Post by Scotty on Feb 21, 2008 16:15:11 GMT -5
Operation Rosewood March 9, 2008
The radical militant group the white hand has kidnapped several scientists from the Pakistan Nuclear weapons program. They are also rumored to have purchased several HEU (highly enriched uranium) warheads in the 5-10 kiloton range from the Russian black market or possibly Pakistan. The white hand has a training camp where they are fitting the warheads to a delivery vehicle. These small warheads could be headed for targets in the US or UK. The White Hand has also attacked US Naval vessels and the fear of a nuclear attack on a US Super carrier battle group operating in the Persian gulf has prompted Pentagon action.
Intelligence has placed the location of the kidnapped scientists to a White Hand training camp in the mountains of Iran. Due to political reasons this operation will be black. The scientists must be located and the presence of weapons must be confirmed. The origin of HEU warheads must be determined so they must be captured intact if possible. A small surgical special forces strike team will be needed...
Operation Rosewood is a mil-sim scenario game to be held at Blast Camp in Hobart, IN.
Uniforms :
All US/UK forces will require a current US/UK or Russian bdu. Anything not current issue will be considered rebel forces. Time to dust off those special forces SEALS load outs!
White Hand rebel forces:
Anything goes with the exception of US (Marpat/Darpat/ACU), UK (DPM/desert DPM). All black terrorist loadouts encouraged.
US/UK side (Special Forces anti-terrorist team) - only current issue full bdu's will be on this team. ANYTHING that is not a full bdu (matching top and bottom) of current issue (ACU/MARPAT/DARPAT/ABU/DPM/Desert DPM/other US uniforms/MC) will be on the "bad guy" terrorist side. Hope that helps... DCU/US woodland are both US uniforms, but are no longer current issue and thus will fall over to the "bad guys". Contractor load outs will fall over the the bad guys.
Ammo limits:
Midcap/standards are encouraged. Only one hicap magazine per player will be allowed unless that hicap holds 300 rounds or less then two will be allowed. The carried ammo limit is 1000 rounds for a normal AEG, 2500 rounds for support gunners. Support gunners will be limited to two per squad and only those replicas of actual support guns will be considered as support weapons.
FPS limits:
400 FPS or less with .2 bb except DMR/sniper class weapons.
DMR weapons are allowed 450 FPS with a 50' no shoot zone. These weapons must be limited to semi-auto only.
Sniper weapons are allowed 500 FPS with a 100' no shoot zone. Sniper class weapons must be limited to bolt action/single shot only.
CQB: Semi-auto only when inside buildings. When engaging targets inside the same building all weapons must be used in semi-auto only. When inside a building and engaging targets outside or vice-versa full auto may be used.
Respawns/Medics:
Respawn points will be provided prior to the game. Respawns will happen once a squad of 4 people has arrived at the respawn point.
For medics we will be using a variation on the US Army MILES casualty cards. Every player will be issued a casualty card when they register. When hit you must show your card to a medic when healed. The medic will then tell you your symptoms/results. It may be a simple wound, major wound or KIA. You will then be given a new casualty card by the medic. This is something new and should add a fun new element to the game, while still keeping things simple.
Time Hacks:
8:00 AM - Gates Open
9:00 AM - Registration begins
9:30 AM - Safety brief follwed by squad assignments and individual team brief
10:00 AM - game starts
12:00 Noon - Lunch break for 45 minutes
12:45 - Game resumes
3:00 PM - Final missions
3:30 PM - Game ends
We have the field until 4PM, and anyone wishing to continue after 3:30 may do so until 4, but the final mission and official scenario will end at 3:30 PM.
Vehicle rules:
Turret gunners in vehicles are immune to small arms fire. Anyone else firing out of a vehicle is subject to return fire. To destroy a vehicle they must be hit by a nerf rocket or a tennis ball/rubber grenade tossed into the top hatch.
Players must remain 15' away from the front of a vehicle at all times and 5' away from the vehicles to the sides and rear at all times unless the vehicle is stationary and you are entering/exiting the vehicle. Destroyed vehicles will also have a MILES type casualty card.
Grenades:
Only dummy grenades and airsoft specific grenades may be used. No explosive grenades may be used. Smoke may be used with the permission of the event organizer prior to the game. Dummy grenades and nerf rocket will have a 10' blast radius from impact in open spaces. In confined areas such as smaller rooms and buildings a grenade/rocket will kill everyone inside.
Cost is $30
Hope to see everyone out there!!