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OPI IX Core Rules Set...2011

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clinkman

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Joined: Tue Nov 08, 2005 7:56 am

Location: Bowling Green, KY

Post Wed Jul 15, 2009 8:38 pm

OPI IX Core Rules Set...2011

CORE Rules Set for OPI-IX

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 OPI-IX 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 Operation Irene 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 OPI-IX 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

3-1.35 SAW weapon Energy Limit 1.86 Joules (Only one per squad – 50 foot minimum engagement), no SAW firing indoors.

Using OFFICIAL EVENT Sponsor’s 0.25g “Biodegradable” or “Earth Friendly” BBs for chronoing:

OK < 390 fps
CAUTION 390-400 fps
NO GO > 400fps

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 three 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.
c. The Airsoft weapon is locked in OP: OPI IX secure storage and returned at the end of the event.

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 OPI-IX staff. Contact your squad leader through the secure OPI-IX 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 OPI-IX.

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 OPI-IX SAW weapons (defined below).

3-4.2 Guns that are faithful recreations of belt-fed firearms qualify as SAWs for OPI-IX. 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 OPI-IX 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-IX staff reserve the right to determine what is “cosmetically similar.” Players with custom guns should direct their questions to the OPI-IX public forum and must receive approval from OPI-IX staff on or before Oct. 1st, 2011.

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, Echo 1, etc…)
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 OPI-IX staff.
f. The designer provides all necessary information and photographs on or before Oct. 1st, 2011.
g. The designated OPI-IX Chief of Staff signs off on the design on or before Oct. 1st, 2011.
h. The custom launcher is tagged by OPI-IX chrono staff as approved for use.

3-5.6 Bringing a custom launcher to OPI-IX without prior approval as specified in 3-5.5 will result in automatic rejection.

3-5.7 Using a custom launcher at OPI-IX without clearance is considered cheating.

3-5.8 Moscart-style grenades may only use Green Gas or HFC 134a (or equivalent) as propellant, absolutely no CO2 in grenade shells. Bulk power sources (such as tanks) using C02 or HPA must be regulated and have the ability to lock out the regulator so that it cannot be adjusted in the field. Velocity of nerf projectiles (standard 32 g weight) must not exceed 250 FPS

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 and Platoon leadership 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.
.
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),Thunder B and AI Tornado BB hand grenades are approved for OPI-IX 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 OPI-IX forum for more information before Oct. 1st, 2011.

3-10 AREA EFFECT/BLAST RADIUS

3-10.1 Rockets, booby traps, mortars, 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. MORTARs carry a 20 ft kill radius from their final resting place.

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/starting point/regen for 5 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 such as cars hit by rockets are considered “killed” along with everyone inside and must return to their FOB or point of origin (out of service). Troop transports (like Deuce and halfs, LMTVs, etc...) are considered "out of service when hit. Players inside troop transport 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/start point/regen after the 5 minute wait. 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-IX. Cool burning (pull ring type) smokes are allowed. Smoke must be used OUTSIDE ONLY, not inside buildings and not inside tunnels. Smoke should only be deployed on hard surfaces (roads, cement, dirt, etc…NOT in the woods or tall dry grass).

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 affect the same consequence. In such instance, “killed” player is obligated to comply QUIETLY.

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 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/RPG Rocket/Grenade Launcher Rocket: 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.
4-1.7 Mortar rounds (nerf rocket): One hit: Contestants within 20 ft of the rocket’s final landing spot are considered dead. (Only UNMODIFIED Nerf Howler Pocket rocket and similar types allowed).

5-1 Uniforms

5-1 During game time players must at all times conform to the OPI-IX 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). Players may ONLY wear their company's approved uniform pattern, they CAN NOT switch to the opposing companies uniform at any time during the event. Doing so would be considered a rules violation.

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 "Task Force Ranger" is U.S. Army Desert 3-color (6 color Desert “Chocolate Chip is approved for use also on headgear only).

5-3.2 The pattern for the “Freedom Fighters” is “Rebel, assorted”. 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. Any one piece (pants or shirt) camo pattern with the exception of the following are allowed for “Freedom Fighters” : US Desert 3 color or 6 color (Chocolate chip pattern), USMC Marpat Woodland or Desert, ACU. These patterns are NOT allowed to be used on the “Freedom Fighters side at all, not for shirt or pants. Gear worn in these patterns (i.e. tactical vests/rigs) is allowed, but discouraged if alternatives exist).

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. 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, this is a supposed to simulate a 3rd world country’s rag tag rebel and militia fighters, not a professional fighting force with unlimited financial and gear support. AK 47 AEG’s are encouraged, but not required to enhance the look, as well as AK chest rigs of all types. Plate carriers and advanced tactical rigs are discouraged unless that is all you have, however you should make some effort to disguise them if possible (long sleeved shirt over it and hanging loose outside, etc…). NO HELMETS on the FF side. Any questions about any gear or uniforms not covered here, please contact staff for clarification before the event.

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, combat shirts in the correct camo pattern allowed, but discouraged for this particular event). OPI-IX 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. (Freedom Fighters are exempt from these rules)
b. Company-specific BDU bottom (if applicable)
c. Head Cover consisting of Company-specific uniform matching 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 Task Force Ranger, any color except Tan/Brown is OK for Freedom Fighters. Black or OD Green Protec/"Delta" style helmets are allowed for Task Force Ranger as well. 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 OPI-IX staff. If you are overheating and must remove uniform/gear to stay healthy you should immediately signal OPI-IX 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 OPI-IX.

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.

6-2 We encourage players to match their gear color to their side, but gear color is not restricted. EX: It is OK for a Task Force Ranger (Desert 3 color BDU) to wear a green tac vest. Freedom Fighters are encouraged to "camoflauge" any "high speed" gear, water bladders/camebaks, tactical rigs, etc... if possible with clothing or other gear over them to enhance their look.

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 OPI-IX participants. Players are responsible for their own hydration!

7-1 Communications

7.1 To ensure orderly comm traffic at an event the size of OPI-IX, radio bandwidth is pre-designated. Radio freqs will be provided to leadership on each side 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 OPI-IX Staff. This includes UHF and VHF frequencies. Using undesignated channels is considered electronic warfare (see 7.3).

7.3 At NO time during OPI-IX 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 OPI-IX player or staff
communications.

7.4 Players should secure FCC license for operating high wattage transmitters (> ½ Watt) in the AO.

*OPI-IX Core Rules Set adapted from the original Lionclaws Core Rules Set.
**The staff of Operation Irene IX gratefully acknowledges the staff of previous OLCMSS events hard work and dedication in the creation of the rules set and gameplay items that are the basis for much of Operation Irene IX’s.

And the most important rule of all – DO have fun.
Last edited by clinkman on Mon Feb 08, 2010 8:38 pm, edited 3 times in total.
Chuck
Chief of Staff, (retired)
Operation Irene
OLCMSS
<<

Magellan

soldier

Posts: 15

Joined: Wed Apr 23, 2008 6:34 pm

Location: Off the Grid

Post Wed Jul 29, 2009 2:26 pm

Dead Rags / Medic Clarification

Can you please verify or clarify the dead rag / medic rules for this year's event? While defending a building (supported by a couple of YouTube vids), one side, while assaulting the building, once shot, simply turned and walked away (you can see soldiers moving TO the medic as opposed to the other way around...). It seems to me that if a soldier from either team is shot in a doorway or passage (or multiple soldiers), they would "die" in place, becoming obstacles themselves (which was part of our strategy last year), possibly drawing medics into danger as well. Can you clarify for all before this year's event please...?
<<

clinkman

general (**)

Posts: 809

Joined: Tue Nov 08, 2005 7:56 am

Location: Bowling Green, KY

Post Wed Jul 29, 2009 4:42 pm

The parts in bold italics type should clarify and might be what you saw...if not, the someone was not clear on the rules and was not following them. IN ANY CASE....a player MAY NOT get up and walk to a medic to be healed, they must remain in place if waiting for a medic (up to 5 minutes) or if they have already been healed once and have a bandage on, go directly to regen without the wait. There is no either or....if you are hit and do not have a bandage on, then you MUST sit or lay in the place where you were hit (unless it's the middle of a street or road, and if so, move to the side first) for 5 minutes or until a medic reaches you to "heal" you. At 5 minutes, if the medic has not reached you, get up and walk back to regen, NOT to a medic. If you are hit and already have a bandage on, you may get up immediately and walk back to regen....a medic CAN NOT heal you a second time by putting a second bandage on you. You must go back to regen, remove your bandage, and re-enter the game, at which time the whole cycle starts over (you may be healed in the field again once, etc...).
Chuck
Chief of Staff, (retired)
Operation Irene
OLCMSS
<<

Magellan

soldier

Posts: 15

Joined: Wed Apr 23, 2008 6:34 pm

Location: Off the Grid

Post Wed Jul 29, 2009 5:21 pm

Thank You...!!!

Thank you for the response and the clarity of same. I just hope ALL will read and heed. See you soon...!
<<

Makaiju

soldier

Posts: 2

Joined: Mon Jul 20, 2009 12:16 pm

Post Thu Jul 30, 2009 7:08 am

I was hoping to get a little more clarification on weapons.

My main AEGs are SCAR model weapons. While I am on the Ranger side, I would be sporting a rifle that wouldn't exits in any form for about 10 years after the events we are recreating.

Obviously I don't want to have to spend any extra money for a single event. However if the choice I'm given is to have an AEG rifle that better represents the real equipment of our operations time frame or drop from the event... I'll be putting her pictures up on Craigslist shortly soon to be followed by any of my internal organs I think I remove myself.
<<

Balnk

major

Posts: 204

Joined: Wed Apr 11, 2007 2:10 pm

Location: Gamber, MD

Post Thu Jul 30, 2009 7:35 am

Makaiju,

A SCAR is going to be fine as a weapon for the Ranger side.

The rules are flexible enough to allow you to use it.
Hope you enjoy the game!
OP:IreneVI - Rangers
OP:IreneVII - Rangers
OP:IreneVIII - Rangers
OP:NW IV - Rangers
OP:NW V - FOX
OP:NW VI - Russians
OP:Northern Light - Rangers
OP:Lightning Strike 09,11,12- Rangers
OP:RSE 2012 - Rangers
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dogsoldier

lieutenant

Posts: 101

Joined: Sun Jan 29, 2006 6:40 pm

Location: Chattanoooga,TN

Post Thu Jul 30, 2009 8:12 am

Clinkman, could you also clarify the rule's regarding nerf rockets and tennis balls. Last year we had players throwing them (not using launchers) and wanting them counted as rocket/grenade hits. causing alot of confusion. In past LC events I was under the impression that tennis balls and nerf's hand thrown did not count as grenades. but had to be fired from a launcher to count?
Too much to list lol
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Makaiju

soldier

Posts: 2

Joined: Mon Jul 20, 2009 12:16 pm

Post Thu Jul 30, 2009 8:18 am

Balnk wrote:Makaiju,

A SCAR is going to be fine as a weapon for the Ranger side.

The rules are flexible enough to allow you to use it.
Hope you enjoy the game!


Thank you for the clarification.
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clinkman

general (**)

Posts: 809

Joined: Tue Nov 08, 2005 7:56 am

Location: Bowling Green, KY

Post Thu Jul 30, 2009 8:59 am

dogsoldier wrote:Clinkman, could you also clarify the rule's regarding nerf rockets and tennis balls. Last year we had players throwing them (not using launchers) and wanting them counted as rocket/grenade hits. causing alot of confusion. In past LC events I was under the impression that tennis balls and nerf's hand thrown did not count as grenades. but had to be fired from a launcher to count?


Dog,

TENNIS BALLS, in any shape, color, or form, ARE NOT ALLOWED as grenades or rockets, PERIOD. NERF ROCKETS are to be shot from a LAUNCHER ONLY (of some spproved type). The only grenades that can be thrown are HAND GRENADES of the approved types in the rules above, and must EXPEL BBs and said BBs or a BB must HIT a player for them to be considered OUT. It's pretty plain in the rules above about this. Now, that is not to say someone does not get creative and try to use something as a "distraction" on others that doesn't actually fire a BB or fly from a launcher, but no one is out unless it is per the rules above. Be sure what you are firing/throwing and rules concerning them, and on the flip side, be sure what is coming into a room with you before you call yourself out.

In reference to the question before this one about types of weapons allowed on each side, I thought that was clear also that you may use any type on either side (i.e. AK's for example are OK for TFR if that's all you have, as would be M4/M16 variants on the FF side if that's all you have. No one has to go out and buy a new weapon for the event to fit the role on the side they are on, though all attempts to fit the role and give a more authentic look are appreciated and will only add to the overall impression at the event.
Chuck
Chief of Staff, (retired)
Operation Irene
OLCMSS
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895_daisy

soldier

Posts: 4

Joined: Thu Jul 29, 2010 8:53 am

Post Tue Aug 03, 2010 6:16 am

Re: OPI VIII Core Rules Set...2010

i was just wondering about the magazine cap limit. Does anyone know a good reliable source for under 200 cap mags for an AK that are non winding. I am having a hard time finding any
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Bear

captain

Posts: 177

Joined: Mon Jan 16, 2006 10:40 pm

Location: Your sister's Dutch oven.

Post Tue Aug 03, 2010 2:36 pm

Re: OPI VIII Core Rules Set...2010

-Bear
OPNS I: Hotel Co. 301 SGT
OPI4: Delta Co. 302
OPNS II: Hotel Co. 202
OPBD2: Staff
OPI6: TFR 0403
OPBD3: Insurgent
OPI7: TFD
OPBD4: Staff
LSA Gear Mod - http://www.lonestarairsoft.com
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895_daisy

soldier

Posts: 4

Joined: Thu Jul 29, 2010 8:53 am

Post Wed Aug 04, 2010 1:43 pm

Re: OPI VIII Core Rules Set...2010

Bear thank you so much. I had actually never heard of that website and will definitely be utilizing the box sets of mags.
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Bear

captain

Posts: 177

Joined: Mon Jan 16, 2006 10:40 pm

Location: Your sister's Dutch oven.

Post Wed Aug 04, 2010 2:58 pm

Re: OPI VIII Core Rules Set...2010

Velkomen.:)
-Bear
OPNS I: Hotel Co. 301 SGT
OPI4: Delta Co. 302
OPNS II: Hotel Co. 202
OPBD2: Staff
OPI6: TFR 0403
OPBD3: Insurgent
OPI7: TFD
OPBD4: Staff
LSA Gear Mod - http://www.lonestarairsoft.com
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Sansari

soldier

Posts: 1

Joined: Wed Aug 18, 2010 12:39 pm

Post Wed Aug 18, 2010 12:53 pm

Re: OPI VIII Core Rules Set...2010

Are players allowed to carry bags of bb's on their person? If not, are they allowed to have bb bags at their FOB?
Any rules on shields? M134's? Neither of these apply to me but I'm curious :)
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bishopMP

sergeant

Posts: 63

Joined: Wed Jul 15, 2009 1:39 pm

Location: Shepherdsville, KY

Post Wed Aug 18, 2010 1:17 pm

Re: OPI VIII Core Rules Set...2010

You are allowed to carry loose BB's on person.
You are allowed to store loose BB's at your FOB.

This isnt Modern Warfail 2...no shields. :roll:

M134 needs a clinkman answer....but I would say no...this isnt Predator. 8)
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