July 18, 2026 Army Birthday Game WarnOrd

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Lionclaws
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July 18, 2026 Army Birthday Game WarnOrd

Post by Lionclaws »

Rules have been simplified… it is your responsibility to READ THEM.
** THE ARMY BIRTHDAY GAME IS SEMI' ONLY. **
Operation Order Gates open at 0630
0630 - Check in and Chrono
0800 - Opening Remarks
0830 - Coin Toss - 0845 - Deployment
0900~1100 Scenario I
1100~1215 Lunch
1215 Briefing
1230 Deployment
1245~1415 Scenario II *swap spawn
1430 Tie breaker if needed.
1500~1600 Scenario III FOB
1630 Raffle
1730 Off Site
ARMY BIRTHDAY GAME RULES
1. 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.
2. 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.
3. Players caught by Game Control attempting to cheat will incur penalty points for their side ( -
4. 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.
4. 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.
5. Eye protection with FULLY SEALED FOAM must be worn at all times while in a playing area.
NO SHOOTING GLASSES!!!
6. 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."
7. 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!
8. 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)
9. If a player is hit ANYWHERE: you're dead. Gun and gear hits count.
10. 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.
11. 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 or Power Up Mock Suppressors are NOT allowed.
All weapons will be checked with a chronograph 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 < 270 Joules
NO GO >270 Joules
LMG CHRONO **THERE ARE NO LMGS ALOWED FOR THIS GAME!**
OK < 1.55 Joules
No go > 1.55 Joules
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-blow back pistols and CO2 powered pistols, but excluding gas blow back 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 for Rileman, SMG or Sniper class weapons! Box Mags are only for LMGs.
Uniform requirements
SOCOM: Multi-cam or Tan Uniforms.
Rebels: Rag tag civilian, Black Helmets or helmets with a black helmet cover with no other color showing through the helmet cover. No red, no Tan hats, helmets. No Camoflauge of any kind. Pants are to be Black, Grey or Blue Jeans.
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!
Ejection processis 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:
Shot Guns.
Shotguns, all shot guns, spring, gas or HPA must chrono under 1 joule. Regardless of whether it's a single, 3 shot, 6 shot the shotgun must not go above 1 joule or -259 FPS with .32 BBs.
Only shotguns that use a "shell" style magazine or use a mid-cap are allowed.
Shotguns that use a 12 gram cartridge are not allowed. Shotgun mag' adaptors or drum magazines are not allowed for use with a shotgun.
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 Rocklauchers.
Rockets are Llmited only by number of pouches on persons vest. ROCKETS MAY NOT BE BULK CARRIED IN BACKPACK OR DUMP POUCH OR ANY OTHER LARGE 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 adjoining rooms or hallway. The rocket must enter the room cleanly, not skipping off the ground or ricochet 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.




** FOR THIS EVENT ONLY **
As a trial, the Stingray Airsoft M72 Disposable Launcher will be allowed as a Secondary.
1- Only one SR-M72 (Stingray M72) Launcher can be carried by one player.
2- Because this is a "one and done" piece of equipment the player carrying the SR-M72 Launcher is allowed to also equip a side arm.
Rockets hitting a vehicle will have a 15' kill radious from the center of the vehicle. Live vehicles are not hard cover for shoulder fired Rockets Launchers. Destroyed vehicles or vehicles with a red flag are to be considered hardcover for Rockets and Grenades.
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.
1- All Shoulder fired lanuchers must use either green gas or Co2.
2- The base operating pressure for standard green gas is 125 PSI. Shoulder fired launchers that exceed 125 PSI will not be allowed.
3- Co2 Shoulder fired launchers shall use 1 - 12 gram per shot.
4- 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.
5- All Co2 shoulder Fired Launchers shall have factory set regulator set (with a "turnamenty lock) at 125 PSI or have a pressure relief valve that shall not exceed 125 PSI. All factory set regulators or Pressure relief valves must have their rating stamped on their body from the factory.
5- Shoulder Fired Launchers shall be muzzle, rear or breach load type
40MM launchers:
40MM launchers are allowed either under barrel or as an individual weapon, i.e. China Lake / ICS 40MM launcher are allowed with the following rules.
1-No Taginn rounds of any kind, shower shell or foam balls are allowed at this AO.
2-All shells for either shower or to launch a foam ball will be green gas only. No Co2 40MM shells are allowed for this AO.
3-No Red, Black, Power up or Magni Gas is allowed for powering any 40MM shell. Standard green gas only.
4-40MM launchers projectiles, Foam Ball have a kill radius same as a grenade, 25 feet.
5-Shower shells will follow standard “hit rules” with the exception being that ricochets’ count as a hit with shower shell 40MM grenades.




SNIPER/ DMR CLASS
Each faction is allowed one SNIPER/ DMR class player for every 20 players paid and rostered.
1-A DMR is an rifle that uses a 7.62 or .308 size mid-cap magazine.
2-All DMRs are to have “SNIPER MODE” and have a 1 second delay programed or be mechaical HPA, examples, Kythera or the Red Line N7 Milsim engine.
3-All Sniper and DMR’s must be submitted to with build spec’s to COS for approval. Only Approved weapons will allowed in the AO and are assigned to the player who submitted their weapon for Approval to COS. Player with an Approved Smiper/ DMR will be limited to the areas designated on the AO map in your OpOrd. Snipers are required to have a Blue Arm Band (Blue Tape) on their left arm at all times while using a Sniper.
4-Sniper/ DMRs are only allowed in the areas designated on the AO map. Using a Sniper/ DMR outside their designated area will result in the player using the DMR/ Sniper to be called dead and a loss of 20 points for their Faction.
LMGs:
LMGS are not allowed for this game.
1-All LMGs are to be submitted by the player, with build Spec’s to COS for approval. Only COS approved LMGs will be allowed on the field and to be used by the player who submitted their weapon for approval.
2-LMGs are to be shot in 1 second bursts. Basically, meaning One Mississippi trigger pull, One Mississippi off the trigger with one Mississippi on the trigger. It will be up to the player to control their weapon but if a Reff’ feels that the LMG player is not following the One Mississippi rules they will call that player dead, send him back to Regen and that Faction Loses 20 points.
3-LMGs are only allowed for use during the 1st Evolution, Viking Village. There are no LMGs allowed in or outside the city.
THE USE OF SMOKE GRENADE and EG grenades are NOT AUTHORIZED FOR USE AT THIS GAME.
RADIO FREQUENCIES:
GAME CONTROL – EMT – EMERGENCY
FRS CHANNEL 8.0 (flat) - all sub-channels within channel 8.0 are restricted for GC use only
SOCOM
FRS/GMRS CHANNELS ONE (1), THRU SEVEN (7) and all sub channels
Rebels
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

NOTE: CAL TRANS construction on Bouquet Canyon Road Golden Valley approach (from South)

Take 14 exit Sand Canyon, turn Right on Sierra Hwy, Left on Vasquez Canyon Road. Left on Bouquet Canyon and Right on Blue Cloud Road.

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