IWMG Rules

MISSION PRIORITY

At the start of each phase, mission orders will be delivered to both factions. Force commanders will assign squads or platoons to complete designated tasks. Successfully completing objectives earns victory points, which accumulate throughout the event to determine the final winner.

Coordination between Force and Company Commanders is critical for crafting and executing strategies that secure overall victory. Maintaining clear MISSION PRIORITY is key at every level.

Every unit—from entire platoons down to the individual rifleman—must understand what actions contribute toward victory. This isn’t a free-for-all skirmish; individual kills are meaningless unless they help achieve mission objectives that earn points.


UNIFORM STANDARDS

Uniform regulations help identify teams and enhance immersion:

A. Players must wear the correct uniform for their team at all times.
B. All uniforms must follow the team’s designated base color.
C. Cold weather gear must also match the team’s base color.
D. Shirts are required; pants are mandatory for lower garments.
E. Headgear must be team-colored camo or solid color; no black, red, or grey headgear allowed.
F. Gear color (vests, rigs) is unrestricted.
G. Face coverings can be any color except red or orange.


PHOTOGRAPHY POLICY

Photographers are only allowed if registered before the event. Walk-on photographers are prohibited. All photographers must complete event check-in and attend a safety briefing. A participation fee applies to cover insurance and venue costs.

Authorized attire for photographers:

UN Reporter Style:

  • Black/blue/grey pants, white or light-colored shirt (avoid red or bright colors).
  • Blue helmet or cap.
  • Black or blue plate carrier marked “PRESS.”

Photographers may roam the entire field but cannot be targeted. (Penalties apply for violations.) No permanent dead rags or bright markers are allowed. If you’re unprepared for the risks of being near active play, do not enter the field.


TERRAIN & OBJECTIVES

Our MilSim events center on battles for key terrain and executing Time-Sensitive Target (TST) missions:

  • Victory points are tracked via digital beacons at critical terrain points.
  • Beacons may change hands multiple times per phase; points are awarded based on the total time each side controls them by phase end.
  • Completing TST FRAGOs (fragmentary orders) grants bonus points. Conditions must be met for full or partial credit.
  • The cumulative point total, minus penalties, determines the winning side.

RULES OF ENGAGEMENT (ROE)

  • All players must wear fully sealing, ANSI Z-rated ballistic eye protection at all times. (No mesh eye protection.) Lower face protection is mandatory for under-18s, recommended for all others.
  • Red dead rags are required during daytime; red chem lights or red lights at night.
  • Simulated explosives:
    • Airstrikes: 50 ft kill radius.
    • Mortars: 25 ft kill radius.
    • Artillery: 20 ft kill radius.
  • Grenades (sound/effect-producing) have a 10 ft kill radius or clear an entire room indoors (must detonate).
  • MIDCAP magazines only (no high-caps, no drums unless using a designated support weapon).
  • Support weapons (e.g., SAW, PKM, M240) are the only replicas allowed box mags.
  • No full auto fire indoors unless using an SMG class weapon; otherwise, semi-auto only indoors.
  • Red Dead rags are required for daytime and a red light or red chem light for night or dark areas.

CHRONO & FPS/JOULE LIMITS

Weapon Classes & Engagement Distances:

  • All guns chrono using .32g BBs; HPA, Gas, AEG allowed.
  • Joule limits are firm—no exceptions.
  • GBBRs and HPA must chrono with event-supplied BBs.
  • Special weapons (e.g., Novritsch Full Thrust, 8mm BBs) must notify staff for proper chrono adjustment.
  • Rifle:

    • 1.55 joules

    • .32-gram BB – HPA / GAS and AEG

    • 0ft MED

     

    SMG:

    • 1.00 joules

    • .32-gram BB – HPA / GAS and AEG

    • 0ft MED

     

    Pistol:

    • 1.55 joules

    • .32-gram BB – HPA / GAS and AEG

    • 0ft MED

     

    Support / LMG:

    • 1.86 joules

    • .32-gram BB – HPA / GAS and AEG

    •  

    • 50ft MED

                                                                                       

    DMR:

    • 2.1 joules

    • .32-gram BB – HPA / GAS and AEG

    • 75ft MED

     

    Bolt Action Sniper:

    • 3.6 joules

    • .32-gram BB – HPA / GAS and SPRING

    • 100ft MED

     

    Joule limits for events are hard and non-negotiable, ZERO EXEMPTIONS.

    *Although IWMG chronos with .32-gram BBs, the weapon must maintain joules regardless of the BB weight

     

    Joule creep

    • The common misconception is that joule creep is made up or only applies to HPA rifles.

    • Joule creep is the effect when a heavier weight bb has more energy than a lighter bb. Etc.: player's rifle shoots 1.55J with a .32 (323 FPS) and 1.76J with a .36 (324 FPS)

    • A heavier BB takes longer to start moving therefore can gather more energy before leaving the barrel.

    • The belief that AEGs cannot joule creep is incorrect. A player can use an over volume barrel to cylinder to achieve joule creep.

    Gas blowback rifles (GBBR) function very similar to HPA regarding volume of air. GBBRs are very easy to joule creep. It is critical to chronograph GBBRs correctly. The player must allow us to use our BBs. The player cannot be chronographed with their own BBs.


GENERAL RULES

  • Cheating is grounds for ejection; penalties also apply to the team.
  • Bio BBs only.
  • Gun hits don’t count; body and gear hits do.
  • “Dead men” may not communicate or engage.
  • Minimum engagement distances must be respected.
  • All disputes are to be handled respectfully—no shouting at opponents to call hits.
  • Indoor play: semi-auto only unless otherwise specified.
  • Reloading allowed anywhere on the field.
  • Grenades and rockets must detonate within 10 ft of vehicles to destroy them.

MEDIC RULES

  • All players carry 2 bandages.
  • After being hit, you have 5 minutes to be healed by a teammate or you must head to respawn.
  • Medics tie a bandage around the arm or leg to revive a player.
  • Players can be revived twice; after the third hit, respawn is mandatory after a 5-minute bleed out.

VEHICLE RULES

  • Vehicles must be realistic military replicas and approved in advance (photos required).
  • Speed limits: 10 mph on roads, 5 mph near players/off-road.
  • Safety: functional lights, liability insurance, fire extinguisher, and a red hit flag required.
  • A three-strike rule applies for violations (progressively longer penalties, final strike parks vehicle for the event).
  • Crew must include a driver, VC (vehicle commander), and gunner (exceptions for staff and photographers).
  • Mounted weapons (e.g., M240, Minigun) must meet specs: 1.86 joules, 50 ft MED.
  • Vehicles must coordinate with infantry; they cannot capture objectives alone.
  • To destroy a vehicle: grenade detonation within 10 ft or direct rocket hit.