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MARCH 16TH 2024


Date: March 16th 2024

Time: 11:00am-9:00pm

Location: Skirmish USA 211 North Meckesville Rd Albrightsville, PA 18210

Step #1      Read the Rules

Step #3

Step #4        Waivers

 For Helicopter Assault info, waivers and tickets click here

Eclipse Mission is free with the purchase of an event ticket. Take place in this side mission the night before Apocalypse 8 starts! 

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10 Hour Straight Military Simulation Event


​                                          Squad Reservation

Please read the rules and reserve your squad! You must reserve your team squad before registering for Apocalypse 8! Only one person (Squad Leader) from your team has to reserve your squad. Registering your squad only holds the squad  temporarily. Specialty squads (Recon,Demo,Sniper) will only hold for one week without a ticket for it purchased.If you do not meet the minimum requirements for a squad please do not reserve it. Register for a player looking for a squad instead.


Reserve your squad here                  (If you do not have a team to register a squad or your team does not meet the minimum requirement for a squad, you may purchase a ticket as a "Player Looking For A Squad". You will then be placed with squads needing players. After a squad is reserved and an email from OWP has confirmed it, you may now purchase tickets for that squad. The person that has reserved the squad will get a link for your team facebook planning group in the email as well. It is your job to share with the rest of your squad.

Event Page



Other Worlds waiver is now digital and only has to be filled out once per calendar year here

Skirmish Waiver

Team Planning groups





Price for Apocalypse is

                          $70 until 1-31-2024

                          $75 from 2-01-2024 to 2-15-2024

                          $80 from 2-16-2024 to 3-01-2024

                          $85 from 3-02-2024 to 3-14-2024

Registration ends at 11:59pm on 3-14-2024


Tickets are non refundable period.

Ticket swaps will be made through Hopup tickets and are no longer handled by OWP!

If a team is sold out and you procrastinated you may NOT purchase a ticket for the opposite team. If you think you are showing up and playing wherever you want you are wrong. A wristband will be issued at registration for the team you will play for. No exceptions. We do our best to keep our events balanced and this will no longer happen!

​​​Who Can Play

The minimum age to play is 16 years old. All players under the age of 18 MUST have a waiver signed and a copy of a driver's license by a parent or legal guardian signed as well!

Safety: (OWP) considers safety its #1 priority. Airsoft & Milsim is designed for the mature and level-headed player. Common sense and the right, fair-play, honest attitude are a must at our events.


(OWP) requires everyone to have a barrel cover over the tip of their gun when not on the playing field, as well as magazine out and safety on! All pistols must be holstered.

All players are required to attend the safety briefing prior to the start of the game. The event patch will be issued once briefing is over and must be worn during the event. We will be checking for them during the event and if you do not have it you will be asked to go get it before you can reenter play. Anyone who does not have a patch will have to wait until 12pm after game starts to go over the rules.

(OWP) approved face Protection must remain on at all times while on the field or chronograph areas. Do not remove face protection under any circumstance.

Fully sealed approved goggle systems must be used including approved full seal Airsoft goggles that meet or exceed ASTM standards. (ANSI Z87.1 and/or ASTM F- 1776-99a rated (or greater) ballistic eye protection will be accepted.)

There will be a Mandatory Ejection of any players lifting or removing goggles while in "goggle on" areas (Playing Field, Chronograph Area, Target Area) after being personally warned once. This includes any action in which a player touches his/her Eye Protection in such a way that the seal of the goggles is broken. NO MESH GOGGLES!

Lower Face Protection is highly recommended!


Cease Fire

Players or staff should call “cease fire” if you or another player is injured or loses their eye protection and requires immediate Admin/Medical attention. You will need to both vocally and via Comms (if possible) make the “cease fire” call with approximate location and details of the incident

Mandatory Equipment

Gun, Face Protection/Goggles, red dead rag, red dead light and camouflage to match team colors.

Recommended Equipment

 Helmet, boots, knee pads, gloves. Lower face mesh is recommended, but not mandatory.


YOU MAY NOT WEAR RED, OR FLUORESCENT CLOTHING OR GEAR. Red represents dead on the kill rag and Fluorescent represents ref or staff. This would confuse players.

  • No Verbal abuse, name-calling, profanity, etc. will be tolerated.

  • No Stealing, vandalizing, or fighting. (you will be turned over to the police)

  • No Drugs or Alcohol.

  • No Barricading doors or windows

  • No Riot shields

Lasers will be allowed but shining them in the face of another player or at any vehicles used in our games will result in an automatic ejection from the game.

Who's In Charge

Game Staff, Playing Game Staff and the command have the final say. No Arguing with Staff.


Federation of America or FOA

  • green camo

  • solid green

  • black camo

  • solid black

No Ghillie or leaf suits unless you are part of the sniper squad

No Gray colors

No Faded Camouflages


Accepted Federation Camouflage






  • AOR2

  • DMP



  • Black


  • Desert Night Camo

(you may NOT wear plaid period)


Patriots or PATS

  • tan camo

  • solid tan/brown

  • street gear

No Ghillie or leaf suits unless you are part of the sniper squad

No Gray colors

No Faded Camouflages

Accepted PATRIOT Camouflage





  • AOR1



(you may wear Plaid but it cannot exceed more than 50% black or Grey)

Your vest/pouches/backpack can be whatever solid color you wish(except red) but you can not wear the opposing teams camouflaged pattern of gear. This has been a problem for years and we will no longer allow it. (example: If you are on the federation you can not wear a multicam plate carrier, helmet, hat, backpack, etc or if you are on the patriots you can not wear woodland gear.

You must follow our rules for camo or you will not be permitted to play. Please don't think you are going to be allowed to wear woodland pants with a desert top. Match your top and pants with camo patterns of your team.




( We have had multiple problems identifying players while wearing a tank top, or not wearing a shirt especially when there vest and gear match the other teams camo so no more)

​*There will be no armbands for our mil-sim games




  • 1.55 joules

  • 324 fps

  • .32 BBs

  • HPA / GAS and AEG

  • Semi Auto Only

  • No Minimum Engagement 


  • 1.55 joules

  • 324 fps

  • .32 BBs

  • HPA / GAS and AEG

  • Semi Auto Only

  • No Minimum Engagement 


Support Weapons/ LMG:

  • 1.55 joules

  • 324 fps

  • .32 BBs

  • HPA / GAS and AEG

  • Full Auto 35 RPS or less

  • 50 ft. Minimum Engagement 

  • Must Break The plain of a door or window on the first floor before shooting out​

  • Approved Support Weapons - RPK, M249, STONER, PKM, M60, MG36K, KRYTAC LMG, and the GG CM16 LMG.

  • Fixing your M4 with a box mag does not constitute a support weapon

  • Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement 

  • If box or drum mag goes down you may use an m4 mag



  • 2.0 joules

  • 368 fps

  • .32 BBs

  • HPA / GAS and AEG

  • Semi Auto Only

  • 75 ft. Minimum Engagement

  • Must Break The plain of a door or window on the first floor before shooting out

  • Needs to purchase a DMR patch from OWP to easily identify Classification. (patch available at vending)

  • Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement 


Bolt Action Sniper:

  • 3.0 joules

  • 450 fps

  • .32 BBs

  • HPA / GAS and SPRING

  • 125 ft. Minimum Engagement

  • Must Break The plain of a door or window on the first floor before shooting out

  • Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement 

Our Milsim games are semi automatic only with the exception of Support weapons.


There is no minimum engagement, except for snipers, DMRs, and Support weapons. (if you don't want to be shot at point blank then don't enter buildings).

(No Binary or double triggers)

​Any weapons that do not chronograph below safety limits will not be allowed on the field! NO EXCEPTIONS!


If you are caught tampering with the FPS after you have chronograph-ed and have not re-chronograph-ed your gun, YOU WILL BE EJECTED FROM THE GAME!


All guns will be chrono'd by our staff.

If you accuse a player of shooting over our FPS or ROF limits and we stop their game to re crono them and you are wrong, points will be awarded to the accused team. In 12 years of hosting games and hundreds of checks on the field , only once was someone shooting hot and there were indefinitely removed from our events!


Hand To Hand

NO PHYSICAL CONTACT OR HAND TO HAND COMBAT WILL BE ALLOWED. This includes touch kills, knife kills, or prisoners of war. Violation of this rule will result in immediate ejection.



 BIODEGRADABLE BB'S ONLY! Any weight BB can be used for game play after chronographs. (Metal or Ceramic BBs are not permitted to be used. If caught using anything other than approved biodegradable bb's, there will be an automatic ejection from the facility)

Dead Rag/ Dead Lights

 (OWP) requires every player to have a red "dead rag" and a red "dead light" on their person while playing. The red dead rag is to be placed on top of your head or held up high when you are hit to symbolize you are out during the day and the red dead light is to be used during the night. Any other color deadlight is prohibited. Game staff will be using a color other than red.

You are required to bring your own red dead rag and red dead light.


 At (OWM) Mil-sim games you may only use mid cap or real cap mags. NO HIGH CAPS, FLASH MAGS, OR DRUM/BOX MAGS ALLOWED. Exception being support weapons.

Hit Rule

  • If you are hit anywhere on your person or gear you are out.

  • Friendly fire counts.

  • All Hits count except for ricochets and gun hits.( when hit in the gun call “gun hit” so your enemy knows they were close. This prevents arguments of players not calling their hits.

  • If your gun is not in your hands and is hit, it is considered part of your and you would be hit.

MILSIM is a game of honor. CALL YOUR OWN HITS. Do not call opposing team players out. If you believe another player is not calling their hits, please inform game staff and they will look into it. Players caught cheating by not calling their hits will get one warning and after that they will be ejected from the game. 9 time out of 10 when you think you are hitting a player, you are not!

After you are hit yell "HIT" or "OUT" and pull out your red dead rag or if it is night turn on your red dead light and make sure it is visible. Wave your dead rag near where you were hit so you don't keep getting shot if the opposing player does not see you.

Dragging a wounded player

A wounded player must remain where hit and another player may simulate dragging the wounded player to a safe area. You may only drag one wounded player at a time.

Dead Man Tell No Tales. Which means that if you are shot, you may not communicate with any player in play, that includes on the radio. The only thing you are allowed to do is call for a "MEDIC".

Cheater Bomb

Each time you are caught cheating we will add cheater rings to the enemy cheater Bomb. After 10 rings are acquired , the opposite team command can choose to steal points from one Landmark control area during our next score check. Examples of cheating, high cap or flash mags, not calling hits, reloading on the field, etc. 


  • At (OWM) Mil-sim games, the "medic" must wrap a medic strap on the arm or leg of the wounded player in order to revive them.

  • ONLY medics are allowed to heal other Medic players.

  • A medic must wear a patch or armband to represent they are a medic.(we do not provide a medic patch, so make sure you have one)

  • One Medic strap will be issued at registration to each player. It is your responsibility to keep it safe. We will not give out extra.

  • 2 medics per squad of more than 4 players. Under 4 players 1 medic per squad.

  • The role of medic can be transferred from one player to another, but only at your team's command post.

  • When your squad is completely out of medic bands and lives you must withdraw to your Command.​

  • Sniper teams of 2 players can medic each other but are not allowed to medic players from other squads.

Bleed out rule- NO MORE BLEED OUTS! We have decided to eliminate this rule to help keep squads together and teams from using main point Landmarks as hospitals.


You may not return to your CP without your squad. This is a squad based game, therefore your squad must stay together. If we see you walking the field without your squad we will make you go back to your command and wait for them. Each squad will need to designate a squad leader to communicate with your Team Command. Squad leaders must report to command via radio. In the past (OWM) has provided team radios, however we have decided to discontinue this.

IT IS A MANDATORY WITHDRAWAL for your entire squad if you are out of ammunition, medic bands or water. It is the squad leader's responsibility to make the call and inform command. It's up to your squad if you want to incorporate fire team leaders.



Apocalypse will have 4 types of squads per team.


  •  A sniper squad is made up of 2 players; a sniper and a spotter

  •  You will start the game 20 minutes prior to everyone else

  • The sniper must have a bolt action sniper rifle

  • The spotter may use an assault weapon or a DMR. No support weapons

  • A Sniper squad may wear ghillie or leaf suits

  • Only 2 Sniper Squads per Team



  • A recon squad is meant to be more stealth

  • Recon can have 3-12 players.

  • 1 support weapon, and 1 DMR

  • will start the game 20 minutes prior to everyone else

  • primary objective of extracting the ammo cases.

  • Only 1 recon squad per team.


  • Assault Squads can have 4-12 players

  • 2 support weapons and 1 DMR

  • primary objective is to take control of landmark areas. You do the dirty work

  • There is no limit to the amount of Assault Squads per team.


  • The demolition squad is considered explosive experts

  • Made up of 3-12 players

  • 1 support weapon, and 1 DMR

  •  primary objective transport missiles and explosives.. Also the only ones that can move and arm/disarm clock bomb props.



In order to kill a player with a grenade your grenade must discharge. (Thunder B's, Tornado, EG-67, Tag etc.)


  • 15' kill radius

  • can use hard cover to shield yourself from the blast. Be fair, a hard cover is not a net or a cardboard box.

  • Inside the Castle or the fort courtyard is considered indoors. Over the past 6 years we have realized that it is almost impossible to take these types of locations and this is an attempt to make these areas more playable


  •  To kill a player outside a building with a grenade, it must discharge bb's and hit the enemy


  • Indoor and outdoor rules are same as throwables 


we do not allow the Paladin Chalk, Pecker Dummy, or Master Key Buckshot rounds


 At (OWP) games, cold burning smoke is allowed but may not be used in buildings of any kind. Red smoke may not be used since it will be used by game staff only. Skirmish is a Sport Smoke only field and they will have some available for purchase.


If the Helicopter is in play you may not shoot at it or shine lasers at it for any reason. Not following this rule will get you indefinitely ejected from our events!


No Drones at Apocalypse while the helicopter is at the event! 


(not mandatory) but highly recommended for communicating with your squad.

- Squad leaders must have a radio to communicate with command. (

(absolutely NO radio warfare)

It is not OWPs fault if you and your team are having radio communication problems. Cheap radios tend to have a lot of bleed over problems.

Patriot Radio Channels:            

1 462.5625                               

2 462.5875                                

3 462.6125                                 

4 462.6375                                

5 462.6625                                

6 462.6875                                

7 462.7125                                 

8 467.5625                                

9 467.5875                                

10 467.6125                              

11 467.6375

12 467.6625

Federation Radio Channels:

13 467.6875

14 467.7125

15 462.5500

16 462.5750

17 462.6000

18 462.6250

19 462.6500

20 462.6750

21 462.7000

22 462.7250


You may no longer Reload mags on the field. You must go back to your CP or off the field completely to reload. You may still carry as many mags as you want. We changed this rule to make landmark areas more playable. The only exception is support weapons. A support player may carry one xtra mag load worth of BBs but cannot give to any other non support player.

Skirmesh System

You are required to either buy or rent a Skirmesh band if you do not already have one. buying a band will allow you to register it on the Skirmesh website and you will be able to keep track of your personal achievements. Renting a band will only allow you to help take control for your team but will not track personal achievements. Buying a band is $15 and renting one is a $5 cash only deposit that will be refunded to you at the end of the event with the returned Skirmesh rental band.


  • Main objective will be controlling Landmarks using the Skirmesh wristband system. 

  • Finding Ammo can, reporting serial number to command, take ammo can to extraction point, wait for Recon to extract. 500 pts each

  • There will be clock bomb props, worth 200 points per hour of control, armed and moved by Demolition only. Must be placed within 20 yards(60 ft.) from Landmark area, only one clock bomb prop per Landmark

  • Missiles can be found by anyone but can only be transported by Demolition squad using the two man transport box. 500 pts each

(Missiles can be used by command to disable communications for 30 minutes and to destroy landmarks. We will use a flare and red smoke to represent a landmark destruction. If Landmark is destroyed it will be out of play for 15 minutes)

Communications - 1 Missile

The Town -3 Missiles

3 story Castle -3 Missiles

The Alamo- 1 Missile

2 story castle- 2 missiles

Spawn Camping

(OWP) does not allow spawn camping at all. We created what we call the DEAD ZONE to help prevent this. Red caution tape and or caution cones will represent the DEAD ZONE. If you are in your DEAD ZONE and get shot, you are not wounded and can keep fighting. You may always shoot out of your teams DEAD ZONE but will never take damage inside.

(If you are shot while carrying a prop of any kind you must put the prop on the ground where you stand)

(you may only touch or move props if you are on a mission to do so)


Event Schedule



1500 - Event staff on site

1700 - Registration opens

           Limited vending opens

1730- chrono opens for early birds

dusk- chrono closes

2000 - Registration closed

            Rules for early birds(do not have to do rules again on Sat)



​0730 - Chrono opens

            registration opens

            vending opens

0930 - Rules for players that did not attend Friday night

1030 - Enter field to starting points

1100 - Game start for Recon and Sniper squads

1120 - Game starts for everyone else

2100- Game Ends.

2145- Raffle and score.

Apocalypse map Skirmesh.jpg
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