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TRANSCRIPT
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Operation: Blind Fury 13 Official Player Kit, V1.0
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 - Waivers
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 - Weapon effects.
2.7 - Magazine types and reloads
2.8 - MED (Minimum Engagement Distance)
2.9 - Semi, burst and Full auto restrictions.
2.10 - Vehicle
2.11 - Medic Rules (including respawn)
2.12 - Players conduct and attitude
2.13 - Players conflict in the AO
2.14 - Surrender, Freeze and Bang bangs
2.15 - Blind Firing and Point Blank shooting
2.16 - Buildings
2.17 - Night Gaming
2.18 - Camp fires, grills and generators.
2.19 - Recreational vehicles (RV) , tents and other campers.
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Chapter 3: Roles
3.0- Role limitation
3.1- Rifleman
3.2- Support Gunner (SG)
3.3- Designated Marksman (DM)
3.4- Grenadier (HW)
3.5- Medic
3.6- Squad Leader
3.7- Recon
3.8- Para-rescue Jumper (PJ)
3.9- Sniper
3.10- Contractor (PMC)
3.11- Mercenary
3.12- Combat Photographer
3.13- Radio Operator (RTO)
3.14- Combat Engineer
3.15- Commander (CO)
3.16- Executive Officer (XO)
3.17- Civilian
3.18- Militia man
3.19- Staff
3.20- Driver(s)
3.21- NCO
Chapter 4: Weaponry
4.0 - Classic AEG (Automatic Electric Gun)
4.1 - Advanced Training weapons (PTW, CTW, etc)
4.2 - Gas rifle (Polarstar, KWA, etc)
4.3 - Bolt Action.
4.4 - Claymores.
4.5 - GBB (Gas Blow Back)
4.6 - Grenades
4.7 - Knifes, bayonets and other blades
4.8 - Landmines
4.9 - Rockets/Grenade Launchers
4.10 - Semi Auto AEG
4.11 - Support Weapons
4.12 - 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
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Introduction
Welcome to Blind Fury 13
I would first like to say thank you for joining us. Throughout the years, the series went from a small battle to a
full battalion war. Many players joined the series. The field went from a basic wood game to full environment
combat zone including woodland, hills, villages and even towns. Regardless if you are joining us for the first
time or you have played one or more events in the series, you will have no problem to fitting in.
First of all, let me offer you 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 directives. Team unity will
make a HUGE difference in the field. As an organizer, my 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 on www.airsoftevents.com except that it includes more
details on each topic.
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!
Regards,
Francois “Blade” Crepeau
Organizer of OP. Blind Fury 13
Springfield, Ohio 2016
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Chapter 1: Event details
1.1 AO Sanitation
Hidden Spring Ranch field is graciously provided by Mr. Bud Hilliard, owner of several businesses in the area.
Mr. Hilliard allows several other recreational activities to be held on his land and we, as a self-disciplined
airsoft community, need to constantly remind him of how much we appreciate his 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 Mr. Hilliard’s personal property on site and don’t harass the
farm animals. An AO (Area of Operation) like this is VERY difficult to find and your cooperation will ensure
further good relations with the owner.
Springfield will have Porto-potty and trash cans available on site. We require all players to do their “business”
in the Porto potty and bring their own toilet paper….just in case of emergency. I think we are all old enough to
know how to get it done, right? While it is just porto-potties, it would be nice to keep them clean all day long.
No electricity or running water is available on site! Be prepared with car chargers and fresh water.
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 farm animals. 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. Please leave the field cleaner than it was when we arrived.
1.2 BDU (Battle Dress Uniform) and Gear
Each team has a choice of several BDU patterns. We do believe in friendly fire incidents and Identification
requirements; we offer as many BDU choices as possible, while keeping the team color division as easy as
possible.
• Team TAN is allowed to wear any Light patterns below. No Other patterns or colors allowed.
Desert Desert Despat / Desert Desert Cadpat ACU MC Arid
3 Colors 6 Colors AOR1 Tiger DPM Arid
• Team GREEN is allowed to wear the dark patterns below. No Other patterns allowed.
Woodland Marpat / Subdued Vietnam Berezka Flektarn Flora Cadpat
AOR2 Tiger Tiger
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• Team McBeardy boys (Jonah) is allowed to wear any solid colors and/or civilian clothes. No Other
patterns allowed (not even partially).
• RED/Orange Shirt are reserved for the staff.
Headgear does not have to match your assigned team colors.
Tactical gear does not have to match the BDU colors as long as the vest does not cover your BDU pattern
beyond recognition.
Ghillie suits are authorized. The color doesn’t matter but any other clothes underneath shall match your team
patterns/colors unless the ghillie suit covers the whole body and is not removed during battle.
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 the proper owner(s) if they end up in the Lost/Found.
Players caught stealing another person’s property will be dealt with extreme prejudice. Consequences
range from immediate field expulsion to law enforcement involvement.
1.3 Check-in & Chronograph procedure
The field owner will strictly regulate access through the check-in gate. All players MUST stop and check in
with the field owner and a member of the staff before entering the staging area. This is a closed event. If your
name does not appear on the official roster, you will NOT be allowed on the premises. No visitors and
spectators allowed.
Check-in
Upon your arrival, you will stopped by a first guard. He will then control your
paperwork. Please make sure both waivers are properly filled prior to your arrival
(see appendix 7 for waivers).
You will then drive to the 2nd gate where you will be stopped by our security
unit. They will take your waivers and direct you toward your staging location. At
that point, do not waste time and park with your team. See Appendix #3 for the
staging area map.
Chrono procedure
After parking your vehicle, take your weapons (battery included), one loaded magazine per weapon and go
to the chrono station. Upon arrival to the chrono booth, your magazine will be top off with either 0.20g bbs
(AEG) or 0.30g bbs (GBB) and few rounds will be shot thru the chrono. EACH guns must follow the
FPS/Joule limitation. Failing to meet the requirement will disqualify your weapon for play until you modify
and re-chrono that said weapon. See also chapter 2.3.
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As soon as your weapon(s) is(are) chronographed and
approved, your weapon will get tagged and the
FPS/Joule will be logged.
BE READY to be spot-checked during play.
1.4 Communication Channels and Equipment
Springfield is known to create communication issues due to its size and terrain. We strongly recommend
players to use good quality radios as they generally give a better signal. Be prepared to “relay” messages across
the field. Even if you are not a dedicated RTO on your squad/team, having a radio is ALWAYS better if you
want to regroup after respawn or if you get lost.
Each team has dedicated channels for their FRS radios. Unless specified by the mission, frequency monitoring
will not be allowed or tolerated. Any player caught monitoring other channels will be expelled and a warning
given to his affiliated team. Teams are responsible for their own radio traffic. Keep communications brief and
to the point.
FRS Channel #1 – EMERGENCY/Admin
FRS Channel #2 – reserved.
FRS Channel #3 – Green Team
FRS Channel #4 – Green Team
FRS Channel #5 – Green Team
FRS Channel #6 – Green Team
FRS Channel #7 – Tan Team
FRS Channel #8 – Tan Team
FRS Channel #9 – Tan Team
FRS Channel #10 – Tan Team
FRS Channel #11 – Civilian (Jonah)
FRS Channel #12 – Civilian (Jonah)
FRS Channel #13 – Civilian (Jonah)
FRS Channel #14 – Civilian (Jonah)
GMRS Channel #15 – Green Team
GMRS Channel #16 – Green Team
GMRS Channel #17 – Green Team
GMRS Channel #18 – Tan Team
GMRS Channel #19 – Tan Team
GMRS Channel #20 – Tan Team
GMRS Channel #21 – Civilian
GMRS Channel #22 – Civilian
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While the event does not support VHF channels, they are allowed for your private use as long as you have
proper usage licenses.
1.5 Driving direction
The links below are the general driving directions. Players should easily find the field with these links. 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 (4624 Dayton Springfield RD, Springfield, OH, 45502)
From East of Springfield (from Columbus )
From West of Springfield (from Indiana )
From North of Springfield (from Cleveland )
From South of Springfield (from Cincinnati )
You can also refer to Appendix #15 for an overview of the field location.
1.6 Event End (Endex)
The battle is scheduled to finish at 1200pm on Sunday. DO NOT FORGET to clean and discard any trashes in
your parking/staging spots. A dumpster will be available at the entrance of the field. Schedule change will be
called by the staff/organizers depending on weather conditions.
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. We wanted to offer something that was both
enjoyable but also stricter than standard events. This event will focus more on accomplishing mission objectives
than on how many kills you will get on your kill-card during the weekend.
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.
1.8 Field details (staging area structure)
The staging area has been divided by sectors. Each teams will get their own sectors for both camping and
parking (left after gate #2). Food and vendor concessions will be on your right after the gate #2.
Please follow the staff direction.
1.9 Field History
Hidden Ranch field consists of 250 acres of woods, hills, open fields, creeks and trails. It is almost 1 mile long
and ½ mile wide in some areas. This event will utilize most of the acreage. The field is mainly used for ATVs
and few years ago, paintball. Since its introduction to airsoft in 2003, Springfield has been the theater of many
battles, drawing from 30 to 510 players. There are many natural places to hide, ambush and take cover. This
field is known to be physically demanding. In 2007, wooden structures began popping up to enhance game play.
Since then, more than 30 buildings have been added including a 84x32 shoothouse, a 60x120 cafeteria as well
as multi-floor buildings.
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1.10 Items to bring.
While we can’t force you to bring anything beside the mandatory items, we can strongly recommend a list of
items that you will need on and off the field;
- Proper BDU (mandatory).
- Approved goggles ANSI Z87.3 with strap and full sealed (Mandatory).
- Spare goggle lens.
- A good FRS radio.
- Anti-Fog products.
- Combat or hiking boots.
- Spare clothes and shoes.
- Flashlight (for evening game and campers).
- Red Glowstick (Mandatory for night game)
- 2 red rag (one spare).
- A map of the field.
- Sleeping gear (for those camping)
- 2 to 5 gallons of water (Mandatory).
- AEG Battery charger (need to be useable on car).
- Signed waiver. See appendix #7 (Mandatory if not already provided once during the ongoing year).
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 every other Springfield event, only ANSI 87.3 rated goggles will be allowed in
the field. Goggles also have to be full sealed and retained by a strap. NO MESH GOGGLES ALLOWED.
Few examples of allowed goggles.
Few examples of not allowed goggles.
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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 recommended as well. This is MilSim, No running
shoes! We also recommend all civilians to wear long sleeve tops and full pants to avoid scratches, bruises, bug
bites and poison ivy. Knee pads are a must.
1.12 Physical and mental requirements.
Many of you have played at Springfield 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 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 supplies are now mandatory at the field. Failure to bring enough water will
most likely get you carried off the event with heat exhaustion. Taking short breaks will help. A food concession
will be available on site if you ever need to get more supply.
This event will use 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 all about.
So stay focused, follow the plans (if any) and you should know what/why things happened the way they do
during the event.
1.13 Raffle.
Since the beginning of the Blind Fury series, we have been trying to keep the raffle to the minimum. The whole
reason behind it is to keep the players focused on the event experience rather than what they could win.
1.14 Real emergencies and accidents.
Local authorities are aware of this event and Paramedics will be on alert for us. We will also have first-aid kit
and medical equipment on hand. Several attending players also have the training to assist if needed. Please take
the time to inform your relatives of what you will be doing and where you will be during the weekend.
Consequently, the FRS channel #1 is available for all real life emergencies.
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1.15 Sponsors.
We would like to take few seconds and say a big thank you to all our sponsors 2015;
www.zshot.com
www.pantacusa.com
www.ampedairsoft.com
1.16 Schedule.
Since this is a large event, it is crucial to follow a strict schedule. The starting time is sharp! If you are late,
your team will start without you. Please get everything done in a timely manner.
Friday, August 26th. 15:00 Gate, registration and chrono open.
21:00 Chrono closes.
23:00 Registration and gates close for the night.
Saturday, August 27th. 07:00 Registration and Chrono
09:00 Gathering, Briefing and deployment preparation
09:15 Deployment Team 1
09:30 Deployment Team 2
09:45 Deployment Team 3
10:00 Game Start
18:00 Game Stop (For Dinner)
20:00 – 20:45 Gathering, Briefing and deployment preparation
20:45 Deployments
21:00 Game Start
24:00 Game Endex for the night.
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Sunday, September 28th. 01:00 Gates close for the night
07:00 Gates open.
08:45 Deployment
09:00 Game Starts
12:00 Game Endex
13:00 Raffle (If available)
15:00 Gates close. Event officially over.
1.17 Storyline.
1.18 Waivers.
To get things moving quickly, it is highly suggested and appreciated if you fill your waiver completely and
properly BEFORE arriving at the field. If you don't have access to a printer, ask for help NOW, not the evening
before the event. If you need your waiver notarized, do it NOW. All waivers (2) can be found at appendix #7
NOTE: Those who gave their 2015 waivers at earlier events do not need to fill a new waiver. Although,
providing new waivers will cut the “waiver verification” process time and will get you moving faster.
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Chapter 2: Rules.
2.1 Ammo. (Ammunition)
There will be no ammo restrictions for this event. Players can bring as much ammunition as they want into the
AO (area of operation) 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 or any other type of high capacity magazines cannot be used as BB
containers.
WARNING: No metal, glass or graphite BBs allowed in the field. We encourage players to use BIO bbs.
2.2 Communication interception. (frequency scanning)
Frequency scanning is not allowed unless specified in the mission details. Organizers and key players will have
scanning capabilities and will make sure there is no infraction. Players caught scanning frequencies will be
expelled from the field.
2.3 FPS/Joules Allowed. (Feet Per Second a gun can shoot)
All weapons have to follow specific power limitations. These are ABSOLUTE LIMITS, which means NO
overages will be allowed. All FPS(Joule) below are calculated using 0.20g bbs unless specified. In-field spot
check will also be performed throughout the event.
- Handguns needs to shoot below 1.48 joule.
- SMG needs to shoot below 1.48 joule.
- AEG/GBB rifle needs to shoot below 1.48 joule. A
- Support Weapons needs to shoot below 1.48 joule.
- Grenade Launcher (bb grenades) needs to shoot below 1.48 joule.
- Sniper Rifles (Bolt Actions ONLY) needs to shoot below 3.3 joule. B C
A ALL GBB rifles will be chronoed with 0.30g bbs. B You need to be 18yrs or higher to use weapons with 400fps+ or 1.5 joule +. C All weapons over 400FPS will be STRICTLY monitored in the field for MED.
2.4 Hit rules
To avoid any confusion, every hits except a gun-in-hand will count. This means that every BB hitting bags,
hats, rags, shemaghs, boots, etc will count as “hit”. Any holstered or slung weapons will count as a hit.
Friendly fire counts. As soon as hit, you must follow the medic rule (section 2.11).
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2.5 Item and players capture
How to capture an item (must be within 3ft)
- Player’s personal belonging cannot be captured. DO NOT TOUCH other players belonging unless found
in an unusual location (i.e. a lost magazine in the wood, etc).
- To get a capturable item from a player, you must tell him “I am searching you” or similar sentence.
- If a player has no item to be captured, he will tell you “I have nothing to capture”...or similar response.
- If you ask and a player has an item to be captured, he will give it to you without conditions.
- Wounded playersA can hold on to captured items until someone comes to claim it or they give it to their
squad leader.
- Dead playersB can’t be searched.
- If a player would have to leave the playing field, his capturable assets must be redistributed to his active
teammates.
- All Confiscated dog tags must be given back to the staff during game play to be accounted for.
- All non-confiscated dog tags must be given back to staff after Endex.
A A wounded player is someone who has 5min to be rescued by a medic. B A dead player is someone who bleeds out and do not exist in the eyes of other players.
Who can be captured
- Every player with an event dogtag can be captured.
How to capture a player (must be within 3ft)
- To capture a player, you must tell him “I am capturing you” or similar sentence.
- If a player can’t be captured, he will tell you.
- You can tell a player that you “disarm, handcuff and gag” him.
- If you don't "disarm" him, he can always shoot you back later.
- A disarmed player must remove all magazines from his primary weapon and sling/holster it/them.
- In the sake of the event spirit, any prisoner receiving an order must comply and not try to use rule
loopholes.
Example: If a player is getting disarmed, he can’t hide any type of weapons, bomb, knife, etc. because
the sentence was not in proper English.
- Wounded prisoners will bleed out if not healed (except during an escape – see below).
- Any prisoners must be brought to the prison/jail. At that point, the prisoner will give his dogtags to his
captors and will automatically be released from the jail.
- After release, the ex-prisoner must walk back to his respawn area. NO medic applies,
- You can’t escort more than 2 prisoners per soldier.
Rescuing prisoner and taking items back
- You must be within 3ft of a prisoner and in visual contact to free him.
- You must be at physical’s reach to rescue/free a prisoner.
- As soon as freed, the prisoner must "re-acquire” his weapons by touching another dead/live player.
- You can take any captured items from wounded players.
- Rescued prisoners don’t need to give their dogtags away.
- Wounded rescued prisoners will bleed out if not healed**(except during an escape – see below).
Prisoner escape
- A prisoner can try to escape.
- If a prisoner escape and succeed, he must "re-acquire” his weapons by touching another dead/live
player.
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- If a prisoner fails to escape (get shot), he is automatically captured for 30min. No chance to escape
again. Medic rules doesn't apply.
- If you shoot a prisoner without an escape attempt, he automatically dies and goes directly to his respawn
point. No need for medical assistance or bleed out time.
** Unless specified in a mission, medic rules apply to all prisoners. If you fail to heal a wounded
prisoner, he dies after his bleeding time and you lose him.
2.6 Weapon effects
When hit by or within killing radius, the weapons below will:
- AEG � Instant death.
- Bolt Action � Instant death.
- Springer � Instant death.
- Gas blowback � Instant death.
- None blowback � Instant death.
- Claymore(all type) � Instant death upon bb hit.
- bb grenade � Instant death upon bb hit.
- foam grenade � Distraction device.
- rocket (vehicle 1st hit) � vehicle/mounted weapon(s) disabled. Passengers still alive. arm length
bystanders are dead.
- rocket (vehicle 2nd hit) � vehicle destroyed. Passengers all dead. arm length bystanders are dead.
- rocket (ground hit) � Instant death within 15ft radius. arm length bystanders are dead.
- rocket (inside building) � Kill all players in that building.
- ThunderB � Distraction device unless loaded with bbs, which is Instant death upon bb hit.
- Tornado grenades � Instant death upon bb hit.
- Landmine(all type) � Instant death upon bb hit.
- Air Strike � Instant death (called by field official). Can’t be healed by medic, must go to
respawn.
- Artillery (propane cannon) � Distraction device.
- Mortar � See rocket effects above.
- SAM missile � Instant death (called by field official). Can’t be healed by medic, must go to
respawn.
Notice: death refers to the player getting wounded. Unless specified in the mission or rules above, the medic
rules always apply.
2.7 Magazine types and reloads.
Magazine restrictions are in place:
- ONLY Low/Reg/Mid capacity magazines are authorized. These magazines are defined as any non-
winding magazine with a BB capacity of less than 160 rounds.
- ONLY support weapons will be allowed to use any and all type of magazine, including but not limiting
to Cmag, Drum mags, High capacity, etc.
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Note: Random magazine checks will be done throughout the event by field officials. Prohibited magazines will
be confiscated and returned, if properly marked, to owner at the end of the event. Players found using prohibited
magazine(s) will be warn ONCE. Automatic expulsion afterward.
2.8 MED (Minimum Engagement Distance)
- All guns below 400fps(1.5J) guns have 0ft engagement distance*.
- 401 � 450 FPS (1.5J to 1.88J) guns have 50ft engagement distance.
- 451 � 500 FPS (1.88J to 2.32J) guns have 100ft engagement distance.
- 501 � 600 FPS (2.32J to 3.34J) guns have 150ft engagement distance.
- Rocket Launchers (nerf) have 25ft minimum engagement distance (using unregulated
HPA/Green/TOP/Propane gas).
- Rocket Launchers (nerf) have 50ft minimum engagement distance (using regulated HPA or CO2 gas).
- Rocket Launchers (BB grenades) have no MED* (using Green/TOP/Propane gas).
* We strongly warn players not to abuse this rule. Use common sense. Offer a “BangBang” if applicable
at extreme close range. Do NOT aim at the head at close range.
2.9 Semi, Burst and full auto restrictions.
- Full auto is not allowed except for support weapons.
- Support weapons must shoot short bursts of 3-4 bbs within 10ft of a wall or barricades.
2.10 Vehicles
Every vehicle owner planning to use their vehicle at the event must get it approved by the event organizer. It
can be done via email or at the field. Pre-approving vehicles eliminate the risk of vehicle non-approval.
As we can't predict the field conditions before the day of the event, we can't guarantee any or all vehicles will
be allowed in the field.
For a vehicle to be approved, you will need to:
• Provide proof of insurance if applicable.
• Provide vehicle specification such as size and weight.
• Make sure the vehicle can go less than 10mph.
• Make sure it is in working condition and not an environmental hazard (i.e. oil leaks, etc.).
• Give vehicle intent (i.e. transport, recon, support, etc.).
• Provide Photos of the vehicle (if pre-approved by email).
Examples of mounted weapon transport vehicle transport vehicle mounted weapons
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Safety rules 1. Players WILL NOT shoot directlyA at vehicles with anything other than approved rocket launchers.
2. Mounted vehicle gunner(s) can be fired upon with small arms.
3. Passengers CANNOT shoot from vehicle except from vehicle mounted weapon.
4. Players shall not approach within arm length of any vehicles until recognized by driver. Abuse of this
rule will result into an automatic "dead" status for the player coming too close.
5. Players shall give vehicles Right-of-Way regardless of player tactical position.
6. All vehicles must be fuel or electric powered. No foot or nuclear powered cardboard vehicles.
7. Vehicle shall not go faster than 5mph in trails and 10mph in open field.
A Mounted weapons can be fired upon with small arms.
Disabling Vehicle and mounted weapon(s) can be disabled by shooting one nerf rocket on the
vehicle. Mounted weapon(s) is/are disabled. All players on board are still alive. The
Disabling period is 10min. If the vehicle doesn't get hit again or fixed within 10min, it
is then considered unrepairable and must return to their starting point. Only Combat
engineer can fix disabled vehicles. Passengers MUST exit the vehicle.
Disabled vehicle can’t move unless in a hazardous position.
Disabled vehicle will have to raise their 2'x2' yellow flag during the disabled period.
Destroying Vehicle can be destroyed by shooting a 2nd nerf rocket on the disabled vehicle within
10min of the first rocket hit. As soon as hit for the 2nd time, everybody inside or
within arm length of the vehicle are considered dead. Medic rules do not apply. All
dead players (except drivers) must pull their red rag out and walk/drive to respawn.
The destroyed vehicle must also display a red rag. The destroyed vehicle must stay on
site for 10min and then can go back to the respawn/starting location. Combat
Engineer can't repair a destroyed vehicle. As soon as the vehicle arrives at the
respawn/starting location, he is automatically considered repaired and ready to play.
Destroyed vehicle will have to raise their 2'x2' red flag from the time they are officially destroyed to the time
they get back into the battle (after going to the respawn/restart location).
Drivers/Passenger - Drivers and passengers are immune to small arms or the first rocket shot as long as they stay in their vehicles.
- If a driver would have to bleed out, his vehicle will automatically be considered destroyed. The driver must
wait an extra 10min and then go to the respawn location.
- Medic must exit the vehicle to be able to heal wounded players.
- Combat engineer must exit the vehicle to be able to fix the vehicle.
- Driver can't be a medic.
* If the vehicle has mounted weapon, the driver is authorize to stop the vehicle and use the mounted weapon.
Gunners - Player manning the fixed weapons are called “gunners”.
- Gunners can be fired upon and killed. Medic rules apply.
- The first rocket hit on a vehicle disable the mounted weapon.
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Ammunition and weaponry Vehicle with mounted rocket launcher can carry up to 12 rockets at a time. Vehicle can’t
re-use rockets. Vehicle can use grenadiers supplies.
Each vehicle must respect their class assignment. For instance a transport vehicle can’t be turned into a gunship
and vice versa. Only mounted weapons are allowed to shoot from vehicles. Windows must remain 100%
opened or closed. No window rolling or cracking allowed.
Approved shooting method. Non-approved shooting method.
A mounted weapon is a weapon solidly attached to the vehicle via a metal support/bracket. The support must be
fixed to the vehicle either by bolts, screws or welding spots. Simply said, a piece of wood and a vice-grip is not
considered in any ways a solid attachment for a mounted weapon. A broken mounted weapon can be replaced
or repaired and CANNOT be substituted for an un-mounted weapon.
NOTE: Yes we know, in real life, everyone could shoot the way they want. Unfortunately for airsoft, we
have more limitations.
Usage/Class A vehicle can be used for transport of troops and/or material. It can also simulate gunships or recon element.
Vehicle can only be used for one purpose throughout the day. Players are allowed to use the vehicle as cover as
long as the vehicle owner allows it and the vehicle distances are respected.
Note: Rocket shooters and/or drivers/passenger might have to walk to the vehicle to acknowledge/confirm the
hit. Don't shoot bbs at the vehicle itself. You will simply waste your ammo and risk to damage the vehicle for
no reasons.
Transport
Any vehicles carrying troops or equipment without mounted weapons.
Driver and passengers rules apply.
Recon/FAV
Any light vehicles without armor. Limit of one gun per vehicle. Driver and gunner rules
apply.
Tank/Gunship
Any heavy armored vehicle with mounted weapons. Limit of 2 mounted guns per vehicle +
1 rocket launcher.
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QRF Vehicle
Any vehicle with both mounted weapons and troop transport. Limit of 2 mounted guns per
vehicle. Driver and gunners rules apply. Ground troop can’t fire their weapon while in the
vehicle. Maximum of 6 ground troop per vehicle.
Refueling Throughout the day, all vehicles must be refueled. Each driver will have a stopwatch at their
disposal. Everytime a vehicle will reach the refinery or an oil drum, the driver will be
authorized to reset their stopwatch. The specific time to have on the stopwatch is 60min. If the
stopwatch reach 60min without being refueled, the vehicle must stop on the spot until a barrel
is brought to the vehicle for refuel. A vehicle is considered refueled when standing 10ft from a
barrel or the refinery and the stopwatch is reset.
Repairing process (uses a rope): 1. Upon reaching a disabled vehicle, the combat engineer must tie a knot on the vehicle's death rope and
count 120sec with both hands on.
2. If a combat engineer needs to remove his hands from the vehicle during the process, he doesn't have to
re-tie the knot but simply start the 120sec count over.
3. An engineer can tie a maximum of 3 knots on the rope. At the 4th disabling hit, the vehicle can’t be
repaired anymore and must go to the respawn area.
4. If an engineer would have to reach a vehicle who doesn’t have a rope, he will give to the driver a spare
rope and tie 3 knots, which is the penalty to the vehicle/driver for not securing his rope properly.
2.11 Medic and respawn procedures
Hit calling procedure (see images below):
1. When hit, the player MUST STOP MOVING and display his red rag (death rag) as soon as possible to
avoid/limit follow-up shots.
2. The wounded player can yell/call for a medic.
3. Dead man doesn’t talk except to say “hit” or “medic”. No radio allowed.
4. A dead player can moved only if escorted (see “movement and covering” below).
5. A player must be reached by a medic and the healing process started within 5min of being hit.
6. If a player already have 2 tourniquets or the healing process is not started within 5min, he bleeds out
and;
Must reach a medic, remove all tourniquets and get back in the game or must reach a respawn point,
remove all tourniquets and get back in the game.
a. before impact b. After impact c. Pull your red rag. d. Display your rag.
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Healing process (tourniquet):
1. Upon reaching a wounded player, the medic must find the player’s
tourniquet.
2. The wounded players CANNOT help the medic in any possible ways (i.e.
no talking, no physical help).
3. When acquired, the tourniquet need to get fully extended and unwrapped.
4. Then, the tourniquet must be place at the left shoulder / arm junction and
then wrapped using the Velcro.
5. If the tourniquet is already placed on the left arm, the medic can fully
unwrapped the tourniquet and repeat the procedure above on the right arm.
6. If the tourniquet is already placed on the right arm, the wounded player is
Considered dead. The medic must remove and placed the tourniquet back
in the player’s bag/pouch.
7. The dead player can now move to the CCP/Respawn area.
Movement and covering:
- Wounded player can walk only while escorted by one live player.
- Wounded player can jog only while escorted by two live players.
- Escorting players can’t shoot at the same time. They must stop moving, shoot(s) and resume the move.
- Unless in a dangerous location/position (i.e. middle of a battle or tip of a cliff), a wounded player is not
authorized to move alone.
- If wounded players don’t want to be used as shield, they must tell the players around them.
Respawn point(s)
- There will be fixed regen/respawn point in the field.
- Do not camp respawn point(s).
- The fight is on as soon as you get off the respawn point(s).
- Keep your goggles on in the respawn area(s).
- Keep the respawn point(s) as clean as it was when you got there.
The reality of being hit
- Regardless how loud you yell “hit”, you will most likely get hit again.
- Regardless how big or bright is your red rag (death rag), you will get hit again.
- If there are players standing around you, expect to get shot….again.
- No mouth/mask guard = risk losing a tooth or more.
- Want to save tooth/teeth? Wear the mouth/mask guard or keep your mouth shut.
2.12 Player conduct and attitude.
Blind Fury is about recreating a battlefield experience. Where you may be confused on a particular rule, simply
ask. Likewise please make any personal decisions on behavior and gear based on your role and in the larger
context of the storyline.
There are few common and basic behavioral rules;
- Foul language will not be tolerated. Not everyone thinks cussing and yelling is cool; keep it to yourself.
- Physical contact of an aggressive nature will not be tolerated. Players involved in any physical
aggression will be expelled, banned or turned over to local authorities.
- We are all friends. Always take care (physically and mentally) of the other players, 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. Be alert for any kind of medical emergencies such as bee stings, de-hydration, exhaustion, etc.
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- This sport is about honesty and respect. If you lack in any of the two, you might as well stay out of this
event and change sport.
There will be specific players wearing the field official patch and/or the red staff t-shirt/ballcap throughout the
field. They will be watching for troublemakers, check-spot weapon FPS/Joule, etc. If they stop you and give
you an explanation, a warning or any other penalizing orders, don’t take it as a joke because your team and
ultimately YOU, will suffer from it.
2.13 Player conflict in the AO.
If you witness a conflict, issue, incident or physical altercation and can’t diffuse or resolved the situation in the
spirit of the event, referees and officials are available immediately on Channel 1. Before getting involved or
walking away, please take the player callsigns and report them to a field official/staff.
Under no circumstances should a conflict be handled with violence (physical or mental). No matter who started
the issue, 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.
2.14 Bang Bang. - Surrender/Freeze are not mandatory.
- A Bang bang is not mandatory BUT can be given under full and total control of the
situation. You can bangbang:
- Within 10ft of your opponent.
- No more than 2 players at a time.
- When you are in total control of the situation and your enemy will
have no chance to fire back.
- Your weapon is functional (i.e. you can’t bangbang because you have
a gun defect or empty mag)
No need to say, you can't bang bang on your way into buildings. As stipulated above, if you are not in full
control and the player in front of you know you are coming or expect you to come, you are not in control and
shall not bangbang the player.
2.15 Blind Firing and point blank shooting. Blind firing is when you can't see where and what your barrel is pointing at.
You do not need to have a target in your sight to be able to shoot. As long as you see
where your bbs are going and your eyesight is not obstructed, you are authorized to
shoot.
Do not stick your barrel through holes where you have no clear view on your target.
Point blank shooting is when you are in very short range of your opponent. While not
illegal, we strongly recommend players to not shoot point blank on purpose. If truly
needed (such as in CQB), use your sidearm or aim for the lower body parts.
Point blank is hazardous and can be dangerous. Players found abusing this rule will be
expelled from the AO without refund or any sort of compensation.
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Perfect bang bang opportunity.
2.16 Buildings. It is very important that all players understand the basic building rules. They are there to make sure everyone in
and around the buildings will not do something stupid. Follow these rules if you don’t want to be in trouble.
- Do not push/throw anyone off the 2nd/3rd floor.
- Do not push/throw anyone from the stairs.
- Do not repel from 2nd/3rd floor.
- Do not lean over the 2nd/3rd floor walls.
- No more than 6 person per secondary floors and 2 per third floors.
- We simulate that all buildings have roof tops, no shooting (grenades, bbs or rockets) through the roofs.
2.17 Night gaming. While playing in the dark can be challenging and exciting, it is also bringing hazardous conditions that nobody
should neglect to prepare for.
Priority #1 is to be able to see and be seen. Your goggles must maintain the same level of protection than during
the day gaming but also need to be as “fog free” as possible since such issue is much more probable and
frequent at night. Make sure to have spare batteries if you are running a fan system and make sure to have anti-
fog products if you do not have any cooling system in place.
Red glowsticks or light is used at night to replace the red rag.
No other colors should be used to display your “dead” status.
Any other glowsticks or light color shall be used for
identification purposes.
Night visions, flood lights and flashlights(mandatory) are allowed. There are no restrictions on model or power
(or generation).
Mandatory items at night: - Flashlight.
- Red glowstick/chemlight.
NO LASER ALLOWED UNLESS LOWER THAN CLASS 2
To complement the players own preparation for the night game, the field will have
illuminated trails. Field staff will have a combination of strobe lights on their helmet
allowing you to find them easily.
The area might possibly have flood lights turned on.
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2.18 Camp fires, grills and generators. Players are allowed to have their own fire in the staging area BUT it must be done in a safe
manner.
NO accelerant (i.e. gasoline) allowed at any given time. Your fire should be done in a clear
and dry area where the risk to start a fire (including the forest canopy) are non-existent.
2.19 Recreational vehicles(RV), tents and other campers. While you are allowed to bring your camping vehicles and
trailers, please keep in mind that you have to share the field
with other players and campers.
- Park in an area where you will not block other player’s
vehicle to go in and out.
- Don’t let your generator run all night.
- There are no power outlets. Plan accordingly.
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Chapter 3: Roles
3.0 Role limitation
Unless specified, players can’t fulfill two(2) roles simultaneously. For example, a Support gunner (SG) cannot
be a medic. Not having double role players allow us to have a fair role distribution throughout the teams and not
getting super mega squad and poor squads.
Team limitations Support Gunner: 1 per 4 man
Medic: 1 per 12 man
Grenadier: 1 per 12 man
Combat engineer: 1 per 12 man
Recon: 2x 2man OR 1 squad (12man)
Snipers/Marksman: 1 per 24 man
Para-jumpers: Not allowed at all for BF12.
3.1 Rifleman (RM)
The rifleman (i.e. infantryman or grunt) is the core of most armed forces around the world.
In airsoft, we like to keep it basic. A rifleman can carry anything but the specialized
weapon such as the SAW or a grenade launcher. If he does, he becomes a specialized role
player. He has no weight or load-out limitations. He also follows the regular medic, ammo
and magazine rules/restrictions.
3.2 Support Gunner (SG)
The SG is the guy holding the big toys. Anything considered a support weapon is
allowed for him. Some example are 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 high cap magazines.
The SG can’t carry 2 specialized weapons or fulfill two roles at the same time. For example, a saw gunner can’t
be a medic.
3.3 Designated Marksman (DM)
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 up to 450fps. His job is to provide longer range and accurate fire on the
enemy. His weapon must have the full auto selection mechanically disabled.
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.
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3.4 Grenadier (HW)
The HW guy is the one with all the loud gadgets. M203, M79, AT4, claymore, he got
them all. For airsoft, he is the one in charge of the rockets and shower shells. Only
him 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 4 rockets. As the rockets are
not re-usable in the same scenario, he must go back to the armory to get more or to
“regen” his 4 rockets.
The HW 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 you all want 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 quickly. Please see the medic rules section 2.11 for more details. The
medic can’t do dual role during the event. The medic can’t be swapped during the
same scenario unless there are real medical issues.
Note: See PJ for an advanced medic alternative.
3.6 Squad Leader (SL)
The Squad leader is the player in charge of the squad. His first obligation is to keep
the squad focused on the objective and also informed on what is going on. He will be
the one taking the good and the bad decisions at the squad level. He is receiving his
orders by his own superior. At most events, it will be the commander (CO) giving
him what to do but depending on the size of the event, it could be the platoon leader
(PL), the executive officer (XO) and then the CO. The SL is allowed to have more
than one role. The only thing to keep in mind is to be effective, the SL must be able to
stay focused on his personal duties.
3.7 Recon
The airsoft recon is basically a fireteam or a squad of players dedicating their time for
intel gathering. While they can still fight like everyone else, their main purpose is to
be the eyes and ears of the team. The recon player is not limited in gear or weapons.
3.8 Pararescue Jumper (PJ)
The airsoft PJ is essentially a double-duty player. His primary duty is medic. His
second is up to him. Simply said, the PJ player is allowed to do two roles, which is the
only player allowed. So for a squad of PJ, that would be a regular squad format (i.e.
SG, HW,etc) added to 12 medics (each member of the squad can heal).
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3.9 Sniper
The airsoft sniper serves 2 purposes: Recon and creating fear amongst the enemy. His
weapon of choice is a bolt action rifle and loves to go out with a ghillie suit. It is to
be known that snipers and DM should be seen as two different entity. The DM being
more “squad” oriented compared to the Sniper, which will usually be deployed alone
with his spotter. The sniper is allowed to a high power bolt action rifle and can’t have
other roles.
3.10 Contractors (PMC)
The airsoft contractor is the “politically correct” name for mercenary. While their
range of action vary from country to country or team to team, the main thing with
PMCs is they get paid to do a very specific job/contract.
Since the job is usually lucrative, the PMC are not limited in weapons or gear.
3.11 Mercenaries
The good ol’ mercenary. Ready to kill his neighbor for money. The mercenary is the
bastard word (and original) for a paid contractual soldier. He will pretty much
accomplish the same thing than the PMC.
3.12 Combat Photographer
This role is reserved to those who prefer to shoot from a camera than shooting from a
gun. This photographer is dressed like his team affiliation to blend in better.
3.13 Radio Operator (RTO)
To keep in touch with the chain of command, it is crucial to not only have a good
radio equipment but also be able to receive and transmit effectively and quickly. This
is where the RTO role takes its importance. The RTO is usually very close to the SL.
He will be the one transmitting to the higher officer or relaying information from
higher command to the SL. The RTO has no gear or weapons restrictions. The RTO
should have a reliable communication system and in most cases, have 2 radios, one
for squad channel and the other one for the leadership channel.
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3.14 Combat Engineer (CE)
The CE is in charge of everything related to building and rebuilding equipment or any
other logistical needs in the field. For example, the CE will be carrying the C4
charges to destroy the refinery while the enemy’s CE will be the one fixing it after its
destruction. The CE is also able to fix vehicles in the field. Number of missions
requiring a CE are limited. Number of CE available per event is limited as well.
3.15 Commander/General (CO)
The most valuable person in the leadership group, the CO is the player mastering the
battlefield. It is crucial for the CO to be able to adapt and react rapidly. The most
important thing is to be able to take decisions, good or bad. The CO can carry
weapons and have no gear limitation but generally speaking, he will stay in the back
of the battlefield, guarded by few men and will lead from there. Last thing you need
is to lose your CO during the battle.
3.16 Executive Officer (XO)
The XO is the middle man between the CO and the squad leaders. He is the one relaying the information back
and forward and can act as the CO replacement if needed. He is acting like the Co-pilot. No weapons or gear
restrictions.
3.17 Civilian
A civilian is described as a player without a military affiliation. While he can be armed, he can’t have any BDU
or uniforms, which would make him a militia member (see section 3.18). The advantage of the civilian is while
he can be captured or killed if he ever chooses to fight, he can also be a normal citizen without a risk of being
killed. If he would ever get killed during his day-to-day business, the aggressing force would get point
deductions.
Few rules of engagement all players should expect and respect in regards to civilian:
- An armed civilian can be shot.
- An unarmed* civilian can't be shot without penalties. If you kill him/them, you will get points deducted.
- All other rules found in this pack such as medic or capture rules apply to the civilian role player(s).
* Being unarmed consist of carrying an unloaded and holstered/slung weapon(s). It also means no explosives or
any other kind of lethal weapons can be found on your person.
For the sake of realism, we highly encourage civilian players to wear
as little gear as possible. Wearing a mag pouch, camelback or even a
light duty vest is good enough. Point being, if you wear as much stuff
as any other soldiers in the field, you are not much of a civilian
anymore.
The “death wish” way The unarmed way
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3.18 Militia member
Trained and lethal, the militia members represent the citizen armed forces. They do not believe democracy or
peace will help resolving any issues they are facing and decided the aggression was the only way to go. A
militia man wears a typical uniform and uses any gear or weapons available. There is no such thing as a
peaceful militia man.
3.19 Staff
The staff is actually a mix of organizer(s), referees(s) and field official(s). Their
function is to make sure the event will go smoothly without hassles. They know the
rules and the field. They can address any possible issues in the field. If for any
reasons they could not respond adequately, they are in direct contact with the main
organizer.
Staff wears the “field official” patch (shown below) and can be reached on channel FRS 1, sub-code 0.
3.20 Driver(s)
The drivers are in charge of running the vehicles. They can't have any other roles
except basic rifleman.
3.21 Non-Commissioned Officer (NCO)
In airsoft, for sake of simplicity, the NCO is the man in charge of keeping the squad(s) focused and at the ready
outside the playing zone. He is the one who will call for rally-up, gear checks including loadout, weaponry,
radio, etc. The NCO is also keeping a close eye on the watch and make sure the squad(s) are ready on time and
nobody is left behind (unless required to).
The NCO has no gear limitation and can fulfill double duties.
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Chapter 4: Weaponry
4.0 Classic AEG (Automatic Electric Gun)
The AEG is the most common weapon on the field. They are battery operated
and use a gearbox system to create an air blast, propelling the bbs outside the
barrel. They are generally very close to a 1:1 ratio of a real steel gun
4.1 Advanced Training weapons (PTW, CTW, etc)
While this platform has been on the market for the last few years, the
introduction of the Systema PTW and the Celsius CTW pushed the
envelope as far as ease of use, performance some time, headaches. These
weapons usually involved split receiver, giving access to a quick cylinder
change, a higher rate of fire due to their electronic (Mosfet). Due to their
ease of quick modification and higher rate of fire, such weapons are
scrutinized more than the regular AEG and might be up for more chrono check.
4.2 Gas rifle (Polarstar, KWA, Tippman, etc)
Gas rifle have been around for quite some time now but with the introduction of
better and more reliable electronic and the new Polarstar platform, these guns are
resurfacing with high praising reviews. Unfortunately, with new gadgets come
new concerns. To reduce scrutiny and control as much as possible, each gas gun
using external tanks should always use a air line lock and HPA tanks. For those
using other air or gas supply, your output FPS/Joule might vary throughout the
day and you are at risk of being spot checked by event staff just to make sure your
FPS/Joule did not go over the FPS/Joule limitations.
4.3 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.
4.4 Claymores
Claymores can be activated either remotely, by laser 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.
4.5 GBB (Gas Blow Back Pistols)
Gas pistols are what they are: pistols. They are not meant to be support weapons or
sniper gun.
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4.6 Grenades
Only operational grenades can be used for this event. Tornado and ThunderB comes to
mind. Fake or custom made grenades are use as distraction device only. Grenades can be
used indoor and outdoor;
Indoor: Players have to be hit by a BB to be dead. Ricochet counts.
Outdoor: Players have to be hit by a BB to be dead. Ricochet counts.
Grenades must be tossed, not thrown.
We simulate roof tops on all buildings. NO tossing over the walls.
4.7 Knife, bayonets and other blades
We consider a blade anything more than 2 inches long. Any plastic, rubber or real blades are
strictly prohibited inside the playing zone. Player found with a blade in the field will be
expelled immediately. Consequentially, simulated knife kills are NOT allowed since we do
not believe in “invisible” weapons. If you are close enough for a knife kill, draw a sidearm
and “BANG” the opposing player. Yes we know, not all players will take the "bang" but you will at least have
done the right thing.
4.8 Landmines
Landmines may be used for this event. ONLY “explosive” mines are deadly.
Please avoid filling the landmine with sticky, messy material such as flour and
baby powder.
4.9 Rocket and grenade launchers
Rocket will be allowed for building and/or vehicle destruction. A single hit inside a
building is enough to kill all players on the targeted room. The rocket has to be
launched from its MED.
Rockets fired outdoor kills every players within a 15ft radius of the landing point.
Only Nerf Rockets are allowed at this time, nerf balls are prohibited.
Make sure to identify each and every rocket as they can easily get mixed up and/or lost.
4.10 Semi-auto AEG
A semi-auto AEG is any weapon which as the full auto capability permanently
removed. A DMR is a good example. Such modification allows the player to use
the gun up to 450FPS with 0.20g bbs instead of 400fps (for those over 18). Please
see chapter 2.3 for FPS restrictions.
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4.11 Support Weapon
A support weapon is any weapon replicating real life support weapon (i.e.
interchangeable outer barrel, bipod, etc). Support weapons are allowed up to 400
FPS. Support weapons are limited to 1 per 4 man squad. Appendix 11 lists
4.12 Smoke Devices
Smoke producing devices are allowed as long as 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.
4.12 Laser (Red or Green)
Laser safety is safe design, use and implementation of lasers to
minimize the risk of laser accidents, especially those involving eye
injuries. Since even relatively small amounts of laser light can lead to permanent eye
injuries, the sale and usage of lasers is typically subject to government regulations.
Moderate and high-power lasers are potentially hazardous because they can burn the retina of the eye, or even
the skin. To control the risk of injury, various specifications, for example ANSI Z136 in the US and IEC 60825
internationally, define "classes" of laser depending on their power and wavelength. These regulations also
prescribe required safety measures, such as labeling lasers with specific warnings, and wearing laser safety
goggles when operating lasers.
ONLY CLASS 1 and CLASS 2 Laser are authorized in the field.
If you can’t identify the class of your laser, DO NOT BRING IT.
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2016 ACCIDENT WAIVER AND RELEASE OF LIABILITY FORM I HEREBY ASSUME ALL OF THE RISKS OF
PARTICIPATING IN ANY/ALL ACTIVITIES ASSOCIATED ON PROPERTY at 4624 Dayton-Springfield Rd
OWNED BY WILLIAM “BUD” HILLARD and business Hidden Spring Ranch Recreation, LLC including any other
AFFILIATED PERSONS associated with this recreational property, by way of example and not limitation, any risks that
may arise from negligence or carelessness on the part of the persons or entities being released, from dangerous or
defective equipment or property owned, maintained, or controlled by them, or because of their possible liability without
fault. I certify that I am physically fit, have sufficiently prepared or trained for participation in this activity, and have not
been advised to not participate by a qualified medical professional. I certify that there are no health-related reasons or
problems which preclude my participation in this activity. I certify that I am not or will not be in participation or under
any influence of alcohol or drug substances while upon recreational business of Hidden Spring Ranch LLC. I
acknowledge that this Accident Waiver and Release of Liability Form will be used by the event holders, sponsors, and
organizers of the activity in which I may participate, and that it will govern my actions and responsibilities at said activity.
This waiver includes any activities involved upon such property within the physical year of 2016. In consideration of my
application and permitting me to participate in this activity, I hereby take action for myself, my executors, administrators,
heirs, next of kin, successors, and assigns as follows: ____(A) I WAIVE, RELEASE, AND DISCHARGE from any and
all liability, including but not limited to, liability arising from the negligence or fault of the entities or persons released, for
my death, disability, personal injury, property damage, property theft, or actions of any kind which may hereafter occur to
me including my traveling to and from this activity. Recreational Property, and/or their directors, officers, employees,
volunteers, representatives, and agents, and the activity holders, sponsors, and volunteers; ____(B) INDEMNIFY, HOLD
HARMLESS, AND PROMISE NOT TO SUE the entities or persons mentioned in this paragraph from any and all
liabilities or claims made as a result of participation in this activity, whether caused by the negligence of release or
otherwise. ____(C)I have been advised and agree to wear closed toed shoes and helmets to prevent injury. No racing,
jumping upon property as well as all speeds upon any given vehicle should not exceed 30mph. I acknowledge that
directors, officers, volunteers, representatives, and agents are NOT responsible for the errors, omissions, acts, or failures
to act of any party or entity conducting a specific activity on their behalf. I acknowledge that this activity may involve a
test of a person's physical and mental limits and carries with it the potential for death, serious injury, and property loss.
The risks include, but are not limited to, those caused by terrain, facilities, temperature, weather, condition of participants,
equipment, vehicular traffic, lack of hydration, and actions of other people including, but not limited to, participants,
volunteers, monitors, and/or producers of the activity. These risks are not only inherent to participants, but are also present
for volunteers. ___ (D) I hereby consent to receive medical treatment which may be deemed advisable in the event of
injury, accident, and/or illness during this activity. I understand while participating in this activity, I may be
photographed. I agree to allow my photo, video, or film likeness to be used for any legitimate purpose by the activity
holders, producers, sponsors, organizers, and assigns. The Accident Waiver and Release of Liability Form shall be
construed broadly to provide a release and waiver to the maximum extent permissible under applicable law. ___(E) I
hereby acknowledge that I have obtained and currently hold a minimum bodily injury liability of not less than 25,000 per
person and 50,000 per accident and property damage insurance of not less than 10,000 per accident on each recreational
vehicle used on this property. ___(F) The guardian and minor understands that we expressively waive any such claim for
compensation or liability on the part of any recreational property involved beyond what may be offered freely by the
representative of Hidden Spring Ranch LLC. in any event of such injury or medical expense. The guardian understands
that the minors time upon the recreational property may include activities that may be hazardous to them including, but
not limited to, construction activities, loading and unloading and unloading of heavy equipment. We recognize and
understand that the minor’s time upon the recreational property, in some situations, involve inherently dangerous
activities. As the guardian for the said minor I hereby expressly assume the risk of injury or harm in these activities and
release any party involved from and liability for injury, illness, health or property damage resulting from the activities of
the minor’s time upon this recreational property. I CERTIFY THAT I HAVE READ THIS DOCUMENT AND I FULLY
UNDERSTAND ITS CONTENT. I AM AWARE THAT THIS IS A RELEASE OF LIABILITY AND A CONTRACT
AND I SIGN IT OF MY OWN FREE WILL. ________________________________ ___________
__________________________________ ______ Participant’s Signature Date Participant’s Name Age (Please print
legibly.) ________________________________ ___________ __________________________________
_______________ Parent/Guardian Signature Date Address Phone (If under 18 years old, Parent or Guardian must also
sign.)
32
This Is a 2016 Release Of Liability Form with Legal Consequences Read Carefully Before Signing
Last Name: ____________________________ First Name: ___________________________________
Callsign: ________________________ Date of Birth: ___/____/_______
IN CONSIDERATION of being permitted to participate in any way in Airsoft activities, I hereby agree that:
1. I understand that the risk of serious injury to me from the activity and weaponry involved in Airsoft is significant, including the potential for permanent disability and/or death;
2. I knowingly and freely assume all the risk of such potential injury or death, even if arising from the negligence of those persons released herein from liability, and further assume full responsibility for my participation and any damage, injury, or loss which might result to me there from;
3. I understand that the activities of Airsoft are physically and mentally demanding. I further understand the rules of play and will comply with all such rules and regulations. If I observe any unusual or unnecessary hazard during my participation, including the violation of safety rules or regulations by any other participant, I will bring such fact(s) to the attention of the nearest official immediately;
4. I, for myself and my heirs, assigns, personal representatives and next of kin (and, if I am signing as guardian or parent of a participant, also on behalf of the heirs, assigns, personal representatives and next of kin of that participant), hereby completely release and forever discharge Francois Crepeau, Team Strikers, each and every one of its members, and the organizers or sponsors of any Airsoft activity in which I participate, together with the owners, lessees, and managers of the premises used to conduct the activity and their employees, agents, and assigns (the “Releasees”), from and against any and all liability, claims, or causes of action of any nature whatsoever, arising from any and all personal injury, disability, or death which I may suffer, and from any loss of or damage to personal property, whether caused by the negligence of the Releasees, any other participant, or otherwise, except that which is the direct and proximate result of gross negligence and/or reckless misconduct.
5. I understand and agree that, unless earlier terminated by me in a signed writing delivered to the organizer, this Release of Liability shall cover each and every Airsoft activity and event in which I participate hereafter for a period of at least one year from the date I execute this Agreement, and thereafter if, after the expiration of that one year period, I appear at and participate in any Airsoft activity without having delivered to the organizer a newly executed Release of Liability in the then-current version thereof. I HAVE READ THIS ENTIRE RELEASE OF LIABILITY AND ASSUMPTION OF RISK AGREEMENT, FULLY UNDERSTAND ITS TERMS AND CONDITIONS, AND FURTHER UNDERSTAND THAT BY SIGNING IT, I AM GIVING UP SUBSTANTIAL AND VALUABLE LEGAL RIGHTS. KNOWING THIS, I SIGN IT FREELY AND VOLUNTARILY, ON THE BASIS OF MY PERSONAL UNDERSTANDING OF THE ACTIVITIES TO WHICH I AM CONSENTING AND NOT IN RELIANCE ON ANY STATEMENT, PROMISE, OR REPRESENTATION WHATSOEVER FROM ANY OTHER PERSON, SOURCE, OR ENTITY.
Participant/Player Signed:_________________________________ Date Signed_____________
Phone # ____________________ Address ________________________________________
City ___________________________________State_____________ Zip Code __________
Emergency Phone # ___________________ Email address _________________________________
This form is valid only for the current year. It is Participant’s responsibility to execute a new release each year. If Participant fails to do so, then the existing Release will be deemed invalid and the Participant with respect to any Airsoft activities participated in after the expiration of the one year period will not be authorized on the premises until a new Release is executed by Participant and delivered to the organizer. FOR PARTICIPANTS UNDER AGE 18 AT TIME OF REGISTRATION, PARENT OR LEGAL GUARDIAN SIGNATURE REQUIRED – Minimum age 16 years). Having read and understood the above terms and conditions, I, as parent or guardian with legal responsibility for this participant, hereby consent and agree to his/her release of the event organizer and all other Releasees and further agree that, as parent or guardian, and on behalf of myself, my heirs, assigns, and next of kin, I also release and indemnify the Releasees as set forth above and to the same extent as if I were the Participant. Parent/Guardian Signed: ______________________Date signed____________Emergency Phone #
_________________
*Required if guardian not present: Being duly sworn upon oath says that the statements set forth are true and correct.
Suscribed and sworn before me this _____ day of _________ year 2016.
NOTARY PUBLIC_____________________________ My commission expires__________________
33
General field map
NOTICE: Fence along boundary in grid 68 to 71 and 92 is OUT OF BOUNDS. Players must stay within the
fence area. No exceptions.
Field index: M = Mill Bldg
G = Goldcity
A = Airbase
B = Browntown
R = Refinery
E = Emerald City
S = Shack Bldg
C = Comm Center
X = Russian Base
FBA-FBB = Fire Base
CP2-CP6 = Border station checkpoints
2016 UPDATE: .
(1). The area enclosed roughly within area 48,49,68 and 69 is out of play.
(2). Rail road tracks are out of bounds except for vehicles entering the field.