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IMPORTANT

This section is currently being completely rewritten, and the following and associated text has been left on-line for reference by those involved in their redrafting.

As these rules are in the process of being significantly updated, which is especially true in the area of weapon velocity limitations, that are being raised from the currently specified levels, so as to bring us more in to line with general UK standards. Please contact me if you wish to check any part of these regulations during the period of redrafting. The replacement documents are hoped to be uploaded by the end of October 2016.

Apologies for the inconvenience.

ORIGINAL TEXT:


CONTACT Game Rules

2012 Edition

Introduction These pages concentrate on the Out-Of-Character (OOC) elements of the game, such as the mechanics of combat and the treatment of battlefield injuries. Other aspects of the game can be found in the In-Character (IC) pages, on the RGHQ-51 Home Page, wherein things are couched in terms of what is so in the game world. For example character progression is expressed in terms of rank, decorations, medals and awards.

These rules are used in concert with the "General Regulations" and "Appendix D", their CONTACT supplement , which together contain associated safety issues.

In our style of combat with airsoft weapons, which shoot solid 6mm diameter spherical plastic "ball bullets" (BBs), there are no dye marks as in paintballing, or electronic alarms as in Laser Tag to indicate successful hits, nor are there umpires or referees in the field to make impartial rulings on such matters. Instead these rules rely entirely upon the "honour system of play", that is, it depends upon your personal absolute honesty and trust in your fellow players for it's effectiveness. Therefore please read these game rules and the associated regulations and supplement, as they will ONLY work, if you and everyone else understands and abides by them. If you need a reminder or clarification ask another player, a referee, or the event organiser. So, regardless of the actions of others do NOT cheat, exploit or ignore any of the rules or regulations, and remember that the consequences of doing so will be expulsion from the School. Do it right and we’ll all have fun! Do it wrong and I'll show you the door.

Combat

There are NO artificial restrictions on the number of APPROVED weapons, and quantities of ammunition or accessories that you may carry in to battle, subject to practicality. However, over equipping yourself can be hazardous to your health, both in and out of character. You must judge carefully just how much gear you can realistically carry and still function as a useful member of a Star Gate team. If you want to carry a 22 pound/10kg machine gun, plus a ton of supporting gear, make sure that you are fit enough!

In the context of CONTACT, being a science fiction role play game, the weapons we are using are quite evidently not shooting conventionally "cased" ammunition, the rationale concerning these rounds, is that they are state of the art "6mm caseless charged contact" projectiles, employing Alien Derived (AD) technology, the current ammo being designated as "AD101-Mk7". When "live" they require special storage, but can however be safely handled for the purposes of loading. Once shot, and having ceased moving they are considered as "discharged", and thereafter harmless but quite useless. The ammunition gives up it's lethal energy upon "contact" with a target, but ONLY after being shot or ejected from an approved weapon, grenade or mine. Thus simply throwing them has no value. Hits to unarmoured areas or those covered by "soft" armour such as “flak jackets” count as lethal, causing wounds with even the lightest of touches. However hits to areas protected by “hard” armours such as helmets, do NOT cause wounds, but they do cause the Shock Effects, see below. Thus a hit with a round from a heavy machine gun does no more damage than one from a pocket pistol. The difference between the two weapons isn't the ammunition, its their range, accuracy, rate of fire, ammunition capasity verses their size, weight and cost. This is simply because if you don't know what kind of weapon shot you, how could you respond accordingly. So all weapons are deemed to be the same in terms of their effect on target.

ALL hits taken from rounds that either ricochet, that is accidentally bounce offwalls, other people, etc. on to the enemy or indeed back at yourself, and "rabbit rounds", those shot deliberately to ricochet on to the enemy, plus hits caused by "negligent discharges", that is the accidental shooting of a weapon, count as lethal, so be careful!

You ONLY take a wound from a grenade or mine, if you are actually hit by a BB ejected from same. Thus if you are caught in the "blast" of such a weapon and yet you are missed by all the projectiles, then you have survived the experience unwounded.

Rounds that strike weapons held in the hand(s) renders that weapon as broken, requiring the skill of an armourer to repair it. Note that however such hits do NOT cause wounds or require the "Shock Effects" procedure to be carried out.

Any hits on webbing (the pouches worn to carry equipment like ammunition etc.) that the player registers (sees, hears, feels etc.) will count as a hit. The only exception to this rule is rucksacks, for which approval for deployment must be given by the scenario writer, as they require to be treated as "bullet proof", due to the impossibility of registering hits through them. NB: when permission for deployment is granted, these items can be used as improvised baricades/shields, but only when loaded and tightly packed. The three circumstances when permission is normally granted are:

  • When you are playing a medic and need to carry a heavy load of medical supplies and equipment, or
  • when you are either playing or supporting a scientist and need to carry a heavy load of scientific sampling or experimental test equipment, or
  • when you are taking part in a long range/duration mission, that means you need to carry tentage, sleeping gear, and larger amounts of food and water.

Hits "felt" through materials like paintball netting when being lent against are still taken, despite the fact that they will otherwise stop a BB. Stand away from such materials and let them do their job!

If you think that you see someone hit by a BB and not react, there can be basically three reasons:

  • (a) you were mistaken and the target was missed, or an unseen object in front of them was hit instead. Always give the benifit of the doubt to the target. Combat can be very confusing, and its real easy to see something that didn't actually happen, trust your opponents. However, if this happens frequently, talk to me first, do NOT confront the other player(s), that's my job.
  • (b) they honestly didn't register it. No one can be expected to react to a hit that they didn't either see, hear or feel. This happens more often than you think, especially at long range, or in stormy weather.
  • (c) there may well be a plot reason why they are ignoring hits. In which case running away is a really good idea.

Please note that smoke grenades are for screening and signalling purposes only, they do NOT represent gas weapons.

The standard British Army ammunition tins H82 and H84, used for carrying spare ammunition, count as bullet proof and may like a rucksack be used as an improvised baricade or shield. Note that balistic shields such as those used by Police entry teams can be deployed or replicated, but be warned they are very heavy indeed, and outside of a limited range of uses, will probably benefit the CONTACT player little. Consult the School for further details.

In-Base Combat: on this side of the Star Gate "normal" projectile weapons are carried in and around the base. Indoors this is represented by plastic-cap firing pistols, while outside, blank firing replicas can be used. The latter being too loud for indoor use. The rules for "firearms" and "unarmed combat" can be found in the General Regulations document. Standard military flack-jackets can be worn along with helmets as part of in-base protection against these conventional weapons. Regular flak jackets and helmets will not be considered as truely bullet proof, unless they carry the required extra hard armour plates (which can be simulated) or are the real thing. However, un-plated flak jackets and light helmets will reduce the effect of any gun shot wound sustained, thus increasing your chances of survival, assuming you are sent to med-bay.

The Target Locations

For the purposes of scoring weapon hits, the body is divided in to six discrete target locations, which makes the business of working out what has happened to you when you eventually get shot, much easier, see the chart below:

Head: comprising the scalp, face, ears, neck and throat.

Body: comprising the back, chest, stomach, pelvis, hips and groin, but excluding the shoulder joints and buttocks.

Arms: comprising the shoulder joints, upper-arms, elbows, forearms, hands and fingers.

Legs: comprising the buttocks, thighs, knees, shins and feet.

IMPORTANT:

ALL locations are legitimate PRIMARY targets, hence the requirement for full face and ear protection, plus headgear and full fingered gloves, both to prevent injury and unnecessary "time-outs" for avoidable safety incidents.

Shock Effects

Shock Effects, or aka "OUCH" that hurts, is the drill carried out by you when you are a victim of gun fire on each and every occaision that you take a hit upon a location, regardless of whether or not it is armoured or unarmoured, wounded or unwounded, conscious or unconscious. The ONLY time you don't do this drill is when you are DEAD. You MUST perform the "Shock Effects" procedure as follows:

  • (1) Immediately that you register a hit(s) start SCREAMING VERY LOUDLY, so you can be clearly heard at distance, then…
  • (2) Fall to the ground taking care not to land upon anything hazardous to your health of you or your kit (or someone else's), or if already laying down react appropriately by rolling over dramatically, then while still SCREAMING…
  • (3) Stay down long enough, to give yourself enough time to count and evaluate your wounds, to see if you are still mobile, UNCONSCIOUS or DEAD, then apply the appropriate WOUND EFFECTS, see the Wound Effects Table below.

This drill has three purposes, firstly it tells the shooter that they have scored a hit, very satisfying, it then tells your own side that you have been hit and maybe in need of "medical" assistance, and finally it gives you a moment or two to work out just how bad things really are.

Wounding

A wound is defined as the rendering useless of the target location struck, as defined in the "Target Locations" table above and "Wound Effects" table below.

For ease of play, as each location can be hit many times, it is only the FIRST impact that causes an "effective" wound. Thus you do not need to keep track of how many actual rounds hit you on any particular area, but simply upon WHAT target locations you were hit. So if a burst strikes multiple hit locations then EACH and EVERY location struck is counted as WOUNDED, regardless of how many individual rounds strike each of them. The appropriate wound effect should then be applied to each of these locations. Once a location has been registered wounded, no further impacts will have FULL effect unless the hit location has been treated using a First Field Dressing (FFD) and thus had it's function restored, see the Medical Attention section below. This has the effect of making wounded locations immune to further damage, although somewhat unrealistic, it is more practical to use this method of wound accounting when under the stress of mock combat.

Wound Effects Table

Below is instructions on the results of being wounded. This is followed by What Do I Do Now?. The table comprises:

  • Location: This is the area to which the wound effect(s) must be applied. For clarification please see the Target Locations diagram above.

  • Effect: This is a general description of the wound effect.

  • FFD: This is the number of standard First Field Dressings (bandages) required to restore the function of the specified location. Note that the use of FFDs does NOT remove the wound itself, it merely restores it's "functionality" (see Medical Attention below for how to fix it).

Location Effect FFDS
HEAD TOTAL UNCONSCIOUSNESS 1*
TORSO TOTAL UNCONSCIOUSNESS 3
ARM TOTAL LOSS OF FUNCTION OF ARM 1
LEG TOTAL LOSS OF FUNCTION OF LEG 1
* A regular FFD serves as a minimum to stablise the casualty, a "better than nothing" action, as such an injury requires the attention of a Medic

What Do I Do Now?

Okay, you've been shot, you have screamed, fallen over and thought about where you were hit, now what? You have four possible alternatives:

  • 1. You are okay! The rounds hit your bullet proof helmet, sure it hurt, but the pain has past away and you are ready to return fire, or run away as desired, or
  • 2. You are unconscious: this is because you have worked out that the enemy missed your helmet, and got you in the mask, so now you can lie down and get a bit of a well earned rest, or
  • 3. You are dying: because every location you own is hit and non-functional and in 5 minutes your brain will turn to mush, or
  • 4. Alternatively, you've been shot in the guts and or a limb(s), and are consequentially awake, and it really, really hurts, and so...

Being shot with the new Mk7 ammunition is extremely painful, so now you MUST carry on screaming and act as though you are in continuous pain until the wound is treated, by either yourself (if you are able) or someone else (if not). You MUST:

  • (a) Use audible groans or screams, shouting of “MEDIC!!!!” or expletives in an anguished voice (but don't wreck it, as you'll need it for the rest of the event), and…
  • (b) be animated, presuming that it is possible allowing for the types of wounds sustained, so as to visually indicate distress.

This activity must be continuous or the sanction for failure will apply (see below).

You may not:

  • (a) Engage in any kind of meaningful/tactical communications, or
  • (b) Act to assist others, or shoot at targets of opportunity which are not acting directly against you. Your over-riding desire is to hide and heal.
  • (c) Use a wounded arm to hold or carry any object. Any props provided by the scenario writer(s) must be given up or placed upon the ground (not dropped), or
  • (d) Use a wounded leg to move about. NO HOPPING! Note that a Lower Torso hit stops you from standing.

You may not do any other activity with the following exceptions (presuming your wounds permit);

  • (a) You may act in self defence by moving/ crawling into cover, you can use any unwounded limbs to propel yourself around on the ground. You may use a wounded arm to secure your weapon from loss or damage, or use it to dress your wound(s), or
  • (b) You may act in self defence by shooting at assailants who are acting directly against you, or
  • (c) Cry out to summon aid, or when conscius indicate which areas are injured, or
  • (d) When unable to dress your own injuries, as an aid to your survivability, you may carry and use a strobe/LED light with or without audio output as a "Medical Alert Beacon" (MAB) to summon "medical" assistance or to simply mark your position at night so that other people can avoid treading on you or your kit. Note that even if you become incapacitated as a result of any hits, you can switch on your beacon, as this is considered as an automatic device that is monitoring your bio-functions. Note that NO special medical significance is accorded to either a flashing or steady light, it simply means that the wearer is in need of in-character medical assistance.*

When unconscious, dying or dead you must follow the instructions set out in Section 24 "Unconsciousness, Death & Casualty Evacuation" section of the General Regulations, with the following addition:.

When a Medic finds you in the field or someone brings you back to base either dead or unconscious, they will need to know what locations are wounded. Do NOT actually "tell" them. The Medic will "check" each of your six locations to diagnose their condition. They will use their hands to GENTLY move each in turn. If you are alive and they manipulate a wounded location, then groan or scream loudly to provide them with the clue. If you are dead keep silent, this functions as a different kind of clue.

If you are conscious and have untreated wounds, you MUST keep groaning, if not actually screaming. If you fail to keep this up you will lose consciousness. Thus you take an automatic head/chest wound in addition to other injuries. This is to represent the failure of the will to survive and the spreading of the nasty effects of the MK7 ammunition!

If after performing the Shock Effects you realise that you have been left with NO "functioning" locations, then you are, I am afraid dying. You have 5 minutes before your brain is rendered irredeemably damaged, and then you will be dead. This means that grenades and mines are capable of killing in a single blast. Although there is nothing anyone can do for the dead, remember that "Standard Operating Procedures" (SOPs) stipulate that even the dead have to come home, otherwise they become a recruit for the enemy. Also, be warned that if you fall unconscious and then you discover that you no longer have any functioning locations, then you are dying! However, it is perfectly possible to have all locations wounded, but as long as at least one remains actually "functional", by virtue of being "dressed" with an FFD and unhit for a second time, then you remain alive.

The use of the Nominal Rock or Unarmed Combat systems to render you unconscious is taken as a standard Upper Torso hit. Your attacker can if they wish, alternatively declare you as dead by either delivering a blow to ALL locations, or by the use of a bayonet or other device, see the relevant section of the General Regulations.

If you are unconscious or immobilised and then left behind off-world, your character will die from either hypothermia, hyperthermia or dehydration, within 1-7 days depending upon the environment, unless someone finds you, and then things might just get worse! Consult the referee.

The Non-Medics Guide To Medical Attention

Medical attention in CONTACT is divided in to four "Levels". The first two can be carried out in the field, the third is done in-base, and the final stage is conducted out-of-character at our fasility at Porton Down:

  • Level 1: This deals with Light Wounds, that is injuries that will not of themselves cause the casualty to die, and can be performed by anyone who takes the time to learn how to put on an FFD (First Field Dressing: i.e. 10cm x 4.5m. bandage), which is in practise almost everybody.
  • Level 2,: this deals with Serious Wounds, that is injuries to locations already treated at Level 1, and that if left untended will eventually cause death. These not only take more time to learn, they also require more specialised equipment and supplies. However the most important factor is that they can only be performed by a "qualified" Doctor, who can go on missions as one of the unit's Field Medics. For a player to be a Doctor/Field Medic, they must genuinely hold a current real world "First Aid" qualification, such as the First Aid at Work (FAW) certificate. Doctors and Field Medics wear either the "Medical Officer's Badge", "Expert Field Medic's Badge", or one of the varieties of Combat Medical Badge as appropriate. This makes the identification of real-world first-aiders easy as they are the same as our in-character ones.
  • Level 3: is for Critical Wounds, that is injuries to locations already treated at Level 2, and that even with treatment may result in death, and is done by either dedicated "in-base" Doctors or the Field Medics, depending on the work load. Most Field Medics are upon return from a mission too tired to do double duty in the Med Bay, unless casualties are high. The more advanced Level 3 procedures are designed to revive the near dead, and/or completely heal ALL wounds. These require more specialised equipment such as the use of the AD202 Medical System, a computerised medical machine similar in function to the sarcophagus as used in the film and TV series "Stargate" (but not quite as good!).
  • Level 4: Finally we come to the highest level, which is for Intensive Care work. Casualties with long term or strange and unusual injuries etc. are sent off to our specialist medical centre at the Defence Scientific Technology Laboratories (DSTL), aka "Porton Down", the UK's centre for research in to chemical and biological warfare defences. This is also where we send captured POWs and our own dead for careful handling and storage. On those occasions when there are no player first-aiders present at an event, then all casualties are immediately despatched to Porton Down, which in effect means that the player can end up serving as an NPC for either the remains of the event or until the following morning due to the "round trip" journey time.

Most of you will limit yourselves to learning the more basic Level 1 skill, in which bandages are used to simulate First Field Dressings or "FFDs". Each of you should be carrying your own supply of at least three FFDs (preferably more), in an easy to find location (such as FFD/compass cases or the dedicated pockets found on some uniforms, e.g. US Army ACU or US Marine Corps MARPAT), for use upon yourself in the treatment of your own wounds. The precise form for these FFDs is specified in the General Regulations, NO other type maybe used. FFDs are available from the School at cost.

In the General Regulations it is stated that one item that must be carried by all players as part of their Personal Safety Kit is a correctly adjusted watch. This has an additional fictional function as a "bio-monitor", and is used by the medics as part of Levels 2 & 3 treatment. If you don't have one, this will count against your chances of recovery.

Level 1

The first injury to a location is defined as a Light Wound, these injuries may be treated by anyone with a standard 10cm FFD. You can treat your own injury if conscious and at least one of your arms is uninjured. Treatment is complete when all required bandages are fully applied. Functionality returns to the location when treatment is completed, at which point you can stop screaming!

The first thing another Marine, Specialist or a Medic needs to know when dealing with a casualty is which bits hurt. In the case of a conscious casualty this is easy, just ask! However, to determine the injuries sustained by a casualty who is non-responsive, being either dead or unconscious, this is done by GENTLY placing the hands upon each location of the casualty in turn and GENTLY moving them a little. If the casualty cries out in "pain", then firstly they are not dead, and secondly that location is wounded. If the wound location is fresh, that is, it has NOT been wounded AND treated before, then the procedure is quite simple, apply ONE FFD per point value for each wounded location, thus a limb will require ONE, a Lower Torso will need TWO, and a Upper Torso wound will need THREE. If on the other hand the location has been treated before, then it is a Serious Wound and a Field Medic using Level 2 treatment techniques will be required. Thus if it's your own wound and you are not a medic, there's nothing you can do except carry on screaming!

Note that Medics carry a special 15cm FFD, which can be used by anyone, but they are a special item, provided by the plot-team, and are thus always in short supply. One of it's functions is to be equivalent to three standard 10cm FFDs making the dressing of an Upper Torso wound much quicker. It's other functions are concerned with the dressing of Level 2 wounds.

The application of an FFD will restore the "functionality" of the location wounded, however it does NOT cancel out the wound itself, just the effect of it, that is until another hit reactivates that wound or the wound is removed using Level 3 or 4 treatment techniques. This means that in the case of limb and lower torso wounds that the use of limbs is restored, while the dressing of an upper torso wound will render the casualty conscious and mobile.

To apply an FFD it must first be fresh and unused. It is then securely wrapped as many times as possible around the affected hit location. This means a limb must have several turns of the FFD, and not merely have it simply tied on to it. Crepe bandages are used as they are elastic to ensure that their use does not restrict actual blood flow, they therefore need not be tied too tightly, the casualty will let you know if it is.

The FFDs do not need to be applied to precisely the spot on the wounded location where the rounds actually struck. Rather, a simple series of conventions determine the placement of dressings for reasons of safety, as follows:

Upper Torso Wrap them under one arm and over the opposite shoulder (never around the head or neck).
Lower Torso Wrap them around the waist.
Arm Wrap them around either the upper or lower arm, or the wrist.
Leg Wrap it around either the upper or lower leg, or the ankle

Once FFD's have been applied they can not be reused until they have been reprocessed back at base as part of the Level 3 surgical procedures, which recycles the dressings, see below. If a dressing is removed or falls off then the effect of that wound MUST be reinstated, and acted upon IMMEDIATELY, even if it results in unconsciousness or death.

You can NOT put an FFD on in advance of a wound!

Level 2

This is a second and now Serious wound to a location already treated under Level 1. It can only be treated by a trained Medic with appropriate equipment. In its basic mode it will give you bonuses to improve your chances of full recovery in med bay. But if supplies are available, functionality or more bonuses can be given with splints and other items. If you don't use your injured bits, you'll get the extra bonuses, if you choose to use the limb, then, your bonuses will vanish with the exertion. As usual only after the treatment is completed can you use injured limbs. Your medic will explain what's what as they treat you, the briefing functioning as part of the treatment. This means that you don't have to learn the medical system to be treated by it.

Finally you will be issued with a tag detailing all the treatment performed. Do NOT loose this tag. If you do, your injuries WILL get worse!

IMPORTANT: As part of your treatment the Medic will need to referr to your ID Tags (aka "Dog Tags") and your own watch. If one or both of these items are absent, it will count against you. "Dog Tags" are inexpensive props, which significantly add to the military flavour of the game. They follow a strict format and carry the following information:

  • Your character's family name
  • Your character's first name, and middle initial(s) if appropriate
  • Your Character's nationality, expressed in the two letter ISO code
  • Yours or your character's gender: "M" for male, and "F" for female
  • Your real world blood group, or if you do not know it the fictional "D UNO" one
  • Your character's eight digit UNMC serial number
So, for example my own Dog Tags read:

COURTNEY.
ALASTAIR R.
GB. M.
A POS.
191001.

Level 3 & 4

Level 3 deals with the Critical wounds, being those effecting a location already treated under Level 2. It can only be treated in Med-bay or by Level 4 at DSTL Porton Down. There is nothing that non-medical personnel need to know about this phase of treatment, as you will be unconscious and in the capable hands of your medical staff. However, in the future it is planned to introduce an element of electronic games-play, so that the casualty is actively involved in their own treatment. This in essence will represent the character's will to live and will serve as a factor in determining the final outcome of the surgery.

At level 3, all LIGHT wounds are also treated to remove them using the AD202, which enters the results in each personnels long term medical record . The procedure also reprocesses FFD's for re-use.

The Last Resort

There are two other elements that all players need to know about. The first is Morphine+ ampule that each off-world operative is issued with, and the second is known as the Super Tetris Treatment (STT).

The Morphine+ ampule (don't ask what the plus is!), is a small device issued to you to carry in the field, for use upon yourself when you can no longer take the pain. It is a self administered injection, which can also be given to you by someone else when your wounds prevent you from doing it. It neutralises your pain receptors, reducing your sensitivity to the effects of the neural pain inducing energy of the off-world Mk7 ammunition. So, if you are shot post treatment, the effect is the same as being shot through hard armour (helmets), that is the initial strike hurts, but there is no lingering pain. So after performing the standard Shock Effects, NO wounds are taken. You will remain conscious if you were conscious at the time the Morphine+ was administered. Giving this drug to an unconscious casualty protects them from further injury.

The downside is that you become quite helpless. You cannot stand, walk, or use your arms and hands. To move you have to be carried as per an unconscious, crippled or dead person. If conscious you can whisper coherantly, but you cannot speak or call out normally, except to scream if shot again.

Currently, in this role we will be issuing you with a small chemical light stick, which you can attach to your dog tags. Bend it, shake it and as long as it glows, you are protected. If it fails to light up, or if it goes out, then the pain is back, assuming you haven't had your wounds dressed, and if they have, it'll be back the next time you are shot, only this time for keeps, or at least until you recieve more medical treatment. If more than one Morphine+ is given, the discharged unit, must be kept as a visual record of treatment. Failled units can be removed, as this would create a false record.

Next comes the Super Tetress Treatment (STT), a procedure that is performed by Medics that would get you up and running as though you were never wounded in the first place. This involves the use of 500ml of a medical nanite solution which you MUST drink, and a piece of control hardware, that guides the machines to the injured areas. Treatment is concluded by the removal of ALL previous treatment devices if present, and the alteration/affixing of a medical tag. However, all your previous wounds are still recorded as their long term effects remain. Be warned if you lose the label, or are not given one, then your wounds will automatically be recorded at base as though they degraded to the worst possible state.

The downside for you is in the long term, as it will increase your post surgery recovery time from future injuries. It may even reduce your chances of surviving surgery. Level 4 anyone!

I Want To Be A Doctor

Those of you who are either interested in becoming a Doctor/Field Medic, or are merely curious, see Battlefield & Med-bay Surgery below if you want to know how to deal with Serious and Critical wounds (this section has not yet been added).

Spare Ammunition

Airsoft ammunition (BB's or "Ball Bullets") are incredibly light, the most commonly used type weighing in at just 0.2 grams each, which means a kilo of BBs contains 5,000 rounds. As a guide 1kg of live ammunition would contain only 88 loose rounds for an MP5 or M16 type weapon and half that for M14's and G3's. So, to promote more realistic and balanced play, your battle load is restricted, not by setting an arbitrary limit on the number of rounds that you may carry, but rather by stipulating the means by which you carry it to increase its encumbrance. This extra bulk and weight does NOT equate to the ammunition itself, rather it represents the mass of the shielding of the storage devices used to transport them, so as to protect the operative from their load of dangerously "charged" 6mm caseless neural shock ammunition.

Your ammunition is divided in to two types:

(1) "Out-Of-Character" ammunition NOT intended for use during the current game, which is being carried purely to prevent its loss, for which no penalty is required. This only happens when we are playing away from the base or during training events, as otherwise such ammo is stored back at base.

(2) "In-Character" ammunition which IS intended for use in the current game, which MUST be given a penalty by either;

  • (a) being carried loaded in STANDARD capacity magazines, or...
  • (b) being carried "loose", in the School's standard specification 19 round "Ammunition Packs", see Appendix 1, or...
  • (c) being carried in a "Power Loader", see Appendix 2.
  • (d) A fourth option is presented to us by the recent development of the mechanical loading accessories, like those made by Tokyo Marui, and replicating a pistol and a rifle magazine respectively. Rules for their use have yet to be devised. So at this time they are not for use in-game. See Appendix x
  • (e) In an electrically powered box magazine designed to feed Light Machine Guns such as the various makes of M249, mounted within a H82 steel ammunition box, with a capacity not exceeding 3,000 rounds. For example that made by G&P (3,000rds), or the TOP version (2,500rds) or Classic Army's model (2,400rds). See Appendix x.

After The Battle

Once "game over" has been achieved at the end of the event, make sure that you have reported anything of scenario importance to the referee, and that any wounds your character has have been treated and entered in to the medical data base before you leave the bunker. If on the other hand your character has been left behind somewhere out there amongst the stars, then your character's fate is in the hands of the scenario writers, which usually means you need a new one.

After participation in a major operation, it would be appreciated if you would write up any relevant mission reports in the form of an After Action Report (AAR) for publication on the UNSGC website, so that future players can look back at previous missions, hopefully to enable them to work out what is actually going on. Please note that anyone who is playing an officer, is expected to do this, and if they don't write a report, very soon they will find themselves back with the other ranks.

All players should create a log book, into which they can record details like the operations attended, missions undertaken, wounds recieved, and awards granted. See My Promotion.

Having now read the rules,

Get out there and enjoy yourself,

But remember that it is just a game,

So play fair, and keep it safe!'


Appendicies

Appendix 1: Ammunition Packs

These Ammo-packs provide an integral weight and bulk penalty, both to restrict your battle load and to ensure that the advantage and penalty do not become separated, especially after the death of a comrade who's remaining supply of ammunition is taken by friends, or when ammunition supplied by the School as a consumable prop is liberated by looting (see the section on Looting in the General Regulations). NO other type of container may be employed for this purpose. These packs hold precisely 19 rounds. They are made from a 35mm Kodak film pot (available FREE from the School) and measure 1.25" x 2" (32mm x 51mm) and weigh about 4.5oz (100g) when loaded. This means that for every 0.5kg/1.1lbs of weight in ammo-packs carried, you could get circa 280-300 rounds, which is both lighter and much cheaper than any Automatic Electric Gun's magazine. Twenty of these Ammo-packs fit perfectly in a British Army bandolier (also available FREE from the School). Thus a load of between 1,400 and 1,500 rounds can be easily carried. They make a quick and easy way to reload Power Loaders and Light Machine Guns (M60/M249's).

To build a 75 round ammo pack take a standard Kodak 35mm film pot, available from most film processing outlets for nothing and mount inside it a weight made from a column of two pence coins, thirteen deep (26p), wrapped in masking tape. This is done by standing a reel up with about 5" of tape laid out flat, place the column of coins next to the reel, then lift the tape up and over the coins and down the other side. Then lift the reel up and over to double wrap it. Repeat the process at right angles to the first covering of tape. Smooth down the proud edges around the column and then select one end to be the face that you will see when you open the pack for loading, which must have no exposed sticky edges, which would foul the ammunition. Apply tape around the column's waist, again avoiding exposed sticky edges near the ammunition end. Periodically test your weight to see if it fits your film pot. It is vital that you make the column a really tight fit. When you are satisfied that you have applied enough tape, insert the column in to the film pot. If you have done it right you will have to ram it in pretty hard, but this will ensure that it cannot accidentally fall out, ejecting all your ammunition. You may wish to use insulating tape to help secure the lid. It will be easier to fill a Marui loading tube/mechanical loader by pouring the ammunition into their top, when manually loading magazines.

In the past to finish off your ammo-packs, a range of military style black labels with white text were produced to add that final touch. They were laser printed on to self adhesive paper labels, and marked up for "35x6mm" 0.2g standard, 0.15g tracer and mixed loads. New labels for the large 70 round packs can be produced.

Appendix 2: Power Loaders

This is the battery-operated device for the rapid loading of magazines (and grenades) made by the Big Model company of Japan, and marketed as their "Quickun – BB Auto Charger". It consists of a plastic body shaped to look like three M16 rifle magazines fused together, housing a motorised "hopper feed" mechanism holding a maximum of 460 rounds of ammunition. The Loader can be easily refilled from Ammo-packs, via a sliding trap door in it's top in seconds. It loads each magazine at a rate of 12 rounds per second. Power Loaders may be deployed in one of two ways, either;

  • (i) Out-Of-Character: to be used EXCLUSIVELY for the loading of magazines and grenades prior to entering a game; for which NO additional penalty need be added, including in-base use, or..
  • (ii) In-Character: for the additional purpose of reloading DURING a game, for which an encumberance penalty is required.

For use in-game 1-3 power loaders are securely mounted inside a British Army H82 steel ammunition box, as an encumbrance penalty, reflecting the units considerable advantages. Mounting is simply a case of padding out the box with foam to prevent damage and rattling. The loaders themselves must be operated while STILL mounted inside the box, being only removed when replacing batteries. This is done to prevent accidental relocation to a pouch in the heat of battle. Note that there is NO restriction upon storing other equipment, such as ammo-packs and loading tubes in the box with the Power Loader. A loading tube may be used to manually reload from the Power Loader in the event of a battery failure. Or if reloading an M60 or M249 LMG, you could simply pour the ammunition out of the Power Loader's hatch in to the weapon.

The H82, which counts as "bullet proof" and can be used as a shield, measures 11" x 4" x 7.5" (28cm x 10cm x 19cm) and weighs 2kg/4.4lbs empty, fits the British '58 and PLCE pattern respirator cases perfectly once the foam filter support(s) have been removed.

Appendix 3: Battlefield & Med-Bay Surgery

So, you want to be a Doctor? Firstly, as mentioned above you need to be a currently qualified First Aider or better to play the role. This is to illiminate any possible confusion between "in" and "out" of character medics. Next as a reminder, the term "First Aid" is ONLY ever used in its out-of-character real world meaning. When calling for in-character medical aid, the terms that can be used are "MEDIC", "DOC"/"DOCTOR" or even "NURSE" etc.

The precise details of the conduct of Levels 3 & 4 will be added at a later date. Currently you will be able to learn these skills through play from other medics/doctors.

Medical Equipment & Supplies

As a Doctor or Field Medic, you will need a certain amount of "medical" gear. Listed below are the sorts of tools in current use that you may wish to consider buying:

  • A small to medium sized rucsack or shoulder bag, in the 20-50 litre size range, to carry your medical gear in the field. Or, if you're purely an in base doctor, the standard "black bag".
  • A white lab coat, the universal garment of the medical and scientific community. Alternatively, you could have a set of "scrubs".
  • UV Scanner: the vital tool for detecting nanite infection, which shows up at either the wrists, neck or ankles in the case of Type 1's and on the forehead or cheeks of Type 2's+. Don't forget the batteries.
  • Pen: a Fisher Space Pen is recommended as it will write upside down, and you never know when this ability will come in handy.
  • Notepad: something small enough that you will always have it with you. Pack it away in a sealable watertight pouch to keep it free of dirt and moisture.
  • China-graph pencil: vital for filling in the Medical Tags used in Level 2 work.
  • Pencil sharppener (for above), don't use a knife.
  • A pair of surgical safety scissors: invaluable for removing taped on items of medical kit (Level 2) without risking cutting either yourself or the casualty's kit or person.
  • Medical Tags: needed for Level 2 treatment. As many as you have marines in your SG team, if not more. Available from the School.
  • A head mounted light, for reading and working in the dark. Make sure you have spare batteries, and maybe a spare bulb as well.
  • Standard FFD's: as many as you can afford/carry of the 10cm x 4.5m crepe bandages.
  • "Super Bandage": make sure you get a supply of the larger 15cm x 4.5m crepe bandages from the scenario writer. Don't buy these yourself as they are supposed to be limited in availability.
  • 25mm+ Micro-pour Tape: used for securing items to the casualty in the field. Although there is currently plenty available free from the School, it is as well to always have a few of your own as back ups.
  • Tournequets: the standard military elasticated tool for controlling fluid loss, that is for giving bonuses to casualties in the field. We have a small supply of free replicas available, but real ones would be nice.
  • Scalples: WITHOUT blades, used as a prop, and affixed to a casualty as proof of use, giving bonuses to casualties in the field as part of tracheotomies and chest drains (Level 2 procedures).
  • Chest Drain Sets: For giving bonuses to casualties in the field as part of Level 2 treatment. A number of these are available from the School.
  • Tracheotomy Tubes: a simple section of plastic pipe about 10-15mm in diameter and about 100mm long, used for giving bonuses to casualties in the field.
  • Giving Sets: the tool for giving plasma to a casualty, again a number of these can be borrowed from the School. Used for giving bonuses to casualties in the field as part of Level 2 treatment,
  • Plasma: real out of date bottles of plasma for giving bonuses to casualties in the field, again a number of these can be borrowed from the School.
  • Syringes: WITHOUT needles and in a case, used to give "injections" and to "take" blood samples from casualties and POW's.
  • Splints: used for giving bonuses to casualties in the field, as part of Level 2 treatment.
  • Morphine+ ampules (self administered injectors) used as per the instructions above. Small chemical lights serve this role.
  • Bio- and radiation hazard bags & labels are used both in-base and in the field for suspect items. Note that proper "Medical Waste" bags will not be used, just in case they do get thrown out by mistake.
  • Unopened 500ml bottles of mineral water: used as part of the Super Tetris procedure of Level 2. These are provided by the School as they are supposed to be rationed, and the casualty has to really drink the contents as part of their treatment. The noted side effect of which is a need to uranate.
  • Tetris Machine: a hand portable game device used to provide a challenge to the medic in the field as part of the Level 2 procedures.
  • Porters! DIY

Finally, for the future, for use in base Med Bay, Doctors could have stethasscopes, scrubs, hats & masks for theatre wear. In addition to the computer used as the AD202, others could be used to simulate ECG and EKG machines, blood pressure monitors etc. While the normal supplies used in the field, together with simulated blood packs and oxygen bottles, plus other items could set-dress our Med-Bay. In the future, a portable "practise" defribulator could also be deployed in the field. A hydrogen sulphide suspended animation kit is under consideration. A range of pills, potions and patches, to represent such drugs as those currently nominally given to Flight Crews (SG Teams) prior to launch as a anti-nausia injection, could be added. Post-Operative casualties could employ a range of props such as eye patches, gause/pad dressings, triangular Bandages and crutches to enhance any "carry-over" injuries they sustain in missions. Remember that every new prop or procedure would need to serve a function within the game.

Appendix 4: Character Skills List

Listed below are various Skills that your character can learn for use in CONTACT. Those marked with an asterisk are the other nominal skills like surgeary, which represent abilities that "have" to be done in the "let's pretend" mode of play. All others really do need you to know what you are doing before that skill can be asigned to your character.

*Armourer: the skill required to repair weapons that have been knocked out by gun fire, that is, ones that have been hit by BBs during combat. The qualification for this skill is do you fully strip (disassemble) and rebuild/repair your own and other people's airsoft guns?

*Doctor/Field Medic: the skill of caring for battlefield casualties in the field. Requires genuine First Aid qualifications.

*Demolitions: the skill of using nominal "explosives" during a game.

Explosive Ordnance Disposal: the real-world skill of making safe explosive and pyrotechnic munitions. Requires the appropriate qualifications, which can be earned through the Institute of Explosive Engineers. Used in game to deal with nominal explosives as well as real-world pyrotechnic malfunctions.

Signaler: the skill of correctly using a radio. You need to own a suitable radio and demonstrate that you can use it properly. See the Radio Procedures article for a guide.

*Surgeon: the in-base nominal skill of performing surgeary upon battlefield casualties. See also Medic. Does NOT reqire genuine First Aid qualifications, as the official tile for a surgeon is always Mister, Miss or Misses never "Doctor". (Not sure about this - but it would give us more in base medical staff - see also "Nurse")

To be added:

BA/BSc, MA/MSc or Phd: Various

Linguist
Driver: Basic, HGV, Tracked, Instructor, that is do you have a valid licence?
Drill Instructor: have you taught boot camp
Physical Training Officer:
Sailor/Seaman: boat handleing
Survival
Swimmer: Do you hold any swiming qualifications
Pilot (Fixed and/or Rotary Wing) - have you ever taken a flying lesson?
Diver (Inland, Seashore, Deep Sea, Instructor)
Mountaineer
Sniper
Expert Infantry (Level 1-4)
Parachutist: (Tandom, Basic & Freefall)
Mechanic (Vehicle)
Civil Engineer
Engineer (Electro-Mechanical)
Computer Technician
Chemist
Bio-Chemist
Physicist
Biologist
Cook: Food Hygene Qualification
Xeno/Exo-Biologist
Admin Officer/Clerk: can you type correctly using ALL your fingers!
Accountant
Lawyer/Judge Nurse/Medical Orderly - this might be the non first aid qualified in-base medic role, or for those who's qualification has lapsed
Psychiatrist
Astronomer/Cosmologist
Geologist
Archeologist


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