Friday Night July 25th | Coles Airsoft Field | $10 for night portion | $35 for both
18:00 Parking lot opens | This event has special rules | Please see basic Requirements
CIA operatives have filed their report, a terror attack is imminent. The leader of this attack is lost in the wind, however, intel suggests that his second in command is hiding in a self-sustaining remote villa. It is your task to take a squad of up to 6 men, infiltrate the villa, remove the threats, intel, and return to the LZ. As this is in territory that is sovereign to another county, leave nothing behind, and be fast. The mission clock is 30 min, any longer…we never knew you.
Engage in a simulated milsim mission against a trained NPC force that will put your team's skills to the test, along with pitting you against other teams in the ranking of your mission execution.
While the mission clock is only 30min, you are invited to practice your skills in team on team play in the “training” area. Here you will play simple capture and TDM modes for whoever wants to participate.
Friday Night Phase
18:00 Parking lot opens; Participants gear up
18:30 Check-in tent opens
19:00 Gear inspected; Guns chronographed
20:00 New-player orientation
20:15 Factions finalize
20:30 Training Area Brief and instructions
20:45 First Mission Run
Times after this are subject to change by small amounts
21:15 Second Mission Run
21:45 Third Mission Run
22:15 Forth Mission Run
22:45 Fifth Mission Run
23:15 Sixth Mission Run
2330 Seventh Mission Run
0015 Eighth Mission Run
0045 Ninth Mission Run
0115 Last Mission Run
ALL PLAYERS IN TRAINING ZONE OR PARKING LOT are encouraged to run channel 2 to get updates and requests to start their scenario . Training Zone will operate under normal hit respawn rules and players will be limited to SEMI only, unless using a designated LMG.
Factions:
This scenario is adaptive to the players, You will be informed of your weapon clearances at your brief. Infiltration Squad weapons will be assumed to be suppressed, all others will not.
Your Team: Radio Channel to be Selected by team.
A squad of 2-6 players may engage in this action, please have the below form prepared at your time of sign up. Your team will be placed in a timeslot and your squad leader will be informed. Please arrive at the briefing tent at your designated time having completed safety and chronographing testing, prepared to enter combat. All team members are not required to arrive to run the simulation, and swap outs are allowed with notice. If you are late to your time you will be moved to the next time slot. If a mission is completed before the 30min time we will attempt to reach you on channel 2 to request early entry.
Opfor: Channel 1
This is a team that has been selected by game runners and will function in roles as an opfor villa would. These are experienced and trained roleplayers who will be playing their roles and engage in the mode they have been instructed. This means you can attempt to use stealth, can expect things to not always be as they seem, and should have awareness of your surroundings.
Civilian: Channel 1
This is a team that has been selected by game runners and will function in roles as civilians. These are experienced and trained roleplayers who will be playing their roles and engage in the mode they have been instructed. This means you can attempt to use stealth, can expect things to not always be as they seem, and should have awareness of your surroundings.
Unique hit and respawn rules:
CIA Faction
Once hit you HAVE the ability to call out where enemies are, UP to three min. Your designated medic has up to three min to place a bandage on your affected limb to get you back into play. Hits to limb and body may have as many bandages as supplied applied, however if you are hit in the head only one bandage can be applied. If you are hit in the head again you are ghosted. If you are not treated in the 3min you are ghosted. If bandages run out, you will ghost after your 3min. A medic can be healed by any live player.
Ghost state: You can be left behind, or “dragged” in this state you may not discuss the game or events with other players. Generally try not to be a hindrance to play or points will be docked. If you are left behind this will reduce points given, so don't wonder off, your team may be back for you.
Please read the other rule sets to allow understanding of opportunities
OpFor:
Outside of the Villa all hits lead to a 5 min stay in place unless dragged. If you are hit in the head you are unable to be interrogated, only state “hit in head”. If hit in another area you are to follow your player card instructions. You can be interrogated by an enemy, dragged, or even healed by a medic. After 5 min report to the villa to respawn with a new player card and ROE . You will not be allowed to disclose any information you may have gleaned from your past life. 200ft around the villa you have a 5 min bleed out, with a respawn of the main road. Unless the siren has been activated you are to act as if the villa is secure on approach. If the siren has been activated the villa is an active fire zone.
You may surrender for interrogation or if hit, be bandaged by the CIA in your bleed out, to allow interrogation. Follow your player card for information you may give when you can give it. Once you have been fully interrogated you are allowed to respawn.
Civilians:
If you are hit callout for support, you will have 5 min to be healed in which you could be healed, if not then respawn with new role and player card. If you are healed by CIA forces you are to provide your intel and follow instructions given by CIA operatives. Use of weapons is allowed, please reference your player card for.competency.
This is a ranked event. Scoring will cover use of resources, collection of intel, civilian deaths, completion of the mission, appropriate management of combatants, and effective team work. You will not score well if you go off alone and try to run and gun it all down. Stealth is not mandatory, however the role players will assume you are using suppressed weapons, and the leader can escape from the compound if spooked too soon. Pay attention to your mission brief to see options.
The Top ranking squads will be placed on the American team for the Saturday portion with the top two squads having special placement on the field. The lower half of scoring will be placed on the Civilian team, with the two least performing squads starting OpFor
Saturday July 26th | Coles Airsoft Field | $20 for day portion | $35 for both
08:00 Parking lot opens | Coles standard rules | Please see basic Requirements
CIA Operatives have confirmed that there is an attack on our embassy in Libya planned. Army forces have been deployed to assist in the evacuation of our people.
THIS PORTION WILL USE STANDARD SPAWN RULES, WITH EXCEPTION OF EMBASSY RP
08:00 Parking lot opens; Participants gear up0
8:30 Check-in opens at Shop
09:00 Gear inspected; Guns chronographed
10:00 New-player orientation
10:15 Factions finalized
10:20 Field insertion
10:40 Faction mission briefings
11:00 Startex when commanders are ready
16:00 Endex; Debriefing
CIA: Two top squads will start the game in BRAGG and respawn there. They will be tasked with securing the route from BRAGG to RUSHMORE and supporting the Army in holding off the attack. They will have to keep an eye out for OpFor who may want to attack them.
Spawn: Bragg
Armband color: Green
Mission: Secure a trail from Bragg to Rushmore, Support Army
Army: The Army team will start at Second parking lot and move to CAMPELL to secure the civilian RPs that are preparing to leave. This will lead to shorter, smaller missions that squads will have to independently support with a Embassy RP along with defending the CAMPELL compound from attacks. Once all preparation is complete Army will escort the Civilian RPs to RUSHMORE for extraction.
Spawn: Hood
Armband Color: Green
Mission: Secure the Embassy Mission Compound at Campbell, carry out Embassy staffers taskings, evac the staffers to Rushmore for extract.
OpFor: OpFor will start as the players who scored lowest in the night portion. Every hour, or half hour, more civilian players will change role and become OpFor. OpFor will start in the Valley and will engage in attacking Army or CIA assets with the intent to collect intel, set traps and hit the Embassy RPs until they are no longer able to be healed.
Spawn: Main Bridge
Armbands: White
Mission: Hit US operatives in the AO, Eliminate Embassy Staffers, collect intel
Civilian Players: Civilian players will start in the Valley and be armed. They can shoot only when shot at, they will be tasked with completing tasks in the area, these tasks will bring them close to Army and CIA resources. If they are hit, they are to respawn and restart ROE of waiting to be engaged first. Every hour or half hour based on need some civilian players will be selected to turn in their colours for white arm bands and become OpFor. The game runner may increase the change of players based on amount of engagement. OpFor is allowed to mingle with Civilians on missions.
Spawn: Main Bridge
Armbands: Yellow
Mission: play stupid games, win stupid prizes
Embassy Roleplayers: Selected players only, WITH SPECIAL SPAWN RULES. Embassy RPs will be trained and coached in the game, allowing management of flow. Each will have a mission chain that needs to be completed before they can be extracted. Alternatively if the Army team runs out of bandages and is unable to heal an Embassy RP they will exit play, change, and reenter as OpFor. Embassy RPs will not Respawn and will stay where they were hit until bandaged. The Army will have limited bandages for all Embassy RPs and will want to protect the Roleplayers as long as possible, while also completing the mission chains. Embassy RPs may end up being left behind if mission chains are not complete.
Spawn: None
Armbands: Red
Mission: Complete Chains and get extracted at Rushmore.
Intel:
Throughout the field harddrives and phones will be placed inside bases. These will be marked with orange paint. These do NOT need to be dropped if a player is hit, however can be removed if found in a RP search. This intel is only secure at the end of game with intel being left behind or taken with the Embassy Staffers. Until then it can be recovered from any base and protected at any base. The Army does have the ability to recover all intel up to the point of extraction.
Embassy Mission Chains:
There will be different mission chains for each roleplayer in the Embassy, these can be completed simultaneously however each chain needs to be completed in order. In the event that OpFor is able to gain the intel from the chain the chain can still be completed, with reduced score.
An example chain may look like this.
1: Stevens has hidden some documents and intel at his apartment in the Drum District, Escort RP Stevens to the apartment to collect this sensitive information.
2: Stevens reports that he has lost his phone, he must have dropped it on the way back from his apartment. Send team to search path taken for the dropped phone.
3: Stevens Missed a call from his friend and cant reach them. Escort RP Stevens to Village to find his friend.
The Army does have the ability to recover all intel up to the point of extraction at Rushmore.
The Army does have the ability to complete chains up to the point of extraction at Rushmore.
Civilian Missions will unlock as Embassy Missions unfold, however are not chained and can be repeated. Civilian missions can include.
Set up memorial: go to a base and use the flags outside this base to set up a memorial.
Bring rice: take one rice bag from village and deliver it to a base.
Guide sheep: Guide “sheep” around a pre determined route.
Set up network tower: Use a technology box to set up a network at base.
Extraction:
When mission chains are complete, or, time is not longer on their side, Army forces will depart Campell, taking RP players, intel, and other documents, by hand or cart, to the waiting vehicle at Rushmore. On this course RP players can be hit and in the event of mission chains not being complete will theatrically depart along the route.
Score:
Army will start with a score of 200. Each lost RP will be negative 50. Each recovered intel will be positive 10. Civilian missions incomplete due to Army interaction will be negative 20. Army team will win if score is above 50% of possible score.