OTT Adventures

Rules

Please take some time to read the rules. They are very easy to understand and have been carefully devised and refined over the last 5 years to provide good gameplay mixed with creating realistic battle situations.

Ammo

Our milsim events operate on a realistic resupply chain. You will be able to have a large number of rounds available to you will only carry a small proportion of these at any one time - exactly as the real world works. You will need to use your ammo wisely to ensure you don't run out before resupply.

The limits are:

Rifleman - 12,000 total. 1,000 to carry, 2,000 with sgt, 3,000 with coy and 6,000 at bn hq.
Gunner - 24,000 total. 2,000 to carry, 4,000 with sgt, 6,000 with coy and 12,000 at bn hq.
Sniper - 2,400 / 6,000 total (rifle / side-arm), 200/500 to carry, 400/1000 sgt, 600/1500 coy and 1200/3000 bn hq.
Med Gunner - 36,000 total. 3,000 to carry, 6,000 with sgt, 9,000 with coy and 18,000 at bn hq.
Support Troops - 12,000 total, 1,000 carry, 2,000 sgt, 3,000 coy, 3,6000 bn hq.
HMG - 50,000 total, 5,000 carry, none with sgt, 15,000 coy, 30,000 bn hq.

More information on ammo resupply coming shortly.

Weapon Classes

Rifleman.


Can carry only AEG, Grenade Launcher, Shot Gun, Pistol or SMG

Gunner.


Magazine feed infantry support weapons, bi-pod mounted. Should be real-steel. Examples are LSW, LMG, Bren, HK MG 36, RPK, RPK 74.

Sniper.


Sniper rifles must be bolt-action. Examples are Maueer Karabiner 98, Accuracy International L96 etc...

Medium Gunner.


Link feed infantry support weapons with bi-pod. For example, M60, GPMG, M249, PK, MG42 and RPD.

HMG.


Heavy support machine guns, vehicle or tripod mounted. For example, 50cal, 30cal, Maxuim 1910, DSHK12, Vickers, Minigun, MG42, SFGMPG. These weapons don't have to be large cal, but must be real steel.

FPS Limits


AEG Weapons or LMG - 340fps
Link Support weapons - 400fps
Snipers (bolt-action only) - 500fps
HMG - 450fps
Pistols - 320fps

All weapons will be tested on arrival at the site.

Weapon Safety


Barrel socks must be used when not in battle, or when hit. Pistols must be holstered if not in gaming area. Non-gaming areas will be shown on maps of the site, and will include UN Compound / Red Cross Safe Zone.

Knife Kills


Players can get a kill using a knife made of rubber or latex. If you wish to use knifes in-game they will need to be checked and signed for at check-in. To achieve a knife kill you must be carrying your knife and make physical contact with your victim, so you will need to be able to sneak up on them.

Eye Protection


All players and staff must wear safty glasses. Remember you will have to wear your eye protection for the weekend at all times.

Hit Rules


When you are hit you should shout "hit" or "medic" loudly. You should stop playing immediately, engage any safety catches and put on your barrel sock. If you are on a road or other dangerous position move to the closest safe location from where you are. You wil then need to sit or lie on the ground and await a medic or other player to come to your aid.

When someone comes to your aid they can move you to cover, but must maintain physical contact with you by holding your arm whilst moving you.

If no-one comes to your aid in the alloted time (see below), you are classed as a bleed-out and will have to make your own way to your platoon HQ with your barrel sock still on and your gun held upright so you are not a target.

You should not say anything other than "hit" or "medic" once hit, so you can't give away the enemy's position. You should not gather any intelligence during this time. - remember you have been hit and could die!

First Hit.


You will be carrying a white bandage. Whoever comes to your aid will apply this white bandage for you. Once you are wearing the bandage you may remove your barrel sock, engage your weapon and re-enter the game. You are a target immediately, so make sure you have plenty of cover.

The bleed-out time on first hit is 10 minutes. If you bleed out make your own way to your nearest aid post.

Second Hit


Whoever comes to your aid will have to escort you to your nearest aid post by holding your arm. Once there you will be given a red bandage to wear and given instructions for returning to the battle. Whilst in escort you are not a target, however your medic is, so if they are hit they will need to call for a medic, or wait until bleed out.

The bleed-out time on second hit is 15 minutes. If you bleed out make your own way to your nearest aid post.

Third Hit.


As for second hit. On arrival at the aid post you will be shipped back to the admin area where you hand in your red bandage, and remove your white bandage. From the admin area you will be able to respawn as a battlefield replacement by taking a chopper back to your HQ.

The bleed-out time on third hit is 15 minutes. If you bleed out make your own way to your nearest aid post.

Battlefield Replacement


After reporting to admin in the UN compound you can return to your unit straight away, or take some time out if you wish. You will normally respawn as a replacement in the position where you were a casualty, so you will return to the position you signed up to play in.

In some games you may respawn in a diffent army. For example in Operation Lightning Strike government forces respawn as rebels. This depends on the scenario and you will be advised of this in briefings, on the website and at the time.

Pyro Rules


Pyros will be allowed on site with some restrictions.

Players may carry any of the following:

MK3 Thunderflash
Mk5 Thunderflash
BB or Pea Grenades (no tennis ball grenades)
Small/Large smoke (no yellow or white)
Army smoke (please use carefully!)
Claymores
Electric Mk3 Maroons.

Pioneers may also carry Mk9 Thunderflashes (satchel charges) and electric Mk5/Mk9 Maroons (Demolition Charges).

Pioneers may also lay and breach mine fields and set booby traps.



More details to follow shortly...

Other Details

Last updated by BigK on May 30th 2009

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