Post by SCOTTY (Squad Leader) on Mar 14, 2013 16:30:05 GMT -5
1-1 Conduct
1-1 Airsoft is a game of HONOR. Please call YOUR OWN hits!
1-2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if an OP-NL staff member witnesses the event. (One Exception: 3-10.3)
1-3 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game without refund and barred from future Best of USA Marketing events.
1-4 Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future Best of USA Marketing events.
1-5 Subordinate players should observe and respect ranks such as Squad Leaders, Platoon Leaders and, of course, your Commanding Officer.
1-6 Ranking players should recognize Lion Claws is a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun!
2-1 Gameplay Safety
2-1 Eye protection (5-4) must be worn at all times while in a playing area.
2-2 If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
2-3 NO blind firing. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
2-4 "BANG BANG!"
2-4.1 If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the “Bang, Bang!” rule.
2-4.2 “Bang, Bang!” is a safety call ONLY. It is NOT a way of killing someone tactically.
2-4.3 If a player says “Bang, Bang!” to you, you should honor the call and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position.
2-4.4 Do not use "Bang Bang!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival/dead", closer than or inside of 10 feet from behind the opposed player, do not say “Bang, Bang!”
For example:
DO NOT:
EX 1: You see multiple players from a distance, run though the group yelling "Bang Bang!" at everyone.
EX 2: You are hidden behind a bush, and opposed player approaches from the front. You call out "Bang Bang!" before he/she reacts.
EX 3: You come around a bush and immediately face to face with another player less than 10 feet from you. DO use PARLAY (2-7) instead.
2-5 PARLAY
2-5.1 If two players encounter each other at 10 feet or less in the forward arc, one should call "PARLAY" and back off 15 paces. This is a safety call to avoid point blank exchanges.
2-5.2 Calling "PARLAY" means you have surprised an opposing player in a dangerous situation and should immediately back off.
2-5.3 DO NOT place yourself in a position where an opposed player's only choice is to accidentally stumble into you and force a parlay call.
3-1 WEAPONRY AND VELOCITY/ENERGY LIMITS
3-1.1 Velocity reducers are NOT allowed.
3-1.2 Players should report to the chrono station with an empty mag for each weapon. The OP-NL staff member will insert the testing BBs in the empty mag.
REGULAR CHRONO
3-1.3 All non-sniper weapons will be chronographed using the “official” event BB sponsor’s “Biodegradable” or “Earth Friendly” .25 gram BBs.
OK < 366 fps
Caution 366-376 fps
NO GO > 376 fps
***All shotguns allowed, spring or gas, 6 mm or 8 mm. Must CHRONO with 1 BB loaded, even if it fires multiple BBs. Must chrono no more than 1.13J (equivalent to 315fps with .25g BB) whether gas or spring, 6 mm or 8 mm, may be used inside or outside.
SHOTGUNS (applies to SHOTGUNS ONLY!!)
OK< 306 fps
Caution 306-316 fps
NO GO > 316 FPS
SNIPER CHRONO
3-1.4 All sniper weapons will be chronographed using .34 gram BBs (8mm) or .36 gram BBs.
3-1.5 Using .34g (8mm) BBs:
OK < 448 fps
Caution 448 - 460 fps
NO GO > 460 fps
3-1.6 Using .36 gram BBs.
OK < 436 fps
Caution 436 - 447fps
NO GO > 447 fps
3-1.7 If a gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO FPS, the Airsoft weapon will immediately be red tagged.
3-1.8 A red-tagged gun has two options:
a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to below “Caution” spec and re-chronos the gun.
3-1.9 All Airsoft weapons are subject to staff spot checks throughout the event.
3-1.10 Chrono’ing will be available from Friday afternoon after check in until 6 p.m. Friday evening, and again Saturday morning from 6:30 am to 8:00 am. (Eastern time)
3-1.11 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.
3-1.12 All Airsoft weapons including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chrono’ed. ALL PISTOLS/SIDEARMS whether required to chrono or not are subject to normal/standard chrono limits and may be spot checked on site (must not chrono above 376 FPS with .25g BBs).
3-2 PLAYER CLASSES (Rifle/SAW/Heavy Weapons)
3-2.1 Squads consisting of generally 12 players will be composed of rifleman, one (1) SAW Gunner, and one (1) Heavy Weapon specialist.
3-2.2 Your CLASS is pre-determined by your squad leader, who will report your role in advance to OP-NL staff. Contact your squad leader through the secure OPI-VII forum to request a special class or for more information. In the absence of contact all players should assume they will play Rifleman roles at OP-NL.
3-3 RIFLEman class
3-3.1 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.
3-3.2 Riflemen may carry as many legal magazines as they can fit on their person.
3-3.3 All riflemen ARE REQUIRED to respect the site by using biodegradable BBs in their guns, period.
3-4 SAW class
3-4.1 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 OP-NL SAW weapons (defined below).
3-4.2 Guns that are faithful recreations of belt-fed firearms qualify as SAWs for OP-NL This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, M240B and similar models.
NO MP5's, M-16’s, regular AK-47’s or non SAW weapons.
3-4.3 The approved OP-NL SAW non-belt-fed gun list is as follows: RPK, MG36 (not just G36 with drum mag….), L86A2 LSW. Again, these guns must be faithful recreations of actual guns.
3-4.4 To be a faithful recreation a SAW must be as cosmetically similar as possible to the original gun. OPI-VII staff reserves the right to determine what is “cosmetically similar.” Players with custom guns should direct their questions to the OP-NL public forum and must receive approval from OP-NL staff on or before Aug 20th.1st, 2010.
3-4.5 Saws MUST use biodegradable BBs.
3-4.6 It is ok for a SAW gunner to use non-winding rifleman magazines in his/her SAW.
3-4.7 Squads may replace their SAW gunner position with a Rifleman (the SAW slot is optional).
3-4.8 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners.
3-5 HEAVY WEAPONS class
3-5.1 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. Heavy weapons MAY NOT FIRE nerf rockets inside buildings nor may they fire multiple firing BB M203 grenades inside. These are only to be used in outside contact.
3-5.2 He/She is also the only player who may fire rocket rounds. Acceptable rocket rounds are:
Nerf Pocket Howler, Nerf Pocket Vortex, or Zocker Darts. Requests for use of nerf type rockets other than stated should be made in the event forums, or via PM or email to staff.
3-5.3 Specialists may carry up to 4 rocket rounds on their person at any one time (you may store more back at your FOB). Only Heavy Weapons class players may transport rocket rounds. Specialists may carry an unlimited number of propellant/beehive grenades.
3-5.4 Specialists are cleared to use beehive/BB rounds in their launchers.
3-5.5 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. Rusty's Paintball
e. Blackpoint Launcher (12g CO2 cartridges only)
3-5.5 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 3-5.2
c. The launcher as designed is incapable of firing no more than one round every 7-10 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 OP-NL staff.
f. The designer provides all necessary information and photographs on or before Aug 20th, 2010.
g. The designated OP-NL Chief of Staff signs off on the design on or before Aug 20th, 2010.
h. The custom launcher is tagged by OP-NL chrono staff as approved for use.
3-5.6 Bringing a custom launcher to OP-NL without prior approval as specified in 3-5.5 will result in automatic rejection.
3-5.7 Using a custom launcher at OP-NL without clearance is considered cheating.
3-5.8 Moscart-style grenades may only use Green Gas or HFC 134a as propellant. Absolutely no CO2.
3-5.9 Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
3-5.10 Squads may replace their Heavy Weapon Specialist with a Rifleman (the slot is optional).
3-5.11 Nerf rounds have a minimum engagement distance of 30 feet.
3-5.12 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be HWS class.
3-6 SNIPER and ASSIST/SPOTTER Class
3-6.1 Each Platoon will have one assigned recon/sniper team as determined by application with the event promoter ahead of time.
3-6.2 Each team consists of two individuals, a SNIPER and an ASSIST/SPOTTER.
3-6.3 The SNIPER from each team may use sniper FPS qualified weapons. Sniper FPS weapons must either be bolt action, or permanently fixed semi-automatic guns (unable to fire automatic without complete disassembly).
3-6.4 The ASSIST/SPOTTER follows all riflemen rules for his/her weaponry.
3-6.5 SNIPER and ASSIST/SPOTTER players may wear ghillie suits than conform to their Company’s basic uniform colors.
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3-6.6 Sniper FPS class weapons have a minimum engagement distance of 100 feet.
3-7 ABSOLUTELY NO magazine-sized high-cap magazines requiring manual winding are allowed!
3-8 HAND GRENADES
3-8.1 Escort gas powered, AHG-01 (or subsequent versions), and AI Tornado BB hand grenades are approved for OP –NL use (only). Other brands on a case by case basis, please ask.
3-8.2 Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at their FOB). Any class of player may use/carry grenades.
3-8.3 Hand grenades must be tossed UNDERHAND, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.
3-9 MINES and BOOBY TRAPS
3-9.1 Players may bring and use claymore mines under the following conditions:
a. They are spring/electric/mechanically powered (no CO2).
b. Use remote detonators - no tripwires (note: staff laid traps may use wires).
c. Use is governed by the same safety rules as AEGs. No use on targets closer than 10 feet i.e. NO POINT BLANK BOOMS!
3-9.2 Certain areas of the AO are off limits to excavation, so player-purchased below-ground mines WILL NOT be allowed at this game.
3-9.3 Any other kind of booby trap MUST be approved by staff prior to the event. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public OP-NL forum for more information before Aug 20th 2010.
3-10 AREA EFFECT/BLAST RADIUS
3-10.1 Rockets, booby traps, and mines (except claymore mines, see 3-10.6) are defined as area effect weapons. (Includes staff operated simulated RPG rounds and IED’s)
3-10.2 Area Effect Weapons kill all players within a 10 foot radius of their triggering, regardless which side activated them.
3-10.3 The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to NOT calling other players out.
3-10.4 Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
3-10.4 Hand Grenade BB firing grenades MUST strike a player (directly or indirectly) with a BB to count as a kill. These are NOT blast radius kill weapons. BB firing claymores/mines MUST also strike a player with a BB to count as a kill.
3-10.5 Rocket blast radius is determined from the point at which it comes to rest, unless it strikes a vehicle. Vehicles are considered disabled when hit, and must remain in place for 5 minutes, then return to their FOB for 15-30 minutes (out of service). Players inside armored vehicles are NOT considered “killed” and may dismount if they choose within the 5 minute wait period. They may also choose to stay inside and return to their FOB after the 5 minute wait. Non-armored vehicles hit by rockets are considered “killed” along with everyone inside and must return to their FOB or point of origin (out of service). Individual players killed from rocket blast radius are subject to normal “hit” and “medic” rules.
3-10.6 Airsoft BB firing Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
3-11 Absolute NO personal pyrotechnics, flares, open flames, or similar devices at OPI-VII. Cool burning (pull ring type) smokes are allowed. Smoke must be used OUTSIDE ONLY, not inside buildings and not inside tunnels.
3-12 BB LOADING DEVICES
3-12.1 Autoloaders (electrically powered magazine BB refillers) are restricted to use while a
player is in a designated regen area(i.e. dead), FOB’s, or in the campground (out of the game). They may NOT be used at any other time.
3-12.2 Manual loaders (pistol or mag loaders, tubes, etc.) are unrestricted and may be used anywhere.
4-1 “Kill” or “HIT” Rules
4-1.1 One Shot: You’re dead. A hit to any part of the body or gear attached to it by a BB constitutes a “kill”. Gun hits DO NOT count. A solid ricochet (a hit off a hard surface that then contacts the player) counts.
4-1.2 Rubber Knife: One touch, you’re dead. (DO NOT stab or poke the player with the rubber knife, a light touch will effect the same consequence. In such instance, “killed” player is obligated to comply. Knife kills to the head are not allowed at any time.
4-1.3 Booby Trap: If you a trigger noise or “effect” (such as powder/confetti) booby trap, you and those within 10 feet of you are dead. Player closest to the center of blast radius is obligated to look around and call others within it out if necessary.
4-1.4 Land mine: If you step on a land mine, IED, etc… (noise or powder/confetti effect, you and those within 10 feet of you are dead. Player closest to the center of blast radius is obligated to look around and call others within it out if necessary.
4-1.5 Grenades: Judging from previous Ops, rubber grenades and tennis balls are no longer allowed. The only grenades allowed are MR. ESCORT’s gas operated BB-firing grenade (or similar, must be submitted for approval before event), the AI Tornado, and the AHG-01 (or subsequent versions) BB grenade. Yes, they are expensive, but it’s about as REAL as it comes. Conserve them and use them at your own risk. Grenades are to be lobbed, thrown under hand, or rolled into rooms. They are NEVER to be thrown overhand or baseball style. BB’s from a grenade MUST STRIKE A PLAYER DIRECTLY or INDIRECTLY (such as a ricochet off a wall) in order for a player to be “hit” or “killed”.
4-1.6 Law Rocket/Grenade Launcher/Mortar: One hit, Contestants within 10 feet of the rocket’s final landing spot are considered dead. (Only UNMODIFIED Nerf Howler Pocket rocket types allowed). Staff Operated RPG simulated rounds carry the same 10ft “kill” radius from IMPACT location.
5-1 Uniforms
5-1 During game time players must at all times conform to the OP-NL Uniform Code. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (1-3).
5-2 Players are not required to be in full uniform when the game is inactive. However, we request you remain in uniform as much as possible during 'down time' to help with troop ID and maintain the spirit of the event. Completely civilian attire should be avoided unless you are preparing to immediately depart the event.
5-3 COMPANY UNIFORM PATTERNS
5-3.1 The pattern for the For the US Team is U.S. Army Desert 3-color and Multi-cam.
5-3.2 The pattern for the “Russian” is “Rebel, assorted And Russian Camo”. Full sets of Russian Camo are allowed. One piece of camo (desert color or woodland color), either a shirt or pants, may be worn, but NO matching shirt and pants camo uniforms are allowed unless they are a Russian based camo. Any one piece (pants or shirt) camo pattern with the exception of the following are allowed for “Russian Team” : US Desert 3 color or Multi cam. These patterns are NOT allowed to be used on the “Freedom Fighters side at all, not for shirt or pants or Gear. Examples of an acceptable uniform for “Freedom Fighters”: blue jeans, Tiger Stripe camo shirt or Woodland camo pants with OD green, Khaki, or any other color shirt. Any color shirt/pants combos as long as one or the other only is camo, though both pieces may not be camo if you wish. Shemaghs headwraps/scarfs are encouraged, however no RED/WHITE Shemaghs allowed due to possibility of being confused with “death” rags from a distance. NO “CONTRACTOR” looks,. AK 47 AEG’s are encouraged, but not required to enhance the look, as well as AK chest rigs of all types. . As a Note Full Russian Camo that looks like DCU is not allowed.
5-3.3 At no time are any substitutions allowed for Uniform patterns. Please do not ask.
5-4 UNIFORM CODE
5-4.1 Your official Uniform includes all of the following:
a. Company-specific BDU top (if applicable). OPI-NL patch (if applicable) should be sewn or Velcro’d on the left shoulder (if you have a team patch, below that). Rank insignia (if applicable should be sewn or Velcro’d on the right arm.
b. Company-specific BDU bottom (if applicable)
c. Head Cover consisting of Company-specific boonie hat, cap, helmet, or wrap.
d. Ankle high (or higher) boots (NO SANDALS or open toed shoes for safety reasons!).
5-4.2 Players may substitute the appropriate generic color for their head cover if Company specific head cover is unavailable. Tan/Brown and similar is OK for the US Team, any color except Tan/Brown is OK for Russian . At no time is any other color acceptable for head cover.
5-4.3 No RED shemaghs or other unique unit identifiers which could be confused with game play mechanics.
5-4.4 It is perfectly acceptable while waiting in regen to temporarily remove parts of your uniform to adjust your gear or cool off. You must return to full uniform before you re-enter the game.
5-4.5 Otherwise… removing any part of your uniform while on the field, including head cover, is an indication of a medical problem and will be dealt with accordingly by OP-NL staff. If you are overheating and must remove uniform/gear to stay healthy you should immediately signal OP-NL staff or your chain of command so you can be removed from the game. If you have a pre-existing medical condition that prevents you from playing while wearing the above uniform, we do not recommend you attend OP-NL.
5-4.6 Ghillie Suits may only be worn by Recon Team members (designated SNIPER and ASSIST class players) but must conform to the basic color scheme of their Company’s uniform, i.e. Task Force Ranger snipers may wear tan/brown ghillie and Freedom Fighters snipers may wear OD or woodland color ghillie.
6-1 Gear
6-1 Gear is defined as anything players wear that is not part of the Uniform Code or a weapon. This includes but is not limited to: load bearing vests, harnesses, pouches, eye protection, gloves, pads, and water carrying devices.
6-3 Face Protection is STRONGLY RECOMMENDED on this AO. This field will have a lot of close contact and there is a high probability you will suffer close range face hits through no fault of your own. Players who do not wear face protection play at their own risk.
6.4 EYE PROTECTION
6-4.1 Eye protection must have a rubber/foam/soft material full seal that closely conforms to your facial features.
6-4.2 Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
6-4.3 Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer's website.
6-4.4 Wire or any other type/construction of mesh goggles ARE NOT ALLOWED in this particular AO.
6-4.5 Eye protection will be checked as part of morning inspection before the game.
6-5 A portable water storage device such as a camelbak or canteen is mandatory gear for OP-NL participants. Players are responsible for their own hydration!
7-1 Communications
7.1 To ensure orderly comm traffic at an event the size of OP-NL, radio bandwidth is pre-designated. Radio freqs will be provided via secure forum at a later date, and all radios must be sub-channel capable. Chain of command will designate individual Plt. and Squad channels.
7.2 Channels outside your designated range are NOT permitted for use except by explicit permission from OP-NL Staff. This includes UHF and VHF frequencies. Using undesignated channels is considered electronic warfare (see 7.3).
7.3 At NO time during OP-NL is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding OP-NL player or staff
communications.
7.4 Players should secure FCC license for operating high wattage transmitters (> ½ Watt) in the AO.
*OP-NL Core Rules Set adapted from the Lionclaws Core Rules Set.
**The staff of Operation Northern Light gratefully acknowledges the staff of previous Operation Lionclaws events hard work and dedication in the creation of the rules set and gameplay items that are the basis for much of Operation Northern Light.
And the most important rule of all – DO have fun.
1-1 Airsoft is a game of HONOR. Please call YOUR OWN hits!
1-2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if an OP-NL staff member witnesses the event. (One Exception: 3-10.3)
1-3 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game without refund and barred from future Best of USA Marketing events.
1-4 Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future Best of USA Marketing events.
1-5 Subordinate players should observe and respect ranks such as Squad Leaders, Platoon Leaders and, of course, your Commanding Officer.
1-6 Ranking players should recognize Lion Claws is a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun!
2-1 Gameplay Safety
2-1 Eye protection (5-4) must be worn at all times while in a playing area.
2-2 If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
2-3 NO blind firing. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
2-4 "BANG BANG!"
2-4.1 If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the “Bang, Bang!” rule.
2-4.2 “Bang, Bang!” is a safety call ONLY. It is NOT a way of killing someone tactically.
2-4.3 If a player says “Bang, Bang!” to you, you should honor the call and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position.
2-4.4 Do not use "Bang Bang!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival/dead", closer than or inside of 10 feet from behind the opposed player, do not say “Bang, Bang!”
For example:
DO NOT:
EX 1: You see multiple players from a distance, run though the group yelling "Bang Bang!" at everyone.
EX 2: You are hidden behind a bush, and opposed player approaches from the front. You call out "Bang Bang!" before he/she reacts.
EX 3: You come around a bush and immediately face to face with another player less than 10 feet from you. DO use PARLAY (2-7) instead.
2-5 PARLAY
2-5.1 If two players encounter each other at 10 feet or less in the forward arc, one should call "PARLAY" and back off 15 paces. This is a safety call to avoid point blank exchanges.
2-5.2 Calling "PARLAY" means you have surprised an opposing player in a dangerous situation and should immediately back off.
2-5.3 DO NOT place yourself in a position where an opposed player's only choice is to accidentally stumble into you and force a parlay call.
3-1 WEAPONRY AND VELOCITY/ENERGY LIMITS
3-1.1 Velocity reducers are NOT allowed.
3-1.2 Players should report to the chrono station with an empty mag for each weapon. The OP-NL staff member will insert the testing BBs in the empty mag.
REGULAR CHRONO
3-1.3 All non-sniper weapons will be chronographed using the “official” event BB sponsor’s “Biodegradable” or “Earth Friendly” .25 gram BBs.
OK < 366 fps
Caution 366-376 fps
NO GO > 376 fps
***All shotguns allowed, spring or gas, 6 mm or 8 mm. Must CHRONO with 1 BB loaded, even if it fires multiple BBs. Must chrono no more than 1.13J (equivalent to 315fps with .25g BB) whether gas or spring, 6 mm or 8 mm, may be used inside or outside.
SHOTGUNS (applies to SHOTGUNS ONLY!!)
OK< 306 fps
Caution 306-316 fps
NO GO > 316 FPS
SNIPER CHRONO
3-1.4 All sniper weapons will be chronographed using .34 gram BBs (8mm) or .36 gram BBs.
3-1.5 Using .34g (8mm) BBs:
OK < 448 fps
Caution 448 - 460 fps
NO GO > 460 fps
3-1.6 Using .36 gram BBs.
OK < 436 fps
Caution 436 - 447fps
NO GO > 447 fps
3-1.7 If a gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO FPS, the Airsoft weapon will immediately be red tagged.
3-1.8 A red-tagged gun has two options:
a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to below “Caution” spec and re-chronos the gun.
3-1.9 All Airsoft weapons are subject to staff spot checks throughout the event.
3-1.10 Chrono’ing will be available from Friday afternoon after check in until 6 p.m. Friday evening, and again Saturday morning from 6:30 am to 8:00 am. (Eastern time)
3-1.11 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.
3-1.12 All Airsoft weapons including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chrono’ed. ALL PISTOLS/SIDEARMS whether required to chrono or not are subject to normal/standard chrono limits and may be spot checked on site (must not chrono above 376 FPS with .25g BBs).
3-2 PLAYER CLASSES (Rifle/SAW/Heavy Weapons)
3-2.1 Squads consisting of generally 12 players will be composed of rifleman, one (1) SAW Gunner, and one (1) Heavy Weapon specialist.
3-2.2 Your CLASS is pre-determined by your squad leader, who will report your role in advance to OP-NL staff. Contact your squad leader through the secure OPI-VII forum to request a special class or for more information. In the absence of contact all players should assume they will play Rifleman roles at OP-NL.
3-3 RIFLEman class
3-3.1 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.
3-3.2 Riflemen may carry as many legal magazines as they can fit on their person.
3-3.3 All riflemen ARE REQUIRED to respect the site by using biodegradable BBs in their guns, period.
3-4 SAW class
3-4.1 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 OP-NL SAW weapons (defined below).
3-4.2 Guns that are faithful recreations of belt-fed firearms qualify as SAWs for OP-NL This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, M240B and similar models.
NO MP5's, M-16’s, regular AK-47’s or non SAW weapons.
3-4.3 The approved OP-NL SAW non-belt-fed gun list is as follows: RPK, MG36 (not just G36 with drum mag….), L86A2 LSW. Again, these guns must be faithful recreations of actual guns.
3-4.4 To be a faithful recreation a SAW must be as cosmetically similar as possible to the original gun. OPI-VII staff reserves the right to determine what is “cosmetically similar.” Players with custom guns should direct their questions to the OP-NL public forum and must receive approval from OP-NL staff on or before Aug 20th.1st, 2010.
3-4.5 Saws MUST use biodegradable BBs.
3-4.6 It is ok for a SAW gunner to use non-winding rifleman magazines in his/her SAW.
3-4.7 Squads may replace their SAW gunner position with a Rifleman (the SAW slot is optional).
3-4.8 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners.
3-5 HEAVY WEAPONS class
3-5.1 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. Heavy weapons MAY NOT FIRE nerf rockets inside buildings nor may they fire multiple firing BB M203 grenades inside. These are only to be used in outside contact.
3-5.2 He/She is also the only player who may fire rocket rounds. Acceptable rocket rounds are:
Nerf Pocket Howler, Nerf Pocket Vortex, or Zocker Darts. Requests for use of nerf type rockets other than stated should be made in the event forums, or via PM or email to staff.
3-5.3 Specialists may carry up to 4 rocket rounds on their person at any one time (you may store more back at your FOB). Only Heavy Weapons class players may transport rocket rounds. Specialists may carry an unlimited number of propellant/beehive grenades.
3-5.4 Specialists are cleared to use beehive/BB rounds in their launchers.
3-5.5 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. Rusty's Paintball
e. Blackpoint Launcher (12g CO2 cartridges only)
3-5.5 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 3-5.2
c. The launcher as designed is incapable of firing no more than one round every 7-10 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 OP-NL staff.
f. The designer provides all necessary information and photographs on or before Aug 20th, 2010.
g. The designated OP-NL Chief of Staff signs off on the design on or before Aug 20th, 2010.
h. The custom launcher is tagged by OP-NL chrono staff as approved for use.
3-5.6 Bringing a custom launcher to OP-NL without prior approval as specified in 3-5.5 will result in automatic rejection.
3-5.7 Using a custom launcher at OP-NL without clearance is considered cheating.
3-5.8 Moscart-style grenades may only use Green Gas or HFC 134a as propellant. Absolutely no CO2.
3-5.9 Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
3-5.10 Squads may replace their Heavy Weapon Specialist with a Rifleman (the slot is optional).
3-5.11 Nerf rounds have a minimum engagement distance of 30 feet.
3-5.12 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be HWS class.
3-6 SNIPER and ASSIST/SPOTTER Class
3-6.1 Each Platoon will have one assigned recon/sniper team as determined by application with the event promoter ahead of time.
3-6.2 Each team consists of two individuals, a SNIPER and an ASSIST/SPOTTER.
3-6.3 The SNIPER from each team may use sniper FPS qualified weapons. Sniper FPS weapons must either be bolt action, or permanently fixed semi-automatic guns (unable to fire automatic without complete disassembly).
3-6.4 The ASSIST/SPOTTER follows all riflemen rules for his/her weaponry.
3-6.5 SNIPER and ASSIST/SPOTTER players may wear ghillie suits than conform to their Company’s basic uniform colors.
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3-6.6 Sniper FPS class weapons have a minimum engagement distance of 100 feet.
3-7 ABSOLUTELY NO magazine-sized high-cap magazines requiring manual winding are allowed!
3-8 HAND GRENADES
3-8.1 Escort gas powered, AHG-01 (or subsequent versions), and AI Tornado BB hand grenades are approved for OP –NL use (only). Other brands on a case by case basis, please ask.
3-8.2 Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at their FOB). Any class of player may use/carry grenades.
3-8.3 Hand grenades must be tossed UNDERHAND, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.
3-9 MINES and BOOBY TRAPS
3-9.1 Players may bring and use claymore mines under the following conditions:
a. They are spring/electric/mechanically powered (no CO2).
b. Use remote detonators - no tripwires (note: staff laid traps may use wires).
c. Use is governed by the same safety rules as AEGs. No use on targets closer than 10 feet i.e. NO POINT BLANK BOOMS!
3-9.2 Certain areas of the AO are off limits to excavation, so player-purchased below-ground mines WILL NOT be allowed at this game.
3-9.3 Any other kind of booby trap MUST be approved by staff prior to the event. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public OP-NL forum for more information before Aug 20th 2010.
3-10 AREA EFFECT/BLAST RADIUS
3-10.1 Rockets, booby traps, and mines (except claymore mines, see 3-10.6) are defined as area effect weapons. (Includes staff operated simulated RPG rounds and IED’s)
3-10.2 Area Effect Weapons kill all players within a 10 foot radius of their triggering, regardless which side activated them.
3-10.3 The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to NOT calling other players out.
3-10.4 Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
3-10.4 Hand Grenade BB firing grenades MUST strike a player (directly or indirectly) with a BB to count as a kill. These are NOT blast radius kill weapons. BB firing claymores/mines MUST also strike a player with a BB to count as a kill.
3-10.5 Rocket blast radius is determined from the point at which it comes to rest, unless it strikes a vehicle. Vehicles are considered disabled when hit, and must remain in place for 5 minutes, then return to their FOB for 15-30 minutes (out of service). Players inside armored vehicles are NOT considered “killed” and may dismount if they choose within the 5 minute wait period. They may also choose to stay inside and return to their FOB after the 5 minute wait. Non-armored vehicles hit by rockets are considered “killed” along with everyone inside and must return to their FOB or point of origin (out of service). Individual players killed from rocket blast radius are subject to normal “hit” and “medic” rules.
3-10.6 Airsoft BB firing Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
3-11 Absolute NO personal pyrotechnics, flares, open flames, or similar devices at OPI-VII. Cool burning (pull ring type) smokes are allowed. Smoke must be used OUTSIDE ONLY, not inside buildings and not inside tunnels.
3-12 BB LOADING DEVICES
3-12.1 Autoloaders (electrically powered magazine BB refillers) are restricted to use while a
player is in a designated regen area(i.e. dead), FOB’s, or in the campground (out of the game). They may NOT be used at any other time.
3-12.2 Manual loaders (pistol or mag loaders, tubes, etc.) are unrestricted and may be used anywhere.
4-1 “Kill” or “HIT” Rules
4-1.1 One Shot: You’re dead. A hit to any part of the body or gear attached to it by a BB constitutes a “kill”. Gun hits DO NOT count. A solid ricochet (a hit off a hard surface that then contacts the player) counts.
4-1.2 Rubber Knife: One touch, you’re dead. (DO NOT stab or poke the player with the rubber knife, a light touch will effect the same consequence. In such instance, “killed” player is obligated to comply. Knife kills to the head are not allowed at any time.
4-1.3 Booby Trap: If you a trigger noise or “effect” (such as powder/confetti) booby trap, you and those within 10 feet of you are dead. Player closest to the center of blast radius is obligated to look around and call others within it out if necessary.
4-1.4 Land mine: If you step on a land mine, IED, etc… (noise or powder/confetti effect, you and those within 10 feet of you are dead. Player closest to the center of blast radius is obligated to look around and call others within it out if necessary.
4-1.5 Grenades: Judging from previous Ops, rubber grenades and tennis balls are no longer allowed. The only grenades allowed are MR. ESCORT’s gas operated BB-firing grenade (or similar, must be submitted for approval before event), the AI Tornado, and the AHG-01 (or subsequent versions) BB grenade. Yes, they are expensive, but it’s about as REAL as it comes. Conserve them and use them at your own risk. Grenades are to be lobbed, thrown under hand, or rolled into rooms. They are NEVER to be thrown overhand or baseball style. BB’s from a grenade MUST STRIKE A PLAYER DIRECTLY or INDIRECTLY (such as a ricochet off a wall) in order for a player to be “hit” or “killed”.
4-1.6 Law Rocket/Grenade Launcher/Mortar: One hit, Contestants within 10 feet of the rocket’s final landing spot are considered dead. (Only UNMODIFIED Nerf Howler Pocket rocket types allowed). Staff Operated RPG simulated rounds carry the same 10ft “kill” radius from IMPACT location.
5-1 Uniforms
5-1 During game time players must at all times conform to the OP-NL Uniform Code. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (1-3).
5-2 Players are not required to be in full uniform when the game is inactive. However, we request you remain in uniform as much as possible during 'down time' to help with troop ID and maintain the spirit of the event. Completely civilian attire should be avoided unless you are preparing to immediately depart the event.
5-3 COMPANY UNIFORM PATTERNS
5-3.1 The pattern for the For the US Team is U.S. Army Desert 3-color and Multi-cam.
5-3.2 The pattern for the “Russian” is “Rebel, assorted And Russian Camo”. Full sets of Russian Camo are allowed. One piece of camo (desert color or woodland color), either a shirt or pants, may be worn, but NO matching shirt and pants camo uniforms are allowed unless they are a Russian based camo. Any one piece (pants or shirt) camo pattern with the exception of the following are allowed for “Russian Team” : US Desert 3 color or Multi cam. These patterns are NOT allowed to be used on the “Freedom Fighters side at all, not for shirt or pants or Gear. Examples of an acceptable uniform for “Freedom Fighters”: blue jeans, Tiger Stripe camo shirt or Woodland camo pants with OD green, Khaki, or any other color shirt. Any color shirt/pants combos as long as one or the other only is camo, though both pieces may not be camo if you wish. Shemaghs headwraps/scarfs are encouraged, however no RED/WHITE Shemaghs allowed due to possibility of being confused with “death” rags from a distance. NO “CONTRACTOR” looks,. AK 47 AEG’s are encouraged, but not required to enhance the look, as well as AK chest rigs of all types. . As a Note Full Russian Camo that looks like DCU is not allowed.
5-3.3 At no time are any substitutions allowed for Uniform patterns. Please do not ask.
5-4 UNIFORM CODE
5-4.1 Your official Uniform includes all of the following:
a. Company-specific BDU top (if applicable). OPI-NL patch (if applicable) should be sewn or Velcro’d on the left shoulder (if you have a team patch, below that). Rank insignia (if applicable should be sewn or Velcro’d on the right arm.
b. Company-specific BDU bottom (if applicable)
c. Head Cover consisting of Company-specific boonie hat, cap, helmet, or wrap.
d. Ankle high (or higher) boots (NO SANDALS or open toed shoes for safety reasons!).
5-4.2 Players may substitute the appropriate generic color for their head cover if Company specific head cover is unavailable. Tan/Brown and similar is OK for the US Team, any color except Tan/Brown is OK for Russian . At no time is any other color acceptable for head cover.
5-4.3 No RED shemaghs or other unique unit identifiers which could be confused with game play mechanics.
5-4.4 It is perfectly acceptable while waiting in regen to temporarily remove parts of your uniform to adjust your gear or cool off. You must return to full uniform before you re-enter the game.
5-4.5 Otherwise… removing any part of your uniform while on the field, including head cover, is an indication of a medical problem and will be dealt with accordingly by OP-NL staff. If you are overheating and must remove uniform/gear to stay healthy you should immediately signal OP-NL staff or your chain of command so you can be removed from the game. If you have a pre-existing medical condition that prevents you from playing while wearing the above uniform, we do not recommend you attend OP-NL.
5-4.6 Ghillie Suits may only be worn by Recon Team members (designated SNIPER and ASSIST class players) but must conform to the basic color scheme of their Company’s uniform, i.e. Task Force Ranger snipers may wear tan/brown ghillie and Freedom Fighters snipers may wear OD or woodland color ghillie.
6-1 Gear
6-1 Gear is defined as anything players wear that is not part of the Uniform Code or a weapon. This includes but is not limited to: load bearing vests, harnesses, pouches, eye protection, gloves, pads, and water carrying devices.
6-3 Face Protection is STRONGLY RECOMMENDED on this AO. This field will have a lot of close contact and there is a high probability you will suffer close range face hits through no fault of your own. Players who do not wear face protection play at their own risk.
6.4 EYE PROTECTION
6-4.1 Eye protection must have a rubber/foam/soft material full seal that closely conforms to your facial features.
6-4.2 Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
6-4.3 Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer's website.
6-4.4 Wire or any other type/construction of mesh goggles ARE NOT ALLOWED in this particular AO.
6-4.5 Eye protection will be checked as part of morning inspection before the game.
6-5 A portable water storage device such as a camelbak or canteen is mandatory gear for OP-NL participants. Players are responsible for their own hydration!
7-1 Communications
7.1 To ensure orderly comm traffic at an event the size of OP-NL, radio bandwidth is pre-designated. Radio freqs will be provided via secure forum at a later date, and all radios must be sub-channel capable. Chain of command will designate individual Plt. and Squad channels.
7.2 Channels outside your designated range are NOT permitted for use except by explicit permission from OP-NL Staff. This includes UHF and VHF frequencies. Using undesignated channels is considered electronic warfare (see 7.3).
7.3 At NO time during OP-NL is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding OP-NL player or staff
communications.
7.4 Players should secure FCC license for operating high wattage transmitters (> ½ Watt) in the AO.
*OP-NL Core Rules Set adapted from the Lionclaws Core Rules Set.
**The staff of Operation Northern Light gratefully acknowledges the staff of previous Operation Lionclaws events hard work and dedication in the creation of the rules set and gameplay items that are the basis for much of Operation Northern Light.
And the most important rule of all – DO have fun.