EVENT / LOCATION SPECIFIC RULES

  • Age Limits - 16

  • Arrivals - As per Event Detail Web Page

  • Leaving Restrictions - Once on site you are not able to leave until after endex has been called and everyone is convoyed out

  • Waste / Rubbish Management - All of your rubbish must be taken home with you

  • Cooking / BBQs - Gas cookers are permitted - No Barbecues

  • Amenities (Toilets, Drinking water) - The site has toilets and drinking water points

  • Military Debris not to be touched

  • Out of Bounds Areas - These will be clearly marked / taped off

  • Drones - Drones are not allowed

    GENERAL RULES

  • 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

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

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

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

  • Prior to exiting the game area or upon EndEx, your weapons must be made safe (Magazines removed and chambers cleared in a safe direction)

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

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

  • Do not shoot over or through boundaries / fences

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

  • 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

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

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

  • 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’

  • 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

  • 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

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


WEAPON RESTRICTIONS AND ENERGY LEVELS

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

Event Energy Limits are as follows:


  • Rifle / LMG / SMG etc = 1.14J - No minimum engagement distance

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

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


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

Semi Auto only for Rifles/ SMG/ Shotgun/Pistol


MACHINE GUNS

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 etc.

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.


DMR / SNIPER 

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


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 or any GBBR to HPA system magazine well conversions.


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


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)


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

  • Crow Scarers

  • Fireworks

  • Homemade or modified pyro

  • Paint/ powder grenades

  • Stun grenades

  • 203 airsoft innovations devices  

  • 30Mike

  • Military Smokes / Pyro

  • Marine Smokes

All players are advised to wear hearing protection at all times

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

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


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.


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.


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.


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


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


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. Maximum of one Mortar tube per section and a maximum of 12x Mortar rounds to be carried within the section at any time.


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. Maximum of one Tag firing device per section and a maximum of 12x  rounds to be carried within the section at any time.


  • Moscart Style Shells are not allowed

  • No smoke is to be deployed inside of buildings

  • Blackgate or any shoulder fired style launchers are not allowed.


HIT RULES

FIRST SHOT

  1. If shot, shout HIT - You may opt to die in a theatrical manner and lay on the floor.
    Remain in that position, if safe to do so. Only move if you are blocking or taking fire.

  2. Call for Medic…Eg. OpFor Medic / Task Force Medic
    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.
    Remain in that position, if safe to do so. Only move if you are blocking or taking fire.

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

  3. 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.


UNIFORM RULES
Please see the event specific rules

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.


HOW TO GET THE MOST OUT OF THE EVENT

Keep to tasking, where possible.

Listen to the instructions you are given by the DS

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

If you find yourself or your team in need of some taskings, please reach out to your command.
If you are not sure what is happening, please ask your command.