lionclaws presents operation: tradewinds

Transcription

lionclaws presents operation: tradewinds
LIONCLAWS PRESENTS
OPERATION: TRADEWINDS
Made possible by:
IN COOPERATION WITH:
A BEST OF USA MARKETING PRODUCTION
Operation Tradewinds I – 17-19 of August, 2012
The Lionclaws Operation Tradewinds I staff welcome the airsoft community to this inaugural event, at Camp Rilea,
Warrenton, OR. The Camp Rilea Armed Forces Training Facility is located on Highway 101 between Astoria and
Seaside, on the northern Oregon coast. Camp Rilea hosts one of only three TSIRT sites in the nation, and the only one
west of Fort Benning, GA, and is maintained by the Oregon National Guard.
Also very unique to the Lionclaws Milsim events, is the participation of an US Army Psyops unit in pre-deployment.
What’s so amazing is their enthusiasm for wanting to be a part of this event, and in fact have been major contributors of
the scenario and objectives development. We truly are honored to have them with us and I would hope that during this
time, each participant would take the time to let them know of our gratitude for their service and sacrifice. Shortly after
participating in our event, they will deploy overseas to the front lines. They will be in our thoughts and prayers…
ATTENTION: THE PSYOP UNIT HAS A DEPLOYMENT BANQUET THE WEEK FOLLOWING THE EVENT. THERE
WILL BE AN OPPORTUNITY TO CONTRIBUTE TO THEIR BANQUET. THEIR EVENT DOES NOT COME OUT OF
THE GOVERNMENTS BUDGET, BUT FROM PERSONAL CONTRIBUTIONS, MAINLY BY THE UNIT COMMANDER
HERSELF. I KNOW THAT ALREADY A LOT IS BEING SPENT GETTING TO TRADEWINDS, BUT IF YOU HAVE
EXTRA, LET’S BE GENEROUS.
WHO’S THE BOSS - Staff members will assist you at any time to help make this event as entertaining and safe as
possible, while creating an authentic military simulation. All rules and regulations will be strictly enforced. Anyone who
fails to read them carefully and not adhere to them during the operation, risks expulsion. We ask players to be mindful,
observant, and helpful; with a small staff, we cannot see everything. Please observe these rules, which are intended to
ensure enjoyment and to reduce risk. We trust the common sense and good behavior of the players. Staff decisions are
subject to review only by the event organizer, John Lu.
I. Check-in, Staging, Camping, and Behavior Guidelines
A. Check-In
There will be two check-in’s; one is when you first enter Camp Rilea and is a third party security
company employed by Camp Rilea. The second is for the event.
i. Camp Rilea - Vehicles shall stop at the main entrance gate and photo IDs will be checked.
ii. OPTW Event – Before driving to your on-site accommodations (camping/lodging), all participants must
proceed to event check-in that will be marked by signs. Event participants will be required to show
identification that matches their name on the registration list. Any unregistered parties coming with you to
the event MUST be pre-approved by the event organizer, John Lu. Unregistered parties or those not
previously approved and on the list will not be admitted, period. Please do not spoil your event by
attempting to bring unregistered parties into the facility. This is your event, for which you have paid. Any
registration disputes are subject to the arbitration and the decision of the event organizer. After gate
check-in you are to proceed to the registration and check-in area, where you will sign in and receive your
OPTW swag bag.
Once checked in at the registration desk, you are able to access the mandatory chronograph
check, to preview the AO, or VISIT THE EVENT SPONSOR’S BOOTHS!
(ONLY REGISTERED PARTICIPANTS MAY ACCESS THE AO)
There is no sight seeing at Camp Rilea. This is an active military base; follow the directions and signs to the
event site and do NOT take roads or turns that are not in the directions or apart from the signs posted for the
event. THERE ARE UNITS TRAINING AT ALL HOURS. Follow posted speed limit (20 MPH) as it is strictly
enforced. If you are caught speeding or driving recklessly, you will be expelled from the site and the event.
Respect the site and the safety of all others. From the event registration and check-in area, you will be
directed to the parking or camping areas. Patches will be issued to all registered attendees. After checking in
and receiving your swag bag and patch, please be sure to have your game patch on the LEFT shoulder of your
uniform or on your person AND a photo ID while on site. Your game patch serves as your ID, showing that
you are a paid participant at this event.
Onsite camping is in TA-13 at the northeast corner of Camp Rilea. There will be no electricity at the site and there
will be no drinking water available. Be sure to bring whatever you will need for the weekend with you if you are
camping. We will have portable toilets available on site.
For those staying in the on-site facilities, please be respectful of all posted base rules.
Camp Rilea may have their Bar/Grill open during this time; otherwise, unless you have access to the Exchange, you
must bring your own food
1. Fires
Personal campfires on the ground are NOT allowed. You are welcome to use propane stoves or grills and
charcoal for cooking, but NO open flames on the ground. You must have a fire extinguisher for any fire or
generator use. Do NOT leave any fire unattended, EVER.
2. Smoking
Smokers shall exercise caution with lighters, matches, and cigarettes. You shall mind where and how you
discard your cigarettes. Field strip your butts or discard them in a sand-filled coffee, or use a similar nonintrusive process. Take every precaution to avoid fire.
3. Weapons
When not engaged in operation scenarios, all long arms must be carried on the sling wherever possible, with
chamber clear, magazine out, safety on, and muzzle down. Side arms outside a scenario must be holstered or
stowed in pocket or pouch. No horseplay will be tolerated with weapons! Offenders may be ejected
immediately. Treat your weapons like they are real steel. No firing of weapons is allowed in the base camp at
any time. Negligent discharges that are not the result of a weapon malfunction will be dealt with harshly;
including team point penalties or other actions. The Chronograph stations are the ONLY areas outside the
Area of Operations (AO) where weapons may be discharged. We will aggressively enforce this rule. If in
doubt where to shoot, ASK FIRST – find a staff member, who will direct you to the chronograph stations and
shooting range.
A. Velocity (Feet Per Second, or FPS) limits
Players shall report to the chrono station with an empty magazine for each weapon. A chrono staff
member will insert the testing BBs into the empty mag. All weapons will be chronographed using the
sponsor-provided (BIOVAL) .25 gram 6mm biodegradable BBs.
- Rifle and pistols:
PASS < 366 FPS; FAIL > 367 FPS
Sniper rifles:
PASS < 510 FPS; FAIL > 511 FPS
- 8mm weapons
.34g BBs: PASS < 448 FPS; FAIL > 450 FPS
.36g BBs: PASS < 436 FPS; FAIL > 438 FPS
If the weapon passes, the staff member will tag it with a zip tie. If a weapon fails, a chrono staff
member will immediately re-check the weapon. If the weapon fails again, the weapon is immediately
given to the Chrono Marshall for determination. There are three options at this point:
- The player leaves the AO with this failing weapon.
- The player tunes the weapon to at or below the applicable limit and re-chrono’s the gun.
- The failing weapon is locked in the event secure storage and returned at the end of the event.
B. All weapons are subject to staff spot checks throughout the event. All weapons except gas blowback
pistols must pass the chronograph test. The Chrono station will be available from approximately Friday
1500 hours until late Friday evening, and again Saturday morning from approximately 0630 to 0800.
Any un-tagged guns found in the game are grounds for immediate disciplinary action. It is the player's
responsibility to make sure his/her gun is properly inspected and tagged before the game.
4. Noise
Curfew begins at 2300 hours (11 PM PST) each night. You don't have to go to bed at 2300, but you shall
respect your neighbors, porfavor, by keeping noise to a minimum. Generators are allowed, but use a noise
abatement screen: a 3-or 4-sided plywood box or similar, surrounding your generator, decreases the noise to
an acceptable level.
5. Lost/Found and Trash
The staff at the registration and check-in area will secure any equipment that has been found in the base camp
or in the AO. Mark your equipment in an easily identifiable way (tag, paint, magic marker, colored yarn, etc.)
so that we may reunite you with your stuff. If we have the time – and the time in the AO allows it – the staff will
be happy to help you search for lost equipment. However, staff are NOT responsible for lost items. Please
check with staff for any lost items before you leave the event, as we may have your item.
IMPORTANT: YOU are responsible for your trash in the camping and staging areas, as well as the AO. Bring
enough trash bags with you to collect and remove all of your trash. Leave the site like you found it.
6. AO Familiarization
RECON of the AO by registered participants is allowed on Friday (ONLY) beginning at 1500 hours (3:00 PM
PST), after you have checked in. Please confirm the RECON availability with the registration staff before
going to the AO. Weapons are not permitted in the AO on Friday afternoon or night; violators will be escorted
from the event.
7. Commo
Your team’s radio frequencies will be designated at or before the event. Some frequencies will be used
exclusively by operational staff; do not use any frequencies other than those designated to you. Note that
electronic warfare, such as eavesdropping on or interfering with OPFOR frequencies, is expressly prohibited.
8. Substances
No illegal substances are allowed on the site, period. This is Oregon National Guard property. If you are
caught with illegal substances, you will be handed over to the local authorities.
Alcohol IS NOT permitted in the AO or camping areas or where posted. There is a bar on the base. Any
intoxication limit is grounds for expulsion from the event and handed over to the local authorities.
II. Area of Operations (AO) Guidelines
1. If it isn't broken, do NOT break it; this includes doors, furniture, fixtures, lights, and so on. If it isn't locked, do
NOT lock it. Doors may be closed, but not locked or blocked. Windows may NOT be closed. You may NOT
physically hold, prop, or brace a door shut to keep someone out. Doing so is a rules violation and will earn you
a trip back to your regen point immediately. Doing so repeatedly will earn you a trip out of the scenario and
event.
2. Any items found outside or inside – except the obvious props that are part of your objectives – should be left in
place. You may NOT pick up or take any rounds, spent brass, detonation cord, flash bangs, or other military
equipment that may be found in the AO. Do NOT remove, relocate, or take anything from the AO that is not
part of your or a teammate's equipment or part of the scenario. If there are any questions, find a staff member.
Removing ANY items found in the AO constitutes theft and will be dealt with by law enforcement.
3. You may USE anything you find in buildings, such as chairs, tables, shelves, boards, and so on to make
barricades or make and set defenses. However, you can NOT use these items to barricade any opening, such
as doors, windows, tunnels, and so on. You may NOT use walking barricades, for example: holding a board in
front of you as you walk to cover, either in the open or inside of a building. Doing so will earn you a trip to
regen or out of the scenario altogether.
4. Do not shoot anyone you catch in a bad situation, such as on a ladder, crawling out of a pipe head first, and
so on. Please use courtesy and the bang bang rule. If you are on the receiving end of this exchange, you
are compelled to comply with the sportsmanship and call your hit.
5. Do NOT use smoke indoors. Outside usage of smoke is acceptable, but only cool burning smoke of the pull
ring type is allowed, to reduce the risk of fires. Note that lighters or fuse type smoke devices are NOT
allowed. You may pop and throw smoke from inside to outside, but not outside to inside. Cold smoke is
allowed near the structures, cold smoke MIGHT be allowed in the wooded areas, dependent on conditions.
Staff will advise on the latter, ask before use.
6. Camp Rilea is NOT a sterile environment! There are many things that you may have to traverse or go over,
under, through, or around. Please take care and watch your step. Be aware of where you crouch, sit, lay,
lean, crawl, and so on. Areas marked with colored tape are off limits. Do NOT cross into these areas or any
open doors marked with this tape. In the wooded areas, as well as regen, the AO boundaries marked as well
with brightly colored guidonging tape, small ground guidons, or other markings. Except in a medical
emergency, you may NOT cross the AO boundaries during any scenarios.
Do NOT, shoot at any animals you see; you will be removed from the event immediately.
III. Rules of Engagement Guidelines
1. Safety
!SEMI-AUTO FIRE ONLY INDOORS!
Eye safety first: make sure that your full seal goggles are on prior to entering the AO. Goggle rules are strictly
enforced. Only full seal goggles are allowed; shooting glasses are NOT allowed either. If you do not come
with approved full seal goggles, you will NOT play.
Weapon safety regulations will be strictly enforced. If you are not in the AO during a live scenario, then
all of your weapons should be chamber clear, magazine out, safety on, and muzzle down! Any player
caught changing any weapon's velocity (FPS) to exceed the event limits will be ejected from the game
without refund.
Injured players or their teammates must alert the Squad Leader at once if they need to be removed from the
AO. Don’t try to go it alone or shake it off; be and remain safe.
Players who harm or injure players, staff, or others will be handled by local law enforcement officers. Any
theft will result in similar consequences.
2. BBs, Magazines, & Weapons
We use ONLY bio degradable BBs. Consequences for violating this rule may include expulsion from the
event and site. In addition, we require that you use low capacity or mid-capacity magazines. There is no limit
on the number of magazines you may carry. No high capacity magazines of any type are allowed, except for
Squad Automatic Weapons (SAWs). For example, you may NOT carry an M16 with a box magazine. A
Sniper must carry a Sniper Rifle and a sidearm, or a spare Automatic Electric Gun (AEG) that meets the
Rifleman requirements. Only pre-approved weapons that meet the sniper weapon criteria are allowed.
Sniper rifles may only be fielded by pre-approved players for the Sniper. Anyone caught violating this rule will
be asked to leave the OP immediately.
3. Fighting in Scenarios
A. Civilians
There may or may not be civilians in the AO. Civilians may be interacted with, may have knowledge
or intel, or they may be bargained with for help. Unarmed civilians are NOT to be shot. Shooting an
unarmed civilian – accidentally or not – will carry a penalty for your side. You may NOT physically
search anyone, at any time! You MAY simulate a search by coming within arms reach, reaching out
toward them and stating, “This is a physical search!” Any intel or weapons they may have concealed
must be revealed at that time. You MUST be within arms reach and in control of the situation before
you can do a search. They do NOT have to comply if they are not within arms reach and controlled;
they may choose in this case to run away. If you shoot them, you must search them afterward to
confirm they did indeed have a weapon. If not, then your side will be penalized for shooting an
unarmed civilian. If no staff member is present at the time, the civilian will report the event details to
staff. Accidentally shooting civilians (i.e. they were caught in a crossfire) is NOT considered cheating
or intentional rule breaking; however a penalty to your side will still occur.
B. Shadow Squad
Shadow personnel, such as staff, role players, insurgents, or mercenaries, may or may not be
armed, may play various roles, may or may not be hostile, and may or may not have Intel or other
useful information. Shadow personnel, like civilians, may be bargained with, may form allegiances,
and so on. If fighting, Shadow personnel will have medics and follow the same medic/regen rules
as all players. They will NOT regen on the spot, but will have a separate regen, apart from each
side. In the event they have been “contracted” to fight for one side or the other, they may choose to
use the same regen point(s) as the side they are currently helping.
C. Weapons Classes
(Rifleman/SAW/Heavy Weapons)
Squads will consist of approximately 12 players. Each squad will have 1 SAW gunner and 1 Heavy
Weapons specialist. Remaining slots will be composed of Riflemen.
Your CLASS is determined by your Squad Leader, who will report your role in advance to OPTW
staff. Contact your Squad Leader through the OPTW forum to request a special position or for more
information. In the absence of contact from your Squad Leader, all players should assume they are
playing the Rifleman class.
i.
ii.
iii.
iv.
i.
ii.
iii.
iv.
v.
vi.
vii.
viii.
ix.
i.
ii.
iii.
iv.
v.
Rifleman Class
Riflemen are limited to commercially available NON-WINDING magazines that only carry
200 BBs or less. Midcap, Standard and Low-cap mags (e.g. STAR magazines) are
welcome if they meet this criteria.
Riflemen may carry as many legal magazines as they can fit on their person.
All riflemen ARE REQUIRED to respect the site by using biodegradable BBs their guns,
period.
Minimum Engagement Distance – 10 ft.
SAW Gunner Class
Each squad may have one (1) designated SAW (squad automatic weapon) gunner(s). A
SAW gunner may use electric or manual winding magazines (box, c-mag, or other large
volume bulky style – no conventional hi-caps) with his weapon, and has no restrictions on
ammunition capacity. Only he/she is allowed to use such magazines, and such
magazines can only be used with approved OPTW SAW weapons (defined below).
The following weapons are approved for the SAW Gunner class at OP: Tradewinds:
M249 Squad Automatic Weapon (all variants)
M240 General Purpose Machine Gun (all variants)
M60 General Purpose Machine Gun (all variants)
RPK
RPD
PKM
Stoner Light Machine Gun (Stoner 63 and Mk23 variants)
Any SAW Class player wishing to use an MG36 must first receive Chief of Staff
approval. All approved MG36 weapons must be faithful replicas of the real steel
counterpart.
If you do not see your weapon on the list, it is likely not approved. However, players may
ASK for approval prior to the event. DO NOT SHOW UP TO CHRONO SEEKING
APPROVAL FOR YOUR SAW. YOU WILL BE DENIED!
All SAWs must use biodegradable Bbs.
It is OK for SAW gunners to use non-winding Rifleman magazines in their weapons.
Squads may replace their SAW Gunner slot with either a Heavy Weapons Specialist or
a Rifleman (the SAW Gunner slot is optional).
Company Leadership (CO, XO, 1SG, S-3), Platoon Leadership (PLT LDR, PLT SGT),
Squad Leaders, Heavy Weapons Specialist and Recon/Snipers are NOT permitted to fill
the SAW Gunner class.
Minimum Engagement Distance – 10 ft.
Heavy Weapons Specialist
Each squad may have one (1) heavy weapons specialist. He/She is the only team
member that may carry/use M203s, AT launchers, or other special launching weapons.
He/She is also the only player who may fire rocket rounds. Acceptable rocket rounds are:
Nerf Pocket Howler, Nerf Pocket Vortex type rockets, Zocker, and JCS F-69 type rockets.
Specialists may carry an unlimited amount of rocket rounds on their person.
Specialists are cleared to use beehive/BB rounds in their launchers
The list of approved commercial launchers is the following :
a. Any M203 Variant (Sun Project, G&P, CAW, Star(AG)…)
b. CAW M79
c.
Smokey's RPG
d.
e.
vi.
vii.
viii.
ix.
x.
xi.
xii.
xiii.
xiv.
i.
ii.
iii.
iv.
v.
vi.
vii.
D.
Rusty's Paintball
Blackpoint Launcher (12g CO2 cartridges only)
Custom built player launchers will only be approved under the following conditions :
a. Moscart-style grenade using green gas is the launcher’s propellant (no CO2).
b. It uses only approved rocket rounds as specified in (ii.) under Heavy Weapons
Specialist
c.
The launcher as designed is incapable of firing no more than one round every 710 seconds (no rapid fire systems ).
d. The launcher looks like a real military RPG/LAW style weapon (don’t grab a pvc
tube, slap a sticker on it, and ask us…)
e. Front/rear/left/right and breech (if any) pictures are provided to OPTW staff.
f.
The designer provides all necessary information and photographs on or before
15AUG2012
g. OPTW Chief of Staff signs off on the design on or before 17AUG2012
h. The custom launcher is tagged by OPTW chrono staff as approved for use.
Bringing a custom launcher to OPTW without prior approval will result in automatic
rejection.
Using a custom launcher at OPTW without clearance is considered cheating.
Moscart-style grenades may only use Green Gas or HFC 134a as propellant. Absolutely
no CO2.
Other than their heavy weapon, these specialists are governed by all the same rules as
riflemen.
Squads may replace the HWS slot with either a SAW Gunner or a Rifleman (HWS Slot is
optional).
Nerf rounds have a minimum activation distance of 75 feet. This means the rocket must
travel in the air for a minimum of 75 feet to be considered a live round
Company Leadership (CO, XO, 1SG, S-3), Platoon Leadership (PLT LDR, PLT SGT),
Squad Leaders, SAW Gunners and Recon/Snipers are NOT permitted to fill the Heavy
Weapons Specialist class.
MINIMUM ENGAGEMENT DISTANCE – 75 ft.
Recon/Sniper Class
Each platoon will be assigned one (1) Recon/Sniper team. Applications for Recon/Sniper
must be made prior to the event to OPLC Staff and Company Leadership.
Each Recon/Sniper team consists of two players: a Sniper and a Spotter
The Sniper from each team may use a Sniper FPS qualified weapon. The Sniper is the
ONLY player allowed to use a Sniper FPS weapon.
Approved Sniper Rifles must meet the following criteria :
- Must be a faithful reproduction of a real world sniper rifle
- Must shoot in a single shot fashion (semi-automatic or bolt action )
- May be powered by spring, gas, or electric power
-Must mount a scope with a minimum magnification of 4x (variable powered scopes
that go lower than 4x are allowed, so long as they go higher than 4x)
-The real steel counterpart must shoot 7.62x51mm NATO or larger rounds (this
means no Mk12 or SPR style rifles)
-Any semi-automatic rifles MUST be modified so that full-auto is disabled and
complete disassembly is required to restore full-auto function (No FETs limiting auto
function allowed)
The Spotter may follow Rifleman OR SAW Gunner rules for their load out. No Sniper
Rifles or Heavy Weapons allowed.
ABSOLUTELY NO hi-capacity magazines allowed for Sniper Rifles !
MINIMUM ENGAGEMENT DISTANCE – 50 ft.
Firing
Headshots are strongly discouraged! Aim for the center mass instead. Full auto is NOT allowed
indoors. If you enter a building where engagement with opposing forces is possible, you must switch
to semi auto only or pull a side arm (that must also be in semi auto only). If your gun only shoots full
auto, like a SAW for instance, then you may NOT use it for indoor-indoor combat. You may shoot
from one building to another building full auto, while following the safe engagement distance
guidelines, listed below. If you shoot your weapon on full auto while INSIDE a building – even by
mistake – then you are OUT immediately: you must pull your red rag and go to regen immediately.
You are not allowed to wait for a Medic if you violate this rule. Additional penalties for such
infractions may also be assessed. While not required, it is strongly suggested for everyone’s safety
that you transition to a sidearm while inside any structures. You may shoot from inside OUT of a
building on full auto (though not point blank into someone right outside a window, door, or other
opening) and you may shoot INTO a building from outside on full auto, while still following the safe
engagement distance guidelines.
At times, there will be Close Quarters Combat (CQB) environment with close-up shooting; all players
should dress and equip themselves accordingly. Everyone should be courteous and honorable in
their actions. Remember, no player wants to be lit up at point blank range – treat others the same
way as you wish to be treated.
E. Vehicles
Players using M203, LAW, or equivalents with Nerf Howlers, Zocker Darts, Nerf rockets, or
equivalents, can only fire them DIRECTLY at a vehicle to take it out. A direct hit takes out the vehicle
for 5 minutes, after which it must return to its Forward Operating Base (FOB), if Scenario applicable,
or to a MRP to regen. Do NOT shoot BBs in any way at vehicles or the people driving them, they
cannot be killed by BBs while driving. Only Nerf rockets or equivalents will take out a vehicle. Drivers
of vehicles are non-combatants while driving or sitting in a vehicle. Players dismounting a vehicle
may be engaged.
i.
ii.
iii.
iv.
v.
vi.
Unarmored vehicles are any open vehicle that is in play. This includes technicals, jeeps,
and HMMWVs.
All players in unarmored vehicles may be shot. If a player is shot in an unarmored
vehicle, they are dead and must regen as normal. Players are not required to dismount
the vehicle in order to regen.
If an unarmored vehicle is shot with a rocket, it is considered “killed”. All players in the
vehicle are also considered killed.
Once a vehicle is “killed” it must remain in place for 5 minutes.
All vehicle drivers will carry “Kill Cards”. If an opposing player can approach the driver
during the 5 minute “dead time”, the driver must give the player a kill card. Kill cards can
be turned in at the end of the scenario for additional points.
After the 5 minute “dead time”, unarmored vehicles will return to their start point/MRP and
may return to play.
F. Grenade Launchers, Grenades, Rockets, and Mortars
i.
All hand grenades must be a “live action” type grenade. This means that the grenade must either
make a loud sound or disperse BBs upon detonation.
ii. Tennis balls, rubber grenades, rocks, or any other type of non-live action type grenade are
not permitted, and players are not required to call themselves out if one is used against them.
iii. All grenades, regardless of type, have a 15 foot, 360 degree kill radius from POINT OF
DETONATION unless a player is behind hard cover. Hard cover is defined as buildings, walls,
rocks, a tree, a bunker, or a large dirt mound. Weeds, bushes, dead wood, and other players are
not considered hard cover.
iv. Grenades may only be deployed by hand. No “launching” grenades (viz. a ginormous slingshot).
v. Each player is allowed to carry an unlimited amount of hand grenades as can be carried within a
dedicated grenade pouch on their gear. This means, grenades may not be ‘bulk’ stored in a back
pack, dump pouch or cargo pocket.
vi. Hand grenades must be thrown underhand and should not be thrown higher than 6 feet. NO
BASEBALL THROWS!
Projectiles are NOT to be fired directly at a person or persons, but may be fired in proximity to them.
The projectile kill radius is fifteen (15) feet. A 30 feet minimum engagement limit is in effect for any
Nerf rocket or equivalent projectile fired in proximity to players or directly at vehicles.
Using M203s with BBs only, as designed, is acceptable; these must be shot only at players outside of
buildings, you may NOT use M203s inside buildings. Note: LAWs may NOT be used against players.
The minimum engagement limit of 10 feet applies to all multiple BB firing weapons. Once again, do
NOT shoot BBs at any vehicles!
G. Conduct
Sportsmanship is strictly observed and will be enforced. Airsoft is about honor. Call your own hits.
There is no need to call others out: this is the honor system. Mind your own hits. If there is a
problem with others calling their hits, please notify staff or your chain of command, we will take care
of it.
Unsportsmanlike conduct will be penalized by deducting objective credits (the penalty amount
depends on the nature of the infraction) from the offending party’s side. The offending player may
also be sent directly to regen, assessed a time penalty, removed from that scenario, or removed from
the event altogether depending on the infraction severity. This decision belongs to the staff
member(s) present. Staff will record the offending player’s name, Company, Platoon, and Squad.
Examples of unsportsmanlike conduct:
. Not calling your hits
. Yelling repeatedly and loudly at others to call their hits
. Cussing or yelling at other players or staff
. Using a gun over the allowed velocity limits
. Giving advice while dead
. Any other behavior deemed by staff as unbecoming and detrimental to the event
H. Enforcement
Staff will actively watch for infractions and they will enforce penalties for infractions.
Blatantly disregarding hits will be viewed as grounds for dismissal from the event.
Don’t be the one that cost your side the game because of a stupid mistake or loss of temper. Three
(3) incidents of any severity by the same player and that player is OUT of the event. There will be
no refunds, no returns, and no questions. Depending on the infraction severity, the three incidents
may be skipped and the transgressor may be ejected from the event immediately. They may also
be barred from future participation in Best of USA/Lionclaws Series Events at the discretion of the
event organizer/promoter.
I. Ranks
This is a Military Simulation, play along. Observe and respect ranks, such as Squad Leader (SGT),
1st Sgt, (1SG), Platoon Leader (LT), Executive Officer (XO), and of course, your Commanding Officer
(CO).
J. Re-engagement
When re-engaging from regen, use proper courtesy by not firing into the backs of any enemy players
who may be in your re-engagement path. Go around and find another area to re-enter the scenario.
Reciprocal-type behavior, such as regen camping – waiting for others to regen at a particular point and
shooting them as they step back into the game – is naturally forbidden and will result in similar
consequences as listed above.
K. Dead Rags
Having and using a red death rag is mandatory. A red shop rag or any red piece of cloth of that size is
sufficient. If you do not have a dead rag, you do not play. If for some reason you may have misplaced
yours, please ask staff, there may be some extras available on site. Do NOT count on this; bring an
extra for yourself and an extra for a teammate as well. A red or orange glow stick is required as a
death rag for the night scenario.
L. Medic Rules
When you are hit, call yourself hit, sit or lie down in place, and place your red death rag on top of your
head while waiting for a medic or until five (5) minutes has passed. After 5 minutes, if a medic has
not healed you, proceed to one of your designated regen points. You MUST wait your 5 minutes
before going to regen, unless a medic heals you before the 5 minute period. You may only call for a
medic during those 5 minutes, NO other communication is allowed: attempts via voice, radio, eye
movement, gesture, or hand signal are forbidden. If you were hit inside a building and come out after
the 5 minute period, please shout, "Dead man coming out!" while waving your dead rag in the air.
Though you may NOT communicate with live players, you may talk to other dead, while walking to
your regen point. Once you have reached your designated regen, you may return to the game
immediately, or you may choose to wait for more teammates before returning.
Any healthy squad mate may carry/drag you to another area by touching/holding your arm and
walking (neither you nor the carrying squad mate may run, you both must only walk) within the
5 minute window. Likewise, two squad mates may “carry” you by walking/jogging/running with you,
as long as both are touching you while in transit to a medic.
If a medic has healed you (within 5 minutes of you being hit and placed a bandage on you) and
you are hit again while wearing a bandage, you are OUT and must go to regen immediately – no
waiting period in this case. You may return to the game immediately after reaching one of your
designated regens and removing your bandage.
Designated medics (one per 12 man squad) are the ONLY players allowed to carry and use
bandages to heal other players. If a medic’s supply of bandages is exhausted, they may go to
a regen and collect more supplies from the stores, or they may call up their chain of command
for re-supply from someone returning to the game from regen. Bandages will be supplied and
are 1” WHITE MASKING TAPE. The tape must be completely secured on the circumference of
an arm or leg. We don’t want to see 4” strip of tape on someone’s plate carrier.
M. Regen Points
Regen points are no-fire zones. You may store water, extra ammo, and other supplies there if you
wish. In such case as an Forward Operating Base (FOB) or regen point were to be designated as an
objective to be captured, then any supplies stored there may not be taken by the capturing team, but
are considered captured until the FOB is retaken or until the end of the scenario. Also in such case,
the FOB would not be a regen point; this will be noted as applicable in the scenario descriptions.
Due to the size of the AO and the number of combatants, each TF is assigned a MOBILE REGEN
POINT (MRP) MARKED BY THEIR COMPANY FLAG. MRPs are N-FIRE ZONES and MUST BE at
least 150 feet AWAY from direction of battle. If MRPs are unreasonably close, EVENT STAFF
reserves the right to relocate any given MRP to a point where the staff sees fit.
N. Scenario Points
Each multitask scenario will offer several opportunities for each side to complete objectives. The side
with the most completed objectives overall will come out on top in the event. In addition, there may be
dynamic side objectives that are not known before the start of missions (for example, mortar crew
capture, high-value target (HVT) captures, facilities destroyed, and so on). If something looks
suspicious or interesting, it could be in your side's best interests to investigate. Additional missions or
changed mission elements may be given to CO’s or other command elements before or during
scenarios. Points will be subtracted for violations of rules, conduct, or negative mission elements,
such as killing unarmed civilians.
O. Special Capture Rules (via cards)
Scenarios may involve the opportunity to capture the opposing army’s command personnel. If
applicable in a scenario, each leader will have an identity (ID) card on them that you may capture,
should you choose to attempt this. For the safety of the players and their equipment, these rules
must be followed:
- When shot, all COs, XOs, LTs, 1SGTs, and SGTs are considered unconscious and
must lie or sit down, in place, for 5 minutes.
- While unconscious, the leader MUST have a red death rag on his/her head, sling
his/her weapon behind his/her back and not use his/her weapon during that 5 minutes.
- They may be medic’d by friendlies during this 5 minute time period.
- Friendly soldiers may drag or carry the unconscious leader to safety, where they may
be attended by a medic (if inside of 5 minutes from being shot) or return to regen (if
longer than 5 minutes have passed).
- If, however, an enemy soldier touches the unconscious leader anytime during the 5
minutes, the leader is considered captured, and MUST immediately give their ID card to
the enemy who captured them – no matter how much of the 5 minutes is remaining.
- After giving up their ID card, the leader continues to wait out the original 5-minute period
and then goes back to regen to rejoin the game.
- Any captured ID cards must be turned in to your respective 1SG or XO at the end of the
scenario and then turned in to OPI Staff by them to gain credit for the capture. Staff will
then return the cards to each side before the start of the next scenario.
If the captured card carrying player is killed, he/she retains the captured card for turn in
later, after their 5-minute time and trip to regen.
V. Directions
Using Google maps will put you at the entrance to Camp Rilea (west side of HWY 101)
33194 Patriot Way
Warrenton, OR 97146
Driving:
From Downtown Portland:
- Take HWY 26 WEST to HWY 101 NORTH (~73 mi)
- Take HWY 101 NORTH to Camp Rilea (13.5 mi)
From California
- Take I-5 North to HWY 217 (Mileage depends)
- Take HWY 217 NORTH to HWY 26 WEST (7.6 mi)
- Take HWY 26 WEST to HWY 101 North (68.7 mi)
- Take HWY 101 NORTH to Camp Rilea (13.5 mi)
From Seattle, WA
- Take I-5 SOUTH to EXIT 40 (~120 mi)
- Follow signs to US 30 (Oregon) via Lewis and Clark Bridge (Longview, WA)
- Take US 30 WEST to HWY 101 South (~50 mi)
- Take HWY 101 SOUTH to Camp Rilea (5.6 mi)
From Eastern WA or ID
-
Take I-84 to Downtown Portland
Follow signs to HWY 26 WEST
Take HWY 26 WEST to HWY 101 NORTH (~73 mi)
Take HWY 101 NORTH to Camp Rilea (13.5 mi)