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Knight Sky Day Five

12 Hour Straight Military Simulation Event

 

Produced By: Other World MILSIM​

Date: August 14th,15th 2021

Time: 12:00pm Sat-12:01am Sun

Location: EMR Event Park, 577 Wolf's Lair Rd (rt 706 & 601), New Milford, Pa 18834

Win the day with completed objectives and map domination. Assemble your squads and prepare for battle. Player’s Skills will be tested as they battle through Castles, Cities, Bridges, Forts, and many more Challenging Environments that make up EMR. Come Join the Battle!

Registration: $65 https://otherworldmilsim.square.site/

Squad Reservation: Please read the rules and reserve your spot via email or messenger. You must reserve your team squad before registering for

 

Knight Sky Day Five

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.

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.

(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.

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 have a wristband will have to wait until after game starts to go over the rules.

(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.

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!

 

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 and the command have the final say. No Arguing with Staff.

Teams: Federation of America or FOA (green camo or street gear)

(Grey is no longer an accepted color due to confusion)

(Faded camouflage is no longer accepted due to confusion . This has been a big problem especially with the faded green camos looking Tan)

 

FEDERATION (GREEN TEAM)

WOODLAND

TIGERSTRIPE

OD/FOLIAGE

MARPAT

CADPAT

KRYPTEC MANDRAKE

MC TROPIC

AOR2

DMP

FLORA

FLECTARN

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)

Patriots (tan camo or black gear ).

(Grey is no longer an accepted color due to confusion)

(Faded camouflage is no longer accepted due to confusion . This has been a big problem especially with the faded green camos looking Tan)

 

PATRIOTS (TAN TEAM, BRAVO)

ACU

3 COLOR DESERT

ARID CADPAT

ATACS

MULTICAM

MULTICAM BLACK

DESERT DPM

KRYPTEC NOMAD

AOR1

DESERT MARPAT

TAN/COYOTE BROWN

BLACK

Your vest/pouches/backpack can be whatever color you wish but we recommend not wearing the opposing team's color of headgear. This will increase the chances of friendly fire.

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: 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)

1. Spring and Electric Weapons: MUST chronograph @ 1.55 joules (408 fps) or under with 0.20g BB's.

2. HPA, Gas, and CO2: Must chronograph @ 1.55 joules (335 fps) or under with.30g BB’s.

3. Support Weapons: Must chronograph based on its appropriate weapon classifications of electric or air powered. Full Auto may be used with a cap of 35 RPS (rounds per second). Minimum engagement distance is 50 Ft. Must be an actual support weapon.

(A support weapon 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)

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

We have added the AA12 Sledgehammer Shotgun as a support weapon with min engagement of 25 feet.

(We will not allow the HPA version of the AA12 at this time)

Fixing your M4 with a box mag does not constitute a support weapon. If you have questions regarding the status of your weapon, please contact OWM.

4. 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)

5. 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.

6. 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). Vendors will have plenty of bio BB's for sale.

Dead Rag: (OWM) 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.

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.

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 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 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: At (OWM) Mil-sim games, the "medic" must wrap a medic strap on the arm or leg of the wounded player for them 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 no longer supply the medic patches but they will be for sale at the vending area)

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.

The straps can be divided however you like among medics or kept by the player.

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

The medic must display a white medic armband or patch. If you do not have a medic patch they will be available for purchase at the vending area.

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 structures as hospitals.

SQUAD RULE: 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.

 

Squad Type: Knight Sky Day Five will have 5 types of squads per team.

1. SNIPER SQUAD: A sniper squad is made up of 2 players; a sniper and a spotter. The sniper squad will be asked to join other squads for missions from time to time. 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.

 

2. RECON SQUAD: A recon squad is meant to be more stealth. Recon can have up to 8 players. They may have 2 medics if more than 6 players, 1 support weapon, and 1 DMR. Will be sent in first to recon the playing field. Recon squads will start the game 20 minutes prior to everyone else and have a primary objective of finding and returning the recon ammo cases which have extra supplies for your team. Only 1 recon squad per team.

3. ASSAULT SQUAD: Assault Squads are the most common and can have up to 12 players. Assault teams of less than 6 may be paired with other squads. Assault Squads with 7 or more players may have up to 2 medics, 2 support weapons and 1 DMR. Assault Squads with 6 or less players are allowed only 1 medic, 1 support weapon, and 1 DMR. Most of your missions will be to take control of certain areas. You do the dirty work. There is no limit to the amount of Assault Squads per team.

4.INTELLIGENCE SQUAD: Intelligence Squad is made up of 3 to 8 players. May have 2 medics if more than 6 players ,1 support weapon, and 1 DMR. The main objective for the game for this squad will be to gather Intel, taking pictures of objects or players on the Intel list. A camera will not be provided. So bring your own. Other players giving pictures that are not on the intel squad will be penalized and all intel points will be awarded to the other team. Each photo will be worth 20 points for your team at the end of the game. Only 1 Intelligence squad per team.

5.DEMOLITION SQUAD: The demolition squad is considered explosive experts. Made up of 3 to 8 players. May have 2 medics if more than 6 players, 1 support weapon, and 1 DMR. The demolition squad is the only squad that can transport the missiles and explosives to and from command. Also they are the only ones that can move and arm/disarm the new clock bomb props.

 

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

Indoor Rule: 15' kill radius for indoors. For indoors you 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 two locations and this is an attempt to make these areas more playable)

Outdoor Rule: To kill a player outside a building 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.

(must come to a special rules briefing, fill out a special waiver, and purchase a special DEMO patch to be able to use TAG launchable 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.

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)

Mission: Main objective will be controlling buildings. Scoring will be taken every 1-2 hours.

- Command will be giving random missions in the form of finding objective, moving objective, protecting objective, and waiting for objective extraction that will be given to squads throughout the game.

- there will be clock props, with points per hour of control.

(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

Friday

1500 - 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. An armband will be issued to show rule completion.

2030- Rules for those wanting to use TAG launchable products

2100 - Registration closed

Saturday

​0800 - Chronographs and registration opens

1000 - Rules

1045 -Rules for those wanting to use TAG launchable products

1100 - Formation at stage

1130 - Enter field starting points

1200 - Game start for Recon and Sniper squads

1220 - Game starts for everyone else

 

Sunday

0001 - Fighting Ends

0030 - Score and Raffle.

0100 - Knight Sky: Day 4 ends