2025 Flamingo 4 RULE SET
Posted: Mon Oct 27, 2025 10:48 am
WARNORD will come to each player via email. PLEASE BE SURE TO ADD admin@olcmss.com to your email CONTACT
PROPERTY & EVENT SPECIFIC RULES:
GENERAL PROPERTY:
The entire town of Primm has a “NO WEAPONS” policy, INCLUDING THE HOTELS!!
You must not display any weapons, open carry knives or otherwise in public. This includes the gas stations, fast food locations, restaurants, parking lots AND ESPECIALLY the hotels & casinos. OLCMSS and Best of USA Marketing ask that all OP Flamingo attendees respect this policy and keep all airsoft weapons in cases or gun bags, and take off any tactical gear, holsters and/or similar when visiting the surrounding businesses and properties or generally exiting the Mall.
“RESPECT THE SPOT”. Do you want to play this AO again? Please help us show the property owners that OLCMSS and its participants are respectful, courteous and polite. Show the local businesses that we are respectful and do not leave trash on the property, drive recklessly in the streets or parking lots, play loud music, disrespect civilians or otherwise cause a problem that could tarnish our ability to return.
DO NOT bring any type of off-road vehicle to this event. If you want to drive around in the desert, you will need to go to a designated OHV area.
** NO REAL FIREARMS ARE PERMITTED INSIDE THE AO (MALL) **
We understand that many players have the legal right to carry a firearm, especially those possessing concealed carry permits, but for the sake of safety for all, please either leave them in your vehicle or don’t bring them at all. In addition, we do not want to risk a real firearm getting mistaken for an airsoft gun and taken into the event.
PROPERTY & EVENT SPECIFIC RULES (cont.):
PLAYER ARRIVAL:
** PLAYERS MUST PRINT & BRING A BLANK WAIVER – FOUND AT THE END OF THIS WARNORD **
When you arrive at the event, please drive to the southeast corner of the parking lot on the east side of the I-15. General Player parking and AO entrance are located on that side (see map above).
If you are planning to camp in your car or RV for this event, park inside the blue border. (see map above)
If you plan to set up a tent, you may do so near your vehicle, although NO TENT STAKES may be put into the ground.
Camping players MUST keep their camp site clean & organized.
All camp sites must be policed for trash after the event is over. Trash cans are located near the entrance.
There is no security for camping area, so please secure your site during times where you will not be present.
Please leave all airsoft weapons inside their cases or gun bags and proceed to the players entrance (see map above)
Access to the AO (Mall) will be open to paid event attendees only. Family and/or friends will be denied entry. Although, if you want to bring family and/or friends in general, they are welcome to stay in your camping area or visit elsewhere during the event.
Camping is permitted only within the parking lot or tent camping area, there is no camping within the AO.
No pets are allowed inside the AO. You may bring your pet, but they must remain in the camping area.
You will be required to present your GOVERNMENT ISSUED IDENTIFICATION when entering the AO.
The name on your ID must match your name on the OLCMSS OP Flamingo 4 registration. If it differs, you must contact admin@olcmss.com to update your registered name. If your name does not match, you will be denied entry.
There will be a player staging room available for players to unload weapons for chrono.
Players may leave their gear and bags in the staging room. We recommend you lock up all gear when left unattended.
Players will be required to chrono their weapons prior to final check-in for the event. ID will be required.
Players MAY NOT chrono weapons for another player. YOU MUST chrono your own weapon.
UPON EXITING THE AO: (Exiting the mall)
Players must stow all airsoft guns back into their gun bags or cases.
Players must remove all tactical gear, i.e. plate carriers, LBV’s, chest rigs, holsters, or similar. You may keep your uniform, boots and similar things on. This includes walking to/from, sitting in or hanging out at your camp site.
PROPERTY & EVENT SPECIFIC RULES (cont.):
NIGHT OP’S PARTICIPANTS: (see schedule above)
MINIMUM 20 PLAYERS must be signed up for nights ops for us to hold night ops
MINIMUM 20 PLAYERS must be present at muster (see schedule above) for us to hold night ops
Players not in muster WILL NOT be allowed to participate. NO LATE ARRIVALS
Night Ops is an optional event add-on, and participation is not required
Night Ops is considered a separate event and holds no influence on the overall outcome of the event
It is possible that game control may ask players to ‘switch teams’ to even out night ops
All participants must have a RED L.E.D. or chem-light to participate in night ops, to signify a hit player
Tactical lights, lasers and tracer units are authorized for use in night ops
ALL OLCMSS Core rules apply during night ops, unless specifically modified by game control. (explained at safety brief)
Night Ops sign-up will open at lunch break and will close after EVO2 concludes. (see schedule above)
GENERAL EVENT RESTRICTIONS:
NO sniper rifles, DMR, machine gun or strafer guns
ALL airsoft guns must comply with OLCMSS chrono restrictions (see rules below)
AEGs, Green Gas, HPA or Propane-Powered guns (GBB) or single shot spring powered airsoft guns are allowed
Co2 powered airsoft guns are allowed (I.e. Co2 powered magazines)
ALL AIRSOFT GUNS ARE SUBJECT TO APPROVAL BY THE OLCMSS CHRONO MARSHAL
Players are authorized to use their choice of airsoft BB weight but will be required to pass chrono using OLCMSS provided BB’s and BB weight
ONLY COMMERCIALLY AVAILABLE PYRO AIRSOFT GRENADES ARE APPROVED
No ‘homemade’ pyro grenades may be used at OP Flamingo
Spring or green gas/propane powered; commercially available ‘claymore’ mines are approved. Claymore must be able to ‘stand’ by themselves and are not authorized to ‘attach’ to any object or structure, except for the use of zip tie straps or tape
NO SMOKE GRENADES
Players assume the risk for ALL GEAR they use in the event and will not hold OLCMSS, Best of USA Marketing, event staff or event participants, liable for any damage they may incur. (I.e. night vision, weapon lights, cameras, etc.)
Participants must adhere to the uniform code established for their respective teams. Players not in compliance with the uniform code set forth will not be allowed to participate in the event
NO BINARY TRIGGERS, TWO FINGERED TRIGGERS or DSG BUILT AEG’S
Operation Flamingo 4 is a SEMI-AUTO ONLY event. This means ONE (1) round fired per one complete cycle of the trigger
NO RIOT/COMBAT/TACTICAL SHIELDS OR SIMILAR may be used
Operation Flamingo 4 is a DIE IN PLACE event. Once hit, you are required to drop in place to allow for continuance of game. This will be strictly enforced
2. CONDUCT
2.1 Airsoft is a game of HONOR. Please call YOUR OWN hits
2.2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side may be penalized if staff witnesses the event. (The only exception being area of effect weapons)
2.3 Players attempting to cheat will incur penalty points for their side and may be ejected from the game without a refund and barred from future OLCMSS, Best of USA Marketing events.
2.4 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 OLCMSS, Best of USA Marketing events.
2.5 Subordinate players should observe, and respect ranks such as Squad Leaders, Platoon Leaders and, of course, your Commanding Officer.
2.6 Ranking players should recognize Lion Claws as a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun.
3. GAME PLAY
3.1 Eye protection must be worn at all times while in a playing area.
3.2 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."
3.3 NO BLIND FIRE. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
3.4 At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills, muzzle taps, etc.)
3.5. FIRE DISCIPLINE
3.5.0 OP Flamingo is a SEMI only game
3.5.1 Players need to exercise good judgement when firing within this AO to minimize risk to themselves and others. (Try to aim at Center Mass or at lower body to avoid face shots)
3.6. HIT RULES – RED RAGS ARE REQUIRED – PLAYERS WITHOUT A RED RAG WILL BE REMOVED FROM THE GAME
3.6.1 If a player is hit ANYWHERE on body, gear or gun, or are in the vicinity of a grenade: you are eliminated
3.6.2 BB contact at any velocity, from any direction or source count as a positive hit and should be honored
3.6.3 Grenades have an area of effect 10’ around the point of detonation
3.6.4 Grenades tossed in a room kill all players within 10’ of point of action, except those behind hard cover like a door, pillar or outside in hallway. (See section 3.7 for more on Grenades.)
3.6.5 When a player is hit, the following must be performed:
a. Player must immediately stop shooting.
b. Player must announce as loud as possible, “HIT”
(repeat as many times as needed for other players to recognize)
c. Player must cease to ‘respond to’ or ‘transmit’ ANY radio communications
d. Player must take out his/her REQUIRED red rag and place over their head or other location where it may be easily seen. Many players place their red rags on the barrel of their weapon and hold the weapon above their head.
e. Once a player has been ‘HIT’ that player is required to take a knee or sit down for 5 mins to ‘bleed out’ or until a medic has the ability to ‘heal’ that player. (See Medic Rules 3.8.4.)
ATTENTION!! - Expect to be hit multiple times - in the chaos of combat, fellow players rarely have split-second trigger control.
It is acceptable to call "dead man" while walking to regen, but please keep in mind most players cannot hear you.
Your red rag is the first and most important sign of being hit. Red Ball caps are not acceptable substitutes for red rags.
The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of Velcro to your red rag.
Game Control staff will be wearing red shirts to indicate staff, acting as a non-combat task. Please do not shoot them.
3.6.7 CONTINUANCE OF THE GAME:
a. By each player dropping to his or her knee or sitting down immediately after they are hit, allows for the ‘advancing’ opposing team to quickly clear the area for additional threats and ‘move on’. If you are shot and then ‘stand up’ or walk away, then you become an obstruction to your opposition that will cause them to have to ‘wait’ or walk around you. This causes the ‘game’ to be held up while you are ‘in the way’. This is also an infraction of the rules and may incur penalty points if that player is believed to have intentionally held up advancing forces from achieving an objective or otherwise.
b. Remember, you are dead, and you are not allowed to talk with anybody, about anything game related, for any reason, unless it is a game control staff member. This includes but is not limited to, your squad mate, squad leader, platoon sergeant, platoon leader, captain, etc. You ‘may’ talk with other dead men if you do not talk about enemy positions, enemy forces or armor, or any other aspect of the game that would be considered ‘sharing’ information.
3.6.8. RIOT SHIELDS
“Ballistic” Shields or other items intended to be carried by a player ARE NOT APPROVED. Although, players may choose to move hard cover items located on the field for a temporary cover while in the combat zone, with the exception of barricade walls. Field hard cover CAN NOT be moved as a ‘moving’ barricade to advance on a position.
3.7. REGEN
3.7.1 After being eliminated from play wait 5 minutes, if you have not been ‘healed’ by a Team Medic, proceed to your designated regen point (your own teams regen point, not an enemy regen point). Once you have entered the regen point you will count to 30 and then you are back in play. All forces will have the same regen rules.
3.7.2 Regen Points will be designated by game control and will be the only location in play you are allowed to regen and re-enter the game.
3.7.3 Regen Point Rules:
a. Players MUST regen inside of the designated regen point.
b. For a player to regen, a player must COMPLETELY ENTER the building/room.
c. Simply ‘touching’ the building/room door is NOT considered a regen and any player found disobeying this rule will incur penalty points.
d. Once a player has entered a regen point (building) that player will count to 30 (seconds) and then can re-enter the game.
e. Regen points may have special instruction on how to re-enter the AO, this is put in play as a safety procedure, please follow any instructions in the regen points if listed.
f. Regen points ARE NOT able to be captured by opposing teams, thus players are not authorized to ‘defend’ or fight from a regen point.
g In the event a fire fight is within close proximity of any regen point which allows regenning players to be immediately shot, THE REGEN POINT WILL BE TEMPORARILY CLOSED until the fire fight has passed, UNLESS that specific building/room has access to a back hallway at which point players will be required to exit the regen point through the back hallway. (SEE section ‘g’)
h. NO FIGHTING FROM OR DEFENDING REGEN POINTS!! As such, NO ATTACKING OR DIRECTLY FIRING TOWARDS A REGEN POINT!!
** If game control deems the fire fight close to a regen point to be ‘stale’ thus interfering with the flow of the game, game control staff may choose to call a ‘cease fire’ and disperse players in the effort to ‘reopen’ the regen point. Reentry into play must be done from a regen point. If for any reason a player leaves play, (i.e. equipment failure, eye protection, killed) they may ONLY resume play from a regen point, and cannot under ANY CIRCUMSTANCES resume play without first entering a regen point and waiting 30 seconds.
3.8 MEDIC RULES
TEAM MEDICS WILL BE USED IN OPERATION FLAMINGO 4. Payers may drag or walk “dead” players by bandaging the player with a strip of WHITE cloth (player MUST have at least two strips on his/her person). Maximum MEDIC-HEAL is two times. After that play must return to the designated SPAWN point to respawn.
4. WEAPONRY
4.1 CHRONO AND VELOCITY/ENERGY LIMITS
4.1.1 Velocity reducers are NOT allowed.
4.1.2 Players must report to chrono with a fully functioning weapon (Battery in place ready to fire) and an empty mag for each weapon being Chrono’d. Each Weapon will be checked for functionality before being passed to Chrono Check-in. Players may only Chrono 3 weapons per trip.
4.1.3 OLCMSS standard chrono limit is 1.55 Joules (<366 fps) when firing a .32g BB. We recognize velocities may fluctuate with environmental variables; it is the player’s responsibility to stay within the specified limits. Player ignorance of how their weapon system may function is not an excuse. All weapons will be chrono graphed using OLCMSS provided Bio .32g BBs and the energy must be less than 1.55 Joules. If a gun is over the approved 1.55 joules, the Chrono Marshal will immediately check the weapon. If he duplicates an unsafe reading, the Airsoft weapon will not be allowed in the game.
4.1.4 GBBR procedures
a. Arrive at chrono with your gun and magazines completely unloaded; bring a can of green gas or propane (with adapter).
b. Show that your magazine is not gassed by depressing the release valve
c. The Chrono Marshal will instruct you when to Gas the magazine.
4.1.6 FPS limit is 1.55 Joules or less… there is NO caution range.
4.1.11 If A gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO MEASUREMENT, the Airsoft weapon will immediately be red tagged and will not be allowed to be used.
4.1.12 A red-tagged gun has three 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.
– Repair services will be available
c. The Airsoft weapon is locked in secure storage and returned at the end of the event.
4.1.13 All Airsoft weapons are subject to staff spot checks throughout the event.
4.1.14 Chrono checking will be available on Friday afternoon/evening (see schedule), and again on Saturday morning (see schedule).
4.1.15 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.
4.1.16 All Airsoft weapons including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chrono’d.
4.2. PLAYER CLASSES (Rifle/SAW/Heavy Weapons/Grenadier/Sniper)
4.2.1 OPERATION FLAMINGO 4 WILL BE RIFLEMAN ONLY!!
– NO SAW, LMG, DMR, HEAVY WEAPONS, GRENADIER or SNIPERS
4.3. RIFLE CLASS
4.3.1 Riflemen are limited to commercially available non-winding magazines that only carry 250 BBs or less (UPDATED) Midcap, Standard and low-cap mags (e.g. STAR magazines) are welcome if they meet these criteria. MIDCAP/LOW-CAP only. (See Rule 4.6)
4.3.2 Riflemen may carry as many legal magazines as they can fit on their person.
4.3.3 All riflemen are requested to respect the AO by using Biodegradable BBs in their guns, although NOT required. ONLY PLASTIC BB’S ARE APPROVED. No ceramic, glass, metal, paint filled (or otherwise) bb material is authorized
4.3.4 It is HIGHLY RECOMMENDED to mark your magazine with your name or other identifying mark in the event they are lost
4.4. SAW CLASS
NO SAW CLASS FOR OPERATION FLAMINGO 4
4.5. SNIPER and ASSIST CLASS
NO SNIPER CLASS FOR OPERATION FLAMINGO 4
4.6. RIFLEMEN MAGAZINE RESTRICTIONS – STRICTLY ENFORCED...!!
4.6.1 ABSOLUTELY NO high-cap magazines requiring manual, electric or gas winding are allowed...!!
4.6.2 A magazine is defined as any device that can hold more than ONE round for reloading of a weapon
4.6.3 A magazine as defined includes commercially available, modified, home-made or improvised devices
4.6.4 Any player found using or possessing a high-cap magazine will be subject to one or all the following:
a. Mandatory confiscation of high-cap magazine by Game Control, which will be available to reclaim at event conclusion
b. Penalty points against his/her team
c. Ejection from the event with no refund and possible banning from future OLCMSS events
4.7. HAND GRENADES
4.7.1 Deployable hand grenades must be a “LIVE ACTION” device only. (no ribbon or sound grenades)
a. A 10 foot - 360 degree kill radius from POINT OF DETONATION, is in place for all grenades unless you are behind HARD cover.
b. Hard cover is listed as a building, wall, door, pillar or similar.
c. Drapes, tarps, plastic sheets, cardboard posters, other soldiers or similar does NOT constitute cover.
d. Grenades that pop BB's (regardless of whether a BB hits you are not) still retain the 10-foot kill radius and cover conditions as stated above.
4.7.2 Any player may carry hand grenades. NO level 6 TAGinn grenades allowed.
4.7.3 To protect the safety of players. Players are NOT permitted to “Jump on a live Grenade” to save the other players in the room. C02 Grenades explode outward and can cause serious injury or even death to a player. Also, Active BB shower grenades can spray BB’s into a player’s face if their eye protection jars loose while attempting to do so. So, no heroes. Take the kill and stay safe.
4.8. MINES and BOOBY TRAPS
4.8.1 Special booby traps, bombs and explosive objectives may be provided by staff for game play. These items may have special rules. Game Control will advise of any game control provided special props.
4.9 AREA EFFECT/BLAST RADIUS
4.9.1 Hand Grenades, rockets, booby traps, and mines (except claymore mines) are defined as area effect weapons.
4.9.2 Area Effect Weapons kill all players within a 10-foot radius of their triggering, regardless which side activated them.
4.9.3 The player at the center of the blast radius calls out all other players, regardless of their side. This is the ONE exception to Rule 2.1 & 2.2
4.9.4 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.
4.9.5 Hand Grenades blast radius is determined from the point of action. Hand Grenade BBs DO NOT need to strike a player to count as a kill.
4.9.6 Hand Grenades tossed into a room kill all players inside the room, within 10’, except those outside of the room or behind hard cover like a door.
4.9.7 Inert grenades are treated as “duds” so make sure to prep grenades beforehand.
4.9.10 Absolutely NO personal pyrotechnics, flares, open flames, or similar devices at Operation Flamingo.
4.9.11 NO SMOKE GRENADES OF ANY TYPE ARE APPROVED FOR OPERATION FLAMINGO 4.
4.9.12 ONLY COMMERCIALLY AVAILABLE AIRSOFT GRENADES ARE APPROVED FOR THIS GAME
ATTENTION...!!
In the event of a dispute of the “AREA EFFECT/BLAST RADIUS” between players, it will be the duty of game control staff to determine the effective range of the ‘blast’. If game control cannot determine the whereabouts of players at the time of detonation, then game control may choose to DEFAULT by ‘killing’ ALL PLAYERS within the dispute INCLUDING players that initiated the device. So, what this means is, play with honor. If you think you are hit/dead, call yourself hit or dead.
4.10. LAUNCHERS:
NO HEAVY WEAPONS CLASS FOR OPERATION FLAMINGO 4
a. RIFLE MOUNTED M203 & EGLM launchers or similar, are NOT AUTHORIZED for use at OPERATION FLAMINGO. Players will be required to remove any M203/EGLM launchers from their rifles or they will not be allowed to use them.
b. Any player found to have an M203/EGLM type or other rifle mounted launcher attached to their rifle will be subject to a minimum confiscation of the ENTIRE RIFLE & LAUNCHER up to and/or including ejection from the game with no refunds.
4.11 Moscart style grenade launchers are considered the same class as “LAUNCHERS” (See rule 4.10)
4.12 M32 Grenade launchers are considered the same class as “LAUNCHERS” (See rule 4.10)
4.13 Drones are not approved for use in Operation Flamingo.
4.13.1 DRONES ARE NOT AUTHORIZED FOR USE AS COMBAT EFFECTIVE EQUIPMENT
5. UNIFORM
5.1 During the game time players must always conform to the OLCMSS Uniform Code. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (1-3).
5.2.0 No player may wear any red accessories (shemaghs, etc.…) so they may not be confused with dead players.
5.2.1 No player on MAFIA may wear any shirt with predominately red or black in its pattern. If you are unsure if your T-shirt is within compliance, then it probably isn’t. So, wear a shirt with no red in or on it.
5.2.2 Players are not required to be in full uniform when the game is inactive. However, we request you remain in uniform as much as possible during 'downtime' to help with troop ID and maintain the spirit of the event.
5.4. UNIFORM PATTERNS
5.4.1 ALL UNIFORMS
a. Tactical gear may be any color or pattern, except red.
b. Boots may be any color or pattern, except red.
c. It is recommended to wear shoes/boots with a non-slip sole.
d. Tennis shoes (or similar) are approved but may not be red or ‘bright’ in color.
e. Hiking boots are authorized but may not be red or ‘bright’ in color.
f. Covers (hats) ‘should’ match your specific uniform code, but only if it does not ‘intend to confuse’ any color/pattern may be worn. Red hats are not approved.
g. Shemaghs may be tan, coyote, OD, white, black, gray or a combination of all. Red, blue, green or other similar non-matching colors will not be allowed.
5.4.2 CARTEL AUTHORIZED UNIFORM
a. Must wear FULL MILITARY LOAD OUT in Woodland, Marpat, Multicam.
b. May not wear any civilian clothing. No Black Camo!
5.4.3 MAFIA AUTHORIZED UNIFORM
a. Civilian style clothing. I.e. Jeans and a T-shirt, cargo pants, solid-colored tactical pants, or All Black.
Civilian street gang attire (Hawaiian shirts welcome). No Camo! No Black Camo!
5.5.2
No red shemaghs, red hats or other unique unit identifiers which could be confused with game play mechanics.
This includes helmets containing red
5.5.3
If you are overheating and you must remove uniform/gear to stay healthy you should immediately signal 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 Operation Flamingo 4.
6. 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:
a. Plate Carriers
b. Load bearing vests (LBV)
c. Chest harnesses, pouches, or similar
d. Helmets
c. Approved Eye protection
d. Gloves, pads, and water carrying devices
6.2 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.
6
6.3. EYE PROTECTION
6.3.1 Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features
6.3.2 Eye protection must be secured against the head so that it cannot accidentally fall away under normal movements.
6.3.3 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.
https://blog.ansi.org/ansi-isea-z87-1-2 ... rotection/
6.3.4 Wire mesh goggles are not allowed at OLCMSS events
6.3.5 Eye protection will be checked as part of morning inspection before the game
6.3.6 FASHION SUNGLASSES WILL NOT BE ACCEPTED REGARDLESS OF SEALING ABILITY
6.3.7 PRESCRIPTION EYEGLASS MUST BE CAPABLE OF A FULL SEAL (See rule 6.3.1)
6.4. HIT/DEAD RAGS
6.4.1 A RED rag must be carried at all times to indicate a hit or out of play individual. Red L.E.D. arm bands or wearable lights are highly recommended.
6.4.2 A RED L.E.D. or chem light (glow stick) is required for Night Ops and highly recommended for use in low light conditions.
6.5. HYDRATION
6.5.1 A portable water storage device such as a camelback or canteen is HIGHLY RECOMMEND for OLCMSS participants. Players are responsible for their own hydration.
7. COMMUNICATIONS
7.1 To ensure orderly communication traffic at an event the size of Lion Claws, radio bandwidth is predesignated 7.2 Channels outside your designated range are NOT permitted for use except by explicit permission from LC Staff.
This includes VHF frequencies. Using undesignated channels is considered electronic warfare.
7.3 At NO time during the event is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.
7.4 Assigned channels of each team will be advised to your team COMMANDING OFFICER. Please contact your team command for radio channels in the event you need to program radios.
PROPERTY & EVENT SPECIFIC RULES:
GENERAL PROPERTY:
The entire town of Primm has a “NO WEAPONS” policy, INCLUDING THE HOTELS!!
You must not display any weapons, open carry knives or otherwise in public. This includes the gas stations, fast food locations, restaurants, parking lots AND ESPECIALLY the hotels & casinos. OLCMSS and Best of USA Marketing ask that all OP Flamingo attendees respect this policy and keep all airsoft weapons in cases or gun bags, and take off any tactical gear, holsters and/or similar when visiting the surrounding businesses and properties or generally exiting the Mall.
“RESPECT THE SPOT”. Do you want to play this AO again? Please help us show the property owners that OLCMSS and its participants are respectful, courteous and polite. Show the local businesses that we are respectful and do not leave trash on the property, drive recklessly in the streets or parking lots, play loud music, disrespect civilians or otherwise cause a problem that could tarnish our ability to return.
DO NOT bring any type of off-road vehicle to this event. If you want to drive around in the desert, you will need to go to a designated OHV area.
** NO REAL FIREARMS ARE PERMITTED INSIDE THE AO (MALL) **
We understand that many players have the legal right to carry a firearm, especially those possessing concealed carry permits, but for the sake of safety for all, please either leave them in your vehicle or don’t bring them at all. In addition, we do not want to risk a real firearm getting mistaken for an airsoft gun and taken into the event.
PROPERTY & EVENT SPECIFIC RULES (cont.):
PLAYER ARRIVAL:
** PLAYERS MUST PRINT & BRING A BLANK WAIVER – FOUND AT THE END OF THIS WARNORD **
When you arrive at the event, please drive to the southeast corner of the parking lot on the east side of the I-15. General Player parking and AO entrance are located on that side (see map above).
If you are planning to camp in your car or RV for this event, park inside the blue border. (see map above)
If you plan to set up a tent, you may do so near your vehicle, although NO TENT STAKES may be put into the ground.
Camping players MUST keep their camp site clean & organized.
All camp sites must be policed for trash after the event is over. Trash cans are located near the entrance.
There is no security for camping area, so please secure your site during times where you will not be present.
Please leave all airsoft weapons inside their cases or gun bags and proceed to the players entrance (see map above)
Access to the AO (Mall) will be open to paid event attendees only. Family and/or friends will be denied entry. Although, if you want to bring family and/or friends in general, they are welcome to stay in your camping area or visit elsewhere during the event.
Camping is permitted only within the parking lot or tent camping area, there is no camping within the AO.
No pets are allowed inside the AO. You may bring your pet, but they must remain in the camping area.
You will be required to present your GOVERNMENT ISSUED IDENTIFICATION when entering the AO.
The name on your ID must match your name on the OLCMSS OP Flamingo 4 registration. If it differs, you must contact admin@olcmss.com to update your registered name. If your name does not match, you will be denied entry.
There will be a player staging room available for players to unload weapons for chrono.
Players may leave their gear and bags in the staging room. We recommend you lock up all gear when left unattended.
Players will be required to chrono their weapons prior to final check-in for the event. ID will be required.
Players MAY NOT chrono weapons for another player. YOU MUST chrono your own weapon.
UPON EXITING THE AO: (Exiting the mall)
Players must stow all airsoft guns back into their gun bags or cases.
Players must remove all tactical gear, i.e. plate carriers, LBV’s, chest rigs, holsters, or similar. You may keep your uniform, boots and similar things on. This includes walking to/from, sitting in or hanging out at your camp site.
PROPERTY & EVENT SPECIFIC RULES (cont.):
NIGHT OP’S PARTICIPANTS: (see schedule above)
MINIMUM 20 PLAYERS must be signed up for nights ops for us to hold night ops
MINIMUM 20 PLAYERS must be present at muster (see schedule above) for us to hold night ops
Players not in muster WILL NOT be allowed to participate. NO LATE ARRIVALS
Night Ops is an optional event add-on, and participation is not required
Night Ops is considered a separate event and holds no influence on the overall outcome of the event
It is possible that game control may ask players to ‘switch teams’ to even out night ops
All participants must have a RED L.E.D. or chem-light to participate in night ops, to signify a hit player
Tactical lights, lasers and tracer units are authorized for use in night ops
ALL OLCMSS Core rules apply during night ops, unless specifically modified by game control. (explained at safety brief)
Night Ops sign-up will open at lunch break and will close after EVO2 concludes. (see schedule above)
GENERAL EVENT RESTRICTIONS:
NO sniper rifles, DMR, machine gun or strafer guns
ALL airsoft guns must comply with OLCMSS chrono restrictions (see rules below)
AEGs, Green Gas, HPA or Propane-Powered guns (GBB) or single shot spring powered airsoft guns are allowed
Co2 powered airsoft guns are allowed (I.e. Co2 powered magazines)
ALL AIRSOFT GUNS ARE SUBJECT TO APPROVAL BY THE OLCMSS CHRONO MARSHAL
Players are authorized to use their choice of airsoft BB weight but will be required to pass chrono using OLCMSS provided BB’s and BB weight
ONLY COMMERCIALLY AVAILABLE PYRO AIRSOFT GRENADES ARE APPROVED
No ‘homemade’ pyro grenades may be used at OP Flamingo
Spring or green gas/propane powered; commercially available ‘claymore’ mines are approved. Claymore must be able to ‘stand’ by themselves and are not authorized to ‘attach’ to any object or structure, except for the use of zip tie straps or tape
NO SMOKE GRENADES
Players assume the risk for ALL GEAR they use in the event and will not hold OLCMSS, Best of USA Marketing, event staff or event participants, liable for any damage they may incur. (I.e. night vision, weapon lights, cameras, etc.)
Participants must adhere to the uniform code established for their respective teams. Players not in compliance with the uniform code set forth will not be allowed to participate in the event
NO BINARY TRIGGERS, TWO FINGERED TRIGGERS or DSG BUILT AEG’S
Operation Flamingo 4 is a SEMI-AUTO ONLY event. This means ONE (1) round fired per one complete cycle of the trigger
NO RIOT/COMBAT/TACTICAL SHIELDS OR SIMILAR may be used
Operation Flamingo 4 is a DIE IN PLACE event. Once hit, you are required to drop in place to allow for continuance of game. This will be strictly enforced
2. CONDUCT
2.1 Airsoft is a game of HONOR. Please call YOUR OWN hits
2.2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side may be penalized if staff witnesses the event. (The only exception being area of effect weapons)
2.3 Players attempting to cheat will incur penalty points for their side and may be ejected from the game without a refund and barred from future OLCMSS, Best of USA Marketing events.
2.4 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 OLCMSS, Best of USA Marketing events.
2.5 Subordinate players should observe, and respect ranks such as Squad Leaders, Platoon Leaders and, of course, your Commanding Officer.
2.6 Ranking players should recognize Lion Claws as a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun.
3. GAME PLAY
3.1 Eye protection must be worn at all times while in a playing area.
3.2 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."
3.3 NO BLIND FIRE. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
3.4 At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills, muzzle taps, etc.)
3.5. FIRE DISCIPLINE
3.5.0 OP Flamingo is a SEMI only game
3.5.1 Players need to exercise good judgement when firing within this AO to minimize risk to themselves and others. (Try to aim at Center Mass or at lower body to avoid face shots)
3.6. HIT RULES – RED RAGS ARE REQUIRED – PLAYERS WITHOUT A RED RAG WILL BE REMOVED FROM THE GAME
3.6.1 If a player is hit ANYWHERE on body, gear or gun, or are in the vicinity of a grenade: you are eliminated
3.6.2 BB contact at any velocity, from any direction or source count as a positive hit and should be honored
3.6.3 Grenades have an area of effect 10’ around the point of detonation
3.6.4 Grenades tossed in a room kill all players within 10’ of point of action, except those behind hard cover like a door, pillar or outside in hallway. (See section 3.7 for more on Grenades.)
3.6.5 When a player is hit, the following must be performed:
a. Player must immediately stop shooting.
b. Player must announce as loud as possible, “HIT”
(repeat as many times as needed for other players to recognize)
c. Player must cease to ‘respond to’ or ‘transmit’ ANY radio communications
d. Player must take out his/her REQUIRED red rag and place over their head or other location where it may be easily seen. Many players place their red rags on the barrel of their weapon and hold the weapon above their head.
e. Once a player has been ‘HIT’ that player is required to take a knee or sit down for 5 mins to ‘bleed out’ or until a medic has the ability to ‘heal’ that player. (See Medic Rules 3.8.4.)
ATTENTION!! - Expect to be hit multiple times - in the chaos of combat, fellow players rarely have split-second trigger control.
It is acceptable to call "dead man" while walking to regen, but please keep in mind most players cannot hear you.
Your red rag is the first and most important sign of being hit. Red Ball caps are not acceptable substitutes for red rags.
The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of Velcro to your red rag.
Game Control staff will be wearing red shirts to indicate staff, acting as a non-combat task. Please do not shoot them.
3.6.7 CONTINUANCE OF THE GAME:
a. By each player dropping to his or her knee or sitting down immediately after they are hit, allows for the ‘advancing’ opposing team to quickly clear the area for additional threats and ‘move on’. If you are shot and then ‘stand up’ or walk away, then you become an obstruction to your opposition that will cause them to have to ‘wait’ or walk around you. This causes the ‘game’ to be held up while you are ‘in the way’. This is also an infraction of the rules and may incur penalty points if that player is believed to have intentionally held up advancing forces from achieving an objective or otherwise.
b. Remember, you are dead, and you are not allowed to talk with anybody, about anything game related, for any reason, unless it is a game control staff member. This includes but is not limited to, your squad mate, squad leader, platoon sergeant, platoon leader, captain, etc. You ‘may’ talk with other dead men if you do not talk about enemy positions, enemy forces or armor, or any other aspect of the game that would be considered ‘sharing’ information.
3.6.8. RIOT SHIELDS
“Ballistic” Shields or other items intended to be carried by a player ARE NOT APPROVED. Although, players may choose to move hard cover items located on the field for a temporary cover while in the combat zone, with the exception of barricade walls. Field hard cover CAN NOT be moved as a ‘moving’ barricade to advance on a position.
3.7. REGEN
3.7.1 After being eliminated from play wait 5 minutes, if you have not been ‘healed’ by a Team Medic, proceed to your designated regen point (your own teams regen point, not an enemy regen point). Once you have entered the regen point you will count to 30 and then you are back in play. All forces will have the same regen rules.
3.7.2 Regen Points will be designated by game control and will be the only location in play you are allowed to regen and re-enter the game.
3.7.3 Regen Point Rules:
a. Players MUST regen inside of the designated regen point.
b. For a player to regen, a player must COMPLETELY ENTER the building/room.
c. Simply ‘touching’ the building/room door is NOT considered a regen and any player found disobeying this rule will incur penalty points.
d. Once a player has entered a regen point (building) that player will count to 30 (seconds) and then can re-enter the game.
e. Regen points may have special instruction on how to re-enter the AO, this is put in play as a safety procedure, please follow any instructions in the regen points if listed.
f. Regen points ARE NOT able to be captured by opposing teams, thus players are not authorized to ‘defend’ or fight from a regen point.
g In the event a fire fight is within close proximity of any regen point which allows regenning players to be immediately shot, THE REGEN POINT WILL BE TEMPORARILY CLOSED until the fire fight has passed, UNLESS that specific building/room has access to a back hallway at which point players will be required to exit the regen point through the back hallway. (SEE section ‘g’)
h. NO FIGHTING FROM OR DEFENDING REGEN POINTS!! As such, NO ATTACKING OR DIRECTLY FIRING TOWARDS A REGEN POINT!!
** If game control deems the fire fight close to a regen point to be ‘stale’ thus interfering with the flow of the game, game control staff may choose to call a ‘cease fire’ and disperse players in the effort to ‘reopen’ the regen point. Reentry into play must be done from a regen point. If for any reason a player leaves play, (i.e. equipment failure, eye protection, killed) they may ONLY resume play from a regen point, and cannot under ANY CIRCUMSTANCES resume play without first entering a regen point and waiting 30 seconds.
3.8 MEDIC RULES
TEAM MEDICS WILL BE USED IN OPERATION FLAMINGO 4. Payers may drag or walk “dead” players by bandaging the player with a strip of WHITE cloth (player MUST have at least two strips on his/her person). Maximum MEDIC-HEAL is two times. After that play must return to the designated SPAWN point to respawn.
4. WEAPONRY
4.1 CHRONO AND VELOCITY/ENERGY LIMITS
4.1.1 Velocity reducers are NOT allowed.
4.1.2 Players must report to chrono with a fully functioning weapon (Battery in place ready to fire) and an empty mag for each weapon being Chrono’d. Each Weapon will be checked for functionality before being passed to Chrono Check-in. Players may only Chrono 3 weapons per trip.
4.1.3 OLCMSS standard chrono limit is 1.55 Joules (<366 fps) when firing a .32g BB. We recognize velocities may fluctuate with environmental variables; it is the player’s responsibility to stay within the specified limits. Player ignorance of how their weapon system may function is not an excuse. All weapons will be chrono graphed using OLCMSS provided Bio .32g BBs and the energy must be less than 1.55 Joules. If a gun is over the approved 1.55 joules, the Chrono Marshal will immediately check the weapon. If he duplicates an unsafe reading, the Airsoft weapon will not be allowed in the game.
4.1.4 GBBR procedures
a. Arrive at chrono with your gun and magazines completely unloaded; bring a can of green gas or propane (with adapter).
b. Show that your magazine is not gassed by depressing the release valve
c. The Chrono Marshal will instruct you when to Gas the magazine.
4.1.6 FPS limit is 1.55 Joules or less… there is NO caution range.
4.1.11 If A gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO MEASUREMENT, the Airsoft weapon will immediately be red tagged and will not be allowed to be used.
4.1.12 A red-tagged gun has three 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.
– Repair services will be available
c. The Airsoft weapon is locked in secure storage and returned at the end of the event.
4.1.13 All Airsoft weapons are subject to staff spot checks throughout the event.
4.1.14 Chrono checking will be available on Friday afternoon/evening (see schedule), and again on Saturday morning (see schedule).
4.1.15 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.
4.1.16 All Airsoft weapons including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chrono’d.
4.2. PLAYER CLASSES (Rifle/SAW/Heavy Weapons/Grenadier/Sniper)
4.2.1 OPERATION FLAMINGO 4 WILL BE RIFLEMAN ONLY!!
– NO SAW, LMG, DMR, HEAVY WEAPONS, GRENADIER or SNIPERS
4.3. RIFLE CLASS
4.3.1 Riflemen are limited to commercially available non-winding magazines that only carry 250 BBs or less (UPDATED) Midcap, Standard and low-cap mags (e.g. STAR magazines) are welcome if they meet these criteria. MIDCAP/LOW-CAP only. (See Rule 4.6)
4.3.2 Riflemen may carry as many legal magazines as they can fit on their person.
4.3.3 All riflemen are requested to respect the AO by using Biodegradable BBs in their guns, although NOT required. ONLY PLASTIC BB’S ARE APPROVED. No ceramic, glass, metal, paint filled (or otherwise) bb material is authorized
4.3.4 It is HIGHLY RECOMMENDED to mark your magazine with your name or other identifying mark in the event they are lost
4.4. SAW CLASS
NO SAW CLASS FOR OPERATION FLAMINGO 4
4.5. SNIPER and ASSIST CLASS
NO SNIPER CLASS FOR OPERATION FLAMINGO 4
4.6. RIFLEMEN MAGAZINE RESTRICTIONS – STRICTLY ENFORCED...!!
4.6.1 ABSOLUTELY NO high-cap magazines requiring manual, electric or gas winding are allowed...!!
4.6.2 A magazine is defined as any device that can hold more than ONE round for reloading of a weapon
4.6.3 A magazine as defined includes commercially available, modified, home-made or improvised devices
4.6.4 Any player found using or possessing a high-cap magazine will be subject to one or all the following:
a. Mandatory confiscation of high-cap magazine by Game Control, which will be available to reclaim at event conclusion
b. Penalty points against his/her team
c. Ejection from the event with no refund and possible banning from future OLCMSS events
4.7. HAND GRENADES
4.7.1 Deployable hand grenades must be a “LIVE ACTION” device only. (no ribbon or sound grenades)
a. A 10 foot - 360 degree kill radius from POINT OF DETONATION, is in place for all grenades unless you are behind HARD cover.
b. Hard cover is listed as a building, wall, door, pillar or similar.
c. Drapes, tarps, plastic sheets, cardboard posters, other soldiers or similar does NOT constitute cover.
d. Grenades that pop BB's (regardless of whether a BB hits you are not) still retain the 10-foot kill radius and cover conditions as stated above.
4.7.2 Any player may carry hand grenades. NO level 6 TAGinn grenades allowed.
4.7.3 To protect the safety of players. Players are NOT permitted to “Jump on a live Grenade” to save the other players in the room. C02 Grenades explode outward and can cause serious injury or even death to a player. Also, Active BB shower grenades can spray BB’s into a player’s face if their eye protection jars loose while attempting to do so. So, no heroes. Take the kill and stay safe.
4.8. MINES and BOOBY TRAPS
4.8.1 Special booby traps, bombs and explosive objectives may be provided by staff for game play. These items may have special rules. Game Control will advise of any game control provided special props.
4.9 AREA EFFECT/BLAST RADIUS
4.9.1 Hand Grenades, rockets, booby traps, and mines (except claymore mines) are defined as area effect weapons.
4.9.2 Area Effect Weapons kill all players within a 10-foot radius of their triggering, regardless which side activated them.
4.9.3 The player at the center of the blast radius calls out all other players, regardless of their side. This is the ONE exception to Rule 2.1 & 2.2
4.9.4 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.
4.9.5 Hand Grenades blast radius is determined from the point of action. Hand Grenade BBs DO NOT need to strike a player to count as a kill.
4.9.6 Hand Grenades tossed into a room kill all players inside the room, within 10’, except those outside of the room or behind hard cover like a door.
4.9.7 Inert grenades are treated as “duds” so make sure to prep grenades beforehand.
4.9.10 Absolutely NO personal pyrotechnics, flares, open flames, or similar devices at Operation Flamingo.
4.9.11 NO SMOKE GRENADES OF ANY TYPE ARE APPROVED FOR OPERATION FLAMINGO 4.
4.9.12 ONLY COMMERCIALLY AVAILABLE AIRSOFT GRENADES ARE APPROVED FOR THIS GAME
ATTENTION...!!
In the event of a dispute of the “AREA EFFECT/BLAST RADIUS” between players, it will be the duty of game control staff to determine the effective range of the ‘blast’. If game control cannot determine the whereabouts of players at the time of detonation, then game control may choose to DEFAULT by ‘killing’ ALL PLAYERS within the dispute INCLUDING players that initiated the device. So, what this means is, play with honor. If you think you are hit/dead, call yourself hit or dead.
4.10. LAUNCHERS:
NO HEAVY WEAPONS CLASS FOR OPERATION FLAMINGO 4
a. RIFLE MOUNTED M203 & EGLM launchers or similar, are NOT AUTHORIZED for use at OPERATION FLAMINGO. Players will be required to remove any M203/EGLM launchers from their rifles or they will not be allowed to use them.
b. Any player found to have an M203/EGLM type or other rifle mounted launcher attached to their rifle will be subject to a minimum confiscation of the ENTIRE RIFLE & LAUNCHER up to and/or including ejection from the game with no refunds.
4.11 Moscart style grenade launchers are considered the same class as “LAUNCHERS” (See rule 4.10)
4.12 M32 Grenade launchers are considered the same class as “LAUNCHERS” (See rule 4.10)
4.13 Drones are not approved for use in Operation Flamingo.
4.13.1 DRONES ARE NOT AUTHORIZED FOR USE AS COMBAT EFFECTIVE EQUIPMENT
5. UNIFORM
5.1 During the game time players must always conform to the OLCMSS Uniform Code. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (1-3).
5.2.0 No player may wear any red accessories (shemaghs, etc.…) so they may not be confused with dead players.
5.2.1 No player on MAFIA may wear any shirt with predominately red or black in its pattern. If you are unsure if your T-shirt is within compliance, then it probably isn’t. So, wear a shirt with no red in or on it.
5.2.2 Players are not required to be in full uniform when the game is inactive. However, we request you remain in uniform as much as possible during 'downtime' to help with troop ID and maintain the spirit of the event.
5.4. UNIFORM PATTERNS
5.4.1 ALL UNIFORMS
a. Tactical gear may be any color or pattern, except red.
b. Boots may be any color or pattern, except red.
c. It is recommended to wear shoes/boots with a non-slip sole.
d. Tennis shoes (or similar) are approved but may not be red or ‘bright’ in color.
e. Hiking boots are authorized but may not be red or ‘bright’ in color.
f. Covers (hats) ‘should’ match your specific uniform code, but only if it does not ‘intend to confuse’ any color/pattern may be worn. Red hats are not approved.
g. Shemaghs may be tan, coyote, OD, white, black, gray or a combination of all. Red, blue, green or other similar non-matching colors will not be allowed.
5.4.2 CARTEL AUTHORIZED UNIFORM
a. Must wear FULL MILITARY LOAD OUT in Woodland, Marpat, Multicam.
b. May not wear any civilian clothing. No Black Camo!
5.4.3 MAFIA AUTHORIZED UNIFORM
a. Civilian style clothing. I.e. Jeans and a T-shirt, cargo pants, solid-colored tactical pants, or All Black.
Civilian street gang attire (Hawaiian shirts welcome). No Camo! No Black Camo!
5.5.2
No red shemaghs, red hats or other unique unit identifiers which could be confused with game play mechanics.
This includes helmets containing red
5.5.3
If you are overheating and you must remove uniform/gear to stay healthy you should immediately signal 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 Operation Flamingo 4.
6. 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:
a. Plate Carriers
b. Load bearing vests (LBV)
c. Chest harnesses, pouches, or similar
d. Helmets
c. Approved Eye protection
d. Gloves, pads, and water carrying devices
6.2 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.
6
6.3. EYE PROTECTION
6.3.1 Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features
6.3.2 Eye protection must be secured against the head so that it cannot accidentally fall away under normal movements.
6.3.3 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.
https://blog.ansi.org/ansi-isea-z87-1-2 ... rotection/
6.3.4 Wire mesh goggles are not allowed at OLCMSS events
6.3.5 Eye protection will be checked as part of morning inspection before the game
6.3.6 FASHION SUNGLASSES WILL NOT BE ACCEPTED REGARDLESS OF SEALING ABILITY
6.3.7 PRESCRIPTION EYEGLASS MUST BE CAPABLE OF A FULL SEAL (See rule 6.3.1)
6.4. HIT/DEAD RAGS
6.4.1 A RED rag must be carried at all times to indicate a hit or out of play individual. Red L.E.D. arm bands or wearable lights are highly recommended.
6.4.2 A RED L.E.D. or chem light (glow stick) is required for Night Ops and highly recommended for use in low light conditions.
6.5. HYDRATION
6.5.1 A portable water storage device such as a camelback or canteen is HIGHLY RECOMMEND for OLCMSS participants. Players are responsible for their own hydration.
7. COMMUNICATIONS
7.1 To ensure orderly communication traffic at an event the size of Lion Claws, radio bandwidth is predesignated 7.2 Channels outside your designated range are NOT permitted for use except by explicit permission from LC Staff.
This includes VHF frequencies. Using undesignated channels is considered electronic warfare.
7.3 At NO time during the event is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.
7.4 Assigned channels of each team will be advised to your team COMMANDING OFFICER. Please contact your team command for radio channels in the event you need to program radios.