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    • Home
    • About Us
    • Events
      • Nothern Thunder
      • Northern Thunder Rules
    • community
    • Photo Gallery
    • contact
    • Calendar
  • Home
  • About Us
  • Events
    • Nothern Thunder
    • Northern Thunder Rules
  • community
  • Photo Gallery
  • contact
  • Calendar

Northern Thunder 2 Rules

Weapon / Kit Rules

Small Arms - Includes Rifles, Submachine guns, Pistols

Support Weapons - Includes LMG’s, MMG’s, and GPMG

  • Machine guns shall be an accurate representation of a real world machine gun. An m4 with a drum mag is not a machine gun. There are exceptions to this in the form of the Krytac LMG as well as the CM-16 LMG.

Marksman Rifles - Includes both Semi Automatic DMR’s, and Bolt Action Sniper Rifles

  • Marksman Rifles shall be an accurate representation of their real world counterparts such as .308 pattern rifles (SR-25, SCAR-H, etc.). An M4 with a scope is not a marksman rifle.

Grenades - Includes all throwable or plantable devices meant to discharge BB’s

  • ALL GRENADES KILL. Sound grenades included 
  • GRENADES HAVE A 10FT KILL RADIUS. Additionally, if you are in a structure, and a grenade is thrown into the same room as you, the whole room is dead, regardless of the 10ft kill radius provided the room is 20ftx20ft or smaller. .

Lights and Lasers - Flashlights, weapon lights, and lasers

  • Use of visible lasers are prohibited, if you're caught with a visible laser, you're gone
  • IR lasers are permitted provided they are “eye safe”, meaning that they have PAPERWORK stating that the continuous wave output power is <0.1mW. You will provide the original documentation that came with the laser. If you don't have paperwork, tough luck, no laser for you. We will not accept a screenshot or printout of the manufacturer's website.
  • You will show your paperwork for your laser at crono, and will get a sticker for the laser proving it to be checked by staff.
  • If you are caught using a laser that doesn't have a sticker, or that hasn't been checked by staff, you will be ejected from the event
  • For flashlights, the only rule is that there will be no red or blue filters on them at all, as these are the colours designated for kill lights and for game staff at night. GREEN LIGHTS ARE ALLOWED
  • No limits as far as brightness is concerned, if you want to carry around the hammer of dawn, go ahead

Energy Limits

All Airsoft guns will observe the following velocity limits, unless otherwise stated by

the specific event

Common Weapons: 1.49 joules 

Machine Guns: 1.49 joules 

Marksman Rifle: 1.49 joules


Medical Rules

  • Canaops events will not feature dedicated medics, instead we have decided to go with “buddy aid”. This means that anybody on the field can perform a revive. 
  • To revive a player: Apply tourniquet/bandage and maintain contact with the player for 1 minute.
  • Bandages can be a simple white cloth, long enough to tie around the arm, however they must be white
  • Milsim tourniquets do not need to be white
  • ADDITIONALLY: We will be utilising medic waters as well. In order to be revived by a medic water, it must be handed to you by another player, and once again you must maintain contact for 1 minute.
  • You can only be revived by a medic water once per life
  • Medic waters will be issued out by commanders, THEY WILL BE A LIMITED RESOURCE

Each player can have ONE TOURNIQUET / BANDAGE. You CAN be revived multiple times by other players' tourniquets/bandages 


Respawn Rules

  • Respawn at CP is instant

Item/Prop Rules

  • Props are present at every one of our events in one form or another, either as objectives or key items for a team to defend. 
  • Each Team will be assigned a colour for each event. This colour will be used on all important things denoting your team, such as spawn points and the props. A colour being represented on a game asset means your team has permission to pick it up and move it. If only the colour of the enemy team is present on the prop, your team is not allowed to move it under any circumstance. A prop with the colours of both teams on it can be moved by both teams. 
  • Only Mission related prop items will be colour marked, general “loot” items will be unmarked and fair game .
  • When a player is shot, they must drop all game items and props on the ground. They are not permitted to take game props with them back to respawn. 

Radio Rules

  • Radios are in use by pretty much all players at all events.
  • At all times FRS/GMRS Channels 1 and 2 must remain empty. This is for use by Game Control and is a safety requirement for the event. Game Control is always on Channel 1 and can be contacted for Administrative or Safety Issues.
  • A list of approved channels will be passed to commanders prior to the event, they are to be considered Protected and Encrypted communication for that team. You are not allowed to listen in, jam, or access it in any way.
  • Do not use frequencies between proper channels to avoid bleed over

Out of Game Communication

Certain phrases or communications are to be considered Out of Game at all times.

They are to be used for Administrative or Safety reasons only. These may not be used for tactical purposes or to deceive other players to gain an advantage. There are no loopholes or “Well I didn’t say that exactly” - violating the spirit of these instructions will result in your removal from the event immediately.

“I’m Dead”

Telling other players you are dead is an out of game communication. You are telling

them you are not in play, and for them not to shoot you. If you tell another player you

are dead, you are. If you were alive, you aren’t anymore and you will need to respawn. Likewise, if another player asks if you are dead and you confirm that you are, you are dead. You do not have to answer the question. If the enemy asks if you are dead, you can say no, or you can ignore their question and shoot them. If you say that you are, then you are dead and out of play.

Red Rag and Red Blinking Light

Commonly known as “Kill Rags” or “Kill lights” - these communicate to other players you are dead and are identical to the instructions for “I’m Dead” above. If the enemy player saw your kill rag out or your light was on? You are dead. Go back to respawn.

Kill lights for use at night must specifically be blinking / strobing at a steady pace.

Oftentimes players will use solid, non flashing red lights at night time for a variety of

purposes. If the only kill light you have is red but incapable of strobing, just be mindful of the fact you may be shot by players. It is recommended you also verbally announce you are dead if you wish to minimise getting shot while out of game.

“No Duff”

A No Duff is an instruction for a total game stoppage. A No Duff scenario is an

emergency in which the game must stop to address a serious safety concern, or to

render immediate medical attention to a player. A No Duff can be called by any

player.

A No Duff scenario is one in which a person is at immediate risk of serious injury

or death. A player with a broken limb, serious bleeding, is unable to walk, is

unconscious, or is having severe breathing issues are all scenarios where the game

must stop. A small cut on your arm, or a slightly sprained ankle, are not a No Duff

scenario. If you can safely remove yourself from the field without needing the game to stop, then there is no reason to stop the game.

All players upon hearing NO DUFF will stop what they are doing immediately. As loud as they can they will also yell NO DUFF. Each player will then set their radios to

Channel 1 and await further instructions. Do not talk on the radio or ask questions.

There are two commands that will end a NO DUFF: “The Game is Back On” - this means the game is back on and can resume either immediately or after a small countdown (30 seconds). Players can resume playing from where they stopped.

“Return to your Command Post” - the nature of the emergency requires a much longer pause in the event. Everyone needs to return to their CP to await further instructions

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