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05/06/12 - OP: HIGH IMPACT 7


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OP: HIGH IMPACT VII 2012

http://www.freewebs.com/ophighimpact/

 

Date: Sunday May 6th 2012

Location: The Circus in Bloomington IN.

Fee: $5 per person paid at the gate or via paypal to Joker_airsoft@yahoo.com

Time: Game BEGINS @ 10:00am and ends @ 6:00pm (8 Hours!)

 

Intel:

Last year the Special Forces Anti-Terrorist Unit went to the ever dangerous Burma to try and stop the terrorist group known as the Freedom Militants.

 

The UN has spent the last few years tracking this mysterious group of FM down to the jungles of Burma (just North of Thailand). Burma is known for its 50+ years of long and bloody civil war. Kill or be killed is an everyday part of the lives of those who inhabit Burma. The UN believes that the FM are there to recruit more members into their terrorist organization or possibly form an alliance, while distributing drugs and trafficking weapons and people on the side for profits to help fund their terrorism.

 

After months of Intel and information the UN has deemed this situation extremely dangerous for the entire world, especially considering their current location. UAVs have also captured pictures of possible Nuclear SAMs (Surface to Air Missiles) and other WMDs. The UN can not afford to let the FM attempt another terrorist attack anywhere in the world. The UN is sending in Special Forces immediately to counter and stop this situation before it escalates and another terrorist attack occurs. Special Forces troops will be dropped in behind enemy lines in a very dangerous and hostile environment. Not only will the SF soldiers be fighting the FM but possibly the civilian / militia as well. You may attempt to establish an alliance or gain Intel from the civilian / militia if you so choose. They may be bribed. They may or may not be friendly and should be considered dangerous until proven otherwise. We do not know if they can be fully trusted.

 

This may be the UN’s last chance to stop the FM’s acts of terrorism. If this mission is a failure the FM could escape and continue their destructive ways across the world. And the UN does not want any more blood on its hands.

 

...End transmission...

 

This event will follow IMPACT Skirmish rules.

 

Age Requirements: You must be at least 13 years old to participate in this game unless otherwise approved by Joker.

 

Special Rules: (Insert Player Kit)

-Bring EVERYTHING you will need to play for eight (8) hours of NON STOP airsoft onto the battle field w/ you. Extra gear will be stored at your teams FOB/respawn, so if you need to, write your name on your stuff. Do not leave the playing area unless it is an emergency and in which case a cease fire may be ordered.

-If you need to leave the field you must tell a staff member (IMPACT).

-You must meet the BDU requirements for your team.

-Bring your lunch/snacks onto the field w/ you. You can keep them at your teams FOB/respawn until your ready to eat. If you do not want to be shot at while eating wear your red death rag.

-Bring lots of water!

-Bring your radio and headset.

-Bring your red or white “death rags”.

-Bring a watch so you can manage your bleed out and respawn times.

-Members of I.M.P.A.C.T. may be split onto both teams to insure fair play during the game and they may switch sides or don an orange/yellow referee vest at anytime during game play. Do not shoot at individuals wearing an orange or yellow vest.

-Since there is no before game briefing you may be quizzed about event rules prior to entering the field. So make sure you have read and understand ALL event rules. If you have any questions ask.

-If you see props anywhere on the field and you do not know what they are being used for or you do not know what to do w/ them DO NOT TOUCH THEM or radio your CO and ask first.

-Dead players can NOT reload.

 

Medic Rules: “Masking Tape Method”

Medics will receive a roll of masking tape. When a player is hit they must place their red rag on their heads and wait for a medic. There is a 5 minute bleed out time. When you are bleeding out you may only talk of you are calling for a medic, thats it dead men dont talk. If a medic can not reach you in 5 minutes you must return to your spawn point and wait another 5 minutes before entering back into the game. If a medic can get to you before you bleed out he can heal you by wrapping the tape around your upper arm. Once you have tape on both arms (healed twice) you must return to your respawn upon your third death and wait 5 minutes. You can take all the tape off your arms and the count restarts.

 

BDU Requirements for teams:

UN Special Forces (Green & must have green top and bottom. NO OD or solid green.)

Woodland

Marpat

Flora

Tigerstripe (Green Style)

British (Green Style)

DPM

Flecktarn

 

The F.M. (Tan & must have tan top and bottom)

ACU

Desert (Any)

Tan / Kaki (Any)

Multicam

Desert Marpat (Darpat)

Desert Tigerstripe

 

Civilian / Militia (*Reserved for IMPACT & EOs)

*Anything goes w/ exception of the above uniforms. Be creative.

OD

Black

Gray

Jeans

 

 

==============

*Roster:

 

UN Special Forces (green):

Comrade Ben (Guffie Coalition) +6

Comrade S-Z (Guffie Coalition)

Guest One

Guest Two

sn1ped34

lumpless

 

FM (tan):

BigAltes (NME) *CO

LittleAltes +1

Zombie

Stamos +2

K.C. +1

Hobbes

Marker +4

 

Civilian / Militia:

Joker (IMPACT)

 

 

 

~Joker

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  • 2 weeks later...

I deleted all posts in this thread because some of you may change your mind about attending after reading ALL of the information. So when you get through reading everything and decide you still want to attend then feel free to post up and I will add you to the roster. Below is the HIGH IMPACT Player Kit, it might look somewhat familiar to some of you. And sorry the pics did not show up.

 

 

 

 

Operation: HIGH IMPACT

Official Player Kit

(Special Thanks to Blade of STRIKERS)

 

Index

Event Introduction

Chapter 1: Event details

1.1 - AO sanitation

1.2 - BDU & Gear (Battle Dress Uniform)

1.3 - Check-in & Chronograph

1.4 - Communication channels and equipment

1.5 - Driving direction

1.6 - Event End

1.7 - Event style details

1.8 - Field details (Staging structure)

1.9 - Field History

1.10 - Items to bring

1.11 - Personal safety equipment

1.12 - Physical and mental requirements

1.13 - Raffle

1.14 - Real emergency and accidents

1.15 - Sponsors

1.16 - Schedule

1.17 - Storyline

1.18 - Waiver

 

Chapter 2: Rules

2.1 - Ammo (Ammunitions)

2.2 - Communication interception

2.3 - FPS allowed (gun power expressed in Feet Per Second)

2.4 - Hit details

2.5 - Item and Players capture

2.6 - Magazine allowances

2.7 - MED (Minimum Engagement Distance)

2.8 - Medic Rules (including respawn)

2.9 - Players conduct

2.10 - Players conflict in the AO

Chapter 3: Roles

3.1 - DS (Demolition specialist)

3.2 - FE (Field Engineer)

3.3 - Leaders (squad, platoon, commander)

3.4 - Medic (Basic)

3.5 - Riflemen

3.6 - Recon/scout

3.7 - SF (Special Forces)

3.8 - snipers

3.9 - Spotters

3.10 - Support gunner (Heavy weapon)

 

Chapter 4: Weaponry

4.0 - AEG (Automatic Electric Gun)

4.1 - Bolt Action

4.2 - Claymores

4.3 - Gas AEG/Bolt Action

4.4 - GBB (Gas Blow Back)

4.5 - Grenades

4.6 - Knifes, bayonets and other blades

4.7 - Landmines

4.8 - Rockets/Grenade Launchers

4.9 - Semi Auto AEG

4.10 – Support Weapons

4.11 – Smoke Devices

 

Chapter 5: Team specific mission details (To be supplied in separate Mission Pack)

5.1 - Field SITREP (known waypoints, FOB, etc)

5.2 - Specific team deployment

5.3 - Missions rules

5.4 - Points acquisition/deduction

5.5 - Team props specific details

5.6 - Missions details

5.7 - Building detail

 

Chapter 6: Appendixes

Appendix 1: BDU (Battle Dress Uniform) allowed

Appendix 2: Radio Comm Plan

Appendix 3: Staging Structure

Appendix 4: Item to bring

Appendix 5: Goggles allowed

Appendix 6: Goggles not allowed

Appendix 7: Waiver

Appendix 8: HIT chart

Appendix 9: Mags not allowed

Appendix 10: Hit procedure (see chapter 2.8)

Appendix 11: Support Weapon chart

Appendix 12: General Field map

 

Introduction

Welcome aboard soldiers,

I would first like to say thanks to all of you for registering once again for our event. For some of you, this will be your first time with us and for others; it is just another chance to be physically challenged by IMPACT. In the end, I hope to provide you with the ultimate airsoft experience, both mentally and physically. And of course I hope that everyone has fun out there.

For all players planning to attend, let me offer one very important piece of advice: This is a MilSim (Military Simulation) style event and Chain-of-Command is critical. Listen to your leaders and follow their directions. Team unity will make a HUGE difference in the field. As organizers, our only function is to provide you with the location, props and scenarios. Mission failure or success will depend on YOU. Work together and this event will be enjoyable and memorable.

The document you are reading is the official, fully detailed, Player Kit. Although it might look very intimidating, it is basically what you’ve already read and may know except that it includes more details on each point. The Player Kit includes a highly detailed index, sorted in alphabetical order, so any questions can be answered easily. There will NOT be a game briefing, which is what this Player Kit is for.

I have made every effort to provide you with all the information you will need to participate in this event. Come prepared and if something STILL doesn’t make sense, please feel free to contact me for further clarification.

Good luck to all of you and may the best team win!

Very special thanks to Blade of team STRIKERS in Ohio for the use of his player kit. Much of the general info and images you will see here is his handiwork. Thank you good Sir.

Regards,

Joker of IMPACT

Organizer of OP: HIGH IMPACT Event Series

Bloomington, IN

Chapter 1: Event details

1.1 AO Sanitation

Joker’s Circus. As a self disciplined airsoft community we need to constantly remind Joker and IMPACT of how much we appreciate their support. One easy way of doing this is to maintain a clean and safe environment. All players are responsible for their own conduct toward the environment. Pick up your trash; respect Joker’s property on site. An AO (Area of Operation) like this is very hard to find and your cooperation will ensure further good relations with the owner.

There is no running water available on site! No electricity available so be prepared with car chargers.

Players will be allowed to use soap but please leave any other cleaning agents at home. Oil, window cleaner, grease, bleaching water, antifreeze and gasoline should not be spilled in the field. These chemicals are toxic to the wildlife.

We EXPECT all players to pick up their bottles, bags, boxes or any other trash from within the AO and staging areas. You can accumulate all trash in a specific area of your FOB (Forward Operating Base) but it would be appreciated if by the end of the day, players would help bring their trash back at the staging area for a single trash pick up. There are trash cans in the staging area.

Please leave the field cleaner than it was when we arrived!

1.2 BDU (Battle Dress Uniform) and Gear

Each team is assigned their own BDU colors. We do believe in friendly fire incidents and Identification requirements; so we offered as many BDU colors as possible, while keeping the team color division as easy as possible.

For UN, Many GREEN based BDU are accepted, except OD.

For Freedom Militants, Many TAN based BDU are accepted.

For Civilian/Militia, civilian clothing is allowed. Black and OD BDU are accepted.

Headgear has to match your assigned team colors because 90% of the time the only thing your enemy will see is the headgear.

Tactical gear (except head gear) does not have to match the BDU colors as long as it does not cover your BDU completely. For example, if you are wearing a TAN vest and are on UN, you must wear a long sleeve BDU with your respective team BDU pattern.

Ghillie suits are authorized; however, each team will obviously need to ID who is wearing such gear so friendly fire will be minimized.

You can carry as much gear as you want. Please make sure to mark all of your equipment. Marked items are much more likely to be returned to proper owner if they end up Lost/Found.

Players caught stealing another persons property will be dealt with extreme prejudice. Consequences range from immediate field expulsion to law enforcement involvement. Just don’t try.

Note: Please see Appendix #1 for BDU color chart

1.3 Check-in & Chronograph procedure

On arrival you must try and park inside the gate if your vehicle will allow for it. Please keep all weapons inside of bags and cases if you are parked near the road. All players MUST stop and check in with a member of Event Staff before entering the field. This is a closed event. If your name does not appear on the official roster, you will NOT be allowed to enter.

All AEGs, GBBRs, and Bolt Actions will need to be chronographed before entering the AO. Guns with high FPS will be tagged and logged in the player database. All players using a registered weapon will be held responsible for any fps discrepancies during the event. Several tricks are known for FPS cheating and Organizers reserve the right to randomly spot check any gun/ammo at any time during event. FPS violations will be dealt with severely.

Players should approach the Chrono Station ready to be deployed (you may not be able to return to staging area). They must show up with the guns battle ready (battery connected and working weapon) and an empty magazine for each weapon ASAP. (See Appendix #3 for Chrono location). The controller will have loader and bbs available.

Each weapon will be chronoed with 0.20g 6mm BBs (except 8mm weapons). Special weapons will be treated on a case by case basis. Organizer decisions are final. The FPS limits for this event are described in chapter 2.3.

All weapons will be tagged depending on their FPS. Any weapon found in the AO without a tag will be spot checked. If said weapon is above the FPS limits, the offending player will be asked to leave the field without refund. A warning to his affiliated team will also be given.

1.4 Communication Channels and Equipment

Each team will have dedicated channels for their FRS radios. Unless specified by mission, frequency monitoring will not be tolerated. Any player caught monitoring other channels will be expelled and a warning given to his affiliated team. Please see Appendix #2 for Comm Plan. Teams are responsible for their own communications, meaning you are responsible for your own radio traffic. Keep comms brief and to the point.

1.5 Driving direction

The links below are the general driving directions. Players should easily find the field with the links provided below. If not, www.yahoo.com has a good map feature. You just need to select the “driving selection” tab and enter both your starting point and the field address (39.192307,-86.57817 N Curry Pike Bloomington IN 47404)

1.6 Event End

The event is scheduled to finish at 1800 on Saturday. We are expecting all players to take care of their own trash. Trash cans will be located throughout the staging area. We also expect all players to recover anything (guns, gear, clothing, supplies, etc) they could have left in their FOB or any other location in the field. We are lucky to be allowed to use this field, let’s make sure we will be allowed to come back again.

1.7 Event style details

This event is based around a Milsim (Military Simulation) system. We all know that many players/organizations hold different views on what should be considered Milsim. I wanted to offer something that was both enjoyable but also harder than standard events. This event will focus more on accomplishing mission objectives than on how many kills you inflicted.

Our Milsim events use a Chain-of -Command, which MUST be respected by all players. We also use mission oriented scoring, limited magazine capacities, a medic system, non-stop game play and last but not least, the honor system (please read chapter 2.9).

1.8 Field details (staging area structure)

The staging area is right on top of the parking area, very easy to find. Once you are ready to proceed into the field walk towards the tables to the check-in and chronograph areas. Once enough people have checked in and chronographed they will be taken to there team’s FOB.

1.9 Field History

This field is family owned property that has been in the family for about 50+ years. Joker grew learning to shoot RS in these very woods. Joker’s Circus has been used for airsoft events by IMPACT since 1998. Events as small as 2 vs. 2 all the way up to 100+ player events have been hosted here over the years. The field has undergone many changes to better everyone’s playing experiences. The field is small but offers many different types of terrain. The properties surrounding the Circus are being bought up by large companies and being developed into strip malls, businesses, and fast food restaurants. So we have no guarantees as to exactly how long we will be able to use this location for events in the future. But still in use after 14 years of use and abuse this AO has proven itself time and time again.

1.10 Items to bring.

While we can’t force you to bring anything in particular beside the mandatory items, we can strongly recommend a list of items that you will need on and off the field;

- Spare clothes for rainy days or sunny days. We play Rain or Shine! Your spare items should at least include spare socks, shoes and clothing appropriate to temperature and weather.

- Sleeping gear if you have the intention to camp.

- A minimum of 3 gallons of water per player. Players didn’t come prepared and couldn’t handle the heat. Drink a lot of water beforehand!

- 2 Red rags. If you do not have your red rag after getting hit, expect to be shot over and over again. (Notice: a red rag does not 100% assure you of not being shot again after calling out, but it SURE helps).

The complete item list can be found in Appendix #4

1.11 Personal safety equipment.

Organizers will monitor all players throughout the day and we expect each player to police themselves as well as their teammates. As with most every IMPACT event, only ANSI 87.1 rated goggles will be allowed in the field. Goggles also have to be full sealed and retained by a full strap. Please review the Appendix #5 and #6 for goggle restrictions. NO MESH GOGGLES ALLOWED.

It is recommended to use a full face mask, but it is not mandatory. Teeth protection (i.e. mouth guard) is also a good item to carry around. Combat or hiking boots are required. This is MilSim, No running shoes! We also recommend that players wear long sleeve tops and full pants to avoid scratches, bruises, bug bites and poison ivy.

1.12 Physical and mental requirements.

Many of you have played at “Joker’s Circus” before and you already know the type of field you are getting into. I planned the event so you shall be physically and mentally exhausted by the time the event ends. Obviously, some players will handle it better than others. For those not in good physical shape, stretch before your deployment. It will save you some pain later on. Estimate your loadout properly. Being too heavy will not help you, and in fact, will be your downfall during the afternoon. Some objectives will be in the sun most part of the day. Make sure to hydrate and take some time in the shade.

Water will save your day. Water supply is now mandatory at this field. Failure to bring enough water will most likely get you carried off the event with heat exhaustion. Taking short breaks will also help.

This event is using a Chain-of-Command system. It might involve high rank officers or simply squad leaders. In all cases, you, the player, have to follow the orders. Failure to do so will probably make you regret being there. The Chain-of-Command is usually selected from veteran/trusted players and it’s up to you to follow their commands whether they are right or wrong. If you disagree with command decisions, sign up to take their place next year and MAYBE you’ll do better.

If you want to play on your own, you will most likely end up wondering what the heck the event was about. So stay focused, follow the plans (if any) and you should know what/why things happened during the event.

1.13 Raffle.

We may or may not have a raffle depending on the retailers that show up to our event. You will find out at the events conclusion.

1.14 Real emergencies and accidents.

Local authorities are aware of this event and medics will be on alert for us. We will also have first-aid kit and medical equipment on hand. A few attending players also have the training to assist if needed. Please take the time to inform your relatives of what/where you are. A few IMPACT members are also fully trained for some medical emergencies.

The primary number to call in case of emergency is of course 911.

1.15 Sponsors.

We would like to take few seconds and say a big thank you to all our sponsors. This list can change without notice.

Sponsors are still unknown at this time.

1.16 Schedule.

Since this is a large event, we ask that players follow the schedule below. The starting time is sharp! If you are late, your team will start without you. Please try to get everything done in a timely manner.

Saturday, May 5th

0600 Gate open

0700 - 0900 Chrono check-in for all, Deployment for all.

1000 - 1800 Game On! (8 Hours!)

1800 End of the game

1830 - 1900 Raffle (if applicable)

 

1.17 Storyline.

Please see the Event post in the events section on the forums. Please also visit: http://www.freewebs.com/ophighimpact/ for other details.

1.18 Waiver.

All players shall provide a signed waiver upon their arrival. All minors (17 years old and below) must have their waivers signed by their parent or guardian. If you already have an IMPACT waiver on file you are good to go.

Waiver can be found on Appendix #7

Chapter 2: Rules.

2.1 Ammo. (Ammunition)

ALL PLAYERS ARE ENCOURAGED TO USE BIO DEGRADABLE AMMO!

There will be no ammo restrictions for this event. Players can bring as much ammunition as they want into the AO, as long as it is carried in legal containers such as low/reg/mid capacity magazine, bags, boxes, crates, etc.

Drum/Cmag/box/electric magazines cannot be used as BB containers.

Players can use manual loaders in the field and electric loaders outside the playing field (staging area).

2.2 Communication interception. (radio scanning)

Frequency scanning is not allowed unless specified by mission. Organizers and key players will have scanning capabilities and will make sure there is no infraction on this subject. Players caught scanning frequencies will be expelled from the field and a warning will be given to their affiliated team. A second offense on the same team will expel both player and affiliated team off the field.

2.3 FPS Allowed. (Feet Per Second a gun can shoot)

All weapons have to follow specific power limitations. Please read the list below. No deviation will be tolerated. These are ABSOLUTE LIMITS, which means NO overages will be allowed.

- GBB needs to shoot below 400fps.

- SMG needs to shoot below 400fps.

- AEG (full auto capable) needs to shoot below 400fps.

- AEG (semi only, full auto permanently disabled) needs to shoot below 500fps.* **

- Support Weapon needs to shoot below 400fps.

- Grenade Launcher needs to shoot below 400fps.

- Sniper Rifles (Bolt Actions) needs to shoot below 600fps.* **

· * Only players above 18 years old are allowed to handle weapons with FPS higher than 500fps

· ** All weapons over 400FPS will be STRICTLY monitored in the field for MED compliance.

2.4 Hit details.

To avoid any confusion, everything except a gun-in-hand will be accountable for the hit. This means that every BB hitting bags, hats, rags, shemaghs, boots, etc will count as “hit”. Any holstered or slung weapons being hit will also count as a legal hit. As soon as hit, please follow the medic rule (Chapter 2.8).

2.5 Item and players capture

Some players might be taken prisoner. Players might have items which can be taken from them. The procedure for item search/seizure is simply to ask the player having the possible item to hand it over to you in a polite fashion. The proper way to ask is “I am searching you, do you have items I can seize”. The procedure to capture a prisoner is to simply say “You are my prisoner, please follow me”. If the said player is actually not available for capture (depending on his own role), he will reply “I can’t be captured”. Otherwise, he will automatically comply.

You do not have to touch the player involved, he will be forced by his sportsmanship, to hand the item to you or start moving without resistance. If you fail to ask, the player does not have to give you anything or follow you. If you fail to keep an eye on the prisoner, he can also try to escape. If he does and you shoot him, the prisoner will automatically be captured for 30min without a chance for escape.

If a player gets hit while carrying a captured object, that player maintains control of that item unless he/she is asked for it by a friend or foe. See above.

Seized items can be retaken again, unless dropped in secure areas, which will be clearly identified as “secure area, do not move any object”. The player who does not respect these guidelines will penalize his team either by being expelled or by point penalties.

2.6 Magazine Allowances

Magazine restrictions will be used for this event:

- ONLY Low/Reg/Mid capacity magazines are authorized. These mags are defined as any non-winding magazine with a BB capacity of less than 160 rounds.

- ONLY support weapons will be allowed to use cmag/drum/electric/box mags.

-

Note: Random magazine checks will be done throughout the event.

2.7 MED (Minimum Engagement Distance)

The following engagement rules must be obeyed at all times (FPS measured with 0.2 gram BBs):

0-350fps (1.14 joules): Full Auto, no minimum engagement distances.

351-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.

400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.

450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.

501-600fps (3.35 joules): Semi Auto only, 100' minimum engagement distance & you must be at least 18 years old. A back up weapon or sidearm is strongly recommended.

- Rocket Launchers (nerf) have 50ft engagement distance (using Green/TOP/Propane gas).

- Rocket Launchers (nerf) have 125ft engagement distance (using CO2 gas).

* We strongly warn players not to abuse this rule. Please use common sense. Ask for a “Parlay” or “Surrender” at extreme close range. Do NOT aim at the head at close range.

2.8 Medic and respawn procedures

This event will use a medic system. It is important that all players read carefully the following:

 

- Unless there is a real life medical issue, the wounded player cannot use his radio.

- The wounded player can be used as a shield ONLY if he decides to be used.

- The wounded player must act as in a none-threatening manner, otherwise might be fired upon.

- The wounded player, unless in a life threatening location, cannot move until his bleeding or healing time (see below) are completed.

- If the wounded player is not reached by the medic within 5 minutes of being hit, the wounded player bleeds out and must walk to their respawn point. (see point #10 below)

- If the medic reaches the wounded player in time, this procedure must follow:

 

1. All Medics will be given a roll of masking tape at the check-in.

2. Tape must be wrapped (at least once) around dead players arm.

3. When hit, player immediately displays their RED DEATH RAG, sit down and calls for “Medic”.

4. Dead players can NOT speak ANY other words except “HIT” or “MEDIC” when dead. Dead Men Don’t Talk!

5. Only Medic player can “heal” the dead player simply by moving to their location and WRAPPING THEIR UPPER ARM WITH TAPE. Only Medic can heal medic.

6. Dead players can not move toward any live player; however, dead players can be “carried” to safety if a live player touches them and WALKS them out of danger. NO RUNNING.

7. Dead player is IMMEDIATELY healed and ready for action once tape wrapping is complete.

8. You can be healed by a medic twice before you must return back to your teams respawn. Once there you can then remove the tape from your arms and the count resets.

9. AFTER the 5 minute bleed out, if you have not been healed by a Medic player must find their team respawn. Once at your teams respawn you must then wait 5 more minutes before returning to the game.

10. You DO NOT have to wait for the 5 minute bleed out time if you don’t think a Medic will get to you in time, you can just go straight to your respawn and wait the 5 minutes there.

 

We feel that these rules will keep game play moving and simulate battlefield wounds. Use your 5 minute respawn time to rest and rehydrate. Teamwork will be important with these rules. Don’t wonder off on your own because no one will be able to tie a knot for you (See rule #5)

There will be specific respawn points for this event.

2.9 Player conduct.

All players are expected to behave in the staging and playing area. Being said, all players should:

- Play with honor and integrity. Airsoft depends on sportsmanship so CALL YOUR HITS.

- Dead players don’t talk or gesture. Call for a medic, nothing more.

- Respect the environment. Trash cans are there for a reason.

- Animals can’t shoot back, leave them alone.

- Foul language will not be tolerated. Not everyone thinks cussing and yelling is cool; keep it to a minimum and to yourself.

- Physical contact between players of an aggressive nature will not be tolerated. Players involved in any physical aggression will be expelled, suspended or turned over to local Police.

- We are all friends. Always take care of the guy beside you, friend or foe. If you have any doubts about a player, don’t be shy to ask if he needs assistance, even if it is just for some water.

2.10 Player conflict in the AO.

As stipulated in 2.9, physical contact of an aggressive nature will not be tolerated. If you find yourself involved in a conflict situation (cheating, rule bending, etc), your duty is to ask for a parlay and also ask for a squad leader to be present (as a witness). If the conflict would involve a squad leader, request another one. If an agreement can’t be reach between the player and with the involvement of the squad leader, request a referee or an organizer to be present as they ultimately have the last word on the decision.

Under no circumstances should a conflict be handled with violence. No matter who started a physical fight, both players will be expelled from the field and will not be invited back. Furthermore, the affiliated team will also receive a warning, meaning they will be on high scrutiny from that moment on. A second incident will expel the whole team from the field. Field privileges will also be suspended.

Chapter 3: Roles

3.0 Rifleman

The rifleman also known as the infantryman or grunt is the core of most army around the world. In airsoft, we like to bring it back to basic. A rifleman can carry anything but the specialized weapon such as the SAW or a grenade launcher. As soon as he does, he becomes a specialized role player. He has no weight or load-out limitations. He also follows the regular medic rules. He also follows the ammo and magazine rules/restrictions.

3.1 Support Gunner (aka saw gunner)

The S.G. is the guy holding the big boy. Anything considered a support weapon is allowed for him. Some example would be the M60, M249, RPK, HK21, MG36, etc. The airsoft replica must mimic the real steel counterpart as much as possible (i.e. optics are usually not considered). Such guns allow the use of drum, box or C mags but also high capacity magazines. The support weapons are the only replicas allowing the use of such magazines.

A S.G. can’t carry 2 specialized weapons or fulfill two roles at the same time. For example, a saw gunner can’t be a medic unless specified in the missions

3.2 Designated Marksman / Sniper

While the use of snipers and DMs in airsoft are questionable, we still have to define what they can do for us.

In airsoft, the DM is the player running around with a semi-auto rifle able to shoot 400-500fps. His job is to provide longer range and accurate fire on the enemy. The DM is usually attached to a squad but we are not enforcing it so far, which mean DM can easily go on its own when needed. Like the Support gunner, the DM can’t carry 2 specialized weapons or perform 2 roles simultaneously.

3.4 Demolition (grenadier)

The Demo guy is the one with all the loud gadgets. M203, M79, AT4, claymore, he’s got them all. For airsoft, he is the one in charge of the rockets and shower shells. Only he can carry the approved rockets (i.e. Nerf rockets).He has no limitation on the number of 40mm shell to carry but can’t have more than 3 rockets. As the rockets are not re-usable in the same scenario, he can go back to the armory to get more or to “respawn” his 3 rockets. The Grenadier can carry a launcher and a regular carbine/rifle. He can’t carry any other specialized weapon (i.e. a SAW) and can’t do dual roles.

3.5 Medic

As much as some of you would like to be important in the battlefield, no one is more in demand and loved than a medic. When a medic system is in place, he is the only one that can “save” your life. Please see the medic rules section 2.8 for more details. The medic can’t do dual role during the event. The medics can be changed between players on the same team but only on the hour, for example 1400, 1500 ect….

Chapter 4: Weaponry

4.0 AEG (Automatic Electric Gun)

The AEG is the most common weapon on the field. They are battery operated and the power is below 400FPS (Feet Per Second) with 0.20g BBs. Power means the force whereas the bb will come out of the barrel.

Such weapon can use all type of mags except Cmag, Drum mag or Box mag.

4.1 Bolt Action

The Bolt action rifles are either gas or spring powered. The power is lower than 600fps with 0.20g bbs. The gun can use cartridges, magazines or clips. The bolt action rifle can’t be semi or full auto capable.

4.2 Claymores

Claymores can be activated either remotely or hard wired. The only claymores allowed at this time are the BB claymores, which means when detonated, a rain of BBs will come out and hit the player. The killing radius depends on the BBs power, which has to be less than 400fps with 0.20g bbs. Only the player getting hit by the BBs is actually considered “hit”. The claymore owners are responsible for their claymore and need to keep track of where they put them.

4.3 Gas AEG/Bolt Action

All gas powered weapons need to be regulated frequently during the day. As the day get warmer, such guns have the tendency to increase FPS. We do not recommend the use of these weapons at our events for the above reason. Gas powered AEG/Bolt weapons are subject to FPS spot checks as ambient conditions change.

4.4 GBB (Gas Blow Back Pistols)

Gas pistols are what they are: pistols. They are not meant to be support weapons or sniper gun. Pistols have to chrono below 350FPS with 0.20g bbs.

4.5 Grenades

Only tennis balls, AHG grenades, or Tornado grenades will be allowed for this event. To be hit by a grenade, the BBs being expulsed from the grenade need to hit the player. A grenade explosion by itself is not enough to count toward actual hits. Tennis balls have a 10’ kill radius from their stopping point.

4.6 Knife, bayonets and other blades

We consider a blade anything more than 2 inches long. Such blades will be strictly prohibited inside the playing zone. Plastic & rubber blades will be allowed in the playing zone but should be kept in gear at all times. Player found with a real blade in the field will be expelled immediately as well as giving a warning to their affiliated team. Simulated “Knife kills” will be allowed. But we prefer if you are close enough for a knife kill, draw a sidearm and “BANG Kill” the opposing player.

4.7 Landmines

Landmines may be used for this event. The killing radius of the mines is 10ft. Other mines may be used for mission purposes by the organizers. If it breaks under your steps it is considered detonated and you are dead as well as the surrounding players with in the 10ft.

4.8 Rocket and grenade launchers

Nerf Rocket will be allowed for building and or vehicle destruction. A single hit inside a building is enough to kill all players inside the room. The rocket has to be launched from his MED.

Vehicles can be destroyed with 2 shots. The first shot will disable the vehicle. All players (except driver and gunner) on board need to get out of the vehicles. A second hit will destroy the vehicle and everybody inside it. A disabled vehicle needs to wait 15 minutes before being considered “repaired”. A destroyed vehicle must exit the field for 30 minutes. Obviously, someone in/on the vehicle must witness the rocket attack for it to be valid.

4.9 Semi-auto AEG

A semi-auto AEG is any weapon which as the full auto capability removed permanently. Such modification allows the player to use the gun up to 600FPS instead of 400fps (for those over 18). Please see chapter 2.3 for FPS restrictions.

4.10 Support Weapon

A support weapon is any weapon replicating real life support weapon (i.e. interchangeable outer barrel, bipod, etc) and has a box type magazine. Support weapons are allowed up to 450 FPS (for those over 18). Support weapons are limited to 1 per 4 man squad. Appendix 11 lists example of some approved support weapons.

4.11 Smoke Devices

Smoke producing devices are allowed but we prefer that they are “cold burn” variety. Cold burn is defined as any device that does NOT require an open flame to ignite AND during its operation, does not expose an open flame. But “Hot burn” are also allowed, players need to make sure no fires are started.

Chapter 5: Mission Details

(Missions will be handed out on game day to your teams CO. It will be his responsibility to decide who does what missions).

Chapter 6: Appendix.

Appendix #1: BDU (Battle Dress Uniform) allowed.

UN:

Woodland Digital Flektarn Marpat DPM Russian

Woodland

Freedom Militants:

Desert Desert Desert Multicam Desert Desert Desert ACU

3 Colors Marpat Tigerstripe CADPAT 6 colors DPM

Civilians:

Civilians OD Black

Appendix #2: Radio Comm Plan

FRS Channel #1 – EMERGENCY / ORGANIZER

FRS Channel #2 – Civilians

FRS Channel #4 – UN

FRS Channel #5 – UN

FRS Channel #6 – UN

FRS Channel #7 – UN

FRS Channel #8 – UN

FRS Channel #9 – UN

GMRS Channel #15 – UN

GMRS Channel #16 – UN

GMRS Channel #17 – UN

GMRS Channel #18 – UN

FRS Channel #10 – FM

FRS Channel #11 – FM

FRS Channel #12 – FM

FRS Channel #13 – FM

FRS Channel #14 – FM

GMRS Channel #19 – FM

GMRS Channel #20 – FM

GMRS Channel #21 – FM

GMRS Channel #22 – FM

Appendix #3: Staging area structure.

Sorry no picture, pretty self explanatory.

Appendix #4: Items to bring.

- Proper BDU (depending on your team).

- Approved goggles (ANSI Z87.1).

- Spare lens (optional).

- Anti-Fog products.

- Combat or hiking boots.

- Spare pair of socks.

- Flashlight (for evening and campers).

- Spare dry clothes (if rain would occur).

- Spare shoes (see above).

- 2 red rag (one spare).

- A map of the field.

- 2 to 5 gallons of water.

- AEG Battery charger (need to be useable on car).

- Signed waiver. See appendix #7

 

Appendix #5: Goggles allowed;

 

 

 

Appendix #6: Goggles not allowed;

 

 

 

Appendix #7: Waiver:

 

THIS IS A RELEASE OF LIABILITY – READ BEFORE SIGNING

NOTE: THIS FORM MUST BE READ AND SIGNED BEFORE THE

PARTICIPANT IS ALLOWED TO TAKE PART IN ANY TEAM I.M.P.A.C.T. EVENT. PLEASE PRINT THIS FORM AND BRING WITH YOU.

 

PARTICIPANT’S NAME _______________________________________

CALL SIGN _________________________ DATE OF BIRTH ______________

 

IN CONSIDERATION of being permitted to participate in any way in the sport and activities of Airsoft under the auspices of Team I.M.P.A.C.T., I acknowledge, appreciate, and agree that:

1. The risk of injury from the activity and weaponry involved in Airsoft is significant, including the Potential for permanent disability and death, and while particular protective equipment and Personal discipline will minimize this risk; the risk of serious injury does exist;

2. I KNOWINGLY AND FREELY ASSUME ALL SUCH RISKS, both known and unknown, EVEN IF ARISING FROM THE NEGLIGENCE of those persons released from liability below, And assume full responsibility for my participation; and,

3. I understand that the activities of Airsoft are physically and mentally intense. I understand the Rules of play and will comply with all rules and regulations. If I observe any unusual or unnecessary hazard during my participation, I will bring such to the attention of the nearest official as soon as practical; and

4. I, for myself and on behalf of my heirs, assign, personal representatives and next of kin, HEREBY RELEASE AND HOLD HARMLESS FROM LIABILITY TEAM I.M.P.A.C.T., the owners and lessons of premises used to conduct the Airsoft activities, their officers, officials, agents and/or employees(“Releases”), WITH RESPECT TO ANY AND ALL INJURY, DISABILITY, DEATH, or loss OR damage to person or property, WHETHER CAUSED BY THE NEGLIGENCE OR THE RELEASEES OR OTHERWISE, except that which is the result of gross negligence and/or Wanton misconduct.

5. I understand and agree that this Release of Liability Agreement covers each and every Airsoft Activity and event in which I participate hereafter.

 

I HAVE READ THIS RELEASE OF LIABILITY AND ASSUMPTION OF RISK AGREEMENT, FULLY UNDERSTAND ITS TERMS, UNDERSTAND THAT I HAVE GIVEN UP SUBSTANTIAL RIGHTS BY SIGNING IT, AND SIGHT IT FREELY AND VOLUNTARILY WITHOUT ANY INDUCEMENT.

 

X______________________________________________________

Date Signed __________________

 

Phone # ________________________________

E-mail Address ______________________________

 

Address ________________________________________________________________________

 

City ___________________________________ State ____________ Zip ____________

 

FOR PARTICIPATNS OF MINORITY AGE

(UNDER AGE 18 AT TIME OF REGISTRATION)

This is to certify that I, as parent/guardian with legal responsibility for this participant, do consent and agree not only to his/her release of Team I.M.P.A.C.T. and all other Releases but also to release and indemnify the Releases from any and all liabilities incident to his/her involvement In these programs for myself, my heirs, assigns, and next of kin.

 

X____________________________________________________

Date Signed __________________

 

Emergency Phone # ____________________________________________________

 

 

 

Appendix #8: the hit chart;

The following chart shows where a player can be hit and will be acknowledged as a direct hit;

 

Appendix #9: mags not allowed, except for support weapons;

Appendix #10: the hit procedure;

See medic rules section 2.8

 

Appendix #11: Support weapons;

 

 

Appendix #12: Overall field map. This is approximate due to the fields small size.

 

Key:

Lime Green = field boundary

Purple = main trail and path

Blue Square = teams FOBs

Red X = possible areas of interest / bunkers

 

 

~Joker

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Guffie's down sign us up for green team approx 5-6 tentative right now.

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This event is still about 3 weeks out so lets get some more players on this roster.

 

~Joker

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I think I can go to this, but I am unsure at this point. If I do go I may be bringing a couple of friends.

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So it looks like I am going to have to push this event back a day. My younger brother's girlfriend is graduating from Ivy Tech and I told her that I would attend. Little did I know that the date would fall on the same day as this event... I appolgize for any problems that may cause for those of you planning on attending.

 

~Joker

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Now we are talking, if you guys don't mind I would like to volunteer for CO for the F.M. :frantics:

I will talk with my merc brothers in arms to find out if they are rolling with us.

So boys and girls come join your anarchist brothers and stomp all over the UN.

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Hope to make this event! Waiting to see how many SIPA members will be attending as well! Will let you know asap.

Plan on being FM but will let you know for sure soon.

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So it looks like I am going to have to push this event back a day. My younger brother's girlfriend is graduating from Ivy Tech and I told her that I would attend. Little did I know that the date would fall on the same day as this event... I appolgize for any problems that may cause for those of you planning on attending.

 

~Joker

 

Has the event been moved to the 5th, or is it still planned for the 6th?

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Has the event been moved to the 5th, or is it still planned for the 6th?

 

Sorry that was a little confusing. The date was origionally the 5th but is NOW planned for Sunday the 6th.

 

~Joker

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Sorry that was a little confusing. The date was origionally the 5th but is NOW planned for Sunday the 6th.

 

~Joker

 

DAMN... We already committed to the BBE Event in Simpsonville, Ky. that day. Hopefully we can make the next one.

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What if you are a newer player and would like to play but you dont have all the required gear such as the correct clothing, a radio, and such due to just entering the sport? Is this not really an event for beginners due to the higher gear requirements?

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.

What if you are a newer player and would like to play but you don't have all the required gear such as the correct clothing, a radio, and such due to just entering the sport? Is this not really an event for beginners due to the higher gear requirements?

 

You would be right about this not being the best game for beginners, but at the same time I would like to propose something for you Joker

If you don't know boys and girls, hosting games generally are not a easy thing to put on, and Joker has always put on some great game's over the years. Now with that being said, us Airsoft players are some times a finicky bunch and for some reason some games you just cant get a lot of the vets going, OP:High Impact might be one of those events. I have been watching the roster and now that the game is on a Sunday, maybe we can have more of a introduction to mil-sim type of thing, that way more of the newer players wont be afraid to come out and learn some things to get ready to handle a bigger game (See Blind Fury thread ;) ).

Anyway, just a thought from the old guy :D

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What if you are a newer player and would like to play but you dont have all the required gear such as the correct clothing, a radio, and such due to just entering the sport? Is this not really an event for beginners due to the higher gear requirements?

 

I would prefer you to have all the required items but things like a radio while important, on this field you will be OK with out one. Keep in mind that the camo listed is not everything, just a general idea. So as long as you are wearing a full set of green or tan as long as it is not a civilian camo pattern that I have listed you will be fine. Gear color does not matter.

 

After looking at the roster (and the lack of players currently) come game day things will more then likely have to be modified to better fit the small number of players. Luckily I had planned this game for about 60 players or less anyhow so it should not be to hard to change things on the fly. Altes I will be taking your post under advisement and chances are high that this event will be less intense then originally intended to accomidate the newer players in attendance. I can promise that this event WILL be much SLOWER pace then a lot of games you guys are used to playing. MilSim is not always COD run and gun so please keep that in mind.

 

~Joker

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