Milsim 21/22 April 2017 - Golden State Insurrection 2

MilSim hosted by Tactical Airsoft Group Inc.
The Scenario:
3 months have passed since federal soldiers first clashed with rebel militia groups throughout the Pacific states. Anti union-sentiment is at an all time high. With decisive new intel, the federal government is mobilizing the National Guard once again to neutralize the militia cells that demand secession.
Price:
Cost to play will be $10. 50% of the proceeds for this event will be donated to the Marlborough Falcon Trust!

Overview:
Continuing on from the previous sim, Golden State Insurrection II! Mark it in your calendars!
This will be an airsoft military simulation game with magazine restrictions and rolling objectives.
ASNZ FPS limits in place with limitations around full auto.
Open to any airsoft player over 16 years old.
Location:
TAG Greenfield.
Timeline:
Friday 21 April - Participants arrive early evening, set up camp. Night based scenario commences. Stand down approx 0100.
Saturday 22 April - Major operations begin 0800. Operation ends approximately 2000.
BLUFOR
Federal Response:
- Army National Guard

Mission: The National Guard is tasked with addressing the militia threat, maintaining order and returning stability to the region.
OPFOR
Militia Groups:
- California State Military Reserve
- Future California Patriots
Mission:
General Rules:
- ASNZ FPS
- Fullauto restricted to support weapons only
- Ammo restrictions in place.
- ROE in place.
- Medic Rules in place.
- Varied missions with some roleplay scenarios.
Event Registration:
Attention Squad Leaders please complete this registration form: https://goo.gl/forms/NyUkYfxdQ12sQ9Fz2
Game Rules:
Tactical Airsoft Group General Rules and Info
- Game will commence even if weather conditions are poor.
- If you’re new to our field you will need to sign one of our waivers.
- Due to our lease agreement with ECAN, sources of ignition are not permitted to be used on the field. This includes the surrounding driveway, grassed areas extending to Weedons Road. No smoking on the field.
- Parking will be at the entrance.
- Bring enough water and food for the duration of the event. There will be no breaks.
- BIO BBs are required to be used as part of our lease with ECAN. BBs will be for available for purchase.
- Lasers are not permitted to be used on the field out of eye-safety concerns.
FPS Limits:
ASNZ Standard FPS limits in effect:
- A weapon firing 350 FPS (1.13 Joules) or under has no M.E.D
- A weapon firing from 351 FPS up to 420 FPS (1.63 Joules) has a 10m M.E.D
- A weapon firing from 420 FPS up to 600 FPS (2.80 Joules) has a 20m M.E.D
- No weapon may fire over 600 FPS.
Gun Class Restrictions:
- Pistols can fire up to a maximum of 350 FPS (1.13 Joules).
- AEGs, GBB rifles and shotguns can fire up to a maximum of 420 FPS (1.63 Joules).
- Single action rifles can fire up to a maximum of 600 FPS (3.33 Joules).
Full Auto Restrictions:
Only players designated as squad automatic rifleman may use full auto. This is restricted to one per squad.
Support weapons may only fire up to 350 FPS (1.13 Joules) and have a 10m M.E.D
Primary Weapon Magazine Limits:
Please observe the following magazine/ammo restrictions. For the purpose of this scenario the restrictions are:
- “Hi-Caps” You may carry 1 magazine if it holds greater than 250 rounds
- “Mid-Caps” You may carry 3 magazines if it holds between 101 and 249 rounds
- “Low-Caps” You may carry 6 magazines if it holds 100 rounds or less
- Players using a box, drum or similar magazine with a capacity greater than 600 rounds are considered a squad automatic rifleman (support). Only one of these weapons per squad is permitted.
This restriction is in place in the spirit of fairness, realism and simply to add the consideration of ammo management.
Players may keep additional ammo at their deployment only and may only rearm as directed by their team commander.
Secondary Weapon Magazine Limits:
- Players may carry a maximum of 3 magazines for their secondary weapon.
- Secondary weapons must have a magazine capacity less than 40 rounds.
- Grenade launchers are considered secondary weapons. 3 Shells may be carried.
Hit Rules
- A hit to your person, weapon or any piece of equipment attached to your person counts as a hit.
- When you are hit, call "Hit!" loudly, reveal your hitmarker/red light marker and where possible, lay down. You are now wounded.
- A wounded player must remain in place for 5 minutes. After 5 minutes the player has the option to "bleed out" or continue to wait in place for a maximum time of 15 minutes at which point the player must bleed out. Call "Bleed Out!" at this point.
- A bleed out player must return directly to their team’s Casualty Aid Point (CAP) or deployment and cannot change their mind.
Treating Wounded
- Each team will have bandages to treat wounded players.
- Only the nominated squad medic can apply bandages. Squads may utilise another squad's medic.
- To treat a wounded player, tie a bandage around the wounded player's arm or leg. After the bandage is applied, the wounded player must wait a further 60 seconds before rejoining the game. Treated players can put away their hit-marker and call "Alive!" when they rejoin the game.
- A wounded player cannot move under their own force. They must be lifted or dragged by an alive player.
- A player can only be treated with bandages twice. Upon the third wound, the player is instantly killed.
- A killed player must return directly to their team’s deployment or Casualty Aid Point (CAP) and completes a further 5 minutes 'dead time'.
- After a player completes their dead time, they may remove their bandages. There will be a collection point available to place discarded bandages. Put away your hit-marker and call "Alive!" to rejoin the game.
- Discarded bandages cannot be reused.
CASEVAC - BLUFOR Ability
- BLUFOR will be supported by a CASEVAC squad where all members are medics.
- CASEVAC will have additional bandages.
- CASEVAC will go where their CO directs them.
- CASEVAC will have the ability to place a Casualty Aid Point (CAP) which serves as a secondary spawn point.
- While at deployment or at the CAP, CASEVAC can remove bandages from alive players who have previously been wounded. There will be a collection point available to place discarded bandages.
Casualty Aid Point (CAP) - BLUFOR Ability
- Serves as a secondary spawn point.
- Once a CAP has been placed, it cannot be moved for 15 minutes.
- The CAP can be destroyed by placing C4 within 1m of it.
- If the CAP is destroyed, it must be returned to deployment before it can be used again. Any dead players at the CAP must return to deployment to complete their dead time.
Tactical Withdrawal - OPFOR Ability
- During defensive operations, the OPFOR commander will be issued an officer's whistle.
- When the whistle is used, all OPFOR players in audible range, dead or alive must rapidly fallback 100m from combat.
- After the fallback is complete, any dead players may call 'ALIVE!' and rejoin the game.
Area of Operations Map
Operation to take place in the following counties:
Sierra, Plumas, Shasta, Lassen.
Other counties may be entered if ordered by your commander.

Pre-deployment pack online. This document is a consolidated source of rules and information related to the event. Link.