Operation honey badger will be S.A.S first magfed/tac cap only game.
Its all going down on october 13th at 10am. Be syre to check it out if you love mag fed like so many of us do.
Where? you might ask. At prz paintball in prince edward county HERE!!
The scenario and field pricing:
This will be SAS's First mag fed and Tac cap game ever.The scenario goes as follows.A large shipment of chemical weapons was located in southern Ontario Canada. The origin of the weapons were conformed to be Russian. J.S.O.C has assembled a JTF2 Team lead By Brad Stirton to secure the weapons depot. A large number of hostiles has been reported in the area. Intel shows that the hostiles are members of a P.M.C company named acinaces dente lead by a Major Alex"Too Tall"MacLeod. It is imperative that Majo
r Macleod be captured and questioned. Operation Honey Badger has begun.
$30 entrance There will be two kinds of paint available this day (it won't be released until the day of the event just in case it changes). The cost of it will be $65 and $75. It will also be sold by the bag. ****THIS IS A CASH ONLY EVENT***** due to the fact that PRZ does NOT have a credit card machine or debit machine! |
If the game goes off with huge success (which I don't see why it wont) this game could be the door to many many more magfed only games in canada.
The set of rules for the game are very detailed and will give the game a very real feel, making it a true milsim inspired game. Teams (JTF2 generaled by Brad strition and acinaces generaled by Alex 'too tall macleod') will be pitted against each other in 1.5-2 hour rounds, games will go all day and continue straight through into the night.
Rules for Operation Honey Badger Ammo:
Each operator is allowed to carry up to 220 rounds for their primary marker. If an operator is also carrying first strike along with regular paint then it must equal the same total capp.
First strike rounds:
First strike can be used in a outdoor area or shooting out of a window. Under no circumstance should First Strikes be used inside the buildings.
Sharing Ammo between teammates:
You may share your own personal ammo with anyone on your team.
____________________________________________________________________________________ Markers:
Markers must be Chronod at 260 Fps. First strike at 250.
Primary's:
Any Mechanical marker using a 30 round tac cap or is magazine fed is permitted . The only exception to this rule are heavy gunners who can use a 200 round hopper or a box magazine. Markers that fall under a primary as a follows; Assault rifles, Shotguns, Sniper rifles, LMG's Sidearm's:
are allowed to have up to 24 rounds unless you are using it as a primary. The markers considered to the classification of side arm are considered to be a pistol, SMG or a shotgun
(A DSG, Rap4 shotgun, Empire Trracer (using a 10 round stick mag or pocket hopper) qualify as a shotgun )
Tournament Markers ARE NOT allowed under any circumstances (including tournament pump markers)!
Sorry we are trying to keep as Milsim as we can. ____________________________________________________________________________
Rate of fire:
The rate of fire will be restricted to Semiautomatic for standard operators . ONLY heavy gunners allowed to use fully automatic but the rate of fire is capped to 15 balls per second.
____________________________________________________________________________
Hits and deaths: An operator hit during a mission is wounded, and or killed depending on the location of the hit. The wound can be mended by a medic or fellow teammate, depending on the wound. Head-shot and neck shots ARE dead shots.
Weapon Hits:
A hit to ones weapon will "disable it" for the duration of that mission. Means to repair the weapon is impossible in the field. Critical Injury: A critical injury occurs if an operator is shot anywhere in the torso is considered a critical injury. When in this state the injured must fall as if dead but cannot use any weapon. The only way a critical injury can be mended is by a medic. A medic has Two Minutes to perform first aid before the operator dies of trauma. Procedure to mend Critical Injuries (MEDIC ONLY) 1) Medic must first drag the injured operator out of the line of fire into a safe area. 2) Then they must locate the wound and administer a sedative. 3) The wound must then be disinfected, closed, and bandaged Minor injury: A minor injury is when an operator is shot in the limbs (hands, feet, arms, and legs). When a limb is disabled the operator must act as if that limb is disabled (I.E if a arm is shot then only a sidearm can be used) An operator can mend a minor injury with the help of his team mates. If a disabled limb is left too long untreated it becomes a critical injury. Procedure to mend Disabling injury (Operator) 1) Get to a safe position.
2) Locate and clean the wound.
3) Wrap a bandage around the wound once. *Note* an operator can mend a minor injury for anybody but himself.
First aid kits:
In order for an operator to mend a minor injury they must carry a first aid kit. These kits must be provided by the operator themselves. These kits are optional for those who are not medics but are highly recommended to bring them.
The contents for the first aid kits are as follows.
Wet wipes for cleaning the wound.
White Cloth for Bandages.
Medic Kits:
Medic kits will be supplied to the medics at game day due to them being mandatory.
Mercy rule:
There is no mandatory mercy rule.
Knife kills:
A rubber training knife is permitted. In order to count as a kill the blade must make full contact with the torso.
Respawns:
After an operator is killed. He will be directed back to the initial starting point, with reinsertions every 20 minutes. ____________________________________________________________________________
Equipment: Shields: Shields are permitted but cannot be improvised (A door, piece of plywood. E.T.C) Grenades:
Paint grenades: Allowed and highly effective if functional.
Smoke grenades:
Operators are not permitted to use smoke grenades on the field.
Mines: Only the engineer class my carry mines.
All special equipment that emits sound must be shown to the game directors (all three directors.)
Radios:
Players are encouraged to run radios for this event. Each team will be running a predetermined channel. There will be a channel monitored by an official for assistance both serious and minor. No one is permitted on the Ref channel other than for real issues. ____________________________________________________________________________
Specializations: A heavy gunner can carry 500 hundred rounds. An engineer's have the ability to plant explosives.
A sapper has the ability to defuse explosives.
An Engineer and Sapper must stay together at all times to complete objectives that would be impossible to complete otherwise. The two when together are known as EOD teams. Each side has 2 EOD teams (2 Engineer's. 2 Sappers per side)
*NOTE* Each specialization will be identified with a different colour arm band on top of the standard team arm band given to all players
____________________________________________________________________________
Night segment:
The night segment is strictly force on force only. All rules and specializations are still in effect.
Flashlights:
Flashlights for the night segment are MANDATORY for obvious safety concerns. You MUST have a flash light in order to play the night segment any flash light that is bright enough to be clearly seen is fine.
Night Vision:
If you wish to bring a set of NVG's then you may. The event organizers and the management of PRZ are not responsible for the result of broken NVG's. It is the fault of the Individual and them alone.
Dead men:
When an operator has called himself out he'll be asked to raise the flashlight above his head pointing downwards over his head. Make sure to be much more vocal since players may have a harder time seeing you.
____________________________________________________________________________
Violation ANY of these rules is subject to removal from the event. Only ONE warning will be
It looks like a great day of some real tactical pantball. I strongly suggest any and all milsim players to come out for the day, I doubt you will be disappointed.
Rules for Operation Honey Badger Ammo:
Each operator is allowed to carry up to 220 rounds for their primary marker. If an operator is also carrying first strike along with regular paint then it must equal the same total capp.
First strike rounds:
First strike can be used in a outdoor area or shooting out of a window. Under no circumstance should First Strikes be used inside the buildings.
Sharing Ammo between teammates:
You may share your own personal ammo with anyone on your team.
____________________________________________________________________________________ Markers:
Markers must be Chronod at 260 Fps. First strike at 250.
Primary's:
Any Mechanical marker using a 30 round tac cap or is magazine fed is permitted . The only exception to this rule are heavy gunners who can use a 200 round hopper or a box magazine. Markers that fall under a primary as a follows; Assault rifles, Shotguns, Sniper rifles, LMG's Sidearm's:
are allowed to have up to 24 rounds unless you are using it as a primary. The markers considered to the classification of side arm are considered to be a pistol, SMG or a shotgun
(A DSG, Rap4 shotgun, Empire Trracer (using a 10 round stick mag or pocket hopper) qualify as a shotgun )
Tournament Markers ARE NOT allowed under any circumstances (including tournament pump markers)!
Sorry we are trying to keep as Milsim as we can. ____________________________________________________________________________
Rate of fire:
The rate of fire will be restricted to Semiautomatic for standard operators . ONLY heavy gunners allowed to use fully automatic but the rate of fire is capped to 15 balls per second.
____________________________________________________________________________
Hits and deaths: An operator hit during a mission is wounded, and or killed depending on the location of the hit. The wound can be mended by a medic or fellow teammate, depending on the wound. Head-shot and neck shots ARE dead shots.
Weapon Hits:
A hit to ones weapon will "disable it" for the duration of that mission. Means to repair the weapon is impossible in the field. Critical Injury: A critical injury occurs if an operator is shot anywhere in the torso is considered a critical injury. When in this state the injured must fall as if dead but cannot use any weapon. The only way a critical injury can be mended is by a medic. A medic has Two Minutes to perform first aid before the operator dies of trauma. Procedure to mend Critical Injuries (MEDIC ONLY) 1) Medic must first drag the injured operator out of the line of fire into a safe area. 2) Then they must locate the wound and administer a sedative. 3) The wound must then be disinfected, closed, and bandaged Minor injury: A minor injury is when an operator is shot in the limbs (hands, feet, arms, and legs). When a limb is disabled the operator must act as if that limb is disabled (I.E if a arm is shot then only a sidearm can be used) An operator can mend a minor injury with the help of his team mates. If a disabled limb is left too long untreated it becomes a critical injury. Procedure to mend Disabling injury (Operator) 1) Get to a safe position.
2) Locate and clean the wound.
3) Wrap a bandage around the wound once. *Note* an operator can mend a minor injury for anybody but himself.
First aid kits:
In order for an operator to mend a minor injury they must carry a first aid kit. These kits must be provided by the operator themselves. These kits are optional for those who are not medics but are highly recommended to bring them.
The contents for the first aid kits are as follows.
Wet wipes for cleaning the wound.
White Cloth for Bandages.
Medic Kits:
Medic kits will be supplied to the medics at game day due to them being mandatory.
Mercy rule:
There is no mandatory mercy rule.
Knife kills:
A rubber training knife is permitted. In order to count as a kill the blade must make full contact with the torso.
Respawns:
After an operator is killed. He will be directed back to the initial starting point, with reinsertions every 20 minutes. ____________________________________________________________________________
Equipment: Shields: Shields are permitted but cannot be improvised (A door, piece of plywood. E.T.C) Grenades:
Paint grenades: Allowed and highly effective if functional.
Smoke grenades:
Operators are not permitted to use smoke grenades on the field.
Mines: Only the engineer class my carry mines.
All special equipment that emits sound must be shown to the game directors (all three directors.)
Radios:
Players are encouraged to run radios for this event. Each team will be running a predetermined channel. There will be a channel monitored by an official for assistance both serious and minor. No one is permitted on the Ref channel other than for real issues. ____________________________________________________________________________
Specializations: A heavy gunner can carry 500 hundred rounds. An engineer's have the ability to plant explosives.
A sapper has the ability to defuse explosives.
An Engineer and Sapper must stay together at all times to complete objectives that would be impossible to complete otherwise. The two when together are known as EOD teams. Each side has 2 EOD teams (2 Engineer's. 2 Sappers per side)
*NOTE* Each specialization will be identified with a different colour arm band on top of the standard team arm band given to all players
____________________________________________________________________________
Night segment:
The night segment is strictly force on force only. All rules and specializations are still in effect.
Flashlights:
Flashlights for the night segment are MANDATORY for obvious safety concerns. You MUST have a flash light in order to play the night segment any flash light that is bright enough to be clearly seen is fine.
Night Vision:
If you wish to bring a set of NVG's then you may. The event organizers and the management of PRZ are not responsible for the result of broken NVG's. It is the fault of the Individual and them alone.
Dead men:
When an operator has called himself out he'll be asked to raise the flashlight above his head pointing downwards over his head. Make sure to be much more vocal since players may have a harder time seeing you.
____________________________________________________________________________
Violation ANY of these rules is subject to removal from the event. Only ONE warning will be
It looks like a great day of some real tactical pantball. I strongly suggest any and all milsim players to come out for the day, I doubt you will be disappointed.
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