s51 Tarkov

S51 Airsoft “Escape from Tarkov” Game Day

20th June 2026

Game day Information

12hr Battlesim Saturday morning Breakfast from 07:30 to 08:45

Gates open 07:30

Chrono and registration 08:00

First game brief 09:30 sharp

All teams set off on Patrol by 10 am for their first missions.

End 10 pm

NO

Foul language at other players!

Over shooting!

Blind firing, If firing through cover, the space has to be bigger than your head!

YES

Ricochets don’t count, but gun hits do count, and switch to your secondary; however, if you think you have been hit, take it!

If you come into a 50/50 and don’t know who was hit first, both players take it!

Try to avoid head shots.

TAKE YOUR HITS!

AMMO


Ammo restrictions will be in place for this game. NO LOOSE Ammo is to be carried – all ammo must be carried in magazines, loose ammo can be stored in a locked ammo box at you’re teams Regen / Spawn, and you can replenish your ammo throughout the day and at designated times.
Assault Weapons (M4, AK etc)
Low Caps – Maximum of 6 Mags
Mid Cap -Max 5 mags 

High Cap – Max 3 Mags. All mags to be shown at 

Chrono prior to the game on!!
Sniper Rifles 100 BB’s at any one time ( in magazines) + side arm (No AEG allowed at the same time as using Sniper Rifle, side arm only)

Support Weapons 1 Full Box Mag (maximum size of 3000/5000 rounds)
Pistols: A maximum of 5 standard capacity (i.e. NOT Extended Mags) Magazines can be carried ( 1 in pistol and 4 spares)
If you use extended Mags for your pistol, then the limit is 3 magazines (No Mixing of Mags)
 

Medic Rules: Every person must bring a tourniquet (Yellow band/bandage/medic band). On your first hit, Call for a team member to place your tourniquet on you. On your second hit, you need to call your team medic, who will have approx 5 tourniquets. They will need to place the tourniquet on you before the 60-second bleed-out. If not reached within 60 seconds, you have to return to your team base. If your base is overrun, you can be held hostage and brought to the enemy team base for interrogation under supervision! If asked, you must turn out your pockets. No physical contact is allowed! 

Leave the Medic tourniquet at the patrol base for medics to pick up.
 

Bang Rule: We do not enforce the Bang Rule, but you may use it at your own discretion. We do, however, expect common sense at close ranges.
Minimum Engagement Rule: All players must switch to SINGLE Shot within 5 meters, no exception. SAFE WORD =BLIND MAN. Fighting is to stop.
Single Shot inside all buildings
 

Pyros can be purchased at the start of the day. Only Pyros bought onsite can be used. If you bring your own, we will ask you to place them back into your Vehicle. Also, some care packages may have some pyros in them and can also be bartered for.

Smoke is only to be used outside of buildings. No smoke is to be deployed inside a building. If fire starts due to smoke grenades, call for the marshal, but proceed to put the fire out if safe to do so.
Buildings Grenade – Any player in a room is dead unless behind Hard Cover. Hard cover is classed as a physical barrier between the player and the line of sight of the grenade, i.e. a wall, not hiding behind a bush or the player in front of you.
Outside / open terrain. Grenade – Kill radius is 5 meters, hard cover rule applies.

Tank

No Pyros to be thrown inside the tank, as it could cause a fire hazard. Please allow players to exit the vehicle if dead, and these can be captured.

The tank can be captured and can also be bought through the trader once immobilised, and an authorised driver (Marshal) is designated, the team are allowed to crew the tank with 2 people.

Please do not stand in front of the tank or any other vehicle as it is moving incase driver can’t see you.


Drone Classification & Pilot Rules

Before a drone takes off, it must be registered with game officials.

  • Designated Pilot: Only the registered pilot (or a designated spotter) may operate the drone. The pilot must wear a high-visibility dead rag/vest while operating the drone and is considered “immune” to fire only while actively flying in a designated safe zone, or they can be eliminated like a normal player if flying from the field.
  • Flight Boundaries: Drones must stay within the designated field boundaries and below the legal ceiling (usually 400 feet, or lower depending on local regulations).
  • No-Fly Zones: Drones are strictly prohibited from flying directly over staging areas, parking lots, or non-players.
  • Drone strike: Outside / open terrain. Drone – Kill radius is 5 meters, hard cover rule applies. A drone can be shot down, Black or dark drones only. Our light coloured DJI drone is for safety and video content, and cannot be engaged. 


1. GROUND

The time now is 10:00 Hours. You will be operating in the city of Tarkov, in the Norvinsk Special Economic Zone in Northwestern Russia.

2. SITUATION

Political scandals and the collapse of corporations have resulted in the social breakdown of Tarkov. Conflict between three warring factions has turned the zone into a shell of itself, with the remaining buildings derelict and the streets overgrown.

The zone has six distinct areas, known as The Lab, The Wood, and Tarkov City. Death Highway is one of Terragroup’s main supply and trade routes and is secured and patrolled by Usec Forces. The Bears need to disrupt their convoys to manoeuvre past Usec forces to escape Tarkov. Whilst trading with the Scavs for food and ammo to survive. 

Friendly and enemy forces

The factions

Players can express, by private message or before the day, a ‘first preference’ faction, and we will try to accommodate this. But for balance, you may be asked to play in a different faction. So please ‘kit up’ so that you can play in two (or more!) of the three factions – USEC PMC, BEAR PMC or SCAVS.

Loadout requirements are designed to be easy to meet using mostly your normal kit and are described below for each faction. The right headgear for the faction is the most important single element. 

If you can, bring headgear for TWO factions (and if you are able, bring a primary weapon or weapons used by more than one faction). Players of the original game, or fans of the excellent movie based on it, are welcome to ‘dress up’ for the occasion, subject to sticking to the overall rules below. 

Marshals will resolve any kit issues pragmatically on the day, to ensure everyone gets the most from the event. Marshals may also role-play Non-Player Characters in some missions.

  1. Faction – USEC PMC

A Western-based company was hired by a corporation called TerraGroup to cover up the corporation’s illegal activities in Tarkov.

Loadout

Weapons – any M4 type; or any sniper rifle, pistol, SMG or shotgun. If not in possession, other preferably Western/NATO primary weapons allowed – except NO AK or other Soviet weapons.

Headgear – FAST (or any other) helmet; or any BLACK or CAMO cap/hat. No hoods/snoods, balaclavas or ski masks. Patches allowed.

Combats and webbing – any, but preferably green jackets or NATO camo. Freelance PMC elements and patches allowed. 

YELLOW armbands.

Patrol Base flag: USEC

Faction – BEAR PMC

Created by the Russian government to investigate the activities of Terragroup.

Loadout

Weapons – AK or other Soviet weapons; or any sniper rifle, pistol, SMG or shotgun. If not in possession, other primary weapons are allowed – except NO M4 type wpn.

Headgear – DARK EARTH or OLIVE GREEN baseball or woollen cap – NO camo, no hoods/snoods, balaclavas or ski masks. Patches allowed.

Combats and webbing – any, but preferably Soviet/WARPAC/Russian Federation. Freelance PMC elements and patches allowed. 

RED armbands.

Patrol Base flag: Bears 

Faction – SCAVS (scavengers)

Aggressive locals of Tarkov are normally hostile to both BEAR and USEC.

Loadout

Weapons – any.

Headgear – Balaclava, snood, hood or ski mask (any colour, worn UP); or bareheaded – NO hats/caps or helmets. Patches allowed.

Combats and webbing – any. 

NO armbands.

Patrol Base flag: S51 

Faction organisation

Each faction must:

  1. organise itself into ‘fireteams’ of 6-10 players, each with a team leader, a 2ic, and a medic (with High Viz or red cross armband). 

The leader (or 2ic if the leader is a casualty) is responsible for the command of his/her fire team. Fire teams should stick together and follow their leader’s orders.  

Players who become separated or are a casualty should rejoin their fire team ASAP.

  1. Appoint the senior fireteam leader as overall faction commander, and the next senior fireteam leader as faction 2ic. 

The faction commander is responsible for planning the faction’s operations and issuing orders to fire team leaders so as to execute his/her plans.

Faction comms

Each fire team can have at least one radio, all working on the same network/frequency. 

Be aware, the enemy may be listening in!

3. MISSIONS

Missions will aim to have the ‘look and feel’ of the movie, rather than replicating the loot-gathering mechanics of the game. So you will play from the start with your full loadout and must bring kit for the full day with you, into the field, to your faction’s patrol base.

Each mission will be a numbered phase, from Phase 1 to Phase 5, lasting around 45 minutes, with a break for lunch in your patrol base as usual, Sentries out.

Each Phase will have objective(s); these may be the same or different for each faction. Victory condition = achieve the objective(s) before the Marshalls announce ‘Phase complete!’. So it is possible for all (or no) factions to ‘win’.

To determine overall victory, the Marshalls will allocate points, at their sole discretion (no arguments!), as follows to each faction for each Phase:

Objectives deemed fully met – 100 points

Objectives deemed partially met – 50 points

Bonus for fully meeting objectives before Phase complete – 50 points

Coin 1 point

Notes 5 points

The aim in a ‘battle-milsim’ experience mixing action with tactical elements, suitable for both seasoned and novice players.

[note for Marshals – the previous pages should be made available to players once the game day is announced. From here on, the document covers briefings given by Marshals on the day itself. The Senior Marshall should begin by recapping the section ‘MISSIONS’ above, then proceed as below. Each faction should have its own Marshal, who will lead it to its start position and announce the start and completion of each phase, lunch, etc.] 

Phase 1 – INSERTION

General Outline 

[note for Marshals – Senior Commander to brief this Outline and Timings to all players together, before a commander leads off each faction to its start position. NB do NOT announce start position or objectives at this point. SCAVs to move out LAST!] 

Each faction will be led by its commander to its start position. Once there, establish a harbour area, and the Commander will pass on objectives,pp and the faction commander can plan and issue orders.  Commanders will have up to five minutes to do this. At ‘Game on’, factions will commence their assigned task. 

Approx timings 1hour 30 mins (10:00 to 12:30). All times are approx

Start positions and objectives

USEC

Start at – Factory

Objective – set up patrol base at The Factory (faction HQ, and FOB). Raise faction flag USEC on arrival. Task complete when Marshal confirms ALL players are at the objective.

BEAR

Start at – Forest

Objective – Patrol and set up the Harbour area at the Forest (faction HQ, FOB). Raise faction flag BEARS on arrival. Task complete when Marshal confirms ALL players are at the objective.

SCAVS 

Start at – The Woods

Objective – Set up patrol base  (raise faction S51 Airsoft flag on arrival), then inflict maximum casualties on both PMCs in the Tarkov Area of Operations. The task is complete when ‘Phase 1 complete’ is announced by Marshall.

Phase 2 – PATROLS AND AMBUSHES

General Outline

Each side must have a fireteam to defend its Harbour area and FOBs and send its other fire teams out on patrol to locate the other factions’ FOBs and set up short (5-15 minute) ambushes on prominent trails or choke points.

Approx timings are approx 2 hours 15 minutes (10:30 12:45). All times are approx

Objectives and start positions

All Factions 

Gather coin, cash, care packages, Ammo, Bears dog tags, food, and drinks, then trade with (Skier). Do not engage the trader, or your team will incur heavy penalties(lose points)

USEC

Start at – Forward Operating Base (FOB)

Objectives – Defend FOB. And send out patrols to: (I) Defend the terminal and Death highway (11) locate BEAR and SCAV Patrol Bases, capture both.

BEAR

Start at – Forward Operating Base (FOB) @Tarkov

Objectives – Defend FOB. And send out at least two patrols to: (I) locate USEC and SCAV Patrol Bases and (ii) set up 5-10 minute ambushes on tracks/choke points. Try to get intel and Usec maps to locate the terminal to plan their escape.

SCAVS

Start at – Forward Operating Base (FOB)

Objectives – Defend FOB. And send out at least two patrols to: (I) locate BEAR and SCAV Patrol Bases and (ii) set up 5-10 minute ambushes on tracks/choke points.

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