Concept of operations
Disclaimer: Concept of Operations is subject to change.
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SKN Nationalists (M81 or OD/Ranger Green) - The uniform patterns allowed for this faction are to simulate a nationalist group (Groups with 8 or more can wear any green based uniforms). Tops and bottoms do not have to match. Weather layers and headgear must be black, gray or green based color. Gear color does not matter so long as it is a tactical color, no hot pink plate carriers. The age cut off for this faction is 14, All attendees under the age of 18 must have full face protection. No mesh eye pro is permitted. Remember that RealSim events are created for a mature audience.
ROSA (Multicam) - The uniform pattern allowed for this faction is Multicam/OCP (Groups with 8 or more can wear any tan based uniforms). Tops and bottoms must match. Weather layers and headgear must be a tan based color. Gear color does not matter so long as it is a tactical color, no hot pink plate carriers. The age cut off for this faction is 14, All attendees under the age of 18 must have full face protection. No mesh eye pro is permitted. Remember that RealSim events are created for a mature audience.
Civilians / Role Players - This faction consists of staff members. The costumes allowed for this faction are tailored to the phase of operation. -
Pyro will be used by players to throw smoke, frags, and use TAG rounds. However pre-selected event staff will use handmade (safe for use) pyro to create ambiance like IEDs, Mortars, etc.
Blank Fire weapons will be used by 21 years or older attendees and event staff. Blank fire is to be used to create ambiance like fire fights in the distance or to enhance an ongoing fire fight. These weapons will have a BFA. Attendees CANNOT be killed or wounded by blank fire weapons, however attendees are to react to blank fire as if they were real rounds being fired i.e. take cover, stop your advance. However, if you're 20ft away and you get shot at by a blank fire weapon, be a good sport and “call the hit”. Blank fire applications will open June 1st once tickets go on sale.
Factions will be tasked to establish a PB(s) at a predetermined location. Here they will receive orders, plan for missions, eat, and SLEEP. With that being said players must keep eye pro on at all times while in the AO.
Other props will be used to create certain scenes in certain environments.
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Points will be awarded to each faction upon completion of tasks within their mission parameters. Disregarding mission parameters and event rules will lose the faction points.
Points will be tracked by event staff. When a faction completes a task they will radio up the chain of command. Additionally if a faction completes a task that was not intended, such as capturing an enemy combatant, destroying an IED stash, collecting intel, etc. they will radio that up the chain as well, earning points. Main tasks will earn 4 points, while tasks that were not intended will earn them 2. Failure to properly report completed tasks will result in forfeiture of points.
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ONLY designated Medics can “treat” wounded faction members, any faction member can “treat” wounded Medics. To treat a wounded faction member or Medic, you will simply apply a simulated tourniquet to the extremity that was hit. If there was an explosion or the hit was center mass/ to the head the tourniquet will be placed on an outer extremity of your choosing. The point is to simulate stopping the bleeding.
Each member will have a 2 life rule. Meaning if you get hit you're now wounded and can be tourniqueted, if you get hit again you're now wounded and can be tourniqueted, if you get hit a 3rd time you’re now dead. From there you must wait a 3 minute bleed out time, no longer no sooner, before going back to a CCP. You can not apply tourniquets to yourself.
CCPs can only be established and moved by Medics or Platoon SGTs but can be established anywhere. At registration each attendee will receive 3 triage cards that are numbered in sequential order. Each card will have a specific wound. When you arrive at the CCP, you must give this card to the medic and he will follow the steps on the triage card for that specific wound. Once the medic is done, he will give you back the card, and remove any equipment used, and you may return to the operation. Each time you visit the CCP you will give the medic the equivalent card in sequential order. After your 3rd visit to the CCP you will start the cards over.
“Wounded” faction members may not be moved with the “holding hands skipping” method. They must be dragged or assist carried (no fireman). Gun hits do not count. Medics may assist role players and players in their faction only.
Medical supplies for the CCPs and medical scenarios will be provided by event staff aside from tourniquets, you must bring your own of these. More information will be given to medics upon arrival at the event.
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Capture Rule – At no time will attendees use excessive force to capture another attendee. An attendee may only be captured by giving up willingly. Capturing an attendee earns your team 1 point. You may only hold the captured attendee for a max time of 5 mins. After capture, the captured attendee must return to their PB, bypassing any CCPs in the process. Once at the PB, they may now come back into the event. Violation of this rule will result in the offending faction losing points. No “bang bang”.
Searching Combatants – When searching a killed combatant, you must first ask for consent. If consent is given you may physically search the outer extremities of the body, or the plate carrier / chest rig for intel. If a killed combatant refuses a physical search, he must forfeit any and all intel they may be carrying. Intel is provided by event staff. If you are the one being searched and your 5 min bleed out has been completed, you still must wait for them to complete their search so long as their search was initiated before your bleed out time. -
There are 3 main classes of weapons; Rifleman, Machine Gunner, and DMR. Weapon classes refer to the joules that a weapon shoots. All weapon systems will be chronoed with .28g bbs. If you have an MED you must break the window or door pane when firing on the first floor. All weapons must be currently in service (no star wars laser or historic weapons) or, for militia be “in the spirit of the game”. For example, the RPD is not a currently in service weapon but there are groups around the world that have been seen carrying this. Only MGs (to include the M27 IAR) are allowed to utilize box or high capacity magazines. All other classes must use mid or low capacity magazines. Reloading of magazines may only be done at the PBs or CCPs. MGs and GBBRs are the only classes allowed to be fired on full auto unless fighting within the same building. Any real world, currently in service, pistol may be used and must be chronoed. Weapons classes are defined below:
Rifle/ Pistols – 1.55j MAX (0ft MED) /// EX: M16A3, M16A4, M4A1, MP5, MP7, etc. This class is not allowed a bipod or a sniper scope (LPVOs are ok). May only fire on semi auto. Can carry a max of 7 mid or low cap magazines.
Machine Gun – 1.86j MAX (50ft MED) /// Defined by RealSim LLC as a belt fed weapon system or a weapon that is manufactured with a “Heavy Barrel” and has a bipod, such as the M27 IAR, M249, PKP, RPK, etc. Additionally This class is not allowed a sniper scope. MGs can not fire full auto when firing within the same building. Can carry a max of 3,000 rounds total. Only 2 per squad.
DMR – 2.15j max (75ft MED) /// EX: SR25, SVD, MK20, etc. This class must have an optic that magnifies more than 4x (LPVOs are ok) and must have a bipod system. May only fire on semi auto. Can carry a max of 7 magazines. Only 2 per squad.
Blank Fire - Blank Fire weapons will be used by 21 years or older attendees and event staff. Blank fire is to be used to create ambiance like fire fights in the distance or to enhance an ongoing fire fight. These weapons will have a BFA. Attendees CANNOT be killed or wounded by blank fire weapons, however attendees are to react to blank fire as if they were real rounds being fired i.e. take cover, stop your advance. However, if you're 20ft away and you get shot at by a blank fire weapon, be a good sport and “call the hit”. Blank fire applications will open June 1st once tickets go on sale.
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Sniper Observation Team - 3.60j max (75ft MED) /// This role has strict and different rules and oversight. Please read the SNOT briefing linked here. We will only be accepting 2 sniper observation teams per faction. A S.N.O.T. consists of a bolt action sniper and a spotter. The sniper is limited to 60 rds for the primary, the weapon must be bolt action that requires the bolt to be cycled completely in order to operate, must have a high powered scope and bipod. The spotter is equipped with a rifle or DMR and is limited to 4 mid cap magazines for the primary. If you are carrying a secondary it must be a current in service pistol. Ghillie suit’s base color MUST BE THE COLOR OF YOUR FACTION AND MUST BE HAND CRAFTED!
EOD Teams - Rifle or Blankfire /// Must be 18 years or older and be mentally and physically sound. Must be able to maintain communications on 2 frequencies at one time. Must carry wire cutters/ strippers, gerber or multi-tool, and electrical tape. We will only be accepting a small amount of EOD positions per faction. A EOD team consists of a small team of Rifleman weapon classes or blankfire. EOD personnel have the same weapon restrictions found in the “Weapon Class” section of this document. Throughout the event some scenarios will require the EOD team to complete a task specific to their roles.
Medic Roles / Teams - Rifle or Blankfire /// Must be 16 years or older and be mentally and physically sound. Must be able to maintain communications on 2 frequencies at one time. Must have a backpack available to carry minimal medical supplies. We will only be accepting a small amount of Medic positions per faction. A Medic team consists of a small team of Rifleman weapon classes or blankfire. Medic personnel have the same weapon restrictions found in the “Weapon Class” section of this document. Throughout the event some scenarios will require the Medic team to complete a task specific to their roles in addition to their primary responsibilities found in the “Medic Rules” section of this document. Note: Squads will designate squad medics but they cannot treat at, move, or establish CCPs. However they are allowed to assist the medics at the CCP if needed.
RTO/ JTAC Roles - Rifle or Blankfire /// Must be 16 years or older and be mentally and physically sound. Must be able to maintain communications on 2 frequencies at one time (suggest having 2 radios). Must know proper 9-Line and CFF procedures and different types of reports. This role is the only role allowed to utilize assets.
Leadership Roles - Rifle or Blankfire /// Leadership Roles are for attendees that wish to test their knowledge and expertise in leadership positions. From the company level down to the squad level you will be included in all operational planning and be the subject matter expert for that position. All these positions will have attendees perform the requirements of the position in a realistic setting. Note: Selecting one of these positions may take you away from any team or group that you may be planning to attend with.
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IDF, IEDs, TAG ROUNDS & FRAGS
IDF – IDF can only be called by designated personnel. All calls for fire will use real world CFF format. The IDF will be simulated with admins using pyro. IDF has a 30ft kill radius regardless of hard cover.
IEDs & Booby Traps - IEDs will be simulated by using props that emit a report and have a 30ft kill radius regardless of hard cover. Booby Traps are usually made from grenades with trip wires and have a 20ft kill radius regardless of hard cover. The EOD role is the only person who can defuse these.
Tag Rounds & Frags – Frags are used by faction members and have a 20ft kill radius for those not behind hardcover, regardless if they have munitions in them or not.
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See your events “Concept of Operations” for more details on this, it changes from venue to venue.
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See your events “Concept of Operations” for more details on this, it changes from venue to venue.
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REGULATIONS
There is a ZERO tolerance for cheating and fighting. If you are caught you will be removed from the event and property, no refund will be awarded.
Realism LLC only allows the use of BIO BBs (we do not supply them).
Any player under the age of 18 must wear full face protection. 18 years or older must have full seal eye pro.
Joule limits are not flexible.
In an Indoor firefight all weapons must be on semi.
Electronic warfare of any type is prohibited. No stealing radio freqs.
Reloading of magazines may only be done at the PBs or CCPs.
Friendly fire is true and counts..
“Pineapple” will be used as a safe word to stop any actions during Role Play scenarios.
“Cease Det” will be used to cease any detonation of non throwable pyro.
“Blind Man” will be used for any real world emergency.
HIT REGULATIONS
A hit is defined as a BB striking anywhere on the body or the gear that a player is wearing. Gun hits do not count.
When hit, you will fall to the ground and lay down, and yell vocally. Act out your death. You will then remain motionless until a medic comes and treats you or you bleed out and walk back to the CCP.
Rounds that penetrate vegetation or brush count as a kill.
Wounded and dead attendees cannot talk. After being wounded or killed, remain silent, wait 5 mins, go to the CCP.
Knife kills don't count and are not allowed.