Player count is estimated at about 50!Rise of the Insurgents IV: Battle for Damascus - Part I
Sunday December 16th, 2012
8:00 AM to 4:00 PM
Be sure to arrive before 8:30 AM to allow plenty of time to setup and check in. Safety briefing starts at 9 AM.
Location: The Sandbox - http://havocwargames.com/field/field.html Cost: $10 Syrian Army, Syrian Rebels, Al Qaeda Operatives
$20 early registration U.S. Navy SEALs
$20 day of the event for Syrian Army, Syrian Rebels, Al Qaeda Operatives
$40 day of the event U.S. Navy SEALs
Free to those who attended Black Hawk Down Oct. 7th at Fightertown.
Free to those who attended Ron's Zombie Benefit Game at Fear Farm
Free to those who attend any of the Saturday games at Fear Farm prior to Rise of the Insurgents.
Free to those who attend Operation Red Sleigh Down VIII
Just post under this topic or send a confirmation email to HavocWarGames@gmail.com that you plan to attend Rise of the Insurgents. Be sure to indicate which team you plan on joining.
Rental equipment available. A complete kit (gun, mask, uniform, tac vest, 2 mags with 500 bbs) is $40. Or, you can rent each item individually (gun $25, mask $5, uniform $10, vest $5, 2 mags with 500 bbs $5).
Register and Pay Admission On-line Now using Pay-Pal or Google Checkout: https://sites.google.com/site/havocwargames Spaces available: Navy SEALs – 16
Rebels – 16
Al Qaeda Operatives – 8 (fight as rebels for Missions 1, 2, and 4. 8 rebels will be selected among the group to play as Al Qaeda Operatives during Mssion 3.
Syrian Army – 32
Uniforms: Navy SEALs: brown or tan shemaghs, kaki pants, civilian top (no camoflauge), tactical vest
Rebels: civilian attire, no tactical vest, any colored shemagh besides brown or tan.
Al Qaeda Operatives: civilian attire, tactical vest, any colored shemagh besides brown or tan.
Syrian Army: Woodland or Tri-Color Desert BDUs. No tactical vest. No Shemagh
Intent of the GameRise of the Insurgents is intended to be war simulation game in which participants engage in role-playing various combative forces against each other. The purpose of the game is to have fun and the outcome of the events are based soley on the participants actions and not a pre-planned outcome. The game plot and scenarios have been provided to give participants a framework that they must choose to follow and to what extent. We encourage the participants to engage in activities that woulld motivate the different factions in order to make the game flow as close to the plot as possible.
Back Story: The rebellion in Syria has turned into a full-blown civil war. While the U.S. government is encouraged that the regimes’ days are numbered in Damascus, it appears that the power vacuum has allowed elements of Al Qaeda to slip into Syria. Recent CIA reports from within the country have discovered Al Qaeda operatives among the rebels training them in the use of IEDs and recruiting those that show promise for future jihad against the Western world. Before the CIA could determine how deep Al Qaeda’s involvement was within Syria, communication with their operative went cold. His exact whereabouts are unknown within Damascus and is presumed to be either captured by the Syrian army or Al Qaeda. Alarmed by this new development, the President of the United States has ordered the U.S. military to dispatch America’s Navy SEALs to infiltrate the country, try to link up with the CIA agent if still he is still alive, recover any intel that may shed light on Al Qaeda’s activities, eliminate any Al Qaeda operatives encountered, and move to a secure location and wait to be extract by helicopter. The Navy SEALs should avoid capture by the Syrian army at all costs, as America’s involvement will complicate the crisis. To avoid capture, the Navy SEALs may need to manipulate the situation and convince members of the rebellion to fight along their side and help protect them from the Syrian army.
Mission 1: The Arrival Navy SEALs make their way into the suburbs of Damascus during a raging battle between the Syrian army and the rebels. Disguised as civilians, the Navy SEALs should try to maintain a low profile and try to find a local neighborhood leader of the rebellion and earn his trust by launching a raid on a Syrian army check point (Southern Gate) or Syrian army headquarters (large tan building - southwest corner).
Mission 2: The Rescue With the cooperation of the rebels, the Navy SEALs have discovered the CIA agent has been captured by the Syrian army and is being held in the local prison (large orange building – southeast corner). The Navy SEALs will launch a rescue operation on the prison. An all-out assault of the prison is not feasible as it will draw the attention of the Syrian army and its full force. The Navy SEALs convince the rebels to create a distraction by assaulting the local military headquarters (large tan building – SW corner). This will draw Syrian army forces away from the prison, and provide the Navy SEALs with an opportunity to rescue the CIA agent.
Mission 3: The Target The CIA agent is recovered from the prison alive and informs the SEALs that before his capture, Al Qaeda operatives had indeed infiltrated the rebellion and had set up shop in a neighborhood still uncontrolled by the Syrian army. Heavily guarded by newly recruited Al Qaeda operatives, the Navy SEALs must plan a covert assault on the Al Qaeda safe house (tan building – just south of Northern Gate), take out the Al Qaeda cell, and destroy any bomb making equipment, and gather any intel that may lead to any other Al Qaeda cells in Syria. Taking out the Al Qaeda safe house will prove to be difficult, as not only is the Syrian army trying to uncover its location and destroy it, but it is almost certain that the rebels will turn on the SEALs once they discover the SEALs true intentions.
Mission 4: The Extraction After destroying the Al Qaeda safe house and eliminating the cell, the Navy SEALs must move to their extraction point and wait for American super stealth helicopters to pull them out of the country. The SEALs may choose to move to a secure location within the city and hunker down using the urban environment as cover, or they could try to flee the city and move to a remote location with very little cover but less chance of being discovered by the Syrian army as it is pre-occupied with putting down the rebellion. If they choose to flee they have to move west past the small wash towards the network trenches and take a defensive position there. They must hold out for 15 minutes while waiting for pick up.
* Special note: Al Qaeda operatives get to play as rebels during Missions 1 and 2 fighting the Syrian Army. During Mission 3, Al Qaeda Operatives defend their safe house from the Navy SEALs raid while the other rebels fight the Syrian army surrounding the safe house unknowingly providing the SEALs with cover as they conduct their raid. During Mission 4, the rebels and former Al Qaeda Operatives (who now must drop the tactical vest) fight as rebels in pursuit of the SEALs.
Hit Rules:U.S. Navy SEALs - Any hit on the body counts as a hit. Determine where the hit was and play out the injury. A Leg hit immobilizes you. You must be carried or assisted in order to move. You can continue fighting. An arm or hand hit requires the use of the other arm to fire your weapon. Back or chest shot knocks you out of the fight for 2 minutes as you recover from the shock of being hit but, luckily your plates save your life. If during this time anyone shoots or captures you while recovering, you are knocked out of the mission as a Navy SEAL. You can be captured by an enemy player surrendering you within 10 feet. You are only captured if you agree to the surrender. No one on any team is forced to surrender if asked. It is your judgement call to make. If Killed in action (KIA) or captured, you may respawn as a rebel fighter for the remainder of the mission. Head shot immediately knocks you out of the mission as a SEAL. You may respawn as a rebel and fight along side rebels following their hit rules for the remainder of the mission. Navy SEALs may only re-insert as Navy SEALs if everyone on the team is KIA or captured. Then the whole team may re-insert into the mission
TOGETHER as a whole new team of SEALs.
Rebel - Any hit on the body counts as a hit. Once hit you may re-enter the mission from the rebel respawn point.
Syrian Army - Any hit on the body counts as a hit. Once hit you may re-enter the mission from the Syrian army respond point.
Al Qaeda Operative - Any hit on the body counts as a hit. You are knocked out of the mission as an Al Qaeda Operative and may re-enter the mission as rebel following their hit rules for the remainder of the mission.
Respawn Rules
Everyone will respawn from the same location. The area directly to the east of the large orange building is the respawn point for all players. You cannot shoot from, shoot into, move through, or use this area for any tactical advantage. This area is restricted for players to rest, rehydrate, reload, fix gear, etc… Do NOT remove face mask in this area as all weapons are still considered hot. Once you are ready to re-enter the game:
Syrian Army personnel must move directly to the southern perimeter of the town from the respawn point and re-enter the game from anywhere along the southern or western side of the town. The area directly to the south of the town is known as the Syrian Army Controlled Zone. Only Syrian army personnel may move through, occupy, and shoot from this space. Enemy forces (Rebels, SEALs) may not:
1. Occupy and fire from the southwest corner of the town (outside the perimeter 6 foot wall) into the Syrian Army Controlled Zone
2. Ocupy and fire from any Syrian Army entry points into the Syrian Army Controlled Zone
Syrian Rebels and KIA SEALs must move directly north to the northern perimeter of the town from the respawn point and re-enter anywhere along the northern or western side of the town. The area directly to the north of the town is known as the Syrian Rebel Controlled Zone. Only Syrian rebels, SEALs, and KIA SEALs playing as rebels may move through, occupy, or shoot from this space. Enemy forces (Syrian Army) may not:
1. Occupy and fire from the northwest corner of the town (outside the perimeter 6 foot wall) into the Syrian Rebel Controlled Zone
2. Ocupy and fire from any Syrian rebel entry points into the Syrian Rebel Controlled Zone
Also, if by chance all SEALs are KIA or captured during a mission, they can all re-insert TOGETHER as a new SEAL team.
Chrono Limits: AEGs must chrono under 375 fps using .25 bb. For chrono, staff will provide the .25 bb's.
Schedule: 8:00 AM - Gates Open at the Sandbox
8:15 AM - Player check-in
9:00 AM - Safety Briefing
9:30 AM - Mission One Mission Briefing
10:00 AM - Mission One Begins
10:45 AM – Mission One Ends
10:45 AM – 11:00 AM Break
11:00 AM – Mission Two Mission Briefing
11:15 PM – Mission Two Begins
12:00 PM - Mission Two Ends
12:00 PM – 12:30 PM Lunch
12:30 PM - Mission Three Briefing
12:45 PM - Mission Three Begins
1:30 PM - Mission Three Ends
1:30 PM - 1:45 PM Break
1:45 PM – Mission Four Briefing
2:00 PM – Mission Four Begins
3:00 PM – Mission Four Ends
3:00 PM - 4:00 PM Clean Up and Depart the Sandbox
Restrictions:The event age restriction is as follows:
16 years old or older, no legal guardian required to be present.
Younger than 16 years old, a legal guardian must be present for the duration of the event.
Waivers will be sent to out to registered participants and must be signed and dated by a legal guardian for those under 18.
Waivers can also be found at:
http://havocwargames.com/field/field.html under the section "Please note..." near the bottom of the page.
For those 18 years old and older, you will be required to sign and date waiver if you have never been to The Sandbox. Waivers will be emailed with event information several days prior to the event to those who have either pre-paid on-line and for those who attended BHD, and email their intent to attend Rise of the Insurgents IV for free.
Waivers will also be available at The Sandbox the day of the event, but in order to get through registration as quickly as possible we ask that you fill out the waiver before arriving.
There will be no magazine restrictions, but mid-cap and standard cap magazines are encouraged.
All weapons must chrono at 375 fps and below with .25 BBs that we provide for the chrono. For the event, you may use and size BB. No FPS exceptions, including for sniper rifles.
No Polarstar airsoft rifles. No exceptions.
Do not test fire your airsoft equipment in the staging area. Use the chrono station to test fire all equipment. You must have sealed eye protection or shooting glasses at a minimum to test fire or stand within 20 feet of the chrono area. Shoot in a safe direction away from the staging area and avoid shooting if anyone is visibly present directly in front of you or within 180 degrees of your firing position.
Keep all airsoft weapons unload, magazines out at all times, guns on safe, fingers out of trigger well, and guns pointed away from people at all times until game time. Before starting any mission, staff will ensure all participants are wearing sealed eye protection before announcing “Field is hot! Field is hot! Field is hot!” You may load magazines and set weapons to fire.
Do not move or engage targets until staff announce “Mission is a go! Mission is a go! Mission is a go!”
Play terminates when staff announces “Terminate Mission! Terminate Mission! Terminate Mission!” You must remove your magazines, clear all weapons by firing at least three clearing shots, and putting your weapon on safe. Do not remove eye protection until staff verifies everyone has cleared their weapons and set them to safe. Staff will announce “Field is cold! Field is cold! Field is cold!” You may now remove your eye protection.
During the game, if there is a real world emergency, use the code words “Blind Man! Blind Man! Blind Man!” to alert everyone to the emergency. Everyone should stop what they are doing, put their weapons on safe, and take a knee. Wait for further instructions from staff before resuming the game. If the emergency is false or not serious in nature, the game will resume shortly. If the emergency is serious (death, significant injury such as eye loss, broken bone, snake bite, etc) the mission will end and players will move to the staging area while staff addresses the issue and determines whether or not to end the event in order to handle the emergency.
No real world weapons allowed on the property. This includes all firearms, knives (more than 4 inches in blade length), machetes, axes, etc…)
Do not step over, go under, cut the barbed wire fence. Use the gated entrance to enter and leave the property.
All guests must park on the outside of the barbed wire fence. Only staff members may drive their vehicles on the property or guest with explicit permission from the staff.
Use the restroom facility to relieve yourself. Do not relieve yourself on the field.
Any violation regarding these posted restrictions or any other stated by a staff member could have you excused from the property depending upon the severity of the infraction. Any unsafe conduct or behavior determined to be inappropriate in nature as determined by staff may also have you excused from the property. If staff receives serious complaints about another guest’s behavior such as but not limited to excessive cheating, swearing, malicious intent to hurt someone, destruction to anyone’s property… staff may excuse you from the property. Please be considerate of others and just try to follow the rules and have a good time, and we are sure nothing needs to be escalated to the point of having to ask you to leave.