OPERATION: TEMPEST FURY
SPECIAL RULES
During the course of Operation: Tempest Fury, there will be several special roles to be filled. These roles and what they may be called upon to do are listed here. When you submit your registration, please let us know if you would be interested in filling any of these roles. These roles will be first come first serve when they are assigned, with the exception of leadership roles.
Leadership Roles:
Commanders of each side of the conflict and platoon leaders. It will be up to platoon leaders to assign their own squad leaders.
Intelligence Officers:
Intelligence Officers will conduct interrogations, gathering intelligence from prisoners and are the only personnel authorized to monitor enemy communications if they have learned the correct frequencies. Note: Intelligence officers must have at least a small note pad and something to write with. This will be necessary for them to do their job properly and will not be provided by the event staff.
Engineers:
Engineers will be responsible for placing explosives, disarming explosives and possibly using heavy weapons in any missions where this would be necessary. They may also be used to repair destroyed structures (such as bridges) and vehicles if necessary.
Electronics Experts:
Some of the missions may require the use of electronics experts to run computers, repair equipment, or recover electronic components.
Medics:
Each team will receive a number of medics per platoon/squad. You will see action as a medic, almost guaranteed. As a medic you will be issued the medic cards and be responsible for getting to wounded troops and patching them back up to get them back in the fight.
NOTE: If you fill a role this is not a guarantee that you will see action in the context of that role. Meaning if you choose to be a demolitions expert and get assigned to that role, there is no guarantee that that role may have a use, depending on what missions are ran during the operation. If none of the missions that use a demo expert end up being run then you will of course, not get to do anything as a demo expert. You will still see combat action however. If you wish to fill a specific role please state so in the comments section of the event registration.
UNIFORMS
RUSSIANS
Any actual russian camo patterns, black or urban camo pattern.
N.A.T.O.
Woodland, Olive Drab, ACU, Multicam, Flecktarn, DPM, Marpat
MAGAZINES
You may use one highcap (winding) magazine
-OR-
Any number
of midcap/lowcap/realcap (non-winding) magazines
Actual squad automatic weapons (such as M60 & RPK, M-249 (Stoner)) may use a box or drum magazine.
RESPAWN
Respawn points will have a small tablet, a pen and a timer that will be running on it. When arriving at the respawn point make sure to make a tick mark in the tablet for keeping track of casualties taken by each side. Respawns will be on the 10 minute mark meaning there will be six respawns per hour. You may only respawn at the 10 minute marks meaning if you arrive at the spawn point at 1255 you will have five minutes to wait until 1300 to respawn. If you arrive at the respawn at 1341 you will need to wait until 1350 to respawn as you just missed the last respawn by one minute.
MEDIC
RULES
These medic rules are provided to simulate combat medics on the field, patching up the wounded soldiers and getting them back into the action.
Each medic will have a deck of cards consisting or 20 cards. There are four different types of cards in the deck with different effects:
FATAL WOUND: Player is dead and is either eliminated form the game or must go respawn depending on the scenario rules.
SERIOUS WOUND: Player is seriously wounded and it will require 5 minutes for the medic to get him back up and moving.
FLESH WOUND: Player has received a flesh wound and it will require 3 minutes for the medic to get him up and moving.
GRAZING WOUND: Player was grazed and it will require 1 minute for the medic to get him up and moving.
Each deck would consist of the following numbers of cards:
FATAL WOUND x 3
SERIOUS WOUND x 3
FLESH WOUND x 7
GRAZING WOUND x 7
When reaching the casualty the medic will have the casualty randomly draw a card from the deck. If the fatal card was not pulled by the player the medic would then have to place both hands on the casualty for the number of minutes indicated by the wound type. If the fatal card is drawn the player would either be eliminated off of the field or have to go respawn, depending on the scenario rules.
Each medic should bring a watch or stop watch to keep time with.
A medic may not heal more than one troop at a time.
MOVING WOUNDED PERSONNEL
In order to move wounded personnel, an unwounded person must maintain physical contact with the wounded player and they may then move at a walking pace. If two unwounded players have physical contact with the wounded player they may move at a jog.
CAPTURING ENEMY TROOPS
When a player is hit the first time they are down until a medic revives them, they are evacuated or bleed out. If a player is hit and an enemy soldier can get to them before a medic and before they bleed out then they can be captured. They are wounded and will have to follow the wounded rules of movement.
DISARM - SEARCH AND SEIZURE
These rules are for covering when a player is captured and his/her captors decide they wish to disarm and search them. Obviously, some people would be highly opposed to actually being frisked and/or having their weapons taken from their person. In order to provide a solution to this issue we have devised the following rules.
DISARMING
In order to disarm the player the captor must place their hand on the players shoulder and state "I am disarming you.". At this time, the player that is being disarmed must remove the magazines from all weapons and fire any chambered rounds into the ground. All weapons must then be placed on safe and re-holstered, slung, or carried in such a fashion as to be rendered non-threatening such as over the shoulder etc. All magazines must be placed in a pocket such as pants cargo pocket, ammo pouch, pocket or wherever the player wishes. The magazines may not be placed back into the weapon/s however. Any other miscellaneous weapons that the player is carrying also become non usable, such as hand grenades, launchers, explosives etc.
SEARCHING
In order to search a prisoner for any items that that may be of interest such as maps, intelligence documents, orders or any other game-related items that the player may be carrying, the captor places their hand on the prisoner's shoulder and tells him/her "I am searching you.". At this time the searched prisoner must give up all game related items (Not personal items such as wallets etc.) for the captor to see. The captor will then decide what is of use and what is given back to the prisoner.
DEMOLITIONS/E.O.D./ENGINEERS
Demolitions Experts will receive a demolitions kit consisting of the necessary materials to complete their mission as well as any special instructions on what to do with the equipment. Instructions of how to disarm specific explosives in scenarios will be provided.
Electronics Experts will receive an electronics kit consisting of the necessary materials to complete their mission as well as any special instructions on what to do with the equipment.
Each player may carry a single tennis ball on them to represent a grenade. The grenade may only be used once per scenario. The uses of the grenades are also limited. Grenades will be used only against bunkers and vehicles. Players are responsible for providing their own "grenade" if they so wish.
Bunkers
In order to limit the incidents of excited, point-blank shooting within bunkers, each player may carry a tennis ball or some other similarly semi-soft item to represent a grenade. (We have found that a tennis ball painted olive drab works fairly well.) When engaging people inside a bunker, instead of rushing in or shooting you toss the "grenade" into the bunker and yell "GRENADE!". This is to draw attention to the fact that a grenade has just been employed. Any players in the bunker with the grenade are then dead. Each player may carry only one grenade and use it only once per scenario/game.
Vehicles
Employed in the same way, if the grenade can be landed anywhere inside an active vehicle it disables it. If landed inside a disabled vehicle, it destroys it. NOTE: At this time there are currently no plans for vehicles to be involved in this scenario event.
Grenades cannot be picked up off the ground and reused during the scenario. (You may pick them up to recover them but do not reuse it during that scenario.)
If for some reason you are throwing grenade from inside a bunker, fumble the throw and the grenade lands inside of your bunker, all inside the bunker are dead.
If you throw a grenade at a target and miss, then the grenade is expended.
These are the only ways in which grenades will be employed.
Q: Why can't grenades be used in the open?
A: Because that just opens a can of worms that does not need to be dealt with. We do not want to see arguments about how far from the grenade that someone was.
INTERROGATION RULES
Some players may be issued an intelligence card to keep on their person during the game.
The Intelligence officer for the team must conduct interrogations and is the only person that may conduct interrogations.
The Intelligence Officer and the prisoner must be in the same location. He will then inform the prisoner that he is being interrogated. The prisoner will at this time surrender his intelligence card to the interrogator.
NOTE: Intelligence cards are not surrendered during a search and seizure as they are not necessarily a representation of material that the prisoner has but also what information he/she is carrying in his head.
Once a player has been interrogated they may return to their command post to respawn into the game.
VEHICLE
RULES
Operation: Tempest Fury has some scenarios that may involve vehicles. These are the rules that govern the use of the vehicles during the scenarios.
1. Vehicles will be driven by event staff only. Others may ride within the vehicle but only staff may drive the vehicle.
2. Vehicles will drive no faster than a walking pace or 5 miles per hour. NO EXCEPTIONS!
3. Nobody is allowed within 10 feet of a moving vehicle.
4. Vehicles will at no time be closer than one car length from each other.
5. No personnel are permitted to crawl underneath a vehicle at any time.
6. When a vehicle is disabled and/or destroyed it must immediately stop. The engine must then be turned off. Automatic transmission vehicles will place their transmission in "Park" and the parking brake must be engaged. Manual transmission vehicles will be placed in an appropriate gear to avoid the rolling of the vehicle and the parking brake must be engaged.
7. Direct hits from rocket launchers, M-203s firing solid slug (foam or rubber) projectiles (Mosquito Molds MOSCART M-203 Slugs, Mini-vortex nerf footballs etc.) will constitute a "HIT" on the vehicle.
8. The first "hit" on a vehicle disables it. The crew is alive and may choose to fight from the vehicle if they so wish. The vehicle must be shut down. (See #6 above.)
9. The second "hit" on a vehicle destroys it. This means that anyone still in the vehicle is dead and must go respawn. Items inside the vehicle are also destroyed and unusable.
10. When "destroyed" the vehicle will remain in place for the rest of the scenario and may be used as cover and/or crawled into but players still may not crawl underneath the vehicle.
11. Drivers of vehicles are not subject to being hit and should not be fired on if it can be avoided.
12. Drivers of vehicles can not engage in combat unless the vehicle has been disabled and properly stopped. Then the driver may engage in combat and may be fired upon and killed as well.
13. If enemy forces can reach the vehicle while it is disabled and tag the vehicle they may call for a capture. At that point they must get an engineer to the vehicle and they must spend 10 minutes (to be timed by the vehicle crew) to get it working again. In this case they have captured the vehicle and it now operates on their sid