PLAYER REGISTRATION OPENS MARCH 15TH. $75/ TICKET EVENT STARTS 11AM JUNE 28th 2025

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RULESET

Please reach out if anything is unclear with these rules.



Lightfighter's Milsim Productions - Event Rules 

  • In case of an emergency/injury on field yell “NO DUFF”, remove magazines and make weapons safe.  Remain where you are unless otherwise instructed by game staff.
  • EYE protection is mandatory while you are on the field and needs to be ANSI Z87 rated minimum. Full-seal eye protection is recommended. Face protection is recommended but not required. Helmet is recommended.
  • Barrel bag must be on your rifle at all times in the staging, parking and camping areas. 
  • Make sure you are well hydrated before and during the game!
  • Ear protection is mandatory (inner ear buds acceptable)
  • Staging area rules are posted in the staging area.  These rules may vary from field to field, and are to be followed. There is a risk of being banned from the field if these rules are not followed.
  • No lone wolfing.  The battle buddy system is mandatory and you must move as a squad. You live and die as a squad. 
  • No physical contact or verbal abuse towards any players or game staff at any time! This will result in immediate removal from the game and risk being banned from future LFM events.
  • All airsoft guns must be inspected and chronographed before use in the playing area.  All guns will be chronographed using .3 bb's. (provided by staff) Must be 1.49 joules or lower. No binary triggers allowed. Staff will be doing random checks on the field.
  • Guns will be tagged at time of chronograph 
  • Designated snipers using bolt-action airsoft guns are allowed to shoot at different velocities (with engagement distance restrictions) if approved sniper certification is shown at time of chronograph.
  • All players in the playing area must have a red “kill rag” and a red “kill light” on their person at all times.
  • CHEATING WILL NOT BE TOLERATED.  Do not call other people's hits. Everyone's game bracelet has a corresponding number that matches the player's name. If there is any cheating or unsportsmanlike conduct reported that player risks being banned from future LFM games.
  • No blind firing. You must be looking down the sights of your airsoft gun.
  • Bio bbs & tracers only. (This may vary depending on field requirements)
  • No 40 Mikes allowed. Master Mike's allowed. 
  • Futuristic and homemade airsoft guns are not allowed during gameplay unless approved by staff before game start. No clear guns may be used, paint them.
  • Industry approved grenades (taginn grenade, smoke grenades etc) EDITED NO TAG 67 OR 19'S OR TAGGIN SMOKE (TAG AFG 4, 6 and FLASHBANGS are allowed to be used during the game as long as there is no fire ban in effect.  All grenades have to be thrown underhand and not over the top of structures. They can be thrown inside structures using windows or doorways. ONLY 1 GRENADE AT A TIME IN BUILDINGS 
  • Grenade Hits (bb expelling grenades only) - outdoors you need to be struck by a bb for it to count. If you are in a room inside a building as one lands in that room you are DEAD. Same rules apply in the trench system.
  • Distraction devices (flashbangs, thunder B’s and thunderflashes) do not count as a hit. Simply used to cause a distraction.
  • Smoke grenades can be used in buildings and trenches. Can only be thrown in doorways and windows not over the tops of buildings.  Smoke grenades cannot be thrown inside of vehicles.

No grey smoke grenades allowed.

NO SMOKE GRENADES INSIDE THE CHURCH BUILDING OR TRAILERS 

  • NO ALCOHOL/DRUGS WILL BE CONSUMED ON THE FIELD - ANYONE CAUGHT WILL IMMEDIATELY ESCORTED FROM THE FIELD AND RISK BEING BANNED FROM FUTURE LFM EVENTS
  • NO FLARES OR BEAR BANGERS ALLOWED

Medic Rules 

  • When shot, raise your hand and yell hit. Pull out and display your kill rag or kill light. Friendly fire counts as a hit. 
  • A Medic must apply a tourniquet and place 2 hands on the wounded player and count for 60 seconds.  Medics must carry a watch.
  • Squads will remain together for the course of the event. You may attach yourself to another squad until your squad is able to join the game again.
  • When retreating from the battle, all members of the squad must pull out their kill rags/kill lights until they are back at their CP.
  • Each player needs to bring 1 Tourniquet (TQ's). (Any TQ or bandage that wraps completely around arm is acceptable)
  • There is only 1 Medic per 5 player squads. Medic roles can be changed at CP.  Medics can not bandage themselves - another live medic can.

If the medic in the squad is hit, it is mandatory to have your squad return to the CP unless they can be healed by another medic.

  • 5 minute bleed out time, If not revived by a Medic you must pull out your kill rag/light and follow your squad until they return to CP 
  • Another player can PHYSICALLY drag/carry the wounded player(s).  - Ask them if they want to be dragged or carried before Doing so.
  • Airsoft mines are in play. If you detonate a mine your are dead no medic. Wait your bleed out and follow your squad untill they return to your  FOB or CP 
  • PLAYERS CAN BE CAPTURED. NO PHYSICAL FORCE IS TO BE USED. SAY YOU ARE CAPTURED. PLAYER MUST BE SHOT FIRST. CAPTURED PLAYERS ARE AUTOMATICALLY DISARMED. DO NOT REMOVE THEIR WEAPONS. CAPTURED PLAYERS MUST FOLLOW CAPTORS MOVEMENT ORDERS UNTIL KILLED OR RESCUED. (Players that are captured do not need to be revived by an enemy medic.) IF A PLAYER DOESNT WANT TO PLAY ALONG BEING CAPTURED JUST LEAVE THEM ALONE. 
  • Dead players tagging along with squad or returning to cp cannot be taken prisoner.
  • Only 5 players can be captured and held at a FOB. Must be approved By commander and can be traded in for money or props.
  • Your TQ can be used on someone else. You may not re-use TQ's until your entire squad reaches your CP 
  • Players can carry 1 TQ only
  • Players can have multiple TQ’s on at once from other teammates.
  • Medics can only bandage 1 person at a time.
  • Gun Hits - your primary is down for 60 seconds. You can switch to your secondary and count to 60 before switching back.

Weapon Systems - 4 classes of weapons allowed at our events 

  • All platforms will be chronographed using .3g BBs.
  • In the case of HPA platforms, .3g BBs will be used unless you are using a higher weight BB – you will be

chronographed using your ammo.

  • Pistols, Shotguns, Assault Rifles (M4, AK, etc): 1.49 Joules SEMI ONLY

(Binary triggers are not permitted)

  • LMGs (M249 SAW, RPKs, Krytac LMG, NOT M4s with box mags: 1.49 Joules  FULL AUTO ALLOWED

20 foot minimum engagement distance

RPS (rounds per second) cap of 35

Must switch to semi or secondary when indoors and must break the plane of an opening if they are within a 4 walled structure

  • DMR/Sniper Rifles: 1.87 Joules Minimum engagement distance 75ft and SEMI-AUTO ONLY 

Must switch to semi or secondary when indoors and must break the plane of an opening if they are within a 4 walled structure

*Sniper certification is accepted but must be shown at time of chronograph* 

DMRs must be mechanically semi locked

  • SMG’s (MP5, MP7, UMP, KRISS Vector etc. any airsoft gun that shoots a pistol calibre round): 1.0 Joules

FULL AUTO ALLOWED INCLUDING WITHIN 4 WALLED STRUCTURES AT THIS JOULE LIMIT

RPS (rounds per second) cap of 25

No minimum engagement distance

SMGs that chrono above 1J will be allowed under the standard semi only rule set.

  • Any weapons that do not chronograph below safety limits will not be allowed on the field! NO EXCEPTIONS!
  • Hand to Hand: This includes

touch kills and knife kills will be allowed as long as it's an industry approved training rubber knife. No stabbing or throwing. Must be approved by staff at time of chronograph 

  • Ammo: Biodegradable BBs are required
  • Magazine Limitations:
  • Realcaps: accepted for all classes of weapon / can reload in field
  • Midcaps: accepted for all classes of weapon, and are recommended must reload at CP
  • Box Magazines: LMG gunners may reload in the field if they carry their BBs on them. Assault rifles and SMGs with box magazines are not allowed to reload in the field and must return to their CP.
  • High Cap Magazines: are not allowed
  • Lasers - absolutely no visible lasers allowed at any time. Only approved IR lasers allowed. Paperwork and box must be presented at time of chronograph.


- Team Uniforms 

- Military Faction (Green Camo) Commander- Bri Pinard

 

- Smugglers Faction (Tan Camo) Commander - Chris Zeiger 


Recce Rules

Can wear ghillie suits regardless of Faction

1 medic per squad 

5 man squad

Faction specific perks (commanders have intel) 


COMMANDERS CHOOSE THIER REECE SQUAD REACH OUT TO THEM DIRECTLY


Squad Roles

1 Lmg 

1 Medic 

1 Eod/AT (1 AT per quad)

2 Riflemen

Roles can be changed at CPs 


Vehicle Rules 

 

There are 3 vehicle classes

Tier One (Full armour with turret)


Tier Two ( Light armour no turret)


Tier Three (civilian spec no armour)


YOUR VEHICLES WILL BE SHOT AT ALOT.  WE ARE NOT RESPONSIBLE FOR ANY DAMAGES.


Vehicles will only require 1 gas can 1 ammo can to operate, they can be stolen by other team out of dead vehicles unless completely unrepairable and on route back to cp.


Vehicles will have an ID plate indicating tier and what faction they belong to (supplied by game host) mounted on the front and rear of the vehicle


Anti-vehicle/anti-tank launchers using TAG rounds or DYI projectiles are to be strictly used against in-play vehicles. They are not to be fired at players at any time, and are limited to chalk rounds only.


All DYI/ 3D PRINTED launchers and projectiles must be inspected by game staff prior to the event start time, and will be test fired for determining safety. Any launcher can be rejected for use if DEEMED UNSAFE by game staff.


TIER 1

AT-Round hits on vehicles cause the following damage when struck in the:


Front (grill, hood, windscreen) = inoperable for 5 minutes or 2 minutes if repaired successfully 


Sides (Doors, wheel wells, tires, side panel) = inoperable for 5 minutes or 2 minutes if repaired successfully 


Turret (Anywhere on turret) = turret and armament disabled for 5 minutes (automatically repaired after 5 minutes). All other vehicle functions work. Turret hit count towards total hits


Rear (Rear panel, door, bumper) = Vehicle & crew destroyed

5 minute bleed out allowing ammo or fuel can to be looted


TIER 2

Same as Tier One with the following difference:

Only 2 hits to front or side of vehicle and no turret


Tier Three (civilian pattern no armour)

1 hit anywhere renders vehicle destroyed 


Occupants can dismount

Props can be stolen/looted within the 5 minute repair cycles depending on tier of vehicle.

Respawn for 15 minutes (timer starts once back to CP).

Vehicles cannot be within 50m of the enemy CP.


An AT- round that hits a vehicle only disables it if a +1cm square amount of chalk is marked on impact. Basically if you see paint or chalk, it worked.


In-Game vehicles may be fully sealed on all sides if they wish.

If a vehicle is "engined" or immobilized, from an AT-round, but not destroyed, it may attempt a repair. To do this, shift into park, get at least one live crew member to exit the vehicle with a wrench in hand, kneel beside a tire, and touch it for 2 minutes without getting shot. If successful, the vehicle may move again.


All vehicles for use in the playing area must be approved by staff in advance of the event date, and must then be inspected for operational safety on the event day 2 hours prior.

All in-play vehicles are limited to 15 km/h driving forward, and 5km/h driving backwards. All vehicles must sound their horn 2 times before backing up or activate an audible reverse indicator unless there is a driver-visible ground guide behind the vehicle to actively guide them.


All vehicles must stay on the trails/roads at all times, unless backing into a "hide" by means of a ground guide. When leaving a "hide", a vehicle can only drive forward at no more than 5km/h.

All vehicles must have a fire extinguisher, drip pan, and basic repair tools, and a winch/tow cable/snatch blocks inside at all times.


Vehicles cannot produce diesel-based smoke screens.

All vehicle crews must drape a large red cloth or flag over the hood of the vehicle, and engage at least 1 red light (at night) when destroyed or moving within the playing area out-of-play. I.E. heading back to the CP after being destroyed.


All vehicles must stay on the trails/roads at all times, unless backing into a "bunker" by means of a ground guide. When leaving a "bunker", a vehicle can only drive forward at no more than 5km/h.

Disabled vehicles can be pushed (simulated) out of the way to free up a road way if needed to continue the flow of the game.

Vehicles cannot drive through smoke 

vehicles Can not drive through road blocks must be moved by players on the ground. ( road blocks are 2 stationary blocks and 4 moveable orange road blocks.) Do not move trees or other objects to block roadways.


Drones

Drones are allowed to be used at our events. All proper licensing to fly larger drones required. Height restrictions set by the government are to be strictly followed.

GAME STAFF HAS FINAL SAY ON ALLOWING DRONES TO PARTICIPATE.

Intentionally shooting at drones of any kind will result in expulsion, and those who do will pay for any damages.it is illegal to shoot down drones under Canadian law. A hard Cap at operating height is 75 ft.




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