Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
MILITARY SIMULATION EXPERIENCE
While teamwork is valuable in open play, it is essential in Milsim. Objectives are too complex to tackle alone, you will have to communicate clearly and form detailed plans, especially when facing a focused opposing team.
Misilm events include not only more objectives than open play games, they will also be far more complex requiring quick critical thinking and a coordinated effort between CO's and squad members. On top of that, they will be updating and changing in real time across the course of the event.
With much fewer breaks than open play days, you will feel more immersed in the battle than ever before. This is a marathon, not a sprint. You may also have access to special assets not available on open play days that will further enhance your experience.
Upon death players will have the opportunity to either wait for a medic, or immediately walk
back to their respawns. If you choose to wait in the field for a medic, you must have 2 ace
bandages. Ace bandages must be 3 inches wide and a minimum of 4 feet long.
1st Ace Bandage – Buddy Aid, anyone may revive you
2nd Ace Bandage – A medic must be the person to revive you (Denoted by medic bands)
If you walk back to spawn, once you’ve reloaded, hydrated, and are now ready to play you will
be put into a redeployment Queue. You individual respawn times may vary from 0-60 seconds.
This system should allow for a more fluid gaming experience, eliminating issues such as a stale
front line, people not waiting their full bleed out time, inefficient medics, and getting spawn
trapped
Medic’s – May always Instant Respawn and do not count towards the limits of a MRP
Teams may deploy MRP’s into the field, these must be carried from FOB to their desired
location, a maximum of 10 players may use this MRP to respawn in the field as opposed to
walking back to respawn. These will be a limited to two per-team per day and must fall within
the appropriate grid points on the map.
Mortar Strikes will be a 15ft Kill Radius (limited to 6 per team)
Airstrikes will be a 50Ft Kill Radius (limited to 2 per team)
Upon calling in a strike, a signal will be sent for incoming pyro, upon detonation of a mortar in
the sky, the admin in those coordinates will eliminate those players within the targets area. This
will create a small-time delay between calling in a strike and its actual detonation, welcome to
the real world.
CO of Tan Team – Preston Roberts
CO of Green Team – Dustin Shirley
The most expendable, replaceable, and MOST IMPORTANT. The Rifleman's role is to engage and push the enemy forces back. Your job is to ensure other player roles can perform their duties and responsibilities by being the head of the spear. Don’t be afraid to push, breach, or get hit along the way.
400 FPS - 1.49 Joules (Semi Auto Only)
0 FT MED
6 Mid Cap Magazines Per Player
An effective support gunner will provide fire and cover for riflemen to make pushes or take objectives by using the volume of fire, intimidation, and accurate fire.
420 FPS - 1.64 Joules (Full Auto Permitted)
50 FT MED
One Box Magazine Per Player
A scout’s mission isn’t just to kill as many enemy players as possible. An effective scout can relay troop movement, call in airstrikes, and eliminate high-value targets. A scout is a key to knowing what is going on in-game.
May wear a ghillie suit and may pre-deploy 5 minutes early per round but may not engage
550 FPS - 2.81 Joules
100 FT MED
An essential element for forwarding advancements and maintaining objectives. Medics can be a force multiplayer, keeping their teammates from hiking back to spawn by aiding them in-game and allowing them to respawn from their point of death.
- 1 Minute Minimum Bleed Out Time Before Returning to Spawn
- Medics may use tourniquet or ace bandages to revive players
75 feet MED at 450fps Semi-Locked (May pre-deploy 5 minutes early but may not
engage
- New Age restrictions: (16+ older to play without a parents or player voucher)
Contact us if you’d like to be considered under the age of 16.
- PLEASE BRING BOTH COLORED SHIRTS FOR BALANCING TEAMS
- NO WALK ONS, ALL PARTICIPANTS MUST BE PRE-REGISTERED
- RED KILL RAGS ARE MANDATORY, (6X6 INCH) TO INDICATE PLAYERS
ARE DEAD AND RETURNING TO SWPAN
- PLAYERS MAY BE DRAGGED ONLY WITH THE PERMISSION OF THE DOWNED TEAMMATE.
THE DOWNED PLAYER MAY NOT ASSIST AS HE/SHE IS DEAD.
- PLAYERS MAY ONLY RELOAD IN THIER FOB
- NO HIGH CAPACITY MAGAZINES
- PLAYERS MAY CARRY UP TO 6 MID CAPS AT A TIME
- LMG PLAYERS MAY HAVE 1 BOX MAGAZINE
- ALL GUNS SHOULD BE AUTHENTIC REPLICAS
- NO AIR GRIPS / TAPP ADAPTERS
- NO BINARY
- NO FULL AUTO
Woodland
Marpat
Tiger Stripe
Green, Black, or Red Civilian Clothing
Multicam
ACU
Tri-Desert
Tan or Blue Civilian Clothing
* Only player shirt and pants must display relevant camo, player gear is highly encouraged to match, but is flexible.
The Shop opens, players may begin registration and chrono
Session 1
Session 2
Session 3
Session 4
Store Closed