Operation Black Talon: Operation Liberation
After Russia invaded and stopped Ukraine’s attempt to destroy Russian strongholds, NATO has asked Russia to stop all military action in Ukraine. With no response from Russia, NATO is preparing to remove Russian forces from Ukraine. With no communication between the two forces, other than a PMC group called the Black Talon acting as a medium of communication, tensions raise towards another conflict on Ukraine soil.
The game type is team vs team but with a third party, the Black Talon, that is controlled by the admins. Both teams start on opposite sides of Northern Strike’s field. The Black Talon will only be dispatched onto the field periodically throughout the game; they will not be on the field all the time.
The game needs no less than 24 players, but with the size of the field no more than 80. Also teams must be even or if one team must have more players than the other, the team with the most players would be positioned on the south side of the field.
This year the field will be sectioned off by natural gullies. Bridges have been made to cross them and will be the only way to move from one section of field to the next.
The game will be set up with multiple objectives on the field. 2 points will be given to a team if they hold a checkpoint; 3 points will be given if they hold a bridge, 5 points will be given if they hold an ammo cache, and 7 points if they hold a FOB at 30 minute intervals. To take a checkpoint, bridge, ammo cache, or FOB a team will fight to objective and change the flag pulley system at the objective to their team flag color. The objective is captured and points are awarded if they hold it at the 30 minute interval. The team continues to receive points at each 30 minute interval as long as their flag is up at the objective.
Teams can also gain points by detonating a bomb on the field, assassination missions, or from intel provided from your CO.
Admins – Ref
Ideally we will have 20 admins. All admins are required to have high visibility clothes, camera, quick reference to the rules on hand, backpack, smoke grenades, radio, and wear hiking clothing underneath their visibility vest . All admins are on field to keep people honest, enforce safety, and keep informed on what is going on during the game as far as the rules are concerned. Any questions that cannot be answered by these rules will be directed to lead admin.
-You cannot cross the gully unless you go over a bridge
- The bridge must not be destroyed in order to cross
- If light is red it is destroyed and you cannot cross
- If light is green and you own the bridge you can cross
- Engineers can go into the gully to repair the bridge. If the player is not hit they must re-enter the inbounds play from where they left the field of play.
- If an engineer is hit any player can go to move the engineer. Players must re-enter the field from where they left play.
- Black Talon are highly trained forces and can cross the gully without a bridge.
Respawning and Death
Gun hit- If your weapon is hit it is considered broken and cannot be used. You can bring it back into play if you visit a FOB, ammo cache, or your main base. If you died with a gun hit you respawn with a fixed gun.
Being hit – So you have just been shot! You must shout hit as loud as you can! Then sit or lay down on the ground as if you have been shot. You may not stand up. During this time you may shout for a medic. You are not to move by yourself. Also you cannot stand up until you are treated/healed or are being assisted by another player.
Bleeding out – When you are hit you must bleed out for 3 minutes. Once that time is up you are dead and must respawn. While you are bleeding out you may call for help or say nothing. You cannot move without the help of a teammate and cannot fire your gun or use your knife on another player. When you are in the process of bleeding out an enemy player can finish you off by tapping you on the shoulder. Then you are considered dead.
Dead- You are dead you must wait for 2 minute in the spot where you died. During that time you may be searched by the enemy team. After the 2 minute dead time, walk to a team respawn and enter the game at your own leisure. When dead you cannot communicate tactical information about the game to anyone until respawned back into the game.
Searching other players – When another player is dead/bleeding out. You must ask that player for permission to search them first. If the player gives permission you may search the person for anything you wish. You may not keep anything but red/purple smoke (missiles) everything else must be given back to the dead player. If the player does not give consent, the dead player must reveal contents of all pockets and give them to the searching player. All items received from the searched player must be given back other than team smoke grenades. Once the player is done searching the dead player may respawn at a respawn point. The searching process may take longer than the 2 minute dead time. If the searching player leaves the dead player at any time the dead player may put his things away, respawn and doesn’t have to be searched more than once per death. Players walking back to respawn cannot be searched.
Knife kills – By lightly touching another player on the shoulder with an open hand or with a training knife (rubber knife) that player is considered dead there is no bleed out and must wait the 2 minute dead period before they respawn.
Friendly Fire – If you are shot by a friendly player, the player who is shot is hit and will follow regular bleed out rules.
Being healed - When a player is hit they must bleed out for 3 minutes. During this time any player can come to the fallen player’s aid and tie the injured player’s airsoft tourniquet around the injured player’s arm. The injured player is now back in the game.
Removing tourniquet -If you have been shot once and healed with a tourniquet you can go to a FOB or main base, touch the flag, and then remove the bandage and continue play as if you have not been shot. If you died with a tourniquet on you may remove it when you respawn.
Being hit a second time – When hit a second time with one tourniquet on you can only be revived by a medic. The medic will be put on a second tourniquet and you must drink a bottle of water provided by the medic. If a medic doesn’t reach you before belled out time, follow normal bleed out and dead times then go back to a respawn. Make sure your medic gets his empty water bottle back.
Being hit a third time - If shot with two tourniquets on you are considered dead. However you must still wait the 3 minute bleed out time and the 2 minute dead time. During all of this time you cannot communicate with your team and you may be searched during this time. Once the total of 5 minutes is over you may walk to the respawn areas to enter the game.
Moving while hit – A player who is bleeding out cannot move. Another player must make physical contact with the injured player (ie: grabbing shoulder or arm) then both players can move around the field as long as they remain in physical contact with each other. (One wounded player cannot help another wounded player) While moving neither party can use there weapon. The only time you may enter the valley is to move a hit engineer.
Respawning – After
bleeding out for three minutes and being dead for 2 minutes you can walk to any
respawn point your team owns, touch it, and you are immediately back into the
game. If an enemy player is within 25 ft. of the respawn you cannot enter the
game at that respawn.
Capture respawn flags- Respawn flags will be scattered around the field and can be captured by either team or the BT. To capture a respawn flag lower the opposing team color flag on the pulley system and raise your own flag. The BT will lower both flags to show it belongs to them. If your team flag is up you can respawn at this location. Players cannot reload at these points. You may not use an objective that doesn’t belong to your team.
Main Base Respawn – This respawn can’t be taken by the other team as it is the starting position for each team. In addition to respawning here, players may also reload at these locations, repair their hit guns and resupply medics. Please use recycling bins at this location for used recycling.
Ammo cache- Players are aloud to bring their bags with bb’s and a speed loader in there kit. At this location players can take their bb’s that they have on them and put them into there mags. Repair your hit guns on the field and resupply the medic. You cannot respawn here or removes bandages. The ammo cache can be captured by raising your team flag color and lowering the other teams color. You can only change the flag if you are considered alive. Please discard used water bottles at the recycling bin at the ammo caches.
FOB – These areas function like your main base but can be captured and can be destroyed.
Bridges – This year we will have bridges over gullies that are on our field these will be clearly marked on a map and with blue flagging tape. The only way to get over these gullies will be to use the bridge.
Checkpoints – Checkpoints are key locations on the field where they can be captured and are worth 2 points every 30 min. You cannot reload here, you cannot respawn here, you cannot remove your tourniquet.
Destroying an objective – If an objective or your main base is in the bomb or missiles explosion area it is destroyed. Objectives can also be destroyed by engineers. When an objective is destroyed, the light at the objective should be red and the puzzle would be unfinished. What happens to objectives when destroyed is as follows:
These types of missions can be found in Intel drops. They must be completed in order to receive the reward in the Intel drop. How to complete the mission is as follows:
How to get points
Checkpoints – Are able to be captured and destroyable. At 30 minute intervals teams that are holding a checkpoint receive 2 points.
Forward Operating Base (FOB) – At 30 minute intervals 5 points will be awarded to the teams that currently hold them. Players may reload at these locations and respawn their hit guns here. FOBs will have one of each of the team flags. In order to receive points your faction’s flag must be up at the FOB. Do not remove flags from these locations.
Intel Drops –Admins will periodically provide faction leaders with Intel. This Intel will be given to the factions leaders remotely through the power of wireless computer networking. These Intel drops will give the faction leaders objectives to accomplish to receive bonus points.
Assassination missions - Some Intel drops may have players targeted for assassination. If you kill this player you must search him and take a selfie of you the assassination target while holding their ID to bring back to your faction leader. The faction leader must notify the Point system admin and have the picture verified by another admin to receive points. The player can only be worth points once. A new assassination mission will not end an older assassination mission. Black Talon can also assassinate targets removing them from your mission pool.
Bridges – Bridges are objectives that can be used to cross the gullies that are a part of the field. Gullies are considered out of bounds and cannot be crossed any other way. Bridges give you 3 points for holding them for 30 mins. You may not respawn here, remove your tourniquet, or reload.
Ammo cache- Are worth 5 points and you may reload your magazines here and fixed hit guns. In order to receive points your faction’s flag must be up at the ammo cache. Do not remove flags from these locations.
Killing Black Talon – Black Talon members will have points on them with keywords. When administration is informed a faction has points will be awarded to your team.
Returning enemy smoke grenades – Engineers have smoke grenades to destroy objectives. Kill the engineers search and take their team smoke grenade then bring it to your team leader for one point per each grenade returned. Red smoke belongs to NATO, purple belongs to Russia, Black Belong to Black Talon
Do not forget to inform your Faction Leader when you capture an objective or he won’t know you have captured the objective.
The Black Talon (BT)
The BT will be playing a big role in keeping the game going and for extra objectives on the field. The BT team will be placed in different areas of the field always with an objective. Once the BT is stopped or they complete their objectives the BT team waits in the safe zone until admins put them back on the field.
Black Talon Escort
Mission: The Black Talon is moving a VIP or an Object. If the black Talon
get to their extraction point, penalties will occur to the closest main base.
Capturing a VIP/Object: Eliminate the VIP/Object escort. Then have the VIP follow your team to your base. Or find the object and bring the object to your base. Both will have their own rewards.
VIP: Can be shot and will start to bleed out. However the VIP cannot die. To bring the VIP back to their feet, a tourniquet must be applied. A VIP can have as many tourniquets that can fit on their arms.
The BT can capture points and use them as normal. The BT will remain on field until they are all eliminated with no respawn points or are ordered to leave. Then will walk to the safe area reload and stand by for new orders.
Searching: Some Black Talon members have important information on them and are may be worth points. Try searching them.
Capture Objectives: The
BT will be dispatched to take an objective away from another team.
The bomb will be placed somewhere on the field. You must find it and arm it with an arming code that will be given to your Faction Leader. The time it takes for the bomb to detonate can be anywhere from 30 min to an hour. If the bomb is not armed, feel free to move it wherever you like.
When the bomb is armed the BT and the disarming team have a brief radio meeting to determine if they will work together to disarm the bomb or separately try to disarm the bomb. If the disarming team agrees to work with the BT and the bomb is disarmed the disarming team will get no points if successful. If they choose not to work together and try separately to disarm the bomb the disarming team gets 25 points if they are able to disarm the bomb, but if the BT disarms the bomb no one gets points.
If a team succeeds in detonating the bomb they will be awarded 50 points. However during the detonation countdown the BT will stop all of their operations and their main objective will become disarming the bomb.
If you successfully hold the position for the duration of the count down and the bomb detonates then everyone within the bomb radius is dead and must respawn. At this point Black Talon returns to their normal function.
Radius of bomb kill zone is one side of the gully on the map. There is no cover from the bomb. If you are in the area you are dead and you must respawn. The bomb destroys all structures and bridges on whichever side of the gully it was set off on.
Break down of BOMB
Teams and Game play
Fire team/Squad Leader
Engineers Destroying and Repairing
In order to fire a missile the faction leader must call to the admins requesting to fire a missile. An admin will arrive with the missile system and will be escorted to the firing location which will be determined by your teams Faction Leader. The admins will run the siren and after 10 min the missile will strike the intended target
FPS limits and Magazine rules
Player guns may not shoot any higher than what their role specifies
This will be a midcap only event. Players may have 6 + 1 in their primary.
LMG players are restricted to one LMG mag that holds 1000+ bb’s.
AEG/LMG – max 400 fps measured with .2/ 1.5 J with a 20ft engagement distance
Snipers bolt action- max 500 fps/2.32 J with a 100ft engagement distance
DMR – (Must be electronically or mechanically locked to semi) max 450fps/1.88 J 50ft engagement distance
Side Arms - Semi 400 fps with .2 or 1.5 J No engagement distance
Full auto 350 or 1.14 J no engagement distance
Rate of fire – Guns can fire no more than 25 rounds a second.
Side arms and Secondary’s
Players can have a sidearm. The sidearm cannot have any more than 100 bb’s for it at any given time.
Ex: 5 mags with 20 rounds in each, or 2 mags with 50 rounds.
Because of the size of the event, secondary weapons are not necessary and we will not be using them.
*However feel free to bring along as many guns as you wish
in case something breaks. But you can only be on the field with one Primary at
A sniper has an engagement of 100ft this means he must use a different weapon to shoot at anyone 100 ft. and under.
Any engagement under 20ft players MUST use semi only or use a side arm.
There is no bang use for this event. With that said please be respectful to other players.
given to you by Northern Strike is up for grabs, can be taken away by the other
teams. Also can be taken by administration.
Team smoke grenades
Team smoke grenades are to mark who is firing missiles and destroying objectives. If you find a Red, Purple, or black smoke grenade they are team smoke grenades and cannot be used like normal smoke. Bring these to your faction leader for points. DO NOT BRING YOUR OWN BLACK,PURPLE OR RED smoke grenades.
Dealing with Problem Players
This is not a “military simulation” but we are trying to make it as close to a simulation that we can so in order for everyone to enjoy the game we ask to follow the chain of command that is set out. If you are asked to do something by someone higher up the chain we ask that you preform those tasks. If you do not you may be asked to go to admin station to speak with administration, by your Faction Leader. If you do not arrive to discuss issues with administration we will look for you and remove you from the game. So please come speak with us so that we can make the game enjoyable for everyone. Chain of command is as follows.
1st Faction Leader
2nd Faction Leaders 2nd in command
3rd Your Squad Leader
4th Your Fire Team Leader
Everyone is supposed to play. You are expected to follow your Faction Leaders order and sometime they are unfair and not as fun as what you want to do. Work with your fire team and squad leaders and remind your Faction Leader you want to do something else. You can’t always do what you want but you should be able to do sometimes. If you have tried speaking with your Faction Leader and he still won’t play you in a spot you don’t like come to administration and we can speak with your Faction Leader. Everyone deserves to have fun, but we all have to pull in the same direction.
If you come across a player who you believe is not calling there hits or over shooting. You can inform your Faction Leader or have your fire team leader or squad leader inform your Faction Leader. Your Faction Leader will inform administration and we will do our best to have a field marshal come to observe the player for a short period of time. So make sure you have a good description of the player other than he is wearing camouflage or has a gun.
What we do not want players to do is:
Players found not calling there hits or doing an action from the do not do list, will lose points for their team. Players that are found not following the rules again will be taken out of the game. If a real world fight comes up you will be removed from play banned from Northern strike events and field then charged for assault. So please do not let a game ruin your real life we are all here to have fun, and have a good time with both teams.
Freeze in play
There will be a scheduled dinner break at 1800 – 1900, then game will resume until 2230 where we will have a field freeze. No players will be allowed on field between 2230 - 0900. All must return to the safe area during that time. At 0830-09000 players may walk to a respawn area they control and prepare for the game to begin at a hard 0900. At 0900 the game will carry on from where it left off.
At 2300 there will be an optional night operation there must be at least 5 players from each team in order for the game to happen if there are not enough players this game will not happen.
Rules are subject to change up until the day of the event.
Rules are subject to change up until the day of the event.