Name: FTX Shirlena
Date:March 3rd Arrival:0800 Chrono: 0900 Breifing:1000 Missions:1030 ENDEX:1700 Food:Lunch is when you want or need a break, there are excellent concessions available. BB's:You're welcome to bring your own BBs or purchase them from us. Cost:$25 USD
Sponsors:
Event Staff: FraidyCat,
Rabbit,
Tracon,
Turtle,
RG + many others Raffle: (Pre-Register and receive 3 extra tickets) Blackwater BW15 CQB, Bio Burst BBS, King Arms Platinum BBs, Goggles, Speed Loaders, more to be added.
General Information
What can I expect:
Mission's will be constantly flowing from the AT (Admins Table) throughout the day.
You will experience what "360" security will mean. (Always watch your 6)
There will be role-players/props on the field. (Do not touch any prop that does not pertain to you!)
LandNav will also be a priority. (There will be a map available to print off or to buy on the field)
Radio's: Though they are not essential they are very helpful!
What is required of the Player:
Full-seal ANZI 87.1+ rated goggles or greater
Deadrags
Water
Taped/Laminated AO Map (or purchase at the field, limited quantities)
NOTE: These items are required by every player. You will be able to purchase items that you are missing from the Staff should you forget. Without these items, you will not be allowed on the field to play.
Suggested items: Notepad,
pencil/pen/sharpie
Uniform restrictions: None
Mag restrictions:None but I highly encourage mid and low cap mags
Maps:
Standard Mission: 1) Players will form themselves into fireteams of 3-5 (Medic tape will only be given to Squads 4-5), and approach the Event Staff at the Admin's table (AT) when ready to deploy.
2) Each team will be given a separate mission briefing, and each player on each team will be given a separate punch card. Each player will write their name on their punch card.
3) Standard missions will give you an 4-8 points of contact. The points of contact may be hit in any order; you may insert or extract at whichever of the 5 locations you choose. However you want to do it, all 4-8 locations must get punched to get credit for the mission.
4) After receiving the mission briefing, teams will head out to their start point.
5) Each player will punch their card (Not one player punching ALL the cards) with the unique punch attached at the flag at their start point. As soon as they punch their card, they can pull their deadrag and come into the game.
6) Players will then proceed to execute their mission, as outlined in their mission briefing.
7) Players will then proceed to their extraction point. At the extraction point, players must punch their cards to extract. Once extracted, players will put on their deadrags on and proceed to the AT for debrief, rekit, and reinsertion.
8) Though everyone will be operating in teams, scoring is individual. When you turn in your own individual completely punched card, you get 1 point. Event staff will be keeping track of every players points.
Special Mission:
1) There will also be a lot of special missions to be issued throughout the day. These special missions will involve roleplayers and/or props. Some worth multiple points.
2) Special missions could be issued either by a role player or at the AT to teams before reinsertion.
3) If you acquire intel on a special mission, you first must locate the roleplayer who the mission originated from, if you have not already done so.
4) Follow the roleplayers direction. Once he is satisfied that you have completed the mission, he will issue each player that completed the mission a special mission ticket.
5) These tickets can be turned in at the AT for 1 point each or more depending on the difficulty of the mission; they cannot be transferred or stolen, and may be turned in dead or alive.
6) Roleplayers may be secured or arrested by making physical contact with them, i.e. 'tagging' them. Some missions will require this.
Medic Rules and Re-insertion:
There are no respawn points. The only person who can bring you back into the game if you are dead is from the AT (Admin Table), though a briefing at the AT and sending you out to an insertion point.
If you are wounded however, anyone in your fireteam may bring you back in by medic'ing you. It is a very simple procedure.
Medic Procedure:
1) Each fireteam is issued a roll of masking tape. Anyone in the unit can carry the tape. (1 Roll per fireteam)
2) An alive player wraps tape around the upper arm of a wounded player to bring them back alive.
3) If that same player is wounded again, an alive player wraps tape around the other upper arm of the wounded player to bring them back alive again.
4) If that same player is shot again, with bandages already on both upper arms, he is dead and proceeds immediately to the AT.
Q&A on Medic'ing: "Can wounded players be moved?"
YES, you may move them out of the line of fire to a more suitable positon. "Can wounded players heal themselves?"
No. "Can wounded players communicate?"
Only to call for medic. "Can the tape be handed/tossed between players?"
Yes, alive or wounded players may hand/toss the tape to each other. "What if a fireteam all gets wiped out?"
They will all return to the AT for debrief, rekit, and reinsertion. "How long is bleed-out?"
You may sit there wounded however short or long you want. No restrictions
"Do I have to stay in the same fireteam all day?"
No. Fireteams can get jumbled up all you want. Scoring is individual. The most successful players in the past have gotten back out on to the field as quickly as possible with whatever players were available. "I am at the AT dead, but the rest of my fireteam is still out there and I don't want to go out with a different fireteam. Can I just go back out and link up with them?"
No. This entirely defeats the purpose of the game/exercise. Either meet some new people, and go out with a different fireteam, or sit and wait. "Can we just camp an area and wipe out the teams that come through? We really don't care about points."
The attrition rules are set up to avoid this type of behavior. I ran into it some at FTX Shirlena 1; a certain group decided to respawn its own players so it could continue to camp on a hot position and ambush all that came through. They did this, because they couldn't win by playing by the rules, so they decided to break them to boost their own egos. Please stay objective oriented and follow in the spirit of the game.
FTX SHIRLENA
Pre-Register and receive 3 EXTRA RAFFLE TICKETS
Held monthly, these are a more organized series of games built around objectives and missions. Hosted and produced by White Goat Productions they are perfect for all ages and skill levels.
HOME TEAMS
Email us if you're interested in becoming a home team.
Upcoming 2012 Games Brought to you by:
White Goat Productions
January 21st - Old Republic
February 11th
Machr 3rd
April 28th
May 19th
June 16th Night game
July 28th Night game
August 25th Night game
September 15th
October 20th Zombie game
November 10th
AIRSOFT PRICING All Day Field Access
WEEKLY OPEN PLAY
Open Play Entry
$20 BYOBBs
Each Saturday & Sunday we are open and will be running airsoft games. Participation will vary but is steadily growing.
Held monthly, these are a more organized series of games built around objectives and missions. Hosted and produced by White Goat Productions they are perfect for all ages and skill levels.
Scattered throughout the season these are more elaborate games for advanced and intermediate level players. Try it! If you don't feel comfortable jump into an open game.
Join the conversation @
There are some rules that must be followed and our staff has been trained to handle airsoft related questions. These rules are as follows:
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Every player is responsible for knowing the rules and for teaching them to any new person they bring to an event.
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Eye protection must never be removed during game play.
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Weaponry must be made safe by removing the magazine and clearing the hop-up any time game play is not active.
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Respect of property, equipment, and other players is required.
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Homemade fireworks and pyrotechnics are not allowed. Commercially produced smoke grenades, pea grenades and similar items are allowed at the EO's discretion.
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Radio eavesdropping is not allowed unless permitted in the scenario by the EO.
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Metal or glass ammunition is not permitted.
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Real weapons, including firearms and large blade knives, are not permitted on the field.
Required safety gear for every player: Full seal, ANSI Z87.1+ rated goggles with a retaining strap such as those found in paintball masks or Wiley-X's. No shooting glasses or wire mesh allowed.
Red rag for call hit
Barrel Sleeve
Weapons class and fps limits (measured with .2gr BBs): AEGs, pistols, and support weapons: Max 400fps, no MED. If possible, bang kills for point blank shots should be offered for safety. Support weapons must be based on a real support weapon and AEGs with drum magazines are not allowed.
DMR (semi-auto): Max 450fps, 50' MED. Must be permanently altered to semi-auto only.
Sniper Riffle (bolt action): Max 600fps, 100' MED. Must carry secondary weapon capable of lesser class fps.
Required EO field gear and EO procedures for INAC events: Staff must chronograph all weapons entering the event. Typical system is to average 3 shots. Full auto weapons over 400fps are disqualified - they may not be switched to semi-auto for the day.
Staff must supply .20gr BBs to be used at the chronograph.
Staff must perform a safety inspection of basic player kit, includes goggles, water and red rag.
Definitions: AEG - Automatic Electric Gun
DMR - Designated Marksman Rifle
EO - Event Organizer
FPS - Feet per Second
MED - Minimum Engagement Distance
Any questions please email whitegoatproductions@gmail.com.