Operation Palmland Freedom
As Real as You Want it to Be !!!
Advanced Airsoft Rules
In an effort to make our airsoft games as real and as challenging as possible we have started adding more props and technical challenges. The novice players will still play the same as usual (shoot anything that moves) but the more experienced players can learn to call in faux helicopter gun runs and disarm fake bombs. If you've never played with props, that's fine, we explain everything and as stated earlier you can always just shoot everything that moves (That's always fun). This type of play is not for everyone. The parents of our younger players should let us know of their concerns so that we can book them on days when props won't be as prevalent.
At the beginning of the game each team may receive an assortment of "asset(s)". The asset might be the our armored personnel carrier (fake of course) or maybe a "stinger" missile launcher to stop helicopter attacks. Whatever your assets are, your team tries to use them to win the game. If you are a novice player and want to learn to use these added props to add interest to your game, just say so we are very novice friendly. Don't be overwhelmed by the number of "assets" each team only gets a few per game.
At the beginning of the game each team may receive an assortment of "asset(s)". The asset might be the our armored personnel carrier (fake of course) or maybe a "stinger" missile launcher to stop helicopter attacks. Whatever your assets are, your team tries to use them to win the game. If you are a novice player and want to learn to use these added props to add interest to your game, just say so we are very novice friendly. Don't be overwhelmed by the number of "assets" each team only gets a few per game.
AC-130 Sprectre Gunship

AC-130s provide close air support and force protection (air base defense) for ground forces. In our games, Spectre gunships have two types of attacks, either a minigun attack used against soft targets or a howitzer attack against soft and hard targets. As Spectres fly at low altitudes, they can be shot down with a "Stinger" missle. The minigun attack eliminates all targets except "Hard" targets (Pillbox, Armoured Personel Carrier and the Jail)and has a small AOE. (Area of Effect, 10 foot radius from center). The 105 howitzer attack eliminates all targets including "Hard" targets (Pillbox, Armoured Personel Carrier and the Jail) and has a largel AOE. (Area of Effect, 20 foot radius from center).
Apache Hellfire Missles

Hellfire missles can be called to destroy all targets in the game. It eliminates "hard" and "soft" targets and has a large "AOE"(20 foot radius) As it is a "stand off " type missle the Apache helicopter will be to far away to engage with "Stinger" countermeasures and can't be shot down when making a "hellfire" attack.. You will get one attack per card. If your team gets an Apache Hellfire attack and the Apachee was already shot down on a Hydra attack, you won't have it for your Hellfire missle run.
Apache Hydra Rockets

Hydra rockets can be called in just like other air assets. A hydra rocket attack eliminates all targets except "Hard" targets (Pillbox, Armoured Personel Carrier and the Jail). The Hydra attack has a large AOE. (Area of Effect, 20 foot radius from center). The helicopter can be shot down by "Stinger missles" when making a rocket run.
Haho parachute asset

In a typical HAHO exercise, the jumper will jump from the aircraft and deploy the parachute at a high altitude, 10–15 seconds after the jump (typically at 27,000 feet (8,200 m) or so). The jumper will use a compass or GPS device for guidance while flying for 30 or more miles. The jumper must use way points and terrain features to navigate to his desired landing zone, and correct his course to account for changes in wind speed and direction. If deploying as a team, the team will form up in a stack while airborne with their parachutes. Usually, the jumper in the lowest position will set the travel course and act as a guide for the other team members. For our purposes, the HAHO asset card allows you to start up to 3 players anywhere on the playing field.
Medic

Our medic rules are very simple, when you are shot, call for a medic. When the medic is able he will come and heal you (you can't move because you are wounded). He wraps an ACE bandage around your arm and then unwraps it to heal you. The medic can not heal themselves and medics are not used in all games.
A10 Warthog ground attack aircraft

A10's shoot at ground targets. Players getting an A10 asset card may call for an A10 ground attack. You call the ref over, specify the attack and the ref will use a soundtrack to help players understand what is happening. The ref then calls out the players that were eliminated. They can then respawn or be healed.

Combat Engineer
Combat engineers can destroy a building with a satchel charge or fix a building that has been destroyed. The asset card explains how to do it.
Combat engineers can destroy a building with a satchel charge or fix a building that has been destroyed. The asset card explains how to do it.