A weathered matte-black airsoft rifle resting across a stack of battered metal ammo crates painted in chipped navy blue, each stenciled with bold white "OP BLUE CIRCLE" markings. The scene sits in the corner of an abandoned warehouse with cracked concrete floors, scattered shell casings, and torn mission maps spread beneath the weapon. Cool, diffused overcast light pours through broken high windows, carving sharp highlights along the rifle’s rails and optics while casting long, dramatic shadows. Captured in photographic realism from a low, three-quarter angle with a shallow depth of field that blurs distant pallets and netting, the mood is bold, tactical, and cinematic, evoking a high-stakes Tarkov-style milsim event staging area.

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.

ClassMagazine RestrictionsMax Ammo Capacity
Assault (M4, AK, etc.)Max 10 Mid/Low/Real-Caps OR Max 2 High-Caps600 rounds max total
Sniper RiflesSidearm only (No AEG allowed simultaneously)140 BBs total (in mags)
Support (LMG/MMG)Max 1 per 8-man team1 Box Mag (3,000–5,000 rounds)
PistolsMax 5 standard mags OR Max 3 extended mags (no mixing)Standard capacity
ShotgunsMax 10 shellsShell 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.

An interior of a dark, abandoned industrial stairwell serving as an airsoft extraction point, with cracked concrete steps, rusted railings, and peeling blue-gray paint. A glowing blue circular LED panel is mounted on the wall at the landing, labeled as the designated evac zone for a milsim event. Spent magazines, empty BB bottles, and laminated dog tags are scattered across the steps. A single high window leaks in cold, bluish evening light, while the panel casts an eerie neon glow, mixing to form dramatic, high-contrast highlights and deep shadows. Captured in photographic realism from a low-angle upward shot, the composition feels claustrophobic, bold, and high-stakes, reminiscent of a Tarkov-style last stand.
A close-up overhead view of a meticulously organized airsoft loadout laid on a dark, textured rubber mat, centered around a blue-circled battlesim event patch. Surrounding it are color-matched mid-cap magazines, a weathered plate carrier with blue accent webbing, labeled med pouches, a rugged field notebook filled with handwritten objectives, and a GPS unit displaying a segmented extraction route. Cool, directional studio lighting from one side creates crisp reflections on polymer surfaces and deep shadows in fabric folds. Shot in photographic realism with a top-down, flat-lay composition and sharp focus, the mood is bold, methodical, and mission-focused, perfectly suited to promoting hardcore Tarkov-style milsim events without showing any human presence.

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.

Waiver

Sign this digital waiver to confirm you understand and accept all event rules, safety measures and hit conventions.

Mid and East Antrim

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A detailed tactical operations table inside a dim command tent, dominated by a large, creased topographic map covered in color-coded markers, laminated objective cards, and a blue circular mission patch in the center. Around the map sit rugged radios, a scratched metal compass, labeled mag pouches, and printed rules for a Tarkov-style airsoft event. Harsh, directional light from a single hanging field lamp creates hard-edged shadows and strong contrasts, highlighting textures of canvas walls and frayed nylon gear. Shot from a slightly elevated, wide-angle photographic perspective with sharp focus throughout, the atmosphere feels intense, strategic, and immersive, capturing the planning phase of a bold, narrative-driven battlesim.