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RULES

SAFETY RULES:

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- Treat Your Gun Like a Real Firearm
- Always assume it’s loaded and never point it at anything you don’t intend to shoot.
- No shooting inside of the safe zone except at the chrono station.
- Eye Protection (Eye Pro): Keep eye protection on at all times during gameplay and while chronoing.

Emergency Codes
- Code Red: For seriously injured players who cannot remove themselves from the field.
- Code Blue: Police on-site. Place down your rifle, take five steps back, keep your pistol holstered, place hands on your head, and remain calm until the situation is de-escalated.
- Blind Man: Called when anyone is without eye protection.
When Active: All players must remain still and not move around. Only designated personnel will attend to Code Red, Code Blue, or Blind Man.
- Game On: Echoed by all players once the situation is resolved, allowing normal gameplay to resume.

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CHRONO RULES

Chrono Rules. • Green - 0 - 1 Joules = 0 meters engagement range
• Yellow - 1.01 - 1,5 Joules = 5 meters engagement range
• Blue - Just above 1,5 - 1,8 = 10 meters engagement range
• Red - 1,9 - 2,3 = 20 meters engagement range
• Black - Just above 2,3 - 2,5 = 25 meters engagement range
• above 2,5 = At the discretion of Organizers for specific games and fields.

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GAMEPLAY RULES:

- What is a Hit? Any BB impact on your body, gun, or kit.
Identifying a Hit: Call out loudly when hit and raise your arm or gun to signal that you’re down.
- Calling for Medic: After a hit, you may only call for a medic by saying “Medic Safe” or “Medic Unsafe.” You may also identify your armband color with “Medic [Color] Safe” or “Medic [Color] Unsafe” (e.g., “Medic Blue Safe”).
- Ricochets do not count.

- Weapon hits do count
- Bleed-Out Time: Five minutes after being hit, at which point you must follow the respawn protocol.
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- Blind firing is when you shoot without a clear line of sight, such as over your head, behind cover, or without visual contact with your target.
- Shooting through a kill hole requires a clear line of sight, and the kill hole must be a minimum of 200mm x 200mm.

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- When within minimum engagement distance and facing an opponent, point your rifle and say “Bang.” The opposing player must take the hit. However, if the opponent already has a CQB or pistol aimed at you, they can fire after you say “Bang,” and if their shot hits, you are hit.
- Note: CQB and pistols override the Bang Rule if already drawn and ready to fire. A player cannot turn around, draw, and fire after you’ve called “Bang” unless they are actively prepared to engage.

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High-Cap Magazines: Semi-automatic only.
Mid-Cap Magazines: Three-round burst only.
Support and CQB Support Roles: Three-second auto-fire allowed with three-round bursts.

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- Stick to the minimum engagement distance provided at chrono.

Survivor: About the Camp
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MEDIC RULES

Bandages and Syringes
- First Hit: Can be treated by applying a bandage to one arm.
- Second Hit: Apply a second bandage to the other arm.
- Third Hit: Only a combat medic or field doctor can revive with a syringe using the dice method.

Roll results:

    1, 3, and 5 indicate death, and the player must respawn.

    2, 4, and 6 indicate a successful revival, allowing the player to      rejoin the game.
- Syringe Application: Syringe must be applied to the shoulder area—no other body parts (e.g., foot, pinky toe, or butt).
- Evacuation Safety: Both players are considered "hit" if either is shot during an evac attempt.
- Respawn: Remove all bandages when at respawn.

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Bleed-Out Time: You have a five-minute bleed-out period after your first hit before engaging the respawn protocol.
- Once hit and bled out, take 200 paces from your location, sit down for 30 seconds, then call yourself back in to re-engage.
- If you are shot during your sit-down countdown, you must take another 200 paces before attempting respawn again.
Respawn Strategy: Use your paces and sit-down time to strategize. Don’t repeat the same approach; instead, rethink your movements and plan tactically to improve your effectiveness in the field.

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ROLEPLAY SECTIONS:

DARK ZONE:

Weapon Restrictions: Only melee weapons allowed; no guns.

- Max melee weapon length: 600mm, max breadth: 600mm. Weapons must resemble actual melee weapons (e.g., swords, axes, training knives).
- Materials: Melee weapons must be soft (rubber, soft plastics, foam) with no sharp edges.
- Conduct: No physical aggression—strictly role-play without real violence.
- Dark Zone Boundaries: No shooting into or out of the Dark Zone. Gun hits do not count here.

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QUANTUM LAB:

- Gas masks are required in the Quantum lab

- All other medic rules apply as standard

- Weapons can be used within the Quantum lab

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THE CURSED:

- The Cursed do not follow regular medic rules, so do not get confused when they keep fighting after you have shot them

- The Cursed can revive where they have been killed

- Engaging in roleplay conversation with the Cursed may reveal certain secrets, so tread wisely around them

- The Cursed is not a team, they each work with their own motivations - making a deal with one Cursed, does not automatically extend to the rest of them

- Cursed and Anomalies have similar melee rules

- Looting The Cursed is like looting a real dead body, regular looting rules do not apply to them

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ANOMALIES:​

- Anomalies are usually restricted to the Darkzone

- Anomalies can leave the Darkzone at certain times at night and ignore gunfire damage except for very specific zones on their body

- Anomalies do not negotiate well and tend to be single minded

Survivor: About

LOOTING RULES

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Search Protocol
- The body is divided into six sections: Upper Right, Upper Left, Lower Left, Lower Right, Battle Belt, and Carry System (e.g., backpack, camel pack, or other).
- Search Process: If a player is down, an opposing player may approach and initiate a search with a maximum of two attempts.
- Search Timing: Declare “I search your [area],” then count to 10 to mimic the search duration.
- Location Defaulting: If an item is centered on your chest rig, it defaults to the Right side. Similarly, hidden items default to the Right if not specifically placed in one area.
Reveal Protocol
- If an item is found, reveal any cards or game items in that area.
- If the search yields nothing, respond with “There is nothing there.”
- After two search attempts, the player may respawn.

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Bleed-Out Time: After being hit, you must wait the five-minute bleed-out to allow others the opportunity to search you. You cannot immediately flee to respawn to avoid a search—this rule ensures fair gameplay and encourages strategic thinking.

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EXTRACTION

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All items found in the game must be extracted before they can be deemed yours or become active. To complete an extraction, follow these steps:
  1. Call for M.E.R.C. Support: If you have loot items or cards that need extraction, call a M.E.R.C. and arrange to meet them at one of the designated extraction points.
  2. Deploy Smoke Grenade: Upon reaching the extraction site with the M.E.R.C., deploy a smoke grenade (any color except yellow or pink) to signal your extraction.
  3. Defend the Extraction Zone: Hold and defend your position while the smoke is active or for the duration specified by the extraction marshal. Ensure that no enemies interfere with the extraction process.

  4. Extraction Confirmation: Once the time has elapsed, the extraction marshal will mark your items or loot cards for extraction, making them valid.


- Trade at GAMP: Head to GAMP (Grey Auction Marketplace) to trade your extracted loot cards for rewards.
- Skill or Trap Cards: If you extracted skill or trap cards, you may equip them immediately, making them active.
- Item Trades: Extracted items can be traded for other items at GAMP, as permitted.

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