Berget-Events
BERGET-EVENTS

Berget Airsoft rules V 1.7 (2009-10-30)
Hit
If you are hit, loudly and clearly shout HIT or MEDIC. Immediately lie down and stay down for 10 minutes until healed or dead.

In large fire fights when you are shot, there can be several hundred people involved in the firefight. That means that when you are shot and laying on the ground other opponents that arrives to scene shoots you again without knowing you are hit. This is avoided by raising and waving with a "wounded-flag". All players must be able to produce their wounded-flag. Bring several wounded flags since these are often lost. You will be warned if you fail to show your wounded-flag while being shot ingame.

NOTE!
You must bring your own wounded-flag to Berget and it must be orange. Make sure the size is atleast 30x20 cm. You must pull it out of your pocket/vest when waiting for a medic.

Speaking after being hit
You may not use your radio or speak while your waitning for medic or bleeding out. You can only shout "medic" or "hit".

Moving after being hit
Downed soldiers may also be moved by carrying or dragging them; to some degree, the wounded soldier may move under their own steam, but only if supported by a comrade. They may not use their weapon.

You may not move from the place you were shot, although if you are in the line of fire you may crawl into cover but remember to shout HIT and wave with your "wounded-flag again if you are shot when wounded.

We want to emphasize the importance if remaining still after being shot, rather than sauntering around with your weapon on your head to observe the battle. After bleeding out, go to the nearest friendly re-spawn.

NOTE!
It's forbidden to use a gun when carried or carring a downed soldier.

Medic
When a player is hit, after shouting MEDIC or HIT, the medic has 10 minutes to begin treatment. If this fails, the player are eliminated and have to go to respawn.

If the medic reaches the downed player within 10 minutes they can treat them, by symbolically applying a field dressing. The dressings should be white, and may easily be made from an old sheet ripped into sutable pieces.
It must take atleast two minutes(count to 120 sec) to apply the dressing.

A medic should have a extra white armband with a red cross. Civilian medics do not need this armband.

NOTE!
It will count as cheating if no dressing are applyed when healing. All shot players must wear the wounded-flags at all time until respawning or healing has been completed.

Number of healings
Only one field dressing can be applied to a single player, on being shot a second time they are eliminated and must proceed to the respawn. Knifekills are instant "death", and the player cannot be treated.

A medic can't apply a field dressing to him or herself, of course another medic can heal a injured medic with a field dressing. A medic may carry no more than ten field dressings, but may resupply at the BASE, SP or Respawn. Make sure you have enough dressings to resupply!

Safe Zones & Respawns
The Respawn is one of the most important rules in the game. On being eliminated, you must proceed immediately to your re-spawn where you will wait for 30 minutes before you can re-spawn and rejoin the game. It is at all times "off-game" inside the re-spawn & Safe-zone.

Re-spawns are located close to your basearea and they are always located near & visible from roads or tracks. There will be a red/yellow or white tape around the re-spawn. There will be a clock in the re-spawn to help you keep track of time. Each team has a clearly marked re-spawn; if you are unsure about anything, as always, ask a marshal. If you are not out of play you may never fire into or out off the respawn. For this reason, weapons must always be on safe and either holstered or unloaded while in the respawn.

All re-spawns are time controlled, meaning that you can only re-spawn every whole and half hour. If you are not out of play you may never fire into or enter the re-spawn; inside, eye protection should be used at all times. There should never be any kind of siege on enemy re-spawn locations.


- Certain VIPs, LARPs & officers (platoon leader or above) will have a double-length re-spawn time (60 minutes).

- Vehicles do not re-spawn in the same way, they are returned to base-area or Safezone, where they are considered repaired after being unused for 2 hours.


Strategic points
Strategic points (SP) will be marked on all players maps. They can be found throughout the gamearea and have a great value for your team, some of them may also be heavy fortified with bunkers or buildings. An SP will be marked with a flagpole with the teamflags. Only one flag can be raised at the time which means that the team holding it will raise their flag. On gamestart all flags will be raised with civilian flags (green white). At the strategic point your teammates can respawn (30 minutes of waiting) without getting back to your homebase's respawn. If you are waiting to respawn in a SP and enemy forces takes control over it and raises their flag, you are all eleminated and will have to move to next friendly SP or homebase to respawn. Medics can also resuply their bandages at a SP.

Note!
Offgame or wounded players waiting for medic can not raise the flag!


Behavior
Airsoft is not a competition. There are no winners and no losers. The true spirit of airsoft is team-spirit & fellowship. Nevertheless, there are always a few dishonest people who try to cheat. We ask that all players avoid rules discussions in the game area; if there is something you feel really has to be discussed talk to a game master or trustee.

On many games there is always some gossip about players and teams not taking hits or behaving in a non honorable manner. Unless you have solid proof keep this information to yourself and if you should tell anyone, tell your fellow game master. Still we cannot keep our eyes on everyone and cannot and don't want to control the flow of the game, this is all your responsibility. Take pride in taking hits when you get struck by a BB. You can get back to the game after re-spawning.

Crew and game masters will however investigate any suspicions and ban players not following our rules. We find it better that you forgive and forget your fellow airsofters transgressions and keep on having fun rather than focusing on people acting wrongfully or badly. Remember that your are representing your country and/or region when you come to Berget-games, how you act and interact with the global airsoft community will define how you are perceived. This is a great responsibility that should not be taken lightly.

NOTE!
We consider argues about people not takings hits as bad as the cheating itself. DO NOT, argue or curse other players if they are not taking hits. Talk to a game-master! Starting an argue can lead to a ban from the game.
(And remember: it is better to take one hit too many than one too few.)

Team & Uniforms
To differentiate between the various groups in the game, players will have various armbands & uniform elements. You can read about the requirements under the section "teams".

You will have to bring/create your own armband. When constructing your own armband, it must be atleast 11 cm (4,3 inch) wide and have your induvidual teamnumber visable in black. Players without correct armband's wont be allowed into the game-area.

Do not create your armband until final "administration lockdown" and you have recived your induvidual "Team-number".


All players need to follow their team requrements for uniform and armbands.

Woodland style camouflage:
M90, French CE (French Woodland), US Woodland (BDU), DPM, CADPAT, Woodland Marpat, Flora, Tirg. The focus is that the pattern is primarily green. There must be a pattern (i.e. OD is not acceptable).


Desert style camouflage; M90 Ökenkammo, Desert Marpat, ACU, Multicam, Three color desert (DCU), Six color desert, Desert DPM, DDPCU (Desert Auscam), Partizan(Autumn), MVD 3-color (tropical). The focus is that the color is primarily lighter colors. There must be a pattern (i.e. Plain Khaki is not acceptable).

Any questions about acceptable cammo styles can be asked in the forum. The reference used when discussing a pattern will be http://www.kamouflage.net/ (with exception for any pattern not shown there). All decisions by the Berget Crew must be respected.

You have to make a secondary armband if you are a "in game" medic or engineer. This should be worn on your right arm and the "team-armband" on your left. This armband should be in the same size as the "team-armband".

Any questions about this should be sent to info@berget-events.com

NOTE!
Only snipers wearing guile suits may use their armband on their legs.


Command structure
During Berget games most players will be playing in teams and groups using a
command structure. This means that you and your friends will play a part in bigger groups called a "Platoon" and "Company".

You will have a squad-leader and he/she will have leaders above him passing down information and missions during the game. It is important that you listen and follow the orders and directions from your squadleader or platoonleader. Most missons during the game will be platoon sized.

As soon as you arrive at your "Base-area" make sure your squadleader reports your presence to your "platoonleader". He can direct you where to sleep etc.

NOTE!
If you have problems with taking part in some duty or mission, remember to inform your squadleader about this. If you feel ill or tired, there is no shame in taking a rest and skip a mission.


Safety Distances
Due to the variety of different spring standards we set the weapon classes based on your weapon's muzzle velocity in meters per second. Weapons must be chroned with 0,20 g BB´s. If you feel you may be borderline between semi and full auto, we recommend that you check your weapon before coming.



Class V0 Safety distance Notes


1...............0 to 109 m/s.........1 meters.......Semi and full auto
2...............110 to 130 m/s.........10 meters......Semi and full auto
3...............0 to 140 m/s.........15 meters......Semi *Semi sniper only*
4...............0 to 140 m/s.............15 meters......Full auto *Support weapons only*
5...............141 to 150 m/s..........20 meters......Bolt-action
6...............151 to 160 m/s..........25 meters......Bolt-action
7...............161 to 180 m/s..........30 meters......Bolt-action
8...............181 to 199 m/s..........40 meters......Bolt-action

The maxiumim bullet weight for class 1 - 3 is 0,30 g
The maxiumim bullet weight for class 5 - 8 is 0,43 g

Note!
Glass, clay, alu & steel BB´s are strictly forbidden. MAX BIOVAL BB's are forbidden due to their hard shell. They can break windshields of ingame vehicles and safety glasses ( transparent BB´s are also forbidden to aviod missunderstandings).


For reference, one Joule with a 0.2g BB produces a muzzle velocity of 100 m/s. For further equivalences, there is a useful calculator at http://www.1728.com/energy.htm.

For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.

Gun chroning
At Berget games there will be obligated chronings at check in, please get all your guns to the check-in before the game. Also chronings will be done if we suspect cheating or as a result of player complaints. Its is every players responsibility to follow the rules, and make sure that their guns are chroned according to the appropriate gun classes. 8mm BB´s are allowed and will be chroned with a separate sheet.

Sniper rifles
If you want to play as a sniper your gun must look like a sniper rifle with scope, no mp5/uzi/m4/ak47 etc with scope is allowed as sniper.

Semi-snipers are allowed to be tuned to max class 3 (see list above)
Bolt action snipers are allowed to be tuned to class 5-8 (see list above)

NOTE!
Semi-snipers Barret, PSG-1 & Druganov are allowed weapon to be tuned up to class 6.


Support weapons
Support weapons are divided into 2 classes, support weapons and light support weapons. Both need to be fitted with bibod and Box/drum/cmag.

Light support weapons (L86, MG36, G36 etc) are allowed to be tuned to max class 2 (see list above).
Support weapons,(M249, RPK, M60 etc) are allowed to be tuned to class 4 (see list above)

NOTE!
No small guns (mp5/uzi/g36c etc) are allowed as light support weapons.

Magazines
In general, all magazines must be lo-cap (no more than 90 rounds). There are no restrictions on the number of magazines you may carry. Highcaps are strictly forbidden. If you have a weapon where lo-caps are unavailable, mark your magazines with blue tape saying "RAL" and load no more than the limits above.

Sniper weapons are limited to max 30 rounds.
Light support weapons (L86, MG36, etc) may use C-mags limited to 200 rounds.
Support weapons (M249, RPK, etc) have no mag size restrictions.

To summarize:
Standard: Max 90 rounds/mag.
Snipers: Max 30 rounds/mag.
Light Support Weapon (L86, MG36, etc) : Max 200 rounds/mag. Drum or box mag.
Support Weapon (M249, RPK, M60 etc): No BB restriction. Drum or box mag.


NOTE!
For game balance purposes, the RPK light support weapon will count as a full support weapon for purposes of trim, magazines etc. This is an exception to the normal rules, and applies only if the weapon is an actual RPK (original or AK conversion; key features include bi pod, long barrel, RPK stock) - an AK47 with a drum mag and bi pod will not count. It should be noted that magazines with more than 90 rounds must still be drum or box style - no "ordinary-style" hi caps.

Reloading ammunition
In addition to any ammunition carried in magazines, you may carry up to 1200 rounds (3600 for support gunners) to reload in the field. You can top up your ammunition allowance in your home base, Safe-zone or while re-spawning. There is no limit on reloading ammo you may store at your base.

NOTE!
It should be noted that the 1200 (3600) rounds are per player, not per weapon.

Vehicles
There will be both military and civilian vehicles moving around in-game. These may be friendly or hostile, may be fired upon, and their drivers may be eliminated. In the event of a hit the driver will stop the engine and shout HIT. Eliminated vehicles will return to re-spawn flying a orange flag or marking, to indicate that they are off-game.

To avoid missunderstandings, all participants bringing a in-game vehicle have to mark their vehicle with the TEAM-color on the windshield and with a small flag (40x20cm).

All vehicles ingame must be mounted with the BAVS 2.0 IR system (Berget anti vehicle system) this can be bought or rented from Berget. If you want to bring a ingame vehicle contact info@berget-events.com

In-game vehicles may not travel at more than 30 kph. Only authorized drivers may drive vehicles during the game, and only those vehicles that have been assigned to them. It is strictly prohibited to just get in a vehicle and drive off. Marshalling vehicles and other off-game vehicles will be flying a orange flag.

NOTE!
All neutralised / destroyed vehicles must show this clearly by having orange flags on both sides of the vehicle.


Ingame helicopter
If there is a helicopter ingame, it is strictly prohibited to shoot against the helicopter for safety reasons. You can disable it by using one of the IR-weapons issued by Berget-Events. Players may not touch or get into a landed helicopter. It is strictly forbidden to run under the helicopters while it is landing or in flight in close proximity to the ground.


Tanks & Armoured vehicles
Tanks & Armoured vehicles are driven by trustees or game-masters, you can never drive a tank yourself. Tanks & Armoured vehicles can only be eliminated with the BAVS 2.0 system. Heavy tanks like T-72´s etc have 3 hitpoints, lighter armoured vehicles have 2.

Tanks have FX maingun (works as artillery) and Ir for tank vs tank purposes. They are also mounted with an airsoft support weapon in the tower.

No players are allowed to at any time be on top of or climb the tank. Caution should be taken around the tank in general since the drivers have very poor visibility and might not see people around the tank.

AT-weapons
The AT-weapons is build upon a IR-cryptated system Kind of the same as the military SIMFIRE uses. They can shoot up to 60 meters in daylight and even further at night.

All vehicles ingame will be mounted with the BAVS 2.0 IR system (Berget anti vehicle system) this can be bought or rented from Berget. If you want to bring a ingame vehicle contact info@berget-events.com

The AT4 / RPG have 10 shots with a 15-second reloadtime between shots fired. When its ready to fire it will shown in the led diplay on the gun, you can also see how many rockets you have left. The AT weapon must be reloaded by a Gamemaster in your base HQ with special key.

The AT4´s will be handed out by each teams commander during special missions and needs to be signed for, you will aslo get training how to use it.

When shooting a Tank or Vehicle, if range is more than 20 meter you can aim in the middle of the vehicle and score a hit. If close range aim at the sensor mounted on the roof.

Tanks have 2-3 hitpoints, Non armoured vehicles have 1 hitpoint. If you score one wounding hit you can hear a short alarm sound. A destroyed vehicle will have longer 10 second alarm.

NOTE!
Try to protect the AT-weapons´s from rain and water. If getting soaked they can stop working. Also keep the leans free from dust untill you will shoot with it.



Taking out a non armored vehicle
To stop an ordinary vehicle it is enough to shoot a burst of bb´s on the drivers side of the windshield or side window. All drivers will be instructed to stop and yell hit when struck by a burst of bb´s. Only the driver is hit if the vindshield, standard hit rules apply for others in the car.

So you do not need an AT-weapon to stop a car for instance. Stopping a vehicle is not the same as destroying a vehicle. Only engineers or AT-weapons can destroy a car by shooting or putting his/hers hand on it for two minutes and then tell the driver it is blown up or disabeld. Then it have to return to re-spawn flying a orange flag or marking, to indicate that they are off-game.


NOTE!!!
To avoid problems with people fireing on "offgame / killed" vehicles, make sure you raise a big orange wounded-flag on both sides of your vehicle when moving through ingame area.


Weapon Hits
Weapon hits count as normal hits if the player is holding the weapon at the time.

Knife kill
Knife kills are used when silence is important. Sneak up behind your target, gently place your hand on their back and whisper "Knife kill". The unfortunate target must then silently lie down. They are considered dead, and as such return to the safe zone after laying down quiet for 10 minutes. There is no bleed-out period. Players in the process of bleeding out may be put out of their misery by a knife kill.

NOTE!!! You may NOT use real, rubber or LARP-style latex knives.


Knock-Out
This is a rule that has its roots in LARP, and is used to knock another player unconscious rather than killing them. The victim becomes unconscious for five minutes and must lie completely still on the ground. They may not call out.
Sneak up behind your target, tap them lightly on the head and say "knockout". This symbolizes thumping your victim with a rifle butt or other blunt instrument. The target wakes up again five minutes later with no ill effects. This rule is also suited for neutralizing difficult civilians or sentries wanted for interrogation. Those who have been knocked out have no memory of the time they were unconscious. People wearing helmets cannot be knocked out.


Mines
Mines may be found in the game area, and you will notice if you set one off. Anyone within three meters of a detonating mine is considered hit, and should react accordingly. Only engineers may disarm mines. There are beeping mines, BB-shooting mines and mines with small pyrotechnic effect. All inflict a "hit" injury.

Anti-vehicle mines may also be found, they have an effect in terms of game mechanics only, and simply block a thoroughfare to vehicles. The mines must be cleared before any vehicle can pass. The engineer must wait 1 minute for each mine to be removed. Vehicles cant pass until all mines are cleared.

While engineers may disarm these mines, they may be booby-trapped if one starts bleeping during removal, the engineer is considered hit.

NOTE!
All retail gas/spring/bungee/electrical mines and grenates are ok. Home-made stuff must be tested by crew at checkin. No burning things are allowed.

Berget dollars
There is an ingame currency used during the game to buy wares, services and weapons. This money has no value outside the game but is able to give you or your team an advantage in game. Some soldiers and weapons goes to the highest bidder. All money is given to chosen characters before the game. During the game you will receive money if you are fighting for one of the conflicts fractions others might barter or sell intelligence to the highest bidder and in that fashion getting their hands on the money. Anyone is free to plunder any fallen enemy of Berget-dollars.

NOTE!
Money will look different from previous Berget games. Any attempts to counterfeit Berget-dollars and put them into circulation will lead to immediate ban.


Sleeping in-game
Most participants will be sleeping in by crew provided military tents. There will be a 6 hour game-off during night in all base areas (03:00 to 09:00). Keep quiet during these times and respect your sleeping teammates.

Berget-events issue one sleeping place for every ticket holder. Worth noticing that we will not put furnaces in the tents so everyone should bring warm sleeping bags and sleeping mattress. Your gear should be stored under a tarp outside the tent during the night. Each tent has a capacity to hold 14-16 men. It is prohibited to bring tent beds to tents supplied by Berget-Events. All participants can bring their own tents but the tents need to be military in character and hold at least 12 people.

To awoid the risk of theft, we recommend that your team store objects of value in a large wooden box with a lock outside the tent. These can be rented from Berget-events. Just email info@berget-events.com if you are interested.

It is absolutely prohibited to enter/attack/sneak up to a base during game off.
It is also at all times forbidden to take cover inside or fire your weapon in/out of tents.

If you sneak into a tent during ingame you should use knife kills. If resting inside tents during in-game, always keep your eye protection nearby or, ideally, sleep with it on.

(The following only concern those who wants to bring your own tents.)

We have recieved several enquires from players who want to bring their own tents to Berget We have decided that players who wish to do so are allowed, under the condition that the tents fill the listed requirements below:

- The tent must be a military tent for atleast twelve people.
- The tent must be OD or green camouflage.
- You will raise the tent in an area designated to you.
- Tents must be clearly marked with teamname and what company and platoon the team belongs to.

Base staff will show you the right location for your tent.

The tent must be approved by Berget-events beforehand. Therefore send a picture and information of the tent to info@berget-events.com.


Confiscations
If a person is arrested or taken prisoner, their weapon will be confiscated. This is symbolized by making the weapon safe and tying a section of barrier red / orange tape round the barrel or body. The weapon and its accessories are retained by the owner, who carries it slung if possible. If the prisoner approves, others may carry the weapon: it should always be within the prisoners sight. If the prisoner escapes or is released, they may not use their weapon until five minutes later. It is not allowed to take an enemy weapon to use. A prisoner can not use knife kills but knockouts may still be used.

Searches of a Person
Since people may attempt to smuggle weapons or other equipment, in-game searches may occur. Since some people may be uncomfortable with being searched, anyone who wishes to avoid this can simply say "off-game" and hand over any hidden weapons or items that would usually be confiscated.

NOTE!
When you are being searched and you choose to go offgame to avoid getting your personal belongings rifled through. If you choose this option you must surrender all ingame valuables. (Berget-Dollars, maps, ingame documents / items etc.)

Prisoners
Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information. However, if restraints (handcuffs, flexi-cuffs, etc) are used, there are strict rules to follow. Hands must always be secured in front of the body; never behind. The person being captured must be able to release themselves easily off-game, so some means of removing the restraints a key, pliers, etc should be placed in their pocket.

Great care must be taken when applying any restraints to avoid cutting off the blood supply to the hands. Ask the prisoner if the restraints are too tight, and if you are using handcuffs, make sure you apply the transport lock to prevent the cuffs from tightening further. If a prisoner escapes, they should be able to remove their restraints easily. Prisoners being held in tents or buildings may not be restrained, for fire safety reasons.

Game Off
If you at any time feel uncomfortable, or if you want to break for any reason, simply say off-game. You then cease to exist in-game, and everyone around you continues as if you were not there. This is particularly intended for people who do not wish to be searched or restrained. It may not be used as a loophole to get past guards, it is not an invisibility cloak. If you have used the off-game rule (other than for a search, as above) you should immediately return to your Safe-zone and re-spawn. You can also use it to comment off game, if for instance you simply want the role playing toned down a bit.

Game on
If the game is for any reason called "game off", the call to resume is "game on".

Close Quarter Battle
All indoor play (CQB) is limited to weapons with a muzzle velocity of no more than 109 m/s (357 fps). Long guns must be fired from the shoulder as far as possible. Random fire is not permitted, and ricochets do not count as hits.

NOTE!
It is considered as cheating if you break this rule.

Missiles, mortars and airstrikes
These area of effect weapons are only used coordinated with a gamemaster using pyro to simulate. The proximity of these weapons may vary. Game masters will let you know if you are hit. To avoid being hit you must take cover. Always obey the game masters ruling.

NOTE!
Only Commanders and forward observers will be able to use area of effect weapons.


Explosives / Sticky bombs
Explosives may be used to destroy objects like buildings, radio masts and doors. Only engineers may use explosives. Use of explosives requires a 10 meter safety perimeter, and enforcing this is the engineer's responsibility. Explosives may only be used against objects, and they may not be thrown. They must be placed carefully. Rigging the charge must take at least two minutes. The charge we use is completely legal and detonates like a small firework.

NOTE!
Players may not construct their own explosives; all relevant players (engineers) will be briefed and issued explosives on the day.

Smokes And Pyros
As it stands, no player brought pyrotechnic devices may be used within the game area. Unless the situation changes, no player may bring any form of pyrotechnics, whether commercial or home-made. Smoke and FX will be provided by crew to concerned players.

Helmets And Body Armour
Helmets and body armor has no in-game effect, except that helmets protect players from being knocked out. Shields may not be brought, though a few will be available and issued when appropriate by your commander in special missions.



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