Intro
Apocalypse 8 is a 10hr Milsim event hosted by Other World Productions and is held at Skirmish USA. Test your squad skills as you battle through castles, cities, forts and many more amazing fields that make up Skirmish.
Story
Waivers
(Both Other World and Skirmish Waivers are needed)Team Camouflage and gear requirements
10 Hour Straight Military Simulation Event
Please read the rules and reserve your squad! You must reserve your team squad before registering for Apocalypse 8! Only one person (Squad Leader) from your team has to reserve your squad. Registering your squad only holds the squad temporarily. Specialty squads (Recon,Demo,Sniper) will only hold for one week without a ticket for it purchased.If you do not meet the minimum requirements for a squad please do not reserve it. Register for a player looking for a squad instead.
Reserve your squad here at www.otherworldmilsim.com (If you do not have a team to register a squad or your team does not meet the minimum requirement for a squad, you may purchase a ticket as a "Player Looking For A Squad". You will then be placed with squads needing players. After a squad is reserved and an email from OWP has confirmed it, you may now purchase tickets for that squad. The person that has reserved the squad will get a link for your team facebook planning group in the email as well. It is your job to share with the rest of your squad. $75 from 2-01-2024 to 2-15-2024
$80 from 2-16-2024 to 3-01-2024
$85 from 3-02-2024 to 3-14-2024
Registration ends at 11:59pm on 3-14-2024
Tickets are non refundable period.
Ticket swaps will be made through Hopup tickets and are no longer handled by OWP!
If a team is sold out and you procrastinated you may NOT purchase a ticket for the opposite team. If you think you are showing up and playing wherever you want you are wrong. A wristband will be issued at registration for the team you will play for. No exceptions. We do our best to keep our events balanced and this will no longer happen!
The minimum age to play is 16 years old. All players under the age of 18 MUST have a waiver signed and a copy of a driver's license by a parent or legal guardian signed as well!
Safety: (OWP) considers safety its #1 priority. Airsoft & Milsim is designed for the mature and level-headed player. Common sense and the right, fair-play, honest attitude are a must at our events.
(OWP) requires everyone to have a barrel cover over the tip of their gun when not on the playing field, as well as magazine out and safety on! All pistols must be holstered.
All players are required to attend the safety briefing prior to the start of the game. The event patch will be issued once briefing is over and must be worn during the event. We will be checking for them during the event and if you do not have it you will be asked to go get it before you can reenter play. Anyone who does not have a patch will have to wait until 12pm after game starts to go over the rules.
(OWP) approved face Protection must remain on at all times while on the field or chronograph areas. Do not remove face protection under any circumstance.
Fully sealed approved goggle systems must be used including approved full seal Airsoft goggles that meet or exceed ASTM standards. (ANSI Z87.1 and/or ASTM F- 1776-99a rated (or greater) ballistic eye protection will be accepted.)
There will be a Mandatory Ejection of any players lifting or removing goggles while in "goggle on" areas (Playing Field, Chronograph Area, Target Area) after being personally warned once. This includes any action in which a player touches his/her Eye Protection in such a way that the seal of the goggles is broken. NO MESH GOGGLES!
Lower Face Protection is highly recommended!
Players or staff should call “cease fire” if you or another player is injured or loses their eye protection and requires immediate Admin/Medical attention. You will need to both vocally and via Comms (if possible) make the “cease fire” call with approximate location and details of the incident
Gun, Face Protection/Goggles, red dead rag, red dead light and camouflage to match team colors.
Helmet, boots, knee pads, gloves. Lower face mesh is recommended, but not mandatory.
YOU MAY NOT WEAR RED, OR FLUORESCENT CLOTHING OR GEAR. Red represents dead on the kill rag and Fluorescent represents ref or staff. This would confuse players.
No Verbal abuse, name-calling, profanity, etc. will be tolerated.
No Stealing, vandalizing, or fighting. (you will be turned over to the police)
No Drugs or Alcohol.
No Barricading doors or windows
No Riot shields
Lasers will be allowed but shining them in the face of another player or at any vehicles used in our games will result in an automatic ejection from the game.
Game Staff, Playing Game Staff and the command have the final say. No Arguing with Staff.
Federation of America or FOA
green camo
solid green
black camo
solid black
No Ghillie or leaf suits unless you are part of the sniper squad
Accepted Federation Camouflage
WOODLAND
TIGERSTRIPE
MARPAT
CADPAT
MC TROPIC
AOR2
DMP
FLORA
FLECTARN
Black
MULTICAM BLACK
(you may NOT wear plaid period)
tan camo
solid tan/brown
street gear
No Ghillie or leaf suits unless you are part of the sniper squad
Accepted PATRIOT Camouflage
3 COLOR DESERT
ARID CADPAT
MULTICAM
DESERT DPM
AOR1
DESERT MARPAT
STREET GEAR (Street is represented by BLUE JEANS AND ANY COLOR TOP THAT IS NOT TAN, BLACK,GREY, RED, OR FLORESCENT colors)
(you may wear Plaid but it cannot exceed more than 50% black or Grey)
Your vest/pouches/backpack can be whatever solid color you wish(except red) but you can not wear the opposing teams camouflaged pattern of gear. This has been a problem for years and we will no longer allow it. (example: If you are on the federation you can not wear a multicam plate carrier, helmet, hat, backpack, etc or if you are on the patriots you can not wear woodland gear.
You must follow our rules for camo or you will not be permitted to play. Please don't think you are going to be allowed to wear woodland pants with a desert top. Match your top and pants with camo patterns of your team.
NO SHORTS.
NO TANK TOPS
NO GOING SHIRTLESS
( We have had multiple problems identifying players while wearing a tank top, or not wearing a shirt especially when there vest and gear match the other teams camo so no more)
*There will be no armbands for our mil-sim games
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
No Minimum Engagement
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
No Minimum Engagement
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Full Auto 35 RPS or less
50 ft. Minimum Engagement
Must Break The plain of a door or window on the first floor before shooting out
Approved Support Weapons - RPK, M249, STONER, PKM, M60, MG36K, KRYTAC LMG, and the GG CM16 LMG.
Fixing your M4 with a box mag does not constitute a support weapon
Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement
If box or drum mag goes down you may use an m4 mag
2.0 joules
368 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
75 ft. Minimum Engagement
Must Break The plain of a door or window on the first floor before shooting out
Needs to purchase a DMR patch from OWP to easily identify Classification. (patch available at vending)
Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement
3.0 joules
450 fps
.32 BBs
HPA / GAS and SPRING
125 ft. Minimum Engagement
Must Break The plain of a door or window on the first floor before shooting out
Must carry a pistol only for a secondary weapon for indoor combat and for inside minimum engagement
Our Milsim games are semi automatic only with the exception of Support weapons.
There is no minimum engagement, except for snipers, DMRs, and Support weapons. (if you don't want to be shot at point blank then don't enter buildings).
(No Binary or double triggers)
Any weapons that do not chronograph below safety limits will not be allowed on the field! NO EXCEPTIONS!
VELOCITY REDUCERS ARE NOT ALLOWED TO BE USED TO BRING YOUR WEAPON UNDER THE FPS LIMITS!
If you are caught tampering with the FPS after you have chronograph-ed and have not re-chronograph-ed your gun, YOU WILL BE EJECTED FROM THE GAME!
All guns will be chrono'd by our staff.
If you accuse a player of shooting over our FPS or ROF limits and we stop their game to re crono them and you are wrong, points will be awarded to the accused team. In 12 years of hosting games and hundreds of checks on the field , only once was someone shooting hot and there were indefinitely removed from our events!
NO PHYSICAL CONTACT OR HAND TO HAND COMBAT WILL BE ALLOWED. This includes touch kills, knife kills, or prisoners of war. Violation of this rule will result in immediate ejection.
BIODEGRADABLE BB'S ONLY! Any weight BB can be used for game play after chronographs. (Metal or Ceramic BBs are not permitted to be used. If caught using anything other than approved biodegradable bb's, there will be an automatic ejection from the facility)
(OWP) requires every player to have a red "dead rag" and a red "dead light" on their person while playing. The red dead rag is to be placed on top of your head or held up high when you are hit to symbolize you are out during the day and the red dead light is to be used during the night. Any other color deadlight is prohibited. Game staff will be using a color other than red.
You are required to bring your own red dead rag and red dead light.
At (OWM) Mil-sim games you may only use mid cap or real cap mags. NO HIGH CAPS, FLASH MAGS, OR DRUM/BOX MAGS ALLOWED. Exception being support weapons.
If you are hit anywhere on your person or gear you are out.
Friendly fire counts.
All Hits count except for ricochets and gun hits.( when hit in the gun call “gun hit” so your enemy knows they were close. This prevents arguments of players not calling their hits.
If your gun is not in your hands and is hit, it is considered part of your and you would be hit.
MILSIM is a game of honor. CALL YOUR OWN HITS. Do not call opposing team players out. If you believe another player is not calling their hits, please inform game staff and they will look into it. Players caught cheating by not calling their hits will get one warning and after that they will be ejected from the game. 9 time out of 10 when you think you are hitting a player, you are not!
After you are hit yell "HIT" or "OUT" and pull out your red dead rag or if it is night turn on your red dead light and make sure it is visible. Wave your dead rag near where you were hit so you don't keep getting shot if the opposing player does not see you.
A wounded player must remain where hit and another player must simulate dragging the wounded player to a safe area.
Dead Man Tell No Tales. Which means that if you are shot, you may not communicate with any player in play, that includes on the radio. The only thing you are allowed to do is call for a "MEDIC".
Each time you are caught cheating we will add cheater rings to the enemy cheater Bomb. After 10 rings are acquired , the opposite team command can choose to steal points from one Landmark control area during our next score check. Examples of cheating, high cap or flash mags, not calling hits, reloading on the field, etc.
At (OWM) Mil-sim games, the "medic" must wrap a medic strap on the arm or leg of the wounded player in order to revive them.
ONLY medics are allowed to heal other Medic players.
A medic must wear a patch or armband to represent they are a medic.(we do not provide a medic patch, so make sure you have one)
One Medic strap will be issued at registration to each player. It is your responsibility to keep it safe. We will not give out extra.
2 medics per squad of more than 4 players. Under 4 players 1 medic per squad.
The role of medic can be transferred from one player to another, but only at your team's command post.
When your squad is completely out of medic bands and lives you must withdraw to your Command.
Sniper teams of 2 players can medic each other but are not allowed to medic players from other squads.
Bleed out rule- NO MORE BLEED OUTS! We have decided to eliminate this rule to help keep squads together and teams from using main point Landmarks as hospitals.
You may not return to your CP without your squad. This is a squad based game, therefore your squad must stay together. If we see you walking the field without your squad we will make you go back to your command and wait for them. Each squad will need to designate a squad leader to communicate with your Team Command. Squad leaders must report to command via radio. In the past (OWM) has provided team radios, however we have decided to discontinue this.
IT IS A MANDATORY WITHDRAWAL for your entire squad if you are out of ammunition, medic bands or water. It is the squad leader's responsibility to make the call and inform command. It's up to your squad if you want to incorporate fire team leaders.
Apocalypse will have 4 types of squads per team.
A sniper squad is made up of 2 players; a sniper and a spotter
You will start the game 20 minutes prior to everyone else
The sniper must have a bolt action sniper rifle
The spotter may use an assault weapon or a DMR. No support weapons
A Sniper squad may wear ghillie or leaf suits
Only 2 Sniper Squads per Team
A recon squad is meant to be more stealth
Recon can have 3-12 players.
1 support weapon, and 1 DMR
will start the game 20 minutes prior to everyone else
primary objective of extracting the ammo cases.
Only 1 recon squad per team.
Assault Squads can have 4-12 players
2 support weapons and 1 DMR
primary objective is to take control of landmark areas. You do the dirty work
There is no limit to the amount of Assault Squads per team.
The demolition squad is considered explosive experts
Made up of 3-12 players
1 support weapon, and 1 DMR
primary objective transport missiles and explosives.. Also the only ones that can move and arm/disarm clock bomb props.
In order to kill a player with a grenade your grenade must discharge. (Thunder B's, Tornado, EG-67, Tag etc.)
15' kill radius
can use hard cover to shield yourself from the blast. Be fair, a hard cover is not a net or a cardboard box.
Inside the Castle or the fort courtyard is considered indoors. Over the past 6 years we have realized that it is almost impossible to take these types of locations and this is an attempt to make these areas more playable
we do not allow the Paladin Chalk, Pecker Dummy, or Master Key Buckshot rounds
At (OWP) games, cold burning smoke is allowed but may not be used in buildings of any kind. Red smoke may not be used since it will be used by game staff only. Skirmish is a Sport Smoke only field and they will have some available for purchase.
If the Helicopter is in play you may not shoot at it or shine lasers at it for any reason. Not following this rule will get you indefinitely ejected from our events!
No Drones at Apocalypse while the helicopter is at the event!
(not mandatory) but highly recommended for communicating with your squad.
- Squad leaders must have a radio to communicate with command. (
(absolutely NO radio warfare)
It is not OWPs fault if you and your team are having radio communication problems. Cheap radios tend to have a lot of bleed over problems.
Patriot Radio Channels: Federation Radio Channels:
You may no longer Reload mags on the field. You must go back to your CP or off the field completely to reload. You may still carry as many mags as you want. We changed this rule to make landmark areas more playable.
You are required to either buy or rent a Skirmesh band if you do not already have one. buying a band will allow you to register it on the Skirmesh website and you will be able to keep track of your personal achievements. Renting a band will only allow you to help take control for your team but will not track personal achievements. Buying a band is $15 and renting one is a $5 cash only deposit that will be refunded to you at the end of the event with the returned Skirmesh rental band.
Main objective will be controlling Landmarks using the Skirmesh wristband system.
Finding Ammo can, reporting serial number to command, take ammo can to extraction point, wait for Recon to extract. 500 pts each
There will be clock bomb props, worth 200 points per hour of control, armed and moved by Demolition only. Must be placed within 20 yards(60 ft.) from Landmark area, only one clock bomb prop per Landmark
Missiles can be found by anyone but can only be transported by Demolition squad using the two man transport box. 500 pts each
(Missiles can be used by command to disable communications for 30 minutes and to destroy landmarks. We will use a flare and red smoke to represent a landmark destruction. If Landmark is destroyed it will be out of play for 15 minutes)
Communications - 1 Missile
3 story Castle -3 Missiles
2 story castle- 2 missiles
(OWP) does not allow spawn camping at all. We created what we call the DEAD ZONE to help prevent this. Red caution tape and or caution cones will represent the DEAD ZONE. If you are in your DEAD ZONE and get shot, you are not wounded and can keep fighting. You may always shoot out of your teams DEAD ZONE but will never take damage inside.
(If you are shot while carrying a prop of any kind you must put the prop on the ground where you stand)
(you may only touch or move props if you are on a mission to do so)
1500 - Event staff on site
1700 - Registration opens
1730- chrono opens for early birds
2000 - Registration closed
Rules for early birds(do not have to do rules again on Sat)
0930 - Rules for players that did not attend Friday night
1030 - Enter field to starting points
1100 - Game start for Recon and Sniper squads
1120 - Game starts for everyone else