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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:
The Airfarm
Address: 470 Halfacre Rd. Newberry, SC 29108
Date:
Saturday, Nov. 14th through Monday Nov. 16th, 2015 (Gates open early for camping/preparation on Friday the 13th)
Price:;
Registration is CLOSED.
NO WALK-ON PLAYERS ALLOWED
Itinerary:
Friday (11/13):
0800: Gate opens for camping/setup
Saturday (11/14):
0800: Registration and Chrono open
1000: Breifing begins
1030: Factions assemble at their FOBs
1045: Faction briefings begin at their FOBs
1130: Game begins
Sunday (11/15):
*Gameplay continues throughout*
Monday (11/16):
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 near the border of South Ossetia, a breakaway semi-autonomous region of the Caucasian nation of Georgia.
Present Day: A well funded and organized militia, believed to be backed by Russia, has begun attacks against Georgian assets and personnel near the border with South Ossetia. Considering Georgia's disastrous war with Russia in 2008, they are hesitant to commit their own military to pacify the region. The Georgian intelligence community fears that direct military involvement against the South Ossetian Militia (SOM) will only serve to fuel Russia's designs on the region... namely the expansion of pro-Russian breakaway regions at the expense of sovereign Georgian territory. Georgia's top brass have therefore decided to seek the aide of a US based PMC Firm known as Graycell. It is believed that this will make direct Russian involvement less likely... a clash between the Russian military and US citizens would not bode well for their public relations. Graycell is under contract to arrive no later than November 14th, 2015, and to immediately begin combat operations against SOM elements in the region, as directed by the Georgian military. SOM is 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:
South Ossetian Militia (SOM):
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 BDUs ONLY
Acceptable Headgear: Solid green OR M81 woodland pattern ONLY
Acceptable load bearing gear: No restrictions
Positions Available:
Staff Officer: Spends some of their time in the TOC assisting their factions' CO, some of their time admining in the field, ands some of their time getting in on the action by tagging along with a squad. If you are interested, you must be at least 16 years of age and an experienced airsofter. 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: They will be responsible for carrying and applying bandages to wounded players on their squad. Bandages will be supplied by support 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 staff.
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. 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 quick 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.
-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 quick 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:
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)
Sleeping pad (insulates you from the ground since it will be cold at night, and provides cushioning)
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
-Specialized rolls like Medics and RTOs cannot be swapped between players anywhere except the TOC.
-Upon being shot, players may either call for a friendly medic if there are any live ones available in the area, or wait seven minutes (you are required to time it with your watch) 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 or interact with the game world in any way) 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. If a friendly medic has bandages and is able to apply one to you before your seven minute bleed out has elapsed, you are back in the game. You may never have more than two bandages on your body at one time. After being bandaged two times, you must bleed out the next time you are hit. The seven minute bleed out is mandatory no matter where you are when hit, unless you are bandaged prior to the time having elapsed. Hit players may not talk except to yell for a friendly 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 slowly; if two live friendlies drag you, all three of you may walk at a moderate pace.
-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 gunners. 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 send a request to command for a resupply drop.
-NO private vehicles in the play area during game on will be allowed. Then entire field, including the FOBs will be considered IN PLAY. Leave you car in the parking lot, but make sure that EVERYTHING you will need during the event is at your FOB before game on.
-Thunder Bs, 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 "hit". 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 Friday night, and required 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. The FOB is NOT considered 'cold', it is an in game area and part of the AO. The TOC will be at the FOB and will be staffed by command 24/7. Make sure fires are extremely well contained and supervised by an adult at all times. It is likely your staff will allow only one fire in the FOB. Be respectful of others in the vicinity in regards to noise, etc. Any illegal activity on the premises will be prosecuted. There is plenty of fire wood to be gathered on the premises.
-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.
-Armored vehicles will be in play at some point, though not at night. Do not go within 10' of any vehicle with it's 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 healed, and at least one crew member 'repairs' (makes 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.
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)
Map:
(Not the map we will be using, but this gives you an idea of the field)