PLAYER REGISTRATION OPENS MARCH 15TH. $75/ TICKET EVENT STARTS 11AM JUNE 28th 2025
Signed in as:
filler@godaddy.com
Please reach out if anything is unclear with these rules.
Lightfighter's Milsim Productions - Event Rules
No grey smoke grenades allowed.
NO SMOKE GRENADES INSIDE THE CHURCH BUILDING OR TRAILERS
Medic Rules
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.
Weapon Systems - 4 classes of weapons allowed at our events
chronographed using your ammo.
(Binary triggers are not permitted)
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
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
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.
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
- 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.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.