Post by O'Dwah on Sept 16, 2013 19:42:14 GMT -5
Team RAGE in association with Hell Survivors Paintball Inc.
Present, Operation: Wounded Wing
14DEC2013
A charity MilSim event benefiting Aaron’s Gifts From Home
Present, Operation: Wounded Wing
14DEC2013
A charity MilSim event benefiting Aaron’s Gifts From Home
Conflict in the Middle East is at an all time high, garnering attention not only from the United States, but the United Nations, as well as the European Union. With allegations that Syria deployed chemical gas on their own citizens, world wide out cry is demanding that something be done to bring justice upon Bashar al-Assad and his government. American SOF have been called upon by President Obama to help expedite the removal of al-Assad and his regime. With no law and order, and the Syrian rebel groups gaining ground, it's only a matter of time before the Syrian Royal Army will have to take drastic measures to maintain control.
This is a charitable event, with 100% of profits going towards Aaron’s Gifts From Home, a local charity that sends care packages to those deployed over seas. More information can be found at www.aaronsgiftsfromhome.com. Debi, Aaron's mom and founder of Aaron's Gifts From Home will be attendance for the event, so lets show her how much support the Michigan Airsoft Community can generate.
14DEC2013 18+ MilSim
Hell Survivors Paintball located in Pinckney Michigan
619 Pearl St, Pinckney, MI 48169
Waiver- hellsurvivors.com/includes/releasformnew1.pdf
Game Fee: $30 a person (includes raffle ticket)
Event Sponsors:
-Evike Airsoft
-Hunt's Custom Tactical Sewing
-AirsoftGI
TEAMS: IT IS YOUR RESPONSIBILITY TO READ THE DESCRIPTION OF THE UNIT YOU ARE SIGNING UP FOR, FURTHER QUESTIONS CAN BE DIRECTED TO TEAM RAGE
United States/Coalition:
-SEAL/CAG (Desert MARPAT/AOR1/DCU) - Primarily responsible for majority of ground warfare to include soft and hard hits on designated targets (0/40)
*Select SEAL/CAG members may be required to don civilian attire during gameplay, so be prepared for this ahead of time*
-PJ (Multicam) - Primarily responsible for QRF/Emergency extractions/first responder role (This is a per request slot, please PM to receive clearance)
Syrian Forces:
-Syrian Royal Army (Woodland 3 Color/Woodland MARPAT/AOR2) - Primarily responsible for majority of ground warfare to include disruption operations and hard hits on designated targets (0/40)
- Chechnyian Sabotage Teams (Same Camo) - Responsible for reconnaissance/soft target hits/demolitions, must be a team of 4-6 and have at least ONE bolt action rifle.
Syrian Rebel Forces (Civilian clothes only) - This role will be 50/50 gameplay and roleplaying, an integral part of gameplay relies on the rebel forces and their decisions.
*Note that civilian clothes does not mean contracter, this is going to be civilian with the occasional person with a LBV or the like. No plate carriers.*
Weapons: All weapons will be allowed. The FPS rules (using .2 BB’s) are as follows:
1-350.9 fps = Arms length engagement limit
351-410.9 fps = 20 feet away (do NOT fire on anyone closer)
411-550.9 = 50 feet away (bolt action and permanent semi auto ONLY)
551+ = prohibited or allowed by event organizer only
Permanent semi-auto means that only 1 BB is shot per trigger pull.
Magazine limits:
Support gunners- 3000 rounds
Rifleman- 1500 rounds
Snipers-500 rounds
Loose BB’s are not permitted on the field.
All players MUST HAVE:
-Some form of hydration, nalgene or Camelbak
-Proper eye protection
-Radio/comm equipment
Radio Channels
Channel 1 will remain the admin/ref channel, unsafe play and logistical transmissions will be done here.
Channels 2 and 3 will be for the SEAL/PJ units.
Channels 4 and 5 will be for the Syrian Royal Army/Sabotage teams.
Channels 6 and 7 will be for the Rebel forces.
Medic Rules:
(American)-
When a player is struck anywhere on his/her person (gun hits do not count), they will be required to stop play, call out, don a red kill rag, and immediately sit where they were hit. However, at this point the player is not considered "dead," but instead "injured," and therefore can still utilize his radio only to make contact with the PJ element. The player has a five (5) minute bleed out time from the point at which they were hit. The player is not allowed to move, or stand, unless directly in the way of a firefight, in which they can only move far enough to be out of harms way. In order for an "injured" player to move, at least one (1) person must be in physical contact with them, at which point both players can walk to where ever they see fit. If the "injured" player is in need of a hasty extraction, then two (2) players are required to be in physical contact with the "injured" player, and at that point will be able to jog.
In order for the player to be "healed," and resume play, the player, or any one of their teammates must radio to the "PJ commander" and request a "medivac." At this point, an element of PJ's will be "dispatched" to the hot zone. Once the PJ element makes contact with the player, a CAT/SOF-T tourniquet will be placed on the players arm, and an "IV Drip" will be initiated by the responding PJs. The IV drip is set-up like an hour glass, in which fluid will run from one full bag, to another empty bag. This process takes approximately one (1) minute, and at that time the "injured" player can resume play. Players are not allowed to expedite the flow of the fluid by squeezing the bag, and any players seen doing so will receive one (1) strike, after two (2) strike the player will be asked to leave. This is a game of honor, so let's play that way.
Players are only able to be "healed" twice (2) during a specific objective, and once hit the second time must return to their designated CCP (Casualty Collection Point) and await further instructions from moderators.
In order to create fluidity of play, the team commander will be able to designate two (2) line medics who will have the ability to "heal" one person. After the medic has utilized his supplies to heal a player, they will be required to restock via a medical cache, or link up with PJ element.
In order to expedite the process for your teammates to be healed, it would be advantageous for whoever is calling in the request to be as detailed as to the injured players location, as possible. This will make it easier for the responding PJ element to make contact with their patient.
Medic Rules
(Syrian Royal Army & Syrian Rebels)
When a player is struck anywhere on his/her person (gun hits do not count), they will be required to stop play, call out, don a red kill rag, and immediately sit where they were hit. The player has a five (5) minute bleed out time from the point at which they were hit. The player is not allowed to move, or stand, unless directly in the way of a firefight, in which they can only move far enough to be out of harms way. In order for an "injured" player to move, at least one (1) person must be in physical contact with them, at which point they can walk to where ever they see fit. If the "injured" player is in need of a hasty extraction, then two (2) players are required to be in physical contact with that player, and at that point will be able to jog.
In order for the player to be healed, a designated medic from his/her team must come in contact with the player, wrap a white cloth around the injured players arm, and play rock, paper, scissors with the player. If the player who is injured wins, they are considered healed, and back in the game. However if they loose, they must return to respawn and wait ten (10) minutes from the time they arrived at the respawn point. Players are able to be healed as many times as they are shot, and do not have a limited amount of "lives."
Like stated before, this is a game of honor, and as moderators of this event, we expect everyone to act in a way that reinforces this concept. Please do not cheat, whether it is not calling hits, or not abiding by the medic rules. After all, at the end of the day, it's just a game, and everyone wants to have fun.
Hell Survivors Paintball located in Pinckney Michigan
619 Pearl St, Pinckney, MI 48169
Waiver- hellsurvivors.com/includes/releasformnew1.pdf
Game Fee: $30 a person (includes raffle ticket)
Event Sponsors:
-Evike Airsoft
-Hunt's Custom Tactical Sewing
-AirsoftGI
TEAMS: IT IS YOUR RESPONSIBILITY TO READ THE DESCRIPTION OF THE UNIT YOU ARE SIGNING UP FOR, FURTHER QUESTIONS CAN BE DIRECTED TO TEAM RAGE
United States/Coalition:
-SEAL/CAG (Desert MARPAT/AOR1/DCU) - Primarily responsible for majority of ground warfare to include soft and hard hits on designated targets (0/40)
*Select SEAL/CAG members may be required to don civilian attire during gameplay, so be prepared for this ahead of time*
-PJ (Multicam) - Primarily responsible for QRF/Emergency extractions/first responder role (This is a per request slot, please PM to receive clearance)
Syrian Forces:
-Syrian Royal Army (Woodland 3 Color/Woodland MARPAT/AOR2) - Primarily responsible for majority of ground warfare to include disruption operations and hard hits on designated targets (0/40)
- Chechnyian Sabotage Teams (Same Camo) - Responsible for reconnaissance/soft target hits/demolitions, must be a team of 4-6 and have at least ONE bolt action rifle.
Syrian Rebel Forces (Civilian clothes only) - This role will be 50/50 gameplay and roleplaying, an integral part of gameplay relies on the rebel forces and their decisions.
*Note that civilian clothes does not mean contracter, this is going to be civilian with the occasional person with a LBV or the like. No plate carriers.*
Weapons: All weapons will be allowed. The FPS rules (using .2 BB’s) are as follows:
1-350.9 fps = Arms length engagement limit
351-410.9 fps = 20 feet away (do NOT fire on anyone closer)
411-550.9 = 50 feet away (bolt action and permanent semi auto ONLY)
551+ = prohibited or allowed by event organizer only
Permanent semi-auto means that only 1 BB is shot per trigger pull.
Magazine limits:
Support gunners- 3000 rounds
Rifleman- 1500 rounds
Snipers-500 rounds
Loose BB’s are not permitted on the field.
All players MUST HAVE:
-Some form of hydration, nalgene or Camelbak
-Proper eye protection
-Radio/comm equipment
Radio Channels
Channel 1 will remain the admin/ref channel, unsafe play and logistical transmissions will be done here.
Channels 2 and 3 will be for the SEAL/PJ units.
Channels 4 and 5 will be for the Syrian Royal Army/Sabotage teams.
Channels 6 and 7 will be for the Rebel forces.
Medic Rules:
(American)-
When a player is struck anywhere on his/her person (gun hits do not count), they will be required to stop play, call out, don a red kill rag, and immediately sit where they were hit. However, at this point the player is not considered "dead," but instead "injured," and therefore can still utilize his radio only to make contact with the PJ element. The player has a five (5) minute bleed out time from the point at which they were hit. The player is not allowed to move, or stand, unless directly in the way of a firefight, in which they can only move far enough to be out of harms way. In order for an "injured" player to move, at least one (1) person must be in physical contact with them, at which point both players can walk to where ever they see fit. If the "injured" player is in need of a hasty extraction, then two (2) players are required to be in physical contact with the "injured" player, and at that point will be able to jog.
In order for the player to be "healed," and resume play, the player, or any one of their teammates must radio to the "PJ commander" and request a "medivac." At this point, an element of PJ's will be "dispatched" to the hot zone. Once the PJ element makes contact with the player, a CAT/SOF-T tourniquet will be placed on the players arm, and an "IV Drip" will be initiated by the responding PJs. The IV drip is set-up like an hour glass, in which fluid will run from one full bag, to another empty bag. This process takes approximately one (1) minute, and at that time the "injured" player can resume play. Players are not allowed to expedite the flow of the fluid by squeezing the bag, and any players seen doing so will receive one (1) strike, after two (2) strike the player will be asked to leave. This is a game of honor, so let's play that way.
Players are only able to be "healed" twice (2) during a specific objective, and once hit the second time must return to their designated CCP (Casualty Collection Point) and await further instructions from moderators.
In order to create fluidity of play, the team commander will be able to designate two (2) line medics who will have the ability to "heal" one person. After the medic has utilized his supplies to heal a player, they will be required to restock via a medical cache, or link up with PJ element.
In order to expedite the process for your teammates to be healed, it would be advantageous for whoever is calling in the request to be as detailed as to the injured players location, as possible. This will make it easier for the responding PJ element to make contact with their patient.
Medic Rules
(Syrian Royal Army & Syrian Rebels)
When a player is struck anywhere on his/her person (gun hits do not count), they will be required to stop play, call out, don a red kill rag, and immediately sit where they were hit. The player has a five (5) minute bleed out time from the point at which they were hit. The player is not allowed to move, or stand, unless directly in the way of a firefight, in which they can only move far enough to be out of harms way. In order for an "injured" player to move, at least one (1) person must be in physical contact with them, at which point they can walk to where ever they see fit. If the "injured" player is in need of a hasty extraction, then two (2) players are required to be in physical contact with that player, and at that point will be able to jog.
In order for the player to be healed, a designated medic from his/her team must come in contact with the player, wrap a white cloth around the injured players arm, and play rock, paper, scissors with the player. If the player who is injured wins, they are considered healed, and back in the game. However if they loose, they must return to respawn and wait ten (10) minutes from the time they arrived at the respawn point. Players are able to be healed as many times as they are shot, and do not have a limited amount of "lives."
Like stated before, this is a game of honor, and as moderators of this event, we expect everyone to act in a way that reinforces this concept. Please do not cheat, whether it is not calling hits, or not abiding by the medic rules. After all, at the end of the day, it's just a game, and everyone wants to have fun.