
Synopsis:
Based off the 1978 movie of the same name, The Wild Geese tells the true story of a British mercenary team sent into Africa to rescue a political prisoner. Inspired by true events, when President Limbani is overthrown in a coup d’etat, only members from a generation of men who served their country against the world’s greatest evil can prevail. Discharged from service after WW2, they were unable to make peace work, and sold their services in the worlds hottest trouble spots to the highest bidder.
When President Julius Limbani is overthrown and imprisoned, the British Financier Sir Edward Matherson contracts retired British Col. Allen Faulkner. Matherson finances an operation to rescue President Limbani as he has copper mine investments in the region that he wants protected. Col. Faulkner contacts fellow retired brothers in arms; Capt. Rafer Janders, LT Shawn Fynn, and LT Pieter Coetze to assemble a band of “over the hill, but not out of the game” veterans to take on the mission of rescuing President Limbani.
Their story goes on to tell about the viscous fighting of the Simbas, the group that has kidnapped President Limbani, and what they will do to keep him in their possession.
Today you will have to do the same. As a British mercenary you will “parachute” into the region, locate President Limbani who is being held inside of a Simbas’ base. You will have to rescue Limbani, move him to a deserted airstrip, and wait to be picked up by a cargo plane. Should everything go to plan, expect to be home for afternoon tea… should everything go to plan…

Medics
Since one of the coolest characters in the movie was portrayed by the medic, Medical Orderly Arthur Witty, the TOD for this event will be concentrated on medics and medical support in the field. Today we want everyone to try and use the “Wounded player carry/drag” rules and our medic system instead of walking out to a respawn point. Stay together as a unit, pull your wounded to safety until a medic can assist them. The best way to make it out of the area is too stay as one unit, not using medic rules or the medic system will get you separated from your team and might cost them in lives.
Medic Rules
Each player will be supplied with a short piece of rope, when hit, a player must call for a medic. When a medic arrives he will have a stack of cards on him. The wounded player will draw a card, dependent on how many numbers are on the card indicates how many knots the medic must tie in your rope. you may continue to play until you have three knots tied in your rope.
If no medics are available you are required to stay where you are hit for a period of 5 minutes in order to bleed out, after 5 mins, you may walk back to your respawn point.
Examples:
1. You are hit and draw a “3″, the medic ties three knots in your rope and you are back in the action, the next time you are hit you must return to your base to re-spawn.
2. You are hit and have 2 knots tied in your rope, if you draw a 1 you may continue to play, if you draw a 2 or 3 you must return to your base in order to re-spawn.
3. You are hit and have 1 knot tied in your rope, if you draw a 1 or 2 you may continue to play, if you draw a 3 you must return to your base in order to re-spawn.
At anytime if you draw a card marked “KIA” it signifies a head shot and you are dead and must return to your base to re-spawn.
After you reach three knots, you must re-spawn at your base when you are killed, upon re-spawning, you will untie your knots.
Medic Cards:
4 types of medic cards will be used for this event in order to depict the severity of wounds.
1. Card marked with a 1, indicates a superficial wound
2. Card marked with a 2, indicates a moderate to severe wound, most likely an limb
3. Card marked with a 3, indicates a torso wound
4. Card marked with a KIA, indicates a head shot
Wounded Player Drag/Carry:
Any live player may carry any wounded player back to a medic or away from direct action. To carry a wounded player you will need to grab the player by the shoulder and escort them. While carrying a wounded player the live player may continue to fire his weapon, the wounded player may not. At anytime if the live player breaks psychical contact with the wounded player, the wounded player must stop moving, he cannot move under his own accord. Live players carrying wounded players may not run, they must walk. We the staff at Midwest Airsoft Guerillas would like to see players actually dragging wounded players back to safety, since we cannot enforce an actual “drag” rule, we simply recommend that if the wounded player wishes to be dragged for realism, then please, feel free to try it out.
Teams:
British Mercenaries
Simbas
Camo/Uniform Regs
British Mercs - Woodland/DPM ONLY
Simbas - Anything else
Character Roles Include:
British Mercs
Col. Faulkner
Capt Rafer Janders
LT Shawn Fynn
LT Pieter Coetze
RSM Sandy Young
Medical Orderly Arthur Witty
Simbas
Col Mboya

