OP Rebel Dawn APR 22 Big Lake Tactical

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travis17ss
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Location: Big Lake
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OP Rebel Dawn APR 22 Big Lake Tactical

Post by travis17ss » Wed Apr 12, 2017 1:19 pm

As promised here are more event details! Admission will be $35 for the full day. This includes an end of the day raffle with great items to be given away.
Event Schedule (Tentative):
Chrono: 9-10AM
Startex: 10:30AM
*Lunch Intermission: 1PM
Game Restart: 1:30PM
Endex: 5PM
Raffle: 5:30PM
*Lunch intermission: we ask that players come prepared to eat at the field. Reason being, we will have more time to play if people aren’t leaving to go eat lunch. So pack your MREs bring a grill to make some hot dogs, whatever fulfills your immersions!
This year we are trying something new with our Command. Instead of one of the Drunken Rebels playing as command we have decided to have players from the Airsoft community play as commanders. Info on them will be coming soon. We made this decision because, we as players and as hosts to this event want this to be truly a player’s game. This year we are here to make sure rules are followed and all the extra effects are functioning fluidly and with more hands on deck we hope to make this event one you will want to come back to.
The following information goes through our event rule-set. We ask that anyone interested in or planning on attending, please read these rules.We do not want any "I didn't know that was in the rules" excuses. We will be having more Admins this year and all rules will be enforced as stated in the rule-set below. Hope to see you on the field!
GENERAL RULES/SAFETY REQUIREMENTS
1. All players must wear full sealing ANSI Z87.1 rated goggles, glasses or paintball mask. Eye protection must be worn at all times while outside the staging area. NO safety glasses, shooting glasses, or mesh goggles. Full seal goggles/glasses must form a seal around the lenses that fully contacts the skin and will not let a bb inside the seal.
2. All players must have a red "Dead Rag"
3. All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire a minimum of 3 rounds across the chrono. Note that players may be asked to chronograph at any time during the day, including during play.
4. While in the staging area pistols must be holstered. All other weapons must have the magazine removed and the chamber cleared.
5. On the Active AO eye protection may only be removed after all players have mags out, chamber cleared and game control has given the okay to remove goggles.
6. While in the staging/parking lot area you may dry fire your weapon to ensure it is working properly. There is to be no live fire anywhere within the staging area other than the chronograph station.
7. All persons moving throughout the AO need to have a waiver on file; this includes observers, photographers, and any additional non player personal.
BLIND MAN
1. On the call of “blind man” players need to immediately remove the magazine for their weapon, clear the chamber and set the weapon on safe. Stand in your location and do not move until the “all clear” and "game on" is given. Only at that time may you reload your weapon and continue play.
2. If a player loses their eye protection during a fire fight a “blind man” call is made. The player needs to cover their face with their hands and keep their head down until eye protection can be provided for them.
UNIFORMS
Uniform regulations exist to give an appearance of a cohesive unit and not give the appearance of a group of individuals. It is hoped that this will give a better overall experience to all players. For this event Uniforms will be both Tan variants (CRoNA) and Green variants/Civilian loadouts (AFN). Anyone who does not have those available colors will be marked with faction appropriate arm bands and markings on your back. The Markings are to make identifying faction loyalty for the opposing team minimizing confusion.
1. Authorized camo patterns vary from event to event and will be posted with event details prior to registration
2. Tops should be a BDU/Combat Shirt type uniform top or matching faction colors.
3. Bottoms must be pants.
4. Headgear color will be faction specific.
5. In the event of inclement weather uniformity regulations are relaxed but all worn items must still be faction specific in regards to color. OD Green for AFN and Tan/Brown for CRoNA.
6. Special uniforms may be authorized for specific role playing groups outside of the typical uniforms but not for those playing under the conventional AFN/CRoNA Forces.
7. Gear color does not matter. Any gear color your heart desires
8. Red shirts may only be worn by Staff. Photographers or observers may wear any high visibility color other than red.
9. Photographers/Observers must not look like combatants. They may wear any type of clothing other than military type uniforms.
MEDIC RULES
1. Each squad will be assigned only one medic. (Subject to change with various Teams and Squads)
2. A player may only be bandaged TWICE.
3. A medic will treat a fellow player by going up to that player and bandaging the area where the player was hit on second hit bandage player is required to drink 1 bottle of water provided by medic and receive a bandage.
4. Medic CAN NOT re-use bandages from "dead" players.
5. A medic may not treat himself; only another medic can give them aid.
ASSAULT WEAPONS/RIFLEMAN
1. Assault Weapons / Rifleman role may ONLY operate in SEMI-AUTO Mode.
2. SEMI-AUTO is defines as one trigger pull per one round fired.
3. Weapons using an external gas source must have a locked regulator to prevent field adjustment.
4. Limit of 400 FPS and No Minimum Engagement Distance.
SQUAD SUPPORT WEAPONS
A squad support weapon is classified as an M249, M60, MG36, RPK, PKM, MG42, MG34 or any "Squad Automatic Weapon" either currently or formerly adopted as a military weapon.
1. SSWs have a Minimum Engagement Distance of 60 feet.
2. Squad Support Weapons (SSW) MAY operate in FULL -AUTO Mode but NOT shoot in excess of 30 round per second.
3. Operators of a SSW are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
4. SSWs must break the plane of a building on lower floors when shooting out of a building. You do not have to break the plane when shooting from upper floors.
5. SSWs may use winding “High Cap” type magazines
6. SSWs limit 450 FPS and have a Minimum Engagement Distance of 60 feet.
7. SSW's may not be used in engagements from inside to inside(within a building)
DESIGNATED MARKSMAN RIFLE (DMR)
Designated Marksman Rifle is a special purpose weapon; it is a standard infantry rifle equipped with optics that have been enhanced for longer range and accuracy. Some examples of a DMR are M14/21 SVD PSG1 etc –
1. Designated Marksman Rifle (DMR) may ONLY operate SEMI-AUTO
2. Operators of a DMR are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
3. Limit of 450 FPS and a Minimum engagement distance of 60 feet.
4. Carbine rifles do not qualify for DMR
5. May not engage targets within the same building.
BOLT/SINGLE ACTION RIFLES
1. Limit ONE (1) Sniper per squad.
2. Limit 500 FPS and Minimum Engagement Distance of 100 feet
3. Required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
SAFETY KILLS
Safety Kills with a Pistol or Rifle
1. Players DO NOT have to automatically "take a safety kill".
2. Players within a 10 foot engagement range may be "Safety killed".
3. The player must yell out loudly "Safety" at the target and can only "safety" kill one player at a time.
AMMO RESTRICTIONS
Ammo restrictions are fluid for our events, check event details for event restrictions.
SMOKE AND EXPLOSIVES
** RED SMOKE IS RESERVED STAFF ONLY **
1. All simulated explosives must cause a BB Strike to eliminate a player.
2. All player grenades must be thrown under arm, this is to prevent injury.
3. Any Pneumatic/Gas grenades that require CO2 or Green Gas/Propane are allowed.
4. Players may use any “name brand” airsoft grenade (Escort, AI, etc...). No modified grenades are allowed.
5. Ricochets from player thrown grenades is treated as fragmentation and will count as a hit.
6. Any suicide device must be TRIGGERED prior to being shot or captured for search.
7. No explosives, open flame or hot burning smoke will be allowed for fire hazard/safety reasons.
8. Smoke may not be used inside of buildings.
SPORTSMANSHIP, HONOR AND FAIR PLAY
1. Sportsmanship is expected! Please call YOUR OWN hits! DO NOT BOTHER TO CALL ANOTHER PLAYERS HITS – MIND YOUR OWN HITS!
2. Not calling your hits is cheating, and will not be tolerated, period. If you suspect a player is not calling their hits, do not take matters into your own hands. Please bring this to the attention of the event staff.
3. Dead players do not talk! Dead players may only talk quietly to other dead players. Dead players do not shoot their guns, doing so immediately makes you a live target. Dead players do not improve their position, or indicate other players position while dead.
4. Electronic warfare: jamming or listening in the opposition's radio frequency is strictly prohibited (unless cleared by staff).
5. Blind fire: Shooting around corners and not being able to see where your BBs are going is not allowed. Devices that allow you to shoot around corners, such as weapon mounted cameras and mirrors are not permitted.
PLAYER SEARCHES
1. Captured or killed players may be searched by an enemy player.
2. To initiate a search, the enemy player puts his hand on the dead or captured player and will say "I am searching you". At that moment the dead or captured player must relinquish any intel items they have in their possession at the time of the search (intel, kill card, etc...)
3. Players cannot be searched after they have bled out and moving to re-spawn.
PLAYER HITS
A. A BB that strikes a player is counted as a hit. This includes anything worn by the player including backpacks.
B. Gun hits do not count as a player hit.
MOBILE RESPAWN POINTS
Mobile Respawn Points (MRP)/Medic Barrels may be used in game.
1. May be captured by the enemy.
2. If captured, MRP must be broken down into transport configuration to move.
3. if captured MRP will have cool down period determined by event staff before anyone can respawn at the location.
4. If a MRP is being transported by Ground Troops and Troops are killed, the MRP will be left in place.
5. Captured MRP may not be used by opposing team. Tan MRPs can only spawn CRoNA troops and Green MRPs can only spawn AFN troops.
6. MRPs may be transported in vehicles.
7. Troops must wait five (5) minutes at MRP before returning to game play.
8. If a MRP is taking accurate fire, and troops waiting to respawn must leave and go to nearest alternate respawn point.
9. MPR's may not be deployed any closer then 30ft to a building.
PLAYER RE-SPAWNS
1. When a player is hit they may vocally or via radio call for a medic that will attempt to revive them.
2. Once a player is hit they must sit or kneel down, a medic has five minutes to reach them in order to treat a wounded player before they "bleed out".
3. Once a player has "bled out" they must then re-spawn at their nearest Mobile Respawn Point or FOB.
4. Players spawning at their FOB do not need to wait to re-enter the game.
5. Players spawning at a MRP must wait 5 minutes before re-entering the game.
*Squad leaders should be knowledgeable enough to understand when their squad is combat ineffective and re-spawn his/her entire squad*
VEHICLES (POVs)
Definition of Vehicle Type
A. Transport Vehicle
Transport vehicles cannot under any circumstances engage from their vehicle. In order to engage enemy forces your vehicle must come to a complete stop and players must fully egress the vehicle before engaging. This means your feet must be on the ground and exposed when firing.
B. Gun Truck
Gun Trucks may engage from their vehicle. All windows must be opened. Gun ports must be of specified size. The use of camo, mesh netting and Plexiglas add on armor is NOT permitted. Any add on armor of this nature would need to be painted, to not be seen through. Windows and gun ports must REMAIN OPEN for the duration of the event.
POV Rules
1. Unauthorized vehicles are not allowed on the field of play, and are never to be used in a game (unless cleared by staff).
2. Player POVs are limited to 15 MPH.
3. POV drivers must be at least 18 years of age.
4. Players WILL NEVER lie near vehicle roads, trails or in the driving path of any vehicle (USE COMON SENSE).
5. Vehicle must be at complete stop for ingress/egress. Players are not allowed to exit or enter ANY moving Vehicle.
6. Players are never to stand, lay prone or supine next to a moving APC(s)/Tanks/POVs because of the turn radius blind spots.
7. Only HWS launched rockets disable vehicles. Must be a frontal hit (for the driver to see) this does not kill the crew, but only disables the vehicle and forces the crew to exit or concede being killed and ride back to your FOB for re-spawn.
8. If a HWS fired rocket should land inside the crew compartment (front or back) the vehicle and all occupants are considered destroyed and killed.
9. Destroyed POVs must return to their primary FOB and check in with their leadership and serve a 10 minute “repair time”.
10. Players shot inside a vehicle are to follow the normal medic and re-spawn rules.
11. Vehicles cannot be TOUCHED killed by a player because of safety issues.
12. Players must stay a minimum of 10FT from all moving POV. If you are too close, move away.
13. POVs will signal being destroyed by flashing their Hazard lights and / or Hoisting / Attaching a Dead Rag or Red Flag to the vehicle that is visible from all sides
13. No riot shields or removable shielding
*These rules are subject to change during game play to adjust for any unseen circumstances*
LikeShow more reactionsCommentAlright Airsofters, We have been receiving a few questions on FPS so here are our Roles and their specific rules to follow.
ASSAULT WEAPONS/RIFLEMAN
1. Assault Weapons / Rifleman role may ONLY operate in SEMI-AUTO Mode.
2. SEMI-AUTO is defines as one trigger pull per one round fired.
3. Weapons using an external gas source must have a locked regulator to prevent field adjustment.
4. Limit of 400 FPS and No Minimum Engagement Distance.
SQUAD SUPPORT WEAPONS
A squad support weapon is classified as an M249, M60, MG36, RPK, PKM, MG42, MG34 or any "Squad Automatic Weapon" either currently or formerly adopted as a military weapon.
1. SSWs limit 450 FPS and have a Minimum Engagement Distance of 60 feet.
2. Squad Support Weapons (SSW) MAY operate in FULL -AUTO Mode but NOT shoot in excess of 30 round per second.
3. Operators of a SSW are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
4. SSWs must break the plane of a building on lower floors when shooting out of a building. You do not have to break the plane when shooting from upper floors.
5. SSWs may use winding “High Cap” type magazines
6. SSW's may not be used in engagements from inside to inside(within a building)
DESIGNATED MARKSMAN RIFLE (DMR)
Designated Marksman Rifle is a special purpose weapon; it is a standard infantry rifle equipped with optics that have been enhanced for longer range and accuracy. Some examples of a DMR are M14/21 SVD PSG1 etc –
1. Designated Marksman Rifle (DMR) may ONLY operate SEMI-AUTO
2. Operators of a DMR are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.
3. Limit of 450 FPS and a Minimum engagement distance of 60 feet.
4. Carbine rifles do not qualify for DMR
5. May not engage targets within the same building.
BOLT/SINGLE ACTION RIFLES
1. Limit ONE (1) Sniper per squad.
2. Limit 500 FPS and Minimum Engagement Distance of 100 feet
3. Required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.

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