OPERATION: October Harvest.

Summer is gone, the leaves are disappearing, the days are getting shorter, weather is getting cooler, but battle on the field is hotter than the middle of July.

Power and control on the battlefield will decide which team will be victorious. 6 hours of intense battle will decide the team that will win the day.

Militia and Elite Guards have been battling for control of the field for the last 4 days. Each team gains control but cannot finish off the other group. Each team will have multiple important missions they must achieve to push the enemy out of the field and gain control. Flag bases will need to be captured, controlled and protected to give your team the advantage on the field. Special objectives will need to be achieved to keep moral strong and spirit high.

UN Forces are in the area controlling and protecting the road to certain areas. They will be recognized by their blue armbands. They are a separate entity that has objectives they need to achieve and will not engage unless they feel threatened, they will be protected by an armored vehicle that will be hard to disable, so staying away from the UN convey would be the best idea.

 

Milita:

Limit 100 players

Clothing: will wear any combo of gear but no tan or brown bdu’s. Green bdu’s, civilian clothing, black clothing will be allowed.

Loadout: any color

Headgear: toque, baseball cap, beanie, boonies hat (cannot be camo color). No helmets.

 

Elite Guard:

Limit 100 players

Clothing: will wear matching brown/tan clothing.

Loadout: any color

Headgear: any helmet, camo toque, baseball cap, beanie, boonies hat (must be camo color)

 

UN Forces:

SPACE IS FILLED

 Will have the BLUE UN forces armband. Can wear any color of clothing and headgear, so watch for armbands before engaging.

 

 

GENERAL SAFETY ORDERS

1. NEVER FORGET THIS IS A GAME!

2. KEEP YOUR EYE PROTECTION ON

3. USE HEARING PROTECTION

4. SAFETY IS THE RESPONSIBILITY OF EVERY PARTICIPANT. IF YOU SEE SOMETHING UNSAFE CALL FOR A CEASE FIRE AND ALERT THE NEAREST LEADER.

5. Wear proper protective equipment for your environment for example sturdy boots for sites with challenging terrain or helmets and knee pads for sites with hard urban surfaces

6. Always respond to “NO DUFF” calls on the field. Echo the command and remain in place. Follow on instructions will come from your leader.

7. Be accountable for yourself. If you are having a medical or personal problem that is causing a danger to you, or others don’t hesitate to tell your cadre. If you need medical attention they can coordinate, be it an ambulance you need or a ride back to the parking lot to return home or get medication. If you need to leave for any reason, please tell your cadre before leaving so they know that you are gone and not lying somewhere on the field with a compound stress fracture and dehydration waiting for death to come to you.

8. Always observe and recover any pyro you throw. Make sure you are throwing on a non flammable surface, if a brush fire does start you are the first one responsible for pulling a safety flag, stomping it out and dousing the source and waiting at least ten minutes to check for smoldering embers. All brush fires will be reported to MSW Cadre. Remember if you need more than 9 people to smother a brush fire call a cease fire and withdraw to a safe distance.

9. Do not bring or use unauthorized pyrotechnics for a complete list see “hand grenades” “smoke grenades”

 

HITS & CALLING YOUR HITS

SURRENDER

1. Please note that we DO NOT use “surrender” at our events! Calling out “surrender” implies an opposing participant has an option (comply/escape).

 HITS:

1.All BB hits to any part of your body and any gear/equipment secured to your person count as a hit whether it’s a ricochet or direct hit. Weapon hits do not count.

2. Blind fire is not authorized and strictly prohibited at MSW events.

3.Friendly fire counts! Check your targets!

4. If two participants fire simultaneously and both are hit, BOTH participants are out. CALLING YOUR HITS:

5.Airsoft is a hobby of integrity. Call you own hits. Never call opposing participants hits.

6.When you are hit immediately fall to the ground and simulate being shot for real – the louder the better. Often it is difficult to hear participants over the noise of firing AEG’s and/or through brush even at short distances, so do your best to let opposing participants know you have been hit otherwise they may continue to inadvertently fire at you. BE AS LOUD AS YOU CAN.

7. While waiting in place, please do not reload magazines and/or grenade shells, test-fire your weapon or anything else other than calling for a medic* - reloading sounds and “test[1]firing” cause a distraction for live participants in the area who may inadvertently believe you are still in-event and therefore shoot at you.

 

 

SQUADS:

 A squad is defined as a team of 12 people.

1. TWO (2) Sniper allowed.

2. TWO (2) DMR marksman.

2. One (1) Medic. Medic must bring their own bag to carry band aids and wear a white armband.

3. Two (2) SSW per squad.

4. Rest of players assault weapons/rifleman.

5. A designated engineer (for certain missions)

 

SQUAD LEADER:

1. Are responsible to ensure their squad follows the event rules, roles, ammo and reloading restrictions or caring out the missions from the commander.

2. Will have a special identifying arm band. When he has this armband, he can help the medic in putting band aids (he cannot carry band aids but get them from the medic and use) on wounded players. Medic rules apply. If a squad leader is killed, he must stand at the spot he was killed (when he has 2 band aids on and has been hit again) for 5 minutes and wait for the enemy to come and retrieve his armband. If an enemy captures a squad leader armband, he is to directly transport it back to his FOB and give to his commander. Armband hunting is a way to take out HVT and disable and disorganized the enemy. Each Squad leader will have 1, so hunting every squad leader is an objective every team should do.

 

SNIPERS/SNIPER RIFLES: Sniper rifles must either be bolt action or permanently fixed semi-automatic guns (unable to fire automatic at any time without complete disassembly). Sniper rifles can use any type of propellant (spring, electric or gas), but they must shoot at or under the specified FPS limits for Snipers.

 1. All snipers must adhere to a 100’ minimum engagement distance.

 2. Snipers may carry a secondary weapon with them to engage targets closer than 100’. The secondary may only be a pistol. It CANNOT be a full-sized AEG, LMG/MMG, Grenadier, or Heavy Weapon class type weapon.

3. We ask anyone playing the sniper role to please refrain from taking headshots whenever possible.

 4. Sniper teams are limited to two per faction and must come complete as a team – Sniper and Spotter. These positions are filled at the discretion of the Cadre Commander.

5. Be advised there are no sniper positions for squads and platoons. By volunteering to be a sniper team you become a command asset and can be tasked for any mission.

 

DESIGNATED MARKSMAN RIFLE (DMR): Designated Marksman Rifle is a special purpose weapon; it is a standard infantry rifle equipped with optics that have been enhanced for longer range and accuracy. Some examples of a DMR are – M16, SR-25, PSG-1, M14/M21, G36, AUG, G3-SG3, Dragunov (SVD) etc… Bolt action rifles may also function as a DMR as long as they adhere to the Max FPS.

1. Designated Marksman Rifle (DMR) may ONLY operate SEMI-AUTO mode and must be physically incapable of firing in full-auto.

2. Limit TWO (2) DMR per squad (or otherwise stated).

3. Weapons using an external gas source must have a locked regulator to prevent field adjustment.

4. Operators of a DMR are required to carry a sidearm to engage targets within the minimum engagement distances.

5. Mid or Real Cap Magazines only.

6. Minimum engagement distance of 60 feet.

7. Carbine rifles do not qualify for DMR

8. May not engage targets within the same building.

9. May carry 7 magazines on your person

 

ASSAULT WEAPONS/RIFLEMAN:

1. Assault Weapons / Rifleman role may ONLY operate in SEMI-AUTO Mode.

2. SEMI-AUTO is defined as one trigger pull per one round fired.

3. Weapons using an external gas source must have a locked regulator to prevent field adjustment.

4. May carry 7 magazines on your person.

5. Mid or Real Cap Magazines only.

6. No Minimum Engagement Distance

 

SQUAD SUPPORT WEAPONS: A squad support weapon is classified as an M249, M60, MG36, RPK, PKM, MG42, Krytac LMG/Shrike or any “Squad Automatic Weapon” either currently or formerly adopted as a military weapon.

1. Squad Support Weapons (SSW) MAY operate in FULL -AUTO Mode but NOT shoot more than 30 round per second.

2. Limit TWO (2) SSW per squad.

3. Weapons using an external gas source must have a locked regulator to prevent field adjustment.

4. Operators of a SSW are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.

5. SSWs may use winding “High Cap” type magazines with no more than 3000 rounds in magazines.

6. SSWs have a Minimum Engagement Distance of 60 feet.

7. SSW’s may not be used in engagements from inside to inside (within a building)

OTHER WEAPONS: Any other weapons will be classified as an ASSAULT WEAPON and follow the rules for an ASSAULTWEAPONS/RIFLEMAN. 

ENGINEER: for some missions an engineer with experience will b e needed to carry out your mission. The engineer will be picked by the squad when they receive orders.

1.Must carry an assault weapon with same roles as an assault weapons/rifleman.

2. Will wear a special armband to signify his role.

3. If hit an engineer can use a tourniquet to get revived, however if he is hit again with a tourniquet on he must head back to FOB to be revied.

4. Protect the engineer, he is vital for missions and only has 2 lives.

5. Will be the only player to use special tools given to him.

 Roles And Responsibilities:

Company Commander

The Company Commander's job is to keep the battle going. Forcing engagement on the battlefield. The Company Commander will also Issue OPORD to the appropriate Platoon Leaders. Plan ambushes on the opposite forces while they are on their own Missions

 Platoon Leader

The Platoon leaders will receive their orders from their Company Commander. The Company Commander will issue the Platoon Leaders the appropriate OPORD for their next mission. Platoon Leaders will then call on the appropriate Squad Leaders to gather in the Platoon Field HQ camp for a briefing on the mission at hand. Once briefed the Platoon Leader will Plan the Execution of the OPORD with the appropriate Squad Leaders. The Platoon Leaders can also plan Raids in between their main OPORD Missions. Platoon Leaders will also plan patrols and overwatch OPS so Squads can get rest

Squad Leaders

 Squad Leaders will receive OPORD from Platoon Leaders. They will plan the execution of the OPORD with the platoon leaders and then brief their Squads. Squad Leaders will Lead and Execute Raids and Patrols with their squads. They have the right to pick and choose which of their Squad members Provides watch while their squad rests and then Select the rotation members of their squad to swap out over watch.  

 Medics:

Necessary game mechanic to keep unit intact with each other longer.

Not making as many tripos to the respawn.

In contact with enemy longer, more action.

 

 MEDIC RULES:

1. Each squad will be assigned only one medic. (Subject to change with various Teams and Squads)

 2. Each player will be equipped with a tourniquet. When a player is hit, any live player can save the player by putting the tourniquet on. When it is on, the player is back in the game.

3. If a player with tourniquet is hit, a medic can restore the player by putting a bandage on there arm, remove the tourniquet, once that is done the player is back in the game. If a medic is not around you can call yourself hit, put on your dead rag and return to FOB to get back ion the game. The player can now use the tourniquet again but needs to leave the band aid on their arm. If a player is hit again with 1 band aid on, he can be saved by having the tourniquet put back on by a live player. If he is hit again the medic can save him by placing a second bandage on him. Once the 2nd band aid is on, the players is back in the game. If he is hit again, with 2 band aids on he must call himself out and head back to FOB. He then can then take off the band aids and put in medicine bag (at the FOB) where the medic can use it.

 3. Medic will treat a fellow player by going up to that player and bandaging the area where the player was hit

4. Medic will only carry 20 bandages at a time. If they run out of band aids they must head back to FOB and restock their supplies.

5. A medic may not treat himself; only another medic can give them aid.

6. Wounded players may be physically “dragged, carried, lifted, etc..” to a medic by any means that is NOT UNDER THEIR OWN POWER.

 9. Medics must WRAP the bandages around the player’s arm, they are NOT allowed to TIE or have pre-made loops in which to tie the bandage onto a player.

10. Bandages must be a MINIMUM of 2 ft (24in) in length each.

11. Medics may be changed within the squad while at the FOB or between evolutions, but not while active on the playing field

12. Squad Leaders may also treat wounded players in the same way that a medic would if they have their SL armband on them. If they have lost their armband they cannot treat players as a medic.

 

Hand Grenades:

NO TAGGIN products will be allowed on the field.

All hand grenades must directly follow Canadian Airsoft Laws on Hand Grenades Specifically. If they are a Canadian approve grenade that does not pose a fire hazard then they can be approved to use in play Thunder B’s, MK Flashbangs or other (Co2) flash bang simulators are considered flashbangs only as they do not have projectiles. All spring-loaded Airsoft BB Grenades are authorized to be used in play When you are using a grenade at any time you are required to yell FRAG OUT when throwing it. This is for safety so participants can look for the incoming grenade and potentially turn their head away. The Following rules can not be challenged at any time it is up to all the players involved to make a fair decision on the outcome of grenades All Hand grenades have a “kill” radius of 10’ from where the grenade detonates. Everyone within 10 feet of the point of impact not protected by hard cover is considered HIT. It is up to the players involved to be fair and honor the 10-foot rule to wear the grenade lands. All Grenades must be armed according to manufacturers' instructions and then tossed. If the grenade fails to detonate, it is considered a “dud” and has no effect on opposing participants. Players behind no cover when a hand grenade goes off within the kill radius are HIT and must follow proper Healing procedures. If you are hiding behind soft cover Bushes, Shrubs, Grass, and Small Trees are considered HIT Participants behind solid cover like rocks, hills, bunkers, vehicles and trees with the cover between them and the hand grenade detonation place are considered Safe. If a hand grenade is thrown, hits an object, bounces back, lands and detonates near the thrower, they along with everyone in the 10’ radius are “HIT. There are no rules on kicking back grenades. You cannot pick up a grenade and throw it back. Persons are not allowed to lay on a grenade to save their teammates. In the place that it happens. The 10-foot rule still applies to anyone near the grenade.

Go to the “book here button”, touch it then go to the bottom of the order page and pick the faction you would like to be, pay for it and your spot is saved.

Limited space for each faction, so book early so you get to play.

$65.00 entrance fee (+ $3.25 gst) = $68.25, you will receive:

Custom OPERATION OCTOBER HARVEST patch

Deadman Rag

1 arm tourniquet

2 hot dogs at the end of the event.

If have any questions please feel free to call us (or text) at (780) 288-6951 and we would be happy to answer any questions.