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North-Ops Milsim — Sweden, Autumn 2026

Operation
Silent HarvestForce-on-Force · Insurgency · Småland

This is not a war zone. Not officially. Deep in the forests around Nömmen, Småland, a motorcycle club runs a narcotics and weapons network the state forgot to look for. NATO has arrived. So has Sweden. So has someone else.

Deployment
Operation Silent Harvest
Rödjenäs · Nömmen, Småland · 100 players
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Days
--
Hrs
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Min
Game Dates
13–15 Nov
Players
100
Factions
05
Phases
03
01 — Operation Order
Operation Silent Harvest
Rödjenäs, Småland, Sweden. Game on Friday ~18:00 — game off Sunday around midday. Field-based patrol bases only — no permanent structures in play.

Sweden, Autumn 2026. This is not a war zone. Not officially. Deep in the dense forests around Nömmen — where the nearest town is forty minutes away and the state shows up once a year to fix a pothole — a motorcycle club runs a narcotics and weapons network built to never be found. Generations of local loyalty, bought or inherited, make conventional law enforcement functionally irrelevant out here.

Two outside powers have noticed, and neither intends to coordinate with the other. NATO Special Operations wants the network dismantled from the top down before the international connection can rebuild elsewhere — deniable, on a short timeline, with a margin for error smaller than anyone was briefed on. Swedish Support Forces — NOA and MUST — are working alongside NATO with their own priorities and their own definition of success. The club has survived this long by being harder to kill than anyone expected.

Sign-Up Form
100 spots — first come, first served
Pure LARP roles
700 SEK
Non-combat roles
Early Bird
800 SEK
Before 15 September
Pay within 15 days!
Standard
1000 SEK
Before 15 October
Pay within 15 days.
Late Sign-up
1200 SEK
Before 31 October — everyone else
Pay before 12th November.
02
Factions
Two powers have arrived with different mandates and no intention of coordinating with each other. The club has survived worse.
File 01 · Deniable
NATO Special Operations

Here to dismantle the network from the top down before the international cartel connection can be severed and rebuilt elsewhere. Day one is recon only. A functioning comms post is the first objective — without it, nothing else is authorized.

Doctrine: Recon → Direct Action
File 02 · NOA / MUST
Swedish Support Forces

Police and military intelligence operating alongside NATO, with their own definition of success. NOA wants arrests that hold up in court. MUST wants the international terrorism connection. Neither fully trusts the other.

Doctrine: Evidence & Intelligence
File 03 · Owns This Ground
Riders of Babylon

The club knows every trail in this forest. Narcotics labs, weapons shipments, and leadership all need protecting — and the network is still running as a business while it defends itself. Everyone without NATO camouflage is a potential asset.

Doctrine: Territorial Control
File 04 · Family Business
Zolotoy Bratva

Not soldiers for hire — blood. A Russian crime family with no official presence in Sweden and no intention of acquiring one, protecting the money that keeps the network's international pipeline running. Insular, ruthless, and not here to be found.

Doctrine: Protect the Money
File 05 · Centre of Gravity
Swedish Civilians

Farmers and landowners who've learned that the forest keeps secrets. Some are sympathizers, some are victims, some have a quiet arrangement with the club older than anyone's memory. Their trust, information, or silence is the real objective.

Doctrine: Not a Backdrop

Click a faction for the full dossier.

03 — Official Document
Game Rules
Full ruleset, reproduced in full — general rules, equipment, hit/medical, command structure, vehicles and radio.
GAME RULES — AIRSOFT / MILSIM RULES · Full ruleset (10 pages): General Rules · Command Structure · Hit & Medical Rules (Wound Cards) · Vehicles · Radio · Appendix — "Flatfooted" Rule Examples
01
General Rules
Requirements for Participation
  • Read, understand and accept these rules. If anything is unclear, contact the crew well in advance of play.
  • A minimum age of 18 applies to all armed roles.
  • Follow the instructions and orders of the organizers and commanders at all times.
  • Participation is entirely at your own risk. The organizer is not responsible for damage to people or property unless explicitly stated.
Spirit of the Game

You are a grown person playing cops and robbers. It's not life or death — enjoy yourself.

  • This is a collective effort toward a realistic, fun experience for everyone — not a competition to "win" at the expense of others' enjoyment.
  • The Golden Rule: before doing something, ask whether you'd be fine with someone else doing the exact same thing to you. If not, don't do it.
  • Contribute to the spirit of the game: dress and act according to your faction, follow medic rules, call your hits even when unsure, tell a teammate if they got hit and didn't notice, and follow orders from your faction's leaders.
  • Don't undermine the spirit of the game: don't skip watch duty and then complain about being caught asleep, don't push the edges of gear/camo rules, don't abuse medic or off-game rules to confuse opponents, and don't try to be a lone-wolf main character who ignores orders.
Protection and Safety

There is pyrotechnics in the game that can cause loud noises. Hearing and tooth protection are recommended but not mandatory.

  • Players must wear adequate eye protection at all times during play — except inside a tent, which is considered an off-game area. Command tents and Medical tents are excluded from this exception; eye protection must still be worn inside them.
  • Eye protection must never be removed for the duration of active play, including while sleeping in a patrol base — the game doesn't stop.
  • Remember to use a transport bag or similar to conceal your weapon whenever you move outside the game area.
  • Situations may arise that are not covered by these rules. Use common sense, and think about the spirit of the game. Contact your organizer if you are seriously uncertain.
  • A player who violates the rules in a way the organizer considers serious or dangerous can be given a warning, removed from the event, or in serious cases barred from future events — at the organizer's discretion. Damage to property or illegal activity will be reported to the relevant authorities.
Alcohol and Drugs
  • Alcohol may not be consumed from the start of the game day until the game officially ends.
  • Illegal drugs are strictly prohibited. Police will be contacted in cases of suspicion.
Game Area
  • The game area is marked on maps supplied by the organizer. Off-game areas are marked in red — no play is allowed there, and off-game areas must not be crossed or moved through.
  • Main roads and paved roads should be avoided as much as possible. Unless stated otherwise, you may cross a paved road but not travel along it.
  • Combat must be avoided at all cost on any property adjoining a building or residential area. If a conflict is imminent in such an area, move directly out of it before engaging.
  • Be careful around animals and civilians. If civilians enter the game area, pause the game and politely ask them to leave.
  • Players may not move closer than 100 meters to the game area's boundary or to civilian roads without specific organizer permission.
02
Command Structure

Scaled for events of roughly 40–100 players — no Company level. If the event grows well beyond that, a Company/HQ layer can be reintroduced later.

Platoon Composition

A platoon is led by a Platoon Leader (a regular player) guided by a Platoon Sergeant (event cadre). Each platoon has:

  • 1 Platoon Leader
  • 1 Platoon RTO (radio operator)
  • 1 Platoon Medic
  • 2–4 Squads
Squad Composition

Squads run 8–10 players, split into two fireteams under a Squad Leader:

  • 1 Squad Leader (doubles as an A-team member)
  • A-Team: Team Leader, Support weapon gunner, 1–2 Riflemen
  • B-Team: Team Leader, Support weapon gunner or DMR, 1–2 Riflemen, Squad Medic
Chain of Command
  • All players follow orders from a platoon leader or squad leader, except where an order would violate the rules or the law, contradict an organizer's instruction, or clearly exceeds the unit's capability.
  • Mutiny is not allowed — conflicts with leadership are reported to the organizer instead.
  • Hierarchy: HQ or Command Unit → Platoon Leader → Squad Leader → Team Leader → Soldier.
Roles
  • Squad Leader — Commands one squad (two fireteams). Coordinates with the Platoon Leader.
  • Team Leader — Commands one fireteam within a squad. Reports to the Squad Leader.
  • Medic (Squad/Platoon) — Can patch up injured players — see Chapter 3.
  • Radioman (RTO) — The player on the platoon net; can monitor enemy radio traffic. Needs a whip antenna or similar and a radio set to the announced platoon net.
  • Engineer — A regular rifleman who may be assigned engineering tasks — vehicle repair, mine clearance, disarming explosives, handling barbed wire.
Markers
  • Hit markers (death rags) and red blinking lights are optional, not required. A hit is always acted out by lying down and reacting to the injury — regardless of whether a marker is used.
  • When used, a marker/cloth should be orange or fluorescent; a marking light should be red and blinking. Use them as a last resort so nobody mistakes you for a live player once you've bled out.
  • An "off-game cloth" (bright-colored canvas) shows that a player is off-game — heading back to spawn, or for any other off-game reason (e.g. photographers, crew).
  • Because many LARP players take part in our games, we also use the common LARP off-game hand signal: a closed fist held high above your head, meaning "not part of the game, passing through." Move quickly and don't linger where people are playing.
  • Vehicles must be marked as in-game; destroyed or off-game vehicles must drive with hazard lights on.
  • It is every player's responsibility to use all markers correctly.
03
Hit and Medical Rules

This event uses a Wound Card system: when a medic reaches an injured player, the player draws a wound card that determines their treatment and consequences. This replaces both a fixed damage-tier model and an IV/CCP model.

Did I Get Hit?
  • Any hit on your body or your equipment counts as a hit — this includes hats, cameras/GoPros, and backpacks.
  • Exception: a hit on your weapon does not count as a hit on you. If another weapon is available, it may be used instead; the hit weapon "respawns" 30 minutes later. Shout "weapon hit" immediately.
  • Ricochets do not count as hits.
  • If you're unsure whether you were hit, treat it as a hit.
When You Are Hit
  • Lie down immediately and roleplay the injury — cry out, react as if wounded.
  • Standing up after being hit is not allowed — stay down.
  • You may call "Medic" and your position at reasonable intervals. Once treatment begins, you may communicate with your treater about the injury and any gear that needs loosening or removing. No other information may be shared with teammates or opponents.
  • You may crawl to a safer position out of active combat, as an injured person would.
  • After a firefight has ended, injured players nearby are protected from executions — those are a roleplay event, not a combat decision.
Bleed-Out Time

Bleed-out time starts counting immediately after the first hit — it's each player's own responsibility to track it.

Equipment wornBleed-out time
No body armour, no helmet10 minutes
Helmet only15 minutes
Body armour only15 minutes
Body armour and helmet20 minutes
  • A teammate who is not a medic can extend an injured player's bleed-out time by 10 minutes by applying a bandage or tourniquet.
  • If bleed-out time passes without treatment, the player counts as dead and must make their own way off-game to respawn.
  • A dead player may not communicate with living players. A respawned player may not use information learned before their death or while off-game.
Wound Cards
  • Medics carry a deck of wound cards. When a medic reaches an injured player within the bleed-out window, the player draws one card at random.
  • The card describes the injury's severity and roleplay effect, and the treatment the medic must perform (e.g. bandage, splint, more involved field care).
  • Once the medic completes the treatment described on the card, the player is patched up and can rejoin the fight.
  • Cards can carry lingering effects (e.g. "cannot sprint," "one hand out of action") for a set duration, at the organizer's discretion.

The wound card deck itself (specific injuries, roleplay text, treatment steps) is maintained as a separate document — this section only describes the mechanic.

Wounds and character death
  • You yourself decide if your character dies or not. No other player can, without your consent, end your characters life.
  • If another player/character say he is executing another player without your consent its easy to say they where sloppy and didn't check properly if your character was dead.
  • If you have been wounded and don't play in a clear milsim role, play properly on your injuries for a long time as it suits you.
Medic Equipment and Resupply
  • A medic must carry bandages/dressings, tourniquets, and their wound card deck. A medic may carry as much as they can physically carry but may not reuse anything other than tourniquets more than once between resupplies.
  • Medics may only resupply at the field hospital or squad/platoon base.
Moving Injured Players
  • An injured player may be moved by their teammates. The move should be carried out realistically.
Alternative Combat

Sometimes you cannot shoot at people for reasons of safety, stealth, or other considerations. The following rules cover these situations.

The "Bang" Rule
  • Used when you encounter or attack a target within very close range, not close enough for hand-to-hand combat but close enough so you can't safely fire at them. Aim your weapon at the target and shout "BANG!" instead of firing. Your weapon must be loaded, ready to fire, and aimed. Your target must be caught by surprise or off guard, with no way to prevent or counter your attack. Afterwards, fire one shot into the ground to prove your weapon can fire and has rounds in the magazine. You can only "bang" one person at a time. Worked examples are in the appendix.
Knife Kills
  • Used when a player gets very close to an enemy without being detected. Tap the enemy on the shoulder and say/whisper "knife kill." The attacked player is now dead and may NOT call for a medic or say anything else. Wait 10 minutes, then return to the field hospital for revival — you may call "medic" once after the wait, before moving, so teammates know what happened.
Attacking an Enemy Camp / Base

Because people may be asleep in a camp or patrol base, extra safety precautions are required when attacking one. Shooting into or out of tents is never allowed. Anyone attacking a sleeping player should be respectful — one or two shots' worth of contact is enough; never empty a magazine into someone's sleeping bag.

There are 3 ways to attack:

  1. Full Assault — Attack the camp like any other position. Anyone who hasn't left their tent/bivvy/sleeping bag to engage within 2 minutes of the attack starting is automatically dead. The attacking force must make this known by shouting it loudly and clearly.
  2. Sneak Attack — Attackers sneak into the camp and knife-kill everyone in the tents. Shooting is NOT allowed for safety reasons. Attackers automatically count as "flatfooted" targets while inside an enemy tent — defenders can shout "BANG" with a hand on a weapon (it doesn't need to be loaded) and "kill" the attacker instantly.
  3. Single Tent Attack — Attackers sneak up to a tent and shout "BANG BANG BANG" loudly while firing into the air/ground. Everyone in the tent is dead. This can also open into a full assault.

If a defender starts shooting outside the tents, the attack automatically escalates to a Full Assault and all bang-rules / knife-kill rules stop applying.

Going Off-Game (Temporarily)
  • Before going off-game for practical real-life reasons, put on your off-game marker if you have one, or use the LARP hand signal. Before rejoining, you must visit your base/respawn point. Knowledge gained while off-game may not be used in-game.
  • Always contact the crew if you leave, even for a short while, so we know if someone is looking for you or something happens.
Weapons and Equipment

Weapon power limits and safety distances for this event follow #2020tabellen (2020tabellen.se). Max muzzle velocity (m/s) is given per weapon class and BB weight — chronograph your weapon with the BB weight you intend to play with.

Maximum muzzle velocity (m/s) by BB weight:

KlassSäk0,20g0,25g0,28g0,30g0,32g0,36g0,40g0,43g0,45g0,46g0,48g0,50g
CQB 10 m1008985827975716867666563
CQB 20 m1109893898782777573727169
Assault10 m13011711010610397928987868482
Support20 m1451301221181151081029997969492
DMR20 m1551391311261221151101061031029996
Sniper 130 m182162154148144135128124121120117113
Sniper 240 m207185175169164155147141138137134131

Full Thrust 6.44 mm — Sniper classes only:

KlassSäk0,58g0,62g
Sniper 130 m10498
Sniper 240 m122114
  • Realism — Use realistic-looking weapons — not a restriction on platform choice, but avoid odd-looking, ultra-short weapons with oversized batteries taped to the side.
  • Firing mode — All weapons may only be used in semi-automatic mode, except support weapons (LMG/LSW), which may fire semi-, burst-, or fully automatic.
  • Magazine capacity — Standard magazines only unless stated otherwise for a specific game — spring-driven, max 80 rounds. Hi-caps are not allowed.
  • Shooting style — Don't exploit the hop-up system to shoot over cover or around corners by tilting or inverting the weapon.
  • Ammunition — Biodegradable BBs meeting the EU biodegradable standard.
Support Weapons (LMG / LSW)
  • Fully automatic fire is only allowed while stationary. Moving while firing is semi-auto only (on platforms that support it).
Marksman Rifles
  • Single shots only, one BB in the air between you and your target at a time.
Mines and Grenades
  • Must produce a bang or shoot BBs, and must be announced by shouting "Grenade" before throwing. Anyone within a 5-meter radius, or in the same room, is hit. Only hard cover (tree, stone, wall, door) protects — soft cover (pallets, furniture, bushes) does not.
  • Maximum sound output for grenades is 130 dB.
Body Armor and Helmets
  • Body armor is a vest fitted with two hard plates weighing at least 2.4 kg combined. A helmet is any tactical helmet resembling a real ballistic helmet. A vest that can accept plates but doesn't currently have any does NOT count as body armor.
04
Vehicles

Simplified to a single vehicle tier rather than three armor classes — scaled for a smaller vehicle pool.

General Vehicle Rules

The most important rule is that no one gets hurt.

  • Vehicles must be registered, insured, and driven by someone legally allowed to drive.
  • Maximum speed in the game terrain is 30 km/h, always driven safely.
  • Vehicle crew must wear eye protection at all times; passengers in a vehicle bed must wear a helmet with the chin strap secured.
  • Players may shoot at other players inside a vehicle. They may NOT intentionally shoot at the vehicle itself, except as described below.
Vehicle Combat
  • A vehicle is destroyed by a single AT weapon hit (LAW, AT4, or similar — smoke effect + red light, fired within range while the light is flashing) or by a grenade launcher burst hitting the vehicle.
  • Once destroyed, everyone aboard is dead and must return to the field hospital. The vehicle must turn on hazard lights, return to base, and wait 1 hour before rejoining play. An engineer can halve that wait by working on it for 30 minutes.
  • A destroyed vehicle cannot transport living players — a living player riding in one is automatically dead. Dead players riding in a destroyed vehicle respawn together with it.
  • A non-destroyed vehicle can transport dead players as a medical evacuation, as long as they haven't been moved from where they were hit.
05
Radio
Radio Channels
  • Radio channels are assigned by the organizer for each event. Listening to a channel assigned to another faction is not allowed.
  • A radioman (RTO) may monitor enemy radio traffic when equipped to do so; transmitting on an enemy net is not allowed except in emergencies.
Radio Etiquette
  • Keep communication direct and relevant — report clear intel ("Four hostiles south of the concrete building, one MG, three rifles") rather than narrating ("I see some guys near a building").
  • Use standardized callsigns rather than personal ones, and the "You, this is Me, Over" format (e.g. "1-1, this is 1-2, over").
A
Appendix — "Flatfooted" Rule Examples
① Example 1

You're standing at a corner, aware there are enemies just around it. You stand with your weapon pointed down, thinking about what to do, when suddenly an enemy jumps out around the corner and shouts "BANG." You were caught off guard, so the flatfooted rule applies — you are dead.

② Example 2

You're on guard duty, walking your patrol route. Your route takes you close to a bush, and you don't notice the enemy hiding in it. When you're 5 meters away, they point their weapon at you and shout "BANG." You were caught unaware, so the flatfooted rule applies — you are dead.

③ Example 3

You're walking through a town your group has taken control of, greeting the residents. A local man you recognize approaches and extends his hand to greet you. You take his hand, but instead of the friendly "hello" you expect, he pulls out a pistol, points it at your chest, and shouts "BANG." You are caught by surprise, so the flatfooted rule applies — you are dead.

End of document.

04 — Open Channel
Contact

Questions about sign-up, factions, or bringing a squad to Riders of Babylon? Reach out through any channel below — Discord is fastest during active sign-up windows.