the possession of individual players or NPC's during the game and as such in-game searches may occur. It is advised that should you feel uncomfortable with being searched you may say "off-game" and hand over any hidden weapons or items that would usually be confiscated.
Confiscations
If a player or NPC is taken prisoner, their weapon will be confiscated. This is symbolized by making the weapon safe and carrying it slung if possible. If possible and if the prisoner approves, then others may carry the weapon but should always remain within the prisoners sight. A prisoner may opt to have a marshal take their devices and hold them or return them to the safe zone (this will only be possible wherein a marshal is already in transit). If the prisoner escapes or is released, and they regain their weapon then they may not use it until five minutes later.
Medics & Healing.
Basic rule
A medic may revive another player who has been hit by applying a white bandage to the individuals upper arm. Once this bandage is secured that player may then rejoin the game at normal operating capacity. Removing the bandage secured by a medic is considered cheating and will be dealt with as laid out in the section “safety and general rules”.
Advanced rule
A medic may revive another player who has been “hit” in the following way;
- The medic locates a player who has been hit (the “hit” players bleed-time does not stop during this period).
- The medic opens the “injury envelope”. This envelope will contain a small card with the details of the individuals injuries and bandages or other treatment should be applied based on this information.
- All envelopes are filled randomly and handed out to players re-entering the battle-zone. Some cards will have details of multiple injuries and/or locations to be bandaged other cards may instruct the medic that the individual is beyond help.
- Once a players injuries (as listed on the card) are bandaged that player stops his/her bleed-time and may return to the game. Where a player exceeds his bleed time during treatment he/she is declared KIA.
A “secured” bandage for the purposes of the game is defined as a length of white linen or cloth, wrapped 3 times around the upper arm of the casualty and fastened in place by reasonable means.
Any player who has been revived (has a bandage) who is subsequently hit is considered dead and must immediately respawn. That play must take no other action before respawning as though they were in their bleed time.
While you are awaiting either medic attention or to bleed out you may perform no other actions and you may offer no other in-game communication, failure to comply with this will be deemed cheating and may result in measures as laid out in the section “penalties for cheaters”. “Other actions” include (but are not limited to)
Reloading
Communicating over radio or within ear shot
Firing your gun
A medic is not permitted to heal himself however he/she may be healed by another medic in the fashion above.
Combat Engineers/Special Forces
Periodically a squad may find themselves in the company of a combat engineer or special forces operator. These individuals will be either NPC's or players with particular qualified in particular skills applicable to the operation of the scenario. It will often be their jobs to operate equipment or special effects normally considered off-limits to other players. The specifics of a squads interaction with these individuals will be explained when they are attached to the group but is likely to include orders to keep the specialist alive and to ensure the completion of their objective ahead of those of the squad.
Air Strikes/Artillery etc
Under certain circumstances a unit or individual may be permitted to call in an air or artillery strike on a target in the battle zone. The mechanism for this to happen varies from scenario to scenario and may involve simply calling HQ and giving co-ordinates or something more elaborate such as setting off a smoke-device next to a building to mark the spot for a bombing run. The mission briefing given by a section commander will include the specifics for each use.
Any individual within a building or bunker target when a marshal confirms an air strike is considered to be “KIA” without exception (falling masonry, over pressure in confined spaces etc). The building itself is considered out of play for a period determined by the attending marshal.
It is required that players leave a building immediately when instructed to by a marshal as a smoke grenade may be used to simulate the destruction of the building.
Individuals in open ground when a marshal confirms an air strike is considered to be “hit” (small chance of survival).
Individuals already in “bleed time” struck by an air strike are considered KIA.
Note on providing co-ordinates: All maps provided by event organisers will be unique to each faction, with a different arrangement of grid patterns. Co-ordinates must be given in the following order Letter-Grid Number-Sub Number. Each grid square is sub divided into 9 smaller squares reading from left to right numbered 1-9. In order to call an air strike to a specified location the player responsible for signals would contact the TOC and relay the following information;
Identify themselves.
Make request for fire mission.
Give co-ordinates using alphanumeric code (Alpha, Beta, Charlie, Delta, Echo etc followed by Grid number and sub number).
Await confirmation.
Close comms
Please note that maps are considered “intelligence items” and may be confiscated during searches.
Chemical Agents
The use of chemical-gas is a genuine threat to soldiers and civilians the world over. Rules of Engagement events replicate the effects of such weapons in certain scenario's.
A marshal will detonate one or more, distinctively coloured smoke devices in a specific area. Any persons within five meters (5m) of the smoke cloud are considered to be “KIA”. Gas Masks or Respirators offer no protection against chemical agents used in game*
*This is for two reasons, the first being safety (gas masks etc tend to require players to remove their eye protection) and because modern chemical agents are designed to be absorbed through skin as well as inhaled.
UN Special Rules of Engagement
Due to the “peace keeping” role the UN is meant to be taking in any scenario's conflict they must adhere to their ROE and are restricted to returning fire only and may not pursue any combatant unless specifcally ordered to do so by their faction 1I/C or 2I/C.
Other NPC's
Occasionally you may encounter an Non-Player Character. These individuals will be distinctive by a white wrist band identifying them as a NPC and may be useful sources of information, mission targets, double agents or any one of a hundred other hooks.
Fighting in Buildings
In the Republic of Ireland all airsoft devices which are legal to use must have a muzzle energy at or below 1 joule. This is not an excuse to use excessive force against other players in confined spaces.
Fighting in buildings may be conducted with short controlled bursts (no more than 3-4 rounds per trigger pull). Players engaging in excessive fully-automatic fire will receive a warning followed by reprimand for cheating.
Fire out of or in to a building way be conducted at full-auto within reason i.e. Point blank fire with long bursts is considered to be in breach of the above.
The operators of Rules of Engagement recommends the use of ear-plugs or other auditory protection during games to prevent damage to a players hearing.
These rules are subject to the host site and may be altered to comply with the local safety arrangements.
Pyro Technics
Use of Pyrotechnics in the Republic of Ireland is subject to restriction and usage will be explained on the game day where such items are available.
Thunderflash, 9mm blank fire and other “sonic distraction devices” are considered to have the same effect as fragmentation grenades. Any player within 5m of an exploding pyrotechnic or gas-powered device is considered to have taken 1 hit. Wherein such devices are used indoors, all players within the same room as the device are considered to have taken 1 hit regardless of distance from the detonation. Players is other rooms are unharmed.
Smoke Grenades may not be used inside a building by players. Smoke grenades may be used inside a building by a marshal to simulate that building being taken out of play, it is requested that all players instructed to leave a building do so immediately for this reason.
Players must not enter a building once a smoke device has been ignited!