CRUCIBLE RULESET

Rules for Crucible Events:

A Crucible is a container for melting metals, a severe test, or a place of new developments. 

Let’s visit all 3 of these.

                Melting Metals refine them into their purest form removing impurities by fire and heat.

                A Test using your skills, knowledge, and abilities to see how they stack against others.

                New Developments how we engage the enemy in a modern world is fluid ever changing so technology and tactics must change with them.  

 

The goal of The Crucible:

To help players break some of the sloppy habits that develop from open play without guidance from someone with practical experience.

I was playing at Cresson Prison where we were making entry into a building. (I don’t remember what building, and I can’t find my map off hand.  So from the driveway go up 5 steps, on your right and left are some cages for solitary rec. then a 20 x 10 space and a single man door. It opened to a long hallway with a small utility room on the right then more than open doors right left and center.)  We made entry I was the second guy in the stack coming in from the left-hand side.  We toss grenades to make the push.  Stack on the right stayed outside and covered the rear from flanking and covering fire from the door on the right-hand side one low (on his belly) and one high (standing and straddling the lower guy).  So we are hugging the Left side of the hall making progress covering the right doorway and the door at the end of the hall.  The number 4 guy in the stack steps to the right side and gets lit up by the other stack.  He is pissed and ready to throw hands my whole stack gets mowed down as chaos ensues. 2 of us managed to make it to the little utility room.  Time out is called and a ref is summoned.  Number 4 dude explains that he threw some bs hand signals that he was changing sides of the hallway. 

    There were several issues that went down that could have been fixed with some training.

  1.      There should have been more talking before the entry so every person knew their job
  2.      Hand signals in a dark hall with explosions and gunfire dont work
  3.    Run your plan and plan your run.
  4. The number 4 guy was not completely wrong splitting the stack right and left or having the other stack make entry was probably the right call giving us better angles on the doors after going a few feet into the hall.

(I lived as did number 3 because I used my buddy as a shield when he was hit I lifted him up and walked back to the utility room.  Life lesson make the little guy go first.)

The only way to make better airsofters is to train them right and to do it till slow is smooth and smooth is fast.

 

Time Line Example:

8:00 Registration / MEPS

10:00 Briefing

10:15 Class (radio / Map)

10:45 Play Begins

14:00 Lunch

15:00 Class (buddy rush / bounding fire)

15:30 Play Begins

18:00 Dinner

19:30 or Dark Class (differences in night vision / how to contradict it)

20:00 Night Game

24:00 End EX   If play slows we may end it early at 23:00

Class time total 1:30 hours

Game Time 9 hours minimum

 

Honor and Sportsmanship:

Sportsmanship is expected! Please call YOUR OWN hits! We are wearing a lot of equipment and moving around a player may not notice a hit give them the benefit of the doubt shoot them again. 

·         Not calling your hits is cheating and repeated offences will not be tolerated. If you suspect a player is not calling their hits, do not take matters into your own hands. Please bring this to the attention of your Squad Leader and the event staff; use the chain of command.

·         Dead players do not talk! Dead players may only talk quietly to other dead players. Dead players do not shoot their guns; doing so can make you a target. Dead players do not signal their position or indicate other players’ positions while they are dead. (saying good hit or yell out for a medic or some death sounds, other out of game talk is ok but nothing about locations or strategy)

·         If a player asks what faction you belong to you must identify yourself.

·         Airsoft is about HONOR; failure to play in an honorable manner will result in expulsion from the event. There will be no bullying, roughhousing, foul language (used in malice), or physical/mental intimidation anywhere at any time at R & D MilSim events.

·         Failure to follow these rules will result in expulsion from the event and AO. No refunds will be given.

Blind fire

·         Shooting around corners and not being able to see where your BBs are going is not allowed. Devices that allow you to shoot around corners, such as weapon-mounted cameras and mirrors are not permitted. Players must always be looking down their sites when firing.

 SAFTEY 

   No alcohol and other Mind-Altering Substances on the field

If you are found to be impaired on the field of play, you will be asked to leave the field or face penalties. Starting with game paused and ending with civil authorities.

Eyes

       All players are highly encouraged to wear FULL SEAL eye protection. Must be ANSI Z87.1 rated eye protection.

     Most safety glasses are rated for single impact not multiple. Any cracks or chips and your eye protection will get rejected. Plan a second pair or money to buy some.

       On an Active Firing AO, eye protection may only be removed after all players have mags out, their chamber cleared or barrel covers, and game control has given the okay to remove goggles.

Required Equipment:

o   Uniform wear green or tan camouflage no Black, blue, red, orange,

o   ShirtMinimum requirement is a green or tan t shirt.

o   Pantslong pants (jeans are acceptable but we like to see you in uniform)

o   Socks – 2 pair

o   Boots – (you can get away with sneakers, but you will want something with ankle support and waterproofing) No Crocks, Hey Dudes, open toes, must have a heal covering.

o   Dead Rag – Minimum 10x10 piece of red cloth

o   ID - something to ID yourself if you can’t speak

o   Medical card - WILL BE PROVIDED

o   Primary Weapon 

o   7 Magazines (midcap or low cap only)

o   R&D Tourniquet on your kitWILL BE PROVDED

o   Radio – A TUNABLE RADIO IS REQUIRED FOR SQUAD LEAD ROLE We recommend Baofeng due to the short range of their antenna it bypasses HAM radio laws.  If you start receiving coms from outside of the players we will change frequencies.

o   Backpack – to hold ammo, loader, snacks, drinks, rain gear. Color doesn’t matter, you will drop the bag on the FOB and work out of that bag till the break.

o   Canteen/Camel back for water (a bottle of water that you can carry with you on the field.

o   BBs

o   Loader

Recommended Equipment:

o   Pad and Pencil

o   Hat/Helmet

o   Kneepads

o   Load Bearing Equipment (Plate carrier, Chest Rig, Belt Rig

o   Magazine Pouches

o   Admin Pouch

o   Batteries/gas

o   Speed loader

o   Sling

o   Gloves

o   Mouth guard

o   snacks

Required Night Game Equipment:

o   Dead Light -

o   Flashlight

Not Required Night Game Equipment:

o   Spotlight – to blind night vision

o   Night Vision Optic

o   Thermal Optic

o   Hot Hands – to confuse thermal.

o   Glow Sticks

Item Restrictions:

·         Players will be allowed to use only airsoft specific guns.

·         No live firearms or live steel are to be on the field. No Real Steel.

·         Only weapons that use gas, air, spring, or Electric propellant.

·         No “BB Guns” or BB guns converted to use airsoft BB’s or Metal BB’s will be allowed.

 

 Uniforms:

Uniform regulations exist to give the appearance of a cohesive unit and not give the appearance of a group of individuals. It is hoped that this will give better overall experience to all players.

·         OD Green and Russian camo for one side/ and Tan/Brown for the other. No Black, Red, Blue etc.

·         Special uniforms may be authorized for specific role-playing groups outside of the typical uniforms but not for those playing under the conventional teams.

·         Gear color does not matter. You can wear any color gear you wish. Know that tan harness with green kit may get you shot by friendly forces.

·         Ghillie suit can be any color, but you may be fired on by either team. NATO and RUSFOR.

·         Tops must be a minimum of a t-shirt, no shirtless play or tank tops allowed.

·         Bottoms must be long pants.

·         Shoes, boots, sneaker color doesn’t matter but if you’re buying a pair think about function.  

·         Headgear color will be faction specific. Camo or Solid colors. In the event of inclement weather, regulations on uniforms and team specific colors are relaxed comfort is given precedence. (your yellow poncho may cause you to be shot by both teams as your faction cannot be readily identified)

·         For our Crucible events a green or tan t shirt works to denote team

Lost Goggle procedure (Blind Man):

On the call of “Blind man/or Time Out.” players need to immediately remove the magazine for their weapon, clear the chamber, and set the weapon on safe. Take a knee in your location and do not move until the “all clear” and “game on” are given. Only at that time may you reload your weapon and continue playing.

If a player loses their eye protection during a firefight a “BLINDMAN” call is made. The player needs to cover their face with their hands and keep their head down until eye protection can be provided for them.

Age Requirements:

Players under the age of 10 are not allowed to play at these events. It’s the insurance not our rules.  Unless local insurance has a lower age requirement.

Players under 16 years of age must have a guardian present during the event or fill out a transfer of guardianship to a player 18 years or old who will participate in-game with them.  (we use a basic Florida form) They also must have a Full helmet and face guard.

Players under 18 years of age are required to have their release form notarized or have a guardian on-site to co-sign the event release form(s). They also must have a face guard.

Low Light / No Light Operations

  • will need Eye Pro with “CLEAR” lenses for all Low/No Light operations; Full sealing ANSI rated still applies.

 Players must have a Red / dead light stick/device, Chem light to signal they have been hit.

All players are encouraged to operate “in pairs” during Low/No light operations.

 Player Hits:

All BB hits to any part of your body and any gear/equipment secured to your person count as a hit whether it’s a ricochet or direct hit.      

 If you get hit, you are wounded.

Weapon hits do not count.

Friendly fire counts! Check your targets!

If two participants fire simultaneously and both are hit, BOTH participants are out.

 Wounded Rules:

When you are hit immediately fall to the ground and act out being shot – call out for a Medic the louder the better.  Often it is difficult to hear participants over the noise of firing through brush even at short distances, so do your best to let opposing participants know you have been hit otherwise they may continue to inadvertently fire at you.  BE AS LOUD AS YOU CAN.

 

MEDICAL RULES:

Returning to the field

R&D events employ rules that allow you to be brought back into the fight by a buddy to simulate real world first aid with a tourniquet.

·         If you are “wounded” and treated by your buddy or the Platoon Medic, (within the first 5 minutes) you considered “wounded,” but may continuing fighting.

·         While waiting in place, please do not reload magazines and/or grenade shells, test-fire your weapon or anything else other than calling for a medic*- reloading sounds and “test firing” may inadvertently cause players to believe you are still alive and therefore shoot at you.

·         Never seek an aid station towards an objective.  Direction should always be both away from your given objective and away from the action.

·         You are required to carry your Tourniquet (or TQ) on your person at all times.

·         You may never “self-heal” or assist your buddy in aiding you. Do not hand your TQ to your buddy.

·         When “wounded” you may disclose any enemy activity/positions, INTEL, etc., that you witnessed during your “wounded” time or any time prior to that. 

If a buddy or a Platoon Medic does not reach you in the first 5 minutes after you are hit, you will “bleed out” and are now considered “killed” and therefor are “dead”.  At this point, please follow the being “KILLED” makes you “DEAD” rules.

A second hit after you are wounded and have your TQ applied you are dead*

You cannot stack tourniquets.

AID STATION:

If you have been killed “you have gone to the summer lands, kicked the bucket or as we like to call it “DEAD”, a designated aid station may be used.  In 
this situation “dead” participants are required to move/be brought to the aid station in order to regen and re-enter the event. 

·         An aid station is defined as the area marked for friendly identification where IV bottles (water bottles) are consumed allowing you to return to the land of the living.

·         Participants go to an aid station; it is never brought to them. 

·         When using aid stations, the dead “regen” by drinking an IV (bottle of water) provided by a Medic and upon returning the bottle to the case they got it from once finished.

·         Aid stations may be attacked, and supplies may be stolen. An aid station is simply a cache of IV bottles stored near the location of an objective. If unguarded, it is extremely vulnerable to the enemy.

 Player Searches:

  Captured or killed players may be searched by an enemy player.

·         To initiate a search, the enemy player must be at arm’s length to the dead or captured player and will say “I am going to search you.” At that moment, the dead or captured player must relinquish any Intel items they have in their possession at the time of the search (Intel, kill card, BBS etc.)

·         Players in possession of more than one “kill card” only must relinquish one card per search/per death.

·         Players cannot be searched after they have bled out and moved to re-spawn.

SURRENDER:

`Please note that we DO NOT use a “surrender” rule at our events! Calling out “surrender” implies an opposing participant has an option (comply/escape). Calling out Hit is your only option if you don’t want to be shot.  You must then return to spawn Bleed out and Medic don does not apply in self-inflicted injury.

 

FPS/AMMO RULES:

The following FPS limits are in effect. We use .28g BBs for Chrono to allow for hop up creep.

Pistols, Shotguns, GBBR, Rifles & LMGs

·         1.5 Joules 366fps

MMGs (Note this is for M240B, M60 variants, MK48 and PKMs only!)

·         2.09 Joules 490fps

DMR/Sniper Rifles

·         2.8 Joules (Minimum engagement distance 75FT and semi-auto only) 490fps

Grenade Launchers

·         Any of the M-203 GL, M-320 GL, M-79 GL, GP-25 GL, M-136 AT4, M-72 LAW, and RPG-7 are approved.

Any other variations need R&D approval.

Mortars:

·         Only IWA and Taggin systems

·       Any other variations need R&D approval.

Approved Pyro Grenades:

·This section is based on our experiences with pyro devices. If you have a device that you would like approved, R&D staff need to physically see the device perform in order to approve it. Please contact R&D to arrange this ahead of the event. 

·         TAGGIN PRODUCTS 

·         ENOLA GAYE PRODUCTS

·         IWA Products

Explosive Devices, IED, Rockets, Smoke:

** RED SMOKE IS RESERVED FOR R&D STAFF ONLY **

·         Grenades must simply detonate within 20 feet to eliminate a player. Being completely behind hard cover protects you from grenades.

·         Pneumatic/Gas grenades that require CO2 or Green Gas/Propane are allowed.

·         Thunder B’s and 309 primer style grenades have a kill radius of 20 feet (must detonate).

·         Smoke may not be used inside buildings.

·         No trip wires

·         Land Mines and IEDs will need to be approved by R&D

 Squad Structure:

Each Squad - up to 9 soldiers and consists of: 

·        1 Squad Leader

·        1 Sniper/Marksman

·        1 Medic

·        1 MMG or a second LMG

·        1 LMG

·        1 Grenadier (one launcher per squad, anyone can use thrown Grenades)

·        The remaining are Rifleman.

**You may have a squad of all Rifleman with 1 Squad Leader and 1 Medic

Scout Sniper Squad:

·        1 Squad Leader

·        1 Medic

·        2 Marksman/Sniper

Mortar Squad:

·        1 Squad Leader

·        1 Medic

·        2 Mortar men

 

SQUAD ROLES:

Squad Leader (SQL) Lieutenant and Staff Sargant (SSG)

·         Has a working Radio this is required.

·         Effectively uses control measures for direct fire, indirect fire, and tactical movement.

·         Controls the movement of his squad and its rate and distribution of ammunition.

·         Communicates timely and accurate LACE and SALUTE reports status to the platoon leader.

·         Conducts troop-leading procedures (TLP)

·         Ensure every member of his team knows the mission.

Light Machine Gun (LMG)/ Medium Machine Gun (MMG)

·         Squad Support Weapons MMG/LMG MAY operate in FULL-AUTO Mode but NOT shoot in excess of 30 rounds per second.

·         MMG gunners must have a Minimum Engagement Distance of 50FT.

Grenadier:

May carry up to 12 throwable grenades up to 25 rockets or 40 mm launchable grenades not to exceed 30 total.

·         Uses a launchable Grenade or Rocket (Simulated) carrying player

·         May carry up to 25 Propellant rounds on their person.

·         The only player class that can carry launchable Grenade Rounds and Rockets.

·         ALL TAG and IWA launchable products are allowed at this time.

·         Chalk rounds are used for anti-vehicle rounds

Squad Medic:

  • Treats casualties, assists the aid and moving wounded and dead to the aid station.
  • Advises the SL and PM on all force health protection matters, and personally checks the health and physical condition of squad members.
  • Reports on all medical situations and his actions taken to the SL.
  • Requests Class VIII (medical) supplies for the team through the company senior medic
  •  Carries out other assigned tasks assigned by the SL and TLs
  •  Can carry up to 4 IV bottles they can get resupplied by the Aid Station (they turn in empty bottles for full ones)

Marksman/Sniper:

  • Marksman/snipers Engages enemy players at range of 75+ft minimum engagement range.
  • are required to carry a sidearm to engage targets within the minimum engagement distances.
  • Have a Magnified optic (red dot/holographic optic)
  • SEMI-AUTO Only 

Rifleman:

As a rifleman, you are the backbone of your squad.

·         provide the essential firepower and support that enable your team to accomplish its mission.

·         You can use full auto.

·         No minimum engagement

·         can carry up to 7 miscap or lowcap magazines.

Mortar Men:

Morter men provide indirect fire from a mortar tube.

·         Communicates with the platoon Leader to best target and apply indirect fire

·         Minimum Engagement 75FT

Photographers / Observers:

Photographers or Observers must carry a weapon.

·         wear high visibility color or SOLID blue.

·         have a Press Placard

·         Can wear black or any other color.

·         if you are wearing camo it is likely that you will be shot at

 

Chain of Command:

Commander (CO) Major   and Command Sargent Major (CSM)

·         Responsible for everything the company does and fails to do.

·         Plans and objectives.

·         Commands and controls through his subordinate leaders

·         Conducts mission analysis and troop-leading procedures and issues operations orders for company tactical operations.

·         Resources teams and other elements (IV Bottles and Ammo)

·         Ensures the company command post effectively battle tracks the situation and status. 

·         Develops the leadership and tactical skill of his platoon leaders.

 

Platoon leaders (SL) Captain and Platoon Sergeant (PSG):

Leads the platoon in supporting the higher headquarters missions. He bases his actions on his assigned mission and the intent and concept of his higher commanders.

·         Maneuvers squads and fighting elements.

·         Synchronizes the efforts of squads.

·         Looks ahead to the next “move” for the platoon.

·         Ensures 360-degree, three-dimensional security is maintained. Controls the emplacement of key weapon systems.

·         Issues accurate and timely reports

·         Places himself where he is most needed to accomplish the mission.

·         Assigns clear tasks and purposes to his squads.

 

PLATOON MEDIC:

Treats casualties, Runs the aid station, chooses the location of the aid station with some input from the Leadership.

·         Advises the PL and PSG on all force health protection matters and personally checks the health and physical condition of platoon members.

·         Reports on all medical situations and his actions taken to the PSG.

·         Requests medical supplies for the team through the company supply.

·         Carries out other assigned tasks assigned by the PL and PSG

·         Can carry up to 30 IV bottles.

 The Registration Process:

MEPS: 

·         Verify payment.

·         get your packet.

·         introduce yourself.

Records:

·         Get your waver filled out (we will not have a notary on site minors need a stamp)

·         Check your email and we will send you the forms to get them filled out beforehand to save time at check-in.

Medical:

·         Fill out your medical form and we will watch you put it in your pocket. (this is like a medical alert bracelet if you need real medical attention and can’t speak this could save your life)

·         If you have a medical issue that could arise during play please plan on your medical issues (bee allergy, low blood sugar, inhaler etc.)

Armory: (Chrono Station)

·         We will remove all zip ties from your gun otherwise there will be confusion on your weapon status.

·         All weapons must be submitted for inspection to the safety officer. Each player will be asked to fire 3 or more rounds across the chronograph.

·       You will get a zip tie denoting you passed and your weapons class.

·         We will also be checking your mags and loadout.

 Note that players may be asked to chronograph at any time during the day, including during play.

 

MEPS:

·         turn in your finished packet.  You will then have a safety brief before playing.

Deployment:

·        Last you are turned over to your command staff and moved to the Rear Command Post RCP. You will not return to your vehicle till after the first, second, or third objective. Plan ahead.

All people throughout the AO need to have a waiver on file; this includes observers, photographers, and any additional non-player personnel.

 

VEHICLES

 The spirit of these requirements is to provide a useful vehicle that can transport and be fought out of, but that is also vulnerable and not a tank. · All players being transported in an open bed, on running boards or otherwise outside the cab area must wear helmets. THIS INCLUDES IN THE STAGING AREA

  • Submit POV Application, Proof of insurance, and photos of your POV.
  • Your photos and application will be passed on to R&D and your commander for Approval. Be advised, this is not first-come, first-served and is up to R&D and your CO.
  • There will be limited POV per event, so a commander is likely to explore his options before approving.
  • Onsite, your POV will be inspected and must meet Rule Set requirements for final approval. POV to be inspected as game ready.
    • POV Required Equipment
      • Fire Extinguisher
      • Flashlight
      • Radio
      • Clock

Technical Vehicle Requirements (TV):

      Failure to follow these rules and regulations could result in your TV being revoked and dismissal without a refund.

  • Driver and front passenger windows must be down at all times (Otherwise widow hits count as occupant closest to the window hits)
  • TVs must have 2 radios, safety vests, sound device (horn, air horn, whistle) fire extinguisher, flashlight, Red Dead light, red cloth for the hood to mark it as dead.
  • The driver and all occupants must wear full seal eye pro. Or full seal helmet.
  • Maximum speed is 20 MPH on the field.
  • Players riding or driving in an open Cab, Bed, side by side, 4-wheeler, or Side rails of TV must wear a helmet that offers bump protection.
  • Minors must have a seat belt on anytime the TV is moving. No minors on anything that doesn’t have a seatbelt. Unless riding with a parent of legal guardian.
  • All POVs are required to have a radio with an antenna to have direct contact with other TVs and R&D staff throughout the event, channels will be assigned prior.
  • All Player TVs are considered “Light Armor” regardless of aesthetic modifications.
  • Forward-facing gun shields may not be seen through.  If you use a clear substance to see through hits to it count as a hit to the occupant. 
  • All players firing from gun trucks must be able to see down the sights of their weapons. Anything less is blind firing.
  • The vehicle must be at a complete stop for ingress/egress. Players are not allowed to exit or enter ANY moving Vehicle.
  • During night operations the TV must have a ground guide while on the playing field. (the ground guide is immune from fire. They must have a safety vest, radio, and flashlight.
  • If ONE Taggin chalk round strikes a vehicle, it is disabled for 30 minutes and must stop in place until time is up.  
    (This does not kill the crew but only disables the vehicle and forces the crew to exit or concede being killed and ride back to your FOB for re-spawn.)
  • If a Taggin chalk round should land INSIDE the bed or crew compartment of the vehicle, all occupants are considered killed.
  • If a vehicle receives a SECOND rocket hit, all occupants of the vehicle are considered dead, and vehicle is destroyed.
  • Destroyed POVs must return to their primary FOB and check in with their leadership before redeployment.
  • Players in Ghillie suits WILL NEVER lie near vehicle roads, trails or in the driving path of any vehicle (USE COMMON SENSE).
  • Players are never to stand, lay prone or supine next to a moving TV.
  • Vehicles cannot be TOUCHED killed.

 DRONES:

A Drone is an unmanned vehicle controlled by a person from a remote.  Via Air, Land or Sea.

You may not fire on any drone for any reason.

Drones must have a color designating the team Minimum of a piece of tape 1 inch x 3 inch.

Reconnaissance:

  • A drone may only be used for 30 minutes per hour of play.
  • It may be broken up in smaller segments.

Demolitions:

·       Max Flight time is 30 min per hour.

·       You may only use ordnance once every Hour of Play and must at least be 15 min apart.  (If you fire ordnance at 10:55 am and you may fire again at 11:10am you may not drop again till after 12pm.)

·       You may release no more than four pieces of ordnance as a single use. Up to 4 grenades or Tagg or IWA shells released all at once.

PRESS:

·         There are no restrictions on flight time.

·         PRESS Drone must have a blue color designator minimum of 1 inch x 3 inches.

And lastly “Don’t Be a Dick.”