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Moon Clouds
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KNIGHT SKY 

AUGUST 3rd-4th 2024

knight sky 8.png

Date: August 3rd-4th 2024

Time: Sat 12:00pm-Sun 12:01am

Location: EMR Event Park

577 Wolfs Lair Rd, New Milford, PA 18834

Step #1    Read the Rules!

Step #2

Step #3

Step #4        Waivers

The Other World Waiver is now digital and must be filled out once per year and prior to coming to the event!

DAY 8

Dark Clouds

RULES FOR KNIGHT SKY DAY 7

12 Hour Straight Military Simulation Event

 

THE STORY

The second American civil war wages on! 7 straight days of battle with no end in sight. No retreat No surrender from the Americans fighting for their beliefs. Civilians caught in the crosshair started hiring mercenaries called The Knight Sky to fight and protect their lands from this bloody war. The Knight Sky considers themselves businessmen. They work for gold, since the dollar is worth nothing during a time of war. On the 8th day The Patriots and Federation will focus on taking control of New Milford strongholds. Holding these locations could change the war!

Squad Reservation

Please read the rules and reserve your squad! You must reserve your team a squad before purchasing tickets for Knight Sky! Reserving your squad only holds the squad. Only ONE person from your squad has to reserve it. We will send that person an email link that the reserved squad is confirmed. If you do not meet the minimum requirements for a squad please do not reserve it. If you do not have enough players to meet the minimum requirements you can register as "a player looking for a squad" once that option opens at a later date.

 

Reserve your squad here                                         (If you do not have a team to register a squad you may purchase a ticket as a "Player Looking For A

Squad". You will then be placed with squads needing players.

Event Page

Patriot team chat

Federation team chat

​​

Tickets

Price for Knight Sky is:

                                    $65 until 7-04-2024

                                    $70 from 7-05-2024 to 7-19-2024

                                    $75 from 7-20-2024 to 8-02-2024

              

(We will slowly increase the price of tickets the longer you wait. It is hard to prepare event patches and TQs not knowing the rough player count. We are doing this hoping players don't wait until the last minute to register. Please do not be a weather watcher)

Tickets are non refundable period. Ticket swaps will be made through Hopup tickets and are no longer handled by OWP! Use your original email conformation from hopup to do all ticket swaps.  

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 by a parent or legal guardian. Our waiver is now digital and only has to be filled out once per year.

 

Safety

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, HPA airline disconnected, 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 we will be checking for them throughout the event.( You must wear your event patch or have it on your person if asked to see it by staff) Anyone who does not have an event patch will be removed from the event and will have to wait until game staff would have time 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.)

Oakley, ESS, Pit viper ect will need a gasket to be approved.

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. Most cease fire incidents are handled within minutes, we do not cease fire the entire field of play unless a major medical problem is occurring. If a cease fire is called stay where you are and wait for Staff, player staff, command, or a referee to call "GAME ON"

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.

NO

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

  • No Blind Firing 

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.

Teams

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

  • WOODLAND

  • TIGERSTRIPE

  • MARPAT

  • CADPAT

  • MC TROPIC

  • AOR2

  • DMP

  • FLORA

  • FLECTARN

  • Black

  • MULTICAM 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

  • 3 COLOR DESERT

  • ARID CADPAT

  • MULTICAM

  • DESERT DPM

  • AOR1

  • DESERT MARPAT

  • STREET GEAR (Street is represented by BLUE JEANS AND ANY COLOR TOP THAT IS NOT TAN, BLACK,GREY, RED, OR FLORESCENT colors)

(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.

  • NO SHORTS.

  • NO TANK TOPS

  • NO GOING SHIRTLESS

( 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

 

Weapons

Rifle:

  • 1.55 joules

  • 324 fps

  • .32 BBs

  • HPA / GAS and AEG

  • Semi Auto Only

  • No Minimum Engagement 

Pistol:

  • 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​

  • No full auto indoors (This includes castle or fort courtyards)

  • Approved Support Weapons - RPK, M249, STONER, PKM, M60, MG36K, KRYTAC LMG, GG CM16 LMG, and the M27 IAR.

  • 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

  • May carry 1 box/drum mag worth of bb reload if you only have 1 box/drum mag.(You cannot share ammo with non support weapon players

  • If Support Weapon has select fire and can be switched to semi auto you may use with no minimum engagement in semi auto.

                                                                                   

DMR:

  • 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!

VELOCITY REDUCERS ARE NOT ALLOWED TO BE USED TO BRING YOUR WEAPON UNDER THE FPS LIMITS!

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 13 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.

 

Ammo

 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.

Mags

 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.

Reloads

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. Support Weapons can carry as many box/drum mags as they want. Support Weapons can also use m4 mags if out of ammo or having mag problems. We changed this rule to make landmark areas more playable.

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 it is hit , it is considered part of your gear 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. 

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.

A wounded player must remain where hit but another player may simulate dragging the wounded player to a safe area. You may drag up to 2 wounded players 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".

MEDIC RULE

  • At (OWM) Mil-sim games, the "medic" must wrap a medic strap/TQ 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.

  • A medic can use other players unused medic straps ( your squad can be revived as many times as you have straps/TQs to do so).

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.

SQUAD RULE

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. If you are squad leader and your squad leaves the field of play for any reason you NEED to notify command!

 

SQUAD TYPES

Knight Sky will have 5 types of squads per team.

SNIPER SQUAD-

  •  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

 

RECON SQUAD-

  • 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 SQUAD-

  • 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.

DEMOLITION SQUAD-

  • 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

INTELLIGENCE SQUAD-

  • gather Intel

  • Made up of 3-12 players

  • 1 support weapon, and 1 DMR

Knight Sky/OPFOR Faction

The Knight Sky Faction is a group of hired mercenaries. They are friendly to no one. Treat as hostile. May help you or your team if paid. The Knight Sky does not have a base so you may see them walking around all holding a rope. This is their transport and my drop in to the game anywhere. So please be cautious. 

 

GRENADE RULE

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

​INDOOR-

  • 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

OUTDOOR-

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

TAG LAUNCHABLE ROUNDS-

  • Indoor and outdoor rules are same as throwables 

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

Smoke

 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. EMR is a sport smoke only field ( we have had a very dry season so EMR might make the call to not use smoke)

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. 

Drones

One Drone per team in the air at a time. OWP will not be responsible if anything happens to your drone. Please do not shoot at Drones. You will have to meet with EMR prior to game start to fill out a special drone waiver.

Radios

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

- Squad leaders must have a radio to communicate with command. We highly recommend baofang uv-5r. (OWM) will no longer provide radios.

(absolutely NO radio warfare)

Patriot Radio Channels:            Federation Radio Channels:

1 462.5625                                13 467.6875

2 462.5875                                14 467.7125

3 462.6125                                 15 462.5500

4 462.6375                                16 462.5750

5 462.6625                                17 462.6000

6 462.6875                                18 462.6250

7 462.7125                                 19 462.6500

8 467.5625                                20 462.6750

9 467.5875                                21 462.7000

10 467.6125                               22 462.7250

11 467.6375

12 467.6625

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 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.

Props

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.

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.

Mission

  • 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. 5 pts each

  • There will be clock bomb props, armed and moved by Demolition only. 

  • Missiles can be found by anyone but can only be transported by Demolition squad using the two man transport box. 5 pts each

(Missiles can be used by command to disable communications for 20 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)

  • The intel squad will gather intel in the form of finding RFID tags and cards throughout the field and on key targets. 1 pt per gathered intel

Communications - 1 Missile (disabling communications will last 20 mins and no one will be able to talk with command)

The Town -1 Missiles

The Castle -3 Missiles

The fort- 2 Missile

The City North- 2 Missiles

The City South- 2 Missiles

The Bridge- 1 Missile

The Minors village- 1 Missile

The Crash Site- 1 Missile

The Ranch- 1 Missile

The Trail- 1 Missile

Map

 

Event Schedule

Friday

1500 - Event staff on site

1700 - Registration opens

1800 - Crono Opens

2000- Registration closed

         - Early Rules( Do not have to go to rules again on Sat)

            

Saturday

​0800 - Chronographs and registration opens

1000 - Rules

1115  - Formation at stage

1130 - Enter field starting points

1200 - Game start for Recon and Sniper squads

1220 - Game starts for everyone else

0001- Game Ends.

0030- Raffle and score.

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