2014-02-18 / 22:19 UTC GMT +00:00
OP ICEBACK
Rule Set 2013
1.0 Personal Safety
1.1 Safety Overview
1.1.1 Ignorance of the rules is no excuse. It is presumed that you have read and understand ALL rules before playing.
1.1.2 The game organizers and commanding officers are NOT responsible for your safety. Although they have taken reasonable steps to provide a gameplay environment that is both safe and as realistic as possible, this in no way guarantees your safety.
Ultimately the only person responsible for your safety is YOU.
1.1.3 EYE PROTECTION MUST BE WORN AT ALL TIMES. If you decide to rest or take a break while on the field, your eye protection must stay on. The only time you are permitted to remove your eye protection is when you are in a goggles-up safe zone.
1.1.4 Being an honour sport, a sense of chivalry is implied, meaning, you should not only be concerned with your safety, but the safety of all other players in the game. Choose you actions accordingly.
1.1.5 There may be inherent danger in close range props, traps, vehicles and equipment. It is suggested that unless you have received proper instruction you leave these items alone.
1.1.6 If a game stoppage is required, the field admins will communicate to all the players an order to “Stand Downâ€. Depending on the nature of the stoppage, one of two commands will be issued/relayed by the admin team:
"Make Safe"
• When this command is issued all weapons will be cleared and made safe (i.e., mag out, safety on, and muzzle cover installed).
• All players “Stand Down†in their current location and await further instructions.
"No Duff"
• Used for medical emergencies or other serious situations.
• When this command is issued all weapons will be cleared and made safe (i.e., mag out, safety on, and muzzle cover installed).
• All radio traffic is to cease until further notice.
• All players “Stand Down†in their current location and await further instructions.
1.1.7 Violation of any of the rules contained herein will result in disciplinary action up to and including dismissal from the game without refund.
1.2 Climbing and Modification of the Field
1.2.1 There will be NO climbing on any of the structures present on the field. This is to prevent injury both to you and others. Anyone caught climbing on structures will be removed from the field.
1.2.2 Players will not move or alter any of the buildings or structures to suit their needs.
1.2.3 Players will not reposition tables, benches, boards, or similar items to create makeshift barricades. However, we encourage you to use whatever is in place, but do not alter the game environment.
1.3 Field Boundaries
1.3.1 The field is 560 acres, to the North the boundary is the small river, to the West the Kickinghorse river (remember please do not enter the river, it’s called the Kickinghorse for a reason), South the railroad tracks (this is an active line stay at least 25’ away), and to the East this area will be marked with yellow rope.
1.3.2 In the far South West area of the field there is a small historical graveyard, this is an absolute no play zone and will be marked with yellow rope.
1.4 Medical Assistance/Field Emergencies
1.4.1 Should there be an actual medical or field emergency, radio the game admins immediately and blow your whistle three times so we can pinpoint your location and dispatch medics or the necessary personnel to deal with the situation. Numerous first aiders will be on hand at the event. They will be asked to identify themselves on the forums and again at the team bases.
1.5 Trash
1.5.1 As a general rule of thumb, you are expected to pack out what you pack in. Bring garbage bags for your own use and ensure that you do not leave any garbage on the field.
1.6 Smoking
1.6.1 Smoking is permitted only in designated areas. Players must respectful of the property, smoking is allowed at the main camp area.
2.0 Personal Protective Equipment (PPE)
2.1 Eye, Head, and Face Protection
2.1.1 Players must wear approved eye protection, such as paintball masks, glasses and goggles. Any questionable eye protection is subject to inspection and testing by a field admin.
2.1.2 Goggles/glasses must have a minimum rating of ANSI z87.1+.
2.1.3 Approved eye protection must be secured to the head with a retention strap.
2.1.4 WIRE, MESH, SHOP OR SKI GOGGLES ARE NOT ALLOWED.
2.1.5 We encourage players to use additional head protection, such as balaclavas, full face masks and mouth guards to help minimize potential injuries.
2.2 Minors (Under 18) Eye, Head, and Face Protection
2.2.1 Minors are required to wear ballistic rated or paintball rated goggles. No glasses.
2.2.2 Minors are required to use teeth protection, such as mesh protectors, paintball masks, or similar protective equipment.
3.0 Conduct
3.1 Substance Abuse
3.1.1 THE USE OF MIND ALTERING SUBSTANCES (OF ANY KIND) BEFORE OR DURING THE GAME WILL NOT BE TOLERATED. This includes, but is not limited to alcohol, drugs and prescription medications.
3.1.2 Players showing physical signs of intoxication or impairment may be asked to sit out for an extended period of time at the discretion of the game admins.
3.2 Behaviour, Ethics, Honour and Integrity
3.2.1 Airsoft is a sport founded on the principles of honour, respect and honesty. Our commitment to these principles ensures the success and longevity of the sport and events like Op. ICEBACK.
3.2.2 Players are expected to conduct themselves in a mature, responsible and respectful manner both on and off the field.
3.2.3 Threatening language and verbal threats, slurs against race, ethnicity, sexual orientation or gender will not be tolerated under any circumstances. However, we recognize that some verbal angst and banter is to be expected during game play – please conduct yourself accordingly.
3.2.4 Players will display mutual respect and treat the gear, equipment, props and property of other players, event staff and landowners with utmost care and regard. Acts of vandalism will not be tolerated.
3.3 Physical Contact
3.3.1 Physically or verbally abusive or threatening behaviour of any nature is strictly prohibited and is grounds from immediate dismissal from the field and property.
3.3.2 Players are not permitted to make physical contact with another player. If the scenario requires physical contact, an admin will approve the action.
3.4 Cheating, Complaining and Disciplinary Actions
3.4.1 Cheating and intentional rule violations will result in disciplinary action up to and including dismissal from the game and/or a ban from all future events.
3.4.2 To report someone for cheating or rule violations you can either report the individual immediately to a commanding officer or game organizer, or wait until after the game and report the individual to a game organizer or field owner. Under no circumstances should you confront the player directly during a game. You should always notify an official and allow them to take the appropriate action.
3.4.3 When reporting a player, please ensure you can positively identify the individual.
3.4.4 Players observed not calling their hits by an admin may be ejected from the game on the spot.
4.0 Ammunition
4.1 BB’s
4.1.2 Only BB’s that are Bio-Degradable are to be used.
4.1.3 Admins will conduct random mag and gear checks during the game for prohibited BB's. Anyone found with prohibited BB's on his or her person may be removed from the game.
4.1.4 To reiterate, silica BB’s, no matter their colour or weight, are banned
5.0 Gun Rules
5.1 Ammo Limits, this is a limited ammo event.
5.1.1 Ammo limits for primary weapons and SAW’s are as follows:
• Low/Real-caps – unlimited OR
• Mid-caps (non-winding magazines with a capacity greater than 100 rds.) – eight magazines maximum. Note this includes SystemA PTW magazines. OR
• No Hi-caps
• SAW – maximum 2500 rds.
We would like to encourage players using a SAW to use a single box mag or C-mag rather than multiple mid/high-cap magazines that can be shared with other players. SAW gunners found abusing this rule will incur harsh penalties for their team.
5.1.2 Pistols are limited to a maximum of 100 rds.
5.1.3 Ammo limits for shotguns shells and magazines are the same as the ammo limits for primary weapon magazines. See 5.1.1.
5.1.4 The total number of magazines / BB’s carried onto the field is the same regardless the number of long guns players bring with them. For example, 4 sniper mid-caps and 4
MP5 mid-caps for someone with a bolt action rifle and bring’s an MP5 for closer encounters.
5.2 Gun Chronographing
5.2.1 Players must chrony their weapons before being allowed on the field. All chronoed guns will be marked for easy identification.
5.2.2 Guns may be randomly chronoed by game admins at any time during the game.
5.2.3 Once on the field, any player found tampering with their gun to contravene the velocity limits approved for Op. ICEBACK may be removed from the event.
5.3 Safe Zones
5.3.1 When in safe zones, all players must follow these rules:
• No BB's in the chamber.
• Magazines out. SAW’s may leave box magazines in place.
• Pistols holstered.
• Safeties on.
• Muzzle covers on.
• M203 shells removed from launcher tubes.
5.3.2 Muzzle covers or barrel condoms are mandatory equipment for players attending Op. ICEBACK. Gloves and socks are not suitable muzzle covers. If you need a muzzle cover, please see one of the many vendors on site.
5.3.3 Players will not fire into or out of safe zones.
5.3.4 Safe zones on the game field will be reviewed at the game briefing.
5.4 Velocity Limits
5.4.1 The velocity limits for full and semi-auto AEG’s and GBBR’s are as follows:
BB Weight Max FPS
.20g 420
.23g 392
.25g 376
.28g 355
.30g 343
.38g 313
.43g 286
1.64 joules
5.4.2 The velocity limits for bolt action rifles are as follows:
BB Weight Max FPS
.20g 475
.23g 443
.25g 425
.28g 402
.30g 388
.38g 354
.43g 324
2.10 joules
5.5 Indoor ROE
5.5.1 Players are limited to semi-auto fire only when entering or occupying a structure.
5.5.2 We encourage players to use a pistol or backup weapon that is rated at ~300 FPS when entering buildings.
5.6 Reloading
5.6.1 “Live†players may reload at the team base or team-controlled ammo dumps.
5.6.2 “Dead†players may only reload at the team base or CCP.
5.6.3 Players may carry loose ammo but are prohibited from reloading in the field.
5.7 SAW’s
5.7.1 Players filling the SAW gunner role must use squad weapons that have a real-world equivalent (e.g., M249, RPK, MG36, SHRIKE, etc.). Any player found using a C-mag or drum magazine in a battle rifle will have an infraction recorded against them.
6.0 Grenade Rules
6.1 Dummy and Replica Grenades
6.1.1 Safe-T, Madbull foam, plastic replica or other similar dummy grenades are not permitted.
6.2 BB Fragmentation Grenades
6.2.1 Grenades that expel BB’s (e.g., AI Tornado Grenades, etc.) are approved for use at Op. ICEBACK.
6.2.2 “Hits†will only count if a BB strikes a player. BB’s that ricochet and strike a player will count as a “hitâ€, unless the player is positioned behind hard cover and is not in the line of fire when the grenade detonates. There is no blast radius rule in effect.
6.2.3 Players will not use discharged grenades to create diversions to gain a tactical advantage.
6.3 Sound Grenades
6.3.1 Grenades giving an audible report (e.g., ThunderB, Madbull CO2, etc.) are approved for use anywhere on the field.
6.3.2 Sound grenades are to be used and treated as distraction devices only.
6.3.3 Players will not use discharged/spent grenades to create diversions to gain a tactical advantage.
6.4 M203 Grenades
6.4.1 M203 grenades may be used anywhere on the field.
6.4.2 BB’s that ricochet or bounce and strike a player will count as a “hitâ€.
6.4.3 Grenadiers must not engage targets at ranges less than 5 feet and must make a concerted effort to avoid headshots.
6.5 Reloading Grenades
6.5.1 Grenades may be used only once. Any grenade that fires or detonates must be reloaded to be used again
.
6.5.2 “Dead†players in the process of respawning at a CCP may reload their spent grenades.
6.5.3 “Live†and “dead†players may reload spent grenades at their main base.
6.5.4 “Live†players may reload spent grenades at team-controlled ammo dumps.
6.5.5 Players may only reload their own grenades.
6.6 Grenade Loadout Restrictions
6.6.1 Players are restricted to a maximum of eight grenades of any type. (e.g., three AI Tornados, one ThunderB and four M203 shells).
6.6.2 Madbull GSG-1 or any other CO2 grenade, as well as blank firing grenades, may be used indoors.
6.7 Smoke Grenades
6.7.1 Cold smoke only
6.7.2 Even though its cold smoke only smoke grenades are allowed but must be called in and must be watch in heavily wooded areas to prevent fires. Cold smoke still produces some heat.
6.8 Spare Grenades/Shells
6.8.1 Players may keep spare grenades and M203 shells at the team base in case of failure.
6.8.2 Spare grenades and shells must remain unloaded (i.e., no BB's and minimal gas) while stored at the team base.
6.9 Rocket launcher / LAW / RPG usage
6.9.1 In addition to M203-style launchers, players may use 'rocket launcher' style weapons. These include, but are not
limited to, RPGs, LAWs, AT-4s, etc.
6.9.2 When firing upon players only BB shower type grenades are to be used.
6.9.3 Foam rocket firing devices are currently being looked into by the game planners.
6.10 Claymore / Landmine usage
6.10.1 Landmines are permitted.
6.10.2 Claymores are permitted provided that they are manually detonated. Tripwire systems are not allowed.
7.0 Gear
7.1 Personal Effects
7.1.1 Damaged, lost or stolen personal effects are the sole responsibility of the player; the game organizers and field owners are not liable for compensation.
7.1.2 Any person found stealing or vandalizing property will be prosecuted to the full extent of the law.
7.1.3 All items found should be turned in to the game organizer.
7.2 Loadout/Kit
7.2.1 There are no restrictions on loadouts or kit, except the designated team camo colours.
7.3 Laser Devices
7.3.1 Lasers Class IIIb and Class IV are prohibited on the field.
7.3.2 Lasers Class I, Class II and Class IIIA (under 5mW) are permitted.
7.3.3 Players wishing to use laser devices on the field will have to prove the laser is of the permitted class and power. If the player cannot prove the class and/or power of the laser device, it will not be allowed on the field, operational or not.
7.3.4 Players will not intentionally shine lasers in the face or eyes of other players.
7.4 Training Knives
7.4.1 Rubber training knives are allowed and encouraged to be used on the field.
7.4.2 Rubber training knives can be thrown underhand at an opposing player. No other throwing style is permitted.
7.5 Real Steel Knives
7.5.1 Knives over 4" or 10.16 cm (i.e., KA-BARs, bayonets, SEAL Pups, "Rambo-style†knives) are not to be carried on to the field.
7.5.2 Knives under 4", such as multi-tools and Swiss Army knives, are permitted if properly stored.
7.6 Ballistic Shields
7.6.1 Ballistic shields are not permitted at Operation ICEBACK.
7.7 Trash
7.7.1 As a general rule of thumb, you are expected to pack out what you pack in. Bring garbage bags for your own use and ensure that you do not leave any garbage on the field.
8.0 Vehicles
8.1 General
8.1.1 At this moment no vehicles will be used in Op. ICEBACK, this may change as the event gets closer so changes will be posted.
8.1.2 Helo may be available in the event but will be at an additional cost and Helo company rules will apply.
9.0 Safe Engagement Distances
9.1 Mercy Rules
9.1.1 There is no standing mercy rule in effect at Op. ICEBACK. However, any player that gains a significant advantage over an enemy player may elect to call out "Mercy!†Please be advised that compliance is completely optional. If the enemy player chooses to engage, both players must aim low to minimize potential injuries.
9.2 Close Quarters Battle (Indoors)
9.2.1 Due to close engagement distances, blind corners and other safety issues, full-auto fire within any building is prohibited. Players are limited to semi-auto fire when indoors.
9.2.2 Players will not use sniper rifles in CQB situations.
9.2.3 Sniper rifles, SAW’s and other full-auto weapons may engage targets outside of a secured building, as long as the barrel passes the threshold of the window, door, or opening.
9.3 Battle Rifles, SMG’s, and Pistols
9.3.1 Players may use battle rifles, SMG’s and pistols anywhere on the field.
9.4 M203 Grenades
9.4.1 Players will not use CO2 propellant in M203 grenades. If you are using CO2 capable M203 grenades, you must use
green gas or propane.
9.4.2 Players will only use airsoft projectiles in M203 grenades. Players are forbidden from loading M203 grenades and launcher tubes with foreign materials of any kind.
9.5 Snipers
9.5.1 Snipers will not engage targets closer than 50 feet. Backup weapons will be used when targets are within 50 feet.
9.2.2 Players will not use sniper rifles in CQB situations. Upon entering a building, the sniper must use a pistol or backup weapon while clearing the structure.
9.2.3 Snipers may engage targets outside of a secured building, as long as the barrel passes the threshold of the window, door, or opening.
9.6 SAW’s
9.6.1 Players may use SAWs anywhere outdoors.
9.6.2 Players will not use SAWs in CQB situations. Upon entering a building, the SAW gunner must use a pistol or backup weapon while clearing the structure.
9.6.3 SAWs may engage targets outside of a secured building, as long as the gunner is positioned next to a doorway, and the barrel passes the threshold of the window, door, or opening. SAWs may not engage outdoor targets from anywhere else inside buildings.
10.0 Elimination Rules
10.1 General
10.1.1 The elimination rules are different for Day 1 and Day 2. Please review the elimination rules for each game in their respective scenario boards.
10.1.2 A RED OR ORANGE "DEAD" RAG IS MANDATORY EQUIPMENT FOR BOTH DAYS.
10.2 Blind Firing / Crack shooting
10.2.1 Blind firing is defined as firing without identifying what you are shooting at first.
Blind firing includes, but is not limited to, firing around corners without aiming, or ducking under a window while firing through it.
10.2.2 Blind firing is a severe safety violation. Any player caught blind firing will be issued an infraction.
10.2.3 Shooting through a crack or hole (in a building or structure) smaller than a clenched fist is not allowed. In
addition, you must be able to form a proper sight picture to shoot through a crack or hole.
10.2.4 BB’s shot from a legal position, passing through a small crack or hole and striking a player will count as a “hitâ€.
10.3 The “Deadâ€
10.3.1 Players that are “dead†or “wounded†may not speak regarding strategic/tactical details until they have respawned or been revived.
10.3.2 Under no circumstances are “live†players to mingle with “dead†players while they are on the move to respawn.
10.3.3 Under no circumstances are “dead†players to be used as cover by “live†players.
10.3.4 A “dead†player may use their radio to locate active respawn areas.
10.4 ISAF/Opfor Team
10.4.1 Players on both teams will follow same guidelines.
10.4.2 Kill shots are torso and head and must call hit and pull out kill rag.
10.4.3 If you are hit in the arm or leg you must fall in place and call for medic, you can drag yourself but cannot walk; you will have a 2min bleed out time before you call dead, Medic must reach you within that two minutes.
a) Medics must place bandage over wound.
b) If you are wounded a second time you must call hit and take out kill rag.
10.4.4 Once you have been killed you must stay in place for 5min, some players will be carrying critical information so this allows time to search the dead, intel must be in either left or right leg pocket.
10.5 For ISAF units, after 5minutes is up you must pull back to the CCP, read 11.0 for rules at CCP for respawn.
10.5.1 Opfor must respawn at one of your FOB’s, read 11.0 for rules at CCP for respawn.
10.5.6 Medic bags and bandages cannot be captured. DO NOT STEAL THE OTHER
TEAM’S MEDIC PROPS!
10.5.8 A “dead†player must use a red or orange dead rag to indicate that he or she is “deadâ€.
10.5.9 The dead rag must remain on the “dead†player’s head until the player is fully respawned.
10.6 Spawn Camping
10.6.1 Spawn camping is defined as a player or players who take up shooting positions outside respawn points for the sole purpose of shooting players as they return to the game.
10.6.2 Spawn camping is prohibited at Op. ICEBACK. Any player found spawn camping may be ejected from the game.
10.7 Prisoners of War
10.7.1 At OP: ICEBACK there will be no taking of prisoners by any team unless it is part of the scenario.
11.0 Casualty Collection Point
11.1 Overview
11.1.1 A Casualty Collection Point (CCP) acts as a mobile respawn point (i.e., field hospital) that cannot be captured or moved by the enemy, but may be destroyed
(“rolledâ€). The CCP consists of 4 pylons, 10 five-foot ropes and a large ammo box.
11.1.2 Please view the CCP use overview video:
http://www.youtube.com/watch?v=I0QSxQEUamk
11.2 CCP Activation
11.2.1 To activate a CCP:
(1) Open the ammo box and remove the pylons.
(2) Place the pylons to make a square approximately 10-15’ per side (3-5 meters).
(3) Place the ammo box with ropes spread out in the center of the pylons.
The CCP is now active and ready to be used.
11.3 CCP Respawning for Players
11.3.1 To respawn the “dead†player must be inside the pylon square and be holding onto one of the 10 ropes for the duration of the respawn.
11.3.2 While respawning at a CCP, the player MUST be sitting/kneeling and have their kill flag on.
11.3.3 At the end of the designated respawn time the player may get up, remove his/her kill rag and leave the CCP.
11.3.4 The respawn time will only stop and restart if the decision is made to relocate the CCP or if the CCP is destroyed/rolled by the opposing team.
11.4 Destroying/Rolling a CCP
11.4.1 To destroy a CCP, the attacking force must collect the 4 pylons and stack them together on the ammo box.
11.4.2 Respawning or “dead†players cannot inhibit or interfere with the attackers while they are attempting to destroy a CCP. Once destroyed, the attackers cannot move or relocate the CCP.
11.4.3 Once destroyed, the CCP must be carried back to the team’s main base to respawn.
11.4.4 The respawn time for a CCP is 15 minutes. The CCP can be put back into play as soon as it respawns.
11.4.5 “Dead†or “live†players may carry the CCP back to the main base to respawn.
11.4.6 Players can still respawn while a CCP is engaged or in the process of being destroyed. The attacking team must stay sharp and engage only enemy players that are standing and not displaying a kill flag. Ensure that you are avoiding spawn camping as per rules 10.6.
11.5 CCP Miscellaneous Rules
11.5.1 “Dead†players waiting for one of the 10 respawn ropes should be sitting/kneeling with their kill flags on. This is done to distinguish “dead†players from “live†players or newly respawned players coming out of the CCP.
11.5.2 “Dead†or respawning players who fail to comply with 11.5.1 may be penalized at the discretion of the game admins. The penalty for non-compliance is the removal of the CCP from play for 15 minutes. When the CCP is returned to the game following a penalty, it must be respawned as per 11.4 Destroying/Rolling a CCP. The penalty time will increase in 15-minute increments for subsequent infractions.
11.5.3 Only “dead†players are permitted in their own CCP, unless it is being packed up for travel.
11.5.4 Respawning at a CCP is first-come first-serve, unless directed otherwise by a commander.
11.5.5 Newly respawned players must exit the CCP before engaging enemy players (no shooting from within).
11.5.6 Players (attackers and defenders) are to avoid shooting into a CCP. However, in certain situations it may be necessary to shoot into a CCP. For example, if an attacker is in the process of rolling the CCP or a respawning player accidentally engages an enemy player before exiting the CCP. Only in situations like these is shooting into a CCP permitted.
11.5.7 Attacking players carelessly firing at/into a CCP will be disciplined.
IMPORTANT: IF YOU ARE “DEAD†AND ARE SHOT WHILE AT YOUR OWN CCP IT IS PROBABLY YOUR OWN FAULT OR THAT OF YOUR TEAM MATES – CLEAR THE AREA IF YOU DON’T WANT TO BE SHOT. THE ATTACKERS HAVE THE “RIGHT OF WAY†TO ENGAGE WHAT THEY BELIEVE TO BE THREATS, SO KEEP YOUR DEAD FLAGS ON AND SIT/KNEEL WHILE AT THE CCP TO MINIMIZE YOUR CHANCES OF BEING SHOT..
Rule Set 2013
1.0 Personal Safety
1.1 Safety Overview
1.1.1 Ignorance of the rules is no excuse. It is presumed that you have read and understand ALL rules before playing.
1.1.2 The game organizers and commanding officers are NOT responsible for your safety. Although they have taken reasonable steps to provide a gameplay environment that is both safe and as realistic as possible, this in no way guarantees your safety.
Ultimately the only person responsible for your safety is YOU.
1.1.3 EYE PROTECTION MUST BE WORN AT ALL TIMES. If you decide to rest or take a break while on the field, your eye protection must stay on. The only time you are permitted to remove your eye protection is when you are in a goggles-up safe zone.
1.1.4 Being an honour sport, a sense of chivalry is implied, meaning, you should not only be concerned with your safety, but the safety of all other players in the game. Choose you actions accordingly.
1.1.5 There may be inherent danger in close range props, traps, vehicles and equipment. It is suggested that unless you have received proper instruction you leave these items alone.
1.1.6 If a game stoppage is required, the field admins will communicate to all the players an order to “Stand Downâ€. Depending on the nature of the stoppage, one of two commands will be issued/relayed by the admin team:
"Make Safe"
• When this command is issued all weapons will be cleared and made safe (i.e., mag out, safety on, and muzzle cover installed).
• All players “Stand Down†in their current location and await further instructions.
"No Duff"
• Used for medical emergencies or other serious situations.
• When this command is issued all weapons will be cleared and made safe (i.e., mag out, safety on, and muzzle cover installed).
• All radio traffic is to cease until further notice.
• All players “Stand Down†in their current location and await further instructions.
1.1.7 Violation of any of the rules contained herein will result in disciplinary action up to and including dismissal from the game without refund.
1.2 Climbing and Modification of the Field
1.2.1 There will be NO climbing on any of the structures present on the field. This is to prevent injury both to you and others. Anyone caught climbing on structures will be removed from the field.
1.2.2 Players will not move or alter any of the buildings or structures to suit their needs.
1.2.3 Players will not reposition tables, benches, boards, or similar items to create makeshift barricades. However, we encourage you to use whatever is in place, but do not alter the game environment.
1.3 Field Boundaries
1.3.1 The field is 560 acres, to the North the boundary is the small river, to the West the Kickinghorse river (remember please do not enter the river, it’s called the Kickinghorse for a reason), South the railroad tracks (this is an active line stay at least 25’ away), and to the East this area will be marked with yellow rope.
1.3.2 In the far South West area of the field there is a small historical graveyard, this is an absolute no play zone and will be marked with yellow rope.
1.4 Medical Assistance/Field Emergencies
1.4.1 Should there be an actual medical or field emergency, radio the game admins immediately and blow your whistle three times so we can pinpoint your location and dispatch medics or the necessary personnel to deal with the situation. Numerous first aiders will be on hand at the event. They will be asked to identify themselves on the forums and again at the team bases.
1.5 Trash
1.5.1 As a general rule of thumb, you are expected to pack out what you pack in. Bring garbage bags for your own use and ensure that you do not leave any garbage on the field.
1.6 Smoking
1.6.1 Smoking is permitted only in designated areas. Players must respectful of the property, smoking is allowed at the main camp area.
2.0 Personal Protective Equipment (PPE)
2.1 Eye, Head, and Face Protection
2.1.1 Players must wear approved eye protection, such as paintball masks, glasses and goggles. Any questionable eye protection is subject to inspection and testing by a field admin.
2.1.2 Goggles/glasses must have a minimum rating of ANSI z87.1+.
2.1.3 Approved eye protection must be secured to the head with a retention strap.
2.1.4 WIRE, MESH, SHOP OR SKI GOGGLES ARE NOT ALLOWED.
2.1.5 We encourage players to use additional head protection, such as balaclavas, full face masks and mouth guards to help minimize potential injuries.
2.2 Minors (Under 18) Eye, Head, and Face Protection
2.2.1 Minors are required to wear ballistic rated or paintball rated goggles. No glasses.
2.2.2 Minors are required to use teeth protection, such as mesh protectors, paintball masks, or similar protective equipment.
3.0 Conduct
3.1 Substance Abuse
3.1.1 THE USE OF MIND ALTERING SUBSTANCES (OF ANY KIND) BEFORE OR DURING THE GAME WILL NOT BE TOLERATED. This includes, but is not limited to alcohol, drugs and prescription medications.
3.1.2 Players showing physical signs of intoxication or impairment may be asked to sit out for an extended period of time at the discretion of the game admins.
3.2 Behaviour, Ethics, Honour and Integrity
3.2.1 Airsoft is a sport founded on the principles of honour, respect and honesty. Our commitment to these principles ensures the success and longevity of the sport and events like Op. ICEBACK.
3.2.2 Players are expected to conduct themselves in a mature, responsible and respectful manner both on and off the field.
3.2.3 Threatening language and verbal threats, slurs against race, ethnicity, sexual orientation or gender will not be tolerated under any circumstances. However, we recognize that some verbal angst and banter is to be expected during game play – please conduct yourself accordingly.
3.2.4 Players will display mutual respect and treat the gear, equipment, props and property of other players, event staff and landowners with utmost care and regard. Acts of vandalism will not be tolerated.
3.3 Physical Contact
3.3.1 Physically or verbally abusive or threatening behaviour of any nature is strictly prohibited and is grounds from immediate dismissal from the field and property.
3.3.2 Players are not permitted to make physical contact with another player. If the scenario requires physical contact, an admin will approve the action.
3.4 Cheating, Complaining and Disciplinary Actions
3.4.1 Cheating and intentional rule violations will result in disciplinary action up to and including dismissal from the game and/or a ban from all future events.
3.4.2 To report someone for cheating or rule violations you can either report the individual immediately to a commanding officer or game organizer, or wait until after the game and report the individual to a game organizer or field owner. Under no circumstances should you confront the player directly during a game. You should always notify an official and allow them to take the appropriate action.
3.4.3 When reporting a player, please ensure you can positively identify the individual.
3.4.4 Players observed not calling their hits by an admin may be ejected from the game on the spot.
4.0 Ammunition
4.1 BB’s
4.1.2 Only BB’s that are Bio-Degradable are to be used.
4.1.3 Admins will conduct random mag and gear checks during the game for prohibited BB's. Anyone found with prohibited BB's on his or her person may be removed from the game.
4.1.4 To reiterate, silica BB’s, no matter their colour or weight, are banned
5.0 Gun Rules
5.1 Ammo Limits, this is a limited ammo event.
5.1.1 Ammo limits for primary weapons and SAW’s are as follows:
• Low/Real-caps – unlimited OR
• Mid-caps (non-winding magazines with a capacity greater than 100 rds.) – eight magazines maximum. Note this includes SystemA PTW magazines. OR
• No Hi-caps
• SAW – maximum 2500 rds.
We would like to encourage players using a SAW to use a single box mag or C-mag rather than multiple mid/high-cap magazines that can be shared with other players. SAW gunners found abusing this rule will incur harsh penalties for their team.
5.1.2 Pistols are limited to a maximum of 100 rds.
5.1.3 Ammo limits for shotguns shells and magazines are the same as the ammo limits for primary weapon magazines. See 5.1.1.
5.1.4 The total number of magazines / BB’s carried onto the field is the same regardless the number of long guns players bring with them. For example, 4 sniper mid-caps and 4
MP5 mid-caps for someone with a bolt action rifle and bring’s an MP5 for closer encounters.
5.2 Gun Chronographing
5.2.1 Players must chrony their weapons before being allowed on the field. All chronoed guns will be marked for easy identification.
5.2.2 Guns may be randomly chronoed by game admins at any time during the game.
5.2.3 Once on the field, any player found tampering with their gun to contravene the velocity limits approved for Op. ICEBACK may be removed from the event.
5.3 Safe Zones
5.3.1 When in safe zones, all players must follow these rules:
• No BB's in the chamber.
• Magazines out. SAW’s may leave box magazines in place.
• Pistols holstered.
• Safeties on.
• Muzzle covers on.
• M203 shells removed from launcher tubes.
5.3.2 Muzzle covers or barrel condoms are mandatory equipment for players attending Op. ICEBACK. Gloves and socks are not suitable muzzle covers. If you need a muzzle cover, please see one of the many vendors on site.
5.3.3 Players will not fire into or out of safe zones.
5.3.4 Safe zones on the game field will be reviewed at the game briefing.
5.4 Velocity Limits
5.4.1 The velocity limits for full and semi-auto AEG’s and GBBR’s are as follows:
BB Weight Max FPS
.20g 420
.23g 392
.25g 376
.28g 355
.30g 343
.38g 313
.43g 286
1.64 joules
5.4.2 The velocity limits for bolt action rifles are as follows:
BB Weight Max FPS
.20g 475
.23g 443
.25g 425
.28g 402
.30g 388
.38g 354
.43g 324
2.10 joules
5.5 Indoor ROE
5.5.1 Players are limited to semi-auto fire only when entering or occupying a structure.
5.5.2 We encourage players to use a pistol or backup weapon that is rated at ~300 FPS when entering buildings.
5.6 Reloading
5.6.1 “Live†players may reload at the team base or team-controlled ammo dumps.
5.6.2 “Dead†players may only reload at the team base or CCP.
5.6.3 Players may carry loose ammo but are prohibited from reloading in the field.
5.7 SAW’s
5.7.1 Players filling the SAW gunner role must use squad weapons that have a real-world equivalent (e.g., M249, RPK, MG36, SHRIKE, etc.). Any player found using a C-mag or drum magazine in a battle rifle will have an infraction recorded against them.
6.0 Grenade Rules
6.1 Dummy and Replica Grenades
6.1.1 Safe-T, Madbull foam, plastic replica or other similar dummy grenades are not permitted.
6.2 BB Fragmentation Grenades
6.2.1 Grenades that expel BB’s (e.g., AI Tornado Grenades, etc.) are approved for use at Op. ICEBACK.
6.2.2 “Hits†will only count if a BB strikes a player. BB’s that ricochet and strike a player will count as a “hitâ€, unless the player is positioned behind hard cover and is not in the line of fire when the grenade detonates. There is no blast radius rule in effect.
6.2.3 Players will not use discharged grenades to create diversions to gain a tactical advantage.
6.3 Sound Grenades
6.3.1 Grenades giving an audible report (e.g., ThunderB, Madbull CO2, etc.) are approved for use anywhere on the field.
6.3.2 Sound grenades are to be used and treated as distraction devices only.
6.3.3 Players will not use discharged/spent grenades to create diversions to gain a tactical advantage.
6.4 M203 Grenades
6.4.1 M203 grenades may be used anywhere on the field.
6.4.2 BB’s that ricochet or bounce and strike a player will count as a “hitâ€.
6.4.3 Grenadiers must not engage targets at ranges less than 5 feet and must make a concerted effort to avoid headshots.
6.5 Reloading Grenades
6.5.1 Grenades may be used only once. Any grenade that fires or detonates must be reloaded to be used again
.
6.5.2 “Dead†players in the process of respawning at a CCP may reload their spent grenades.
6.5.3 “Live†and “dead†players may reload spent grenades at their main base.
6.5.4 “Live†players may reload spent grenades at team-controlled ammo dumps.
6.5.5 Players may only reload their own grenades.
6.6 Grenade Loadout Restrictions
6.6.1 Players are restricted to a maximum of eight grenades of any type. (e.g., three AI Tornados, one ThunderB and four M203 shells).
6.6.2 Madbull GSG-1 or any other CO2 grenade, as well as blank firing grenades, may be used indoors.
6.7 Smoke Grenades
6.7.1 Cold smoke only
6.7.2 Even though its cold smoke only smoke grenades are allowed but must be called in and must be watch in heavily wooded areas to prevent fires. Cold smoke still produces some heat.
6.8 Spare Grenades/Shells
6.8.1 Players may keep spare grenades and M203 shells at the team base in case of failure.
6.8.2 Spare grenades and shells must remain unloaded (i.e., no BB's and minimal gas) while stored at the team base.
6.9 Rocket launcher / LAW / RPG usage
6.9.1 In addition to M203-style launchers, players may use 'rocket launcher' style weapons. These include, but are not
limited to, RPGs, LAWs, AT-4s, etc.
6.9.2 When firing upon players only BB shower type grenades are to be used.
6.9.3 Foam rocket firing devices are currently being looked into by the game planners.
6.10 Claymore / Landmine usage
6.10.1 Landmines are permitted.
6.10.2 Claymores are permitted provided that they are manually detonated. Tripwire systems are not allowed.
7.0 Gear
7.1 Personal Effects
7.1.1 Damaged, lost or stolen personal effects are the sole responsibility of the player; the game organizers and field owners are not liable for compensation.
7.1.2 Any person found stealing or vandalizing property will be prosecuted to the full extent of the law.
7.1.3 All items found should be turned in to the game organizer.
7.2 Loadout/Kit
7.2.1 There are no restrictions on loadouts or kit, except the designated team camo colours.
7.3 Laser Devices
7.3.1 Lasers Class IIIb and Class IV are prohibited on the field.
7.3.2 Lasers Class I, Class II and Class IIIA (under 5mW) are permitted.
7.3.3 Players wishing to use laser devices on the field will have to prove the laser is of the permitted class and power. If the player cannot prove the class and/or power of the laser device, it will not be allowed on the field, operational or not.
7.3.4 Players will not intentionally shine lasers in the face or eyes of other players.
7.4 Training Knives
7.4.1 Rubber training knives are allowed and encouraged to be used on the field.
7.4.2 Rubber training knives can be thrown underhand at an opposing player. No other throwing style is permitted.
7.5 Real Steel Knives
7.5.1 Knives over 4" or 10.16 cm (i.e., KA-BARs, bayonets, SEAL Pups, "Rambo-style†knives) are not to be carried on to the field.
7.5.2 Knives under 4", such as multi-tools and Swiss Army knives, are permitted if properly stored.
7.6 Ballistic Shields
7.6.1 Ballistic shields are not permitted at Operation ICEBACK.
7.7 Trash
7.7.1 As a general rule of thumb, you are expected to pack out what you pack in. Bring garbage bags for your own use and ensure that you do not leave any garbage on the field.
8.0 Vehicles
8.1 General
8.1.1 At this moment no vehicles will be used in Op. ICEBACK, this may change as the event gets closer so changes will be posted.
8.1.2 Helo may be available in the event but will be at an additional cost and Helo company rules will apply.
9.0 Safe Engagement Distances
9.1 Mercy Rules
9.1.1 There is no standing mercy rule in effect at Op. ICEBACK. However, any player that gains a significant advantage over an enemy player may elect to call out "Mercy!†Please be advised that compliance is completely optional. If the enemy player chooses to engage, both players must aim low to minimize potential injuries.
9.2 Close Quarters Battle (Indoors)
9.2.1 Due to close engagement distances, blind corners and other safety issues, full-auto fire within any building is prohibited. Players are limited to semi-auto fire when indoors.
9.2.2 Players will not use sniper rifles in CQB situations.
9.2.3 Sniper rifles, SAW’s and other full-auto weapons may engage targets outside of a secured building, as long as the barrel passes the threshold of the window, door, or opening.
9.3 Battle Rifles, SMG’s, and Pistols
9.3.1 Players may use battle rifles, SMG’s and pistols anywhere on the field.
9.4 M203 Grenades
9.4.1 Players will not use CO2 propellant in M203 grenades. If you are using CO2 capable M203 grenades, you must use
green gas or propane.
9.4.2 Players will only use airsoft projectiles in M203 grenades. Players are forbidden from loading M203 grenades and launcher tubes with foreign materials of any kind.
9.5 Snipers
9.5.1 Snipers will not engage targets closer than 50 feet. Backup weapons will be used when targets are within 50 feet.
9.2.2 Players will not use sniper rifles in CQB situations. Upon entering a building, the sniper must use a pistol or backup weapon while clearing the structure.
9.2.3 Snipers may engage targets outside of a secured building, as long as the barrel passes the threshold of the window, door, or opening.
9.6 SAW’s
9.6.1 Players may use SAWs anywhere outdoors.
9.6.2 Players will not use SAWs in CQB situations. Upon entering a building, the SAW gunner must use a pistol or backup weapon while clearing the structure.
9.6.3 SAWs may engage targets outside of a secured building, as long as the gunner is positioned next to a doorway, and the barrel passes the threshold of the window, door, or opening. SAWs may not engage outdoor targets from anywhere else inside buildings.
10.0 Elimination Rules
10.1 General
10.1.1 The elimination rules are different for Day 1 and Day 2. Please review the elimination rules for each game in their respective scenario boards.
10.1.2 A RED OR ORANGE "DEAD" RAG IS MANDATORY EQUIPMENT FOR BOTH DAYS.
10.2 Blind Firing / Crack shooting
10.2.1 Blind firing is defined as firing without identifying what you are shooting at first.
Blind firing includes, but is not limited to, firing around corners without aiming, or ducking under a window while firing through it.
10.2.2 Blind firing is a severe safety violation. Any player caught blind firing will be issued an infraction.
10.2.3 Shooting through a crack or hole (in a building or structure) smaller than a clenched fist is not allowed. In
addition, you must be able to form a proper sight picture to shoot through a crack or hole.
10.2.4 BB’s shot from a legal position, passing through a small crack or hole and striking a player will count as a “hitâ€.
10.3 The “Deadâ€
10.3.1 Players that are “dead†or “wounded†may not speak regarding strategic/tactical details until they have respawned or been revived.
10.3.2 Under no circumstances are “live†players to mingle with “dead†players while they are on the move to respawn.
10.3.3 Under no circumstances are “dead†players to be used as cover by “live†players.
10.3.4 A “dead†player may use their radio to locate active respawn areas.
10.4 ISAF/Opfor Team
10.4.1 Players on both teams will follow same guidelines.
10.4.2 Kill shots are torso and head and must call hit and pull out kill rag.
10.4.3 If you are hit in the arm or leg you must fall in place and call for medic, you can drag yourself but cannot walk; you will have a 2min bleed out time before you call dead, Medic must reach you within that two minutes.
a) Medics must place bandage over wound.
b) If you are wounded a second time you must call hit and take out kill rag.
10.4.4 Once you have been killed you must stay in place for 5min, some players will be carrying critical information so this allows time to search the dead, intel must be in either left or right leg pocket.
10.5 For ISAF units, after 5minutes is up you must pull back to the CCP, read 11.0 for rules at CCP for respawn.
10.5.1 Opfor must respawn at one of your FOB’s, read 11.0 for rules at CCP for respawn.
10.5.6 Medic bags and bandages cannot be captured. DO NOT STEAL THE OTHER
TEAM’S MEDIC PROPS!
10.5.8 A “dead†player must use a red or orange dead rag to indicate that he or she is “deadâ€.
10.5.9 The dead rag must remain on the “dead†player’s head until the player is fully respawned.
10.6 Spawn Camping
10.6.1 Spawn camping is defined as a player or players who take up shooting positions outside respawn points for the sole purpose of shooting players as they return to the game.
10.6.2 Spawn camping is prohibited at Op. ICEBACK. Any player found spawn camping may be ejected from the game.
10.7 Prisoners of War
10.7.1 At OP: ICEBACK there will be no taking of prisoners by any team unless it is part of the scenario.
11.0 Casualty Collection Point
11.1 Overview
11.1.1 A Casualty Collection Point (CCP) acts as a mobile respawn point (i.e., field hospital) that cannot be captured or moved by the enemy, but may be destroyed
(“rolledâ€). The CCP consists of 4 pylons, 10 five-foot ropes and a large ammo box.
11.1.2 Please view the CCP use overview video:
http://www.youtube.com/watch?v=I0QSxQEUamk
11.2 CCP Activation
11.2.1 To activate a CCP:
(1) Open the ammo box and remove the pylons.
(2) Place the pylons to make a square approximately 10-15’ per side (3-5 meters).
(3) Place the ammo box with ropes spread out in the center of the pylons.
The CCP is now active and ready to be used.
11.3 CCP Respawning for Players
11.3.1 To respawn the “dead†player must be inside the pylon square and be holding onto one of the 10 ropes for the duration of the respawn.
11.3.2 While respawning at a CCP, the player MUST be sitting/kneeling and have their kill flag on.
11.3.3 At the end of the designated respawn time the player may get up, remove his/her kill rag and leave the CCP.
11.3.4 The respawn time will only stop and restart if the decision is made to relocate the CCP or if the CCP is destroyed/rolled by the opposing team.
11.4 Destroying/Rolling a CCP
11.4.1 To destroy a CCP, the attacking force must collect the 4 pylons and stack them together on the ammo box.
11.4.2 Respawning or “dead†players cannot inhibit or interfere with the attackers while they are attempting to destroy a CCP. Once destroyed, the attackers cannot move or relocate the CCP.
11.4.3 Once destroyed, the CCP must be carried back to the team’s main base to respawn.
11.4.4 The respawn time for a CCP is 15 minutes. The CCP can be put back into play as soon as it respawns.
11.4.5 “Dead†or “live†players may carry the CCP back to the main base to respawn.
11.4.6 Players can still respawn while a CCP is engaged or in the process of being destroyed. The attacking team must stay sharp and engage only enemy players that are standing and not displaying a kill flag. Ensure that you are avoiding spawn camping as per rules 10.6.
11.5 CCP Miscellaneous Rules
11.5.1 “Dead†players waiting for one of the 10 respawn ropes should be sitting/kneeling with their kill flags on. This is done to distinguish “dead†players from “live†players or newly respawned players coming out of the CCP.
11.5.2 “Dead†or respawning players who fail to comply with 11.5.1 may be penalized at the discretion of the game admins. The penalty for non-compliance is the removal of the CCP from play for 15 minutes. When the CCP is returned to the game following a penalty, it must be respawned as per 11.4 Destroying/Rolling a CCP. The penalty time will increase in 15-minute increments for subsequent infractions.
11.5.3 Only “dead†players are permitted in their own CCP, unless it is being packed up for travel.
11.5.4 Respawning at a CCP is first-come first-serve, unless directed otherwise by a commander.
11.5.5 Newly respawned players must exit the CCP before engaging enemy players (no shooting from within).
11.5.6 Players (attackers and defenders) are to avoid shooting into a CCP. However, in certain situations it may be necessary to shoot into a CCP. For example, if an attacker is in the process of rolling the CCP or a respawning player accidentally engages an enemy player before exiting the CCP. Only in situations like these is shooting into a CCP permitted.
11.5.7 Attacking players carelessly firing at/into a CCP will be disciplined.
IMPORTANT: IF YOU ARE “DEAD†AND ARE SHOT WHILE AT YOUR OWN CCP IT IS PROBABLY YOUR OWN FAULT OR THAT OF YOUR TEAM MATES – CLEAR THE AREA IF YOU DON’T WANT TO BE SHOT. THE ATTACKERS HAVE THE “RIGHT OF WAY†TO ENGAGE WHAT THEY BELIEVE TO BE THREATS, SO KEEP YOUR DEAD FLAGS ON AND SIT/KNEEL WHILE AT THE CCP TO MINIMIZE YOUR CHANCES OF BEING SHOT..

