Post by grim on Mar 24, 2011 1:05:43 GMT -5
Operation Rules (minor update 5/19/11)
1. Uniforms
1.1 US Uniforms
A. Army Units (Alpha, Bravo companies and QRF) will wear 3 Color DCU top, bottoms and cover or 6 Color desert (chocolate chip). Gear Color does not matter.
B. Marine Units will wear Marine Desert MARPAT top, bottoms and cover. Gear color does not matter.
C. E.O.D. Unit will wear all tan top, bottom and cover. Gear color does not matter.
1.2 Helmets
A. All Units will have a MICH, PASGT or IBH Helmet if they want to ride in the military vehicles.
a. Helmets may be plastic, fiberglass or Kevlar may be worn
b. Absolutely no one will be allowed to ride in the HUMVEEs if they do not have a helmet.
c. Helmet color doesn't matter as long as it isn't red or safety orange.
1.3 Boots
A. Boots are mandatory for safety reasons. No tennis shoes will be allowed, no exceptions.
1.4 Insurgent Uniforms (see individual team descriptions for more info)
A. Insurgents may wear any color top except black or red.
B. You may only wear a camouflage top or camouflage bottoms, you may not wear both.
C. The combination of clothes cannot look like a US Team player.
D. Turban headwear is acceptable, no red may be worn (unless it is a red/white team shemagh).
E. Blue Jeans are authorized
F. IT DOESN'T MATTER WHAT COLOR YOUR GEAR IS.
G. IF YOU HAVE QUESTIONS ABOUT YOUR UNIFORM, CONSULT YOUR TEAM UNIFORM REQUIREMENTS AS EACH IS UNIQUE AND SOME DO NOT HAVE CAMO.
1.5 Admin Uniform
A. Black Polo Shirt
B. Tan/Khaki Pants
C. Admin may also have a High Visibility Vest
2. Medic Rules
2.1 Medics will be indicated with a Medic Armband signified with a Red Cross.
2.2 Medics will have a roll of tape to signify bandages to heal players.
2.3 Players will tell Medic where they were hit; medic will then bandage the area with tape.
2.4 If a player receives a "Headshot" the player must automatically re-spawn as an instant kill.
2.5 Players may be healed by a medic 2 times before they must re-spawn.
2.6 Other non-medic players can move a hit player to safety so that they can be healed.
A. If one person moves the hit player, they can only walk.
B. If two people move the hit player, they can run.
C. Constant hand contact on the hit player is needed in order for them to move. Once you loose touch, the hit player has to stop.
D. The hit player can be used as a shield while they are being moved.
3. Use of Perk opportunities
3.1 Perks are gained by completing missions or by purchasing.
3.2 All perks will be overseen by Admin when used or gained.
3.3 - Admin have final decision on outcome of Perks.
4. Weapons and Ammunition
4.1 No person shall have no more than 1,500 rounds at a time on his/her person, unless they are a support gunner, then that count goes to 3,000.
4.2 No more than two Hi-Cap magazine
4.3 No more than a total of 10 Mid-Cap Magazines per person, or, two Hi-Cap Magazines.
4.4 No box Magazines unless used on a support weapon.
4.5 Support Weapons must be an actual Support System to include, M249, RPK, L86 and MK43 variants.
4.6 Ammunition will be in plastic zip lock bags with a count of 1,500 BBs. These bags will then be placed in a larger bag and placed in the Squads Ammunition can.
4.7 Support Gunners may have 3,000 rounds on their person at a time. Support Gunners may have additional pistol magazines with ammunition.
4.8 HEAVY WEAPONS
4.8.1. An airsoft heavy weapon is defined as a grenade (M203 gas shells) launcher or a Nerf rocket/football projectile launcher that is either shoulder mounted or sets up like a mortar.
4.8.2. There are two types of these heavy weapons; light and heavy.
A. Light HW are launchers that shoot 203 gas shells that shower an area with BBs or they eject a Nerf rocket or a small soft ball.
B. Heavy HW are shoulder fired or large tubed launchers that shoot tennis balls, Nerf footballs or Nerf rockets.
4.8.3. LIGHT HEAVY WEAPON EFFECTS.
A. If a 203 BB shower shell is shot into a room, the BB has to hit you.
B. If the same effect is true for vehicles, the BB has to hit the occupants.
C. If a 203 launcher is used, and a Nerf rocket or a small Nerf ball is ejected, it will kill everyone in the room. Also, they will not penetrate walls.
D. If a 203 launcher is used, and a Nerf rocket or a small Nerf ball is used on a vehicle, it will disable it for 15 min, but not kill the occupants.
4.8.4. HEAVY HEAVY WEAPON EFFECTS.
A. If a heavy HW is used on a building wall, the area 10 ft from the impact outside is a kill zone, and all occupants in the room whose wall was hit are also killed. No other damage occurs to the rest of the building or occupants if someone else is in a different part of the building (different room).
B. If a heavy HW is used on a vehicle, it is destroyed and all occupants are killed. Vehicle will be moved back to the FOB and is out of play for 15 min. The are no medics for occupants of a vehicle kill.
5. Grenades
5.1 - Grenades such as ThunderB and Tornado Grenades may be used.
5.2 A grenade must disperse BBs to cause kills in the open, or just explode if used indoors- provided it doesn't look like a "flash bang."
5.3 If a grenade is used in a room, everyone inside the room is killed unless they have sufficient cover, ie a wall.
5.4 No outside smoke (even cold) may be used, Smoke will be Admin controlled.
6. Re-Supply
6.1 Re-Supply may occur once every hour for squads.
6.2 US Forces must call in and wait for Re-Supply Convoy.
6.3 The Re-Supply convoy will then meet the squad and give each member of the team (If they need) a bag of their BB's from their squad's ammunition can. (An Admin will hand out ammunition from the Convoy)
7. Suicide and Car Bombs
7.1 Suicide Bombers and Car Bombs may be purchased by the Insurgents.
7.2 Car Bombs can be purchased by insurgents or used by Admins for game enhancement. Blast radius is 30ft in the open. If car bomb explodes next to a building, all occupants in part of the building closest to the bomb are killed and blast radius extends out 30ft in open areas. All abandoned car bombs have a one hour timer.
7.3 Suicide Bombers can be purchased by insurgents or used by Admins for game enhancement. Blast radius is 20ft in the open. If exploded in a building, everyone in that building is dead, unless building is large, then blast radius of 20ft from center. Should be a civilian player, no weapons, beyond the bomb, are allowed. Can be stopped and searched. Depending on how the civilian was setup as a bomber, they can be dedicated to killing or are an unwilling participant that could be rescued. Requires EOD to defuse and a min of 2 minutes is required to rescue them. All bombs have a 30 minute timer and only the Admins will know time left. Once the Insurgents ID the need to use a bomber, Admins will pull a random civilian and tell them the target and set them up as a killer or unwilling participant.
8. Close Quarters Battle (CQB)
A. Any Weapons shooting 360 FPS or lower will be allowed for indoor use (this includes pistols).
B. Semi Auto only in buildings
C. If a door has a balloon on the door knob a shotgun must be used to breach the door. Shotgun must be shot at the balloon and the balloon must be popped to enter.
D. Absolutely no blind fire allowed!!
9. Use of Vehicles
9.1 Vehicles are in play, If a vehicle receives a hit from a weapons system adequate enough to take the vehicle, the vehicle will be out of commission for 15 minutes, and all players inside are dead and must re-spawn.
9.2 An adequate weapons system may be RPG/AT4/Mortar/Airstrike/Suicide Bomber/ Car Bomb
10. Mortars/Airstrikes
10.1 The US Forces may call in mortar and airstrikes when available.
10.2 These Strikes will be called in on a grid, and then an admin will set up the mortar barrage/air strike so it can be played on the field.
a. Mortar Strikes have a kill radius of 20 ft. Airstrikes have a kill radius of 35 ft.
11. Medical Emergencies
11.1 If a medical emergency arises all game play, yell "BLIND MAN!!" and contact an Admin. Everyone will stop until the situation is handled.
11.2 Two Humvees will be used by admin to quickly medevac the injured player to the proper care.
11.3 After the casualty is medevac'd gameplay may resume.
12. Sportsmanship
12.1 All operators are to be good sports about the game.
12.2 There will be no improper language toward another player.
12.3 There is to be no physical contact with an opposing player, unless doing so for a "knife" kill. If this rule is broken you can be removed from the field and arrested by the Fort Riley Military Police.
12.4 Everyone WILL call their hits. This is a game of Honor and Honesty. If you are hit, have a medic heal you or go to a re-spawn.
12.5 If you have reason to believe an Operator is not calling his hits, you may consult with a game admin so the situation can be dealt with accordingly.
12.6 Admin personnel have the final say on all situations.
13. Safety
13.1 Safety Staff will be on hand for any situation that arises.
13.2 Don't do anything to hurt yourself or others.
13.3 - When coming onto the Ft. Riley Base do not bring your personal "real steel" weapons. We are on a Military installation and they are prohibited. PLEASE LEAVE YOUR REAL FIREARMS AT HOME.
13.4 Full Seal Eye Pro or APEL Eye Pro must be worn on the Area of Operation at all times. Microwave lenses and Mesh Goggles are allowed. Eye protection should be ANZI Z87.1 compliant or better.
14. Feet Per Second Limit
14.1 CQB Limit = 360 fps or lower (Including Pistols). Minimum engagement of 10ft. field, 5ft indoor.
14.2 Field Limit = 400 fps or lower. Minimum engagement of 20ft.
14.3 DMR Limit = 450 fps or lower. Minimum engagement of 40ft.
14.4 Sniper Limit = 550 fps or lower. Minimum engagement 75ft.
14.5 If there is questions or concerns please contact a game Admin on the Game Forum.
15. Hit Rules
15.1 If you are hit during gameplay by bb, IED or RPG, yell "HIT" and place a dead rag on your head and wait for a medic. If a medic does not get to you and you bleed out (5 minute bleed out) return to a spawn point and re-spawn.
15.2 Weapon hits do not count.
15.3 If you are in a vehicle that gets destroyed, exit the vehicle and place a dead rag on your head and move to the closest re-spawn point. Your vehicle will be out of operation for 15 minutes.
16. Re-Spawns
16.1 US Forces will have 3 set re-spawns on the field, one at the F.O.B. once established and two in the field.
16.2 - Insurgents will have a re-spawn at each Urban Cluster.
16.3 The US Forces will gain another re-spawn once the school in UC1 is captured. If the school is re-captured by insurgents the spawn point will close.
16.4 There will be no movable spawn points.
16.5 You may not reload your magazines at the re-spawn points, loading ammo is a real world situation and dead people can't reload.
16.6 Eye protection may not be taken off at the re-spawn area.
17. Safety Kills
17.1 Safety kills are to only be used if you are within a few feet of an enemy combatant.
17.2 Safety kills are not to be used for minimum engagement ranges, if you are closer than your minimum engagement range you may switch to a pistol.
17.3 Safety kills are meant for 2 to 5 feet from the other player.
17.4 For a Safety kill you must have an operational weapon, if the weapon doesn't work the enemy isn't dead.
17.5 If both players yell "safety kill" both players should either call "parlay" and move away in a quick manner or both go to re-spawn.
18. Chronograph of Weapons
18.1 Weapons will be chronographed when you register.
18.2 A colored zip tie will be placed on the weapon to signify the weapons power.
18.3 If your weapon is able to quick adjust the power, it will be tapped with tamper proof tape, if the gun is tampered with after chronographed to heighten the power and you are caught, you will be removed from the event.
18.4 Admins will have mobile chronographs, and will randomly check weapons on the field.
18.5 All weapons used in the event must be chronographed.
18.6 If a weapon is found without a zip tie the user will be subjected to disciplinary action, possible removed from the event.
18.7 It is the player's responsibility to take their weapon to get chronographed.
19. Mines and Traps
19.1 Mines and claymores may be used.
19.2 The mines or landmines used must be fired from a remote, no trip wires are allowed.
19.3 Do not wait for a player to approach point blank range to fire.
19.4 Baby powder and chalk mines are allowed.
1. Uniforms
1.1 US Uniforms
A. Army Units (Alpha, Bravo companies and QRF) will wear 3 Color DCU top, bottoms and cover or 6 Color desert (chocolate chip). Gear Color does not matter.
B. Marine Units will wear Marine Desert MARPAT top, bottoms and cover. Gear color does not matter.
C. E.O.D. Unit will wear all tan top, bottom and cover. Gear color does not matter.
1.2 Helmets
A. All Units will have a MICH, PASGT or IBH Helmet if they want to ride in the military vehicles.
a. Helmets may be plastic, fiberglass or Kevlar may be worn
b. Absolutely no one will be allowed to ride in the HUMVEEs if they do not have a helmet.
c. Helmet color doesn't matter as long as it isn't red or safety orange.
1.3 Boots
A. Boots are mandatory for safety reasons. No tennis shoes will be allowed, no exceptions.
1.4 Insurgent Uniforms (see individual team descriptions for more info)
A. Insurgents may wear any color top except black or red.
B. You may only wear a camouflage top or camouflage bottoms, you may not wear both.
C. The combination of clothes cannot look like a US Team player.
D. Turban headwear is acceptable, no red may be worn (unless it is a red/white team shemagh).
E. Blue Jeans are authorized
F. IT DOESN'T MATTER WHAT COLOR YOUR GEAR IS.
G. IF YOU HAVE QUESTIONS ABOUT YOUR UNIFORM, CONSULT YOUR TEAM UNIFORM REQUIREMENTS AS EACH IS UNIQUE AND SOME DO NOT HAVE CAMO.
1.5 Admin Uniform
A. Black Polo Shirt
B. Tan/Khaki Pants
C. Admin may also have a High Visibility Vest
2. Medic Rules
2.1 Medics will be indicated with a Medic Armband signified with a Red Cross.
2.2 Medics will have a roll of tape to signify bandages to heal players.
2.3 Players will tell Medic where they were hit; medic will then bandage the area with tape.
2.4 If a player receives a "Headshot" the player must automatically re-spawn as an instant kill.
2.5 Players may be healed by a medic 2 times before they must re-spawn.
2.6 Other non-medic players can move a hit player to safety so that they can be healed.
A. If one person moves the hit player, they can only walk.
B. If two people move the hit player, they can run.
C. Constant hand contact on the hit player is needed in order for them to move. Once you loose touch, the hit player has to stop.
D. The hit player can be used as a shield while they are being moved.
3. Use of Perk opportunities
3.1 Perks are gained by completing missions or by purchasing.
3.2 All perks will be overseen by Admin when used or gained.
3.3 - Admin have final decision on outcome of Perks.
4. Weapons and Ammunition
4.1 No person shall have no more than 1,500 rounds at a time on his/her person, unless they are a support gunner, then that count goes to 3,000.
4.2 No more than two Hi-Cap magazine
4.3 No more than a total of 10 Mid-Cap Magazines per person, or, two Hi-Cap Magazines.
4.4 No box Magazines unless used on a support weapon.
4.5 Support Weapons must be an actual Support System to include, M249, RPK, L86 and MK43 variants.
4.6 Ammunition will be in plastic zip lock bags with a count of 1,500 BBs. These bags will then be placed in a larger bag and placed in the Squads Ammunition can.
4.7 Support Gunners may have 3,000 rounds on their person at a time. Support Gunners may have additional pistol magazines with ammunition.
4.8 HEAVY WEAPONS
4.8.1. An airsoft heavy weapon is defined as a grenade (M203 gas shells) launcher or a Nerf rocket/football projectile launcher that is either shoulder mounted or sets up like a mortar.
4.8.2. There are two types of these heavy weapons; light and heavy.
A. Light HW are launchers that shoot 203 gas shells that shower an area with BBs or they eject a Nerf rocket or a small soft ball.
B. Heavy HW are shoulder fired or large tubed launchers that shoot tennis balls, Nerf footballs or Nerf rockets.
4.8.3. LIGHT HEAVY WEAPON EFFECTS.
A. If a 203 BB shower shell is shot into a room, the BB has to hit you.
B. If the same effect is true for vehicles, the BB has to hit the occupants.
C. If a 203 launcher is used, and a Nerf rocket or a small Nerf ball is ejected, it will kill everyone in the room. Also, they will not penetrate walls.
D. If a 203 launcher is used, and a Nerf rocket or a small Nerf ball is used on a vehicle, it will disable it for 15 min, but not kill the occupants.
4.8.4. HEAVY HEAVY WEAPON EFFECTS.
A. If a heavy HW is used on a building wall, the area 10 ft from the impact outside is a kill zone, and all occupants in the room whose wall was hit are also killed. No other damage occurs to the rest of the building or occupants if someone else is in a different part of the building (different room).
B. If a heavy HW is used on a vehicle, it is destroyed and all occupants are killed. Vehicle will be moved back to the FOB and is out of play for 15 min. The are no medics for occupants of a vehicle kill.
5. Grenades
5.1 - Grenades such as ThunderB and Tornado Grenades may be used.
5.2 A grenade must disperse BBs to cause kills in the open, or just explode if used indoors- provided it doesn't look like a "flash bang."
5.3 If a grenade is used in a room, everyone inside the room is killed unless they have sufficient cover, ie a wall.
5.4 No outside smoke (even cold) may be used, Smoke will be Admin controlled.
6. Re-Supply
6.1 Re-Supply may occur once every hour for squads.
6.2 US Forces must call in and wait for Re-Supply Convoy.
6.3 The Re-Supply convoy will then meet the squad and give each member of the team (If they need) a bag of their BB's from their squad's ammunition can. (An Admin will hand out ammunition from the Convoy)
7. Suicide and Car Bombs
7.1 Suicide Bombers and Car Bombs may be purchased by the Insurgents.
7.2 Car Bombs can be purchased by insurgents or used by Admins for game enhancement. Blast radius is 30ft in the open. If car bomb explodes next to a building, all occupants in part of the building closest to the bomb are killed and blast radius extends out 30ft in open areas. All abandoned car bombs have a one hour timer.
7.3 Suicide Bombers can be purchased by insurgents or used by Admins for game enhancement. Blast radius is 20ft in the open. If exploded in a building, everyone in that building is dead, unless building is large, then blast radius of 20ft from center. Should be a civilian player, no weapons, beyond the bomb, are allowed. Can be stopped and searched. Depending on how the civilian was setup as a bomber, they can be dedicated to killing or are an unwilling participant that could be rescued. Requires EOD to defuse and a min of 2 minutes is required to rescue them. All bombs have a 30 minute timer and only the Admins will know time left. Once the Insurgents ID the need to use a bomber, Admins will pull a random civilian and tell them the target and set them up as a killer or unwilling participant.
8. Close Quarters Battle (CQB)
A. Any Weapons shooting 360 FPS or lower will be allowed for indoor use (this includes pistols).
B. Semi Auto only in buildings
C. If a door has a balloon on the door knob a shotgun must be used to breach the door. Shotgun must be shot at the balloon and the balloon must be popped to enter.
D. Absolutely no blind fire allowed!!
9. Use of Vehicles
9.1 Vehicles are in play, If a vehicle receives a hit from a weapons system adequate enough to take the vehicle, the vehicle will be out of commission for 15 minutes, and all players inside are dead and must re-spawn.
9.2 An adequate weapons system may be RPG/AT4/Mortar/Airstrike/Suicide Bomber/ Car Bomb
10. Mortars/Airstrikes
10.1 The US Forces may call in mortar and airstrikes when available.
10.2 These Strikes will be called in on a grid, and then an admin will set up the mortar barrage/air strike so it can be played on the field.
a. Mortar Strikes have a kill radius of 20 ft. Airstrikes have a kill radius of 35 ft.
11. Medical Emergencies
11.1 If a medical emergency arises all game play, yell "BLIND MAN!!" and contact an Admin. Everyone will stop until the situation is handled.
11.2 Two Humvees will be used by admin to quickly medevac the injured player to the proper care.
11.3 After the casualty is medevac'd gameplay may resume.
12. Sportsmanship
12.1 All operators are to be good sports about the game.
12.2 There will be no improper language toward another player.
12.3 There is to be no physical contact with an opposing player, unless doing so for a "knife" kill. If this rule is broken you can be removed from the field and arrested by the Fort Riley Military Police.
12.4 Everyone WILL call their hits. This is a game of Honor and Honesty. If you are hit, have a medic heal you or go to a re-spawn.
12.5 If you have reason to believe an Operator is not calling his hits, you may consult with a game admin so the situation can be dealt with accordingly.
12.6 Admin personnel have the final say on all situations.
13. Safety
13.1 Safety Staff will be on hand for any situation that arises.
13.2 Don't do anything to hurt yourself or others.
13.3 - When coming onto the Ft. Riley Base do not bring your personal "real steel" weapons. We are on a Military installation and they are prohibited. PLEASE LEAVE YOUR REAL FIREARMS AT HOME.
13.4 Full Seal Eye Pro or APEL Eye Pro must be worn on the Area of Operation at all times. Microwave lenses and Mesh Goggles are allowed. Eye protection should be ANZI Z87.1 compliant or better.
14. Feet Per Second Limit
14.1 CQB Limit = 360 fps or lower (Including Pistols). Minimum engagement of 10ft. field, 5ft indoor.
14.2 Field Limit = 400 fps or lower. Minimum engagement of 20ft.
14.3 DMR Limit = 450 fps or lower. Minimum engagement of 40ft.
14.4 Sniper Limit = 550 fps or lower. Minimum engagement 75ft.
14.5 If there is questions or concerns please contact a game Admin on the Game Forum.
15. Hit Rules
15.1 If you are hit during gameplay by bb, IED or RPG, yell "HIT" and place a dead rag on your head and wait for a medic. If a medic does not get to you and you bleed out (5 minute bleed out) return to a spawn point and re-spawn.
15.2 Weapon hits do not count.
15.3 If you are in a vehicle that gets destroyed, exit the vehicle and place a dead rag on your head and move to the closest re-spawn point. Your vehicle will be out of operation for 15 minutes.
16. Re-Spawns
16.1 US Forces will have 3 set re-spawns on the field, one at the F.O.B. once established and two in the field.
16.2 - Insurgents will have a re-spawn at each Urban Cluster.
16.3 The US Forces will gain another re-spawn once the school in UC1 is captured. If the school is re-captured by insurgents the spawn point will close.
16.4 There will be no movable spawn points.
16.5 You may not reload your magazines at the re-spawn points, loading ammo is a real world situation and dead people can't reload.
16.6 Eye protection may not be taken off at the re-spawn area.
17. Safety Kills
17.1 Safety kills are to only be used if you are within a few feet of an enemy combatant.
17.2 Safety kills are not to be used for minimum engagement ranges, if you are closer than your minimum engagement range you may switch to a pistol.
17.3 Safety kills are meant for 2 to 5 feet from the other player.
17.4 For a Safety kill you must have an operational weapon, if the weapon doesn't work the enemy isn't dead.
17.5 If both players yell "safety kill" both players should either call "parlay" and move away in a quick manner or both go to re-spawn.
18. Chronograph of Weapons
18.1 Weapons will be chronographed when you register.
18.2 A colored zip tie will be placed on the weapon to signify the weapons power.
18.3 If your weapon is able to quick adjust the power, it will be tapped with tamper proof tape, if the gun is tampered with after chronographed to heighten the power and you are caught, you will be removed from the event.
18.4 Admins will have mobile chronographs, and will randomly check weapons on the field.
18.5 All weapons used in the event must be chronographed.
18.6 If a weapon is found without a zip tie the user will be subjected to disciplinary action, possible removed from the event.
18.7 It is the player's responsibility to take their weapon to get chronographed.
19. Mines and Traps
19.1 Mines and claymores may be used.
19.2 The mines or landmines used must be fired from a remote, no trip wires are allowed.
19.3 Do not wait for a player to approach point blank range to fire.
19.4 Baby powder and chalk mines are allowed.