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TN Airsoft Forums • View topic - Operation: Deep Haven, Bad Karma Airsoft, Lebanon TN Discuss AEGs Sniper Rifles Tactical Gear

Operation: Deep Haven, Bad Karma Airsoft, Lebanon TN

Organized Airsoft events within TN

Moderators: dogsoldier, Skidude, maddcatt, Sniper

Operation: Deep Haven, Bad Karma Airsoft, Lebanon TN

Postby Point3Airsoft » Tue Jul 01, 2014 2:08 pm



After a vicious clash between NPO and UCF forces at the battle of Silver Spur, the two military juggernauts turn their attention to a small rather inconspicuous stronghold located near Nashville TN. DeepHaven, a diamond in the rough and one of pre-war America's best kept secrets; able to launch a decimating tactical nuclear salvo capable of pinpoint accuracy and minimal collateral damage. However, this stronghold has been taken over by local freedom fighters known as "the Vanguard" this small military stronghold's nuclear power could turn the tide of the war for either side. But, the Vanguard won't give it up so easily. It's a struggle with frail alliances and hidden motives as all three entities converge for a battle that will surely determine the out come of the war. Trust no one.


This event will be held at Bad Karma Airsoft in Lebanon Tennessee, August 30th from 10am–8pm.

Pre-registration is now open! Pay when you register to secure your spot on the roster. Only 200 slots available so register NOW!

Registration cost is $30 before Aug 1 and $35 after and up to the week prior to the event.



Player Packs and necessary info will be given out before the event via email.

For Registration and more detailed information about team setups and the event itself visit: http://point3airsoft.com/events/op-deephaven/

We hope to see a big number of the Tennessee dudes out there! This is our second event and you all will help us make this event something freaking awesome!!




Point3Airsoft
 
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Re: Operation: Deep Haven, Bad Karma Airsoft, Lebanon TN

Postby Point3Airsoft » Mon Jul 28, 2014 8:08 pm

Here's everything you need to know!! :D

Operation: DeepHaven

Medic Rules:
Each team will be divided into squads prior to the event. Each squad will have a designated player as their medic. The medic will be provided with a roll of masking tape. Once hit a player has a bleed out time of 5 minutes before they are required to go to a spawn zone. If a medic makes it to the player before the bleed out time all they have to do is take the tape and wrap around the wounded players arm once. The player is now back in the game but clearly marked he has been medic’d in once. If you are hit again while taped up you are instantly dead and must return to a spawn zone. Unless otherwise noted see Easter Eggs for more details.

Artillery Strikes:
In your player packet you will receive a printable map with a grid on it. This gridded system will be used for artillery strikes. To call in an Artillery Strike you must first have one readily available to your squad. These can be found among the battlefield see Easter Eggs, given as reward for successfully completed objectives, and each squad will start the Op with one Artillery Strike at their disposal. Once you have an Artillery Strike available to you, have your squad leader get on the radio with command, call in your request for an Artillery strike and the gridded location of the point of impact i.e. H5, G2, etc. Command will confirm whether you have the strike available or not then give you the word when the “shot is out." An admin will walk to the gridded location and call out most or all players within the area as dead. These players are instantly killed and must report to their spawnzones.
• If you see and admin walking to you with what looks like the intent of an Artillery Strike feel free to retreat in order to avoid the incoming “explosion”.

Magazine Restrictions:
Nope. But please don't strap a box mag to an M4. The lack of restriction is for accessibility, respect it.

Team IFF:
Depending on which of the three teams you have chosen to be on you are required to wear the colors of that team. Pants can be whatever color you want unless you are Vanguard. If you registered for Vanguard you must wear a solid color shirt that isn't black and blue jeans. If you are placed on the New Patriot Order NPO team you must wear a Black top. Not grey, not almost black but BLACK. If you are on the United Coalition Forces UCF, any camo pattern top is acceptable. Please no solid colors for UCF. If you have any questions if something is acceptable or not please contact us immediately.

Easter Eggs!
Easter Eggs were a cool idea we thought up to emulate the ever changing battlefield. Scattered and hidden through out the battlefield are going to be literal easter eggs. Inside these little plastic bundles of joy will be a code that needs to be radioed back to command immediately. These Easter Eggs will, 80% of the time, have something cool in them that will benefit you and your squad. However, some of them are negative but you’ll get to that when you get there. The codes aren’t difficult to read they’ll just be a sequence of military alphabet names. i.e. BRAVO, CHARLIE, FOXTROT or ZULU, OSCAR, JULIET. Pretty easy and will ad a fun dynamic to the game. Here are some examples of cool stuff:
• Additional Artillery Strikes (rules for this are under the Artillery Strikes section)
• Extra life! (The medic of your squad can tape you twice for the duration of your current life, after you hit a respawn, though, it’s back to one arm.
• Helo Insertion (Your team now has the option to insert anywhere on the map via “helicopter”. What happens is you and your squad report back to home base. Once there, inform the commander that you want to use your helo insertion. Once he’s confirmed that you have one available an admin will Red Rag walk you to the point you picked out on the map. Once there you find cover and take off the rags and get right in the action!

Fraggos:
Each squad, throughout the day, will be assigned a fraggo. These fraggos, in order to make everything run as smoothly as possible, will have a scheduled time. Most fraggos will feature some sort of opposition so it is important that your squad is ready for the fraggo at the given time (don't want those badguys to get the upper hand). Fraggo times will be assigned the day of the event during the morning briefing. We will also try to get your time to you before the event as well.

Point3Airsoft Event rules and regulations

Section 1: On-Field Safety

1.A) Dead Rags
• You must have a red/bright orange dead rag in order to play (for night games, use a red/orange glow stick).
• When you are hit by another player you must call out “Hit!” loudly and produce your death rag, making sure it is visible to all. (It is your responsibility to let everyone around know you are hit.)
• EVEN IF YOU DO NOT KNOW WHERE THE BB CAME FROM — YOU ARE OUT!
• Remember - if you are out, you are NOT allowed to talk other than informing other players that you are out, calling for a medic, or informing players you are a “dead man walking” when moving off of the field.
• Since this game has medic rules, you must stay where you are until a medic comes to revive you. If a medic doesn't make it to you in 5 minutes you are to report back to your teams spawn or one of the captured spawn zones.

1.B) Weapon roles and FPS limits
You MUST KNOW what FPS or Joule you are shooting at all times. Players will be spot checked or asked. If you do not know, you must chrono your weapon. If you are shooting too hot, you may not bring your weapon onto the field until you are shooting within FPS limits. Also, you must re-chrono if you change BB weights.

All measured in Joules. You will need to know your BB weight and YOU MUST RE-CHRONO IF YOU CHANGE BB WEIGHTS.

CQB/Side Arm Chrono
HARD LIMITS: 350fps w/ .25, 331 w/ .28
Energy Limit: 1.42 J
Minimum Engagement Distance: NONE

Standard Primary Chrono
HARD LIMITS: 420fps w/ .2, 376fps w/ .25, 355fps w/ .28, 343fps w/ .3, 332fps w/ .32
Energy Limit: 1.63 J
Minimum Engagement Distance: 10 feet

SAW Chrono
HARD LIMITS: 400fps w/ .25, 378fps w/ .28, 365fps w/ .3
Energy Limit: 1.85 J
Minimum Engagement Distance: 50 feet

Sniper Chrono
HARD LIMITS: 460fps w/ .34, 447fps w/ .36, 424fps w/ .4
Energy Limit: 3.32 J
Minimum Engagement Distance: 100 feet

1.C) Full Auto and RPS
• ALL WEAPONS have a 30’ full-auto MED. If you shoot anyone on full auto or burst within 30’ you must call yourself out.

1.D) Safety Kill Rule
There is a minimum 10’ stand-off range for engagements unless you have a CQB or Side Arm rated gun (see section 1.B). If you do not have a CQB or Side Arm rated gun you must call “Safety Kill” to eliminate the other player. If you are not within this 10’ radius, you may not call a “Safety Kill”.

Your weapon must be at the ready and pointed at the opponent when you call “Safety Kill”. No more than two opponents can be safety killed in an engagement. If you come around a corner and see three or more opponents, you may kill two but then you are a casualty as well, and you call yourself out. If someone aims their gun at you and says “Safety Kill” and your gun is aimed at them, or you both say “Safety Kill” at the same time, then you may both either parlay (walk away from each-other and engage different targets) or play a game of rock-paper-scissors to decide who is hit.

Sniper weapons cannot be used to engage targets within 100 feet, and SAW may not engage within 50 feet. All snipers and SAW gunners are expected to carry a side arm weapon for close engagements.

Please remember to keep your cool if you get shot pointblank. This is a big boy sport and mistakes can and WILL happen. Be prepared for these instances and maintain the highroad. If you have a problem with another player report it to an admin immediately.

1.E) Blind Firing
• If you are shooting you must be looking either down the sights of your weapon or down the side of your weapon — anything else counts as blind firing and will not be allowed
• Shooting over a roof or top of building is allowed but the blind firing rule still applies

1.F) Personal Protection Equipment:
• When on the field (there is a large sign depicting when this is necessary in case you can’t read) you must have eye pro on. Only when you are not on the field and not near live fire may you remove your eye protection.
• All goggles must have a minimum ANSI rating of z87.1 or milspec rating of MIL-V43511C.
• Facial protection (shemaghs do not count) is strongly recommended and required for players 18 and under.
• Failure to comply to PPE rules is a serious violation and will not be taken lightly.

Section 2: Game-Play Mechanics

2.A) Grenades:
• Any airsoft grenade on the market may be used. *Homemade grenades & fireworks must be pre-approved*
• When a grenade goes off in a room, anyone in that room is out.
• Grenades cannot be thrown into the open top of ONE story buildings. (must use windows or doors)
• Grenades are considered to have a 15’ kill radius, unless a player is separated from the grenade by a wall.
• Any hit from a BB flung out by a grenade, even if outside of the 15’ range, is also considered a kill.
• If a grenade lands in your vicinity (within 15 feet away) and goes off but a BB does not hit you, you are still out.

2.B) Rubber Knife and "Melee” Kills
• Players are allowed to "kill" another player with rubber edged weapons by touching or tapping the player in a non-aggressive manner and declaring “knife kill”. DO NOT grab the player or put the fake weapon to the players neck.
• When a player is touched/tapped with the rubber edged weapon they are considered "hit". Player that have been "killed" by a rubber edged weapon cannot yell "hit" or "medic" they are mortally wounded and must go back and re-spawn (if applicable) for this event the knife rule will be applicable. No respawning if your throat is slashed.
• No dull or modified "real edged" weapons are allowed.
• You may not throw melee weapons.


2.C) Friendly Fire:
• Friendly fire counts; if you get hit by your team you are hit.

2.D) What counts as a hit?
• Gun hits DO NOT count
• Ricochets DO NOT count, but if in doubt, take the most honorable route and assume the hit.
• Getting shot from under a building in the feet/ankles DOES NOT count (There are a few buildings where the walls do not reach the ground. This is a fault of the construction, and not intentional)
• You are NOT allowed to shoot through a crack between planks in a building (as this counts as blind firing) HOWEVER you may be hit if a BB goes between a gap in a wall. (make sure your cover is adequate!)
• If you get hit on ANY loose gear it counts as a hit.
• Airsoft is a game based on a system of honor. CALL YOUR HITS!

Section 3: Off-Field Safety

3.A) Staging Area Safety:
• When not on a field or designated firing area you must have the magazine out of your gun, your weapon on safe, and the chamber cleared. (clear your chamber on the field pointing away from any players)
• When adjusting hopup or testing your gun please make sure you are far away from the staging area or at the chrono station.
• If you are caught shooting a player or towards a player NOT during a game that is grounds for immediate expulsion and we will likely not allow you to play with us in the future as that is entirely UNACCEPTABLE

3.B) Disagreements and Arguments:
In the event of a disagreement about anything game related, the disagreeing parties are expected to find one of the neutral designated admins to help with the discussion.
• If one engages in unwanted physical contact on or off the field the offender will be asked to leave
• If one points his or her weapon at another person or taunts another with their airsoft gun when not in play the offender will be asked to leave
• If you find yourself getting angry please walk away from the situation, you are expected to know how to handle yourself like a mature adult

3.C) Real Steel:
• NO REAL STEEL FIREARMS ALLOWED AT ANY TIME
• Nothing bigger than a pocket knife allowed on field

Section 4: Consequences and Admins

4.A) Consequences
Failure to follow any of these rules will be handled on a case per case basis at the discretion of the admins and/or Pops, but is justification for being asked to sit out a game, sit out for the day, up to expulsion from ALL Tri-State Airsoft and Silver Spur events and groups.

4.B) Failure To Do Right
Admins reserve the right to address players who fail to “do right”. This means skirting around the rules, finding loopholes, or otherwise finding and abusing missing rules in order to injure, harm, or otherwise ruin someone’s day is grounds for removal from the games or field.

4.C) Designated Admins
The following individuals are designated airsoft admins:

• Danny Schembre
• D.J. Osborne
• Jeremy White
• Neil Engleman
• Lee Feldman
• Derek Keerl
• Ben Parson
• Adam Haskins

These are the admins as of now, more will be added in the time to come. Admins will be marked by either Red or Orange t-shirts on the battlefield.

These individuals will act as in-game moderators for the field, and will do spot checks as well as enforce the rules. If an incident occurs, you may go to one of these individuals for assistance. If these individuals are not present, please see Pops in the pro shop.

WE ARE ALL (yes: you), however, responsible for enforcing and upholding the rules so everyone may have a good time and play airsoft. If you see someone doing something against the rules, please do not hesitate to let them know in a civil manner.
Point3Airsoft
 
Posts: 2
Joined: Tue Jul 01, 2014 1:57 pm

Re: Operation: Deep Haven, Bad Karma Airsoft, Lebanon TN

Postby PhilipMWolfe » Thu Nov 28, 2019 6:24 am

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PhilipMWolfe
 
Posts: 1
Joined: Fri Nov 08, 2019 1:30 am


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