Post by sapper3125 on May 3, 2012 16:51:42 GMT -5
Caution: This Event Fails to Conform to MiA Safety Rules. Participate at Your Own Risk.
Operation Decisive Fury III "Center Mass" 17-19AUG2012
BREAKING NEWS!!! U.S Forces Prepare For A "New Player"
After years of fierce fighting in Porterstan, U.S Forces have regained control in the region. The Insurgency however is not gone and has begun receiving support from neighboring Lockastan.
Lockastans Military forces led by Aaqil Al Nubi, who is believed to be the brother in law of the infamous Minabe has vowed to assist the Insurgency with defeating U.S Forces and their Allies. He has pledged his entire arsenal for the cause. It is believed Lockastans Elite Special Forces have been training the Insurgency in the southern sector, in an effort to bring more discipline and efficient tactics to the battlefield. This area according to military strategists will not be easy for U.S Forces to operate. The local populace is extremely loyal to Al Nubi.
With it's large wooded areas, canal systems and heavily populated areas, this area of operations could prove very difficult for both sides.
Bordering countries are reluctant to offer further support to U.S Forces, but have done so because they fear Lockastan may have developed and stockpiled a mass of Nuclear & Biological Weapons.
Back By Popular Demand! A PREMIER - EPIC - 24hr Airsoft Operation. Followed by THE MOST AMAZING UNMATCHED RAFFLE EVER!!!!!!
What - Operation Decisive Fury III "CENTER MASS"
When - 17-19AUG2012 (Early Registration/Chrono/AO Walk/Camp-Over Friday 17AUG12)
Friday 17AUG12
1500-2000 - Early Registration/Chrono/AO Walk/Camp-Over Friday
Saturday 18AUG12
0800-1030 - Reg/Chrono Continued
1000-1100 - Leaders Briefing
1100-1130 - PCC's / Force Prep
1130- MOVE OUT (This is a HARD TIME - DO NOT MISS YOUR MOVEMENT)
Where - 6856 S Transit Rd, Lockport, NY 14094
binged.it/ICMWXX
Forces:
U.S Forces - Green & Tan Based Uniforms
Insurgent Forces - Look Like One (No Camouflage Patterns Allowed)
Prizes will be awarded for "Best Loadout" So look your part regardless of the Force you are on.
Cost - $55.00 - $85.00
Includes: OP Entry, BB's, Lunch/Dinner Saturday 18AUG12 & Breakfast Sunday 19AUG12 & Camping!
Prepay by 25MAY2012 = $55.00
Prepay 26MAY12 - 26JUN12 = $60.00
Prepay 27JUN12 - 27JUL12 = $75.00
Pay after 27JUL12 = $85.00
Payment Can Be Sent to - Paypal - Sapper3125@yahoo.com (In Remarks Put OPDF 3 and Force choice)
Payments can also be made at Tactical Action Sports or in person at Skirms & OPS at Mission City.
If you are one of the first 25 people to prepay, your name will be thrown in a hat. One name will be drawn and that person will receive a refund and you will attend OPDF III FOR FREE!
Age Requirements
Participants must be above the age of 13 in order to participate in any Ransomville event.
(Some Events May Have specific age requirements)
Participants under the age of 16 must have a parental guardian present at the Ransomville event.
Participants under the age of 18 must have parental consent in order to be admitted to any event.
Event organizers, staff and personnel reserve the right to disallow anyone from participating as well as the right to remove participants from the event without refund.
Airsoft guns are REQUIRED to be transported in cases or trunks.
SAFETY
WATER-WATER-WATER...Each player MUST carry water on their person...Camel Back, Canteen, Etc.
ALL PLAYERS are responsible for bringing sufficient WATER to sustain themselves for the duration of the event.
Eye/Face Protection:
All participants must wear ANSI Z87.1 certified polycarbonate or approved mesh goggles with full face
adhesion at all times while in the area of operations, chronograph zone, and any other active area where live
fire is possible.
Participants under 18 are required to wear a complete face mask or other approved face protection.
Goggles must be worn at all times in field of play.
No Minimum Engagement Distance (Except for Snipers.... Sniper rules 550 fps with .25, You must have a spotter, spotter cannot carry a sniper class weapon. Sniper team must stay within 50 feet of each other. MED is 100 feet for primary sniper.)
Opponents may offer each other the chance for surrender but it is not mandatory.
No Physical Contact Between Players
Always treat your weapons as if they were 'real steel' firearms and loaded
Physical
If a participant is out of shape or gets too hot, he should pace himself. Take up a defensive position and rest. The action will eventually come to the participant. The game can be more physically demanding than participants may be used to. Participants with heart conditions or other ailments should have a physician's OK to play.
Airsoft is an inherently dangerous activity, requiring significant physical exertion. Participation carries inherent risks that cannot be eliminated. Risks include, but are not limited to, minor injuries (such as scratches, bruised or strained muscles and ligaments), major injuries (such as loss of eyesight, joint or back injuries, heart attacks and concussions), and catastrophic injuries (such as paralysis or death). All participation is voluntary. Participants knowingly assume all such risks.
Emergencies
When there is a person who is injured, on the field without eye protection, or has entered the AO unauthorized, Call "CODE RED" to designate there is an emergency situation on the field. All firing must stop, guns set to safety, and lowered. All players must remain in their positions when the cease fire was called until they receive orders from their adviser. Once all field issues have been resolved, advisers will instruct the players that the game may resume.
Repeated blasts (more than 3) designate an emergency. Everyone must stay in place and wait further instructions from your chain of command/ adviser. The on field advisers are here for your protection and to provide guidance. Please accept their direction during play. In the event of an on field emergency your adviser will direct you how to proceed.
The advisers and all team CO�s must have a whistle for every event.
Weapon Conduct
Only approved airsoft weaponry is allowed in active areas. Other weapons and projectiles are strictly prohibited. This includes, but is not limited to, real steel firearms, knives, rocks, balls, and sticks.
Airsoft guns should be on safe while not on the field with the magazine removed.
No discharging or blank firing of weapons in parking, staging, or residential areas.
NOTE: If you need to test fire your weapon there will be an area set-up for this. Please use this area for testing. Once you have test fired your weapon remove the magazine and place your weapon back on safe to return your vehicle.
Discharging and blank firing of weapons may only be done at the designated target range or in the designated area of operations (AO). No discharging or blank firing of weapons at inactive players, wildlife, vehicles not in the AO, and structures/buildings not in the AO.
NEVER POINT your weapon at someone who is not wearing eye protection.
Always be aware of where you gun is pointed at all times.
CONDUCT
Trash must not be left on The Field, staging area, camping area, or parking area. All trash must be removed prior to departure of the field...Carry In Carry Out.
Players are not allowed to keep their weapons in the open in the camping and parking areas. All weaponry must be stored in personal vehicles or tents. Transportation of weaponry to the AO, chronograph/target range, or marksmanship demonstration area is allowed. An area will be designated for the staging of equipment before game play begins.
If a Law Enforcement Officer approaches the AO, contact your adviser. Put your gun down and follow their orders.
Participants are expected to act with honor and good sportsmanship. Those who are believed to be showing aggressive behavior or other unsportsmanlike conduct will be warned and possibly removed.
Follow the rules and parameters as set out in your mission briefing. All National, regional and local laws apply.
All guns must pass through the chronograph before entering the field of play. Each will be tagged after the chronograph for safety.
Players should report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag.
REGULAR CHRONO
400fps w/.25
SUPPORT CHRONO (SAWS,LMGS)
450fps w/.25
SNIPER CHRONO
Sniper rules 550fps w/.25, You must have a spotter, spotter cannot carry a sniper class weapon. Sniper team must stay within 50 feet of each other. MED is 100 feet for primary sniper.
If a gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO FPS, the Airsoft weapon will immediately be red tagged.
A red-tagged gun has three options:
a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to below Caution spec and re-chronos the gun.
c. The Airsoft weapon is locked in the event secure storage and returned at the end of the event.
All Airsoft weapons are subject to staff spot checks throughout the event.
Any un-tagged guns found in the game are grounds for immediate disciplinary action. It is the player's responsibility to make sure his/her gun is properly inspected and tagged before the game.
All Airsoft weapons including non-blowback pistols and CO2/Gas powered pistols, must be chrono'ed.
MAGAZINE USE
The use of low/standard & midcap magazines is encouraged to add to the "realism" of the OP. A player may carry on his/her person as many low/stndrd or midcaps as they can.
Hicap magazines will be allowed with the following restrictions:
a. Only One (1) hicap may be utilized (no extras may be carried)
b. If player is using a hi-cap, they may only fire their weapon on semi only.
Hand Grenades, rockets, booby traps, and mines/IED's (except claymore mines) are defined as area effect weapons.
Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them.
The player at the center of the blast radius calls out all other players, regardless their side.
Only hard cover protects you from an area effect weapon. Hard cover includes a stonewall, a bunker, a building wall or similarly completely obscuring terrain. Bushes, shallow ditches, and other players are NOT hard cover.
Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill.
Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle.
If a rocket/IED destroys a vehicle, the vehicle is considered the blast radius center.
(ONLY DRIVER & VEHICLE IS "DEAD" - Remaining Forces in vehicle are "wounded" & need to be shot for a confirmed kill)
Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
Absolutely NO smoke grenades, pyrotechnics, open flames, or similar devices without Event Staff Approval.
Grenade/Flash Bang Use.
1st...any grenade/flash bang MUST expel bb's or emit a loud noise.
Outdoors..If grenade/flash bang goes off any player withing 15 feet is considered KIA
Indoors....If grenade/flash bang goes off any player in the room of detonation is KIA (A player in a different room is NOT)
Smoke Use.
Smoke is allowed for use (IF GROUND CONDITIONS PERMIT)
NO SMOKE INDOORS
If you bring smoke have it inspected by Event Staff prior to entering game-play.
(A player caught utilizing unauthorized smoke may be removed from game play)
FORCE FLAGS
1. Each Force will be issued flags
a. Red, White, Blue Colors
b. Black, Gold Colors
c. If needed
2. A Flag MUST be placed in each Command Post (Visible�tied from tree, tent etc.)
3. A Flag MUST be carried by each Force Commander or their designee. This Flag will be utilized as a �Mobile Re-Spawn� Each Force will be told when �Mobile Re-Spawns" are allowed.
4. An Additional Flag will be posted in a location (Given to Force Commanders) This will be a �Permanent Re-Spawn� point.
RESPAWN/MEDIC RULES
1. Players may be �Re-Spawned� in the following ways.
a. When �shot/hit� drop to ground, call �hit� � �out� call for medic�If medic can get to you & heal you (Take Care of Wound by placing bandage on wound/place bb struck) before the opposing force gets to you for search. You are �Back in the Fight� (Medics must wear GREEN tape�provided, around left bicep area�medics ARE COMBATANTS & may engage in firefights & BE SHOT. Medics CANNOT HEAL MORE THAN ONE WOUNDED at THE SAME TIME)
b. If a medic or opposing force does not get to you within 5mins, Place Kill Rag on Head & proceed to �Re-Spawn� for 5mins
c. If ALL members of a squad/fireteam are at �Re-Spawn� TOGETHER�there is NO 5min wait.
POSSIBLE ASSETS AVAILABLE:
Force Commanders Will be Made Aware When This Asset May Be Utilized
Simulated Mortars �May Be Available�
You must call in a �mortar launch� to OPCOM. (Or Let OC's know)
At least 5 Enemy (Within 10 meters of one another) must be the target of a �Mortar Strike�
When calling it in you MUST Give OPCOM the following information.
1. Location (NE, SW etc) of Grid _ _ _ _
2. Number Of Enemy Forces
3. Uniform
4. Weapons Systems
5. Your Position of Launch
You MUST wait for OPCOM/OC to �authorize� Mortar Launch
�Incoming� will be yelled to �Targets of the Mortar� If they do not respond by taking �Appropriate Cover� They will be CALLED OUT.
SUPPLY/AMMO DROPS
The above �May Be� requested by Force Commanders or their designee. When requesting you must be �VERY SPECIFIC� as to your location/or where items are to be dropped. Request of the above is not guaranteed�and your enemy may �take� the drop if they can.
Operation Decisive Fury III "Center Mass" 17-19AUG2012
BREAKING NEWS!!! U.S Forces Prepare For A "New Player"
After years of fierce fighting in Porterstan, U.S Forces have regained control in the region. The Insurgency however is not gone and has begun receiving support from neighboring Lockastan.
Lockastans Military forces led by Aaqil Al Nubi, who is believed to be the brother in law of the infamous Minabe has vowed to assist the Insurgency with defeating U.S Forces and their Allies. He has pledged his entire arsenal for the cause. It is believed Lockastans Elite Special Forces have been training the Insurgency in the southern sector, in an effort to bring more discipline and efficient tactics to the battlefield. This area according to military strategists will not be easy for U.S Forces to operate. The local populace is extremely loyal to Al Nubi.
With it's large wooded areas, canal systems and heavily populated areas, this area of operations could prove very difficult for both sides.
Bordering countries are reluctant to offer further support to U.S Forces, but have done so because they fear Lockastan may have developed and stockpiled a mass of Nuclear & Biological Weapons.
Back By Popular Demand! A PREMIER - EPIC - 24hr Airsoft Operation. Followed by THE MOST AMAZING UNMATCHED RAFFLE EVER!!!!!!
What - Operation Decisive Fury III "CENTER MASS"
When - 17-19AUG2012 (Early Registration/Chrono/AO Walk/Camp-Over Friday 17AUG12)
Friday 17AUG12
1500-2000 - Early Registration/Chrono/AO Walk/Camp-Over Friday
Saturday 18AUG12
0800-1030 - Reg/Chrono Continued
1000-1100 - Leaders Briefing
1100-1130 - PCC's / Force Prep
1130- MOVE OUT (This is a HARD TIME - DO NOT MISS YOUR MOVEMENT)
Where - 6856 S Transit Rd, Lockport, NY 14094
binged.it/ICMWXX
Forces:
U.S Forces - Green & Tan Based Uniforms
Insurgent Forces - Look Like One (No Camouflage Patterns Allowed)
Prizes will be awarded for "Best Loadout" So look your part regardless of the Force you are on.
Cost - $55.00 - $85.00
Includes: OP Entry, BB's, Lunch/Dinner Saturday 18AUG12 & Breakfast Sunday 19AUG12 & Camping!
Prepay by 25MAY2012 = $55.00
Prepay 26MAY12 - 26JUN12 = $60.00
Prepay 27JUN12 - 27JUL12 = $75.00
Pay after 27JUL12 = $85.00
Payment Can Be Sent to - Paypal - Sapper3125@yahoo.com (In Remarks Put OPDF 3 and Force choice)
Payments can also be made at Tactical Action Sports or in person at Skirms & OPS at Mission City.
If you are one of the first 25 people to prepay, your name will be thrown in a hat. One name will be drawn and that person will receive a refund and you will attend OPDF III FOR FREE!
Age Requirements
Participants must be above the age of 13 in order to participate in any Ransomville event.
(Some Events May Have specific age requirements)
Participants under the age of 16 must have a parental guardian present at the Ransomville event.
Participants under the age of 18 must have parental consent in order to be admitted to any event.
Event organizers, staff and personnel reserve the right to disallow anyone from participating as well as the right to remove participants from the event without refund.
Airsoft guns are REQUIRED to be transported in cases or trunks.
SAFETY
WATER-WATER-WATER...Each player MUST carry water on their person...Camel Back, Canteen, Etc.
ALL PLAYERS are responsible for bringing sufficient WATER to sustain themselves for the duration of the event.
Eye/Face Protection:
All participants must wear ANSI Z87.1 certified polycarbonate or approved mesh goggles with full face
adhesion at all times while in the area of operations, chronograph zone, and any other active area where live
fire is possible.
Participants under 18 are required to wear a complete face mask or other approved face protection.
Goggles must be worn at all times in field of play.
No Minimum Engagement Distance (Except for Snipers.... Sniper rules 550 fps with .25, You must have a spotter, spotter cannot carry a sniper class weapon. Sniper team must stay within 50 feet of each other. MED is 100 feet for primary sniper.)
Opponents may offer each other the chance for surrender but it is not mandatory.
No Physical Contact Between Players
Always treat your weapons as if they were 'real steel' firearms and loaded
Physical
If a participant is out of shape or gets too hot, he should pace himself. Take up a defensive position and rest. The action will eventually come to the participant. The game can be more physically demanding than participants may be used to. Participants with heart conditions or other ailments should have a physician's OK to play.
Airsoft is an inherently dangerous activity, requiring significant physical exertion. Participation carries inherent risks that cannot be eliminated. Risks include, but are not limited to, minor injuries (such as scratches, bruised or strained muscles and ligaments), major injuries (such as loss of eyesight, joint or back injuries, heart attacks and concussions), and catastrophic injuries (such as paralysis or death). All participation is voluntary. Participants knowingly assume all such risks.
Emergencies
When there is a person who is injured, on the field without eye protection, or has entered the AO unauthorized, Call "CODE RED" to designate there is an emergency situation on the field. All firing must stop, guns set to safety, and lowered. All players must remain in their positions when the cease fire was called until they receive orders from their adviser. Once all field issues have been resolved, advisers will instruct the players that the game may resume.
Repeated blasts (more than 3) designate an emergency. Everyone must stay in place and wait further instructions from your chain of command/ adviser. The on field advisers are here for your protection and to provide guidance. Please accept their direction during play. In the event of an on field emergency your adviser will direct you how to proceed.
The advisers and all team CO�s must have a whistle for every event.
Weapon Conduct
Only approved airsoft weaponry is allowed in active areas. Other weapons and projectiles are strictly prohibited. This includes, but is not limited to, real steel firearms, knives, rocks, balls, and sticks.
Airsoft guns should be on safe while not on the field with the magazine removed.
No discharging or blank firing of weapons in parking, staging, or residential areas.
NOTE: If you need to test fire your weapon there will be an area set-up for this. Please use this area for testing. Once you have test fired your weapon remove the magazine and place your weapon back on safe to return your vehicle.
Discharging and blank firing of weapons may only be done at the designated target range or in the designated area of operations (AO). No discharging or blank firing of weapons at inactive players, wildlife, vehicles not in the AO, and structures/buildings not in the AO.
NEVER POINT your weapon at someone who is not wearing eye protection.
Always be aware of where you gun is pointed at all times.
CONDUCT
Trash must not be left on The Field, staging area, camping area, or parking area. All trash must be removed prior to departure of the field...Carry In Carry Out.
Players are not allowed to keep their weapons in the open in the camping and parking areas. All weaponry must be stored in personal vehicles or tents. Transportation of weaponry to the AO, chronograph/target range, or marksmanship demonstration area is allowed. An area will be designated for the staging of equipment before game play begins.
If a Law Enforcement Officer approaches the AO, contact your adviser. Put your gun down and follow their orders.
Participants are expected to act with honor and good sportsmanship. Those who are believed to be showing aggressive behavior or other unsportsmanlike conduct will be warned and possibly removed.
Follow the rules and parameters as set out in your mission briefing. All National, regional and local laws apply.
All guns must pass through the chronograph before entering the field of play. Each will be tagged after the chronograph for safety.
Players should report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag.
REGULAR CHRONO
400fps w/.25
SUPPORT CHRONO (SAWS,LMGS)
450fps w/.25
SNIPER CHRONO
Sniper rules 550fps w/.25, You must have a spotter, spotter cannot carry a sniper class weapon. Sniper team must stay within 50 feet of each other. MED is 100 feet for primary sniper.
If a gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO FPS, the Airsoft weapon will immediately be red tagged.
A red-tagged gun has three options:
a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to below Caution spec and re-chronos the gun.
c. The Airsoft weapon is locked in the event secure storage and returned at the end of the event.
All Airsoft weapons are subject to staff spot checks throughout the event.
Any un-tagged guns found in the game are grounds for immediate disciplinary action. It is the player's responsibility to make sure his/her gun is properly inspected and tagged before the game.
All Airsoft weapons including non-blowback pistols and CO2/Gas powered pistols, must be chrono'ed.
MAGAZINE USE
The use of low/standard & midcap magazines is encouraged to add to the "realism" of the OP. A player may carry on his/her person as many low/stndrd or midcaps as they can.
Hicap magazines will be allowed with the following restrictions:
a. Only One (1) hicap may be utilized (no extras may be carried)
b. If player is using a hi-cap, they may only fire their weapon on semi only.
Hand Grenades, rockets, booby traps, and mines/IED's (except claymore mines) are defined as area effect weapons.
Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them.
The player at the center of the blast radius calls out all other players, regardless their side.
Only hard cover protects you from an area effect weapon. Hard cover includes a stonewall, a bunker, a building wall or similarly completely obscuring terrain. Bushes, shallow ditches, and other players are NOT hard cover.
Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill.
Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle.
If a rocket/IED destroys a vehicle, the vehicle is considered the blast radius center.
(ONLY DRIVER & VEHICLE IS "DEAD" - Remaining Forces in vehicle are "wounded" & need to be shot for a confirmed kill)
Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
Absolutely NO smoke grenades, pyrotechnics, open flames, or similar devices without Event Staff Approval.
Grenade/Flash Bang Use.
1st...any grenade/flash bang MUST expel bb's or emit a loud noise.
Outdoors..If grenade/flash bang goes off any player withing 15 feet is considered KIA
Indoors....If grenade/flash bang goes off any player in the room of detonation is KIA (A player in a different room is NOT)
Smoke Use.
Smoke is allowed for use (IF GROUND CONDITIONS PERMIT)
NO SMOKE INDOORS
If you bring smoke have it inspected by Event Staff prior to entering game-play.
(A player caught utilizing unauthorized smoke may be removed from game play)
FORCE FLAGS
1. Each Force will be issued flags
a. Red, White, Blue Colors
b. Black, Gold Colors
c. If needed
2. A Flag MUST be placed in each Command Post (Visible�tied from tree, tent etc.)
3. A Flag MUST be carried by each Force Commander or their designee. This Flag will be utilized as a �Mobile Re-Spawn� Each Force will be told when �Mobile Re-Spawns" are allowed.
4. An Additional Flag will be posted in a location (Given to Force Commanders) This will be a �Permanent Re-Spawn� point.
RESPAWN/MEDIC RULES
1. Players may be �Re-Spawned� in the following ways.
a. When �shot/hit� drop to ground, call �hit� � �out� call for medic�If medic can get to you & heal you (Take Care of Wound by placing bandage on wound/place bb struck) before the opposing force gets to you for search. You are �Back in the Fight� (Medics must wear GREEN tape�provided, around left bicep area�medics ARE COMBATANTS & may engage in firefights & BE SHOT. Medics CANNOT HEAL MORE THAN ONE WOUNDED at THE SAME TIME)
b. If a medic or opposing force does not get to you within 5mins, Place Kill Rag on Head & proceed to �Re-Spawn� for 5mins
c. If ALL members of a squad/fireteam are at �Re-Spawn� TOGETHER�there is NO 5min wait.
POSSIBLE ASSETS AVAILABLE:
Force Commanders Will be Made Aware When This Asset May Be Utilized
Simulated Mortars �May Be Available�
You must call in a �mortar launch� to OPCOM. (Or Let OC's know)
At least 5 Enemy (Within 10 meters of one another) must be the target of a �Mortar Strike�
When calling it in you MUST Give OPCOM the following information.
1. Location (NE, SW etc) of Grid _ _ _ _
2. Number Of Enemy Forces
3. Uniform
4. Weapons Systems
5. Your Position of Launch
You MUST wait for OPCOM/OC to �authorize� Mortar Launch
�Incoming� will be yelled to �Targets of the Mortar� If they do not respond by taking �Appropriate Cover� They will be CALLED OUT.
SUPPLY/AMMO DROPS
The above �May Be� requested by Force Commanders or their designee. When requesting you must be �VERY SPECIFIC� as to your location/or where items are to be dropped. Request of the above is not guaranteed�and your enemy may �take� the drop if they can.