Event Rules

  1. Over 18s only

  2. Attendees are not able to leave the venue until after Endex, once their teams accommodation buildings have been cleaned and checked by DS

  3. All waste and rubbish must be taken home by players

  4. No Barbecues

  5. Cooking to be done outside or in designated areas

  6. No Alcohol or intoxicating substances will be consumed or used on site. If a player is found drinking, using or in possession of alcohol or other intoxicating substances they will be immediately ejected from the event

  7. First Aid Equipment is available on site – please keep personal medical equipment on your person at all times

  8. Keep Hydrated

  9. Toilets are located throughout the site

  10. Players are warned that in games they may be subject to occasional loud noise and smoke (hearing protection is recommended)

  11. Players should not climb on structures above waist level. If you do so, it is at your own risk – you have been warned

  12. Prior to exiting the game area, your weapons must be made safe (Magazines removed and chambers cleared in a safe direction)

  13. Do not wedge/ barricade doors. Additionally do not kick open / forcibly enter doors as this can cause injury to anyone the other side

  14. Areas of this site are uneven and may be wet. Please be careful when moving about, suitable footwear should be worn

  15. Do not shoot over or through boundaries / fences

  16. There is to be no blind firing.  ie.Players should be able to see where their BBs are going at all times

  17. Any gaps less than the width of a A4 piece of paper should be regarded as sealed and there should be no Shooting through the gap

  18. Players should take care not to cause damage to the site/  buildings/ structures etc

  19. Do not investigate, touch, move or interfere with another players personal belongings unless you have been given permission to do so by the owner

  20. The order ‘cease fire’ is to be used for emergencies only. If players hear ‘cease fire’ they should pass the shout on, make their weapon safe and place it on the floor/ground. They should not move but wait for a DS to shout, ‘game on’

  21. Defiant Events Ltd will not tolerate abusive behaviour.  We will not hesitate to remove players from the game or ban them from the site if they are involved in verbal or physical abuse to other players or staff

  22. Vehicles and possessions left on-site at a Defiant Event are done so at the owner’s own risk. The areas in use for vehicle parking may be used for access, but gameplay (firing guns) must cease in and around that area

  23. Sufficient care and attention should be demonstrated by all attending in order to maintain safety

SITE SPECIFIC RULES AND CONSIDERATIONS

  1. Attendees are not able to leave the venue until after Endex, once their teams accommodation buildings have been cleaned and checked

  2. All waste and rubbish must be taken home by players

  3. The MOD have asked that only Biodegradable BBs are used. Please respect this request.

  4. Any Military debris must not be moved or interacted with.

  5. Cooking is only permitted outside of buildings or in the allocated area in the case of the FOB. Gas cookers only, no charcoal BBQs

  6. Out of bounds areas will be marked and / or explained
    These include: Trench System, Basements, Underground Tunnel Complex, Range Office Area

  7. The venue is extremely uneven under foot as well as having ledges, trip hazards and sudden drops. Care must be taken at all times, especially when dark

  8. Do not access the roofs or loft spaces of any building

  9. No fighting is to take place inside the grey buildings, however you can fight around them

  10. You may access buildings via ground floor windows, as long as sufficient care is taken

  11. Doors and Windows may be opened and closed however cannot be fixed, locked or barricaded closed. During a firefight doors and windows must be fully opened.

ROLEPLAY
MILITIA:
The militia will be carrying out roleplay, acting as civilians to gather intel and pass it to their respective teams. They may also carry out sabotage operations

Militia may carry weapons and equipment concealed on their person or in bags.

CAPTURE
An capture can be made at any point by any player.
The captive must have been shot, at which point all weapons they carry are considered out of action, the captive must then be medic’d back in before they can be moved.
Captives are to be brought to HQ / CP locations and can be held for up to 30 minutes.
Once released the captive must return to their teams respawn before they can return to the game and consider their weapons back in play.

We will not be allowing any form of forceful physical interaction between players.

WEAPON RESTRICTIONS AND ENERGY LEVELS

  1. All weapons on site must fall within the energy limits defined below


    Event Energy Limits are as follows:

o AEG = 1.14J - No minimum engagement distance

o DMR = 1.88J (30m minimum engagement distance) and must be mechanically fixed to Semi only

o Bolt Action Rifle = 2.32J (30m minimum engagement distance. Outside use only) 

  1. Midcap or Lowcap Mags Only (150 rounds max per magazine) 

  2. Biodegradable BBs only

  3. Semi Auto only for Rifles/ SMG/ Shotgun/Pistol

  4. MG/ LMG or Support weapons must weigh greater than 4.5kg, no plastic body LMGs or M4s fitted with box mags etc, No chopped stoners or chopped RPKs.
    Full Auto fire must not be used inside buildings (room to room) but can be used in Auto when firing into and from windows or doorways.
    Max of 1x LMG per Section / Squad. All LMGs have a max Rate of Fire / ROF of 25 RPS. There is no MED for auto fire from support weapons but sensible consideration for others should be demonstrated.

  5. DMRs / Sniper Rifles are not to be used indoors (room to room) but can be used to shoot into and out of windows while adhering to the MED. Only one DMR or Bolt Action Rifle with a power above 1.14j is allowed per section. Furthermore only recognised DMR platforms are permitted (Mk12, SCAR17, SR25 etc) A carbine length rifle or SMG is not permitted as a DMR, if you have any doubt please ask

  6. All Weapons used must be defined as RIFs (Realistic Imitation Firearms), they should be replicas of issued service weapons or weapons which are possible to be found within the specific conflict situation. RIFs must not be two tone, fantasy/ sci-fi inspired or utilise magazines which were not designed for the original weapon, such as M4 adapters on pistols

  7. Defiant Events does not advocate a “Bang” rule. However if situations dictates and you have the opportunity to offer another player a chance to accept that they are dead without you needing to shoot them, this is considered exemplary conduct

  8. LARP Safe melee style weapons are permitted for use. (see hit rules) But cannot be concealed on your person or in your clothing (see roleplay rules)

BLANK FIRE WEAPONS

BLANK FIRE WEAPON ARE ONLY TO BE USED BY DIRECTING STAFF

PYRO RULES

ALLOWED PYRO

Ball Grenade

Thermobaric

Multibang

•Commercially available TLSFX / FBS, TAG or Enola Gaye products

TAG 40mm launch-able projectiles (see limitations below under #11)

•BFG and reusable pyro - 9mm and 209 primer, GR20 with blue charges (No 12 gauge blank or GR20 red charges)

BANNED PYRO

Any commercially available pyrotechnics marketed as mk7 or above

•Military pryotechnic devices

•Crow Scarers

•Fireworks

•Homemade or modified pyro

•Paint/ powder grenades

•Marine Smokes

•Stun grenades

•203 airsoft innovations devices

•30Mike

  1. There are no pyro limitations with regards to times

  2. All players are adviced to wear hearing protection at all times

  3. Grenades kill within 5m, unless the target is behind hard cover.

  4. Pyro projectiles, must not be aimed at live targets (they are for area affect)

  5. Trip wire and remote det style devices maybe used (Nothing louder than mk5, 9mm or 209 primer). The blank or explosive device must not be set greater than 1ft or 30cm off the ground.

  6. When throwing hot burning pyro please be cautious of where you are throwing it. Do not aim hot burning pyro towards people's kit or sleep equipment.

  7. If Pyrotechnics cause fires then please attempt to put the fire out if safe to do so.
    Call cease fire if necessary. If the fire becomes uncontrollable the fire assembly point is at the car park.

  8. If pyrotechnics cause an unacceptable fire risk, due to the dry environment, their usage may become restricted.

  9. Heavy cased pyro such as BFGs or marine smoke etc must not be thrown above the level of your waist and must not be used up or down stairs or from / into windows.

  10. Mortar Tubes or devices for firing mortar style pyrotechnic projectiles must be fired at an angle between 45 and 90 degrees with the base plate in firm contact with the ground. Blackgate or shoulder fired style launchers are not allowed.

  11. TAG 40mm projectiles are indirect fire only. The launcher must be between 45 degrees and 90 degrees to the ground when fired. TAG 40mm rounds are not to be fired into building doorways or windows due to the thread of accidental impact with a player. No Impact initiated projectiles are allowed.

  12. No smoke is to be deployed inside of buildings

HIT RULES

FIRST SHOT

  1. If shot, shout HIT - You may opt to die in a theatrical manner and lay on the floor.

  2. Remain in that position, if safe to do so. Only move if you are blocking or taking fire.

  3. Call for Medic…Eg. OpFor Medic / Task Force Medic

  4. If a medic / teammate does not arrive within 5 mins you must bleed out and go to spawn

MEDIC ARRIVES

  1. When the medic / teammate arrives, you must hand them your tourniquet or bandage and they will apply it to your upper arm.

  2. You are then back in.

SECOND SHOT

  1. Shout HIT - You may opt to die in a theatrical manner and lay on the floor.

  2. Remain in that position, if safe to do so. Only move if you are blocking or taking fire.

  3. WAIT IN THAT POSITION FOR 5 MINUTES BEFORE RETURNING TO SPAWN.

  • When returning to spawn, remove your tourniquet or bandage and put it back in your kit.

  • If shot inside a building or enclosed structure, you must move the shot player to an outside position/ outside Doorway before medic’ing.

  • If you cannot be medic’d within 5 minutes, you are to bleed out and go directly to your Spawn point.

  • There is no medic for a pyro kill. If a percussive or flash pyro device detonates within 5m of you, and you have no solid cover between you and the detonation you are dead. Call HIT, wait out your 5 MIN bleed period and then go to your spawn point.

  • There is No Medic for a Melee kill. If somebody has managed to get that close to you to kill you with a LARP safe weapon, take the hit and begin your 5 min bleed out, but DO NOT SHOUT HIT. Enable the enemy player to go about their stealthy antics.

RESPAWN POINTS

This will be directed during the brief, prior to the event.

UNIFORM RULES

  1. Please see the event uniform rule section

GHILLIE / CONCEALMENT SYSTEMS

Snipers may wear ghillie / concealment systems, but legs must not be concealed and must show the relevant team camo. 

WET / WARM WEATHER CLOTHING 

If you need to wear additional warm / dry kit, please make sure they follow the uniform rules before you leave the Harbour Area / camp / FOB etc.

DRONES AND DRONE USAGE

Player owned drones are not permitted at this event

VEHICLE RULES

In Game vehicles will not be used


HOW TO GET THE MOST OUT OF THE EVENT

  1. Keep to tasking, where possible.

  2. Listen to the instructions you are given by the DS

  3. Keep other peoples enjoyment, and the event overall, in mind before you carry out an action.

  4. If you find yourself or your team in need of some taskings, please reach out to your command.

  5. If you are not sure what is happening, please ask your command.

  6. If you have an issues, or need help, please reach out to your DS. Bitching about the event online doesn’t help us now.

  7. You will get out, what you put into this event.

Defiant Events Reserves the right to update amend or add to these rules at anytime.