
Game Rules
Essential safety and conduct standards for every Op Blue Circle battlesim event.
1. General Safety & Site Rules
Strict compliance required; violations lead to site removal without refunds.
- Safety Gear: Mandatory eye protection in play areas (remove only in designated safe areas/on marshal instruction) and ankle-supporting boots (no trainers). Head and ear protection recommended.
- Weapons Handling: Remove magazines and clear chambers before entering safe areas. Muzzle velocities must comply with Northern Ireland legal limits (random checks enforced).
- Pyrotechnics Safety: Never pick up ignited pyros. Only authorised pyros are permitted.
- Terrain Hazards: Mind overhead branches, fallen logs, slick surfaces, and uneven ground. Do not climb trees or buildings.
- Prohibited Targets: Zero targeting of wildlife, livestock, off-field vehicles/trains, or non-combatants (who are strictly forbidden on the field).
- Conduct & Administrative: Sign the waiver before play. Drugs and alcohol are strictly forbidden. Vehicles parked at owner’s risk.
2. Core Combat Rules
- Hit Calling: Call your hits immediately. Gun hits count (switch to secondary). Ricochets do not count. If in doubt, take the hit.
- Tiebreakers: 50/50 simultaneous engagements mean both players are out.
- Conduct: No foul language, no over-shooting, and no blind firing (gaps used to fire through cover must be larger than your head). Avoid headshots whenever possible.
- Firing Modes:
- Semi-auto/Single shot only for all riflemen and inside buildings.
- Must switch to semi-auto within 15 meters.
- Bang Rule: Discretionary; not enforced, but use common sense at close ranges.
- Emergency Stop: Safe word is “BLIND MAN”—all fighting stops instantly.
3. Weapon & Ammo Limits
All ammo must be carried in magazines—no loose ammo or gas/CO2 on field (store in locked boxes for scheduled or purchased team ammo drops). Chrono required before play.
| Class | Magazine Restrictions | Max Ammo Capacity |
|---|---|---|
| Assault (M4, AK, etc.) | Max 10 Mid/Low/Real-Caps OR Max 2 High-Caps | 600 rounds max total |
| Sniper Rifles | Sidearm only (No AEG allowed simultaneously) | 140 BBs total (in mags) |
| Support (LMG/MMG) | Max 1 per 8-man team | 1 Box Mag (3,000–5,000 rounds) |
| Pistols | Max 5 standard mags OR Max 3 extended mags (no mixing) | Standard capacity |
| Shotguns | Max 10 shells | Shell capacity |
4. Medic & Respawn Mechanics
- Required Equipment: Every player must bring a medic band/tourniquet.
- 1st Hit: Call a teammate to apply your personal tourniquet.
- 2nd Hit: Call a designated team medic (who carries ~5 tourniquets). The medic must apply a tourniquet within a 180-second bleed-out window.
- Respawn: If unhealed after 180 seconds, put on a dead rag/hi-vis and return to base. Respawns require a 180-second wait time.
- Hostages & Capture: If your base is overrun while hit, you may be held hostage and interrogated under supervision (no physical contact; must turn out pockets if asked). Bleed-out players cannot be taken hostage.
5. Ordnance & Pyrotechnics
- Grenade Radius: 5-meter kill radius outdoors; eliminates everyone in a room indoors. Hard cover (solid barriers like walls) protects you; soft cover (bushes/players) does not. Instant kill
- Smoke Grenades: Outdoor use only. If a fire starts, notify marshals and extinguish it safely.
6. Vehicles & Water Operations
- Tanks & Land Rovers:
- No pyros inside vehicles.
- Do not stand in front of moving vehicles. Allow eliminated occupants to exit safely.
- Immobilised vehicles can be captured/purchased via the trader. Requires an authorised marshal driver, a 3-man team crew, and your team flag attached.
- Boat Patrols: Life jackets are mandatory at all times (minimum 150N rating if bringing your own). No entering the water without the Coxswain’s permission. If hit on a boat, you must return to the harbour before respawning.
7. Drones
- Registration & Piloting: Must be registered with officials before flight. Drones operated from a designated safe zone grant the pilot immunity (must wear a hi-vis dead rag); pilots flying on the active field can be eliminated normally.
- Flight Limits: Stay within field boundaries, below legal altitude limits, and clear of staging areas, parking lots, or non-players.
- Engagements:
- Drone Strikes: 5-meter kill radius (hard cover applies).
- Shooting Drones: Dark/black combat drones can be shot down. Light-colored DJI safety/video drones are off-limits.
About
Rules, Safety and Integrity
Our ruleset keeps hardcore milsim fair, safe and enjoyable for everyone, protecting players, staff and site neighbours across Mid and East Antrim.


Field Rules and Procedures
Check engagement distances, ammo limits, medic mechanics, night-game requirements and chrono procedures before deploying, so your loadout, attitude and expectations match our standards from first brief to final extract.

