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Foreword This is the on-line edition of the game rules for CONTACT, the School's Star Gate inspired role-playing and "airsoft" combat campaign, which has been running since July 1996. These pages concentrate on the Out-Of-Character (OOC) elements of the game, such as the mechanics of combat and the treatment of battlefield injuries. Other aspects of the game can be found in the In-Character (IC) pages, wherein the rules are couched in terms of what is so in the game world. For example character progression is expressed in terms of rank, decorations, medals and awards. Some other aspects of the game will be added here in due course, such as Character Generation.
These rules are also used in concert with the "General Regulations" and their supplement "Appendix D: CONTACT", which together contain elements concerned with associated safety issues or game mechanics that are shared with our other activities such as SHŌGUN.
In our style of combat with airsoft weapons, which shoot solid 6mm diameter spherical plastic "ball bullets" (BBs), there are no dye marks as in paintballing, or electronic alarms as in Laser Tag to indicate successful hits, nor are there umpires or referees in the field to make impartial rulings on such matters. Instead these rules rely entirely upon the "honour system of play", that is, it depends upon your personal absolute honesty and trust in your fellow players for it's effectiveness. Therefore please read these game rules and the associated regulations and supplement very carefully, as they will ONLY work, if you and everyone else understands and abides by them. So, regardless of the actions of others do NOT cheat, exploit or ignore any of the rules or regulations, and remember that the consequences of doing so will be expulsion from the School. Do it right and we’ll all have fun! Do it wrong and I'll show you the door.
My thanks go to all of you who have taken part in game testing, operational weekends and have provided me with your feedback over the past ten years. If you note any errors or omissions, or you have any suggestions or queries about this or any of the other activities of the School, then please phone me; Dean Wayland at the Fight School on 01438 368177 or email me
You can play CONTACT simply as a one off weekend adventure, or you can become deeply immersed in the long term plot. You will be required to create a "character", an alternate identity for yourself. This is done for two reasons, the first in that it seperates you from your "characters" actions, giving you freedom in play. This means that if you need to do something unpleasant to another person, your character is in fact the one doing it to theirs, and its not you personally doing it to them the player. This means that you can commit murder, and share a drink with your victim after the event, without it being taken personally. The second reason is more practical, in CONTACT people die. At this point you wheel on your next character. Now, on the face of it this would seem to mean that "death" has no meaning, quite the contrary. Basic play is in general PC verses NPC, that is player characters, that's you and your fellow players working together against a common enemy, all played by Non-Player Characters, that is people who get to play a number of different bad guy or other roles as dictated by the scenario writers. Thus when a character dies, the new character is assigned to the in-base Military Police Company or MPC unit (say it quick), for temporary duty. The period of NPC work is the balance of the weekend you're in, plus two other "combat operation" weekends. These are operations that contain actual missions, of which there are four per year. This gives plenty of time for the effect of your loss to be noticed by surviving players and for you to get used to your replacement identity. It also gives you a chance to sse the game from a different point of view, while at the same time getting everyone to know one another, which makes for a much more pleasant time for all. Don't worry, you won't learn anything that you are not supposed to, thus possibly ruining the game for you upon your return to play. The roles we ask you to do, will tell you nothing about the plot, beyond what is already known by the players in general. The "good" stuff is played by those who become permanent members of the MPC crew. These people can never go back to being an ordenary player, because they simply know too much!
Like in the film Stargate and the spin off TV series' Stargate SG-1 and Stargate Atlantis, there are a number of different and moderately defined roles to be played. Most choose to play some kind of a military role, as this gives the greatest freedom of action. Or you could choose to play a Specialist, which is a partially trained civilian, who is allowed to carry a pistol for personal defence, as in the original Daniel Jackson role. Pure civilians go unarmed, escorted by a bodyguard (Close Protection Officer - CPO), or of course you could play a military scientist like the Samantha Carter character, or just a straight no-nonsense soldier like Jack O'Neil. At the very least you need to know your nationality and name.
Military characters, can after a while decide whether or not they would like to be an officer. The difference between officers and other ranks is in practise a simple one, are you prepared to study and analyse the plot, attend the annual inteligence conference (February) and write reports for publication on the website after each event? If you are, then you get the chance to get a commission, and if not, or if you are only really interested in tactical play, then you become a senior NCO, or Non-Commissioned Officer. One point to bare in mind is that having a higher rank does NOT put you in charge! We operate like special forces, in that expertise and experience counts for more than rank, it's just their for when no concensus can be reached or time doesn't allow for delay, see the page on Rank and Insignia for more details. For further aid in creating your character contact myself.
A major concern of many new players is that they will be out-gunned by established or wealthy players. This imbalance is redressed by the application of the principle that for every advantage carried, there is a corresponding disadvantage, promoting more realistic play, by forcing all players to make tactical decisions about the value of carrying any given benefit. To be of any use, such disadvantages must extend beyond the initial expense of acquisition, for if it did not, then as has happened elsewhere, wealth alone would have a disproportionate influence upon the outcome of battle. For example the number and effectiveness of weapons carried is not only limited by their cost, but also by weight and bulk. Yet their ammunition is incredibly light, and a wealthy player could, without limits, deploy vast quantities (5,000 rounds weighs just 1kg or 2.2 pounds, with a real weapon that's only 88 rounds). So, rather than limiting firepower by an arbitrary figure for the volume of ammunition each player could carry, all supplies are provided with a weight and bulk penalty, which creates a natural limitation beyond cost alone. Thus those who can afford to buy all the beneficial hardware, get the grief of having to carry it, while the player who cannot afford to play the arms race game, gains by going lightweight and mobile. This has a resonance in the Vietnam War, where we see the lightly armed Viet Cong fighting against their massively overly-equipped American opponents, wherein the balance of power was definitely not one sided. Consequently it is fun for all, not just those who are able or willing to invest large sums of money on their kit.
"..respirator masks and Nuclear Biological and Chemical (NBC) warfare suits giving protection against the Alien Biological Contaminent (ABC), long identified as a threat to all personnel involved with Star Gate off-world operations, MUST BE WORN AT ALL TIMES, as part of Standard Operating Procedures (SOPs).... no biological material, including the dead, is to be disposed of beyond the Gate, all such material MUST be recovered by those responsible for the conduct of such operations, ...to prevent transmission of infection/infestation, any personnel who removes their protection outside of a secure SAFE ZONE will be RETIRED from the programme PERMANENTLY!... ALL personnel are advised for their own safety, that the same fate will befall those operatives who remove the masks of other personnel, somehow, experience has proven, that despite retaining their own protection, they will in turn become cross-contaminated, requiring executive action,...YOU HAVE BEEN WARNED!"
Your outer layers of normal clothing, jackets, trousers, hats and gloves are for the purposes of the game regarded as NBC over-suits, and consequentially you must change in to other garments upon return from an off-world mission. Your kit is then "disposed" of and "replacements" provided. Okay in reality you simply change into an in-base uniform and back again later to your outdoor kit as part of the next pre-mission preparation. This adds to the atmosphere of paranoia, and gives you a chance to wear a uniform other than combats such as dress uniform, scrubs, boiler suit or some other in-character costume to further add to the illusion. One of the rooms within the bunker complex is used as a Decontamination Area, where muddy boots and wet gear can be removed. There are both ladies and gents toilets, close by for actual changing purposes. This is done in part to keep the ready-room, aka the bunker's "function" room free of mud etc. This area being often required immediately after we leave for other purposes, and having to wash the carpets is hugely inconveniant for the staff.
In the context of CONTACT, being a science fiction role play game, the weapons we are using are quite evidently not shooting conventionally "cased" ammunition, the rationale concerning these rounds, is that they are state of the art "6mm caseless charged contact" projectiles, employing Alien Derived technology, the current ammo being designated as "AD101-Mk7". When "live" they require special storage, but can however be safely handled for the purposes of loading. Once shot, and having ceased moving they are considered as "discharged", and thereafter harmless but quite useless. The ammunition gives up it's lethal energy upon "contact" with a target, but ONLY after being shot or ejected from an approved weapon, grenade or mine. Thus simply throwing them has no value. Hits to unarmoured areas or those covered by "soft" armour such as “flak jackets” count as lethal, causing wounds with even the lightest of touches. However hits to areas protected by “hard” armours such as helmets, do NOT cause wounds, but they do cause the Shock Effects, see below. Thus a hit with a round from a heavy machine gun does no more damage than one from a pocket pistol. The difference between the two weapons isn't the ammunition, its their range, accuracy, rate of fire, ammunition capasity verses their size, weight and cost.
Another aspect of the rationalisation, is that for reasons yet to be discovered, "live" ammunition, like that used here on Earth, is rendered inert as it passes through a Star Gate. Indeed any material which constitutes a leathel weapon, other than the 6mm "AD101 Mk7" variety, and would you believe it, nuclear weapons, are ALL similarly rendered useless. One other set of factors about Star Gates that you need to know is that large inorganic items such as vehicles, get lost in transit. If a single person can't carry it, then it disappears! And finally animals won't go through a Star Gate, so no horses, mule trains, dog sleds etc. We, the humble "poor bloody infantry" are the transport!
ALL hits taken from rounds that either ricochet, that is accidentally bounce offwalls, other people, etc. on to the enemy or indeed back at yourself, and "rabbit rounds", those shot deliberately to ricochet on to the enemy, plus hits caused by "negligent discharges", that is the accidental shooting of a weapon, count as lethal, so be careful!
You ONLY take a wound from a grenade or mine, if you are actually hit by a BB ejected from same. Thus if you are caught in the "blast" of such a weapon and yet you are missed by all the projectiles, then you have survived the experience unwounded.
Rounds that strike weapons held in the hand(s) do NOT cause wounds or require the "Shock Effects" procedure to be carried out. However ducking is advised.
Any hits on webbing (the pouches worn to carry equipment like ammunition etc.) that the player registers (sees, hears, feels etc.) will count as a hit. The only exception to this rule is rucksacks, for which approval for deployment must be given by the scenario writer, as they require to be treated as "bullet proof", due to the impossibility of registering hits through them. NB: when permission for deployment is granted, these items can be used as improvised baricades/shields, but only when loaded and tightly packed. The three circumstances when permission is normally granted are:
Hits "felt" through materials like paintball netting when being lent against are still taken, despite the fact that they will otherwise stop a BB. Stand away from such materials and let them do their job!
If you think that you see someone hit by a BB and not react, there can be basically three reasons:
Please note that smoke grenades are for screening and signalling purposes only, they do NOT represent gas weapons.
The standard British Army ammunition tins H82 and H84, used for carrying spare ammunition, count as bullet proof and may like a rucksack be used as an improvised baricade or shield. Note that balistic shields such as those used by Police entry teams can be deployed or replicated, but be warned they are very heavy indeed, and outside of a limited range of uses, will probably benefit the CONTACT player little. Consult the School for further details.
In-Base Combat: on this side of the Star Gate "normal" projectile weapons are carried in and around the base. Indoors this is represented by plastic-cap firing pistols, while outside, blank firing replicas can be used. The latter being too loud for indoor use. The rules for "firearms" and "unarmed combat" can be found in the General Regulations document. Standard military flack-jackets can be worn along with helmets as part of in-base protection against these conventional weapons. Regular flak jackets and helmets will not be considered as truely bullet proof, unless they carry the required extra hard armour plates (which can be simulated) or are the real thing. However, un-plated flak jackets and light helmets will reduce the effect of any gun shot wound sustained, thus increasing your chances of survival, assuming you are sent to med-bay.
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(1) the Upper Torso, that is the area above the belt, including the chest, the back, the head*, neck, throat and the shoulders, but excluding the actual shoulder joint of each arm
(2) the Lower Torso, that is the area of the belt, the hips, buttocks, stomach and groin (3-4) each Arm, including the actual shoulder joint, down to the finger tips (5-6) each Leg, including the thigh, knee, shin, foot and toes * Due to the nature of this kind of combat, ALL locations are legitimate targets, however, you are reminded that shooting at the head should ONLY be deliberately done, when your opponent presents you with no other alternative target. To help discourage aiming at the head, it is incorporated as part of the Upper Torso location, giving NO special advantage to head shots against unarmoured targets. |
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This drill has three purposes, firstly it tells the shooter that they have scored a hit, very satisfying, it then tells your own side that you have been hit and maybe in need of "medical" assistance, and finally it gives you a moment or two to work out just how bad things really are.
For ease of play, as each location can be hit many times, it is only the FIRST impact that causes an "effective" wound. Thus you do not need to keep track of how many actual rounds hit you on any particular area, but simply upon WHAT target locations you were hit. So if a burst strikes multiple hit locations then EACH and EVERY location struck is counted as WOUNDED, regardless of how many individual rounds strike each of them. The appropriate wound effect should then be applied to each of these locations. Once a location has been registered wounded, no further impacts will have FULL effect unless the hit location has been treated using a First Field Dressing (FFD) and thus had it's function restored, see the Medical Attention section below. This has the effect of making wounded locations immune to further damage, although somewhat unrealistic, it is more practical to use this method of wound accounting when under the stress of mock combat.
| Location | Effect | FFDS |
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| Upper Torso | Total UNCONSCIOUSNESS | 3 |
| Lower Torso | Inability to stand. | 2 |
| Arm | Total loss of function in wounded arm. | 1 |
| Leg | Total loss of function in wounded leg. | 1 |
Being shot with the new Mk7 ammunition is extremely painful, so now you MUST carry on screaming and act as though you are in continuous pain until the wound is treated, by either yourself (if you are able) or someone else (if not). You MUST:
This activity must be continuous or the sanction for failure will apply (see below).
You may not:
You may not do any other activity with the following exceptions (presuming your wounds permit);
When unconscious, dying or dead you must follow the instructions set out in Section 24 "Unconsciousness, Death & Casualty Evacuation" section of the General Regulations, with the following addition:.
When a Medic finds you in the field or someone brings you back to base either dead or unconscious, they will need to know what locations are wounded. Do NOT actually "tell" them. The Medic will "check" each of your six locations to diagnose their condition. They will use their hands to GENTLY move each in turn. If you are alive and they manipulate a wounded location, then groan or scream loudly to provide them with the clue. If you are dead keep silent, this functions as a different kind of clue.
If you are conscious and have untreated wounds, you MUST keep groaning, if not actually screaming. If you fail to keep this up you will lose consciousness. Thus you take an automatic head/chest wound in addition to other injuries. This is to represent the failure of the will to survive and the spreading of the nasty effects of the MK7 ammunition!
If after performing the Shock Effects you realise that you have been left with NO "functioning" locations, then you are, I am afraid dying. You have 5 minutes before your brain is rendered irredeemably damaged, and then you will be dead. This means that grenades and mines are capable of killing in a single blast. Although there is nothing anyone can do for the dead, remember that "Standard Operating Procedures" (SOPs) stipulate that even the dead have to come home, otherwise they become a recruit for the enemy. Also, be warned that if you fall unconscious and then you discover that you no longer have any functioning locations, then you are dying! However, it is perfectly possible to have all locations wounded, but as long as at least one remains actually "functional", by virtue of being "dressed" with an FFD and unhit for a second time, then you remain alive.
The use of the Nominal Rock or Unarmed Combat systems to render you unconscious is taken as a standard Upper Torso hit. Your attacker can if they wish, alternatively declare you as dead by either delivering a blow to ALL locations, or by the use of a bayonet or other device, see the relevant section of the General Regulations.
If you are unconscious or immobilised and then left behind off-world, your character will die from either hypothermia, hyperthermia or dehydration, within 1-7 days depending upon the environment, unless someone finds you, and then things might just get worse! Consult the referee.
Most of you will limit yourselves to learning the more basic Level 1 skill, in which bandages are used to simulate First Field Dressings or "FFDs". Each of you should be carrying your own supply of at least three FFDs (preferably more), in an easy to find location (such as FFD/compass cases or the dedicated pockets found on some uniforms, e.g. US Army ACU or US Marine Corps MARPAT), for use upon yourself in the treatment of your own wounds. The precise form for these FFDs is specified in the General Regulations, NO other type maybe used. FFDs are available from the School at cost.
In the General Regulations it is stated that one item that must be carried by all players as part of their Personal Safety Kit is a correctly adjusted watch. This has an additional fictional function as a "bio-monitor", and is used by the medics as part of Levels 2 & 3 treatment. If you don't have one, this will count against your chances of recovery.
The first thing another Marine, Specialist or a Medic needs to know when dealing with a casualty is which bits hurt. In the case of a conscious casualty this is easy, just ask! However, to determine the injuries sustained by a casualty who is non-responsive, being either dead or unconscious, this is done by GENTLY placing the hands upon each location of the casualty in turn and GENTLY moving them a little. If the casualty cries out in "pain", then firstly they are not dead, and secondly that location is wounded. If the wound location is fresh, that is, it has NOT been wounded AND treated before, then the procedure is quite simple, apply ONE FFD per point value for each wounded location, thus a limb will require ONE, a Lower Torso will need TWO, and a Upper Torso wound will need THREE. If on the other hand the location has been treated before, then it is a Serious Wound and a Field Medic using Level 2 treatment techniques will be required. Thus if it's your own wound and you are not a medic, there's nothing you can do except carry on screaming!
Note that Medics carry a special 15cm FFD, which can be used by anyone, but they are a special item, provided by the plot-team, and are thus always in short supply. One of it's functions is to be equivalent to three standard 10cm FFDs making the dressing of an Upper Torso wound much quicker. It's other functions are concerned with the dressing of Level 2 wounds.
The application of an FFD will restore the "functionality" of the location wounded, however it does NOT cancel out the wound itself, just the effect of it, that is until another hit reactivates that wound or the wound is removed using Level 3 or 4 treatment techniques. This means that in the case of limb and lower torso wounds that the use of limbs is restored, while the dressing of an upper torso wound will render the casualty conscious and mobile.
To apply an FFD it must first be fresh and unused. It is then securely wrapped as many times as possible around the affected hit location. This means a limb must have several turns of the FFD, and not merely have it simply tied on to it. Crepe bandages are used as they are elastic to ensure that their use does not restrict actual blood flow, they therefore need not be tied too tightly, the casualty will let you know if it is.
The FFDs do not need to be applied to precisely the spot on the wounded location where the rounds actually struck. Rather, a simple series of conventions determine the placement of dressings for reasons of safety, as follows:
| Upper Torso | Wrap them under one arm and over the opposite shoulder (never around the head or neck). |
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| Lower Torso | Wrap them around the waist. |
| Arm | Wrap them around either the upper or lower arm, or the wrist. |
| Leg | Wrap it around either the upper or lower leg, or the ankle |
Once FFD's have been applied they can not be reused until they have been reprocessed back at base as part of the Level 3 surgical procedures, which recycles the dressings, see below. If a dressing is removed or falls off then the effect of that wound MUST be reinstated, and acted upon IMMEDIATELY, even if it results in unconsciousness or death.
You can NOT put an FFD on in advance of a wound!
Finally you will be issued with a tag detailing all the treatment performed. Do NOT loose this tag. If you do, your injuries WILL get worse!
IMPORTANT: As part of your treatment the Medic will need to referr to your ID Tags (aka "Dog Tags") and your own watch. If one or both of these items are absent, it will count against you. "Dog Tags" are inexpensive props, which significantly add to the military flavour of the game. They follow a strict format and carry the following information:
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At level 3, all LIGHT wounds are also treated to remove them using the AD202, which enters the results in each personnels long term medical record . The procedure also reprocesses FFD's for re-use.
The Morphine+ ampule (don't ask what the plus is!), is a small device issued to you to carry in the field, for use upon yourself when you can no longer take the pain. It is a self administered injection, which can also be given to you by someone else when your wounds prevent you from doing it. It neutralises your pain receptors, reducing your sensitivity to the effects of the neural pain inducing energy of the off-world Mk7 ammunition. So, if you are shot post treatment, the effect is the same as being shot through hard armour (helmets), that is the initial strike hurts, but there is no lingering pain. So after performing the standard Shock Effects, NO wounds are taken. You will remain conscious if you were conscious at the time the Morphine+ was administered. Giving this drug to an unconscious casualty protects them from further injury.
The downside is that you become quite helpless. You cannot stand, walk, or use your arms and hands. To move you have to be carried as per an unconscious, crippled or dead person. If conscious you can whisper coherantly, but you cannot speak or call out normally, except to scream if shot again.
Currently, in this role we will be issuing you with a small chemical light stick, which you can attach to your dog tags. Bend it, shake it and as long as it glows, you are protected. If it fails to light up, or if it goes out, then the pain is back, assuming you haven't had your wounds dressed, and if they have, it'll be back the next time you are shot, only this time for keeps, or at least until you recieve more medical treatment. If more than one Morphine+ is given, the discharged unit, must be kept as a visual record of treatment. Failled units can be removed, as this would create a false record.
Next comes the Super Tetress Treatment (STT), a procedure that is performed by Medics that would get you up and running as though you were never wounded in the first place. This involves the use of 500ml of a medical nanite solution which you MUST drink, and a piece of control hardware, that guides the machines to the injured areas. Treatment is concluded by the removal of ALL previous treatment devices if present, and the alteration/affixing of a medical tag. However, all your previous wounds are still recorded as their long term effects remain. Be warned if you lose the label, or are not given one, then your wounds will automatically be recorded at base as though they degraded to the worst possible state.
The downside for you is in the long term, as it will increase your post surgery recovery time from future injuries. It may even reduce your chances of surviving surgery. Level 4 anyone!
Your ammunition is divided in to two types:
(1) "Out-Of-Character" ammunition NOT intended for use during the current game, which is being carried purely to prevent its loss, for which no penalty is required. This only happens when we are playing away from the base or during training events, as otherwise such ammo is stored back at base.
(2) "In-Character" ammunition which IS intended for use in the current game, which MUST be given a penalty by either;
A fourth option is presented to us by the recent development of the mechanical loading accessories, like those made by Tokyo Marui, and replicating a pistol and a rifle magazine respectively. Rules for their use have yet to be devised. So at this time they are not for use in-game.
After participation in a major operation, it would be appreciated if you would write up any relevant mission reports in the form of an After Action Report (AAR) for publication on the UNSGC website, so that future players can look back at previous missions, hopefully to enable them to work out what is actually going on. Please note that anyone who is playing an officer, is expected to do this, and if they don't write a report, very soon they will find themselves back with the other ranks.
All players should create a log book, into which they can record details like the operations attended, missions undertaken, wounds recieved, and awards granted. See My Promotion.
Get out there and enjoy yourself,
But remember that it is just a game,
So play fair, and keep it safe!'
To build a 75 round ammo pack take a standard Kodak 35mm film pot, available from most film processing outlets for nothing and mount inside it a weight made from a column of two pence coins, thirteen deep (26p), wrapped in masking tape. This is done by standing a reel up with about 5" of tape laid out flat, place the column of coins next to the reel, then lift the tape up and over the coins and down the other side. Then lift the reel up and over to double wrap it. Repeat the process at right angles to the first covering of tape. Smooth down the proud edges around the column and then select one end to be the face that you will see when you open the pack for loading, which must have no exposed sticky edges, which would foul the ammunition. Apply tape around the column's waist, again avoiding exposed sticky edges near the ammunition end. Periodically test your weight to see if it fits your film pot. It is vital that you make the column a really tight fit. When you are satisfied that you have applied enough tape, insert the column in to the film pot. If you have done it right you will have to ram it in pretty hard, but this will ensure that it cannot accidentally fall out, ejecting all your ammunition. You may wish to use insulating tape to help secure the lid. It will be easier to fill a Marui loading tube/mechanical loader by pouring the ammunition into their top, when manually loading magazines.
In the past to finish off your ammo-packs, a range of military style black labels with white text were produced to add that final touch. They were laser printed on to self adhesive paper labels, and marked up for "35x6mm" 0.2g standard, 0.15g tracer and mixed loads. New labels for the large 70 round packs can be produced.
For use in-game 1-3 power loaders are securely mounted inside a British Army H82 steel ammunition box, as an encumbrance penalty, reflecting the units considerable advantages. Mounting is simply a case of padding out the box with foam to prevent damage and rattling. The loaders themselves must be operated while STILL mounted inside the box, being only removed when replacing batteries. This is done to prevent accidental relocation to a pouch in the heat of battle. Note that there is NO restriction upon storing other equipment, such as ammo-packs and loading tubes in the box with the Power Loader. A loading tube may be used to manually reload from the Power Loader in the event of a battery failure. Or if reloading an M60 or M249 LMG, you could simply pour the ammunition out of the Power Loader's hatch in to the weapon.
The H82, which counts as "bullet proof" and can be used as a shield, measures 11" x 4" x 7.5" (28cm x 10cm x 19cm) and weighs 2kg/4.4lbs empty, fits the British '58 and PLCE pattern respirator cases perfectly once the foam filter support(s) have been removed.
The precise details of the conduct of Levels 3 & 4 will be added at a later date. Currently you will be able to learn these skills through play from other medics/doctors.
Finally, for the future, for use in base Med Bay, Doctors could have stethasscopes, scrubs, hats & masks for theatre wear. In addition to the computer used as the AD202, others could be used to simulate ECG and EKG machines, blood pressure monitors etc. While the normal supplies used in the field, together with simulated blood packs and oxygen bottles, plus other items could set-dress our Med-Bay. In the future, a portable "practise" defribulator could also be deployed in the field. A hydrogen sulphide suspended animation kit is under consideration. A range of pills, potions and patches, to represent such drugs as those currently nominally given to Flight Crews (SG Teams) prior to launch as a anti-nausia injection, could be added. Post-Operative casualties could employ a range of props such as eye patches, gause/pad dressings, triangular Bandages and crutches to enhance any "carry-over" injuries they sustain in missions. Remember that every new prop or procedure would need to serve a function within the game.
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