BANTU - Specific Event Rules

The rules in red below are changes to our standard milsim rules

  1. Attendees are not able to leave the venue until after Endex, once their teams accommodation

  2. All waste and rubbish must be taken home by players

  3. Barbecues are allowed - as long as they do not pose a fire risk and all rubbish is taken away

  4. Smoke Grenades are allowed, but percussive pyro (bangs) of any form are not allowed

  5. Blank fire is not allowed

  6. Sniper Rifles / Designated Marksman Rifles are not allowed

  7. Toilets are located at the safezone

  8. Areas of this site are uneven and may be wet. Please be careful when moving about, suitable footwear should be worn

  9. Do not shoot over or through boundaries / fences

  10. Players should take care not to cause damage to the site/  buildings/ structures etc

  11. Do not investigate, touch, move or interfere with another players personal belongings unless you have been given permission to do so by the owner’

  12. Sufficient care and attention should be demonstrated by all attending in order to maintain safety

  13. Out of bounds areas will be marked and / or explained

  14. The venue is extremely uneven under foot as well as having ledges, trip hazards and sudden drops. Care must be taken at all times, especially when dark


ROLEPLAY

This event is an Immersive Roleplay Airsoft Simulation.
This means that a large feature of the event involves interactions between players / characters within their defined role.
Not all civilians are armed militia and players won't  just be able to grab a gun and start a conflict.
Although this is definitely an airsoft event, and you will at some point be shooting at one another. The build up is often slow and uses these periods to encourage those roleplay interactions.


Scale of Escalation for Civ / Insurgents

To ensure the event does not disintegrate into an all out war prematurely, we will utilising the following control classifications.
The categories are Green Amber and Red.
Corresponding coloured cards will be issued to players so they know at what level they can act.

Green = Everyday Civilian / No Threat and Compliant

  • Civilians can still carry out opfor Aligned Activities such as Recce, Distraction or Lookout, but nothing armed or direct in terms of conflict.

  • If stopped or confronted by the taskforce / rangers, Civilians must completely comply with their requests and pose no threat. This might include providing information such as your name and game residence (the building you're accommodated in for the event). Any further information you provide is up to you as a roleplayer.

  • Civilians must not carry or use any form of weapon

Amber = Lightly armed and Resistant to Authority / Mid Level Threat 

  • Can carry out militia Aligned activities, however your armed capabilities will be restricted.

  • May carry a handgun which can be concealed on your person. No other forms of weapon are permitted.

  • If confronted by rangers / taskforce, they can react in an antagonistic manor. They may choose to use their weapon

  • May be resistance or hesitant towards Wildlife Rangers / Taskforce demands and orders.

  • May move other weapons but must not use them.

  • May choose to use their pistol to carry out hit and run style attacks

Red =  Fully Armed and Equipped

  • You can be fully armed, including rifles if wanted

  • You may wearing a chest rig or other load bearing equipment. No Plate Carriers or Helmets

  • You will be able to engage  the other side freely

  • You can still opt to downgrade your level to “Amber” or “Green” if you wish. You can drop your gun and pretend to be a civilian again, but if you were identified as a hostile, then Wildlife Rangers / Taskforce will be justified to take action against you.

Directing Staff and the organisation of the 3 cards

Generally our role play events start off with a slower first quarter This is while the storyline is being developed. You will start the event with the majority of the opfor side holding a Green card  and your DS will introduce Ambers and Reds periodically through those earlier  hours.
You can swap cards around freely. For example if your card is Red, but  you want to take a break for food you could swap with somebody on an amber  or green card player  and give them the opportunity to act as a combatant while you sort yourself out.

It is probable that at some point all players will be notified that they can all consider themselves to be on Red. This instruction may be communicated via whatsapp to save from physically handing red cards to all players.

Defiant Events Reserves the right to update amend or add to these rules at anytime.