RULES

General rules

Delta Six Milsim allows players from the age of 15 and up at our events. If you are under the age of 18 or are planning on bringing someone under the age of 18, please refer our under 18 rules at the bottom.

Everyone who has been to any milsim event before will know this one. You must have your eye protection on at all times when in the AO. There are no exceptions to this rule and it must be strictly adhered to by all participates.

Acceptable Eye Protection must meet the ANSI Z87.1 standards. This includes but is not limited to Oakley M Frames, ESS Crossbows, Pit Vipers and other goggles designed for airsoft or paintball. If you plan on wearing a non-goggle form of eye protection such as the Oakley M-Frames, ESS Crossbow or similar style eye protection than you must wear the appropriate Full Seal Gasket as well.

Mesh eye coverings are not allowed unless you are wearing ANSI Z87.1 approved goggles underneath.

All Players are mandated to carry on them their event bracelet, their pre-game briefing bracelet and their safety card.

Alcohol and marijuana are not allowed in the AO. Players may not participate if they are under the influence of alcohol or any illegal substance.

No pets are allowed at Delta 6 Milsim events. This is for their safety and protection.

Do not shoot at any wildlife in the AO. This goes for Birds, Rodents, Frogs or any other animal not participating in the event.

Foundational Gameplay Rules

When a player is hit with a bb they must verbally announce "HIT" and produce their red "dead rag / dead light". Once hit either act out being wounded, lay down in the exact location that they are hit or take a knee in that exact location. This is known as the downed state.

The only way a player may be brought back into play while in the downed state is by being revived by a medic.

If a downed player has not been revived within five minutes the player has the choice to go back to their base or stay and wait for a medic.

When in a downed state you may only yell "Medic or further act out your wounds" no other communication is permitted.

Players are permitted to drag other players given that both players communicate it is acceptable. A downed player has the right to refuse a drag. The only way to move while in the downed state is being dragged. The only exception to this rule is a player may move a maximum of five feet to get out of high traffic areas.

See medic section for further information regarding revives or downed state players.

Delta 6 Milsim does not allow magazine loading in the field. There is a munitions limit that will be explained in the Class Section below (Midcaps only, other than box mags for LMGs/MMGs). To refill your mags you must do so at your team's base. DO NOT carry a loader or spare bbs onto the field with you. Leave them all at your base.

No electronic warfare permitted at at our events. Stay off of the other teams radio channels.

Prohibited weapons for Delta 6 milsim include Riot Shields, Airsoft Innovations (AI) Flak 5/10 shotguns, AI Master Mike 40mm grenades, real firearms, knives, blank fire weapons, paintball markers, fireworks and any real world weapons.

All hits count, this includes friendly fire. Exceptions to this rule are ricochet hits and gun hits. If your gun is hit verbally call a "Gun Hit" to avoid any confusion.

To promote effectiveness we advise you stay with your assigned squad.

Uniforms and headwear must adhere to the Camouflage that is allowed for your faction.

Plate Carriers, Chest rigs and belts may be any solid color (other than red) or an approved Camouflage pattern for your faction.

Class rules

In Delta 6 Milsim events we want to focus on squad play, this results in everyone participating in our events being placed in a squad. Each squad will have a maximum of 12 members, comprised of the following roles.

SQUAD LEADER

1 per squad.

Responsible for communicating with other squad leaders and command.

Leading squad members to complete objectives and tasks.

Operational Loadout: Standard assault rifle as primary weapon, must only engage in semi-automatic, allowed to carry 7 primary weapon magazines.

RIFLEMAN

Unlimited per Squad.

Basic Role within the squad.

Has no enhanced responsibilities and can be assigned any task.

Operational Loadout: Standard assault rifle as primary weapon, must only engage in semi-automatic, allowed to carry 7 primary weapon magazines.

BREACHER

4 per squad

Close quarter specialist.

Can be assigned any task, as the ability to shoot in full auto.

Operational Loadout: Submachine or Shotgun as Primary Weapon, may use full-automatic, 8 Midcap mags for an SMG or Magfed Shotgun. Shell Feed Shotguns have no shell limit.

MACHINE GUNNER

2 per Squad

Suppresses contacts with fully automatic.

Minimum engagement distance of 50 feet.

Operational Loadout: Recognized LMG/MMG with feed tray as primary weapon, may use full-automatic, allowed to carry 2 box magazines.

SNIPER / designated Marksman

2 per squad

Sniper - Long range and deep recon, can utilize grille suits. Minimum engagement distance of 125 feet.

Designated Marksman - Overwatch for squad with long range rifleman capabilities in standard camouflage. (No Ghillie Suit) Minimum engagement distance of 75 feet.

Sniper Operational Loadout: Bolt Action Rifle as a primary weapon, must carry a sidearm, allowed to carry unlimited magazines.

Designated Marksman Operational Loadout: Semi Locked .308 Caliber (7.62x51mm) rifle as primary weapon, must carry a sidearm, allowed to carry 4 magazines.

MEDIC

1 per squad

Responsible for reviving downed players.

Is the only player allowed to administer aid to down players.

Operational Loadout: Standard assault rifle as primary weapon, must fire in semi-automatic, allowed to carry 7 primary weapon magazines.

DEMOLITIONS

1 per squad

Granted the ability to use approved launchable pyrotechnics.

Must be P-Top certified and have approval from staff.

Operational Loadout: Standard assault rifle as primary weapon, must fire in semi-automatic, permitted to carry pyrotechnic launcher, allowed to carry 5 primary weapon magazines and 8 launchable shells.

CREW CHIEF

2 per faction

Responsible for safely operating technical vehicle.

Squad leader of their own squad.

Operational Loadout: May use pistol caliber submachine guns or shotguns (same as breacher), may fire in full-automatic, allowed to carry 8 magazines.

For information please see the technical section below.

Chrono Rules

Standard Assault Rifles (AEG, HPA and GBBR) - SEMI ONLY 320 fps w/ .32s - 1.5J

SMGs (AEG, HPA and Gas) - Auto allowed at 30 RPS and 260 fps w/ .32s - 1J

Shotguns (AEG, HPA, Spring and Gas) - Auto allowed at 30 RPS and 280 fps w/ .32s -1.14J

Sniper rifles (Spring, HPA and Gas) - Bolt Only 440 fps with .32s 2.8J

DMRs (AEG, HPA and GBBR) - Semi Locked - 360 fps with .32s 2J

LMGs/MMGs (AEG, HPA and GBBR) - Auto Allowed at 35 RPS and 320 fps w/ .32s 1.5J

Medic Rules

Only a Medic can revive players.

After a player has entered the downed state, a medic may put either an event approved tourniquet or an ACE bandage around the arm or leg of that player. This counts as a single revive and that player is allowed to reengage in the game.

A Player may be revived two times before needing to return to base.

Once a player has returned to their base they are permitted to take off their bandages and start a fresh respawn.

As mentioned above a player who is in the downed state may be dragged by a teammate to get them to a better position for a medic to revive them.

In order to drag a player both the downed player and dragging player must communicate that it is acceptable to begin the drag.

The drag must be done as follows: the dragging player must hook their arms under the arms of the downed player, they then must drag them that way until they have reached the spot they are moving to. We do not permit any carrying or dragging using other methods.

The player that is in the downed state may not assist the dragging player with any movements or other aiding measures. The downed player is to relax their body and act as a "rag doll".

Delta 6 Milsim mandiates a five (5) minute bleed out, this means you may stay in your location if you believe a teammate can reach you OR after five (5) minutes of being in the downed state you can choose to return to base and respawn.

To summarize, a player may be revived twice before needing to return to respawn, a player may be dragged by a teammate if both of them agree to the drag, a downed player has the right to refuse a drag and if a downed player is in a high traffic area they may move up to five feet to get to safer place.

Demolition and Pyrotechnic Rules

Demolitions Experts must be P-TOP certified. This is not a recommendation this is a requirement.

There will be a smaller separate safety briefing for those in this role after the general safety briefing.

Approved launchers for a Demolitions Expert include: M203, M320, GP-25, M79, MAAWS, AT-4, RPG-7, M72 Law, MGL, EGLM, XM148, AG36, M202A1, and TAG-ML36. If you have a launcher that is not mentioned here, please reach out to us before the event and ask if it is permitted, we will respond as quick as possible to help with planning.

Smoke Grenades and Pyro Grenades are authorized unless specifically stated in the event briefing.

Approved Pyro include: Taginn AFG-4, AFG-6, FBG-4, Tag-67 and Tag-19. Enola Gaye EG-67 and all Enola Gaye Smoke products (do not use red smoke, red is reserved for staff)

Any of the approved pyro above or sound grenades result in a 10 foot kill radius when outdoors and they count as a room kill when indoors or in a structure. If protected by hard cover between yourself and the grenade when it goes off, you do survive indoors. That being said hard cover includes wooden structure, walls, barrels, and concrete. Any cloth, thin plastic or mesh does not count as hard cover.

Mechanical, Gas and Thunder B grenades are permitted but if they dispel bbs than those bbs must hit a target to result in a hit.

Claymores and Mines are allowed. Do not pick one up if it does not belong to you. Claymores and mines must discharge bbs or powder to count as a kill. If you are hit by bbs or powder from a Claymore or Mine you are sent into the downed state.

Launchable grenades are allowed to be used by the Demolition Experts.

Launchable Grenades may never be fired directly at a player, they must be lobbed into the players position. This will be further addressed in the demolitions safety briefing.

Launchable grenades must detonate to count as a kill. If the grenade is a dud than it remains a dud in the game.

Launchables are the only way to take out a technical. A Demolition Expert must fire a marking round against the vehicle to disable or eliminate it.

The first time a vehicle is hit they enter a disabled state were none of the players inside or outside are hit, this results in the vehicle parking in place for a period of five (5) minutes to undergo "repairs". Once that five (5) minute timer is up the vehicle is back to full capabilities. During that five (5) minute time the vehicle must stay in that exact location. If a vehicle is hit with a second marker round during the five (5) minute repair time, that vehicle is destroyed and must return to base for a 35 minute period before entering the AO again. All players in/on the technical when it is destroyed enter the downed state.

If a launchable grenade or hand grenade goes into any open area of the vehicle (example the bed of a truck) all individuals in that area are hit and must enter the downed state. This then counts as the first hit for vehicle. The crew inside the cab will still survive this but they do lose the support of anyone in the open area.

Technical Rules

Delta 6 Milsim allows 2 technical vehicles per team.

There will be a separate waiver that will need to be signed for anyone using a technical.

We reserve the right to deny any submission for a technical, and the owner of said vehicle must reach out to us as early as possible. This gives us ample time to review the submission and make a a decision on it.

The vehicles must be inspected and registered with License Plates. All Technicals MUST have insurance.

A Crew Chief must be the owner of the Vehicle and they must be over the age of 21 and have a valid driver's license.

Technicals may operate at a maximum of 5 miles an hour (mph) when on unpaved or uneven rounds. They may operate at a maximum of 10 miles an hour on paved roads.

The vehicle must have its lights on at all times. Additionally, each technical must have an orange caution/safety light mounted to the roof of the cab and be on at all times.

Technicals may have a maximum of 2 mounted machine guns. These are allowed to have as much ammo as they want.

As Stated above:

Launchables are the only way to take out a technical. A Demolition Expert must fire a marking round against the vehicle to disable or eliminate it.

The first time a vehicle is hit they enter a disabled state were none of the players inside or outside are hit, this results in the vehicle parking in place for a period of five (5) minutes to undergo "repairs". Once that five (5) minute timer is up the vehicle is back to full capabilities. During that five (5) minute time the vehicle must stay in that exact location. If a vehicle is hit with a second marker round during the five (5) minute repair time, that vehicle is destroyed and must return to base for a 35 minute period before entering the AO again. All players in/on the technical when it is destroyed enter the downed state.

If a launchable grenade or hand grenade goes into any open area of the vehicle (example the bed of a truck) all individuals in that area are hit and must enter the downed state. This then counts as the first hit for vehicle. The crew inside the cab will still survive this but they do lose the support of anyone in the open area.

Cease Fire and Real World Situations

If a player loses their eye protection or has a minor injury which does not require staff intervention, players are required to call out and echo "Cease Fire".

If a Cease Fire is called stop shooting and stay in the position that you are in. Once the "Game On" call is given you are allowed to resume normal play.

If there is a true medical emergency players must call out "Real World" and echo that out loud and through radio channels.

If a Real World Situation is called all players must move away from high traffic areas, take a knee and remove their magazines. Staff will let players know once gameplay is allowed to resume.

Delta 6 Milsim will have emergency personnel on standby at all times.

Under 18 Rules

All players under the age of 18 are required to have a parent or guardian on site throughout the entire time they are present.

All players under the age of 16 must be accompanied on field by an adult at all times

Any player under the age of 18 must wear full face protection. This includes eye protection and lower face protection.

These rules must be adhered to by all players under the age of 18 along with all of the rules above this section.