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S.L.E Base Rule Set


Attention, Survivors! All players are required to wear armbands representing their faction at all times. Here’s the breakdown of the colors and their meanings, along with special rules for Titans, Anomalies, and M.E.R.C.S.


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🎨 Faction Colors


Each faction is marked by a specific color. These must be visible on both arms at all times. Tape will be provided at the game, so make sure you tape up before heading out.


🟦 Rusvire: Blue 

🟥 Greyskulls: Red 

🟨 NATO Nomads: Yellow 

🟩 M.E.R.C.S.: Green 

🩷 Anomalies: Pink 


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🚨 Armband Requirement


All players are required to wear both armbands clearly visible on each arm. If you’re caught without your armbands in the field, there will be penalties:

- 50 Quantum Data Points deducted from your end resources per player, per armband.


Stay marked at all times,


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🎖 Special Forces Class


Players in the Special Forces class are exempt from the armband requirement. They have a unique patch on their profile, so it’s easy to identify them as authorized to go armband less.


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⚔️ Special Markings for Titans, Anomalies, and M.E.R.C.S.


Certain classes have additional markings to indicate levels or contracts. Here’s how they work:


- 🟨 Titans: Wear both faction colors plus one green armband on one arm with black stripes indicating level:

  - One Black Stripe = Level 1

  - Two Black Stripes = Level 2

  - Three Black Stripes = Level 3



- 🩷 Anomalies: Wear two pink armbands with black markings indicating their level:

  - One Black Stripe = Level 1

  - Two Black Stripes = Level 2

  - Three Black Stripes = Level 3

  - Four Black Stripes = Level 4

  - Five Black Stripes = Level 5



- 🟩 M.E.R.C.S.: Wear two green armbands unless they are contracted by a faction.

  - When a M.E.R.C. is on a contract, they will wear one armband of the faction’s color along with a green armband on the other arm and a Green armband on the other arm.

  - Non Contracted M.E.R.C.S. (with two green armbands) are approachable and available for side missions, secret missions, extractions, RAIDs or negotiations.


 


💢 Safety Briefing


Treat Your Gun Like a Real Firearm 

🔫 Always assume it’s loaded and never point it at anything you don’t intend to shoot. 

🔒 No shooting inside of the safe zone except at the chrono station. 

🕶️ Eye Protection (Eye Pro): Keep eye protection on at all times during gameplay and while chronoing.


Hit Rules 

📍 What is a Hit? Any BB impact on your body, gun, or kit. 

📣 Identifying a Hit: Call out loudly when hit and raise your arm or gun to signal that you’re down. 

🔊 Calling for Medic: After a hit, you may only call for a medic by saying “Medic Safe” or “Medic Unsafe.” You may also identify your armband color with “Medic [Color] Safe” or “Medic [Color] Unsafe” (e.g., “Medic Blue Safe”). 

⚠️ Ricochets do not count. 

⏲️ Bleed-Out Time: Five minutes after being hit, at which point you must follow the respawn protocol.


Emergency Codes 

🚨 Code Red: For seriously injured players who cannot remove themselves from the field. 

🚔 Code Blue: Police on-site. Place down your rifle, take five steps back, keep your pistol holstered, place hands on your head, and remain calm until the situation is de-escalated. 

👁️ Blind Man: Called when anyone is without eye protection. 

📢 When Active: All players must remain still and not move around. Only designated personnel will attend to Code Red, Code Blue, or Blind Man. 

🔊 Game On: Echoed by all players once the situation is resolved, allowing normal gameplay to resume.



 


Blind Firing and Engagement 

Blind firing is when you shoot without a clear line of sight, such as over your head, behind cover, or without visual contact with your target. 

🕳️ Shooting through a kill hole requires a clear line of sight, and the kill hole must be a minimum of 200mm x 200mm.


Bang Rule 

When within minimum engagement distance and facing an opponent, point your rifle and say “Bang.” The opposing player must take the hit. However, if the opponent already has a CQB or pistol aimed at you, they can fire after you say “Bang,” and if their shot hits, you are hit. 

Note: CQB and pistols override the Bang Rule if already drawn and ready to fire. A player cannot turn around, draw, and fire after you’ve called “Bang” unless they are actively prepared to engage.


Magazine Rules 

🔫 High-Cap Magazines: Semi-automatic only. 

🔫 Mid-Cap Magazines: Three-round burst only. 

🔫 Support and CQB Support Roles: Three-second auto-fire allowed with three-round bursts.


Engagement Distance 

📏 Stick to the minimum engagement distance provided at chrono.


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🩹 Medic Rules


Bandages and Syringes 

🩹 First Hit: Can be treated by applying a bandage to one arm. 

🩹 Second Hit: Apply a second bandage to the other arm. 

💉 Third Hit: Only a combat medic or field doctor can revive with a syringe using the dice method. Roll results: 1, 3, and 5 indicate death, and the player must respawn. 2, 4, and 6 indicate a successful revival, allowing the player to rejoin the game. 

💉 Syringe Application: Syringe must be applied to the shoulder area—no other body parts (e.g., foot, pinky toe, or butt). 

🚑 Evacuation Safety: Both players are considered "hit" if either is shot during an evac attempt. 

🔄 Respawn: Remove all bandages when returning to respawn.


⚕️ Resource Management: Bandages and syringes are limited, managed by the faction commander.


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🔄 Respawn Rules


⏲️ Bleed-Out Time: You have a five-minute bleed-out period after your first hit before engaging the respawn protocol. 

- Once hit and bled out, take 200 paces from your location, sit down for 30 seconds, then call yourself back in to re-engage.

- If you are shot during your sit-down countdown, you must take another 200 paces before attempting respawn again. 

💡 Respawn Strategy: Use your paces and sit-down time to strategize. Don’t repeat the same approach; instead, rethink your movements and plan tactically to improve your effectiveness in the field.


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🗡️ Dark Zone Rules


- Weapon Restrictions: Only melee weapons allowed; no firearms. Max length: 600mm, max breadth: 600mm. Weapons must resemble actual melee weapons (e.g., swords, axes, training knives).

- Materials: Melee weapons must be soft (rubber, soft plastics, foam) with no sharp edges.

- Conduct: No physical aggression—strictly role-play without real violence.

- Dark Zone Boundaries: No shooting into or out of the Dark Zone. Gun hits do not count here.


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🕛 Zero Hour Rules


At midnight (00:00), Zero Hour begins, and anomalies are free to leave the Dark Zone and hunt. Use UV lights to reveal weak points on anomalies. Some anomalies have multiple weak points requiring sequential hits.


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🎒 Loot Rules


Search Protocol 

The body is divided into six sections: Upper Right, Upper Left, Lower Left, Lower Right, Battle Belt, and Carry System (e.g., backpack, camel pack, or other). 

- 📍 Search Process: If a player is down, an opposing player may approach and initiate a search with a maximum of two attempts.

- 🕰️ Search Timing: Declare “I search your [area],” then count to 10 to mimic the search duration. 

- Location Defaulting: If an item is centered on your chest rig, it defaults to the Right side. Similarly, hidden items default to the Right if not specifically placed in one area. 


Reveal Protocol 

- If an item is found, reveal any cards or game items in that area. 

- If the search yields nothing, respond with “There is nothing there.” 

- After two attempts, the player may respawn. 


⏲️ Bleed-Out Time: After being hit, you must wait the five-minute bleed-out to allow others the opportunity to search you. You cannot immediately flee to respawn to avoid a search—this rule ensures fair gameplay and encourages strategic thinking.


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🚁 Extraction Rules


Extraction Process 

All items found in the game must be extracted before they can be deemed yours or become active. To complete an extraction, follow these steps:


1. Call for M.E.R.C. Support: If you have loot items or cards that need extraction, call a M.E.R.C. and arrange to meet them at one of the designated extraction points.


2. Deploy Smoke Grenade: Upon reaching the extraction site with the M.E.R.C., deploy a smoke grenade (any color except yellow or pink) to signal your extraction. 


3. Defend the Extraction Zone: Hold and defend your position while the smoke is active or for the duration specified by the extraction marshal. Ensure that no enemies interfere with the extraction process.


4. Extraction Confirmation: Once the time has elapsed, the extraction marshal will mark your items or loot cards for extraction, making them valid.


Post-Extraction 

- Trade at GAMP: Head to GAMP (Grey Auction Marketplace) to trade your extracted loot cards for rewards.

- Skill or Trap Cards: If you extracted skill or trap cards, you may equip them immediately, making them active.

- Item Trades: Extracted items can be traded for other items at GAMP, as permitted.


💡 Remember: Extraction is a high-risk move, so choose your timing wisely and defend the location fiercely until confirmed.


 


🚨 Ammo Restrictions for Episodes 🚨


Attention, Operators! As you gear up for the upcoming battle, remember that ammo isn’t unlimited—conserve it or suffer the consequences. Here are your limits:


🔫 CQB: 

- 400 rounds 

- 2x Grenades 


🔫 Rifleman: 

- 400 rounds 

- 1x Grenade 


🔫 Support: 

- One full Box Mag 

- 1x Grenade 


🔫 Recon: 

- 340 rounds total 

- 1x Grenade 


🔫 Sniper/DMR: 

- 200 rounds total 

- 1x Grenade 


💻 NEC (Nemesis Exploit Core) RULES

Operators can equip one NEC at a time.
Types:

  • Firewall – Shield from anomaly hits

  • Regeneration – Heal over time

  • Stealth – Cloak from anomalies

  • Resistance – Reduce anomaly effects

  • Combat – Speed & strength boost

  • Anomaly – Use powers like a damn monster

Installation/removal at base or by techs. Side effects apply.


BASE BUILDING, RAIDS & VEHICLES

  • Covered in full in Base Building Ruleset (expandable on website)

  • Includes structures, defense rules, RAID protocols, and vehicles.

  • M.E.R.C.S must be present to raid.

  • Structures have HP, can be destroyed, rebuilt, or looted.


NEW RULES:

- You may store personal ammo in your base’s loot box to use when you respawn. Only personal ammo marked in a container or plastic bankie is permitted and will not be lootable by others.

- Ammo resets upon respawn, allowing you to reload only at your base.


If you run out on the field, remember that the Dark Zone is always an option—just bring your best melee skills. 🔪


And don’t forget: Skill Cards for ammo increases could be your saving grace. Hope you’ve got them ready! 🎯


Weapons Check. All airsoft weapons will be checked by “game moderators” and checked by chronograph prior to every game