BATTLESIM Rules are slightly different to our standard rule set.
UNIFORM:
Each event is unique depending on the theatre of operations. There is no requirement for matching load bearing equipment or webbing but both shirt/jacket and trousers must be of the same type. For example if your team has been designated Woodland you could mix MULTICAM shirt with DPM trousers.
Woodland includes
DPM, AOR2, MULTICAM, FLEKTARN, DPCU AUSCAM, Basically GREEN BASED
Desert Includes:
DDPM, AOR1, DPDU AUSCAM, TRI COLOUR, Basically TAN BASED
Medic Rules:
Each unit on the field will have a designated medic. If a team member is wounded he must drop where hit and start a five minute bleed out. The wounded must remain silent other than calling MEDICAL. If deemed too risky, keep quiet and finish your 5 mins. When complete, call BLEEDING OUT, raise arm and make your way to respawn as usual.
You can only be healed once, it must be inside of your five minutes and no more than six feet from where you fell with at least some effort when being moved to cover. Anyone can medic the medic. Remove medic tab at respawn and return to command. Extra hits don’t effect your five minutes but your medic is a prime target.
A grenade kill is instant death with no bleed out required.
Weapon Rules:
Usual UCAP rules apply but for Battlesim you’ll need to pay additional attention to your weapon platform. All RIFS must be currently in use by the military. “Paintball” style guns, Pulse Rifles, hand held rotary death lasers and bling race stuff is not to be used.
Only recognised support weapons to use box magazines.
Non winding “MID CAPS” magazines only. There is no limit to how many you can carry but all ammo must be in magazines. You can’t carry loose ammo.