HORN OF AFRICA RULES
• This Op will be Semi Tan or Brown bio-BBS required. If caught using other BBs, you will be escorted off the field. BBs will be available at the OP.
• Airsoft is a game of HONOR. Please call YOUR OWN hits! Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized. -10 points per infraction, Game Control will call into score keeper for points.
• Players caught by Game Control attempting to cheat will incur penalty points for their side ( - 50 points per infraction) and may be ejected from the game without refund and barred from future Best of USA Marketing events. 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.
3-A. Game control will be doing random hit checks as well as random on field chrono' checks throughout the the entireity of game play. If a replica does not pass an on filed chrono' test that will be considered a "cheat" and the appropiate points will be deducted from that team. That player will get a red stripe on the left arm. Once they are rechronoed and verfied by either chrono staff or game control then and only then will that player be allowed back into the game and the red stripe removed.
• Subordinate players should observe and respect ranks such as Squad Leaders, Platoon Leaders and, of course, you’re Commanding Officer. Ranking players should recognize Lion Claws is a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun.
• Eye protection with FULLY SEALED FOAM must be worn at all times while in a playing area.
NO SHOOTING GLASSES!!!
• 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."
• NO blind firing. You must be able to see with your own eyes where your gun is pointed. You must be looking down the sites of your weapon (Pistol/Rifle). No using mirrors or devices to shoot around obstacles!
• At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (i.e. no knife kills)
• If a player is hit ANYWHERE: you're dead. Gun and gear hits count.
• 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," the player may call for a surrender and use the “Bang, Bang!” rule. “Bang, Bang!” is a safety call ONLY. It is NOT a way of killing someone tactically (Bang, Bang is a courtesy as a player of integrity, but is also optional). If the opposing player does not accept the surrender aim for center mass or at feet. Arguing with another player over not accepting a surrender will result in violating rule 2. When in doubt notify GAME CONTROL.
• After being hit, all players should immediately get down on one knee, take their hands off their weapon and immediately proceed to pull out the KILL RAG to identify his/her “dead” status and remain in place for 3 minutes then proceed to his/her designated REGEN POINT.
CHRONO AND VELOCITY/ENERGY LIMITS
Velocity reducers are NOT allowed.
We do not have a “Sniper Class” due to limited range.
All weapons will be chronographed using Bio .32 gram BBs. BIOS ONLY
Players should report to the chrono station with an empty mag for each weapon. The GAME STAFF will insert the testing BBs in the empty mag.
Riflemen Chrono:
OK < 1.55 Joules
NO GO > 1.55 Joules
Sniper Chrono
OK < 2.81 Joules
NO > 2.81
No LMG Class for this AO
If a gun is over the OK range, the Chrono Marshal will immediately check the weapon. If he duplicates an unsafe reading, the Airsoft weapon will not be allowed in the game.
All Airsoft weapons including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chrono’ed. ALL PISTOLS/SIDEARMS whether required to chrono or not are subject to the normal/standard chrono limits and may be spot checked on site (must NOT chrono above 366 FPS with .3g BBs)
ALL AIRSOFT WEAPONS ARE SUBJECT TO STAFF SPOT CHECKS THROUGHOUT THE EVENT!
ABSOLUTELY NO high-cap magazines requiring manual winding are allowed! No Box Mags allowed.
Uniform requirements
Federation: All Military Camo, All Green/ Tan Uniforms. No mixing of tops and bottom (M81 Top, M81 bottom. ATACS Top, ATACS Bottom. Multicam Top, Multicam Bottom.) No Black helmets - Gear for Federation. Pistol holsters and slings are the only gear approved to be Black.
Rebels: Civilian Operator attire or all Black - all Black Multi-Cam. No red, no tan, no green. Black Helmets will be the only helmets allowed for Rebel Uniforms.
Observe UNIFORM CODE. You come in the WRONG UNIFORM; YOU’RE GOING HOME without REFUND. Substitutions will NOT be tolerated.
No Alcoholic beverages allowed on site.
Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features. Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head. 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. Wire mesh goggles should be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a careful controlled environment before attending the event.
Eye protection will be checked as part of morning inspection before the game.
FOR YOUR OWN SAFETY……….
FULLY SEALED GOGGLES ARE A MUST, NO EXCEPTIONS! STAFF INCLUDED!! MOUTH- PIECE HIGHLY RECOMMENDED FULL FACE MASK OPTIONAL IT’S YOUR FACE, YOUR EYES,
AND YOUR TEETH….IF WE CARE, PERHAPS YOU SHOULD TOO!
Ejection process is also simplified, i.e., anyone violating or attempting to interpret any of the previous rules in his/her own way will be ejected, no refunds.
Troops,
This is a THINKING SOLDIER'S GAME, NOT A SPRAY AND PRAY GAME. PLEASE DO WORK WITH YOUR COMMAND IN ORDER TO FULLY UNDERSTAND YOUR
MISSION.
EQUIPMENT LIMITATIONS and STANDARDS
SPECIALTY WEAPONS:
No LMG Class for this AO.
Due to the size of the two AO's only one Sniper team per faction is allowed.
The sniper and Spotter will be marked with a blue stripe on their left bicep.
A Sniper team is one Sniper and one Spotter.
The Sniper is allowed a bolt action sniper rifle as a Primary weapon. Secondry weapon for the sniper will ne either a pistol or shotgun ( see rules for this weapon class).
Spotter is only to carry as a primary either Rifleman/ SMG/ Shotgun. Secondary with be either Pistol or Shotgun (if a shotgun is carried as a primary the secondary for the spotter will be limited to a pistol).
Sniper AO limitations:
Viking Village: Sniper and Spotter have full use of the Viking Village AO designated by the AO MAP. 100 foot MED (Minimum Engagement Distance) will be followed at all times.
Afgan Town; Sniper and Spotter are not allowed to operate, move into, the interior of the Afgan Town. Sniper and spotter area of oreration during the Afgan Town Evolutions is the exterior of the Afgan Town and the two hills that create the Valley for the Afgan Town. See Map of AO for further clarification.
Shotguns
All shotguns; spring, gas, or HPA must chrono under 1 joule. Regardless of whether it's a single, 3 shot, or 6 shot the shotgun must not go above 1 joule or 259 FPS with .32 BBs.
Only shotguns that use a "shell" style magazine are allowed.
Shotguns that use a cartridge are not allowed, this includes mag adaptors or drum magazines
Grenades: Limited only by number of pouches on persons vest. MAY NOT BE BULK CARRIED IN BACKPACK. Grenades are only commercially available “LIVE ACTION” type such as Escort Gas powered, Thunder B, AI Tornado and other similar gas/CO2 powered grenades. Kill radius is 15 feet outside. Inside rooms the grenade kills everyone in that one room not the adjoining room or hall way. Grenades that don’t go off are duds. ABSOLUTELY NO CHEMICAL, INCENDIARY, OR MILITARY/LE GRENADES OR FLASH BANG ARE PERMITTED! RUBBER GRENADES AND TENNIS BALLS ARE NO
LONGER FOR USE AS HAND GRENADES! No Taggin or Enola Gay grenades of any kind. If you ask, I will know you did not read the WarnOrd.
Rocket Launchers: Rocket Launchers (Nerf, Foam or VFC "Scatter" Ball only, not Taginns allowed due to the size of the AO.) are considered a primary weapon. Rocket launchers are shoulder fired weapons and must be fired from the shoulder. Blind fire rules apply to Rocket lauchers.
Rockets are Llmited only by number of pouches on persons vest. ROCKETS MAY NOT BE BULK CARRIED IN BACKPACK OR DUMP POUCH.
Rocket Launchers have a 25' exterior Kill radious, either where the rocket lands or wall hits. A rocket into a room kills the room only, not the adjoing rooms or hall way. The rocket must enter the room cleanly, not skipping off the ground or ricochets into a room. The damage from a rocket is at it's point of contact. A rocket hitting a wall inside of a room only kills that room.
Rockets hitting a vehicle will have a 25' kill radious from the center of the vehicle. Vehicles are not hard cover for shoulder fired Rockets Launchers.
Rockets cannot be fired indoors or out of buildings, the Rocket and it's operator must be outside at all times.
The only other weapon that can be carried with a Rocket Launcher is a side arm, i.e a pistol
What qualifies as a "Rocket Launcher." The VFC USSOCOM M3 MAAWS Gas-Powered Airsoft Rocket - Grenade Launcher well be used as the standard.
• All Shoulder fired lanuchers must use either green gas or Co2.
• The base operating pressure for standard green gas is 125 PSI. Shoulder fired launchers that exceed 125 PSI will not be allowed.
• Co2 Shoulder fired launchers shall use 1 - 12 gram per shot.
• Shoulder fired Rocket Launchers that use green gas must have and use only their OEM Green Gas shells that have not be modified. The use of Red, Black or "Power Up" gas is not allowed for Shoulder Fired Launchers.
• All Co2 shoulder Fired Launchers shall have factory set regulaor set at 125 PSI or have a pressure relief valve that shall not exceed 125 PSI. All factory set regulators or Pressure relief valve must have their rating stamped on their body from the factory.
• Shoulder Fired Launchers shall be muzzle, rear or breach load.
THE USE OF SMOKE GRENADE and EG grenades are NOT AUTHORIZED FOR USE AT THIS GAME.
NIGHT EVOLUTION SPECIAL EQUIPMENT RULES:
Night vision is allowed, either helmet or Rifle Mount.
Only white Light or IR Lasers will be alowed. No visable Lasers, Red/ Green are not allowed.
RADIO FREQUENCIES:
GAME CONTROL – EMT – EMERGENCY
FRS CHANNEL 8.0 (flat) - all sub-channels within channel 8.0 are restricted for GC use only
FEDERATION
FRS/GMRS CHANNELS ONE (1), THRU SEVEN (7) and all sub channels
REBEL
FRS/GMRS CHANNELS NINE (9) THRU FIFTEEN (15) and all sub channels
FRS/GMRS CHANNELS EIGHTEEN (18) THRU TWENTY TWO (22) (flat) - all sub-channels within channels 18 thru 22 are restricted for GC use only
Blue Cloud Movie Ranch
20019 Blue Cloud Rd. Santa Clarita, CA 91390
Directions:
From the 5 North
Exit at Magic Mountain Parkway turn left under the freeway, make a right on The Old Road.
Take the Old Road to Rye Canyon Rd., turn right. Rye Canyon turns into Copper Hill Dr. Take it to the end at David Way make a right and an immediate left on Bouquet Canyon. Take Bouquet about ¼+ miles turn left on Blue Cloud Road. If you pass the mobile home park you past it.
From the 14 North
Exit at Newhall Ave, go under the freeway. Take Newhall Road approx. 1 mile to Railroad Ave. Turn right. Railroad Ave turns into Bouquet Canyon just past 28877 Bouquet Canyon turn left on Blue Cloud Road. If you pass the mobile home park you past it.
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