RULES SET

Forum for announcements for and discussing Best of USA Marketing's Operation Shahrazad
GregBrothers
colonel
Posts: 357
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
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RULES SET

Post by GregBrothers » Sat Jun 15, 2013 6:16 am

THESE A RE VERY GOOD BASE LINE SET OF RULES AT OP-S YOUR WARNORD WILL HAVE ANY CHANGES

General Rules of Engagement
I. Rules of Engagement in the AO (Area of Operations)
A. There may be civilians in the AO. Civilians may be interacted with, may have
knowledge or Intel, may be bargained with for help or real estate, Etc… Remember,
you don’t get anything for free…. You MAY NOT Physically search (hands on…) ANYONE
unless they consent! You may however “search” them by coming within arm’s reach,
reaching out toward them and stating you are doing a “physical search”. Any Intel
or weapons they may have concealed on them would have to be revealed at that time.
You MUST be within arm’s reach and control the situation before you can do a
“search”. They do NOT have to comply if not within arm’s reach and controlled
however, and could choose to run away.
Civilians may or may not be armed, may play various roles, may or may not be
hostile, and may or may not have Intel or useful information.
Civilians may be bargained with, may form allegiances, etc… They may have medics
and follow the same medic/regen rules as all players. They WILL NOT regen on the
spot, but will have a separate point to go to away from each Company. In the event
they have been “contracted” to fight for one side or the other, they may choose to
use the same regen point(s) as the side they are fighting for.
Using M203’s, with BBs only (as designed) is fine, and can be shot at players
(multiple BBs fired from M203s , CAWs revolver, are OK, but be mindful of
engagement distances. NERF ROCKETS Should Not BE USED to TARGET PLAYERS
Unsportsmanlike Conduct – Unsportsmanlike conduct will be penalized by deducting
completed objective credits (minus varying amounts depending on the infraction)
from the offending party’s Company’s total.
The offending player may also be sent directly to regen (staff’s choice of site),
accessed a time penalty, removed from that scenario, or removed from the event
altogether depending on the infraction. The offending player’s name, Company,
Platoon, and Squad will be written down.
Examples of unsportsmanlike conduct are: Not calling your hits, Yelling repeatedly
and loudly at others to call their hits (not necessary, just mind your own hits),
cussing and yelling at other players or staff, playing with a hot (over the limit)
gun, or any other behavior deemed unbecoming and Detrimental to the event.
STAFF WILL BE actively looking for infractions and ENFORCING penalties for
infractions. Blatantly disregarding hits will be viewed as grounds for dismissal
from the event immediately! Don’t be the one that cost your Company the game by a
few credits because of a stupid mistake or loss of temper.
Three (3) “Strikes” or offenses (any level…) by the same player and they are OUT
of the event. No refunds, no returns, no questions. Depending on the infraction,
steps/strikes may be skipped and they may be ejected from the event immediately.
ANY safety Rules violation, i.e., fighting, Threatening a player or staff lack of
proper PPE will count as your 3 strikes all at once.
Some people don’t care about their eyes but we do. They may also be barred from
future participation in Best of USA/Lionclaws Series Events at the discretion of
the event organizer/promoter.

CORE Rules Set for OP-S
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 OP-S 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 Lion Claws is a GAME. Rank is a tool to
provide structure for an enjoyable game. Have fun!
2-1 Game play 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.
Finally taken from LC forums
First off, lets establish the ground rules. When a player finds himself within 10
feet of another, he has to point his gun at the other player and yell "Bang" -or-
"Bang-Bang", depending on the event rules (Some events require you to say it
twice). The key points here are that the gun has to be pointed at the player you
are bang killing, not in their general area, not at the ground, not at the sky and
not at the guy next to him or her. The player who is "shooting" has to clearly
identify a specific targeted enemy player, have their weapon trained on that
specific target, and be within 10 feet of that target. They must then yell "Bang".
ONLY when these requirements are met, has a "Bang Kill" been completed. In other
words, you have to have the target "Dead to rights", where the probability of you
missing your shot are so minuscule that it is not even an argument.
Where we run into problems is when a player runs past a door, pointing their gun at
the doorway, yelling bang. This is a situation where the odds are, the player
attempting the bang has not identified a specific target, let alone gotten it "dead
to rights". The chances of a player, running at full stride, getting good hits on a
target around or through a doorway are questionable at best. This is a situation
that almost ALWAYS ends with an argument and SHOULD be avoided but happens at
almost every event. Players trying to overtake an enemy controlled area should be
aware that they may encounter targets at close range and be prepared to still point
their weapon at specific targets and yell the required phrase.
The second area that the Bang rule becomes problematic is often found in
conjunction with the first... Multiple enemy players at the location of the Bang.
When a player rounds a corner or comes over a bunker, finding several enemy players
before them, they still must identify a specific target for their Bang. One player,
pointing one gun into a group does NOT kill the group. The weapon must be trained
on one of them, the phrase must be yelled and THEN you may train your weapon on
another player to try the phrase again. If you are lucky enough to get the phrase
out three times, with your weapon pointed at a different intended target each time,
you will have gotten three kills but simply pointing at one, or into the group, and
expecting to have killed multiple is NOT what the rule was intended for.
The argument I hear in response is often "Well then I get killed myself". The
answer I give is "Yeah... and guess what happens in real life when one guy gets
into a shoot out with multiple others?" I realize that in this John Wu Movie filled
world, the good guy always does somersaults into rooms, killing 15 guys with a 10
round mag but this is real life, or at least, it is airsoft's version.
When a player has you dead to rights, take the bang kill. It isn't a "request",
it's them doing you a favor by not busting your skin open and you should be
grateful for it. When you have a player dead to rights, use the bang rule. When
neither is the case, Parlay and move away.
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 OP-S staff member will insert the testing BBs in the empty mag. Please
bring Green gas CO2 Duster gas to fill your magazine
REGULAR CHRONO <please bring your full seal googles...no googles no chrono>
3-1.3 All weapons will be chronographed using the “official”
event BB sponsor’s “Biodegradable” or “Earth Friendly” .25 gram BBs.
OK < 366 fps NO GO > 366.01 fps
All Multi shot shotguns Must CHRONO with
1 BB loaded, Must chrono no more than 1.13J (equivalent to 315fps with .25g BB)
whether gas or spring. *mm Shotguns are not allowed at OP-S
HPA / Gas
HPA /GAS Weapons shall use Joules to chrono we will Use .30g BB's to do the
Chrono.
If you are using .40g or above please bring what you will be using at the OP we
will chrono off the BB's you are using.
All spot checks on HPA will be also done with Joules; your max Joules for OLCMSS
will be 1.55 Joules. All HPA GUNS MUST have a Tournament lock
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 two 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.
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 Friday
evening, and again Saturday morning from 6:00 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 WEAPONS WILL BE SUBJECTED TO SPOT CHECKS AT ANY TIME.
3-2 PLAYER CLASSES (Rifle/ Heavy Weapons/Medic/ Support)
3-2.1 Squads consisting of generally 12 players will be composed of rifleman, , 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 OP-NL staff. Contact your squad leader through the secure OP RSE
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 OP-S.
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.
3.1 MEDIC
Medics follow same rules riflemen Medics are only class allowed to Heal wounded
players. All medics must have Patch marking them as medic and players may only
switch medic roles between rotations and only with a player that attend one of the
Medic briefings.
3-4 Support 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 OP-S SAW weapons
(defined below).
3-4.2 Guns that are faithful recreations of belt-fed firearms qualify as SAWs for
OP-S. 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 OP-S 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. OP-S staff reserve the right to determine what is
“cosmetically similar.” Players with custom guns should direct their questions to
the OP-S public forum and must receive approval from OP-S staff on or before June
16th 2013
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.
3-5.3. Specialists may carry an unlimited number of propellant/beehive grenades.
THERE WILL BE NO NEED OR USE OF NERF ROCKKETS AT THIS OPERATION
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(AG)…)
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).
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 OP RSE staff.
.h. The custom launcher is tagged by OP-S chrono staff as approved for use.
3-5.6 Bringing a custom launcher to OP-S without prior approval as specified in 3-
5.5 will result in automatic rejection.
3-5.7 Using a custom launcher at OP-S without clearance is considered cheating.
3-5.8 Moscart-style grenades may only use Green Gas or HFC 134a as propellant.
Absolutely no CO2.
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).
3-5.12 Officers, , and Platoon leadership (LT/Plt Sgt) are not eligible to be HWS
class.
Sniper Class
3-6 Sniper class AT OP-S One sniper team per Plt All sniper weapons must be
replica chamber for 308 or larger may only fire on semi auto. All sniper
weapons will be tested in Joules with a max 3.5 Joules rating. You must
provide the ammo you are using for the OP at Chrono. Sniper MED is 100 ft.
Snipers must be approved and picked by their Command and also approve my the event
COS. Snipers and spotters must attend Sniper Safety briefing for snipers. Failure
to get approval or failure to attend briefing will be grounds for your removal from
event.
3-8 HAND GRENADES
3-8.1 Escort gas powered, AHG-01 (or subsequent versions), and AI Tornado BB hand
grenades are approved for OP-S use (only). Other brands on a case by case basis,
please ask. Thunder B may not be loaded with BB's PEA type grenades and
firework type flashbangs are not allowed. NO REAL FLASHBANGS OR TRAINING FLASH
BANGS AT ANY TIME.
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. Nor may they be thrown off
a roof.
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 OP-S forum for more information before Apr. 20th, 2013.
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 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
OP-S. IF it burns it’s a no go
3-11.1 There will be area effects Staff will be there to assure effects.
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. You may not use ricochet
targeting this tactic will get you an unsportsmanlike call.
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 effect the same consequence. In such instance,
“killed” player is obligated to comply. NO NOT DRAW CUT a PLAYERS NECK WITH KNIFE
4-1.5 Grenades: Judging from previous Ops, rubber grenades and tennis balls are no
longer allowed. The only grenades allowed are BB-firing grenades. 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”. Also if it went off beside
you and you didn’t feel it you should take the hit anyway as most grenades do not
have much impact force.
5-1 Uniforms
5-1 During game time all players must conform to the OP-S Uniform Code AT ALL
TIMES. Failure to adhere to uniform code will result in removal from the play area
until you are in uniform (1-3).
5-2 Players are not required to be in full uniform when no in play. 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 the For the US Forces : ANY CURRENT ISSUED CAMO. (Full uniform,
no mix
and match.)
5-3.2 The pattern for the SHAHRAZADForces is: “TERROIST ATTIRE Mis Matched non-US Camo” RUSSIAN CAMO. LOOK THE PART!!!!
arefine Do not attempt to use camo that may cause confusion in identifying opposing
forces.
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). OP-S 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. b.
Companyspecific
BDU bottom (if applicable)
c. Head Cover consisting of Company-specific 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.
5-4.3 No RED shemaghs or other unique unit identifiers which could be confused with
game play mechanics. Please note some helemt cams have red light that come on
when your battery is low.
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 OP-S staff. If you are overheating and must remove uniform/gear to
stay healthy you should immediately signal OP-S 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 OP-S.
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.
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. Mouth guards Should be the minimum protection.
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.
EYE will be spot checked at any time.
6-5 A portable water storage device such as a camelbak or canteen is mandatory
gear
for OP-S participants. Players are responsible for their own hydration!
7-1 Communications
7.1 To ensure orderly comm traffic at an event the size of OP-S, radio bandwidth is
predesignated. Radio freqs will be provided 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 OP-S Staff. This includes UHF and VHF frequencies. Using
undesignated channels is considered electronic warfare (see 7.3).
7.3 At NO time during OP-S 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 OP-S player or staff communications.
7.4 Players should secure FCC license for operating high wattage transmitters (> ½
Watt) in the AO.
*OP-S Core Rules Set adapted from the Lionclaws Core Rules Set.
**The staff of Operation SHAHRAZAD gratefully acknowledges the staff of
previous Operation Lionclaws events hard work and dedication in the creation of the
rules set and gameplay items that are the basis for much of Operation Shahrazad . And the most important rule of all – DO have fun.
Greg Brothers
Director of East Coast Operations
COS NL 1, 2 , 3 , 4 , 5
COS RSE 1,2,3
COS Sharhazad 1, 2
COS LS 5
COS Lions pride
COS Liberty
COS Swift Justice
AOS LS 3, 4 , Irene 12
and prob some other ops i forget them all

DrGooseNoodles
corporal
Posts: 23
Joined: Sat May 11, 2013 3:46 pm

Re: RULES SET

Post by DrGooseNoodles » Sat Jun 15, 2013 1:12 pm

How many Medics per squad?

sqwormy
soldier
Posts: 6
Joined: Sun Jun 02, 2013 6:27 am

Re: RULES SET

Post by sqwormy » Sat Jun 15, 2013 5:29 pm

5-4.3 No RED shemaghs or other unique unit identifiers which could be confused with
game play mechanics.


Does this include red and white checkered shemaghs for the shahrazad side?

GregBrothers
colonel
Posts: 357
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
Contact:

Re: RULES SET

Post by GregBrothers » Mon Jun 17, 2013 6:04 am

one medic per squad

depends on the checks I have seen the ting red checks and those are ok but the big red ones can be confused with dead rags
Greg Brothers
Director of East Coast Operations
COS NL 1, 2 , 3 , 4 , 5
COS RSE 1,2,3
COS Sharhazad 1, 2
COS LS 5
COS Lions pride
COS Liberty
COS Swift Justice
AOS LS 3, 4 , Irene 12
and prob some other ops i forget them all

BAS9
soldier
Posts: 1
Joined: Mon Apr 15, 2013 11:07 am

Re: RULES SET

Post by BAS9 » Mon Jun 17, 2013 1:44 pm

Are Smoke grenades going to be allowed outside of buildings? I didn't see anything in the rules about them.

GregBrothers
colonel
Posts: 357
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
Contact:

Re: RULES SET

Post by GregBrothers » Tue Jun 18, 2013 5:13 am

Cold burning smoke will be allowed outside buildings.....
Greg Brothers
Director of East Coast Operations
COS NL 1, 2 , 3 , 4 , 5
COS RSE 1,2,3
COS Sharhazad 1, 2
COS LS 5
COS Lions pride
COS Liberty
COS Swift Justice
AOS LS 3, 4 , Irene 12
and prob some other ops i forget them all

Blindmank13
soldier
Posts: 7
Joined: Mon Jun 17, 2013 5:45 am
Location: New Jersey
Contact:

Re: RULES SET

Post by Blindmank13 » Tue Jun 18, 2013 5:53 am

Will there be a certain grenade count like Rse? Will smoke grenades be in that count?
ATC

RSE II TFE SL 1-4
Shahrazad JSOG SL 1-1
Wolverines DESERT SL 2-4
RSE III TFE SL 5-1
OPX - X - SL QRF/Staff
LS '15 - Ranger - SL
Camo wolverine instructor

GregBrothers
colonel
Posts: 357
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
Contact:

Re: RULES SET

Post by GregBrothers » Tue Jun 18, 2013 12:19 pm

yes there will be limit on how many nades you can carry let me think i wanna make smoke count into that....

be advised this a the basic rules set there may be changes in your warning order but nothing to major
Greg Brothers
Director of East Coast Operations
COS NL 1, 2 , 3 , 4 , 5
COS RSE 1,2,3
COS Sharhazad 1, 2
COS LS 5
COS Lions pride
COS Liberty
COS Swift Justice
AOS LS 3, 4 , Irene 12
and prob some other ops i forget them all

sqwormy
soldier
Posts: 6
Joined: Sun Jun 02, 2013 6:27 am

Re: RULES SET

Post by sqwormy » Mon Jun 24, 2013 7:04 pm

Can we fire out of the buildings on full auto with a saw? I know we cant indoors

GregBrothers
colonel
Posts: 357
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
Contact:

Re: RULES SET

Post by GregBrothers » Tue Jun 25, 2013 6:00 am

yes you can fire out of building on full auto and yes they can fire into the building on full auto just watch meds and those inside must be extra careful to call hits < super easy to cheat to when you can't be seen>
Greg Brothers
Director of East Coast Operations
COS NL 1, 2 , 3 , 4 , 5
COS RSE 1,2,3
COS Sharhazad 1, 2
COS LS 5
COS Lions pride
COS Liberty
COS Swift Justice
AOS LS 3, 4 , Irene 12
and prob some other ops i forget them all

DrGooseNoodles
corporal
Posts: 23
Joined: Sat May 11, 2013 3:46 pm

Re: RULES SET

Post by DrGooseNoodles » Wed Jun 26, 2013 9:32 pm

It's easier to defend than attack. Period.
Attackers have almost 0 cover from infil into the buildings (Other than using a smoke screen). That said, our 48 vs 150 may make for a more even playing field... but this puts more of an "Honorablity" burden on attackers. Considering there are no tac ladders or repelling is permitted... If even one sqd of 10 is watching each entrance on the ground floor, not 1 guy should make it though alive.

rsc377
soldier
Posts: 7
Joined: Wed Jun 12, 2013 6:11 pm

Re: RULES SET

Post by rsc377 » Wed Jul 03, 2013 7:33 pm

i was reading the rule set and i just want to make sure i understand the gernade launcher rule. im on the shahrazad side and i was wondering if launcher where only allowed to be used by one person per squad.

Blindmank13
soldier
Posts: 7
Joined: Mon Jun 17, 2013 5:45 am
Location: New Jersey
Contact:

Re: RULES SET

Post by Blindmank13 » Thu Jul 04, 2013 7:20 pm

Any update with the grenade count/smoke count? Getting closer and want to put my smoke order in and not sure how many grenades my guys can hold
ATC

RSE II TFE SL 1-4
Shahrazad JSOG SL 1-1
Wolverines DESERT SL 2-4
RSE III TFE SL 5-1
OPX - X - SL QRF/Staff
LS '15 - Ranger - SL
Camo wolverine instructor

GregBrothers
colonel
Posts: 357
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
Contact:

Re: RULES SET

Post by GregBrothers » Fri Jul 05, 2013 8:45 am

smoke 2 per respawn per person this is added to the 2 nades they can normally carry


SMOKE Is OUtdoor only and cold burning smoke only any smoke thrown inside will result in smoke being banned
Greg Brothers
Director of East Coast Operations
COS NL 1, 2 , 3 , 4 , 5
COS RSE 1,2,3
COS Sharhazad 1, 2
COS LS 5
COS Lions pride
COS Liberty
COS Swift Justice
AOS LS 3, 4 , Irene 12
and prob some other ops i forget them all

IonVirus
soldier
Posts: 14
Joined: Thu Mar 08, 2012 8:31 am

Re: RULES SET

Post by IonVirus » Mon Jul 22, 2013 10:40 am

I see where it says we can't close or block doors, dose that apply to windows too? If there are any left that still work

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