WW2 Event Game Rules

WW2 Event Game Rules (this is a Living document i.e. it might change) Latest update 7.19.11 

I. Uniform Rules

  1. Headgear- If a Hat or Helmet is Worn, it must be “Period” (i.e. in the WW2 Period) Masks, Goggles, Glasses must be worn at all times for eye protection while on the badkarma field. Hats or Helmets are Optional

A plastic M88 or Mich 2002 With a German Helmet cover could Suffice as a WW2 German Helmet.

No Baseball caps, boonie caps, Camo hats or Modern hats or Helmets.

  1. Tops/Shirts- Shirts Must be “Period” or Solid color (see color choices below) Button up dress Shirt with a collar, or a Solid color Fatigue Top. Absolutely No Camouflage. No Woodland BDU, ACU, ABU, No tiger stripes.

No T-Shirts as outer wear, No Polo- Shirts, No Hoodies. Commando Sweaters are ok. “Period” Camouflage is ok.

  1. Bottoms/Pants- Pants Must be “Period” or Solid Color Slacks or Fatigues

No camouflage, Etc.

  1. Footgear/boots- Must be “Period” or Solid Color Boots, or Shoes.

Modern White Tennis shoes are not allowed.

  1. Gear/pouches- Load Bearing Equipment (LBE) must be “Period” or Just a pistol belt with ammo pouches and shoulder harness, Battle vests or LBV’s are not allowed, No vests of any kind allowed.

Exception--- Canteens & Hydration systems can be of any type camelbacks are OK. Solid colors preferred

  1. Color Choices-

1. Allied – Primary Colors are Browns / Tans / OD

Brown or Tan Shirts and Pants, Olive Drab Helmet and LBE

2. Axis – Primary Colors are Greys and Blacks and Field Grey

Field Grey (kind of a Grey Green) Shirts, with a Grey pants, Black will be fine for the SS Look, A Dark Grey(charcoal) or Luftwaffe Blue grey for the Helmets

  1. General Rule of Thumb—I call This the 30 Foot rule, If I look at you from 30 feet away do you look like a German Soldier, or an Allied Soldier. We are not looking at you from 2 feet away when we inspect your Outfit. So you do not have to be super Authentic, Close is good enough. If you have questions ask Darick before you get there.

 

II. Weapon Use and Restrictions

  1. Rifles – Main Weapon used by most armies of the Day is the Semi Automatic Rifle. Most Combatants in our simulation will be riflemen. All AEG’s fall into this category Modern Rifles like the M4, G36, AK47, P90, S552, ETC. ETC. will be required to be used in the Semi Automatic Mode, If found to be using in Auto fire or Burst Mode the Rifleman will be Warned and if it continues he will be Ejected for the rest of the day.

AEG’s that are “period” reproductions of WW2 counterparts will be allowed to use all available Modes (i.e. Auto fire) Some Known “Period” weapons are – Thompson M1A1, Sten Mk2, MP40, StG44, PPSH, kar98, M1 Garand, just to name a few.

***AEG’s have a field Limit of 425 FPS with .25g BB’s

***Sniper Rifles have a Field Limit of 550 FPS with .25g BB's and a 100' Minimum engagement range.

  1. Machineguns—AEG’s designated as Machine guns must have a 2+ Man crew, 1 Gunner and 1 Assistant. Must also have a tripod or Bi-pod Mounted. Machinegun is defined here as a Gun Which was Belt Fed

The Gun may not be moved with a Magazine in the weapon.

Only the Assistant may unload the gun and must carry the magazine and any additional ammo or magazines. This simulates the Takedown time of a “period” machine gun and the Set up time.

If the Assistant is killed any friendly may assume the role of assistant and carry your ammo for you. But if the gunner is killed, the gun is killed and must adhere to the current kill rules, taking the MG with him.

***If using a AEG of 425 FPS with .25g BB’s or less, there is no minimum engagement,

***If using an actual Squad Automatic Weapon like a SAW or M60 etc. the FPS may be 485 FPS with .25g BB’s but will have a 50 foot minimum engagement distance.

  1. Crew served Heavies- Mortars, ATG’s, Flamethrowers, Rocket Launchers etc. Must be inspected by the referee staff and approved before use on the field.
  2. Vehicles/Tanks- No Vehicles on the Field During this Event
  3. Optics- non-Electric Scopes are allowed. No Reflex sights, red/green dot scopes, laser pointers, etc. allowed.
  4. Radios- the only radios allowed for ingame use are the backpack mounted with handset. Or Hand set Radios, No Headset / helmet radios allowed.

 

III. General Game Rules

  1. Referees- Referee Word is Final. If a referee makes a ruling in the game it must be adhered to. No arguing with the referee’s or risk being ejected from the game.
  2. Calling Hits- When a BB hits any part of your body or Equipment you are Dead, at which point you MUST bring out your RED-DEAD rag and either hold it up in full view or place on your head to that all can see you are inactive and dead.

Exception—If you have a Helmet (German or Allied) Ignore hits to your Helmet

Call every Hit whether it hits like a ton of bricks or like a feather, they are both hits. Call them

  1. Ultimate Rule of Supreme Domination-
    1. Show up with “period” Uniform or something that might be close.
    2. understand that you will probably be restricted to semi fire only
    3. Have fun
    4. Bring your own Lunch and Drinks
    5. Be Prepaired to have a Great Time.

  

IV. Scenario Rules

  1. Bleed out – When Hit, you will pull out your “Red Dead Flag” and place it in a spot where it will be visible to all, and Sit Down or Lay down prone. You will start counting to 180 or timing 3 minutes. During these 3 minutes you may call for Help (Medic! or Sanitator!) or talk to your allies etc. after 3 minutes has elapsed and no medic has Bound your wound, then you have died.
  2. Walking Dead – When you have bled out 3 minutes and no medic has bound your wounds, you become “Walking Dead” and must get up and head to your CCP. Once at the CCP you will use a Water Timer ( Simulated IV Bottle) when it runs out put your “Red Dead Flag” away and Respawn back to life and re-enter the Scenario.
  3. Medic Respawns – There will be two players designated as the medics for each side. If your medic reaches you during the Bleed out phase of your Hit, you can respawn on the spot after the medic Binds your wounds (simulated)By Counting Waiting 30 sec. You may only be Medic Respawned once between CCP respawns
  4. Capture / Searches – If any (friend or Foe) touches you while you are bleeding out and asks for your Intel you must give them your Map / Mission briefing paper, if you have it. If you are not carrying you just say so to that player.
  5. Demolitions - If your Side is provided with a Satchel Charge for one of the Missions. When placed or thrown the referee Monitoring that OBJ will count to 30 silently and The Charge will then go off Killing all in its blast radius including the Target if Close enough. If the Demolition is lost / stolen or goes off to far from the Target it will be Lost for good. No second try.
  6. German Bolt action Riflemen – If you have a non-Period rifle (modern etc.) and are on the German Team. This rule applies to you. You will be required to Fire on semi only, But in addition to this you must touch the top of your rifle with your trigger hand between each shot. This is to simulate the German Kar98 which was a bolt action rifle. The U.S. do not suffer from this rule. As they have a semi-Auto rifle in the M1.
  7. Knife Kills – Rubber knives are allowed for kills. You must approach your victim and lightly tap your Rubber knife on the enemy and say out loud Knife kill. The Victim will go directly to “Walking Dead”, Exception at this time you may ask for Intel and they must provide it. If they have any.
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