by Seagreen » Tue Nov 15, 2005 10:48 am
CQC 3 Guidelines for play:
Equipment:
Eye Protection:
Required ANSI z87.1 Ballistic Protection (Full Seal suggested)
-Mesh is also acceptable.
This is the only requirement for personal protection. Helmets, gloves, boots, ect are suggested, but not required.
Primary Weapon Systems (AEG)
400FPS or less. Suggested Stock (280fps)
Magazines: Real Steel Equivilant.
-NO HI-CAPs that WIND.
(LOAD YOUR MAGS PRIOR TO YOUR CALL OUT. IT WILL ELIMINATE CONFUSION)
GBB-
Real Steel Magazine load.
-Primative Combat tools:
Knife: Practice type blades are the only knives that will be allowed on the play field.
(IF THE ADMINSTRATION SEE's A REAL STEEL BLADED ITEM, YOU WILL REMOVE IT, AND YOUR TEAM WILL BE PENALIZED FOR YOUR LACK OF ADHERENCE TO THE SAFETY GUIDELINES)
THERE WILL BE NO HANDCUFFs OR ZIP-TIES ACTUALLY USED IN THE COMPETITION. IF YOU CHOOSE TO CARRY THESE ITEMS FOR GENERAL COOL VALUE, THAT IS FINE. IF THEY ARE PUT INTO USE, THE TEAM WILL EITHER BE DISQUALIFIED (IF AN INJURY RESULTS) OR SEVERELY PENALIZED FOR IGNORING THE RULES.
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How does this TIMESLOT thing work?
Your team has been given a specified timeslot. This timeslot correlates to your call out window.
SATURDAY AM: Be in SE Portland near the field by 7:00am. You will be contacted between that time and Noon.
SATURDAY PM: Be in SE Portland near the field by 11:30am. You will be contacted between that time and 4pm
SUNDAY AM: Be in SE Portland near the field by 7:00am. You will be contacted between that time and Noon.
SUNDAY PM: Be in SE Portland near the field by 11:30am. You will be contacted between that time and 4pm
EACH TEAM MUST PROVIDE AT LEAST 3 CELL NUMBERS FOR BEING CONTACTED. This ensures your team will not miss out by having someones service take a dump at the wrong time. PM THESE NUMBERS TO SEAGREEN IMMEDIATELY. I WILL BE THE ONE CALLING THE TEAMS....SO DO IT NOW.
Each team has a 2 hour window to show up, kit up, plan, and execute. This is plenty of time.
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WHAT IS THIS SHOW UP WITH CIVILIAN CLOTHES DEAL?
If you show up in any tactical kit...other than your boots. YOU WILL BE DEDUCTED 100 PTS Per Infraction.
You will change on the field.
Why? When a team member gets an emergency call up, they would normally not be dressed for the circumstance just waiting to be deployed. They normally have a kit bag that contains the critical components. You guys get to feel their pain, because life sucks for them when it happens..so it shall for you.
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SMOKE, FLASHBANG DEVICES:
NO PYROTECNIC DEVICES WILL BE ALLOWED.
If teams have alternate simulated flashbangs they may use them, but do not have the benefit of the "3 second rule" upon detonation. If teams choose to use horns, light flashes, ect, that is totally up to them.
Administration will provide the standard simulated "Flashbang" for team's usage...after tossing, the observer will yell...BANG, and COUNT TO THREE (approx 3 seconds) during that time, the actors will be paralyzed simulating blindness, deafness, and shock.
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HIT RULES:
This applies for both actors and players:
HEAD/TORSO: KIA (when you are die. YOU STAY IN PLACE. DO NOT MOVE)
ARM: Can walk, but not use appendage.
LEG: Cant move without Team Member aid. Can shoot.
ARREST RULES:
When a team member gains contact to an actor. BY A SIMPLE SINGLE HAND GRAB THIS WILL SIMULATE ALL THE NECESSARY SWAT-FU TO TAKE THE BAD GUY DOWN. THE ACTORS WILL NOT BE AGGRESSIVE AFTER CONTACT HAS BEEN MADE.
Simulating restraints: After the actor has been placed under control, the team member will say..."RESTRAINED" from this time on, the actor will be ZIP-TIED, HANDCUFFED, HOG-TIED,,,whatever it took to keep him locked down.
THE KEY WORD IS: "RESTRAINED"
VERBAL COMMANDS:
Just as in a real situation, people can respond to verbal commands. The Administration as well as Instructors suggest that team members use VERBAL COMMANDS to possibly aid themselves in gaining control of actors.
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TIME HACK TIE BREAKER:
Although it is very unlikely that any team will have the same score. When the assault team's transition from planning to assault phase: Meaning they begin the execution of their mission, a timer will start. The timer will end when the team calls the house all clear.
IF THE HOUSE IS INFACT NOT CLEAR, THE TEAM WILL BE DEDUCTED 100 POINTS PER MISSED OBJECTIVE.
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POST SCENERIO:
The Observer will give the team their score. The team will de-kit, and get off the field. Their mission is complete..
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Scoring: In the past, the scoring methods have not been clearly defined. This time, each team will have a scoring sheet they can see at the end of their performance.
The scoring deductions:
Team Members Killed: -100pts
Fratracide: -350pts
Civilian Deaths: -250pts
Failure to complete Primary and Secondary objective. -200pts/-100pts
Breaking R.O.E. -100pts
Pre-Deployment Q&A for the teams:-25pts per missed verbal question.
In case of a tie: Every team upon deployment for plan execution will be timed. This time will be the tie breaker.
Last edited by
Seagreen on Tue Nov 15, 2005 4:55 pm, edited 1 time in total.
"5 color Woodland....it's the new thing."