Rules and instructions

Game on, game off and game over

  • The game starts with a Game on -call by the game masters on thursday evening.
  • 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 on sunday afternoon 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 good larping.

Healing

  • Player can be healed by friendly or enemy medics or civilian doctors.
  • Medics are allowed to carry a maximum of 10 field dressings at once. Field dressings can be restocked by visiting the main base or respawn point. Players can bring their own 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:
  • Civilians have to visit the village doctor or the tarus sect medicine man after being healed, or they will die within 60 minutes of their injuries
  • Medical assistance can only be given by a doctors and tarus sect medicine men listed above. The healing lasts 2 minutes after which the player must go and rest for 15 minutes at safe spot.
  • 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.
  • You can follow the situation live from the Status.ehasa.org -website. Necessarily not every capture point is known to the faction and they can also be destroyed or used empty.
  • Capturing a flag point takes normally 30 minutes after pressing the button coloured by factions. Some of the buttons may be remotely disabled.
  • 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 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.
  • In 2019, some of the capture- and resource points may be moved during the night (02:00 to 08:00) according to the new contaminated areas. Read more about "Contaminated areas"

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 with use. Inside the tent there is a resourceboard where you 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 enemy rallypoints by stealing the resourceboards. You can use the boards in your team own 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
  • Uusimaa and Pirkanmaa 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.

Contaminated areas

  • As a result of failed RSV testing, there are contaminated areas within the gaming area. They are known as level 1 and level 2 contamination.
  • In Level 1 contaminated area you can only move when eating blue "iodine" tablets or wearing yor own gas mask.
  • In Level 2 contaminated area you can only move when are wearing your own gas mask and silver protection suit provided by game masters.
  • Contaminated areas usually change during night. Sometimes also during the day.
  • The current contaminated sites can always be checked from the status.ehasa.org website from the "TSTOS 19 public" map and from each factions own maps.
  • Forecasts of contaminated areas for the upcoming day can be seen in a separate status.ehasa.org map sheet called for example "TSTOS19: Friday 16.8.2019 contamination map", it is always published when scientist area ready with it.
  • Contaminated 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 contaminated 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 contaminated area without protective gear, leave the area immediately. Moving on contaminated areas without protective gear on purpose leads to banning from the game.
  • Iodine tablets are blue props / candies provided by game masters. You will be informed more about them later via the chain of command.
  • Gas masks have to be brought by the players themselves. Gas mask is required for the fighting factions information and research platoons. A face mask or a respirator can be counted as a gas mask. If the gas mask also covers the eyes, the player must make sure that the mask meets the eye safety requirements.
  • Protective suits provided by game masters can be recognize from eye-catching shiny silver colour, including trouser, coat (and gloves).

Hand grenades

  • It is allowed to use commercial BB-grenades which wound players by hits of BB’s.
  • Pyrotechnical commercial BB-grenades are only allowed to use in Finnish Defence Forces area. (Area east from Iso-Tarus lake. Marked in map with the purple dotted line)
  • Flash bangs are not allowed in the event. Reason for that is that there are no buildings that would allow them to be used. Also the use of hand grenades indoors is prohibited.
  • When using loud banging grenades you must remember to inform the players near you before throwing a grenade by shouting "Grenade!".

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 are used to prevent vehicles from using roads.
  • If a vehicle drives over a mine, it is destroyed along with everyone inside. It cannot be repaired or any of the passangers 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.
  • 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.
  • Your own faction mines do not have effect on your faction vehicles.
  • It takes 1 minute to set up or disable one anti-tank mine and can only be done by an engineer. Enemy anti-tank mines are not allowed to take with you. After disabling them, move them to ditch next to road. You are not allowed to break or hide enemy mines.
  • It is forbidden to disguise AT-mines!
  • There is prohibited area for anti-tank mines around main bases and village of Tarus where no-one can set up anti-tank mines (marked with grey dotted line in status.ehasa.org maps).
  • 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.

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.
  • 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.. with just a camo net is not allowed. As for the civilians and the information and research platoon the appearance of the car or vehicle does not matter.
  • Players must pre-check their vehicle at the Kuulaportti registration-system tstos19.kuulaportti.fi, after which will make a preliminary decision about the vehicle. The final solution about the vehicle class is done at the game site in a separate vehicle registration process. You can find the details on players.ehasa.org.
  • Ingame-vehicles are marked with the same color as the faction color. You can use flags or tape on each side of the vehicle and on the roof you must have a flagpole with a flag (min. 40 cm x 20 cm) that can be seen from every direction.
  • Ingame-civilian vehicle must have clear markings on the so that they wont be mixed up with real civilians in the area!
  • Vehicles are given 3-number ID which tells the hit points of the vehicle and their unique ID number. This 3-number ID must be seen in front or in flag in ATVs. All other vehicles must have this ID shown in every side of the vehicle. This ID number will stay same in all future Ehasa ry events, so we can track better how vehicles behave and follow rules.
    1. ID numbers 100-199: Class 1, One hit durability: All vehicles in default.
    2. ID numbers 200-299: Class 2. Two hit durability: Vehicles selected by game masters, basic requirement is a rotating tower or a sector-specific gun-shield.
    3. ID numbers 300-399: Class 3. Three hit durability: Vehicles selected by game masters such as BMP1 or other proper infantry fighting vehicles or other similiar vehicles built by players. The player's vehicle in this category must look or act like a real assault vehicle. Get in touch with the game manager in advance if you are building such a vehicle.
  • 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)
  • 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.
  • The game masters are no taxi drivers (except injuries and emergencies).
  • 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.
  • Vehicles must drive with their lights on in the dark and pay extreme caution when driving.
  • 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.
  • 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. If a vehicle is surrounded it would be polite to consider surrendering.
  • 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.

Anti tank soldier

  • You can destroy vehicles by using a 40mm TAG palading color powder grenade. You can rent these from game masters in advance. Only an at-soldier can use these grenades.
  • Using other than Tag paladin grenades (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.
  • There can be only one at-soldier for each group and he/she must wear an at-soldier patch or armband.
  • The 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.
  • 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.

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. Game organizers sitting on top of tanks wearing reflecting vest are simulating the turret of the tank and do not take hits.
  • Vehicle can be destroyed by Anti-tank mines or by a 40 mm TAG Paladin colored powder grenades 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!
  • Heavily armored vehicles, such as tanks must be hit two or three times based on their hit rating.
  • When vehicle gets destroyed:
    • Driver presses the horn for a few seconds, turns on the hazard beacon, hazard lights and raises the orange flag. In addition, in the dark, the parking lights must be switched on, every time the vehicle is either stopped and destroyed.
    • The driver and gunner are eliminated and cannot be healed. Everyone else has 20 seconds to disembark from the ”burning” vehicle before they are also 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.
  • You can tow destroyed vehicles by attaching atleast 5 meter rope between the vehicles. After that both drivers can drive their vehicles as long as the rope is attached. While towing you cannot exceed walking speed and you must make sure there are no players near the towed vehicles. You can only tow single vehicle at a time.
  • Destroyed vehicles can transport eliminated players.
  • 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
  • If the car chooses to respawn it must return to its base where there is a separate respawn info for vehicles. At the gate of faction main base there is a board saying how long the respawn time is for vehicles. The respawn time is affected by faction tasks. Default respawn time is 1 hour.

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 allowed to bring their own exploding BB grenades. see HAND 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 a game masters off-game vehicles or boats to the desired drop point.
  • 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 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.
  • Flying or filming with drones is strictly forbidden in private properties, the shooting range or Finnish Defence Forces area. More accurate map 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.
  • 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

  • Armbands must be at least 3,5cm wide, preferably 11cm so you can be identified better. You must have armband in both of the arms. The armband must go around the arm, a colored patch is not enough!
  • Your ID number has to be marked on you armband. You will get your ID number from Kuulaportti after signing up to the event.
  • 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

  • Uusimaa Red: AOR2, Marpat, Cadpat, ESTDCU, LATPAT-Multi, Vegetato, Multicam Tropical, Digital Flora/EMR, Spectre, Sumrak/Ryab, Surpat, ATACS FG, ATACS IX, Pencott Greenzone, Jagel/M05 summer pattern, M05 winter woodland pattern, MP/10 camouflage
  • Pirkanmaa Yellow: Multicam, MTP, Flecktarn, M84, M90, M62, M91, M98 , DPM, Partizan/SS-Leto, Berezka grey/yellow, VSR93, Flora/VSR98, Tiger/Kamysh, OD (Od, Od-Gorka, RG), Desert night camo, Woodland (US, PL, CCE), DPCU, Belgian woodland, Tigerstripe, The old Estonian green tricolour amoeba pattern (Not ESTDCU).
  • Civilians Green/white: Civilian clothing. An exception is individually named desertees who can keep their own factions camouflage or mix it with civilian clothing.
  • All other uniforms are forbidden in game. You can mix all allowed camouflage patterns any way you want.
  • If you don’t have an allowed uniform you can buy one from our partners.
  • Guns and other equipment (gloves, hats, chest rigs, combat vests) are not regulated. Please avoid using enemy camouflages in your equipment.
  • Ghillie and 3D-leaf suits, trousers, jackets, cloaks, hats etc are allowed only for reconnaissance units. Background colors of these appareals are not regulated, but we recommend those of your own side.
  • The members of the Pirkanmaa and Uusimaa Information and Research Platoons can also use civilian clothing or a combination of their own camouflages and civilian clothes, but they always have to keep their own faction armbands visible.

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. M83 Barret) 3 J
  • Bolt action sniper rifles: 4 J
Attention:
  • Biodegradable bb’s are obligatory.
  • Owners of weapons over 1.7 J must have a secondary weapon (preferably less than 1 J) for close quarters combat.
  • All 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.

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. This year, civilian weapons will be divided into four weapon permit-classes
    1. Single-shot pistols, shotguns, and precision rifles
    2. Semi-automatic and automatic pistols (GBB, NBB, AEP)
    3. Assault rifles and light semi-automatic rifles
    4. Support weapons, heavy semi-automatic sniper rifles and anti-tank guns (TAG Paladin)
  • 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 fighting factions and the Tarus sect are enthusiastic law enforcement when it comes to carrying guns in open.
  • At the start of the game, gun licenses are distributed to different civilians, and as the game progresses, their number may increase as a result of players completing tasks. Permits are grant by the village elder.

"No Gun Zone"-Rules

  • Due to the nature of the game area, all indoor airsoft is prohibited. Similarly, the vicinity of Tarus village area is marked as "No Gun Zone".
  • Within the No Gun Zone, weapons can be carried around if they cannot be left elsewhere, but you cannot use them. Grenades in these areas are not allowed to be used also.
  • 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. Violent behavior in these areas does not win any hearts or minds of the civilian population and ultimately will lead to an encounter with village bouncer or other similiar ingame-character.
  • "No Gun Zone" areas are marked on green on the status.ehasa.org-maps. The largest "No Gun Zone" area is the village of Tarus.

Offgame

  • All village accommodation houses within game area are offgame between 02-08. Capture- and Resource points can be captured all the time.
  • Faction bases are offgame area 24/7 but you must wear your eye safety.
  • 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 civilian 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.

Rules related to this game area

  • There are private properties in the area and some of the gaming area and its roads are offgame areas. You cannot use the terrain if it is on a private property. You must pass through the area using a road.
  • You can come from any direction to the game masters area and leave it also in any direction. Game masters area is not a respawn point.
  • You may not report any enemy movement you detect when you are on any of the private roads or in game master area.
  • When encountering other faction on a private road you must give the other faction enough space to allow them to pass you. Fighting must happen on the main game area.
  • The border of the game area and the private area are marked by the game masters with roadside signs and in status.ehasa.org maps.
  • Read also the rules about No Gun Zone -areas above which limit the action in game area and inside buildings.
  • Digging trenches is allowed in Finnish Defence Force training area. Everywhere else 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.
  • All civilian players and some of the military faction players will receive an extra bonus at the registration from the pig in a poke toss-up. It can be a story related (for example a secret document), an object used releated to game mechanics (such as a bullet card or a rally point resource table) or a real money worthy advantage (for example a free grill ticket). The pig in a poke can also contain bad in game things (for example illness). Special information is provided with separate instructions to the player if necessary for example how to proceed with the illness.
  • 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 using ground placed heat generating equipments like camp cooker or disposable grills are forbidden.