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View Full Version : OP:Shadow Fox 12hr MilSim- July 15th, 2006- North Salem, IN


solution_zero
06-07-2006, 01:47 PM
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OP: Shadow Fox
In the early hours the 15th of July, 2006, in the remote countryside of Russia, a top secret military instillation known only as “Shadow Fox” was infiltrated by a small unit of heavily armed and very well trained men, possibly foreign Special Ops. It is believed these armed vigilantes belong to a rebel group hell-bent on the destruction of the current Russian government. It is rumored this group is funded by several foreign Heads of States that wish to rid Russia of its current state of world-wide influence in affairs. It is reported the rebels stole a large cache of small arms, important military documents, and most frightening- a biochemical warhead containing a silent killing nerve agent potent enough to kill every man, woman, and child in Moscow; This appears to be the motive behind the attack. Regardless of who is funding this group, they must be crushed before it is too late. There is a time for questions, but now is the time for action.

This will be a 12 hour MilSim game. Starts at 11 AM, ends at 11 PM (11:00 to 23:00 hours). Eating/reloading will be done out in the field. All participants are required to have on them a FRS radio (walkie-talkie), a red rag, a glowstick, and a flashlight. The required waiver MUST be signed, and under 18 will need to be signed by parents. This will be a joint *EMS* and I.M.C.O. hosted game.

Location/Date: *EMS* field in North Salem, Indiana, on July 15th, 2006.
Fee: The fee is $10.00, and it will go for everything needed to host the event and then towards a good chrono for I.A.A. Caveman, BDW, and myself will all be examining where every dollar goes- so fear not wasted money.

This event requires FULL SEAL minimum ANSI 87.1-2003 rated goggles. If you show up with anything less you will be turned away.
FPS/MED- I.A.A. Standard
Ammo Limits:
-Rifleman are allowed 600 rounds on them IN magazines. Mag configuration is up to the player.
-Support: Support gunners will be allowed 2,000 rounds on them. Support gunners must have a weapon based on an actual belt fed MG (i.e. M60, M249, MG42, MG3, PKM) or LMG (i.e. RPK, SHRIKE). “Support weapons must be cleared by event organizers before game day.”
-Supply: Per every 5 man squad there will be 1 man who can carry 2,000 loose BBs and loaders.

Uniforms: Russians will be in Tigerstripe BDUs, and the Rebels will be in woodland and DPM BDUs. *Pending the number of players signing up this may change.*

Each side will have a C.O.C. (Chain of Command) led by a Commander. If your base is over-run and the Commander is taken prisoner, he can be held by the enemy for an hour, or executed, and then he will be able to return to base and respawn.

Medics: Each squad of 5 will have a medic. Once shot, there is a 5 minute bleed-out time. If a medic does not reach you, you must return to the nearest respawn. If a medic reaches you within the allotted 5 minutes, there is a 2 minute healing time. During that time the medic and the injured may not fire their weapons. If the medic is shot while healing you, you both must return to respawn.

*When you are hit, yell "HIT", sit down, and place a red rag on your head.

*You may search a dead body for the warhead. The only “dead” that can be taken prisoner are Commander.

*Safe zones are surrounded by tarps, so that participants in the safe zones cannot see out and others cannot see in.

*Each side is only allowed 3 “Special Ops” equipped with night vision during the night portion of the game.

*Everyone NEEDS to have a glowstick in their pocket during the night game. When you are hit, pull the glowstick out and hold it above your head so no one shoots you. When you go back to respawn or are medic'd, put the glowstick back in your pocket. You will also need a flashlight and a FRS radio (walkie-talkie).

Rebel Objectives:
The Rebels need to find their troops in the field, who are fleeing from the Russians following the attack on the Russian armory. The last transmission from the small band of rebels back to their stronghold had acknowledged they were indeed successful in stealing a warhead capable of destroying all of Moscow.
1) Find your fellow fighters in the field and safely return them to base.
2) Hold the Anti-Aircraft emplacements to stop the further advancement of Russian airborne troops. If the Anti-Aircraft emplacements are taken, you may "repair" them by securing the perimeter for 15 minutes. (Place the red flag back under the AA emplacement if taken back.)
3) Incapacitate the Russian Communications tower that could intercept transmissions of your fleeing comrades in the field. Once the tower is blown, you will get some intel via radiowave as to the location of the warhead stashed in the field.
4) Secure the warhead, place the warhead on the rocket, and engage the rocket.
5) Guard the rocket launch site/bunker stronghold until the launch sequence can begin at 23:00 hours.
6) If possible, lead an attack on the Russian firebase. Kill all you see and bring back the body of the Russian Commander in charge.

Russian objectives:
The Russians must quell this uprising for the motherland. Failure to stop the rocket launch sequence will surely be the deaths of millions in Moscow, and the start of another collapse of the Russian government.

There are 4 Anti-Aircraft gun emplacements throughout the rebel territory. The anti-aircraft emplacements must be destroyed by taking them over, blowing up the provided C4, and raising a red flag signaling it has been destroyed. Once all 4 sites have been neutralized airborne troops will be able to drop further into Rebel territory (More Russian spawn points will become available.)

1) Hunt down and kill those responsible for the attack, and any other Rebels.
2) Destroy the Anti-Aircraft gun emplacements so that more airborne troops can be dropped (More spawn points).
3) Disengage the warhead.
4) Make sure the Rebels do not launch the rocket by having control of the rocket launch site at 23:00 hours.
5) Bring back the body of the rebel Commander- Dead or Alive.

Point System: The “winners” of the event will be decided on a point system.
20 points will be awarded to whoever controls the site of the launch sequence at 23:00 hours.
10 points per Anti-Aircraft gun emplacement controlled by your side at 23:00 hours.
*Every time a Commander is taken prisoner 5 points will be awarded to the capturing team. (Once captured, brought back to the firebase, and executed- the general can return to his base and respawn.)

Props: Warhead. Rocket configuration. (Rocket instructions will be in Russian with diagrams.) 4 Anti-Aircraft emplacements. Rebel bunker, Russian firebase.

In an attempt to get more players to show, THIS GAME IS FREE TO PLAYERS FROM OUTSIDE OF INDIANA!!!! I hope to see a few Airsoft Ohio guys come on out. ;)

Register and/or check it out on the I.A.A. forums here: http://www.indianaaa.proboards59.com/index.cgi?board=osf

Thatfatmacdude
06-07-2006, 03:19 PM
Man, Really want to go. When does registration close?

solution_zero
06-07-2006, 05:00 PM
Registration will end 1 week before the event.