Rules

If you have any questions about the rules of the event, do not hesitate to ask us. via email: [javascript protected email address]

Rules and instructions

Game on, game off and game over

  • The game starts with a Game on -call by the game masters.
  • The game can be stopped with a Game Off -call.
  • Game master must be informed immediately, if a player calls the game off.
  • The game can be continued with a Game On -call.
  • The game masters should be informed about any civilians in the game area.
  • The game will be ended by the game masters Game Over -call via radio and shouting.
  • After the game ends we don not reccomend taking your eye protection off before entering your base. After the game ends do not fire your weapon unless emptying the chamber.
  • Every game related shouts should be repeated.

Eye safety

  • Only approved safety goggles/masks (military grade and tested airsoft) are allowed in the event. No “rocket glasses” or poor airsoft goggles. Eye protection should be worn at all times during game time.
    Reminder from TSTOS 17 event
  • Ballistic glasses are only allowed for players over 18 years old. Using a mouth guard is recommended.
  • Suspicious safety equipment will be tested by game masters by shooting with at least a 3J weapon from a few centimeters (this is Finnish “standard”). Any broken equipment will not be refunded!

Hits

  • When you get hit, shout Hit loud and clearly and/or act accordingly. After being hit, take out your big orange deathrag and place it so others can see it!
  • In the dark you should also use a red glowing stick or a red lead in addition with your deathrag. It would be smart to also shoutdead player once in a while so that others know you are offgame. You are not obligated to mark yourself with a red light when wounded.
  • Clear ricochets from houses or vehicles do not count as hits
  • Hits to the players weapon disable it. Vehicle turret is not affected by bb hits. Fix your gun by visiting the main base or respawn point.
  • Hits to any equipment that the player is carrying are counted as normal hits.

Wounding

  • A wounded player has 10 minutes to be healed before the player bleeds out. You are not allowed to try avoid get being looted by bleeding out sooner.
  • A wounded player can be knife killed with your hand. Shooting a wounded player on purpose is not allowed.
  • The wounded player can call ”Medic” or ”Lääkintämies” shouting or by radio, but can’t communicate about what happens around him.
  • Wounded player can be moved if aided by another player. Neither helper nor the wounded can use their weapons or heal the wounded at that time. When moving other player, you both must larp a little bit. Running with your helper with just holding hands is not enough.

Healing

  • Player can be healed by friendly or enemy medics or civilian doctors.
  • Medics are allowed to carry a maximum of 10 white field dressings at once. Field dressings can be restocked by visiting the main base or respawn point. Players can bring their own white field dressings but they are also sold by game masters.
  • There can be one medic per squad and he has to have a medic patch/armband (sold at check-in) on his right arm.
  • Healing a wounded player takes 2 minutes. After that, both the medic and the player can continue playing normally. Medic cannot use his weapon during healing unless he stops. After this healing must be started again from zero.
  • The player can be healed only once, unless the faction has achieved special permission for the players to get hit twice. Information about such permissions will be available from the HQ and possibly in the status.ehasa.org -website.

Respawn

  • Respawning happens at a friendly respawn point, a rally point –cache or in the main base in half hour intervals at xx:00 and xx:30 (e.g. 13:00 or 14:30).
  • Company and battalion commanders respawn times are double (respawn is possible at the second available time)
  • Safety goggles must be worn at respawn areas.
Special rules for the civilians:
  • The civilians respawn at the civilian respawn point, but the respawn must happen at a time and place that does not interfere with other gaming activities he has just attended.
  • Respawning happens with a double timer, which means you have to wait over one respawn at the point to respawn.
  • The characters remains in game despite being respawned, but if instructed that the character dies the game masters will provide the player with a new personality.

Capture- and resource points

  • The capture and resource points are flagboxes made by Ehasa.
  • The capture points are marked alphabetically in the Status-system. Respawning is allowed from capture points. There are respawn areas in the vicinity of the capture point from where you can respawn.
  • The resource points are numbered in the Status-system. You can not respawn at resource points. Resource points are different items from which a factions gains resources or the ability to use a particular item in the game.
  • If the resource point is broken, it must be repaired. Instructions for repair can always be found at the resource point.
  • You can follow the status of resources and points directly through Status.ehasa.org . Not all points may be known to players at the beginning of the game, ie. they may appear on the map during the game. They can also be destroyed or resources depleted.
  • As a new thing, some capture points may be disabled for the night. In this way, the battles are focused on certain areas. Active points are always visible on status.ehasa.org or in the Ehasa status android application. Some of the capture points may be moved during the night.
  • Capturing a flag point takes normally 30 minutes after pressing the button coloured by factions. Some of the buttons may be remotely disabled.
  • The current color of the flag describes who is in possession of the flag. The flag might also be neutral (gray) or destroyed / disabled (black). The flashing of the flag indicates that one of the factions is capturing it.
  • After 30 minutes the flag box will make a sound and after that the player has one minute to press the button again to confirm the capture. After this the flag box will be assigned to your faction.
  • The information about the capture will immediately transmit to the status.ehasa.org-site and to the Ehasa status android application after the first press of the button.
  • It is not allowed to respawn from the capture point during the capturing process. The players have wait for it to be captured or go to another respawn point to respawn.

Rallypoint-cache

  • You can recognize rallypoint from small one man tent or tarp, colored tape around a respawn area and the faction flag on the tent/tarp.
  • Rallypoints are exhausted when used. Inside the tent there is a board where you must mark every respawn you make. Respawning happens half hour intervals at xx:00 and xx:30 (e.g. 13:00 or 14:30).
  • Rallypoints are respawn points which can be set up anywhere in the game area.
  • Faction can obtain more resourceboards by completing missions or stealing them.
  • Faction can move their own rallypoints whenever they wish. Inform your superiors about moving the rallypoint so the information reaches faction leaders.
  • You can disable an enemy cache by stealing the resource tables. The enemy's rallypoint cache nevertheless remains part of the game. Stolen boards can be used to operate your own cache. NOTE! Only steal the laminated papers, not the folder containing them or any other material found in the cache!

Ingame money

  • There will be ingame money which is mainly used by civilians but regular players might get their hands on it in certain missions.
  • Using other than money provided by the game masters is forbidden and might lead to a ban from the game.

Knife kill

  • For anything else than knife killing a wounded player, you need real looking soft replica knife or blade weapon.
  • Sneak up to your target, touch his body and say Knife Kill.
  • A knifed-killed person moans quietly for a moment and then lies dead still for 10 minutes

Knock out

  • Knock out is a good option to handle a person that you don’t want to eliminate.
  • Sneak up behind your target, touch his head and say Knock out.
  • The target falls to the ground quietly and stays still for 5 minutes.
  • After this, the target wakes up but does not remember anything from the last 5 minutes.
  • Players wearing helmets cannot be knocked out.

OC-spray/Taser/Baton

  • You can use so called less leathal weapons in game that do not kill the player. These are provided by the game masters.
    1. Training OC-spray, which deploys water or soap water.
    2. Tasers, which are colored waterpistols provided by the game masters.
    3. Batons, which are either made from plastic, foam or soft rubber(suitable for training-use).
  • Both taser and oc-spray are used by shooting a short spray at the enemys torso, not the face. Baton is used by touching softly the enemy in the arm or leg.
  • Using these methods may be wise for stopping ongoing larp fights with less lethal force.
  • When the player is sparayed, tazed or hit with a baton he is unconcious for 5 minutes.
  • The player can be taken prisoner after being sprayed, after which have will turn from being unconcious to captive.

Suicide- and IED-bombs:

  • Game masters appoint the use of suicide- and IED-bombs
  • The explosion of a bomb can be noticed by a loud explosion achieved by pyrotechnic effects and smoke grenades.
  • The user of the bomb informs which players around him are wounded.
  • The bomb affects an area of about 10x10 meters
  • Suicide bombers have the same hit rules as any other players. Wounded suicide bombers can’t trigger the bomb.

Searching a player

Players can be searched in the following ways:

  1. The player doesn’t want to be searched. The player must surrender all ingame material and he can’t use any hidden weapons after it.
  2. The player wants to be searched, even strip searched or patted down. The subject is informed that he can stop the search at any time by saying so. All weapons not found in the search can be used by the player.
  3. The player doesn’t want to be searched and wants to go offgame. The player must surrender all ingame material and he cannot be taken as a prisoner.
All ingame material found in the search can be taken away from the player.

Prisoners

  • You are allowed to take prisoners.
  • Consent is reguired from the prisoner. If consent is not given or it's withdrawn the prisoner is required to hand out all ingame material and go to respawn area for respawning.
  • If a player is taken as a prisoner, his weapon can be confiscated if he’s fine with it. If the player grabs the weapon back, he can use it. Another option is to wrap colored tape (ex. red) around the barrel to mark the weapon as confiscated.
  • If a prisoner escapes/is released, he can use his taped weapon's after 5 minutes.
  • Imprisoned player can only knife kill with a hidden knife not found in strip search. The knife must be a soft replica and suitable for knife kills. You can however still use knock out.
  • Prisoners weapons cannot be used by other players.
  • A captured player can be "tied up" with a cable tie that lacks the locking tongue. The zip tie can be used only with the player's own permission and the hands must be "tied" to the front. The player must be able to remove the cable tie by himself
  • Main factions can capture and deliver the civilians to a "Brigade-jail" by bringing the civililian to the factions base. By doing this the faction can remove temporarily a game character. The use of the "Brigade-jail" must always be informed to game masters - preferably in advance.

Landmines

  • Anything that makes a noise or sets off an noticable effect by some sort of trigger/trap is to be treated as landmine.
  • The mine may be triggered for example by a tripwire resulting in a popping sound / beep alarm or just a beep alarm installed under the mine. However, pulling a string over the road and connecting it to a single mine is not a properly made trap.
  • If you trigger this kind of landmine, everyone in a 3 meter radius gets wounded.
  • Possible waste from the used landmine should be taken away before setting the mine up or after the mine has been set off.
  • Laid mines should be removed by the end of the game by player him/herself.

Minefields made by game masters

  • As a result of the prolonged war there are minefields within the gaming area. You cannot enter these areas.
  • Minefields are being continually mapped so changes to these areas may apply during nighttime. Sometimes also during the day.
  • The current minefields can always be checked from the status.ehasa.org website from the "TSTOS 22 public" map and from each factions own maps.
  • Minefields areas are not marked in the terrain itself. They are deliberately created to be so big or clear that players do not accidentally wander to them. The minefields areas are meant to guide the game to certain combat areas, as some of the capture points and resource points can also be moved with the contaminated areas.
  • If you find yourself inside a minefield you must head directly to respawn area and wait for respawn. Deliberate movement in minefields results in removal from the event.

Hand grenades

  • Players are prohibited from using any kind of hand grenades in the game.
  • The reason for the ban is that in previous years the high volume of waste produced by grenades among other things affected on the process of getting the game area this year.

Engineers

  • Engineers are the only ones who can set up and disable AT-mines, open rooms with explosives or fix destroyed in game vehicles.
  • There can only be 1 engineer per group and he must wear an engineer -path (sold at check-in) visible at all times. Civilian players can also be engineers.
  • On the patch should be clearly a wrench otherwise it can look whatever you like.

Anti-Tank mines

  • Anti-tank mines are simulated by faction colored (red and yellow) wooden AT-mines. They are given to players by their commander and their number is limited.
  • Anti-tank mines have no function other than to prevent vehicles from using roads.
  • Anti-tank mines placed by your own faction do not affect vehicles of your faction.
  • If a vehicle drives over a mine, it is destroyed along with everyone inside. The vehicle cannot be repaired or any of the passengers be healed. The vehicle is destroyed even if the mine is between the tyres.
  • For a road to be completely blocked, the mines have to be place so that the vehicles cannot bypass them. Ingame vehicles can go past the mines so long as the mine itself does not get under any part of the vehicle. Offgame vehicles are allowed to drive pass the mines.
  • It takes 3 minutes to set up or disable one anti-tank mine and it can only be done by an engineer. The opponent's anti-tank mines must not be stolen or moved further than out of the road, eg. into a ditch. Anti-tank mines must not be hidden / broken.
  • Anti-Tank mines can only be placed or disabled by an engineer.
  • It is forbidden to disguise AT-mines!
  • There is prohibited area for anti-tank mines around main bases and civilian village where no-one can set up anti-tank mines.
  • You are not allowed to block road with any other means than using these anti-tank mines. Using ex. fallen trees is not allowed and done on purpose will lead to ban from game.
  • We ask that you bring any additional mines found in the area to the game masters so that they are not forgotten in the area.

Locked rooms/spaces

  • There might be doors/objectives which are covered with a tarp or a door and a note stating that it is a locked door/objective. These doors/objectives are locked and cannot opened without an ingame key.
  • These doors/objectives can be broken/blown up by props which are handed out by the game masters. Breaking the door can be done by an “Engineer” and it takes 2 minutes to do so. Blowing up must be done in supervision of a game master. and before the explosion you must shout Fire in the hole.
  • It is forbidden to shoot out of or inside a locked room.

Vehicles

  • There will be ingame and offgame vehicles.
  • Players must register their vehicle in advance at the kuulaportti-service. Vehicles are assigned max a three-digit number that indicates the identification numbers of the vehicle. Vehicle category will be determined based on vehicles equipment. Final marking in vehicle will be example 1-1, 2-10, 1-100 etc. At the same time, the category describes how many hits the vehicle can take. The same identification number remains same in all Ehasa ry events, making it easier for us to monitor the use of vehicles. The final decision on the vehicle category will be made on game area in the separate vehicle registration and chronoing process. Information will be available in the players.ehasa.org website.
  • Max. speed for vehicles is 20km/h. The game masters will use common sense and caution to avoid accidents when driving, still not driving faster than 60km/h that is restricted by the law. Everyone should pay extraordinary caution when driving.
  • In principle, game masters will not transport players during the game, except emergencies, helicopter transports and at the end of the game any drivers back to the parking area.
  • You need to be extra careful when near vehicles.
  • Some of the in game vehicles have a blocked field of view and the movement of such vehicles might also be hard or sudden. For this reason it is forbidden to go near a vehicle when its engine is running, unless the vehicle crew instructs you otherwise.
  • If you want to shoot from the windows, they must be fully opened and taped to stay in place. This must be done before leaving main base and you cannot do it in field. Windows may be kept a little open for safety reasons. In this case it is not allowed to shoot out of this gap and the passangers can ignore any bb's coming in through the gap!
  • Enemy vehicle doors cannot be opened to prevent accidents.
  • The transportation of personnel on trailers is prohibited.
  • If you have a problem, you can leave feedback to the game masters using the form on players.ehasa.org .
  • GPS-tracker
    • In 2022, Ehasa will again aim to test vehicle tracking with a GPS tracker, which may be provided to some vehicles by game masters. The tracker must not be moved out of the vehicle, opened or switched off without the permission of the gaming management.

Click on the logo above to see the faction related rules.

Main factions

  • Military faction vehicles must be colored either green, black, grey, khaki or other common camouflage and they must look like they are suitable for "military use". Blue, red, bright green, bright silver etc. is not allowed.
  • Anti tank players can report hits to vehicles using the PMR 8 (446.09375 MHz) channel. The language on the channel must be English and the behavior on the channel must be objective. Vehicle must first be called to make sure they are on the channel. For example, "Vehicle 223 this is Pekka, can you hear me." "This is Vehicle 223, go ahead.", "Vehicle 223, you were hit in the rear.", "This is Vehicle 223, thanks, will check it out and stop." The channel is not intended for dispute or other use.
  • The use of tarpaulins, sandbags, players' backpacks or other soft objects as protective walls in the vehicle is prohibited! If the vehicle has structurally fixed tarpaulins that cannot be removed (eg UAZ / ZIL) or a fixed cannot be built in front of them, the vehicle crew must take into account all hits to the tarps, even if the palading/similar commercial colored powder projectile grenade does not break.

Civilians

  • For the civilians the car or vehicle does not matter.
  • Ingame-civilian vehicle must have clear markings on the so that they wont be mixed up with real civilians in the area!

Bringing ingame vehicle to the event

  • Ingame vehicles are marked with the faction color A4 size paper/flag which has least 10cm high black or white text, or at least 21cm high coloured tape marking which has vehicle category and the vehicle identification number, which are separeted with dash (example 2-1, 1-10, 2-100 etc.). Either way the marking must be found on each side of the vehicle vehicle. Other faction color markins are also permitted and recommended. Recommended font for prints.
  • The only exceptions to vehicle markings are small ATVs / mopeds, which may not be marked as mentioned above. These vehicles must identify themselves as clearly as possible and the vehicle identification number must be identifiable 10 meters from the front or side.
    1. Class 1, marking 1-XXX, One hit durability: All vehicles in default.
    2. Class 2, marking 2-XXX, Two hit durability: Vehicles selected by game masters, basic requirement is a 360° protecting rotating tower.
  • Your vehicle ID you will find from kuulaportti, after you have registered your vehicle there. Remember also to check-in your vehicle to the event after you have registered yourself in the game. You can estimate your vehicle class from the requirement. If you are in doupt, you can ask from game masters the right class.
  • In addition to the markings, cars must have a fire extinguisher, tarp/oil collector and a radio for the driver using the PMR8 channel.
  • Offgame/destroyed vehicles are marked with a big orange flag and if it has hazard lights they must be turned on. Also you must have a flashing orange hazard beacon on top of the vehicle (for example: this or this)
  • If you wish to bring own ingame-vehicle you must sign a release form in which you accept the possible damages caused by bb's or other projectiles to your vehicle.
  • It is up to the player to take care of the vehicle's mandatory traffic insurances.
  • With the vehicle engine running, the vehicle must have the parking lights or low beams switched on always.
  • Passengers of vehicles cannot shoot from holes smaller than their head (e.g. between wood boards) and it is the responsibility of the owner to cover these.

Vehicles: Destroying, repairing and respawning

  • Hits to the vehicle’s gun turrets will NOT destroy the gun. Normal hit-rules apply for the gunner and other personnel.
  • Vehicle can be destroyed by Anti-tank mines or by a 40 mm TAG Paladin colored powder grenades/similar commercial colored powder projectile which can be rented from Ehasa ry or purchased in advance. These grenades can be only used by AT-player.
  • When the powder grenade used by at-soldier hits the front of the vehicle (preferably the drivers side window so it can be noticed) it'll be destroyed. Notice! The grenade must broke and powder mark the hit. If it only bounces from target, it is not counted as hit! (Excluding vehicles with a fixed tarp. See vehicles rules above.)
  • When a vehicle gets hit:
    • Class 2 vehicle: Inability to move on first hit. The vehicle stops safely as soon as it is hit/informed about the hit. Otherwise, vehicle personnel may operate normally, but the vehicle must be repaired according to the instructions before it can be moved again.
    • After the first hit of a category 1 vehicle or the second hit of a category 2 vehicle:
      1. The driver presses the horn once for a long time, turns on the hazard warning lights and the orange roof beacon, and raises the orange flag. In addition, in the dark, the headlights and spotlights must be switched off and parking lights switched on, every time the vehicle is at a standstill and destroyed! Intentionally not complying with this is counted as cheating.
      2. The driver and the gunner will be eliminated. Other staff have 20 seconds to leave the “burning” vehicle or they will be eliminated.
  • After the vehicle is destroyed, it should stay still at the road for 10 minutes before it can start going back to the main base for respawn. The driver must be seated in the drivers seat so he can move the vehicle in case it blocks an offgame-vehicle.
  • The destroyed vehicle can be "pushed"/"towed" by placing a "rope" made of barricade tape at least 5 m long between the vehicle to be towed and the vehicle towing it. After this, the car drivers agree on how the cars will be moved. While towing the vehicles must only move at a walking speed and people must not be in the vicinity of the vehicles. Vehicles can only be towed one at a time per towing car.
  • Destroyed vehicles can transport eliminated players. Carrying eliminated players must not confuse whether or not the vehicle itself is involved in the game.
  • Destroyed vehicle can be repaired by an engineer wearing an engineer-patch. The engineer must touch the hood or front side of the vehicle for 15 minutes. After that the vehicle is repaired and can continue playing. The next hit destroys the vehicle completely and it cannot be repaired anymore
  • Therefore, a Class 1 vehicle can take a maximum of hits as follows: Hit 1-> Repair-> Hit 2-> Mandatory respawn. With a Class 2 vehicle, the maximum number of hits can be taken as follows: Hit 1-> Immobility -> Repair-> Hit 2-> First destruction -> Repair-> Hit 3 -> Mandatory respawn.
  • Status.ehasa.org or the Ehasa status application shows the duration of vehicle respawn per faction. Duration can be affected through missions. The default duration is 1hr from the vehicle arrival to the faction base.
  • There may be civilians working as engineers in the game who may have the ability to make repairs / respawns faster, but every they always have a skill card issued by the game masters that states the ability.
  • Anti tank players can report hits to vehicles using the PMR 8 (446.09375 MHz) channel. The language on the channel must be English and the behavior on the channel must be objective. Vehicle must first be called to make sure they are on the channel. For example, "Vehicle 223 this is Pekka, can you hear me." "This is Vehicle 223, go ahead.", "Vehicle 223, you were hit in the rear.", "This is Vehicle 223, thanks, will check it out and stop." The channel is not intended for dispute or other use.

Anti tank soldier

  • You can destroy vehicles by using a 40mm TAG palading color powder grenade/similar commercial colored powder projectile. You can buy these yourself or rent them from game masters in advance. Only an at-soldier can use these grenades.
  • Using other than Tag paladin grenades/similar commercial colored powder projectile (for example TAG Reaper, Archangel, Velum, Pecker) is strictly forbidden! Intentional use of other grenades is followed by removal of the player from the game! The Pecker training grenade can only be used at the base for safe training.
  • Prior to the game event, there will be set a limit for the speed of TAG Paladins/similar commercial colored powder projectile so that anyone wishing to build a own launcher can check/adjust the safety of their own equipment. Note that the use of shells made by TAG is always permitted.
  • There can be only one at-soldier for each group (group size min. 4 players) and he/she must wear an at-soldier patch or armband.
  • A Paladin/similar commercial colored powder projectile must not be fired from a vehicle unless the launcher is attached to the vehicle structures/gun. In this case, the group using the vehicle must not have another projectile launcher in the same group. If there is a anti-tank player exiting the vehicle, he may not shoot the palading until both of his/her feet have touched the ground and the person has firmly exited the vehicle.
  • The anti-tank patch must include an anti tank weapon. Ehasa will be selling at-soldier patches on place or in advance.
  • You must follow extreme caution when using the palading-grenade. Try not to hit other players near the vehicle or players inside the vehicle. ATVs and mopeds should not be fired with paladines unless they have clear protective armor/plastic on the front/sides. Even then, they should only be fired directly at the armor.
  • Each at-soldier must inform in advance the game masters about using the grenades in the game. We also require every user to sign a special commitment that player follows the rules.
  • Anti tank players can report hits to vehicles using the PMR 8 (446.09375 MHz) channel. The language on the channel must be English and the behavior on the channel must be objective. Vehicle must first be called to make sure they are on the channel. For example, "Vehicle 223 this is Pekka, can you hear me." "This is Vehicle 223, go ahead.", "Vehicle 223, you were hit in the rear.", "This is Vehicle 223, thanks, will check it out and stop." The channel is not intended for dispute or other use.

Bicycles

  • Players can use their own bicycles in game. Bicycles must be somewhat military or simply very basic ones.
  • You can’t destroy an enemy bicycle and using other people bicycles is not allowed. Hiding an enemy bicycle or emptying it’s wheels etc. will result in removing player from the game!
  • Hit players can use their bicycles when moving to respawn position.
  • Players are responsible of their own bicycles and transporting them to the site.

Smoke grenades and pyrotechnics

  • Players are not allowed to bring their own exploding BB grenades.
  • Players are not allowed to bring their own smoke grenades or pyrotechnics.
  • Eventual need of ear protection will be indicated in advance by game masters.

Artillery

  • The factions may have the ability to use a limited amount of artillery.
  • Artillery is ordered through the chain of command. By request, the game masters use pyrotechnics(He-shells), smokes(Smoke-shells) and other means to describe the artillery. Eventual need of ear protection will be indicated in advance by game masters.
  • Game masters point out those wounded by the artillery as well as when it begins and ends. Artillery destroys normal vehicles, armored vehicles take one hit. One artillery strike effects in approx 50 m x 50 m area.

Helicopter, Airborne and waterborne troops

  • The factions may have the ability to use a limited number of “helicopter rides” which they can use to transport troops to almost anywhere in the game area.
  • In special circumstances, a faction can transport a limited number of vehicles by air, for example, behind enemy lines.
  • In addition, the factions may have access to limited waterborne transport which allows them to transfer a certain number of players by water in the area of Lake Iso-Tarus.
  • Players are transported by the game masters and the players own vehicles or boats with offgame markings to the drop zone. If the transport vehicles are only the players own vehicles, the vehicles must have a separate "skill card" provided by the game masters, which indicates that it is an offgame transport.
  • Players are back ingame, when they disembark the vehicle. The players who have loaned their own vehicles for the helicopter raid must drive back to base and after that they are back in game.
  • If a helicopter lands near the enemy main base, the enemy HQ will may be informed by game masters with a 5 minute delay.

Radio-controlled aircraft/UAV/Drone

  • Players and game masters can use both ingame and offgame drones.
  • Player drones must be equipped with their faction color markings in bottom of drone and pilot's personal information.
  • Possible no-flight-zones can be found in our status.ehasa.org map.
  • Shooting a drone is strictly forbidden. Attempts to shoot a drone will result in removing player from the game!
  • The user of a drone must follow Trafi's instructions and Finnish laws. For more information see https://www.droneinfo.fi/en.
  • If you wish to bring a drone you must contact game masters [javascript protected email address] and your own faction command first.

Communications

  • You may use your own VHF/UHF/PMR446- radios so bring one with you.
  • Anti tank players can report hits to vehicles using the PMR 8 (446.09375 MHz) channel. The language on the channel must be English and the behavior on the channel must be objective. Vehicle must first be called to make sure they are on the channel. For example, "Vehicle 223 this is Pekka, can you hear me." "This is Vehicle 223, go ahead.", "Vehicle 223, you were hit in the rear.", "This is Vehicle 223, thanks, will check it out and stop." The channel is not intended for dispute or other use.
  • Because the game area is big, it is recommended to bring a GSM phone so you can communicate and follow the status.ehasa.org website as well as call for help in case of an emergency.
  • Every faction will plan their own communication network together with the game masters.
  • Radio intelligence is not restricted but interference is prohibited.

Armbands

  • There must be one armband on both hand and both must have player ID number written on it. The Id number can be obtained at the registration.
  • Armbands must be at least 3,5cm wide, preferably 11cm so you can be identified better. The armband must go around the arm, a colored patch is not enough!
  • You must keep your armband visible on both of your arms. Only players in reconnaissance units wearing ghillie-suits can wear the armband on both of their ankles.
  • Platoon, company and battalion commanders will have a special patch, which will be provided by game masters before the game.
  • Using an enemy armband is strictly forbidden unless game masters give you a special permission. Player breaking this rule will be removed from the game.

Uniforms and armband colors

  • Hölböcorp Red and EGTC Yellow. No restrictions on camouflages. Military look.
  • Civilians Green/white: Civilian clothing.
  • Ghillie and 3D-leaf suits, trousers, jackets, cloaks, hats etc are allowed only for reconnaissance units.

Muzzle velocity limits

  • Regular full auto weapons: 1.7 J
  • All support weapons: 2 J
  • Semi-automatic sniper rifles: 2,5 J
  • Heavy semi-automatic sniper rifles (ex. M82 Barret) 3 J
  • Bolt action sniper rifles: 4 J
Attention:
  • Biodegradable bb’s are mandatory.
  • Owners of weapons over 1.7 J must have a secondary weapon (preferably less than 1 J) for close quarters combat.
  • All weapons must be brought to the chronography for display. The staff will decide whether to chronograph pistols is based on a case-by-case basis. Weapons will be chroned by game master with player’s own bb’s and output will be calculated in joules (Finnish standard). After the chroning all weapons get a colored cable tie according to gun’s power.
  • High Power Air-gun adjustment valves will be sealed after chroning. Players must bring their own seals. If the seal is removed or lost, player must get new one and bring their weapon for chroning again.
  • All support weapons must represent and look like some real life light or heavy support weapon (ex. M249, RPK, M60, PKM, MG36, HK21, AUG HBAR, M27, Stoner, Trident LMG). Remember to equip your support weapon with real life style accessories like box magazines, bipods, silencers or optics.
  • Semi-automatic sniper rifles must represent a real life support weapon (SVD, M14 EBR, SR25 etc) and must be equipped accordingly with optics, bipods etc.
  • Remember to bring all the accessories with you in the chrono, so that the staff can, in confusing situations, ensure that the weapon classifies as semi-automatic sniper rifle.
  • Designated marksman rifle specifications in order of priority:
    1. The gun should represent a real steel model of a designated marksman rifle (for example M14, SR25, SVD, SPR and so forth)
    2. The rifle must be equipped with a magnifying optic, like a rifle scope, acog or shortdot just to name a few.
    3. The rifle must have a long barrel at least 16" long (for example in AR15 weapons) If the barrel is shorter, it should be lengthened with a silencer. It is also highly recommended to use a silencer in all designated marksman rifles.
    4. The rifle should also have bi-pods attached to it. Especially in the rifles looking too much like assault rifles (for example L85, M4, RK95, AUG equipped with a regular barrel and silencer.)
    5. If you are unsure about your gun fitting in this class, feel free to take a picture of it and send it to [javascript protected email address] for further instructions and guidance.

Support Weapons

  • The number of support weapons such as machine guns and semi-automatic sniperrifles is limited to a maximum of 2 per group. Vehicle equipment is not counted.

BB and magazine limitations

  • Support weapons: Drum or box magazine are not limited and regular magazine is limited to 100 bb’s
  • Semi- or bolt action sniper rifles: 30 bb’s/magazine
  • Other weapons: 100 bb's/magazine
  • Hi-Cap magazines are not allowed except support weapons drum/box magazines or guns which don’t have commercial made regular magazines available.
  • In addition to magazines you are carrying, you can carry 1200 bb’s (Support weapon users 5000 bb’s) in bags/bb loaders. You can restock bb’s at your base.
  • Biodegradable bb’s are obligatory.

Civilian weapon limits:

  • Civilians follow the BB and magazine limitations. Civilian weapons are semi-only
  • The weapons of the villagers are kept in their own homes. Carrying a weapon in the open without a permission is a ingame-crime in accordance with the rules of the village. The civilian selected security force enforces the law when it comes to carrying guns in open.

"No Gun Zone"-Rules

  • Due to the nature of the game area, all indoor airsoft is prohibited.
  • Within the No Gun Zone, weapons can be carried around if they cannot be left elsewhere, but you cannot use them.
  • You can only use less leathal force such as "knock out", boffer knives, training oc-spray, taser and a rubber baton given by game masters.
  • "No Gun Zone" areas are basicly intended to be a place where people from different factions can enjoy the services of other players without the fear of being ambushed.
  • "No Gun Zone" areas are marked on green on the status.ehasa.org-maps.

Offgame

  • Capture and resource points can be captured around the clock.
  • Faction bases are offgame area 24/7 but you must wear your eye safety. Traditional reconnaissance of an opponent's base is carried out by other means.
  • Around the borders of bases, the players living in the base can open fire on enemy troops or vehicles which are trying to approach or drive pass base. These enemies are not allowed to return fire. With this, we try to avoid needless "base attacks" and "surrounding enemy base" tactics.
  • Players' tents are basically "offgame" unless the tent is specifically labeled with "Ingame"-sign.
  • Some buildings / rooms may also be offgame. In this case, they are specifically tagged as "offgame".
  • Players cannot use offgame areas to hide or shoot outside/inside them. To eliminate players in an offgame area clearly inform them that they are eliminated. After this players inside must place a deathrag in the doorway for others to see.
  • LARP situations must clearly take place outside the factions bases.

Rules related to this game area

  • You cannot go over any possible fences in the area
  • Breaking of saplings or terrain or trees in the area is strictly prohibited.
  • Read also the rules about No Gun Zone -areas above which limit the action in game area and inside buildings.
  • It is not allowed to dig expect small ditch around your tent. These ditches must be filled after the game!

Other rules

  • You are not allowed to shoot through holes smaller than your own head. For example putting a barrel through boards in building wall is not allowed. Keep common sense and sportsmanship thinking in your mind with this rule.
  • Blindfire is forbidden. Player must always see where his gun is pointing.
  • In certain missions, props and larp elements might contain some game mechanics not included in these rules. In case of such situations instructions will always be available. Act accordingly and be ready for anything. Players are not allowed to create these game mechanics by themselves (ex. poison) without consulting game master first.
  • You cannot attend an event while intoxicated. Suspected intoxicants can be tested. Not satisfying this rule might leave removal from the event.
  • For safety reasons, camping stoves, disposable grills and similar heat generators on the ground are subject to forest fire warnings and fire regulations.