[OP] Dark Continent - July 26 - Action Acres

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Starts: Sat Jul 26, 2014 10:00 am
Ends: Sat Jul 26, 2014 6:00 pm
Duration:0 Days, 8 Hours, 0 Minutes

Dark Continent - July 26 - Action Acres

Postby Wisenheimer » Sat Jul 05, 2014 1:10 pm

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Operation Dark Continent

Player Handbook
Written by: Transition. Edited by YZ.
Presented by: YZ

Location:
Action Acres
10381 S Mulino Rd
Canby, Oregon 97013
http://www.actionacresairsoft.com/
Date: Saturday July 26, 2014
Time: 0900

Table of Contents

I. REGISTRATION
1. Age Restrictions and Waiver
2. Teams
3. Registration Fees
4. Ammo Regulations

II. EVENT SCHEDULE
1. Game Schedule

III. EVENT RULES
1. Weapon Safety
2. General Safety

IV. VELOCITY LIMITS
1. Primary Weapons System
2. Side Arms/GBB Pistol
3. DMR – Semi Auto Support Weapons
4. Bolt Action

V. GEAR REQUIREMENTS
1. Eye Protection
2. Face Protections/Mouth Protection
3. Clothing
4. Magazines
5. Dead-Rags

VI. HITS AND OUTS
1. Becoming a Casualty
2. Friendly Fire
3. Re-Spawn Rules
4. Safety Rules

VII. GAME PLAY MECHANICS
1. Team Roles
2. Sector Control
3. Base Flags
4. Artillery Caches
5. Oil Rigs
6. Commander Assassination
7. Contention Re-Spawn
8. Specialized Missions
9. Explosive Devices
10. Starting Points
11. Round Two Strategies
12. Pipe Sections
13. Winning the Game and Point Structure

VIII. VIII. DEVICES AND PROPS

IX. ADMIN STAFF AND CREW
1. Administrators
2. Camera Crew

I. REGISTRATION

1. Age Restrictions and Waivers:
• Minimum age requirement is 10 to participate in OP: Dark Continent:
• Participants 18 years of age or older must sign an Action Acres waiver. Electronic Waivers available during online registration.
• Participants under the age of 18 MUST provide an Action Acres waiver with the signature and contact information of the Parent or Legal Guardian, along with Emergency Contact Information.
•Due to the nature of this event, participants under the age of 12 must be accompanied by an adult.

2. Registration Fees:
• Prepay and Waivers at http://www.actionacresairsoft.com/ - 3 Raffle Tickets per entry with Prepay, or 1 Day of Game.
• Prepay: $25 per person, includes Admission and Lunch, OR $20 per person, does NOT include lunch.
• Lunch consists of: ⅓ lb. Bacon Cheeseburger, Chips, Drink (Soda, Sports Drink or Water), and 2 cookies.
o No refunds within 24 hours of event
o No refunds issued due to weather – Event will be held RAIN OR SHINE.
• Day of Event Fee of $25.00, lunch $7.
• Participants agree to forfeit any and all Event Fees or costs if they are ejected for any reason.

3. Ammo regulations
• Action Acres is an environmentally conscious Airsoft field. Please use BIO ONLY.

II. EVENT SCHEDULE

1. Game Schedule
• 0900-1030 – Registration/CHRONO
• Please verify AEG function prior to showing up to the chronograph station.
• TEAMS AND SPECIAL FORCES MERCENARIES WILL BE IDENTIFIED WITH COLORED TAPE DURING CHRONO.
• 1000-1030 – ADMIN/COMMANDER Meetings: Exchange of pertinent event details, updates, initial mission packages.
• 1000-1030 – Safety Brief/Event Detail Brief.
o (WILL NOT GO OVER FULL HANDBOOK. PLAYERS ARE EXPECTED TO KNOW IT)
• 1030-1045 – Faction placement.
• 1045-1300 – First half of game.
• 1400-1415 – Faction placement second half.
• 1415-1600 – Second half of game.
• 1600-1700 – Debrief and raffle (must be present to win)

III. EVENT RULES

1. Weapon Safety
• Treat all replicas as if they are loaded at all times.
• Do not point your replica at anything you do not intend to engage.
• Keep your replica on “safe” until you are on target and prepared to fire.
• Keep your finger off the trigger until you are on target and prepared to fire.
• Know what is in front of and beyond your target before you fire.

2. General Safety
• Do not remove your eye protection at any time in the designated play area.
• Always wear approved safety wear* at all times within the designated play area.
o *See section V. Gear Requirements for eye and body protection requirements.
• Do not point your replica at anyone unless you are involved in the event live fire play area and intend to engage them.
• No physical contact between players at any time – Zero Tolerance.
• Do not test fire your replica in the designated "no fire zones".
o The only acceptable places to fire your replica are an admin approved range and in the play area during the live fire event.
• All replicas in the safe-zones will be in "safe and hanging mode" while on person or cleared and “safe” if not on your person. Keep all mags out of replicas in the parking lot. No dry firing in the parking lot.
• Identify your targets.
o Do not fire at people without eye protection, non-participants, Admins, staff or camera operators (orange vest), or any animals.
• No illegal activities.
• No real steel firearms at the field of play.
• Carry replicas in boxes, bags, or carry cases while transporting them to and from the event.
• Remove all of your gear and trash from the location when you leave.
o You pack it in, you pack it out.
• Be a good sport .
o This is about having fun, not about winning and losing.

IV. Velocity Limits

1. Primary Weapon Systems:
• 400 FPS with .20g BB.

2. Side-arms/GBB Pistols:
• 350 FPS with .20g BB.

3. DMR - Semi auto only, Support Weapons:
• 450 FPS with .20g BB (Special marking will apply).

4. Bolt Action:
• 550 FPS with .20g BB

V. Gear Requirements

1. Eye Protection
• All participants MUST wear ANSI. Z87.1 impact rated eye protection with full seal.

2. Face Protection/Mouth Protection
• Due to the inherent risks involved with Airsoft, it is strongly recommended that full face protection should be worn on the field at all times. Impacts from BB's may damage skin tissue or even break teeth. A mouth guard is the minimum mouth protection we suggest while participating in any Airsoft related activity. Players accept full responsibility and liability for their personal level of protection used while on the field. Players age 13 and younger are REQUIRED to wear full face protection.

3. Clothing - WILL MOST LIKELY USE ARMBANDS, BUT FOR THOSE THAT HAVE MULTIPLE CAMO...
• US FORCES Must be full uniform tops and bottoms.
NO PMC Loadouts (These restrictions do not apply to gear.)
o ACU
o Marpat Tan
o Multicam
o DCU
o ATACS

• NORTH AFRICAN FORCES (These restrictions do not apply to gear.)
o Civilian Clothing
o PMC Loadouts (No US Team Camo)
o Woodland BDUs
o Tiger Stripe
o Any Foreign Camo

4. Magazines
• Use of Box Magazines on support weapons only, no M4’s with box mags!

5. Dead-Rag
• With a large number of players comes a need for an easily identifiable measure to ensure you are not engaged in combat, are moving back to the dead pool (re-spawn), or waiting for a medical re-spawn. Each player is required to provide a "dead-rag". A brightly colored "RED" bandana is a cost effective and perfect option to use. Players without a dead-rag will NOT be allowed to participate in the event. Dead Rags will be available to purchase at the event for $2, or borrow one with a cell phone swap.

VI. HITS and OUTS

1. Becoming a Casualty
• Any player struck by a BB while in game is considered "hit". Upon taking a hit, clearly designate yourself as a non-combatant by using a "dead-rag". Wave it over your head if the exchange of fire is intense. Gun Hits count as a Hit.
• Wait until it is safe to move out of the area. When you do leave, do it quickly.
• DO NOT TALK to your mates or anyone else. DEAD MEN DO NOT TALK.
• MOVE BACK TO YOUR SPAWN POINT AND WAIT UNTIL THE 00:15/00:30/00:45/00:00 minute mark on the clock before re-spawning, failure to do so will result in ejection from the game. See 3. Re-Spawn Rules*.

2. Friendly Fire
• If you are shot by a teammate and struck by a BB on any portion of your body, although you are all on the same team the “hit” still counts and must be treated as a standard "hit". Follow the prescribed method of Lethal Hits for the event.
• Players not adhering to the "friendly fire" policy will be ejected from the game without refund.

3. Re-Spawn Rules*
• Any player struck by a BB while in game is considered "hit".
• Place Dead-Rag on top of head and move to the re-spawn point.
• Re-spawn is a timed release. At 00:15, 00:30, 00:45, and 00:60/00:00 you may re-spawn. For example: You are shot at 12:03pm, you walk to re-spawn, you get there at 12:12... You are allowed to re-spawn at 12:15pm. If you show up after 12:15pm, you must wait until 12:30pm to re-spawn.
*Players not adhering to this re-spawn rule will be immediately ejected from the game without refund.

4. Safety Kills
• For kills at extreme close range, a safety kill may be used. To employ a safety kill, you must be well within the safe range of fire, have the drop on the player you are calling it on, have a weapon drawn and pointed at the other player and loudly yell, “SAFETY KILL”. A safety kill is only good for one player. If you intend on Safety Killing multiple people, you must yell “SAFETY KILL” for each player. Safety kills are not to be abused; a pistol or secondary CQB weapon should be your first option if backing to a safe distance is not possible.

VII. GAME PLAY MECHANICS

1. Team Roles
Commander: Each Team will have ONE central commander.
The commander's areas of responsibilities are to:
o Prepare a plan of action PRIOR to the event date. (Operations Order to his team)
o Organize units down to the single asset level to better achieve victory.
o Develop an INTRA-TEAM communication plan.
o Prepare FRAGMENTARY ORDERS for specialized roles within the teams to better facilitate victory.
o Distribute special missions to players as they come in.
o Provide a GRIDDED MAP to the Forward Observers so they can hit your targets.
o When killed, Commanders will forfeit their respective icon to a game Admin. This will be a onetime exchange for the entire day and will not reset during round changes.

TEAM ONE: US FORCES

A. Oil Company Engineers (x5-10): A squad level asset. These are the ONLY players that can move and construct the oil pipelines.

B. Private Security Contractors PSC (x5-10) Tasked with protecting the engineers and are the ONLY players on the US side who can change the status of an oil rig.

C. Marine Recon Team (x5-10) Marines are the ONLY players who can retrieve the US team’s artillery. They will also act as forward observers in the second half of the game, as well as perform any Special Operations missions passed to them by the US Commander.

D. US Ground Forces (unlimited) US Ground Forces are the backbone of this battle for land and oil. They are the ONLY players who can gain control of sectors around the field. US Ground Forces can help pass Intel to the Marines via the chain of command, and are the ONLY Players allowed to capture and move base flags. They are the ONLY players able to destroy the opposing teams contention re-spawns, and are also the main force tasked with taking out the Militia’s Commander.

TEAM TWO: NORTH AFRICAN FORCES

A. Death Squad (x10-20): Death Squad members main objective is the disruption of the oil pipelines and oil rigs. DS members are the ONLY players who can destroy oil rigs.

B. African Mercenaries (x10-20): Mercs are the hired guns of the African Forces. They were hired to locate the African’s artillery cache and return the shells to them. They are the ONLY players who can move artillery shells. They will also act as forward observers in the second half of the game, as well as perform any Special Operations missions passed to them by the North African Commander.

C. North African Militia Forces (Unlimited): The NAMF is the counterpart to the US main ground forces. They come from many backgrounds and have spent years fighting and honing their skills. They are the only players who can gain control of sectors around the field and push the invaders out. Like the US Ground Forces, they are also the ONLY players who can destroy the opposing team’s contention re-spawn. They can help pass Intel to the Mercs via the chain of command, and the only players allowed to capture and move base flags. They are also looking to assassinate the US Forces Commander.

2. Sector Control
• Sector Control is the general bases of play for both main battle forces. Control of sectors allows the leadership to better plan the use of artillery and use of their forces. To change a sector control post:
o Remove the handle on the post and change it to your teams color. Sectors will be scored at the end of each round, but will remain the same at the beginning of Round Two as they were at the end of Round One.

3. Base Flags
• Each team will have a base flag in their designated Base. The flag will be of their individual team’s color. Flags may not be moved, except by opposing teams. For a flag to be counted as captured, you must carry the opposing team’s flag to your team’s base. If during transit you are killed you must drop the flag where you are hit. Another team member may recover it and continue with it to your Base. The opposing team cannot move a dropped flag, but can post guards and defend it. At the end of each round base flags will be returned to their respective bases and reset.

4. Artillery Caches
• Both teams will have an artillery cache located somewhere on the field of play. Each cache will have FIVE “shells” to be recovered by their special assets. Each shell must be carried by two players. If one player is killed another may take his place and continue movement. If both players are killed, they must drop the shell where they are killed and move to re-spawn. Neither team may move another’s shells. However, if located by the opposing team they can be guarded. A shell is considered recovered once it reaches your hard spawn. Each shell represents an artillery strike available in the second half of the game. Any shells left on the field at the end of the first half are considered duds, and will result in the loss of their use during the second half of the game.

5. Oil Rigs
• Oil rigs will be marked similar to sectors, when your teams color is displayed on top of the rig your team has control over it. Only PSC and MERCS can change the status on an oil rig. PSC must have control over an oil rig in order for their engineers to continue construction of the oil pipeline to the next rig. Oil rigs will stay as they were at the end of the first half of the game when the second half begins.

6. Commander Assassination
• The loss of your team’s commander can demoralize your team and invigorate your enemy. Therefore, Commanders are considered a HIGH VALUE target. Any player may kill the opposing team’s commander. Once killed, a commander will forfeit their provided commander icon to a game Admin, who will then have it delivered to the other team’s base as a trophy.

7. Contention Re-spawns
• Each team will have a contention re-spawn. Contention re-spawns will be marked in the same fashion as a base flag. To destroy the opposing forces contention spawn, a player of either team’s main ground forces must simply remove the flag from its stand and drop it to the ground. The spawn will now be destroyed for the remainder of the game, forcing that team to always spawn using their hard spawn. When re-spawning in a contention re-spawn, place your dead rag on your head and sit at the spawn. This will prevent you from interfering with a possible capture as well as being shot as an active combatant.

8. Specialized Missions
• Some alternate mission assets MAY be included in this event. These special missions will be provided throughout the game, and passed down via your team’s chain of command.

9. Explosive Devices
• Below are the kill diameters and notables for the explosive devices listed.
o M203 GRENADE RULES (Nerf Rockets): These can be shot through windows or doorways, or fall from above and out in open play areas. They explode from where they first make contact. Kill diameter: 15 feet. FRIENDLY FIRE DOES COUNT. HITS TO THE BODY COUNT.
o M203 GRENADE RULES (BB Shell): These can be shot through windows or doorways, or fall from above and out in open play areas. ONLY HITS TO THE BODY COUNT. FRIENDLY FIRE DOES COUNT.
o CLAYMORE MINE RULES: BB's must hit a player’s body to count as a hit.
o LANDMINE RULES: Landmines have a kill diameter of 15 feet from the mine.
o PERSONAL MORTAR RULES: Personal mortars have a kill diameter of 30 feet from where they land. If a mortar hits a building or lands in a room, all occupants inside are dead.
o ARTILLERY: Artillery will be called in from a forward observer and relayed back to the commander. Observers MUST have eyes on the grid they are calling in the strike on. Once called in, there is a 5 minute delay before artillery impacts the area. Commanders will verify coordinates with their forward observers and relay coordinates to game Admins. Once the strike has been launched it cannot be changed. Any personnel and assets in the designated grid coordinate will be destroyed and must return to their respective spawn. The amount of Artillery rounds available is a direct result of amount of shells recovered in the first round.

10. Starting Positions
• At the beginning of the first round each team may be split and start from any of the three locations: (The location where each team and its players start is up to that team’s commander.)
o Hard Spawn
o Contention Re-Spawns
o Base

11. Round Two Starting points:
• Teams will once again have the option of starting at any of the three locations as before, unless they have lost their contention spawn point. In that case they can only start at their base or hard spawn location.

12. Pipe Sections
• Engineers must build the pipeline according to a pre-planned route. Only engineers can handle and move any pipeline materials. Any unfinished sections or those not following the pre-planned route will NOT be counted for the US point totals and WILL count for the NAMF. Pipelines will not be changed or counted between round one and two.

13. Winning the game and point structure
• In this battle, victory is granted to the faction that holds the most sectors and the most points. Special missions will likely be the difference in the overall victory scale. So, complete every mission put in front of you. You could be the difference between winning and losing the game. Routing the enemy faction in the first hour will not ensure victory. When the final horn sounds, only then will victory be awarded.
Points
o Sectors -100 points each
o Oil Rigs -300 points each
o Pipe Sections -400 points each
o Base Flags -1000 points each
o Commanders -1000 points
o Special Missions – as announced on game day

VIII. Devices and Props

1. Sector Control Posts (x9)
2. Oil Rigs (x3)
4. Oil Pipe Lines(x3)
5. Artillery Shells (x5) (per team)
6. Base Flags (x1) (per team)
7. Contention Re-spawn Flags (x1) (per team)
8. Commander Death Icon (x1) (per team)

VIIII. Admin Staff and Crew

1. Administrators: (5)
• Game Administrators will be monitoring your performance and following you around. Act as if they do not exist. Do not talk to them, unless there is a safety issue or a gameplay issue. There will also be a designated Admin for each team. All Admin will be wearing RED SHIRTS. All Admin decisions are final. Failure to comply with an Admin ruling will result in ejection from the event.

2. Camera Crew (if applicable):
• The camera crew for the event will be clearly marked with orange vests. They will post themselves in the best places they can find to get good footage of the event. Act as if they do not exist. If they are in the way, move around them. They are using expensive equipment that is easily damaged. Shooting or otherwise damaging the equipment will be the player’s personal liability.
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Re: Dark Continent - July 26 - Action Acres

Postby Reascr » Tue Jul 08, 2014 9:49 pm

Gear rental? If not, anyone like to let me borrow some low end stuff? (I promise I'll take care of it, I'm not a tool)

It seems like I can come, and I'm excited to come, but I have no gear. I'm working on getting a loan from my parents (I'm 13, I still can't legally work...) since I have about $60, plus another $20 and the gun I want it $140.

Anyway, hope to be there, and if not I hope y'all have a good time!
Invest in rich people.-Cai, 2014
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Re: Dark Continent - July 26 - Action Acres

Postby Wisenheimer » Tue Jul 08, 2014 9:55 pm

We have 2 rental guns. Give the field a call 503-266-5733 to arrange it ahead of time. Put your stink on it, so to speak.
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Re: Dark Continent - July 26 - Action Acres

Postby Reascr » Wed Jul 09, 2014 2:55 pm

Will it cost anything to rent?
Invest in rich people.-Cai, 2014
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Re: Dark Continent - July 26 - Action Acres

Postby Wisenheimer » Wed Jul 09, 2014 5:14 pm

Yes, it costs to rent. Give the field a call, work it out!
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Re: Dark Continent - July 26 - Action Acres

Postby HoboPenguinz » Tue Jul 15, 2014 4:41 pm

I am having trouble connecting to the web site, and i was wondering if there was any other way to fill out the waiver than online? like is there going to be some at the place?
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Re: Dark Continent - July 26 - Action Acres

Postby Wisenheimer » Tue Jul 15, 2014 8:44 pm

Yes, there will be hard copies of the waiver to sign at the Action Shack.
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