AMMO RESTRICTIONS
Ammo is restricted and limited. A player may only reload empty mags/boxes in the BASE (In their tent or living quarters), Not when out in the borderlands. Ammo restrictions differ from faction to faction, see the list below:
Ammo restrictions for LARP factions are presented under LARP mechanics.
These MILSIM ammo restrictions applies to:
Cerberus Operations
Grey Dynamics
Black Rift Security
Outer Perimeter Control
Section Zero
Reavers
BAS-SÄK
A player may never carry more than one choice of:
800 rounds either for assault rifles or semi rifles.
2 boxes for machineguns (max 2500 rounds/box, or one box of 5000).
50 rounds for sniper rifles.
A player may also carry the following on top of the choice above:
80 rounds for pistols.
50 shotgun "shots" (pulls of the trigger, no matter the BBs fired per shot).
Grenades. (This includes 40mm BB grenades)
A MILSIM vehicle may only have:
2 boxes for one sponson mounted machinegun (max 2500 rounds/box, or one box of 5000). It may not be shared with player ammo. "Blank fire" when out of bullets is not allowed, either you have ammo or you don't shoot.
No ammo-trade with other factions is allowed!
Read the game rules for chrono and other weapon related demands.
MILSIM RESOURCES
MILSIM supplies are valuable assets that can be found, traded, or captured during the game. The resources are either green, red, yellow or blue and are marked with the text MILSIM. If it does not include the word "MILSIM", don't touch it.
Resource acquisition
They can be obtained through the following means:
Terrain discovery: Supplies are placed in the field and can be found by players.
LARP interaction: Supplies may be bartered for with other groups or factions.
Mission rewards: Some missions will grant supplies as mission objectives or upon successful completion.
Enemy raids: Supplies can be stolen from opposing factions in the field.
Transportation
MILSIM supplies may be carried by hand or transported via vehicle. Each vehicle is limited to carrying one supply box at a time, unless specified otherwise by mission parameters or CREW with authorization. If a vehicle is destroyed (HITbox not repaired in 5min as per the rules), the resource must immediately be unloaded on the road next to the vehicle. The resource is then free to be picked up by any MILSIM player.
Extraction
To gain points from a MILSIM supply, it must be extracted by bringing it to the faction base. When its brought inside the BASE (past the OPC gate), it's considered “safe” and can no longer be raided or stolen. Inform CENTCOM (Crew) via whatsapp for pickup in your faction base to claim your points.
NOONITE EXTRACTION - (DOMINATION POINTS)
This mechanic covers the control of highly contested Domination Points (DPs) used for the extraction of the valuable resource called Noonite. DPs are scattered across the Borderlands, and controlling them is the key to gaining points (creds) for your PMC faction.
DP operation
Each extraction pylon (DP) is equipped with a screen and an integrated keypad, providing real-time operational details:
Status display: The screen shows the pylon's (DP's) current status (Active, Inactive, or Sabotaged) and identifies the current owner (Faction name and color).
Keypad input: To interact, players must use their faction-specific security codes on the keypad.
Interaction commands
Players can execute two critical actions using the keypad for input:
Capture: Entering the capture code takes immediate ownership of the pylon, beginning the generation and transfer of Noonite resources to your faction's account.
Sabotage: Entering the sabotage code temporarily disables the pylon. This action stops all resource extraction and prevents any faction from capturing or interacting with the pylon for a set duration, denying the location to all rivals for the duration.
MISSIONS AND BACKING CORPORATIONS
This mechanic details how PMC Factions interact with their corporate backers (referred to as "Corpos"). For details on each corporation, their specific interests, and their rivalries, consult the Corporate Warfare Dossier. Your standing with each Corpo is tracked via a Reputation Score ranging from -20 to +20 where -12 and below is considered hostile and +12 and above is considered an ally.
Mission strategy and impact
At the start of the event, your faction will have a slight, predetermined advantage with specific corporations. Corpos will offer missions to PMC factions they are on neutral or good terms with.
Rewards and Rivalry: Completing a mission grants rewards in payment (creds) and an increase in Reputation with the commissioning Corpo. However, this act of allegiance will also decrease your reputation with that Corpo's rivals.
Transparency: Every mission description will clearly state the specific impact it will have on your reputation with all relevant corporations.
Retribution and redemption
Corporate retribution: Achieving a hostile reputation score with a corporation makes your PMC faction a targeted liability. You risk the Corpo launching directed strikes against your faction, possibly hiring rival PMCs to sabotage your success on specific missions as direct revenge.
Redemption missions: To mitigate severe negative reputation, Redemption missions are occasionally available. These missions are open to all factions, regardless of your current standing, and are the only way to gain significant positive reputation with a Corpo you currently have a severely negative score with.
MISSION SPECIFIC INFORMATION - QR-CODES
During missions, you may be tasked with finding QR codes. These will be yellow papers with a black QR code marked with a letter and the number 26. If scanned they will give you a 4-digit number or some written information that will be of importance to your mission.
If you are requested to find a specific QR-code (name on the card itself, 26 followed by a letter and a number) then only that QR-card will provide you with crucial information. Just sending codes at random will reap no rewards.
AT-MINES
Mines are used to block roads and deny vehicle movement. Each mine kit contains 3 mines, 3 lids, 12 nuts, and 3 LED lights. Mines are delivered disarmed. To deploy, place the mines across the road, one in the center and the others spread evenly across. The mine box must be placed next to the road, clearly visible and aligned with the mines.
To arm the mines:
Place the mines on the road and the box beside it.
Place the LED lights between the bolts on the mines, one LED light per mine.
Light the LED lights by pressing the button on top once. The light should flash. If not, push until it enters flash mode.
Place the lid on the bolts and lock it in place with the nuts. Don’t over tighten so the lid breaks…
The mines are now armed.
To disarm the mines:
Remove the nuts. Remove the lid.
Turn off the LED light by holding the power button down until it stops flashing.
Place the LED lights in the mine box.
Place the lid on the bolts again. Attach the nuts to secure the lid.
Put the mines in the box.
Anyone in a MILSIM faction can disarm and steal unsupervised mines, leaving them unguarded risks losing them.
Mines form a complete blockade; vehicles may NOT pass them under any circumstance unless all mines are disarmed. The mines also pose a real threat to tires as they have sharp point metal parts, DO NOT drive over them.
MISSION COMMANDER
Some missions require a designated mission commander to oversee objectives in the field. Mission commanders:
Are not necessarily the faction HQ (unless HQ chooses to take on this role).
Must be a soldier assigned to the role for this specific mission.
Must be physically present during the mission.
For specific mission parameters and requirements, refer to the Mission briefing provided by HQ/CENTCOM before deployment.
Identification patch
The Mission commander must wear a special patch containing a QR code. This will be handed to you at the mission briefing with crew/HQ. The patch must be always worn visibly. Recommended placements include:
On the front of the plate carrier or chest rig.
On the upper arm or shoulder.
Affixed to a helmet or headgear.
The patch may not be concealed, covered, or removed during the mission.
If searched by enemy troops, the Mission commander must show the patch.
The patch cannot be transferred to another player.
After mission completion, the patch must be returned to Faction HQ immediately.
Death and respawn rules
If the Mission commander is killed, they must remain stationary for 15 minutes before proceeding to respawn. But they can be healed during these 15 minutes by medics using the normal event rules.
During this time, they may not communicate with teammates or provide tactical information.