
Diablo Fall
Operation: Diablo’s Fall - Storyline
Location: La Sangre del Diablo (The Devil's Blood)
In the arid, rugged expanse of northern Mexico lies a lawless region known as La Sangre del Diablo, an unforgiving stretch of land where few dare to tread. This territory, with its labyrinthine canyons, abandoned mines, and derelict towns, has become a stronghold for the infamous cartel led by a brutal warlord known only as El Diablo.
For nearly a decade, El Diablo—born Rafael "El Diablo" Delgado—has built a ruthless empire from the shadows. A former military officer, Delgado was once a rising star in the Mexican Army. But a web of corruption, violence, and personal tragedy led him down a dark path. Now, as the leader of one of the most dangerous cartels in Mexico, El Diablo rules La Sangre del Diablo with iron discipline, relentless ambition, and a loyalty bought with blood. His cartel supplies not only drugs but weapons and mercenaries to criminal networks across the Americas. His name strikes fear into the hearts of those who cross him, and his organization operates with military precision, protecting Delgado and his key operations within this desert fortress.
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Operation: Diablo’s Fall - Storyline
Location: La Sangre del Diablo (The Devil's Blood)
In the arid, rugged expanse of northern Mexico lies a lawless region known as La Sangre del Diablo, an unforgiving stretch of land where few dare to tread. This territory, with its labyrinthine canyons, abandoned mines, and derelict towns, has become a stronghold for the infamous cartel led by a brutal warlord known only as El Diablo.
For nearly a decade, El Diablo—born Rafael "El Diablo" Delgado—has built a ruthless empire from the shadows. A former military officer, Delgado was once a rising star in the Mexican Army. But a web of corruption, violence, and personal tragedy led him down a dark path. Now, as the leader of one of the most dangerous cartels in Mexico, El Diablo rules La Sangre del Diablo with iron discipline, relentless ambition, and a loyalty bought with blood. His cartel supplies not only drugs but weapons and mercenaries to criminal networks across the Americas. His name strikes fear into the hearts of those who cross him, and his organization operates with military precision, protecting Delgado and his key operations within this desert fortress.
Agent Ryan, a seasoned DEA operative with an unyielding sense of justice, has been after El Diablo for years. Driven by a personal vendetta, Ryan's pursuit is fueled by the death of his younger brother, a rookie DEA agent killed during an undercover operation gone wrong in the heart of El Diablo’s territory. Ryan blames Delgado for his brother's death and has since made it his life’s mission to bring down the cartel and dismantle the criminal empire that stole his family. Known among his peers for his determination and his unorthodox tactics, Ryan has now been assigned to lead a specialized DEA task force on a high-risk mission into La Sangre del Diablo. With fresh intel pointing to key cartel installations and potential locations for Delgado’s hidden compound, Ryan’s team prepares to go deep into hostile territory.
The operation will be grueling and dangerous. To succeed, the DEA must secure intelligence, dismantle cartel infrastructure, and overcome brutal resistance from Delgado's highly trained soldiers. For El Diablo and his cartel, survival depends on defending their strongholds, protecting Delgado’s whereabouts, and stopping the DEA from unearthing the secrets buried in La Sangre del Diablo.
The Mission:
La Sangre del Diablo will be the stage for an intense showdown between the DEA and El Diablo’s cartel. With each side prepared for a deadly clash, the fate of this lawless land—and the people on both sides of the border who suffer from the cartel’s influence—hangs in the balance. Agent Ryan must navigate both the physical and emotional challenges of this mission, while El Diablo fights to defend the empire he built from the ashes of his past. -
WARNORDER | Operation: Diablo's Fall
Event Name: Operation: Diablo’s Fall
Location: Granville, MA
Date/time: 06-08-2025 0800 - 1800
Advanced Action Sports Milsim Rules can be found here: click me
Time: 1. Situation
In the heart of Mexico, a powerful cartel led by the ruthless El Diablo has control over the illegal drug trade and weapons smuggling operations. This cartel has expanded its influence across the U.S. border, fueling violence and flooding the streets with narcotics. After years of tracking the cartel, the DEA has launched a high-risk operation to locate and capture El Diablo and dismantle his organization.
The operation is led by veteran Agent Ryan, who has a personal vendetta against the cartel. Aided by informants, undercover agents, and local law enforcement, Agent Ryan and his team will engage in a series of tactical missions to gather intel, confront El Diablo's inner circle, and end his reign of terror.
Base of Operations:
DEA Spawn: Kings Landing
Cartel Spawn: Road Runner
Faction Details:
DEA - Tan based camo (Read rules for camo restrictions)
Cartel - Green based camo (Read rules for camo restrictions)
ROE:
Forceful Engagement: Utilize overwhelming numbers and firepower. Direct confrontation is encouraged to establish dominance.
Agent Recovery: Prioritize the retrieval of the sicario double agent. Mobilize teams specifically for this objective.
Evidence Acquisition: Engage in operations to secure evidence that can be used against the Cartel. Utilize strategic assaults to recover or capture at your CP.
Adaptability: Be prepared to adapt tactics based on enemy movements. Utilize heavy firepower to flush out fighters.
2. Missions & Execution
Primary Objectives
Conquest: Capture and hold each Point of Interest (POI) until Endex.
INTEL EXTRACTION / PROTECTION
Location: Oil RigObjective: Secure or defend intelligence on cartel hideouts and operations.Details: A cartel informant and classified documents are present at the Oil Rig. One faction must raid and extract this intel to their CP to score. The opposing faction must defend the site or fall back with assets if overrun.
Location: OverlookObjective: Extract or protect a captured NPC informant.Details: A high-value NPC is held at this location. One side must extract and escort them to their CP. The other must delay or prevent the extraction, with plans to escort the NPC to a secondary base if possible. Expect contested activity.
SUPPLY LINE DISRUPTION / DEFENSE
Location: Solar ArrayObjective: Disrupt or defend cartel drug production and logistics.Details: This fortified area includes drug processing operations and a key logistics officer. One side must raid the location, secure evidence, and eliminate or capture the officer. The opposing force must hold the site, evacuate high-value items, or relocate personnel if necessary.
FINAL ASSAULT / LAST STAND
Locations: Radar Station and FreetownObjective: Capture or defend El Diablo and his inner circle.Details: The final phase occurs across Radar Station and Freetown. One faction will launch an assault to capture or eliminate El Diablo (NPC) and collect player ID cards for score. The defending side must fortify these positions and hold until Endex.
SCORING & SPECIAL NOTES
Returning intel or evidence to your CP awards mission points.
Player ID cards collected throughout the operation contribute to scoring.
NPCs (informants, El Diablo) are essential mission elements and must be engaged per event rules.
Operational control and fallback strategies will affect mission outcomes.
Supporting Objectives:
Establish Triage Centers (TC)
Capture and secure mobile TCs for respawn advantages.
Red triage centers will be available for both teams to find, establish and utilize as a mobile respawn.
To be used for players that have bled out or are out of lives and need to retie knots.
Respawning cannot occur while triage centers are under fire.
Triage centers can be relocated.
Triage centers can be taken down and captured by enemy teams, being brought to the CLOSEST control point they have to where the triage center was found. Do not hide them.
Players caught moving the triage center beyond the closest captured POI are subject to penalties. 2. Collect Squad Leader cards for points from downed enemies (not everyone will have these cards).
Collect Squad Leader cards for points from downed enemies (not everyone will have these cards).
SECURING POINTS
All scorable objectives will have an Airsoft Anonymous Logo stickerd on it.
All points will be calculated at endex.
All Loot caches and POI’s are in play until endex.
All factions will look to secure their loot caches at ONE location. It does not have to be at your CP.
Game admin will count points from POI that contains the highest number
EXAMPLE: If you secure 9 objectives, 3 in 1 spot, 3 in another spot, and 3 at CP, your team only receives 3 points. All 9 kept at one point receive 9 points.
Keep your loot together to be counted at endex.
POI’s must be marked as captured by placing your team's flag in the flag post. Flags are located at each POI, and should not be tampered with other than removing from pole to replace.
Domination points will be counted at endex based on the number of flags for each faction up.
Player cards collected by each faction will be turned into CO’s before Endex. Game admin will count totals at endex for point calculation. These will be given up willingly by cardholders.
NPC’s
If shot can be revived following medic rules.
NPC’s have infinite lives.
NPC’s may be armed and will protect themselves.
Will play for whomever medics them.
Searches will not be physical at all and all information or loot will be given, but must be asked for by the capturing team. “Do you have any intel or loot?” will be enough.
Victory Conditions - points based:
DEA:
Secure Intel folder from Oil RIg
Secure NPC informant Overlook
Secure evidence from Solar Array
Secure Intel folder from Solar Array officer
Neutralize El diablo
POI Captures will be counted at endex.
Cartel
Secure Intel folder from Oil Rig
Extract NPC informant from Overlook to Road Runner
Prevent DEA taking Solar Array
Once taken point is lost and will not be held by either team.
Evacuate Logistics officer to Freetown
Protect El Diablo
POI captures will be counted at endex
TIMING:
Saturday 06-08-2025:
- 0700: Gates open, check-in and chrono.
- 0830: Formation & PCI.
- 0845: Briefing.
- 0900: Walk to CP.
- 0930-1000: Start time.
- 1800: Endex.
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Advanced Action Sports Milsim Ruleset
Hosted by:THINGS YOU MUST KNOW!
• Sign in opens at 7am
• PLEASE MAKE SURE THAT YOU HAVE READ AND ARE FOLLOWING THE UNIFORM CODE
• MUST HAVE FULLY SEALED ANSI RATED EYE PROTECTION
• YOU MUST HAVE RED DEAD RAG FOR ALL DAY ROTATIONS (Red Glow Sticks are required for night if applicable)
• Any Medical condition must be reported to Game Staff.
• BRING WATER and then bring more water as you need it.
• Plan to eat lunch on the field
• YOU MUST PICK UP ALL TRASH
• NO Real firearms
• Any “HOT” replica/AEG must be left in Your Vehicle
• Ensure that you are familiar with the Regen, Bleed-out, Medic, R.O.E., and core rules. (included in this warnord).
• We will Not be providing Electric Power for Battery Recharging on site
• This will be a Filmed Event Please “try” to Keep foul language to a minimum.
“I didn’t know” is not an excuse!
A.O.
533 W. Heartland Rd.
Granville MA 01034
Squad Rules
Respawn & Bleed Out Rules
Hit Rules:
If you are hit FALL DOWN or TAKE A KNEE (standing while wounded is not permitted).
Remove your hand from your gun and put on your dead rag/glow stick.
DEAD MEN DO NOT TALK. NO RADIO USE! You may call for a medic and give your remaining bleed out time only.
If you are in the line of fire or being used as a meat shield you are allowed to move. (This is not to be used as a method of transportation or to get closer to a medic, it is strictly for safety purposes)
Bleed out is (5) minutes, then you are dead.
While dead you cannot be revived, and may choose to stay with the squad until redcon, or walk to the triage center.
Put down any props you are carrying when dead.
You may not communicate with live players.
Respawn:
Bleedout time is 5 minutes
You must return to your Spawn with your dead rag/Glow STICK on after you bleedout, and then return to the play.
SPAWNS cannot be taken. We will penalize your team if you are too close to the opposing team’s spawn.
DO NOT SHOOT AT ANYONE WITH A DEADRAG/GLOW STICK ON!
Medic Rules
Everyone is a medic.
All players must have a strip of red paracord with three knots tied in it. These knots represent your life count.
The Medic healing you will untie one of the knots on your paracord. When you are out of knots you must wait the 5 minutes to bleedout, then you may go to respawn/triage center.
Once back at your Spawn you may retie your paracord and rejoin gameplay
Player may be healed by a medic ONLY THREE TIMES
If the casualty has knots to untie they may not be healed and should bleedout and go to respawn.
Players may retie paracord with three knots once at spawn/traige center
Medics cannot heal themselves and must rely on another player.
Triage Center
Triage center is a tent recovered and set up by team used as a respawn point.
Its location is wherever your teams decides to take the tent and set it up.
Once you set the tent up and a player respawns at it. It is permanent.
Triage centers can be taken and if this happens they will be moved. Once moved they will be very hard to recover.
“Kill” or “HIT” Rules
One Shot: You’re dead. A hit to any part of the body or gear attached to it by a BB constitutes a “kill”. Gun hits DO NOT count.
Rubber Knife: One touch, you’re dead. (DO NOT stab or poke the player with the rubber knife, a light touch will have the same consequence. In such an instance, “killed” player is obligated to comply.
Grenades: The only grenades allowed are noise making/ BB firing.
Thunder B’s allowed
Taggins Allowed
Gas or Spring powered BB launching allowed
NO SMOKES
NO EG67’s
10 ft. blast radius on all noise making grenades.
Launchables
Only Taginn Launchables are permitted for those players using grenade launchers. The exception is smoke grenades, which are not allowed. Paladin chalk rounds are permitted for use against vehicles only. Launchable grenades have a 10ft kill radius. There is a 25ft MED, and players should never intentionally aim their grenade launcher directly at another player.
A player is only safe from a grenade if they are behind “hard cover.” We define hard cover as any solid object that provides total body coverage and is impossible to move through. A solid wood wall or a giant rock is hard cover, but a bush is not. When in doubt, call yourself out!
General Rules of Engagement
Rules of Engagement in the AO (Area of Operations)
There may be civilians in the AO. Civilians will not be wearing the enemy faction's color (Green or Tan). Civilians may be interacted with, may have knowledge or Intel, may be bargained with for help or real estate. Remember, you don’t get anything for free
You may however “search” them by coming within arm’s reach, reaching out toward them and stating you are doing a “physical search”. Any Intel or weapons they may have concealed on them would have to be revealed at that time. You MUST be within arm’s reach and control the situation before you can do a “search” They do NOT have to comply if not within arm’s reach and controlled however, and could choose to run away. Civilians may or may not be armed, may play various roles, may or may not be hostile, and may or may not have Intel or useful information. Civilians may be bargained with, may form allegiances, etc… They WILL NOT regen on the spot, but will have a separate point to go to away from each Company. In the event they have been “contracted” to fight for one side or the other, they may choose to use the same regen point(s) as the side they are fighting for.
Unsportsmanlike Conduct – Unsportsmanlike conduct will be penalized by deducting completed objective credits (minus varying amounts depending on the infraction) from the offending party’s Teams total. The offending player may also be sent directly to regen (staff’s choice of site), accessed a time penalty, removed from that scenario, or removed from the event altogether depending on the infraction. The offending player’s name, Company, Platoon, and Squad will be written down. Examples of unsportsmanlike conduct are: Not calling your hits, Yelling repeatedly and loudly at others to call their hits (not necessary, just mind your own hits), cussing and yelling at other players or staff, playing with a hot (over the limit) gun, or any other behavior deemed unbecoming and Detrimental to the event. STAFF WILL BE actively looking for infractions and ENFORCING penalties for infractions. Blatantly disregarding hits will be viewed as grounds for dismissal from the event immediately! Don’t be the one that cost your Team the game by a few points because of a stupid mistake or loss of temper. Three (3) “Strikes” or offenses (any level…) by the same player and they are OUT of the event. No refunds, no returns, no questions. Depending on the infraction, steps/strikes may be skipped and they may be ejected from the event immediately. ANY safety Rules violation, i.e., fighting, etc shooting glasses will count as your 3 strikes all at once. Some people don’t care about their eyes but we do. They may also be barred from future participation in AAM Events at the discretion of the event organizer/promoter.
Core Rules Set for any AAM op.
Conduct
Airsoft is a game of HONOR. Please call YOUR OWN hits!
Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if an AAM or Field staff member witnesses the event.
Players caught attempting to cheat will incur penalty points for their team, and may be ejected from the game without refund and barred from future events.
Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future events.
Subordinate players should observe and respect ranks such as Squad Leaders, Platoon Leaders and, of course, your Commanding Officer.
Ranking players should recognize that this is a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun!
Game play Safety
Eye protection must be worn at all times while in a playing area.
If a player loses his eye protection or has a medical emergency, he/she should immediately call “Blind Man.” Game supervisors will immediately signal a pause in the game until the affected player pronounces “All Clear”, at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces “All Clear”, players should return their red rags to their pockets and yell “All Clear.”
NO blind firing. You must be able to see with your own eyes where your gun is pointed
Real World Emergencies
Any player can declare “real world” and remove themselves from the field without the command's approval in the event of injury, illness, or other serious medical events. However, if possible, it is essential to notify them to ensure staff members are alerted and ready to treat the injured party. Any members of your squad are welcome and encouraged to leave the field with you.
If the medical event makes it impossible for the injured player(s) to leave the field safely, they can loudly declare “real world.” All players in the area must cease fire and allow the player(s) to be treated and safely extracted. Players who are not directly involved in the incident should remain in place. Once the area is clear, a referee or embedded admin (command staff) will declare “game on,” and play will resume.
WEAPONRY AND VELOCITY/ENERGY LIMITS
Velocity reducers are NOT allowed.
Players should report to the chrono station with an empty mag for each weapon.The staff member will insert the testing BBs in the empty mag.
All non-sniper/DMR weapons will be chronographed with 0.32g BB’s
Rifles/Dmr
355 FPS or <1.89j with 0.32g BB
no MED
No full auto
<25RPS (LMG’s)
Max weight 0.32g BB
Sniper
355 FPS or <2.32j with a 0.4g BB
100ft MED
Bolt action only
Max weight 0.40g BB
Shotguns
All shotguns allowed, spring or gas, 6 mm or 8 mm. Must CHRONO with 1 BB loaded, even if it fires multiple BBs. Must chrono no more than 1.13J
LMG’s/SAW’s
Must be under 355 FPS w/.32s or 1.89 j
(30ft MED)
MUST BE A SAW or other support replica. No M4’s with box mags.
Allowed full auto
Limited to 3 Box/drum mags of any size
Magazines cannot be manually reloaded by support gunners themselves. Squad members may carry bags or bottles of BBs to refill your box or drum mags while on the field.
Chrono Rules
All airsoft replicas will be inspected with field BB’s and tagged with limit observed by a chronograph device written on gun tags.
If a gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon.
If the gun continues to fire above field limits (NO GO FPS), the Airsoft weapon will immediately be red tagged.
A red-tagged gun has two options:
The player leaves the AO with the Airsoft weapon.
The player tunes the weapon to below “Caution” spec and re-chronos the gun.
All Airsoft weapons are subject to staff spot checks throughout the event.
Any un-tagged guns found in the game are grounds for immediate disciplinary action. It is the player’s responsibility to make sure his/her gun is properly inspected and tagged before the game.
All Airsoft weapons including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chrono’ed. ALL PISTOLS/SIDEARMS whether required to chrono or not are subject to normal/standard chrono limits and may be spot checked on site (must not chrono above 330 FPS with .32g BBs).
PLAYER CLASSES (Rifle/ Heavy Weapons/Medic)
Squads consisting of generally 12 players will be composed of riflemans, and one (1)Heavy Weapon specialist
Your CLASS is pre-determined by your squad leader, who will report your role in advance to team leadership. Contact your squad leader through facebook.. Request a special class or for more information. In the absence of contact all players should assume they will play Rifleman roles.
Rifleman Class
Riflemen may carry as many legal magazines as they can fit on their person.
AUTOMATIC RIFLEMEN
Heavy weapons are limited to 2 per squad. This role can be filled by a player using a SAW. Full auto is only permitted outdoors, anything indoors must be on semi.
Each squad may have one (1) heavy weapons specialist. He/She/They is the only team member that may carry/use M203s, AT launchers, or other special launching weapons.
Specialists may carry an unlimited number of propellant/beehive grenades.
Specialists are cleared to use beehive/BB rounds in their launchers vs other players.
Bringing a custom launcher to event without prior approval as specified will result in automatic rejection.
Using a custom launcher at event without clearance is considered cheating.
Moscart-style grenades may only use Green Gas or HFC 134a as propellant. Absolutely no CO2.
Other than their heavy weapon, these specialists are governed by all the same rules as riflemen.
Squads may replace their Heavy Weapon Specialist with a Rifleman (the slot is optional).
Officers, and Platoon leadership (LT/Plt Sgt) are not eligible to be HWS class.
Snipers/Recon
Each faction is able to have 1 2-man recon squad per 50 Players
HAND GRENADES
Escort gas powered AHG-01 (or subsequent versions), and AlI Tornado BB hand grenades are approved.
Taginn AFG 6’s, AFG 4’s, Tag-67’s are approved.
No smokes.
Other brands on a case by case basis, please ask.
Each player is allowed to carry up to 4 grenades on their person at any one time (extra may be left at their CP). Any class of player may use/carry grenades.
MINES and BOOBY TRAPS
Players may bring and use claymore mines under the following conditions:
a. They are spring/electric/mechanically powered (no CO2).
b. Use remote detonators - no tripwires (note: staff laid traps may use wires).
c. Use is governed by the same safety rules as AEGs. No use on targets closer than 10 feet i.e. NO POINT BLANK BOOMS!
Certain areas of the AO are off limits to excavation, so player-purchased belowground mines WILL NOT be allowed at this game.
Any other kind of booby trap MUST be approved by staff prior to the event. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public NEAE forum for more information before Event.
Hand Grenade, BB firing grenades are blast radius kill weapons. Except for BB firing claymores/mines
Airsoft BB firing Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
Absolute NO personal pyrotechnics, flares, open flames, or similar devices at Event.
IF it burns it’s a no go
Technicals/vehicles
Express permission by field owner only
If only available to one side, will not be used.
Chalk rounds disable the technical and will drive back to respawn
If a gunner gets hit, they will stop shooting for 30 seconds.
Vehicle is still in play for the duration of its use or until disabled by a chalk round.
Weapons attached to technicals are subject to field Chrono limits
Uniforms
During game time all players must conform to the Uniform Code AT ALL TIMES. Failure to adhere to uniform code will result in removal from the play area until you are in uniform (1-3).
Players are not required to be in full uniform when not in play. However, we request you remain in uniform as much as possible during ‘down time’ to help with troop ID and maintain the spirit of the event. Completely civilian attire should be avoided unless you are preparing to immediately depart the event.
COMPANY UNIFORM PATTERNS
The pattern for the For the tan force: Only tan based camo.
The pattern for the Green is: Only green based camo
UNIFORM CODE
No RED shemaghs or other unique unit identifiers which could be confused with game play mechanics.
It is perfectly acceptable while waiting in regen to temporarily remove parts of your uniform to adjust your gear or cool off. You must return to full uniform before you re-enter the game.
Otherwise… removing any part of your uniform while on the field, including head cover, is an indication of a medical problem and will be dealt with accordingly by field staff. If you are overheating and must remove uniform/gear to stay healthy you should immediately signal for admin staff or your chain of command so you can be removed from the game.
Green
RANGER GREEN
OD GREEN
M81 WOODLAND
TIGER STRIPE JUNGLE
MARPAT
AOR2
Tan
MULTICAM
MULTICAM ARID
KHAKI
COYOTE BROWN
TIGER STRIPE DESERT
AOR1
TRI COLOR DESERT
SIX COLOR CHOCOLATE CHIP DESERT
Gear
Gear is defined as anything players wear that is not part of the Uniform Code or a weapon. This includes but is not limited to: load bearing vests, harnesses, pouches, eye protection, gloves, pads, and water carrying devices.
We encourage players to match their gear color to their side, but gear color is not restricted. EX: It is OK for a Tan Forces to wear a green tac vest.
Required:
Full-seal goggles or shooting glasses with a helo kit or similar modifications are needed to create a full seal. Must have an impact rating of ANZI 87.1+ or better. Players are responsible for wearing eye protection AT ALL TIMES when in the field. AAS and its event organizers accept no responsibility for any injury that results from a player willfully breaking the rules and removing their eye protection in combat. Anyone who sees a player without eye protection should yell “blind man” and identify the player so staff can address the issue.
A barrel bag must cover your rifle when not on the field. Magazines must also be removed, and the weapon’s safety must be engaged.
32oz of water or a hydration pack for use in the field. Hydrate, hydrate, HYDRATE! Players must also bring an additional 32oz of water to ensure proper hydration throughout the event.
A red string tied to your vest long enough to be tied into three knots.
A red rag—we recommend 2—must be clearly red and large enough to place over your head.
A uniform that matches the color of the team you are playing on. If you’re using non-standard camo, please contact staff for approval. See the OpOrd or WARNO of the event for specifics on what uniforms are being used. Headgear must also match, but vests and other gear can be in another color. (Note: a helmet cover will work. You don’t need a separate helmet for every uniform.)
A weapon that matches the class you're playing. (See weapon rules above) It must be verified at Chrono.
A medical card should be placed in your left shoulder pocket or pants pocket if you don’t have shoulder pockets. You will receive this card at registration. List any relevant medical conditions that staff must know about during an emergency.
Night time Games Require a red/dead light and a weapon light.
Staff will check these items at the Pre-Combat Inspection (PCI) before the start of the event. Once all members comply with the rules, your squad will be allowed onto the field.
EYE PROTECTION
Eye protection must have a rubber/foam/soft material full seal that closely conforms to your facial features. Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer’s website.
Wire or any other type/construction of mesh goggles ARE NOT ALLOWED in this.
Eye protection will be checked as part of morning inspection before the game.
Communications
Any forms of comms are allowed
Reffs can be found on VHF 155.210
To preserve the spirit of honor and respect necessary to conduct a MilSim event, players may not eavesdrop or otherwise disrupt the communications of the enemy team. Breaking this rule may incur penalties for the whole team. This means no going on the enemy teams designated frequencies. All squads will have frequencies designated in advance. Please reach out to your CO for the details.
And the most important rule of all – DO have fun.

Operation Breaking Ground
Operation: Breaking Ground
In the heart of Santa Cruz, amidst the dense, unforgiving jungle of La Traversía del Bosque, a deadly dance of power and survival unfolded.
It began with a whisper—a military coup that tore through the fabric of the country, leaving Gonzalo Fernandez perched atop the newly established regime. The coup, orchestrated under the guise of anti-terrorism, unleashed a wave of violence. Suspected leftists, intellectuals, and artists were marked for death, their voices silenced under the boots of the military.
But defiance lingered in the air, refusing to be snuffed out. Groups of survivors, pushed to the brink, retreated deep into the jungle. Among them, small bands coalesced into guerrilla units, forming a ragged resistance known as "Mano del Pais."