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UNITS

INTRODUCTION

During Nordic Milsim's larger milsim event, you as a player will choose which type of unit you want to play as during the game. Each unit comes with different advantages and disadvantages depending on the purpose of the unit and how we as organizers think the role should work.

 

READ CAREFULLY about what each unit entails, some units come with specific requirements but also the possibility of some modification depending on your preference as a player.

 

The unit requirements are governed by our rules and it is not possible to change your unit type during the game. It is also beneficial for you and your team to decide, together and in advance, which unit each player will play as. It is allowed for players in the same team/group to choose different units, but consider carefully, it is not always beneficial to play as different units!

 

All units are subject to the same rules as the regulations state otherwise, unless it is mentioned in any way under the specific rules for each unit described below.

INTRODUKTION

LIGHT INFANTRY

THE HEART AND SOUL

Helmet and body armor (see requirements: click here ): Allowed

 

Expanded camouflage system (see system: click here ): Up to and including level 1

 

Allowed weapon classes:

  • Automatic carbine

  • Machine gun

  • Pistol & submachine gun

  • Other support weapons.

 

Allowed amount of grenades carried in their equipment:

Frag: 3

Smoke: 3

 

Medical bandage: 1 of 200cm

 

Respawn Time: 20 min

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HEAVY INFANTRY

THE EXTRA FIREPOWER

Helmet and body armor (see requirements: click here ): MUST USE BOTH (with weight requirements)

 

Expanded camouflage system (see system: click here ): Up to and including level 1

 

Allowed weapon classes:​

  • Machine gun

  • Pstol & submachine gun

  • Other support weapons.

 

Allowed amount of grenades carried in their equipment:

Frag: Unlimited

Smoking: Unlimited

 

Medical bandage: 2 (+2) of 300cm

 

Respawn Time: 40 min

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Other: 5 minutes extra bleedout (total 20min)

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LIGHT INFANTRY
HEAVY INFANTRY

RECON

THE EYES AND EARS

Helmet and body armor (see requirements: click here ): Not allowed

 

Expanded camouflage system(see system:click here ): Up to and including level 3

 

Allowed weapon classes:

  • Automatic carbine

  • Designated marksmans rifle (DMR)

  • Sniper rifle

  • Pistol & submachine gun

 

Allowed amount of grenades carried in their equipment:

Frag: 1

Smoke: 2

 

Medical bandage: 1 of 100cm

 

Respawn Time: 30 min

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RECON

SCOUT SNIPER

THE FEAR IN THE DISTANCE

Helmet and body armor (see requirements: click here ): Not allowed

 

Expanded camouflage system (see system: click here ): Up to and including level 6

 

Allowed weapon classes:

  • Automatic carbine

  • Designated marksmans rifle (DMR)

  • Sniper rifle

  • Pistol & submachine gun

 

Allowed amount of grenades carried in their equipment:

Frag: 0

Smoke: 4

 

Medical bandage: 1 of 200cm

 

Respawn Time: 50 min

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Other: Max 4 players in each scout sniper squad, of which at least two must use a sniper weapon as their primary weapon. The other two players may have other weapon classes mentioned above, but must operate together with the snipers (fire observers). One observer per sniper, sniper counts first. (1 player: sniper, 2 players, 1 sniper 1 observer, 3 players 2 snipers 1 observer, 4 players: 2 snipers 2 observers).

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SCOUT SNIPER

SPECIAL FORCES

THE ELITE OF THE ELITE

Helmet and body armor (see requirements: click here ): MUST WEAR BODY PROTECTION (with weight requirements), allowed to use helmet

 

Expanded camouflage system (see system: click here ): Up to and including level 3

 

Allowed weapon classes:

  • Automatic carbine

  • Machine gun

  • Designated marksmans rifle (DMR)

  • Pistol & submachine gun

  • Other support weapons.

 

Allowed amount of grenades carried in their equipment:

Frag: 4

Smoke: 4

 

Medical bandage: 1  (+1) of 400cm

 

Respawn Time: 40 min

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SPECIAL FORCES
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