Here are some general rules for reference only. Detailed Op Rules will be in your WarnOrd two weeks out. FPS and Weapons class remain unchanged.
Remember the most basic Dos and Don'ts at Flamingo are:
Weapons Restrictions: NO HPA
NO LMG
NO SAW
NO Smoke Grenades
NO Box or Drum mags
NO DMR (equals no Sniper) *LC general rules: No Sniper indoors.
No binary triggers
No two-finger triggers
SEMI-ONLY
MID-CAP/LOW-CAP ONLY
Grenades allowed: EG67
FBG6
R2B
ThunderB
The followings are for general reference ONLY. Actual Flamingo rules will come out in the WarnOrd.
4.1. CHRONO AND VELOCITY/ENERGY LIMITS
4.1.1.Velocity reducers are NOT allowed.
4.1.2.Players must report to chrono with a fully functioning weapon (Battery in place ready to fire) and an empty mag for each
weapon being Chrono’d.Each Weapon will be checked for functionality before being passed to Chrono Check-in. Players may
only Chrono 3 weapons per trip.
4.1.3.OLCMSS standard chrono limit is1.55 Joules (<366fps).We recognize velocities may fluctuate with environmental
variables; it is the player’s responsibility to stay within the specified limits. Player ignorance of how their weapon system may
function is not an excuse. All weapons will bechrono graphedusing Bio30-gramBBs and the energy must be less than 1.55
Joules. With.32-gramBB’s 1.55 Joules chronos at 333 fps. For your own reference: A weapon firing.25-gramBB’s at 1.55 Joules
will chrono at 365 fps A weapon firing.30-gramBB’s at 1.55 Joules will chrono at 409fps!If a gun is over the OK range, the
Chrono Marshall will immediately check the weapon. If he duplicates an unsafe reading, the Airsoft weapon will not be allowed
in the game.
4.3. RIFLE class
4.3.1.Riflemen are limited to commercially available non-winding magazines that only carry 200 BBs or less. Midcap, Standard
andlow-cap mags (e.g. STAR magazines) are welcome if they meetthese criteria. MIDCAP/LOW-CAP only.(See Rule 4.6)
4.3.2.Riflemen may carry as many legal magazines as they can fit on their person.
4.3.3.All riflemen MUST respect the land by usingBiodegradableBBs in their guns
4.3.4.It is HIGHLY RECOMMENDED to mark your magazine with your name or other identifying mark in the event they are lost.
4.6. RIFLEMEN MAGAZINE RESTRICTIONS–STRICTLYENFORCED...!!
4.6.1. ABSOLUTELY NO high-cap magazines requiring manual, electric or gas winding areallowed...!!
4.6.2.A magazine is defined asanydevice thatcan holdmore than ONE roundfor reloading of a weapon.
4.6.3.A magazine as defined, includes commercially available, modified, home-made or improvised devices.
4.6.4.Any player found using or possessing a high-cap magazine will be subject toone orallthe following:
a.Mandatory confiscation of high-cap magazine by Game Control, which will be available to reclaim at event conclusion.
b.Penalty points against his/her team.
c.Ejection from the event with no refund and possible banning from future OLCMSS events.
4.7.HAND GRENADES
4.7.1.Deployable hand grenades must be a “LIVE ACTION” device only. (no ribbon or sound grenades)
a.A 20 foot-360 degree kill radius from POINT OF DETONATION, is in place for all grenades unless you are behind HARD cover.
b.Hard cover is listed as a building, wall, door, pillar or similar.
c.Drapes, tarps, plastic sheets,cardboardposters, other soldiers or similar do NOT constitute cover.
d.Grenades that pop BB's (regardless of whether a BB hits you are not) still retain the20-footkill radius and cover conditions as
stated above.
4.7.2.Any player may carry hand grenades.
4.7.3.Toprotect thesafety of players. Players are NOT permitted to “Jump on a live Grenade” to save the other players in the
room. C02 Grenades explode outward and can cause serious injury or even death to a player. Also, Active BB shower grenades
can spray BB’s into a player’s face if their eye protection jars loose while attempting to do so. So,no heroes. Take the kill and
stay safe.
4.8. MINES and BOOBY TRAPS
4.8.1.Special booby traps, bombs and explosive objectives may be provided by staff for game play. These items may have
special rules. Game Control will advise of any game control provided special props.
4.9. AREA EFFECT/BLAST RADIUS
4.9.1.Hand Grenades, rockets, booby traps, and mines (except claymore mines) are defined as area effect weapons.
4.9.2.Area Effect Weapons kill all players within a20-footradius of their trigering,regardless which side activated them.
4.9.3.The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to
Rule 2.1 & 2.2
4.9.4.Only hard cover protects you from an area effect weapon. Hard cover includes a stone wall, a bunker, a building wall or
similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
4.9.5.Hand Grenades blast radius is determined from the point of action. Hand Grenade BBs DO NOT need to strike a player to
count as a kill.
4.9.6.Hand Grenades tossed into a room kill all players inside the room except those outside of the room or behind hard cover
like a door. Inert grenades are treated as duds so make sure to prep grenades beforehand.
4.9.10.Absolutely NO personal pyrotechnics, flares, openflames, or similar devices at Phoenix Rising.
4.9.11. NO SMOKE GRENADES OF ANY TYPE ARE APPROVED FOR PHOENIX RISING.
4.9.12. ONLY THE FOLLOWING GRENADES ARE APPOVED FOR THIS GAME:
*EG67& TAG-67
*FBG6& AFG-6
*R2BS
*THUNDER B
6. GEAR
6.1.Gear is defined as anything players wear that is not part of the Uniform Code or a weapon. This includes but is not limited
to:
a.Plate Carriers
b.Load bearing vests (LBV)
c.Chest harnesses, pouches, or similar
d.Approved Eye protection
e.Gloves, pads, and water carrying devices.
6.2.Face Protection isSTRONGLY RECOMMENDEDon this AO. This field will have a lot of close contact and there is a high
probability you will suffer close range face hits through no fault of your own.Players who do not wear face protection play at
theirown risk.
6.3. EYE PROTECTION
6.3.1.Eyeprotection must have a rubber/foam/soft material seal that closely conforms to your facial features.
6.3.2.Eye protection must be secured against the head so that itcannotaccidentally fall away under normal movements.
6.3.3.Eye protection should beANZI Z87.1compliant or better. This standard is usually posted either on the packaging or on
the manufacturer's website.
6.3.4.Wire mesh goggles should be made from stamped steel and not deform from repeatedclose-rangehits. We recommend
players test their mesh goggles in a careful controlled environment before attending this event.
6.3.5.Eye protection will be checked as part of morning inspection before the game.
6.3.6.FASHION SUNGLASSES WILL NOT BE ACCEPTED REGARDLESS OF SEALING ABILITY.
6.3.7. PRESCRIPTION EYEGLASS MUST BE CAPABLE OF A FULL SEAL (See rule 6.3.1)
6.4. HIT/DEAD RAGS
6.4.1.A RED rag must be carried at all times to indicate a hit or out of play individual.
6.4.2.A RED chem light (glow stick) isrequired for Night Opsand highly recommended for use in low light conditions.
6.5. HYDRATION
6.5.1.A portable water storage device such as a camelback or canteen is HIGHLY RECOMMEND for OLCMSS participants.
Players are responsible for their own hydration.
7. COMMUNICATIONS
7.1.To ensure orderly communication traffic at an event the size of Lion Claws, radio bandwidth is predesignated
7.2.Channels outside your designated range are NOT permitted for use except by explicit permission from LC Staff. This
includes VHF frequencies. Using undesignated channels is considered electronic warfare.
7.3.At NO time during the event is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in
or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through
mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.
7.4.Assigned channels of each team have been advised to your team COMMANDING OFFICER. Please contact your team
command for radio channels in the event you need to program radios.
General Rules
Forum for announcements for and discussing Best of USA Marketing's Operation Flamingo
Return to “Flamingo - Military Simulation War Game Exercise with Airsoft weapons”
Jump to
- Announcements
- ↳ Upcoming events
- 3 Day Events
- ↳ Castle - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Devil Dog - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Fire Storm - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Flamingo - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Irene™ - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Liberty Rising - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Lion Claws - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Lion Claws Films
- ↳ Lion Claws Tactical Challenge
- ↳ Mirage - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Southern Comfort - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Thunderdome - Military Simulation War Game Exercise with Airsoft weapons
- ↳ A Weekend of Heroes
- 1 Day Events
- ↳ Horn of Africa - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Cartel Wars - Military Simulation War Game Exercise with Airsoft weapons
- ↳ LCTC-Castle, NV State Prison
- ↳ LCTC-Mojave, Moajve, CA
- ↳ Narcos - Military Simulation War Game Exercise with Airsoft weapons
- ↳ Night Owl
- ↳ Wolverine - Military Simulation War Game Exercise with Airsoft weapons
- Historically Themed Events
- ↳ Hac Bao