VEHICLES

Introduction

The use of vehicles in airsoft scenarios, provided they are under a heavily regulated set of guidelines, can add an extra layer of fun and strategy to an event. Launchers and rocket systems fall into the same category as well.

These rules are meant to balance safety, realism, and simulation in a way that allows all players to find a level of enjoyment in this wargame.

Rule 0 (Traversal, Basic Safety)

  • DON’T BE A DICK.

  • Anyone under the age of 18 must ride in the interior of the vehicle.

  • All combat vehicles must be painted in an approved faction color. Non-military colors are not allowed. (White, yellow, purple, pink, etc)

  • All gameplay vehicles must maintain a walking speed of 5 MPH or less during engagements and may never exceed 10 MPH while on the field.

  • All vehicles must provide a highly visible walking guide that has radio contact with the vehicle driver (Guide tickets are comped).

  • All gameplay vehicles must utilize a walking guide when operating near players and when off maintained trails.

  • Walking guides must keep all players 5 feet from the vehicle while in motion.

  • Vehicles may never drive through smoke, tall grass, or poor terrain for any reason.

  • Exposed drivers must have full face-protection and all dedicated crew must have head protection.

  • All gameplay vehicles must furnish their own stop-watch and flags in their faction color (Green, Tan), yellow, red, and white.

  • All armed gameplay vehicles must adhere to the MED of their weapon systems.

  • Players under transport must be completely seated and may not hang on the exterior of a vehicle.

  • All vehicles must have some kind of liability insurance, proof of insurance must be shown to the organizers at check-in.


Rule 1 (Approval, Presentation, Classification)

The use of any vehicle on the playing field at Wargame Oklahoma must be pre-approved by Mudcrab Milsim at least three weeks prior to the event. Any field going vehicle must be physically inspected by the game staff prior to participating in the event. All gameplay vehicles must make an effort to mimic a military aesthetic and must adhere to the proper construction guidelines (defined below). We currently recognize the following vehicle classifications:


Personal Utility Vehicles(UTVs):

  • Personal vehicles approved by game control for use by faction leadership to assist in the transportation of players and supplies to staging areas.

  • These vehicles are NOT to be used in action and may NOT transport live players around the field.

  • Operators must possess a vehicle slip to bring their vehicles on the field.

  • These vehicles CANNOT be used in gameplay and must fly white flags at all times.


Light Fighting Vehicles (Guntrucks, Technicals):

  • Vehicles that simulate soft-skinned motorized trucks such as guntrucks and technicals.

  • Any driver and front passenger windows must be rolled up and the back seat windows must be down.

  • Light vehicles may have a maximum of 3 gunner positions. These gunner positions can only be in the rear of the cabin or in the bed of a vehicle.

  • All gunners must be exposed from the chest up while firing and murder holes are not allowed.

  • Only one LMG/SSW is allowed per light vehicle.

  • Drivers and walking guides cannot be eliminated. Don’t shoot them.

  • Anyone hit by a BB must be removed from the vehicle in order to be revived.

  • If a passenger is hit by a BB they are incapacitated the same way they would have been if they were on foot and must follow the same respawn/medic rules.

  • Operators must identify these vehicles with a block-letter “L” somewhere visible to staff/players (Car chalk).


Heavy Fighting Vehicles (Armor):

  • Vehicles that simulate heavy and tracked vehicles such as tanks and APCs. Legitimate heavy military vehicles fall under this category as do vehicles purpose built to simulate them.

  • Must have a fully constructed 360 top-mounted turret with a hard mounted launcher and 1 mounted coaxial airsoft gun.

  • Heavies may have a single additional “commander’s gun” firing from an EXPOSED position so that the gunner may be eliminated by infantry fire.

  • Must have some kind of “side skirt” to make the vehicle look more “tank like”. Must attempt to emulate a tracked fighting vehicle in design and decoration.

  • Windows are to be up and all buttoned crew must be completely protected from BB strikes with material.

  • Embarked passengers may not fire from heavies.

  • If a crewman is buttoned (turned in) and protected from fire by material that player may not be eliminated by BB strike.

  • Any crewman unbuttoned (turned out) and exposed through a hatch or cupola may be eliminated by a BB strike. Any live player that is “peeking” above material may be eliminated with a BB strike.

  • Heavy fighting vehicles may leave maintained roads and trails with a walking guide and clear visibility.

  • Heavies may be restricted to certain areas to prevent overshooting and safety hazards.

  • Operators must provide a second yellow flag for their turret and identify these vehicles with a block “H” letter somewhere visible to staff/players (Car chalk).


Rule 2 (Vehicle Eliminations)

All game-play vehicles must provide a stop-watch and any required flagging to participate. Flagging codes are defined as:

  • YELLOW - DISABLED

  • RED - ELIMINATED

  • WHITE - NON COMBATANT OR UNDER CHECK

While a crew, walking guide, or anti-vehicle player is confirming a projectile hit the vehicle in question is a non-combatant until the hit is confirmed and cannot engage/be engaged.

Utility Vehicle Eliminations:

  • Utility vehicles are not to be used in gameplay and are not engagable nor can they engage themselves.

Light Fighting Vehicle Eliminations

  • One hit from an anti-vehicle projectile disables a light vehicle. The driver must bring the vehicle to a stop as safely as possible. All crew members and passengers are still alive and may dismount the vehicle. Vehicle crew must raise a yellow flag to display that it has been disabled.

  • A second hit from an anti-vehicle projectile destroys a light vehicle. Any crew or passengers remaining within the vehicle are immediately eliminated and cannot be revived by a medic. Vehicle crew must raise a red flag to display that the vehicle has been destroyed and return to its designated staging to await respawn.

  • Vehicles may be forcibly respawned or repaired through the activation of a logistics card by their faction command and engineers.


Heavy Fighting Vehicle Eliminations

  • One hit from an anti-vehicle projectile disables a heavy. The driver must bring the vehicle to a stop as safely as possible. All crew members and passengers are still alive and may dismount the vehicle. Vehicle crew must raise a yellow flag to display that it has been disabled.

  • A second hit from an anti-vehicle projectile disables a heavy’s turret and restricts the vehicle to a single “commander’s gun”. The vehicle must raise an additional yellow flag from their turret.

  • A third hit from an anti-vehicle projectile destroys a heavy. Any crew or passengers remaining within the vehicle are immediately eliminated and cannot be revived by a medic. Vehicle crew must raise a red flag to display that the vehicle has been destroyed and return to its designated staging area to await respawn.

  • Vehicles may be forcibly respawned or repaired through the activation of a logistics card by their faction command and engineers.


Rule 3 (Launchers, Projectiles, Anti-Vehicle Players)

All gameplay vehicles may only be eliminated by approved projectiles from pre-approved launchers that must be inspected and tagged by game control before play. If you have a non-commercial launcher email us at admin@mudcrabmilsim.com

All anti-vehicle players must have a yellow cloth to use to flag-down an unaware eliminated vehicle. While flying their yellow cloth they are a non-combatant.

The task of notifying a vehicle that it has been hit with AT is usually the duty of the vehicle’s walking guide but sometimes an anti-tank player must flag down the vehicle themselves.

After notifying a vehicle of a hit an anti-vehicle player must return to their original approximate area of play before going live again.

Rockets

  • Only foam projectiles may be used in Launchers with the exception of TAGinn FOAM/CHALK projectiles.

  • NO HARD PLASTIC OR TAGINN PECKER ROUNDS.

  • BB shells (such as Masterkey rounds) for launchers are allowed outside of buildings and with a 50 foot Minimum Engagement Distance.

  • All launchers and projectiles are subject to review by event staff. Email admin@mudcrabmilsim.com for clarifications.


Rule 4 (Tank Referees/Walking guides)

All combat vehicles must provide a dedicated tank referee also called a walking guide or tank walker. These persons are comped and must be marked down on a crew roster at check-in.

If at any time a gameplay-vehicle leaves a maintained road or is operating near players, that vehicle should deploy a walking guide.

If at any time the vehicle is engaged/engaging other vehicles or players a walking guide should be deployed to maintain safety and accountability.

Walking guides must be high-visibility and cannot be eliminated. Walking guides must stay within close proximity of their vehicle to allow it to move and may carry shields to protect themselves from fire.

Walking guides must:

  • Prevent their vehicle from traveling in an unsafe direction.

  • Call their vehicle out if hit with an anti-vehicle projectile or mine.

  • Flag down unaware vehicles that have been hit with an anti-vehicle projectile.

  • Walking guides must keep all players 5 feet from the vehicle while in motion.

  • Maintain comms with their vehicle’s driver to ensure safety.

Walking guides CANNOT assist their vehicle in engaging the enemy by marking targets or acting unsportsmanlike. Walking guides are expected to be truthful and fair and disciplinary action will be taken against a vehicle as a whole if a walking guide does not adhere to these guidelines.


Rule 5 (Accountability, Game Control, Radios, Vehicle Caps, Ref. Photos)

The commander of a vehicle is responsible for the conduct of their crew. Drivers must be of legal age with valid drivers licenses. All crew are required to be listed on a tank form at check in or prior to the event. All vehicles must have some kind of liability insurance, proof of insurance must be shown to the organizers at check-in.

If a vehicle is disrupting game flow in a way that hinders the majority of players from having a good time, game control reserves the right to ask the vehicle to alter its behaviour. Vehicles are not permitted to “dogpile” an area on the field.

Radios are required and spare radios may be issued to vehicles by game control. Any radio equipment loaned must be returned to game control at the end of the week. Vehicle commanders should plan on having a dedicated radio install and antenna if possible.