COMING SOON
DRACO
Sept 14-15 2024
Date: Sept 14th-15th 2024
Time: Sat 12:00pm-Sun 12:01am
Location: GTI Government Training Institute
1321 Technology Drive Suite 101, Barnwell, SC 29812
STEP #1
READ THE RULES!
STEP #2
RESERVE YOUR SQUAD
For this event we will be doing squad reservations differently. Your team can Just purchase a ticket for a platoon of your choice and command will separate into squads at the event.
STEP #3
PURCHASE TICKETS
STEP #4
WAIVERS
The Other World Production online waiver has to be filled out once per calendar year!
STEP #5
TEAM CHAT
ONSITE LODGING
RULES FOR OPERATION DRACO
12 Hour Straight Military Simulation Event
SAT September 14th 12:01PM-September 15TH 12:01AM
Please follow the Facebook event page for the most up to date info on the event!
Event Page
https://www.facebook.com/events/1366482437630783
Patriot team chat
https://www.facebook.com/groups/1552100775631772
Federation team chat
https://www.facebook.com/groups/1039648754262188
Tickets
Price for Draco is $155 plus tax and fees. Tickets are non refundable. Ticket swaps will be made through Hopup tickets and are no longer handled by OWP! If an event is cancelled for any reason a full refund will occur.
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!
Map
Main Building
Event Schedule
Friday
1200 - Event staff on site
1700 - Registration opens
Crono opens
Limited Vending
2000 - Registration closed
Crono closed
Vending closed
Early Rules (Do not have to attend rules on Sat)
Saturday
0800 - Registration opens
Crono opens
Vending opens
1000 - Rules
1100 - Formation at stage
1130 - Enter field starting points
1200 - Game start for Recon and Sniper squads
1220 - Game starts for everyone else
Sunday
0000- Game Ends.
0045- Raffle and score.
Who Can Play
The minimum age to play for this event unaccompanied by an adult is 16 years old. If you are 18 or older playing in this event and you are a guardian of someone that is under 16 you may reach out to discuss an exception. Please do not purchase tickets if you are under the age of 16 because Tickets are Non-Refundable and you will not be permitted to play! Everyone under the age of 18 must have the waivers filled out by a parent or guardian!
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! If you are not wearing lower face pro we don't want to hear it if you get shot in the face.
Cold/Heat
Please dress appropriate for our events. This event will be fairly hot in September the day time average is 88 degrees and nighttime average is 64 degrees. Please come prepared.
Camping
Camping will be allowed for free but please be prepared for the temperature and the weather. Bunk house rooms are available at
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, Flashlight for night play/low light areas, boots and camouflage to match team colors.
Recommended Equipment
Helmet, knee pads, gloves. Lower face mesh is recommended, but not mandatory.
NO
YOU MAY NOT WEAR RED, ORANGE, or GRAY CLOTHING OR GEAR. Red represents dead on the kill rag, dead light, and on our Staff. Orange represents our OPFOR/Prisoner Faction and Gray represents our prison Guard Staff. Wearing these colors would confuse players.
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No Verbal abuse, name-calling, profanity, etc. will be tolerated.
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No Stealing, vandalizing, or fighting. (you will be turned over to the police)
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No Drugs or Alcohol.
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No Barricading doors or windows
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No Riot shields
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No Blind Firing
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No Closing doors
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No Shooting out windows or lights
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No Opening closed windows or doors
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No Closing opened windows
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No removing or entering areas that are caution or danger tape marked. ( there will be buildings and certain hallways and doors out of play, Please be smart)
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
Event Staff (in either red or grey for our prison guard staff), Combat Staff and the Command have the final say. No Arguing with Staff.
Teams
Federation of America or FOA
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green camo
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solid green
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black camo
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solid black
No Ghillie or leaf suits unless you are part of the sniper squad
No Gray, Orange, or Red Colors
No Faded Camouflages
Accepted Federation Camouflage
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WOODLAND
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TIGERSTRIPE
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MARPAT
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CADPAT
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MC TROPIC
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AOR2
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DMP
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FLORA
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FLECTARN
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Black
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MULTICAM BLACK
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Desert Night Camo
(you may NOT wear plaid period)
Patriots or PATS
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tan camo
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solid tan/brown
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street gear
No Ghillie or leaf suits unless you are part of the sniper squad
No Gray, Orange, or Red colors
No Faded Camouflages
Accepted PATRIOT Camouflage
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3 COLOR DESERT
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ARID CADPAT
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MULTICAM
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DESERT DPM
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AOR1
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DESERT MARPAT
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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.
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NO SHORTS.
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NO TANK TOPS
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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 colors. so no more)
*There will be no armbands for our events.
Weapons
Rifle:
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1.55 joules
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324 fps
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.32 BBs
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HPA / GAS and AEG
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Semi Auto Only
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No Minimum Engagement
Pistol:
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1.55 joules
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324 fps
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.32 BBs
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HPA / GAS and AEG
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Semi Auto Only
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No Minimum Engagement
Support Weapons/ LMG:
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1.55 joules
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324 fps
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.32 BBs
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HPA / GAS and AEG
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Full Auto 35 RPS or less
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50 ft. Minimum Engagement
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Must Break The plain of a door or window on the first floor before shooting out
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No full auto indoors
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Approved Support Weapons - RPK, M249, STONER, PKM, M60, MG36K, KRYTAC LMG, GG CM16 LMG, and the M27 IAR.
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Fixing your M4 with a box mag does not constitute a support weapon
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Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement
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If box or drum mag goes down you may use an m4 mag
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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
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If Support Weapon has select fire and can be switched to semi auto you may use indoors and with no minimum engagement in semi auto.
DMR:
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2.0 joules
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368 fps
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.32 BBs
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HPA / GAS and AEG
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Semi Auto Only
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75 ft. Minimum Engagement
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Must Break The plain of a door or window on the first floor before shooting out
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Needs to purchase a DMR patch from OWP to easily identify Classification. (patch available at vending)
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Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement
Bolt Action Sniper:
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3.0 joules
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450 fps
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.32 BBs
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HPA / GAS and SPRING
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125 ft. Minimum Engagement
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Must Break The plain of a door or window on the first floor before shooting out
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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 they 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.
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.
Hit Rule
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If you are hit anywhere on your person or gear you are out.
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Friendly fire counts.
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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.
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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 or low light 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 1 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".
. MEDIC RULE
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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.
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ONLY medics are allowed to heal other Medic players.
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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)
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One Medic strap/TQ will be issued at registration to each player. It is your responsibility to keep it safe. We will not give out extra.
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Only 1 Medic strap/TQ per player (You Must use OWP medic strap/TQ)
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2 medics per squad of more than 4 players. Under 4 players 1 medic per squad.
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The role of medic can be transferred from one player to another, but only at your team's command post.
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When your squad is completely out of medic bands and lives you must withdraw to your Command.
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Sniper teams of 2 players can medic each other but are not allowed to medic players from other squads.
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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).
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Your command also counts as a medic!
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 (OWP) has provided team radios, however we have decided to discontinue this.
(The Squad Rule also helps with safety. There should never be solo players traveling the field for any reason.)
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
Code Orange will have 5 types of squads per team.
SNIPER SQUAD-
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A sniper squad is made up of 2 players; a sniper and a spotter
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You will start the game 20 minutes prior to everyone else
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The sniper must have a bolt action sniper rifle
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The spotter may use an assault weapon or a DMR. No support weapons
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A Sniper squad may wear ghillie or leaf suits
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Only 2 Sniper Squads per Team
RECON SQUAD-
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A recon squad is meant to be more stealth
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Recon can have 3-12 players.
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1 support weapon, and 1 DMR
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will start the game 20 minutes prior to everyone else
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primary objective of extracting the ammo cases.
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Only 1 recon squad per team.
ASSAULT SQUAD-
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Assault Squads can have 4-12 players
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2 support weapons and 1 DMR
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primary objective is to take control of landmark areas. You do the dirty work
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There is no limit to the amount of Assault Squads per team.
DEMOLITION SQUAD-
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The demolition squad is considered explosive experts
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Made up of 3-12 players
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1 support weapon, and 1 DMR
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primary objective transport missiles and explosives
TECHNICAL SQUAD-
* Made up of 2-4 players
* Must get approvable from OWP prior to reserving a squad
* Must have proof of insurance and registration
* Must be able to be hit by a Paladin chalk round
* Technical Squad must be protected from BBs and Chalk rounds. (You have to have doors, or something over doors to protect passengers)
* Must have a blinking red light representing disabled
* Must have a solid red light representing destroyed
* Must have lights for seeing in the dark
* Can only travel coasting speed only (5mph or less)
* Must have at least one mounted weapon
* Must stay on the roads
* Only 1 Technical squad per team
* primary objective is to support your team
* Must be at a meeting for technical squad before event
* Only the technical squad can drive the technical
DISABLED
When a technical is hit by a paladin chalk round it is considered disabled. The red blinking light would be turned on the represent disabled. The Technical squad can continue to fight in the disabled vehicle, or outside the vehicle, but the vehicle cannot move until its repaired. To repair a vehicle you need to use the OWP toolbox and wrench to represent the repair. once repaired the technical squad can turn off blinking light and continue to drive.
DISTROYED
-When a technical takes a hit from a paladin chalk round while disabled, or when the entire vehicle squad is wiped. it is now considered destroyed and has to return to command before back in play. This will take 10 mins at the CP before reentry.
FUEL
A technical needs fuel to operate. There will be fuel cans hidden throughout the event map. taking a fuel can to the technical will add driving time. each can represents 3 hrs. Once your technical is maxed in time for the event, you can no longer take fuel cans but you can prevent the enemy from getting them.
OPFOR/Knight Sky Faction
The OPFOR/Knight Sky Faction is a group of prisoners that were freed. They are friendly to no one. Treat as hostile. The OPFOR/Knight Sky Faction does not have a base so you may see them walking around all holding a rope. This is their transport and may drop in to the game anywhere. So please be cautious. If available we will use a actual transport to move the OPFOR/Knight Sky Faction throughout the AO.
GRENADE RULE
In order to kill a player with a grenade your grenade must discharge. (Thunder B's, Tornado, EG-67, Tag etc.)
INDOOR-
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15' kill radius
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can use hard cover to shield yourself from the blast. Be fair, a hard cover is not a net or a cardboard box.
OUTDOOR-
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To kill a player outside a building with a grenade, it must discharge bb's and hit the enemy
TAG LAUNCHABLE ROUNDS-
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Outdoor rules are same as throwables
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No Launchable grenades indoors
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100 Ft. minimum engagement
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No Direct aiming at people( We know accidents happen but purposely trying to hit someone would be automatically ejection from the game)
(we do not allow the Pecker Dummy, or Master Key Buckshot rounds)
Smoke
Cold burning smoke is allowed but not in buildings. No Red Smoke, event staff will be using controlled red smoke.
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.
Photography, videography, and drone filming
We will have photography, videography, and Drone filming happening throughout the event. These people are considered staff. Please do not shoot at them or their equipment. We will remove you from our events indefinitely by doing so. By purchasing a ticket and filling out a waiver you agree for OWP to use these pictures and or video for promotional material as we see fit.
Radios
(not mandatory) but highly recommended for communicating with your squad.
- Squad leaders must have a radio to communicate with command. We recommend baofang uv-5r. Absolutely NO radio warfare. We are not responsible for any bleed over from using the radios. In years past most situations where the opposite team was on the wrong channel was due to bleed over and not 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
CP or Command Post
Each team will have a stationary command post or CP. This is typically where you find your commanders, start the game, and resupply bbs, medic straps/TQs.
Windows/Doors
You may shoot out of windows and doors if the windows or doors are open. Do not open or close any doors or windows. OWP will open the windows we believe should be in play. This rule also gives us the ability to close windows if we believe there are problems attacking certain main control areas. Opening or closing doors and windows is considered cheating!
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 or reflective poles 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 believe you are still getting spawn camped let command know and they will try and take care of it. Keep in mind spawn camping will happen at this event to some extent due to the boundaries of the facility and placement of CPs.
Transports
We are working on having actual troop transports for this event. Command will be able to call in for transport from their CP or at exact locations on the filed. Transports will have to stay on the roads. This will also get squads out of their CP if they are having spawn camping problems. You cannot shoot or destroy troop transports. So please do not shoot at them. A transport will have blinking blue lights on them to represent they are a troop transport.
If real troop transports don't happen we will have ropes for squads to use to represent being transported/air dropped but only from their CP and cannot be used as a defensive tactic. If you see a squad carrying a rope in a line you may not engage them until their transport rope is put away.
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. The only exception would be the Demo squad can keep their missile transport box.
Mission
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Main objective will be controlling Landmarks
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Finding Ammo can, reporting serial number to command, take ammo can to extraction point, wait for Recon to extract. 5 pts each
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There will be clock bomb props, armed and moved by Demolition only.
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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)
Communications - 1 Missile (disabling communications will last 20 mins and no one will be able to talk with command)
(MORE INFO COMING SOON)
Eclipse Mission/Frago
The Eclipse Mission/Frago is a side mission that is usually done either Friday evening or during the event Saturday. You have to register for this mission ahead of time. MORE INFO COMING SOON