OP24V End Game - Airfarm - Nov 16th 17th
Posted: Tue Sep 17, 2013 4:57 pm
[align=center]The Final OP24
LOCATION : The Airfarm - 470 Halfacre Rd Newberry SC .
DATE : Nov 16th-17th, 2013
FIELD FEE: $20.00
TIME:
Registration and chrono will be open Friday night and early Saturday morning. Detailed hours to come.
8:30: safety briefing
9.00: Factions will gp over main game briefing with there CO's
10:AM: game begins.... no matter what.
10:AM: Sunday - Game will end..
Camping will be allowed Friday night
This will be a full non stop 24 hr game. Missions will continue the entire 24 hours with deductions for factions that choose not to run after the night missions.
END GAME
The world sat and watched in agreement as the countries joined into a one world Government. A government that ruled all nations and seemingly brought peace to the world. People failed to notice there freedoms disappearing until it was to late as the New World Order introduced the RFID chip as a requirement for all world citizens. Refusal to accept the chip immediately made you a enemy combatant and millions were beheaded or shot dead in the streets. With all identification and banking tied into the RFID chip, being able to trade or purchase became impossible. Small communities of rebels began to congregate, refusing the rule of a one world government. Stock piling small arms, gathering food supplies, intelligence, building militias of freedom.
THE MILITIA will be divided into three separate factions. There main goals will be to gain communications between each other, ultimately forming one large army. Find the inside informant for intel into OWG's communications, weaponry, and movements. Over throw there stronghold.
OWG main goals will be to take control over strategic positions. KeepThe Militia separated and eventually eliminate or tag all Rebels with RFID. Destroy enemy communications. Find the informant.
DRESS CODE
OWG - Dress code will consist of all military styles. BDU, ACU, Marpat, Tiger Stripe, and so on. Tops and bottoms must match. NO solid color shirts or contractor loadouts. HQ will be at base 1, located at D-4.
MILITIA - Dress code will be contractor loadouts, civilian, real tree or hunting camo. You can even get crazy with a mad max loadout. NO military type clothing allowed. Main faction HQ will be located at base 3, located at U-3.
Please note that not all of The Militia will start in the same location. They will be divided into 3 smaller groups, and each group will start in different locations. Details will be given by Command staff.
Capturable respawn positions - 6-14-10-7
Player Capture Rules - Any player may be captured. To capture a player you must be able to medic him/her before there three min bleedout is over and inform the player he is being captured. Once they are healed you can add a zip tie to the players vest/gear simulating them being hand cuffed and stripped of there weapons. You must then tell the prisoner to fallow, sit, or whatever. If you walk more than 10 ft away from the prisoner he can try to escape. Failure to use a zip tie leaves your prisoner un cuffed, he can try to run if you do not keep at least one hand on him or he can use a hidden weapon such as a knife to fight and escape. To gather intel from the prisoner you just have to ask. DO NOT touch any players guns, gear, maps and so on. Players may be held for up to ten min, Command Staff for twenty min. Extra points will be given for capture of command, and double if captured command is brought to your HQ.
RADIO CHANIElLS
1 - for admin only and emergencies. DO NOT call admin on this channel for any game rules or gripes. Go to your command staff and have them contact admin.
Even channels are for OWG
Odd channels are for Militia
NO SCANNING CHANNELS PERIOD
MEDIC RULES
Medics will be 1 per every 5 players. Medic cards will be handed out by command, and can only be switched in HQ or captured spawn. Medics will tie a small ban on your arm to medic. Each player will get 2 field heals, on the 3rd hit you must bleed out 3 min and report to spawn or HQ.
AMMO RULES
Assault weapons - max 1600 rounds in mags. No reloading unless you are in HQ, spawn, or inside a base.
Support weapons - max 5000 rounds in mag. No reloading unless you are in HQ, spawn, or inside a base.
Snipers and Dmr's over 450 fps - max 1600 in mags. May reload in field.
There will be 2 sniper cards given out for each faction for special missions. Details can be given out by command.
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LOCATION : The Airfarm - 470 Halfacre Rd Newberry SC .
DATE : Nov 16th-17th, 2013
FIELD FEE: $20.00
TIME:
Registration and chrono will be open Friday night and early Saturday morning. Detailed hours to come.
8:30: safety briefing
9.00: Factions will gp over main game briefing with there CO's
10:AM: game begins.... no matter what.
10:AM: Sunday - Game will end..
Camping will be allowed Friday night
This will be a full non stop 24 hr game. Missions will continue the entire 24 hours with deductions for factions that choose not to run after the night missions.
END GAME
The world sat and watched in agreement as the countries joined into a one world Government. A government that ruled all nations and seemingly brought peace to the world. People failed to notice there freedoms disappearing until it was to late as the New World Order introduced the RFID chip as a requirement for all world citizens. Refusal to accept the chip immediately made you a enemy combatant and millions were beheaded or shot dead in the streets. With all identification and banking tied into the RFID chip, being able to trade or purchase became impossible. Small communities of rebels began to congregate, refusing the rule of a one world government. Stock piling small arms, gathering food supplies, intelligence, building militias of freedom.
THE MILITIA will be divided into three separate factions. There main goals will be to gain communications between each other, ultimately forming one large army. Find the inside informant for intel into OWG's communications, weaponry, and movements. Over throw there stronghold.
OWG main goals will be to take control over strategic positions. KeepThe Militia separated and eventually eliminate or tag all Rebels with RFID. Destroy enemy communications. Find the informant.
DRESS CODE
OWG - Dress code will consist of all military styles. BDU, ACU, Marpat, Tiger Stripe, and so on. Tops and bottoms must match. NO solid color shirts or contractor loadouts. HQ will be at base 1, located at D-4.
MILITIA - Dress code will be contractor loadouts, civilian, real tree or hunting camo. You can even get crazy with a mad max loadout. NO military type clothing allowed. Main faction HQ will be located at base 3, located at U-3.
Please note that not all of The Militia will start in the same location. They will be divided into 3 smaller groups, and each group will start in different locations. Details will be given by Command staff.
Capturable respawn positions - 6-14-10-7
Player Capture Rules - Any player may be captured. To capture a player you must be able to medic him/her before there three min bleedout is over and inform the player he is being captured. Once they are healed you can add a zip tie to the players vest/gear simulating them being hand cuffed and stripped of there weapons. You must then tell the prisoner to fallow, sit, or whatever. If you walk more than 10 ft away from the prisoner he can try to escape. Failure to use a zip tie leaves your prisoner un cuffed, he can try to run if you do not keep at least one hand on him or he can use a hidden weapon such as a knife to fight and escape. To gather intel from the prisoner you just have to ask. DO NOT touch any players guns, gear, maps and so on. Players may be held for up to ten min, Command Staff for twenty min. Extra points will be given for capture of command, and double if captured command is brought to your HQ.
RADIO CHANIElLS
1 - for admin only and emergencies. DO NOT call admin on this channel for any game rules or gripes. Go to your command staff and have them contact admin.
Even channels are for OWG
Odd channels are for Militia
NO SCANNING CHANNELS PERIOD
MEDIC RULES
Medics will be 1 per every 5 players. Medic cards will be handed out by command, and can only be switched in HQ or captured spawn. Medics will tie a small ban on your arm to medic. Each player will get 2 field heals, on the 3rd hit you must bleed out 3 min and report to spawn or HQ.
AMMO RULES
Assault weapons - max 1600 rounds in mags. No reloading unless you are in HQ, spawn, or inside a base.
Support weapons - max 5000 rounds in mag. No reloading unless you are in HQ, spawn, or inside a base.
Snipers and Dmr's over 450 fps - max 1600 in mags. May reload in field.
There will be 2 sniper cards given out for each faction for special missions. Details can be given out by command.
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