Operation Scimitar 6 opens with the JTF still being trapped in country (failed evac from last game) and being in possession of the Chinese-manufactured DOOMBEAM launcher. Phoenix would also like to get their hands on it before it’s used against them by their enemies. There is also the matter of the elusive launch codes !!!
JTF need to successfully deliver the launcher into the hands of Tizzit forces in accordance with political instructions, but there is a more pressing issue.
General Huseyn, representing the Iranian government, was on his way to Tizzit to negotiate with its rightful ruler Habib Al Malik and discuss collaboration concerning the DOOMBEAM. Unfortunately, his plane suffers a technical fault and crash lands in the Tizzit desert meaning that he and his accompanying bodyguards must take refuge in a house.
JTF are ordered to apprehend him and put him in a top-secret black site run by the seemingly innocent NGO, <IDAP> in Tizzit. To make matters worse, Malik was unaware of its existence in his country!
Phoenix wants to get to him first and ransom him back to the Iranians and the Tizzit Loyalist Army want to capture and return him unarmed to score points with Tehran, although they don’t want to make it too obvious, so as not to upset their allies. The TLA aren’t thrilled about the existence of a foreign black site either!
Operation Scimitar 6 will be an adrenaline fuelled weekend of tactics, asymmetrical warfare and role-play and is to be the twenty second game in this exciting Bad-To-The-Bone series.
LOADOUT
=======
NATO JTF UNIT 37 SPECIAL FORCES
============================
Top and Bottom in matching camouflage – assault vests and chest rigs can be matching camo or solid green or tan – plate carriers ideal.
US and NATO SF weaponry such as M4, HK416/7, SCAR is ideal.
Headgear required – helmets, camo baseball caps or boonies only.
* multicam arid, alpine and black not acceptable.
Phoenix PMC
=========
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, all solid colours – no jeans.
Boots to be tactical – no trainers.
Headgear – baseball caps only – must be plain colour not camo.
Plate carriers, chest rigs or assault vests.
Weapons can be eastern bloc or western, but think military or law enforcement – no gold AK’s.
Tizzit Loyalist Army
=============
Top and Bottom in matching DPM, DDPM or M81 camouflage – load bearing equipment, plate carriers, assault vests and chest rigs can be matching camo or solid green or tan.
US and NATO weaponry such as M4 is ideal – AK47’s and derivatives also allowed
Headgear required – Berets, helmets, boonies, patrol caps or local headwear (no baseball caps).
RULES
====
A full ruleset will be sent to each player by e-mail once deposited but a simple overview with primary rules listed for game assessment is as follows:
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
Only Single Shot (semi-auto) should be used. Full auto is only allowed for real world LMG weapons. Weapons offering programmable bursts on a single trigger pull are allowed providing they fire no more than three BBs per trigger pull.
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.
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 are allowed a single personal bandage which they should bring with them.
KILL RAGS will be supplied and used.
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.
YOU MUST BRING YOUR OWN BANDAGE (we will still supply a kill rag if you don’t have one from previous games).