COMING SOON
DEAD ZONE
Multi-Round - Battle Royale Championship Series
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Produced By: Other World MILSIM
Date: October 23rd 2021
Time: 10:00am- Saturday
Location: EMR Event Park, 577 Wolf's Lair Rd (rt 706 & 601), New Milford, Pa 18834
Cap: 150 players
Become the Battle Royale Champion by winning 1 of 5 rounds, then going on to dominate in the finals!
Registration
full squad registration price $200 ($40 savings)
individual registration price $45
https://otherworldmilsim.square.site/
Squad Reservation
Please reserve your squad via Private message or email (otherworldairsoft@gmail.com) unless you are purchasing for your entire squad
Registration will be open for teams for the first week after that we will open to “players looking for a squad'”
Players looking for a squad will be added to teams that are not full after October 10th. THIS GAME HAS LIMITED NUMBERS SO IF YOU HAVE 5 AND WANT TO PLAY TOGETHER DO NOT PROCRASTINATE WITH REGISTRATION!!!
For more information please visit www.otherworldmilsim.com
Please print and sign the OWM waiver and the EMR waiver prior to your arrival at the event.
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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: (OWM) 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.
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(OWM) 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.
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All players are required to attend the safety briefing prior to the start of the game. A wristband will be issued once briefing is over and we will be checking them before game start. Anyone who does not attend the rules either Friday evening or Saturday before the game starts will not be allowed to play. Not knowing the rules could cripple your squad and they could be removed from the round or the game.
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(OWM) approved face Protection must remain on at all times while on the field or chronograph areas. Do not remove face protection under any circumstance.
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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.)
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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!
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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.
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 hand to hand combat, knife kills, touch kills, etc.
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 has the final say. No Arguing with Staff. Keep in mind calling staff over for every little problem is going to give your position away. The game does not stop and time per round is limited. In my experience 90% of the time you say someone is not calling their hits you are not actually hitting them!
Teams: This event is 5 players per squad. If you are bringing more than one squad to compete each player must play for the squad they started with (No Substitutions) We will be monitoring this via numbered registration wrist bands.
Absolutely NO teaming up with another squad!!!This is considered cheating and your sqaud or squads will be removed from the round.
Camouflage: There are no restrictions on what you wear except 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. We would recommend that you match your 5 man squad to make it easier on you to identify your teammates but you can be creative if you like.
Your vest/pouches/backpack can be whatever color you wish but except for red. Remember NO RED GEAR!
Weapons: Our Battle Royale games are semi automatic only.
Sorry No Support Weapons
There is no minimum engagement. The only exceptions are for Snipers (100ft) and DMR's (50ft). If you don't want to be shot at point blank then don't enter buildings.
No Binary or double triggers.
Spring and Electric Weapons: MUST chronograph @ 1.55 joules (408 fps) or under with 0.20g BB's.
HPA, Gas, and CO2: Must chronograph @ 1.55 joules (335 fps) or under with.30g BB’s.
Snipers: MUST chronograph @ 2.81 joules (550 fps) or under with 0.20g BB's and the rifle being a bolt action non-air or non-gas powered weapon or @ 2.81 joules (445 fps) or under with .30g BB's for bolt action air or gas powered rifles. All snipers MUST be using a bolt-action single shot rifle only. No automatic or semi-automatics allowed. Minimum engagement distance is 100 Ft.
(A sniper rifle must break the plane of a window before shooting out of a structure on the first floor of a building only. This prevents players getting shot at point blank)
DMR: Must chronograph @ 1.88 joules (450 fps) or under with .20g BBs for electric rifles or 1.88 joules (365 fps) or under with .30g BBS for air or gas powered rifles. Minimum engagement distance is 50 Ft. only ONE DMR per squad no exceptions and you must purchase a special DMR patch to identify the role to game staff. Patch will be available at the vending area.
(A DMR must break the plane of a window before shooting out of a structure on the first floor of a building only. This prevents players getting shot at point blank)
- 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.
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Hand To Hand: NO PHYSICAL CONTACT OR HAND TO HAND COMBAT WILL BE ALLOWED!
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). Vendors will have plenty of bio BB's for sale.
Dead Rag: (OWM) requires every player to have a red "dead rag" 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.
– You are required to bring your own red dead rag
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Mag Rule: At (OWM) Battle Royale games you may only use mid cap or real cap mags. USING MORE AMMO THAN PERMITED IS CHEATING AND YOUR SQUAD WILL BE ASKED TO LEAVE THE ROUND OR THE GAME! (SO NO ON FIELD RELOADING OF ANY MAGS, SO NO REASON TO BRING XTRA AMMO ON THE FIELD)
NO HIGH CAPS, FLASH MAGS, OR DRUM/BOX MAGS ALLOWED. USING THESE KINDS OF MAGS IS ALSO CHEATING
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.
Airsoft 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.( PLEASE DO NOT GIVE UP YOUR POSITION ARGUING ABOUT HIT CALLING THE GAME DOES NOT PAUSE FOR THIS, IF YOU GET SHOT ITS YOUR FAULT NOT THE STAFFS) If a players is caught cheating his/her squad will be ejected from the round for a first offense and for a second offense the squad will be ejected from the game!!!!
After you are hit yell "HIT" or "OUT" and pull out your red dead rag. REMAIN WHERE YOU WERE SHOT
A wounded player must remain where hit and another player must simulate dragging the wounded player to a safe area.
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: All players are medics, you must wrap a medic strap on the arm or leg of the wounded player for them in order to revive them.
YOU MAY NOT REVIVE YOURSELF
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.
Squad Rule: WE HIGHLY RECOMEND THAT YOU STAY WITH YOUR SQAUD
Grenade Rule: To kill a player with a grenade, it must discharge bb's and hit the enemy. EG-67 and TAG explosive grenades will be allowed.
Same rules for the TAG launchable rounds.
(you must fill out a special waiver, and purchase a special DEMO patch to be able to use TAG launch-able products.)
(we do not allow the Paladin Chalk, Pecker Dummy, or Master Key Buckshot rounds)
Smoke: At (OWM) 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 FACILITY
A player can carry only 2 grenades at a time foe each round of play! (1 smoke and 1 frag or 2 smoke or 2 frags)
Radios: (not mandatory) but highly recommended to communicate with the event producer for in game updates!
DEAD ZONE GAME PLAY
Dead Zone is Squad Based Game with 5 players per squad. In the event that you do not have five for this game we will give you player(s) who registered as “looking for a squad”. As squads fill we will post the official roster on our Facebook event page.
Your squad will be placed at random on the field before the game starts.
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Map & Dead Zone: The map is made up of 6 sectors. A sector will be eliminated from the map every 10 minutes until only one sector remains. This will at random by rolling a six sided dice. We call the eliminated sectors the Dead Zone.
Each of the six sectors have a large flag poll in the middle. When a sector is eliminated we will change the green flag to red, pop off a red smoke grenade, and sound a 1 minute alarm. If you are caught in that sector when the alarm stops you are eliminated from the round and can not be revived by a medic.
(IF YOU DID NOT NOTICE THE SECTOR WAS DESTROYED, THAT IS YOUR PROBLEM NOT THE STAFFS. SEEING THE GIANT FLAG POLL WITH A RED FLAG SHOULD BE AN EASY INDICATION THAT THE AREA IS DESTROYED)
Once a sector is destroyed, be prepared knowing ahead of time, that the neighboring sector will always be one touching the previously destroyed sector. For example if Sector 6 is the first to be destroyed, the next will either be Sectors 4 or 5 (See the map for a better understanding). We intentionally eliminate sectors this way in an effort to push the game in one direction, making it easier to staff the event.
Every player should have an event map on them. Make sure you are in play or you will be called out by staff.
Starting Gear: Each player may start the game with a rifle (assault, or sniper), pistol, pistol mag, and 5 mid cap magazines. We will wrap red, blue, yellow, green, and purple around the bottom of each mag with electrical tape.
The 1 pistol mag may be used at the start of the round. If you would like to use more than one pistol mag, you must let event staff know in advance so we can wrap extra in colored electrical tape instead of your rifle mags)
If you want to use a sniper we will mark your mags instead of the assault rifle mags.
This game is intentionally designed to limit your ammo, so make every shot count.
Lanyards: There will be ammo cases spread all over the field. These cases are not to be moved from their starting location. Each ammo case will contain a lanyard(s). The lanyards are color coded (RED, BLUE, GREEN, YELLOW, PURPLE, WHITE, OR RAINBOW).
When you find a lanyard of a specific color you may put it around your neck. The color represents the mag you may now use.
If you already have a color and find that same color again you may not pick it up. (EXAMPLE: if I already have a red colored lanyard and I'm using my red mag, I am not allowed to not pick up another red lanyard). The only exception is the white or rainbow colored lanyards.
If you find a rainbow colored lanyard that represents whatever color mag you want it to represent. You may pick up more than one and use them as two different colors. The only way you can not pick the rainbow colored lanyard is if you already are maxed on mags.
White lanyard represents extra life. If you find a white lanyard you may NOT put it around your neck it must remain in your hand until you use it. If a player on your squad is wounded, you may use the white lanyard instead of the medic band. It must be worn around the wounded players neck. You may not use it on yourself.
Dead Players: If you are officially dead (either squad out of medic bands, or death by Dead Zone), then everything you have on your person must exit the field with you. You may not give any of your gear to the remaining players on your squad (mags, lanyards, etc.).
When exiting the field you must walk to the closest boundary line and follow it until you get to the exit.
There is only one exit and that is next to the chrono area and rec center. We are doing this so dead players are not in the way of players still playing the game. Once you reach the exit, you must give your lanyards to a staff member so we can prepare for the next round.
You may not exit into the camping area.
Victory: The squad that is still left standing after all other players are eliminated will be the winner.
If the round ends and players still remain from more than one squad, then we will sound the siren. At which point the first squad to raise the last remaining green flag to red will win the round.
CHEATING WILL NOT BE TOLERATED, YOU WILL BE REMOVED FROM THE GAME. IF YOU ARE ALREADY TRING TO FIND A WAY TO CHEAT PLEASE DON'T REGISTER FOR THIS EVENT.
EVENT SCHEDULE
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Friday
1200 - Event staff on site
1700 - Registration opens
1800 - Chronographs opens (only open if a decent amount of players are ready to chrono)
2000 - Crono Closes
-Rules for those who want to get them over with. Will not have to attend rules again on sat. A wristband will be issued to show rule completion.
2100 - Registration closed
Saturday
0700 - Chronographs and Registration Open
0800- Vending Opens
0900 – Rules
0945- Starting Positions
1000-1100 Round #1
1100-1115 Break
1115- Starting Positions
1130-1200 Round #2
1200-1215 Break
1230-1330 Round #3
1330-1345 Break
1345- Starting Positions
1400-1500- Round #4
1500-1515 Break
1515- Starting Positions
1530-1630 Round #5
1630-1645 Break
1645- Starting Position For Round Winners
1700-1800 Championship Match
2000 – Game Ends, Announcing Results and Trophy Winners
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