Event Intel

OPeration Firestorm

Event Rules

All players are expected to know the rules and use their common sense in following them. Ignorance of the rules will not be an excuse for poor behavior. If you have any questions ask us in advance of the game, or check with Marshals on the day.



Litter
Please bring all garbage to the bins provided in the safezone. Any garbage you have out in the field during the event must be dropped to the bins at EndEx.


AEG Safety:
All AEGs must be transported to the site in a concealed case or box and remain on safe, with mags out in the safe zone. Do not fire your AEG in the safe zone and ensure a barrel bag is on.

All AEG’s will be chronographed prior to game on to ensure they are within the legal limit as in accordance with local laws.



Eye Protection:
Goggles or safety glasses must remain on at all times in the gaming area.

Eye protection must be to ANSI Z87.1+ (EN166)  safety standards.

In case you need to remove eye protection due to serious fogging up etc. follow these basic guidelines –

Call yourself out of the game and display your death rag.
Move to a safe location.
Deal with the issue.
If required, call a marshal to assist you.

Emergencies:
If you have an accident of any kind:

Notify others close to you by shouting “Emergency, Emergency, Emergency!”

Marshals will stop the event until the emergency has been dealt with.

Site marshals are first aid trained and will prioritize your safety in the event of an emergency.

If you have any medical issues you must notify us beforehand by phone call, email or through your registration form if applicable.

If you have any medical or first aid training and would be willing to help in the event of an emergency please notify us before the event.


Use caution when moving as the ground can be hazardous. Watch where you tread and look before you leap.

Stay within the designated site boundary. The boundary is defined on your map that will be provided at sign in.

Boots with ankle support must be worn.

Alcohol and drugs are strictly prohibited during the event. Any participants who are intoxicated will be removed.

MILSIM RULES

The rules are there to enhance the experience at the event. It is your duty to follow them to the best of your ability, not to find ways around them or look for loopholes.

Cheating of any sort as well as any infractions recorded by a marshal are kept on file. Any players or teams who continually come to our attention will be asked not to return to ANY of our events.

A marshal’s word is final. Treat all marshals with respect. In game marshals will be in play and will identify themselves to you in the event of an issue arising.

Please bring any infraction or infringement of the rules to a marshal’s attention. There’s no point complaining about the incident 4 hours after the event has happened as we can not deal with the situation then.

All players have a responsibility to ensure the game is running its best at all times. If you see a player on your own side break a rule please mention it to them in a friendly manner. Through this style of honest game play we can all do our part to better the quality of play for everyone.

It is your duty as an airsofter to show other players the same respect you would like to receive yourself. Do not bring shame on yourself or your team by playing in an unfair manner. We expect a high standard of honesty and play from all participants.

This is our hobby, RESPECT IT!

DEATH RAGS

Red/orange color death rags are mandatory!

Any piece of material at least 300mm X 300mm is acceptable.

Players must make their death rag visible upon being hit and when off game.

Players must use a flashing green or red light at night time to mark themselves as hit. 

White light is not acceptable for a dead light. 

AMMO RULES

Ammunition will not be provided for this event. 

Please bring your own bbs into the field with you. 

You may load your magazines before the event if you wish. 

You may reload from your bergen/ruck in the FOB. 

You may also mark a separate bag with your name and leave it in the designated ammo crate that can be brought into the field via the faction support vehicle or resupply mission etc.

You may reload from this crate at the vehicle or at the rear CCP position

Your commander will give the position of this crate. 

Do not move the crate unless instructed to by command. 

If you locate the enemies crate do not move it or loot any ammo from this crate. 

You can destroy the enemy ammo crate by opening the crate, removing the red flag and attaching it to the outside of the crate.

If you discover a red flag on your crate you may not reload from it until instructed to by command. A simulated resupply will take place. 

AMMO LIMITS

600 rounds per rifleman. In mid-caps only (includes additional weapons).

This includes assault rifles, sniper rifles, shotguns, pistols and submachine guns.

SUPPORT WEAPONS

A support gun must be an accurate real world replica to count as a support gun. Krytac LMGs or other LMGs not based on real world firearms are prohibited.

LIGHT MACHINE GUNS (LMG)

Light machine guns are restricted to 1500 rounds in any type of magazine.

Light machine guns are defined here as machine gun variants of assault rifles.

Light machine guns are normally magazine fed under 5kg – RPK, MG36, L86 LSW etc.

MEDIUM MACHINE GUNS (MMG)

Medium machine guns are restricted to 3000 rounds in magazines/box mag.

Medium machine guns are normally belt fed with bi-pods over 5kg – M249, M60, M63, PKM, FN MAG etc.

GRENADES 

AT gunners may have up to 6 TAGINN powder based grenades for taking out vehicles or other specified hard targets. 

Up to 6 grenades/smokes may also be carried. 

Pyrotechnics subject to fire ban.

HIT RULES

When hit, players must call ‘hit’ out loud, raise their hand so as to clearly let the other player know you are hit, go to ground where you are hit and mark themselves as ‘hit’ by displaying their death rag.

Hit players may step out of the line of fire. You must step away from cover not towards it if you choose to do so.

Players may not use ‘hit’ players as cover.

Grenade and Knife Kills: 5 minute bleed out to allow for searches.

DEAD MEN DON’T TALK! HIT MEN MAY CALL FOR THEIR MEDIC ONLY. NO OTHER COMMUNICATION IS PERMITTED WHETHER IT BE VERBAL OR NONVERBAL.

It is also not permitted to give information to command if you did not return with it alive.

YOU CAN’T TAKE IT WITH YOU – WHEN A PLAYER GOES TO RE-SPAWN ANY LARGE GAME PROPS (AMMO BOXES, MISSILE LAUNCHERS ETC.) SHOULD BE LEFT BEHIND IN THE OPEN. SMALLER IN GAME ITEMS (DOCUMENTS, MONEY ETC.) CAN BE RETAINED.

You may not engage targets through small holes in walls or through cracks in doors etc. Rule of thumb, if you can’t get your fist through it don’t shoot through it!

Ricochets do not count.

TACTICAL AWARENESS

Even though a player may be out of AEG range they still must act as if they are in range and take appropriate cover. This promotes realism and immersion.

If you come under contact from the enemy when crossing open ground such as a field you should either go to ground to engage the enemy or proceed quickly to the headland or to hard cover if available.

If you are in breach of this rule you may be issued with a tactical hit by a marshal only.

Do not call out other players in an attempt to have them hit, leave this to the discretion of the marshals.

KNIFE KILLS

An Imitation knife is required to make a knife kill.                 

Knife kills are made by holding the knife up to the player and saying “knife” or “knife kill”. The player who has been knife killed moves silently to their respawn after a 5 minute bleed out (considered fatal).

We expect players to honor opponents’ efforts to sneak up on them by remaining silent!

Players may bring their own imitation knives which must be able to bend or flex. If you have any doubts about your particular brand then please have it inspected at sign in.                     

GRENADE KILLS

Grenades (or IED’s) that produce an audible sound have a 5m kill radius unless you are behind solid cover.

Grenades are fatal; you may not be medicated after hit, and must return to the CCP after your 5 minute bleed out.

GUN HITS

If your gun is hit, call “GUN HIT”. You can then use your secondary weapon, or return to re-spawn to repair your weapon. 

MEDIC RULES

1st Hit: Any player can heal you using your Combat Application Tourniquet. 

2nd Hit: Only a Medic can heal you using a second Combat Application Tourniquet or a field dressing.

Subsequent hits: Only a medic can heal using the provided additional field dressings

You must return to respawn after a 5 minute bleed out. 

You must supply your own C.A.T’s and/or field dressing.

Any player may heal a medic using the medics equipment. 

If you do not have the necessary equipment to be healed you must respawn after your 5 minute bleed out.  

When approached by a player or medic you can verbally instruct them as to where your CAT is. They must take it from your pouch and apply it. The hit player must not interact with their CAT!

You must not pre prepare your CAT in any way, or hold it in your hand etc. 

Bleed out time.

After being hit you must remain on the ground for 5 minutes. If another player or a medic does not get to you to apply treatment you are considered dead and must return to the CCP or FOB to regen.

If any player gets to you before your bleed out time ends you can be considered stabilized and your bleed out time stops.

Live players must not mix or mingle with ‘dead’ players.

A wounded player can be finished off with a ‘coup de grace’/execution. This is carried out by knife or bang kill only.

RE-SPAWNING 

Casualty collection points (CCP) are considered respawns.

The FOB is considered as a permanent CCP, there will be an alternate re-spawn point  in case of attack, when the FOB is under attack you may not re-spawn there.

Your side’s flag be raised to use the CCP. 

Dead players can re-spawn at a CCP when:

  • Position is not under contention (incoming or outgoing fire).
  • The position is clear of the enemy i.e. no known enemy within 50m of location.

If you are hit within 50 meters of a CCP you may not re-spawn there.

PRISONER RULES
  • Each discovered weapon must be verbally declared disabled.  
  • Once you get to the enemy player they are considered stabilized and their bleed out time is stopped.
  • Once their bleed out time is stopped you may take them prisoner after you heal them using medic rules.
  • Prisoners must hold a tie wrap or loop of rope etc. to represent their hands being bound. Players with “bound hands” cannot use them unless they are released by friendly players or have successfully broken their bonds.
  • If a prisoner breaks their bonds or escapes they may not use any undiscovered weapons for 5 minutes.
  • Captured prisoners must walk and comply fully with their captors, they may not resist or force their captors to drag them, contact is maintained using a rope tied to the prisoners waist or equipment or by putting one hand on the shoulder of the prisoner, contact can also be maintained by putting a hand on the shoulder of the prisoner.
  • If contact is broken then the prisoner may attempt to escape. 
  • If the player  is over 18 and is happy to be physically searched then the capturing player may physically search the prisoner for hidden weapons or other game items. 
  • Players may not take ammo from the magazines of dead or injured enemies.
  • Players are allowed to bring prisoners for interrogation at HQ using Interrogation rules.
  • Players may keep prisoners for a maximum of 40 minutes.
INTERROGATION RULES

If a prisoner does not want to answer questions asked by their captor they must hold a stress position for 2 minutes. If they cannot hold then they must truthfully and helpfully answer up to three questions.

This must be supervised by a head marshal (faction I/C). If no marshal/FIC is present the player cannot be interrogated. 

SIMULATED CARRY

Two live players may move hit players into cover to be healed and must maintain contact with a hand on the hit player’s shoulder.

IN-GAME PROPS

All game props are to be treated with the utmost respect and care as if handling one’s own equipment.

All props are to be used as instructed.

Props that are game objectives must be held in the FOB compound and not hidden anywhere else.

All props remain the property of Black Spear MilSim and must not be removed from the site.

BREACHING

Some objectives may require the use of breaching tools that will be supplied. You may also bring your own.

Permitted tools are: Bolt cutters for chains and padlocks. Nail/jimmy bars for opening doors.

You will be instructed on what doors may be breached. 

Please use caution and common sense when breaching to avoid injury due to broken timber and screws.

Do not stand behind any locked door!

SEMI-AUTO

Single fire only inside all buildings and when in confined spaces such as CQB environments and clearing trenches.

We encourage the use of single fire shots when possible outside the required locations.

Vehicle Hits

If a vehicle is hit by a powder based TAGINN grenade both the vehicle and all occupants are considered dead and must return to the nearest CCP or as close to the CCP as driving conditions allow. 

After being hit vehicles must remain in place for 10 minutes before returning to the CCP.

While destroyed or off game the vehicle must have the hazard lights on.  

To repair the vehicle all powder must be cleaned off at the CCP before returning to the AO. 

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