Updated: Oct 28
Blackline MEDSIM rules are based on a simple 'hit' and 'injured' dynamic, but add a level of detail that works to accomplish four objectives.
Replicate the impacts of injuries on personnel and engagements
Create randomness in the level of severity of an injury
Provide opportunities to practice first aid skill sets on self and others
Keep participants safe
These rules were last updated on 05SEP22
This section details where you can be hit and the basic, universal methods in which to respond to being hit
Head and Neck
Arm and Hand
Legs and Feet
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) regardless of where they occur on the body
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.
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
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 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 moved to a designated extraction point
Uses an 'extraction team' of two players for every critical patient (2:1 ratio)
Extraction team members must remain in physical contact with the injured player at all times
Extraction team may not 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 designated extraction point, all players may remove bandages and tourniquets, and return to the event as uninjured players
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 fall to the ground. They receive a minor injury on their arm, and a critical injury on their head. 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.
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.
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. This allows their team to launch search and rescue missions for missing personnel. 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, personal limitations, 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
Eye protection must remain on at all times