Operation Graycell II *Immersive RealMil* Oct 21-23
Posted: Thu Jun 16, 2016 1:29 pm
[align=center]
BELLVM SEMPER GRAVCVS[/align]
Before you read further, this article provides some of the history behind and intent of the Graycell series: http://arbeedoesairsoft.com/2015/05/30/ ... /#more-241
Location:
Blue Hole Airsoft
Directions can be found here: here
Or use: 949 Richardsons Lake Rd Warrenville, SC 29851
There is no potable water on site, and the restroom facilities will be built by participants. There is no power, generators are recommended. If you do not have one in your squad, you may give your spare batteries to the supply officer and he will charge them for you. Red Tactical Airsoft and SC Airsoft Supply will be vending, cash is recommended. MREs will be for sale @ $8 apiece, but the meal ticket is a lot less.
A big thanks to Red Tactical Airsoft for their sponsorship of this game, and the items provided for the raffle on Sunday afternoon! http://www.redtactics.com/
Date:
Friday, Oct. 21st through Sunday, Oct. 23rd, 2016 (Gates open early for camping/preparation on Thursday the 20th)
Price:
Optional Meal Ticket: $45 (paid in addition to, and along with your field fee; includes 7 MREs)
Early Pre-Registration: $45 (Jul. 15th - Aug. 14th)
Pre-Registration: $55 (Aug. 15th - Sep. 30th)
Late Pre-Registration: $65 (Oct. 1st - Oct. 17th)
NO WALK-ON PLAYERS ALLOWED
Itinerary:
Thursday (10/20):
0800: Gate opens for camping/setup
Friday (10/21):
0800: Registration and Chrono open
1000: Breifing begins
1030: Factions assemble at their FOBs
1045: Faction briefings begin at their FOBs
1130: Game begins
Saturday (10/22):
*Gameplay continues throughout*
Sunday (10/23):
1500: Game ends
1600: Raffle begins in parking lot
1700: Event ends
Scenario:
The Graycell series follows the exploits of an American based (fictional) private military contracting firm known as "Graycell". This event follows a ‘deployment’ of the company in the mountains of Tajikistan, a small landlocked ex-Soviet nation in central Asia.
Present Day: A well funded and organized militia, believed to be backed by the "Islamic State" movement, has begun attacks against Tajikistani assets and personnel in the mountains near the border with Afghanistan. They have been burning cotton fields and are now actively preventing the mining of aluminum in an attempt to deprive the government of the revenue it needs to stay afloat. Though Takijistan requested assistance from the UN security council, they were denied. They fear using their own military as many of its personell may be sympathetic to the cause of the insurgents. Tajikistani officials are also afraid that if civilians are caught in the crossfire, it will be blamed by the radicals and the incident will be used to further rebellious aims. Therefore, they have hired Graycell and will deploy them to combat the threat to their mining industry near one of the largest aluminum mines in the country. It has already come under attack, and locals claim that insurgents are operating freely in the vicinity. Graycell is under contract to arrive no later than October 21st, 2016, and to immediately begin combat operations against insurgent elements in the region, as directed by the Tajikistani President. The insurgents are expected to prepare accordingly, as intelligence of Graycell involvement is assumed to be compromised.
This is not your run-of-the-mill paintsoft style 'MilSim' Scenario, this is a RealMil. Make sure you read thoroughly, noncompliance means you don't take the field.
Factions:
Islamic State in Tajikistan (ISIT):
Acceptable pants/shirts/jackets/fatigues: Anything that is solid (not a pattern) black, tan, or brown.
Acceptable Headgear: Anything that is solid (not a pattern) black, tan, or brown.
Acceptable load bearing gear: No restrictions.
Graycell PMC Firm (GC):
Acceptable pants/shirts/jackets/fatigues: M81 woodland pattern ONLY
Acceptable Headgear: Solid green OR M81 woodland pattern ONLY
Acceptable load bearing gear: No restrictions
Positions Available:
Staff Officer: Spends most of their time at the TOC (Tactical Operations Center), and some of their time getting in on some action. Staff positions include; CO/Admin, XO/Admin, S2 (Intel), S3 (Operations), S4 (Logistics), S6 (Comms), Adjutant (Max. 2). A significant field fee reduction is provided due to spending half of the time not actively engaged in a combat role.
Squad Leader: The leader of a cohesive unit of 8-12 for the entire duration of the game. Answers directly to command staff, responsible for everyone under his command and the execution of all orders from command staff. Must be competent and wholly devoted to the oversight of the men under his command and the direction of his superiors.
RTO: An important asset to his squad, he is responsible for relaying information via radio between his Squad Leader and command when out in the field. Must be able to speak clearly and follow basic comms etiquette.
Medic: Usually two per squad, depending on numbers. They will be responsible for carrying and applying bandages and IV sacks to wounded players. Bandages and IV sacks will be supplied by command staff and will be limited.
Support Gunner: One per squad max, carries a support weapon.
Riflemen: Seven per squad max, carries an assault rifle or DMR.
Sniper/Spotter: Must have a legitimate (100' MED w/accuracy mods) DMR or SWS and be competent in field craft. Each faction will have no more than 2 sniper/spotter teams of 2 persons each, they will report directly to command.
5th Squad (Extended Operations Unit)
This squad is intended to operate for long periods of time away from the FOB or other friendly units. As such, members of both factions' 5th squads can expect to bivouac and generally have a rough time of it. Their missions will be oriented more towards stealth, concealment, and long term disruption behind enemy lines. 5th squad members are required to carry additional items, as detailed in the rules below.
Rules:
Game-specific rules that apply:
-It is your responsibility to understand and comply with all rules and regulations at all times.
-You are REQUIRED to bring with you the following items in addition to what you would normally need for airsoft:
a reliable timepiece on your person at all times
glow sticks (at least 2) for a nighttime deadrag
a flashlight you can use in the field
semi-auto capable gun for use at night
spare batteries and charger (this is a long game)
spare radios/radio batteries so you can let your squad leader or RTO borrow them when the ones they bring die
changes of underwear/socks and fatigues if you have them
enough BBs for 50+ hours of airsoft
a small notepad and pen for notes during a pre-mission briefing
camping supplies, etc.
-All players are heavily encouraged to bring the following items, but members of both 5th squads are REQUIRED to bring the following items in addition to those above (since they will be bivouacking):
Quality boots and socks that keep your feet dry (NO 100% cotton socks, etc.)
Sleeping bag
Bivvy sack or shelter half (something to keep you dry if it rains while you are asleep)
Waterproof jacket/clothing (to keep you dry if it rains while you aren't in your sack, GoreTex recommended, DO NOT buy PVC/vinyl material that doesn't breathe)
Rucksack (w/frame preferable)
Knife
Compass
First aid kit
Waterproof bag
-Many people have a habit of removing their blouses in game, this is fine so long as your under shirt matches your faction color scheme. E.G.: If you are on the GC faction and want to remove your long sleeve blouse of the appropriate camo type (listed above), but your undershirt is black, you WILL NOT be permitted to do so as it would cause IFF problems. Plan accordingly and come prepared.
-In game missions will be given to your squad leader, he will be briefed by command staff at the TOC (Tactical Operations Center) prior to going out on mission. Your squad leader will then brief you and conduct a PCI (Pre-Combat Inspection) before you step off. If you have any issues or questions at any time, report it up the chain of command.
-Specialized roles like Medics cannot be swapped between players anywhere except the FOB.
-In addition to the obvious admins in the field (wearing dead rags and out of play) there will be embedded admins playing alongside and against you. Your CO and XO will also be admins. If you have an issue in the field, call it up the chain of command to your CO/Admin, or if an out of play admin is near, ask them to address the issue. Violation of any rules and/or refusing to comply with the direction of an admin are both grounds for immediate dismissal from the event without a refund.
-Upon being shot, players may either call for a friendly medic if there are any live ones available in the area, or wait AT LEAST 7 minutes until they have bled out, at which point they must head back to their TOC (after having bled out players are 'walking dead' and may not interfere with the game world) and report to command staff as KIA, they must wait to link up with their unit until directed by command staff. DO NOT just walk back onto the field by yourself after having bled out and making it back to the FOB. Players are required to time their bleed outs accurately.
After the FIRST time you are hit, if any friendly player has a bandage (provided) and is able to apply one to you before your 7 minute bleed out has elapsed, you are back in the game. If, after the SECOND time you are hit, a friendly Medic (not just any player) has a bandage (provided) and is able to apply one to you before your 7 minute bleed out has elapsed, AND has an IV sack (provided) that they give you, then you are back in the game once it has been "drained". Bandages must be applied to the upper arm between the elbow and shoulder. If one bandage has already been applied, the second must be applied to the opposite arm. After being bandaged two times, you must bleed out the next time you are hit, unless you have body armor (see below)
Any player wearing real body armor (this can include real ballistic helmets, kevlar jackets, plates, etc.) has the option of receiving a third medic heal. This heal would be administered just like a second heal (a friendly Medic (not just any player) has a bandage (provided) and is able to apply one to you before your 7 minute bleed out has elapsed, AND has an IV sack (provided) that they give you, then you are back in the game once it has been "drained".) This third bandage may be applied to either ankle/shin.
The 7 minute bleed out time is mandatory no matter where you are when hit, unless you are 'healed' prior to the time having elapsed. Hit players may not talk except to yell for a medic, and may not use a radio in any way, even to call for a medic. Hit players may not move unless "dragged" by a live player. If a live friendly "drags" you, the two of you can limp; if two live friendlies drag you, all three of you may walk quickly.
-The "New Life Rule" is in effect. Think of yourself as a role player, if you are KIA then you do not remember anything that happened before you died. This means that all intelligence relative to the game world is lost when you bleed out.
-All players may carry unlimited midcaps/lowcaps, and NO Hicaps of any kind EXCEPT for support weapons, there are no restrictions on mags for support weapons. There are no limits on M203 shells, claymores, grenades, or pistol mags. You will be checked during PCIs.
-Though you may bring extra BBs with you in the field, players may NOT reload ANY magazines/grenades/etc. UNLESS they are either; at their TOC/FOB; or are sent a "resupply drop" by command. If you run low on loaded mags and you are out on mission, ask your squad leader to approve a request to command for a resupply drop.
-NO private (noncombatant) vehicles in the play area during game on will be allowed. The entire field, except the FOBs will be considered IN PLAY. Leave your car in the parking lot, but make sure that EVERYTHING you will need during the event is at your FOB before game on. Once the game starts you will not have access to the outside world, including your car. Your supply officer will bring you water and recharge your batteries for you offsite.
-Thunder Bs, TAGINN, Tornado grenades, and similar airsoft grenades are allowed. If one of these detonates inside a mostly enclosed building/structure/trench section/etc., everyone inside is dead (in multi-roomed buildings, it affects only the room or hallway in which it detonates, use common sense). If thrown outside of a structure, a BB must make contact with a player to kill them. Any other device such as claymores, mines, M203s, etc. must fire a BB to cause a "kill". Hits from any of these devices are hits, no matter who placed them or got hit by them (because friendly fire always counts).
-Camping is allowed Thursday night, and during the game. There are designated camps for each faction, you will be required to drop your gear at your designated camp (FOB), and then move your car to the parking area and leave it there. Each squad in each faction will have a designated section of the FOB, and while the FOB area will be 'cold', it is still considered an in game area and part of the AO. The TOC will be at the FOB and will be staffed by command 24/7. There will be one campfire per FOB, so that it can be continually monitored. Any illegal activity on the premises will be prosecuted. There is plenty of firewood to be gathered on the premises. While at your camp you are still considered in the game world.
-Only players 16 and up are allowed to participate unless an exception is granted. Exceptions may be granted to family members of other attendees or players that can have their maturity vouched for. If you will be less than 16 years of age at the time of this game and wish to participate, please contact me.
-If you are expressly ordered by command staff to take prisoners, you may do so with the procedure detailed below. Do not attempt to capture other players without permission from your squad leader AND your command staff. If you are attempting to take a prisoner and the enemy player in question is alive, you may demand their surrender. If they choose to do so, continue as detailed below. If they choose not to surrender, engage them and then once they are hit continue as detailed below. Once the enemy player in question has surrendered and/or been hit, approach them and apply a single zip tie to a piece of gear on the top of their shoulder (so that it is visible). This is an indication of a search and seizure. For practical purposes, they are then considered "restrained and disarmed", but may still carry their weapons so as to protect their personal property. They may only attempt an escape or engage in combat if the zip tie on their shoulder is cut by a friendly player that is "setting them free". If the player was hit prior to applying the "restraint", they must be given "medical attention" as you would a friendly player. Once a prisoner has been taken, they are your responsibility. Report captured enemy personnel to command immediately. Command will not allow "prisoners" to be held for long periods of time so as not to deprive them of play. Prisoners ordered "released" by command staff will then be considered KIA and bled out and will proceed as such.
If you are taken prisoner, try to stay in character (within reason). Do not engage in any hostile actions or escape attempts, remember that in the "game world" you are totally disarmed and restrained. Remember that if a player friendly to you manages to kill your captors and cut your "restraints", you may then proceed as normal. If you have been hit and bled out, you may not be captured. If you have been hit and have no medic heals left, obviously you may not be healed, and therefore may not be captured. Use common sense.
-Armored vehicles will be in play at some point, though not at night. Do not go within 10' of any vehicle with its engine on. Do not attempt to touch a vehicle, stick a gun (or anything else) into a vehicle, throw a grenade into a vehicle, throw smoke in/adjacent to a vehicle, etc. Use common sense and stay safe. Armored vehicles are impervious to small arms fire (BBs). You may disable a vehicle by firing at it with an AT gun firing a Nerf pocket vortex or similar soft projectile and hitting any part of it directly. Launchers and projectiles must be approved by admins. Additionally, these projectiles will cause a 'hit' on anyone inside a confined structure if it goes into it or hits it's wall directly, for multi roomed structures this applies only to the room it hits. At the direction of your command staff, anti-vehicle barriers may be constructed and/or removed. The occupants of a vehicle hit by AT are considered hit, but can be pulled out and given medical attention per above medic rules. A hit vehicle must stay in place (and inactive) for 15 minutes. During this time if the crew is pulled out of the vehicle and healed, and at least two crew members 'repair' (make physical contact with the outside of the vehicle while outside of it, as if repairing) for a minimum of 10 minutes, the vehicle will be considered repaired and operational again. If this does not happen, the vehicle will return to it's respawn once the 15 minutes has elapsed, and will wait there an additional 15 minutes before it can come back into play. A vehicle that was repaired in the field and is hit again may not be repaired a second consecutive time.
-Light skinned vehicles will be in play at some point, though not at night. Do not go within 10' of any vehicle with its engine on. Do not attempt to touch a vehicle, stick a gun (or anything else) into a vehicle, throw a grenade into a vehicle, throw smoke in/adjacent to a vehicle, etc. Use common sense and stay safe. Light skinned vehicles can be disabled by small arms fire (BBs). You may disable a L.S. vehicle by shooting at the driver or SIDE (not the radiator) of the engine. You may destroy a L.S. vehicle by firing at it with an AT gun firing a Nerf pocket vortex or similar soft projectile and hitting any part of it directly. Launchers and projectiles must be approved by admins. The occupants of a L.S. vehicle hit by AT are considered hit, but can be pulled out and given medical attention per above medic rules. A hit vehicle must stay in place (and inactive) for 15 minutes. During this time if the crew is pulled out of the vehicle and healed, and at least two crew members 'repair' (make physical contact with the outside of the vehicle while outside of it, as if repairing) for a minimum of 10 minutes, the vehicle will be considered repaired and operational again. L.S. vehicles hit by AT and CAN NOT be repaired, but those hit by small arms fire can. If it is not or cannot be repaired, the vehicle will return to it's respawn once the 15 minutes has elapsed, and will wait there an additional 15 minutes before it can come back into play. A vehicle that was repaired in the field and is hit again may not be repaired a second consecutive time.
Standard rules that apply:
-EVERYTHING on the field will be SEMI-AUTO ONLY during the night portion of play EXCEPT anything that has a 0 MED (under 300 FPS w/.25gs) AND is firing glowing tracer rounds.
-A colored glow stick (chemical or electric) is required to participate (it will be your dead rag)
-A flashlight of some kind is required (in case you or someone near you needs to be able to see in an emergency situation)
Your squad will be given time to eat, reload, and sleep throughout the game; but your breaks will not always be long enough to cook up a four course meal while you sit around the camp fire (if you're lucky enough to have one). This is immersion, not chairsoft. When you have down time, you need to reload first, eat second, and try to catch a quick nap if you can. That's why MREs are a great option; they're fast, filling, and add just one more element of realism to your experience. If you do not want to deal with the hassle of bringing, cooking and preparing meals for yourself and your squad mates during the course of this game, limited quantities of MREs (A&B mix) will be available at the US TOC for $8 each, and a meal ticket is available during pre-registration for $45 (7 MREs).
Map:
Will be provided.
How To Attend:
1: Read, understand, and comply with this entire thread.
2: Write down the following information and include it in the comments or written in a letter when you remit payment:
Your full name as it appears on your picture ID
Your faction choice
The squad you'd like to be in (if a vehicle operator or staff, please state)
The position you'd like, if applicable (Staff Officer [specify], Squad Leader, RTO, Medic, etc.)
The category of your primary armament (Rifleman, Support Gunner, Designated Marksman, etc.)
Whether or not you would like the meal ticket (add $45)
3: PayPal your field fee (preregistration is $65 until October 17th) plus $45 for the meal ticket (optional), to dominumproductions@gmail.com as a gift. If you choose not to send it as a gift, be sure to add the PayPal fee. If you choose not to use PayPal, you may remit cash in person to Dominum at an AOSC game (in an envelope with the above required info written inside), or mail a check (with info above included in a letter, and the check made out to Henry Williams) to:
Dominum
1792 S. Lake Dr.
Ste 90 - 1337
Lexington, SC 29073
If you have questions or concerns that require a detailed explanation, feel free to call or text me at 803-six zero nine-7681.
BELLVM SEMPER GRAVCVS[/align]
Before you read further, this article provides some of the history behind and intent of the Graycell series: http://arbeedoesairsoft.com/2015/05/30/ ... /#more-241
Location:
Blue Hole Airsoft
Directions can be found here: here
Or use: 949 Richardsons Lake Rd Warrenville, SC 29851
There is no potable water on site, and the restroom facilities will be built by participants. There is no power, generators are recommended. If you do not have one in your squad, you may give your spare batteries to the supply officer and he will charge them for you. Red Tactical Airsoft and SC Airsoft Supply will be vending, cash is recommended. MREs will be for sale @ $8 apiece, but the meal ticket is a lot less.
A big thanks to Red Tactical Airsoft for their sponsorship of this game, and the items provided for the raffle on Sunday afternoon! http://www.redtactics.com/
Date:
Friday, Oct. 21st through Sunday, Oct. 23rd, 2016 (Gates open early for camping/preparation on Thursday the 20th)
Price:
Optional Meal Ticket: $45 (paid in addition to, and along with your field fee; includes 7 MREs)
Early Pre-Registration: $45 (Jul. 15th - Aug. 14th)
Pre-Registration: $55 (Aug. 15th - Sep. 30th)
Late Pre-Registration: $65 (Oct. 1st - Oct. 17th)
NO WALK-ON PLAYERS ALLOWED
Itinerary:
Thursday (10/20):
0800: Gate opens for camping/setup
Friday (10/21):
0800: Registration and Chrono open
1000: Breifing begins
1030: Factions assemble at their FOBs
1045: Faction briefings begin at their FOBs
1130: Game begins
Saturday (10/22):
*Gameplay continues throughout*
Sunday (10/23):
1500: Game ends
1600: Raffle begins in parking lot
1700: Event ends
Scenario:
The Graycell series follows the exploits of an American based (fictional) private military contracting firm known as "Graycell". This event follows a ‘deployment’ of the company in the mountains of Tajikistan, a small landlocked ex-Soviet nation in central Asia.
Present Day: A well funded and organized militia, believed to be backed by the "Islamic State" movement, has begun attacks against Tajikistani assets and personnel in the mountains near the border with Afghanistan. They have been burning cotton fields and are now actively preventing the mining of aluminum in an attempt to deprive the government of the revenue it needs to stay afloat. Though Takijistan requested assistance from the UN security council, they were denied. They fear using their own military as many of its personell may be sympathetic to the cause of the insurgents. Tajikistani officials are also afraid that if civilians are caught in the crossfire, it will be blamed by the radicals and the incident will be used to further rebellious aims. Therefore, they have hired Graycell and will deploy them to combat the threat to their mining industry near one of the largest aluminum mines in the country. It has already come under attack, and locals claim that insurgents are operating freely in the vicinity. Graycell is under contract to arrive no later than October 21st, 2016, and to immediately begin combat operations against insurgent elements in the region, as directed by the Tajikistani President. The insurgents are expected to prepare accordingly, as intelligence of Graycell involvement is assumed to be compromised.
This is not your run-of-the-mill paintsoft style 'MilSim' Scenario, this is a RealMil. Make sure you read thoroughly, noncompliance means you don't take the field.
Factions:
Islamic State in Tajikistan (ISIT):
Acceptable pants/shirts/jackets/fatigues: Anything that is solid (not a pattern) black, tan, or brown.
Acceptable Headgear: Anything that is solid (not a pattern) black, tan, or brown.
Acceptable load bearing gear: No restrictions.
Graycell PMC Firm (GC):
Acceptable pants/shirts/jackets/fatigues: M81 woodland pattern ONLY
Acceptable Headgear: Solid green OR M81 woodland pattern ONLY
Acceptable load bearing gear: No restrictions
Positions Available:
Staff Officer: Spends most of their time at the TOC (Tactical Operations Center), and some of their time getting in on some action. Staff positions include; CO/Admin, XO/Admin, S2 (Intel), S3 (Operations), S4 (Logistics), S6 (Comms), Adjutant (Max. 2). A significant field fee reduction is provided due to spending half of the time not actively engaged in a combat role.
Squad Leader: The leader of a cohesive unit of 8-12 for the entire duration of the game. Answers directly to command staff, responsible for everyone under his command and the execution of all orders from command staff. Must be competent and wholly devoted to the oversight of the men under his command and the direction of his superiors.
RTO: An important asset to his squad, he is responsible for relaying information via radio between his Squad Leader and command when out in the field. Must be able to speak clearly and follow basic comms etiquette.
Medic: Usually two per squad, depending on numbers. They will be responsible for carrying and applying bandages and IV sacks to wounded players. Bandages and IV sacks will be supplied by command staff and will be limited.
Support Gunner: One per squad max, carries a support weapon.
Riflemen: Seven per squad max, carries an assault rifle or DMR.
Sniper/Spotter: Must have a legitimate (100' MED w/accuracy mods) DMR or SWS and be competent in field craft. Each faction will have no more than 2 sniper/spotter teams of 2 persons each, they will report directly to command.
5th Squad (Extended Operations Unit)
This squad is intended to operate for long periods of time away from the FOB or other friendly units. As such, members of both factions' 5th squads can expect to bivouac and generally have a rough time of it. Their missions will be oriented more towards stealth, concealment, and long term disruption behind enemy lines. 5th squad members are required to carry additional items, as detailed in the rules below.
Rules:
Game-specific rules that apply:
-It is your responsibility to understand and comply with all rules and regulations at all times.
-You are REQUIRED to bring with you the following items in addition to what you would normally need for airsoft:
a reliable timepiece on your person at all times
glow sticks (at least 2) for a nighttime deadrag
a flashlight you can use in the field
semi-auto capable gun for use at night
spare batteries and charger (this is a long game)
spare radios/radio batteries so you can let your squad leader or RTO borrow them when the ones they bring die
changes of underwear/socks and fatigues if you have them
enough BBs for 50+ hours of airsoft
a small notepad and pen for notes during a pre-mission briefing
camping supplies, etc.
-All players are heavily encouraged to bring the following items, but members of both 5th squads are REQUIRED to bring the following items in addition to those above (since they will be bivouacking):
Quality boots and socks that keep your feet dry (NO 100% cotton socks, etc.)
Sleeping bag
Bivvy sack or shelter half (something to keep you dry if it rains while you are asleep)
Waterproof jacket/clothing (to keep you dry if it rains while you aren't in your sack, GoreTex recommended, DO NOT buy PVC/vinyl material that doesn't breathe)
Rucksack (w/frame preferable)
Knife
Compass
First aid kit
Waterproof bag
-Many people have a habit of removing their blouses in game, this is fine so long as your under shirt matches your faction color scheme. E.G.: If you are on the GC faction and want to remove your long sleeve blouse of the appropriate camo type (listed above), but your undershirt is black, you WILL NOT be permitted to do so as it would cause IFF problems. Plan accordingly and come prepared.
-In game missions will be given to your squad leader, he will be briefed by command staff at the TOC (Tactical Operations Center) prior to going out on mission. Your squad leader will then brief you and conduct a PCI (Pre-Combat Inspection) before you step off. If you have any issues or questions at any time, report it up the chain of command.
-Specialized roles like Medics cannot be swapped between players anywhere except the FOB.
-In addition to the obvious admins in the field (wearing dead rags and out of play) there will be embedded admins playing alongside and against you. Your CO and XO will also be admins. If you have an issue in the field, call it up the chain of command to your CO/Admin, or if an out of play admin is near, ask them to address the issue. Violation of any rules and/or refusing to comply with the direction of an admin are both grounds for immediate dismissal from the event without a refund.
-Upon being shot, players may either call for a friendly medic if there are any live ones available in the area, or wait AT LEAST 7 minutes until they have bled out, at which point they must head back to their TOC (after having bled out players are 'walking dead' and may not interfere with the game world) and report to command staff as KIA, they must wait to link up with their unit until directed by command staff. DO NOT just walk back onto the field by yourself after having bled out and making it back to the FOB. Players are required to time their bleed outs accurately.
After the FIRST time you are hit, if any friendly player has a bandage (provided) and is able to apply one to you before your 7 minute bleed out has elapsed, you are back in the game. If, after the SECOND time you are hit, a friendly Medic (not just any player) has a bandage (provided) and is able to apply one to you before your 7 minute bleed out has elapsed, AND has an IV sack (provided) that they give you, then you are back in the game once it has been "drained". Bandages must be applied to the upper arm between the elbow and shoulder. If one bandage has already been applied, the second must be applied to the opposite arm. After being bandaged two times, you must bleed out the next time you are hit, unless you have body armor (see below)
Any player wearing real body armor (this can include real ballistic helmets, kevlar jackets, plates, etc.) has the option of receiving a third medic heal. This heal would be administered just like a second heal (a friendly Medic (not just any player) has a bandage (provided) and is able to apply one to you before your 7 minute bleed out has elapsed, AND has an IV sack (provided) that they give you, then you are back in the game once it has been "drained".) This third bandage may be applied to either ankle/shin.
The 7 minute bleed out time is mandatory no matter where you are when hit, unless you are 'healed' prior to the time having elapsed. Hit players may not talk except to yell for a medic, and may not use a radio in any way, even to call for a medic. Hit players may not move unless "dragged" by a live player. If a live friendly "drags" you, the two of you can limp; if two live friendlies drag you, all three of you may walk quickly.
-The "New Life Rule" is in effect. Think of yourself as a role player, if you are KIA then you do not remember anything that happened before you died. This means that all intelligence relative to the game world is lost when you bleed out.
-All players may carry unlimited midcaps/lowcaps, and NO Hicaps of any kind EXCEPT for support weapons, there are no restrictions on mags for support weapons. There are no limits on M203 shells, claymores, grenades, or pistol mags. You will be checked during PCIs.
-Though you may bring extra BBs with you in the field, players may NOT reload ANY magazines/grenades/etc. UNLESS they are either; at their TOC/FOB; or are sent a "resupply drop" by command. If you run low on loaded mags and you are out on mission, ask your squad leader to approve a request to command for a resupply drop.
-NO private (noncombatant) vehicles in the play area during game on will be allowed. The entire field, except the FOBs will be considered IN PLAY. Leave your car in the parking lot, but make sure that EVERYTHING you will need during the event is at your FOB before game on. Once the game starts you will not have access to the outside world, including your car. Your supply officer will bring you water and recharge your batteries for you offsite.
-Thunder Bs, TAGINN, Tornado grenades, and similar airsoft grenades are allowed. If one of these detonates inside a mostly enclosed building/structure/trench section/etc., everyone inside is dead (in multi-roomed buildings, it affects only the room or hallway in which it detonates, use common sense). If thrown outside of a structure, a BB must make contact with a player to kill them. Any other device such as claymores, mines, M203s, etc. must fire a BB to cause a "kill". Hits from any of these devices are hits, no matter who placed them or got hit by them (because friendly fire always counts).
-Camping is allowed Thursday night, and during the game. There are designated camps for each faction, you will be required to drop your gear at your designated camp (FOB), and then move your car to the parking area and leave it there. Each squad in each faction will have a designated section of the FOB, and while the FOB area will be 'cold', it is still considered an in game area and part of the AO. The TOC will be at the FOB and will be staffed by command 24/7. There will be one campfire per FOB, so that it can be continually monitored. Any illegal activity on the premises will be prosecuted. There is plenty of firewood to be gathered on the premises. While at your camp you are still considered in the game world.
-Only players 16 and up are allowed to participate unless an exception is granted. Exceptions may be granted to family members of other attendees or players that can have their maturity vouched for. If you will be less than 16 years of age at the time of this game and wish to participate, please contact me.
-If you are expressly ordered by command staff to take prisoners, you may do so with the procedure detailed below. Do not attempt to capture other players without permission from your squad leader AND your command staff. If you are attempting to take a prisoner and the enemy player in question is alive, you may demand their surrender. If they choose to do so, continue as detailed below. If they choose not to surrender, engage them and then once they are hit continue as detailed below. Once the enemy player in question has surrendered and/or been hit, approach them and apply a single zip tie to a piece of gear on the top of their shoulder (so that it is visible). This is an indication of a search and seizure. For practical purposes, they are then considered "restrained and disarmed", but may still carry their weapons so as to protect their personal property. They may only attempt an escape or engage in combat if the zip tie on their shoulder is cut by a friendly player that is "setting them free". If the player was hit prior to applying the "restraint", they must be given "medical attention" as you would a friendly player. Once a prisoner has been taken, they are your responsibility. Report captured enemy personnel to command immediately. Command will not allow "prisoners" to be held for long periods of time so as not to deprive them of play. Prisoners ordered "released" by command staff will then be considered KIA and bled out and will proceed as such.
If you are taken prisoner, try to stay in character (within reason). Do not engage in any hostile actions or escape attempts, remember that in the "game world" you are totally disarmed and restrained. Remember that if a player friendly to you manages to kill your captors and cut your "restraints", you may then proceed as normal. If you have been hit and bled out, you may not be captured. If you have been hit and have no medic heals left, obviously you may not be healed, and therefore may not be captured. Use common sense.
-Armored vehicles will be in play at some point, though not at night. Do not go within 10' of any vehicle with its engine on. Do not attempt to touch a vehicle, stick a gun (or anything else) into a vehicle, throw a grenade into a vehicle, throw smoke in/adjacent to a vehicle, etc. Use common sense and stay safe. Armored vehicles are impervious to small arms fire (BBs). You may disable a vehicle by firing at it with an AT gun firing a Nerf pocket vortex or similar soft projectile and hitting any part of it directly. Launchers and projectiles must be approved by admins. Additionally, these projectiles will cause a 'hit' on anyone inside a confined structure if it goes into it or hits it's wall directly, for multi roomed structures this applies only to the room it hits. At the direction of your command staff, anti-vehicle barriers may be constructed and/or removed. The occupants of a vehicle hit by AT are considered hit, but can be pulled out and given medical attention per above medic rules. A hit vehicle must stay in place (and inactive) for 15 minutes. During this time if the crew is pulled out of the vehicle and healed, and at least two crew members 'repair' (make physical contact with the outside of the vehicle while outside of it, as if repairing) for a minimum of 10 minutes, the vehicle will be considered repaired and operational again. If this does not happen, the vehicle will return to it's respawn once the 15 minutes has elapsed, and will wait there an additional 15 minutes before it can come back into play. A vehicle that was repaired in the field and is hit again may not be repaired a second consecutive time.
-Light skinned vehicles will be in play at some point, though not at night. Do not go within 10' of any vehicle with its engine on. Do not attempt to touch a vehicle, stick a gun (or anything else) into a vehicle, throw a grenade into a vehicle, throw smoke in/adjacent to a vehicle, etc. Use common sense and stay safe. Light skinned vehicles can be disabled by small arms fire (BBs). You may disable a L.S. vehicle by shooting at the driver or SIDE (not the radiator) of the engine. You may destroy a L.S. vehicle by firing at it with an AT gun firing a Nerf pocket vortex or similar soft projectile and hitting any part of it directly. Launchers and projectiles must be approved by admins. The occupants of a L.S. vehicle hit by AT are considered hit, but can be pulled out and given medical attention per above medic rules. A hit vehicle must stay in place (and inactive) for 15 minutes. During this time if the crew is pulled out of the vehicle and healed, and at least two crew members 'repair' (make physical contact with the outside of the vehicle while outside of it, as if repairing) for a minimum of 10 minutes, the vehicle will be considered repaired and operational again. L.S. vehicles hit by AT and CAN NOT be repaired, but those hit by small arms fire can. If it is not or cannot be repaired, the vehicle will return to it's respawn once the 15 minutes has elapsed, and will wait there an additional 15 minutes before it can come back into play. A vehicle that was repaired in the field and is hit again may not be repaired a second consecutive time.
Standard rules that apply:
Dominum wrote: Article III; Game Rules:
*The following game rules apply to all AOSC games unless otherwise noted.
Rule #1: A "hit" or "kill" occurs when a BB makes contact with any part of your person excluding your weapon. This includes backpacks, pouches, camel backs, headgear, etc. Upon being hit you MUST loudly announce you are hit, and IMMEDIATLEY don a "dead rag" on top of your head. A dead rag must have a minimum perimeter of 32 inches, and a bright, neon color that does not match any part of your gear. You cannot talk or communicate in any way when you have been hit. The only exception to this is to call for a medic. Giving information concerning game play or talking on radios while hit is strictly prohibited. BBs known to be "ricochets" do not count as a hit. This is any time that you are certain that a BB has hit an inanimate surface or another player prior to bouncing off of them/it and then hitting you. This being said, always remember: "When in doubt, call yourself out!".
Rule #2: Blind firing is not allowed. Blind firing is any time you are discharging your weapon without looking down the barrel or sights of your weapon, or are not presenting some form of viable target to your enemy. Examples would be shooting over or around a wall, shooting behind you, shooting through a small crack or hole, etc.
Rule #3: A "safety kill" MUST BE CALLED when players engage each other under their minimum engagement distances. A safety kill is when you point your weapon at another player and announce "safety kill" or "surrender". Safety kills must be accepted at or under ten feet. A safety kill may only be called if you have "the drop" on someone, meaning you have them in your sights and they do not have you in theirs. You may never fire under your MED even if you call a safety kill that is not accepted. You may not call a safety kill at more than thirty feet, and you may not call one without an airsoft gun aimed at the target. Use common sense concerning this rule, if you happen upon another player at close range and you both have your weapons up, call "parley" and consider both of yourselves hit.
Rule #4: A "stealth kill" occurs when another player kills you by making some form of physical contact, either with a rubber knife, muzzle, or anything else in their possession, even their bare hands. This is intended to replicate knife or bayonet kills, and thus is the same as being hit with a BB, with the exception that, though you must immediately acknowledge it and dawn your deadrag, you may NOT make any sound until they are a minimum of fifty feet away. Stealth kills are nonnegotiable. You must have line of sight to stealth kill.
Rule #5: Any person leaving bounds, wearing a dead rag, or otherwise indicating they are no longer in play (ex: saying they are looking for something, etc.), are no longer in play, and in order to reenter game play must return to their respective respawn point pursuant to the respawn rules in effect at said game.
Rule #6: Pyrotechnics, pneumatics, or devices of any kind (whether homemade or store bought) that are not considered a normal airsoft gun will only be permitted at the field owners discretion. If allowed, you must have it approved by an AOSC Representative before the start of the game. No lasers over 5mW are permitted. Use common sense with lasers and powerful flashlights, as there can be some safety risks associated with them. Though it will happen once in a while on accident (and that is understandable), intentionally and repeatedly shining lasers in people's eyes will be treated as unsportsmanlike conduct and may result in removal from the game or further action.
Rule #7: The following is a list of minimum engagement rules. A minimum engagement distance is the closest you can get to another player and fire upon them.
Night Game Rules (In effect after sunset and before sunrise):Rule #9: Your gear's predominant color must match your outfit's predominant color UNLESS you have headgear of some form and sleeves that go at least to your elbows that are the same as your outfits predominant color. If you do not meet these requirements and your gear has a different predominant color than your outfit, you will be required to strip your gear. Weapon colors and paintjobs have no bearing on faction affiliation.
If you choose to wear headgear, it must match the predominant color of your uniform and/or you factions color schemes. This means that you may not wear green headgear with a tan uniform, and vice versa. If your headgear is a balancer camo (ACU for example), you may only wear it if ACU has been assigned to your faction, i.e. if ACU has been assigned to Alpha as a balancer at a particular game, than someone on Bravo may not wear ACU headgear. Additionally, red/orange headgear or any headgear easily mistaken for a deadrag may not be worn except as an actual deadrag.
Rule #11: Guns/Deployable Items in Safe Zone:
Definitions:
Safe Zone: any location that eye protection is not mandatory during game time.
Game time: from time the first player on game or camp location until the last person leaves the property.
Gun: any item that discharges a BB by the means of a trigger pull.
All handguns must be holstered during any movement in the safe zones. All loading and unloading of handguns must be done in a safe direction away from any person. At no time is a handgun to be displayed in an unsafe manner, i.e. pointing at any person, property, or non-cleared area.
All rifles, shotguns, SMGs, PDWs, and any other removable magazine fed gun must have magazine removed, selector switch on safe, and the chamber should have been cleared prior to leaving the field of play or previous to showing up to a game.
All box fed magazine guns must have a barrel blocking device on in the safe zone OR must have the feeding tube disconnected from the receiver.
All guns must be pointed upward or to the ground. At no time is a gun to be pointed at any person in the safe zone.
All deployable items, i.e. claymore, mines, grenades, and other items in this fashion, must be loaded and unloaded 50 feet from any person or property and with full eye protection. That deployable item must be secured in a complete closed pouch, were no bb can escape, if accidentally deployed.
It is the player’s responsibility to police themselves and assist in reminding all others. If a player does not respond in the proper way then two players must notify the game host or their assistants of non-compliances. At that time it is up to the game host to take disciplinary action against said player.
-EVERYTHING on the field will be SEMI-AUTO ONLY during the night portion of play EXCEPT anything that has a 0 MED (under 300 FPS w/.25gs) AND is firing glowing tracer rounds.
-A colored glow stick (chemical or electric) is required to participate (it will be your dead rag)
-A flashlight of some kind is required (in case you or someone near you needs to be able to see in an emergency situation)
Your squad will be given time to eat, reload, and sleep throughout the game; but your breaks will not always be long enough to cook up a four course meal while you sit around the camp fire (if you're lucky enough to have one). This is immersion, not chairsoft. When you have down time, you need to reload first, eat second, and try to catch a quick nap if you can. That's why MREs are a great option; they're fast, filling, and add just one more element of realism to your experience. If you do not want to deal with the hassle of bringing, cooking and preparing meals for yourself and your squad mates during the course of this game, limited quantities of MREs (A&B mix) will be available at the US TOC for $8 each, and a meal ticket is available during pre-registration for $45 (7 MREs).
Map:
Will be provided.
How To Attend:
1: Read, understand, and comply with this entire thread.
2: Write down the following information and include it in the comments or written in a letter when you remit payment:
Your full name as it appears on your picture ID
Your faction choice
The squad you'd like to be in (if a vehicle operator or staff, please state)
The position you'd like, if applicable (Staff Officer [specify], Squad Leader, RTO, Medic, etc.)
The category of your primary armament (Rifleman, Support Gunner, Designated Marksman, etc.)
Whether or not you would like the meal ticket (add $45)
3: PayPal your field fee (preregistration is $65 until October 17th) plus $45 for the meal ticket (optional), to dominumproductions@gmail.com as a gift. If you choose not to send it as a gift, be sure to add the PayPal fee. If you choose not to use PayPal, you may remit cash in person to Dominum at an AOSC game (in an envelope with the above required info written inside), or mail a check (with info above included in a letter, and the check made out to Henry Williams) to:
Dominum
1792 S. Lake Dr.
Ste 90 - 1337
Lexington, SC 29073
If you have questions or concerns that require a detailed explanation, feel free to call or text me at 803-six zero nine-7681.