General Rules
1. The name of the group shall be “Eaglestorm” and its purpose it to promote military living
history displays of the Modern US Army 101 Airborne Division and Air soft Mil-Simulations.
2. Membership of the group shall be open to all persons actively interested in the aims of
Eaglestorm wishing to support the group activities. Applications for membership take
effect from the date at which a Group officer approves a completed application form.
3. There will be times a donation to help with a major display eg: War & Peace where
the organiser is paying for the display. The amount will be agreed by the group as a whole.
4. Insurance is compulsory for members wishing to participate in battle re-enactments
(shoots). Insurance arranged by the club can be purchased for individual members.
The current cost is £30.00 irrespective of the date purchased and renewed on annual
bases. Alternatively members may arrange their own insurance but any such
insurance policy must be approved by a committee officer. Members will not be
allowed to participate in activities without appropriate insurance.
5. All members to be responsible for their own safety and respect the safety of others.
6. Any member carrying any weapon, including knives, grenades, or guns (replica, deactivated
or live firing), are not permitted by law to carry such weapons in public areas outside of the
designated show/play area. All weapons are to be concealed.
7. Shows/shoots briefings for safety and carrying weapons will be held before each event.
Members must attend such meetings or contact the safety office directly to ensure they
are fully aware of such rules. Failure to do so will result in the member not being allowed
to participate in the event.
8. No weapons, including knives, grenades or guns, should be handed to the general public
at any time during shows/shoots.
9. A 12pm curfew will be in force at all events attended by the group. The safety officer (or an
appointed deputy) will have the final say on whether members are deemed fit to participate
in group activities when members have consumed alcohol.
10. No illegal substances to be used prior to or at group meetings and events.
11. Breaches of group rules, or conduct likely to bring discredit upon the group, by any member,
will be dealt with at a general meeting and may result in suspension of membership or
exclusion from the group. Members shall have the right to attend and be heard by the group
before any such decision to exclude them is made. No subscription or insurance monies paid
will be refund for members excluded as a result of breaches of group rules or conduct.
12. In the event of any disagreement regarding the interpretation of these rules, the decision of
the group shall prevail.
13. Amendments to the rules, or proposed new rules, may only be made at a full group meeting,
or when a problem occurs and the rules need to be adjusted, added to, removed or modified,
this will be done by the group leader, and admin officer.
Game Play Rules:
1. ALL PLAYERS WILL HAVE FUN.
2. ALL PLAYERS WILL WEAR EYE PROTECTION AT ALL TIMES EXCEPT IN THE SAFE ZONE.
3. SAFE ZONE: THIS WILL COVER TWO AREA’S:
AREA 1: WHERE ALL THE VECHICLES ARE PARKED.
AREA 2: IF NOT AT THE VEHICLES, THEN THE DESIGNATED AREA WHICH
WILL BE ON THE OUTSKIRTS OF THE BATTLE AREA.
4. NO WEAPONS WILL BE DISCHARGED IN THE SAFE ZONE.
5. NO WEAPON WILL BE POINTED AT ANY PERSON WHILST IN THE SAFE ZONE.
6. ALL WEAPONS WILL BE UNLOADED AND WILL NOT HAVE MAGAZINE(S) IN THE WEAPON.
7. ALL HITS WILL BE DECLARED, FAILURE TO DO SO WILL RESULT IN "INSTANT DEATH" AND
THAT MEANS END OF THE GAME FOR THE PERSON. REPEATED OFFENCES AND THE
PERSON’S SHOOT FOR THE DAY WILL BE ENDED AND THE SAID PERSON MAY BE ASKED
TO LEAVE.
8. MEDICAL RULES: The following will apply:
a. It will be set before the game starts: basically a player gets hit - they move 30 meters away from the area,
then return to the "field".
b. Depending on the nature of the game, each player will have 1/2/3 "regens" once max is reach, they are out
for the rest of the said game.
9. GAME SENARIOS: A Games Master (GM) will be allocated before the event of the day. Duties
will include the following:
a. The GM will determine the type of game.
b. GM decision is final.
c. Types of game scenarios:
i. Team Death Match: - hunt and “destroy” the other team. The winner “kills” all
players.
ii. Hunter Killer: - Single player move out, is the target.
Mission: TWO or more teams hunt the person down and bring
back to the safe zone.
This person regen’s, after 2min’s after been hit but also can be put
in custody and disarmed.
The prisoner has to be returned to the safe zone for the game end
it is the duty for the prisoner to escape. If hit the prisoner cannot move
for TWO minutes protect him from the other attacking team they want
him as well, and extract to safe zone.
If the guard is “killed” whilst waiting for the medic, the prisoner’s 2 min
are up, or is already regen’ed, the prisoner can take the “dead” guards
weapon and resume the mission. Get back to the safe zone…
Hunted gets back to safe zone, Hunted wins, Hunters bring hunted into
safe zone, and Hunters win.
iii. Large groups of players – two teams searching for the “Perp”, capture,
and extract…the two teams are to stop the other team from getting the
“perp” and capture and return to the safe zone…
10. COMMON SENSE IS TO BE USED WITH REGARDS TO RANGES; I.E: DO NOT SHOOT
WITH IN 3 METERS OF THE INTENDED TARGET - RATHER USE "BANG KILL"....
11. RADIO PROCEDURES WILL BE ADHERED TO - OUR COMMUNICATION ARE MONITORED
BY VARIOUS LISTENING POSTS.
a. All radio messages will start with the callers ID, followed by the receivers ID..
EG: “MP to AW”, this will be repeated till AW amswers: "AW send” the caller
will continue with message: “MP - ……….” And so forth.. end of message –
“MP out”. The call sign who opened the call, closes.
b. All users will wait till the conversation has ended, or if very urgent, will break into
conversation with, “call sign – message”
c. If silent use is required: eg: “MP to AW”…. AW is in a situation, AW presses the
switch: TWICE = 2X.
d. If question is asked, dead alive: e.g: MP to GT – dead or alive. GT press once
(1X) for dead, “2X for alive”
e. Call signs are as follows:
Andy = 10
Warren = 10F
Gary = 10D
Adam = 11A
James = 11B
Steve = 11C
XXXXXXXXXX = 11D
xxxxxxxxxxxxxxx = 11E
12. CARE MUST ALLWAYS BE TAKEN WHEN ON SITE, TO PREVENT CIVILIAN INJURIES.
a. We sometimes have Civvies crossing, walking along paths, our weapons may
reach, do not fire in their direction. Put weapons muzzle in the air, to denote –
“NO FIRING ON CIVVIES”
b. If position is known already – shout “CIVVIES - HOLD YOU FIRE” when the civvies
are clear – “SHOUT – CLEAR, CLEAR CLEAR”. Then carry on.
13. SAFETY MUST AT ALL TIMES BE ADHERED TO.