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Nordic Milsim | SE | Rules | Milsim

RULES

MILSIM

RULE BOOK

Airsoft games are based on the players following the common regulations on which the games are based. The rules are designed to create a balance between everything that the games contain from weapon classes to equipment. Furthermore, the rules are important for airsoft games to be conducted in a safe way while everyone can have a fantastic experience!

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Below is Nordic Milsim's rulebook divided into sections with associated reading service (coming soon). The rulebook can also be downloaded as a PDF.

RULEBOOK
General Rules

General Rules

Nordic Milsim | SE

1: Nordic Milsim is not responsible for damage to person and property for which the organizer has not been directly responsible. Participants in events arranged by Nordic Milsim are responsible for their own actions and to protect themselves throughout the event.

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2: All Nordic Milsim events only allow BIO BB´s.

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3: Safety glasses must be in at least classification EN 167: 2001

  3: 1 Mesh type goggles are used at your own risk and players who use this type of eye protection equipment takes personal responsibility for its own safety.

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4: Safety glasses must never be removed in the game area unless directly approved by the organizer on site.

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5: Nordic Milsim encourages players to use other protective equipment such as face, tooth and hearing protection. This is not a requirement, however, this follows in accordance with point 1 (the player's own responsibility to protect himself).

 

6: At the safety zone / safe zone

  6: 1 No magazines to be placed in any weapon, this applies to all weapons.

  6: 2 There are no BB´s in the barrel/ chamber of the weapon.

  6: 3 No weapons may be fired/ dry fired.

  6: 4 Exceptions to these rules apply at the chronograph station, but only after approval by the organizer, or at a specifically specified area and direction.

 

7: Players always need to bring a hit marker / death cloth.

  7: 1 The minimum approved size is 30x30cm (12x12")

  7: 2 Approved colors: Orange, Pink, High vis

 

8: All players need to fill in, and always carry the Nordic Milsim Medical Card in their left arm or leg pocket.

 

9: 18 years age limit applies to all Nordic Milsim events.

 

10: Players may only use Airsoft weapons (soft air guns). Other types of air weapons, starting pistols etc. As possibly converted to or the like. are not allowed.

 

11: Swedish law applies.

In case of violation

In case of violation

Nordic Milsim | SE

1: Offenses are defined in different degrees of severity depending on the nature of the offense in relation to safety, negligence, destruction and negative impact on other players' experience of the event.

 

2: The organizer has the full right to issue warnings in its own discretion.

 

3: The organizer has the full right to, together with another organizer in a combined assessment, reject a player from the event without compensation.

 

4: The organizer has the full right to, together with another organizer in a combined assessment, suspend a player from future events arranged by Nordic Milsim.

 

1: 1: Examples of offenses where a warning is issued (NOTE. The examples given below do not cover all offenses and should not be seen as a direct penalty. The organizer has the right to adopt a more powerful penalty depending on the nature, context and intention of the offense).

  • Inadequate hit calling.

  • Derogatory terms about other participants.

1: 2: Examples of rule violations that can lead to rejection:

  • Lack of security routines with & around their airsoft weapon.

  • Destruction of game props.

  • Destruction of game experience for other participants.

  • Use of alcohol during prohibited time indications.

 

5: All destruction of land & property equal offenses are reported to police authorities.

Behavior

Behavior

Nordic Milsim | SE

1: We encourage everyone to behave in a good manor, in the end we are attending to have fun. But should anyone, against all odds, notice bad behavior in another player, then contact the organizers. We do not want to see players in arguments or conflicts with each other in any way and both parties are considered equally responsible if this occurs, regardless of who started.

 

 1: 2: Examples of unacceptable behavior:

- Derogatory words about other participants

-Indicating bad hit calling to other players- This is presented to the organizer.

-Generally scrubs and quarrels with other players

 

2: Players may not act in any way that plays against their opponents' good faith.

 2: 2 Examples of actions

- Appear as a eliminated player to gain a tactical advantage.

GENERAL RULES
IN THE EVENT OF BREACH
BEHAVIOR
Command & MOS
Nordic Milsim | SE

Medic

1: All players are counted as medics in the sense that they can heal all other teammates. Read healthcare rules.

 

Field Engineer

1: In each platoon, 5 players can be appointed as field engineers. These are appointed by the platoon commander.

2: Field engineers are the only players who can disarm vehicle mines and assist as a resource in given missions.

2: Field engineers are the only players who can repair eliminated vehicles in the game area (apart from respawn).

 

Commander & staff

1: The commander leads the faction as the highest officer, in connection with the organizer.

2: The commander is responsible for knowing each platoon's combat value and ability.

3: The commander is responsible for making the best decisions on behalf of his faction based on his best ability and intention. This in terms of primarily the game experience for the participants under their command and secondarily to win during the event. This should not necessarily be seen as opposites.

4: Commanders have the right to appoint other staff members of a maximum of 4 people.

 

Plutoon leader

1: The platoon leader leads his platoon in connection with the commander as supreme commander.

2: The platoon leader is responsible for knowing the platoon's combat value and ability.

3: The platoon leader is responsible for making the best decisions on behalf of his platoon based on his best ability and intention. This in terms of primarily the game experience for the participants under his command and secondarily to win during the event. This should not necessarily be seen as opposites.

4: The platoon leader is obliged to maintain connection with the commander and respond to the orders he gives.

 

Squad leader

1: The squad leader leads his squad in connection with the platoon leader as the ranking officer.

2: The squad leader is responsible for knowing his squad's combat value and ability.

3: The squad leader is responsible for making the best decisions on behalf of his squad based on his best ability and intention. This in terms of primarily the game experience for the participants under his command and secondarily to win during the event. This should not necessarily be seen as opposites.

4: The squad leader is obliged to maintain connection with the platoon leader and respond to the orders he gives.

 

Order of command

1: Each player is obliged to follow the orders assigned from senior officer.

  1: 1: Exceptions apply in the following situations:

  • Orders are contrary to regulations and Swedish law.

  • Orders are contrary to what the organizer has stated (instructions from an organizer trumps in-game orders).

  • Orders are not in accordance with the group's ability or combat value.

2: Each player has the right to request another order and to leave the game for recovery whenever they wish.

3: Players do not have the right to mutiny.

  3: 1: If you experience a bad relationship with a senior officer, contact the organizer.

4: The commander has the right to distribute his work via a staff of no more than 4 people.

5: All other ordering players have the right to distribute their command order further within their platoon and squad.

6: Order of command goes as follows:

 1st Commander: Suprime Commander

 2nd Staff officer (if appointed by commander)

 3rd Pluton leader (takes orders from commander or acting commander)

 4th Squad leader (takes orders from platoon leader)

 5th: Soldier (takes orders from squad leader)

Hit-Calling

Hit-Calling

Nordic Milsim | SE

1: Everything that is attached to your body is the hit surface

  1: 1 Example of hit surface

  -Bonnie- cap screen

  -GoPro (or other camera)

  -Backpack

  -Weapon

  -Etc.

 

2: In case of uncertainty if you have been hit, you are counted as hit.

 

3: Friendly fire counts!

 

4: Ricochets

  4: 1, you are indisputably sure that a BB has hit something else before you, it does not count as a hit except at  the following exceptions:

  • If the BB hit a teammate first

  • If the BB hit small vegitation first. (If the BB hits a tree, it does not count, if you are hit trough a bush/grass it counts).

  • If the BB comes from a grenade or something else that is supposed to simulate an explosion.

  • If you are in any way unsure.

 

3: At hit

  3: 1 Shout loud and clear "Hit!" and / or "Träff!".

  3: 2 Extend your arm over your head and wave.

  3: 3 Put on your hit marker / canvas.

  3: 4 Try to avoid disturbing a possible ongoing fire fight. Ex. Sit down / lie down.

 

4: If hit, you may not communicate in any way (speech, radio, hand signals, etc.) other than calling "medic" and / or "sjukvårdare"

 

5: Bleedout

  5: 1 Voluntary but max 7 minutes.

  5: 1: 1 Ex. you can choose to go to respawn immediately, but can stay for a maximum of 7 minutes.

  5: 2 Bleedout is counted as completed if a medical process has not started within 7 minutes. Whereupon you must return  to a respawn.

  5: 3 If you have moved from your eliminated position, it counts as if you have chosen to end your bleedout period.

  5: 3: 1 Exceptions apply if another player has moved you or if you have moved to not disturb an ongoing battle (the latter may not be used to gain your own tactical advantage).

Medics

Medics

Nordic Milsim | SE

1: All players are considered medics and can heal all other teammates, but not themselves.

 

2: The healing of another player is made by wrapping the protruding player's medical bandage around the arm or leg.

 

3: The entire healthcare bandage should be wrapped and finally tied without any part of the bandage protruding more than 10 cm from the knot. This is so that the time for the action is balanced.

 

4: Injured players and medics can be hit during the healthcare process - this then counts as a regular hit.

 

5: Injured player may speak again when the medical process has begun, this is counted from the medic performing an active action to heal, standing next to an injured player does not count as an active action.

 

6: Teammates may "drag" an injured player up to 5m with the help of the injured player's own power, at a distance of more than 5m the injured player may not help.

 

7: Each player can only be healed once per respawn. Namely. A player who has been hit and then healed does not have the opportunity to be healed again but must return to respawn. After respawn, you again have the opportunity for 1 heal.

 

8: A healing player must not use weapons during the healing process. Namely. A healing player may interrupt his medical prosedure and use weapons, but the process is counted as interrupted and the timer for healing thus restarts.

Shooting

Shooting

Nordic Milsim | SE

1 Players must constantly monitor what they shoot at, clearances behind cover or protection are not allowed.

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2 Players must not shoot OUT through an opening smaller than 30x20cm (size of A4 sheets of paper).

  2: 1 It is allowed to shoot IN an opening that is smaller than 30x20cm this is calculated from 10m.

 

3: "Bang rule"

  3: 1 In an "unfair" superiority situation, at a distance closer than 3m and within the players weapon's safety distance (CQB), the player in the superiority situation can apply the "bang rule". Where the player instead of firing his weapon shouts / says "Pang Pang" or "Bang Bang" to cause the receiving player unnecessary pain.

  3: 2 "Bang rule" is not a rule in itself but it is up to the receiving player if he wants to take a hit on pang / bang.

 

4: CQB

  4: 1 Only weapons classified in CQB1 and CQB 2 may be used indoors in contact with other players in the same building or at ground level up to 2.3m

  4: 2 Weapons with a higher impact energy than CQB1 and CQB2 may be used by players in a building if:

  -The user is 2.3m above ground level.

  -The target is outside the building in which the user is located.

  -The safety distance is followed.

  4: 3 It is not permitted to barricade buildings or move protection indoors.

  4: 4 It is not allowed to use smoke developers / smoke grenades indoors or throw into buildings.

COMMAND & MOS
HIT CALLING
MEDIC
SHOOTING
Minimum engagement

Minimum engagement distance

Nordic Milsim | SE

1: Nordic Milsim uses the Swedish 2020 table to calculate safety distances and weapon classes.

See the table here. Nordic Milsim - # 2020tables

 

2: Chroning takes place at the specified location and is performed with 0.32g BBs provided by the organizer. Chroning is measured in joules.

 

3: After completing the chroning, it is forbidden to adjust the weapon with regard to parts etc. that affect the impact energy. If you want to adjust your weapon after completing the chroning, it must be chronoed again.

 

4: Only weapons that have undergone an approved chroning are allowed to used during the event.

MINIMUM ENGAGEMENT DISTANCE
Rules Regarding Weapons
Nordic Milsim | SE

Assault rifle/ Carbine

1: This weapon class can be performed in classes CQB1, CQB2, Assault- See specific safety distance.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as semi-automatic (semi). Semi-automatic is defined as 1 bullet per trigger action (binary triggers are not allowed).

  3: 1 Exceptions apply to weapons classified in CQB1 that may fire fully automatic.

  3: 2 Exceptions apply to Gas Blow Back weapons that can shoot fully automatic up to a safety distance for Assault. This only applies to GBB weapons that are not HPA-converted and have a maximum magazine capacity of 50 BB´s.

  3: 3 Maximum allowed RPS (bullets per second): 22.

4: Maximum magazine capacity is 150 BB´s per magazine (midcap / lowcap / realcap)

 

5: Equipment restrictions for the weapon class

  5: 1 Players with this weapon system may NOT use a ghillie suit.

  5: 2 Players in this class may NOT use Ghillie jackets / hood.

  5: 3 Players in this class MAY use a leaf jacket (but not pants).

 

Machine gun

1: This weapon class can be performed in the Support class.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may be used as semi-automatic (semi) and fully automatic (auto).

4: Maximum allowed RPS (bullets per second): 22.

5: Maximum magazine capacity is 3000 BB´s per magazine.

6: Restrictions on appearance and design:

  6: 1: Have a minimum weight of 3.4kg (without magazine).

  6: 2: Have a real-steal equivalent in the use of machine gun.

7: Equipment restrictions for the weapon class

  7: 1 Players with this weapon system may NOT use ghillie suits.

  7: 2 Players in this class may NOT use Ghillie jacket / hood.

  7: 3 Players in this class MAY use a leaf jacket (but not pants).

 

Designated Marksman Rifle

1: This weapon class can be performed in the DMR class.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as semi-automatic (semi). Semi-automatic is defined as 1 bullet per trigger pull (binary triggers are not allowed).

4: Maximum magazine capacity is 100 BB´s per magazine (midcap / lowcap / realcap)

5: Restrictions on appearance and design:

  5: 1: Have a reticle/scope with a magnification of at least 3x.

  5: 2: Have a real-steal equivalent in the use of a DMR.

  5: 3: Be locked (mechanically / electrically) to only be able to shoot semi.

6: Equipment restrictions for the weapon class

  6: 1 Players with this weapon system may NOT use the ghillie suit.

  6: 2 Players in this class MAY use a Ghillie jacket / hood (but not pants).

  6: 3 Players in this class MAY use a leaf jacket (but not pants).

 

Sniper rifle

1: This weapon class can be performed in the Sniper1 and Sniper2 classes.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as repeaters. Repeaters is defined as one physical bolt action per BB fired.

4: Maximum magazine capacity is 30 BB´s per magazine (lowcap / realcap)

5: Restrictions on appearance and design:

  5: 1: Have a reticle/scope with a magnification of at least 3x.

  5: 2: Have a real-steal equivalent in the use of a sniper rifle.

  5: 3 Be designed as a repeater that requires physical bolt action movement per shot fired.

6: Equipment restrictions for the weapon class

  6: 1 Players with this weapon system MAY use a ghillie suit.

  6: 2 Players in this class MAY use a Ghillie jacket / hood.

  6: 3 Players in this class MAY wear a leaf jacket and trousers.

 

Pistol / Sub Machine Gun

1: This weapon class can be performed in class CQB1 and CQB2

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as semi-automatic (semi). Semi-automatic is defined as 1 bullet per trigger pull (binary triggers are not allowed).

  3: 1 Exceptions apply to weapons classified in CQB1 that may fire fully automatic.

  3: 2 Exceptions apply to Gas Blow Back weapons that may shoot fully automatic up to a safety distance for Assault. This only applies to GBB weapons that are not HPA-converted and have a maximum magazine capacity of 50 BB´s.

  3: 3: Maximum allowed RPS (bullets per second): 22.

4: Maximum magazine capacity is 100 BB´s per magazine (midcap / lowcap / realcap)

5: Equipment restrictions for the weapon class (primary weapon systems apply first)

  5: 1 Players with this weapon system may NOT use a ghillie suit.

  5: 2 Players in this class may NOT use Ghillie jackets.

  5: 3 Players in this class MAY use a leaf jacket (but not pants).

 

Other support weapons

1: Shotguns may fire multi-shot up to 12 BB´s. Maximum allowable impact energy 1.2J (CQB2), maximum allowable magazine capacity: 30 BB´s.

2: Grenade launchers may only use grenades with airsoft BB´s, safety distance is 10m. Note. Ricochets from these are counted as hits. When firing, a grenade yell "grenade!" to inform players that this rule applies.

3: Other weapon systems such as AT-weapons are provided by the organizer.

 

Ammunition

1: Only BIO bullets are allowed.

2: Only Airsoft BB´s without metal & ceramics are allowed.

3: Players may carry as many BB´s as they wish in the field and reload everywhere, at all times.

Magazine

1: All players can bring as many magazines as they wish.

2: Maximum allowed magazine capacity:

  2: 1: Assault rifle: 150 BB´s (Mid-, low-, realcap)

  2: 2: Machine gun: 3000 BB´s

  2: 3: DMR: 100 BB´s (Mid-, low-, realcap)

  2: 4: Sniper rifle: 30 BB´s (Mid-, low-, realcap)

  2: 5: Pistol / SMG: 100 BB´s (Mid-, low-, realcap)

  2: 6: Shotgun: 30 BB´s

  2: 7: GBB weapons that use fully automatic in CBQ2 and Assault: 50 BB´s.

 

Grenades

1: The player who throws the grenade is responsible for it landing in a safe place and mannor.

2: The player who throws the grenade is responsible for ensuring that no accident occurs afterwards, such as a fire and cleans up any remnants.

3: Throwing grenades must be announced before, shouting "grenade" or "granat" before the grenade leaves the users hand.

4: Ricochets from grenades that fires BB´s counts as hits.

5: Grenades that emit sound kill everything within a 5m radius and/or everything in one room. Only hard protection protects.

  5: 1: Examples of hard protection:

  • Tree

  • Stone

  • Wall

  • Door

  5: 2: Examples of soft protection:

  • Pallet

  • Furniture

  • Bush

  • Earth wall

6: Grenades with any kind of flame / ignition are forbidden to use unless the organizer has specified a specific area where it is allowed.

7: Only commercial grenades for airsoft use are allowed and must comply with other restrictions.

8: Grenades that emit sound must not exceed 120 dB.

 

Mines

1: Anti-Personnel Mines

1: 1: Mining with personnel mines may only be done with commercial airsoft mines, personal alarms or grenades that do not emit sounds louder than 100dB.

1: 2 Anti-personnel mines eliminates everything within a 5m radius (no protection protects)

2: Mining with vehicle mines

  2: 1: Vehicle mines are placed visibly on a road.

  2: 2: Only engineers can disarm mines by 3 min hand-laying.

  2: 3: Vehicle mines can be mined with personal alarms (as Anti-Personnel Mines).

  2: 4: Vehicle mines is provided by the organizer.

 

Knife / latex weapons

1: Knives or other sharp objects are allowed to be carried in players equipment.

2: Sharp knives or other sharp objects must under no circumstances be used, threatened to be used or aimed at other players.

3: Latex & plastic knives and other "buffer weapons" are prohibited.

 

Shields

1: Shields are allowed to be used but must be approved and marked by the organizer at the chronograph station.

2: The minimum weight of shields is 15kg

3: Shield players may only use weapons in the pistol / SMG class while using the shield.

4: Shields protect against all effect for players who are directly behind the shield (max 2 players).

  4: 1: This assumes that there is no body part exposed outside the shield's protective area. Ex. Against a grenade, the shield needs to be lowered to the ground and the player needs to have his whole body behind the shield in relation to the grenade's impact point.

 

Laser

1: Not allowed.

Helmets & Plate Carriers

Helmets & Plate Carriers

Nordic Milsim | SE

1: Helmets, plate carriers and other protections that are not a shield do not provide a protective effect against BB´s and other firepower on the playing field.

WEAPON RULES
HELMETS & PLATE CARRIERS
Uniformer

Uniforms

Nordic Milsim | SE

1: All players must follow their fraction's uniform rules regarding camouflage. See fractions.

 

2: Camouflage rules apply to visible garments for lower body, upper body and headgear.

 

3: Camouflage rules do NOT apply to chest-riggs/PC´s and other tactical equipment.

  3: 1: Exceptions apply to helmet covers where this must follow the camouflage rules for a given fraction or be removed.

 

4: Restrictions on extended camouflage system (per weapon class, primary system counts first):

  4: 1: Ghillie Suit: Sniper 1, Sniper 2.

  4: 2: Leaf top with leaf pants: Sniper 1, Sniper2

  4: 3: Ghillie hood / Viper hood (not pants): Sniper 1, Sniper 2, DMR.

  4: 4: Leaf jacket /hood (not pants): All.

 

5: Team patch.

  5: 1: Each player is awarded 2 team armbands / patches.

  5: 2: Team armbands/ patches must always be placed visibly and each armband / patch must be placed in separate locations from each other.

  5: 3: Permitted placements: Upper body front, back, right, left side and headdress front, back.

  5: 3: 1: Exceptions apply to players in class Sniper 1 & Sniper 2 who may place on the lower body (must, however, be visible).

Uniforms

Uniforms

Nordic Milsim | SE

1: All players must follow their fraction's uniform rules regarding camouflage. See fractions.

 

2: Camouflage rules apply to visible garments for lower body, upper body and headgear.

 

3: Camouflage rules do NOT apply to chest-riggs/PC´s and other tactical equipment.

  3: 1: Exceptions apply to helmet covers where this must follow the camouflage rules for a given fraction or be removed.

 

4: Restrictions on extended camouflage system (per weapon class, primary system counts first):

  4: 1: Ghillie Suit: Sniper 1, Sniper 2.

  4: 2: Leaf top with leaf pants: Sniper 1, Sniper2

  4: 3: Ghillie hood / Viper hood (not pants): Sniper 1, Sniper 2, DMR.

  4: 4: Leaf jacket /hood (not pants): All.

 

5: Team patch.

  5: 1: Each player is awarded 2 team armbands / patches.

  5: 2: Team armbands/ patches must always be placed visibly and each armband / patch must be placed in separate locations from each other.

  5: 3: Permitted placements: Upper body front, back, right, left side and headdress front, back.

  5: 3: 1: Exceptions apply to players in class Sniper 1 & Sniper 2 who may place on the lower body (must, however, be visible).

UNIFROMS
Vehicle

Vehicle

Nordic Milsim | SE

1: In-game vehicles may be brought to the events but must be notified to the organizer before the game.

 

2: The maximum permitted speed in the game area is 30 km (18/mph).

 

3: Speed must be adaped to a given situation and surface / terrain.

 

4: The driver is responsible for everyone inside the vehicle and within a 5m radius around it.

 

5: All players must respect drivers safety orders regardless of team affiliation. (ex. “back up” etc.).

 

6: Opponents must not be closer than 5m from a moving vehicle.

 

7: All windows fully up or fully down when the vehicle is active in the game.

 

​ 8: Vehicles with emergency lights on are counted as eliminated / off-game and may not be shot at

 

9: When eliminating vehicles, all players EXCEPT the driver have a 30 second chance to get out of the vehicle. If not, these players are also counted as eliminated without a chance of heal. (The driver is always counted as eliminated together with the vehicle, if wehicle is repaired, the driver is also healed automatically).

 

10: Eliminated vehicle has 15 min voluntary bleedout.

VEHICLES
Drones

Drones

Nordic Milsim | SE

1: Certification as a drone pilot is a statutory requirement for flying drones in Sweden.

 

2: The drone operator is obliged to comply with the Swedish Civil Aviation Administration's regulations on flying at the relevant time.

 

3: Drones act as reconnaissance means.

 

4: It is absolutely forbidden to shoot at/on a drone, this applies regardless of whether it is in the air or not. See the drone as a UAV 5000m up in the air.

 

5: Drones can only be eliminated by eliminating the operator.

 

6: Drones may not be used by eliminated players for ingame purposes. You can therefore continue to fly / film / return the drone but may not use or give other players the information that the drone gives you in the eliminated state.

Radio & Communication

Radio & Communication

Nordic Milsim | Airsoft | SE

1: Radio channels are assigned by the organizer to each event.

 

2: It is forbidden to listen to a radio channel assigned to a fraction other than your own.

 

3: It is allowed to use radio channels other than those assigned.

  3: 1: Does not apply to:

-     Radio channels assigned to a different fraction.

-     Radio channels that is not license-free and closed to the public.

 

4: Organizer uses the app Telegram Messenger as a platform for internal communication within the fractions and assign information & missions.

 

5: Telegram Messenger is optional for each player to use.

 

6: Participants who choose to not use Telegram Messenger are aware that they will not be able to access essential information and gameplay that is meant to influence their experience of the event to the positive.

Game props

Game props

Nordic Milsim | Airsoft | SE

1: All forms of game props must be treated and handled with respect as well not beeing destroyed.

 

2: Players may not manipulate, tamper or move game props without permission from the organizer.

Prisoners & Hostages

Prisoners & Hostages

Nordic Milsim | Airsoft | SE

1: Only players with assigned High Value Target (HVT) cards can be captured.

 

2: Players who have been awarded an HVT card must state on the question that they can be captured.

 

3: Players who have been assigned an HVT card can always refuse a physical capture but are then seen as captured with their entire role in the capture performed and completed.

 

4: Players with HVT cards can choose to be examined & interrogated physically with a chance to keep material and information secret. Alternatively, refuse but are then forced to hand over all important material and information.

 

5: Players without an HVT card can not and should not be taken prisoner or hostage. This is a severe rule offense.

DRONES
RADIO & COMMUNICATIONN
GAME PROPS
PRISONERS & HOSTAGES
Sleep In Game

Sleep In Game

Nordic Milsim | Airsoft | SE

1: Nordic Milsim provides areas for setting up tents in each fraction's base camp.

 

2: Base camp is off-game between 03: 00-09.00.

 

3: It is forbidden to attack a base camp when it is out of play.

 

4: It is forbidden to enter the inside of a tent or the like that does not belong to oneself without the approval of the owner.

 

5: Participants are responsible for preventing the act of theft of their own property.

 

6: It is forbidden to shoot into or inside a tent or the like that is not marked with an In-game sign. In base camp, off-game times also apply to these tents & the like.

 

7: Players can eliminate other players who are residing in a tent by tapping the tent and shouting "Eliminated".

 

8: It is allowed to sleep outside the base camp but is not covered by the off-game times.

 

9: Players who sleep outside the base camp must be treated with the utmost respect and consideration in the event of a fire fight.

 

10: It is not allowed to shoot a sleeping player.

 

11: Tents or the like that are outside the base camp are subject to the same rules as in a base camp, except for time indications for off-game.

SLEEPING IN GAME
Night rules

Night rules

Nordic Milsim | Airsoft | SE

1: Between 19: 00-07: 00 night rules apply.

 

2: To participate in night games, a flashlight is required.

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3: To participate in night games, players may not act alone. At least two players together.

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4: During night rules, only weapons in class CQB1, CQB2 and Assault may be used and only used in semi-automatic mode.

  4: 1: Exceptions apply to machine guns mounted on a vehicle with the requirements:

-The machine gun must have a mounted searchlight.

-The machine gun only fires bursts in a maximum of a 3 seconds trigger hold. Cessation of fire must be at least as long as the prior trigger hold.

 

5: Optical equipment such as night vision and thermal (googles, scopes, lights, cameras) are allowed.

 

6: Infrared laser is not allowed.

 

7: To mark a hit, a red flashing light is used or alternatively put a hit marking cloth on your own white light.

NIGHT RULES
Alcohol & Drugs

Alcohol & Drugs

Nordic Milsim | Airsoft | SE

1: Alcohol must not be consumed from the same day as the game starts until the end time of the game.

 

2: In case of suspicion of the use of illegal drugs as prohibited under Swedish law, will be reported to the Swedish police.

ALCOHOL & DRUGS
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