Operation: Blind Fury 12 Official Player roles, V1.3 Index Event Introduction Chapter 1: Event details Chapter 2: Rules Chapter 3: Roles 3.0- Role limitation 3.1- Rifleman 3.2- Support Gunner (SG) 3.3- Designated Marksman (DM) 3.4- Grenadier (HW) 3.5- Medic 3.6- Squad Leader 3.7- Recon 3.8- Pararescue Jumper (PJ) 3.9- Sniper 3.10- Contractor (PMC) 3.11- Mercenary 3.12- Combat Photographer 3.13- Radio Operator (RTO) 3.14- Combat Engineer 3.15- Commander (CO) 3.16- Executive Officer (XO) 3.17- Civilian 3.18- Militia man 3.19- Staff 3.20- Driver(s) 3.21- NCO Chapter 4: Weaponry Chapter 5: Team specific mission details (To be supplied in separate Mission Pack) 1
Chapter 3: Roles 3.0 Role limitation Unless specified, players can t fulfill two(2) roles simultaneously. For example, a Support gunner (SG) cannot be a medic. Not having double role players allow us to have a fair role distribution throughout the teams and not getting super mega squad and poor squads. Team limitations Support Gunner: 1 per 4 man Medic: 1 per 12 man Grenadier: 1 per 12 man Combat engineer: 1 per 12 man Recon: 2x 2man OR 1 squad (12man) Snipers/Marksman: 1 per 24 man Para-jumpers: Not allowed at all for BF12. 3.1 Rifleman (RM) The rifleman (i.e. infantryman or grunt) is the core of most armed forces around the world. In airsoft, we like to keep it basic. A rifleman can carry anything but the specialized weapon such as the SAW or a grenade launcher. If he does, he becomes a specialized role player. He has no weight or load-out limitations. He also follows the regular medic, ammo and magazine rules/restrictions. 3.2 Support Gunner (SG) The SG is the guy holding the big toys. Anything considered a support weapon is allowed for him. Some example are the M60, M249, RPK, HK21, MG36, etc. The airsoft replica must mimic the real steel counterpart as much as possible (i.e. optics are usually not considered). Such guns allow the use of drum, box or C mags but also high capacity magazines. The support weapons are the only replicas allowing the use of high cap magazines. The SG can t carry 2 specialized weapons or fulfill two roles at the same time. For example, a saw gunner can t be a medic. 3.3 Designated Marksman (DM) While the use of snipers and DMs in airsoft are questionable, we still have to define what they can do for us. In airsoft, the DM is the player running around with a semi-auto rifle able to shoot up to 450fps. His job is to provide longer range and accurate fire on the enemy. His weapon must have the full auto selection mechanically disabled. The DM is usually attached to a squad but we are not enforcing it so far, which mean DM can easily go on its own when needed. Like the Support gunner, the DM can t carry 2 specialized weapons or perform 2 roles simultaneously. 2
3.4 Grenadier (HW) The HW guy is the one with all the loud gadgets. M203, M79, AT4, claymore, he got them all. For airsoft, he is the one in charge of the rockets and shower shells. Only him can carry the approved rockets (i.e. Nerf rockets). He has no limitation on the number of 40mm shell to carry but can t have more than 4 rockets. As the rockets are not re-usable in the same scenario, he must go back to the armory to get more or to regen his 4 rockets. The HW can carry a launcher and a regular carbine/rifle. He can t carry any other specialized weapon (i.e. a SAW) and can t do dual roles. 3.5 Medic As much as you all want to be important in the battlefield, no one is more in demand and loved than a medic. When a medic system is in place, he is the only one that can save your life quickly. Please see the medic rules section 2.11 for more details. The medic can t do dual role during the event. The medic can t be swapped during the same scenario unless there are real medical issues. Note: See PJ for an advanced medic alternative. 3.6 Squad Leader (SL) The Squad leader is the player in charge of the squad. His first obligation is to keep the squad focused on the objective and also informed on what is going on. He will be the one taking the good and the bad decisions at the squad level. He is receiving his orders by his own superior. At most events, it will be the commander (CO) giving him what to do but depending on the size of the event, it could be the platoon leader (PL), the executive officer (XO) and then the CO. The SL is allowed to have more than one role. The only thing to keep in mind is to be effective, the SL must be able to stay focused on his personal duties. 3.7 Recon The airsoft recon is basically a fireteam or a squad of players dedicating their time for intel gathering. While they can still fight like everyone else, their main purpose is to be the eyes and ears of the team. The recon player is not limited in gear or weapons. 3.8 Pararescue Jumper (PJ) The airsoft PJ is essentially a double-duty player. His primary duty is medic. His second is up to him. Simply said, the PJ player is allowed to do two roles, which is the only player allowed. So for a squad of PJ, that would be a regular squad format (i.e. SG, HW,etc) added to 12 medics (each member of the squad can heal). 3
3.9 Sniper The airsoft sniper serves 2 purposes: Recon and creating fear amongst the enemy. His weapon of choice is a bolt action rifle and loves to go out with a ghillie suit. It is to be known that snipers and DM should be seen as two different entity. The DM being more squad oriented compared to the Sniper, which will usually be deployed alone with his spotter. The sniper is allowed to a high power bolt action rifle and can t have other roles. 3.10 Contractors (PMC) The airsoft contractor is the politically correct name for mercenary. While their range of action vary from country to country or team to team, the main thing with PMCs is they get paid to do a very specific job/contract. Since the job is usually lucrative, the PMC are not limited in weapons or gear. 3.11 Mercenaries The good ol mercenary. Ready to kill his neighbor for money. The mercenary is the bastard word (and original) for a paid contractual soldier. He will pretty much accomplish the same thing than the PMC. 3.12 Combat Photographer This role is reserved to those who prefer to shoot from a camera than shooting from a gun. This photographer is dressed like his team affiliation to blend in better. 3.13 Radio Operator (RTO) To keep in touch with the chain of command, it is crucial to not only have a good radio equipment but also be able to receive and transmit effectively and quickly. This is where the RTO role takes its importance. The RTO is usually very close to the SL. He will be the one transmitting to the higher officer or relaying information from higher command to the SL. The RTO has no gear or weapons restrictions. The RTO should have a reliable communication system and in most cases, have 2 radios, one for squad channel and the other one for the leadership channel. 4
3.14 Combat Engineer (CE) The CE is in charge of everything related to building and rebuilding equipment or any other logistical needs in the field. For example, the CE will be carrying the C4 charges to destroy the refinery while the enemy s CE will be the one fixing it after its destruction. Number of missions requiring a CE are limited. Number of CE available per event is limited as well. 3.15 Commander/General (CO) The most valuable person in the leadership group, the CO is the player mastering the battlefield. It is crucial for the CO to be able to adapt and react rapidly. The most important thing is to be able to take decisions, good or bad. The CO can carry weapons and have no gear limitation but generally speaking, he will stay in the back of the battlefield, guarded by few men and will lead from there. Last thing you need is to lose your CO during the battle. 3.16 Executive Officer (XO) The XO is the middle man between the CO and the squad leaders. He is the one relaying the information back and forward and can act as the CO replacement if needed. He is acting like the Co-pilot. No weapons or gear restrictions. 3.17 Civilian A civilian is described as a player without a military affiliation. While he can be armed, he can t have any BDU or uniforms, which would make him a militia member (see section 3.18). The advantage of the civilian is while he can be captured or killed if he ever chooses to fight, he can also be a normal citizen without a risk of being killed. If he would ever get killed during his day-to-day business, the aggressing force would get point deductions. Few rules of engagement all players should expect and respect in regards to civilian: - An armed civilian can be shot. - An unarmed* civilian can't be shot without penalties. If you kill him/them, you will get points deducted. - All other rules found in this pack such as medic or capture rules apply to the civilian role player(s). * Being unarmed consist of carrying an unloaded and holstered/slung weapon(s). It also means no explosives or any other kind of lethal weapons can be found on your person. An unarmed civilian can t load his weapons unless he gets inside a specific building (chosen by admin prior to deployment). For the sake of realism, we highly encourage civilian players to wear as little gear as possible. Wearing a mag pouch, camelback or even a light duty vest is good enough. Point being, if you wear as much stuff as any other soldiers in the field, you are not much of a civilian anymore. The death wish way The unarmed way 5
3.18 Militia member Trained and lethal, the militia members represent the citizen armed forces. They do not believe democracy or peace will help resolving any issues they are facing and decided the aggression was the only way to go. A militia man wears a typical uniform and uses any gear or weapons available. There is no such thing as a peaceful militia man. 3.19 Staff The staff is actually a mix of organizer(s), referees(s) and field official(s). Their function is to make sure the event will go smoothly without hassles. They know the rules and the field. They can address any possible issues in the field. If for any reasons they could not respond adequately, they are in direct contact with the main organizer. Staff wears the field official patch (shown below) and can be reached on channel FRS 1, sub-code 0. 3.20 Driver(s) The drivers are in charge of running the vehicles. They can't have any other roles except basic rifleman. 3.21 Non-Commissioned Officer (NCO) In airsoft, for sake of simplicity, the NCO is the man in charge of keeping the squad(s) focused and at the ready outside the playing zone. He is the one who will call for rally-up, gear checks including loadout, weaponry, radio, etc. The NCO is also keeping a close eye on the watch and make sure the squad(s) are ready on time and nobody is left behind (unless required to). The NCO has no gear limitation and can fulfill double duties. 6