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BREAKPOINT · Event rules

Rules beforethe first shot.

Calls you must know

  • BLINDMAN

    Lost eye protection: kneel, cover your eyes and shout it. Everyone who hears it helps.

  • BROKEN ARROW

    Sent over the radio: everyone returns to their base camp immediately.

  • MAMA MAMA

    A situation is too intense for someone: the scenario around them pauses.

  • ENDEX ALL CLEAR

    The organisation ended the event. Only then does eye protection come off.

  • NONEX

    Said outside the story. NONEX areas are not part of the game.

01 · 7 rules

Safety rules

  1. S1

    Airsoft eye protection is worn during this event from Friday 18:00 until Sunday 10:00. It only comes off once you have clearly heard that ENDEX ALL CLEAR has been given, meaning the organisation has ended the event. You may only take it off where this is allowed on the instruction of a game master or first aid. While eye protection does not have to be worn, there are no loaded replicas anywhere on the terrain.

  2. S2

    First aiders from the organisation are present during this event and can treat any injuries properly. Have your base commander call them when needed. In extreme cases, the SOS button in ATAK can be used.

  3. S3

    BLINDMAN rule: a player who loses their eye protection kneels down, covers their eyes with their hands and shouts BLINDMAN loudly. Everyone who hears this is REQUIRED to help. Once the eye protection is found, a player sits down in front of this person and lets them put it back on while bent forward. Then everyone goes their own way. Be fair: do not walk 5 metres and then open up full auto on each other.

  4. S4

    In an emergency, the organisation and/or the first aid team always have the final word and make the decision. There is absolutely no discussion about this.

  5. S5

    The BROKEN ARROW signal: when the organisation wants everyone off the field and back in the base camps during the event, for example in an emergency, this is sent over the radio. Everyone then returns to their base camp IMMEDIATELY.

  6. S6

    All grenades and booby traps are allowed as long as they are not louder than 95 dB and use at most 6 mm blanks. Smokes and grenades may not be used inside the fort.

  7. S7

    Players and civilians can use the MAMA MAMA rule to signal that the situation during a mission is becoming too intense for someone. The scenario around this person is then paused.

02 · 23 rules

House rules

  1. H1
    Zero tolerance · sent home, no refund

    Drinking alcohol or using any other mind-altering substance is strictly not allowed during this event. Breaking this rule means you are sent home immediately. The registration fee is not refunded.

  2. H2
    Zero tolerance · sent home, no refund

    Aggression, threats of violence or actual violence are not allowed, and will be held heavily against the person or persons involved. Breaking this rule means you are sent home immediately. The registration fee is not refunded.

  3. H3

    By registering for this event you agreed to our rules. This also means there are commanders on every base camp. You follow their orders at all times during this event; there is no discussion about this.

  4. H4

    If you go to the village out of game, you are unarmed and you wear a high-visibility vest. This makes it clear that you are not part of the scenario. Always have your base commander announce this to the people who need to know.

  5. H5

    Players always follow the instructions and directions of the organisation. They are not there to bother you, but to increase your safety and your enjoyment of the game.

  6. H6

    NONEX is used by the organisation, players or actors to say something outside the story. There are also NONEX areas: you do not enter them without permission, because they are not part of the game.

  7. H7

    Opening closed tents is forbidden, to keep players safe. You may only open your own tent. A closed tent counts as a safe zone. Deliberately shooting at tents is strictly forbidden. Shooting from a tent is not allowed either.

  8. H8

    The toilet in the fort is a NONEX zone and is not used to play or to flank. People on the toilet in the fort do keep their eye protection on.

  9. H9

    The organisation is not responsible for programming radios correctly. Before the event, the base commanders give the players the right frequencies, and the players are responsible for programming them. If your team has its own channels it wants to use, agree this with your base commander.

  10. H10
    Zero tolerance · sent home, no refund

    No smoking in the field. You may only smoke in your base camp or in the fort, at the designated spots. Cigarette butts go in the bin provided; not a single butt may end up on the ground. Breaking this rule means you are sent home immediately. The registration fee is not refunded.

  11. H11

    Game masters are easy to recognise in the field by a blue T-shirt, sweater or vest. They are the only ones allowed to wear blue upper clothing.

  12. H12

    Every player who leaves base must have ATAK switched on. This way the game masters and the organisation can easily find you if you go missing (MIA), and find you quickly in a medical emergency.

  13. H13

    For injuries or accidents, your base commander's tent is the standard meeting point. For critical incidents, the game masters are called to send first aid to the location.

  14. H14

    Every faction wears the correct armbands as soon as they leave base for missions. You may wear your faction armband concealed when you continue in civilian clothes; only concealed carry is allowed then. As soon as you carry openly, your armband is visible.

  15. H15

    Generators are allowed, for use by the base commander.

  16. H16

    On arrival, everyone pays a deposit of 10 euro in cash for their sleeping spot on the field. When you leave the event, the base commander checks that your spot is left clean, and has the final say on it. Once everything is in order, the base commander lets you know and you can collect your deposit.

  17. H17

    Waste: during the event, everyone is responsible for their own waste. A fire barrel is provided in the base camp to burn cardboard, paper, wood and the like. Take metal and plastic with you in a bin bag and throw it away in a bin meant for it. All participants are responsible for keeping the playing field, and the base camp too, tidy: no piles of rubbish, empty bottles and cigarette butts everywhere. Cigarette filters also go in a bin bag and are not flicked into nature. Gas bottles do not go in the fire barrel.

  18. H18

    Phones are personal devices and are not taken by players or by the base commander. You may be asked to switch off the tracking app or to put your phone in a signal-blocking bag; the bag stays with the player.

  19. H19

    Radio channels are not copied or written over. When you take a prisoner, you may communicate over the prisoner's radio in the presence of the prisoner. Radios are not switched on or taken from locations or players.

  20. H20

    A magazine restriction applies during this event. Primary: you may carry 600 BBs. Secondary: 3 magazines. LMG: only 1500 BBs for the primary. Reloading only in your own base.

  21. H21

    All players' cars go in the car park. The cars along the road are for the organisation, staff, base commanders and assigned people.

  22. H22

    If someone is taken prisoner, their equipment is still treated with respect. Nobody kicks or throws someone else's equipment.

  23. H23

    Drones are only flown by the organisation, with approval requested to fly. Nobody shoots at any drone. Players may not use drones.

03 · 5 rules

Rules of engagement

  1. R1

    The civs (civilians) are at this event to make the experience better for the players; treat them with respect. When you meet a civ in the field or in the village, approach them calmly, barrel down. This can be different when the civ already takes a threatening stance: then you have the right to take up defensive positions and keep the civ at gunpoint. If the civ backs down and starts to cooperate, your stance changes again.

  2. R2

    If you have a mission in the village, remember that it is where the civs live. Enter calmly as a player or squad, barrel down. If you come in aggressive or threatening, the civs will react, and they can be armed too. The civs may also stop cooperating, and you may not be able to complete the mission.

  3. R3

    Do not shoot a civ who has surrendered, meaning hands up. You then have the right to question them, but respect their right to physical integrity. The civ can be restrained, with care, and is taken to NATO for questioning.

  4. R4

    Every action causes a reaction; keep that in mind. Civs who are hit without reason lead not only to arrests but also to the loss of support points.

  5. R5

    Anyone can be searched and taken prisoner. If you do not want this, the enemy team can hand you over to NATO for the time-out that would normally apply (1 hour in the NATO prison). Make sure women search women and men search men. If there is no woman to do the search, a woman can hand over everything voluntarily or choose the time-out at NATO. If everything is handed over voluntarily, we count on the fair play of the players; the enemy team then decides whether or not to hand you over to NATO. Respect the personal integrity of the prisoner: do nothing dangerous or unwanted while searching or transporting them. The prisoner has to state their own limits. During captivity at NATO, the base commander or their representative may question the prisoner at the NATO prison to gather intel.

04 · 36 items

What to bring

Golden rule: one is none, two is one.

  • Smartphone with ATAK (active roaming)
  • Basic knowledge of ATAK
  • Tent or hammock
  • Eye protection
  • Enough food (Friday to Sunday)
  • Snacks and power bars
  • Enough to drink (above all, bring enough water)
  • Electrolytes
  • Hydration pack (CamelBak)
  • DEET 40%
  • Small backpack for missions
  • (Small) gas stove. No open fire, barbecue, air fryer, deep fryer and the like.
  • Eating gear if needed, such as a plate, cutlery and pans
  • Radio, plus spare batteries if needed
  • Earpiece or other headset
  • Enough clean underwear and enough dry socks
  • Dry clothes (correct dress code, plus clothes for the drive home)
  • Rain gear (correct dress code)
  • Good sturdy shoes, preferably with a spare pair
  • Sleeping bag, pillow, mattress
  • Toiletry bag (toothpaste and toothbrush, wilderness wet wipes, toilet paper, towel)
  • Power bank
  • Replica plus backup replica (usually 1 or 2 per team is enough), with accessories
  • Sidearm with accessories
  • BBs, batteries, gas, air
  • Gloves
  • Helmet, beanie or cap
  • Flashlight and enough batteries
  • Head torch and enough batteries
  • Writing materials
  • Tools for quick replica repairs
  • Folding shovel
  • Civilian clothes
  • High-visibility vest!
  • Watch
  • Personal medical kit
05 · 14 items

Useful to bring

Handy to set up our base and useful in the field.

  • Paracord
  • Nets and tarps
  • Cable ties
  • Booby traps
  • Grenades
  • Smokes
  • Teeth or mouth protection for the CQB corridors
  • Knee protection
  • Glow sticks
  • Large bin bags
  • Pick-me-up food (for the last, tough moments)
  • Compass
  • Night vision
  • Thermal vision
06 · 10 roles

Roles and responsibilities

A team leader (TL) or second in command (2IC) can also take the role of support or DMR next to their own role. We do recommend support for the standard squad member.

  • Base commander

    • Ultimately responsible for the whole base and the troops
    • Ultimately responsible for the missions succeeding
    • Briefs the TL and 2IC on their tasks and missions and passes crucial information on to them
    • Helps teams with rest, food and hydration, so the troops are ready for combat
    • Checks that the defence of the camp is in order
    • Negotiates with civs, NATO or the enemy where needed
  • Team leader

    • Responsible for the whole squad
    • Responsible for the missions succeeding
    • Makes effective use of control measures for direct fire, indirect fire and tactical movement
    • Controls the movement of the squad and the rate and distribution of fire
    • Fights the close fight through fire and movement
    • Communicates in time and accurately with base command and the squad
    • Reports status to base command
    • Understands the mission and the intent of command
    • Makes sure every member of the team knows the mission and their role
  • Second in command

    • Takes over the tasks of the TL when the TL is killed or taken prisoner
    • Shares responsibility for the squad and supports the TL
    • Shares responsibility for the missions succeeding
    • The person the TL and the squad can confide in
    • Keeps an eye on the ammunition supply of the squad
  • Medic

    • Responsible for keeping count of the revive tokens of the squad
    • Reports in time to base command, through the TL and 2IC, when players are out of tokens
    • Responsible for keeping the squad operational
    • Helps another medic in the field when needed
    • Keeps an eye on whether everyone drinks and eats enough
    • Every squad has only 1 medic (for larger squads of 10 people or more, an exception can be requested for an event; ask your base commander)
  • Squad member

    • Helps achieve the objectives and missions
    • Looks around carefully in the field for anything of interest and reports it to the TL and 2IC
    • First through the door; keeps the medic, the TL and the 2IC safe
  • Support

    • The same objectives as assault, except first through the door
    • Provides support fire against enemies in wooded areas, during withdrawals and during flanking movements
  • DMR

    • Provides overwatch where needed
    • Spots enemies and objectives from a distance
    • Passes tactical information to the TL and 2IC
    • Always last through the door, or stays in an overwatch position
  • Sniper

    • Provides overwatch where needed
    • Spots enemies and objectives from a distance
    • Passes tactical information to the base commander
    • Can offer support to squads or ask them for support
  • Spotter

    • Provides overwatch where needed
    • Spots enemies and objectives from a distance
    • Passes tactical information to the base commander
    • Helps the sniper complete the mission
  • Bomb expert

    • Checks whether explosives are present
    • Secures the perimeter with the help of the troops
    • Disarms the explosives
    • Transports them safely to NATO
    • Carries tools to make the bomb safe when needed
    • Must wear an EOD patch (bring your own)

NATO rules of engagement

Soon

NATO gets its own rules of engagement on top of these event rules. Until they are published, these event rules apply to every operator on the field, NATO included.

What is coming