Rules of Engagement

You will not be able to change these rules no matter how much you yell/scream/kiss/hit. In other words, this is the law you will live by when you step on the field as a MilSim City player. MilSim City reserves the right to change/alter or add to these rules at any time. Rulesets add on to one another as you go down this list. Each new event adds on to existing rulesets unless otherwise indicated.

SMG: Must be visually recognizable as an SMG (e.g. Mp5, Mp7, CZ Scorpion, P90). Barrel length shorter than 10 inches shooting no more than 330 FPS (1 Joule). Can go full auto

Rifleman: Anyone below 400fps has a 0ft engagement distance, Semi auto only. (1.5 Joules)

Support Weapons: up to 450fps (1.9 Joules), can go full auto, 50ft engagement distance. Must have a side arm and must be an actual replica BELT FED support gun (LMG or MMG). Non-Belt fed replicas will not count (RPK, IAR, ETC).

AT4/ LAW/ Anti-Tank Class: Solid foam rockets have 100ft minimum engagement distance for personnel, 50ft for vehicles.

Sniper class: must be a Bolt action, 530fps (2.6 Joules) or lower, 100ft engagement distance, and must have a side arm.

All Other Weapons platforms: Ask before you bring it. Observe all Joule limits outlined here. Cadre on field is the final ruling.

Weapon Class ROE

1. You must be 12 years of age or older to play at MilSim City. Children younger than 12 MAY be approved if a parent or guardian is actively participating with them and is on the field at all times.


2. 12-17 years of age: Must have a parent or legal guardian sign a waiver form. Minors without their own transportation must be accompanied by a trusted individual with an immediately available vehicle in case of an emergency.

Age Requirements

1. You will never openly transport your guns to/from games.
This is for your own safety. Get a bag and use it. The general public does not know it is not a real gun. The policeman does not know it is not a real gun.

2. You will wear ANSI rated FULL seal safety glasses when you are anywhere on the field.
You will know if your eyewear is ANSI rated if it says one of the following: ANSI Z87.1 or ANSI Z87.1+ Your prescription glasses are not ANSI rated. If you need glasses you must use something over them. If at any time you see someone without the required glasses on it is your duty to yell to stop the game and notify a referee so that that individual may safely exit the field. If you do not know if your glasses/goggles/mesh is acceptable please see any referee for verification. If you are under 18 you will wear a full face mask. If you are over 18 you must wear a mask, smog, mouth guard, or other item to keep your teeth and mouth safe from BB’s.

3. You will remove your guns magazine and clear the action before entering the safe zone.
At MilSim City we have a loading and briefing zone. This area is for people who are not actively participating in the games and would like to remain safe from bb fire. This rule is based on a very simple concept: If you cannot fire a bb you cannot harm someone. When you are loading up for a game do not put a magazine in your gun. When you come back from a game to rest in the safe zone remove your magazine from the gun and shoot it once or twice to make sure it is clear. You can be sure we will find anyone that still has their magazine in their gun. You will get one warning and then you will be asked to sit out a game.

4. No arguing.
MilSim City has a zero tolerance policy for arguing. That means if you begin to argue over something (anything) you will be automatically ejected for the game. You will not be allowed to return to game play until you talk this over with a referee and the other person involved. We are all here to have fun not be yelled at.

5. ABSOLUTELY NO PHYSICAL VIOLENCE WILL BE TOLERATED.
This might sound a bit weird considering that we are shooting each other, but MilSim City has a very strict policy about this. This is a simple rule. If you strike someone in any fashion you will be asked to leave FOREVER. We are not talking a game or a month, FOREVER. The same goes for shooting someone in anger. You get mad on the field, we all do, but at MilSim City you WILL WALK OFF THE FIELD. If you begin to argue you’re out for the day, if you hit/kick/spit/shoot etc. you will be gone permanently.

6. Chronograph:
MilSim City will chronograph each and every single gun that is used on the field with .20 BB’s. We reserve the right to chronograph a gun at any time; it does not matter if you were chronographed 5 mins before. Anyone caught adjusting their FPS after being chronoed will be banned. If a referee requests to chrono you will comply or be asked to leave without a refund. At MilSim City we use a accepted FPS system for CQB play, 400 FPS with .20g BB’s and under is ok to use. 401 FPS and above is too fast and your gun will be not allowed. There is no max BB weight.

7. Getting Hit:
Everyone gets hit, it is a fact. When you are hit, you will raise your hand or gun into the air and yell “HIT!!!” at the top of your lungs, so your enemy will know to stop engaging you. You will then cease to speak until you are back in the game (the dead do not talk). A hit is contact anywhere on your body or equipment. Once hit you are now out until: a) You re-spawn at the designated location with the re-spawn condition or b) a medic reaches you and brings you back into the game. When you are hit, all of your weapons are useless until you re-enter the game through a re-spawn or medic.
A weapon hit disables your weapon (but not you). If your primary weapon is hit you can switch to a side arm secondary or follow this jam clearing process.
1. Remove the Mag
2. Rack the charging handle twice
3. Re-Insert the mag
4. Rack the charging handle and your primary is ready to fire again.

8. Knife kills:
At MilSim City everyone has the ability to use a “knife” to kill you. These knives are ALWAYS dull rubber/foam training weapons that can never cut someone. Anything else will not be allowed. The only allowable way to kill someone with a knife is to tap them with it. You will NOT stab someone with it. You will NEVER THROW the knife. Tap them out and they are done.

9. NO Surrenders:
In MilSim City we have no surrenders or ‘bang-bang’ rules. With the exception of possible game variants you will never surrender an opponent.

10. Radios:
Scanning of enemy radio channels is allowed; However other Electronic Warfare (such as jamming enemy frequencies) is NOT allowed. Radio Jamming is the quick way to the ban hammer.

Do Not:
1) Prevent the enemy from transmitting messages by holding the PTT down.
2) Transmit any message at all on enemy frequencies. Many of us pay the big bucks ($$$) for radio gear, so we expect to use it in-game. While intel-stealing may be allowed, denial of communication is not.

11. Do not Climb on Anything

You are not allowed to climb on anything located within the field. You can climb into the bus and use it. You absolutely cannot climb on top of any of the dirt mounds. MilSim City is located within a shooting range and you are not the target, so don’t accidentally become one.

Field Rules

CHEATERS:
At the end of the day, we are playing dress-up and a game of pretend. There are no trophies, no real victories, and cheating simply ruins other players’ experiences. Do not be so emotionally fragile that you can’t abide by the playground rules.
Those that do not call their hits will be ejected from the game by a referee. If they continue to not call their hits at subsequent games they will be asked to LEAVE without compensation. Cheaters will be photographed and their picture will be hung on the wall of shame. If it becomes a habit a person will be banned from MilSim City for a determined length of time.

NIGHT RAID EVENT SERIES

Uniform Restrictions

Trakovian Forces (Tan camo patterns)

Multicam, (Can be color banded to switch between sides)

Multicam Arid

Desert Marpat

Chocolate Chip

UCP

DCU

Any tan or khaki pattern or solid color

Packing List

Items with a (*) are required

On Your Person:

*Eye protection / Day & Night lenses

*Replica

*Magazines

*Batteries or gas

*Water

Radio

Red lens or low-signature light

Gloves

Weather-appropriate clothing

*ID Card

Mock Tourniquet (Issued if needed)

Vostrian Forces (Green Patterns)

M81

EMR

Woodland Marpat

Multicam Tropic

Green Ghillie Suit

Eastern Block Camo Patterns

Any Olive Drab or green patterns or solid colors

RUCKSACK / FIELD SUSTAINMENT:

*Minimum 2 liters of water recommended

Food or snacks

Spare batteries

Spare gas

*Trash bag

Personal medications

Night Vision

KLF (Vostrian Adjacent)

Civilian clothes

Plain subdued Colors

Black Uniforms

There are no weapon, Chest rig/ LBE, Rucksack restrictions at Milsim City events. These are fictional nations. You get to pick the story on why you carry the gear you do.


This list is not exhaustive nor all exclusive. Pack smart, don't overload yourself. Expect to walk a lot

BB's will be provided for this event


Medic Rules & Hits

When you get hit, do your best to get into the larp and act out your death. You will be issued a Milsim City mock tourniquet if you do not have your own. Other brands are fine to bring. (DO NOT USE A REAL ONE) After getting hit, you can call for buddy aid where a person who is not yourself gets your TQ off you and applies it. Upon getting hit again, you are dead. Your Squad CLS (Combat Life-Saver) can give you a water bottle to get back into the fight, or to get your first TQ off. You are expected to finish the entire bottle, and then you can come back in. If no water available, or you are separated and no one comes to help, observe a 5 minute bleed-out time. Upon which you go to your teams CCP (Casualty collection point) for your revive water. Weapon hits disable your weapon. If you have no back-up, act out your hit like normal.


Vehicle Usage and Ruleset

Quick note about vehicle play. If you want to use a vehicle, reply to this post. Rules are, 10mph maximum. No using vehicles as cover behind, or in front of them. Driver is responsible for telling people when it is safe to enter or exit the vehicle. Vehicle must be in park to enter or exit. Only rockets disable them. Put on hazard lights, and players inside are killed and observe 5 minute bleedout. Vehicle is disabled for 1 hour. A small number of rockets are available for designated teams at no charge for this event.