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official rules

Only mentally and physically fit players are allowed to participate in the game. For persons under 18, express parental consent and permission from the organizers are required under the relevant game conditions (contact us). People under the influence of drugs or those who have consumed alcohol are not allowed in the game! The consumption of alcoholic beverages and opiates or stimulants during the game is prohibited and will result in permanent ban from the current and future events!

keep your protective gear on at all times!

Approved by Airsoft Plovdiv and MilSim Bulgaria are glasses with a 2.2mm polycarbonate plate, protecting the eyes and sides (European standard CE EN166). If you are not sure about the durability of your goggles, they must be test shot before a game.

If your goggles are dirty or sweaty, you can clean them while another player shelters you, protecting your head. In case of damage or other problem with the goggles, the player with a problem is obliged to announce this and is accompanied by the player closest to him to a “safe zone”. Upon spotting a player without goggles, the players must shout “Stop play!” Player without goggles!” and proceed as described above.

It is absolutely forbidden to shoot people who are not wearing protective gear. Closed-type goggles that have no gaps and gaps between the poster and the face are recommended, as well as paintball or airsoft masks.
Wearing of a protective mask or other face shield is mandatory during all games, at all times, except in “safe areas”.

medics and healing

when hit

Always call your hits! This is a gentlemen’s game so you must respect your opponents and the game rules.

A BB impact anywhere on the body counts as a hit. When being targeted successfully you must yell as loud as possible “I’M HIT!” (HIT, HIT, HIT!). Then immediately pull out your orange light reflective vest and put it on your head or body as visibly as possible. It is advisable to sit or lay on the ground. If you are in the line of fire you are allowed to change position slightly in order to avoid getting hit or prevent other “alive” players from getting hit. At night when hit you must raise your hand, yell as loud as possible “I’M HIT!” and turn ON your BLINKING red light, using an additional orange vest is strongly advised as they are light reflective and help with better recognition. The red light must be blinking as non-blinking red light is NOT considered a marking for a hit player!

Knife and grenade kills are considered direct elimination and medics or other players can’t revive players killed this way. If you are a victim of a knife or grenade you must take out your orange vest and immediately leave towards the closest respawn zone.

tourniquet

Applying a tourniquet when hit extends your bleed out time from 10 to 20 minutes. Thus giving you a higher chance of survival due to the longer timeframe in which a Medic can save your life.

Example: You are hit at 14:12 and without a tourniquet you will bleed out at 14:20, however if you put a tourniquet on your bleeding time is extended until 14:30 thus giving you more time to be healed by a medic.

HEALING after hit

When a player gets hit he can be healed by any other player (incl. enemy) by fully wrapping the hit player’s fist in medical non-elastic bandage so no skin is visible and the fist can’t be extended in a palm – rendering the hand useless.

Healing with bandage can be done within the first complete 10-minute interval after a player is hit or complete 20-minute interval if they have applied a tourniquet (Example: If hit at 13:52 you bleed till 14:00 without tourniquet or till 14:10 with tourniquet).

The player or medic who is healing you must hide the orange vest back into your pocket and turn off your red blinking light before they start healing you.

medics & full healing

A special role for some players will be the ability to fully heal people without bandaging hand or by removing bandage from hand. Healing can be done within the first 10 minute interval after a player is hit or 20 minute interval if they have applied a tourniquet (Example: If hit at 13:52 you bleed till 14:00 without tourniquet or till 14:10 with tourniquet). Or in case the player is already bandaged the medics can fully heal by providing in-game medicine and remove the bandage. The healing process requires the medic to remove the orange vest and the tourniquet of the hit player and must stow everything in the player’s pocket. If the medic doesn’t have in-game medicine they can’t FULLY heal players as they do not have any medical supplies. While being healed the player cannot continue shooting. ONLY medics can wear medical patches on their uniform and gear!

FOB & Respawn Point

FOB


All FOBs (Forward Operation Base) are marked with green tents. FOBs must be built by 2 engineers. FOBs are places where officers command their squads, keep important documents and inventory required for large scale operations. FOBs can be conquered or destroyed by the enemy.

All players may be asked to identify with ticket or bracelet when entering a base!


Respawn point /FIELD HOSPITAL/

After being eliminated in game the player must reach the closest respawn point (Field Hospital & HQ). Field Hospitals can be used as respawn zones only by the players of the fraction they belong to.

Players revive once per astronomical hour strictly at the start of the hour (13:00, 14:00, 15:00, 16:00 etc) unless special missions are given. Players must leave the respawn point within the first 60 seconds or otherwise must wait until next respawn window.

replica power

chrono limits

Top velocity is measured in JOULES (J), with hopup engaged (as used in game) and using 0.30 gram BB pellets for assault rifles and pistols. Snipers with manual reloads and DMRs are measured with the pellets they will use on game day. The organiser is obliged to measure all replicas before starting the game. The organiser reserves the right to measure anyone on the field at any time. If the muzzle energy measurement is refused, the player will be removed from the game.

Only equipment, game devices and replicas approved by the organisers of “MilSim Bulgaria” are allowed in the game. If you have a replica that you are not sure would be eligible for play, please contact the organisers.

pistols

All pistol replicas with muzzle energy up to 1.2 Joules are allowed to shoot in automatic mode. For pistol replicas with muzzle energy 1.2 – 1.7 Joules automatic fire mode is also allowed, however a minimal distance of 10 metres is required. Pistols are measured on the chrono with 0.30g BBs.

carbine / rifle

All replicas of carbines/rifles with power equal or less than 1.7 Joules are allowed to shoot in automatic mode through the day.
For such replicas with muzzle power between 1.7 and 2.0 Joules automatic fire is NOT ALLOWED and a minimal engagement distance of 15 metres is required.
In the night operations using replicas over 1.7 Joules are NOT ALLOWED and ONLY single fire is allowed.
Such replicas can use only low and mid-cap magazines. Reloading of the magazines is allowed only in base and in the safe-zone.

machine gun

Machine guns also known as fire support replicas mimic the real thing and use high volume magazines (over 1000 rounds). A submachine gun or an assault replica with a large magazine capacity is not accepted for this class.
Replicas of Machine guns with muzzle energy up to 1.7 Joules require minimal engagement distance of at least 10 metres. Such replicas with muzzle energy up to 2.0 Joules require 15 metres of distance. All Machine gun replicas are measured with 0.30g BBs on the chrono.

DMR

Designated Marksman Riffles also known as DMR are distinguished from assault carbines by an elongated barrel, heavier BBs and magazines with a small capacity (real cap). DMRs should follow the “1 BB in the air at a time” rule. All DMRs are measured on the chrono with the exact BB weight they will be using in-game.

sniper

A sniper replica is any replica that allows only a single shot by manual reloading. Snipers are allowed to have muzzle power of no more than 4.0 Joules. All snipers are measured on the chrono with the BBs they will be using in-game. “Blue” snipers are such with power of up to 2.5 Joules and the minimal distance they can engage from is 25 metres. “Red” snipers are such with power of up to 3.2 Joules and the minimal distance is 30 metres. And the strongest “Black” snipers are such with power no more than 4.0 Joules where the minimal engagement distance is 40 metres.

knife

Only NON-SHARP SOFT replica knives may be used in game. Knife kills are direct and silent kills. The victims can’t be healed by medics and must not yell “I’M HIT” or any variation when targeted.

GRENADES

All airsoft grenades are allowed in game. Loud pyro grenades and 9mm are not allowed inside buildings and must always be used with caution. All grenades that produce even a small flame are STRICTLY FORBIDDEN in grass fields and forests. A grenade has impact radius of 5 meters. All players within the explosion radius are considered dead and must immediately take out their orange vest and leave towards the closest respawn zone without being healed by a medic.

DRONES

Using drones in game is allowed.
1. Do NOT shoot the drones!
2. Do NOT fly drones into buildings!

ATTACK DRONES can be used to drop explosives like grenades but MUST be approved by the organizers before the game starts at the chrono post.

If the area is protected by Anti-Air missiles drones can’t be used!
(You must receive official allowance to fly a drone from your HQ command who can confirm if the sky is clear.)

ballistic shield

Ballistic shield replicas are permitted, provided they are no larger than 160 x 60 cm and weigh no less than 4 kg.

Ghillie suit

Full-body Ghillies can be worn only by players who are using bolt snipers or DMRs.
Players with a full ghillie must have a red (Tartaria) or blue (The Federation) band on their leg or arm.

Half ghillie (upper body) can be worn by anyone, however if the ghillie color doesn’t match the faction camouflage colors the player must wear a red (Tartaria) or blue (The Federation) band on their arm.

AIR STRIKE AND ARTILLERY

Air Strikes and Artillery Strikes are controlled explosions set by the game masters and are detonated with precision and care. They are loud and disperse big white cloud of fire retardant powder.
This type of strike eliminates all players and damages vehicles within 15 meters radius unless they are hidden behind solid cover. Other players and bushes are NOT solid cover.

VEHICLES

Using your personal vehicles in game is allowed after organizers approve the vehicle. You must contact the organizers with a photo of the vehicle before the registration ends.

All approved vehicles are considered Armored Personnel Carriers and are immune to BB hits.

1.
Vehicles can be driven ONLY on roads!
2. On the airstrip you can drive with speed up to 20km/h!
3. On all small roads you can drive with speed up to 5 km/h!
4. Shooting at vehicles is allowed but useless and not advisable.
5. Shooting from vehicles is allowed even through a cracked window.
6. Vehicles can be disabled with mines, C4 explosives and airstrikes which affect it within 15 meters radius. All occupants are alive and can shoot from the vehicle through a cracked window. Vehicles must be repaired by engineers in order to operate again (can be repaired at each 10-minute interval). If a secondary hit with a C4 explosive or airstrike is done on the disabled vehicle the vehicle is destroyed.
7. When a vehicle is destroyed it can return to the base slowly with active hazard lights. All occupants are dead if they were in the car at the time of destroying it or if they enter the car after it is destroyed.
8. The vehicle can be repaired by returning to the HQ (main base) and can respawn the same way as a normal player on every round hour (14:00, 15:00, 16:00 etc.).
9. The vehicle can be repaired by the Civilian Faction in the Civilian Repair Garage (can be repaired at each 10-minute interval).
10. The vehicle can be repaired by engineers in the Faction Repair Garage (can be repaired at each 10-minute interval).

engineers

The role of the Engineers is important for building FOBs (Forward Operation Base), repairing vehicles, installing explosive devices, disabling explosive devices and repair hit replicas on the battlefield. FOBs can be built by 2 or more engineers. The structures can be built in selected positions if the game masters provide the required inventory and the HQ commands the mission. The Engineers can’t build when hit or eliminated! If while building the engineer gets interrupted by getting hit or leaves the location the building process must start over.

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