Post Tue Dec 18, 2012 2:45 pm

O.L.C.M.S.S CORE RULE SET **REFERENCE ONLY**

DISCLAIMER.... The following rules are a broad representation of all rules used within OLCMSS events across the nation and are submitted for basic reference ONLY. ANY variations or exceptions to these rules specific to a particular OLCMSS event can be found on the event web mini-site and will be noted in your Player Kit / WARNORD / ROE.

1 - General Rules

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 a game staff member witnesses the event. (One Exception: 5.3.4)
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 and the event Chain of Command (NCOs’ and Officers).
1.6 Ranking players should recognize that Lion Claws series events are GAMES. Rank is a tool to provide structure for an enjoyable game. Have fun, and remember you have a responsibility to help your subordinates to have fun as well.
1.7 Eye protection (Reference section 6.5.) must be worn at all times while in a playing area.
1.7.1 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."
1.8 NO blind firing. You must be able to see your target with your own eyes, down the barrel of your weapon (no using mirrors or devices to shoot around obstacles).
1.9 At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills)
1.10 INDOORS SEMI-AUTO ONLY

a. Refer to the events ROE for clarification and or specific limitations.

2 - HIT/REGEN RULES

2.1. If a player is hit ANYWHERE: They are wounded. Gun and gear hits count.
2.1.1 When wounded by pellet/rocket/grenade/mine, or otherwise wounded/removed from combat, players should immediately do the following:

a. Wave your red rag above your head momentarily, then tie it around/through the front sight of your rifle or attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so - in the chaos of combat fellow players rarely have split-second trigger control.
b. Assume a non-combative posture and quickly remove yourself from the area (no waiting).
c. Return to your designated regeneration point.
d. Return your red rag to your pocket/pouch once your regen time is up.
e. It is acceptable to call "hit" or "dead man" during this process, but please keep in mind most players cannot hear you. Your red rag is the first and most important sign of being hit.
f. Red ball caps are not acceptable substitutes for red rags. The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of Velcro to your red rag.

NOTE – The above section 2.1.1 is a GENERIC representation. Refer to event ROE/WARNORD for Medic/Regen Specifics

2.2 "BANG, BANG!"
2.2.1 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," he/she must use the "Bang, Bang!" rule.
2.2.2 "Bang, Bang!" is a safety call ONLY. It is NOT a way of killing someone tactically. As such it is not optional 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.
2.2.3 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 15 feet from behind the opposed player, do not say "Bang, Bang!". 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 TRUCE (2.3) instead.

2.3 TRUCE
2.3.1 If two players encounter each other at 15 feet or less in the forward arc, one should call "TRUCE" and back off 15 paces. This is a safety call to avoid point blank exchanges. (MEDS)
2.3.2 Calling "TRUCE" means you have surprised an opposing player in a dangerous situation (INSIDE MEDS) and should immediately back off.
2.3.3 DO NOT place yourself in a position where an opposed player's only choice is to accidentally stumble into you and force a TRUCE call.

3 - CHRONO AND VELOCITY/ENERGY LIMITS

3.1 Velocity reducers are NOT allowed at any OPLCMSS Event..
3.1.1 Players should report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag. All weapons will be chronographed using the sponsor provided .25 gram Biodegradable BBs.
3.1.2.REGULAR CHRONO

OK < 366 fps
NO GO > 367 fps See 3.1.4

NOTE: Individual events reserve the right to institute a CAUTION range (Subject to frequent checks) generally between 366-376 fps THIS SHOULD NOT BE CONSIDERED A GOAL FOR FPS. <366 IS THE LIMIT


3.1.3 SNIPER CHRONO
Converted levels to use .25 6mm BBs based upon accepted standard Sniper Chrono levels of 550 FPS W/ .20 BB.(2.976 J.) and rounded UP. All 6mm sniper weapons will be chronographed using the provided Sponsor chrono BB.

OK < 510fps (3.005 J)
NO GO > 511 fps see 3.1.4

NOTE: Individual events reserve the right to institute a CAUTION range (Subject to frequent checks) generally between 510-525 fps THIS SHOULD NOT BE CONSIDERED A GOAL FOR FPS. <510 IS THE LIMIT


*8MM Levels as follows –
Using .34g (8mm) BBs: OK < 448 fps, NO GO > 450 fps see 3.1.4
Using .36g (8mm) BBs: OK< 436 fps, NO GO > 438 fps see 3.1.4

3.1.4 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.
3.1.5 A red-tagged gun has three options:

a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to at or below the posted spec and re-chronos the gun.
c. The Airsoft weapon is locked in the event secure storage and returned at the end of the event.

3.1.6 All Airsoft weapons are subject to staff spot checks throughout the event.
3.1.7 The Chrono station will be available from approximately Friday noon until late Friday evening, and again Saturday morning from 6:30 am to 8:00 am.
3.1.8 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.
3.1.9 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 366 FPS with .25g BBs).

4 - BRANCH OF SERVICE / PLAYER CLASSES

4.1 BRANCH - Every player will be assigned to a Branch of Service before the game.

a. For some Lion Claws series events there are more than one Branch of Service. For other events there may be only one. These Branches of Service will be designated in the rule set for that particular event.
b. A player's branch may determine what area said player fights in and what missions he/she undertakes. See the particular Lion Claws series event rules for details on Branches and their mission types and zones. If designated, players should remain in their assigned zone and not cross into other zones except under direct supervision from game staff members. In addition in some events a force normally designated the QRF will act as a mobile reserve for the commander. These players are a unique force and are subject to special deployment rules which will be defined in either/both the event rules or a secure forum.
c. “BRANCH” specific uniform patterns will be found in the Event forums.

4.2 CLASS - In addition to “BRANCH” each player will be assigned a player class (Rifle/SAW/Heavy Weapons)
4.2.1 Squads will be composed of rifleman, a SAW Gunner(s), and a Heavy Weapon specialist.
4.2.2 Your CLASS is pre-determined by your squad leader, who will report your role in advance to game staff. Contact your squad leader through the secure event forum to request a special class or for more information. In the absence of contact all players should assume they will play Rifle roles at Lion Claws series events.
4.2.3 ALL PLAYER CLASSES are required to use Bio-degradable bbs at OLCMSS events
4.3 RIFLE class
4.3.1 Riflemen are limited to commercially available non-winding magazines (spring fed) that only carry 200 BBs or less. Midcap, Standard and low-cap mags (e.g. STAR magazines) are welcome if they meet this criterion.
4.3.2 Riflemen may carry as many legal magazines as they can fit on their person.
4.4 SAW class
4.4.1 Each squad will have a 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 SAW weapons (defined below).
4.4.2 Guns that are faithful recreations of belt-fed firearms qualify as SAWs. This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, M240B and similar models. NO MP5's, M-16s, or non SAW weapons.
4.4.3 The approved non-belt-fed SAW list is as follows: RPK, MG36, L86A2. Again, these guns must be faithful recreations of actual guns.
4.4.4 To be a faithful recreation a SAW must be as cosmetically similar as possible to the original gun. Game staff reserve the right to determine what is cosmetically similar. Players with custom guns should direct their questions to the events public forum and must receive approval from Game staff two weeks prior to the event.
4.4.5 It is ok for a SAW gunner to use non-winding rifleman magazines in his/her SAW.
4.4.6 Squads may replace their SAW gunner position with a Rifleman (the SAW slot is optional).
4.4.7 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners.
4.5 HEAVY WEAPONS class
4.5.1 Each squad will have a heavy weapons specialist. He is the only team member that may carry/use M203s, AT launchers, or other special launching weapons. Heavy weapons MAY NOT FIRE nerf rockets while inside buildings nor may they fire multiple firing BB M203 grenades while inside. These are only to be used in outside contact.
4.5.2 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.

EX: http://www.hasbro.com/pl/page.viewprodu ... efault.cfm
EX: http://www.zockertoys.com/z240.html

4.5.3 Specialists may carry up to 4 rocket rounds on their person at any one time (you may store more back at base). Only Heavy Weapons class players may transport rocket rounds. Specialists may carry an unlimited number of propellant/beehive grenades.
4.5.4 Specialists are cleared to use beehive/BB rounds in their launchers.
4.5.5 The list of approved commercial launchers is the following:

a. Any M203 Variant (Sun Project, G&P, CAW, Star{AG}.)
b. CAW M79
c. Smokey's RPG
d. Rusty's Paintball
e. Blackpoint Launcher (12g CO2 cartridges only)

4.5.5 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 4.5.2
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 game staff.
f. The designer provides all necessary information and photographs earlier than two weeks prior to the event.
g. The designated Game Director signs off on the design two weeks prior to the event.
h. The custom launcher is tagged by chrono staff as approved for use.

4.5.6 Bringing a custom launcher to any Lion Claws series event without prior approval as specified in 3.5.5 will result in automatic rejection.
4.5.7 Using a custom launcher at any Lion Claws series event without clearance is considered cheating and subject to rule 1.3.
4.5.8 Moscart-style grenades may only use Green Gas or HFC 134a as propellant. Absolutely no CO2*

a. If the shell is manufactured and meant for C02 (like the Madbull C02 shell for instance / example) then it is OK and you may carry a portable recharging device (also such as Madbull makes) to recharge your shells. It is NOT acceptable however to just put C02 in just any BB shower 40mm type grenade shell....most of them are not rated for the working pressures of C02 and are only intended for use with green gas. Specs should be available from the manufacturer or reseller as to whether or not this is the case. Players found using CO2 in an unauthorized manner are subject to expulsion for rules violation.

4.5.9 Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
4.5.10 Squads may replace their Heavy Weapon Specialist with a Rifleman (the slot is optional).
4.5.11 Nerf rounds have a minimum engagement distance of 30 feet.

a. See section 5.3.2 for blast radius

4.5.12 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be HWS class.
4.6 SNIPER and ASSIST Class
4.6.1 Each Branch will have one assigned recon/sniper team as determined by the Force Captain.
4.6.2 Each team consists of two individuals, a SNIPER and an ASSIST.
4.6.3 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).
4.6.4 The ASSIST follows all riflemen rules for his/her weaponry.
4.6.5 SNIPER and ASSIST players may wear ghillie suits (6.4.6).
4.6.6 Sniper FPS class weapons have a minimum engagement distance of 100 feet.

a.ABSOLUTELY NO high-cap magazines requiring manual winding are allowed!

5 - AREA EFFECT WEAPONS and MISC. – Classified as hand grenades, mines, mortars, booby traps etc.

5.1 HAND GRENADES
5.1 1 Only 858 – Live action, Escort gas powered, AHG-01 (or subsequent versions),Thunder B and AI Tornado BB hand grenades are approved foruse. Other brands on a case by case basis, please ask. All Hand grenades must be “LIVE” action.
EX: http://www.airsoftextreme.com/store/ind ... ts_id=2405
5.1.2 Each player is allowed to carry only the event specified number of “live” grenades on their person at any one time (extra may be left at a base). “LIVE” Grenades may not be “Bulk” carried in a backpack etc. but each must be carried in a grenade pouch (“FRAG”) specifically designed for that purpose. Any class of player may use/carry grenades.

a. Based upon previous Ops, rubber grenades and tennis balls are no longer authorized for use

5.1.3 Hand grenades must be tossed UNDERHAND, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.

a. Grenade blast radius 15 Ft from point of action (see Section 5.3.2)

5.2 MINES and BOOBY TRAPS
5.2.1 Special booby traps may be provided by staff to selected branches/units for game play.
5.2.2 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 15 feet i.e. NO POINT BLANK BOOMS!

5.2.3 Certain areas of the AO's are off limits to excavation, so player-purchased below-ground mines will not be allowed at this game.
5.2.4 Any other kind of booby trap MUST be approved by staff prior to the Lion Claws events they wish to be utilized at. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public forum for the particular event.
5.3. AREA EFFECT/BLAST RADIUS
5.3.1 Hand Grenades, rockets, booby traps, mortars and mines (except claymore mines, see 5.3.6) are defined as area effect weapons.
5.3.2. Area Effect Weapons with the exception of MORTARs kill all players within a 15 foot radius of their triggering, (point of ACTION) regardless which side activated them.

a.Hand Grenades blast radius is determined from the point of ACTION. Hand Grenade BBs DO NOT have to strike a player to count as a kill.
b. Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle
c. If a rocket destroys a vehicle, the vehicle is considered the blast radius center.

5.3.3 MORTARs (if in play) carry a 20 ft kill radius from their final resting place

a. Tennis balls are acceptable as MORTAR rounds

5.3.4 The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule 1.2.
5.3.5 Only hard cover protects you from an area effect weapon. Hard cover includes stonewalls, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
5.3.6 Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
5.4 MISC equipment
5.4.1 Absolute NO smoke grenades, pyrotechnics, open flames, or similar devices are allowed at OLCMSS events without approval for use by the event staff. Player using unauthorized devices are subject to expulsion for rules violation..
5.4.2 BB LOADING DEVICES

a Autoloaders (electrically powered magazine BB refillers) are restricted to use while a player is in regen (i.e. dead) or in the campground (out of the game). They may NOT be used at any other time.
b. Manual loaders (pistol loaders, tubes, etc.) are unrestricted and may be used anywhere.

6 - UNIFORM RULES

6.1 During game time players must at all times conform to the Uniform Code of the event/team you are participating with. 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).
6.2 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.
6.3 BRANCH UNIFORM PATTERNS
Branch uniform patterns are to be detailed in the rule set for each particular Lion Claws series event. See those rules for branch uniform patterns allowed during the event.
6.3.1 At no time are any substitutions allowed for Branch Uniform patterns. EXAMPLE: Desert Chocolate chip is NOT allowable as a substitute for 3 Color Desert unless explicitly allowed in the event rules.
6.4 UNIFORM CODE
6.4.1 Your official Uniform includes all of the following:

a. Branch-specific BDU top. Event patch should be sewn or Velcroed on the left shoulder (if you have a team patch, below that). Optional Rank insignia if provided by the event should be sewn orVelcroed onto the appropriate location (Right shoulder).
b. Branch-specific BDU bottom
c. Head Cover consisting of branch-specific boonie, cap, helmet, or wrap.
d. Ankle high (or higher) boots

6.4.2 Players may substitute the appropriate GENERIC color for their head cover if branch specific head cover is unavailable. Tan/Brown is OK for desert, OD/Green is OK for woodland. At no time is any other color acceptable for head cover (ESPECIALLY not any hint of red).
6.4.3 No red shemaghs or other unique unit identifiers which could be confused with game play mechanics are allowed on the field.
6.4.4 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.
6.4.5 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 game staff. If you are overheating and must remove uniform/gear to stay healthy you should immediately signal a game staff member 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 Lion Claws series events.
6.4.6 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
6.5 - GEAR
6.5.1 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.
6.5.2 We encourage players to match their gear color to their uniform patter, but gear color is not restricted. EX: It is OK for a Lion Claws Alpha Ranger (Desert 3 color BDU) to wear a green tac vest.
6.5.3 Face Protection is STRONGLY RECOMMENDED. There is often a lot of close contact and there is a high probability you will suffer close range face hits through no fault of your own or other players. Players who do not wear face protection play at their own risk.
6.5 EYE PROTECTION
6.5.1 Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features.
6.5.2 Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
6.5.3 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.
6.5.4. WIRE MESH GOGGLES if approved for use at a particular AO must conform to the same conditions as 6.5.1 & 6.5.2 above. In addition:

a. Wire mesh goggles MUST be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a carefully controlled environment before attending an event with this type of goggles/face protection.
b. It is recommended that some form of protective eyewear be worn under the MESH to protect the eyes from the possibility of damage from fragments

NOTE Wire Mesh goggles of any kind are not approved for use at OP- IRENE or OPNL

6.5.5 Eye protection will be checked as part of morning inspection before the game.
6.6 HYDRATION
6.6.1 A portable water storage device such as a camelbak or canteen is mandatory gear for Lion Claws series events participants. Players are responsible for their own hydration!

7 - COMMUNICATIONS

7.1 To ensure orderly comm traffic at all Lion Claws series events, radio bands/channels are predesignated. Radio freqs will be provided to “BRANCH leadership and or 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 Game Staff. This includes VHF frequencies. Using undesignated channels is considered electronic warfare (see 7.3).
7.3 At NO time during any event 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 player or staff communications.
6.4 Players should secure FCC license for operating high wattage transmitters (> 1/2 Watt) in the AO. Transmission distances will be in hundreds of yards, so high wattage will NOT be necessary. 1/2 watt radios have been tested extensively and should function normally in almost all situations at our AOs.
And the most important rule of all - DO have fun.

OLCMSS wishes to thank the staff from all OLCMSS events which contributed to the construction of this CORE RULE SET.
SHADOWSWORD- Frater in telum , veneratio supremus totus alius

ACOS - OLCMSS - (Ca)
COS - Lion Pride Events - (Ca)

Veteran :
OPLC IV ACO 301 SQL
OPLC-V ACO 1st Alpha LT
OPLC VI TRIBES 3-1
OPLC-VII - OPLC-XII (STAFF)
OPRS 1, 2, 3 - SFG(STAFF)