Medic Rules & Ammunition Limits
Medics
Each player will carry one bandage or FFD. Depending on the size of the forces available one medic is deignated for every 4-6 players. The medic carries an additional bandage for each player in his charge plus one additional bandage as a spare. An example is a 4 man team with one bandage each, one of whom is a medic carrying an additional five bandages (number of team mates plus one).
When a player is hit they must shout “HIT” immediately and call for a medic. The player hit cannot move he must go to ground & lie or sit in place, sling or place his weapon on the floor & shout medic for attention. Anyone standing or handling a weapon is considered to be still active & can be engaged. If a live person wishes to move an injured person to a more secure area this may be done using the grab and drag rule.
To grab and drag you must place a hand on an injured players shoulder and the injured player may move while contact is maintained. To simulate injury you are NOT able to run.
The personal bandage (the one carried by each person) may be used by ANYONE to heal that person. To be healed a second time a bandage must be applied by a medic.
The medic can be engaged by the OPFOR. If the medic is hit he cannot heal himself, another player must heal the medic.
The player acting as the medic cannot change during game play.
Each bandage must stay on for 30mins then it can be returned to the medic. If you have been healed more than once you must return one of the bandages to the medic once the 30 mins is up.
If all the bandages are used & someone else gets hit then they are dead. No regen until another bandage (life) is available. If everyone is hit then the whole team is out. If all members of a team are eliminated then each side will re-org at an agreed location & continue the game.
The medic is armed in the usual way but just has an additional duty to perform. The medic is not revealed to the OPFOR, nor is he allowed to distribute bandages throughout the team. He must keep them together until used.
Ammo Limits
IED encourages but does not insist on the use of lo-cap mags. We do however, have an ammo limit of 600 rounds. Any changes to this will be advised prior to an event date. Normally a 600 round limit for AEG’s will be in place. No loose ammo can be carried except in certain circumstances. All ammo must be in magazines to the maximum limit of 600 rounds or whatever combined magazine capacity is equal to or less than 600 rounds. Eight M16/M4 type 70 round standard magazines equals 560 rounds.
Support gunners can carry one full magazine or load with the weapon, with the No2 carrying one spare magazine. This accurately reflects the role of support weapon gun team. L86 or similar magazine fed support weapons a limit of 1200 rounds is allowed in magazines. This limit can be carried by the gunner & his No 2. Support weapons must be of a type used & recognised in the real world ie. GPMG, M249 Minimi, MG3 etc. Box or 'C' mags on M16's, AK47's are not support wepaons & cannot be used as such.
Pistol ammo is outside of the limits but is restricted to one magazine loaded in the weapon plus one spare.
Be advised that if you do not have the total magazine capacity to give you the allowed maximum load then you will not be able to carry any loose ammo.
Spare ammo should be bundled into 600 round batches. This allows easy & quick retrieval from caches, Tac HQ, QM locations etc. Depending on the scenario for the event we will collect this from players for cacheing or to be located elsewhere on site. You will get any unused ammo back at the end of the event.