Operation Lion Fire
Rules of Engagement
1. Insertion and Extraction
Marine and SEAL teams will use insertion and extraction rules when departing and returning from missions.
- To be extracted, the team will have to be at a certain location, at a pre-determined time, and will need to hold the extraction point for 5 minutes.
- If the extraction is failed, they will contact the Force Commander to obtain an alternate extraction point.
- If the call is made to setup an alternate extraction point, the time of extraction will need to be at least 20 minutes later.
2. Ammunition Limits
The ammunition limits for NATO and Rebel forces is different to reflect the different challenges posed by their respective missions.
2.1 NATO Ammunition Limits
For each mission, each player may carry no more then a total of 600bbs (10 full low-cap magazines, 18 low-cap magazines filled to 33 BBs each, or 2 high-cap magazines) whether they are in magazines or in bags.
- Players who run out of ammunition on a mission may borrow some from other players.
2.2 Rebel Ammunition Limits
Each player may not carry more then 400bbs in magazines (6 full low-caps, 12 low-caps filed with 33 BBs each, or 1 high-cap magazine). Players manning the AA sites may have with them an extra 400bbs in bags (for re-loading). Players manning the training camp may bring with them a larger number of extra BBs (in bags) for training purposes.
- Extra BBs may be kept in the Rebel Base for reloading.
- Players running out of ammunition on a mission may borrow some from other players.
3. Medics
- Each team will have to designate medics prior to the launch of a mission.
- There may be no more then 1 medic per four players (1/4 of players).
4. General Hit Rules
The General hit rules will be used by the Rebel Forces and the Marine Amphibious Force.
- Gun hits do not count.
- Medic rules are in effect. Players can be healed twice by a medic before they are considered dead and must respawn.
- A medic heals a player by tying as length of coloured tape around his upper arm..
- The medic tape may not be removed after each mission. Only after a player is killed and respawns are his wounds considered “reset”.
- The intelligence gathering rules are in effect;
- Once you are hit, you are to call out you are hit and remain in place until the battle is over.
- When hit a player has to sit still until either a medic gets to him, or a player from the opposing team gets to him. If the player from the opposing team gets to him, he has to hand over his Intel Package (if he has one).
- Regardless of whether he has an Intel Package on him or not, the player has to stay in the spot where he got shot until either a medic gets to him or an enemy player gets to him. He may communicate the fact that he has or does not have an Intel Package.
- Once the battle is finished, the player may respawn at the designated point if not recovered by his team.
5. Lottery Ticket Hit Rules
The Lottery ticket hit rules will be used by the SEAL teams and by the Pilots.
- For each player will be draw 3 sealed cards at the beginning of the game.
- Each card may represent either a death, a critical wounds, or a minor wound
- When hit, the player will cease-fire, call himself hit, and draw one of his cards.
- If he draws a death card, he will be out of that fight and wait until the fight is over before he can head back to his respawn point.
- If the player draws a minor hit card, he can re-join the fight. A minor does not affect his combat effectiveness.
- If the player draws a critical wound, he will cease-fire and shout for a medic. At this point the player will no longer be able to return in the fight until his team takes him back to their respawn point.
- A critically wounded player must be carried, dragged, or slung to the respawn point.
- A critically wounded player may keep communicating but my not shoot or manipulate equipment.
- If the Rebel forces manage to overtake a critically wounded player, he is considered captured and may be taken back to the Rebel base camp.
6. Intelligence Gathering Rules and Intel Packages
- 1 out of every 2 players (50%) going on a mission should have an Intel package in him
- 1 out of every 3 packages may contain false information.
- Intelligence packages are to be contained in identical looking envelopes and shuffled before they are distributed. Neither the commander nor the player carrying it should be aware whether they contain true or false information.
- Players who have intelligence packages cannot be held at the camp to keep them from getting captured.
7. Demolition Rules
- Destruction of a site or a camp is accomplished through the use of a satchel charge. When the charge is placed a Bear Banger is set off to simulate detonation.
8. Destruction of a Base
When a team’s base is destroyed, that team looses all command and coordination ability for a period of 40 minutes. That means that:
- All command radios will be ignored (but still monitored in case of injuries or emergencies)
- The team commander will be considered dead for 40 minutes and may not give orders or coordinate actions.
- If the base is also a respawn area, no players may respawn during the 40 minute period.
- All players inside the base when it is destroyed are considered dead and may not respawn for 40 minutes.
- PROTECT YOUR BASES!
- After a base is destroyed, it may be moved, if the team desires do to so.