
Op Blue Eye Rules
Please read, and and abide the following rules.
Disregard for any rule will result in immediate ejection from the premises. You will not be refunded you registration. It would be wise to know the rules because you will not be reminded.
Pleas download the player packet for your own personal OP Rules referenceSafety
Eye Protection:
ANSI Z87.1 Rated Eye-wear must be on during all times the operation is active. Pleas make certain you have comfortable eye protection because you will be wearing it for extended periods. Make certain your eye protection is acceptable for night-time vision and is fog proof.
We will test your eye protection if it is questionable.
We suggest clothing that will protect your skin as well.
General Safety:Do not fire your gun unless you are testing velocity or the game is in progress.
If you need to test-fire before chronoing, please see an event operator who will direct you to an acceptable location.
Gun Limits
FPS Limits (with .20g BBs):AEG - 400fps
Sniper Rifles - 600fps
Sidearms - 300fps
Magazine Capacity:
Hi-Capacity magazines are allowed. Box mags and C-Mags are only allowed on Heavy Weapons such as a machine gun. An AEG with a bipod does NOT qualify as a machine gun and will not be allowed to be used as one.
We suggest Mid-Caps for added realism and to add to the fun. Standards and Lo-Caps are also acceptable but will probably be vastly outnumbered,
Hit Rules
There are two types of hits in Op Blue Eye: Kills and WoundsKill:
Any hit to your body excluding hands and feet, count as a kill. A kill requires that you remove yourself from the game. Signify that you are dead by placing a RED RAG on your head and raising your gun ABOVE your head. Yelling "HIT" is also a good idea, but is not required. Once out, return to your insertion point to Regen. (see regen rules below) Gun hits do not count as a kill.
Wound:
A wound is a hit to either your hands or feet. Ricochets also count as wounds. If you are wounded, yell "wound." After doing so, you must either moan and groan as though you are in pain -or- be a loser and keep repeating "wound" so other players know your location and can do one of the following:
- Kill you by shooting you again from at least the minimum distance.
- Provide medical aid by calling over a medic. (see medic rules below)
- Capture you. (see capture rules below)
FRIENDLY FIRE IS THE SAME AS ENEMY FIRE - DON'T SHOOT YOUR TEAMMATES!
Courtesy
If you are within 20 feet of another player, do not shoot him. Call for a "surrender" or "parley" depending on the circumstances. They will probably be surprised and shoot you anyway. Let them know that they are your prisoner or that you are both out. Once out, return to insertion point to Regen. (see regen rules below)No swearing. Hahaha, we're not joking - you will be kicked out.
If you have a problem with a player, and are unable to sort it out civilly
Gear Requirements
Please be aware that if you are not properly outfitted to correspond with your group, you will not be allowed to partake in the day's event. NO RED SHEMAGHS!Relief Force:
Army - ACU Pattern
Marines - Desert MarPat (Woodland MarPat is not acceptable)
NO BLACK VESTS/PLATE CARRIERS
Aircraft:
Scientist - Lab Coat
Pilots - Sage/OD Jumpsuit w/ Black Vest
Escort Team- Private Security Loadout - must be somewhat uniform
Territorialists:
Woodland, Desert 3 and 6 color, Urban, Woodland Tigerstripe, Multicam, Wooldand MARPAT
may be worn, but not the entire BDU set. It must be mixed.
Example:Woodland Pants, Black T-shirt
Middle Eastern/African (Dirty Civilian Clothing)
Black Tactical Gear/Vests
Shemagh
Villagers:
Middle Eastern/African (Dirty Civilian Clothing)
NO VISIBLE TACTICAL GEAR!
Shemagh
Special Rules
Regeneration Rules:To regen, you must return to your insertion point. There is no specific time you must wait, but you MUST wait until at least 5 team members return before you re-deploy. Quick regeneration will be a key point to achieving your goals, so hurry back and re-deploy quicker.
Scientist:
Must be able to be captured, and therefore will only be able to be wounded.
Medic:
1 in every 5 players will be designated as a medic. ONLY medics can heal wounded players. A medic must place a bandage on the wounded player to signify that he has been healed.
Capture/Prisoner:
In order to capture someone, they must be WOUNDED. If you are wounded, and a player on the opposing force touches you, you have been captured and must stay their prisoner until one of two things occur. If your captor is killed and nobody is around to claim you as their prisoner, you are free and are considered alive again.
If you are not rescued and your captor brings you to their HQ, you may be interrogated for information. After being interrogated, you are considered killed and should return to the insertion point.
Interrogation:
Interrogation may only take place at a force's HQ. Each team has one interrogator, and he is the only one capable of extracting information from prisoners.
Grenades:
Rubber grenades have a guaranteed 10' radius kill. The grenade "explodes" at it's final resting place, not its initial impact. Foam Rubber projectiles have the same effect as rubber grenades, but must be launched from an M203 or similar device.
Gas-powered BB grenades only kill players if the BB from grenade hits them.
Rubber Knifes:
You may obtain a knife kill by lightly tapping another player with the knife. NO STABBING!
Technicals(Vehicles):
If you are interested in bringing your own technical to the game, please contact us: info@ocairsoft.com
Technicals are impervious to BB fire and can only be disabled by a hit from a launched projectile - most common example is a Nerf football from an M203. If you are uncertain about acceptable technical-disabling devices, please email us. Hand thrown projectiles DO NOT disable technicals or kill players.