Concept of operations
Disclaimer: Concept of Operations is subject to change between different events and venues.
Please see the dedicated event rule tabs listed below for the most up-to-date information regarding rules and packing lists.
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SKN – Skovian Nationalists
(Tri Color Woodland / OD Green / Ranger Green)
This faction is designed to represent a nationalist militia force.
Uniforms:
Approved patterns include Tri Color Woodland variants, OD Green variants, and Ranger Green variants.
Groups of 6 or more may wear any green-based uniform pattern.
Tops and bottoms do not need to match.
Weather Layers:
Must be black or green-based in color.
Gear:
Gear color is unrestricted as long as it remains tactical in appearance.
Bright or non-tactical colors (e.g., hot pink plate carriers) are not permitted.
Age & Safety Requirements:
Minimum age: 14 years old.
All participants under 18 must wear full-face protection.
Mesh eye protection is not permitted.
Note:
RealSim events are designed for a mature audience. Player conduct is expected to reflect this at all times.
ROSA – Republic of Skovia Army
(Multicam / OCP)
This faction represents the conventional military forces of the Republic of Skovia.
Uniforms:
Approved pattern is Multicam / OCP variants.
Groups of 6 or more may wear any tan-based uniform pattern.
Tops and bottoms must match.
Weather Layers:
Must be tan or grey-based in color.
Gear:
Gear color is unrestricted as long as it remains tactical in appearance.
Bright or non-tactical colors (e.g., hot pink plate carriers) are not permitted.
Age & Safety Requirements:
Minimum age: 14 years old.
All participants under 18 must wear full-face protection.
Mesh eye protection is not permitted.
Note:
RealSim events are designed for a mature audience. Player conduct is expected to reflect this at all times.
Civilians / Role Players
This faction consists of event staff and designated role players only.
Approved attire will be scenario- and phase-dependent, and will be communicated prior to the event or on-site as needed.
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RealSim events use controlled effects and props to enhance immersion and realism. The following rules govern their use:
Pyrotechnics
Players may use approved smoke, fragmentation simulators, and TAG rounds during gameplay.
Handmade pyrotechnics (IEDs, mortars, etc.) are restricted to pre-selected event staff only.
All staff-made pyrotechnics are specially constructed and approved for safe use and are intended strictly for ambiance and scenario effects.
Blank-Fire Weapons
Blank-fire weapons may be used by event staff and approved attendees aged 21 and older.
Blank-fire weapons are used to:
Simulate distant firefights
Enhance ongoing engagements
Increase battlefield immersion
All blank-fire weapons must be equipped with a Blank Firing Adapter (BFA) at all times.
Blank fire cannot directly kill or wound players.
However, players are expected to react realistically to blank fire (take cover, halt movement, break contact, etc.).
If blank fire is directed at you from within a reasonable distance, players are expected to be a good sport and “call the hit.”
Blank-fire applications are available here and must be submitted immediately after ticket purchase, if any problem arises staff will contact you via email provided.
Patrol Bases (PBs) & Eye Protection
Each faction will be tasked with establishing one or more Patrol Bases (PBs).
PBs serve as areas to:
Receive orders and briefings
Plan missions
Eat and rest
Sleep
Eye protection must be worn at all times while within the Area of Operations (AO), including PBs.
PBs are attackable.
Additional Props
Additional props may be used throughout the AO to support specific scenes, objectives, or environmental storytelling.
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Capture Rules
Consent Only: Attendees cannot use excessive force to capture another player. Captures occur only if the player surrenders willingly.
Point Value: Successfully capturing an enemy grants your faction 1 point.
Time Limit: Captured players may be held for a maximum of 5 minutes.
Return Procedure: After capture, the captured player must return to their Patrol Base (PB). Do not pass through CCPs or other objectives during this return. Once at the PB, they may re-enter the game.
Violations: Factions that break these rules (e.g., using excessive force or holding a player too long) will forfeit points.
Safety Note: No “bang bang” or simulated killing during captures—all captures must remain safe and consensual.
Searching Combatants
Consent First: Before searching, always ask for consent.
Allowed Searches: If consent is granted, you may search:
Outer extremities of the body
Plate carriers / chest rigs for intel
Dead or Wounded Players:
If a killed combatant refuses a physical search, they forfeit any intel they were carrying.
Intel will be provided and managed by event staff.
If a player’s 3-minute bleed out has ended, they must still allow searches if the search began before their bleed out ended.
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RealSim events feature three primary weapon classes, plus mortars and blank-fire weapons. Weapon classes are defined by joule limits and minimum engagement distances (MED). All weapons must be chronoed before the event.
Important: All weapons must be currently in service, or for SKN, “in the spirit of the game.” For example, while the RPD is not currently in service, it is allowed for SKN groups because it has historical usage among modern militias.
General Rules:
Only MGs (including the M27 IAR) may use box or high-capacity magazines.
All other classes must use mid- or low-capacity magazines.
Reloading magazines is only allowed at Patrol Bases (PBs) or CCPs.
Full-auto firing is restricted to rifles, MGs, and GBBRs, and cannot be used within the same building.
Pistols: Any real-world, currently in-service pistol may be used and must be chronoed.
1. Rifle
Joule Limit: 1.55 J
MED: 0 ft
Examples: M16A3, M16A4, M4A1, MP5, MP7
Restrictions:
No bipods or sniper scopes (LPVOs allowed)
May fire semi-auto or full-auto, but no full-auto inside buildings
Maximum 6 mid-capacity magazines
Note: No mag limit for GBBRs
2. Machine Gun (MG)
Joule Limit: 1.86 J
MED: 50 ft
Definition: Belt-fed systems or weapons with heavy barrels and bipods (e.g., M27 IAR, M249, PKP, RPK)
Restrictions:
No sniper scopes
Cannot fire full-auto inside buildings
Maximum 3,000 rounds per MG
Only 2 MGs per squad
3. Designated Marksman Rifle (DMR)
Joule Limit: 2.15 J
MED: 75 ft
Examples: SR25, SVD, MK20
Requirements:
Must have an optic >4x magnification (LPVOs allowed)
Must include a bipod
Semi-auto only
Maximum 6 mid-capacity magazines
Note: No mag limit for GBBRs
Only 2 DMRs per squad
4. Mortar
Class: Follows Rifle rules
Allowed Systems: IWA and TAGGIN mortar systems, attached to HQ elements only
Rounds: All round types except flares
Limits: Maximum 2 per faction
5. Blank-Fire Weapons
Eligibility: Event staff and attendees 21+ years old
Verify you are within State Laws and Regulations
Purpose: Delay opposing forces, Suppress open and linear danger areas, Create ambiance (distant firefights or enhancing ongoing engagements)
Rules:
Must have a Blank Firing Adapter (BFA)
Cannot cause kills or wounds; players must react realistically (take cover, halt, etc.)
Players should “call the hit” and be a “good sport” if struck by blank fire
MED: 10 ft
No Mag Limit
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Specialty roles provide unique gameplay functions and require additional responsibilities, training, or gear. Each role has specific requirements and limitations.
1. Sniper Observation Team (S.N.O.T.)
Joule Limit: 3.60 J
MED: 75 ft
Team Composition: 1 Team Leader, 1 bolt-action sniper, 1 RTO, 1 spotter
Faction Limit: Only 1 S.N.O.T. team per faction
Sniper Rules:
Bolt-action rifle only; the bolt must be fully cycled for each shot
High-powered scope and bipod required
Maximum 60 rounds for the primary weapon
TL, RTO, Spotter Rules:
Equipped with a blank fire, rifle or DMR (see weapons class section for rules on these weapon classes)
Maximum 4 mid-cap magazines for the primary. If blank fire or GBBR no mag limit
Secondary weapon (if carried) must be a currently in-service pistol
Ghillie Suit:
Must be hand-crafted and base color matches faction
Additional Info:
Ticket is a Private Sell Upon Approval of Application. Please see your event’s “CONOP” for more information.
2. EOD (Explosive Ordnance Disposal)
Weapon Classes: Rifle or Blankfire
Age Requirement: 18+
Team Size: Small team per faction (limited positions)
Requirements:
Mentally and physically capable
Maintain communications on two frequencies simultaneously
Carry essential tools: wire cutters/strippers, multi-tool/gerber, electrical tape
Responsibilities:
Complete role-specific tasks during event scenarios
Weapons must comply with Weapon Classes rules
3. Medic
Weapon Classes: Rifle or Blankfire
Age Requirement: 16+
Team Size: Small team per faction (limited positions)
Requirements:
Mentally and physically capable
Maintain communications on two frequencies simultaneously
Backpack for minimal medical supplies
Responsibilities:
Complete medic-specific tasks as outlined in the Medic Rules section
Assist squads as needed
4. FO / JTAC
Weapon Classes: Rifle or Blankfire
Age Requirement: 16+
Requirements:
Mentally and physically capable
Maintain communications on two frequencies simultaneously (recommend 2 radios)
Knowledge of 9-Line, CFF, and other reporting procedures
Responsibilities:
Only role authorized to coordinate and utilize assets
Ensure communications and reporting are accurate during missions
5. Leadership Roles
Weapon Classes: Rifle or Blankfire
Purpose: For attendees seeking to test leadership skills at company or squad level
Age Requirement: 18+
Responsibilities:
Participate in operational planning and execute leadership duties realistically
Serve as subject matter expert for assigned leadership position
Note:
Selecting a leadership role may remove you from your original team or group, as your duties may require independent operational involvement.
This is a requested position and may not be guaranteed.
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There is a ZERO tolerance for cheating and fighting. If you are caught you will be removed from the event and property, no refund will be awarded.
RealSim LLC only allows the use of Biodegradable BBs (we do not supply them).
The minimum age to participate in our events is 14 years old, any participant under 16 will need to be accompanied by a legal guardian.
All participants under the age of 18 must wear full face protection.
Joule limits are not flexible.
In an Indoor firefight, all weapons must be on semi.
Electronic warfare of any type is prohibited. No stealing radio freqs.
Reloading of magazines may only be done at the PBs or CCPs.
Friendly fire is true and counts.
“Pineapple” will be used as a safe word to stop any actions during Role Play scenarios.
“Cease Det” will be used to cease any detonation of non throwable pyro.
“Blind Man” will be used for any real world emergency.
HIT REGULATIONS
A hit is defined as a BB striking anywhere on the body or the gear that a player is wearing. Gun hits do not count.
When hit, you will fall to the ground and lay down, and yell vocally. Act out your death. You will then remain motionless until a “Buddy Aid” or “CLS Aid” comes and treats you or you bleed out and walk back to the CCP.
Friendly fire and rounds that penetrate vegetation or brush are valid.
Wounded and dead attendees cannot talk. After being wounded or killed, remain silent, wait 3 mins, go to the CCP.
Knife kills don't count and are not allowed.