Redacted – Official Rules

Welcome to the rules for Redacted – a force on force survival which places squads of 3 (registration will allow for individual sign ups) where they are responsible for not only keeping their squad in the fight, but will report to a commander for their faction and work alongside other squads to complete objectives.

Registration page here

Clothing:
TRUENORTH operatives are to be dressed in green based camoflauge – this includes M81, MC Tropic, CADPAT, DPM, Solid Colour Green is also acceptable, including OD and Ranger Green.

Rothman Group operatives are to be dressed in tan based camoflauge – this includes Multicam, CADPAT Arid, Desert Camo, Solid colour Tan is also acceptable, including Coyote Tan or brown.

Helmets/Load bearing equipment are not restricted, any colour/camos can be worn by any faction – other than primarily red/orange or fluorescent colours (not authorized at any time) – see restricted colours below

Restricted event colours: YOU MAY NOT WEAR RED, OR FLUORESCENT
CLOTHING OR GEAR (defined as: Orange, Green, Yellow, Bright Blue) – these colors are restricted to event staff and photographers.

Survival Items:
Each faction will be required to acquire and maintain supplies throughout the event. Details on these will be released on Facebook. Each squad (group of up to 3) will be required to carry a certain amount of supplies to keep their forces in play. Each faction will have different survival needs but can recover all survival items that they find in the field and use them to limit opposition survival.

 

Medic Rules (Both Factions):
TQs will be required – we will not be supplying them at this event as several events already provide them. If you require a TQ, please visit an onsite vendor.

We will be using the “buddy medic” system at this event, each player can act as a medic to help fallen teammates. They may use a TQ to revive fallen players. There is a 60 second revive time per player, the medic must keep 1 hand on the player being revived for 60 seconds and then may apply a milsim TQ. During this time, the medic may use a sidearm to defend himself and his patient – the patient may not use any platform to defend himself during the healing process.

Only 1 TQ is allowed per player, but multiple TQs can be used on the same person – if others give theirs up. A medic may not use a TQ on themselves (another medic from another squad must attach a TQ and use the 60 second count). 

 

Spawn and Start Locations:
During the meeting of Commanders on Friday evening, both factions will be allowed to choose where their squads will spawn on the field at event start. The different spawn points on the field will allow commanders to select a number of squads to start in each location. Each commander will choose these in alternating and secret fashion – they will be provided a map of starting locations and will provide grid coordinates to each squad – the squads are expected to be in this location 5 minutes prior to game start or will be required to start from the CP location.

During the game, once your squad is eliminated, you will move back to your faction CP or to a Forward deployed spawn location (if one is unlocked). You are expected to remain with your squad as much as possible – lone wolfing is not authorized during this event and if caught lone wolfing you will be asked
to return to your CP to join an Ad-Hoc squad.

Ad-Hoc Squads:
We understand that not all players are able to continue to play for the full 18 hours but some players may want to continue. If it happens that players start finding themselves solo, we ask that they coordinate with their command to form “Ad-Hoc squads” We ask that Ad-Hoc squads be 2 or more players.

In game vehicles:
Each faction will have the ability to field a vehicle for combat purposes.
Before it can be used, there are 3 pieces of equipment to be located: 1x Fuel Can, 1x Ammo crate, 1x toolkit.
Once obtained, these items are good for the following durations:
1x Fuel Can – good for 4 hours of runtime – once that 4 hours is up – the vehicle parks are remains in place until fuel is brought to it.
1x Ammo Crate – good for 4 hours of runtime of mounted weapons – once that time is up, the guns are unable to operate until re-armed
1x toolkit – once located, will be good to be used throughout the event – if stolen the vehicle crew cannot initiate a repair.
Each vehicle will be staffed by 5 people: a driver, co-driver and 3 support personnel. Each vehicle will have the ability to be armed with 2 LMGs and personal weapons for each crew member.

When destroyed, a vehicle will serve out a 10 minute “cooldown” where it can be raided for supplies listed above, if stolen by opposing factions – it will return to CP and serve out it’s 30 minute refit period. To complete a refit, the vehicle must be supplied with fuel, ammo and a tool kit.

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. An AT- round that hits a vehicle only disables it if a +1cm square amount of chalk is marked on impact.

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.

AT-Round hits on vehicles cause the following damage when struck in the:
Front (grill, hood, windscreen) = 5km/h max speed (repairable)
Sides (Doors, wheel wells, tires, side panels) = Immobilized (repairable)
Turret (Anywhere on turret) = vehicle & crew cannot fire mounted weapons (not repairable)
Rear (Rear panel, door, bumper) = Vehicle & crew destroyed return to CP to refit

Vehicles cannot be within 50m of the enemy CP.

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

If a vehicle is 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 tool in hand, kneel or lay beside a tire, and touch it for 5 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, 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, and basic repair tools. A Winch or Tow Cable must be available inside the vehicle for real world breakdowns.

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 out of the way to free up a road way if needed to continue the flow of the game.

Vehicles cannot drive through smoke – if a smoke grenade is deployed in front of a vehicle it must come to a complete stop and wait for the smoke to dissipate.

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.

On Field Props:
Props will be identified by faction specific markings  – until a specific mission provided by your command requires it, you are not allowed to move, interact or disturb any props in the field. You may advise your command of prop locations and may guard these locations – but you are not to touch the props unless advised you can move it.

Waiver: https://thecompoundevents.ca/waiver

Safety: We consider safety the #1 priority. Airsoft is designed for the mature and level-headed player. Common sense and the right, fair-play, honest attitude are a must at our events.

We require everyone when not on the playing field to have their magazine out and safety on! All pistols must be holstered.

All players are required to attend the safety briefing prior to the start of the game.

While we encourage players to wear face protection, it is not required. Face protection will however allow players to enjoy the fast pace and often close-quarters nature of the events without fear of damage to their face and teeth.

We require that all players wear ASTM certified eye protection. ANSI Z87.1 and/or ASTM F- 1776-99a rated (or greater) ballistic eye protection will also be accepted. We do recommend full seal eye protection due to the nature of the environment we play in, but this is not an enforced requirement at this time.

There will be a Mandatory Ejection of any players lifting or removing eye protection while in “goggle on” areas (Playing Field, Chronograph Area, and Target Area)

Cease Fire: Players or staff should call “NO DUFF” if you or another player is injured or loses their eye protection and requires immediate Admin/Medical attention. You will need to both vocally and via Comms (if possible) make the “NO DUFF” call with approximate location and details of the incident – Event staff will investigate and then give the all clear when the NO DUFF has been lifted. Magazines should be removed and players will not be allowed to move around during a NO DUFF unless instructed to do so by Event Staff or if assisting with injured personnel.
EVENT AND FIELD STAFF ARE THE ONLY ONES THAT ARE TO CONTACT LOCAL 911 SERVICES.
Situations requiring a NO DUFF call must be serious as they result in event stoppage.

Minimum Mandatory Equipment: Gun, Eye Protection, red dead rag, red dead light and camouflage or uniform to match team colors.

No verbal abuse, name-calling, profanity, etc. will be tolerated.
No stealing, vandalizing, or fighting. (You will be turned over to the police)
No Drugs or Alcohol while the event is taking place
No Barricading doors or windows and no remodeling of the fields of play.
No riot shields
Class 1 IR Lasers will be allowed, once they have been confirmed with game
staff and are marked accordingly. All other lasers are prohibited.

Flashlights are to not have a red filter – red lights designate a dead player and as such if a red light is used, it signifies that you are eliminated (RED = DEAD). Deadlights are not required to flash however it is suggested that a flashing red light be used as a deadlight. Regardless of flashing or not, RED light designates an eliminated player.

Who’s In Charge: Game Staff and Referees have the final say. No Arguing with Staff.

You must follow our rules for camo/team colors or you will not be permitted to play.

Weapon Systems and FPS Rules: There will be 4 classes of weapons allowed at our events – the abilities and limitations for each are listed below.

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): 1.5 Joules
No minimum engagement distance, SEMI ONLY (Binary triggers are not permitted)
400fps w/.20g, 328fps w/.30g

MGs (M249 SAW, RPKs, Krytac LMG, NOT M4s with box mags: 1.5 Joules
** FULL AUTO ALLOWED **
20 foot minimum engagement distance – cannot shoot indoors and must break the
plane of a window on any building,
RPS (rounds per second) cap of 35
400fps w/.20g, 328fps w/.30g

DMR/Sniper Rifles: 1.87 Joules Minimum engagement distance 75ft- only if certified by BASE or ASC sniper Cert – all others will be restricted to 1.5 Joules but will not have a minimum engagement distance
SEMI-AUTO ONLY -cannot shoot indoors and must break the plane of a window on any building
450fps w/0.20g, 366fps w/0.30g
** DMRs must be mechanically semi locked

SMG’s (MP5, MP7, UMP, KRISS Vector, Thompson, Uzi, any replica that shoots a pistol caliber round): 1.0 Joules
** FULL AUTO ALLOWED INCLUDING INDOORS AT THIS JOULE LIMIT **
RPS (rounds per second) cap of 25 No minimum engagement distance
328fps w/.20g, 268fps w/.30g
** SMGs that chrono above 1J will be allowed under the standard semi only rule set.
** AA12 shotguns are not considered SMGs and will be restricted to Semi only at all Times

Any weapons that do not chronograph below safety limits will not be allowed on the field! NO EXCEPTIONS!

VELOCITY REDUCERS ARE NOT ALLOWED TO BE USED TO BRING YOUR WEAPON UNDER THE FPS LIMITS!

If you are caught tampering with the FPS after you have chrono’d and have not re-chronoed your gun, YOU WILL BE EJECTED FROM THE EVENT!

All guns will be chrono’d by our staff prior to game start and randomly throughout the Event.

Hand to Hand: NO PHYSICAL CONTACT OR HAND TO HAND COMBAT WILL BE ALLOWED. This includes touch kills and knife kills. Violation of this rule will result in immediate ejection.

Ammo: Only bio bb’s and bio tracers are permitted on the field (In accordance with Compound Rules)

Magazine Limitations:
Realcaps: accepted for all classes of weapon / can reload in field
Midcaps: accepted for all classes of weapon, and are recommended / can reload in field

Box Magazines: must reload fresh box mags at CPs, spare box mags can be
carried without limit and can be used to reload in field.

Assault rifles and SMGs with box magazines are not allowed to reload in field and must return to their spawn areas to do so.

High Cap Magazines: allowed, but must be ejected each time they are to be wound.
You are not allowed to walk around mag tickling throughout this event – you are to eject, wind then reinsert the magazine (to simulate a reload) … Cannot reload in field, must return to spawn area to reload them.

Hit Rule: If you are hit anywhere on your person or gear you are out. – Friendly fire counts. – All Hits count

Airsoft is a game of honor. CALL YOUR OWN HITS. Do not call opposing team players out. If you believe the hits on that player are not being called please inform game staff and they will look into it. Players caught cheating will get one warning and after that they will be ejected from the game.

After you are hit you will follow the event specific dead/medic rules.

Grenades: Only grenades that expel BBs will count for grenade kills. Inside of a building everyone in the room will be killed. BBs must strike a player to count. In the case of Grenades ricochets count since they simulate shrapnel.
The buildings may have inside dividing walls – the grenade must land in the same room and go off to count as a kill – you can be on the other side of a wall and survive – knee walls do not count must be floor to (simulated) ceiling.
Grenades must be thrown underhand and cannot be thrown over a building wall (the “roofs” are simulated due to environment, but grenades cannot enter a building over a wall).

Noise distraction devices do not count as a grenade; they are simply a distraction device.

No Home Made Pyro/Smoke or Grenade will be allowed, this includes the use of “road flares” or fireworks – this also includes the use of FLARE Guns.

Master Mike shells will be allowed to be used.
40 Mike shells cannot be used.

Thunder Bs should not be filled with BBs as this was not their initial design, they are primarily a sound distraction device. There are burst grenades and tornadoes that have been designed to expel BBs, these will be allowed.

Additional field specific rules are available here: https://thecompoundevents.ca/field-rules