** 18 Hour MILSIM Event **
Saturday May 29 @ 9am – Sunday May 30 @ 7am
Registration/Chrony will start at 9am Saturday Morning
Safety Brief at 12 pm
Saturday 1pm – Game start.
Sunday 7am – Game end.
This game is based around Force Recon’s Nightfall. In fact it was thought of as a “warm up” to Nightfall for players already attending looking for a similar event to practice or players that maybe couldn’t get in and want something to fill the void. ALOT of the rules are what you’d expect when you attend one of their games as they have sort of set a “gold standard” for this type of event. IF you feel inclined, please read their rules page and become familiar with this sort of game style. We have copied a lot of their rules with permission, changing a few things to suit our field’s needs.
The main objective of the game is similar to that of “sector control” or “conquest” where each team will fight over a number of areas(by flipping flags to their teams colour) that are worth points. Every so often staff will observe the points and record who was holding it at that specific time and by the end of the game the team with the most points wins. GREEN VS TAN (acceptable camo can be found on Force Recon’s rulepage: http://nightfall.forcerecon.ca/nightfall-rules
Participants will have the choice to purchase tickets for their “full squad”, “fire team”, or “individual spots”. As Nightfall and Daybreak are “Squad based” games you will be required to pick a squad and stick with that squad for the event.
(FROM FR’S WEBSITE)
The standard layout for an 11 man squad is
Fire Team Leader
Fire Team Leader
EOD ** Can use grenade launchers
-You may only have 1 grenade launcher per squad used by your EOD
-You may have 1 weapon mounted M203 per squad used by a rifleman – AA Master Mike or similar only.
-You are limited to 2 support gunners per squad. Only support gunners can shoot full auto.
-There is no “DMR” role.
3 Teams of Sniper/Spotter (6ppl)
The RECCE element is Sniper/Spotter and has access to:
2 Sniper Rifles
Can Buddy Aid Medic 1x
Engagement distances will be 100ft or greater for Snipers. Anything inside you must switch to your secondary weapon.
Park will open for camping the night before for players coming from afar or people wanting to get a jump on chrono in the morning. (Friday May 28th).
Standard Clarington safety rules are always in place, BE AWARE OF THEM.
FPS limits will be heavily enforced with no compromise. 400 FPS on a .2 for AEG and 1.5 Joules (whatever weight) for GBB/HPA/SPRING.
Airsoft Canada Sniper Certification rules for accepting anyone wishing to shoot over 400 fps with a BA/Sniper (Levels 2&3 will only be allowed at events, NOT regular skirmish days).
This is the current ruleset:
Level 1 No Certification 450 FPS with 0.20 (1.88 Joules) MED 100FT
Level 2 Certification 450-500 FPS with 0.20 (2.32 Joules) 200 foot MED 220 foot MED for headshots
Level 3 Certification 500-550 FPS with 0.20 (2.81 Joules) 300 foot MED 330 foot MED for headshots
**MED: MINIMUM ENGAGEMENT DISTANCE
PLEASE HAVE KILL RAG/RED RAG & RED LIGHT for nighttime (mandatory)
CPs (Command Posts) will be each team’s spawn area. It is a SAFE zone for the entire 18 hours. At no point should the other team be encroaching, shooting, or hanging out into your spawn. CPs can be fired out of but not fired into!
Hit and Medic Rules
When hit a player will yell “hit” and display a kill rag. Then begin a 5 minute bleed out. You may call for a friendly buddy aid or medic but otherwise you cannot speak when you are hit. (DEAD MEN DON’T TALK!) After 5 minutes you can return to base.
If you are in the line of fire of active players you are allowed to move out of the way or lay prone face down to avoid being overshot.
If your gun is hit and you have a back-up (secondary) you can call “gun hit” and continue playing. Your gun cannot be healed. You must return to respawn. Gun hits are fixed at respawn.
MEDIC RULES/RESCUE OPS FOR PL’S (Straight from FORCE RECON’s Website)
These rules are used to maintain squad integrity and tactics. This game is based on everyone working together as a squad. *We will be making slight changes to the Tourniquet system instead medics will use a 6ft rope.
Squads will remain together for the course of the event the best they can. Not everyone will last the entire time. If need be, attach yourself to another squad until your squad is able to join the game again.
Your squad leader is ultimately in charge and will determine when it is best suited for the squad to withdrawl to their CP and re-arm.
When “withdrawing” from the battle, all members of the squad must pull out their kill rags/glowsticks until they are back at their CP.
1) Each Medic will be given a 6-7 ft rope.
2) Medics can not heal themselves – Another live medic can.
3) If both medics in the squad are hit, it is mandatory to have your squad return to the CP unless they can be healed by another medic.
4) No one goes back to CP by themselves, the entire squad must go back to CP together. Live and die as a squad.
5) No Bleed out. Wounded player(s) must remain in place when hit. A wounded player may not move on their own free will.
6) A medic must have a watch and must pass you the 6ft rope and hold it for 1 minute while the wounded player ties a loose knot in order to simulate “healing” someone.
7) Medics can only heal 1 person at a time.
8) Once you’ve tied 11 knots in your rope you now can no longer heal anyone.
8)If you are hit by a mortar you do not pass go and do not collect $200. Return to CP as a squad.
**Another player can PHYSICALLY drag/carry the wounded player(s). – Ask them if they want to be dragged or carried if need be.
**There is no longer a 5 min bleed out rule. Wounded players will remain where they are until their squad is able to retrieve them.
Rescue Ops – Platoon Leads/HVT
1) If a PL gets hit they can be healed by ANY medic ONCE.
2) 2nd hit they will remain in place and must be carried out on a stretcher. – 30min bleed out time (just incase).
Medic positions can be exchanged at the CP.
You may not “raid” a dead medics kit.
You may not steal Medic Ropes from the enemy.
Abuse of the medic rule/game mechanics will get your squad sent back to the CP.
YOU LIVE AND DIE AS A SQUAD – LEAVE NO MAN BEHIND! NO LONE WOLFING
When vehicles are in play you are to exercise extreme caution when mounting/dismounting, approaching, moving with, etc. The vehicles will have a minimum speed limit under the trees of 25km an hour. Windows will also be down.
In order to knock a vehicle out of play, you must land a smoke grenade directly on top or underneath the vehicle while it is stopped. Tag grenades and foam rockets also count as a kill! If the driver of the vehicle is shot, the vehicle must stop but the gunner(s) may continue firing until the vehicle is rendered “knocked out”.
No visible lasers are permitted at this field. Class 1 or IR lasers are permitted with proof of documentation.
THIS GAME IS SEMI AUTO ONLY!!! UNLESS YOU ARE A SUPPORT GUNNER YOU MAY ONLY SHOOT SEMI. NO SHORT BURSTS ALLOWED.
SQUAD SUPPORT WEAPONS
Allowed support weapons are:
M249, Stoner, RPK, M60, PKM, MG36K, Krytac LMG, GG LMG
A support weapon is not an ak/m4 with a drum mag.
Squad support weapons are NOT ALLOWED to be used indoors unless they can shoot semi auto.
Squad support weapons are only allowed semi auto indoors.
You can shoot full auto out of a building, but the muzzle must break the plane of the window/doorway on the bottom floors.
You cannot stand within 10ft of a doorway/window and fire full auto into the building.
No Nerf swords/axes/daggers/sheilds etc – This is a MILSIM event, save it for our Saturday and Sunday walk on skirmish games.
NO MERCY RULE
Frago missions will be held during the entire 18 hour event.
Commanders will be updated and given time prior to each Mission.
EACH FRAGO WILL HAVE THE REQUIRED SQUADS AT IT OR THEY WILL BE PULLED FROM THE FIELD.
Any ordinance etc that the frago mission offered will be forfeited to the opposing team if squads do not show