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ARTICLE XI. SAFETY |


"Lest they be Forgotten" |
For information, Contact: The Regiment Box 5813 Security, Colorado 80931 TheRGT@hotmail.com phone: (719) 391-0043 |
C. Authority In the case of any disagreement between parties involved in a safety dispute, the Safety Officer shall have final authority to settle the matter! ANYONE who refuses to accept a Safety Officer ruling will immediately be removed from the Battle Field! This individual is also subject to a hearing by The Staff after review of the Safety Officer’s Report to determine whether censure or expulsion from The Regiment is warranted. The Safety Officer’s Report must include the names of all witnesses to the incident and must be turned in within seven (7) days of the occurrence. Expulsion for safety violations is final, there is NO appeal! D. Safety Rules 1. ALL participants must be a member of a recognized unit or unit forming. A unit forming must attach themselves to a unit willing to vouch for their safe conduct! Guests are permitted at local skirmishes and are the responsibility of the unit to which they are attached. 2. ALL 16 & 17 year olds MUST have a Hunter Safety card from Colorado, or their state of residence, if they are to be armed participants at ANY Regimental tactical. 3. Any battle involving the occupancy of a building must be under the control of one (1) Safety Officer per building who has the authority to stop all activity if required. This may be reduced to one (1) safety officer per two (2) or three (3) buildings if the situation permits. 4. NO alcoholic beverages shall be carried in the field or used in violation of any local ordinances. Except for legal prescriptions NO controlled substances (Drugs) are allowed at any event! Violation of this rule will result in the immediate dismissal of the individual from The Regiment without right to appeal!!! 5. NO live ammunition is to be carried in the field, unless required for security reasons and then only by specifically appointed individuals. Violation of this rule is grounds for immediate dismissal without right to appeal!!! 6. NO weapon will be loaded or a magazine inserted until arrival in the tactical area. All weapons will be unloaded before boarding any vehicle leaving the tactical area, whether during or after the battle. 7. Unsheathed blades of any type are PROHIBITED nor may any bayonet be attached to a weapon even if it is still in its scabbard. Photo sessions are the only exception. 8. All hand-to-hand combat is prohibited! 9. Shotguns are prohibited. 10. No weapon should be fired directly at another person if closer than 10 meters (33 feet). If closer, fire up in the air, NOT at the ground!!! 11. NO Canadian military .30-06 blanks that have been resized to 8mm Mauser and star crimped are permitted unless the weapon has a blank adapter attached. 12. All 8mm & 303 wood bullet blanks are prohibited unless the weapon has a blank adapter attached. 13. The use of Israeli NATO caliber purple wood bullet blanks shall be permitted in bolt action rifles. 14. Charges for mortar rounds are limited to 200 grains, or less, of either black powder or Pyrodex P. 15. No flash powder will be used in any grenades, mortar shells, etc. 16. Do not use sand, flour, or kitty litter in grenades or mortar shells. Baking soda is recommended. 17. Exploding grenades are acceptable, but their safety must be demonstrated by detonating one between your feet during a Safety/Authenticity inspection each morning. 18. All vertically fired projectiles, mortars and rifle grenades, must have an approved frangible warhead and weigh no more than 12 ounces. Contact fuzzes are prohibited! 19. No horizontally fired projectiles (those fired at less than a 45° angle) are permitted unless under the supervision of a Safety Officer. 20. Smoke may be used by either side. White is preferred, but any color is acceptable. 21. ALL pyrotechnics must be approved by the Safety Officers before use! 22. Military, or similar, artillery or grenade simulators are prohibited except at spectator battles under proper supervision of a qualified Safety Officer. 23. Any motor vehicle used at an event must be driven by a licensed driver and be covered by liability insurance. 24. Any vehicle driven off road or trail must be preceded by a ground guide to avoid running over anyone dumb enough to not move out of the way. 25. There will be NO ignitable devices thrown into or fired at any motor vehicle. An unlit-dummy grenade thrown into any vehicle shall be acceptable to score a kill on the vehicle and all occupants. The exception is a half track. A grenade in the driver’s compartment scores a vehicle kill. A grenade behind the driver’s compartment will “kill” everyone in the back of the vehicle. 26. A liability release must be signed by ALL participants at any Regimental Battle or skirmish. E. Rules of Engagement 1. Maximum range for engagement with a rifle will be 50 meters (55 yards) or less with 35 meters (39 yards) being the optimum. The reason is that at longer ranges in most instances, wind, brush, etc. prevent getting a persons attention to call the “kill” without giving yourself away to someone else. Many times it is also difficult for the target to tell direction or distance of the “shot” and as a result he will probably ignore it unless you get his attention. 2. Maximum kill ranges are: a. Pistol 15 meters (17 yds) b. Rifle or MP/SMG 50 meters (55 yds) c. MG, BAR, or Bren 60 meters (66 yds) d. Sniper Rifle 65 meters (71 yds) radios to claim the kill! e. MG on tripod 65 meters (71 yds) f. MG on tripod/scope 70 meters (77 yds) g. c, d, e & f require 2 judges present with working CB 3. When you make a kill, YOU MUST CALL IT, unless the individual sees you and acknowledges the hit without it being called. When you call a hit, DO NOT say something like, “GI/German behind the rock/tree.” There might be five (5) others that fit that description. Identify the individual with a specific description of him and his location, such as “Brit with a Sten gun just crouched down” or Fallschirmjäger without helmet cover by the tree.” 4. NO one shall fire directly at anyone or at the ground (safety hazard) if 10 meters (33 feet) or closer. 5. Your weapon must be discharged to claim a “kill”. NO Bang you’re dead! If in close proximity to the other person, fire up in the air! 6. Your weapon must be visible to the target when in close proximity. You can not have your body between your target and your weapon and claim a “kill”. 7. No grenade, exploding or not, shall be thrown back at the enemy – you are dead if within 3 meters (10 feet) of where it stops. 8. At least one (1) Rally Point (RP) shall be set up for each side, more if necessary. These should be clearly marked, possibly with a red cross flag at least two (2) feet square and may be moved up or back as the tactical situation shifts. These RPs must not be any closer than 75 meters to the front unless the action is in a restricted space such as a town. In this case a central location will be used. 9. Dead time will normally be 10 minutes beginning after arrival at your RP. 10. No one shall, having infiltrated enemy lines, lay in wait close to their RP and pick off those going back into Battle. 11. When “killed”, DO NOT stand around the Battle area and talk to anyone, dead or alive. Go to your RP immediately. 12. When you are “dead”, you can NOT talk to anyone on your side who is still alive, either verbally or with hand signals! Translation: you can’t tell your buddy where the guy is who “shot” you. 13. Violations of either Rule of Engagement No. 11 or 12 will result in a “kill” being called on whoever you’re talking or signaling to, or anyone in position close to where you’re standing talking. 14. Be a good sport. Don’t ask the “dead” guy going by you for any information. Remember, the “dead” can’t talk. 15. When “killed” you must immediately put your weapon on safe and take your helmet off as you’re leaving the area for your RP. 16. If you and the enemy are equally exposed and fire at almost the same time, then you should call it a draw and both take the “hit”. 17. A running target, unless running toward or away from you, requires two (2) quick or rapid shots for the “kill”. A “kill” can not be claimed on a running target crossing your front by any single individual using a bolt action rifle! Three (3) people firing almost simultaneously from the same location (within 10 feet of each other) on the same running target, may claim the “kill” with just one (1) shot each. 18. When using a pistol “kills” may not be claimed at more than 15 meters (17 yards). 19. When engaged in house to house fighting or around large rock formations, NEVER stick your weapon around the corner or in a window and fire without first looking to see that no one is close enough to be hurt by the muzzle blast. 20. When boundaries are set, anyone caught outside of or coming in from outside this boundary, is considered “killed” and must immediately go to their rally point. F. Town Battle Rules 1. When engaged in house to house fighting (or around large rock formations). NEVER stick your weapon around the corner or in a window and fire without first looking to see that no one is close enough to be hurt by the muzzle blast. 2. If closer than 10 meters (11 yards) to a “target”, fire up in the air – NOT at the ground because this could cause a safety hazard. 3. DO NOT shoot into a window unless you are pointing your weapon at the ceiling (45° angle up)!! 4. 4. Kill ranges will be marked out on the town street so everyone will know what they are. Maximum kill ranges are: a. Pistol 15 meters (17 yds) b. Rifle or MP/SMG 50 meters (55 yds) c. MG, BAR, or Bren 60 meters (66 yds) d. Sniper Rifle 65 meters (71 yds) radios to claim the kill! e. MG on tripod 65 meters (71 yds) f. MG on tripod/scope 70 meters (77 yds) g. c, d, e & f require 2 judges present with working CB 5. At distances over 15 meters (17 yards) a face is not a good enough target to claim a kill – you must see part of the upper torso! 6. Umpires will be used on both sides – even if we have to draft them. No one will work more than one scenario. They will work on the opposite side, not their own. 7. There will a minimum of one (1) safety officer for each three (3) buildings. 8. Town defenders MUST leave the buildings immediately when killed and go to the location designated during the Safety/Authenticity inspection. 9. Attacking forces MUST leave the battlefield when killed and go to the location designated during the Safety/Authenticity inspection. 10. Failure to follow rule 8 & 9 WILL result in additional kill penalties being called against your side! 11. Smoke may be used by either side. White is preferred, but any color is acceptable. NO smoke will be thrown into any building or vehicle!!! 12. Exploding grenades are acceptable, but their safety must be demonstrated by detonating one between your feet during a Safety/Authenticity inspection each morning. No grenade, exploding or not, shall be thrown back at the enemy — you are dead if within 3 meters (10 feet) of where it stops. 13. Any vehicle must have at least one (1) person in addition to the driver in it. The driver can not fire a weapon, unless the vehicle is standing still and the engine shut off. 14. Attacking force, if equal to, or smaller than defending force, will have a 2nd life (after 10 MIN at RP). |
Extracted from the SOP |
Revised 27 Dez 2005 |