Media
Event Details  

Time Frame
Check In/Registration
Chrono/FPS Limits
Magazine Restrictions
Dedicated Commanders / Battlefield Perks
Medic Rules
Respawn Rules
Vehicle Rules
Prop Rules
Charity Info
Prize Giveaway
Vendors
Rental Guns
Force Uniforms/Markings
Event Rules
Safety Rules
Referees
Hidden OCs

 

Time Frame

Camping onsite begins at 4pm on Saturday, September 4th. Please do not show up earlier than that due to Apocalypse having paintball players onsite the earlier part of Saturday. Night games and small missions will be played out late in the evening and into the night.

Saturday Schedule
4:00 PM Registration and chrono begins
5:00 PM Safety Course begins
7:00 PM Night Scenario Begins
10:00 PM Night Scenarios End

Sunday Schedule
7:00 AM Registration and chrono begins
9:00 AM Pre-game briefing
10:00 AM First phase of game begins
1:00 PM First phase of game ends and lunch begins
2:00 PM Lunch ends and second phase of game begins
5:00 PM Second phase of game ends
5:15 PM Prize Giveaway and Awards

***NOTE: While "camping" is not allowed onsite, there is nothing stopping a player from "setting up a tent to rest in, possibly take a nap in, and store their items during their downtime between 10pm Saturday and 7:00am Sunday". This "resting area" is only allowed away from eye sight of the road. If you would like to "officially camp", there is a campground near the field.

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Check In / Registration

All players must check-in and register prior to playing in the event. Waivers must be signed, a team chosen, and the entry fee paid. All players are required to bring some form of ID to the game and all underage players must have the appropriate waiver signed by a parent/legal guardian. The minimum age requirment by any player attending this game is 15 years of age. Any player who is 14 years of age or younger is not allowed to participate in the event unless specific permission is granted by the event coordinator. EMAIL AND ASK, DO NOT ASSUME! Players who arrive on Saturday can check-in and register so they do not have to on Sunday.
NO REFUNDS FOR PRE-REGISTRY!

Here are the two waivers required for this event.

Lupine Productions Waivers

Apocalypse Paintball Waiver

***NOTE: Anyone under the age of 18 MUST have completed an MAA BATC (Minnesota Airsoft Association Basic Airsoft Training Course), a WAA AEC (Wisconsin Airsoft Association Airsoft Evaluation Course), or an appropriate airsoft safety course (such as the Wolf Recon Safety Course or the Wargame Field's Boot Camp) in order to play in this event. The field, Apocalypse Paintball, is requiring a safety course for all players under 18. If you have taken one, you are good to go... if not, please plan on attending one before the game.

 

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Chrono/ FPS Limits

All standard airsoft guns must chrono below 400 FPS with 0.20gs BBs. Engagements of 10 feet or less must utilize the "bang kill" rule and players should use caution (semi-auto instead of full auto, etc) when engagements are close.

All airsoft guns that chrono above 400 FPS (and up to 550 FPS) will be considered a sniper rifle class weapon.Sniper rifles MUST not fire full-auto and MUST have standard (no hicap) magazines. Snipers may only engage players that are 100 feet or further distance away. Snipers ARE required to have a spotter.

Guns will be marked with a specific color and players are required to follow the rules appropriate to their weapon. Everyone must chrono every gun before entering the field and spot checks will be enforced if players are suspected of cheating the FPS rules.

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Magazine Restrictions

REVISED 5/10/10:

All players may carry 1 hi-cap magazine (this will get marked at the game) and all the non-winding magazines (low caps, mid caps, standards, etc) that they wish to carry. This 1 hi-cap may not be passed to other players. SAW gunners (M249, M60, Shrike, RPK, MG36, etc) are the only weapons on the field allowed to have box magazines.

Magazines may be refilled and reloaded anywhere on the field, no restrictions.

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Dedicated Commanders / Battlefield Perks

Each team will have a dedicated commander. This commander will be in charge of issuing orders, calling in supplies, and communicating with ground troops. If the commander is killed, it will severely hamper the resources of the team. Commanders will know ahead of time what their missions are in order to plan ahead of time and come up with a strategy. Commanders will also be given a set amount of perks, such as paradrops or air strikes, to use at their disposal.

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Medic Rules

Players that are struck by a valid shot become “wounded” and must pull out a red kill rag and stand, kneel, or crouch at the location they were hit. If a player is not near a medic or does not feel like waiting, they may voluntarily become a “casualty” and walk back to the respawn. Once a player moves from the location he was shot at, he can no longer be healed by a medic and must go back to the respawn.

-Medic
Each team will have a certain number of medics. Each medic must be recognizable with a medic armband or medic bag and may carry as many white armbands as they can on them.

-To Heal A Player
The medic may approach a “wounded” player and revive them by tying a white armband on their arm. A medic cannot heal anyone that is not displaying a kill rag... this ensures that wounded players are actually using their kill rags! This brings them back into the game. If that same player is hit again, they become “wounded” again. A medic may tie a second armband on the other arm to revive them again. If that player is hit a third time, they are too injured (no more arms to tie an armband onto) and become a “casualty”; they must then walk to the respawn point in order to return to the game.

-To Heal A Medic
Although medics may not heal themselves while wounded, any player (even non-medics) may assist a medic by tying an armband on their arm per the normal healing rules. This is to represent that any soldier may heal a medic because the medic is guiding them through the first aid process.

-Bandages
These are carried by only the medics, should be 2-3 feet long strips of white cloth, and must be double knotted when tied onto a players arm. They can ONLY be tied on a players arm; you cannot tie them on legs, feet, hands, tactical vests, holsters, etc. A player that walks back to the respawn must remove and place the bandages in the specified container before they can respawn.

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Respawn Rules

Players that have been eliminated from play (either voluntarily or by taking too many wounds) must use a kill rag (bright red rag, towel, cloth) to show other players they are dead and must return to their team’s home base.

A player must also display a kill rag before they may be healed by a medic. If you lose one, you cannot be healed and you should get one when you return to your base!

A player must remove any white heal armbands they have on them and return them to a first aid can before respawning. Both teams begin with a respawn timer that is every 10 minutes on the hour, so 6 waves of reinforcements will arrive per hour.

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Vehicle Rules

Although the vehicles add a new element to the game and are just all around cool, they can be very dangerous. No player is to climb on any vehicle without permission and is NEVER allowed to crawl under a vehicle. When moving, do not get in the vehicles way and do not touch the vehicle. Only get in or exit a vehicle while it is parked. All vehicles in the game will be moving very slowly in order to ensure their safe use.

ARMORED VEHICLES (Tanks and APCs)
In order to disable an armored vehicle, you must hit it with an RPG rocket or M203 shower shells a total of two times. A disabled vehicle has a white sheet placed on the top of it. Once disabled, the vehicle can no longer move but the gunner can still fire. If the disabled vehicle is struck one more time by RPG rockets or M203 shower shells, the vehicle is destroyed and all passengers inside are killed. A destroyed vehicle is marked with a bright red sheet.
The turret gunner and driver of an ARMORED VEHICLE are invulnerable to small arms fire but passengers of the vehicle are not.

SOFT VEHICLES (Trucks, cars, technicals)
In order to disable an armored vehicle, you must hit it with an RPG rocket or M203 shower shells one time. A disabled vehicle has a white sheet placed on the top of it. Once disabled, the vehicle can no longer move but the gunner can still fire. If the disabled vehicle is struck one more time by RPG rockets or M203 shower shells, the vehicle is destroyed and all passengers inside are killed. A destroyed vehicle is marked with a bright red sheet.
Only the driver of a SOFT VEHICLE is invulnerable to small arms fire; turret gunners and passengers of the vehicle are not.

A vehicle will "burn and explode" after 10 minutes of being disabled. The driver may roleplay "fixing" a disabled vehicle and can get it back up and running by spending 10 uninterrupted minutes working on the front of the vehicle.

The driver of a vehicle or any nearby referees or OCs have the final say in what is considered a successful shot from an RPG or M203. A vehicle is also vulnerable to fire support, such as air strikes, called in by commanders.

The BA-64 Russian Armored Car will also be in attendance at the event. This vehicle does not require a crash-rated helmet to ride in. Obey all directions of the driver and crew.

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Prop Rules

Several different kinds of props will be used in the game. Please do not move any props unless you know what they are used for… they may be in place for a different part of the day and if you remove them it may mess up the objectives. (For example, if you see a bomb along the side of the road, please do not move it unless you have specific orders to remove IEDs from the roadway.)

Smoke grenades will be used during the game and are the non-flame producing kind. Nobody other than an OC is allowed to move a smoke grenade and there must be an OC within eyesight before you can use a cold burn smoke grenade. Even though they burn “cold”, the outside of the canister does get hot and could burn someone if touched.

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Charity Info

Operation Vigilance 5 is an event that donates to charity. Each player that pays an entry fee will be helping this charity (and the first 100 players receive a limited edition Operation Vigilance 5 kill rag). The charity for this event is the Iraq and Afghanistan Veterans of America. Proceeds from this event will be donated to www.iava.org

As of the end of Op Vig 4 in 2009, over $1000 has been generated for the IAVA since the beginning of the Op Vig series.

There will be a few additional Operation Vigilance kill rags from previous years available at this event. They are $5 each and with each purchase of a printed kill rag the player gets an additional giveaway ticket (limit one additional giveaway ticket per registered player) for the prize giveaway.

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Prize Giveaway

Several sponsors of the event have donated guns, equipment, and accessories to be given out during the giveaway. Players must be present to win and must present their winning ticket before receiving any prize… so don’t lose your ticket!
Players who purchase a limited edition Operation Vigilance kill rags from previous years will receive an extra giveaway ticket (limit one additional giveaway ticket per registered player).

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Vendors

King David's Airsoft will be onsite vending at Operation Vigilance 5.

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Rental Guns

Apocalypse Paintball is a KWA dealer and has numerous AEGs (with batteries, BBs, and magazines) on hand for rental. Inquire at Apocalypse Paintball for details.

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Force Uniforms/Markings

UNITED NATIONS
All UN players must wear a complete matching uniform (matching BDU top and bottoms) and will be the only team allowed to wear the ACU camo pattern. Mismatched uniforms are NOT allowed for the UN! UN players will also be required to wear a single blue armband to signal they are part of the UN task force. This armband will be provided on game day.

MIDDLE EASTERN ALLIANCE
MEA players are the ONLY players allowed (but not required) to wear mismatched uniforms (top and bottom). The MEA team will be REQUIRED to wear a Middle Eastern headdress or shemagh during the game either on their head or around their neck in a visible fashion. NO TUCKING SHEMAGHS INTO SHIRT COLLARS!.
This will be provided during registration for people who do not have any. MEA forces are NOT allowed to take off their headdress/shemagh and UN forces are NOT allowed to wear one. Under no circumstance can a player alter their head dress in order to infiltrate an enemy base; doing so will result in the player being kicked out of the event.

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Event Rules

All players are expected to follow the rules of the game and the rules of the field the event is held at. Please use common sense when it comes to the rules; don’t climb trees, get into fistfights, cheat, or put yourself or others in a dangerous situation. Improvised weapons are NOT ALLOWED unless inspected and approved by an event coordinator. All players are required to carry and expected to use a kill rag (extras will be available onsite). All players will be required to wear the team uniform in the appropriate way that is chosen for the event.

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Safety Rules

All players are required to chrono their weapons to ensure the rules are being followed for different weapons.
All players under the age of 18 (15-17) are required to wear a full paintball mask (ANSI Z87.1 lens) in order to play. All players 18 and older are required to wear full seal goggles (ANSI Z87 lens). Players 18 and older are NOT required to wear a full face mask. ***Due to an update in the Apocalypse Paintball insurance policy, safety glasses and wire mesh goggles are NO LONGER ALLOWED.***

The "BANG" rule should be used when applicable; if someone is closer than 10 feet and you clearly have the drop on them, yell "BANG" to indicate the kill instead of lighting them up. This is ONLY applicable if you have a clear line of sight to your target and your weapon drawn; if not, find a clear line of sight or move out of the minimum engagement distance of 10 feet. The "BANG" rule may not be used as a "bunker buster" in order to instant kill people while charging into structures... only ONE target for every 3 seconds may be killed in this fashion. Any argument over a "BANG" kill results in the death of both involved players.

There is NO BLIND FIRING allowed at this event. In order to fire your weapon, you must be able to see down the barrel of it. You can't just stick your hand and gun around a corner and fire. You must be able to see the direction you are shooting in order to fire.

All players will abide by the appropriate FPS limits and weapon class rules of Standard and Sniper.

Since Op Vig utilizes the castle and tower, players must refrain from shooting anyone under a 45 degree angle from the 2nd and 3rd stories. This will be demonstrated on game day. Players are also not allowed to shoot through cracks in the walls of the castle. Players are also NOT ALLOWED to climb on the outside of the tower or castle walls... only use intended stairs or entryways!

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Referees

Referees will be available in the game to answer questions, handle scoring, and to watch for cheaters. All decisions made by a ref are final; do not argue with a referee. Players who are rude or disrespectful to a player will be removed from the event.

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Hidden OCs

Operation Vigilance will utilize hidden OCs.  A hidden OC is a referee that is playing the game with the sole purpose of watching for cheaters. When you blatantly ignore a hit, the teammate standing next to you may just be a hidden OC and will call you on it. Keep it simple and don’t cheat!

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