Hattula, Finland

Rules and instructions


Event rules are mainly the same as in Berget Events. Still, read them carefully as there are small changes!

Game on, Game off and game over:

  • The game starts with a Game on -call by the game masters on friday 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.
  • 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.
  • 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.
  • 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”, 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 at that time.

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. The medics have to bring the field dressings to the game by themselves.
  • Field dressings can be restocked by visiting the main base or a respawn point.
  • There can be one (1) 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 (120 sec.). After that, both the medic and the player can continue playing normally.
  • The player can be healed only once. The next hit will force the player to go to the respawn area.

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 villagers and police:
  • These players have to visit the town doctor after being healed, or they will die within 60 minutes of their injuries
  • Madical assistance can only be given by a ingame civilian doctor. The healing lasts 2 minutes after which the player must go and rest for 15 minutes at the hospital.
  • The civilians and police respawn at the civilian respawn point, there are multiple located around the game area
  • 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 points:

  • We will be using Ehasa made “capture point devices”.
  • Every capture point can be used as a respawn, if it's under your temas control.
  • You can follow the situation live on status.ehasa.org. Not all capture points are in the system in the beginning of the game
  • ”Claiming” the capture point takes 30 minutes, counting from when you press your faction button.
  • After 30 minutes, the device gives a voice signal and players have 1 minute to ”capture” the point by pressing your faction button again. After this, the point’s color is changed.
  • Information of the claiming is transferred to status.ehasa.org after pressing the button for the first time.
  • If a player is waiting to respawn at a cature point but the enemy starts capturing it, the player who is waiting to respawn must move to another respawn point.

Capture points and resource points:

  • The capture and resource points are flagboxes made by Ehasa.
  • The flag box will be attached to a pole or to a tree at the capture point. There are respawn areas in the vicinity of the capture point from where you can respawn. The capture points are marked alphabetically in the Status-system.
  • The flag boxes at the resource points can be found next to a “fuel pump”. You can not respawn at resource points. Resource point has only one purpose and that is to collect resource points(fuel) for your faction. Fuel can be used for helicopter transports and many other services for your team. The resource points are numbered in the Status-system.
  • Whether the resource point is visible on the status or not it can be still capturet. Not every resource point is visible in the Status-system in the beginning of the game.
  • A fuel pump can be destroyed in which case there is no flag box at the site. There will, however, be instructions on how to fix the pump.
  • You can follow the situation live from the Status.ehasa.org -website.
  • Capturing a flag point takes normally 30 minutes after pressing the button coloured by factions (red, yellow, green). 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.

Rallypoint-cache:

  • You can recognize rallypoints from small one man tents, colored tape around a respawn area and the faction flag on the tent.
  • Rallypoints are exhausted with use. Inside the tent there is a respawn board 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 respawnpoints which can be set up anywhere in the game area.
  • You can destroy 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 behind your target, touch his head and say Knife Kill.
  • A knifed-killed person moans quietly and lies still for 10min unless he is knifed again.

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.
  • fter 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:

  • 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 deplys water or soap water.
  • 2. Tasers, which are colored waterpistols provided by the game masters.
  • Both are used by shooting a short spray at the enemys torso, not the face.
  • Using these methods may be wise for stopping ongoing larp fights with less lethal force.
  • When the player is sparayed 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.
  • 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.
  • Prisoners can knife kill only with soft replica knives but may knock out normally.
  • Prisoners weapons cannot be used by other players.

Landmines:

  • Anything that makes a noise or sets off an noticable effect by some sort of trigger/trap is to be treated as landmine.
  • 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.

Hand grenades:

  • It is allowed to use commercial BB-grenades which wound players by hits of BB’s.
  • Loud banging grenades can be used. You must remember to inform the players near you before throwing a grenade!
  • Berget Events B.A.P.S. –grenade or its replica. BAPS works only in houses and tents. It affects only one room. Between rooms there has to be a clear doorway, just one wall is not enough. A detonated BAPS grenade makes a noise for 10 seconds. During that time everyone in the room gets wounded.

Engineers:

  • Engineers are the only ones who can use 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
  • On the patch should be clearly a wrench otherwise it can look whatever you like.

Anti-Tank mines:

  • Anti-tank mines are coloured frisbees with Ehasa texts/logos. 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 by accident drives over a mine, it is destroyed along with everyone inside. It cannot be repaired or passangers healed. 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. Offgame vehicles are allowed to drive pass the mines.
  • Mine rules also apply on own vehicles.
  • It takes 1 minute to set up or disable one anti-tank mine and can only be done by an engineer.
  • It is forbidden to disguise AT-mines!

Locked rooms:

  • There might be doors which are covered with a big X in the game area. These doors are locked and cannot opened without an ingame key.
  • These doors 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.
  • Offgame/destroyed vehicles are marked with a big orange flag and its hazard lights are on.
  • Ingame-vehicles are marked with their faction flag (40cmx20cm) which is seen from every direction and smaller flag on the windshield/bumper.
  • Ingame-civilian vehicle must have clear markings on the so that they wont be mixed up with real civilians in the area!
  • Max. speed for vehicles is 30km/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). The game masters use their own judgement in transporting players in their own free time. We try to arrange in-game vehicles for both teams
  • You need to be extra careful when near vehicles
  • A part of the vehicles has a blocked field of view and the movement might be hard or sudden. For this reason it is forbidden to go near a vehicle when its engine is running, unless the vechicle 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. Windows may be kept alittle 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.
  • Players can bring their own ingame-vehicles. All vehicles must be approved by a game master before event. Send a picture of your vehicle to the game masters via email: [javascript protected email address]
  • 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.

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.
  • 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.
  • 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.
  • Heavily armored vehicles, such as tanks must be hit twice
  • When vehicle gets destroyed:
    • Driver presses the horn for a few seconds, turns on the hazard lights and raises the orange flag.
    • 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.
  • 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 for vehicles. At the vehicle respawn site there is a board saying how long the respawn time is for vehicles. The respawn time is affected by the number of controlled supply points. 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- and sound 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, smokes and other means to describe the artillery.
  • Game masters point out those wounded by the artillery as well as when it begins and ends.

Airborne troops:

  • The factions may have the ability to use a limited number of “helicopter rides” which they can use to transport troops to anywhere in the game area.
  • Players are transported by a game masters off-game vehicles to the desired drop point.
  • Players are back ingame, when they disembark the vehicle.
  • If a helicopter lands near the enemy main base, the enemy HQ will be informed by game masters with a 5 minute delay.

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.
  • Drones are not allowed to fly close to Finnish Defence Forces storages (areas with fences) or film them.
  • Shooting a drone is strictly forbidden. Attempts to shoot a drone will result in removing player from the game!
  • 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. They 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 the game masters after signing up to the event.
  • You must keep your armband visible on your left arm. Only players in reconnaissance units wearing ghillie-suits can wear the armband on their left ankle.
  • Platoon, company and battalion commanders will have a special patch, which will be provided by game masters before the game. Pictures of these will be released 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: Marpat, Cadpat, ESTDCU, LATPAT-Multi, Vegetato, Multicam, MTP, Multicam Tropical, AOR 2, Digital Flora, Sposn Spectre, ATACS FG, ATACS IX, Pencott Greenzone, M90, M05, M91, M98, M62
  • Pirkanmaa, YELLOW: Flecktarn, M84, DPM, Partizan, Flora, OD (Od, Od-Gorka, RG), Woodland (US, PL, CCE), DPCU, Belgian woodland, Tigerstripe.
  • 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 are not regulated, but we recommend those of your own side.

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.
  • Full auto is strictly forbidden in close quarters combat!
  • Owners of weapons over 1.7 J must have a secondary weapon (preferably less than 1 J) for close quarters combat.
  • 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.
  • 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.
  • 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:

  • All weapons not mentioned below: 100 bb’s/magazine
  • Support weapons: Drum or box magazine without bb limit or 100 bb’s/regular magazine
  • Semi- or bolt action sniper rifles: 30 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.
  • Same rules go with vehicle weapons.

Offgame:

  • Faction bases and all villages within game area are offgame during 03.00-09.00.
  • HQ tents are located in faction bases and marked with flag of faction. HQ tents are ingame except during 03.00-09.00.
  • Player’s tents are offgame.
  • Some of civilian buildings are offgame. In these cases building or room in it is marked with colored tape and offgame signs.
  • 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 deadrag in the doorway for others to see.

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 gentlemanly 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.