Post by Poe on Feb 17, 2011 11:24:01 GMT -8
Ch. 1 Joining the team
Ch. 2 Safety
Ch. 3 OPERATIONS
Ch. 4 COMMUNICATION
Ch. 5 Hand signals
Ch. 6 CQC Load out
Ch. 7 Uniform
Ch. 8 Dismissals
Ch. 1 Joining the S.A.R.S. Team
To join S.A.R.S. a player must meet the following conditions:
1. Admission to S.A.R.S. is by INVITE ONLY.
2. Be at least 18 years of age to play in events and 14+ with parent consent for practices or events that allows minors.
3. Possession of an airsoft replica.
4. Possession of a camouflage uniform. (Woodland, Mar Pat)
A. Possession of a team uniform is required for advancement past the rank of E2
5. Having a good attitude and following Chain of Command.
6. Is willing and capable of making the required team trainings and games.
7. Demonstrate understanding of the S.A.R.S. Standard Operating Guidelines (SOG)
8. S.A.R.S. Member must sponsor the new player and the new player must be approved by team command.
9. Every S.A.R.S. member will help the team as much as possible.
A. This means that you need to be able to answer all questions asked to the best of your ability.
B. Provided assistance while setting up and tearing down fields and gear.
C. Work with your teammates, and not berate or condemn them.
10. Players with physical or medical conditions that keep them from maintaining strenuous activity should refrain from joining S.A.R.S.
Team Gear Requirements:
1. Must have own primary airsoft replica.
2. Current Uniform Blouse and Pant, cap or bonnie (or helmet cover), and either black or tan boots.
3. Tac Vest, L.B.E. or web belt
4. Hydration system i.e. canteen water bottle camelback
5. Small medical kit (Recommended)
6. Have at least four standard/midcap magazines and pouches to hold them
7. A GRMS radio with earpiece. (Recommended)
Team Privileges
1. SARS patches and nametapes.
2. Participation in the administration of SARS and its meetings.
3. Use of team gear and supply depots.
4. Training programs offered by real professionals i.e. National Guard, police and other agencies and ECT.
5. Priority over other members for slots for going to events.
Ch. 2 Safety
Ranged Weaponry
1. Outdoor AEG (Airsoft Electric Gun) Feet Per Second (FPS) limit is 400 FPS.
A. Gas Weaponry, much meet the seem requirements for FPS as any AEG
B. Pistol 330 FPS
C. Primary Rifle CQC 330 or 300 FPS, Outdoor 400 FPS
D. Outdoor Sniper Rifle FPS limit is 550FPS.
a. Sniper's must use a side arm within 60 feet of shooting a player.
2. All Replicas must have Magazine out and Safety on when Replica is in a ‘Safe Zone’.
3. Sidearms must be holstered and Safety on.
4. When Game is called (Declared Over) all Replicas must be placed on ‘SAFE’ and held in a non-threatening manner or on a sling.
[For Example: Barrel pointed at the ground.]
5. When not participating in a Airsoft Scenario or when off the play field
A. You are not allowed to point your weapon at any person.
B. Additionally, you are NOT allowed to point at and/or shoot at any animal.
C. Intentionally shooting an animal may/will lead to you being removed from the current game and possibly the next game as well or the team itself.
Repeated offenses may result in suspension or expulsion from S.A.R.S.
6. Paintball weapons of any kind are STRICTLY PROHIBITED.
Knives
1. Fixed-Blade Knives with a length greater then 3 inchs are NOT allowed for game play.
2. Folding Blade Knives are allowed for game play.
3. Rubber Training Knives for game play
A. MUST be soft and flexible
B. Able to bend 90 Degrees from the hilt.
4. Non-rubber training Knives are NOT allowed.
Props
1. All props MUST be cleared the Highest-Ranking Team Member on the field.
A. Props includes:
a. Vehicles
b. Grenades
c. Claymores
d. Riot Shields
e. Gatling Guns
f. Pyrotechnics
i. All Pyrotechnics MUST be cleared by the Team’s Commanding Officer.
ii. Pyrotechnics are STRICTLY PROHIBITED during fire season.
Iii. Pyrotechnics include:
(A). Smoke, Flares, Explosive Devices, Flare Launchers, Fireworks, and most anything that creates a flame, sparks, or emits smoke.
2. Inert Frag Metal Grenades
A. Talk with senior member of the use of metal grenades.
B. Are not to be thrown at anytime.
C. Can be used as a booby trap only.
3.Tazers and Mace/Pepper Spray are NOT allowed on field.
A. Silly string can be as pepper Spray long as eye protection is in place.
Personal Protective Equipment
Eye and Face Protection
1. All eye protection must meet ANSI Z87.1 standards
A. Safety Glasses. These are full glasses with wrap around lens
B. Wire Mesh Goggle’s. These are goggles that have a fine wire mesh for protection to the eyes.
C. Paint ball Mask. This is a full mask with large plastic lens and face protection.
D. All new eye protection must meet these requirements and be inspected by a senior member before first use.
2. Blind man
A. If someone’s eye protection comes off during play, or a non-player enters the field. You must do as follows:
a. Call out blind man and stop the game
b. If you hear blind man, repeat as loud as you can and over the radio if equipped.
c. Once the blind man has been dealt with. You may resume play. Do this by yelling resume game, and stating the same over the radio.
3. Face Protection (Other then for the eyes all face protection is optional)
A. Full face Protection: Such as a Paint ball type mask.
B. Half face Protection: Such as a hard mask to cover cheeks and mouth.
C. Partial face Protection: Such as a bandanna to cover cheeks, and mouth.
Clothing
1. Shorts are NOT allowed.
2. Boots are strongly recommended.
A. We are playing in the woods almost all the time.
3. Long Sleeve Shirts are Recommended but not required.
4. Knee pads are recommended but not required.
5. Head Gear [Helmets, Patrol Caps, ETC] is optional.
6. For close-quarters events we recommend using a mouth guard.
7. All players are required to carry death rags(Red, Yellow, Orange)
Weapons Safety
1. Do NOT point your weapon at a person unless you are actively participating in a scenario.
2. Test firing of weapons does NOT occur in a ‘Safe Zone’ or when a game is declared over.
A. Test Firing of Weapons will only take place in a designated area and when cleared by staff or when everyone is aware and has eye protection on.
3. Live Firearms [Real Steel] will NOT be allowed near or on the field at any practice or event. Leave your Real Steel at home.
4. Airsoft guns are not to be shot in or at the dead pool.
5. No weapons are to be fired when non-players wander into the battlefield (call out blind man)
6. Do not shoot at anyone without the proper face protection.
7. Do not shoot at anyone not currently involved in the current event/skirmish.
9. All weapons are to be secured in boxes, carrying cases, or bags while off the battlefield
General Rules
1. No drugs or alcohol allowed.
2. Obey all state and local laws regarding real steel.
A. No firing on or over roads.
B. No firing within 150 feet of a campground or facility.
C. No firing from or at vehicles (that are not part of the game)
Ch. 3 OPERATIONS
104th special rescue squadron (104th S.A.R.S.) will at times hold and/or participate in local events as well as travel to none local operations.
1. We will attempt to get the information out to the team in the most reasonable time and manner possible.
2. Participation is not mandatory but all who want to play are welcome.
3. Please remember that you represent the team and the Oregon coast.
Non-local operations
1. Pay pal vs. Pay at the door
2. We have access to a pay pal accounts to pay for operations in advance.
3. We encourage its use due to the fact you will usually save $10.00
A. This is helpful and can be used for other expenses.
4. Paying by pay pal also secures our spot in the operation.
5. To use the pay pal account all money needs to be paid in advance.
General
1. Always double check your weapons and gear a few days before an operation.
2. All weapons and gear adjustment, setup and modifications need to be done before leaving to an event, operation.
A. And miner adjustments can be done upon the operation site.
3. Be at the operation site at least one hour prior to start time.
4. Label all your gear. You do not want to loose gear because no one can return your lost items.
A. Names and phone numbers are good ways of getting your gear back.
5. Be aware who you are loaning your equipment to.
6. Return all borrowed equipment after the operation in the same or better condition in which is was loaned to you.
7. Never loan out gear of another teammates without permission first.
Travel arrangements
1. In most cases we will to travel as a team.
2. Prearrange all rides before the operation.
A. Use the forum so everyone knows whose going with who.
3. All passengers should equally help pay for gas.
4. All vehicles need to be in good working order.
5. All weapons will be in either a hard or soft case.
Campouts
1. Operations site/private property
A. Follow site rules and weapons safety.
B. Follow site rules about campsite + fire usage.
C. Keep your area clean, uncluttered and maintained.
D. Clean up campsite before leaving camp
2. State/county parks.
A. Follow all the park rules.
B. All weapons will remain in their cases and out of site.
C. All gear will remain out of site.
D. No weapon or gear set up or modification in campgrounds!
E. Clean up campsite before leaving camp
Food
1. Bring your own food and gear or make arrangements to cook as a team or in groups.
2. All members who eat together need to share the cost of the meals equally.
3. Advise those who are going to purchase the food on what you can and cannot eat.
4. Clean up after all meals
Local events
As the community grows their will hopefully other teams and fields that will start to pop up. We will try to go to
local operations to help support the field or teams that are holding the operation. Please follow the same rules
as a non-local event.
Hosting operations
1. As a team we at times will put on operations to promote the sport of airsoft and help our community grow.
2. Theses can be some of the following:
3. Car washes
A. Help get money to purchase needed team weapons and or equipment.
4. Hold a booth at the county fair with the surplus center
A. Help out surplus center.
B. Get our name out to the public.
5. Hold our own operations.
A. As a team we will need help holding events.
a. Please help when you are asked or just lend a hand we’re you can.
b. The more we do on all events the better the out come will be
Ch. 4 Communication
Overview
1. Proper communication is one of the most important items that you can have with you on the field.
2. If you cannot communicate with your team you cannot:
A. Give or receive orders.
B. Pass a long or receive Intel.
C. Or work as a team.
3. The team that has the most effective communications usually will win the day for their side.
4. Before an operation/practice or if you need to know
A. How well the you’re other teammates can hear you
a. It is a good idea to test your communications gear.
B. The reference of "5 by 5" stands for the following
a. Combinations of signal strength and readability in the sequence shown.
i. Example,"5 by 5" is a short form way of saying.
(a) "Your signal strength is strong (loud) and you are perfectly readable."
ii. In actual practice, many people state the real words as opposed to using numbers.
(a) In this same case, instead of "5 by 5", one could easily have said, "loud and clear" or "strong and readable" which is the same as "5 by 5"
iii. Signal strength (loudness):
1--faint signal, barely perceptible.
2--very weak signal.
3--weak signal.
4--fair signal.
5--strong signal.
iv. Readability (comprehension)
1--unreadable
2--barely readable, occasional words distinguishable.
3--readable with considerable difficulty.
4--readable with practically not difficulty.
5--perfectly readable.
E.A couple of things to remember in regard to communication:
1. The enemy can hear you.
2. Keep your transmissions short and to the point.
3. Keep the channels clean no use of foul language.
4. If you use a push to talk button "ptt".
i. Do your best to put it in a spot that has the least tendency to be pushed or activated by your gear by mistake.
F. voice procedure is the method used, whereby certain word or phrases are used to convey special meaning in a radio voice transmission and thus help keep transmissions short and to the point.
G. The following words and/or phrases are called procedure words or pro-words.
1. Hello - alerts the radio net that someone is about to access the net to contact another unit.
2. This is (call sign) - identifies who is calling.
3. Over - means that a transmission is finished and a response is expected.
4. Out - means that a transmission is finished and that a response is not expected.
i. Note: the pro words over and out are never used together like "over and out" in doing so they cancel each other out.
5. Prepare to copy- Means I have a detailed message to send.
6. Send - means I’m ready to receive a transmission
7. Say again - means you did not hear the last transmission and would like the sender to retransmit it to you.
8. Roger - means you under stand that last transmission
i. Note:"roger out" is never used due to the fact if roger calls himself out he should not have walked onto the field in the first place.
9. Wilco – Means you under stand that last transmission and fill follow the orders.
10. Execute - means normally used with a code word (orders) a preplanned set of actions are to be preformed.
11. Out to you - means that you have finished talking to the selected call sign and are about to call another call sign.
i. Note: this is normally used by the net controller and or unit commander.
12. Affirm or affirmative – means "Confirm or Yes",
13. Negative – means No
14. Station calling – means that you did not copy the who the sender was.
i. I.e. “station calling - one zero?”
15. Break- occurs when the sender has to stop, but will finish his transmission.
Ch. 5 Hand signals
1. Numbers:
a. 1-5: will be a hand pointed up.
i. 1 finger for 1, 2 fingers for 2, ECT
b. 6-10: will be fingers with the hand parallel to the ground.
i. 1 finger is 6, 2 fingers is 7, 3 fingers is 8, ect,
c. 10-and beyond:
i. 5 fingers parallel is 10 or one finger up and then a zero, 11 would be 1 finger pointed upward and moved twice, 66 would be one finger parallel moved twice, ECT
Me
You
Come over hear.
Go ahead/move
Hurry up
Freeze/Get low
Get low/go prone
Take Cover
Stop
Understand
No/don't understand
Watch/Look
Listen/ or hear something?
Rally Point [RP] (Fingers can show RP #) or This sign pointing to the ground is the (ERP) Emergency Rally Point.
Need Ammo
Batteries Dead
Gun not working.
Tangos
Also Fingers over the face like a mask means Ambush then point to the ambush.
Leader
Hostage CQC
Vehicle
Wedge Formation
Line Formation
File Formation
Column Formation
Ch. 6 CQC Load out
Team members who participate in close quarters combat events also have gear specifically for CQC and MOUT ops.
01. Primary and Sidearm set for CQC limits.
A. 300-350 depending on event host.
02. IBH Replica Helmet, Mich or PSGT with uniform cover.
03. Full face protection.
A. Neoprene Mask
B. Hard Shell Mask
C. Paint Ball Style Mask
04. Full seal eye protection.
A. Must be approved eye protection by the event host.
05. Full unit uniform OR designated dress style by event.
06. LBE or web belt with needed pouches. (ie mags.)
07. Gloves BLACK or OD,
08. Hip, Thigh or Chest Holster. (if a side arm is used)
09. Knee Pads (optional)
10. Utility/Dump Pouch (optional)
11. Weapon or Helmet Tac-Light System (highly recommended)
12. Radio with ear bud and mic Rig (no open Coms)
13. Pen and Paper if needed
Ch. 7 Team Uniform
Uniform
1. Current Team Uniform
A. Olive Drab Pants
B. Olive Drab Blouse with all proper patches.
C. Olive Drab Head Cover
a. Helmet
b. Bonnie
c. Cap
d. Marine Style Cap is not authorized
D. Olive Drab Jump Suit may be used in-place of Pants and Blouse.
E. Black/Tan Boots that come up at least past the ankles.
F. Dead Rag (Brightly colored bandanna, Red, Yellow, Orange. To let others no you’re out.)
G. Water Hydration Device. (Camel Bak, Canteen)
Patches
Team Patch
1. S.A.R.S. patches are issued to members when they join S.A.R.S.
A.1/2 inch below the shoulder on the left sleeve of all coats, jackets, and shirts worn as outer garments and the pullover sweater.
EXCEPTION: Shoulder patch is centered on the Velcro arm pocket.
US flag
1. Worn on the right side1/2 inch below the shoulder seam on the left sleeve of all coats, jackets, and shirts worn as outer garments and the pullover sweater.
EXCEPTION: US Flag patch is on the very top centered on the Velcro arm pocket.
Tapes
Unit Tape
1. Must match the uniform worn.
2. Unit tape must say S.A.R.S. With exact spell and punctuation to be valid.
3. Unit tape is located, centered over your left breast pocket.
Name Tape
1. Must match the uniform worn.
2. Name tape may say: (Last Name, Call Sign)
3. Name tape is located, centered over your right breast pocket.
Rank
1. On the Collar for Officers.
A. Placed halfway up the lapel seam, resting on but not over it. Bottom of insignia is parallel with the ground. (See Below)
2. ACU type Uniform
A. Placed on front zipper flap (optional)
a. If Tac gear covers rank or makes it hard to see it can be placed on the Mandarin collar or tac vest
B. Enlisted where rank on right side of Velcro pocket.
3. BDU type Uniform
A. Enlisted where rank on both sides halfway down the shoulder and elbow with the Unit patch 1/2" under the shoulder seem on the left arm. (See Below)
4. Helmet
A. On the front centered two inches above the brim.
B. On the back with Unit tape to the left and under the unit tape your nametape with rank on the Right side
a. The group of the tapes will be centered 2in above the back brim
5. Patrol Cap
A. Embroidered or subdued metal grade insignia centered 1/2 inch above the visor on the patrol cap.
a. Cap will not be crushed or rolled.
Ch. 8 Dismissals
1. All SARS members and guests will follow directions and rules set by SARS senior members.
2. Anyone failing to follow common courtesy and safety rules may be warned or immediately dismissed from the field.
A. Staff members may warn a person or group a maximum of 3 “ verbal warnings" before asking that person or group to leave the field.
a. This is only a guideline and doesn't mean everyone gets 3 strikes.
B. If a S.A.R.S Senior member believes an infraction deserves a immediate dismissal, it is at their sole discretion.
C. Verbal Warnings and dismissals are to be reported to the most senior member on the field.
4. The dismissed persons will be spoken with about his/hers actions before being let back to practice or events.
5. May be dismissed for the following but not limited to:
A. Involved in Fighting, drugs and alcohol during team events.
B. Removing eye protection.
C. Bringing Real Guns to the play field.
D. Discharging or brandishing any airsoft weapon in an unsafe manner
a. Firing/Brandishing at any group of persons not playing
b. Firing/Brandishing at traffic
E. Caught cheating
a. Not calling hits
b. Not observing current match rules.
6. Anyone caught being grossly negligent, or purposefully causing harm. Will be immediately dismissed and will only be allowed to return, if and when they are cleared by a comity 4-5 current S.A.R.S. Senior Staff.
A. Upon a decisions the head of the Senior Staff Comity will inform the accused of the verdict.
a. If allowed to return, the member will be under a probationary period no less then three months. The rules of this probation will be set by the comity that gives the verdict.
b. If allowed to return, the comity head will inform all S.A.R.S Senior Staff of this decision.
c. If the Senior Staff member at the next event has not heard about a decision to allow the accused back onto the play field. They will not allow that person into the play area, and must inform them to immediately leave the premises.
d. If the accused member is faulted for his actions, he will be immediately removed from the 104th S.A.R.S. All privileges removed and banned from all events hosted by the 104th S.A.R.S. For a period of no less then one year.
e. After a period of no less then one year the member may request a comity meeting on whether to allow them attend 104th S.A.R.S hosted events.
B. Any S.A.R.S. member of rank E5 or higher in good standing, is eligible to be on the comity.
C. Any information discussed in one of these comity meeting will remain only amongst the accused and the comity at hand.
a. Only needed information will be passed to those outside of the comity.
b. This information will only be given by the comity chair.
Chapter 8 amended 7/26/11 by Tank