UpcomingOkto Eight MilSim – Operation Medusa

Event Phone: 07950 507950

Important Info

Players must be 18 years of age or over – we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.

PRICE £75

In all cases, team places must be reserved with a £35 non-refundable deposit – no walk on places available.

PUBLIC BOOKING OPENS 13th May

Please do not book a place until you have read all the information below! This is a fully immersive military simulation event which has strict requirements for uniform, weapons and behaviour.
It also requires all players to have fully read the rules, story and briefing pack before arriving and be familiar with them. If you’re looking for a “turn up and shoot stuff” event, this one isn’t for you!

Format & Basic Info

Okto Eight Milsim events span a weekend, with gameplay taking place during the daylight hours. There are no night missions, and players are encouraged to camp overnight and socialise after guns down.
The event is designed to be fully immersive during game time, and is very much driven by story and role-play. Players are expected to act in-game as per the role they are carrying out. This is NOT intended to be a “shoot everything that moves” type of event – if you constantly break your rules of engagement you will spoil the experience for everyone.

The Story

It’s strange how the long wizened fingers of fate reach out sometimes. Two apparently unconnected events suddenly came, like bolts from the blue…

Firstly, just a week after the Ossetia affair, the British embassy in Vienna received an unsolicited contact from Nicky Dominguez, a well known arms dealer operating out of Tirana.

He claimed he was acting on behalf of the X Cartel and wanted to broker the release of the two US Special Forces hostages, still being held in captivity by the Cartel. The price, $2m each, or they would be handed over to the Russians, blowing open the whole operation.

The second thing was the arrival of a penned letter, hand-delivered to the main gate of RAF Mildenhall in the UK.

It claimed to be from Monika, a 28 year old Moldavian girl , reported missing by her family in Briceni over two years ago. The letter said she was the girlfriend of Seb D’Eath, head of the Cartel; it included a photograph of them both, cozily sunning themselves on a beach somewhere warm. She went on to write that she desperately wanted to come home; she wanted out and was prepared to trade his head for her freedom . She offered to help the West arrest her infamous boyfriend.

The JTF are tasked with entering Abhazian Abkhazianand rescuing her, but things aren’t always what they appear and a straight forward rescue ends up being a lot more complicated.

Operation Medusa takes us to the small country of Abkhazian in the summertime – the refuge of Sebastian D’Eath.

Will the two Americans get released and go home, making the Cartel $4m richer?

Will Monika be the one to finally bring about the downfall of Seb D’Eath and the international crime syndicate known as the X-Cartel?

You can be just another Facebook reader reading other people’s posts or you could actually be instrumental in making history!

Units/Loadouts

To achieve maximum immersion and ease of friend/foe recognition it is important that you stick to the loadout applicable to your unit.

Special Forces

Uniform
MTP
Multicam (arid, alpine, tropic and black not acceptable)
UCP Digital
ATACS – FG
AOR2

Top and Bottom in matching camouflage – assault vests and chest rigs can be matching camo or solid green or tan – plate carriers ideal.
Headgear required – helmets or boonies only.

Weaponry
SF weaponry such as M4, HK416/7, or SCAR etc
Ensure you check general weapon restrictions in the rules below for fps/trigger groups etc

Mercury PMC

Uniform
Top and bottom in solid colours such as green/olive drab, grey, black or tan.
Casual style – cargo or tactical trousers with fleece, T-shirt or soft-shell jacket – no jeans.
Boots to be tactical – no trainers.
Headgear – baseball caps only – can be plain or camo as desired.
Plate carriers, chest rigs or assault vests.

Weaponry
Weapons can be eastern bloc or western, but think military or law enforcement – no gold AK’s.
Ensure you check general weapon restrictions in the rules below for fps/trigger groups etc

X-Cartel

Uniform
100% Civilian clothes or 50% camo – either trousers or a top (the other half must be civilian).
We would ask that you don’t wear MTP/Multicam, UCP, ATACS or AOR though as this will cause confusion with the SF teams, but any other camo goes, including tropic multicam, black multicam etc. The more exotic the better.

Weaponry
Chest rigs, shoulder holsters or assault vests can be worn (no plate carriers).
Eastern Bloc weaponry such as AK47 or M16’s, SMGs etc are good. Extra brownie points for revolvers and big handguns or Uzi’s.
Ensure you check general weapon restrictions in the rules below for fps/trigger groups etc

Rules

A full ruleset will be sent to each player by e-mail once the deposit has been paid. Below is a simple overview with the primary rules listed in order for you to assess if this is the game for you. The rules (like the uniform/loadout requirements) are important to the gameplay and immersion and are strictly enforced.

The rules…

Players must be 18 years of age or over – we may ask for proof.
Children aged 16 and over are allowed to play providing they are accompanied by a playing parent or legal guardian.

No Two Tone Weapons
Guns in auto mode are allowed, but must NOT be fired for more than a 2 second burst to prevent overkill.
Only Single Shot (semi-auto) should be used inside buildings or when firing in through doors or windows.

All weapons must fire within our standard limits (based on 0.2g ammo) which are:

  • <350 fps – All guns including hand carried support weapons
  • <370 fps – Fixed/mounted/deployed MGs
  • <420 fps – Single shot DMR (real world, not an M4 with a scope)
  • <500 fps – single shot Bolt Action (Electric should have a mosfet delay fitted)

Engagement range for qualified weapons over 350 fps is 30m.

Players are allowed to carry a maximum of 600 rounds loaded in magazines (low-caps and/or mid-caps only – no high-caps allowed) or a maximum of 1000 rounds loaded in a box magazine for an AEG support weapon. Box Magazines are only allowed if they are used on Support Weapons such as Minimi/M249/GPMG/M60 etc.

No more than 60 rounds should be loaded in each rifle magazine.

You may store additional ammo at your force HQ/Base or in hidden ammo caches, within the Battlefield Area. In the interests of immersion, these must be kept in ammunition tins, military Bergen’s, etc. – no supermarket carrier bags please. However, be warned that any ammo brought into the game in this way may be captured by other forces and used against you !!

Players may carry up to 3 Pistol magazines on their person.

Pyro’s must not be thrown at a live target and players shouldn’t touch any pyro not owned by them.
ANY heavy cased pyro’s must be under arm rolled or dropped ONLY!
BB Claymore and powder mines must not be set up to hit above 3ft from the ground.
No homemade Pyro’s are allowed.
Mark 5 Thunderflash or Reusable grenades using 9mm blanks only.

Electrically activated maroons are allowed, when detonated by radio or pressure plates. Trip wires are not allowed. Pyro should be no larger than Mk3 for this. Areas where they are activated should be clearly marked by minefield cautions or “Danger” tape on stakes surrounding the area.

All players will be issued with a single personal bandage.
If hit in the torso area and no one gets to you within 5 minutes, you will be considered bled out and Killed in Action (KIA).
If another player (medic) arrives within the 5 minutes, they may use your personal bandage to patch you up and get you back in the game.
The bandage must be tied loosely round your neck and should only be removed once you are subsequently KIA and return to your REGEN point to be rejuvenated.
Any such medical attention must be carried out while the casualty is immobile.
If you are hit in the arms or legs, you may play on but cannot use the injured limb. For example, if you are right handed and your right arm is hit, you will need to shoot with your left. If you are hit in the leg, you can no longer support your weight and must crawl to move. These injuries can be ”fixed” by the medic with your bandage or they can be “healed” at REGEN.

The bandage can only be used once, so its up to the player to make a tactical decision whether they want to use it to repair a limb or save it to heal them from an initial head/centre mass shot.

If your primary weapon is hit, you must switch to your secondary (pistol).
If that is hit, both your weapons are out of action and you can no longer fight with firearms. Knife kills are allowed or you can return to REGEN to “repair” your weapons.

Grenades and Claymores have an effective range of 5m and are considered an immediate KIA.
.
KILL RAGS will be supplied and used.

If either medic or casualty is hit whilst trying to get into cover, then you are both considered KIA and must return to your REGEN.
Similarly, if either player is hit whilst medical attention is being administered, then you are both KIA.

Once at REGEN, you must wait for 15 minutes before you can re-join the action.

Use of radios is encouraged and radio nets will be maintained by the organiser. Players wishing to participate should bring a personal BaoFeng radio or similar.

  • Okto Eight MilSim: Operation Medusa
    07/09/2019 - 08/09/2019
    09:00 - 17:00
Price Qty
Special Forces Security Depositshow details + £35.00 (GBP)  
Mercury PMC Security Depositshow details + £35.00 (GBP)  
X-Cartel Security Depositshow details + £35.00 (GBP)  

Location

Venue:  

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Venue Phone: 07711 774401

Address:
The Welsh Drive, Fleet Road, Eversley, Hampshire, RG27 0QB, United Kingdom

Description:
Gunman Eversley - "The Valley" boasts a 65 acre block of mixed terrain supported by a silver birch, pine and rhododendron forest. With natural hills and a sweeping valley that passes around its heights, Eversley is a great location for airsoft and themed events of all sorts. During winter, the evergreens provide plenty of cover as well as the hills and large amount of built features, in the summer the whole site takes on a thick jungle flavour with ferns growing up all over the site. Fixed features include mortar pits, fire bases, CPs, AT emplacements, MG nests, ammo and fuel dumps, mineheads, small rebel camps, a fortified wall with watch towers and breachable gates as well as wild west and viking style villages. Improvements are constantly being made to existing features as well as new areas being contructed, so the site is ever evolving. Gunman also has a wealth of quality mobile props which can be put out in the field including satellite listening posts, SAM emplacements, remote and timed explosives, laptops and more. The site can support some vehicle use internally as well as having the ability to insert troops by vehicle via the majority of the site boundaries. We bring a shop on site selling airsoft guns and accessories, there is also a caterer on site for open weekends. Water for drinking, washing and cooking is available and we have two portable chemical toilets which are emptied weekly permanently on site. Camping is highly encouraged and is free of charge.