In the following pages you will find all the information that you need to know before you get a ticket for our next MILSIM event.
Just a short note about us as an event Crew.
We have a goal to host a MILSIM where you as the player is given the opportunity to have a unique experience, but we as organizers try not to micromanage you as a player and therefore we cannot guarantee the experience you will have.
Mainly because we cannot control the behavior of every player at the event.
Our experience in hosting events lays in an untold amounts of events between the years 2000 and 2012 where we helped build up the Danish MILSIM scene.
In our professional line of work we do planning and execution of said plans on a daily basis.
We work hard and are mindful about our communication to you as a player.
-We will host a MILSIM where it is our interpretation of the acronym MILSIM that the event will revolve around.
-We as the organizers put great emphasis on providing you the story, situation, and means to do proper planning and execution of said plans.
-We as the organizers will not micromanage you; it is up to you to have the ability to plan and execute plans based on the information and settings we provide, learn from your mistakes and experiences in our set world, especially know when to fight and when to hold back. Not all of our missions can be accomplished through firefights.
-This MILSIM will not adjust timings. Missions and game periods will start at set times, whether you are ready or not. This is to provide fairness and put an emphasis on being ready.
-You will operate from inside the city from an in-game patrol base.
-From here you will rest, rearm, and resupply; hand in mission items and get new missions. The Patrol Base is in-game and is not counted as a safe zone.
-What you bring with you at game start is what you have until game end.
-Exceptions to this are water and supplementary gear.*
-We will host TEAM missions in a closed-off CQB Zone, but you will need to solve your TEAM's primary mission to gain access to this area.
Special rules will apply for this CQB zone.****
-Mandatory clean up is enforced.
*Does not count Knights! Please see page 76/77 for more information.
** Game pause 2400-0530 Saturday night.
***Does not count Knights! This will affect your TEAM status and your mission floow on Saturday.
****See special rules point 3.
-This MILSIM is one long event where your TEAM will be given missions that are either solved by collecting items and bringing them back to HQ or by documenting information via your issued smartphone.
-TEAMS will have several MISSIONS at all times; this is to provide flexibility in your planning, and mitigate the need to go back to HQ all the time.
-Missions are set up in a way that you are not reliant on others to be at a specific place and time for you to solve your mission.
-The game will depict a situation where your task force is caught behind “enemy lines.” Please read page 76 regarding suggested gear to bring. And limitations that affect each faction.
-Even though this may sound quite hardcore, we put great effort into giving even the inexperienced player a true experience. We don't count this as a hardcore game, and the limitations are merely a cog in the whole experience.
-If you already know that you can't make it a whole weekend, you can opt to go to the off-game sleeping area and spend the night.
The off-game area opens at 2200, and you are in-game again at 0700. Here are you and the other players from your faction that spent the night in the in-game campsite. Will be tasked with a mission you need to solve before you will be able to regroup with the rest of your faction.
MISSION MAP- Updates with new Locations and INTEL
TIMINGS (WHEN)
TIMELINE PRE-EVENT
EVENT FAQ kl 2000-2030 THE 21/7
SHIELD WALL
Precursor April 2026 MILSIM EVENT
RETURN TO SECTOR 4 PART 1-2
Operation - Was a succes.
- Call sign QUEBEC managed to extract vital intelligence from the servers that were recovered by TLS in January. DATA clearly shows important information regarding activities inside the zone.
- Call sign NOVEMBER was able to obtain the secure codes that led a SI-TEAM to gain access into the bunker.
- Call sign PAPA was able to foil an ambush set by TLS on the meeting with a local ally.
This directly led to an operational success in the fight over control of SECTOR 4.
- A combined effort by the task force achieved full control over the TLS FOB, which led to the recovery of a special item recovered by TLS in January at the airstrip.
This item is now safely secured at our research department.
- Shield Wall has assured control over SECTOR 4 and established a firm base of operations in the SECTOR. Reestablished the airstrip and has begun setting up a secure research facility in an undisclosed location inside SECTOR 4.
-Situation AUG 2026
Operation -FOSSORIAL
- Task Force FOSSORIAL has been tasked with taking control over SØVSØBY and regaining contact with the lost SI- TEAM.
- To investigate the evacuation effort after the incident and the alleged hostile action performed by unknown actors.
- Investigate the presence of OMICRON in the ZONE.
- Secure evidence and objects linked to DOCTOR SWARTZ's research.
- Uphold a secure grip on the town until the next task force arrives to further manifest Shild Wall's claim to the Town.
The task force is operating on limited supplies and will need to travel light and be resourceful.
Moments before event start RTS 4-3 - Shield Wall
A Shield Wall TEAM ventured deep into the bunker, an old and moldy place, not what you were thinking, not a place of science and wonder, but a place of rot and decay.
The TEAM ventured along a passageway along a set of train tracks, all while their comrades and fellow MERCS fought a fight for control over SECTOR 4.
The TEAM came upon a rail cart that looked well used—no dust, no grime. Mint condition, one could say. They followed the stairs leading up, and when they emerged, they found themselves in a seemingly abandoned town.
GPS was no good, and no radio connection could be made with HQ.
The TEAM had found the SECRET- a safe route into the heart of the MØNSTED ZONE, a route directly into SØVSBY.
It's now 3 months ago, and your TEAM is part of a TASK FORCE that breached the seal two days ago. Moving silently through the tunnels to find the exit that will lead you to SØVSBY. You think about what happened to the other TEAM. Suddenly everything turns DARK.. You wake up covered in dust, the tunnel is blocked…
Trade L Secure
Precursor April 2026 MILSIM EVENT
RETURN TO SECTOR 4 PART 1-2
Operation - Was a minor succes.
- Call sign DELTA managed to shut down the mysterious radiation machine that was recovered at the airstrip earlier this year and stored in TOVBY.
They returned it to the TLS FOB, but the overwhelming force of the combined effort of Shield Wall and the KNIGHTs in an Alliance of Opportunities was overwhelming.
- Call sign MIKE was able to retrieve INTEL from an unknown camp in the forest of SECTOR 4- This INTEL has provided deep and valuable knowledge of the obscure operation undertaken inside the ZONE, by an unknown actor called OMICRON.
- Due to a sabotage attack in Viborg, no further reinforcements could be sent to SEKTOR 4 in order to support the Task Force.
- The SECTOR is now an open conflict zone between multi-corporations fighting for their own interests.
The civilian government is merely a shadow of itself. Unable to stop the conflict in their own country.
This conflict for power over the ZONES has spread to several of the zones around the world where national governments were weak, when the happening occurred.
Situation AUG 2026
Operation - SEAL BREAKER.
- Task Force FRIABLE has been tasked with securing a patrol base inside SØVSØBY. The task force is to move via road to the town and secure a foothold.
- When a patrol base has been established, the following task is to be performed:
- Undertake an investigation about the whereabouts of
Doctor Swartz.
- Secure any evidence or objects that could be of interest for S.E.K.T.O.R
- Investigate the presence and the activities of the OMICRON corporation in the township.
- Combat any Shield Wall Teams operating in and around the town.
The task force is operating on limited supplies and will need to travel light and be resourceful.
Moments before event start- Trade L Secure
-You load up into the truck, and the task force moves out.
You know that HQ made all of this in haste due to intelligence about a Shield Wall task force moving through the tunnels from Sektor 4.
Your mission is simple. Move to Søvsøby, dismount, and take up position in the northern part of the town. From here, build up a presence and hinder Shielwall from getting a hold of the secrets that must lie buried in the town.
You look at your EUD and realize that connection to HQ was lost 4 min ago. BOOOMM! An ear-deafening roar shatters the monotone sound from the truck engine.
An explosion rips the lead vehicle apart.
Tracers crisscross around your truck.
All electronics go black, and a screeching sound pierces your ears. You shout, DISMOUNT! DISMOUNT! Take up defensive positions! Commands are barked from the other team leaders. Covering fire is put out into the tree lines. You look around; no one is shooting back. HOLD YOUR FIRE!!! Check your targets.
Has anyone seen anything?? You shoute.
EUD is black. Where am I? Behind the treeline you can see a small town.. MOVE MOVE MOVE!!
Knights
Precursor April 2026 MILSIM EVENT
RETURN TO SECTOR 4 PART 1-2
Operation - Was a partial succes.
- HUNTER 1 and 2 were able to thin out the TLS ranks to a
combat-effective level low enough so a all-out attack was vaible.
- Team TANGO and BRAVO were able to recover enough information from inside the town of TOVBY so that our operatives in VIBORG could execute an attack on the TLS facilities there.
- Call sign WHISKEY found the undercover agent, but unfortunately,
She was already dead. But they recovered the USB thumb drive she was carrying, which gave us the ability to unlock secure TLS comms.
- While the operation was a partial success,Public support has diminished for the Knights organization, loyal members have retreated into the zone, from where they fight an information war against the corrupt government of Denmark.
- The organization is being fueled by the money they make from illegally obtained artifacts.
Moments before event start- Knights
Situation AUG 2026
Security Force Orange.
- The Hunter TEAMS assigned to security in SØVSØBY are to hinder any unauthorized entrance into the Town.
- Provide intel on unauthorized movement inside and outside the Town.
- Provide security at research facility Orange One.*
- The Hunter Teams will be provided a hideout from where they will move out into zones of operation. Here they will move back to the hideout when their missions are done or their mission time runs out. They will then move back to the Hideout, and be assigned a new zone and new orders.
- They will operate until darkness falls and mandatory sheltering is needed.
*Inside the CQB facility; special rules apply.
Moments before event start- Knights
For weeks, your cell has watched the old tunnel network beneath Sektor 4. Yesterday, a scout returned with vital intelligence: a Shield Wall taskforce is making its way threw the tunnels towards SøvsøBy, and just as predicted a trade L Secure convoy will move toward Søvsøby at first light. If they reached the town, whatever lies hidden beneath it would be theirs.
There was no time for a perfect plan. Charges were placed along the forest road, where it intersekts the tunnel, firing positions prepared, and every fighter was reminded of the objective: stop the convoy, then disappear before they could regroup.
As the rumble of engines echoes through the trees, you grip your weapon and wait. The lead truck rolls into the kill zone.
BOOM!
The explosion tears the vehicle apart. An EMP device follows, flooding the area with electromagnetic interference. Radios fall silent. Enemy electronics die instantly.
"Hold your fire!" your commander hisses. "Let the confusion do the work."
The convoy erupts into chaos. Soldiers spill from their trucks, firing blindly into the forest. They cannot see you. They cannot hear their headquarters. Exactly as planned.
Your orders are clear: shadow them, slow them, and prevent the contractors from ever securing Søvsøby. The secrets buried beneath the town must never fall into their hands.
Special rules:
At this MILSIM there will be used three supplementary rules that is to be used together with our normal rules.
-ROLE ONE-
RESPAWN POINT
A role one is an alternative option regarding Respawn
-The Purpose of the Role One contra a Respawn point/FOB
Is to give the TEAM an option to have a Respawn closer to their current objective giving a more constant game flow. (restrictions may apply)
-Each TEAM can put up one(1) ROLE ONE at a time. All FACTION TEAMS CAN USE IT.
The Position MUST be marked with the issued orange square carried by the medic
and on the ATAK MAP (FACTION ONLY, special rules apply)
-This square can be picked up by any team member from the same faction, dead or alive.
-If a medic is present and alive at the ROLE ONE when healing players/respawning,
Respawn time is reduced.
-Players are considered “alive” and must remove their dead rag while respawning, but may not move, shoot or interact with the game while they are in the ROLE ONE and respawning, but they can be shot again before they have respawned. If they get HIT in the ROLE ONE, they go under the normal rules for hits. If they bleed out while in a ROLE ONE, they must now go to a Respawn point/FOB to respawn, even if the ROLE ONE is still open!
-Players can choose to respawn in the ROLE ONE even if they are not DEAD.
If they choose to do so, they can remove their used bandages after RESPAWN, remember RESPAWNING players may not interact while RESPAWNING.
-Standard RESPAWN time in the ROLE ONE is on every 30min of the hour.
-MEDIC present Respawn every 15min on the hour
Each TEAM can only have one MEDIC; the medic is issued the orange square and must be the player to deploy it.
-The MEDIC must have some sort of visual indication that they are a MEDIC.
-DOG TAGS-
RESPAWN LIMITS
-All players will be handed a set of DOG TAGS by the event crew.
Purpose of the dog tag:
-To give an enemy TEAM a chance to limit the amount of respawns a player from the other faction has.
How the DOGTAGS work:
You can only heal at a ROLE ONE if you have a DOGTAG with your player number. If you don’t have a DOGTAG you need to go to the HQ to get new DOGTAGS. If available in your mission text, you can go to a RENDEZVOUS POINT (RP) to get new DOGTAGS and regroup with other elements of your TEAM. (Special Rules for some teams- will be stated in you mission text.)
How to interact with DOGTAGS:
-In the bleed out period after getting hit but before bleeding out.
An enemy player approaches you and asks for a dog tag, one(1) DOGTAG must be given to the player that asks for it. No more than ONE(1) DOGTAG can be given to an enemy player at a time, you must Respawn before you can lose a DOGTAG again.
-If you were healed by a friendly player after you lost one of your DOGTAGS and thereby didn't need to go and respawn,You can NOT lose another DOGTAG, before you respawn!
If you have collected ENEMY DOGTAGS you must submit them to HQ as soon as you can!!
HQ must note Player ID from the DOGTAG. Collect them into piles in different colors and hand over to the other faction HQ’s when they have the chance. This means that players CAN play without DOGTAGS, but it limits their ability to use the Role Ones!
-CQB-
MISSION FACILITY
At this MILSIM there will be a lot of CQB shooting.
This means a lot of short distances. The following rules only apply to one specific area.
And is not to be confused with our normal advice that you should be well protected so that you can take hits of 1.69 J within 6 m. This is due to the nature of airsoft combat..
Again, the rules in this section only apply in one specific area. Rules are as follows:
If you want to participate in missions inside this special area. You must follow these rules.
Game specifik rules;
-You need to solve a set of missions to gain access to the area.
-Each TEAM only has a set time inside the complex. And only one try.
-If you bleed out, you are out.
-If you use all of your bandages, you are out.
-If time runs out, you are out.
-Doors that are locked but marked with yellow can be breached.
-The enemy is unfair.
Inside the QCB Facility
-CBRN EQUIPMENT
If you wear face protection styled as CBRN equipment, including fresh air tanks, you will gain an extra 30min of mission time inside the area.
-Please send a image of your gear to ROADSIDEPICNICEVENT@GMAIL.COM and have it approved well before the event.
-Door breaching.
If you want to get past a yellow-marked door, you can breach it using your own breaching tool or the one provided.
-Solving the task.
You will need to be observant; the CQB facility is set up as an escape room. Not everything will be in plain sight. To solve your mission, you will be tested on your problem-solving and coordination skills.
Be well prepared; read up on the event.
This mission is not a KILL all and win mission.
-Knights will be given specifik tasks and will get a chance to make your task challenging.
At this MILSIM if you play either Trade L Secure or Shield Wall you only get what you bring with you.
As you could read on page 67. Not all has gone according to plan, and your task force encountered unexpected challenges.
Leaving your main supplies stranded out of reach.
-So what should I/ can I bring? Is what we will cover here?
The following list is our suggestions.
On you at game start:
-Rain gear!! (at least a jacket)
-Hat, gloves.
-Two pair of extra socks.
-One ekstra T-Shirt
-Warm sweater/overcoat.
-Lunchbox/ Ration Packs, Wet pouch/ MRE
-Snacks, hydration powder
-Water boiler
-Water canister
-Gas, batteries, BB’s (no limit)
-Sleeping mat for concrete flooring.
-Sleepingbag for Summer conditions.
-Head lamp.
-Ear plugs (for sleeping)
-Glasses (Patrol base use)
Team Gear:
Marked for transport, bundled together this will be delivered at the Patrole base at some time
-Tools for airsoft gun repair.
-Air tanks
-Ekstra gas boottles
-Ekstra BB's
-CBRN equipment.
-Ekstra Airsoft Guns.
-Powerbanks for recharging.
-Chargers.
What not to bring:
!!BEER!! And alcohol!!
Large sleeping corts.
Chers.
Tents.
Grills.
TV’s
Aircondition systems.
At this MILSIM if you play Knights you will be operation out of a Hide Out (Off Game zone)
From here you will move out into different Respawn Points from where you will execute several missions. Your Missions will be time sensitive and looked in designated arrears around the Town. When you run out of time or missions you will need to go back to the Main hide out and get issued new orders and area of operations. +-4hrs in each RSP
The following list is our suggestions of what to bring to the RSP and the Main camp site.
In a backpack you can drop at the RSP:
-Rain gear!! (at least a jacket)
-A pair of extra socks.
-Warm sweater/overcoat.
-Lunchbox/ Ration Packs
-Snacks,hydration powder
-Water boiler
-Water canister
-Gas, batteries, BB’s (no limit)
-Glasses (RSP use)
Camp site:
-No real limitations except !!BEER!! And alcohol!!
-Gear for QCB zone.
-Tents and other nice stuff for camping.
At the camp site we will provide:
-Water
-Dry toilets.
-Area for camping.
-Parking.
What we don't provide:
-Power
-Shelter
(The building on the map is of limits)
-DISCORD-
-For the best experience find us on DISCORD.
Here you can join your faction server and coordinate with the rest of the teams from your Faction.
-FACEBOOK-
-If you just want to know when there has been an update, just follow the facebook event. Here we will post when there is a new update.
-SECRETS OF BUNKER 4 PART THREE DRIVE-
-All information can be found on our Google drive under the specific event.
-RULES can be found on the sublink on ROADSIDEPICNIC.DK
-If you have any rules questions, please ask them via Email. Dont ask on FB, Discord, etc.
Roadsidepicnicevent@gmail.com