02 U.S.A.S.O.C.

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U.S.A.S.O.C. – THE MAGAZINE United States Airsoft Special Operations Command

Contents: Letter from Editor: Pg. #5 Testimonies: Pg. #6 News: Pg. #7 Team Interview: Pg. #11 Reviews: Pg. #19 Tactics: Pg. #28 Laws and Safety: Pg. #37 Tips: Pg. #45 Learning from the Professionals: Pg. #53 SPECIAL-Winter Buying Guide: Pg. #60 Photos: Pg. #74 Photo of the Issue: Pg. #77 Upcoming Events: Pg. #78 Teams: Pg. #83 Airsoft Websites: Pg. #86 Op Idea: Pg. #88 Final Thoughts: Pg. #95

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Letter from Editor: Well first off I would like to thank you all for the great emails and posts you have said about U.S.A.S.O.C. – The Magazine’s first issue! It’s really amazing how this e-magazine is taking off. I never expected it to become this big. In the first month alone, there were over 2,500+ downloads! U.S.A.S.O.C. – The Magazine was also interviewed by Airsoft Intel. Not only that, but U.S.A.S.O.C. – The Magazine is now known in Canada and Europe! All the credit of the success of this e-magazine goes to my Lord God in Heaven, of course, and especially all you fans out there who have spread the word and have downloaded it. So all of us at U.S.A.S.O.C. – The Magazine would like to thank you all again for helping U.S.A.S.O.C. – The Magazine grow! Without readers like you, the e-magazine is nothing. So what is in store for this issue? Good question. I will be expanding on the tactical section with CQB tactics, the AITs interviewed, how to create a temporary scope mount for your weapon of choice, “U.S.A.S.O.C. – The Magazine’s 2007 Winter Buying Guide”, plus more! Now that we have settled down a little bit and are starting to get the hang of this, U.S.A.S.O.C. – The Magazine would like to hear what you want to see in future issues. Since the purpose of this e-magazine is to provide what the viewers want to see, I thought we should ask the people who know best….YOU! So head over to www.officialusasocmagazine.com, and let us know what you want to see in future issues. I can’t promise you that what you ask for will be in future issues, but we here at U.S.A.S.O.C. – The Magazine will give it our best shot. So with all that said, have fun, be safe, and enjoy the e-magazine! Nick Petrus-Owner/Main Editor To contact U.S.A.S.O.C. – The Magazine, please email any questions or comments you have to: usasoc_themagazine@hotmail.com or visit www.officialusasocmagazine.com.

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Testimonies: Here are just some of that great emails and posts that U.S.A.S.O.C. – The Magazine has gotten over the past month or so. A special “thanks” goes out to the writers of these, and all the members of U.S.A.S.O.C. – The Magazine appreciate them a lot! Keep sending them! “First off- OUTSTANDING job. Being a former Marine 0311/8151, I really enjoyed your article on tactics. The bounding overwatch was what we used predominantly in the late 80's/early 90's. I believe it is still used because it works well in most situations. Second- The information you are providing is presented in a professional, concise, and clear format. The attention to detail in your webzine is very helpful, so thank you. Third- I appreciate the focus on teams/groups. Being new to the hobby and wanting to keep up with training, it helps to gather information as to whom to communicate with. I look forward to your future articles. Keep up the good work.” Echo 4 Lima Marine (former) 86-90 Counter terrorism and E Co 2/5 Third Herd “I think the content is great. It has tons of information for sure.” “Cool magazine!” “The amount of content you have easily rivals a lot of printed magazines…good stuff.” “Awesome magazine, convinced me to save for a M15CQB. Thanks!” “Thanks a lot, this is exactly something that I was looking for, nice job, keep it up and thanks again!” “I enjoyed your first issue and would like to congratulate you on a job well done. I'm sure I'm not alone in hoping for a second issue.”

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News: Tokyo Mauri’s M14 SOCOM CQB AEG:

Tokyo Marui announced the release of their M14 SOCOM CQB for early December. The M14 SOCOM is a shortened version of the M14 used by U.S. Special Forces. The short length makes it an ideal weapon for CQB applications. Unique features include: a black, sandstone effect finished stock, scouts- style mount base, microported muzzle break, and a SOCOM marking on the side of the AEG. The outer barrel and forward segment are full metal. This makes this gun extreme durable and rugged. It should rival the G&G SOCOM 16, but I guess we’ll just have to see.

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RedWolf’s New DeepFire’s Airsoft Grenades:

RedWolf Airsoft (www.redwolfairsoft.com) has the new DeepFire’s M26 and MK2 airsoft grenades. Both grenades are of a new type of airsoft grenades. All you have to do is fill them with BBs and then with gas. Once you’ve done that, they are primed and ready to go. Just pull the pill and throw the grenade at the target location. After a few seconds, it explodes and gives a pretty good “bang” noise as well. They also create a somewhat realistic fragmentation effect because the shell plates are blown clear away from the center of the grenade. Of course, for your and other’s safety, the shells are made of plastic. We would suggest checking out RedWolf’s exclusive DeepFire M26 and MK2 airsoft grenades.

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Cavalvy’s TOTO II Tactical Headset:

Here’s a new product from a company called Cavalvy. It’s their new TOTO II Tactical Headset. It’s a close cousin to the SELEX Personal Role Radio (PRR) as used by the British Army and NATO Forces. It is a low-profile headset and is easily mistaken for the real thing! The quality of this thing is amazing! Since it is a low-profile headset, it can be worn under helmets and others alike. It has three straps for complete comfort and just the right fit. The microphone is adjustable and can be move just about anywhere you want. It is a push-to-talk headset. The vented ear cup allows for peripheral hearing or talkthrough audio from electronic-hearing protection. We definitely would suggest checking this headset out for your team. It is affordable, and the quality is great.

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Team Interview: AITs

Q. How about a little history about the AITs and its members, meaning: How did you guys first start? When did you start? Who started it? Where in California are you located? Etc. A. We started about four years ago when I personally found about the existence of airsoft guns at a local gun show. I came home and called everyone I knew: Jeremy Jones, Dan McCalmon, Rodgar McCalmon, Josh Handa, and Eric Borchers. We were the first AITs to buy guns and start some semblance of a cohesive team. We began to hone our skills on a small, high speed field but began to run more and more realistic scenarios. Kind of unbeknown to us, we began to gain a reputation as a skilled and honest team. Now it seems everywhere we go people have heard of us. So far I have not heard anything negative. (Knock on wood). We are located in the Vacaville area between San Francisco and Sacramento.

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Q. Are the AITs based off any military group? A. Yes and no. We are structured almost exactly like an ODA. This for two reasons: one, it works. Why try to reinvent the wheel? Two, respect for those who really do this. If you are going to emulate military operators in a game, I think one should have the decency and respect to be as accurate and authentic as possible. Q. What do you consider yourselves as a team meaning: a CBQ team, outdoors team, all-around team, etc? A. Our skill sets are constantly expanding and improving. We try to excel in all aspects of combat that airsoft can possibly emulate. I don’t know that I feel comfortable putting my team in box with what “kind” of team we are. If I did, I would consider the AITs as a competitive team. Q. Now I would consider you guys a professional airsoft team, but would you call yourselves a professional team or just one that gets together when you can? A. Well, a professional gets paid, so let me just say that I wish we were a professional team “hehehe.” As I said before, everyone on the team is a highly competitive person, not to prove anything to anyone else but ourselves. Because of that, we approach airsoft in a very professional manner. We take our team roles very seriously and train hard, but this means nothing in airsoft, or life for that matter, without honesty. Honesty, above all, is paramount. Skill can never be measured if you cheat. Regardless of skill, gear, a cool website, etc, a truly honest team is a professional team in my eyes. Q. How many active members do you have and who are they? A. We currently have twelve full members and two recruits: Active Members Loran Kelley Dan McCalmon Darrin Simons Brad Daeda Rodgar McCalmon Payton Forwood Ian Barney Brian Judkins Jeremy Jones 12


Eric Borchers Josh Handa Aaron Brown Recruits Jon Portugal Ryan Murphy Q. Are you recruiting? A. We are not openly, or really actively, recruiting. We are always looking for “talent” though. We do get requests all the time from people who want to join the team. A unanimous vote must be made by all full members to allow the “hopeful” in as a recruit. Q. If so, then what are your requirements? A. That is a pretty long answer. Suffice to say we have a total of four evolutions that the recruit must successfully complete. He has a “buddy” helping him through these evolutions. Our goal is not to “fail” the recruit but rather make him as a successful a member as he can be at the end. We have had a few “wash outs’ along the way though. Q. Do you have a website or any contact information for airsoft fans out there? A. www.crazyaits.com Q. What events have you participated in or plan to if any? A. We typically run our own events but have participated in a few “outside” events. The best venue that we have had the pleasure of visiting is CQB City put on by Team Ronin. Talk about INTENSE! If you are near Stockton, California, you need to check it out. As far as the future is concerned, we are actually going more towards becoming “elements” of game play. Basically if you put on airsoft events and want a realistic Special Forces unit thrown into the mix, contact the AITs and we’re down! Q. If yes, any on the national level? A. Lion Claws is looking more and more appealing as well as ASH BASH. But to date we have not.

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Q. Have you guys ever had any trouble with the law regarding airsoft in California? A. California is renowned for its ridiculous Nazi-like guns laws. It would seem (and I have been afraid of this happening) airsoft is, or might become, illegal due to how real the guns look. One would think we likely would have had trouble with the law regarding airsoft, but we have not. We use our intelligence and common sense about transporting, using, and playing with our guns. I think that’s why we have had no trouble. Q. What would you suggest to a bunch of guys and/or gals who want to make a new airsoft team? A. Organization is the foundation on which any team is built. Cohesiveness must be established and maintained throughout. Establish a ranking order; someone must be responsible for making decisions. Not everything can be a democracy, but in doing so, always keep the “fun factor” in mind so that the point of playing a game in the first place is not lost: having fun!

Q. What guns do you guys have? A. We have two SAWs for support roles (Soon to be three). The rest are Colt variants except for a few sniper type weapons for our DMs (Designated Marksmen). All of our newer guns are purchased and upgraded through Game Pod. Those guys know what they are doing. Q. I read that you receive real training from real operators. I understand if you can't, or don't want to, disclose any information about your instructors, but if you can, which branch of the service were they in and which Special Ops unit where they in (e.g. Army Special Forces, Marine Force Recon, Army Rangers, Navy SEALs, etc)? Also, do you have any in the law enforcement field? A. I have a close friend of mine. He is a recently retired 1st Sgt. Airborne, Ranger, and Special Forces. He is an amazing and outstanding individual. I was lucky enough to have a friend like that to turn to and to show my team how to really function. In addition, he himself has an airsoft team consisting almost entirely of law enforcement and military personal (No civilians allowed). They include Airborne, Special Forces, Rangers, Marines, FBI, and SWAT 14


team members. It’s basically the “Dream Team” of airsoft; all the best in the world in one team. All of them help my team get better and better. We have basically become their “competition wing.” Many events exclude them due to their truly professional status playing against “Average Joes” like ourselves. So I guess you can say they compete vicariously through us. Needless to say, we are very, very fortunate to have Team Ronin in our corner. Q. Are any of your members still in law enforcement or the service, even if not Special Forces? A. We have a couple of former Military personnel. One, of which, was 82nd Airborne and is currently in the California National Guard. Other than that, we are all civilians. Q. How often do you guys meet together and train or sit down and prepare what to do for an Op? A. We have one training session, and one game every month. Our games are basically training sessions. We are all close friends and even family in some cases. We always talk about it and go over tactics and such. We are always training really. When we have large, outside events on the horizon, we usually train two weeks to one month before the event every weekend for about ten hours on a Saturday and eight on a Sunday. It seems like a lot, but we enjoy every minute of it. Q. Any tips you can give us on how you train? A. Not getting into any specifics, partner up. Make sure everyone has a partner that they are always with and train together and get to know how that person moves, reacts, and thinks. This will result in unit cohesiveness and effective team work. Tactics are great and all, but a team has to function as a single entity. Without that, tactics are useless motions and processes that will do you no good when the plastic is flying past your head. The other stuff… is classified. Q. Any final tips you can give the readers? A. I guess this is where I give the obligatory “just have fun” answer. It sounds corny and cliché, but nothing is truer. Airsoft is a game and activity that has no other ultimate purpose besides having fun. Nothing should have a higher priority then that.

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Q. On behave of all the members of U.S.A.S.O.C., I would like to thank you for taking the time out to allow us to interview you. A. Thanks for the interview, it was great fun! -Loran Kelley Crazy AITs Team Leader I would like to again thank Loran Kelly for allowing U.S.A.S.O.C. to interview the AITs. I would highly suggest checking out their website: www.crazyaits.com. It has great info about them and great videos. These guys are a bunch of high class individuals that I respect tremendously. Also, not many people have the fortune to train with former Special Forces members and such, so I know, personally, that I would want the AITs or Team Ronin on my side during a match. Enjoy the photos below of the AITs in action. If you would like your team to be interviewed by U.S.A.S.O.C., just email us at: usasoc_themagazine@hotmail.com or visit: www.officialusasocmagazine.com.

(Photo Courtesy of the AITs)

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(Photos Courtesy of the AITs)

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(Photos Courtesy of the AITs)

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Reviews: Tokyo Marui M4-S System

Sometimes oldies are goodies. And that is the case for Tokyo Marui’s M4-S System. It is another great CQB AEG that is still on the market and is still a big hit, even two+ years after its debut in 2004. That is why I have chosen to do a review on it. Let’s start off with the story of the M4-S System. The Tokyo Marui M4-S System officially came out on October 2nd, 2004 at the Japanese Plastic Model and Radio Control Show (aka: Plamodel – Radicon Show). The reception to the gun was of mixed

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feelings. Some people fell in love with it even before it was released, while others were apprehensive about it. Everyone had their own reasons why they didn’t like it, but the most common one that I have heard was because most people were wondering why Tokyo Marui was releasing yet another version of the M4A1. Well as we all, or at least most of us, have seen the M4-S System did become a big hit and still is among airsofters around the globe. So what is it modeled after? Good question. It is modeled off of variants of Special Forces and Personal Security Detail M4A1 carbines. There is really no exact M4A1 version that I could find that the M4-S is modeled directly from (if you do know which one exactly it is modeled after, please email us at: usasoc_themagazine@hotmail.com) though.

So how about some more details on the actual M4-S AEG? It is an updated Tokyo Marui M4A1 carbine which features are enhanced tactical stock; a metal S-System (SIR-type) for optics, flashlights, and fore-grip attachments; and two flip-up replica sights commonly used by United States’ Special Forces. The receiver’s body color was also changed to a mix between a dull/mat black compared to the normal Tokyo Marui M4A1 gray - this was to replicate the Special Forces’ rust-proof paint job. Many of the M4-S System parts are metal, such as the “one-piece” aluminum barrel, the S-System, the stock pipe, the hand-guard slip ring, and the charging handle. The AEG is powered by Tokyo Marui's high-torque EG1000 motor and operates with an 8.4v 600mAh S-type battery which stores inside the fore-grip. The M4 S-System is the ideal choice for fans of CQB and Special Ops. One reason is because of the many options for 20


customizing this AEG. It can be a very good medium-range AEG, as also with the Classic Army M15A4 CQB, for non-CQB fans. It is equipped with an aluminum “one-piece” barrel; a retractable LE-type tactical stock; a tactical-looking black receiver, to imitate the rustproof paint job mentioned above; and a flip-up front sight and new low profile flip-up rear sight as mentioned above. The M4-S System has a long upper rail, two side rails, an under rail, and a sling-swivel adaptor. The M4-S type battery goes inside the RIS (Selective Integrated Rail System, or SIR, type); the weapon has been designed so that the battery exchange is quick and easy, which I’ll talk about how it isn’t for some later. Now for a more in-depth look at the M4-S System. It features an aluminum “one-piece” outer barrel, a PRI flip-up front sight replica, an A.R.M.S. #40L low profile rear sight replica, an A.R.M.S. # 45C, a Selective Integrated Rail System (SIR) replica, a Bushmaster LE-6 position-adjustable retractable stock replica, a redesigned hop-up chamber, reinforced upper receiver tabs, a nickel-plated brass cylinder (possibly Boron Nitride EN), and an updated cylinder head. Wow that’s a lot!

(Tokyo Marui M4-S’ SIR) When you first receive your Tokyo Marui M4-S System in the box, the words “S-System” is written out in large, future-like letters in silver. 21


On the box a picture of the M4-S is shown, and another line reads “The Ultimate Spec.Ops. Carbine M4 S-system Cal./.223.” Inside, the M4-S is lying on a combination of cardboard and Styrofoam that has become popular over the years. When first looking at the M4-S, the most noticeable change is the body has a finish of dark black instead of the grey that Tokyo Mauri usually does for M4A1 series. The color is a mix between a dull and mat black. Regardless of whether you are a fan or the M4-S system or not, I think we all can agree that this black is much better than the grey that Tokyo Marui used on their M4A1 series before. The main difference between the M4-S and other M4A1 versions by Tokyo Marui is the RIS. It is modeled after the Selective Integrated Rail System, or SIR. For those who don’t know, the main concept of the SIR is to allow unlimited options for accessorizing the gun. The SIR also serves as a metal spine for the upper receiver and increases structural rigidity substantially. The M4-S’ SIR has a long upper rail, side rails, and a bottom rail that can accept all kinds of AEG accessories such as M203’s, fore-grips, flashlights, etc. The rails are made out of metal while the actual AEG’s frame is plastic. The technique on how the S-System is locked to the gun is simple yet well-designed. The SIR attaches to the body's top rail near the rear sight. It continues all the way to the front sight and curves around the barrel where a normal hand-guard usually goes. The SIR is very skeleton-like in appearance. Inside the SIR is the gas tube which is silver-like in color. There are short 2.5 inch rails, on both sides and near the front of the SIR, and longer 4 inch rails, on both sides near the front and on the bottom of the SIR, too. These rails can be removed to be repositioned. The hand-guard is somewhat wide to grip but not too bad overall. The SIR also comes with a screw-on sling adaptor. I’ve heard a lot of people like this because not everyone has, or uses, slings all the time or at all. On either side of SIR are two screw-driver holes that allow access to the inside where the mini-battery is stored. Just be aware that once unscrewed, the SIR is spring-loaded so it may take some time getting used to taking it off and putting it back on. Also, as many have noticed, or will, there is not a lot of run inside the SIR for the battery (this will be discussed later on). There was just one thing that was odd: inside the box, Tokyo Marui gives you a three-pack of plastic “spiral tube” that you 22


are suppose to use to wrap the two wire leads that come out of your battery. I couldn’t quite see the real overall purpose for them. You can use it if you want to, but I’ve heard of many who haven’t. The M4-S has been supplied with an EG1000 motor and performs like any other M4A1 AEG with that motor. Next on the list to talk about is the retractable stock. It is a copy of Bushmaster Law Enforcement retractable stock. It is also a “LE” type retractable stock. Basically, that means it is made for user comfort. Some extra details about the stock: one, it has vent-style cuts along the side which adds more width and aids in holding the stock; two, it features an inch longer rear area where it meets your shoulder and has a slight angle to make it more comfortable when holding it. That also makes it easier to stay at the firing position when wearing a lot of gear; and three, it has a metal sling loop located on the bottom, which is removable too.

(Tokyo Marui M4-S’ Retractable Stock)

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Next is the front and rear sights. The front sight is made of metal, which is a big plus. The biggest thing that caught my attention was the sight is foldable and locks into place when either in the up position or in the down position. It is also capped like the ones on the Tokyo Marui G36 and MP5A4 series. The rear sights are also metal and fold and lock into position like the front sight. The M4-S’ rear sight comes with two different diopters: one large and one small one. To engage the large one, you have to fold the smaller one back towards the rear of the gun. The smaller one is automatically set when you first purchase the gun. I did have a problem with the design of the rear sight, but that will be discussed later. Last but not least is the outer barrel of the M4-S System. The main debate is whether or not it is truly a one-piece barrel. Tokyo Mauri says it is, but some of their customers have said it isn’t. Regardless, the outer barrel is made out of aluminum and is very durable. It, again, has a mixed between a dull black and a mat black finish. It attaches to the body of the AEG, close to that of Tokyo Marui’s M733.

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As with the last issue of U.S.A.S.O.C. – The Magazine, I will discuss the pros about the M4-S System first. Some of the pros are: the “socalled” one-piece outer barrel; the flip-up rear sight, which is springloaded like the real A.R.M.S. #40L version; the flip-up front sight, the “LE” style retractable rear stock; the gun does not rattle or creek; it is solid and rigid; and it is ultra realistic. Also, another pro is the advantages of the M4-S over the previous Tokyo Marui M4A1 carbines. Such would be: a better hop-up; the “so-called” one-piece aluminum outer barrel; the special-treated dull/mat black receiver; the metal reinforced receiver tabs; the metal charging handle; the new metal hand-guard slip ring; and due to improvements in the gun’s design, the muzzle velocity is also drastically higher than previous Tokyo Marui M4A1s. Now remember how I said that AEGs made out of metal are usually heavier then those made out of some plastic parts? Well that is usually true but not with this AEG. It honestly has to be one of heaviest AEGs on the market! Not only that but it is very well balanced too! That was a huge plus for me.

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Now for the cons. First off, as previously mentioned, the rear sight has two different diopters: one large and one small. By default, the small one is active when you flip-up the sight. To engage the larger one, you have to fold the smaller one back towards the rear. No problem so far, right? Well, the only difficulty I see with this arrangement is when it comes time to flip the whole sight back down, you have to move the small diopter back up before the unit will fold down flat. It may not be a big deal to you, but I thought it was worth mentioning. Probably the most notable problem with the M4-S is the limited battery size. The SIR will ONLY take an 8.4 Mini-Battery. You can get a 9.6 mini-battery ONLY if you cut away more of the outer barrel to make it fit, but by no means would I recommend you doing that. Also, since I’m more use to Classic Army’s AEGs, I found that a good deal of the body is plastic. However, if you find nothing wrong with that, great! I just prefer a metal body because it makes the gun heavier, but that is not the situation on the M4-S, which was discussed in above sections. Next, the weight of this AEG wasn’t a con for me, but it may be for some. And lastly, the only problem for upgradeability is that the receiver is not the same as on the other M4A1s. It cannot be given the normal two-part metal receivers or the same outer barrels as the other M4A1s. The M4-S System has specific ones sold just for it but beware of buying ones that fit the normal Armalites’ instead. So, what is my conclusion? Well, I really enjoyed this AEG. It is pure joy, solid and rigid, and has NO rattles. It is also heavier then most AEGs, even some of the full metal ones. Compared to other Tokyo Marui M4A1s, the M4-S is very realistic. Even now, two or more, years after its release, I consider it one of the best AEGs on the market; it even rivals the Classic Army M15A4 CQB in certain aspects. And finally, the improvements in the Tokyo Marui M4-S’ technical features are extremely useful and improve both shooting range and durability of the gun frame. U.S.A.S.O.C. – The Magazine would recommend it to any and all players that love CQB and outdoor battles, mainly because of how many ways you can customize this AEG. We approve it fully! I’ll leave you with some specs on the Tokyo Marui M4-S System:

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Adjustable Hop-up Weight 4.83 lbs. Length 39.3 inches Capacity 68 rounds Power 280.0 fps Motor EG1000 Battery Size 8.4V Mini Shooting Mode Semi, Full Auto Flip up front sight Low profile flip-up rear sight Enhanced butt stock (extend the length of rifle from 768mm to 850mm) Aluminum one-piece barrel Metal skeletal frame for added rigidity and weight Six position LE tactical extendable stock Price Range: $318.00-$400.00

If you have a review of your gun or gear and want to see it in U.S.A.S.O.C. – The Magazine, email it to us at: usasoc_themagazine@hotmail.com or visit our website: www.officialusasocmagazine.com. 27


Tactics: Close Quarter Battles (CQB)

(Photo Courtesy of Tony Gibbs from Team S.T.A.T.) For this issue, I wanted to expand the basic tactical section that was discussed in the last issue by explaining CQB tactics. Sure, there will be more articles in later issues that better detail ambushes, counterattacks, and hit-and-run missions, but since a good number of you CQB fans out there wanted some insight on CQB tactics, I decided to integrate that while making the “Tactics� section for this issue. Close Quarter Battles (CQB) is characterized by rapid offensive action and the precise application of lethal force in very close 28


proximity to the targets or threats/tangos. Because of the close proximity of the targets (threats/tangos) during assault operations, your team must make split-second decisions and take appropriate actions in order to “save” lives and “limit” collateral damage - that is the fundamental idea of CQB. More briefly, CQB is a method of roomto-room search in close quarters (hint: the name Close Quarter Battles). Don’t get this confused, though, with MOUT (Military Operations on Urban Terrain). Both CQB and MOUT are branches of urban warfare. MOUT is the “macro” version of urban warfare, which started all the way back in World War II. It refers to sending troops and armed vehicles into an urban area while CQB is the “micro” of urban warfare. It refers to the sending of small teams into an urban area to conduct certain Ops. The best advantages in CQB are stealth and speed. If you can achieve those, you will most likely have a successful mission. As everyone knows, the missions that CQB operators conduct are: rescues, eliminate all threats, Intel, etc. So what should your team do? Good question, let’s begin there (again these are “guidelines.” Make them work to your team’s situation). The best way to a good, successful CQB Op is with the “AFS” method: Aggressive and Fast while using Stealth. What should you have and accomplish during a CQB Op? The basics are: a detailed plan (be adjustable, though, for unexpected circumstances), a controlled entry, speed (but not rushing through a building… have a controlled speed), surprise (Stealth), hitting the enemy with a lot of violence (if necessary), and security (always protect the area that you’ve already cleared). Now let’s expand out more from those basics. The first thing you should have is a detailed plan. The first thing is to designate a team-leader, or an Op leader, and have him brief the team. This could include all or some of the following steps depending on your team and situation: one, establish the SOPs (Standard Operating Procedures). Two, be exact while planning the mission. Three, use Intel about the scene: what happened, how many tangos and/or hostages are inside the building, general idea of the building’s size and rooms from blueprint(s) or other Intel, entry and exit points, and what force you can or can not use (depending if hostages are in your scenario). Four, make sure every member on the team knows his or her duties. Be exact and make sure they don’t deviate from 29


what they should be doing. It just takes one slip up to have a friendly casualty because of someone not paying attention. And five: the best way to accomplish the mission. This should include any or all of the following: entry point(s), room clearing techniques, way(s) to remove hostages from scene before they are injured, and the mot efficient way to eliminate or restrain the tangos. The second thing you should do after you have you plan is to rehearse it. It is much easier to rehearse CQB Ops then desert or woodland Ops. Make sure to do a slow “step-by-step” walk-through with the whole team. If you don’t want to rehearse in the actual building or rooms where the mission is going to be held, do one of the followings: draw on pavement, outlining the rooms in the building, set up sticks and twigs outlining the rooms in the building, or anything you can do or find that can get a general setup of the rooms inside the building. Remember: practice doesn’t make perfect…perfect practice makes perfect, so rehearse until you KNOW you can accomplish your Op. Once your team is comfortable with going slow, step up the pace a little bit and continue until you are at a decent speed or one that you will be doing in the actual Op. Make sure everyone can communicate with each other via hand-signals, radios, or just plain talking. Communication is one of the most vital parts to a successful mission, whether CQB or not. And, finally, after the rehearsals, the team leader should do a final check that everyone is “good to go” and that they understand all the parts of the mission clearly. Next is the mission itself. This is where the controlled entry comes into play. If you can, use multi-entry points. This will give you a better advantage to surprise and overwhelm the enemy. Go in slow…remember slow is fast and fast is slow. Just keep moving and don’t get stuck where the enemy can easily catch you. Also, be aware of the surroundings; keep some mental notes of windows/exits/etc: anything that could help you later if you needed it. And finally, once everyone is ready and in position, enter the building(s). Speed is what you want to have in a CQB mission. Once the assault begins, your team must gain control before the tango(s) understand what is happening and prepare an effective defense or mount a counterattack. Speed is achieved through well-designed tactics, such 30


as: gaining proximity with an undetected approach and the use of multiple entry points. Other factors that will aid in achieving speed are good rehearsals and attention to detail by individuals on your team. I can’t repeat this enough: slow is fast and fast is slow. Don’t rush through an Op only to have injuries. You may not think so at the time, but if you keep moving at a good pace, you will cover a lot of ground in a timely manner. If the situation doesn’t call for it…GO SLOW , as in meaning: don’t run. Also, always be aware of the situation around you, your teammates, and what you should be doing: i.e., attention to detail. Next is surprise. If you can surprise the enemy, you will most likely overpower them, and they will no longer be a threat. Your main purpose: engage the enemy before they have time to engage you. Note: if you happen to come upon the Intel or hostages you need, extract them out first and then worry about other tangos later if necessary. There are certain ways to achieve the element of surprise, one being stealth. Do what you can to not be discovered by controlling your movements and be noise and light disciplined. Also, engage tangos when they are least expecting an enemy presence to catch them off-guard. And lastly, use diversions. Certain diversions of airsofters are: certain events that will happen at certain times and that were discussed during the briefing and/or anything else to divert tangos’ attention. After surprise comes violence of action. You want to physically and mentally overpower the enemy. You can do this by: one, being fast and swift. Two, once your presence is known and you are in a close distance to the tango(s)…be loud, exact, and aggressive – you want to basically scare the crap out of them. If there is a clear threat to you, your teammates, or the hostage(s) use “lethal” force; make sure, though, to have controlled fire though. You don’t want to injury yourself, your teammates, or the hostages. Target discrimination is mandatory. Team members should always identify threats by looking for weapons and aggressive action among all personnel that they encounter. Once the room is secure, make sure the tango is down and not faking. Be aggressive throughout the Op. Once the area is clear and you have extracted, then it is ok to relax.

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Security comes next. Security actions are mandatory from the time your team begins approaching the entry point until they returns to the tactical holding area for post assault debrief. Remember, CQB takes place in a three-dimensional environment; the threat may be in front, back, left, right, above, or below. By being aware of the surroundings and the movements of your teammates, gaps and vulnerabilities can be minimized. In many instances, observers/sharpshooters can cover movements and let operators know when the way is clear to move. A major concern in CQB is a fatal funnel. A fatal funnel is the entry point, used by your team, that backlights and silhouettes assaulters from inside the room. Basically that means your shadows can give away your presence before entering a room. Remember, what the tango can see, he can shoot. Once your team begins to enter, they must get out of the fatal funnel as quickly as possible. How to get out of a fatal funnel: one, enter the doorway quickly; two, as each member of your team makes entry into the room, he should not be hindered in any way or he may get trapped in a fatal funnel; three, once in the room, each team member should move to their assigned positions; four, each individual team member should clear the immediate threat area, within their sector, and in the direction that he or she is moving; and five, at this time, your teammates should be identifying hostile persons and physically clearing any obstructions that may hinder entry of the rest of the assault team. Another way of saying the above is this: one, clear the corners first. The corners nearest to the entry point are the most dangerous parts of the room because as soon as someone takes a step into the room, the near corners are already behind the team members. Therefore, those corners must be cleared immediately upon entry. The first two guys in the room should be responsible for clearing corners. Depending on the size of the room and location of the door(s), those two first guys may or may not move beyond the corners before pivoting to cover the center of the room. Make sure to have your team move to points of domination. Points of domination are locations inside the room where your teammates can cover and control all personnel in that room. Each team member that enters the room on initial entry will assume a position of domination after clearing his sector. Establish over-lapping fields of fire. Over-lapping fields of fire are achieved when each team member has cleared his or her sector, stopped his or her movement at a point of domination, and can safely 32


scan the rest of the room without aiming in another team member’s direction. This allows your team to cover each other and multiple areas. Do understand, though, that all of this can happen in splitseconds, depending on how well your team practices. After the shooting stops, security is still an immediate concern. All personnel in the area must be searched and secured as soon as possible. This includes known and unknown targets as well as innocents. Targets and other suspects must be restrained and segregated from known innocents. The area must also be searched for other potential threats. Mainly in airsoft, this would mainly include hidden personnel. When searching, cabinets, closets, false ceilings, and other areas should not be overlooked. The important point here is to ensure that security is maintained throughout the operation. CQB procedures are those actions necessary to dominate an area, and eliminate the threat(s) posed by the tangos. There are two methods of entry in CQB; each has advantages and disadvantages depending on the situation of the mission. One is the “Slow and Deliberate” (Typical Police Entry Method). Most law enforcement building clearing operations are conducted in a slow and deliberate manner using ballistic shields and mirrors for searching. This affords the highest degree of safety and security for the police. The second one is the “Dynamic Entry” (Typically used in military operations or hostage rescue in police Ops). Dynamic entry tactics must be more rapid and aggressive than conventional tactics if the team is going to reach the hostages in time to save their lives. Ideally, the assault is a continuous flow using overwhelming force that does not stop until the threat is eliminated and the crisis site is under team control. Both can be good and bad. The strong points were listed above. The main challenge with the “Slow and Deliberate” method is basically what the name says - it is slow and deliberate. If the tangos are very well prepared and somehow know you are there, they can usually counter-attack your team. The “Dynamic Entry” can also prove to hinder your team too. The challenge with going fast throughout the whole mission is that your team may overlook something or someone which can lead to an unsuccessful op. Also, you may engage a

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hostage instead of a tango just because you looked quick. Both have their advantages and disadvantages. That basically covers CQB in a brief overview. I also have some other tips for CQB Ops. The first has to deal with shooting: one, always keep your weapon in front of you and never look away from your weapon. Don’t look anywhere your weapon is not pointed. Stay focused in case something happens. Two, don’t have your body be tense like in the movies. When in a cleared area, lower you weapon but be ready to raise it again if a threat presents itself. If you are tense, you might fire off a round or shoot a hostage by accident. Next is CQB reloading. Your main goal is to reload fast. You can do this by the following steps: check for cover, get to the cover and stay low, have sidearm ready incase a tango comes up on you unexpectedly, and replace the magazine and get back to the fight quickly but safely. Quickly yet simply. Also, always have your team members know their field of fire. A basic chart for a team’s field of fire would be: the point man covers the frontal area in which the team is advancing, the team leader covers the point man and anything he is not engaging, the rest of the guys except the rear guard should cover the left and right sides, and the rear guard should cover the flank of team. If you or your team members encounter a tango…yell “contact!” or something that the team has agreed on beforehand. If you shoot the tango or see a hostage, let your team know also. BE VERY VERBAL IF YOU WANT TO BE SUCCESSFUL. Also there is not much cover in CQB areas, but door and window openings can be good cover points. When you have cover and are being engaged, don’t hop out from behind the door or window to engage your target…just lean a little bit. This presents a smaller target for enemy to hit. Also another thing that can provide somewhat cover is camouflage. There is really not much you can do but black out your face, but that is why military supply stores have certain balaclavas.

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Lastly is your team’s movement. You want to stay low and make yourself a harder target to engage then the enemy. You can use the “CC” or “Clear and Cover” tactic. That is, you clear an area by “bounding” or “leapfrogging” and then cover that area until your team is in the original formation it was in before you started the technique. You can also use the “Slicing the Pie” tactic. It basically has certain team members cover certain areas of the room until you have a 360 degree cover and view of the room. Remember, you should drill hard to become a proficient CQB team. Snipers do have a role in CQB. A sniper's purpose in CQB is to cover the movement of the assault and recon teams and to locate and take out difficult targets that the team leader says that puts the assault team in danger. CQB snipers must be the most patience and experienced member on the team. So there you have it. I hope this clears up some questions that readers have asked about, and I hope that you find it useful and apply some of the things said to your team. If you have anything on tactics or things relating to tactics and want to see them in U.S.A.S.O.C. – The Magazine, email them to: usasoc_themagazine@hotmail.com or visit: www.officialusasocmagazine.com. Also, if you have any things that you would like to see in the “Tactics” section, please email or visit the website too.

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Laws and Safety: AN AIRSOFT RESPONSE TO LAW ENFORCEMENT By Itsahak Wil Dorsett, Team BRASS, Virginia Disclaimer: Use information at your own risk. You reading this understand this and will not hold U.S.A.S.O.C. and/or any of its members responsible for any injuries and/or arrest(s) that you and/or others receive. The question is asked over and over again by airsofters world wide. “What should we do if the Cops come around during a game?” Should we run, stand around and look at them, assume they're a neighboring team coming late to the game, point our replica's at them, do what they say, or just simply ignore them in the hopes that they'll go away? It is an issue that has been debated at length over the internet, at game fields, in coffee shops and eating shops after games, over the phone and face to face many times. And it is, and should be considered, a valid concern! Let me take the time now to throw this in. You should never, ever, and I mean never, play airsoft in an area that is not a sanctioned field, a sanctioned Operation, or a private field that is either owned by one of the players or you have express written permission to play on. If you play in an area, such as private land, where you do not have permission (a school area, land that “no one” owns, or in areas and games that are not sanctioned), you will probably face a local Police Officer/Deputy Sheriff or SWAT team. And justly so, for those actions are not only illegal but also ultimately just not smart – for will lead to the end and outlawing of our chosen past time. Also, notifying the local authorities is a good idea, as it may help to diffuse these types of situations before they start. You should be able to find a contact person within your local Law Enforcement Officers (LEO) area to whom you can explain what you're doing, where you're doing it, and

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approximate date/times you're doing it. Enough of the soap box, lets get on with it! So you're in-game, and for some reason the local Law Enforcement Officers (LEO) shows up. There are two responses you will most likely face. The first one is the Uniformed LEO response. The second is the full out, SWAT dispatch where you suddenly find yourself surrounded by men in black uniforms in real turn-out gear pointing real weapons at you! That one really raises your hackles!! In the first response, you'll see several LEO patrol vehicles suddenly come flying into your staging area. They exit their vehicles with firearms bristling from their persons! You will see duty pistols, shotguns, patrol rifles, and possibly, a submachine gun or two. Next, you find yourself staring down the barrels of the firearms and having commands shouted at you. As a responsible airsofter, your response here is critical. You're confused, scared, a little upset that they think you're a bad guy and, in some cases, downright indignant…What do you do now? First off, do what the LEO says to do. Nothing makes a LEO more nervous than giving a lawful order and having it either ignored or scoffed at. And in our position as airsoft players, it is vital to our personal safety and the continuity of our sport. When you're told to put your AEG down, do so. If it is hanging by a sling, lift it off by the sling, if at all possible. You'll be ordered to the ground, and most likely placed in handcuffs. They’ll start asking questions. These questions may vary, but in essence they are looking to ensure that the area is safe for them (as safe as an area can get for a LEO that is). Their questions will also be of the type to get the answers to WWWWWH. That means Who, What, When, Where, Why, and How. Who you are; what you are doing; when you do it; where you've been, either there or anywhere else; why you’re at that area; and how often you've done it. Answer all questions by the LEOs with honesty, respect, and without being irritated, arrogant, or seeming like their presence is a nuisance. This is the time you will get to explain what you’re doing, how many of you are playing and approximate boundaries. If you have a team game interrupt code, and if you're by yourself or a significant portion of players have not yet been accounted for, this is the time to politely inform the LEO of such and ask if you can implement the code either audibly or over your com's system. You may notice that the LEO are 38


possibly a bit gruff, and may not appear too pleasant. Look at it from their point of view. They are surrounded by several people wearing military gear, and sporting some of those dreaded “assault rifles.” In today's world of heightened terrorist awareness, that’s enough to make anyone in that field a little nervous. If you're legally occupying the playing field, the most you should get is a stern warning to be more careful and possibly a lecture on safety. If you're not there legally, expect to have your replica's confiscated and/or be arrested for trespassing. In the second response, you're usually unaware that anything is going on until you're looking down the barrel of a real rifle, pistol, or various other firearms. The big issue here is if it occurs in game, you may not be aware of the SWAT response and may treat it as another player. The obvious danger here is that you can inadvertently point your replica at a SWAT member who firmly believes he's being threatened with a real firearm. Any LEO faced with what he believes is a firearm, by anyone of any gender, age, race, dress, or creed should and WILL respond with deadly force. Every year there are reports from the LEO community of kids/teenagers/college students being shot and killed because of this type of misunderstanding. And again, this is the kind of thing that will get our sport banned. So what do you do? The first thing you will encounter is someone who is shouting their identification (i.e. – Police, Sheriff's Office, etc, etc). This will quickly be followed by a command to freeze, don't move, stop, desist…you get the idea. Your next move is critical!! Not only to our sport, but to your very vitality and safety!! DO NOT MOVE!!! Stop all movement, and freeze in that spot. For the next 30 to 60 seconds, only about a 6 to 8 pound trigger pull separates you from this life and discovering if your beliefs on the afterlife are right! The next command series will instruct you to lay down your weapons. Again, if your replica is on a sling, use the sling to remove it from your person. Other wise, set one end on the ground and let if drop. Yes, let it drop! I know you spent $300 plus on your favorite AEG but honestly, is it worth your life?! Keep your hands in plain sight and away from your gear and your body. Make no sudden moves. Do not attempt to explain your situation to the SWAT team. At this point their entire mindset is on controlling everyone there, controlling the scene, and their own safety. Your explaining will only add to the confusion and heighten the SWAT team’s intensity and anxiety. You will most 39


likely be commanded to prone out, or lie face down. Do so without complaining or hesitation. Remember to keep your hands in sight and away from your body and gear. You will most likely be handcuffed and your replicas taken. And so, it may not be done very gently. SWAT depends on speed, surprise, overwhelming tactics, and violence of action to pull off their missions. Don't hold it against them, they are doing their job. You will probably be separated from the rest of your playing group, just as they are separated from everyone else. Then you can expect the same type of questions as in Response One. Who, What, When, Where, Why, and How. Again, answer with honesty, with respect, and without being irritated, arrogant, or seeming like their presence is a nuisance. If you're there legally you should soon be released. You will however probably be advised to head home. This process may take some time, especially if the land owner is not playing with you. Even if you have it in writing (which is a smart thing to do) the SWAT team will want to verify that it is valid before releasing you. If your replicas are confiscated, do not complain. Go home and call an attorney. Does it suck? Sure it does, but you’re not helping your case by complaining, shouting, hollering, or downing the SWAT team. Now lets briefly discus a third encounter type. This one is usually what happens when you're in your car traveling somewhere and you're going just a little bit over the speed limit. Now keep in mind, I personally believe you should transport your replica(s) in a case and out of sight in the trunk. And again, I personally don't let anyone search my vehicle with out stated probable cause or a search warrant. But if it’s in the passenger compartment of your car, and especially if it’s in plain view, it becomes fair game to search the car. Anyway, the next thing you know, you're seeing flashing lights in your rear view mirror. Pull over as soon as safely possible. Keep both hands on the steering wheel. Don't grab for your wallet or try to cover your replicas now (and why are you transporting them out of a case and uncovered and not in the trunk anyway!!). Do not get out of your car. Once the LEO is at your window, he will tell you to put down your window, get your operator’s license, whatever. If the window is up, do what he says and put it down. Once the window is down, inform the LEO that you have a replica firearm in the passenger compartment. Stress that it is a replica and not real (especially if you’re underage)! Do what he says from there on in. Whether it’s to exit the vehicle, sit 40


in his vehicle (Virginia Troopers will have you sit in the front seat while they write your summons as part of their SOP's, so it’s not too unusual.) Be sure to answer his questions respectfully and politely. Having an attitude is a great way to ensure that you’re written a summons! Once the LEO is finished either giving you a summons or a warning, go on about your business and enjoy your day! It is possible that a lone LEO may pull up to your game and begin asking questions. Just ensure that you keep your hands in plain sight and away from your replica(s) and gear. Answer all questions with respect, politeness, and honesty. This response is not likely to happen. Usually it will be one of the first two responses discussed above. The key to coming out of an unpleasant meeting with LEO/SWAT is to keep your head!! Obey the commands given to you in a timely manner without back talking, cussing, or giving them an unnecessary hard time. Remember, they are only doing their job, and in more than one instance, your life may be on the line! For questions, comments, or more info contact Itsahak at itsahak@brassairsoft.com Thanks to Wil for this writing article. He had some really good, sound advice on what to do and what not to do. I abide by these rules, and I recommend you do also. Thanks again Wil! If you have an article you would like to submit, please email it to use either via usasoc_themagazine@hotmail.com or via our website: www.officialusasocmagazine.com .

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Laws and Safety: Many people are concerned that the realism of airsoft guns makes them dangerous. Parents need to be aware that giving an airsoft gun to irresponsible children can put their child in danger. In certain countries where real firearms are illegal the police, and others, may understand that children are playing with fake guns. In the United States, however, airsoft guns are regularly mistaken for real guns. Just as you would not brandish a real firearm in public, the same is true with airsoft guns. Airsoft guns are not cap guns or squirt guns. Be aware that if your child brings an airsoft gun to school, or any other public place, they may be arrested or, at worst, shot by a police officer. If you are a parent and are reading this, thank you for taking responsibility and being pro-active in learning about airsoft guns. To learn more about airsoft gun safety please read on. Not only do airsoft guns appear to be real, they also shoot plastic pellets. Many of the more expensive models such as AEGs are fully automatic. The speed at which airsoft bb's come out of airsoft guns is much slower than the speed that bb's are shot out of a traditional bb gun. Generally speaking, this speed allows people to shoot at each other with airsoft guns safely, under certain conditions. The first condition is eyewear. Never, ever, shoot at someone who is not wearing proper eye protection. Proper eye protection means eye goggles rated at least ANSI Z87.1 or paintball goggles. Proper eye protection is not military sun/dust/wind goggles, ski goggles, or shop goggles. Do not risk your own eyes or take on liability for your friend's eyes. Always wear proper eye protection when shooting airsoft guns! Read more about eye protection. Also, please be aware of the speeds at which all airsoft guns used in an airsoft game are shooting. Typical out-of-the-box airsoft guns shoot at ranges anywhere from 250 feet per second to 350 feet per second. Airsoft guns can be modified to shoot faster. Speeds between 375 feet per second and 400 feet per second are usually the maximum speeds US airsoft teams will allow. Make sure that anyone firing an airsoft gun over 400 feet per second is experienced, can accurately judge distance, and does not engage targets at close 42


range. Never mix real bb guns into an airsoft gun game. If you are unsure of an airsoft gun's firing speed, either buy a chronograph to measure the speed or simply do not allow it at a game. The simplest rule to remember with airsoft guns is to treat them as real guns. An accidental discharge at close range can have any number of damaging results including, but not limited too, broken teeth and damaged eyes. When transporting your gun to and from a game, carry it in a gun case. Not only is a gun case the safest means of transportation, it also naturally protects your gun (airsoft guns can be quite fragile) and makes a great place to store airsoft pistols and spare magazines. For many areas, a gun case is the only way to legally transport your airsoft gun. Remember, it is very difficult to visibly distinguish an airsoft gun from a real gun. Many people are concerned about the use of airsoft guns in crimes. A criminal is a criminal and will use whatever means they can to break the law. I would prefer a less dangerous criminal with an airsoft gun to a criminal armed with a real gun and the capability to kill innocent people. Don't let any of these safety issues scare you away. Airsoft is not a dangerous sport as long as everyone playing understands safety. If you can not follow these rules, please try another outdoor sport. When everyone follows the rules, airsoft is just as safe as paintball. In 3 years of playing, I never saw any serious accident. On a few occasions a BB at close range has drawn blood, but that is rare. I have played in games with 50+ people without incident. Last, but not least, before you play an airsoft game make sure that the airsoft teams you are playing with have strict rules concerning safety and feet per second limits for guns involved. Good Luck! (Source: www. AirsoftgunHelp.com)

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Laws and Safety: Under Federal Law: • Airsoft guns are not classified as firearms subject to the Gun Control Act. (However, in almost every major city and population center the definition of a firearm within their respected ordinances includes propulsion by spring or compressed air, thus subject to applicable laws.) • A 6 mm minimum orange tip must be present on the barrel end of the airsoft gun to identify it as such for any commercial sales or transport. Once you own the airsoft gun, you may remove the orange tip in most areas, but local and state laws do vary. • Airsoft guns' trademarks must be removed where the manufacturer does not have an existing license agreement with the "Real Steel" gun's manufacturer in the US. (Example: Classic Army has a licensing agreement with Arsenal Arms, so the trademarks can stay on imported replicas of Arsenal's SLR 105 A1. In practice enforcement is hit or miss. You might get an "unlicensed" gun through customs with Trademarks intact, while a Licensed gun might be held in Customs by an "under informed" customs agent.) • In addition, the similarity between genuine firearms and airsoft replicas is close enough to provoke interaction with local law enforcement personnel if an airsoft gun is carried openly in public. • If someone were to, for example, attempt a robbery with an airsoft gun, they would be charged as if the airsoft gun were a real firearm.

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Tips: How to Make a Temporary Scope Mount

This guide will show you the necessary steps on how to create a temporary custom scope mount for the Classic Army M15A4 Carbine while using the NC-Star 4x32 scope, and the scope mounts for the Super 9. Now, as long as you have a gun with a carrying handle, then you’re fine. If you don’t, then this guide isn’t for you, but it still may be helpful. Again, this should be a temporary scope mount. When looking through the scope while shooting, the bb(s) will go lower then the cross-hairs, so take note of that. This is also a cheaper way to go if you don’t have the budget to get actual scope mounts that fit your scope/gun too.

Safety Warning: U.S.A.S.O.C.- The Magazine, and/or any of its members, will not be responsible for any injury that may occur to you and/or anyone around you at the time you are doing this project. If you start this project, you fully understand this, and will not hold U.S.A.S.O.C. – The Magazine, and/or any of its members, accountable for any injury that may occur to you and/or anyone around you while you were doing any and all of the following steps. Remember, be safe and smart. For people under 18 years old, you should ask you parent(s) or guardian(s) to help when using a saw. Supplies Needed: Your Airsoft Gun with a Carrying Handle. NC-Star 4x32 Scope.

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Super 9 scope rings, or the ones that fit your scope, and the wrench that goes along with scope rings. A piece of either plywood, pine, cedar, or anything other kind of wood that is 1/2 inch in width, 5/8 inch in height, and 5-1/4 inches in length. Basically you want a piece of wood the slides into the carrying handle without being too big or too long. You can get the wood at any hardware or lumber store. You may not even need to buy it! I’ve found that sometimes all you have to do is go to the lumber department where they cut wood, and look around for scrapes. Once you find the one that you want, just ask them how much it is, and most of the time they say just to take it for free. A hand or power saw. A tape-measure. A pen, pencil, or marker. A can of black, or whatever color your gun is, spray paint.

For this guide, I will be using the Classic Army M15A4 Carbine, NCStar 4x32 scope, the Super 9 scope rings with the wrench that goes along with it, a piece of cedar, a handsaw, a tape-measure, a marker, and a can of black spray paint (See Photo at Beginning of Article). The thing that newcomers to scopes/scope mounts should be aware of is the weaver rail on AEGs. To access the weaver rail, you will need to remove the carrying handle. To do this, remove the “screws” on the AEG’s carrying handle. They should be on one side of the carrying handle and should screw off easily. Once they are off, just remove the carrying handle by wiggling and pulling upwards. Once off, the “plate” that has a lot of ridges on it is called the weaver rail. This is where actual scope mounts for weaver rails should go. Next put the carrying handle back on. To do this, just do the opposite of taking it off. The first thing you will want to do when making the temporary scope mount is to measure the distance of your carrying handle. As you can see, ours was roughly six inches (Photo 1).

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Next, measure off the number of inches, six inches in our case, on the wood and mark it with a pen, pencil, or marker (Photo 2).

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If you are using a power-saw, the cut will be a snap (no pun intended). If you are using a handsaw, it should be relatively easy. Just remember to go slow at the beginning and then increase the speed of sawing (NOTE: Never ever cut something if you are under 18 years old without your parent’s or guardian’s consent. Also, when cutting, never leave your fingers out. This meaning, tuck them in (like when forming a fist), when cutting. There has been many times when people have lost fingers because the saw jumped and cut their fingers instead. Cut at your own risk.) Once you make your cut, just smooth the edges around the area where you cut. You can do this with your hand or some other tool. Beware of splitters though (Photo 3).

Next test fit the piece of wood. It should slide into your carrying handle pretty easy yet be snug (Photo 4).

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Once you have the piece the way you want it, spray paint it black or whatever color your gun is. After that, just wait for the paint to dry (Photo 5).

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Next, attach the scope rings to your scope. Then, fit the scope/scope rings onto the wood. They should tighten easily onto the wood with the wrench for the scope rings. The last thing is to slide your new scope mount, with the scope attached, into the carrying handle. You will need something to keep it there. If you plan on using this scope mount for a long time, you can use some type of glue, although I wouldn’t recommend it. What I did was to get a Velcro-strap and wrapped it around the carrying handle and scope mount. It keeps it pretty secure. You may from time-totime need to re-tighten it, but again‌that is why this should be a temporary scope mount (Photo 6-7).

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As you can see, it is not the best, but it looks and works pretty good. Overall, not counting the price of the gun, I did this project for $39.99. I hope you enjoyed this DIY (Do It Yourself) article, and I hope it helps some of you out there. If you have an article on how to do a modification to your gun and want to see it in U.S.A.S.O.C. – The Magazine, send it to: usasoc_themagazine@hotmail.com

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Learning from the Professionals: “Operation Nimrod” Siege at Princes Gate Operation Nimrod London, 1980 By Thomas B. Hunter Reprinted by permission of Special Operations Journal (c. 1997) Permission to use in U.S.A.S.O.C. – The Magazine by Oliver Bacon At 11:30 a.m. on April 30, 1980, six armed revolutionaries of the Democratic Revolutionary Movement for the Liberation of Arabistan (DRMLA) burst into the Iranian Embassy at No. 16 Princes Gate, London, firing weapons and taking twenty-six hostages. They brought with them a small but deadly arsenal, including SMGs and Browning 9mm pistols (loaded with hollow-point ammunition), a .38 revolver, and Russian-made hand grenades. The gunmen, it would soon be revealed, were members of an Iraqi-backed, anti-Khomeni organization whose goal was regional autonomy for Arabistan, an oilrich province in southwest Iran. Oan, the leader of the terrorists, promptly made the following announcement: "One: we demand our human and legitimate rights. Two: we demand freedom, autonomy and recognition of the Arabistan people. Three: we demand the release of ninety-one Arab prisoners in Arabistan." Than came the threat. "If all the demands are not met by noon on Thursday, May 1st, the Embassy and all the hostages will be blown up." Unbeknownst to the terrorists, Police Constable Trevor Lock who was present in his capacity with the Diplomatic Protection Group at the embassy during the takeover, managed to activate a hidden alert device on his lapel. Thus notified, the Metropolitan Police's C13 Antiterrorist Squad was dispatched to the scene, along with electronic intelligence specialists from C7 (Scotland Yard's Technical Support

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Branch) and other personnel. These units joined police sharpshooters who had taken up sniper/counter-sniper positions and were providing on-site intelligence. At the same time, at Hereford, headquarters of the 22 Special Air Service Regiment (SAS), a call came in from a former member of the unit's D Squadron, then working as a dog handler for the Metropolitan Police. He notified them that a situation was developing that might require the attention of the Special Projects (SP) Team of the SAS Counter Revolutionary Warfare Wing (CRW), the on-call SAS unit tasked specifically with responding to developing terrorist incidents. This advance notice - a result of an informal intelligence network comprised by just such former troopers - provided the SAS with valuable lead-time. Members of B Squadron's Pagoda Troop, the SP alert team, were taking part in regular close-quarters battle (CQB) drills in the regiment's 'Killing House' when their beepers went off in unison. The team hastily departed Hereford in specially modified Land Rovers and drove to a barracks in Regents Park, London. On arrival, two SAS men in civilian clothes immediately left for Embassy Row and performed covert reconnaissance of the area, including the roof of No. 16 Princes Gate. From this, the SAS began to develop a plan to assault the building, in the event it became necessary. Initial plans to break through groundand first-floor windows with sledgehammers were reconsidered when an off-duty embassy caretaker notified the SAS men that the windows on those levels were armored, and thus impervious to such manual devices. In this new light, the decision was made that special shaped charges would be required. Back at the barracks, SAS explosives experts set to constructing the charges, while other specialists hastily constructed a scale model of the Embassy, including each of the fifty rooms. Later that first evening, Oan released one female hostage, an Iranian national who had taken ill. Police negotiators refused to comply with repeated terrorist demands, including a request to send a doctor to examine a second hostage, a BBC sound technician who appeared severely ill with a stomach ailment. The sick man was eventually released on May 1st, whereupon he was immediately and thoroughly debriefed by the SAS and police. This event provided a windfall of vital intelligence, and was followed by the relocation of Pagoda Troop (in three rented civilian vans) to a site much closer to 54


the embassy. The situation did not look good. The Iranian Embassy was a 50-room, five story maze. In an effort to mitigate the problems inherently caused such a large building, the C7 specialists installed covert surveillance devices and microphones through adjoining walls and down chimneys. This action provided planners with 'real-time' video and audio of the movements of terrorists and hostages alike. It was soon learned that the terrorists were located on three floors, while the hostages were being held in two rooms on one floor. One location, designated Room Nine held the four female hostages (all members of the embassy staff), while Room Ten held the fifteen males. Any assault would have to target every room holding terrorists or hostages in order to prevent a potential massacre. As negotiations continued into the third day and deadlines came and went, Oan became increasingly irritated with his lack of progress. Such was his obvious agitation that authorities decided to agree to his request to the broadcast of his demands on national television. This seemingly promising step backfired when the BBC incorrectly reported portions of his statement. Instead of pacifying him, this mistake further enraged the terrorist leader, and he vowed that the British hostages would now be the last to be released. At this point, the police decided to intervene. They transcribed Oan's new demands verbatim as they were shouted from a first floor window. This positive development prompted Oan to release two hostages, in return for a promise from authorities that the statement would be read promptly on the BBC TV News. It had previously been decided that the best method of assaulting the Embassy would be the use of three teams of four men each. Two of the teams would rappel down the rear of the building from the roof, with one team stopping at the first floor balcony, the second all the way to the ground. These would then effect a dynamic entry by means of either frame charges or sledgehammer. Team three was assigned the front of the building and would cross from a balcony at No. 15 Princes Gate over to No. 16 and enter using similar methods. The psychological tools available to the assaulters were not lost on the SAS. Each man was purposefully dressed from head to toe in 55


black, hooded suits, body armor, and full-face gas masks. The goal was to present the terrorists with an inhuman, starkly menacing enemy, with intimidation hopefully giving the shooters an invaluable extra moment of reaction time over their opponents. To heighten the disorientation, assaulters would use 'Flash-bang' stun grenades and CS gas immediately prior to entry to stun and disorient those inside. Any hope for a peaceful resolution to the siege ended at 1:45 p.m. on May 5th when Oan shot and killed Abbas Lavasani, the Iranian press attachĂŠ. Initially, it was not clear to those outside the Embassy what had occurred following the gunfire. However, at 7:00 p.m., the terrorists shoved Lavasani's body out the front door and announced that unless their demands were met immediately, one hostage would die every thirty minutes thereafter. When informed of this, Prime Minister Margaret Thatcher ordered the SAS to intervene to prevent further loss of life to the hostages. As the two teams (divided into four pairs of two men each) assigned to the rear of the building set about securing their rappelling ropes to the roof, the third team emerged onto the front balcony of No. 15. At precisely 7:23 p.m., the troopers on the roof of No. 16 stepped over the edge of the roof and began their rapid descent. The first two pairs made it down safely, however one of the ropes, purchased in haste in London during the first day of the siege, succumbed to friction and twisted into a knot. The knot fouled in the gear of one of the SAS men, stranding him precariously just outside one of the second story windows. This development prevented the SAS pair below him from using explosives on their entry window as planned, for fear of killing the entangled trooper. They instead smashed the windows with sledgehammers and tossed in their stun grenades. The entangled man was soon cut free and dropped to the balcony, whereupon he rejoined the assault team. Oan was on the phone with negotiators at the first moments of the assault - a carefully choreographed diversion designed to fix Oan in one location. The sound of breaking glass, however, caused when a member of the first team inadvertently kicked an upper story window while rappelling, prompted Oan to hang up and make his way to the first floor landing on his way to investigate. He looked up to see one of the SAS men preparing to break through a window and raised his 56


weapon to fire. Police Constable Lock acted quickly, tackling the gunman and taking him to the floor. The struggle ensued for a moment longer until the trooper broke into the room and yelled, "Trevor, leave off!" Lock rolled clear of the terrorist, who promptly leveled his weapon at the constable. The SAS man fired his MP-5, emptying the magazine and killing the terrorist leader. At 7:26 p.m., two members of Pagoda Troop at the front of the Embassy activated the ten-second fuse on a frame charge affixed to a window. The large explosion that followed both signaled the rappelling teams at the rear to begin their assault and provided entry to the four SAS men on the balcony. Simultaneously, electrical power to the building was cut and tear gas canisters fired through the broken windows in an effort to contribute to the chaos being forced onto the terrorists. These teams were supported by rarely reported team that burst through a weakened first-floor plaster wall shared by the Iranian and Ethiopian Embassy and linked up with the assaulters. The first room to be assaulted contained neither hostages nor terrorists, and prompted the troopers to move even more quickly. The noise caused in the first few minutes left no question to the three terrorists in Room Ten that an assault was underway, prompting them to open fire on their hostages, killing one and injuring two. Upon hearing the approach of the SAS men, however, they threw away their weapons and shouted in Farsi, "Tasleem!" ("We surrender!") before diving to the floor. Seconds later, troopers burst through the door and, realizing what had happened, demanded: "Who are the terrorists?" When one of the hostages pointed them out, they were immediately shot and killed. As the hostages were being rapidly evacuated down the main stairs and out the back door, a lone terrorist brandishing a fragmentation grenade was spotted amidst the group. His position amongst the civilians prevented the closest trooper from firing. Instead, the SAS man struck him in the back of the neck with the butt of his MP-5, sending the terrorist sprawling down the remaining stairs, away from the fleeing hostages. Two troopers at the base of the stairs immediately emptied their 30-round magazines into the would-be assassin, killing him instantly. Upon hearing the gunfire, the terrorist guarding the four female hostages threw his weapon down and 57


attempted to hide among his hostages. When the SAS arrived, however, he was seized and quickly searched for weapons and a possible detonation trigger for the explosives Oan had vowed were planted throughout the Embassy. The terrorist unwisely resisted the search and was rewarded by being unceremoniously hurled down the stairs before being dragged out of the building. He would be the only terrorist to survive the SAS assault. When the smoke cleared, the success of the operation became clear. Of those present in the embassy at the start of the assault, all but one of the hostages were rescued, while five of the six terrorists were killed. Moreover, the widely-televised operation sent a message to terrorists worldwide that Great Britain would not be intimidated by, nor tolerate, terrorism perpetrated against its citizens. Thanks again to Oliver Bacon for allowing U.S.A.S.O.C. – The Magazine to use his article and photo. Please visit his website: www.theelite.co.nz for more great info. If you know of an actual op that occurred and have details on it, please send it to usasoc_themagazine@hotmail.com if you would like to see it in U.S.A.S.O.C. – The Magazine. Again, with all user-submitted articles, you will be given full credit for it.

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Debrief: Operation Nimrod I found very little wrong on how the 22 SAS members conducted their mission at Princes Gate. What those members of the 22 SAS did in that operation was a perfect example of teamwork, trust, and skills. The main reasons why the 22 SAS was successful on Operation Nimrod was because of the teamwork, trust, and skills they had. They had diverse skills such as: breaching the target, rapid reaction skills, and a well devised plan. Also, when the last terrorist who had a grenade in his hand, notice how the 22 SAS member took him out with his butt of his MP5 instead of killing him with bullets which might have endangered other hostages. They had trust in each other too. A prime example is when Police Constable Lock took down the terrorist leader because one of the members of 22 SAS was in danger while trying to enter through a window. Once the 22 SAS member entered into the room, he yelled to the constable to get off the terrorist. This move endangered the constable himself, but he trusted 22 SAS member. And as you know from above, the 22 SAS member emptied his magazine into the terrorist leader killing him. Also, the 22 SAS members had great teamwork. Make note of how they performed room-to-room searches and how they cleared the building quickly yet proficiently. If I were to be very picky, the only things that I can say that went wrong with the operation is how the lone member of the 22 SAS got stuck outside the building while rappelling down, and that one of the hostages was killed. Do realize, though, that unexpected circumstances happen so even the best of plans can go wrong sometimes. Over all, I think Operation Nimrod couldn’t have gone better. Yes, the hostage could’ve been rescued earlier, but you will never know. It’s in the past. Also, if the 22 SAS members went in sooner, who knows what might’ve happened. More people may have died so I do believe that the 22 SAS members performed the right way with great skill, trust, and teamwork. We all can learn a lot from Operation Nimrod. 59


Special: U.S.A.S.O.C.’s 2007 Winter Buying Guide: Well winter time is upon us now, but that doesn’t mean, especially for us northern people, that we have to stop airsoft until spring time! Just because it is cold does not mean we have to huddle around the fire 24/7. That is why I have made “U.S.A.S.O.C.’s 2007 Winter Buying Guide.” So bundle up and get out in the powder!

Special Operations Tactical Supply (www.specopstactical.com): Headwear: Black Acrylic Skull Cap: $3.49 100% Acrylic Available In 5 Colors: O.D., Black, Navy, Charcoal, And Maroon Made In USA One Size Fits Most

Deluxe Woodland Camo Skull Cap: $4.95 100% Acrylic

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G.I. Polypropylene Balaclavas (Black, Brown, OD): $8.49 100% HW Polypropylene Adjustable Eye Opening Made in U.S.A. Available Colors: Black, Brown, or Olive Drab

Tops: Tri-Color Camo Thermal Lined Zipper Sweatshirt (Desert): $28.99 80% Cotton-20% Polyestertri-Color Camo Thermal Lined Hooded Sweatshirt Poly/Cotton Outer Shell (Tri-Color Camo) Warm Thermal Lining Khaki Drawstring Hood (No Pulls) Two Front Pouch/Slash Pockets (Fleece Lined) Zip Up Front for Easy Wear Elastic Khaki Knit Wrist Cuffs Elastic Khaki Knit Waistband

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Black Heavyweight Insulated Hooded Jacket (CQB): $34.99 Super Warm Super Quiet Cloth Jacket with 100% Cotton Outer Poly-Tricot Liner 5 oz. Fiber Fill Knit Cuffs and Waistband Drawstring Hood Great for Airsoft, Hunting, Work, or Casual

Woodland Camouflage Reversible Nylon Jacket with Hood: $24.99 Waterproof Nylon Outer Shell Black Polyester Fleece Lining Two Front Slash Pockets Drawstring Hood & Hem. Elastic Wrists

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Pants: ULTRA FORCE BDU Pants – ACU: $18.99 Classic BDU Uniform with the New DigitalPattern Woven Trousers 55% Cotton / 45% Polyester Adjustable Waist Tabs Button Fly Two Front Slash Pockets Two Button Down Back Pockets Two Large Button Down Pleated BellowsLeg Pockets Reinforced Seat and Knees Double Stitched Seams Drawstring Ankle Ties The Perfect Combination of Ultra-Low Price And the Force to Withstand Rugged Use!!!

ULTRA FORCE BDU Pants – Black: $17.99 Reinforced Elbows, Seats, and Knees Adjustable Waist Tabs Drawstring Bottoms Poly/Cotton Material The Perfect Combination of Ultra-Low Price And the Force to Withstand Rugged Use!!!

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ULTRA FORCE BDU Pants – Desert Camo: $17.99 Reinforced Elbows, Seats, and Knees Adjustable Waist Tabs Drawstring Bottoms Poly/Cotton Material The Perfect Combination of Ultra-Low Price And the Force to Withstand Rugged Use!!!

ULTRA FORCE BDU Pants – Woodland Camo: $17.99 Reinforced Elbows, Seats, and Knees Adjustable Waist Tabs Drawstring Bottoms Poly/Cotton Material The Perfect Combination of Ultra-Low Price And the Force to Withstand Rugged Use!!!

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Eyewear: Genuine G.I. Sun, Wind, & Dust Goggles: $15.99 Comes with Grey & Clear Lenses In Government Box

UVEX TAC-1 Tactical Goggles: $40.99 Shatter Resistant Dual PaneReplaceable Anti-Fog Lens Vented Black Frame Black Rim Wide Elastic Black Headband

WILEY-X XL-1 Ballistic Eyewear: $62.49 2mm Ballistic Selenite Polycarbonate(Shatterproof) 100% UV Protection Far Exceeds ANSI Z87.1 Safety Standards & ANSI Z80.3 Optical Standards Anti-Fog and Scratch Resistant Comes with Two Sets of Ballistic Lenses(Smoke and Clear) Each Frame is Lined with Durable Rubberized Ultra Foam for a Perfect Facial Seal and Can Be Customized Based on Operation or Environment Includes Strap and Soft Micro-Fiber Case NSN 4240-01-504-1037

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Gloves: Black Thinsulate Lined Neoprene Gloves: $21.99 Synthetic leather palm Tricot lining Elastic cuff Hook & loop closure Great feel Cold & wet weather protection Tremendous value

Seal Skinz Black Chillblocker Gloves: $44.99 With Gripper Dots Waterproof for Cold & Wet Conditions Outside Layer: Nylon & Lycra Spandex Middle Layer: Waterproof MVT(Moisture Vapor Transpiration; Allows Perspiration to Escape While Not Allowing Water to Penetrate) Inside Layer: DuPont’s’ Coolmax Yarn

Woodland Camouflage Neoprene Gloves: $18.99 Ultra Thin Neoprene with Nylon Lining Synthetic Leather Palms Elastic Cuff Velcro Closures Maximum Feel and Ultimate Weather Protection

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Footwear: WIGWAM 40° BELOW Black or Olive Drab Cold Weather Socks: $7.99 Heavy Weight Wool/Nylon Blend Fully Cushioned U.S.A. Made

Olive Drab Ripple Sole Jungle Boots: $24.49 Super Comfortable Ripple Sole Canvas & Leather Upper Speedlace Eyelets Rubber Sole Nylon Web Collar Side Vents 10" High Sturdy Consumer Packaging

G.I. Type Ripple Sold Desert Tan Jungle Boots: $29.99 CORDURA® & Tan Suede Leather Upper Padded Collar Nylon Coated Brass Speed Hook/ Eyelet Lacing System Midsole Heat Barrier Removable Cushion Insole Ripple Sole 67


G.I. Style Speedlace Combat Boots: $29.99 Black Leather Upper Padded Collar Removable Cushion Insole Vulcanized Rubber Sole

U.S. Cavalry: (www.uscav.com) Headwear: GORE-TEX速 Black Fabric Watch Cap: $19.99 Keeps Weather Elements Out and Warmth In Wool/GORE-TEX速 Fabric One Size Fits Most

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Seirus® Combo Clava® Black: $24.99 Multiple Function Hood Face Protector and Neck Warmer Contoured NEOFLEECE® Facemask Four-way Stretch Outer Moisture-Wicking Blocks Out Cold and Wind Made of Heat-Trapping Water/Windproof, Fleece-lined NeopreneFabric The Warmest, Driest, and Most Comfortable Fabric Possible Imported One Size Fits All

Recon-Wrap (Desert, Black, Woodland, ACUPAT): $19.99 Micro-fiber Material is as Comfortable asCotton while Offering Synthetic Performance Versatile Design Works Well in both Hot and Cold Weather Conditions Seamless Construction with Lock-KnitStitching to Ensure No Raveling Easy Care, Just Wash and Wear; Will Not Shrink Made in USA

Under Armour® HeatGear™ Tactical Hood (Black, Brown, Desert): $20.99 Maximum Warmth and Moisture Transport Fits under Helmet or Headgear Imported

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Tops: H2O Proof Gen I ECWCS Parka (Black, Woodland, ACUPAT): $85.99 Non-Freezing Two-Way Zipper Removable Micro-Fleece Liner can beWorn Separately Oversized Attached Hood with Drawstring Insignia/Badge Loop on Front Placket Double Reinforced Elbows Three Pocket Design; Adjustable Sleeve Cuffs Zippered Underarms for Ventilation Imported

Pants: H2O Proof Gen I ECWCS Trouser (Black, Woodland, ACUPAT): $54.99 Zip Fly and Legs with Hook-and-Loop Adjustable Cuffs Four Pocket Design; Drawstring Waist Imported

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Eyewear: ESS Striker Series™ Land Ops™ Goggle (Tan/Foliage Green): $39.99 NSN# 4240-01-479-8657 (Desert Tan) NSN# 4240-01-504-0052 (Foliage Green) 2.4mm Polycarbonate Lens is HighlyImpact Resistant, and Exceeds the U.S. Military .22 Caliber Impact Test MIL-V-43511C Exceeds all ANSI Z 87.1-2003+ Exceeds U.S Federal OSHA Standards and CE EN 166 (B) Requirements Provides 100% UVA/UVB Protection and Precise Optical Clarity for Distortion-Free Vision 40 mm-Wide, High-Memory Elastic Strap System with QuickAdjust Slides ESS Advanced ClearZone FC™ Anti-Fog and Anti-Scratch LensCoating Frames Feature Extra-Soft Face Padding for Superior Comfort, Absorption, and a Sealed Fit Fits Comfortably Over Most Prescription Eyewear Two High Impact Lenses in Smoke Gray & Clear, a RuggedProtective Case and an Anti-Reflective Speedsleeve Included Authorized for Use and Issued by the U.S. Army Made in USA

All Star™ Anti-Fog Goggle Kit-Black: $24.99 Two Interchangeable UV Coated LensesOne Gray, One Clear Aerodynamically Designed to ProtectYour Eyes from Wind- Irritation Made of Shatterproof Polycarbonate, Providing Superior Eye- Protection fromFlying Objects Double Sided Anti-Fog Coating UV 400 Coated for Maximum Protection Foam Covered Vents Allow Limited Air Flow While Filtering the Air Dual-Adjustable Quick Release Strap Includes Micro-Fiber Pouch for Storage and Cleaning

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Gloves: Spec-Ops™ Operator-Style Gloves (Tan/Black): $32.99 Ergonomic Cut and Fit Kevlar® Shell Provides Cut Resistance and Flash Protection up to 800°F Water Resilient Two-Layer Leather Palms Elasticized Wrist Non-Skid Material in Hand Cradle ProvidesExceptional Grip when Handling Weapons Foam Padding on Backs Imported

Cold Weather Cut Resistant Gloves Black: $29.99 100% Spectra® Knit Inner Lining and An Extended Wrist Cuff Premium Leather Shell with 3M Scotchguard® Insulated Hydrofill Bonded Outer Lining Imported

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Footwear: Black Knight 8 in Safety Toe Cold Weather Boots: $162.99 Goodyear Welt Construction ReducesAnkle Twists And Foot Fatigue CORDURA® HighPerformance Fabric Thinsulate™ Insulation - 600 grams Leather Comfort Top Band Cambrelle® Lining Top Quality Full Grain Leather Shock Absorbing Cushioned Midsole Fiberglass Shank Non-Metallic Safety Toe Box: Meets allCurrent ANSI Requirements forSafety Toe Standards, Class 75, EH Rated Vibram® Kletterlift Outsole Made in the U.S.A.

There you have it. “U.S.A.S.O.C. – The Magazine’s 2007 Winter Buying Guide.” We personally recommend each and every one of these items to you. Stay warm and have fun!

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Photos: Thanks again to all who contributed to us this month. If you have a photo, or photos, that you would like to see in U.S.A.S.O.C. – The Magazine, please send them to: usasoc_themagazine@hotmail.com to see them in future issues. All of the photos in this e-magazine were staged. This meaning, the players were not playing airsoft at the time so that is why they don’t have on safety goggles or glasses. Please note that.

Thanks to D. Dollarhide from Combat EnterprisesŠ (www.combatenterprises.com)

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Thanks to Tony Gibbs from Team S.T.A.T.

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(Photos Courtesy of the AITs)

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Photo of the Issue: Thanks goes to MeanGreen7 and SPADE from Team Hidden Sword for allowing us to use this great photo for this issue’s “Photo of the Issue.” If you have a photo that you think should be the next “Photo of the Issue”, send it our way to: usasoc_themagazine@hotmail.com.

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Upcoming Events: Operation Degree Zero. Location: Louisville, Kentucky. Date: February 10th, 2007. Background Story July 8th, 2006 - the Army sent in a ten man recon team to investigate a suspected drug cartel operating in the remote mountains in the northern areas on their country. After losing contact with a recon team on September 9th, 2006, a large Army force was sent into dense woods outside the small town of Carriska, the army was able to locate what was left of their recon team and rescue their outpost. With the Intel gathered by the recon team the Army was able to locate and destroy the Cartel processing plant, seize the drug stockpiles, and kill the leader of the Cartel. The cartel was in complete chaos and once the cold winter set in, their lack of leadership and much needed supplies led to inner conflict and soon the organization was split into two rival factions, each fighting for control of what was left of the operation. The Raven Faction took over the Western Portions of the Cartels territory while the remainder of the original Cartel (now known as the Red Devils) kept control of what was left of their original complex to the East. Due to the destruction of the Cartels complex, there was little to no food, Ammo, or medical supplies left to sustain the cartel through the winter. The two Factions turned on neighboring villages and looted them for what ever they could find. Hundreds of locals were killed or kidnapped in the process of the raids on the villages. The winters were very harsh on the Army. As well, severe storms grounded resupply helicopters and the rough mountain terrain made ground transport almost impossible. But due to the civil unrest between the Cartels and local villages they could not retreat back to their home base, leaving them in the middle of a three way battle. January 18th, 2007 - a supply truck carrying food, ammo, and a doctor headed up the mountain to the Army outpost.

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January 19th 4:38am - the resupply truck was attacked by several well armed men, the driver killed and the truck stolen, but the doctor believed to be taken prisoner...................

Event Info: Teams: Army: Required BDU’s: U.S. Woodland or British DPM

Raven Faction: Required BDU’s: Anything other than Woodland, DPM, Desert (green arm bands) Red Devils Faction: Required BDU’s: Anything other than Woodland, DPM, Desert (brown arm bands) Carriska: Required BDU’s: Desert Weapons: 400 FPS main rifle, back up SMG, or pistols with a minimum engagement rang of 10 feet. 550 FPS on sniper rifles with a minimum engagement range of 100 feet. We encourage the use of unconventional weapons (land mines, claymores, etc). If they are homemade, just be sure they are safe and check with an event organizer before the start of the game. All forms of smoke are allowed but just be careful.

For directions and more info, please visit: www.airsoftlouisville.org

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Presented By: Seagreen, Dantes, and Deacon WHO: Airsoft Pacific and 10 Teams WHAT: CQC/CQB Tactical Competition, 5th Semi-Annual! WHERE: StrikeZone Airsoft WHEN: January 13-14, 2007 WHY: Because you need to get your SWAT on! ADMISSION FEE: $35 prepay or $45 after January 1st. AGE LIMITS: 18+ (Participants under 18 must have waiver signed by a parent) TEAM REQUIREMENTS : Minimum 6. Maximum 12. (Recommend 12) RULES AND INFO : All info is available in the CQC5 Player Packet GENERAL INFO 80


CQC5 goes back to our call-up style scenario, one single extremely immersive scenario that'll make you soil your underwear. You'll be required to face an extreme challenge and complete a mission from beginning to the very end, once you arrive on scene you are LIVE and it's GO TIME. The scenario will be an LE style raid. TRAINING FBDs Event staff will be providing all teams with Thumper TG 6 training distraction devices. They're CO2 powered and pop at about 150dp, so no more yelling, "BANG!" These will do it for us. For more info and directions, please check out: http://www.airsoftpacific.com/viewtopic.php?t=8774

Operation Emerald Lighting. Location: Ocala, Florida. When: January 20th, 2007. General Info: Less than four months after Fidel Castro suffers a fatal stroke, interim president Enrique Lopez-Famosa has lain the groundwork for formal elections and a movement to pro-Western democratic rule in Cuba. Working with United Nations advisors, President Lopez-Famosa has been drafting a new Cuban constitution and has enlisted the support of many cabinet ministers in the move to democratic reform. Trouble first struck in the form of Hurricane Alex, a devastating storm that leapt out of the Caribbean and laid waste to large areas of Cuba. Red Cross and other international relief organizations rushed to aid the population, but the new infrastructure and authority of the fledgling government was stretched to its limit. At 0600 this morning, a junta of hard-line Cuban military and intelligence officers opposed to the democratic reforms, led by Raul Castro, staged a coup and seized control of all airfields, news media and government offices. Taking advantage of the chaos within the country following Hurricane Alex and the deployment of Cuban troops 81


throughout the country to assist with relief work, the junta had total control of the island in a matter of hours. President Lopez-Famosa and members of the democratic reform movement have been seized by military hardliners. Contact has been lost with the United Nations advisory teams. An appeal has gone out to the United States from the Cuban President’s wife and a few cabinet ministers who escaped the well orchestrated coup. United States military forces have gone on alert and gather at staging areas in Florida, Georgia and North Carolina. Black clouds gather in the tropical skies. A crack of thunder rolls across the sea as the heavens are split with the violence of Emerald Lightning. Admission Cost: Admission for Operation Emerald Lightning will be $45 per player ($20 pre-registration fee with the other $25 paid the day of the game or $45 registration fee can be paid online during registration). Admission price includes lunch being served by Wayne's World of Paintball. Registration for this event will be done online. Registration cannot be done onsite. Players showing up the day of the game will be subject to a $60 fee to attend the event. Time: Gates open at 8:00am. Registration and check-in are from 8:30am to 9:30am. Game and safety briefing will be from 9:30am to 10:00am. Game starts at 10:00am and ends at approximately 8pm. For more info and directions, please visit: http://www.mindgameproductions.com/events/opemerald.php#details

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Teams: Listed here are teams that we have found. If you would like to submit your team to be listed, just include: your team’s name and any contact info (website, location, email, etc). Please send it to: usasoc_themagazine@hotmail.com (main editor’s email). AMSOG: Location: Tucson, Arizona. Website: www.amsog.com Airsoft Team Rhino: Location: Las Vegas, Nevada. Website: www.airsoftteamrhino.com BRASS: Location: Lynchburg, Virginia. Website: www.brassairsoft.com Contact Info (other than website): itsahak@brassairsoft.com Centurion Aisoft Club: Location: Northern California. Website: www.airsoftcenturions.com Cimmerians: Location: San Francisco, California. Website: www.cimmerians.org Cobra Company: Location: Walworth County, Wisconsin bordering Illinois. Website: www.cobracompanywi.com Fargo Moorhead Airsoft: Location: Fargo, North Dakota / Moorhead, Minnesota. Website: www.fmairsoft.com

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Echo Squadron: Location: Southeastern Wisconsin. Website: www.echosquadron.com Fox Team Airsoft: Location: Green Bay, Wisconsin. Website: www.foxteamairsoft.cjb.net Ghost Strike: Location: Dayton, Ohio. Website: www.ghoststrike.cjb.net Iron Cross Elite: Location: Wisconsin area. Website: www.ironcrosselite.com Mobile Militia Force-Alpha: Location: California. Website: www.teammmf-a.com Morgantown Airsoft: Location: Morgantown, West Virginia. Website: www.morgantownairsoft.com North Alabama Tactical Airsoft Command: Location: Huntsville, Alabama. Website: www.natac-airsoft.tk Rangers of NC: Location: Wilmington, North Carolina. Website: www.home.ec.rr.com/hybridiscool/ai/ River Rats: Location: Elgin City, Chicago. Website: www.riverratsairsoft.com South East Airsoft Legion: Location: Dade/Broward/West Palm Beach, Florida. Website: www.southeastairsoftlegion.net 84


Strikers: Location: Ohio. Website: www.teamstrikers.com Task Force Delta: Location: Northeast Wisconsin. Website: www.taskforcedelta.com Tactical Airsoft of Cleveland: Location: Cleveland, Ohio. Website: www.airsoftcleveland.com Team Hidden Sword: Location: Texas. Website: www.myspace.com/hiddensword The Empire Corporation: Location: Virginia Beach, Virginia. Website: www.theempirecorporation.us Contact Info (other than website): theempirecorporation@gmail.com Toledo Airsoft: Location: Toledo, Ohio. Website: www.toledoairsoft.com

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Airsoft Related Websites: Here’s a compacted list of airsoft related links. If you have one that you don’t see, please submit it to: usasoc_themagazine@hotmail.com (main editor’s email). Airsoft Alaska: www.airsoftalaska.com Airsoft Arizona: www.airsoftarizona.com Airsoft Cincinnati: www.airsoftcincinnati.com Airsoft Hawaii: www.airsofthawaii.com Airsoft Iowa: www.airsoftiowa.com Airsoft Kentucky: www.airsoftkentucky.com Airsoft Louisville: www.airsoftlouisville.org Airsoft Ohio: www.airsoftohio.com Airsoft Pacific: www.airsoftpacific.com Airsoft Teams.net: www.airsoft-teams.net Alabama Airsoft Forums: www.bbgunmilitia.proboards77.com Colorado Airsoft: www.coloradoairsoft.org Fubar Airsoft: www.fubarairsoft.com/forums Florida Airsoft: www.floridaairsoft.com Illinois Airsoft: www.illinoisairsoft.com Las Vegas Airsoft: www.lvairsoft.org

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Lonestar Airsoft: www.austinairsoft.com Minnesota Airsoft Association: www.mnairsoft.org North Eastern Airsoft Group: www.neasg.org Oklahoma Airsoft: www.okairsoft.com Seattle Aisoft: www.seattleairsoft.com South Carolina Airsoft Association: www.scairsoft.net Tennessee Airsoft: www.tnairsoft.com United States Federation of Airsoft Standards/FAST: www.fast-us.org Wisconsin Airsoft: www.wiairsoft.com Connecticut Airsoft Forums: www.airsoftct.com Airsoft Safety Association: www.airsoftsafetyassociation.com Airsoft Forum: www.airsoftforum.com Chat Airsoft: www.chatairsoft.com Airsoft Canada: www.airsoftcanada.com Arnies’ Airsoft: www.arniesairsoft.co.uk

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Op Idea: Full credit of writing this article goes to Noah Levy. U.S.A.S.O.C. – The Magazine would like to thank him for allowing us to use his idea. If you have an Op idea that you would like to see in future issues of U.S.A.S.O.C. – The Magazine, please send them to: usasoc_themagazine@hotmail.com with whom to give full credit to also. Scenario Title: Operation Perfect Dark" Scenario Inspiration: Believe it or not, this scenario was actually inspired by an old Nintendo 64 game known as "Perfect Dark", however, this scenario have a bit of a twist... Creator: Noah Levy (ASF: Graham Abram) Creation Date: 09 November 2006 ----------------=The Scenario=---Date: 25 August 2062 Location: Capital Alaskan Research Corporation, Anchorage, Alaska, United States of America Ideal Start Time: 2100 hours Estimated Game Length: none Notes: - Capital Alaskan Research Corporation (CARC), a simple research corporation seeking to advance human knowledge and technology, employing scientists, physicists, and security personnel. Recently, CARC has entered into a contract with an unknown, foreign military power. CARC denies this, however it is true. - Superior Tactics Combat Force (STCF), a top secret team of elite soldiers, trained to the highest extent by the US military. These soldiers are meant to be able to spy, gain reconnaissance, and eliminate any small force posing a threat to the United States. - Any of the above teams' names can be changed to fit with the team names of the actual players.

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Introduction: As mentioned above, this scenario was inspired by a video game, which I suppose is a common thing. However, it will not be a carbon copy, I simply want to create my vision of a certain level in that game and turn it into airsoft, what could be better? The way this scenario will work is with three groups; Civilian, Guards, and Spies. None are really to be considered "bad guys"; however, one group is doing some pretty naughty things! I need not continue this introduction as it will be explained in detail below. Enjoy! Story: CARC has secretly entered into a contract with an unknown foreign military power. Contracts that will spread top secret technological information around the world to enemies of the Unites States. This, of course cannot happen, thus the US Military has activated an elite team of soldiers known as STCF, to gather all experimental technology from CARC and shut down all experiments. CARC denies any contract with any foreign military power; however, as stated above, this contract between CARC and an unknown foreign military power is in place. How it will go down: Before the game starts, the STCF sniper and spotter will find a nice place to sit with a good view of the front entrance of the CARC building and stay there (CARC players cannot see where STCF sniper and spotter go). The rest of the STCF team will go to the very top of the CARC building and act like the where just dropped off by a Blackhawk (STCF cannot know where CARC players are until STCF finds them). The CARC players will be posted on all floors in the following fashion: 1 at the bottom of the staircase leading to the roof, 4 others on the 3rd floor, 4 on the 2nd floor, 4 on the first floor, and 2 outside next to the front entrance. The two scientists must be placed on the second floor, each next to a computer; the computers must be in different rooms, and the scientists cannot leave the room in which their computer is located. 123‌GO! A loud signal will be sounded, whether it be an air horn or someone yelling, once everyone is in their place the game will start.

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--=THE GAME HAS BEGUN=-STCF will get off the roof and enter the interior of the building via the stairway connected from the interior to the roof, STCF will deactivate security system by knocking the broken calculator off the wall which is taped on the wall next to the stairway connecting to the roof. STCF will clear the 3rd floor and find the experimental item (clearsoft gun or colored lens sunglasses). STCF will go down to the second floor, clear it, and take one scientist hostage and make him shut down his experiment (just make him touch the object that looks like a computer), then bind him and leave him, *note: the scientists are to be unarmed.* STCF will now take to other scientist hostage and do the same, except using the computer in the room of the second scientist. STCF will now go down to the first floor, clear it, and find the last experimental item (clearsoft gun or colored lens sunglasses). STCF must now either tell the sniper to take out the guards outside of the entrance, or take them out themselves, and now STCF needs to go and meet with the sniper and spotter and the mission is complete. CARC guards will of course be fighting this whole time, however, CARC players cannot go in the rooms where the scientist are nor through the experimental items. If the CARC players on the outside of the entrance to the CARC building see the STCF sniper and/or spotter, they may alert the other guards on the 1st floor and try to kill the sniper and spotter. If CARC players kill or take hostage all STCF players, the game will end. Example Location: A triple floor building, with windows, doors, and staircases leading throughout all floors, is REQUIRED. More floors would be ideal. In this building there must be multiple rooms on each floor, also, there must be a stairway leading to the roof via the inside of the building (roof is not considered to be a "floor"). A fire escape is not required, however, it is acceptable. I know such a building is highly unlikely to be found, in which you can get permission to play airsoft in, yet if you find one, this is a great scenario! Mission Requirements: - A clearsoft gun, preferably an SMG or AR. [This will take to place of an experimental weapon developed by CARC] 90


- A pair of colored lens sun glasses [This will take the place of an experimental x-ray scanner developed by CARC] - Two objects that look like computers. (Do NOT use a real computer as the glass may break if stuck by a BB and this can be dangerous!) [These will take the place of computers that contain information about CARC technology experiments, and are currently running such experiments.] - A broken calculator, or something a bit larger than your hand with lots of buttons. [This will take the place of a security control panel on a wall. - Tape [to tape broken calculator to a wall.] Teams: - CARC - STCF - Other: two civilians, (scientists). People Required: - CARC: 15 rifleman max. (Can exchange rifleman for POR players) [These players should wear some type of PMC or civilian load-out, not too much black however to reduce confusion of teams]. (One CARC player per floor in the CARC building may take the place of a medic.) - STCF: 8 rifleman max. (Can exchange rifleman for POR players) 1 sniper. 1 spotter (spotter must wield an AR or SMG). [All riflemen must wear black, or OD, with exception of sniper and spotter, they may wear camouflage]. (One STCF player except for the sniper or spotter may take the place of a medic.) - Civilians: 2 scientists. [These players must wear some type of white shirt, or lab coat, and civilian pants]. STCF Mission: - You will be dropped off on top of the CARC building at 2100 hours. Once the roof and surrounding area is secured, head inside, complete objectives and exit building and report to EP (extraction point) where the sniper and his/her spotter will be waiting. The sniper and spotter will be placed in front of the CARC building's front 91


entrance, and they are to provide cover fire for strike team inside CARC building. Objectives (The following objectives are made assuming there are 3 floors in CARC building) #1 Secure roof of CARC building and surrounding area. #2 Gain access inside CARC building via the stairway. #3 Deactivate security systems (broken calculator) which is located at the bottom of the staircase used to enter CARC building. #4 Clear 3rd floor of all who resist, bind those who surrender. #5 Ascertain experimental item on 3rd floor. #6 Clear 2nd floor of all who resist, bind those who surrender. #7 Convince civilian scientists to shutdown experiments on 2nd floor (there are two experiments, one on each computer). #8 Clear 1st floor of all who resist, bind those who surrender. #9 Ascertain experimental item on 1st floor. #10 Exit CARC building and move to EP (extraction point). CARC Mission: Well men, just another day on the job, so get to work, make this building a safe place to work! And remember, you’re getting paid $3.00 an hour so work hard!!! We have no reason to believe that there will be any security threat today, so just do like you do everyday. Objectives - Put each guard on an individual patrol, each guard must stay on one floor until engaged in battle. - Eliminate any intruders. Civilian Scientist Mission: none. Objectives - Work on your experiments.

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Weapons Restrictions: - No spring powered airsoft replicas' for primary weapons. - No mini airsoft replicas'. - No high-capacity magazines. - No automatic weapons with a muzzle velocity over 400fps. - No sniper rifles with a muzzle velocity over 600fps. - If your weapon is over 400fps, minimum range: 15 feet. - If your weapon is over 500fps, minimum range: 20 feet. - If your weapon is over 600fps, minimum range: 30 feet. Rules: - Dishonest players will NOT be tolerated. - Moderate physical contact is permitted, only if all players agree before the game begins. - If a player touches a player on the opposing team, it is considered a knife kill. - All hit rules and weapons restrictions must be adhered to in the highest extent. Hit Rules: (If a medic is wounded, it will simply require another player on their team or another medic on their team to help them.) - If you are hit in the head, you are dead. - If you are hit in the neck, you are dead. - If you are hit in the chest once, you must lie down and request help from a medic on your team a medic. - If you are hit in the chest twice, you are dead. - If you are hit in the stomach once, you are to lie down and request help from a medic on your team a medic. - If you are hit in the stomach twice, you are dead. - If you are hit in the hip once or twice, your legs are temporarily disabled and you are to request help from a medic on your team a medic. - If you are hit in the hip three times, you cannot walk. - If you are hit in the leg once or twice, that leg is temporarily disabled and you are to request help from a medic on your team a medic. - If you are hit in the leg three times, that leg is disabled. - If you are hit in the knee once, you cannot walk with that leg and 93


you are to request help from a medic on your team a medic. - If you are hit in the knee twice, you cannot walk with that leg. - If you are hit in the foot once, you temporarily cannot use that foot and you are to request help from a medic on your team a medic. - If you are hit in the foot twice, you cannot use that foot.

Thanks again Noah Levy for writing this article and allowing us to use it! If you have an Op idea that you would like to see in future issues of U.S.A.S.O.C. – The Magazine, please send them to: usasoc_themagazine@hotmail.com with whom to give full credit to also.

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Final Thoughts: Winter Concerns With the winter months upon us all, especially the people up north, there are certain things you should be concerned about. These would include, but not limit to more, the following: snow storms, ice, hypothermia, frostbite, etc. There have been many cases with hunters where they have frozen to death because they got caught in a bad snow storm. So just make sure to check the weather beforehand and always keep an eye out for any weather changes. Ice is also a challenge. Sometimes the ground is frozen beneath the snow, and all of a sudden, someone slips and twists an ankle, if not worse. The two big ones, though, that I think people commonly overlook are hypothermia and frostbite. I don’t want to give a whole medical lecture on the two, but I want to list some signs and certain treatments for both if you can’t reach professional medical attention quick. Simply put, hypothermia is abnormally low body temperature. Hypothermia occurs when the body losses heat faster than it can make and maintain it. It usually occurs outside during rain, snow, wind, cold air, or a combination of any or all of that which were listed. Hypothermia is an emergency condition that can lead to unconsciousness and death. Frostbite is the injury or destruction of skin and underlying tissue, most often that of the nose, ears, fingers, or toes, resulting from prolonged exposure to freezing or subfreezing temperatures. Frostbite usually occurs when one of your body parts is exposed to extremely cold air, wind, rain, snow, etc. Also, it is usually is accompanied by hypothermia. There are different stages of hypothermia: impending, mild, moderate, and severe. Impending phase is when a person might try to increase activity to warm up. Their skin will look pale, numb, and waxy like. Muscles also may become tense, and shivering can take place. Usually this is when fatigue starts to set in. The mild phase is when you can actually say that a person has hypothermia. The person will be awake and alert, but uncontrollable shivering will take place. The moderate phase of hypothermia is when the shivering actually slows or even stops. The body has become too cold to try to

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warm itself. Muscles now become stiff, and people will start to hallucinate. The person’s speech and breathing will slow down also. The severe stage is last. The skin will be cold and blue/grey in appearance. The person will be very weak and more mental confusion will occur and worsen. It will almost be like when a person is drunk; most hypothermia victims, though, at this point don’t get a free ride to jail…they die. Soon the victim’s breathing will stop, and they soon die after that. As you can see, hypothermia is not something to mess around with. Now the following are certain steps to help prevent hypothermia if occurring. Obviously, the best step to prevent hypothermia altogether is dressing warmly and not going out in extreme cold for long periods of time. If you start to realize that you, or someone around you, are/is beginning to get hypothermia, you can do the following: get yourself, or the person, out of the cold area. Most of the time, that is easier said then done. Also, to warm yourself, or the person, get blankets, heaters, and/or warm liquids. CAUTION: if you have been out in the cold for a long period of time, never ever run your hands or feet under warm/hot water. Most people have done this sometime or another and know that there is an almost burning/stinging feeling. Basically, since your skin has been so cold, the warm/hot water is too much of a temperature change for your nerves and cells in your hands or feet to handle. Gently run your hands or feet under colder water first and then gradually turn up the heat. Also, if it has taken you a long time to get back to shelter, immediately call 911 and let them know the situation. Hypothermia is no small matter so remember if you are unsure of how bad you, or someone you know, have/has it, call 911 as fast as you can. I know this all sounds like common sense, but common sense is not so common anymore. Just remember to keep you head and be safe out there. Signs of frostbite would be, but not limited to more, some of the following: progressive numbness of the affected area, loss of feeling of the affected area, and a tingle sensation of the affected area. Your skin will change colors when exposed to the extreme cold. The affected area will become a purplish and then change to a white/purple when the area has frozen. People who have had frostbite say that the area feels like a piece of wood.

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Certain things you can do when you first realize you are getting frostbite are: get out of the cold area and into a warmer one. DO NOT rub the skin to try to get blood back to the area because it will further destroy damaged skin cells and tissue. You want to slowly warm the area. It will take some time, but the first thing you should do when you get back to shelter and warm up a little is get to a hospital. If frostbite is not treated properly, you may develop gangrene on the affected area and will need an amputation. Again the best way to prevent hypothermia, and frostbite, is to warm a lot of warm clothing. You especially want to cover your nose, ears, hands, and face because they are usually the least covered. I hope some of this information has helped some of you out there. Remember, it is a long time till spring and summer. Make the best of it but be warm and safe. God Bless! Disclaimer: The use or misuse of any information or program obtained here is entirely at your own risk. This information is not intended to replace the advice of a doctor. U.S.A.S.O.C. – The Magazine, and/or any of its members, will not be held accountable for any injuries to you and/or anyone that you are accompanied with if someone gets injured. You understanding this agree not to hold U.S.A.S.O.C. – The Magazine, and/or any of its members, accountable for any injuries to you and/or anyone that you are accompanied with gets. Information has been researched off of the following websites: www.sarbc.org, www.webmd.com, and www.healthscout.com. The next issue of U.S.A.S.O.C. – The Magazine will be March 1st, 2007. If you have any questions of comments, please send them to: usasoc_themagazine@hotmail.com or visit us online at: www.officialusasocmagazine.com Nick Petrus-Owner/Main Editor

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