General

The rules are designed to ensure that the players have considerable freedom while still providing a good level of safety. We assume a basic knowledge of airsoft safety, notably concerning eye protection and safety distances. We also expect some degree of common sense, and expect all players to put safety first at all times. In the event of any question regarding rules or safety, don’t hesitate to contact a marshal to avoid misunderstandings – as far as safety is concerned, no question is too stupid.


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, go to the Safezone or talk to a game master.


On many games there is a lot of 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 crew member or 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, 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 with 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 patches - armbands or uniform elements. Russians will wear red armbands, Allied troops will wear blue armbands. Those playing Swedes will wear blue/yellow armbands, but will be easily recognized by their M/90 camouflage. The Finnish Freedom Fighters will have blue/white armbands.

There are no uniform requirements other than as described under "Teams".

If constructing your own armband please follow the rules below.



1. As the picture shows it have to be at least 11 cm (4.33") wide.
2. Players without armbands will be forced to leave the game area.
3. Russian players uses red, Allied forces uses blue, Swedish half- blue half-yellow and FFF uses half-blue half-white.
4. If you don't want to make this yourself, send 30 SEK to our account with your Ticket-ID as message and we will add this to your profile.






Hit & Medic

Hit
If you are hit, loudly and clearly shout “HIT” or “MEDIC”. Immediately lie down with your weapon over your chest and cover your face to avoid being shot again in a firefight.

In large firefights when you are shot, there can be several hundred people involved in the firefight. That means that when you are shot and lying 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 your "wounded-flag". This will be received at check-in.

Always raise your wounded-flag when walking to safezone or re-spawn.

You may not use your radio or in any way pass in-game information to your team mates. While you will bleed out after fifteen minutes, it is important that you remain for the full time, even if you know that no medics are around. 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.

During close quarters combat it is appropriate to get downed team mates out of bullet funnels like doors and corridors. 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.

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.


Medic
When a player is hit, after shouting ”MEDIC” or ”HIT”, the medic has fifteen minutes to begin treatment. If this fails, the player will rise, raise their weapon above their head, and move as quickly as possible to the safezone. If the medic reaches the downed player within 15 minutes they can treat them, by symbolically applying a field dressing. This must take around two minutes. Only two field dressings can be applied to a single player; on being wounded a third time they are beyond treatment and must proceed to the safe zone. Knife kills are instant, and the player cannot be treated.

A medic may apply a field dressing to himself, but then loses the ability to heal others for 60 minutes. A medic may carry no more than ten field dressings, but may resupply at the HQ. Make sure you have enough dressings to resupply! The dressings should be white, and may easily be made from an old sheet. As the picture shows you have to make a secondary armband if you are a "in game" medic. 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". Medics also need to bring a pack of bandages. You don't need to buy real ones, just rip a sheet into suitable pieces.



As the picture shows you have to make a secondary armband if you are a "ingame" 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".

Medics also need to bring a pack of bandages. You dont need to buy real ones, just rip a sheet into sutable pieces.

Engineers will have to bring a small wirecutter, screwdriver, and lighter.




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. All weapons will be chronographed with 0,20 g BB´s at check-in; if you feel you may be borderline between semi and full auto, we recommend that you check your weapon before coming.

ClassV0Safety DistanceNotes
1<109 m/s1 metersSemi and full auto
2110 to 130 m/s10 metersSemi and full auto
3131 to 140 m/s 15 metersSemi-auto only
4141 to 150 m/s20 metersSemi-auto only
5151 to 160 m/s25 metersSemi-auto only
6161 to 180 m/s30 metersSemi-auto only
7180 to 199 m/s35 metersBolt-action only
8100 to 140 m/s15 metersSupport weapons: Auto only
9100 to 149 m/s25 meters Vehicle-mounted: Auto only


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.


Magazines

In general, all magazines must be lo-cap (no more than 90 rounds). Exceptions are light support weapons (L86, MG36, etc) which may use C-mags limited to 150 rounds, semi-sniper weapons (SR-25, Dragunov etc; Class 3 and above) which are limited to 30 rounds, and support weapons (M249, RPK, etc), which have no mag size restrictions. Semi-sniper and LSW magazines modified to conform to these restrictions should be marked with blue tape.

A note on LSWs: Ordinary assault rifles may be used as light support weapons if fitted with a bi pod and box magazine or C-mag. These do not count as true support weapons, may not be modified to class 8, and any high-capacity magazines used by these weapons must be modified to hold no more than 150 rounds. These magazines should be marked with blue tape. If you want to use a light support weapon in this manner you must apply by email to info@berget-events.com, including a picture of your weapon.

There are no restrictions on the number of magazines you may carry.

To summarize:
Standard: Max 90 rounds/mag.
Semi-Sniper: Max 30 rounds/mag. Blue tape.
Light Support Weapon: Max 150 rounds/mag. Drum or box mag. Blue tape. If ordinary assault rifle, must have bi pod.
Support Weapon: No BB restriction. Drum or box mag.

If you have a weapon where lo-caps are unavailable, let us know. In general, we will ask you to block and/or mark your magazines and load no more than the limits above.


NOTE: for game balance purposes, given the scarcity of Russian support weapons, 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. If you have any questions, or if you are not certain whether your RPK qualified, contact Berget Events at the usual address.


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, safezone or while re-spawning. There is no limit on reloading ammo you may store at your base.

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 yellow flag or marking, to indicate that they are off-game.

Drivers will get more information at check-in.

ClassSpeed LimitHit PointsNotes
130 kph1 HitCivilian Vehicles
230 kph1 HitMilitary vehicles
320 kph 1-2 HitsAPC's
420 kph2-4 HitsTanks

Hits refer to anti-armor weapons.

Vehicles of class 2 and 3 are equipped with a random effect generator which designates weapon effects when the vehicle is hit. This includes various effects, including the following:

Engine Damaged: The vehicle may not move, but the passengers are unharmed and any weapons may still be used. Pop smoke.

Penetrating Hit: All personnel aboard is eliminated. Pop smoke.

Drive train Damaged: The vehicle may operate as usual, but is limited to a top speed of 5 kph.

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 yellow flag.


Anti-Armor Weapons

There will be anti-armor weapons at Berget like AT-4 or RPG. These will be used for destroying vehicles, and fire a paint ball projectile. Grenade launchers like the M203 cant damage tanks.

NOTE! If you fire upon a non-armored vehicle, it can be destroyed with granades from gun mounted grenade launchers like the M203(those firing a paint ball bullet). Ordinary small-arms fire can not damage any vehicles.

Remember that a "hit" is only counted if it hits the front wind shield. All other hits are not counted as hit.
When hit the driver must either follow his damage table or stop the vehicle, since it is deemed to be destroyed.

Tanks can be hit from all sides, but in same battles the driver wont notice the hit. If you fire with AT-weapon and you can clearly see the paint ball marking on the tank, please scream - "TANK HIT" so the driver can react to this with his damage table (only the guy with the anti tank weapon can scream hit). If there is a game master close by, he will check this.

Minimum range for firing antitank weapons and grenade launchers is 10m. Those concerned will receive detailed instructions concerning safety and operation. These weapons must never be deliberately fired at people, though they have been extensively tested, including direct hits to people with net-eye protection without injury. These weapons may under no circumstances be home-made without approval and testing from us.


Mortars

Certain squads will have access to mortars to give indirect supporting fire at targets within 500m. These groups will call in target coordinates to marshals, along with their own position and the number of salvos. Marshals will simulate the impact within 15 minutes with smoke and special effects.

Casualties depend on terrain, cover and a number of other factors; personnel out in the open will be the first to be hit. A mortar team can inflict heavy casualties if they choose to fire on a crowded place.

NOTE! If your squad get under shelling by mortar fire, take immediate cover in nearest foxhole or bunker. If not YOU will be hit.

Mortar crews have ammunition to deliver 3 artillery attacks.
When the squad runs out of ammunition they must return to base for resupply. Naturally the squad must carry their mortar with them. Mortars may be destroyed by engineers.


Weapon Hits

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


Knife kill & Knock-Out

Knife kills are used when silence is important. Sneak up behind your target, gently place your hand on their neck or 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 as soon as reasonably practical. There is no bleed-out period. Players in the process of bleeding out may be put out of their misery by a knife kill.

Knife kills may also be made in combat. This, however, requires an actual weapon, which - while superficially similar to a knife - must be absolutely safe. Most toy knives are acceptable, as are rubber knives or LARP-style latex knives; knifes must be approved by a marshal before play commences. The process is similar to a stealth kill, but any part of the upper body is acceptable for a hit. This rule exists to allow concealed weapons to be used in an escape, in tents, and so on.

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


Safe Zones & Respawns

The Safe Zone is one of the most important rules in the game. On being killed, you must proceed immediately to the safe zone (re-spawns), 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 & safezone.

There will be several re-spawns on the game areas and they will be marked on your map. The main safezone is the place where off game facilities, shops and crew will be located.

Re-spawns are easy to locate, 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-spwan to help you keep track of time. Each team has a clearly marked safe zone & 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 safe zone. For this reason, weapons must always be on safe and either holstered or unloaded while in the safe zone.

There are also re-spawns called ATR & RTR (Allied time controlled re-spawn & Russian time controlled re-spawn).
These are special re-spawn locations that will be open between certain times. You can always "re-spawn" in your home base, but during huge operations there will be re-spawns closer to enemy territory.

The specific time for each ATR/RTR will be posted on a sign at the "re-spawn totem". All time controlled re-spawns will be marked on your in-game map received at check-in.

NOTE:
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.


- Certain VIPs, special characters and officers will have a double-length re-spawn time (60 minutes); these players will be advised of any special circumstances.
- Vehicles do not re-spawn in the same way; they are returned to safezone off-game, where they are considered repaired once they have stood within 50m of an engineer for two hours. Their unfortunate passengers re-spawn as usual.


Sleeping in-game

Many participants will be sleeping in-game in tents and designated camps. This brings with it a certain safety risk. Thus it is absolutely prohibited to fire into and out of tents. If you sneak into a tent you should use knife kills or “The Bang Rule”. You should always keep your eye protection nearby or, ideally, sleep with it on.
Houses are an exception: they may be fired into and out of at night. Those sleeping in houses will receive special instructions.


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 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 prisoner’s 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’s weapon to use. A prisoner who has been searched may not use knife kills (unless a knife was successfully concealed), but knockouts may still be used.


Searches Of The 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.


Prisoners

Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information. However, if restraints (handcuffs, flexicuffs, 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 safezone 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.


Locked Doors

You may find ”locked” doors or buildings; these will all actually be unlocked, but doors considered to be locked in-game will be marked with a large taped X. This means the door is blocked from the inside and may only be opened by an engineer, who can open it by cutting or blowing it up. Those concerned will be given all relevant information. If you’re not an engineer, you can’t open crossed doors.

Note:It is considered as cheating if you break this rule.


Explosives

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 pyrotechnic devices may be used within the game area; airsoft grenades based on gas power are fine. Unless the situation changes, no player may bring any form of pyrotechnics, whether commercial or home-made.


Air Raids And Artillery

If anti-aircraft weaponry is destroyed or captured, this can have catastrophic consequences for the opposition. Air raids, for instance, may be simulated with fireworks, launched by marshals. Other marshals will, on this signal, declare randomly selected players hit, with hit likelihood to some degree dependent on what sort of cover the player is in - if you’re in the open, you’re toast. Air raids may recur until the anti-aircraft batteries are retaken or repaired. Medics may treat air raid casualties as per usual.

NOTE! If your squad get hit by an Air-raid, take immediate cover in nearest foxhole or bunker. If not YOU will be hit.


Languages

Any communications with prisoners or players from other teams should be conducted in English to illustrate the different languages. Feel free to fake an accent.


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.


Landing / Climbing

It is strictly forbidden to fire at opponents who are climbing on ladders or getting out of an airplane or boat. You cant shoot at people when you are on a ladder or getting out of a boat or airplane.


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Berget-Events 2006 - Site by Timpa