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Rules

Updated 8.6.-13.

Combat simulation and rules :

Airsoft guns are allowed; the specs  are found on the bottom of this page. This also means that every player will have to use protective masks that can take a air soft hit. Each weapon and each protective mask will be tested before the game by organizers. The mask doesn't need to cover your whole face, just the eyes. We also expect you to wear these masks all the time unless informed otherwise (i.e. mask free zones...).

You can also use bows in ranged combats.





Weapon specifics for non Air Soft weapons :



Bows : No pull over 25 pounds should be used. If a GM knows you, you may be given a permission to bring up to 35 lbs pull, if you understand it enough to not draw it to full strength.


Arrows : Foam arrows and certain manufactured arrows. Send as an email if you intend to use arrows and our safety experts will tell you if your arrows are good. Will try to get you craftier freaks some design notes soon.


Melee weapon : Foam weapon and latex weapons. All self made will be tested! Could use a knowledge of the Latvian standard weaponry before posting specifics, so we are still working on that part. Nothing with metal or wood inside will be accepted, in any case.




Rules for RANGED COMBAT are simple - the basic idea is that getting hit is bad.
 

Hit to torso will end up with you bleeding on the ground, but still functional enough to return fire. Second hit will end up with you bleeding without doing anything else.  Hit to arm will negate the use of that arm, second hit will end up with you bleeding on the ground. Hit to leg will negate the use of that leg, so move by dragging it or using some kind of support etc. Second hit to leg will end up with you bleeding on the ground. Third hit to anywhere means you are dead. 



Headshot kills you immediately. But: NO really shooting to head! If you want to make a headshot you have to be so close to your target you're touching the targets head with your guns end. Then you just say "BANG!" with a loud noise - don't pull the trigger! This is the only way headshots count.



This is not to simulate anything. It's just rules. They work like that. Period. They are meant for the fighting to be bit less deadly than a real life fight, to give people the heroic option. (Also, think about it: why kill the target? Why not for example injure, capture or torture instead?)


ARMOR and MUTATIONS may change this a bit. For example, if you bring modern military protective gear for a character who has access to gear from the Age of Creators, you might get to ignore the first hit of every combat. Or if you are going to use super make up skills to create lizard scales as a skin for yourself, you might get one hit free for each location during the whole game, not in every fight.


These are settled case by case DURING THE CHARACTER CREATION PROCESS, not at the site of the game. On the site, the GMs will just check that you have brought the promised armor or created the promised mutation through make up.  Also, if some character, in our minds, is bloody HEROIC as a concept, they might be given something extra for it.



For MELEE COMBATS we will be using foam and latex weaponry. Each piece will be tested and approved by the organizers before the game. 



No intentional hits on the head. People are wearing safety goggles and getting hit to them with a latex or foam weapon will hurt like hell and might cause real life injuries. Avoid it! And if you see your hit is going towards the head, slow it down if you can. Other than that, the rules for ranged combat apply for damage.melee, 





For HAND-TO-HAND FIGHTING we will use ”slow fighting” with a lot of growling and cursing. If you know your fighting partner or have some time to plan the fight out before hand in offgame discussion, you are allowed to take it harder if both players so want. Organizers do not take responsibility of these kinds of arrangements. 

Meant to be non-lethal form of brawling. You want to kill someone, grab a weapon.



Basically, you may wrestle with people, or hit them so that you slow the punches before hitting. A lot of grunting, swearing and all that jazz. The winner is the one who wins, but use of COMMON SENSE is good; if you are playing teenage apprentice of a local healer who faints when he sees blood, you might not win a local mercenary warrior. Simple as that.
If you know your opposing player and wish to fight faster, harder and more impressively, you have a permission to do that if both parties agree.







Dying, Medicine, Healing :

 

 

Anyone can stop bleeding if they have bandage. This does not result in ”I'M FINE LET'S CONTINUE TO FIGHT”-kind of behavior. No, you are still wounded, you need to get medical attention if you wish to get back into fight.



Medical attention is given by characters who have some sort of medical skills; shamans with their herbs, medics with their limited knowledge and supplies or something else like that.



When you find a healer, you will hopefully ingame tell him/her that you were shot twice in the left leg or whatever. Then you will be treated by that character for some time, depending on your luck. See below.



Each medical character will be provided with a supply of ”sticky bandages”. They will have offgame texts like ”It's just a flesh wound, 2 minutes working and the guy is fine” , ”God damn, this is bleeding everywhere, 20 minutes of surgical work!”  or ”Oh my good gods, this is bad, major surgery of 1 hour”. There might even be ”Nope, just won't make it” if the healer is really crappy one. The healer takes one random bandage from his/hers bag/pocket and then acts out the message on it, so the wounded part also knows what is happening.

The sticky bandage will then be left on you, and you can walk back to game. The location with bandage will only take one hit before you are again on the ground bleeding and while getting healed up again will get you back to fight, you will die straight away if you are hit on a location with two bandages.



Some of the bandages might have a removal time. For example ”Take off after 5 hours” or ”Take off after good night's sleep”. So if you survive for the next five ours or sleep a good night's sleep, you can take the bandage off and play like the wound never really happened - it's healed now.



The medical characters will be provided with additional knowledge of the rules. They will have limited supplies of the bandages though, but there might be a way to get more during the game by gathering herbs, bartering for medicine etc.

 

If you die, go to the specific area pointed out in briefings, and wait there until some of the GMs arrives and tells you what happens next. There's some replacement characters for those who die in early stages.



Airsoft guns


Weapon restrictions

Light Support weapons (RPK, L86, MG36 etc.), machine guns, grenade launchers and large caliber sniper rifles (Barrett, Cheytac etc.) are allowed only for the Pilgrims and the Warmongers. All other weapons are allowed for everyone but we strongly encourage players to use weapons that are logical and authentic in post-apocalyptic world. That means worn out common military and civilian weapons.




Muzzle energy limits

Because of the variety of different units and spring standards we set the limit on weapons muzzle energy in joules.


FOR ALL GUNS:
Muzzle energy: 1.8 J
Safety distance: 1.5 m for single shot, 5 m for full auto
Muzzle velocity comparison: 0.20 g BB's 134 m/s or 440 fps; 0.25 g BB's 120 m/s or 394 fps; 0.28 BB's 113 m/s or 372 fps



Weapons that use 8 mm BB's are allowed. The crew will check them case-by-case. And again: For all weapons head shots are forbidden!





Close quarter battle

All indoor action is limited to semi automatic fire only. Full auto and blind fire are strictly forbidden, and ricochets do not count as hits. All action inside 10 m radius from buildings is count as indoor action




Gun chroning

The crew will chrone every gun before the game. Also chronings will be done if we suspect cheating. It is every players responsibility to follow the rules. The chroning will be done with BB's provided by the crew.




BB's

The crew will provide all BB's except 8 mm BB's. Owners of 8 mm weapons are allowed to take their own ammunition to game. Provided BB's are high quality G&G Natural 0.25 g and 0.28 g. Use of own BB's is forbidden.


Magazines

In general all highcap magazines are forbidden. There are no restrictions on the number of magazines player may carry as long as they are midcap, regular or lowcap magazines. Drum, C-Mag and box magazines are allowed only for machine guns and light support weapons.

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