2025 Hidden Ward WarnOrd

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Lionclaws
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2025 Hidden Ward WarnOrd

Post by Lionclaws »

Operation: Hidden Ward
by Mr. Gregory Zampier, Chief of Staff
Battlers Knob, West Virginia
Oct 10 – Oct 12, 2025

PDF file will be circulated to all paid attendees two weeks prior to the event.

This packet contains guidelines and rules for arrival, check-in, staging, and active play. It is the responsibility of all event attendees to read, understand, and observe all rules and guidelines established for the duration of the event. These rules have been established to provide a safe and enjoyable experience for all players - please do your part and, above all else, have fun!


Table of Contents

I. OLCMSS Staff 3
II. Lodging and Food 3
III. Staging Area 4
IV. Personal Vehicles and Gate Access 4
V. Check-In Guidelines 5
VI. Lost and Found 5
VII. Pre-Event Recon 6
VIII. Radio Freqs 6
IX. Alcohol / Drugs 6
X. “Real Steel” 6
XI. AO (Area of Operations) and Building Guidelines 7
1-1 CONDUCT 8
2-1 GAMEPLAY SAFETY 9
2-4 Medical Emergency Protocol 9
2-5 General Weapon Safety 9
3-1 WEAPONRY AND VELOCITY/ENERGY LIMITS/ ENGAGEMENT DISTANCES 10
HOT/NO-GO Weapons 13
3-2 PLAYER CLASSES (RIFLE/SAW/HEAVY WEAPONS) 14
3-3 Rifleman/SMG Class 14
3-4 LMG/SAW Class - NOT AVAILABLE FOR THIS EVENT 14
3-5 Heavy Weapons Class - NOT AVAILABLE FOR THIS EVENT 15
3-6 Sniper And Spotter Class - NOT AVAILABLE FOR THIS EVENT 17
3-7 Riot Shields 18
3-8 Hand Grenades 19
3-9 Mines, Claymores, And Booby Traps 19
3-10 Area Effect/Blast Radius 20
3-12 BB Loading Devices 20
4-1 HIT AND RESPAWN RULES 21
4-2 Medic Rules 23
5-1 Uniform Code 24
6-1 GEAR 25
6-2 Protective Equipment 25
6-3 Hydration Devices 25
7-1 Communications 26
8-1 Vehicle Rules 27
9-1 Enforcement 28
OP HIDDEN WARD EVENT SCHEDULE 29
2025 HIDDEN WARD Radio Frequencies 31

I. OLCMSS Staff
OLCMSS Staff act in several capacities during events. Staff members can be found running registration, check in, and chrono stations on Friday afternoon, and mornings before game start. During active play, staff members (commonly referred to as red-shirts) can be found walking the AO ensuring smooth gameplay, or may be acting in an embedded capacity as a player. Additionally, OPFOR teams utilized in FRAGO missions are typically composed of staff members.
● Identifying OLCMSS Staff
○ Staff members will be wearing one of the following identifying items
■ Embroidered shirt with OLCMSS logo (this can be black, tan, or red)
■ Any red shirt or long sleeve with or without OLCMSS logo
● Players are not allowed to wear red clothing to avoid potential confusion.
○ Embedded Staff players can be included anywhere amongst teams, and can be identified by their OLCMSS Staff Patch.
● Staff Authority
○ All staff (red shirt and embedded) have the right to conduct spot checks, settle disputes, ensure smooth gameplay, and enforce all rules and regulations as deemed necessary.
○ Do not argue with staff members.


II. Lodging and Food
There will be Dorms allowed on site for participants first come first serve. RVs are allowed in the Parking area, however, there are zero hookups for RVs.
In addition, there are hotels located in Clarksburg, Morgantown, Grafton, Fairmont and Bridgeport are a short drive away.
Food Trucks will be onsite for a limited time during the event weekend.
Event attendees will be responsible for providing their own food and water for the duration of the event.

III. Staging Area
A. Fires – No open flames are allowed on site grounds (no campfires). Covered grills are allowed.
B. Toilets - Portable toilets will be available on site throughout the AO.
C. Smoking – Smokers are requested to take care where they smoke and how they dispose of their butts. Field strip your butts or discard them in a coffee can in sand, etc. Many wildfires have been started due to carelessly discarded cigarettes, please take every precaution available.
D. Staging Area Weapons Safety
● While not participating in active play, all players must carry their replicas with magazines out, selector on safe, and muzzle oriented downward. Side arms must be holstered.
○ Treat your weapon like it was real steel, and as if it were loaded.
○ No firing of weapons is allowed in the staging area at any time. Accidental discharges (AD’s), which are not the result of a weapon malfunction, will be dealt with harshly with possible point penalties or other actions.
● Designated areas at or near the Chronograph stations will be assigned for weapons testing. Shooting outside of these designated areas while not in active play is strictly prohibited.
○ If in doubt of where to shoot, find a staff member. Staff at the registration area will direct you to the chronograph / test firing area.
6. Trash – You are responsible for collecting and disposing of trash in the staging area where you set up, as well as any trash you may produce during play (BB bags/bottles, water bottles, etc.). Bring enough trash bags with you to collect any trash created in your area during the event. All trash collection areas will be designated.
Please keep the area pristine by picking up after yourself and your unit. Trash in the AO must be packed out for disposal. Leave it like you found it or better.


IV. Personal Vehicles and Gate Access
NO POV’s MAY DRIVE AROUND/TOUR THE FACILITY OR BE USED IN ACTIVE GAMEPLAY UNLESS AUTHORIZED BY OLCMSS CHIEF OF STAFF.
Personally Owned Vehicles (POV’s) will be allowed on site to facilitate parking and Dorms ONLY.
All vehicles must stop at the facility entrance and present photo identification to security personnel each time they enter the site. All vehicle occupants will be required to show identification that matches their name on the registration roster. Individuals not on the registration roster will be denied access to the facility.
Any unregistered parties coming with you to the event MUST be pre-approved by the event organizer, John Lu. Unregistered parties or those not previously approved and on the list will not be admitted, period.
Please ensure all parties in your vehicle are paid, registered attendees. Any registration disputes are subject to the arbitration of the event organizer.

V. Check-In Guidelines
Registration will not open until Friday at 2:00PM. DO NOT SHOW UP EARLY, as you will not be allowed access to the staging area nor the AO. Here are the simple procedures for checking in to the event:
● Once through the gate, you will be directed by personnel/signage to the Event Check-in Station and parking.
● Park and proceed to the check-in table with your ID - there you will receive your event patch and be prompted to fill out an emergency contact card.
○ Your event patch must be worn or carried on your person for the duration of the event. The patch will act as a verification that you have registered and checked in.
○ Your emergency contact card must be carried on your person for the duration of the event, typically in a shoulder or cargo pocket.
● Proceed to the chrono station with any replica you may be using for the event. (See 3-1)

VI. Lost and Found
OLCMSS Staff are not responsible for any lost personal equipment. Players who may find unattended items should turn them in to the nearest staff member as soon as possible - we all know how it feels to lose equipment - if you find something please turn it in!
Lost and Found items will be kept at the staff/check in area for the duration of the event. If you lose an item, please understand that staff members will verify the item belongs to you prior to returning it. We highly recommend that you mark your gear and equipment in a unique and easily identifiable way (colored tape, last name, paint pen, etc.) so that it may expedite the return process.

VII. Pre-Event Recon
Pre-Event AO walkthrough/familiarization/reconnaissance may be conducted by all registered players on Friday afternoon once we have received authorization from the site. You MUST check in PRIOR to entering the AO.
● Do not enter the AO without permission from the event organizer or staff.
○ Players may drive their POV to AO parking at 1600 hours to conduct AO walkthrough.
● No replicas are permitted to be carried during AO familiarization.
● Violators will be removed from the event.
VIII. Radio Freqs
FRS/GMRS radio frequencies will be designated at the event or via chain of command in private forums or communications prior to the event. Several Staff-only frequencies will be established and must not be monitored or used by any player. “Electronic Warfare / signal jamming / etc.” is not allowed.
IX. Alcohol / Drugs
No alcohol or illicit/controlled substances are allowed on the site, period.
X. “Real Steel”
No “REAL STEEL” firearms are allowed on site, please leave them at home.
XI. AO (Area of Operations) and Building Guidelines
The following AO Guidelines are in effect:
Doors, windows, and building access
Areas/Doors that are locked and/or marked with caution tape, cones, signage, etc. are considered off limits and out of bounds. Any player caught in an unauthorized area may be subject to removal.
1) No player may do the following:
a. Shoot at or otherwise accost any wildlife – this will be an immediate ejection
b. Intentionally cause damage to any property (lights, windows, doors, etc.)
c. Force open any locked window, door, or other restricted entry point
d. Lock or otherwise inhibit doors from being freely opened or accessible
i. This includes physically holding a door shut to prevent entry
e. Move furniture or items outside of their designated buildings
i. Items may be moved inside of a structure to create cover for players, but these items may NOT block doors or entryways
ii. Players may not use items or furniture as moving cover to create “walking barricades”
2) Roof Access:
a. Players may not access any rooftops, both during the event and AO walkthrough periods.
3) Pyrotechnics:
a. Pyrotechnics may be in use intermittently throughout the event by site or game staff. Do not sit, stand, or lay directly on any areas that look like they have been burned before
b. Pyro control boxes are present throughout the AO, do not touch any pyrotechnic control boxes, wiring, or banks you may come across.


CORE RULES SET
1-1 CONDUCT
1-1 Airsoft is a game of HONOR and INTEGRITY. Please call YOUR OWN hits!
1-2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and you and your side will be penalized if a 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 their Commanding Officer.
1-6 Ranking players should recognize that airsoft is a GAME. Rank is a tool to provide structure for an enjoyable event - everyone is there to have fun!
1-7 Contestant Kit/WARNORD – All rules and regulations listed will be strictly enforced. Attendees who fail to read and/or adhere to them risks penalization and/or expulsion.
1-8 Unsportsmanlike Conduct – Unsportsmanlike conduct will be penalized by deducting completed objective credits from the offending party’s faction total. The offending player may also be sent directly to regen (staff’s choice of site), assessed an increased respawn time penalty, removal from that scenario, or removal from the event altogether.
Examples of unsportsmanlike conduct are: Not calling your hits, intentional overshooting, Yelling repeatedly and loudly at others to call their 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. Blatantly disregarding hits will be viewed as grounds for immediate dismissal from the event and AO.
Steps/strikes may be skipped depending on severity and players may also be barred from future participation in Best of USA/OLCMSS Events at the discretion of the event organizer/promoter
1-9 At times, this will be an intense CQB environment - players should dress/equip themselves accordingly. Players should also be courteous and honorable in their actions. Remember, it just might be you that someone turns the corner on next time, and you wouldn't want to be lit up point blank, so treat others the same.
1-10 No player may act in a manner that is compromising to their safety or the safety of others.
2-1 GAMEPLAY SAFETY
2-1.1 Approved Eye protection (See 6-2 Protective Equipment) MUST BE WORN AT ALL TIMES while in a playing area! Eye protection MUST BE full seal!
2-1.2 Lower face/mouth protection is recommended, but not required.
2-2 NO blind firing. You must be able to see with your own eyes while looking down your weapon (no using mirrors or devices to shoot around obstacles).
2-3 If a player loses his eye protection, they should immediately call "Blind Man." Staff will immediately signal a pause in the immediate area 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."
● DO NOT YELL “CEASE FIRE” THIS IS FOR REAL-WORLD MEDICAL EMERGENCIES ONLY

2-4 Medical Emergency Protocol
2-4.1 In the event of a real world medical emergency players should immediately yell “CEASE FIRE” - anyone who hears a “CEASE FIRE” call should echo the call themselves and attempt to find an OLCMSS Staff member as soon as possible. Onsite OLCMSS Staff EMS or site management EMS will respond to the area. All personnel should provide room for EMS personnel to work the scene. If necessary the injured party will be transported to the hospital via ambulance or airship.
2-5 General Weapon Safety
2-5.1 FULL AUTO IS NOT ALLOWED ON THIS SITE, PERIOD.
2-5.1.1 Should a player accidentally shoot their weapon on full auto during an interior engagement, they must immediately pull their red rag and proceed to respawn immediately - they may not be healed by a medic.
2-5.2 There is no Minimum Engagement Distance (MED)
2-5.3 Headshots are STRONGLY discouraged - Aim for center mass when possible.
3-1 WEAPONRY AND VELOCITY/ENERGY LIMITS/ ENGAGEMENT DISTANCES
3-1.1 All weapons must utilize BIODEGRADABLE BB’s for the duration of the event.
● No non-bio, silica, glass, metal bb’s, etc. - infractions are subject to immediate ejection.
3-1.2 Velocity reducers are NOT allowed.
3-1.3 All Airsoft weapons including non-blowback pistols and CO2 powered pistols (excluding gas blowback pistols) must be chronoed and tagged by an OLCMSS Staff member. All guns will be chronoed with the hop-up completely off.
*ALL PISTOLS/SIDEARMS whether required to chrono or not are subject to normal/standard chrono limits. (1.55j w/ .30g BB)
3-1.4 Players should report to the chrono station with the following:
● Full-seal eye protection
● Weapon(s) to be chronoed
● One EMPTY mag for each type of weapon to be chronoed
● Charged batteries, gas, or other propellants
● SNIPERS must supply their own .34g or .36 gram BBs in a labeled container

Staff manning chrono will insert the testing BBs in the empty mag. Please be aware that they will dump existing BBs prior to loading chrono BBs if the magazine is not empty.






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OLCMSS CHRONO LIMIT QUICK REFERENCE
WEAPON TYPE MED CHRONO BB WEIGHT JOULE LIMIT RPS LIMIT
Rifleman None .30g 1.55j See 3-1.5
Shotgun None 6mm - .30g
8mm - See 3.1.5 1.13j -
LMG/SAW See Rifleman Limits 45 RPS
Sniper 6mm - 100ft
8mm - 150ft 6mm - .36g
8mm - .38g 6mm - 3.39j
8mm - 2.84j -
SMG Ref. Rifleman Limits
NBB/C02 Pistols Ref. Rifleman Limits




Rifleman Chrono (AEG / HPA / GBBR)
3-1.5 All non-sniper weapons will be chronographed using event BB sponsor’s “Biodegradable” or “Earth Friendly” .30 gram BBs. Semi Only*.
*Semi-automatic fire that is fast enough to seem like or replicate automatic fire is not allowed.

Rifleman
JOULE LIMIT MED RATE OF FIRE
1.55j 0 Feet Semi Only



Shotgun Chrono
3-1.6 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 with .30g BB. Whether gas or spring, 6 mm or 8 mm, may be used inside or outside. 8mm must supply their own ammo in a labeled container. No fully-automatic shotguns.

Shotguns
JOULE LIMIT MED RATE OF FIRE
1.13j 0 Feet No Full Auto

LMG/SAW Chrono
3-1.7 LMG/SAW Weapon Energy Limit 1.55 Joules (Only one per squad), no SAW firing indoors unless it has a selector switch and can shoot on semi-auto.

LMG/SAW
JOULE LIMIT MED RATE OF FIRE
1.55j 0 Feet 45 rounds per second
DO NOT INTENTIONALLY OVERSHOOT

Sniper Chrono
3-1.8 All sniper weapons will be chronographed using .34 gram BBs (8mm) or .36 gram BBs (6mm).

Snipers
BB Weight JOULE LIMIT MED RATE OF FIRE
.34g 8mm 2.84j 150 Feet Semi Only
.36g 6mm 3.39j 100 Feet Semi Only

SMG Chrono
3-1.9 Submachine guns will fall under the Rifleman ruleset and WILL NOT be allowed to go full auto. SMGs will chrono as regular chrono (see 3-1.4).

SMG
SEE RIFLEMAN CHART

HOT/NO-GO Weapons
3-1.10 If a gun fires over the established joule limit for its class, the Chrono Marshall will immediately check the weapon and re-fire. If the weapon continues to fire over the limit, it will not be tagged and is not cleared for play.
It does not matter if your replica is shooting .1j over, or .001j over - the limit is the limit.
3-1.11 A NO GO gun has three options:
1. The weapon is secured and remains unused throughout the event.
2. The player tunes the weapon to within limits and re-chronos the gun.
3. The player leaves the AO with the Airsoft weapon.
3-1.12 All Airsoft weapons are subject to staff spot checks throughout the event.
3-1.13 Chrono will be available from Friday afternoon after check in until 7 pm Friday evening, and again Saturday morning from 6:00 am to 8:00 am.
3-1.14 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.


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3-2 PLAYER CLASSES (RIFLE/SAW/HEAVY WEAPONS)
3-2.1 Squads will consist of 12 players and will generally be composed of (11) Riflemen/SMG, and (1) Riot Shield bearer.
3-2.2 Your CLASS is pre-determined by your squad leader, who will report your role in advance to OLCMSS staff. Contact your squad leader through the secure OLCMSS public 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 this event.
3-3 Rifleman/SMG Class
3-3.1 Riflemen are limited to commercially available NON-WINDING magazines that only carry 250 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 LMG/SAW Class - NOT AVAILABLE FOR THIS EVENT
3-4.1 Each squad may have one (1) designated LMG/SAW (light machine gun or squad automatic weapon) gunner(s). A LMG/SAW gunner may use electric or manual winding magazines (box, c-mag, or other large volume bulky style – no conventional hi-caps or flash mags) 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 OLCMSS SAW weapons (defined below).
3-4.2 Guns that are faithful recreations of belt-fed firearms qualify as LMG/SAWs for this event. This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, M240B, PKM and similar models.
*NO MP5's, M-16’s, regular AK-47’s, m27IAR or non SAW weapons.
3-4.3 The approved OLCMSS LMG/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 LMG/SAW must be as cosmetically similar as possible to the original gun. OLCMSS staff reserve the right to determine what is “cosmetically similar.” Players with custom guns should direct their questions to the OLCMSS public forum and must receive approval from OLCMSS staff on or before Sept. 21, 2024.
3-4.5 It is ok for a LMG/SAW gunner to use non-winding midcap rifleman magazines in his/her LMG/SAW.
3-4.6 Squads may replace their LMG/SAW gunner position with a Rifleman (the LMG/SAW slot is optional).
3-4.7 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be LMG/SAW gunners.
3-5 Heavy Weapons Class - NOT AVAILABLE FOR THIS EVENT
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 BB firing 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, Pecker MK2, 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.
*NOT the MASTER MIKE 40mm full auto round by Airsoft Innovations.
3-5.5 The list of approved commercial launchers is the following:
1. Any M203 Variant (Sun Project, G&P, CAW, Star, Echo 1, etc…)
2. CAW M79
3. Smokey's RPG
4. Rusty's Paintball
5. Blackpoint Launcher (12g CO2 cartridges only)
6. Tag-MG36 CO2 or HPA


3-5.5 Custom built player launchers will only be approved under the following conditions on a case-by-case basis: A Moscart-style grenade using green gas is the launcher’s propellant (no CO2).
1. It uses only approved rocket rounds as specified in 3-5.2
2. The launcher as designed is incapable of firing no more than one round every 7-10 seconds (no rapid fire systems).
3. 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…)
4. Front/rear/left/right and breech (if any) pictures are provided to OLCMSS staff.
5. The designer provides all necessary information and photographs on or before Sept. 21, 2024.
6. The designated OLCMSS Chief of Staff or Chief Safety Officer signs off on the design on or before Sept. 21, 2024.
7. The custom launcher is tagged by OLCMSS chrono staff as approved for use.
8. Players submitting custom launchers must be willing to take a hit in the back from their own launcher at 25ft.
9. The weapon will be shot by COS or Head Chrono Marshall.
10. If Player refuses to be shot the weapon is an automatic rejection and will not be allowed to be used.
3-5.6 Bringing a custom launcher without prior approval as specified in 3-5.5 will result in automatic rejection.
3-5.7 Moscart-style grenades may only use Green Gas or HFC 134a (or equivalent) as propellant, with 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 32g weight) must not exceed 250 FPS
3-5.8 Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
3-5.9 Squads may replace their Heavy Weapon Specialist with a Rifleman (the slot is optional).
3-5.10 Nerf rounds have a minimum engagement distance of 30 feet.
3-5.11 Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be HWS class.

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3-5.12 Anyone using M203 or LAW or equivalent with Nerf Howlers, Zocker Darts, Nerf rockets (or the equivalent found in 3-5.2) can only fire them DIRECTLY at a vehicle to take it out.
1. A direct hit takes out the vehicle for 5 minutes, then it must return to its FOB to regen for a designated time period (out of service).
2. A nerf is NOT to be fired directly AT a person or persons, but may be fired in PROXIMITY to them (See 3-10 Area Effect/Blast Radius).
3. A 30-foot minimum engagement limit is in effect for any nerf rocket or equivalent projectile fired in proximity to players or directly at vehicles.
4. DO NOT SHOOT BB’s at vehicles or the people driving them, they CANNOT be killed by BBs, only NERF rockets will take out a vehicle.
5. Drivers of vehicles are NON-Combatants while driving or in a vehicle. Players dismounting a disabled vehicle may be engaged with AEGs/BBs.
3-5.13 Using M203's, (though NOT LAWs) with BBs only (as designed) is fine, and can be shot at players outside buildings (multiple BBs fired from M203s , CAWs revolver, are OK, but be mindful of engagement distances), but cannot be used inside buildings. M203s or LAWs shooting BBs however will NOT take out a vehicle, only a nerf round can do that. Minimum engagement limit of 0 feet applies to multiple BB firing weapons.
*DO NOT SHOOT TRANSPORT VEHICLES WITH BBs!
3-5.14 NO LAUNCHING PYROTECHNICS WILL BE ALLOWED BY PLAYER BASE! Launchable pyro will be conducted by OLCMSS Staff and Site RSOs ONLY! This includes the following rounds: Reaper MK2 3.5, Reaper MK2 5.0, TAG-25DP MK2, Velum MK2, Paladin MK2, and all MK1 Taginn launchable pyrotechnics or similar devices.
3-6 Sniper And Spotter Class - NOT AVAILABLE FOR THIS EVENT
3-6.1 Each Platoon will have one (1) 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 (2) individuals, a SNIPER and an ASSIST/SPOTTER.
3-6.3 The SNIPER from each team may use sniper Joule qualified weapons. Sniper Joule 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 that conform to their Company’s basic uniform colors, US Forces / TAN / USGI tri-color desert or tan or brown, USSR Forces / Green / USGI woodland or green.
3-6.6 Sniper class weapons have a minimum engagement distance see 3-1.8.
3-6.7 ABSOLUTELY NO magazine-sized high-cap magazines requiring manual winding or flash mags are allowed!
3-7 Riot Shields
3-7.1 Riot Shields will be limited to a total of (1) per Squad (12 players)
3-7.1.1 Shield usage is determined by active players - ie, if your faction only has 75 players on the field, you are only allowed 6 shields in play.
3-7.1.2 A maximum of (10) shields can be in play for each faction at a time
3-7.2 Players carrying a shield will be limited to using a pistol only.
3-7.3 All shields must be commercially available and may not cover more than 50% of the body
3-7.3.1 All shields must be inspected and approved by OLCMSS staff before being permitted for use during the event.
3-7.4 Shields must be carried at all times when being used as cover.
3-7.5 Shields will not be passed off or used by any individual other than the designated player.
3-7.6 Shield users will not use their shield as an offensive weapon or “shield bash” opposing players. This will be grounds for automatic ejection from the event and possible legal action.
3-7.7 Shields will act as cover from grenades, so long as the shield is oriented towards the blast and the shield bearer’s entire body is behind the shield when the grenade detonates.
3-7.7.1 If the shield bearer is in front of a stack of teammates, this rule applies only to the shield bearer and the player immediately behind him. Anyone else within the affected area of detonation will be considered “hit”.
3-7.8 Shields may not be used to cover or ‘crush’ any live grenades, as per 3-8.6

3-8 Hand Grenades
3-8.1 Escort gas powered AHG-01 (or subsequent versions),Thunder B and AI Tornado BB hand grenades. Other brands on a case-by-case basis, please ask.
3-8.2 Pyrotechnic fragmentation and sound grenades such as EG67, FBG-6 mini, FBG-4, AFG-4, TAG-67, TAG-19, IWA M11, IWA M12 are allowed. Other brands on a case-by-case basis, please ask.
3-8.3 Smoke grenades must be cold burning smoke and colors are determined by site management. Smoke grenades do not fall under the grenade limit rule. Any smoke device MUST be approved by OLCMSS Staff prior to use.
● Smoke must be used OUTSIDE ONLY and should be deployed on hard surfaces (roads, cement, packed dirt, etc.) Please avoid throwing into or near any dry grass.
3-8.4 Each player is allowed to carry up to 2 fragmentation hand grenades on their person at any one time (extra may be left at their FOB). Any class of player may use/carry hand grenades. Any player caught with more than 2 will automatically be considered dead and forfeit extra grenades to OLCMSS staff (that caught said infraction) to be destroyed. They will have to pull their red rag and return to spawn.
3-8.5 No thermobaric devices will be allowed unless specifically noted in 3-8.2.
3-8.6 Do not step on grenades to keep them from exploding. This includes covering grenades with riot shields.
3-8.7 Grenades are “Area Effect” weapons as noted in 3-10
3-9 Mines, Claymores, 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 OLCMSS public forum for more information before Sept. 21, 2025.
3-10 Area Effect/Blast Radius
3-10.1 Rockets, grenades, booby traps, 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.
3-10.3 The player at the center of the blast radius calls out all other players, regardless of 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. However, Pyrotechnic BB grenades DO have a blast kill radius (if the grenade makes a BOOM, it has a 10 foot kill radius).
3-10.5 Rocket blast radius is determined from the point at which it comes to rest, unless it strikes a vehicle (See 8-1 Vehicle Rules). Dismounted 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. Claymores have a 10 foot MED.
3-11 Absolutely NO personal pyrotechnics, flares, open flames, or similar devices. Additional site regulation may prohibit the use of any smoke device, depending on weather conditions.
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 HIT AND RESPAWN RULES
4-1.1 Dead Rags - Having and using a red "dead rag” is mandatory.
● A red shop rag or any red piece of cloth of similar size is sufficient.
○ If other players can’t clearly see your dead marker - they may not know you’re hit
● If you do not have a dead rag, you do not play.
● For night missions and low-light indoor areas, a red light (glow stick, vlite, etc.) is required as an additional marker due to decreased visibility.
4-1.2 One hit renders you “dead”. A hit to any part of the body or gear attached to it by a BB constitutes a “kill”.
● Players can be “hit” a total of 3 times before they must return to respawn. (See 4-2 Medic Rules)
Gun hits DO NOT count unless slung or hanging in front/back of the body where it would otherwise be a direct hit. A solid ricochet (a hit off a hard surface that then contacts the player) counts.
4-1.2.1 “Dead Man” Rules
● When hit, announce “HIT”, pull your dead rag, and place it on top of your head.
● You are required to sit or lie down in place after you are hit.
○ Don’t get mad if you are standing up and continue to be shot.
● “Dead” Players may be moved by teammates to be healed (See 4-2 Medic Rules)
○ Dead players may only move themselves if they are in an area where they may be a safety issue, or if they are in direct lines of fire - but they must move AWAY from the direction of friendly troops.
■ TLDR - You can’t move towards your team under the guise of “getting out of the way”
● DEAD MEN DON’T TALK. While you are “dead” you may ONLY call for a medic. No other communication is allowed.
● “Bleed-out” timer is 5 minutes.
○ You MUST wait 5 minutes before returning to an established respawn point if you are not healed by a medic.
○ If you have already been healed twice and take a third hit, you do not have to wait and may return directly to respawn.



● If you “bleed out” and are not healed by a medic, please follow the below protocols while you return to respawn
○ keep your dead rag or dead light on and visible
○ hold one hand over your head and keep your weapon low or slung.
○ announce “Dead man” or “Dead man coming out” whenever you are approaching a doorway/corner/choke point to avoid being mistaken for a live player.
● Once you return to your established respawn area, you may stow your dead rag / turn off your light and return to active play.
○ If you forget to remove your dead rag before returning to active play and still have it out or visible, you must call yourself out and return to spawn.
■ Accidents happen - please hold yourself accountable to ensure fair play
○ You are not required to immediately return to active play and may choose to take this time to reload/refit, hydrate, wait for teammates, etc.
4-1.3 Booby Trap: If you 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 landmine, 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: (See 3-8 and 3-10) Conserve them and use them at your own risk. Grenades are to be lobbed, thrown under hand, or rolled into rooms. 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.



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4-2 Medic Rules
4-2.1 Every player is a Medic - anyone may “heal” a downed player
4-2.2 Healing downed players
● Every player is required to carry a Rootiment Arms HitStick© or a minimum of two (2) bandages/tourniquets to be healed. (If you have no bandages, you can’t be healed)
● Medics must take a downed player's bandage and securely fasten it around the upper portion of the downed player's arm (either side)
○ Once the bandage is securely in place, the downed player is considered “healed” and may remove their dead rag and return to active play.
○ Players using a HitStick must have the appropriate tab flipped to be considered “healed” and return to active play
● Players can be “healed” 2 times before having to return to respawn
○ Players may immediately return to respawn after receiving their 3rd hit, and do not have to wait for the 5 minute “bleed out” timer to expire.
4-2.3 Moving downed players
Downed players may be moved utilizing the following methods:
● Touching/holding their arm and walking to simulate a drag or carry - Not jogging, running, etc.
○ You must maintain physical contact with the downed player the entire time they are being moved
○ If two or more individuals are moving a downed player, you may jog/run as long as all “carriers” maintain physical contact with the downed player.


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5-1 Uniform Code
5-1.1 During active play, players must conform to the Uniform Code.
● Failure to adhere to the uniform code is considered a rules violation and you will not be allowed on the AO as an active player if you are found to be outside of the established guidelines.
5-1.2 Players may ONLY wear the approved uniform pattern for the faction they are registered for; they CANNOT switch to the opposing faction’s uniform at any time during the event.
5-1.3 During active play, all players must be in full approved uniform. This includes:
● Faction-specific BDU/Combat Top
● Faction-Specific BDU/Combat Bottoms
● Faction appropriate head covering (MUST match faction color)
Players are not required to be in full uniform when the game is inactive. However, we encourage you to remain in uniform as much as possible during 'down time' to help with troop ID and maintain the spirit of the event.
5-2 Approved Uniform Items and Patterns
5-2.1 NO RED CLOTHING OR GEAR. THIS COLOR IS RESERVED FOR STAFF
5-2.2 The allowed patterns for US Forces / TAN are:
● Multicam / Multicam Arid / Desert MARPAT / Tropentarn / ATACS-AU / TAN

5-2.3 The allowed patterns for USSR Forces / GREEN are:
● M81/ Woodland MARPAT / Multicam Tropic / Flecktarn / ATACS-FG / OD GREEN

5-2.4 Sniper teams may utilize Ghillie Suits
● US Forces must utilize a desert/tan/brown uniform base
● USSR Forces must utilize a woodland/green uniform base

5-2.5 Additional patterns not listed above may be approved on a case by case basis and must be approved by OLCMSS Staff prior to the event - approvals will not be made on site.
6-1 GEAR
6-1.1 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.
6-1.2 We encourage players to match their gear color to their side, but gear color is not restricted.
6-1.3 Face Protection is STRONGLY RECOMMENDED on this AO. This AO has a high potential for close contact and there is a high probability you will suffer close range face hits.
Players who do not wear face protection play at their own risk.
6-2 Protective Equipment
6-2.1 Full seal eye protection is mandatory in all gameplay areas.
6-2.2 Eye protection must be worn at all times during active play and MUST adhere to the following:
● MUST be ANZI Z87.1 compliant or better.
○ This standard is usually posted either on the packaging or on the manufacturer's website.
● Have a rubber/foam/soft material full seal that closely conforms to your facial features.
● Must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
6-2.3 Wire or any other type/construction of mesh goggles ARE NOT ALLOWED.
6-2.4 Eye protection will be checked as part of morning inspection before the game and is subject to spot checks by staff throughout the event.
6-2.5 Ankle high (or higher) boots (no sandals or open-toed shoes for safety reasons!).
6-3 Hydration Devices
6-3.1 All players are required to carry water during game play. CamelBaks, canteens, Nalgene bottles, commercial bottled water, etc are all permitted.
6-3.2 Players may be spot checked for water on the field.
6-3.3 Players not carrying water on their gear or body will be required to go to the staging area until water is secured.
7-1 Communications
7-1 To ensure orderly comm traffic at an event the size of this event, 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 OLCMSS Staff. This includes UHF and VHF frequencies. Using undesignated channels is considered electronic warfare.
7-3 At NO time during this 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
● Otherwise impeding player or staff communications.
7-4 Players should secure FCC license for operating high wattage transmitters (> ½ Watt) in the AO.





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8-1 Vehicle Rules
8-1 NO POV’s ALLOWED to be used in any Scenarios without prior approval
○ The includes, but is not limited to, ATV's, side-by-sides, bicycles, skateboards, hoverboards, one wheels, etc.
8-2 There will feature two types of vehicles, combat vehicles and transport vehicles.
8-3 Combat vehicles are specifically designated armed vehicles controlled by each company.
8-4 Combat vehicle can only be killed by a launcher / nerf projectile
8-5 Due to the armed nature of combat vehicles, players may engage these vehicles with AEG’s, but AEG’s WILL NOT kill a combat vehicle.
8-6 Transport vehicles are just that, transportation.
8-7 Transport vehicles can only be killed by a launcher / nerf projectile.
8-8 DO NOT FIRE BB’S AT ANY TRANSPORT VEHICLE. THESE ARE PRIVATELY OWNED VEHICLES.
8-9 Any one on or in a vehicle when the vehicle is destroyed is considered killed. Players may remain with the vehicle to bleed out and ride back to respawn, or may exit the vehicle and immediately return to respawn on foot without waiting.
8-10 All Vehicles are considered killed when hit, and must remain in place for 5 minutes, then return to their FOB/starting point/respawn for 5 minutes (out of service).



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9-1 Enforcement
9-1 OLCMSS Staff reserves the right to enforce all of these rules.
9-2 Rule infractions may result in game related penalties for your company, removal from missions, removal from the event, banning from future OLCMSS events.
9-3 These general rules and the warning order constitute your first warning. OLCMSS reserves the right for immediate penalties upon rule infractions.
9-4 OLCMSS staff reserves the right for spot checks during game play to ensure compliance with these rules.
9-5 All staff and role players have the authority to enforce any rules at any time. Staff and role players shall be treated with the proper respect and directives issued by any staff or role player shall be complied with immediately.

And the most important rule of all – HAVE FUN.








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OP HIDDEN WARD EVENT SCHEDULE
Friday
1400 Gates, Registration, and Chrono Open (Dorms / Registration Area)
1600 Main AO Opens for Foot Recon at Parking Area
1700 Command Briefings (Location TBD)
1800 Registration, Chrono, and Main AO Close (Return to Dorms / Registration Area)
1830 Mission Briefing (Outside AO Entrance)
1900-2100 missions
2200 Gates Close
Saturday
0600 Gates, Registration, and Chrono Open (Dorms / Registration Area)
0730 Opening Ceremony Staging Area (Dorms / Registration Area)
FAILURE TO ATTEND OPENING CEREMONY WILL RESULT IN THE LOSS OF PARTICIPATION IN SCENARIO 1
0800 Registration and Chrono Close
0815 Load Up for Deployment to AO (Park in Parking Area Shown on Map)
0900 Begin Combat Operations, Scenario 1
1200 Cease Operations, Scenario 1 / Lunch Break (Parking Area)
1330 Load Up for Deployment to AO (Park in Parking Area Shown on Map)
1400 Begin Combat Operations, Scenario 2 (Main AO)
1630 Dinner Break (Parking Area Shown on Map)
1800 Load Up for Deployment to AO (Park in Parking Area Shown on Map)
1830 Begin Combat Operations, Scenario 3 (Main AO)
2100 Cease Operations, Scenario 3 (Return to Dorms / Registration Area)
2200 Gates Close
Sunday
0600 Gates Open (NO CHECK-IN NOR CHRONO)
0745 Begin Formation for Morning Briefing (Dorms / Registration Area)
0800 Morning Briefing Staging Area (Return to Dorms / Registration Area)
0830 Load Up for Deployment to AO (Park in Parking Area Shown on Map)
0900 Begin Combat Operations, Scenario 4 (Main AO)
1200 Cease Operations, Scenario 4
1215 Begin Formation for Closing Ceremony Outside of AO
1230 Closing Ceremonies/ Raffle
1430 AO Open for Pictures, Lunch, Clean Up (Main AO)
1630 Gates Close








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2025 HIDDEN WARD Radio Frequencies
"Communication will be by UHF/FRS/GMRS radio. The following Signals Operating Instructions are in effect:
1) FRS Channel 1: Reserved for higher headquarters / staff. Players should only operate on this channel in the event of a REAL WORLD emergency.
2) FRS / GMRS Channels 2,3,8,9,10,19,20,21, and 22:
These channels, including all subchannels, are reserved for use by personnel in US Forces Company. US Forces Company Commander will assign individual channels within this set at their discretion
3) FRS / GMRS Channels 4,5,11,12,13,14,15,17, and 18:
These channels, including all subchannels, are reserved for use by personnel in USSR Forces / GREEN Company. USSR Forces / GREEN Company Commander will assign individual channels within this set at their discretion.

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