Rules and Regulations
Milsim Mercs. Safety Rules and Guidelines
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1.0 UNIFORM GUIDELINES
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a. All people within the Frontier must dress according to the time period. For example cowboy hat, suspenders, jeans, boots, etc. I urge everyone to research how people dressed in the late 1800s.
b. Gangs will be dressed exactly the same as everyone else but they will be carrying a different color bandana and will utilize this bandana when conducting gang related activities, for example raids/ shootouts. These bandanas will be worn around the neck Blue Wolf Outlaws: Blue Bandana Bootleggers: Yellow Bandana
c. Townsfolk will not have a bandana of any color other than the common red dead rag.
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1.1 EYE PROTECTION
a. Eye protection (eyepro) must be worn at all times without exception. Milsim Mercs will not be responsible for injuries caused by participants who take their eyepro off during the event. Eye protection must meet ANSI Z87.1 standards and must make a reasonable seal around the wearer’s eyes. Milsim Mercs staff reserves the right to refuse any eye protection at any time that they deem unsafe.
1.2 REPLICA SAFETY & INSPECTION
a. All replicas used at Milsim Mercs events must follow the below guidelines:
Be a 6mm airsoft replica.
Not be a BB gun or modified BB gun.
Be an airsoft approved replica explosive (Thunder B, Tag, Tornado, etc.)
Capable of being put on ‘safe’.
b. All replicas used in Milsim Mercs events must chronograph and be tagged by an Milsim Mercs staff before use in the event.
c. While in a ‘staging area’ replicas must be placed on safe or holstered.
d. All replicas should be cleared before entering a ‘safe area’ or at the conclusion of an event.
1.3 REAL WORLD EMERGENCIES
a. Should a real world emergency arise participants are required to advise everyone in their vicinity by exclaiming “BLIND MAN!”
b. If a player hears “BLIND MAN” they should immediately stop where they are and put their replica on safe.
c. “BLIND MAN” should be called when a player has been injured, they have an eye protection malfunction, or a participant sees an immediate hazard in the event that could place others in danger of injury.
1.4 BINDINGS
a. No participants shall be bound by any device, rope, or zip tie.
b. Roleplaying staff may be ‘bound’ as long as the below stipulations are met:
The roleplaying staff member must allow it.
The roleplaying staff member’s hands must be bound in the front. It is unauthorized to bind anyone’s hands behind their back.
The bindings must be loose and easily escapable for the roleplaying staff member. Roleplaying staff will not attempt to escape despite the loose bindings. This is solely for safety reasons.
If devices are used, such as hand cuffs, the device must have a ‘safety’ mechanism that allows for the roleplaying staff member to
remove or loosen the device as needed.
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1.5 AGE REQUIREMENTS
a. The minimum age to attend is 14. Players between the ages of 14 and 17 must be accompanied by an adult of 18 years or older during the event. The accompanying adult will be held responsible for under-age player’s actions.
1.6 SURRENDER & BANG RULES
a. Surrender, or “Bang” rules are NOT used at Milsim Mercs events.
1.7 NO CONFLICT RULE
a. The No Conflict Rule is intended to drive comradery through the community, prevent escalation of situations, and allow other participants to continue enjoying the event.
b. Milsim Mercs staff and leadership are the only authoritarian figures in the event. As a participant you do not have any authority over another participant.
c. No participant shall attempt to resolve an issue with another participant themselves and will instead seek out an admin to resolve the issue. This helps prevent ruining the experience for other participants as well as prevents the situation from possibly escalating.
d. No participant shall yell or scream at another player unless in jest.
e. No participant shall call another participant’s ‘hits’. If a participant is not following the rules they should be brought a staff member’s attention.
f. No participant shall threaten other participants whether verbally or physically, such as posturing. Threatening another participant is an immediate ejection from the event.
g. No participant shall conduct violence on another participant. Violence towards another participant during and Milsim Mercs event is an immediate ejection from the event.
h. Public shaming of other participants via online media sources may result in a ban from future Milsim Mercs events. If there is a problem during the event, bring it to the staff’s attention so that we may resolve it.Section 4: Casualties, Medical & Armor Rules
2.1 DEAD RAG & DEAD LIGHT
a. During daylight hours all participants are required to have a red piece of cloth (dead rag) on their person at any given time.
b. During nighttime hours all participants are required to have a red light glow-stick (dead light), either chemical or electric, on their person at any given time.
2.2 EVENT CASUALTIES
a. Participants struck by a BB from a replica, tapped by a melee weapon from behind, or otherwise instructed by Milsim Mercs staff, must immediately exclaim “HIT!” and then considered ‘wounded’. ‘Wounded’ participants are required to have a dead rag or dead light clearly visible.
b. Roleplaying, acting out, moaning or calling for medical aid is permitted while ‘wounded’.
c. ‘Wounded’ participants are not allowed to communicate ongoing event information such as enemy locations, enemy numbers, or any other information that may aid still ‘living’ players in the event.
d. ‘Wounded’ participants must serve a minimum of five minutes as ‘wounded’ as a ‘bleed-out’ time before declaring themselves ‘dead’. However, there is no maximum time limit for a participant to ‘bleed out’.
e. ‘Dead’ participants are considered no longer an active participant in the event and may only be ‘revived’ by a town Doc. Gang members will bleed out and respawn.
f. ‘Wounded’ participants are highly encouraged to perform some form of roleplaying when ‘hit’.
2.3 CARRYING ‘WOUNDED’ PARTICIPANTS
a. ‘Wounded’ participants may be dragged to safety for ‘first aid’ but must follow the below guidelines:
Inform the ‘wounded’ participant you wish to ‘carry’ them and acquire the ‘wounded’ participant’s approval.
Two other ‘alive’ participants must be used to ‘carry’ a ‘wounded’ participant.
b. The only authorized ‘carry’ for ‘wounded’ participants is the with the ‘wounded’ participant’s feet on the ground, capable of holding their own weight, and with both arms slung over the two ‘carrying’ participant’s shoulders.
c. If one of the ‘carrying’ participants is ‘wounded’ then the other ‘carrying’ participant must immediate stop moving with the ‘carried’ ‘wounded’ participant and ‘drop’ him.
d. If contact between the ‘wounded’ participant and either of the ‘carrying’ participants is broken then the ‘wounded’ participant must remain in position until that connection is re-established.
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2.4 MEDICAL AID & ARMOR
a. Townsfolk participants who are ‘wounded’ can only be revived by the town Doc and must respawn at the Docs office. Gang members will be issued a shot glass when they are downed they must utilize a shot from another gang member who carries the "fake whiskey". The next time a gang member is downed they must serve the 5 min bleedout and respawn.
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b. Participants are forbidden from ‘reviving’ themselves.
c. All participants may be ‘revived’ 2 TIMES by default. After revives are used player must return to spawn.
d. if searched you must give up any loose ammo (not actively in a magazine) or any Intel per death
e. Participants who ‘die’ are encouraged not to provide information to others that they learned before ‘dying’. For example, if you see an enemy sniper but fail to disclose this information to others before ‘dying’ then you should refrain from telling others after ‘respawning’.
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3.1 Replica FPS,and General Replica Safety
a. AT ALL TIMES, ALL AIRSOFT WEAPONS MUST BE TREATED AS IF THEY ARE REAL FIREARMS. All guests must transport their guns in a safe manner. Specifically, your gun must be unloaded and carried in a soft or hard shell case suitable for real firearms until you are in Staging. No firing allowed in any areas other than fields of play during "game on" or chronograph area. Always handle your weapon as if it is always loaded. Never point it at anything you do not want to harm. There are no exceptions.
b. A paintball barrel cover must be on every gun used (pistols may be in proper holster) and remain on gun in staging unless ALL the following is disconnected, removed, or void:
1) Magazines and bolts (if applicable)
2) Bb's
3) Gas is removed or void
4) Safety on
5) Electronics disconnected
c. All airsoft weapons must have trigger guards. All pressure regulated airsoft weapons, i.e. Polarstar, using high pressure air source, should have a tournament lock to prohibit adjusting pressures on the play field.
d. FPS (feet per second)/Joule limits will be strictly enforced. All airsoft weapons to be used will be checked and tagged prior to the beginning of the first game using biodegradable .20 gram bbs, with the Hop-up turned off, in your magazine. Players may also be chosen at random for a chronograph spot check. Specific rules for all airsoft weapons follow. UNREGULATED gas-powered airsoft replicas (excluding pistols) are not permitted for play; they have too much volatility when not kept in check with the proper regulator. AT NO TIME SHALL SPEED REDUCERS BE ALLOWED to decrease any gun's fps to fall under fps limits whilst chronographing. Any modifications made to your airsoft weapon after being chronographed found to increase your FPS or rate of fire is not permitted.
e. Airsoft weapons classifications:
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Western Weapons: Only weapons authorized in the event are lever actions, bolt actions, pump actions and revolvers. No weapon attachments are authorized unless they depict the timeframe ie. old scopes or sights made in the 1800's. No semiautos or full autos are authorized. Be mindful in this event you will have to purchase ammo so ammo will be rare and expensive.
RIFLEMAN: Any pistol, intermediate rifle, or full sized rifle (excluding SMG's) not exceeding 400fps, or 1.5 joules max, and set to semi-automatic only.
SUBMACHINE GUNS/SMG (MP4, P90, etc.): Must be true to class and have pistol caliber magazines only. No weapon allowed in this class that uses an intermediate caliber (Ask if in doubt). Full auto permitted /a>not exceeding 300fps, or 1 joule max, with a 20' minimum engagement distance.
LMG's/SSW (Squad Support Weapon)(M249, RPK, M60): Full auto permitted not exceeding 400fps, or 1.5 joules max, with a 50' minimum engagement distance. Can be used in RIFLEMAN role if in semi-automatic only.
DMR (Designated Marksman Rifle): 401-450fps, or 1.78 joules max, with a 50' minimum engagement distance, and set to semi-automatic only.
SNIPER: Bolt action and a few semi-automatics allowed (i. e. SVD). Velocity not to exceed 500fps, or 2.31 joules max, with a 100' minimum engagement distance.
We reserve the right to disallow any airsoft weapon without reason.
Biodegradable BBs are mandatory. There are no exceptions.
All "real steel" firearms, explosives, and bladed weapons are prohibited on entire facility.
f.Any violation of any rule may result in immediate and/or permanent removal from the facility without refund.
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4.1 Horse Rules
a. Horses will be authorized at the event and will only be utilized at specific down times that will be announced by the mayor.
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b. Horses are not authorized to be engaged anyone who engages a horse will be removed from the event.
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c. Horses will be involved to create immersion into the old west respect the animals and stay at least 6 foot away from them, unless the owner authorizes you to pet or ride the animal.
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d. Horses can be dangerous stay out of the path of the animals.
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5.1 Pyro/Grenades
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a. The use of pyro equipment and grenades is not allowed in Gunfight for Hells Pass, except for certain missions to be completed, we will provide the pyro.
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b. no homemade grenades, launchers, or pyro is permitted unless approved and deemed safe by Milsim Mercs staff.
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6.1 Camping
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a. Campsites are available for anyone attending the event. Campsites are located on the outside of the gates and fencing of Possum Trot. Bandits and Bootleggers have seperate camps on both sides of the old western town. Personnel who purchased cabins will have direct access to water, bathrooms, showers, heat and AC.
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b. Campsites are primitive meaning there is no power or plumbing. Bathrooms and showers are located within the town.
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c. Quiet times, there are no quiet times, Milsim Mercs events are known for running late into the night. We ask the common law or respect, respect your neighbors and keep sound down when it is late into the night.
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d. Large fires (bon fires) are not authorized in or around the campground or in the field. Small personal fires are authorized.
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7.1 Night Time Operations
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a. No headlamps or flashlights are authorized in the event. If you are using a light at night while in game it must me a lantern of some fashion. This is to further the immersion of the event.
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b. Headlamps and flashlights are authorized to be carried while in game incase of an emergency or situation that might deem it necessary.
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c. Headlamps and flashlights are not authorized to be attached to any weapon.
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d. Headlamps and flashlights are authorized during down times and in camp sites.
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