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NAM rules for 2012

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#1 Target


    Mr Gunman

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Posted 15 June 2012 - 06:44 AM


All players start with 2 hits! The first hit can be healed with a bandage from any player; the second hit is a medivac/KIA. The medivac/KIA player must return to the HQ and take a wound card, black there back (amazing, modern medicine!!) RED is fatal! They die on the operating table and return as a new two hit grunt.

Event veterans get extra bandages in the field depending on how many tours they survive.

Welcome to the NAM.

When shot the player must call out 'HIT' or scream!! and fall to the ground holding the location hit, screaming for the medic. A shot player won’t be targeted and can’t return fire until healed!!but may try to crawl to safety. Anyone shot whilst crawling is dead.

If no one gets to you in 5 mins or all your bandages are used up you are dead.

A shot player shouldn't be targeted and cannot return fire until healed!!

Moving wounded. One man with two hands or two men with one hand each can drag a wounded soldier to safety! (Medics have their own rule)

Any soldier can return to their HQ or a controlled CP and be fully restored to full hits (all bandages taken off)
Dead players 'DO NOT TALK'. Exception to use the call 'DEAD MAN WALKING'

If things are getting a bit hairy or you make take an immediate KIA! Just put your hand in the air and call 'DEAD MAN WALKING'. Otherwise you MUST stay on the ground for the full 5 mins.

Getting back in the action

If a live team mate can get to you they must tie one of your bandages to you wrist to make you live again.

All bandaging must be stationery and if either player is hit during the Medic or during the move, both must take a KIA and head back to a CP or HQ!

A hit is anywhere on the body or the gun and ricochet must also be taken, if you think you've been hit, take it as your back in the game almost immediately.
BB Mines + Claymore + Moscarts
If your hit by a bbs it a 'wound'

Explosive Pyro Affects
Small structures 5m x5m Whole building is cleared - inside only
Large buildings – 5m hard cover has affect including floor to floor stair wells and corridors.
5m away hard cover has affect - outside only
If hit by a pyro you are KIA and must head back to a CP or your HQ!!

Artillery and rocket strikes, 10m away, cover has no affect.

Armor-US/Coalition only.
Body Armor = 1 extra hit/ bandage
Metal G.I. helmet = 1 extra hit/ bandage if hit!

Roles and load outs

Lieutenant *
1 golden come back per Day (Restore a fallen soldier to full health)
1 Radio to HQ
Begins with up to 300rds

Begins with up to 300rds +x, 4 grenades.

Can use a single shot bolt-action rifle up to 500fps with a .2 bb
Begins with up to 100rds (may use own ammo after crono with .2bb)
Begins with 1 grenade

Medic* US/Coalition ONLY
Begins the game with 6 field dressing (bandages) and can heal wounded soldiers.
Can call sanctuary. When this is done the medic waves a flag of truce, neither the soldier or the medic are live to the game until the medic begins to try and heel, or opens fire.
Begins with up to 300rds and 1 grenade

Can use a support weapon firing at 350 fps
Begins with up to 3000rds and 2 grenades

Engineer* / VC
Starts with a set of tool/demo bag.
Is the only soldier that can set charges, defuse bombs and use electrical equipment!
Begins with up to 300rds and 4 grenades.

* only one per unit of 8 men.
Magazines can only be loaded to real deal+5bbs so a 30rnd M16 magazine can only be filled to 35rnds even though it may be and hold 100+rnds. Airsoft is a game of trust, so be as honest as you can with those thumb loaders guys.

Re-loading can ONLY be done at a controlled CP, HQ or ammo crate.
You can have NO more than real steal +5 bbs in any magazine but there is no limit to the amount of mags you carry. You should aim for 300 on you and the rest in ammo tins or bandoliers!
Horde attack – 1 hit wonders that lay on the ground for 10 sec after being shot and re-gen from an officer in the field. They will have a fixed number of men (re-gens) available. When out of men or KIA the Hordes of men must return to an HQ or CP.

Reacting to hits – make an effort, if shot in the arm, hold it whilst calling for a medic ect...
NO break in the game so make sure you have food that you can eat on the go! CAN EVERYONE try to stay in the game!
Standing Orders

No man goes to war alone! If you find yourself alone or your squad dwindles to only 2 men, you can’t advance on a position or complete any tasks, you should go to ground and wait until re-enforcements arrive or fall back to your Squad flag or your HQ.
You can only leave a CP (after regen) if you have at least 2 live team mates to push off with (hopefully they will be your squad members)
Officers can move around friendly positions on their own (at their own risk) but are still bound by the restrictions of the standing orders.

One of the best pieces of equipment you can carry in the field is a small notebook and pencil, so the game rules can be cut and pasted in and any addition tasks, maps etc be carried into the field. Its only a suggestion but could also be used as a diary of your battles over the years.
Vehicles at GUNMAN

Only a person that has held a full drivers license for 5 years may drive Vehicles in the game. All vehicles will be self marshalled by the driver. All 4-wheeled+ vehicles are considered armoured and will be awarded a certain amount of hits. Only strikes on the wheels or marked targets on the vehicles will count as a hit.
If the driver is hit, they are hit and must stop driving.

Command Points 'CP'
The style of CP will vary from event to event it may be a number of REFS on foot, a mobile vehicle or a fixed bunker. The CP is where you reload your mags or re-spawn after a KIA.

'Sqaud CP' Issued to units, these are flags or a vehical that are placed in the field to represent all the combat supplies of the unit. if found by the enemy, they can destroy the supplies (take the flag) and deprive the squad of its mobile regen. The flag must be laid out or hung from a tree and if under fire cannot be used to re-load or regen from. Think about how you use these!

The HQ in all cases is 'OUT OF THE ACTION' and cannot be attacked unless by order from your command (top brass)

Supplies in the field - optional

Some events will employ the supplies in the field rule. This can only be done if a 'LIVE' ammo crate reaches the troops on the line. Once opened the troops must be within 2 metres of the ammo crate to reload. Example: a soldier has used 250 rds and can reload back up to 300rds! Command may also set up ammo dumps in the field to make it easier for the troops to get hold of their ammo.

Capturing hidden supplies.
If you find a crate in the field and it's 'Live' you cannot use it to re-supply your troops but can deny the enemy of its supplies.

Attacking a fixed CP
During an assault on a CP, re-spawns and the re-load of Magazines are frozen until the attack is over. An attack will finish when all the soldiers on one side are killed or the attack looses it momentum and is no longer pushing forward onto the CP.
To take a CP, 5 live men must hold it for 60 seconds with out taking fire to claim it.

#2 AdeUK



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Posted 15 June 2012 - 08:37 AM

R & U Dai uy,

Metal G.I. helmet = 1 extra hit/ bandage if hit!

Do you mean "only if the helmet is hit" you can use another bandage?
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#3 DirtyDenn



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Posted 03 July 2013 - 07:59 PM

looking forward to the promised 2013 rewrite

peace sells, buy who's buying?

#4 Target


    Mr Gunman

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Posted 04 July 2013 - 08:23 AM

Its the amount of bandages you carry.  Helmet hits still count!


Revise will have to wait, i'm swamped till after w&p

#5 DirtyDenn



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Posted 04 July 2013 - 11:18 AM

Its the amount of bandages you carry.  Helmet hits still count!


Revise will have to wait, i'm swamped till after w&p

fair enough, i'm sure that will leave time to make sure everyone is properly briefed

peace sells, buy who's buying?

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