The second American civil war wages on with no end in sight! Both sides fight for position. Coming off multiple big victories the Patriots have their sights set on SCI Cresson Prison in Pennsylvania. Their plan is to take the prison as a new stronghold. They will free the prisoners in hopes that they will join their fight. Little do they know that this prison houses some of the most ruthless criminals this country has ever seen. They will not take sides, they will attempt to take control.
Squad Reservation
Please read the rules and reserve your squad! You must reserve your team a squad before purchasing tickets for Code Orange! Reserving your squad only holds the squad. Only ONE person from your squad has to reserve it. We will send that person an email that the reserved squad is confirmed. If you do not meet the minimum requirements for a squad please do not reserve it. If you do not have enough players to meet the minimum requirements you can register as "a player looking for a squad" once that option opens at a later date.
Reserve your squad at www.otherworldmilsim.com (If you do not have a team to register a squad you may purchase a ticket as a "Player Looking For A Squad". You will then be placed with squads needing players.
(We will slowly increase the price of tickets the longer you wait. It is hard to prepare event patches and TQs not knowing the rough player count. We are doing this hoping players don't wait until the last minute to register. Please do not be a weather watcher)
Tickets are non refundable period. Ticket swaps will be made through Hopup tickets and are no longer handled by OWP! Use your original email conformation from hopup to do all ticket swaps.
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!
Who Can Play
The minimum age to play for this event is 16 years old. If you are 18 or older playing in this event and you are a guardian of someone that is under 16 you may reach out to discuss an exception. Please do not purchase tickets if you are under the age of 16 without permission because Tickets are Non-Refundable and you will not be permitted to play!
Safety
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, HPA airline disconnected, 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 we will be checking for them throughout the event.( You must wear your event patch or have it on your person if asked to see it by staff) Anyone who does not have an event patch will be removed from the event and will have to wait until game staff would have time 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.)
Oakley, ESS, Pit viper ect will need a gasket to be approved.
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! If you are not wearing lower face pro we don't want to hear it if you get shot in the face.
Cold/Heat
Please dress appropriate for our events. This event will be fairly colder in November the day time average is 50 degrees and nighttime average is 30 degrees. Please come prepared.
Camping
Camping will be allowed but please be prepared for the temperature and the weather. This event is close to Altoona Pa with endless hotel options
Cease Fire
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. Most cease fire incidents are handled within minutes, we do not cease fire the entire field of play unless a major medical problem is occurring. If a cease fire is called stay where you are and wait for Staff, player staff, command, or a referee to call "GAME ON"
Mandatory Equipment
Gun, Face Protection/Goggles, red dead rag, red dead light, Flashlight for night play/low light areas, boots and camouflage to match team colors.
Recommended Equipment
Helmet, knee pads, gloves. Lower face mesh is recommended, but not mandatory.
NO
YOU MAY NOT WEAR RED, ORANGE, or GRAY CLOTHING OR GEAR. Red represents dead on the kill rag, dead light, and on our Staff. Orange represents our OPFOR/Prisoner Faction and Gray represents our prison Guard Staff. Wearing these colors 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 (Other than Other World Prison Guard Staff)
No Blind Firing
No Closing doors (they will lock and cannot be open, We would have to halt the event and wait for the fire department to release you)
No Shooting out windows or lights
No Opening closed windows or doors
No Closing opened windows
No removing or entering areas that are caution or danger tape marked. ( there will be buildings and certain hallways and doors out of play, Please be smart)
No Messing with any razor wire (Please be smart)
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.
Who's In Charge
Event Staff (in either red or grey for our prison guard staff), Combat Staff and the Command have the final say. No Arguing with Staff.
Teams
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
No Gray, Orange, or Red Colors
No Faded Camouflages
Accepted Federation Camouflage
WOODLAND
TIGERSTRIPE
MARPAT
CADPAT
MC TROPIC
AOR2
DMP
FLORA
FLECTARN
Black
MULTICAM BLACK
Desert Night Camo
(you may NOT wear plaid period)
Patriots or PATS
tan camo
solid tan/brown
street gear
No Ghillie or leaf suits unless you are part of the sniper squad
No Gray, Orange, or Red colors
No Faded Camouflages
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 colors. so no more)
*There will be no armbands for our events.
Weapons
Rifle:
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
No Minimum Engagement
Pistol:
1.55 joules
324 fps
.32 BBs
HPA / GAS and AEG
Semi Auto Only
No Minimum Engagement
Support Weapons/ LMG:
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
No full auto indoors
Approved Support Weapons - RPK, M249, STONER, PKM, M60, MG36K, KRYTAC LMG, GG CM16 LMG, and the M27 IAR.
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
May carry 1 box/drum mag worth of bb reload if you only have 1 box/drum mag.(You cannot share ammo with non support weapon players
If Support Weapon has select fire and can be switched to semi auto you may use indoors and with no minimum engagement in semi auto.
DMR:
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
Bolt Action Sniper:
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 13 years of hosting games and hundreds of checks on the field , only once was someone shooting hot and they were indefinitely removed from our events!
Hand To Hand
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.
Ammo
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)
Dead Rag/ Dead Lights
(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.
Mags
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.
Reloads
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. Support Weapons can carry as many box/drum mags as they want. Support Weapons can also use m4 mags if out of ammo or having mag problems. We changed this rule to make landmark areas more playable.
Hit Rule
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 it is hit , it is considered part of your gear 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.
Cheater Bomb
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.
After you are hit yell "HIT" or "OUT" and pull out your red dead rag or if it is night or low light turn on your red dead light and make sure it is visible.
A wounded player must remain where hit but another player may simulate dragging the wounded player to a safe area. You may drag 1 wounded player at a time.
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".
. MEDIC RULE
At (OWM) Mil-sim games, the "medic" must wrap a medic strap/TQ 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/TQ will be issued at registration to each player. It is your responsibility to keep it safe. We will not give out extra.
Only 1 Medic strap/TQ per player (You Must use OWP medic strap/TQ)
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.
A medic can use other players unused medic straps ( your squad can be revived as many times as you have straps/TQs to do so).
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.
SQUAD RULE
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 (OWP) has provided team radios, however we have decided to discontinue this.
(The Squad Rule also helps with safety. There should never be solo players traveling the field for any reason.)
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. If you are squad leader and your squad leaves the field of play for any reason you NEED to notify command!
SQUAD TYPES
Code Orange will have 5 types of squads per team.
SNIPER SQUAD-
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
RECON SQUAD-
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 SQUAD-
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.
DEMOLITION SQUAD-
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
TECHNICAL SQUAD-
* Made up of 2-4 players
* Must get approvable from OWP prior to reserving a squad
* Must have proof of insurance and registration
* Must be able to be hit by a Paladin chalk round
* Technical Squad must be protected from BBs and Chalk rounds. (You have to have doors, or something over doors to protect passengers)
* Must have a blinking red light representing disabled
* Must have a solid red light representing destroyed
* Must have lights for seeing in the dark
* Can only travel coasting speed only (5mph or less)
* Must have at least one mounted weapon
* Must stay on the roads
* Only 1 Technical squad per team
* primary objective is to support your team
* Must be at a meeting for technical squad before event
* Only the technical squad can drive the technical
DISABLED
When a technical is hit by a paladin chalk round it is considered disabled. The red blinking light would be turned on the represent disabled. The Technical squad can continue to fight in the disabled vehicle, or outside the vehicle, but the vehicle cannot move until its repaired. To repair a vehicle you need to use the OWP toolbox and wrench to represent the repair. once repaired the technical squad can turn off blinking light and continue to drive.
DISTROYED
-When a technical takes a hit from a paladin chalk round while disabled, or when the entire vehicle squad is wiped. it is now considered destroyed and has to return to command before back in play. This will take 10 mins at the CP before reentry.
FUEL
A technical needs fuel to operate. There will be fuel cans hidden throughout the event map. taking a fuel can to the technical will add driving time. each can represents 3 hrs. Once your technical is maxed in time for the event, you can no longer take fuel cans but you can prevent the enemy from getting them.
OPFOR/Prisoner Faction
The OPFOR/Prisoner Faction is a group of prisoners that were freed. They are friendly to no one. Treat as hostile. The OPFOR/Prisoner Faction does not have a base so you may see them walking around all holding a rope. This is their transport and may drop in to the game anywhere. So please be cautious. If available we will use a actual transport to move the OPFOR/Prisoner Faction throughout the AO.
GRENADE RULE
In order to kill a player with a grenade your grenade must discharge. (Thunder B's, Tornado, EG-67, Tag etc.)
INDOOR-
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.
OUTDOOR-
To kill a player outside a building with a grenade, it must discharge bb's and hit the enemy
TAG LAUNCHABLE ROUNDS-
Outdoor rules are same as throwables
No Launchable grenades indoors
100 Ft. minimum engagement
No Direct aiming at people( We know accidents happen but purposely trying to hit someone would be automatically ejection from the game)
(we do not allow the Pecker Dummy, or Master Key Buckshot rounds)
Smoke
Smoke is not allowed at this event by any player due to constant fires from use, however event staff will be using controlled red smoke.
Drones
One Drone per team in the air at a time. OWP will not be responsible if anything happens to your drone. Please do not shoot at Drones.
Photography, videography, and drone filming
We will have photography, videography, and Drone filming happening throughout the event. These people are considered staff. Please do not shoot at them or their equipment. We will remove you from our events indefinitely by doing so. By purchasing a ticket and filling out a waiver you agree for OWP to use these pictures and or video for promotional material as we see fit.
Radios
(not mandatory) but highly recommended for communicating with your squad.
- Squad leaders must have a radio to communicate with command. We recommend baofang uv-5r. Absolutely NO radio warfare. We are not responsible for any bleed over from using the radios. In years past most situations where the opposite team was on the wrong channel was due to bleed over and not radio warfare.
Patriot Radio Channels: Federation Radio Channels:
1 462.5625 13 467.6875
2 462.5875 14 467.7125
3 462.6125 15 462.5500
4 462.6375 16 462.5750
5 462.6625 17 462.6000
6 462.6875 18 462.6250
7 462.7125 19 462.6500
8 467.5625 20 462.6750
9 467.5875 21 462.7000
10 467.6125 22 462.7250
11 467.6375
12 467.6625
CP or Command Post
Each team will have a stationary command post or CP. This is typically where you find your commanders, start the game, and resupply bbs, medic straps/TQs.
Windows/Doors
You may shoot out of windows and doors if the windows or doors are open. Do not open or close any doors or windows. OWP will open the windows we believe should be in play. This rule also gives us the ability to close windows if we believe there are problems attacking certain main control areas. Opening or closing doors and windows is considered cheating!
Spawn Camping
(OWP) does not allow spawn camping at all. We created what we call the DEAD ZONE to help prevent this. Red caution tape or reflective poles 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 believe you are still getting spawn camped let command know and they will try and take care of it. Keep in mind spawn camping will happen at this event to some extent due to the boundaries of the facility and placement of CPs.
Transports
We are working on having actual troop transports for this event. Command will be able to call in for transport from their CP or at exact locations on the filed. Transports will have to stay on the roads. This will also get squads out of their CP if they are having spawn camping problems. You cannot shoot or destroy troop transports. So please do not shoot at them. A transport will have blinking blue lights on them to represent they are a troop transport.
If real troop transports don't happen we will have ropes for squads to use to represent being transported/air dropped but only from their CP and cannot be used as a defensive tactic. If you see a squad carrying a rope in a line you may not engage them until their transport rope is put away.
Props
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. The only exception would be the Demo squad can keep their missile transport box.
Skirmesh System(Placeholder until we test if the system will work properly at Cresson)
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.
Mission
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. 5 pts each
There will be clock bomb props, armed and moved by Demolition only.
Missiles can be found by anyone but can only be transported by Demolition squad using the two man transport box. 5 pts each
(Missiles can be used by command to disable communications for 20 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 (disabling communications will last 20 mins and no one will be able to talk with command)
Cellblock D,E,J-2 missiles
(MORE INFO COMING SOON)
Eclipse Mission/Frago
We are bringing back the Eclipse Missions at CODE ORANGE! Anyone who has a ticket for the event can participate for free and will receive the Eclipse Mission Patch! This will take place at 7:00pm and is first come first serve. You will have to meet 6:30 for rules briefing. You have to register online at www.otherworldmilsim.com on the Code Orange Page. We will be sending groups of 12-15 players in to the prison to complete a story driven mission vs 20 person OPFOR. If there is enough interest, Once the 7:00pm time slot is all reserved we will open up for another group and so on. Up to 3 Groups and time slots. The mission will roughly take 60 minutes. Keep in mind due to delays your mission may start later than expected. The Eclipse mission is not team specific. There will be smoke, blank fire replicas, and other surprises! If all slots get reserved and you are interested still you can get on the waiting list at registration and be ready to go for the 7:00pm time slot in case someone doesn't show up. There is no guarantee but we will try our best to accommodate!