Cold War Rules

Cold War RULES
All players start with 2 hits! The first hit can be healed with a bandage from any player; the second hit is a medivac/KIA. The medivac/KIA player must return to the HQ/ Field Pack to re-enter the game.

When shot the player must call out ‘HIT’ or preferably ‘ARG!!’ or something similar and fall to the ground holding the location hit, screaming for a medic. NATO should use the call ‘medic’ whilst warpac use the call ‘sani/zani’.

If no one gets to you in 2 mins or all your bandages are used up you are KIA.

A shot player shouldn’t be targeted and cannot return fire until healed!!
If a live team mate can get to you they must tie one of your bandages to you wrist to make you live again. This must be done stationary and if either player is hit, both are KIA.

Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Medics can use one hand)
You may try to crawl to safety, you must keep calling for a medic and once you start crawling, you cant stop! If you get hit whilst crawling you are KIA.

Any soldier can return to their HQ, Field Pack or a controlled CP and be fully restored to full hits (all bandages taken off)
Dead players ‘DO NOT TALK’. Exception to use the call ‘DEAD MAN WALKING’

If things are getting a bit hairy or you make take an immediate KIA! Just put your hand in the air and call ‘DEAD MAN WALKING’. Otherwise you MUST stay on the ground for the full 5 mins.

A hit is anywhere on the body or the gun and ricochet must also be taken, if you think you’ve been hit, take it as your back in the game almost immediately.
BB Mines + Claymore + Moscarts
If your hit by a bbs it a ‘wound’

Explosive Pyro Affects
Small structures 5m x5m Whole building is cleared – inside only
Large buildings 5m hard cover has affect including floor to floor stair wells and corridors.
5m away hard cover has affect – outside only
If hit by a pyro you WOUNDED

Artillery and rocket strikes, 10m away, Hard cover affect unless its a direct hit.

Armour and Helmet
Body Armour = 1 extra hit/ bandage
Helmet = 1 extra hit/ bandage if hit!

Roles and load outs

Lieutenant *

1 Radio to HQ
Begins with up to 300rds

Soldier
Begins with up to 300rds

Sniper*
Can use a scoped bolt action rifle up to 500fps with a .2 bb.
Begins with up to 100rds (may use own ammo after crono with .2bb)

Medic*
Begins the game with 6 field dressing (bandages) and can heal wounded soldiers.
Can use one hand to move a wounded soldier
Begins with up to 300rds

Support gunner.*
Can use a support weapon firing up to 370 fps, Must be a real world support weapon and must be deployed or shot from the hip ONLY!
Begins with up to 3000rds

Light machine gunner.*
Mag fed MG up to 350fps. Must be a real world light support weapon. Can be shoulder fired on semi auto only. 600 round limit. Mid/low caps only. No winding mags!
Engineer*
Starts with a set of tool/demo bag.
Is the only soldier that can set charges, defuse bombs and use electrical equipment!
Begins with up to 300rds
* only one per unit of 8 men.

REAL Steel limits If being used.
Magazines can only be loaded to real deal+5bbs so a 30rnd M16 magazine can only be filled to 35rnds even though it may be and hold 100+rnds. Airsoft is a game of trust, so be as honest as you can with those thumb loaders guys.

Standard rules
Re-loading with a tool can ONLY be done at a controlled HQ, Field Pack, CP or ammo crate.
You can have NO more than real steal +5 bbs in any magazine but there is no limit to the amount of mags you carry. You should aim for 300 on you and the rest in ammo tins or bandoliers!

Horde attack 1 hit wonders that lay on the ground for 10 sec after being shot and re-gen from an officer in the field. They will have a fixed number of men (re-gens) available. When out of men or KIA the Hordes of men must return to an HQ, CP or Officer in the field. If officer is shot, they must return to HQ. This may be used in any game.

Reacting to hits make an effort, if shot in the arm, hold it whilst calling for a medic ect…
NO break in the game so make sure you have food that you can eat on the go! CAN EVERYONE try to stay in the game!
Standing Orders

No man goes to war alone! If you find yourself alone or your squad dwindles to only 2 men, you cant advance on a position or complete any tasks, you should go to ground and wait until re-enforcements arrive or fall back to your Squad flag or your HQ.
You can only leave a CP (after regen) if you have at least 2 live team mates to push off with (hopefully they will be your squad members)
Officers can move around friendly positions on their own (at their own risk) but are still bound by the restrictions of the standing orders.

One of the best pieces of equipment you can carry in the field is a small notebook and pencil, so the game rules can be cut and pasted in and any addition tasks, maps etc be carried into the field. Its only a suggestion but could also be used as a diary of your battles over the years.

Chemical warfare
The call of GASGASGAS will indicated the need to wear them and some objectives will require them on all the time. For The Launcher, if an orange smoke is deployed due to a RAD barrel being shot, it will be NBC time. Anyone caught up in a RAD area without RAD protection must die horribly for about 20sec and then KIA back to an HQ (not a CP). Signs will be put up around fixed RAD areas and the orange smokes will be used for leaked RAD.

Vehicles at GUNMAN

Unless stated, all vehicles are un-armoured and can be take out with an RPG/mine/grenade. If an armour value is assigned then x hit must be made to knock it out.

Command Points ‘CP’
The fixed CP is where you reload your mags or re-spawn after a KIA and can change hands during the battle.

‘Field Packs’ Issued to units, these are rucksacks with flags in. When deployed, the flag must be pulled out and guys can reload and regen from them. To move a Field pack, just put the flag back in and shoulder the pack, then redeploy elsewhere. If you come across an enemy field pack, just put the flag back in it to show its destroyed, and leave it there. The Field pack MUST be taken back to its HQ to gather more supplies and become live again, and this can be done by any live or dead player of the team who own the Field Pack.
The HQ in all cases is ‘OUT OF THE ACTION’ and cannot be attacked unless by order from your command (top brass)

Supplies in the field Ammo crates optional follow the instructions on the crate!

Attacking a fixed CP
During an assault on a CP, re-spawns are frozen until the attack is over. An attack will finish when all the soldiers on one side are killed or the attack looses it momentum and is no longer pushing forward onto the CP.
To take a CP, 4 live men must hold it for 60 seconds.