Quick Details
- 3-Day Mega Event
- Raffle Prizes by Tippmann, Elite Force & Black Ops Airsoft
- Free Camping On Site
Official Sponsors: Tippmann / Elite Force / Enola Gaye/MOS Manufacture
Early Bird
$ 40
Pre-Reg
$ 50
Day Of Pricing
$ 70
Factions
The Federation(Tan): General-Justin Elvis
The MADF(Green): General-Paul (Popeye) Floyd
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The Goal of this TACSOP is to provide current and future participants with a collection of rules. Ohana PB reserves the right to change any of these rules and communicate them to our participants before or during the event to ensure the high quality and safety of our event is maintained.
Standing ROE Card
Treat all event participants with respect and dignity. Our events are designed around providing you with a fun experience.
Blank fire is ABSOLUTELY not authorized.
Use of commercially produced smoke grenades, TAG’s grenades, and flash grenades are authorized for participant use based on fire safety conditions at the venue on the day of the event. Any other munitions MUST be pre-approved.
Always observe and recover any pyro you throw. Make sure you are throwing on a non-flammable surface, if a brush fire does start you are the first one responsible for pulling a safety flag, stomping it out and dousing the source and waiting at least ten minutes to check for smoldering embers. All brush fires will be reported to Cadre. Remember if you need more than 9 people to smother a brush fire call a cease fire and withdraw to a safe distance.
Participants are not authorized to bring or use any kind of pyrotechnics not classified as 1.4G for gaming use. Examples of authorized brands are Enola Gaye and TLSFX.
Homemade pyrotechnics are not allowed.
If a CEASE FIRE is called, please pass the command and deploy your dead rag.
Eye Protection must be worn at all times. NO exceptions! Eye protection will have an ANSI Z87+ or higher rating. Blind man if eye pro is lost. This may lead to a cease fire in the area.
Uniform Requirements/Guidelines
Approved camouflage Patterns:
● The Federation: Tan based camos included, Tan, MC, Chocolate Chip, Desert etc.
This includes any head covering but does not include mask frames. Absolutely No
Black!
● The MADF: Green based camos included, Woodland, OD, Green, etc. This
includes any head covering but does not include mask frames. Absolutely No Black!● Black will be for 3rd Faction only (if there is one) Solid Black only.
● Kit, plate carrier, belts and pouches can any color.
● Refs reserve the right to mark you with armbands if uniforms colors are
questionable for your factionNo Red of any kind.
All uniforms must consist of matching tops and bottoms in the approved camouflage for your faction.
Cargo style shorts and/or t-shirts can be worn but must meet matching uniform rules for your faction.NON-Negotiables
1. Whenever in doubt about how to act or behave in any situation not specifically mentioned within this TACSOP, always use your best judgment to keep within the spirit of the event.
2. Don’t “meta game” the event, go with the flow and enjoy the experience.
3. Disrespect of the staff or other participants will not be tolerated! Participants found cheating or disrespecting the staff or other participants will be ejected from the event without a refund.
4. Participants who attempt to steal, cause bodily harm, or break any other laws will be handed over to the local law enforcement officials.Age Restrictions
We allow participants as young as 11 at our events. All participants under the age of 18 must have their waiver signed by their parents.
Alcohol And Drugs
Black Ops events are alcohol and drug free. We know it’s fun to party, but we have minors and firearms present. Regardless of any state laws regarding drug use, all narcotic and hallucinogenic drugs are banned.
Eye Pro
Eye protection must be worn at all times. No Exceptions! Ohana PB will not be responsible for injuries caused by participants who remove their eye pro off during the event.
Eye protection must meet ANSI Z87.1-1989 standards and must fully cover your eye sockets from all angles of impact, FULLY SEALED!
Ohana PB will inspect all eye pro at check-in for adherence to this standard. If your eye pro is “on the border” of this standard, then we will err on the side of caution and disapprove of them. Ensure you have a backup pair that you know will 100% pass inspection.
Participants under the age of 18 must wear at a minimum a face mesh mask along with eye pro. No Exceptions!
Hearing protection is advised, you could be subjected to noises in excess of 120 dbs at any time during the event.
Replica Restrictions
FPS:
Rifleman: 1.5 J No MED Midcap only for Rifleman/SMG
Support/LMG: 1.8 J 50’ MED
DMR: 2.0 J 75’ MED Semi only
Sniper: 2.5 J 100’ MED Bolt action onlyYou must Chrono with .32 BB’s. All weapons will have a max fire rate of 25 rps.
They will be provided at Chrono so bring an empty mag with you.
Absolutely NO Binary Triggers!
Hand Grenades
Hand Grenades for Black Ops events are restricted to TAGs Hand Grenades, TLSFX, Thunder B’s or other flash bang simulators or Enola Gaye grenades that create a “bang” when they detonate. Inert replica grenades (like those made of rubber) are not permitted.Hand grenades have a “kill” radius of 15’ from where the grenade detonates. Everyone within 15’ of the point of impact not protected by hard cover is “wounded”. If a grenade detonates in a room, hallway, or rooftop, everyone in that room, hallway, or rooftop is considered hit and “wounded”.
If you are using one of these types of grenades, you must arm it according to the manufacturer’s instructions and then toss it. If the grenade fails to detonate. it is considered a “dud” and has no effect on opposing participants. Players are responsible for pyro after throwing, and monitor for potential fire.
Players behind no cover when a hand grenade goes off and are within the kill radius are considered “wounded” and must follow “healing” procedures.
Participants behind soft cover (bushes, shrubs, grass, and small trees) are “wounded” and must follow “healing” procedures.
Participants behind solid cover (rocks, hills, bunkers, vehicles, and trees much larger than their body) with the cover between them and the hand grenade detonation place are considered alive.
If a hand grenade is thrown, hits an object, bounces back, lands and detonates near the thrower, they along with everyone in the 15’ radius are “hit”.
You may kick a grenade out of the way before it detonates. Do NOT pick it up and try to throw it back.
You may not dive on the grenade to save your buddies.
Rockets & 40mm Grenades
Rockets:
Acceptable rockets are the TAGIN rounds, Chalk or pyro detonating. Indirect fire or vehicle only Any other munitions must be pre-approved by the staff.Rockets must be fired from RPG, LAW, and AT4 type replicas.
Homemade rocket launchers are NOT ALLOWED!
3D printed rounds will be allowed. However, they must be inspected by production prior to the close of chrono each morning. All rounds that are going to be used must be presented for inspection at the TOC table. Any round that is not signed off on by the TOC, will NOT be permitted for use during the event.
If any individual is caught using or carrying a non-approved round they will be dismissed from the event.
40mm Grenades:
Acceptable 40mm grenades are TAGs 40mm grenades, pyro, chalk, or any 40mm airsoft BB shower grenade.40mm grenades may be fired from M79, M203, GP30, MGL, Pocket Cannon Launcher, and M320 type grenade launchers.
General rules for both Rockets and 40mm Grenades:
Rockets and 40mm grenades must be lobbed and should never be fired straight at participants or other targets.
Rockets and 40mm grenades have a “kill” radius of 15’ from the point of impact. If detonated in a room or hallway, every participant in that room or hallway is considered hit and “wounded”.
Participants behind no cover or soft cover (bushes, shrubs, grass, and small trees) are “wounded” and must follow healing procedures.
Participants behind solid cover (rocks, hills, bunkers, vehicles, and trees much larger than their body) with the cover between them and the point of impact of the rocket are considered alive.
Building or a connex will have a 15’ kill radius from the impact location. (ref discretion)
Any structure that is two stories or more are hardened targets. Rockets have no effect on them. This includes the tower or any stacked conexes.
Vehicles may be taken out by grenades, rockets or 40mm grenades Chalk rounds work the same as pyro rounds on vehicles. It takes 2 hits to destroy/kill a vehicle.
Hits And Calling Your Hits
EVERYONE MUST HAVE AND CARRY A RED DEAD RAG! No Red gear or clothing allowed.
HITS:
All BB hits to any part of your body and/or gear/equipment secured to your person count as a hit. This includes any secondary weapon. Weapon in use hits do not count.Blind fire is not authorized and strictly prohibited at Ohana PB.
Friendly fire counts! Check your targets!
If two participants fire simultaneously and both are hit, BOTH participants are out.
CALLING YOUR HITS:
Airsoft is a hobby of integrity. Call your own hits!The first time you are hit, fall to the ground and call for a medic to administer first aid. You have a 5 min window to be medicated or you are dead and must return to the deadbox.. The medic player must use the provided first aid kit. The Medic carries event-provided water bottles, player must chug water to be healed, medic collects used water bottles and turns them in to receive a re-stock. This prevents trash and ensures the medic is locked into “medic duty” with the player while the water is drunk, once the water bottle is drunk you may continue as a live player. If you are hit a second time, you must display your red dead rag, call yourself dead and return to your spawn immediately in order to be a live player again.
When you are hit, immediately fall to the ground and simulate being shot for real – the louder the better. Often it is difficult to hear participants over the noise of firing AEG’s and/or through brush even at short distances, so do your best to let opposing participants know you have been hit, otherwise they may continue to inadvertently fire at you. BE AS LOUD AS YOU CAN! If you are in a doorway please move out of the direct path to reduce the chance of being stepped on.
Vehicle Rules
It is important to remember that Milsim airsoft is a tribute to the infantryman. Vehicles should never dominate a game – they should only enhance it.Ground Vehicles Must be a faithful representation of an actual military vehicle or technical (no Hobo tanks or walking tanks).
oMust be approved by the Head Ref prior to taking the field.
o5 mph limit on all roads, must be in first gear only
o Lights must be on for night/low-light maneuvers and brake lights must be operational. Must have a working horn.
o All drivers must be 18 years of age, and all drivers must also possess a valid driver’s license
o Vehicles must have proof of liability insurance (PLUPs are acceptable but require proof) sent to staff along with vehicle photos for inspection
o All vehicles must have a vehicle Admin provided by the tank crew that will ground-guide the vehicle when backing up (even under fire) and supervise the loading and unloading of passengers (even under fire) and eliminations.
o All vehicles must have a fire extinguisher
o All vehicles with a cab entry higher than 4 feet off the ground will require the vehicle driver and co-pilot to wear hard head protection (a helmet) as they will enter and exit the vehicle without assistance.
o All vehicles must be equipped with a 2ft X 2 ft red flag on a pole or antenna to designate a hit. Once eliminated, the vehicle will not display any flag indicating it as not a threat. You must also have a faction-marking flag to show what side you are on.It is 100% on the vehicle to display the correct flag for its current status.
o All tanks have 30 minutes of fuel. Inserts for tanks are at the top or bottom of the hour. If a tank that is on the field returns to insert before the next insert window opens it may insert more than once per hour. Any tank crew who do not follow the rules may be given a time-out penalty, removed for the day and/or the event based on the infraction.
o Types of vehicles are allowed: Typically a HUMVEE or modified Jeep, pickup or ATV (no station-wagons) 1 mounted gun allowed (must stay mounted) Vehicle must have a 3 man crew: Driver, co-pilot and Gunner (exceptions made for photographers and staff) Crew cannot dismount the vehicle to capture objectives Only the Gunner and co-pilot can fire their weapons.
o Vehicle-Mounted Weapons: A replica weapon typically mounted on a vehicle to provide a portable source of fully automatic firepower. Includes the M240, MK 19, M2, M3, Minigun, M60, RPK, Minimi, etc…. 1.86 joules .32 gram BB 50ft MED Full auto allowed Box mags allowed All regulators
will be zip tied and sealed with tamper tape.The use of TAGIN 40mm rounds is authorized. Hand-tossed flash/smoke grenades only. Nerf/Vortex Rockets must be fired from a launcher and are only used for anti-armor purposes, requiring a direct hit. 40mm TAG rounds that explode are lethal to vehicles if they detonate within 15 feet, hand grenades
must detonate within 15 ft of the vehicle in order to kill.Two hits with a rocket in 5 minutes will eliminate the Vehicle. 1st hit immobilizes the Vehicle but it still can shoot, 2nd hit will eliminate the Vehicle. If the Vehicle is not hit a 2nd time within 5 minutes after being hit the first time it can continue on
o BBs cannot kill a vehicle. BBs will not eliminate the crew or the gunner. Do not shoot BB’s at them.
o Staff vehicles are used for game mechanics and cannot be killed. “DO NOT SHOOT BBS OR ANY OTHER ORDNANCE AT STAFF VEHICLES”
o LIVE vehicles can transport “Dead” players back to their CCPs (ENCOURAGED TO DO SO)
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Camping is FREE for any undeveloped spots(no power/water) These spaces are first come first serve!
Developed Camping
1)These spaces are by reservation only and we do not guarantee any will be available for day of purchase.
2) For water only spots Click HERE
3)For Power and Water spots Click HERE
4) If you just want to take a nice hot shower click HERE These shower passes are for the whole weekend and only valid for the purchaser
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GAME SPECIFIC RULES
Missions – There will be a designated base ref who will hand out missions at the top of each hour to the commander. The commander then hands out those missions.
Your side has one hour from the start time on the mission to finish said mission (unless stated otherwise). Failure to do so will result in mission failure. Timed missions do not start until the mission card is signed off by a referee that the mission has started. The timed mission is not completed unless signed off by a referee as well. You cannot lose a mission card if you are eliminated.
Geologist – Each side will have a “geologist.” This player is the only one who can touch the mineral deposits, which will be a bright green color. IF YOU ARE CAUGHT AS A NON-GEOLOGIST PICKING UP THESE DEPOSITS, YOU WILL GET JUDGE PUNCHED AND YOUR SIDE WILL LOSE POINTS. While retrieving the deposits the geologist must wear the gloves and the biohazard “suit” provided by game producer, or risk radiation poisoning and loss of points. The deposits must be placed in the provided receptacle before returning to the base. If a geologist is shot with a full receptacle before getting back to the base, you must empty the receptacle and return to your base to check back in and then go back to retrieve. Commanders are able to switch who their geologist is but it must be done at the base, not mid-field. If you are caught doing this at any other time, you lose that geologist for the rest of the hour.
Chemist – Each side will have a “chemist.” IF YOU ARE CAUGHT AS A NON-CHEMIST RETRIEVING WATER, YOU WILL GET JUDGE PUNCHED AND YOUR SIDE WILL LOSE POINTS. The chemist will be retrieving water at certain points of the game and must wear the gloves and the biohazard “suit” provided by game producer. If you get shot at any point you must drop the water on the spot and return to your base to check back in and then go back to retrieve. Commanders are able to switch who their chemist is but it must be done at the base, not mid-field. If you are caught doing this at any other time, you lose that chemist for the rest of the hour.
The Tower – There is no fighting in the Tower. To clear the tower you must ring the bell by the first set of stairs. The referee will then clear anyone out of the inside of the tower. This is for everyone’s safety so please adhere to these rules. Anyone caught not adhering to these rules will be judge punched immediately.