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Note to Players: Third Coast Airsoft and Event Sponsors want to thank you for attending.

The SERIOUS
VIKING AO is challenging , please take the time to drink water in the week leading up to the event. The
following rules are common sense and 95% will follow the rules, but there is always that minority that
will not.
The following is non negotiable and expected of every player at Third Coast Airsoft Events:
-Water, eye pro, emergency reference card, and if required an Epi Pen.
-YOU MUST ATTEND THE SAFETY BRIEFING and Pre Round OPS BRIEFINGS, FAILING TO DO SO MEANS
YOU DO NOT GET TO PLAY THAT ROTATION.
-You must have a RED Dead Rag on you at all times (no excuses) for night rounds, it is strongly
encouraged to have a red light
-Every player must have either 2 ACE bandages (2 ft in length), or 2x MILSIM West tourniquet , or 2x TCA
Tourniquets or bandages, no other Airsoft Aide Kit is allowed. Not having them means you cannot be
healed by other teammates. There is no self healing, or automatic bleed out, you must wait 5 minutes.

- No live firearms on the field, period!


- CALL YOUR HITS, gun hits do not count, failing to call your hits will result in your side losing Victory
points, when hit GET YOUR DEAD RAG OUT, CALL HIT, then call for a Medic/mom/Corpsman, nothing else
is allowed (WHEN IN DOUBT, CALL YOURSELF OUT)

- Uniforms are not optional, If you are not in Correct Uniform, you do not play
- Police up your trash
- Bad sportsmanship will result in points loss for your side and ejection from event.

- This is a MIDCAP game only, We say again, MIDCAP game only, you will be immediately
expelled from the OP if caught running HICAPs, don’t even hold them for the Support
Gunners with the RPK, IAR, or the SAW running FLASH Mags, ZERO excuses.
-THIS IS A BIO BB EVENT ONLY!

- READ THIS ORDER COMPLETELY, IT IS YOUR ONLY WARNING, excuses on field are not tolerated, and will
cause your side to lose points, and more than likely get you expelled from the event. Saying “I didn’t
know” is not a defense.
- How ever you play back home is not the way its done here, follow TCA Event Rules
- Don’t try to “game” the event, enjoy the experience
- Third Coast events are alcohol and drug free.
SITUATION: Eastern Empire Armies have pushed their offensives to their limits, causing a
strain on logistics and resources. Western Coalition Forces despite their recent setbacks at
Dragon Rogue III and Broken Dagger have been able consolidate into an offensive effort
aimed at seizing the resource rich Palmetto Region. Eastern Imperial Command realizes the
southern threat and races to send troops to meet the West. This will be a clash of hardened
warriors.
The digital terrain points accrue points every minute the side controls it. One OBJ will be an
analog terrain point, meaning whichever side controls that terrain OBJ at the end of the
round receives a set number of points.

Both sides will attack to seize and hold critical terrain OBJs in AO SOUTH. In AO North,
each side will have a phase (Round) in which they will deploy a platoon size defense force
with other side attacking with a Company size force in an attempt to seize OBJ EVE.

Offense CCP

Western CCP

Eastern CCP

Defense CCP
Both sides will attack to seize and hold critical terrain OBJs in AO SOUTH. In
AO North, each side will have a phase (Round) in which they will deploy a
platoon size defense force (no more than 40 total shooters) with other side
attacking with a Company size force (not more than 80) in an attempt to seize
OBJ EVE.

Be mindful as the main fight in AO SOUTH is on going and both sides will have
a reduced presence in AO SOUTH while the fight occurs in AO NORTH. For the
defending platoon in AO NORTH, you are keeping an entire enemy company
out of the main fight in the SOUTH and are accruing victory points, For the
attacking Company, the sooner you can seize/destroy OBJ EVE, the sooner
you can move SOUTH and support the main attack.

Offense CCP

Western CCP

Eastern CCP

Defense CCP
Uniforms: Rules for Uniforms are to give an appearance of the different forces. This gives a
better experience and feel to the event.

A. You must attend and remain in the proper uniform for your side.
B. Tops and Bottoms must match the base color of your side. You can mix and match so as
long as both patterns are in your side’s base colors
C. Cold weather clothing must also be the same base color of your side.
D. Top, Shirts are not optional, Bottoms must be pants.
E. Headgear color will be side base color specific. Camo or Solid colors is Authorized. NO
BLACK HEADGEAR or HELMETS
F. Gear color does not matter. You can wear any color gear you wish
G. Leave the hunterflage at home, there is plenty of military style patterns to choose from
for both sides
The Staff knows there is are dozens of patterns not listed below, so fall back on the
question of what your camo pattern is based on (tan or green based), if still in doubt
contact an admin prior to the event.

Terrain: Being a Military Simulation Scenario, Third Coast Airsoft focuses sides to fight over key terrain,
recovering key items, and accomplishing (Time Sensitive Target) TST missions. Points are awarded based on
the count provided by the digital terrain beacons on the terrain points. Prior to the end of the round, these
points can change sides many times, but it is the total time possessed by each side for that digital terrain
point showing from the marker at the end of the round that counts for your side. Sides are also given time
sensitive targets (TSTs) FRAGOs during the round that, if completed, award sides will additional points.
These TST FRAGOs have conditions that have to be met to earn either half points or full credit. For example
recovering key items back to your Casualty Collection Point (Respawn) awards victory points if
accomplished in the TST time window.
MISSION: High Command as designated our ground forces to launch a ground invasion to
seize the vital industrial region of Darlington, conduct TSTs as ordered, and prevent enemy
forces from seizing key terrain.
Execution: Intent: Is the intent of the our forces to locate and defeat the Enemy
through coordinated offensive actions, making use of the platoons and squads to
mass on the enemy, while remaining flexible to react to TST missions and develop
intel in order to conduct raids to deny enemy of critical assets.

Our forces will need to activate the Key Terrain beacons and defend them in the
event of a UN imposed ceasefire, those beacons will credit us with territory.

Concept of the Operation


This operation will occur in 4 phases
PHASE 1 17SEP 1100-1345 DAYTIME OPERATION
PHASE 2 17SEP 1500-1800 DAYTIME OPERATION
PHASE 3 17SEP 1930-2100 Limited Visibility OPERATION
PHASE 4 18SEP 0830-1115 DAYTIME OPERATION

Company Commanders will coordinate amongst themselves to determine the best


strategy to achieve the overall victory. Crucial to this is the maintenance of
OBJECTIVE FOCUS. Platoons down to the individual rifleman must know the victory
conditions necessary for winning. This isn’t deathmatch, no one will care how many
of the enemy a rifleman has taken out if it achieves nothing in the way of victory
points.

For those that purchased TIER 1 missions for Friday night, this is the schedule below
for Friday,

Friday 16SEP Schedule


1500 Gate opens
1700 Limited Chrono/Check in (Priority for TIER 1 Operators) (Safety
Briefs at 1715, 1730, 1745, 1800)
1830 TIER 1 WESTERN FORCES OPORD 1930 TIER 1 EASTERN FORCES OPORD BRIEF
BRIEF 1930 TIER 1 Eastern Forces Prep
2020 Western Stage at Infil location 2150 Eastern Forces Stage at Infil Location
2030 Western Forces TIER 1 2200-2300 EASTERN TIER 1 OPERATION
2130 Western Forces TIER 1 extract to 2300 Eastern Forces extract to Admin Building
Admin Building 2300-2315 Eastern Forces TIER 1 AAR and Tab
2140-2150 Western Forces TIER 1 AAR Award
and Tab Award
Coordinating Instructions:
Timeline and Guidance: Do not dally, before or between rounds, missing movement puts your
side at a disadvantage. Be ready to move at the required time.

Schedule
Friday
1500 Gate opens
1700 Limited Chrono/Check in (Priority for TIER 1 Operators) (Safety Briefs at 1715, 1730,
1745, 1800) Grey Forces set TIER 1 OBJs (HVTs, Role Players)
1830 TIER 1 WESTERN FORCES OPORD BRIEF
1900 Field Access closes
1930 TIER 1 EASTERN FORCES OPORD BRIEF
2030-2130 WESTERN TIER 1 OPERATION
2200-2300 EASTERN TIER 1 OPERATION
2300 LIGHTS OUT
Saturday
0700 Chrono/Check in Opens (Safety/Scenario Brief every 15 minutes starting at 0715)
0945 Last Safety Briefing/Chrono Closes at 1000
1030 Formation, Opening Ceremony Short Safety/Scenario briefing
1050 Move out to start points
1100 Start Phase 1
1345 Phase 1 ends, Admins report status of terrain positions/objs
1445 Movement to start positions
1500 Start Phase 2
1800 End Phase 2, admins report status of terrain positions/objs
1915 Movement to start positions for Phase 3 Limited Visibility Fight
1930 Start Phase 3
2100 End Phase 3, Admins report results
2100 Field closes for Day 2, Admin Support Group Meeting (set for Tier 1 Missions)
2130 OPORD for TIER 1 Missions (JOINT TASK FORCE)
2230 Start TIER 1 Mission
2330 TIER 1 Missions Complete
Sunday
0700 Chrono Opens (For spot checks, and those needing a maintenance Chrono)
0745 Formation/Short SITREP Brief
0800 Movement out to start positions (vehicle supported)
0830 Start Phase 4
1115 End Phase 4 , admins report Phase 4 results
1200 Raffle and Closing Ceremony
1300 Field Close, Admin Support Group AAR and Lunch

THIS IS A BIO BB ONLY EVENT!


-All players must have FULL SEALING ballistic proof eye protection (ANSI Z Rated) as a minimum at
all times on the field: masks, mouth guards, balaclava, are highly recommended. (Regular
Prescription glasses used as eye pro is not authorized). NO MESH EYE PRO IS ALLOWED PERIOD.
Lower face pro is mandatory for those under 18, age cut off for this event is 16, (examples: mesh
mask, balaclava, iron face, paintball mask, mouth guard) and recommended for all players 18 and
older.
-Red Dead Rags are required. Highy recommend a Red chem light or red light for night and dark
areas.
-Simulated Mortar Strikes have a 10 Foot kill radius-Team
Commanders will have limited about of mortar/hellfire missile strikes that they can call in to
disrupt enemy movement.
-Grenades- 10 ft kill radius, must have a sound or effect. When thrown in a single Room all players
in room are dead. 10ft radius is counted from where the grenade stopped moving.
Coordinating Instructions, continued,
MIDCAPs Only,
Players may run with an unlimited number of MIDCAPs, (no drums for non support weapons).
This makes LMG/GPMGs that much more important on the field.
A support weapon, LMG, or GPMG is
defined as: An airsoft replica can only be
classified as a Support Weapon if it
accurately resembles a True Support
Weapon such as the SAW, PKM, M240,
Vulcan, MG36, etc (Grandfathered
replicas of BARs, RPK are included). If
you have specific questions or additions
to this list please contact event Admins.

Support Weapons are the only replicas


that are allowed to use a “Box” Magazine
at this event. Winding, electric or spring
loaded magazines are all acceptable.
Only two box magazines may be carried
during the game. Normal Midcaps are
not restricted for Support Weapons.

Weapons of Supports and Sniper Classes must be of true class. A M4 is not a DMR. An AK
with a box mag is not a Support gun.
Designated Marksman Rifle is a special purpose weapon and must be a faithful replica of
one (optic and barrel length); some examples of a DMR are - M16A4, SR-25, PSG-1,
M14/M21, G36, Dragunov (SVD), Bolt action rifles may also function as a DMR as long as
they adhere to DMR rules (ie FPS is under 500). Support/DMR/Snipers may carry a
secondary rifle or PDW or pistol so as long as it is within Rifleman limits.

NO FULL AUTO INDOORS, semi only. (Example inside the same structure shooting at
someone inside the same structure). Support weapons with a selector switch and within
rifleman FPS/Joules can engage semi indoors.

FPS limits are as followed, all guns will chrono in at


366 Fps or 1.55j with a .25 gram BB Rifleman
1.86j Support Gunners and DMR 50ft MED
3.6j Snipers Bolt Action 100ft MED

All HPA System Weapons will Chrono in with .32g BB with a limit of 1.55j (Unless Weapon is
of DMR,SNIPER or SUPPORT CLASS)
All regulators will be zip tied and sealed with tamper tape. (Which we provide)
TCA RULES & REGULATIONS
All operators are expected to follow the "Code of Conduct"
1. CHEATING WILL NOT BE TOLERATED, you will be ejected from the event with no refund for repeat
offenders. Penalties will be assessed for the entire side based on the individual’s actions.
2. All operators must use BIO BBs for that field, NO OTHER BBs WILL BE ALLOWED, use on non bios will
result in the violator(s) being ejected from the location without refund.
3. All operators must use hard lens type goggle or glasses that have a tight seal around the face and
retention strap (must be ANSI Z rated) with no gaps bigger than a pencil eraser. Players younger than 18
must wear full face protection (iron mask, mesh half mask and eye pro, full mask). NO MESH EYE PRO
4. FPS limits for this event are hard and non negotiable, ZERO EXEMPTIONS
5. All hits to the operator's body count as a kill, including web gear
6. Gun hits do not count
7. When you are hit you will die in-place, call out loud “HIT”, display DEAD RAG (either BRIGHT SAFETY
ORANGE, RED) and act as if you have been fatally shot and remain motionless for 5 minutes. (DO NOT
STAND UP, YOU MUST sit or lay down, DO NOT REMAIN STANDING)
8. After the bleed out (5 minutes), you will place a red rag on your head, put your gun over your head or
on your shoulder with one hand in the air and them move away from the combat area to the Casualty
Collection Point (respawn area).
9. Dead men do not talk to live operators
10. Dead men do not talk on the radio, not even to say "I'm dead"
11. There is absolutely no shooting at anyone within the minimum safe engagement distance MED
established for your weapon.
12. If any operators have any disputes, they are expected to resolve them in a gentleman-like manner. We
do not yell out for others to call their hits, the correct response is “check” or “ref check” TO CALL SOMEONE
OUT RESULTS IN POINT DEDUCTION FOR YOUR SIDE.
13. Indoors all weapons must be on semi (indoor to indoor shots in the same building)
14. Electronic Warfare (ie jamming, listening in) IS NOT ALLOWED.

Hit Detailed Rules:


Hits
When hit, sound off vocally, you will place a red rag on your head.
1. Hits to any part of your body count as a kill.
2. Hits to any part of your tactical gear or equipment, such as ammo bags, canteen, and pouches, etc. also
count as a kill.
3. Rounds that snap vegetation and continue on to hit you count as a kill. (ricochets do not apply)
4. Hits to the gun do not count as a kill.
Medic Rules:
- If a player is hit anywhere on their body, gear, clothing etc. they are considered “Hit”. This includes
weapons that are slung on their back or pistols in their holster.
- Ricochets do not count as a hit.
- When you are hit, yell out “HIT!” loudly, then you must take out and display your Dead Rag (any bright
RED cloth), and either sit down or lay down (DO NOT REMAIN STANDING) to stay out of the way. Wait for
a medic to arrive, or you may return to respawn after waiting a mandatory 5 minutes. While waiting, you
may not move, shoot or talk with exception for calling “MEDIC!”
-MEDICS: All players are able to heal other players. Each player will Carry 2 Bandages on
them. Once a player is hit the player has a 5 minute bleedout. If another player reaches the
hit player before 5 minutes he is to take one bandage and tie or wrap it around the player
arms or legs. A player can be medic-ed 2 times. When the player is hit the 3rd time they will
wait their 5 minute bleed out and return to the nearest respawn.
They can be moved to cover by 1 friendly teammate. Everyone will be carrying 2 bandages
(rolled ACE bandage, MSW bandage, Third Coast Tourniquet or white nylon), when hit, pull
your dead rag, yell/scream hit, call for a medic/corpsman/mom, then anyone on your side
can run over, pull one of your bandages out, tie it around your arm, and at that time, put
your dead rag up, get back in the fight. You get hit again, repeat the process.

Take note: Green apples are the best, there will be a test later. The third time, wait 5
minutes, then off to respawn, at the respawn, take your bandages off, repack them, then get
back into the fight. (THERE IS NO AUTOMATIC HEAD OFF TO RESPAWN, YOU MUST WAIT
5 MINUTES)
•Reloading magazines may be done anywhere on the field, so keep bags/speed loaders
handy
•Penalties for players not acting in accordance with the ruleset will cost their side objective points.
Frequent violators will be told to leave, with photo being posted on social media.
•The use of TAGIN 40mm rounds is authorized, notify event staff if you are bringing (type of round)
•Friendly Fire counts.
--NO SMOKE INDOORS, NONE.
Violations of the Geneva Convention (killing of civilians) will result in deduction of Objective points.
However, if civilians are wounded and treated, no points will be deducted.

•No physical contact between role players, and members of opposite team. Notional searching of
dead players and civilians is allowed when a player is 1 foot away from the individual and
announces “you are being searched” at which time the searched player will give intel if on their
person.
Close Air Support/JDAM strikes: Precise close air support with a 50 ft kill radius (Players
wounded in these strikes can be healed if it is their 1st or 2d hit) (NO PINK MIST unless
ADMIN SAYS SO)
Artillery strikes: 20ft kill radius (Players wounded in these strikes can be healed if it is their
1st or 2d hit)
Commanders will have limited amount of artillery/JDAM strikes that they can call in to
disrupt enemy movement. Commanders can contact their Fire Support on the Command
NET for use.
They will relay the grid of the requested strike to the ADMIN/FIREMARKER and a simulator will be
set off near that location, with enemy (or friendly) casualties being assessed.
Vehicle Rules
Launched projectiles, single hit, destroys a vehicle and all
occupants (Crew cannot be medic-ed), vehicle has to wait 5 minutes, then rolls back to
designated CCP, resets, and can return to fight).
All dismounts must be 10 ft away from the vehicle when moving.

Small Arms Fire, will not disable or destroy the vehicle, ONLY AN ANTI-ARMOR WEAPON or
GRENADE CAN KILL IT.
Command and Signal:
Communications will be by UHF/FRS radio. The following Signals Operating
Instructions are in effect:

THIRD COAST AIRSOFT- COMMS CHANNELS/FREQUENCIES DIVISION

TCA Staff Channels/Frequencies


Channel Frequency
FRS 1 462.5625
FRS 2 462.5875

Western Coalition Assigned Channels/Frequencies


Channel Frequency
FRS 3 462.6125
FRS 4 462.6375
FRS 5 462.6625
FRS 6 462.6875
FRS 7 462.7125
FRS 8 467.5625
FRS 9 467.5875
FRS 10 467.6125
FRS 11 467.6375
FRS 12 467.6625

Eastern Empire Assigned Channels/Frequencies


Channel Frequency
FRS 13 467.6875
FRS 14 467.7125
GMRS 15 462.5500
GMRS 16 462.5750
GMRS 17 462.6000
GMRS 18 462.6250
GMRS 19 462.6500
GMRS 20 462.6750
GMRS 21 462.7000
GMRS 22 462.7250

Service and Support


Chow and Water
All players are required to have a form of hydration on them while on field (canteen,
water bottle, camelback), tactical snackage is encouraged, as always police up your
trash as we would like to maintain the use of the location for future airsoft events.

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