Post by Michigan USJTF REG on Oct 21, 2011 22:01:46 GMT -5
These rules and regs where taken from the Delta Milsim Group page.
TENITIVE MI USJTF 2012 Rules Set
The Rules of War
21 OCT 2011
The Operation Forge Blast is restricted to players, 16 years of age or older.
Exceptions: Players under the age of 16, who will be attending with and playing alongside a parent or legal guardian in a "one to one" ratio. Guardians must be over the age of 21, with documentation from the parent, authorizing the guardian to be the guardian.
1. WEAPONS
1-1: All weapons must be chronographed, with the exception of Nerf Vortex Rocket Launchers. Weapons will be broken into the following categories for that purpose:
AEGs, gas guns & Pistols: =<360 FPS, using .25 BBs
Squad Automatic Weapons (SAW’s): =<385 FPS, using.25 BB’s
Sniper Weapons: =<490 FPS, using .25 BBs
Heavy Weapons Specialist (HWS): to be determined
(These calculations are based upon an Application called Airsoft FPS Calculator. The FPS rating listed USING 2.0 is 402 FPS for Rifle, 430.44 FPS for SAW’s and 548 FPS for Snipers.)
1-2: Any weapon that does not fit into the above categories must have prior approval from the game organizer, or will not be permitted. This includes, but is not limited to mines, grenades and “booby trap” devices.
1-3: All players are restricted to the use of 1 high-cap, unlimited mid or low capacity magazines, except for those caring Squad Automatic Weapons (SAWs). SAWs must be an exact replica of their real-world counterpart. Any weapon being used as a SAW that does not conform to these standards must be used with mid or low capacity magazines, or it will be removed from the event. Players may carry as many magazines as they want. This rule does not prevent designated SAW weapons from using mid or low cap magazines as a “backup”.
1-4: If a BB strikes any part of a player, that player’s clothing or that player’s equipment, that player is hit. Weapon hits do not count as a hit.
1-5: The use of a commercially purchased barrel condom and/ or barrel blocker devise is required in all non-play areas. The devise in question must be designed for paintball/ airsoft products. Whenever in the safe zone, all weapons shall be unloaded and placed on safe & with a barrel condom/ barrel blocker in place. The only exceptions to this rule are Pistols which shall be placed on “safe” and holstered at all times in the safe area.
***** Note: The use of "barrel caps" does not qualify as they can be shot off of the weapon. Barrel blocking devices shall have some form of draw string or locking mechanism to prevent them from simply being pulled off or forced off by the energy of a BB leaving the barrel. FRICTION HELD DEVICES ARE NOT ACCEPTABLE!
2. EYEWEAR
2-1: All eyewear must be fully sealed and ANZI z87.1+rated to take the impact of a BB. ANZI ratings shall be displayed on the eyewear, or listed on the eyewear’s packaging. If a player has eyewear that does not have a stamping, indicating it’s rating, that player must bring proof of the rating and have it available to any OC, who requests it.
“Full seal” means that the eyewear must conform to the wearer’s face and make contact with the wearer’s skin, completely around the eye, using a factory made and installed rubber or foam gasket.
2-2: All eyewear must be free and clear of any cracks or gouges that may affect its ability to withstand the impact of a BB.
2-3: All players under the age of 18 must wear full face protection and full seal eyewear.
“Full face” means that the wearer’s face may not be exposed, at any point and must be covered by a rubber or plastic protective shield.
2-4: The use of unauthorized eyewear or the failure of any player to wear the proper eyewear is grounds for immediate removal from the event.
3. ENGAGEMENT
3-1: Players shall refrain from shooting at targets within 10 feet. Within 10 feet, players shall refer to the use of the “Bang” rule (3-2).
3-2: The Bang rule shall be used, whenever a player has another player “dead to rights” within 10 feet, or when close enough to another player that their disadvantage is obvious. The Bang rule shall not be used around corners or barricades, or over the edge of a platform or elevated position.
3-3: At no time is a player to shoot at any target that is directly below them. Shooting over the edges of structures, such as the castle walls is strictly prohibited and will result in an immediate penalty on the offending player. All players shooting from elevated positions must have two hands on their weapon and direct line of sight on their target maintaining no more than an approximate 45 degree angle from a horizontal plane. (3-4). Bang kills, using a pistol are permitted if the angle of 45 degrees is not possible.
3-4: Blind fire will NOT be permitted. All players must have visual contact with their targets, without the use of camera or mirror devices. If a player cannot look down the sights of their weapon, to see their target, they may not shoot at it. This rule shall also apply to “snap” shooting or rapidly rounding a corner or wall to engage targets. Players are responsible for identifying their target before shooting it.
3-5: Players who are “Bang killed” are not able to be healed by a medic. (8-7)
3-6: For night time operations, players shall shoot SEMI-AUTO ONLY! Players who are operating at their squad's SAW gunner are encouraged to transition to a rifleman role, if possible. If not possible, SAW gunners shall use SHORT CONTROLED fire. Sniper class weapons may not be used in dark conditions.
4. CONDUCT
4-1: Players shall refrain from arguments and engaging in any activities that may jeopardize future airsoft events at Apocalypse.
4-2: Any and all disputes shall be brought to the immediate attention of an OC.
4-3: Arguments with OC staff will result in a player’s immediate removal from the event & possibly further ones. If you argue with an OC, the OC WILL win.
4-4: Players shall refrain from calling another player “out” or “hit”. The only people who can call a player hit are that player & an OC. calling other players out shall be deemed as unsportsman-like & may result in the offending player receiving a penalty. Do not let other players bad habits affect yours.
5. PYROTECHNICS
5-1: There will be no use of personal pyrotechnics. Any player who violates this will be expelled immediately. If it has a fuse, don’t even ask!
5-2: Smoke will be allowed, as long as it is “cold burning” smoke. Personal smoke must receive prior approval from OC-ing staff before the event. Notify an OC if you intend to light smoke, whenever possible, so that we may monitor it & you may play on. OC-ing staff also reserves the right to discontinue the use of personal smoke at any time before and during the event. This decision would be based weather conditions, potential safety hazards, ect. ect.
5-3: At NO TIME is ANY player to touch any of the marker devices for staff-laid pyrotechnics. Any player caught intentionally touching any pyro will be immediately removed from this and ALL future MIUSJTF events. Any player caught tampering with our pyro will be detained by staff & turned over to local law enforcement to be criminally charged!
6. PENALTY CARDS
6-1: Players will be issued two cards at the beginning of the event. These cards will have assigned colors, for infractions. Any player, who is asked for a penalty card, by an OC, must surrender it immediately. Do not argue with the OC if they ask for your card. The OC will win.
6-2: It is the responsibility of each player to safeguard their cards. If a player cannot find their cards, when asked by an OC, the OC shall have no choice, but to believe that player’s cards have already been taken by another OC and the player could be ejected.
6-3: Any player found to have counterfeit cards will be ejected for cheating.
7. RESPAWN / 1st AIDE
7-1: Medics will be deployed. Teams may have 1 (one) medic per squad. Medics will have 1st aide packets and will be able to treat wounded players with them.
7-2: If struck by a BB, a player is “wounded” and must lay down with their kill rag on their head (or red glow stick / light in night games) for 5 min. In that 5 min, the wounded player may use their radio, or call out for help. WOUNDED PLAYERS MUST LIE DOWN AND MAY NOT REMAIN IN A STANDING OR SITTING POSSITION TO OBSERVE. Wounded players are still in play, but cannot operate weapons. Wounded players can not act as forward observers. At that point the wounded player is dead & must respawn. Wounded players must wait the full 5 min, before returning to respawn. This rule does not apply to players who have been BANG killed. Any player caught "shaving time" from their 5 min. will have a penalty card pulled. BRING A WATCH!
Bang killed players are dead & may leave the field immediately to their respawn site. Wounded players may be “finished off” by their opponents by being bang killed. The bang killed player must then respawn. (7-7)
7-3: If a player is wounded, they may be treated by another player, using the wounded player’s 1st aide kit. (Issued at registration and at respawn) Hold the pressure bandage to the wound for one min. After that min has passed, the bandage can be opened & it will reveal the wounded player’s fate.
7-4: If a Medic reaches the player within 5 min of that player’s being shot, the medic will conduct the 1st aide measures (7-9). At the end of those measures, the medic will open the pressure bandage, to reveal the wounded player’s fate. If the player is “alive” they must keep their bandage on and they may re-join the fight. If the player is “dead”, they must respawn. Use of medics, will be more successful then personal 1st aide kits. Upon receiving a second wound (after being healed), player is killed and must be respawn to return to play.
7-5: Players may not treat their own wounds. Players must have another player administer 1st aide. This includes Medics. Only Medics may use Medic kits.
7-6: Respawn will occur, from that player's respawn point, at the quarter of each hour (Ex. 1000Hrs, 1015Hrs, 1030Hrs, 1045Hrs, ect.....)
7-7: Players who are “Bang killed” are considered to have been shot in the head & unable to be healed by a medic. Players who are bang killed must respawn without medic attempts.
7-8: Red “Kill rags” are required for all players. Anyone choosing to play in night games must also carry a red glow stick or red LED/bicycle reflector type light, to be substituted for a kill rag.
7-9: Medic 1st aide shall begin by the medic removing the blue clothes pin from their kit and attaching it to the lapel of the wounded player's shirt or equipment to simulate the monitoring of an airway. The Medic shall then attach the red clothes pin to the wrist of the player to simulate the monitoring of a pulse. The Medic shall then apply direct pressure to the wound for one full min. After these steps have been taken, the medic may open the bandage to see the player's fate. If the player is "Alive" the Medic shall wrap a piece of tape around the players arm.
7-10: Each team may move their re-spawn at a fee (See CO packet information and private forums for the event), however, re-spawns are NOT protected by OC staff. If your re-spawn is over-run, OC staff will assess a penalty and designate a new re-spawn point. Teams may then move their re-spawn back to its previous spot at no fee, if they gain that ground back.
8. RADIOS
8-1: OC staff shall operate on FRS channel 1.
8-2: Coalition players shall operate on FRS channels 2 through 10. Game information from OCs shall be provided on channel #2.
8-3: OpFor players shall operate on FRS channels 11 through 19. Game information from OCs shall be transmitted on channel #11.
8-4: The above channels are the only channels that are protected by the rules. OC staff will only penalize players who are illegally “surfing” their opponent’s protected channels. Use of any other channel is to be done “at your own risk” and with the approval from your team’s Commanding Officer. (Note: OC staff reserves the right to restrict additional channels for use by OC & OP4 force use.)
8-5: No player is permitted to be on any channel that is assigned to their opposing team. The use of any opponent’s channel, or sub-channel, is grounds for removal from the game.
8-6: All players are responsible to ensure that their radios are in good working order & free of defect. Players shall inspect their radio & it’s placement in their gear, prior to the game, to ensure that their radio will not have such issues as a “hot mic” or “VOX”. Any player, whose radio ruins communications for others, will lose the right to use their radio & further personal penalty may occur (Penalty card).
8-7: Players shall check with their chain of command to find out their team’s “Comm. Matrix” and shall adhere to the channels assigned therein.
9. Uniform
9-1: Coalition force is Multicam and ACU's, DCU, and DESPAT
OpFor force is any other camo along with civilian loadout.
9-2: Players must remain in uniform at all times that they are in play.
9-3: N/A
9-4: Web gear and load out does not need to adhere to uniform requirements, so long as that equipment is not worn for the purpose of confusing or disguising what team a player is on. Anyone who displays load out gear that could make their team affiliation confusing to other players is subject to being refused the use of that equipment.
9-5: N/A
9-6: N/A
10. Chain of Command / Squad assignments:
10-1: Each team will have a chain of command. Game information, missions and assignments shall be passed to the players via the chain of command. Players are required to follow the instructions given to them, as they will be from game organizers. Any player who does not follow their chain of command shall be subject to removal from the event and future USJTF sponsored events.
10-2: Your CLASS is pre-determined by your squad leader, who will report your role in advance to game staff. Contact your squad leader through the secure event forum to request a special class or for more information. In the absence of contact all players should assume they will play Rifle roles at USJTF events.
10-3: Each team will have one Commanding Officer (CO), one Executive Officer (XO), Platoon Leaders and Squad Leaders. The number of Platoon Leaders and Squad Leaders shall be determined by the number of players at the event.
10-4: Squads will have one Squad Leader, one Medic, one Squad Automatic Weapon (SAW), one Heavy Weapons Specialist (HWS) and one Communications Specialist (CS). All other players on the squad shall serve as a rifleman.
10-5: Platoon Leaders shall be responsible for caring out the Commanding Officer’s tasks, by assigning specific duties to their squads. Platoon leaders may play alongside their squads, or serve as a liaison to the Command staff, as determined by their team’s CO. Platoon Leaders are reminded that this is a game and that they should try not to take their job so seriously that they ruin the fun for their subordinates.
10-6: Squad leaders shall be responsible from receiving specific tasking orders from the Platoon Leader and directing their squads as they carry out those orders. Squad leaders are reminded that this is a game and that they should try not to take their job so seriously that they ruin the fun for their squad members.
10-7: Heavy Weapons Specialists shall be the only member of the squad, authorized to carry grenade launchers and / or rocket launchers. Heavy Weapons Specialists may task other members of their squad with caring ammo for their heavy weapons, but only they may use them.
10-8: Communications Specialists shall serve as their squad’s radio operator and are the only member of the squad allowed to be on any of the radio channels assigned to their team. All other squad members must stay on whatever channel their squad has been assigned. Communications Specialists may not “scan” channels, as this will take them to the other team & private OC channels.
11. PLAYER CLASSES (Rifle/ SAW/ HWS)
11-1: Squads will be composed of one Squad Sgt., one Medic, one SAW Gunner, one Heavy Weapon specialist, one D.M.R. and riflemen.
11-2: Squads may not operate in any other configuration without OC approval.
12. RIFLEMAN CLASS
12-1: Riflemen are limited to commercially available non-winding magazines that only carry 200 BBs or less. Midcap, Standard and low-cap mags are welcome if they meet these criteria.
12-2: Riflemen may carry as many legal magazines as they can fit on their person.
13. SAW CLASS
13-1: Each squad will have a designated SAW (Squad Automatic Weapon) gunner(s). A SAW gunner may use electric or manual winding magazines (box, c-mag, or other large volume bulky style. no conventional hi-caps) with his weapon, and has no restrictions on ammunition capacity. Only he/she is allowed to use such magazines, and such magazines can only be used with approved SAW weapons (defined below).
13-2: Guns that are faithful recreations of belt-fed firearms qualify as SAWs. This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, and similar models. NO MP5's, M-16s, or non SAW weapons. The approved non-belt-fed SAW list is as follows: RPK, MG36, L86A2. Again, these guns must be faithful recreations of actual guns.
13-3: To be a faithful recreation a SAW must be as cosmetically similar as possible to the original gun. OC Staff reserve the right to determine what is cosmetically similar. Players with custom guns should direct their questions to the events public forum and must receive approval from OC staff prior to the event. If you think your weapon maybe borderline on being not approved; it’s your responsibility to clear it with staff prior to the event.
13-4: SAW gunners may use non-winding rifleman magazines in his/her SAW.
13-5: Squads may replace their SAW gunner position with a Rifleman (the SAW slot is optional).
13-6: Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners.
13-7: SAW FPS class weapons have a minimum engagement distance of 30 feet.
SAW gunners must carry a PDW and/or Pistol in addition to the normal load out.
14. SNIPER and ASSIST CLASS
14-1: Each side will have one assigned Recon/Sniper detachment. The size of the detachment will be determined by Staff after registration. Members of this detachment will be selected by their Force Commanders.
14-2: The detachment will be broken into teams. Each team consists of two individuals, a Sniper and an ASSIST.
14-3: The Sniper from each team may use sniper FPS qualified weapons. Sniper FPS weapons must either be bolt action or permanently fixed semi-automatic guns (unable to fire automatic without complete disassembly).
14-4: The ASSIST follows all riflemen rules for his/her weaponry.
The Sniper must carry a backup weapon (Rifle or pistol) that adheres to the standard FSP limits.
14-5: Sniper and ASSIST players may wear ghillie suits as long as it adheres to the uniform requirements.
14-6: Sniper FPS class weapons have a minimum engagement distance of 100 feet.
14-7: Allowed 1 High-Cap, any number of Mid or Low cap magazines.
15. HEAVY WEAPONS SPECIALIST
15-1: Each squad will have a heavy weapons specialist. He is the only team member that may carry/use M203s, AT launchers, or other special launching weapons with rockets.
15-2: HWS is also the only player who may fire rocket rounds. Acceptable rocket rounds are: Nerf Pocket Howler, Nerf Pocket Vortex, or JCS F-69 series. All other rocket rounds will need approval by TFD staff prior to the event.
www.hasbro.com/pl/page.viewproduct/product_id.12803/dn/nerf/default.cfm
www.bp-usa.com/FoamRocket.htm
15-3: Squads may carry up to 4 rocket rounds at any one time (you may store more back at base). Specialists may carry an unlimited amount of propellant.
Rockets have an infantry kill radius of 10’ from the first point of impact. All players’ within that radius are KIA and may immediately return to the respawn point. The only exception to this rule is if an established barrier is between the player and the initial impact point of the round. (See Rule 16-4)
15-4: The list of approved commercial launchers is the following:
a. Any M203 Variant (Sun Project, G&P, CAW, Star (AG).)
b. CAW M79
c. Smokey's RPG
d. JCS’s Alias MKX /Black point Launcher (12g CO2 cartridges only)
15-5: Custom built player launchers will only be approved under the following conditions:
a. Moscart-style grenade using green gas is the launcher's propellant or 12g CO2.
b. It uses only approved rocket rounds as specified above
c. The launcher is incapable of firing no more than one round every 7-10 seconds (no rapid fire systems).
d. The launcher looks like a real military RPG/LAW style weapon (don't grab a PVC piping and slap a sticker on it and expect us to approve it)
e. Must have a breech system built into it.
g. The designated OC-ing staff signs off on the design prior to the event.
h. The custom launcher is tagged by chrono staff as approved for use.
15-6: Bringing a custom launcher to any USJTF series event without prior approval as specified will result in automatic rejection.
15-7: Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
15-8: Nerf/ foam based rounds have a minimum engagement distance of 30 feet and can only be fired at building structures and vehicles. Absolutely no shooting at individual people.
15-9: Officers, Recon/Sniper members, and Platoon leadership (LT/PLT Sgt) are not eligible to be HWS class.
16. GAME PROPS
16-1: Game props shall be defined as any objective item within the game, including but not limited to money, supply lines, objectives, ammo dumps, arms caches, large weapons, ect.
2: Any and all game props, actual or decoy, shall be issued by OC staff. At no point is any player or team to provide their own game props unless authorized by event staff PRIOR to the event. Introduction of unauthorized game props is subject to individual player penalty as well as team penalty in the form of loss of mission or granting of mission to the other team, depending on how the infraction affects the event.
16-3: Players shall not touch, move, disguise, obscure or camouflage any game prop that is not a part of their own current mission. Unless directed to use a prop, players shall note its location and carry on with their current assignment.
17. GENERAL AREA EFFECT/BLAST RADIUS RULES
17-1: ONLY the impact of a rocket or Mortar attack will create area effect, unless a device pre-determined (prop) by the OC staff. In the event that area effect booby traps or "explosives" will be used, OC staff shall present them to the players at the opening brief to explain their usage.
17-2: RPG Area Effect shall kill all players within a 10 foot radius of their impact, regardless which side activated them. (See 16-5)
17-3: Mortar Area Effect: N/A
17-4: The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule 1.2.
17-5: Only hard cover protects you from an area effect weapon.
Hard cover:
Castle walls/ Towers
Trench/ ground works
Firebase walls and bunkers
Non protective/ considered as soft cover:
Piled up wood or logs in the form of hasty defenses
Vegetation of any type (i.e. tree and bushes) shallow ditches
17-6: If a rocket destroys a vehicle, the vehicle is considered the blast radius center.
17-7: Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
18. HAND GRENADES
18-1: Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at a base). Any class of player may use/carry grenades. Hand grenades must be tossed UNDERHAND, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.
18-2: Approved list of Grenades.
a. Escort Airsoft Grenades
b. Airsoft Innovations Tornado
c. AG-01 Grenades
18-3: Grenades not listed on the approved list must be approved prior to the event. In order to even be considered the Grenade will have to follow the following guidelines:
a. Must look like a grenade (no tennis balls)
b. Must be safe to use
c. Must have an audible retort when it explodes
d. Hand Grenades must launch projectile BBs to strike opponents to count as "kills".
19. MINES and BOOBY TRAPS
19-1: Special booby traps maybe provided by staff to selected branches/units for game play.
19-2: Players may bring and use claymore mines under the following conditions:
a. They are spring/electric/mechanically powered (no CO2).
b. Use remote detonators - no tripwires (note: staff laid traps may use wires).
c. Use is governed by the same safety rules as AEGs. No use on targets closer than 15 feet i.e. NO POINT BLANK BOOMS!
19-3 Any other kind of booby trap MUST be approved by staff prior to event. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public forum for the particular event.
19-4: Mines or booby traps will only cause "kills" if BBs strike their targets. The use of noise creating booby traps as an area effect weapon are not allowed.
20. VEHICLES
20-1: No personal vehicles will be permitted to be used at USJTF events, unless previously authorized by event coordinators from USJTF. This shall include bicycles, mopeds and any other manned or unmanned transportation devices.
20-2: In certain events, USJTF may have vehicles on scene for use. Vehicles will be ONLY be operated by USJTF staff, unless explicit consent has been granted otherwise by the vehicle owners.
20-3: In the case that players are authorized to ride in/on vehicles, those players wishing to do so MUST wear head protection. Head protection may include crash helmets, actual Kevlar U.S. issue helmets or any other helmet PREVIOUSLY authorized by the vehicle owner. Replica helmets do not qualify for use in this circumstance. Helmets must be inspected PRIOR to taking the field, to verify that they are not replica helmets.
20-4: Specific “recovery” rules for vehicles and their return to service after being disabled shall be found in the player packets, just prior to the event.
21. MORTARS: N/A
22. PLAYER'S RESPONSIBILITY
22-1: It is the PLAYER'S responsibility to learn and know game information. Game information shall include knowledge that should be gained before the event (Rules, Game play, ect.) as well as game information that develops while the game is in progress (current respawn location, status of game missions, APC usage, ect.)
22-2: Players shall use their chain of command and radio communication to learn and keep up with game information.
22-3: Players shall bring water, ammo and other equipment needed to stay healthy and functional on field. Though OC staff MAY provide additional water and props for the game, OC staff is not responsible for players personal water and equipment supply.
TENITIVE MI USJTF 2012 Rules Set
The Rules of War
21 OCT 2011
The Operation Forge Blast is restricted to players, 16 years of age or older.
Exceptions: Players under the age of 16, who will be attending with and playing alongside a parent or legal guardian in a "one to one" ratio. Guardians must be over the age of 21, with documentation from the parent, authorizing the guardian to be the guardian.
1. WEAPONS
1-1: All weapons must be chronographed, with the exception of Nerf Vortex Rocket Launchers. Weapons will be broken into the following categories for that purpose:
AEGs, gas guns & Pistols: =<360 FPS, using .25 BBs
Squad Automatic Weapons (SAW’s): =<385 FPS, using.25 BB’s
Sniper Weapons: =<490 FPS, using .25 BBs
Heavy Weapons Specialist (HWS): to be determined
(These calculations are based upon an Application called Airsoft FPS Calculator. The FPS rating listed USING 2.0 is 402 FPS for Rifle, 430.44 FPS for SAW’s and 548 FPS for Snipers.)
1-2: Any weapon that does not fit into the above categories must have prior approval from the game organizer, or will not be permitted. This includes, but is not limited to mines, grenades and “booby trap” devices.
1-3: All players are restricted to the use of 1 high-cap, unlimited mid or low capacity magazines, except for those caring Squad Automatic Weapons (SAWs). SAWs must be an exact replica of their real-world counterpart. Any weapon being used as a SAW that does not conform to these standards must be used with mid or low capacity magazines, or it will be removed from the event. Players may carry as many magazines as they want. This rule does not prevent designated SAW weapons from using mid or low cap magazines as a “backup”.
1-4: If a BB strikes any part of a player, that player’s clothing or that player’s equipment, that player is hit. Weapon hits do not count as a hit.
1-5: The use of a commercially purchased barrel condom and/ or barrel blocker devise is required in all non-play areas. The devise in question must be designed for paintball/ airsoft products. Whenever in the safe zone, all weapons shall be unloaded and placed on safe & with a barrel condom/ barrel blocker in place. The only exceptions to this rule are Pistols which shall be placed on “safe” and holstered at all times in the safe area.
***** Note: The use of "barrel caps" does not qualify as they can be shot off of the weapon. Barrel blocking devices shall have some form of draw string or locking mechanism to prevent them from simply being pulled off or forced off by the energy of a BB leaving the barrel. FRICTION HELD DEVICES ARE NOT ACCEPTABLE!
2. EYEWEAR
2-1: All eyewear must be fully sealed and ANZI z87.1+rated to take the impact of a BB. ANZI ratings shall be displayed on the eyewear, or listed on the eyewear’s packaging. If a player has eyewear that does not have a stamping, indicating it’s rating, that player must bring proof of the rating and have it available to any OC, who requests it.
“Full seal” means that the eyewear must conform to the wearer’s face and make contact with the wearer’s skin, completely around the eye, using a factory made and installed rubber or foam gasket.
2-2: All eyewear must be free and clear of any cracks or gouges that may affect its ability to withstand the impact of a BB.
2-3: All players under the age of 18 must wear full face protection and full seal eyewear.
“Full face” means that the wearer’s face may not be exposed, at any point and must be covered by a rubber or plastic protective shield.
2-4: The use of unauthorized eyewear or the failure of any player to wear the proper eyewear is grounds for immediate removal from the event.
3. ENGAGEMENT
3-1: Players shall refrain from shooting at targets within 10 feet. Within 10 feet, players shall refer to the use of the “Bang” rule (3-2).
3-2: The Bang rule shall be used, whenever a player has another player “dead to rights” within 10 feet, or when close enough to another player that their disadvantage is obvious. The Bang rule shall not be used around corners or barricades, or over the edge of a platform or elevated position.
3-3: At no time is a player to shoot at any target that is directly below them. Shooting over the edges of structures, such as the castle walls is strictly prohibited and will result in an immediate penalty on the offending player. All players shooting from elevated positions must have two hands on their weapon and direct line of sight on their target maintaining no more than an approximate 45 degree angle from a horizontal plane. (3-4). Bang kills, using a pistol are permitted if the angle of 45 degrees is not possible.
3-4: Blind fire will NOT be permitted. All players must have visual contact with their targets, without the use of camera or mirror devices. If a player cannot look down the sights of their weapon, to see their target, they may not shoot at it. This rule shall also apply to “snap” shooting or rapidly rounding a corner or wall to engage targets. Players are responsible for identifying their target before shooting it.
3-5: Players who are “Bang killed” are not able to be healed by a medic. (8-7)
3-6: For night time operations, players shall shoot SEMI-AUTO ONLY! Players who are operating at their squad's SAW gunner are encouraged to transition to a rifleman role, if possible. If not possible, SAW gunners shall use SHORT CONTROLED fire. Sniper class weapons may not be used in dark conditions.
4. CONDUCT
4-1: Players shall refrain from arguments and engaging in any activities that may jeopardize future airsoft events at Apocalypse.
4-2: Any and all disputes shall be brought to the immediate attention of an OC.
4-3: Arguments with OC staff will result in a player’s immediate removal from the event & possibly further ones. If you argue with an OC, the OC WILL win.
4-4: Players shall refrain from calling another player “out” or “hit”. The only people who can call a player hit are that player & an OC. calling other players out shall be deemed as unsportsman-like & may result in the offending player receiving a penalty. Do not let other players bad habits affect yours.
5. PYROTECHNICS
5-1: There will be no use of personal pyrotechnics. Any player who violates this will be expelled immediately. If it has a fuse, don’t even ask!
5-2: Smoke will be allowed, as long as it is “cold burning” smoke. Personal smoke must receive prior approval from OC-ing staff before the event. Notify an OC if you intend to light smoke, whenever possible, so that we may monitor it & you may play on. OC-ing staff also reserves the right to discontinue the use of personal smoke at any time before and during the event. This decision would be based weather conditions, potential safety hazards, ect. ect.
5-3: At NO TIME is ANY player to touch any of the marker devices for staff-laid pyrotechnics. Any player caught intentionally touching any pyro will be immediately removed from this and ALL future MIUSJTF events. Any player caught tampering with our pyro will be detained by staff & turned over to local law enforcement to be criminally charged!
6. PENALTY CARDS
6-1: Players will be issued two cards at the beginning of the event. These cards will have assigned colors, for infractions. Any player, who is asked for a penalty card, by an OC, must surrender it immediately. Do not argue with the OC if they ask for your card. The OC will win.
6-2: It is the responsibility of each player to safeguard their cards. If a player cannot find their cards, when asked by an OC, the OC shall have no choice, but to believe that player’s cards have already been taken by another OC and the player could be ejected.
6-3: Any player found to have counterfeit cards will be ejected for cheating.
7. RESPAWN / 1st AIDE
7-1: Medics will be deployed. Teams may have 1 (one) medic per squad. Medics will have 1st aide packets and will be able to treat wounded players with them.
7-2: If struck by a BB, a player is “wounded” and must lay down with their kill rag on their head (or red glow stick / light in night games) for 5 min. In that 5 min, the wounded player may use their radio, or call out for help. WOUNDED PLAYERS MUST LIE DOWN AND MAY NOT REMAIN IN A STANDING OR SITTING POSSITION TO OBSERVE. Wounded players are still in play, but cannot operate weapons. Wounded players can not act as forward observers. At that point the wounded player is dead & must respawn. Wounded players must wait the full 5 min, before returning to respawn. This rule does not apply to players who have been BANG killed. Any player caught "shaving time" from their 5 min. will have a penalty card pulled. BRING A WATCH!
Bang killed players are dead & may leave the field immediately to their respawn site. Wounded players may be “finished off” by their opponents by being bang killed. The bang killed player must then respawn. (7-7)
7-3: If a player is wounded, they may be treated by another player, using the wounded player’s 1st aide kit. (Issued at registration and at respawn) Hold the pressure bandage to the wound for one min. After that min has passed, the bandage can be opened & it will reveal the wounded player’s fate.
7-4: If a Medic reaches the player within 5 min of that player’s being shot, the medic will conduct the 1st aide measures (7-9). At the end of those measures, the medic will open the pressure bandage, to reveal the wounded player’s fate. If the player is “alive” they must keep their bandage on and they may re-join the fight. If the player is “dead”, they must respawn. Use of medics, will be more successful then personal 1st aide kits. Upon receiving a second wound (after being healed), player is killed and must be respawn to return to play.
7-5: Players may not treat their own wounds. Players must have another player administer 1st aide. This includes Medics. Only Medics may use Medic kits.
7-6: Respawn will occur, from that player's respawn point, at the quarter of each hour (Ex. 1000Hrs, 1015Hrs, 1030Hrs, 1045Hrs, ect.....)
7-7: Players who are “Bang killed” are considered to have been shot in the head & unable to be healed by a medic. Players who are bang killed must respawn without medic attempts.
7-8: Red “Kill rags” are required for all players. Anyone choosing to play in night games must also carry a red glow stick or red LED/bicycle reflector type light, to be substituted for a kill rag.
7-9: Medic 1st aide shall begin by the medic removing the blue clothes pin from their kit and attaching it to the lapel of the wounded player's shirt or equipment to simulate the monitoring of an airway. The Medic shall then attach the red clothes pin to the wrist of the player to simulate the monitoring of a pulse. The Medic shall then apply direct pressure to the wound for one full min. After these steps have been taken, the medic may open the bandage to see the player's fate. If the player is "Alive" the Medic shall wrap a piece of tape around the players arm.
7-10: Each team may move their re-spawn at a fee (See CO packet information and private forums for the event), however, re-spawns are NOT protected by OC staff. If your re-spawn is over-run, OC staff will assess a penalty and designate a new re-spawn point. Teams may then move their re-spawn back to its previous spot at no fee, if they gain that ground back.
8. RADIOS
8-1: OC staff shall operate on FRS channel 1.
8-2: Coalition players shall operate on FRS channels 2 through 10. Game information from OCs shall be provided on channel #2.
8-3: OpFor players shall operate on FRS channels 11 through 19. Game information from OCs shall be transmitted on channel #11.
8-4: The above channels are the only channels that are protected by the rules. OC staff will only penalize players who are illegally “surfing” their opponent’s protected channels. Use of any other channel is to be done “at your own risk” and with the approval from your team’s Commanding Officer. (Note: OC staff reserves the right to restrict additional channels for use by OC & OP4 force use.)
8-5: No player is permitted to be on any channel that is assigned to their opposing team. The use of any opponent’s channel, or sub-channel, is grounds for removal from the game.
8-6: All players are responsible to ensure that their radios are in good working order & free of defect. Players shall inspect their radio & it’s placement in their gear, prior to the game, to ensure that their radio will not have such issues as a “hot mic” or “VOX”. Any player, whose radio ruins communications for others, will lose the right to use their radio & further personal penalty may occur (Penalty card).
8-7: Players shall check with their chain of command to find out their team’s “Comm. Matrix” and shall adhere to the channels assigned therein.
9. Uniform
9-1: Coalition force is Multicam and ACU's, DCU, and DESPAT
OpFor force is any other camo along with civilian loadout.
9-2: Players must remain in uniform at all times that they are in play.
9-3: N/A
9-4: Web gear and load out does not need to adhere to uniform requirements, so long as that equipment is not worn for the purpose of confusing or disguising what team a player is on. Anyone who displays load out gear that could make their team affiliation confusing to other players is subject to being refused the use of that equipment.
9-5: N/A
9-6: N/A
10. Chain of Command / Squad assignments:
10-1: Each team will have a chain of command. Game information, missions and assignments shall be passed to the players via the chain of command. Players are required to follow the instructions given to them, as they will be from game organizers. Any player who does not follow their chain of command shall be subject to removal from the event and future USJTF sponsored events.
10-2: Your CLASS is pre-determined by your squad leader, who will report your role in advance to game staff. Contact your squad leader through the secure event forum to request a special class or for more information. In the absence of contact all players should assume they will play Rifle roles at USJTF events.
10-3: Each team will have one Commanding Officer (CO), one Executive Officer (XO), Platoon Leaders and Squad Leaders. The number of Platoon Leaders and Squad Leaders shall be determined by the number of players at the event.
10-4: Squads will have one Squad Leader, one Medic, one Squad Automatic Weapon (SAW), one Heavy Weapons Specialist (HWS) and one Communications Specialist (CS). All other players on the squad shall serve as a rifleman.
10-5: Platoon Leaders shall be responsible for caring out the Commanding Officer’s tasks, by assigning specific duties to their squads. Platoon leaders may play alongside their squads, or serve as a liaison to the Command staff, as determined by their team’s CO. Platoon Leaders are reminded that this is a game and that they should try not to take their job so seriously that they ruin the fun for their subordinates.
10-6: Squad leaders shall be responsible from receiving specific tasking orders from the Platoon Leader and directing their squads as they carry out those orders. Squad leaders are reminded that this is a game and that they should try not to take their job so seriously that they ruin the fun for their squad members.
10-7: Heavy Weapons Specialists shall be the only member of the squad, authorized to carry grenade launchers and / or rocket launchers. Heavy Weapons Specialists may task other members of their squad with caring ammo for their heavy weapons, but only they may use them.
10-8: Communications Specialists shall serve as their squad’s radio operator and are the only member of the squad allowed to be on any of the radio channels assigned to their team. All other squad members must stay on whatever channel their squad has been assigned. Communications Specialists may not “scan” channels, as this will take them to the other team & private OC channels.
11. PLAYER CLASSES (Rifle/ SAW/ HWS)
11-1: Squads will be composed of one Squad Sgt., one Medic, one SAW Gunner, one Heavy Weapon specialist, one D.M.R. and riflemen.
11-2: Squads may not operate in any other configuration without OC approval.
12. RIFLEMAN CLASS
12-1: Riflemen are limited to commercially available non-winding magazines that only carry 200 BBs or less. Midcap, Standard and low-cap mags are welcome if they meet these criteria.
12-2: Riflemen may carry as many legal magazines as they can fit on their person.
13. SAW CLASS
13-1: Each squad will have a designated SAW (Squad Automatic Weapon) gunner(s). A SAW gunner may use electric or manual winding magazines (box, c-mag, or other large volume bulky style. no conventional hi-caps) with his weapon, and has no restrictions on ammunition capacity. Only he/she is allowed to use such magazines, and such magazines can only be used with approved SAW weapons (defined below).
13-2: Guns that are faithful recreations of belt-fed firearms qualify as SAWs. This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, and similar models. NO MP5's, M-16s, or non SAW weapons. The approved non-belt-fed SAW list is as follows: RPK, MG36, L86A2. Again, these guns must be faithful recreations of actual guns.
13-3: To be a faithful recreation a SAW must be as cosmetically similar as possible to the original gun. OC Staff reserve the right to determine what is cosmetically similar. Players with custom guns should direct their questions to the events public forum and must receive approval from OC staff prior to the event. If you think your weapon maybe borderline on being not approved; it’s your responsibility to clear it with staff prior to the event.
13-4: SAW gunners may use non-winding rifleman magazines in his/her SAW.
13-5: Squads may replace their SAW gunner position with a Rifleman (the SAW slot is optional).
13-6: Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners.
13-7: SAW FPS class weapons have a minimum engagement distance of 30 feet.
SAW gunners must carry a PDW and/or Pistol in addition to the normal load out.
14. SNIPER and ASSIST CLASS
14-1: Each side will have one assigned Recon/Sniper detachment. The size of the detachment will be determined by Staff after registration. Members of this detachment will be selected by their Force Commanders.
14-2: The detachment will be broken into teams. Each team consists of two individuals, a Sniper and an ASSIST.
14-3: The Sniper from each team may use sniper FPS qualified weapons. Sniper FPS weapons must either be bolt action or permanently fixed semi-automatic guns (unable to fire automatic without complete disassembly).
14-4: The ASSIST follows all riflemen rules for his/her weaponry.
The Sniper must carry a backup weapon (Rifle or pistol) that adheres to the standard FSP limits.
14-5: Sniper and ASSIST players may wear ghillie suits as long as it adheres to the uniform requirements.
14-6: Sniper FPS class weapons have a minimum engagement distance of 100 feet.
14-7: Allowed 1 High-Cap, any number of Mid or Low cap magazines.
15. HEAVY WEAPONS SPECIALIST
15-1: Each squad will have a heavy weapons specialist. He is the only team member that may carry/use M203s, AT launchers, or other special launching weapons with rockets.
15-2: HWS is also the only player who may fire rocket rounds. Acceptable rocket rounds are: Nerf Pocket Howler, Nerf Pocket Vortex, or JCS F-69 series. All other rocket rounds will need approval by TFD staff prior to the event.
www.hasbro.com/pl/page.viewproduct/product_id.12803/dn/nerf/default.cfm
www.bp-usa.com/FoamRocket.htm
15-3: Squads may carry up to 4 rocket rounds at any one time (you may store more back at base). Specialists may carry an unlimited amount of propellant.
Rockets have an infantry kill radius of 10’ from the first point of impact. All players’ within that radius are KIA and may immediately return to the respawn point. The only exception to this rule is if an established barrier is between the player and the initial impact point of the round. (See Rule 16-4)
15-4: The list of approved commercial launchers is the following:
a. Any M203 Variant (Sun Project, G&P, CAW, Star (AG).)
b. CAW M79
c. Smokey's RPG
d. JCS’s Alias MKX /Black point Launcher (12g CO2 cartridges only)
15-5: Custom built player launchers will only be approved under the following conditions:
a. Moscart-style grenade using green gas is the launcher's propellant or 12g CO2.
b. It uses only approved rocket rounds as specified above
c. The launcher is incapable of firing no more than one round every 7-10 seconds (no rapid fire systems).
d. The launcher looks like a real military RPG/LAW style weapon (don't grab a PVC piping and slap a sticker on it and expect us to approve it)
e. Must have a breech system built into it.
g. The designated OC-ing staff signs off on the design prior to the event.
h. The custom launcher is tagged by chrono staff as approved for use.
15-6: Bringing a custom launcher to any USJTF series event without prior approval as specified will result in automatic rejection.
15-7: Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
15-8: Nerf/ foam based rounds have a minimum engagement distance of 30 feet and can only be fired at building structures and vehicles. Absolutely no shooting at individual people.
15-9: Officers, Recon/Sniper members, and Platoon leadership (LT/PLT Sgt) are not eligible to be HWS class.
16. GAME PROPS
16-1: Game props shall be defined as any objective item within the game, including but not limited to money, supply lines, objectives, ammo dumps, arms caches, large weapons, ect.
2: Any and all game props, actual or decoy, shall be issued by OC staff. At no point is any player or team to provide their own game props unless authorized by event staff PRIOR to the event. Introduction of unauthorized game props is subject to individual player penalty as well as team penalty in the form of loss of mission or granting of mission to the other team, depending on how the infraction affects the event.
16-3: Players shall not touch, move, disguise, obscure or camouflage any game prop that is not a part of their own current mission. Unless directed to use a prop, players shall note its location and carry on with their current assignment.
17. GENERAL AREA EFFECT/BLAST RADIUS RULES
17-1: ONLY the impact of a rocket or Mortar attack will create area effect, unless a device pre-determined (prop) by the OC staff. In the event that area effect booby traps or "explosives" will be used, OC staff shall present them to the players at the opening brief to explain their usage.
17-2: RPG Area Effect shall kill all players within a 10 foot radius of their impact, regardless which side activated them. (See 16-5)
17-3: Mortar Area Effect: N/A
17-4: The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule 1.2.
17-5: Only hard cover protects you from an area effect weapon.
Hard cover:
Castle walls/ Towers
Trench/ ground works
Firebase walls and bunkers
Non protective/ considered as soft cover:
Piled up wood or logs in the form of hasty defenses
Vegetation of any type (i.e. tree and bushes) shallow ditches
17-6: If a rocket destroys a vehicle, the vehicle is considered the blast radius center.
17-7: Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
18. HAND GRENADES
18-1: Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at a base). Any class of player may use/carry grenades. Hand grenades must be tossed UNDERHAND, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.
18-2: Approved list of Grenades.
a. Escort Airsoft Grenades
b. Airsoft Innovations Tornado
c. AG-01 Grenades
18-3: Grenades not listed on the approved list must be approved prior to the event. In order to even be considered the Grenade will have to follow the following guidelines:
a. Must look like a grenade (no tennis balls)
b. Must be safe to use
c. Must have an audible retort when it explodes
d. Hand Grenades must launch projectile BBs to strike opponents to count as "kills".
19. MINES and BOOBY TRAPS
19-1: Special booby traps maybe provided by staff to selected branches/units for game play.
19-2: Players may bring and use claymore mines under the following conditions:
a. They are spring/electric/mechanically powered (no CO2).
b. Use remote detonators - no tripwires (note: staff laid traps may use wires).
c. Use is governed by the same safety rules as AEGs. No use on targets closer than 15 feet i.e. NO POINT BLANK BOOMS!
19-3 Any other kind of booby trap MUST be approved by staff prior to event. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public forum for the particular event.
19-4: Mines or booby traps will only cause "kills" if BBs strike their targets. The use of noise creating booby traps as an area effect weapon are not allowed.
20. VEHICLES
20-1: No personal vehicles will be permitted to be used at USJTF events, unless previously authorized by event coordinators from USJTF. This shall include bicycles, mopeds and any other manned or unmanned transportation devices.
20-2: In certain events, USJTF may have vehicles on scene for use. Vehicles will be ONLY be operated by USJTF staff, unless explicit consent has been granted otherwise by the vehicle owners.
20-3: In the case that players are authorized to ride in/on vehicles, those players wishing to do so MUST wear head protection. Head protection may include crash helmets, actual Kevlar U.S. issue helmets or any other helmet PREVIOUSLY authorized by the vehicle owner. Replica helmets do not qualify for use in this circumstance. Helmets must be inspected PRIOR to taking the field, to verify that they are not replica helmets.
20-4: Specific “recovery” rules for vehicles and their return to service after being disabled shall be found in the player packets, just prior to the event.
21. MORTARS: N/A
22. PLAYER'S RESPONSIBILITY
22-1: It is the PLAYER'S responsibility to learn and know game information. Game information shall include knowledge that should be gained before the event (Rules, Game play, ect.) as well as game information that develops while the game is in progress (current respawn location, status of game missions, APC usage, ect.)
22-2: Players shall use their chain of command and radio communication to learn and keep up with game information.
22-3: Players shall bring water, ammo and other equipment needed to stay healthy and functional on field. Though OC staff MAY provide additional water and props for the game, OC staff is not responsible for players personal water and equipment supply.