Operation: Ship of Fools 2024 Banner

Operation: Ship of Fools 2024

Sunday, May 19, 2024

08:00 AM - 07:00 PM

Apocalypse Paintball, Inc., Cty. Hwy. CS, Poynette, WI, USA

Operation Ship of Fools 2024: May 19 2024


This airsoft event pits a US Military Joint Task Force against a force of Pirates and Private Military Contractors.


Elites/Specialists are no longer restricted to twenty per team. Just buy a ticket for your team, and show up dressed appropriately for whichever role you are playing.




Updated rules for 2024 posted below.


IMPORTANT CHANGES TO UNIFORMS!


-Multicam/OCP is no longer a SEAL camo. It is Army, now.

- Both Ahegao white pattern and Sexy Maid costumes have been added to the acceptable XOF camo list.


Operation: Ship of Fools 2022. This event will be PRE-REG ONLY, and will be capped at 300 players! The event pits a joint military task force against pirates and PMCs.


May 19th 2024


Apocalypse Paintball, Poynette WI

General rules/faction requirements:

Age limit is 14. Minors must have a waiver signed by a legal guardian. Responsible adult must be onsite (parent, sibling, creepy uncle, scout leader, etc...)


Eyepro:

Full Seal ANZI rated goggles are required by this field. They must be secured by a strap/band. Face protection is required for anyone under 18 years of age.

Mesh face protection is allowed. Mesh eye protection is not.


PIRATE CLASSES:

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Pirates/Contractors = The standard Pirate/Merc troopers

Base Uniform: Civilian clothes. No camo. No solid black or navy blue shirts. No solid tan or solid OD shirts. Hawaiian shirts or plaid encouraged, but not required. Try to avoid red shirts, as these can be mistaken for referee shirts or kill rags. If you do not adhere to the uniform restrictions, you will be taped up with fluorescent arm bands. No gear color/pattern restrictions. No Ghillies. If you decide to wear a ball cap, please do not wear a red one. It can be mistaken for a kill rag, or may cause you to be mistaken for a referee. (Referees wear red ball caps at my events).

Weapons Restrictions: Pirates/Contractors can use whatever weapons they want. They must adhere to magazine, FPS, and engagement restrictions for their weapons. If a player is carrying a SAW/LMG or Sniper/DMR, that player must carry a secondary weapon like a pistol to use if they are closer than the minimum distance.


Medics: Pirates/Contractors will have a limited number of medics. The ratio will be 1 medic to 10 pirates/contractors. Medics may not carry machineguns, sniper/DMR weapons, or launchers. These are standard medics within the ranks of the pirate forces. They will get pink arm-bands.

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Médecins Sans Ethique: A rogue humanitarian group made up of disgraced former physicians, nursing school dropouts, and burned out veterinarian expatriots. They are the super-medics of the Pirate faction.

Base Uniform: Scrubs or a Lab Coat. No military gear. Helmets are allowed. A pistol belt or shoulder holster is allowed.

Weapon Restrictions: MSE can only carry pistols, shotguns, and rubber knives.

Medics: All MSE are medics.

Special: MSE are super medics. Not only can they tie bandages on, but if given enough time, they can remove previous wounds/bandages.

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XOF = The elite operators of the pirate faction.

Base Uniform: Solid grey, solid white, urban grey camo, snow camo, snow raptor, urban grey purple, urban grey yellow, Ahegao pattern (white based), or a Frilly Sexy Maid costume. All XOF wear yellow armbands. Grey, black, or white headgear. Tops and bottoms do not necessarily have to match, but must be from the accepted list. No gear color/pattern restrictions. No Ghillies.

Weapons Restrictions: XOF can only carry Assault Rifles, SMGs, PDWs, Shotguns, Pistols, and rubber training knives. They must adhere to magazine and FPS restrictions for their weapons.

Medics: All XOF are medics.



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MILITARY CLASSES:

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US Army and USMC = standard troops for the military faction

Base Uniform: OCP/Multicam, M81 woodland, digital woodland, ACU/UCP, OD green, woodland flecktarn. Tops and bottoms must match. No gear color/pattern restrictions. Ghillies are allowed for snipers.

Weapons Restrictions: Marines and Soldiers can use whatever weapons they want. They must adhere to magazine, FPS, and engagement restrictions for their weapons. If a player is carrying a SAW/LMG or Sniper/DMR, that player must carry a secondary weapon like a pistol to use if they are closer than the minimum distance.

Medics/Corpsman: The ratio will be 1 medic to 10 troops. Medics may not carry machineguns, sniper/DMR weapons, or launchers. These are standard medics within the ranks of the Army and USMC. Medics/Corpsman will get pink arm-bands.


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Coast Guard and Air Force Para-Rescue = medical support for the military faction

Base Uniform Coast Guard: Solid navy blue, solid black, Blue digital, Blue Kryptek, Multicam Black. Matching tops and bottoms. Blue Armbands. No gear color restrictions. No Ghillies.

Base Uniform Air Force: Air Force digital tiger stripe, Vietnam tiger stripe, or desert tiger stripe. Matching tops and bottoms. Blue Armbands. No gear color restrictions. No Ghillies.

Weapons Restrictions: Coasties and PJ’s can only carry SMGs, PDWs, Shotguns, Pistols, and rubber training knives. They must adhere to magazine and FPS restrictions for their weapons.

Medics: All Coasties and PJ’s are medics.

Special: Coasties and PJ’s are super medics. Not only can they tie bandages on, but if given enough time, they can remove previous wounds/bandages.


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SEALs = the elite operators of the military faction

Base Uniform: Three-color desert, digital desert, six-color desert, solid Tan, Desert DPM, Arid ATACS. Tops and bottoms must match. No gear color/pattern restrictions. No Ghillies.

Weapons Restrictions: SEALs can only carry Assault Rifles, SMGs, PDWs, Shotguns, Pistols, and rubber training knives. They must adhere to magazine and FPS restrictions for their weapons.

Medics: All SEALs are medics.



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Headgear:

Everyone - I strongly recommend helmets. This field has low hanging cross beams etc... in some of the buildings. They are the bane of tall people. Trust me.

Because I put safety before aesthetics, I won’t be a dick about matching headgear. I mean, if you are playing as a Marine, but you only have a tan helmet, I’m not going to bust your balls about it. I’d rather have you just wear the damn helmet. If possible, though, please TRY to match your headgear. Helmet covers are super cheap.

Pirates/Contractors - If you decide to wear a ball cap, please do not wear a red one. It can be mistaken for a kill rag, or may cause you to be mistaken for a referee. (Referees wear red or orange ball caps at my events).

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Chrono:

All airsoft weapons must be chronoed with 0.32g bbs

Weapons will be chronoed in Joules.


Rifles, SMGs, PDWs, single shot shotguns (non tri-burst) < 1.49J (approx equivalent to 400 FPS @ 0.2g) with minimum 10ft engagement.

Semi-auto or single shot only

Midcaps, Lowcaps, or a single Hicap magazine


DMR < 1.88J (approx equivalent to 450 FPS @ 0.2g) with minimum 100ft engagement, must be mechanically incapable of automatic fire.

Semi-auto or single shot, only. DMR must be a large caliber weapon system in real life, like a .308 (M14, FAL, G3 etc...), or a purpose built DMR like a VSS Vintorez or a Dragunov. Your M16 or M4 or AK cannot be a DMR. There is a safety related reason behind this. We have had problems in the past with players using DMRs that LOOKED like M4s, to shoot people at very close quarters, and the referees had no way of telling that the weapon was supposed to be a DMR.

Midcaps or Lowcaps


Sniper Rifle < 2.81J (approx equivalent to 550 FPS @ 0.2g) with minimum 100ft engagement. Bolt action/single shot only.

Midcaps or Lowcaps


SAW/LMG < 1.6J (approx equivalent to 415 FPS @ 0.2g) with minimum 50 ft engagement, must be real world machinegun/support weapon like SAW, RPK, M60, PKM, Shrike, M27, RPK16, etc...

Drum mags, Hicaps, Midcaps, or Lowcaps

SAW/LMG is allowed to shoot on full auto.

Special rule: Reloader

Players can reload magazines in the field if they are within ten feet of a friendly machine-gunner.


Pistols, Burst shotguns < 1.14J (approx equivalent to 350 FPS @ 0.2g) with no minimum engagement distance.

Semi-auto or single shot, only.

No magazine restrictions


AA12 Auto Burst shotguns < 1.14J (approx equivalent to 350 FPS @ 0.2g) with no minimum engagement distance on semi, but 10 ft minimum engagement on full auto.

AA12 Auto Burst shotgun is allowed to shoot full auto.

No magazine restrictions

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Grenades -

Anti-personnel

Thunder B, Burst XL, Cyclone, Storm, EG67, Pea Grenades, Blank grenades, and Tornado grenades are allowed. They kill everyone in a small room (ten feet or smaller), or anyone within ten feet of where they blow up, unless that person is behind hard cover. Hand grenades do not kill vehicles. No BBs in Thunder B's, please. They are designed for sound only.


Shower shells are allowed for grenade launchers. Shower shells kill by bb strike. Shower shells do not kill vehicles.

Players killed by a grenade are instantly killed with no bleedout. They cannot be healed by a medic. If the player was carrying a prop, they must drop the prop where they were killed.


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Medic Rules:

All players are responsible for providing two of their own bandages. These can be strips of white cloth, Ace bandages, Vet wrap, surplus field dressings, or rolls of kling. The medics will not be carrying bandages for you. If you are injured, and a medic comes to help you, you need to give the medic your own bandage to use. Keep your bandages in a designated first aid pouch. Yes, MSW style trainer tourniquets are allowed.

All players are responsible for providing their own kill rag. If you do not have a kill rag displayed, the medic cannot revive you. Bring a damn kill rag, or you will be walking to respawn A LOT. In fact, bring a spare.

A bb strike anywhere on your body or gear counts as a hit. Gun hits do not count. Ricochets do not count, but if you are unsure as to whether it was a direct hit or a ricochet, do the right thing and take the hit.

If you are hit, you may not talk to anyone, but you may call for a medic or scream piteously. Display your kill rag, or the medics cannot help you.

Bleed out is five minutes. Wounded cannot run, and may only crawl or walk if assisted by a live player. If you bleed out and die, you must drop any props you were carrying.

If a medic is ever forced to STOP treating their casualty for any reason, they will have to start all over again. In the meantime, the casualty’s bleed out time (5 min) will be considered “reset” back to 5 min.

A medic can revive you by tying one of your bandages on your arm. This will put you back in the game. Put your kill rag away and resume play. If you are hit again, a medic may revive you one more time by tying a bandage on your other arm. Further hits will necessitate a trip to respawn. Freshly respawned players remove their bandages and replace them back in their first aid pouch.

Super Medics: The Coast Guard, Air Force PJs, and MSE are super medics. In addition to applying bandages, they can actually remove existing bandaged wounds by holding pressure for two uninterrupted minutes, after which the player may replace that bandage back into their first aid pouch. Alternately, two super medics working together may do the same thing in just one minute. Neither the casualty nor the super medics can do anything else during healing.


Medics and super medics cannot treat anyone who has been killed by a grenade, shower shell, or rubber knife. These casualties are instantly killed, with no bleed out, and must respawn. Casualties who died in an explosion must drop any props they were carrying.


Remember, EVERY player is responsible for bringing their own bandages or milsim tourniquets to this event. Keep them somewhere on your kit where you can reach them yourself.

Every player is also responsible for bringing their own kill rag. Please bring an extra one if you can, because those things get lost all the time at outdoor events. ****

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Radio Frequencies for different factions will be assigned as follows:

Channel 4-7 Pirates

Channel 9-12 Military

Channel 1 APOC Paintball Staff

Channel 2 ADMIN

Players are not allowed to listen in or spam on enemy frequencies.

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Missions

Missions will be posted in your base every 45 minutes. Missions have a set time limit, and either expire when the next mission goes live, or when otherwise notated in the description. Most of these missions involve retrieving or deploying props of some sort. If you are killed while carrying a prop, you must drop it. Dead players cannot carry props!


Side Ops

The side ops are ongoing operations that do not expire the same way that the missions do. You can do a side op at any time during the phase. Once a side op is successfully completed, your team will earn the points for that side op, and it will be checked off the side ops list posted in your base. Each team will have a different set of side ops for the morning and the afternoon. If you are killed while carrying a prop, you must drop it. Dead players cannot carry props!


Capture box

There are four capture boxes: Orange, Blue, Black, and Pink. They are metal boxes with chess clocks inside. If the timer is ticking down on your team's side of the clock, your team is earning one point per minute. The timers are actuated by pressing the touch-sensitive silver buttons on the top. You may have to take your gloves off to actuate the touch-sensitive buttons. Please close the doors on the boxes when you are done switching them over. This helps protect the chess clocks from being shot.


Intel Packet downloads

Each commander has a spreadsheet of confidential documents that need to be found and downloaded. If you find a document, scan the QR code to get the document's confirmation code. Give the code word and the grid location of the document to your commander so it can be annotated on the spreadsheet. Your team will earn points for every document annotated on the spreadsheet. Leave the documents where they are posted. Do not take them down.


Plunder

There are stacks of cash, bit coin routers, and briefcases of GameStop stonks scattered around the field. Simply collecting them is not enough. You need to succesfully deposit these valuables in your team's safe. Your commander knows the location and combination to the safe. If you are killed while carrying plunder, you must drop it just like any other prop. Dead players cannot carry props!


Registration opens 0730

Safety Brief 0900

First Phase starts 1000

Lunch 1300

Second Phase starts 1430

Endex at 1730

Raffle at 1800



Map of Event Location

Tickets

Select a ticket and proceed to registration details

↓ Scroll down below to view more tickets

Pirate/Contractor (Any Class)

$45.45

SOLD OUT!

Military Task Force (Any Class)

$45.45

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