Operaatio Harmaakivi
Operaatio Harmaakivi
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OPERATION GREYSTONE
1 BACKGROUND:
The Korstein Federation crossed the border of the Syrjä Republic three weeks ago. The international community condemned the attack — and waited.
The Syrjä army has withdrawn from several defensive positions, but has not broken. The front line has largely held in the northern forest zone, but only largely.
Korstein forces have managed to breach the line at one point and pushed deep into Syrjä territory. Right in this gap sits a remote research facility in a dense forest area, now practically surrounded by Korstein forces.
The facility houses a small group of Syrjä scientists who have been quietly developing a trump card that could shift the balance from the underdog's position and potentially turn the situation around.
Word of a possible imminent attack has reached the Syrjä command, which has dispatched a separate defense unit to secure the facility and ensure the evacuation of the scientists and the project.
Korstein intelligence has learned that there is a research station in the area and that Syrjä activity in the region has intensified, prompting an infantry unit to be sent to reconnoiter and, if necessary, seize the station before Syrjä can consolidate its position.
2 FACTIONS:
Korstein Federation (red)
A Korstein infantry unit that has pushed deep into Syrjä territory through the breach in the front line. Mission: reconnoiter and, if needed, secure the research facility and determine the nature of Syrjä's possible project, then act accordingly.
- Red armbands (preferably on both arms)
- Free choice of gear, but military-style preferred
- May use unlimited camouflage equipment
- a small backpack for respawns, if possible.
Syrjä Republic (yellow)
Syrjä unit ordered to defend the local area and safeguard the research station and the project within as an attempt to turn the tide of the conflict.
3 RULES:
Unless otherwise stated, the game follows Airsoft Kokkola's rules, available at: https://airsoftkokkola.fi/pelisaannot/
3.1 Weapon Rules:
The event is semi-auto only, except for machine guns which may fire in full auto. Ball grenades are permitted (max 2 per player when leaving spawn). Unlimited magazines, BBs, and other supplies may be carried in a backpack, but when leaving the respawn area (backpacks are only carried from spawn to spawn) players may carry the following BB counts:
- Pistols: ~200 BBs
- Machine guns: ~1000 BBs
- Sniper rifles: ~100 BBs
- Other weapons (incl. DMR): ~250 BBs
Every player must have a primary weapon and a "secondary weapon" if the primary fires above 1.2J.
At least the secondary weapon must be within indoor power limits, i.e. under 1.2J (for combat inside built structures).
Sniper rifles:
Single-action rifle with magnifying optics. Max 3J with the BB used in play.
Machine guns:
A fire support weapon modeled after a real-world counterpart, with a box magazine or equivalent high-capacity magazine as used by the real counterpart (M249, M60, PKM, etc.). A weapon with merely a drum magazine attached does not qualify as a machine gun.
HPA (High-Pressure Air) weapons:
HPA weapons must have a so-called "tournament lock" or other means of locking pressure adjustment for the duration of the game. If no other method is available, the adjustment valve may be taped shut for the duration of the games and marked as "sealed" in an agreed manner.
Chronographing before games:
All weapons are chronographed before the games. Approved weapons are marked with tape around the barrel once they pass chronograph testing.
4 GAME MECHANICS:
4.1 Effect of Equipment:
Plate Carrier / Helmet:
- If a player is wearing both a plate carrier and a helmet, a medic may heal them twice before the player is eliminated.Knife:
- A player may be eliminated at close range using the 'knife rule'.- To knife another player, touch them with the knife prop and say "Puukko" ("Knife").
- Knifing eliminates the player instead of wounding them.
- A player eliminated by a knife does not call "Hit!" but must still raise their hand as a sign of elimination. Use of a 'dead rag' is encouraged.
- Requires a prop knife, bayonet, or other melee weapon (rubber or plastic knife / machete / axe, etc.). If unsure, confirm with the game masters. Simply poking with a finger or a "shot" does not count.
Grenade:
- A grenade eliminates everyone inside a room unless a player is behind a partition wall.- When thrown outdoors, it eliminates those hit by the BBs.
- Buildings with walls are assumed to have a roof, so grenades may only be thrown through doorways and windows, not over walls.
- Sound grenades and pyrotechnics are not permitted.
- Smoke grenades are permitted in accordance with wildfire warnings.
4.2 Area Capture:
- Capturing an area requires at least three players' backpacks inside the shelter/building, raising your own flag, and lowering the enemy flag.- Area control can be "nullified" by spreading out the enemy's backpacks and replacing the flag with your own.
- Capturable areas have signs explaining the rules, so they don't need to be memorized.
4.3 Wounds:
- A player who is hit calls "Osuma!" or "Hit!" and goes down. Players may roleplay their wound by calling for a medic and acting distressed. A wounded player cannot participate in combat but may crawl toward cover and attempt to reach a medic.- While wounded, a player is eliminated if a medic will not treat them within ~ 5 minutes. If you are in a tricky spot, you can get up and move to a respawn point if you see there's no medic coming from either side.
Treating wounds:
- Each medic carries three (3) white medical bandages.- A medic cannot shoot while applying a bandage, but the patient may use their secondary weapon, knife, and grenades as circumstances allow.
- A medic may heal a wounded player once (1) by tying a white bandage visibly on either the arm or leg, or twice (2) if the patient is wearing both a PC and helmet. Bandaging must be done in cover from the enemy, by counting aloud to approximately 30 seconds and tying the bandage visibly on an arm or leg. Counting may begin once physical contact is made with the patient.
- While wounded, a player cannot run, walk, or shoot, but may crawl. A crawling wounded player may be shot, and a hit eliminates them.
Medics:
- One (1) medic per five (5) players in a team. Each medic carries three (3) bandages and may heal a wounded player by moving or helping them to cover and tying a bandage visibly on an arm or leg while counting to approximately 30.- Spare bandages must be taken to your chosen forward outpost at the next respawn.
- Only another medic may heal a medic.
- Medics will be decided within each team internally.
4.4 Elimination:
- If a player fails to bandage their wound or is eliminated by a direct hit, the player must raise their hand (use of a visible 'dead rag' is also encouraged), call "Hit! / Osuma!", and proceed by the most direct route out of combat toward their faction's respawn point. An eliminated player does NOT speak or interact with active players.- A player walking the field with their hand down after being eliminated may come under fire, so keep your hand or weapon raised while moving to respawn, or use a 'dead rag'.
Eliminated players must not be shot intentionally.
4.5 Respawning:
- To return to play after elimination, a player must make their way back to one of their team's respawn points, their base, or their original starting position.Respawn waves occur at every location at 15-minute intervals (e.g. 9:30, 9:45, 10:00, etc.)
- A player may return to play from a respawn point when at least 3 players are present simultaneously. Alternatively, if you return to your faction's base where the commander is present, you may return to play immediately without the three-player rule or waiting for the next respawn wave.
- If the commander is eliminated, they must move to their faction's starting point (not the base) and respawn there.
4.5 Prisoners:
- A prisoner must be escorted to the capturing faction's forward outpost by at least one (1) soldier, holding the prisoner while walking. Each prisoner must have their own escort, and a medic may themselves escort a prisoner.
- Prisoner release: If a prisoner's escort is eliminated or releases the prisoner, the prisoner may attempt to escape, but while being escorted the prisoner must follow the escort's instructions without resistance.
- A prisoner is freed as soon as a teammate removes the medical bandage from their hands. Until then, the prisoner cannot participate in combat, but may move freely around the field at their own pace.
- A prisoner has the right to carry their own belongings and weapons (preferably not in a ready position — slung to the back, side, or front in a clearly non-firing position), but may not use their weapons or equipment.
- If a prisoner is left without an escort, they may attempt to escape. An escaping prisoner may only use their weapon once a teammate has removed the bandage from their hands. An escaping prisoner may be eliminated by knifing or shooting, but cannot be taken prisoner again after elimination.
4.5.1 Prisoner Interrogation:
- Once a prisoner has been escorted to a forward outpost, the prisoner must hand over all intelligence information in their possession to the opposing side. The prisoner may return to their own respawn point when the next respawn wave departs (every 15 minutes, see Respawning).4.6 Intelligence:
- At the start of the game, faction commanders distribute a number of intelligence items (envelopes containing images, text, etc.) among participants at their starting positions. These may not be discarded, hidden, or withheld, and must be handed over if the carrier is taken prisoner.- Additional intelligence may also be found on the field. Only the red team may move intelligence found on the field, but both factions may capture intelligence in the possession of enemy players through the interrogation mechanic. A captured player must always surrender all intelligence during interrogation.
5 FACTION COMPOSITIONS:
- 0–1 medic per 5 players (carries 3 medical bandages from game start; may capture wounded enemy players)
- 0–3 machine guns
- 0–3 sniper rifles
6 VENUE AND MAP:
The game is held at Airsoft Kokkola's outdoor field at Topparinmäki:
google maps
The play area is marked with flagging tape attached to trees.
7 ENTRY FEE:
GENERAL:
Photos and video will be taken during the games. Please notify us at time of payment if you do not wish to appear in Airsoft Kokkola's social media publications.
By paying the entry fee you consent to appearing in social media and other publications, unless you separately opt out. Airsoft Kokkola ry. sells refreshments / food at the canteen. All proceeds from canteen sales go toward the association's operations. There may also be private vendors selling products at the venue.
This event has already ended.
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