OLCMSS rules set

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GregBrothers
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OLCMSS rules set

Post by GregBrothers » Wed Oct 22, 2014 9:13 am

Core Rule Set
Conduct
A. Airsoft is a game of HONOR. Please call YOUR OWN hits!
B. Do NOT call opposing team players out.
C. Do not cheat.
D. Players who break the law will be referred to local law enforcement and barred from future events.
E. Subordinate players will respect leadership ranks.
F. You must read your warning order for full details on the Operation
Safety
A. Eye protection must be worn at all times while in a playing area.
B. If a player loses their eye protection or has a medical emergency, immediately call "Blind Man." Game officials will pause the game until the affected player gives "All Clear". Officials will then signal to continue. In the absence of officials, nearby players will wave their red rags to indicate a blind man call. Once the player gives "All Clear", players will yell "All Clear."
C. No blind firing. You must be able to see with your own eyes where your gun is pointed.

Weaponry
A. Players should report to the chrono station with an empty mag for each weapon.
B. Velocity reducers are NOT allowed.
C. Velocity enhancers such as “power up” type quick disconnect silencers and similar are NOT allowed.
D. Squads consisting of generally 12 players will be composed of 1 Squad Leader, 1 SAW Gunner, 1 Heavy Weapon Specialist and 1 Medic with the remaining members Riflemen.
E. Contact your SL to request a class. Unless notified - players will be a Rifleman.
F. You may only hold 1 Player-Weapon Class: Leader, Medic, Sniper, SAW, HWS. 1 job per person.
G. NO weapon may have a greater rate of fire than 35 RPS.
H. All weapons, regardless of class, are required to use biodegradable bbs.
I. HPA/GAS: All HPA guns or air supply systems must have a Tournament Lock that secures the air system adjustment (regulator and /or gun adjustment point or points).
J. RIFLE:
a. Minimum Engagement Distance: 0 feet
b. CHRONO (with .25 bbs): < 366 fps ( with .30 bbs) HPA/GAS <1.55joules
c. Rifles are limited to NON-WINDING magazines that only carry 200 BBs or less.
d. There is no limit to the number of magazines a person may carry.
K. PISTOL:
a. Minimum Engagement Distance: 0 feet
b. Non-blowback and full-auto, and CO2 only require chrono testing.
c. CHRONO (with .25 bbs): < 366 fps
d. Semi auto gas pistols do not require a chrono test but are expected to comply with these specs.

L. SHOTGUN:
a. Minimum Engagement Distance: 0 feet
b. All shotguns must chrono with 1 BB loaded, even if it fires multiple BBs.
c. CHRONO (with .25 bbs): < 366 fps

M. SAW (Squad Automatic Weapon):
a. Minimum Engagement Distance: 0 feet
b. CHRONO (with .25 bbs): < 366 fps ( with .30 bbs) HPA/GAS <1.55joules
c. SAWS even if Semi-automactic capable my not be used indoors
d. SAWs may use electric or manual winding magazines (box, c-mag, etc… – no conventional hi-caps) with no restrictions on ammunition capacity.
e. Faithful recreations of belt-fed guns including (but not limited to) the M60, M249, MG42, RPD, Shrike < must have Proper front> , M240B; as non-belt-fed guns such as RPK, MG36, L86A2 LSW are allowed. All Support must be able to Ided as support.
f. Custom guns must receive approval prior to the event. No walk-ups will be approved.
N. SNIPER:
a. Minimum Engagement Distance: 100 feet
b. CHRONO ALL SNIPER WEAPONS ARE AO BASED YOU MUST GET OPERATIONS COS APPROVAL TO USE SNIPER RIFLE
c. Sniper weapons must be either bolt action, or permanently fixed semi-automatic guns.
d. Each Platoon will have 1 sniper team (Sniper & Spotter). determined by Platoon leadership.
e. The Spotter follows all Rifleman rules.
f. Sniper & Spotter may wear ghillie suits conforming to their Company’s basic uniform color.
O. HEAVY WEAPONS:
a. Minimum Engagement Distance: 30 feet
b. Each squad may have 1 Heavy Weapons Specialist. (Optional - may be replaced by Rifleman.)
c. The HWS is the only member that may use M203s, AT launchers, etc….
d. The HWS is the only player who may fire rocket rounds:
d.i. Nerf Pocket Howler, Nerf Pocket Vortex, Zocker Darts, rubber and/or soft plastic 40mm replica rounds, soft rubber/nerf type replica rocket rounds.
d.ii. Direct requests for use of rockets other than stated to event staff.
d.iii. The HWS (only) may carry up to 6 rockets at any one time (store more at the FOB).
d.iv. Rockets kill players within a 10 foot radius of their IMPACT, unless hitting a vehicle.
e. HWS are cleared to use beehive/BB rounds in their launchers.
e.i. Specialists may carry an unlimited number of propellant/beehive grenades.
e.ii. Propellant grenades must hit a player (directly or indirectly) with a BB for a kill.
f. Custom built player launchers/Rockets will only be approved under the following conditions:
f.i. The launcher is incapable of firing more than one round every 7-10 seconds.
f.ii. The launcher looks like a real military RPG/LAW style weapon.
f.iii. Front/rear/left/right and breech (if any) pictures are provided to staff.
f.iv. The designer provides all necessary information and photographs before event.
f.v. The designated Chief of Staff signs off on the design before event.
f.vi. The custom launcher is tagged by chrono staff as approved for use.
g. Using a custom launcher without prior approval is considered cheating and will result in automatic rejection.
h. Moscart-style grenades may only use Green Gas or HFC 134a. No CO2.
P. MEDIC (subject to event specific restrictions):
a. See the OPORD/WARNORD for specifics.
b. Medics will carry a standard rifle.
Q. Other Classes < EOD, TECH, PJ, etc, rules will be in operations warning order.
R. Any un-tagged guns found in the game are grounds for immediate disciplinary action.
S. SECONDARY WEAPONS:
a. GRENADES:
a.i. Gas powered - AHG-01 (or subsequent versions), and AI Tornado hand grenades are approved. Other brands on a case by case basis, please ask.
a.ii. Each player is allowed to carry up to 2 grenades at any time.
a.iii. Hand grenades must be tossed underhand, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.
a.iv. BB firing grenades have a 10 ft raduis kills zone and any hit with a BB from grenade counts as a hit not matter what the range
a.v. Thunder B grenades have 10ft radius kill zone and may not be loaded with anything. No bbs, liquid or powder allowed.
a.vi. Rubber balls and tennis balls are not acceptable grenades.
b. MINES (subject to event specific restrictions):
b.i. Players may bring and use claymore mines under the following conditions:
b.i.1. Spring/electric/mechanically powered (no CO2).
b.i.2. Use remote detonators - no tripwires (note: staff laid traps may use wires).
b.ii. BB firing mines MUST strike a player (directly or indirectly) with a BB for a kill.
b.iii. Use is governed by the same safety rules as AEGs: 10 foot engagement distance.
c. AREA EFFECT/BLAST RADIUS:
c.i. Booby traps, mortars, and AP/AT mines are defined as area effect weapons.
c.ii. Area Effect Weapons kill all players within a 10 foot radius of their triggering.
c.iii. MORTARs carry a 20 ft kill radius from their impact location.
c.iv. The player at the center of the blast radius calls out all other players.
c.v. 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.
d. SMOKE (subject to event specific restrictions):
d.i. Absolutely NO personal pyrotechnics, flares, open flames, or similar devices are allowed.
d.ii. Cool burning (pull ring type) smokes are allowed.
d.iii. Smoke must be used OUTSIDE ONLY, not inside buildings and not inside tunnels.
d.iv. Smoke must be deployed on hard surfaces.

“Kill” or “HIT” Rules
A. One Hit: you are dead. A hit to any part of the body or gear attached to it by a BB constitutes a “kill”.
B. Gun hits DO NOT count.
C. A solid ricochet (a hit off a hard surface that then contacts the player) counts.
D. Once hit – appropriate medic or respawn actions apply.
E. You must pull out Dead Rag an place it on your head
F. Night Operations a Red Light is added to the dead rag rule

Uniforms & Equipment
A. During the game, players must conform to the Uniform Code as a means of identification.
a. Company-specific BDU top.
a.i. OP patch should be displayed on the left shoulder.
a.ii. Rank insignia should be displayed on the right shoulder.
b. Company-specific BDU bottom
c. Company-specific uniform matching boonie hat, cap, helmet, or wrap.
c.i. Players may substitute the appropriate generic color for their head cover.
d. Event specific Company Uniform Code can be found in the OLCMSS Forums and in the OPORD/WARNORD.
B. Ankle high (or higher) boots (NO SANDALS or open toed shoes for safety reasons!).
C. No RED shemaghs or other unit identifiers which could be confused with game play mechanics.
D. It is acceptable while in regen to temporarily remove your uniform (with the exception of eye pro) to adjust your gear or cool off. You must return to full uniform to re-enter the game.
E. Gear
a. Defined as anything not part of the Uniform Code or a weapon. This includes but is not limited to: LBE, PCs, harnesses, eye protection, gloves, pads, and water carrying devices.
b. We encourage players to match their gear to their side, but gear color is not restricted.
F. Eye Protection
a. Eye protection must have rubber/foam/soft material/full seal that closely conforms to the face.
b. Eye protection must be secured against the head via tight elastic or adjustable strap.
c. Eye protection should be ANZI Z87.1 compliant or better.
d. Wire or any other type/construction of mesh goggles ARE NOT ALLOWED.
e. Eye protection will be checked as part of morning inspection before the game.
f. Face Protection is STRONGLY RECOMMENDED.
G. Hydration
a. Players are responsible for their own hydration!
b. A portable water storage device such as a Camelbak or canteen is mandatory gear.
H. Communications (subject to event specifics)
a. Radio bandwidth is pre-designated and provided by staff to leadership prior to the event.
b. Channels outside your designated range are NOT permitted for use unless approved by staff.
c. Additional channel frequency requests should be made via your chain of command.
d. Using undesignated channels is considered electronic warfare and is not permitted.
d.i. Defined as listening in or using alternate frequencies, interfering with transmissions, or otherwise impeding communications.
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

Shtirlitz
soldier
Posts: 3
Joined: Sat Jan 25, 2014 9:05 am

Re: OLCMSS rules set

Post by Shtirlitz » Sun Oct 26, 2014 1:35 pm

Since it says grenades other than Tornado and Thunder B are on case by case basis, my question is:

Are TLSFx grenades allowed?

TokenTech89
soldier
Posts: 15
Joined: Thu Jun 12, 2014 1:52 pm

Re: OLCMSS rules set

Post by TokenTech89 » Mon Oct 27, 2014 12:42 pm

If it uses pyrotechnics, then probably not.

Batman
major
Posts: 242
Joined: Tue Jul 24, 2007 2:53 am
Location: WI

Re: OLCMSS rules set

Post by Batman » Mon Oct 27, 2014 4:31 pm

Greg Brothers is somewhere between Cleveland and PA right now, still on his way home from our weekend in TX. Expect an "official" answer in a day or 2 but if even the word "pyro" is used in its product description, which per the manufacturers website it is, it will be a no-go.

These look like the same "pea grenades" that everyone said a couple years ago were safe. They weren't! At IRENE 6 I got a glove melted to my hand as I put out a small brush fire caused by one that was thrown at me.
Lion Claw Player (or Staff) since OPI IV
http://www.youtube.com/user/BatmanX101?feature=mhee

Malard
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Location: Indianapolis, IN
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Re: OLCMSS rules set

Post by Malard » Mon Oct 27, 2014 7:29 pm

With uniforms, for Task Force Earth is solid green acceptable?

GregBrothers
colonel
Posts: 359
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
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Re: OLCMSS rules set

Post by GregBrothers » Tue Oct 28, 2014 4:10 pm

no pyro nades at all


neg on solid green
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

Malard
soldier
Posts: 14
Joined: Mon Jul 20, 2009 12:24 pm
Location: Indianapolis, IN
Contact:

Re: OLCMSS rules set

Post by Malard » Fri Oct 31, 2014 7:30 am

Just to clarify M203's are good to go?

Hammer1
corporal
Posts: 31
Joined: Tue Dec 18, 2012 5:36 am

Re: OLCMSS rules set

Post by Hammer1 » Fri Oct 31, 2014 7:44 am

TOPNORD Received this week:

O. HEAVY WEAPONS:
a. Minimum Engagement Distance: 30 feet
b. Each squad may have 1 Heavy Weapons Specialist. (Optional - may be replaced by Rifleman.)
c. The HWS is the only member that may use M203s, AT launchers, etc…

Hope this helps.

GregBrothers
colonel
Posts: 359
Joined: Wed May 19, 2010 1:28 pm
Location: Pittsburgh PA
Contact:

Re: OLCMSS rules set

Post by GregBrothers » Fri Oct 31, 2014 10:33 am

203's CAWs etc all good to go
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

69thSTGRabbit
soldier
Posts: 12
Joined: Tue Jan 21, 2014 2:44 pm

Re: OLCMSS rules set

Post by 69thSTGRabbit » Sun Nov 02, 2014 5:55 pm

GregBrothers wrote:203's CAWs etc all good to go

So i just got the new aps shotgun. It shoots 12 bbs at a time almost like a mini 203. but is shell loading and ejecting etc. Question is. can this be chronoed? it shoots a wad with the bbs. and if not do i treat it like a grenade launcher?

tombo131
soldier
Posts: 16
Joined: Tue Aug 23, 2011 9:27 am

Re: OLCMSS rules set

Post by tombo131 » Sun Nov 02, 2014 8:58 pm

I assume with there being no vehicles, this is a no, but will rockets be allowed as anti-personnel?

Batman
major
Posts: 242
Joined: Tue Jul 24, 2007 2:53 am
Location: WI

Re: OLCMSS rules set

Post by Batman » Sun Nov 02, 2014 9:06 pm

Since you can't shoot them at people, you answered your own question.
Lion Claw Player (or Staff) since OPI IV
http://www.youtube.com/user/BatmanX101?feature=mhee

TokenTech89
soldier
Posts: 15
Joined: Thu Jun 12, 2014 1:52 pm

Re: OLCMSS rules set

Post by TokenTech89 » Mon Nov 03, 2014 8:14 am

69thSTGRabbit wrote:
GregBrothers wrote:203's CAWs etc all good to go

So i just got the new aps shotgun. It shoots 12 bbs at a time almost like a mini 203. but is shell loading and ejecting etc. Question is. can this be chronoed? it shoots a wad with the bbs. and if not do i treat it like a grenade launcher?
You can chrono it. Just load up a few shells with just 1 bb.

69thSTGRabbit
soldier
Posts: 12
Joined: Tue Jan 21, 2014 2:44 pm

Re: OLCMSS rules set

Post by 69thSTGRabbit » Mon Nov 03, 2014 2:39 pm

Will do. Thanks

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