Platoon Leader 2017
Registration open here-> PLATOON LEADER 2017
Mag Fed Platoon Leader MFOG 2017:
Total Immersion- DEVILS BRIGADE
A Military Simulation Scenario
Friday, May 5:
1800 ET: OPORD issued
Friday, May 19:
0900 ET: Field open
1100 - 1600: Check in
1700 ET – 1800 ET: Supplies may be transported to FOB
1730 ET: Initial FRAGO issued
Sunset (approx 1826 ET): Task Force 16 recon team enters combat area
1900 ET: Task Force 16 remaining forces transport to FOB
1930 ET: Combat operations commence
Saturday, May 20:
0000 ET: Live fire suspended (Mags out – Barrel Blocking Devices equipped – Safety glasses required outside of safe areas)
0300 ET: All Operations suspended
0500 ET: FRAGO issued (Resume standard safety equipment)
0530 ET: Operations resume
1430 ET: Operation Concludes
PLATOON LEADER MFOG 2017 - "Total Immersion-" will kick off with a detailed check in from 1000 until 1700 on May 19, 2017. After checking in with the Company Sgt. Major and getting basic issue and lodging information, participants are requested to get range time in to zero their markers and chronographed as soon as possible.
Magfed "Shooter Games/Drills" will be available from 1200 - 1700 for those wanting to do a quick skill set tune up. Section 11 specialty position briefings (sniper/medic/engineer/AT, etc.) will be given in the Platoon Classroom from 1200 - 1600 on May 19, 2017. Schedule will be posted in unit common area.
Active game play will begin with a final platoon/squad briefing at 1700, May 19, 2017. There is no hard “game start” time, but first missions will be active by 1800. As missions are time sensitive, participants need to be ready to go by 1800 May 19, 2017 and will not leave the field of play until 1430 May 20, 2017.
Please read the rules and scenario very carefully, as this is more of a Military Exercise than a paintball event!
You may find info at : https://www.facebook.com/events/1920486268196634/
This event was created by Andrew "Ferg" Ferguson and Tactical Diversions. The 2017 Platoon Leader-Total Immersion was written and Co-Produced by Derrick Balog, John Wilson (USMC) as OPFOR coordinator, and Johathan Foust as Role Player Coordinator.
THERE ARE NO WALK-ON DAY OF REGISTRATIONS FOR THIS GAME. YOU MUST BE REGISTERED NO LATER THAN May 13, 2017.
Registration at www.scenariosupply.com
The 2017 Scenario-
This conflict will be a Company/Platoon versus OPFOR format, with a significant number of non-combatant role-players in the area of operation. Within two allied platoons (a reinforced Canadian SOF platoon and a U.S. Army SOF-D (Delta) squadron reinforced with a Ranger contingent) will be four Squads, and within those will be fire teams of four to six members. Everyone on a team will have a responsibility, and a chain of command will be established before the game. While the participants will be allies who will be engaging a dedicated roleplaying OPFOR, there will be a scoring system for evaluation purposes.
Scoring will be based on team activities, notably accomplishing missions dictated by off field higher commands (Battalion HQ or TOC). These missions will vary in scope and intensity and may be part of the Platoon Leader’s individual strategy. Points will be given for completed and successful missions. Points may be deducted for failed missions and rule violations. Accumulation of the most points at game end determines ranking and prizes for the teams.
Important uniform notice!!! Per the Section III. Uniform rule, for this game, a uniform standard is expected. The participants will need to be in, minimum, tan or tan-based camo pants, with shirts recommended as well. U.S. Army SOF-D (Delta) squadron will also be advised to have a set of civilian clothing available to meet mission requirements to infiltrate the local population and conduct missions requiring such. No other uniforms will be permitted due to the nature of the scenario.
Platoon Leader 2017 Scenario Overview: DEVILS BRIGADE
After an unsuccessful United States Military Operation in 2016, Bronceado fell deeper into turmoil as the drug cartels grew increasingly violent and powerful. A combined military and government coup occurred in January 2017, after several high-ranking officials became cartel sympathizers. Those that were not swayed were branded enemies of the state. Several were able to make it out, escaping to El Greenador, but the previous Bronceado Military General was captured and taken as a Prisoner of War. The new Bronceado Government, made up of cartel leaders, has branded the country “New Bronceado”
The entire area is now at risk of destabilization. The leaders of El Greenador, along with the former Bronceado government and military leaders, are requesting military assistance from the United States and its allies. Peace between these former enemies is within reach, assuming that Bronceado can be taken back and stabilized.
An area along the border has been secured, and is being used as a staging area for military operations, and for Bronceado refugee entry into El Greenador.
With most US allies being apprehensive about beginning a new conflict, US SOCOM and Canadian SOFCOM, jointly as Task Force 16, are alone in assembling teams to assist with the operation. The mission has been declared Top Secret in order to prevent the New Bronceado leaders from becoming aware of the impending conflict.
Task Force 16: TF16 is commanded by Jim ‘Avalanche’ Rost of Rouge Patriots. Split into two special operations teams (US SOCOM and Canadian SOFCOM). Rost will pick his spec ops commanders. Uniforms to be green or tan based milsim only. Team setup at the discretion of Rost, following forthcoming operations rules.
OPFOR: Commanded by John ‘Snickers’ Wilson. Will consist of (classified) enemies filling multiple roles. OPFOR is to be used as a tool only in this scenario. OPFOR cannot “win”, and will be used only to shape the combat activities.
Role Players: Commanded by Jonathan Foust. Quantity TBD. Will serve to assist in total immersion for the scenario. Role players may interact and assist with OPFOR, as necessary.
Forward Operating Base: FOB will be at Apache, close to the Bronceado/El Greenador DMZ. Apache will be netted for safety, allowing the same safety rules as a dead zone. All operations will be initiated at the FOB. Players will not exit the field during the scenario (except for successful FOB compromise by OPFOR).
Fragmentary Orders: FRAGOS will be issued throughout the scenario to provide intel and direction for Task Force 16.
Night Operations: Live-fire night ops will be from approximately 1930 ET to 0000 ET. Between 0000 and 0300, OPFOR may attempt to attack FOB. If attack is successful, as a penalty, TF16 will exit the field, check-in at game command, and then RTB. During this period, lasers and unloaded, barrel-protected weapons will be used by TF16 for OPFOR target ID and elimination. All operations cease from 0300 to 0530 to allow TF16 to rest at FOB.
Preregistration is advised via www.scenariosupply.com by 13 May 2017. There are multiple Registration Packages available in order to fit the individual player’s needs and specialties. Each Registration Package includes everything the participant needs to accomplish the criteria of the event, except personal gear. Anything not contained in the registration packages, (water, special equipment, air fills and so on) will be provided at your “Rally Points” FTOC (Deadzones) or Supply Depot, and each unit’s off field “Forward Operations Base” or FOB
No walk-on players will be allowed on the day of the game.
Registration includes all event air, 1 MRE, Event Patch, and Player ID. A Company buffet meal will be provided the afternoon of May 20 in the Platoon commons.
Pre-Registration Price: $85
Includes: Free all event air, game cost, 1 MRE, Saturday Post game unit meal, and Event Patch.
Event Paint Only! Pre-Order Paint Online at www.scenariosupply.com during your order
250 rd box of First Strikes – $85 (tax included)
500 rounds of Valken Infinty – $12 (tax included)/$50 case of 2000
500 rounds of Valken Graffiti – $15 (tax included)/$60 case of 2000
Magfed Rentals are available for this event are now FREE thanks to the generosity of MILSIG DIRECT. Check them out at: http://www.milsigdirect.com
The Main Event Source of Primary Info will be the Platoon Leader Magfed 2017 Facebook Page:
No walk-on players will be allowed on the day of the game.
This event is 10 hours of continuous skills training and 10+ hours of active gameplay with no breaks or stops, except for night stand down between Friday midnight and 0530 Saturday, May 20, 2017 or medical emergencies.
Camping in the FOB will open at 0900 19 May, 2017 or earlier if requested. Check in will begin at 1000 on 19 May 2017.
Game and Rule Briefing will begin at 1700, 19 May 2017, at the unit’s FOB (off field Forward Operations Center). At this time an Operations Order will be issued to both Company/Platoon Commanders, as well as an intelligence assessment.
Missions and FRAGOs will be given to the Company/Platoon Commanders at irregular intervals throughout the event for game points, Intelligence and available assets.
The event will end at 1500 on 20 May 2017.
Awards and prizes distributed at 1600 until 1630 on 20 May 2017
Command Decisions Wargames Center www.cdwargames.com
Information on Check in and Game Play Procedures-
This game format is designed for military efficiency, even in the check in procedures. Players will enter their FOB – Forward Operations Base (“Off Field Tactical Bivouac” - near the playing field camping areas) as directed, and will check in with their designated First Sgt. In general, you will not need to come to the field store/chronograph or air station, as all your logistical needs will be met at your sides FOB.
• Park and camp in the areas designated for your sides FOB. (See event map).
• Locate your Headquarters (FOB) for check in and Company/Platoon assignment.
• Locate your Company/Platoon Headquarters tent and meet with your leadership. Your First Sgt will issue you a Casualty Card, Ration Cards for your pre-purchased paint and MREs.
• Turn in your HPA or CO2 tanks for filling. Make sure they are clearly marked with your name, unit number (ex. MARSOC 1st Plt, 2nd Squad). Staff will fill your tanks for you and return them to your Company/Platoon FOB. During the course of the game, this cycle will be repeated by staff as needed.
• Go to your unit’s designated supply and meet with a staff member or Platoon Sergeant for issuance of your initial battle load of paint, grenades, meals, and other consumables. If you have a special weapon, the First Sergeant will endorse your ID card.
• Test fire and chronograph your weapons at your unit’s FOB chronograph range.
No matter what- at 1700 May 19, 2017 you need to be at your Company/Platoon tent for the mission brief.
In the event you have a marker reliability issue, a spare weapon will be issued to you from supply while it is being serviced. This will be offered during the course of the game.
In general, once play starts, you will not need to come off the field for any reason. Your paint and air will be provided to you in the field as much as possible, as well as your meal. Your leadership may pull you off the field back to FOB for rest and resupply, but do not take it upon yourself to leave the field of battle unless authorized to do so.
Remember, this is less a paintball game as it is a military simulation using paintball as a tool. Please treat the game, Role Players, Staff and your fellow participants, with respect and honor.
Platoon Leader 2017 Force Structure and Key Roles-
Dedicated Opposing Force
Platoon Leader 2017 will bring back a dedicated Opposing Force also referred to as the OpFor. The use of an OpFor allows for a more flexible, fluid, and controllable game. Missions can be more specifically tailored to test a wider range of military skills while forcing the platoon leadership to actively manage a wider range of complex tactical problems.
The opposing force will consist of an unknown number shooters. Depending on the mission they will be acting as either drug cartel gang members and/or paramilitary mercenaries. The OpFor will act as an independent force with the primary role of opposing the US Forces as it tries to complete its missions. The OpFor will actively try to defeat US forces whenever and wherever they engage them. The Opfor will establish an independent chain of command and the logistics support required to complete its mission. The OpFor will not be limited to the TO&E of a traditional military unit.
Multinational Special Forces Task Force (TF16)
Also, for the second time, Platoon Leader 2017 will introduce the use of a Company Sized Task Force consisting of 2 platoons (comprised of paid participants) fighting together against the OpFor. Each platoon in the company will have a chain of command and will report to a single company commander who will provide them their mission tasking, intelligence support and command and control support.
The task force will consist of the following elements
• Company HQ Game staff and role players
• Canadian (Special Operations Capable) Platoon
• Army SpecOps Platoon
The platoons will be organized according to the Platoon Leader Ruleset.
Platoon/squad leadership- Platoon leaders have been chosen by game producers. Platoon leaders will then draft or select squad leaders out of available rifleman slots. Leadership is tasked with maintaining communication, order and mission priorities for their elements. If you wish to be in a leadership position at the squad or fire team level, register as a rifleman and contact your platoon leader.
Rifleman- The default registration position. Barring specialty equipment, all participants are considered riflemen and their equipment should reflect that (i.e. standard markers or submachine guns). All riflemen are capable of providing initial self-aid and buddy care to simulated injuries per the casualty cards. They are also capable of conducting field interviews/interrogations, squad level communications, and use of fixed support weapons such as GPMG (section I.A.2.(b).) and mortars.
Sniper/Designated Marksman (DMR)- Sniper/DMR positions are limited in number. Dedicated Sniper/spotter teams will be tasked with recon and interdiction missions, as well as supporting platoon/squad movements. DMR positions are available at the squad level in lieu of SAW positions. It is recommended that registrants have a long range accurate platform (section I.A.1.(c).) for this position.
SAW/Support Gunner- SAW gunners provide fire support for platoon/squad movements and should possess a high volume platform (see section I.A.2.(a)) for this position. SAW gunners may also exploit section II.B.1. for paint limitations. There are a limited number of slots for this position.
Anti-Tank/Grenadier/Engineer- Heavy weapons positions should possess or have access to an approved AT/Grenade launcher (sections I.A.1.(d). or I.A.2.(c).) or simulated engineering equipment (Section 10 satchel charges, etc.) and are responsible for hard target interdiction and combat engineering tasks.
Squad/Platoon Radio Communication Specialist/Intelligence NCO- Responsible for erecting and maintaining communications with HQ and forward elements, as well as evaluating intelligence and conducting interviews and interrogations. RTOs may also serve as assistant squad leaders.
Platoon/Squad Medic- Tasked with providing emergency medical support to friendly forces, indigenous populations and detainees IAW section V. Medic and Hit rules. May treat simulated serious wounds and coordinate evacuations for critically injured personnel per casualty cards. It is recommended that registration this position is by medically trained personnel for full immersive/training effect. Simulated trauma equipment and consumables will be available.
As with previous Platoon Leader games, role players will be used extensively in a number of key character roles that will add greater depth and complexity but will not directly generate the missions themselves. They will however, have input into the development of their role and their participation in specific missions. There will be both non-combatant and combatant role player roles; however, the combatant roles will be limited to specific missions and situations. Role players will have the discretion on how to execute their roles based on role guidance and character parameters established during the game design. The role players will be asked to provide input and ideas to the development of their role. The exact number of role players is TBD.
Platoon Leader Game Rule Set
The following rules are designed to create the most realistic playing environment for the dedicated Mil-Sim enthusiast, while providing an entertaining experience. Understand there is a difference between your marker limitation or enhancement, and your specialty position.
I. Marker, Chronograph and Technology Rules:
I.A. Magazine Fed Military Simulation markers (Mil-Sims) will be the required marker to play with this rule set. Mil-Sims are those markers designed, modified, or rebuilt to mimic real steel firearms in size, weight, and configuration which are designed or redesigned to use a spring loaded magazine (or, approved box magazine/drum) as its primary feed mechanism. All markers shall be colored a combination of wood tone, matte black, matte olive drab, matte tan or camouflaged. Markers not meeting the color restrictions must be covered by paint, tape or cloth, so that none of the original color is showing. In this rule set, guns have different velocity limits, depending on style of action, size and use.
I.A.1. Individual Weapons-
I.A.1.(a). Standard Markers (Rifles) - 270 FPS Max
Must be a “military-simulator” with either a fixed or folding stock or a dedicated bullpup design; have a minimum barrel length of 12 inches; a minimum overall length of 30 inches (stock extended); and will be limited to spring loaded single or double stack magazine (i.e. no drums) with a maximum capacity of 25 rounds. BBD (barrel sleeves) are required while off the field and in admin situations..
I.A.1.(b). Submachine Guns/Carbines/Pistols - 250 FPS Max
Must be a magazine fed “military-simulator” magazine fed paintball marker with either a fixed, folding, or no stock; whose overall or barrel length does not meet the minimum criteria of a standard marker (rifle). SMGs will be limited to spring loaded single or double stack magazine with a maximum capacity of 30 rounds unless otherwise approved. BBD (barrel sleeves) are required while off the field and in admin situations.
Pistol(s) must be on safe and holstered unless in use. If the holster is of a closed bottom design and the barrel of the pistol(s) is not exposed, no BBD will be required. If the holster is of an open design and the barrel of the pistol are exposed, then a BBD must be used when the pistol is holstered while off the field.
I.A.1.(c). Sniper Rifles/DMRs - 300 FPS Max
Must be a “mil-sim” with a minimum barrel length of 16”, with 30 inches overall, and a bipod. Sniper guns will be limited to semi-automatic or bolt action only and are limited to no more than a 10 round magazine capacity. They must be equipped with some sort of optic, including Red Dot Scopes. There is a minimum safety engagement of 50 feet- which translates into no fire within 50 feet! A sniper must have an endorsement on their ID cards indicating they have been approved by their First Sergeant/platoon leader. BBD (barrel sleeves) are required while off the field and in admin situations. Sniper Rifles are authorized one per ten (1/10) participants unless otherwise noted.
I.A.1.(d). Grenade Launchers - 200 FPS Max
Grenade Launchers (GL) are simulated anti-bunker weapons, mounted on regular markers or used as a stand-alone platform, that use low pressure, high volume air cylinders or chambers to launch rubber or foam Nerf rounds. These pressurized containers or vessels cannot be PVC or any other plastic, and steel is recommended. It is highly recommended that players use commercially manufactured launchers. Grenadiers are limited to 10 rounds of ammo on the field at any time. These devices fire Nerf or small foam rounds and can only eliminate Diamond Bunkers. Grenade Launchers cannot eliminate tanks, nor disable them in any way. There are no blast radius rules as Nerfs should never be fired at individual players- only structures.) GLs may not launch anything else other than commercially available 50mm Nerfs or 40mm foam rounds. Minimum engagement of 50 feet. A grenadier must have an endorsement on their ID cards indicating they have been approved and trained by their First Sergeant. GLs are authorized one per 10 participants (1/10) unless otherwise noted.
I.A.2. Support weapons-
I.A.2.(a). Squad Automatics - 280 FPS Max
Must be a “Mil-Sim” as previously designated in Rule I.A.1 with a minimum barrel length of 16”, with 30 inches overall, a bipod, and a removable mechanically or electrically driven drum or box magazine with a maximum 200 round capacity. It must also weigh at least 8 pounds loaded. An automatic fire capability is not required, but suggested. BBD (barrel sleeves) are required while off the field and in admin situations. Squad automatics are authorized one per five (1/5) participants unless otherwise noted.
I.A.2.(b). Emplaced Guns - 300 FPS Max
Must be an automatic fire “mil-sim” with a minimum barrel length of 18”, with 36 inches overall and may have any size hopper and not limited to magazine feed. It must be equipped with some sort of pedestal mount or tripod and weigh at least 20 pounds. Minimum engagement of 50 feet. Emplaced guns may be fed from support weapon pods or support paint only and are the only conventionally hopper fed guns allowed in play. Emplaced guns must use standard spherical paintballs- no shaped projectiles. A machine gunner must have an endorsement on their ID cards indicating they have been approved and trained by their First Sergeant. Their use will be dictated by missions and will be controlled by the HQ.
I.A.2.(c). Rocket Propelled Grenade Launchers/LAWS - 220 FPS Max
Rocket Propelled Grenade Launchers (RPGs) are simulated light anti-armor weapons (LAWS) that use low pressure, high volume air cylinders or chambers to launch rubber or foam Nerf rounds. These pressurized containers or vessels cannot be PVC or any other plastic, and steel is recommended. It is highly recommended that players use commercially manufactured launchers. RPGs must be at least 3 feet long from the tip of the barrel to the rear of the launcher. Light Anti-Tank gunners are limited to 5 rounds of ammo on the field at any time, stored in standard paintball tubes or pods. Players may not launch anything else other than commercially available 50mm Nerf footballs. RPGs may be used against tanks and bunkers. Minimum engagement of 50 feet. A RPG gunner must have an endorsement on their ID cards indicating they have been approved and trained by their First Sergeant. RPGs are authorized one per 20 soldiers (1/20) unless otherwise noted.
Players must chronograph before game, leaving FOBs or HQs, and at the end of play. In addition, a chronograph enforcement referee will be on patrol during the course of the game. If a player is found in violation, they must retire back to their home base and retire the gun until it is put back within limits. Players must velocity check before a Referee or First Sergeant.
I.C. Modes of Fire
Markers may be operated in semi auto, three round burst, or full automatic modes only. There will be a 13 ball per second limit, even in semi automatic. No “ramping” or other artificially enhanced modes of fire.
I.D. Marker size augmentation
High pressure air or CO2 tanks screwed into rear of marker may count as a stock for the purposes of determining overall length provided they meet the color requirements. Barrel extensions, such as fake suppressors, flash hiders, or shrouds, may be used to provide barrel length.
I.E. Safety Devices
All markers must have a functioning manual or electronic safety. Barrel sleeves are the ONLY Barrel Blocking Devices (BBD) authorized. Players not having barrel sleeves are prohibited from playing until a proper BBD has been obtained. ALL markers require a BBD, while in FOB, the parking lot, camping areas, staging areas, and buildings.
II. Paint limit rule:
II.A. The maximum amount of paint that any player can carry on the field at any one time is 200 paintballs, i.e. ten 20 round magazines. This includes any secondary weapons, such as pistols. After their initial loadout at the beginning of the game, they may only replenish their ammo via the designated supply officer at your FOB or by fellow team mates.
II.B. Paint Limit Exceptions
II.B.1. Designated SAW gunners (per Rule I.A.2.(a)), often a player per 5 man team, can be considered an auto rifleman (SAW Gunner) and can be allowed to carry a total of 600 balls, which will divided between their magazine and containers/pods or additional drums.
II.B.2. At the request of the team leader, a supply runner(s) may bring forward up to 2000 paintballs (each) in a sealed container to an area designated by the HQ as a field resupply. The resupply runner must first see the First Sergeant or any officer in the base camp (FOB) for issue authorization.
II.B.3. Players manning a crew served weapon may carry ammo for the heavy weapon in designated ammunition cans, limited to 500 paintballs per can. The paintballs may only be used in the heavy weapon, and will be issued by the First Sergeant. An unlimited amount of ammunition may be placed with the support weapon when it is emplaced, provided it is stored in its ammo can.
II.B.4. Players may only be issued paint at their FOB (base camp) or FTOC unless specifically authorized by their Platoon Leader. Any time the players are in the FOB (base camp), they can resupply with authorization or issuance by a supply sergeant to their limit.
II.B.5. In the course of the game, any player caught violating the paint rule must return to their home base for “counseling” by the platoon leader or the First Sergeant. Points will be deducted for each offense.
II.B.6. Since only a certain amount of paint (ammo) will be in the base station at any one time, the First Sergeant may order additional supplies to be delivered by truck onto the field (any FTOC) or FOB. However, this supply vehicle can be interdicted, or destroyed by RPG fires or mines.
II.B.7. RPG gunners may only carry 5 Nerf Rockets (in paintball tubes) on them at any one time, and may not retrieve them once fired. Grenadiers may only carry 10 Nerf Rockets on them at any one time, and may not retrieve them once fired. Refs may recover fired Nerfs and return them to your FOB supply. Make sure your Nerfs are marked for owner identification.
III. Uniform rule:
III.A. Players for each side will be assigned a team color- either Green base (OD fatigues, BDUs, DPM, Flectarn, etc.) or Tan base (tan fatigues, DCU, Multicam, Desert DPM, etc.) or a specific uniform if so specified. Players must be wearing camouflage or utilities, both top and bottom, of their side’s color as a means of differentiating teams. Jerseys are not allowed.
III.B. Load Bearing Equipment is highly recommended, and should be military spec. Paintball Rear packs or pod belts (6+1, etc.) are not allowed. Although load bearing equipment may be any color, it is recommended that it is the same color base as your uniform type.
III.C. At a minimum, each player should be wearing a web belt with a canteen, or have a hydration pack for their own personal water kit.
IV.A. Points will be determined at a pre-set interval and will be based on an established pre-game schedule.
IV.B. Points will be awarded to the Company/Platoon for the following:
• Territory held at phases (as defined by mission)
• Missions accomplished (varies, but 50-100 points)
• Bonus points (given by Refs or NPCs) (varies, but 25-50 points)
IV.C. Points will be deducted for:
• Friendly casualties (KIA, WIA)
• Failed missions (varies, but 25-50 points)
• Overshooting/Unsportsmanlike conduct (25 points per)
• Civilians (NPC) killed or injured (100 - 250 points per)
• Ammo violation (25 points per)
• Chronograph violation (25 points per)
V. Medic and Hit rules:
V.A. The purpose of medics is to allow commanders to keep their troops in play, tend to the serious logistical problem of treating wounded, and allow medics simulated trauma experience.
V.A.1. Medics are special players for the event, who will have ID cards specifically marked indicating their status. Medics should be recruited from public safety agencies, the medical field, or from military medical specialties and should have at least basic trauma training. There will be a limit of 1 medic per 20 participants (1/20) unless otherwise dictated.
V.A.2. While medics may carry markers; it is recommended they only carry pistols or SMGs due to their special duties.
V.B. Casualty Cards will be issued to each player at the beginning of the game in your FOB.
V.B.1. Each player will have a sealed “casualty card”, initially issued by game staff, which will be presented to a medic if hit, unless it is clearly a head shot. Casualty cards will list the level of treatment necessary to keep the player in the game at that time, or will present a special level of care for an attending medic, including littering a player out. Casualty cards will be designated as Major or Minor, with minor injuries able to be treated by the medic on the field. Major injuries will require in-field stabilization by the medic and the player must be evacuated to the FTOC or HQ by litter, fireman’s carry, vehicle or escort. Remember, wounded players cost fewer points than KIA players, so it is best for your side to use your casualty cards.
V.B.2. When hit, a player will announce “hit, hit, hit”, and will immediately lie down. They will then retrieve their casualty card and read it. The player must follow the directions, within safety reasons, of what that card states. Casualty cards will give very, very specific directions, to be read by the player and the medic. They may not be able to yell, or they may get to scream like a man in pain.
V.B.3. Generally if a player is killed by their casualty card, receives a head shot, receives an additional hit while lying for a medic, or “times (bleeds) out” due to untreated wounds, they must return to their FOB (home base) and see their First Sergeant for reassignment and re-issuance of a casualty card. Only the First Sergeant or Company Commander can issue a new casualty card.
However, if a medic is present the hit player may call for that medic to treat the player according to the medical rules listed on the casualty card. A medic must generally begin treatment within 3 minutes after the hit; otherwise the player is “bled out”. If no medic is present or is eliminated, the player must return to their FOB (home base) to see their First Sergeant or Company Commander for a new casualty card.
V.B.4. Hit players may be pulled behind cover by fellow team members. They may also be littered, carried, or dragged to the medic provided that their casualty card allows it.
V.B.5. A medic has his own card and if hit must get treated by another medic. The medic must also carry a medical kit, with simulated supplies, to administer aid. Medics will treat enemy wounded when the situation presents itself. Medics are responsible for trading used casualty cards for re-supply of medical supplies.
V.C. Stand Down Command. There will be an easily remembered code word, such as “Man Down” for anyone to use to announce a real injury and suspend play while the real world injury is being taken care of.
V.D. Gun Hits- Gun hits do not count for purposes of casualty cards, but they do knock the player’s marker out of service until they can get back to the FOB or resupply (at home base or resupply vehicle).
V.E. Pillage Rule- To be developed further. FTOCs may be pillaged and the supplies stored there used by the seizing force per rule VI.C.
VI. Forward Aid Station/Forward TOC:
VI.A. The Aid Station/Forward Tactical Operations Center (FTOC) will be on-field netted areas, Conexes, or trailers that will serve as the field headquarters for the First Sergeant, supply, and the personnel officer who reassigns players. The FTOC must be manned by the First Sergeant in order to recycle players back into the game.
VI.B. FTOCs are considered neutral only inside the netted area, and can be taken by enemy forces by surrounding them. FTOCs may be overrun at any time. Only a satchel charge or a Nerf rocket can be used to blow a clearly marked (base station) command post. When taken, all players in the Aid station or FTOC are considered dead and must retire to their FOB or off field Headquarters for reinsertion. As there will be not shooting into or out of Aid Stations, or combat within 100 feet of an FTOC, and anyone in an aid station will have their weapons made safe with a barrel sleeve on.
VI.C. Because of the fragile equipment contained inside, NO firing will be allowed out of, or into, the FTOC itself. Refer to rule V.II.C., as there will be no discharging markers within 100 feet of the FTOC by players from either side. Also, when a base is overrun, no equipment or personal items may be taken from inside the command center, however supplies such as paint and Nerfs, or information documents provided by the enemy First SGT may be seized per the pillage rule.
VI.D. Once a FTOC has been seized and cleared, that netted zone becomes an FTOC for the possessing side unless abandoned.
VII. Sportsmanship and Game Play:
VII.A. All goggles must be ASTM approved full face and ear protection. MASKS MUST BE WORN AT ALL TIMES IN THE CHRONOGRAPH AREAS AND ON THE FIELD OF PLAY! Even if fog or paint covered, do not remove your mask under any circumstances unless you are in a netted FTOC or are off the field of play. To do so will result in your removal from the game. Exception- during a verified, real world emergency, and players are in stand down, medics may remove their masks to treat their patients.
VII.B. Discharging of markers in the parking/store area and FOB will not be tolerated and will result in your expulsion from the field! Do not shoot at wildlife, referees, observer/controllers, or non-play support vehicles.
VII.C. There is no shooting or posting within 100 feet of a FTOC. There will be no shooting or posting within 100 feet of an entry lane into the game.
VII.D. Wiping paint, any form of cheating, or un-sportsman like conduct (OVER SHOOTING, FIGHTING, FOUL LANGUAGE, AGGRESSIVE PHYSICAL CONTACT.) will not be tolerated. If you are found cheating you will be expelled from the game and not allowed to return.
VII.E. Under no circumstances is anyone allowed to ARGUE with a staff, referee or observer/controller. On the field, their calls are final, period. If you have a problem with a call, then take it to one of the game coordinators, or a head ref. Each unit will have a ref/refs attached to them as well. Referees and Observer controllers are here for your safety and to facilitate clear game play. If you see any ref allowing any unsafe actions, please report him/her to the game coordinators. They will have numbers on the backs of their t-shirts that will identify them individually. “Reporting” a ref for making a “bad” call, is bad sportsmanship, and will not be accepted. The game coordinator does not second guess his refs.
VII.F. Barring the exception or situation from rule V.B.3., overshooting is not allowed. Overshooting, which is the repeated shooting of an already eliminated player, is grounds for elimination or, if deliberate, removal from the field. Allow all suspected hit players to call themselves out or pull their casualty cards. Be sure to loudly call yourself as hit (if you are) to prevent overshooting. Shooting a player with a barrel sleeve mounted on his barrel is overshooting, provided that player has his marker and sleeve clearly visible.
VII.G. Dead men don’t tell tales (or talk)! This is an honor situation. Either you are honorable, or you are not. If you are a casualty, do not talk, signal, or engage in radio traffic until you get to the FTOC or HQ unless allowed by the conditions of your casualty card.
Officer positions are usually determined before game day. Players can volunteer for practically any position or they may be selected on game day. Once in a position a player may only be demoted by a superior ranking player and that player’s superior. Demotions must be for situations involving a point violation or mission failures.
IX. Non-Player Characters/NPC:
Non-player characters (NPC) are civilians and others (including OGAs- other governmental agencies) who add subplots to the game. Occasionally helping them will sometimes add bonus points to a team’s score. Killing or harming a NPC is generally a violation; however, players may defend themselves and engage a NPC that is threatening them.
X. Special Weapons:
X.A. Some missions require special weapons and equipment.
X.A.1. Paint grenade/mine splatter/powder (any amount) pull your casualty card.
X.A.2. Rocket Launchers are defined in rule I.A.2. RPGs destroy tanks, bunkers, and anyone within ten (10) feet of a rocket impact, including initial ground impact.
X.A.3. Satchel Charges are weighted (5 pounds or more) canvas or web bags that simulate explosive charges. Satchel Charges disable tanks, but destroy bunkers, and anyone within ten (10) feet of a landed charge.
X.A.4. Flame Thrower rules to be developed further.
X.A.5. Anti-Tank Mines: An anti-tank mine is a device that is pre-placed on the battlefield prior to the tank’s approach. If the tank runs over the anti-tank mine, or sets off the mine, then that tank is disabled for a period of fifteen (15) minutes. Anti-tank mines may be simulated by aluminum pie plates or may be command detonated powder/noise/paint devices. Once used, pie plates may not be reused. Only players designated as engineers may emplace or remove Anti-Tank mines.
X.A.6. Artillery includes mortars, heavy (reporting) rockets, and pneumatic artillery. They also include heavy anti-tank weapons as defined in Rule XIV, section 22.
X.B. All special weapons are issued by the First Sergeant or Platoon Leader.
Any team member wishing to be issued and use any special weapons (to include support weapons, sniper rifles, or Rule X special weapons) or equipment (to include special radios, surveillance gear, etc.) for missions must be trained by the First Sergeant or an officer, who then annotates the training on their ID card.
XII. Close Shots:
Bunker rules: There are no bunker tag or close shot rules in effect; however players are expected to be considerate of other players for point blank shots. Safety is the first priority.
XIII. Team Construction:
For purposes of administration, teams shall consist of five to fifteen persons, with the squad leader being an NCO or Officer. Within the team, one in five may hold a Squad Automatic position; one in 10 may be a grenadier, one and 10 may be a sniper, one in 20 may hold a Medic position; and one in twenty may be a RPG Gunner unless otherwise structured by the producer.
Appendix- Cliff’s Notes Guide to the Platoon Leader Rule Set
• Entry fee and pre-purchase paint covers most everything you will need for the event. If you need something...ask.
• Be on time.
• Stay with your platoon or squad. Lone wolfing not recommended or effective and it hurts the play experience.
• Your marker will determine your position, rate of fire, and velocity limits.
• You have to use a mag fed marker and only carry 200 rounds, with few exceptions.
• Generally, teams will be registered as Green or Tan, depending on which uniform color you have. There will be no ribbon or armband to determine team side. Wear a load bearing vest.
• If you get hit in the head or goggles, you are dead. Go to recycle at your FTOC or FOB.
• If you are hit in the gun, your gun is non-functional until you go to a re-supply point/First Sgt at the FTOC or FOB. Use a back up until then.
• If you are hit anywhere else, pull your casualty card and read it. Do what it says.
• Medics can field heal hit players if they can get to you in time.
• Your field HQ (FTOC) can be taken and destroyed. If lost, you have to go to your off-field HQ (FOB) to recycle back into the game.
• This is an honor game. Even more so than a regular paintball game. Play well, but play honestly.
Task Force 16 (Multinational) Table of Organization and Equipment
CANADIAN SOFCOM TEAM TOE:
POS Team AUTH SPEC EQUIP NAME___________________________
MH01 Platoon Leader
MH02 First Sergeant (role player)
MH03 Platoon XO/RTO (role player) HHQ/Plat 1 Radio
A Squad (C3I)
MA1 (A) Squad Leader/rifleman
MA2 Asst Squad leader/RTO 1 Plat 1 Radio/ Radio 1
MA4 Medic 1 Med kit
MA5 SAW Gunner 1 SAW
MA6 Team Leader 1/rifleman Radio 1
MA10 Sniper/DMR 1 Sniper
MA11 Team Leader 2/Rifleman Radio 1
MA14 RPG Gunner 1 RPG
MA15 Grenadier/engineer 1 GL/Demo kit
B Squad (Heavy)
MB16 (B) Squad Leader/rifleman
MB17 Asst Squad leader/RTO 2 Plat 1 Radio/ Radio 2
MB18 Sniper/DMR 2 Sniper
MB20 Medic 2 Med Kit
MB21 Team Leader 3 Radio 2
MB24 Grenadier/Engineer 2 GL/Demo kit
MB25 SAW Gunner 2 SAW
MB26 Team Leader 4 Radio 2
MB29 Sniper/DMR 3 Sniper
MB30 SAW Gunner 3 SAW
C Squad (Engineer/Demo)
MC31 (C)Squad Leader/rifleman
MC32 Asst Squad leader/RTO 3 Plat 1 Radio/ Radio 3
MC35 Medic 3 Med Kit
MC36 Team Leader 5/rifleman Radio 3
MC38 RPG Gunner 2 RPG
MC39 Grenadier/engineer 3 GL/Demo kit
MC40 Grenadier/engineer 4 GL/Demo kit
D Squad (RECON/Interdiction)
MD41 Team Leader 6/rifleman Plat 1 Radio
MD42 Sniper 4 Sniper
MD44 Sniper 5 Sniper
MD46 Team Leader 7/rifleman Plat 1 Radio
MD49 Grenadier/Engineer 5 GL/Demo kit
MD50 SAW Gunner 4 SAW
USASOC TASK FORCE TEAM TOE:
POS Num Team Position Auth Spec EQ Name, rank______________________
AH01 Platoon Leader
AH02 First Sergeant (Role player)
AH03 Platoon XO/RTO: (Role player) HHQ/Plat 2 Radio
A Squad (USASOC)
AA1 (A) Squad Leader
AA2 Asst Squad leader/RTO 1 Plat 2 Radio/ Radio 4
AA3 RPG Gunner 1 RPG
AA4 Medic 1 Med Kit
AA5 SAW Gunner 1 SAW
AA6 Team Leader 1 Radio 4
AA8 Sniper 1 Sniper
AA10 SAW Gunner 2 SAW
AA11 Team Leader 2 Radio 4
AA12 Intelligence/Mission Operator Radio 4
AA13 Intelligence/Mission Operator Radio 4
AA14 Intelligence/Mission Operator Radio 4
AA15 Grenadier/engineer 1 GL/Demo kit
B Squad (USASOC Ranger)
AR16 (B) Squad Leader
AR17 Asst Squad Leader/RTO2 Plat Radio 2/ Radio 5
AR18 Sniper 2 Sniper
AR20 Medic 2 Med Kit
AR21 Team Leader 3/rifleman Radio 5
AR24 Grenadier/engineer 2 GL/Demo kit
AR25 SAW Gunner 3 SAW
AR26 Team Leader 4 Radio 5
AR28 Sniper 3 Sniper
AR30 SAW Gunner 4 SAW
C Squad (USASOC Ranger)
ARC31 (C)Squad Leader/rifleman
ARC32 Asst Squad Leader/RTO 3 Plat 2 Radio/ Radio 6
ARC33 RPG Gunner 2 RPG
ARC34 SAW Gunner 5 SAW
ARC35 Medic 3 Med Kit
ARC36 Team Leader/rifleman 5 Radio 6
ARC38 Grenadier/engineer 3 GL/Demo kit
ARC39 Grenadier/engineer 4 GL/Demo kit
ARC40 SAW Gunner 6 SAW
D Squad (SOD-Delta)
AD41 Team Leader 6 Plat 2 Radio Radio 6
AD42 Sniper 4 Sniper
AD43 Spotter/Rifleman Radio 6
AD44 Sniper 5 Sniper
AD45 Spotter/Rifleman Radio 6
AD46 Team Leader 7 Plat 2 Radio Radio 7
AD47 Intelligence/Mission Operator Radio 7
AD48 Intelligence/Mission Operator Radio 7
AD49 Intelligence/Mission Operator Radio 7
AD50 Grenadier/engineer 5 GL/Demo kit