OP FIRST STRIKE CORE RULES SET
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1 OP FIRST STRIKE CORE RULES SET 1- CONDUCT 1-1 Airsoft is a game of HONOR. Please call YOUR OWN hits! 1-2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if staff witnesses the event. (The only exception being area-effect weapons see below). 1-3 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game without refund and barred from future events. 1-4 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. 1-5 Subordinate players should observe and respect ranks such as Squad Leaders, Platoon Leaders and, of course, your Commanding Officer. 1-6 Ranking players should recognize OP First Strike is a GAME. Rank is a tool to provide structure for an enjoyable game. Have fun. 2- GAME PLAY 2-1 Full seal eye protection must be worn at all times while in a playing area. 2-2 If a player loses his/her 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 game 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." 2-3 NO BLIND FIRING. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles). 2-4 At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills) 2-5 FIRING WITHIN BUILDINGS When entering a building, switch to SEMI only or a switch to a sidearm Shooting out of a building can be full auto provided that the muzzle must breach the barrier to the outside. (NO full auto shooting out from inside a protected bunker, closet, hallway, or bathroom inside the building.) Shooting into a building from the outside on full auto is permissible Players need to exercise good judgement when entering a building so as to minimize risk to themselves and others. Try to aim center mass or at lower body to avoid face shots. 1
2 2-6 HIT RULES If a player is hit ANYWHERE on body gear or gun, or are in the vicinity of a rocket or bomb: you re eliminated BB contact at any velocity, from any direction or source, count as a positive hit and should be honored Launched rockets and mortars have a radius of effect that is 20 around the point of impact Grenades using a sonic trigger (Thunderbees or similar) have an radius of effect that is 20 around the point of impact determined by the alarm Grenades tossed in a room kill all players inside the room except those behind hard cover like a door. See Section 3.7 for more on Grenades When a live player is hit by pellet/rocket/grenade/mine, or otherwise removed from combat, that player should immediately do the following:: a. Stop shooting b. Fall down, getting as low as possible c. Get your hand up yelling HIT HIT HIT! as loud as you can d. Put your red rag on so you don t get shot too much more e. FOLLOW REGEN INSTRUCTIONS AS SPECIFIED IN YOUR OPORD ADDITIONALLY: a. Expect to be hit multiple times - in the chaos of combat fellow players rarely have split-second trigger control. b. It is acceptable to call "dead man" when walking to regen, but please keep in mind most players cannot hear you. Your red rag is the FIRST AND MOST IMPORTANT sign of being hit. c. RED BALL CAPS ARE NOT ACCEPTABLE SUBSTITUTES FOR RED RAGS FOR PLAYERS. RED BALL CAPS WILL INDICATE STAFF ACTING AS A NON-COMBAT TASK. PLEASE DO NOT SHOOT THEM. The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of Velcro to your red rag. 2-7 REGEN REGEN RULES WILL BE DETAILED IN THE OPORD 3- WEAPONRY 3-1 CHRONO AND VELOCITY/ENERGY LIMITS Velocity reducers are NOT allowed Players must report to chrono with a fully functioning weapon (Battery in place, ready to fire) and an empty mag for each weapon being chronographed. Each weapon will be checked for functionality before being passed to Chrono Checkin. PLAYERS MAY ONLY CHRONO 3 WEAPONS PER TRIP OP First Strike standard chrono limit is 1.55 Joules (<333fps). We recognize velocities may fluctuate with environmental variables; however, it is the player s responsibility to stay within the specified limits. Player ignorance of how their weapon system may function is not an excuse. All weapons will be 2
3 chronographed using Bio.30 gram BBs and the energy must be less than 1.55 Joules. A weapon with.30 gram BB s at 1.55 Joules chronos at 333 fps. For your own reference: A weapon firing.25 gram BB s at 1.55 Joules will chrono at 365 fps A weapon firing.20 gram BB s at 1.55 Joules will chrono at 409 fps If a weapon is over the acceptable range, the Chrono Marshall will immediately check the weapon. If he duplicates an unsafe reading, the weapon will not be allowed in the game GBBR PROCEDURES a. Arrive at chrono with your gun and magazines completely unloaded; bring a can of green gas or propane (with adapter). b. Show that your magazine is not gassed by depressing the release valve. c. Gas the magazine HPA PROCEDURES a. Arrive at chrono with your gun and magazines completely unloaded; bring any required tools needed to adjust your system. b. A tournament lock MUST be present NON-BLOWBACK, CO2 PISTOLS AND SHOTGUN PROCEDURES a. All revolvers, non-blowback, Co2 pistols and shotguns must be meet regular chrono limits of 1.55 joules (<333 fps) with provided.30 gram Bio BBs REGULAR CHRONO a. General FPS limit is <333 (1.55 Joules) GO there is NO caution range. This also includes weapons mounted on vehicles (SAW) SNIPER CHRONO a. All sniper weapons will be chrono checked using PROVIDED.30 gram ECO BB s. b. Sniper FPS limit is <522 fps (3.8 Joules) NO GO> 522 FPS there is NO caution range c. SNIPER WEAPONS MINIMUM ENGAGEMENT DISTANCE IS 100 d. If a weapon fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO FPS, the weapon will immediately be red-tagged. A red-tagged gun has 3 options: i. The player leaves the AO with the weapon. ii. The player tunes the weapon to below Caution spec and re-chronos the weapon. iii. The weapon is locked in secure storage and returned at the end of the event All weapons are subject to staff spot checks throughout the event Chrono checking will be available on Friday afternoon/evening (see schedule) and again on Saturday morning (see schedule) Any un-tagged weapons 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 starts. 3
4 All weapons, including non-blowback pistols and CO2 powered pistols, but excluding gas blowback pistols, must be chronographed. 3-2 PLAYER CLASSES (Rifle/SAW/Heavy Weapons/Grenadier) Squads will be composed of riflemen, a SAW Gunner(s), and a Heavy Weapon specialist Your CLASS is pre-determined by your squad leader, who will report your role in advance to staff. Contact your squad leader to request a special class RIFLE CLASS a. Riflemen are limited to commercially available non-winding magazines that carry up to 200 BBs. Midcap, standard and low-cap mags (e.g. STAR magazines) are welcome if they meet this criteria. MID-CAP/LOW-CAP only. NO BOX MAG. b. Riflemen may carry as many legal magazines as they can fit on their person. c. All riflemen MUST respect the land by using bio degradable BBs in their weapons SAW CLASS a. Each squad will have a designated SAW (squad automatic weapon) gunner(s). A SAW gunner may use electric or manual winding magazines (box, c-mag, or other large volume bulky style no conventional hi-caps) with his/her weapon, and has no restrictions on ammunition capacity. Only the SAW gunner is allowed to use such magazines, and such magazines can only be used with approved OP First Strike SAW weapons (defined below). b. Weapons that are faithful recreations of belt-fed firearms qualify as SAWs. This includes (but is not limited to) the M60, M249, M240, MG42, RPK, RPD,PKM, Shrike, and similar models. NO MP5's, M-16s, MG36s, or non SAW weapons. c. Light machine guns such as Stoner 63 or Mk23 variants are permitted. If you don t see your weapon on the list, DON T assume it is approved. When in doubt, please or contact the Chief of Staff PRIOR TO EVENT. d. It is ok for a SAW gunner to use non-winding rifleman magazines in his/her SAW. e. Squads may replace their SAW gunner position with a Rifleman (the SAW slot is optional). f. Sniper/Spotters may not be SAW gunners. g. The use of SAWs are dependent on the AO. Check OPORD to see if SAWs are permitted at the event SNIPER AND ASSIST CLASS a. Each Platoon will have one assigned recon/sniper team as determined by mutual consent between the Platoon Lt., and game control staff. b. The use of snipers is dependent on the AO. Check OPORD to see if snipers are permitted at the event. c. Each sniper team consists of two individuals: a SNIPER and a SPOTTER. d. The SNIPER from each team may use sniper FPS qualified weapons. Sniper FPS weapons must be a bolt action rifle ONLY using gas or spring. 4
5 Exceptions to this rule are as follows and the SNIPER must obtain approval from Platoon LT: i. must be faithful reproduction of real world Sniper rifle (i.e., SR25.etc) ii. must shoot in a single shot fashion iii. iv. must mount a scope with minimum magnification of 4x or greater real steel counterpart must shoot 7.62x51mm NATO or larger round (meaning no Mk12 or SPR style rifles) v. any semi-automatic rifles MUST be modified in a way that full auto is disabled and complete disassembly is required to restore full-auto function (No MosFet limiting programming allowed) e. The SPOTTER follows all riflemen rules for his/her weaponry. f. The SNIPER and SPOTTER may wear ghillie suits during deployment if so desired. g. SNIPER FPS class weapons have a minimum engagement distance of 100 feet. h. Platoon Lt. Is responsible for the actions of his sniper/spotter team at all times ABSOLUTELY NO MAGAZINE-SIZED HIGH-CAP MAGAZINES REQUIRING MANUAL WINDING ARE ALLOWED! HAND GRENADES a. Deployable hand grenades must be a LIVE ACTION device only. (no ribbon grenades) i. A 20 foot degree kill radius from POINT OF DETONATION is in place for all grenades unless you are behind HARD cover. Hard cover is listed as a building, a rock, a tree, a bunker or a sand/dirt mount of some type. Weeds, bushes, high grass, dead wood, other soldiers or similar does NOT constitute cover. ii. Grenades that pop BB's (regardless of whether a BB hits you or not) still retain the 15 foot kill radius and cover conditions as stated above. b. Any player may carry hand grenades c. In an effort to protect the safety of players, players ARE NOT permitted to jump on a live grenade to save the other players in the room. C02 grenades explode outward and can cause serious injury or even death to a player. Also, active BB shower grenades can spray BB s into a player s face if their eye protection jars loose while attempting to do so. So, NO HEROES. Take the kill and stay safe. 3-3 MINES and BOOBY TRAPS Special booby traps, bombs and explosive objectives may be provided by staff for gameplay. These items may have special rules Players may bring and use claymore mines under the following conditions: a. They are spring/electric/mechanically powered (no CO2). b. They 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 15 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. 5
6 3-3.4 Any player can deploy and carry approved mines and booby traps. 3-4 AREA EFFECT/BLAST RADIUS Hand grenades, rockets, booby traps, and mines (except claymore mines) are defined as area-effect weapons Area-effect weapons kill all players within a 20 foot radius of their triggering, regardless of which side activated them The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule Only hard cover protects you from an area-effect weapon. Hard cover includes a stonewall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover Hand grenade blast radius is determined from the point of action. Hand grenade BBs DO NOT need to strike a player to count as a kill Hand grenades or rockets launched into a room kill all players inside the room except behind hard cover like a door. Inert grenades are treated as duds so make sure to prep grenades beforehand Rocket blast radius is determined from the point of impact, unless it strikes a vehicle If a rocket destroys a vehicle, the vehicle is considered the blast radius center Airsoft claymore mines are classified directional weapons (NOT area-effect), and their BBs must strike the target to count Absolutely NO personal pyrotechnics, flares, open flames, or similar devices at OPFS. Cool burning (pull-ring type) smokes are allowed. Smoke must be used OUTSIDE ONLY, not inside buildings. TAG GRENADES AND P GRENADES ARE NOT ALLOWED UNLESS SPECIFICALLY STATED IN YOUR OPORD. 3-5 LAUNCHERS: The Heavy Weapons Specialist/Grenadier in each squad may use a gas launching device which uses approved projectiles to neutralize vehicles, land objectives, and areas of troops Launching devices must be approved (not homemade) and include LAWs, RPGs, M79, and rifle mounted 203s, and EGLM launchers. Please ask at Chrono if you are unsure of the legality of your launcher Only one Heavy Weapons Specialist per squad Only nerf rounds will be accepted for rocket launchers. 3-6 GRENADES: Any player may use M79, M203 Moscart style BB grenade launchers. MINIMUM ENGAGEMENT DISTANCE FOR A BB GRENADE SHELL IS 25 FEET. 3-7 DRONES: AUTORIZATION TO USE DRONES TO BE DETAILED IN THE OPORD. 4- UNIFORM 6
7 4-1 During game time players must at all times conform to the OP FS Uniform Code. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (See 1-3). 4-2 No player may wear any red accessories (shemaghs, etc ) so they may not be confused with dead players. 4-3 Players are not required to be in full uniform when the game is inactive. 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. 4-4 UNIFORM PATTERNS WILL BE DETAILED IN THE OPORD. 5- GEAR 5-1 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. 5-2 Face protection is STRONGLY RECOMMENDED. There will be a lot of close contact and there is a high probability you will suffer close range face hits through no fault of your own. Players who do not wear face protection play at their own risk. 5-3 EYE PROTECTION Eye protection must have a rubber/foam/soft material 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 mesh goggles are not permitted Eye protection will be checked as part of morning inspection before the game. 5-4 HIT RAGS/DEAD RAGS A RED RAG must be carried at all times to indicate a hit or out of play individual. 5-5 HYDRATION A portable water storage device such as a camelback or canteen is mandatory gear for OP First Strike participants. Players are responsible for their own hydration! 6- COMMUNICATIONS 6-1 To ensure orderly comm traffic at an event the size of OP First Strike, radio bandwidth is predesignated 7
8 6-2 Channels outside your designated range ARE NOT permitted for use except by explicit permission from OP FS Staff - this includes VHF frequencies. Using undesignated channels is considered electronic warfare. 6-3 At NO time during the event is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications. 6-4 ASSIGNED CHANNELS OF WILL BE DETAILED IN THE OPORD. 7- VEHICLES 7-1 All vehicles in the AO will fly allegiance flags at all times or a red flag when not in use. 7-2 ONLY a direct hit from a nerf-style rocket will disable a vehicle. The first hit disables the vehicle and forces it to stop. A second hit kills the vehicle The rocket must be launched from an approved launcher For safety reasons the rocket must be fired 50 or more feet away The driver must be aware of the hit (so aim for the front) There is NO OTHER ACCEPTABLE METHOD OF DISABLING A VEHICLE. 7-3 WHEN A VEHICLE IS HIT ONCE The vehicle is disabled The vehicle stops If the vehicle has a mounted gun it may still fire All non-crew occupants can exit the vehicle alive but are legitimate targets for nearby enemies The vehicle must stay in place for 5 minutes and then return to spawn point unless repaired If the driver can exit the vehicle and walk around and touch all 4 corners of the vehicle without being hit, the vehicle is repaired and back in play. If the driver is hit while walking around the vehicle, they must wait in place 5 minutes. 7-4 WHEN A VEHICLE IS HIT A SECOND TIME The vehicle is destroyed One of the vehicle crew raises the red flag If the vehicle has a mounted gun it may not fire All crew and non-crew occupants are dead. Non-crew occupants may exit the vehicle with their red rags out and walk to a mobile regen point or wait to return with the vehicle to its spawn point The vehicle must stay in place for 5 minutes and then return to spawn point. 8
9 7-5 WHEN A HIT VEHICLE IS CARRYING AN OBJECTIVE After the first hit, the vehicle carrying an objective (even if that is a person) the objective remains inside the vehicle for 5 minutes If the vehicle is hit a second time, the objective is left in place by the side of the road (even if it is a person) If the vehicle has only been hit once and not repaired within 5 minutes, the objective is left in place by the side of the road, (even if it is a person) and the vehicle returns to its spawn for redeployment WHEN A VEHICLE IS DIRECTLY HIT BY AN ARTILLARY ROUND IT IS INSTANTLY KILLED. ONE SHOT, ONE KILL! 7-6 VEHICLE REGULATIONS Vehicles used in the game MUST BE APPROVED by Chief of Staff prior to arriving on site All vehicles will be divided into two major categories: Off Limits and In Play" Off-Limits vehicles are any large, open trucks used to transport large numbers of players around the AO, such as 2 ½ ton, 6 wheel trucks. Players riding in these vehicles may NOT shoot out of them. Players on the ground may NOT shoot at players in these vehicles until they are at least 15 feet away from the exit point of the vehicle. Players on the ground may NOT shoot at anyone inside the vehicle Off-Limits vehicles may NOT be engaged by rockets or artillery ALL vehicles must obey a 10 mph speed limit ALL vehicles MUST remain on paved surfaces at ALL times. Vehicles are NOT allowed to drive between buildings or in unpaved areas (Exceptions for tracked vehicles may be made, but these vehicles must stay next to paved road) In-Play vehicles are classified as anything with a mounted gunner such as Jeeps, Burbs, HMMWVs or other medium to large type vehicles. Smaller technicals such as Polaris or other smaller vehicles with mounted guns will be considered at the CO s discretion and prior approval must be sought. Small technicals are anything that does not have protection for the driver or gunner In-Play vehicles can be shot at only with regards to shooting THE GUNNER. Please do NOT shoot at the driver or at any other windows of vehicles. The ONLY person In-Play is the person operating the gun. If a gunner is hit, he is dead and cannot be revived. Another person may man the gun, but must do so at the same location of previous gunner. No blind firing or firing with hand on trigger with body inside vehicle (In other words, the next gunner assumes that heavy fire is coming at them once he jumps up there so beware). All dead passengers must proceed to nearest Mobile Regen point or FOB at earliest convenience Passengers inside of In-Play vehicles CANNOT AT ANY POINT WHILE THE VEHICLE IS MOVING shoot out of any window or opening in said vehicle. This 9
10 is for the safety of those inside the vehicle as well as those outside. Passengers can only shoot once the vehicle comes to a complete stop and BOOTS HIT THE GROUND and they become fair game for both sides Small technicals as described in above may be shot. Drivers are STRONGLY encouraged to wear full face masks for safety. If the gunner is hit, the vehicle must move off for a new objective to allow the gunner to revive and to keep gameplay moving. 10
11 THE OP FIRST STRIKE EQUIPMENT CHECKLIST For those of you who ve never been to a large weekend op, or for the many that have but could use a reminder, we ve compiled this list to help OP First Strike attendees. Please note some of this is optional, but the more you can bring, the more comfortable your experience will be. Clothing Checklist: Squad uniform with patch sewn on or attached with Velcro Hat/Cover T-shirts for daytime Extra long sleeve shirt for night time (it gets cold at the AO) Extra boot socks Extra underwear Combat boots Belt(s) Gloves (Recommended) Knee and elbow pads (Recommended) Neck scarves/protectors Morning Assembly Checklist (Mandatory - staff will check at inspection): ANSI-rated or better Eye Protection/Paintball Mask (Full face cover recommended) Red rag Rules compliant magazines for AEGs (non winding mags for rifles, box magazines for SAWs) Field Gear Checklist: RED RAG Watch (mandatory!) Web Gear/Tac Vest Camelback hydration system (preferred) or at least 2 canteens FRS/GMRS radios with fresh batteries (if your unit is using radios) Spare batteries for all electronics (radios, flashlights, red dots, etc) First Aid kit Compass Weapons & Ammo: Primary AEG Secondary AEG (Recommended) Sidearm Magazines for sidearm Scopes, red dots, etc. Weapon Sling Holster for sidearm BB's of your desired weight BB loader(s) Batteries for all guns Battery connector adaptors Gas for guns Gun maintenance kit (tools, silicone spray, cleaning rod, etc) Launchers (For those who have them) 11
12 Nerf Pocket Howlers/hand grenades Must be LIVE ACTION Propellant for launchers Camping Checklist: Trash Bags (IMPORTANT!) Emergency money Tent w/stakes and all equipment Cot or sleeping mat Sleeping bag Extra blanket (optional, but it gets cold at night) Pillow Folding Chair Water (We recommend 5 gallons per person) Gatorade High energy snacks (Recommended: Powerbars, beef jerky, etc) Small Ice chest for personal drinks Bug spray (Deet, Deepwoods OFF, etc) Toiletries (Toothbrush, toothpaste, comb, mouthwash, soap, etc) Extra toilet paper (Plan for porta-potties to run out) Towel Sunblock (Sweat-proof sports type is recommended; at least SPF 24) Chapstik (Optional but recommended) Calamine lotion (Recommended) Allergy relief and all medications Flashlight w/fresh batteries Duct tape, twine, bungee cords (Optional, but good to have around) Camera(s) (Optional, but you will regret not having one) Group Gear (if coming in a large unit): Large Tents w/ stakes and all equipment Food Cooler Drink Cooler Camo nets w/poles Camp table Flagpole BBQ w/charcoal & fluid or propane tank Lighter Camp stove Paper plates and bowls Plastic utensils Cooking pot Large pans Lantern Wash Basin 12
13 WHAT SHOULD A PLAYER KNOW ABOUT OP FIRST STRIKE? Maybe it s your first airsoft game, or maybe you ve been playing a while, but OP First Strike is your first big game. Either way, everybody s been where you are. Here s some advice for surviving and enjoying the OP First Strike experience: 1. Relax. Take a deep breath. People around you feed off your vibes, good or bad. If something s wrong, remember it s not the problem, it s how you deal with it that counts. There will be lots of people doing lots of different things the Friday before. Go with the flow. 2. Ask Questions. It s very normal for people who ve never been to the site before to be confused about where to go. Our staff is there to help, and if they can t answer your question, they will try to direct you to someone who can. 3. Bring food and plenty of water. OP First Strike is just like a camping trip. Though some players and staff stay off-site in hotels, most will stay on the campground to socialize and tell war stories. Bring all the materials you d need for a 3 day outdoor event. There will be a trash bin and porta-potties, but no running water. Important: don t forget spare batteries. 4. Register and chrono as quickly as possible. We have over 500 people to process and numerous guns to chronograph. The earlier you arrive on Friday, the more time you ll have to unpack and relax. The chrono station will open at 1300 on Friday, although check-in will be open at Stay in the campground. Except for emergencies and staff-supervised activities, plan not to leave the campground once you arrive onsite. The access roads are not wide enough to accommodate in/out traffic and we will be very strict about allowing vehicles to exit after they arrive. Use the checklist and if you need anything hit the Chevron/Walmart/Target/Grocery before you reach the site. 6. Visit all of Our Sponsors! They all have exciting products (and maybe even some freebies) to check out in the Sponsor s Area. 7. Follow our pre-op to do list: A. Start hydrating NOW!!!! Drink 2 quarts (4-6 glasses) of WATER (not coffee/soda!) per day B. Make sure all uniforms have proper OP First Strike insignia in place C. Check batteries in all electronic devices and replace if needed D. Clean and test all weapons and gear FOR ADDITIONAL QUESTIONS OR CONCERNS, PLEASE REFER TO THE OPERATION FIRST STRIKE ONLINE FORUM This work is licensed under the Creative Commons Attribution-ShareAlike 2.0 Generic License, and is adapted from the OLCMSS Rule Set. To view a copy of this license, visit or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. 13
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