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 Nemesis Milsim Official Rules and Regulations for 2014

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Zero
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PostSubject: Nemesis Milsim Official Rules and Regulations for 2014   Mon May 06, 2013 2:21 am

Section I: Safety

BREAKING OF ANY OF THE SAFETY RULES WILL RESULT IN IMMEDIATE EXPULSION FROM THE GAME WITHOUT REFUND AND BANISHMENT FROM FURTHER NEMESIS MILSIM EVENTS.

All players must wear Full Seal ANSI Z87.1 rated Goggles with head band.

No shooting goggles or Mesh goggles.

All players under 18 must wear a Face Mask or some form of Hard or padded protection over their mouth, nose, and ears as well.

At NO point may any player break the seal on their goggles or take off any face protection while within the boundaries of the field, regardless of whether the game is live or not.

In the event a player's goggles or face protection are knocked off during play, they are to cover their eyes and face immediately, sit down, and yell "BLIND MAN" as well as through the radio. Other players that hear this must cease moving, remove their magazine, and make sure other players are aware. The game may resume when the player's goggles are safely put back on and a ref resumes play.

All weapons must be cleared with magazines out and safeties on before leaving the field. Pistols may have magazines but must be holstered.

No Overkills. An overkill is when you continue to fire upon someone after they have been hit and made an attempt to signal that they have been hit. To avoid overkills, fire in bursts and if you are hit, immediately raise your hand in the air to notify you are hit.

No test firing in the parking lot, staging area or anywhere except the chrono area and field.

No Theft.

No Alcoholic Beverages.

No Verbal or Physical fighting or abuse.


Section II: Weapon Restrictions

FPS and Ammo Restrictions:

All restrictions will be based using 3 shots through a chrono with .2g BB's. 2 out of 3 must be at or under the restriction.

Full Auto Weapons: 400 Feet per second or Less, 10 Foot Minimum Engagement Distance.

Permanent Semi-Auto DMR Weapons: 450 Feet per Second or Less, 60 Foot Minimum Engagement Distance.

Bolt Action Spring Rifles: 550 Feet per Second or Less, 100 Foot Minimum Engagement Distance.

Up to 2 Hi-caps will be allowed for any weapon including support weapons (SAW, M240, RPK) which will be limited to 2 box mags.

Unlimited Midcaps and Realcaps Allowed

Unlimited Pistol Mags


Bang Kills and Melee Kills

Bang kills must be within 10 feet.

You are allowed 2 bang kills within a 10 second span.

You must be aiming your weapon decisively at the enemy you are bang killing in order for it to count.

Melee kills can be done by tapping another player with your hand or killing them with a foam or rubber weapon via a slashing strike. No stabbing strikes.

No modified or rubberized hard weapons.

If both players say Bang, the person who started saying it first wins the engagement. If both say it at the same time, both are dead and must return to spawn.

Banned Weaponry:

ALL Polar Stars and HPA guns MUST have a Tournament Lock!

No Pyrotechnic Weaponry (Potato guns, smoke grenades that require lighter etc).

No Real Firearms.

No Converted BB, Pellet, Paintball, type weapons.

No Fixed Blade Knives, Swords, or Machetes or any blades longer than 3.5".

No Homemade Grenades/Mines/Smoke Bombs.

Homemade bb throwers, rocket launchers, and other weapons must be approved by NM staff.


Grenades, 40mm's, and Rockets

Grenades

Grenades will have a 10 foot open kill radius. That means that anyone within 10 feet of the grenade when it goes off will be killed. If they are behind cover they will not be killed.

Trees less than 2 feet in diameter, bushes, and plastic/paper barriers do NOT count as cover.

Large trees, large logs, wooden walls or structures, large rocks, and earthworks DO count as cover.

Other players do not count as cover unless one player sacrifices themselves by jumping on the grenade.

Grenades thrown in to vehicles kill all occupants except the driver and do not disable the vehicle

Grenades thrown in to a room kill everyone in the room upon detonation regardless of cover

No homemade grenades are allowed and will therefore not count as anything. Unexploded grenades do not kill.

ThunderB's, Tornados, Pea Grenades, other airsoft manufacture grenades that pop or explode DO qualify!

Unactivated grenades may be thrown in to tanks and vehicles to disable them for 10 minutes.


40mm

Foam balls and rockets fired from a 40mm grenade launcher follow the same rules as grenades. 10ft kill radius, safety behind solid cover.

40mm Foam balls/rockets that land inside a building kill everyone within the impacted room regardless of cover. They have no extra effect when impacting outside of walls or other cover. That means even if you hit the wall someone is standing behind, they are still safe.

40mm Foam balls/rockets disable light vehicles for 10 minutes.

40mm Shot shells follow the same rules as regular AEG's. BB's must hit the player.


Shoulder Fired Rockets

Rocket launchers must be CO2 or Compressed air powered and fire Foam balls or rockets. NO POTATO GUNS

ROCKETS MAY NOT BE FIRED DIRECTLY AT PLAYERS!!!

Rockets have no natural kill radius.

Rockets may be fired at buildings or cover. They will kill all occupants within the struck small building or within 10 feet of the struck cover.

Rockets disable all vehicles for 10 minutes.

Rockets can be used to destroy assets and objectives that would otherwise need to be disabled by hand or defused.


Cheating and Sportsmanship

Nemesis Milsim will abide by a One Chance rule! If you are caught breaking any of the rules below, your wristband will be marked. If you are caught breaking a rule with a marked wristband, you will be sanctioned based by NM staff's discretion (See Waiver).

CALL YOUR HITS!


NO verbally assaulting other players (That includes screaming "Call your hits!") This breaks the immersion for other players and ruins the atmosphere of the game.

Follow Respawn Rules. If we catch you not returning all the way to your spawn, we will escort you back to your spawn and you will be held there for 20 minutes.

NO Malice. That means no attacking players out of context of the game! You will be immediately expelled from the game and local police may be called.

NM Referees will be doing random integrity checks and chrono checks on the field. All the same rules apply. Due to the danger of the sport and unpredictability of players on the field, sanctionable offenses are not limited to the above listed. Other offenses are based on the discretion of NM staff.




Camouflage Restrictions

ALL Nemesis Milsim games will follow a Green Vs Tan uniform scheme.

Green Uniforms: Solid Green Clothing, Olive Drab, Ranger Green, American Woodland, Woodland MARPAT, Woodland DCU, ATACS FG, Tiger Stripe, Kryptek Mandrake, AOR2, Woodland Flecktarn, Swedish M90, Multicam Tropic

Tan Uniforms: Solid Tan Clothing, Khaki, Coyote Tan, Coyote Brown, 3-Color Desert, Chocolate Chip Desert, Desert DCU, ACU, ABU, Multicam, ATACS AU, Kryptek Highlander, Kryptek Nomad, AOR1, Desert MARPAT, Desert Flecktarn, Vegetato, Multicam Arid

Black, Grey, Costumes, and any other colors may not be acceptable or subject to different rules depending on the event!


Uniforms that do not meet these color specifications must rent an appropriately colored BDU top available on site.

IF YOU WANT TO BE ON YOUR FRIEND'S TEAM! WEAR THE SAME COLOR!



Event Rules and Regulations are not limited to this post. Field, local, and insurance rules may apply as well as other circumstances that are up to the discretion of Nemesis Milsim and its staff.




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Last edited by Zero on Mon Feb 22, 2016 2:01 pm; edited 12 times in total
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PostSubject: Re: Nemesis Milsim Official Rules and Regulations for 2014   Tue May 28, 2013 9:26 pm

EVERYONE NEEDS TO KNOW THESE RULES AND REGULATIONS. FAILURE TO ABIDE BY THEM CAN LEAD TO EXPULSION FROM THE EVENT AND BANNING FROM FUTURE EVENTS!
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