EVENT RULE SET (Op:HPA DAY MILSIM GAME):
Players may use non-incendiary smoke (e.g. pull ring) in any color other than white. White smoke is a reserved color for gameplay.
Medic rules will be in effect for this event scenario, and details will be provided on the day of the event. No player action is necessary prior to the event.
As with all events at SANJ, there is no blind fire. All targets must be engaged with direct line of sight (this includes static objectives).
Uniform code will be strictly enforced to minimize friendly fire occurrences. Any players with non-conforming attire must be arm banded in their appropriate team color in order to participate.
TAN TEAM: MultiCam, Desert, Digital Tan, or Tan Shirt and Tan BDU Pants
GREEN TEAM: Woodland, Jungle, Tiger, MARPAD, or Green Shirt and Green BDU Pants
Green Team will start the event with 1 Command Post (CP) and 4 Observation Posts (OP) which will be determined on the day of the event, and serve as respawn locations for players that have been eliminated (bled out after being wounded, or effected by munitions blast radius). Players may respawn at any location that has not been destroyed.
Tan Team will start the event with 1 Command Post (CP) or and will need to secure additional location and complete objectives before they may place their OP for the event. Prior to CP placement, Tan Team players that have been eliminated (bled out after being wounded, or effected by munitions blast radius) must return to their starting location or CP.
OP locations are objectives that can be destroyed during gameplay by the opposing team and are represented by designated (Tan, Green) signal boxes in fixed positions. When destroyed, the box will signal (white smoke) that the location has been overtaken. Any players in the immediate area of the box that are outside of fortification (SEE FORTIFICATIONS) are effected by a munitions blast radius (30ft killed, 60ft wounded), and all players on that team may no longer spawn at that location until it has been re-secured (SEE MISSIONS).
CP locations are objectives that can be destroyed during gameplay by the opposing team and are represented by designated (Tan, Green) signal boxes in fixed positions, and serve as respawn locations for players that have been eliminated (bled out after being wounded, or effected by munitions blast radius). All opposing team OPs must be destroyed before a CP can be destroyed. If a CP is engaged in error, it will immediately be reset and gameplay will continue. When destroyed, the box will signal (loud siren) that the location has been overtaken.
Should the Tan Team CP be destroyed, Tan Team will need to secure a new location and complete objectives before they may replace their CP.
Should the Green Team CP be destroyed, this will signal the end of a round; cease fire will be called by referees, and teams will return to their designated starting locations. CPs are primary positions and significant points objectives; defend them wisely.
Teams begin the scenario at designated positions on the day of the event.
Teams will contest strategic locations, CPs and OPs, and complete missions assigned by event staff for points that will aggregate to a total score for the event.
There are several effects during the scenario that will enhance gameplay and impart a blast radius effect on players (SEE WOUNDS: Blast Radius).
Airsoft and MILSIM are activities of honor. The only player's action you can effect is your own. Call your hits, and leave other players to call their own. NO outbursts ("call your hits", "rhino", etc.) to other players will be tolerated by event staff. By honoring and respecting other players, and entrusting them to do the same, we ensure the integrity of the scenario and our sport.
Team objectives during OPERATION: BROKEN ARROW are points-based, and will be both static and dynamic.
CPs and OPs are static objectives during the course of gameplay and will react audibly/visibly when destroyed with significant gameplay effect.
When an OP is destroyed by the opposing team, it can no longer be used as a re-spawn location. In order to re-secure an OP, the team must retrieve: a) 1 mortar, b) 1 rocket, c) 2 ammo containers from the field, and return them to the location to be reset. At this time, the signal box will be reset and the team may use this location as a respawn again, providing the location is not currently contested/occupied by the opposing team. This action will be limited during the event; defense is prudent. Some additional gameplay items may be used to assist this action, and will be provided as a dynamic objective by event staff.
CPs cannot be re-secured, again, defend them wisely.
ANY PLAYER MOVING PROPS WHEN NOT INSTRUCTED WILL BE FINED BY REMOVING THIER POINTS
Each team will designate an Intelligence Officer to receive the dynamic objectives from referees (it will be beneficial for this player to have a radio). These objectives will include retrieving gameplay items for points and game effect, assaulting/holding positions of interest, setting up gameplay items for points, etc.
NO GAMEPLAY ITEM (props) MAY BE DISTURBED UNLESS DIRECTED BY A REFEREE
Direct Fire -
Any player struck by direct fire anywhere on their person is wounded, and will immediately, visibly (e.g. hands up), and LOUDLY call their hit (gun strikes do not count). Place a red rag on your head and stand or kneel in position visible to players with your replica down to designate you are wounded, and prevent additional engagement. Players that are wounded may move up to 3' in any direction to safely remove themselves from an area of conflict. All wounded players will have a "bleed out" time determine on the day of event, and may be aided by ONLY THIER TEAM MEDIC in this time. If THE MEDIC provides aid, the wounded player may immediately return to the engagement. If no aid has been provided prior to bleed out, the wounded player must proceed to a respawn location to return to the engagement.
Blast Radius -
Any player in the immediate area of white smoke that is outside a fortification (SEE FORTIFICATIONS) or directed by a referee, are effected by a munitions blast radius (30ft killed, 60ft wounded). Additionally, any blast that occurs inside a fortification will be isolated to the internal footprint of the structure, and all players at that level of the structure are considered killed. Players that have been wounded must follow the direct fire wound rules to return to engagement. Players that have been killed in the blast will immediately, visibly (e.g. hands up), and LOUDLY call their hit. Place a red rag on your head and proceed to a respawn location to return to the engagement.
Hand Held/Throwable Explosives (e.g. ThunderB, etc.) may be used and any player in the immediate area that is outside a fortification (SEE FORTIFICATIONS) or directed by a referee, are effected by a blast radius (3ft killed, 10ft wounded) as long as the device detonates. No detonation is treated as a misfire/dud round and does not count towards a wound. Additionally, any blast that occurs inside a fortification will be isolated to the internal footprint of the structure (i.e. single rooms in buildings or individual foxholes), Players that have been wounded must follow the direct fire wound rules to return to engagement. Players that have been killed in the blast will immediately, visibly (e.g. hands up), and LOUDLY call their hit. Place a red rag on your head and proceed to a respawn location to return to the engagement.
All other BB expelling throwable and launching devices follow Direct Fire wound rules. No rocket/single projectile devices are in use for this event.
No player is to disturb any device that is not their own (i.e. picking up and throwing back), except when to lend aid to other players attempting to retrieve their belongings.
Fortifications for this event are defined as a bunker or entrenchment with wooden or sandbag reinforcement, hardened breastworks with natural or processed wooden reinforcement, and buildings or structures enclosed on at least 3 sides. Trenches, foxholes, and walls or other structures not in this classification may provide cover from direct fire, but will not negate blast effects.
Several two-story buildings exist on the field of event. AT NO TIME is more than one player permitted to occupy the second story of these buildings, or the stairs to the second story, at the same. Your safety and enjoyment are our primary concerns, and this rule will be strictly enforced.
All buildings for this event are considered CQB areas and full auto is never permitted inside the structure, or while entering. If your primary replica has an FPS above 350fps w/.25, you must use a secondary replica (e.g. pistol, shotgun) at or below the field CQB FPS limit to clear the building. Players with approved support weapons for the event may fire out of these structures, but AT NO TIME may fire into the structure and must use a secondary replica (e.g. pistol, shotgun) at or below the field CQB FPS limit to engage targets inside the footprint of the building. Again, your safety and enjoyment are our primary concerns, and this rule will be strictly enforced.
Dead Men Tell No Tales (and wounded don't either)! -
Players that are wounded or eliminated may not signal to teammates in any manner (e.g. call out, radio, gesture), and may only call "Medic" if appropriate/desired.
*any abuse of the event rule set will result in a spostman's conduct violation determined by the event staff, and will result in: a player warning, a scenario points loss, a player cool down period, event expulsion, or a combination of these penalties
PRE REGISTRATION GREEN TEAM
PRE REGISTRATION TAN TEAM
AKA USA FORCES
-Semi Auto For all guns except 249, M60, 249, and RPK.
-Player can have 2 High Cap Mags or Unlimited Mid Cap Mags.
Players can not carry both High Cap and Mid Cap Mags.
-Players not wearing approved camo will wear an arm band.
-All AEG's have a max FPS of 400/0.25g HPA BB
-All Gas Guns have a max FPS of 330/0.30g HPA BB