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Villacres was once a country where 3 different factions struggled to attain power. After intense fighting in the Villacres civil war the Villa Roja Cartel has taken control of the government by killing former Governor Martin Lopez and placing one of their own in his spot. The cartel's leader Arturo Reyes controls everything behind the scenes while running his criminal empire. Juan Virdugo is simply a puppet acting on behalf of Reyes’ commands.

 

The Rebels, known as the People’s Republic of Villacres (PRV), have lost the fight for control of the government but have not given up on fighting the war for their country. Salvador Sanchez still wishes to fight the cartel and kick them out of his country for good. After the dissipation of the Federal Police the former federales fell in with Sanchez and the PRV to help bring the fight to the cartel.

 

Regatta Industries has grown significantly in light of the civil war and power shift in the country. They were able to purchase massive amounts of land from both the cartel and the PRV in which they successfully completed their initial mining explorations for Lanthanum. They were able to get 5 different mining sites operational and are generating trillions of dollars for the exportation of Lanthanum. Regatta has now established a permanent office/operations base and brought in a large private military force to protect the mining assets of the company.

 

Both the cartel and PRV have been growing more and more angry with the presence of Regatta Industries and the large amounts of money they are able to profit from the export of “their resources”.  While still locked in a fierce civil war with each other, both sides are also beginning to fight Regatta and attempt to sabotage the mining sites.  Their initial small skirmishes have proved that Regatta’s former Tier One employees are not to be underestimated and have begun attacking with larger numbers.

TICKETS

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REGATTA INDUSTRIES 
(MULTICAM)

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PRV (GREEN)

CARTEL (CIVILian clothes)

 Gameplay:

Friday: campgrounds open 

Saturday 10/10

           First Safety Brief: 0815

           Finals Safety Brief: 0900

First Formation: 0930

Startex: 1000

Endex: 2200

Sunday 10/11

  First Formation: 0930

Startex: 1000

Endex: 1400

Awards/Raffle: 1430


 

Rules:

Mandatory Items List

Before STARTEX, all participants will be inspected to ensure they have the following items on their person:

  • Faction compliant uniform top, bottom and headgear (if applicable)

  • Eye Protection - ANSI Z87.1-1989 or better

  • Two (2) elastic bandages or ace-type bandages or tourniquets

    • Without this, you cannot be healed, or a buddy needs to give up one of theirs.

 

If you do not have these items, and cannot remediate the situation before STARTEX, you will not be allowed to play, no exceptions!

 

Airsoft Replica Rules 

  • All replicas will be chronographed before the start of the game. 

    • Any airsoft gun exceeding field limits will be disallowed from play.

  • Only replicas from these three categories will be allowed during Operation Villa Verde: Red Sector

  • Participants will use replicas fitting into the following categories:

Rifleman 

  • Replicas that are regular assault rifles, carbines, and similar, for example: C7/M16, C8/M4, AK47, G36, M14, FAMAS, and others. 

  • May ONLY operate in SEMI-AUTO mode - one trigger pull fires one BB

  • 1.5J MAX velocity

  • Shotguns, lever-rifles, SMGs and other atypical replicas will fit into this category if necessary.

 

Designated Marksman Rifle (DMR) 

  • Replicas with a minimum barrel length of 16” and a magnified tube optic 

    • LPVO are acceptable, no flip-down magnifiers

  • May ONLY operate in SEMI-AUTO mode - one trigger pull fires one BB

    • Must also be semi-locked, to prevent any accidental full-auto

  • 2J MAX velocity with 50 foot minimum engagement distance

 

Squad Support Weapons (SSW)

  • Must be a replica of a “squad automatic weapon” currently or formerly used as a military weapon, for example: M249/C9, M60, MG36, RPK, PKM, and others. 

  • May operate in FULL-AUTO mode, but no faster than 30 rounds per second

  • 1.86J MAX velocity with 25 foot minimum engagement distance

 

Bolt/Single Action Rifles

  • Must be a replica of a bolt or single action currently or formerly used as a military weapon, for example: M40, M24, L96, M110, SSGs and others. 

  • 2.81J MAX velocity with 100 foot minimum engagement distance

Magazine Restrictions 

  • Box/drum magazines are restricted to use by SSW participants only, and these are the only magazines SSW may carry.

  • Riflemen  may carry up to 6 standard magazines for their replica, plus one in the replica, for a total of seven. There is no capacity limit on these magazines.

  • DMR may carry up to 4 mags, plus one in the replica

  • Participants may reload their magazines at their FOB only. 

Grenade Rules 

  • BB-firing grenades, such as Tornadoes or GBR spring grenades, Taginns, and smoke grenades are permitted. 

  • All grenades have a “kill radius” of 20 feet - visually, approximately the size of a regular car. 

    • If a grenade goes off within 20 feet of you, or one car length, and you are not in cover, you are considered hit.

    • If you are inside a building and a grenade goes off in the same room as you, you are considered hit.

    • A BB does NOT actually need to hit you.

    • The grenade DOES need to go off - a dud grenade does not count.

 

40mm Grenade Rules

  • All 40mm BB shower grenades are acceptable for use.

  • Launchable 40mm grenades such as Flamingo Custom Works FF209 or TAGINN chalk rounds are allowed at this event

    • Launchable 40mm grenades MAY be fired at vehicles for this event to destroy them.

    • Launchable 40mm grenades must always be arced and NEVER be fired straight at other participants.

    • Do not fire launchable 40mm grenades at participants closer than 25 feet.

 

Drones / UAV Rules

  • Each faction will be permitted ONE (1) player-owned UAV (these will NOT be provided by the event)

  • UAVs will only be used for reconnaissance purposes.

  • Players may NEVER shoot at or around UAVs, either in flight or near the ground during take-off/landing

 

 Vehicles Rules

  • No faster than 12 mph 

  • Driver has to authorize passengers

  • To disable a vehicle 1 grenade shuts it down, 2 grenades completely kills the vehicle. 3 min bleed out in field. 5 min spawn bleed out

  • Launchable 40mm grenades MAY be fired at vehicles for this event to destroy them. 

  • Grenade launchers function the same as grenades. Rockets are a one hit kill

 

Hit Rules 

  • All BB hits to any part of your body and any gear/equipment you are carrying count as a hit, unless it is a ricochet.

    • If you’re not sure if it was a ricochet, call your hit.

  • Friendly fire counts as hits. Be honest, don’t check, don’t get mad, just call it!

 

  • When you are hit by a BB, you must call “HIT!” loudly and visually indicate you are hit, by putting your hands in the air or putting on a dead rag, if you have one.

  • You must also sit down or fall on the ground, as though you had been shot for real.

    • It is acceptable and encouraged for participants to yell hit many times and wave their arm/dead rag around to aid other participants in understanding they have been hit.

    • Hits from grenades (see the Grenade Rules above) are treated exactly the same way as hits from BBs.

  • Participants MAY NOT act as though they are hit in an attempt to fool the enemy, nor are they to interact with dead participants, including talking, shooting or otherwise using dead participants to their advantage.

  • Dead participants may not interact with active participants.

    • Do not use your time as an eliminated participant to spy on the enemy or use your body to block incoming fire - sit or lie down if you are in the way while bleeding out. 

  • Bleeding participants may be “searched” by enemy participants. 

    • To “search” an enemy participant, simply be within arm’s length of the dead participant and say “I am searching you”

    • At that moment, that participant will turn over any in-game items they are carrying, including mission items.

    • You may also ask the participant to inspect any personal items they might have such maps, notes or other information that they are carrying. 

    • The participant being asked for this information must give it up freely without resistance.

    • At no time may you take any personal item away from a participant, but you may take pictures or notes of what you inspected.

Wounds 

  • Participants are required to carry two (2) individual elastic bandages or ace-type bandages on their person at all times. 

  • When a participant is hit, they must sit down in place and wait for their 'bleed-out' time of 3 minutes which they MUST stay for.

    • Participants may only call for buddy aid or a medic during this time.

    • Participants are encouraged to wear a watch, or set a timer on their phones.

  • If a friendly participant reaches a wounded participant before their 3 minute bleed out, they may render “buddy aid” by tying one of the wounded participant’s personal bandages around that participant’s arm. The wounded participant is now revived.

  • Each participant may be bandaged TWICE.

  • Buddy aid is only valid for the first bandage. Squad medic or commander/2IC must bandage the second time

  • Once the participant has waited their final 3 minutes, they will be allowed to walk back to spawn.

    • Players may wait for a squad medic as long as they like - there is no time limit for medic healing

  • Once back at spawn players must wait an additional 3 minutes before being able to go back into the game.

Sportsmanship 

  • It is not acceptable to accuse opponents of not calling their hits. 

  • If you suspect someone is not calling their hits, advise Game Staff of the specific participant you are having an issue with, but continue to play as normal.

  • Even if you think someone is not calling their hit, you must still call yours.  

  • There are many reasons why you might not be successfully hitting an opposing participant, even though it might seem like you are. If you decide to cheat because you think they’re cheating, you’re only turning yourself into a cheater, and not fixing the problem.

  • If the roles were reversed, you would want the other participant to give you the benefit of the doubt, so show good sportsmanship, play fair, and call your own hits.

  • Under no circumstance should you confront another participant, and doing so can and will lead to your ejection from the game. If you have an issue with another participant, raise it with Game Staff.

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