Medical Simulations (MEDSIM) Rules

Updated: Jul 16

Blackline MEDSIM rules are based on a simple 'hit' and 'injured' dynamic, but add a level of detail that works to accomplish four objectives.

  1. Replicate the impacts of injuries on personnel and engagements

  2. Create randomness in the level of severity of an injury

  3. Provide opportunities to practice first aid skill sets on self and others

  4. Keep participants safe


Revision Information:

These rules were last updated on 16JUL20

COVID-19 MEDSIM PROTOCOLS


The presence of a biological threat at Blackline events requires that the MEDSIM rules be adjusted. Applying bandages to a persons head, handing out shared MEDSIM cards, or using a team of people to carry a casualty raises the risk of virus transmission. In order to accomplish our MEDSIM objectives while keeping people safe, the following rules are in place until further notice.


Overview

A BB or rubber knife hit anywhere on your body is considered a hit. Depending on where that hit occurs, you may have a 'Minor' injury, or a 'Critical' injury. Minor injuries can be fixed by yourself using a tourniquet or bandage. A Critical injury requires you be extracted from the field. When Minor or Critical players are extracted from the field, they may remove any bandages or tourniquets, and return to fully functional, uninjured players.


Minor Injuries

  • Occur when hit on your left arm/hand, right arm/hand, left leg/foot, or right leg/foot

  • Cause players to drop to the ground

  • Require each area to receive its own treatment if hit

  • Prevent injured players from shooting or moving except to provide self aid (and in emergencies)

  • Are treated after a bandage or tourniquet is applied to each injury site

  • Are upgraded to critical if no tourniquet or bandage is available, OR if they already have a TQ/bandage on that injury site

  • Can be fully healed by extraction

Critical Injuries

  • Take priority over minor injuries, if multiple injuries are sustained

  • Occur when hit on your head, neck, or torso

  • Cause players to drop to the ground

  • Cannot be treated on the field

  • Prevent them from shooting, moving, OR speaking (except in emergencies)

  • Are treated by extracting the player off the field

  • Can be fully healed by extraction

Extraction

  • Uses an 'extraction team' of two non-critical players for every critical patient (2:1 ratio)

  • Extraction team members must stay within 3m of each other while moving

  • Extraction team may run

  • No member of the extract team may use their weapons during movement

  • Extraction may stop by sitting the patient down

  • Any member of the extraction team CAN be wounded during extraction

  • When at the extraction point, all players may remove bandages and tourniquets, and return to the event as uninjured players

Contingencies and Fail Safes

  • Bleed Out Times - if no aid is received, the individual must wait at least one hour before attempting to leave the event space on their own. An individual may choose to leave early based on their own personal safety but is temporarily eliminated from the event.

  • An individual with the ‘No Speaking’ limitation may speak to convey location of injury, or to convey consent or safety concerns.

  • An individual may elect to stop being shot by calling out ‘Critical’, and then adopting the No Shooting, No Moving, and No Speaking limitations

  • Eyepro must remain on at all times

Example Scenarios

  • 14A is hit in the head. They fall to the ground and are a critical casualty. They may not move, shoot, or speak.

  • 15C is hit by a burst of fire in their arm and their head. They receive a minor injury on their arm, and a critical injury on their head. They fall to the ground. The critical takes priority over the minor injury, so they may not move, shoot, or speak

  • 01B is hit by a grenade and receives hits to their left arm, right hand, and right leg. 01B falls to the ground, does not move or shoot, and begins self aid. They have enough bandages to apply to all their injuries. They do so, and then return to the fight.

  • 01B is hit by a sniper round to their left arm. They fall to the ground. Their left arm is already bandaged from a previous hit, so their injury is upgraded to critical. They cannot move, shoot, or speak.

  • 14C and 14D arrive to extract 01B. They crawl out of danger, and then walk to the extraction site. There they remove any bandages and tourniquets, and return to the fight.



TEMPORARY SUSPENSION OF STANDARD MEDSIM RULES

The rules listed below are temporarily suspended until further notice.


Hit Rules

This section details where you can be hit and the basic, universal methods in which to respond to being hit


Hit Locations

  • Head and Neck

  • Torso

  • Arm and Hand

  • Legs and Feet

Hit Rules

  • Any BB hit to any location causes an injury in that location

  • Being hit requires the injured player to fall to the ground

  • Simultaneous injuries to multiple locations are possible (ie. can have injuries to the head and legs at the same time)

  • Each injury requires separate treatment

  • Training knife impacts are treated as critical injuries (no speaking, no moving, no shooting)



Treatment and Limitation

This section deals with what limitations are placed on a player, how they are determined, and what measures must be taken to treat them. Injury determination is modeled off the frequency and severity of injuries in real combat.


MEDSIM Cards

  • Cards are randomly distributed to all players

  • Cards are different from player to player

  • Cards indicate three types of injuries - minor (green), major (yellow), and critical (red)

  • Cards indicate what type of injury a player receives if shot in one of the four hit locations

  • Cards indicate if a player can provide aid to themselves

  • Cards indicate player limitations based on whether they receive medical aid or not

  • Cards may not be shuffled or exchanged until the holder is extracted to a medical facility


Blackline MEDSIM Card (v1.0)

Player Limitations

  • Any injury has two states - ‘Before Aid’ and ‘After Aid’

  • Limitations on shooting, moving, and talking are different based on the ‘Before’ or ‘After’ states

  • Use the provided MEDSIM card to determine the Before and After restrictions based on what location was hit.

  • Before Aid restrictions go into effect immediately after a hit in that location

  • After Aid restrictions go into effect after medical aid has been applied to that location

  • ‘No Shooting’ limitations mean the individual cannot shoot any weapons

  • ‘No Moving’ limitations mean the individual cannot walk or crawl

  • ‘No Talking’ limitations mean the individual cannot speak

  • Injuries persist until the individual is extracted to a medical facility


Medical Aid

  • Medical aid for arms and legs may consist of bandages or replica tourniquets

  • Medical aid for head and torso may consist of bandages only

  • Applying bandages or tourniquets to yourself is only allowed for minor (green) injuries

  • Medical aid must be applied UNDER body armour or helmets

  • Bandages and tourniquets may only be removed when an individual is extracted to a medical facility



Modifiers

These are factors that may adjust the impact of injuries.


Armour Rules

  • Armour only protects from hits that impact armour plates or helmets.

  • Armour does not protect from hits that impact skin

  • Armour downgrades ‘Critical’ injury types to ‘Major’ injury types in the head and/or torso locations

  • Only full weight plates or helmets count as armour



Contingencies and Fail Safes

Contingencies and fail safes are built into the rules to prevent people from being injured or exposed to unnecessary safety risks.

  • Bleed Out Times - if no aid is received, the individual must wait at least three hours before attempting to leave the event space on their own. An individual may choose to leave early based on their own personal safety but is temporarily eliminated from the event.

  • An individual with the ‘No Moving’ limitation may walk while in contact with another person if the environment is unsafe for carry (steep terrain, sharp objects, other hazards)

  • An individual with the ‘No Speaking’ limitation may speak to convey location of injury, or to convey consent or safety concerns.

  • An individual may elect to stop being shot by calling out ‘Critical’, and then adopting the No Shooting, No Moving, and No Speaking limitations

  • Eyepro must remain on at all times

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