TCA Event Rules For Operation Urgent Fury II
Age:
12+ Only
Game Fee
Admission is $25.00 per player pre-pay online. Register for this event NOW.
A payment of $35.00 day of the game .
Registration ends on April 3rd 2010.
Uniform Information:
There are set uniform requirements for this game, however airsofters will be divided into teams according to there uniform. We do suggest airsofters to try and be in a specific uniform to help with setting up the teams. If you are planning on running with friends we suggest you be in the same uniforms.
The uniform rules and restrictions will be strictly enforced at this event. NO mix matching of uniforms at all. This goes for mix matching BDU tops and bottoms. All airsofters will be placed on the team they are properly dressed for. This also means no BDU tops with blue jeans on please. Also no hunting cammo of any kind like MOSSY Oak and so on. Airsofters in uniforms listed in the rules will be excepted on to the field. This will help with forces identifying each other and make for a better airsoft experience.
Airsofters that show up in uniforms other than listed in the rules will be asked to leave with no refunds.
*NOTE* - We reserve the right to revoke attendance from any airsofter who breaks event rules.
We also reserve the right to DENY any application from who we deem unfit to participate in the event. No refunds will be given after you have registered.
Airsoft is meant to be a fun sport. Rules are designed not to restrict but protect the safety of its participants and ensure each airsofter has a good time. In developing these rules, we tried to cover realism, airsofting and safety.
Squads will be assigned to the best of our ability with registration information. Medics will be voluntary but will also be assigned if we need more medics and not enough people have volunteered.
SAW's will be limited to ONE per squad. If your squad does not have a M249/M60/RPK/etc.
Please remember to PACK OUT EVERYTHING YOU PACK IN. In other words, DO NOT LEAVE TRASH ON THE FIELD. Put all trash in your pocket or pouches and throw away your trash where it goes… IN THE TRASH
CAN.
Registration
When reporting to the registration table, you will be asked to present the following items:
1. Waynes World of Paintball General Release and Waiver
2. National Sports Entertainment & Recreation Release and Waiver.
3. Payment for walk on players.
All waivers must be complete and bring them to the event. This waiver is for adults GENERAL RELEASE if you are under the age of 18 make sure you have this filed out by a parent. Minor Athletic Waiver and Release of Liability.MINOR WAIVER AND RELEASE OF LIABILITY. All players also need this waiver NATIONAL SPORTS ENTERTAINMENT & RECREATION ASSOCIATION
Additional copies will be Available onsite but completing this information in advance will speed the process. Please be sure your paper work is complete. Upon registration if you have not done so please proceed to the chrono station.-top-
Water
TCA under stands it gets hot in Florida. While we will have bottled water on site, it is to be used for emergences only, we will have a water cooler at the CP/HQ for the airsofters to refill there canteens if they are out of water. It is not our job or responsibility to supply you with drinking water, its your job to make sure you bring the what you will need for the event.
Do not allow yourself to become dehydrated on the field. When your squad leader or an admin tells you to drink water, then drink water. Even if you are not particularly thirsty, drink water. If you need water but have an empty canteen or hydration pack, do not hesitate to ask a squad mate or admin for water or go to an aid station.-top-
EMT’s & Aid Stations
EMT’s will be on site incase of any real world emergences.
If you are diabetic please make sure you have your kit in a pack on you during this event. We also recommend if any one has any medical problems such as diabetic or allergies to some medications or insects or any other kind of allergies that could become a real world problem to have this information on a peace of paper or card on your person or gear. This information could become helpful to a medic in treating you faster. -top-
BB’s
Bio BB’s must be used at this field. Biodegradable BB’s are required for this event. NO METAL or GLASS BB's can be used in sniper rifles or AEG's. Anyone caught using metal or glass bb's will be BANNED from TCA events. -top-
Velocity Limits
-AEG's- 400 fps limit with .2 gram plastic BB for all full-auto weapons.
-SAW's- 400fps for Saws and RPK's. These must be approved by staff first.
-Semi-Automatic- sniper rifles limited to 500 fps. with a 100' no shoot distance.
-Bolt-action- sniper rifles are limited to 550fps. with a 100' no shoot distance.
Weapons will be chronograph during registration and banded as approved.
Airsofters caught with hot guns or guns that were not chronographed prior to the event will be removed from the event with no refund given. Velocity Reducers are not allowed. They've been proven to be ineffective when the weapon is fired in full auto.-top-
Chrono Procedures
You will need to take all of your weapons, INCLUDING back up weapons or extra weapons, to the Chrono station. Bring a bag of the bb's you plan on using for the day. To be checked by event staff.
The station generally opens 0830 before the registration desk. Chrono will close at 10:15 am sharp. We recommend going through chrono and registration as early as possible to give you time to prepare your gear.
The chrono station is a short distance from the main staging area. There will be at least two chronographs being used to check the weapons.
We will provide 0.2gram BBs for the test. We recommend bringing one empty magazine with you for each weapon you need to chrono.
Staff members will fire several rounds with each weapon, taking the average score as the chrono result. If you feel the results of one chrono are inaccurate, you have the option of testing from any of the other chronos as well and averaging the results.
The chrono personnel have the final say if a weapon will be allowed onto the field.
The process for the Chrono station will be as follows:
1.You will arrive at the chrono station with a barrel plug and you will fall into the line if there is one formed. If you do not have a barrel plug you will be asked to go and get one before you are chronoed.
2. When called to the next available chrono station, you will hand your weapon and empty magazine to the chrono attendant.
3. The chrono attendant will EMPTY any BB’s you may have in your magazine.
4. He will then load your magazine with approximately ten .20g BB’s.
5. The attendant will then fire your weapon a minimum of THREE (3) times through the chrono to establish the weapons FPS. If the measured FPS is not consistent, the weapon may be fired additional times or tested on another chrono.
6. If your weapon fails to measure within legal FPS regulations your weapon will be rejected and you will be directed to either have the weapon ‘downgraded’ or you will need to pack away your weapon.
7. If your weapon passes by firing within the FPS allowance, then the chrono station attendant will ‘tag’ your weapon.
ALL TAGS will be affixed forward of the magazine well.
8. After your weapon has been ‘tagged’, then you will step out of line and return to the staging area.-top-
Personal Protection
Fully sealing eye protection REQUIRED. Impact rated (meets or exceeds ANSI Z97.1 standards) fully sealed eye protection must be worn at all times on the event fields. NO SHOOTING GLASSES or MESH GOGGLES allowed. Airsofters caught in violation of this rule on the field will be removed from the event with no refund given. Full face protection is suggested but not required - either a balaclava or a full paintball mask that covers both your ears and mouth.-top-
Uniforms and Personal Gear
A red kill rag is MANDATORY. While we realize it will not stop airsofters from getting shot after they've been eliminated, it will reduce it. All airsofters are required to bring no less than one red glow stick with them, this will act as your red kill rag during night operations. All other airsofters should be in some sort of military dress wear appropriate to the events required uniform load out. All airsofters should be on the field with at least one canteen or hydration pack. FRS/GMRS radios are recommended, as it personal gear. All airsofters should have a copy of the AO Map on them while on the field.-top-
Weapon & Safety Rules
Weapons are to be kept on safe with magazines out while in the staging area. There should be no shooting in the staging area except at a designated chrono area and weapons testing range.
NO firing in the parking lot!!! This means you.
You must have a barrel plug on your weapons at all times in the staging area.
Blind firing (sticking your gun out of an area and firing without knowing/seeing where you are aiming) around corners is strictly prohibited! You must have EYES on target before firing. You may not use optics to see around corners and fire. It's real easy to hit someone point blank in the face when doing this.
Maintain muzzle control, when moving about in the AO or the staging area you should have the muzzle of your weapon pointed down at the ground. Raise it up when you are ready to engage a target.
Trigger finger control, while moving in the AO or staging area you should not have your finger resting on the trigger of your weapon. If you are surprised by anther player jumping out at you it will cause you to inadvertently pull the trigger and you can possibly engage some one under the 10 ft rule. More so when fighting in CQC areas turning a corner or breaching a door.-top-
Minimum Shooting Distance
There is a minimum 10’ stand-off range for engagements. Do not fire at targets within 10’. Instead you may call a “Bang” or “Surrender” to eliminate the other opponent. Your weapon must be at the ready and pointed at the opponent when you call “Bang” or “Surrender.” No more than two opponents can be banged out in an engagement. If you come around a corner and see three opponents, you can kill two but then you are a casualty as well. Airsofters who have surrendered are expected to sling their weapons and comply with their captors. Sniper weapons cannot be used to engage targets within 100 feet. All snipers are expected to carry a back-up weapon for close engagements.-top-
Valid Hits and Eliminations
A hit from a BB anywhere on your body or personal gear (helmet, vest, etc.) is a valid hit. Gun hits do not count. Ricochets do not count. If in doubt whether or not a hit was a ricochet or direct hit, take the most honorable route and take the hit. Friendly fire (hits from teammates) DOES count. There is no such thing as "friendly" fire! Grenade hits count the same as a hit from a BB.
If a grenade lands in your vicinity (approximately 10 feet away) and goes off but a bb does not hit you, you are out.
In the event of a hit, the airsofter yells, "HIT!" He or She immediately raises his/her weapon or hands above his or hers head and displays his or hers red kill rag. No false calls. The airsofter may lie in place and call for a medic. If a airsofter has been waiting for five minutes with no medic reaching him, he has the option of “bleeding out” and moving to the nearest spawn point.
DO NOT call for others to "call their hits". It is un-sports manlike and rude and the field admins will not stand for arguing on the field. This is a sport of honor and should be treated that way. Sometimes your BB may not be reaching your target. Sometimes they may be deflected by a branch or hitting gear and your opponent is not aware of it. Give your opponent the benefit of the doubt and shoot him again.
The downed airsofter bleeds out in five minutes unless receiving first-aid. If no aid has been received within five minutes, the downed player is dead. He may rise and head back to the respawn, with his weapon and hands rose above his head. At anytime during the airsofters bleed out, he has the ability to be captured by the opposing force.
Until he has been given first-aid or bleeds out, the downed airsofter remains where he lies. A downed airsofter may be "carried" by one or more active airsofters to a safer location for treatment. One airsofter placing his hand on the casualty's shoulder represents a carry. They may move at a walk but neither airsofter may fire. If two airsofters put hands on a casualty's shoulders, this represents a two-man carry.
The three airsofters may move at a brisk jog and the carrying airsofter may fire one-handed.-top-
Medic Rules for this Event will be as follows:
Each airsofter will be given a card, each time the player is killed his card will be punched using a whole punch by an admin at the respawn location.
Objectives will be assigned point values. Each team must develop a tactical strategy to complete their objectives and possibly need to hold them until the end of the game depending on the objective. At the end of the game scores will be tallied and a winner determined. A five point deduction will be deducted for each kill.
The “MEDIC RULE” will be used to maintain unit integrity, provide a fluid tactical scenario and reinforce squad tactical fire and maneuver. Squads will remain together throughout the operation . No one is to be playing by them selves with out there squad.
Dead players will move with there squad using the one man or two man carry rule.
Each squad of (12) will have two medics designated, one per fire team. Medic role may be transferred from one “LIVE” player to another “LIVE” player at the discretion of the Squad Leader.
A medic can only regenerate one person at a time, therefore regeneration times become sequential – for example, it would take one medic 9 minutes to regenerate 3 players (3 minutes each).
When a player is “hit”, a medic can regenerate the “wounded” player after three minutes. If a medic is “hit”, another medic can regenerate the “wounded” medic after three minutes. A player may NOT regenerate another player. Until the player has been given first-aid the downed airsofter remains where he lies. A downed airsofter may be "carried" by one or more active airsofters to a safer location for treatment. One airsofter placing his hand on the casualty's shoulder represents a carry. They may move at a walk but neither airsofter may fire. If two airsofters put hands on a casualty's shoulders, this represents a two-man carry. The three airsofters may move at a brisk jog and the carrying airsofter may fire one-handed.
Once all medic ropes have been used the squad becomes combat ineffective or the squad suffers 100% casualties they must disengage from the area they were defending or attacking with red flag on their head and move to their respective Command Post for regeneration and remission. MANDATORY WITHDRAWAL for personnel, weapons, ammunition or water.
Each medic will be issued (4) ropes for use within the squad – total ropes per squad is (8). Ropes must be tied to the wounded player’s left arm. When all ropes have been used the squad must move to the Command Post for re-supply. There is no limit on the number of times a squad may be re-supplied with medic ropes. This is MANDATORY WITHDRAWAL.
Once all medic ropes have been used the squad becomes combat ineffective or the squad suffers 100% casualties they must disengage from the area they were defending or attacking with red flag on their head and move to their respective Command Post for regeneration and remission. MANDATORY WITHDRAWAL for personnel, weapons, ammunition or water. Rgeneration time is 5 minutes.
A red flag or red CHEMLITE designates dead or withdrawing players.
Individual movement during the operation is NOT authorized – squads must remain together and move as directed by the Commander or under MANDATORY WITHDRAWAL conditions. -top-
Magazine Restrictions
Mid and Low caps only.
No winding magazines or box mags permitted.
Only SAW’s, RPK’s, M60’s may have a box mag on them. The weapon must be a true support weapon to act as a SAW, RPK or M60.
Only One support weapon per squad.
Note: If High caps are all you have and do not have the cash to get mid or low caps before this event, you can have up to 3- 300rnd high caps on you that would = 9 100rnd mid caps.-top-
Pyro/Grenades
No paint grenades are allowed. Only cold-burning smoke grenades are allowed. BB or popcorn grenades using small firecrackers are allowed for use in the game. All other pyrotechnics are subject to prior approval before use. Use of unauthorized devices is subject to immediate dismissal and barring from future games and events.-top-
Prisoners of War
No Prisoners of War permitted at this event. -top-
Field Admins
At least five admins will be on the field at all times during the game. We will bring in more if needed depending on operational needs on the field. They can be identified by an admin badge. Please do not shoot the admins. Field Admins will be on the field to help with game-flow, watch for safety violations and handle challenges or problems as they arise. Only individuals wearing these admin badges are considered admins. -top-
Photographers
Some photographers may be on the field in Orange vests. These are considered “invisible” photographers and should be allowed to roam the field and take pictures as they wish. They are not considered admins, however, but may help the field Admins on the field to help with game-flow and watch for safety violations. Other photographers may be “in-character” as embedded journalists. They operate just like any other airsofter in the operation and may be shot or wounded by hostile or friendly fire.
TCA reserves the rights to all photographs and videos taken by its staff and players. To use these photos or videos in promotional videos and material.-top-
Three strike and you’re out rule
TCA will enforce its rules and polices 100% on the field. Safety on or off the field is a no joking matter even with toy guns. We have a 3 strike and you’re out rule. By this I am saying. If you break or violate our rules it is 1 strike to you. You are only allowed 3 strikes in a 1 year time frame. This is not 3 strikes at a game. If you have 3 infractions on the field due to breaking the rules your name will be added to a list and you will not be allowed to attend a TCA event’s for the rest of the calendar year. You will also loose your rank on the forums and be locked out of the forums for the rest of the calendar year. We must do every thing we can as the event host and as airsofters to have a safe game.-top-
Checklist for Airsoft Events
· Airsoft AEG & magazines
· Spare AEG & magazines
· Sidearm & magazines
· Airsoft gas
· Batteries for AEGs
· BB’s for AEG and sidearm
· EYE PROTECTION
· Correct uniform for your team
· Battle rig, chest rig, plate carrier, LBV, LBE, etc
· Boots
· Socks and extra socks
· Gloves
· Knee pads
· Cover (hat, boonie)
· Foot powder and additional foot care products, ie. Orthotics, ankle brace
· Belt
· Radio w/ spare batteries
· Spare radio w/ more spare batteries
· Weapons sling
· Ruck sack or other back pack item for carrying non-essentials & extra gear, water and food.
· Snack food or power bar
· WATER in a Hydrapak, canteen or similar
· Red Dead rag
· Red Chem Light
· Anti-fog
· EYE PROTECTION... yes... it’s that important
· Speed loader
· GUN BAG – don’t carry your weapon out in the open
· Waiver form
· Admission fee, for walk ins
· WATER... again... it’s important
· “OFF”… or other bug repellant
· Allergy medication
· General medication
· Emergency medication. ie. If you’re allergic to bee stings
· Compass
· WATER... still important
· Camera or disposable camera
· Multi-tool
Personal ID
** This is a generic list that includes some of the ‘basics’. You may find that you need more than the items listed, or less of the items listed. Be sure to plan for any possible outcome, good or bad and be prepared. Don’t expect someone else to have the items you need.Get your gear in order so that you can be a self-contained entity.-top-
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