Post by Hadoken on Mar 8, 2008 14:24:13 GMT -5
OPERATION STILL WATER 3
(CLICK LOGO TO WATCH EVENT TRAILER!)
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This is the initial public release for this event. Some rules may be added and some may be changed, but we will not stray far from what is listed here. Any amendments will be posted in YELLOW.
I WOULD NOT ADVISE PRINTING THIS OUT UNTIL APRIL 1st AT THE EARLIEST AS YOU WILL NEED TO HAND IN A FULL SET OF THE UP TO DATE RULES, AS WELL AS FILL OUT A WHITE RIVER PAINTBALL WAIVER AND TURN IT IN PRIOR TO THE START OF THE EVENT!
OP:Still Water III
Intel:
OP: Still Water II
At the end of the Previous Operation, OP Still Water II the ASM (Angolan Separatist Movement) managed to disclose to the World that coalition forces were meddling with the civil war in the sovereign state of Angola against UN resolutions, by capturing the wreckage of a downed Coalition UAV. As a result the coalition had to pull out their Covert Ops Team on the ground. The US government covered up the incident, saying that the wreckage was actually a part of satellite debris that had crashed back to earth into Angola. The political fallout from this incident was too much for Coalition politicians to handle, and as such, they had to suspend all ground covert ops around the country. In the mean time, the UN convened to relook at the situation in Angola.
In the absence from being held back by coalition forces, ASM forces were able to overrun the diamond mines in Angola, and were soon able to use them to fund their revolution that overthrew the UN backed government in a matter of weeks. Angola tore itself apart as the UN deliberated what to do to save it….
That was a year ago…
Today:
Angola is rife with war. Because of the delay in reaction by the UN, the ASM were able to topple the government and overrun the country. Reintroduction of Coalition troops 5 months ago into Angola by decree of the UN, meant that the Coalition had to fight against a dug in enemy. With time to prepare, the ASM were able to bolster their forces and defend their positions. And with the money from their diamond mines, they were able to buy new weapons, and more importantly, buy international military experience, and training…. The ASM have hired "The Firm", a company specializing in carrying out private military operations with their database of ex-soldiers, as their military training consultants.But when loyalty is determined by the highest bidder, you never know who you can trust...
Welcome back to Angola…
Still Water III Trailer: (Make sure your sound is on!)
media.putfile.com/OP-Still-Water-III-Trailer
Milsim event:
Much like we did at OP Still Water II, we will try to make this game more mil-sim . None of the objectives will be introduced to commanders at fixed times during the course of the game. Instead, both commanders will be briefed prior to the game regarding their objectives. These objectives can be carried out at any time and in any order, according to the Commanders wishes. No major intel will be given to the Commanders about their opposition force throughout the course of the game. Rather, each commander will be responsible for sending out scouts to report back on intel of enemy activity. The commander will be responsible for using this intel to counter their opposition forces attempts at completing their own objectives. If the opposition force completes an objective without your side knowing about it, its purely because your side did not have the right people, at the right place, at the right time, doing the right thing. Hence i recommend that the commanders know exactly what they are doing, and do some research into combat and intel protocol. It may also be worthwhile liaising with members on your side, to determine positions, roles and equipment before hand.
Location:
White River Paintball
925 Anderson-Frankton Rd.
Anderson, IN 46011
Directions:
Please refer to this page for directions as the directions provided by mapquest and google maps are wrong.
www.whiteriverpaintball.com/indianapolis_paintball/indiana_paintball_directions.html
TIME:
The game will run from 9AM to 5PM, on Sunday April 6th 2008
Cost:
$40 per person payable by PAYPAL only to jeevyboy@gmail.com. PLEASE BE SURE TO INCLUDE YOUR NAME, SIDE, TEAM AFFILIATION AND CALLSIGN ( ALSO MAKE SURE THE HEADER SAYS OP STILL WATER 3).
White River Paintball is providing us with parking, camping space, four Referees of their own, a staging area, and at least one on-field Port-o-John as well as the use of their field.
Once you have paid, you will be considered registered. Once registered no refunds will be issued. If you cannot attend, you may find a replacement up until 2 weeks before the operation. If you intend to have someone replace you, please contact me and provide me with the details of the switch.
All those who register on or before March 10th will receive a free bag of 3000 0.2g TSD Bio BBs. Dont miss out!!!
PARKING:
Please Car pool if possible, we have a limited amount of space to park.
LEAVING EARLY:
If you have to leave the field at any time during the day, please report to a PARA member first to inform them you are doing so.
CAMPING:
Depending on the demand for camping, we may arrange for comping the night before the op. Contact me for camping details if you are interested in camping.
Campers will be required to stay within the camping area and are not allowed to fire their airsoft guns or play airsoft until the event starts on Sunday. The camp area will be opened no later than 9pm on Saturday night. Drugs and alcohol are prohibited and those caught will be ejected immediately from our facility. Campers under the age of 18 must have a parent or guardian with them at all times while camping. Lights out at midnight - no exceptions. Campfires will be permitted in designated areas. Noise must be kept to a minimum - no music please.
TIME LINE:
Arrive + Kit up: 7-8:40AM
Register: 7-8:50AM
To register:
1)Kit up and bring EVERYTHING you may want or need onto the field with you, including backup rifles. We would like to keep everyone on the field for the duration of the day. (there will be port-o-johns on the field)
1)Go to the gate.
2)Turn in your waiver and get verbally quizzed on event rules.
3)Pass safety/rules quiz.
4)Goggle Check.
5)Magazine check.
6)Chrono your long arms, including backups.
7)Proceed to the holding area
Game Start 9AM
Game End: 5PM
RULES:
TAKE NOTE: MORE OBJECTIVE SPECIFIC RULES WILL BE ADDED WHEN OBJECTIVES ARE RELEASED TO COMMANDERS.
BIODEGRADABLE AMMUNITION
At the request of the field owner we must make Biodegradable BB's MANDATORY. Again, BIO BB's ARE MANDATORY FOR THIS EVENT!. If we see that you are not using Bio's you will be asked to leave the field or acquire biodegradable ammunition from another player or vendor at the field. That said, PARA will attempt to facilitate the acquirement of Biodegradable BB's by offering a bulk order in which you will be able to request and pay for a certain amount of Bio BB's when making your registration payment and we will have them at the field for you the day of. You are also allowed to acquire your own Biodegradable BB's from trusted brands such as Excel, Airsoft Elite, TSD, G&G, etc. AS LONG AS THEY ARE THE BIO VERSION OF THEIR PRODUCT. We understand this is a hassle, but it will be essential in allowing us to use this field for future events. This is a great field and you'll be missing a good time if you do not conform to these restrictions. If the paintballers that play here can follow these guidelines and respect the environment we don't expect any problems from Airsofters.
GOGGLES:
FULL SEAL ANSI RATED GOGGLES ARE REQUIRED FOR THE WHOLE GAME. MESH GOGGLES ARE NOT ALLOWED UNDER ANY CIRCUMSTANCES. FULL FACE PROTECTION IS STRONGLY RECOMMENDED. PARA members will inspect your eye protection to ensure it meets requirements before you enter the field. If we find you with other goggles during the course of the game you will be expelled without refund and not be allowed at any other PARA and IAA events as well as White River Paintball.
UNDERAGE VOUCHERS
IF UNDER 18 - you must be vouched for by a member of the IAA who is in good standing with the community, and over 18, who is attending this event.
FPS AND MED RULES
We will be using the IAA’s FPS/MED rules:
(measured with .2g bb)
0-350fps (1.14 joules): Full Auto, no minimum engagement distance.
350-399fps (1.48 joules): Full Auto, 25' minimum engagement distance.
400-449fps (1.87 joules): Semi Auto only, 50' minimum engagement distance.
450-500fps (2.32 joules): Semi Auto only, 75' minimum engagement distance.
IF WE RECEIVE COMPLAINTS ON THE FIELD YOU MAY BE ASKED TO RE-CHRONO. DO NOT TRY TO SNEAK A HOT RIFLE ON TO THE FIELD.
MEDIC RULES:
THESE RULES ARE DIFFERENT FROM NORMAL MEDIC RULES! PLEASE TAKE NOTE.
There will be 1 Medic for every 10 players on a team, Each medic will have 15 pieces of rope and a BLUE death rag supplied by PARA.
The bleed out time for all players is 5 minutes, if you are hit when not "wounded". It only stops when you come in contact with a medic. Medic are strongly advised to carry a stop watch.
To carry a hit player you must go up to them, establish and maintain physical contact, and WALK. Neither player can shoot, unless the player carrying the wounded player puts them down and stops.
To JOG with a wounded player you must have 2 players in physical contact with him or her. Neither of these players can shoot whilst carrying.
Each medic carries 15 pieces of rope roughly 3 feet long (Medics are advised to bring a backpack). To heal someone, the medic first ties 5 knots in the rope then ties the loose ends together around the wounded players arm. The player is now "patched up" and back in the fight, but is still wounded. If you are shot again you return directly to your respawn point, with no bleedout time, and you cannot be healed again. At your respawn point untie the knot holding the rope to your arm(not the other 5) and give it to the PARA member there. The PARA member will bring those pieces of rope back to the FOB.
For a medic to re supply, they must go back to the FOB, untie the 5 knots in each rope, and then they can put them back into their kit. Medics can only carry 15 pieces of rope at any time.
NOTE: If anyone discards the rope tied around their arm which indicates they are wounded, their team will lose that rope permanently, and be one "heal" short for the remainder of the game. Anyone caught deliberately cheating will be ejected from the field with no refund.
________________________________________
Everybody who plays shall know the rules and obey them. If there are any unclear matters, ask the organizers. If you break or ruin something, you will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.
1.
- All weapons should have the magazine removed as a precaution when the weapon isn't in use, or when in the designated “safe zone.”
- To aim for the head is not allowed, unless the target only shows those parts. Use common sense.
2.
- All players will observe "Safe/No fire" zones at all times.
- Active players are not allowed to be in "Safe/No Fire" zones or shoot in/over them.
- All "Safe/No Fire" zones will be clearly marked off.
- Spawn points are considered safe zones, and will be marked by signs saying "SPAWN POINT"
- Spawn Points are separate from FOBs (Forward Operating Bases). FOBs are NOT safe zones, and can be over run.
- When one force over runs another's FOB, players from the side whose FOB has been over run will don their kill rags and have 5 minutes to gather all their kit and move to the respawn point. After all the kit is at the respawn point, that respective team can then set out once more and attempt to set up a new FOB.
- FOBs may be set up anywhere on the field as long as it is a minimum of 200ft and a maximum of 400 feet from that specific team's respawn point..
- Commanders may choose to relocate their FOB at any time during the game, but will have to bring all the FOB equipment and player kit from the old spot, to the new spot.
3.
- All pointblank shots should be avoided. If it is necessary, try and aim at legs and lower body.
- If you encounter a point blank situation you can attempt a "bang" kill. This involves saying "Bang" and the opponent is dead. In order to issue a "Bang" kill, you must have an airsoft gun in your hand. Each spoken "Bang can only kill 1 opponent. - Shooting at eliminated players, non-players, or referees is forbidden.
4.
- To constrain another player, via gear, cloth or via other means is not allowed, unless that person agrees to it. The only exception is a light tap anywhere on the body. This is considered to be a "knife kill".
5.
- The only approved pyrotechnic for this event is/are smoke grenades, and "ladyfinger" firecraker grenades (Must be approved by PARA before entering the field). Please be safe in their use and if a fire gets started, yell” Cease fire”, and put it out the flames.
- NO PLAYERS OTHER THAN THE EVENT ORGANIZERS CAN RE START THE GAME.
6.
- Approved hand grenades are Tennis ball, with radius of 10 feet from point of impact. If you want to use another type of grenade( IE AHG, Mil-Sim labs, Escort, PFI, other), you must clear it with senior PARA (Jeeves, KC, Kingmob)
7.
- To START the game, there will be TWO blasts from an air horn
- To STOP the game there will be one continuous long blast from an air horn, or in case of a pyro malfunction (fire on the field) there will be a call of “CEASE FIRE” in the area.
- Any person may call “CEASE FIRE” however onlyevent organizers can call “GAME ON” once the fire has been put out.
8.
- There will be safe zones around the spawn points and certain areas of the field may be closed off during certain parts of the day for safety.
9. Magazine limits
-There is no ammo limitation; players can carry as much ammo as they want on their person or store them in their FOB. Mags can be reloaded anywhere on the field.
- Low/standard/mid cap magazines are not restricted.
- Drum and box magazines are restricted to normal section assault weapons, ie SAW M60 RPK, L86, SHRIKE, GPMG, if you have a gun unlisted, PM ltjeeves, KC, or KingMob3
-- For HMG/LMG, there is no ammo limitation. HMG/LMG Gunners must however return to their FOB in order to reload their magazine. Support gunners should not carry any extra ammo on their person at any time. Any spare ammo should be stored at their FOB.
- Hi-Capacity Magazine Limits:
Highcaps are limited to number, by the amount of rounds they can hold.
0-200rds - 3 hicaps max
200-350rds - 2 hicaps max
350-600rds - 1 hicap max
- Example: I have a G3, I may carry either an unlimited number of lo caps, or only one hi cap(500 rounds)
-- If you use highcaps, those are the only mags you are allowed to use for the game. You may not use highcaps in combination with midcaps or lowcaps.
10.
- We are not responsible if you loose anything. Or break it.
11.
- You must have a signed waver and know these rules when you arrive. We will check ID. If you are under 18 you must have a parent or legal guardian sign the waver.
12.
- No illegal drugs or Alcohol are to be used before or during the game. Any physical confrontations will also result in a banning from future PARA/IAA events as well as White River Paintball.
13:
- Clean up your garbage, or you won’t be invited back.
14.
- You will be verbally quizzed on these rules during registration( 2 or 3 questions). Please take the time to read the rules, so that you can know them and get them right. That way everyone can have a good day of fun. If you don't get them right, you will have to return to the back of the queue to wait and re-learn the rules before being verbally quizzed again. You only get into the game if you know the rules.
Required Items:
-ANSI rated full seal Goggles
-Red rag
-Waiver
- Watch
- Water
- FULL CAMOFLAUGE OF YOUR TEAMS COLORS: NO EXCEPTIONS
Reccomended items:
- Multi tool
- A method of carrying items, like a proper ruck sack.
- We strongly recommend that you mark all items so that if you loose something we can get it back to you (assuming we can find it…)
- Spare socks and dry shoes.
Teams:
Coalition (Tan Based Uniforms- Including ACU, MARPAT & Multi Cam) vs. ASM( All Green Base uniforms)
PARA Roles:
In order to facilitate smooth Milsim game play, PARA will be embedded with each team as Role Playing Marshals. PARA will be watching both sides equally and have no bias. When shot the PARA member may don an Orange vest signifying that they have been hit, however they will still be able to move around the field to monitor game play. In order for them to get back into the game, they must be healed by a medic, like any other player. If they are hit again when wounded, they may don their ref vest again, and stay in the area as a marshal, however to get back into play after being hit when wounded, they must return to their assigned sides spawn point, like any other player.
PARA members may don their orange vest at any time in the game to assume a referee role. When they do this they are considered "hit" and are non combatants. In order to rejoin the game, they will have to follow the above course of actions.
WAIVER:
The waiver will be emailed to you upon full registration for the event.
Pictures from Still Water I & Still Water II:
s111.photobucket.com/albums/n139/PARA_Purdue/OP%20Still%20Water/
s111.photobucket.com/albums/n139/PARA_Purdue/OP%20Still%20Water%202/
Still Water III Subsection on the IAA Forum
(Come here to register, read feedback from the past two events and stay up to date on the event!)
indianaaa.proboards59.com/index.cgi?board=opswiii