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What are the magazine restrictions and grenade rules?

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What are the magazine restrictions and grenade rules? This will be our first AM event but, our 5th RDG. Always look forward to it every year. Is Team Stinger still envolved with this event? Hope so, they are a good group of guys and have always hosted a high quality event.

 

After looking around abit, it looks like I found the answers to my questions.

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We will follow the AMS rule set no more that 4 HI-CAPs and an ammo limit to 1500 rounds for the Rifleman role. Yes the Stinger guys will be there to help with the event as per normal!

 

AMS rule set which is highly based off the TASO set can be found here:

 

http://americanmilsim.com/forum/index.php?/forum/23-ams-rules-and-regulations/

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So here is what we know:

 

Primary Weapon

1500 round count (4 High Caps max)

 

 

Here is what we dont know...

 

 

Secondary Weapon (Pistol / Shotgun)

? (part of 1500 round count?)

 

Hand Grenades

? (2 Simulation Type / No dummies)

 

Rockets or 40mm Rounds

? (4 total)

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So here is what we know:

 

Primary Weapon

1500 round count (4 High Caps max)

 

 

Here is what we dont know...

 

 

Secondary Weapon (Pistol / Shotgun)

? (part of 1500 round count?)

 

Hand Grenades

? (2 Simulation Type / No dummies)

 

Rockets or 40mm Rounds

? (4 total)

 

From the AMS Rule-set

 

http://americanmilsim.com/forum/index.php?/topic/43-ams-standard-rule-set/

 

 

AMMO RESTRICTIONS

 

A. All players classified as a "Rifleman/DMR/Sniper" may only have a maximum of 1500 rounds loaded (in mags) at any given time.

B. All Players classified as a "SSW" (Support Gunner) may have a maximum of 3000 rounds loaded in (mags) at any given time.

C. All Players classified as a "HWS" may have a maximum of 5 rockets or 10 203 Shells

D. Players may carry as many secondary magazines as they wish (i.e. Pistol)

E. Players may carry up to 6 Thunder B / Impact / Frag Grenades

F. Players may carry on them any amount of BBs they chose.

G. Players may ONLY RELOAD at a MASH unit or FOB. Players CANNOT reload in the field during play.

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I'm still a little fuzzy on Thunder Bs

My question is when can someone be killed from a thunder b?

A.never

B.when it expels BBs and the BB strikes

C.inside a room,no bb strike required/outside bb strike required

D.a better answer

 

When I've played at reindeer manor,we have used "C". it works well since most of the rooms are small.

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I'm still a little fuzzy on Thunder Bs

My question is when can someone be killed from a thunder b?

A.never

B.when it expels BBs and the BB strikes

C.inside a room,no bb strike required/outside bb strike required

D.a better answer

 

When I've played at reindeer manor,we have used "C". it works well since most of the rooms are small.

 

C.

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For the ssw role. It says 300 in mags. What about box mags by chance? Mine holds 2500. Would that be in combinations of 2500 box mag and then what ever mid caps up to 3000 rds total? Thank you. Sorry if it was answered already before.

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For the ssw role. It says 300 in mags. What about box mags by chance? Mine holds 2500. Would that be in combinations of 2500 box mag and then what ever mid caps up to 3000 rds total? Thank you. Sorry if it was answered already before.

 

You miss read the rule:

 

B. All Players classified as a "SSW" (Support Gunner) may have a maximum of 3000 rounds loaded in (mags) at any given time.

 

This would include a Box "MAG"

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I'm still a little fuzzy on Thunder Bs

My question is when can someone be killed from a thunder b?

A.never

B.when it expels BBs and the BB strikes

C.inside a room,no bb strike required/outside bb strike required

D.a better answer

 

When I've played at reindeer manor,we have used "C". it works well since most of the rooms are small.

 

C.

 

Am I correct that this also applies to Tornado Grenades?

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