JH24 CONOPS
Concept of Operations
SITUATION:
The threat of Artificial Intelligence is ongoing. Some of the Concept of Operations (CONOPS) was created using AI based on JH23's CONOPS. It raises the question: whom can you trust? How do you distinguish between man and machine in the realm of AI? First, always look at the fingers!
Jade Helm 24 is a two-day event. It is named after the special forces operation Jade Helm 15, which became widely known for its associated conspiracy theories. Leakey served as one of the training locations for JH15. We're reviving Jade Helm and intend to have more fun than the government needs to be aware of!
MISSION:
*COSTUMES OPTIONAL BUT HIGHLY APPRECIATED*
Best costume, voted on by staff, get first pick of prize table!
Jade Helm 24 is designed to test competitors both mentally and physically. On Saturday, there will be two categories: Battle Buddies, which is a two-person team division, and Lone Rangers, for individual participants. Both divisions will undertake the same course of fire.
The Battle Buddies and Lone Ranger Course will feature eight stages across eight miles, including significant elevation changes. Participants will primarily use rifles and pistols, with the option to use pistol caliber carbines for both pistol and rifle targets. Expect a substantial round count. ~100 rifle & 100 pistol.
To excel as a Lone Ranger, one must possess exceptional shooting and athletic skills. The courses are crafted to test two average shooters, yet you must complete them solo without additional time. This entails managing the ammunition for two, maintaining accuracy, and swiftly transitioning between shooting stations. If you're uncertain of your capabilities, it's advisable to partner up. However, if a partner is not an option and you still have reservations, the Survivor Scramble may be the ideal choice.
On Sunday, the course and stages will undergo modifications for the Survivor Scramble. The primary weapons for the six stages spanning a four-mile course will be “rifle and pistol”, or “PCC only”. The round count will be around 50 pistol and 50 rifle.
The Survivor Scramble is designed for individual competitors seeking more opportunities for shooting and running, those looking for redemption, wanting to settle a bet, needing a comeback after a partnership fallout, or who are new to shooting.
DATE AND TIME:
October 25th, Range Officers
October 26th, Battle Buddies & Lone Rangers
October 27th, Survivor Scramble
A mandatory safety briefing is scheduled for 0730 hours on each day of competition. Individual course departure times will be determined.
RO’s are welcome to show up during the week. Competitors are welcome to show up Friday.
AOR:
H.W. Lewis Ranch Campground, 3932 Ranch to Market 336, Leakey, Texas 78873
GENERAL INSTRUCTIONS:
After the safety brief. Competitors will check in at headquarters to be issued a score card. Competitors will then depart on the course at the designated time. Carrying everything they need to complete the course of fire. The course is flagged with survey tape and signs.
When arriving at a stage, follow range officer commands and receive a verbal/written stage brief at each stage. No stage walkthroughs.
Once finished with the course and stages, report back to the headquarters table to turn in score cards, arbitrate times if needed, and receive match tee shirt.
COURSE OF FIRE
Jade Helm 24 Battle Buddies and Lone Rangers Course of Fire
Subject to change…Subject to change further for Survivor Scramble.
Each target requires two hits except High Value Targets (HVTs) only require one hit. 'No shoot' targets will be sporadically placed and clearly marked. Hitting a 'no shoot' target will result in a 30-second penalty being added to the final time.
Battle Buddies & Lone Rangers = 9 Stages with 89 Rifle Hits & 89 Pistol Hits
Survivor Scramble = 7 Stages with ~half of above hits
Stage 1: “Shoot It to See If It’s Real”
6 Hits Rifle, 14 Hits Pistol – PAR 180 Seconds
Targets which are real, will have a steel target behind them in a central nervous system location, either head or high center mass. Targets which are AI will have no steel target behind them. Real targets need two hits on the steel target behind them.
From the start, load and make ready pistols and rifles. On the beep, engage 5 cardboard targets with rifle. Once sure that all real targets are eliminated, clear rifles, and advance to the tree line. Following the trail, engage 10 more cardboard targets with pistol. Once sure all of the real targets are eliminated, clear and holster pistols.
Stage 2: “Algorithmophobia”
22 Hits Rifle – PAR 240 Seconds
Save the humans trapped in the algorithm by beating the code. Rifles loaded and ready, on the beep, shooter A advances to P1 and shooter B advances to P2. At each position will be intel that the shooters need to trade in order to beat the code. Once the targets at P1 and P2 are engaged with the right code. Each shooter will take another piece of intel to P3 to figure out what code to use there. After beating the code together at P3, shooters will advance to P4. At P4 is another piece of intel which will help beat the code there. At all positions, if targets shot out of order, the code must be restarted. Muzzle discipline up or down must be strictly adhered to while moving. Clear rifles once finished.
Lone Rangers must gather intel at P1 or P2 before shooting the opposite positions.
Stage 3 “AI Can Fly”
14 Hits Pistol – PAR 120 Seconds
All gear must be taken with the shooters as returning to start/wait position is not allowed. Pistols loaded and ready, on the beep, move to two separate points engaging pistol targets as visible with two hits each. Once all steel is neutralized, or time runs out move to a central point. Once together and on-line, a cardboard target will move through the cedars. Engage it with two hits. If time ran out before shooters could neutralize steel, make up hits may be made on the cardboard mover. Clear and holster pistols when finished.
Stage 4: “Too Many Fingers”
11 Hits Pistol, 11 Hits Rifle – PAR 180 Seconds
Using binoculars from the waiting area, scouting of the stage is allowed. Do not use weapon optics! On the beep, move to marked locations in the creek bed and engage only targets with numbers higher than 5 with two hits each. The marked positions may require climbing. Drop magazines and engage the high value target (HVT) with one hit before descending the position.
Stage 5: “Contribute to Transparency”
16 Hits Rifle – PAR 240
From the start position, on the beep, shooter A advances to P1 and shooter B advances to P2. Loading rifles in position, engage the targets visible from each location. Once all targets are neutralized with two hits each, leave rifles in position, pointed down range, and swap places. To prove to each other that you and your rifle are not AI. Engage one of the any targets visible with 2 hits each using your partner’s rifle. Unload and clear rifles.
Stage 6: “Outsmart AI”
6 Hits Rifle – PAR 180
Draw a playing card at the waiting area. On the beep, advance to the shooting position and load rifles. Neutralizing the numbered steel plates with 2 hits each, add three plates together which equal your playing card number, without engaging the same plate twice. Maintain operational security. No electronics may be used as they may send information to the machines. Red dot optics are allowed but discouraged. No kestrels or rangefinders.
Stage 7: “AI Assault”
40+ Hits Pistol – PAR 240
Pistols loaded and holstered. On the beep, shooter A goes down path 1, shooter B goes down path 2. Engaging pistol targets with two hits each as they become visible, shooters meet at the end of each path to conquer a pistol spinner. While on shoot time, if time remains, shooters may continue to flip the spinner two additional times for a 30 second deduction each flip. Unload and holster pistols when finished.
Stage 8: “AI Unemployment”
8 or 9 or 10 Hits Pistol, 16 Hits Rifle – Par 240
From the start position, weapons unloaded. On the beep, pick an option: Pistol targets only engaged from P1 except with PCC they may be engaged from P2. Rifle targets only engaged from P2.
Option 1: Shooter A advances to P1 while shooter B climbs the tower to P2. Shooter A neutralizes all pistol targets with two hits each, after dropping the magazine, clears pistol by neutralizing the HVT with one hit, then holsters. Shooter A becomes unemployed by AI, retreating to behind the tower. Once shooter A is behind tower. Shooter B may load and begin neutralizing rifle targets with 2 hits each. Shooter A may refuse unemployment to climb tower to help Shooter B with rifle work. Unload and clear rifles.
Option 2: Shooters A & B advance to P1 and engage pistol targets together with 2 hits each. Both must drop mags and put a hit each on the HVT. Then one or both climbs the tower to engage rifle targets.
Option 3: Both shooters climb the tower to P2. One using rifle and the other PCC, neutralize all targets with 2 hits each except the pistol HVT. Unload and clear weapons.
Stage 9: “AI Extinction”
12+ Hits Rifle, PAR 180 Seconds
From the start position, rifles loaded and ready. Engage and conquer a rifle spinner together. Then, engage four more targets with 2 hits each.
OR
To get a 30 second deduction, after flipping the spinner the first time, neutralize two static targets with 2 hits each, then flip the spinner again. Then final 2 hits on other two static steel.
OR
To get a second 30 second deduction, after flipping the spinner the second time, neutralize the other two targets with 2 hits each, then flip the spinner a third time. Unload and clear rifles.
Targets:
-Each target requires two hits in the Battle Buddies/Lone Ranger events. The Survivor Scramble stages will vary.
-Pistol targets are designated as blue and can be engaged using a pistol or pistol caliber carbine (PCC). High value targets are yellow and require one hit. If missed, load and set up to shoot pistol empty again.
-Rifle targets are typically white or black/grey, featuring a high-visibility backing. They can be engaged with rifles, PCCs, or pistols.
LODGING:
Limited range officer lodging is available in the rock house. First reserved for the setup crew, then first come first serve for what’s left. Camping is allowed at the HQ with overflow at the airstrip. Limited RV water and electric hookups, first come first serve. Commercial lodging, VRBO & AirBnB, is close in Leakey area.
EQUIPMENT:
-Tourniquet Mandatory, other medical supplies highly suggested.
-Costume(s) optional but appreciated.
-Water, bring more than you need.
-Snacks.
-Pack or load bearing equipment
-Required weapons, see Rules.
-Proper clothing and footwear.
SAFETY ISSUES:
See Rules for comprehensive list.
-There will be no transitioning away from a loaded weapon. Rifles must be cleared before transitioning to pistol. Pistols must be cleared before holstering. NO HOT HOLSTERING ON THE CLOCK.
-Movement is a component of these shooting stages involving loaded firearms. All shooting should be conducted on-line with one another and directed forward or to the side, away from the teammate you are beside. Communication is key.
-Ensure communication with Range Officers, teammates, fellow competitors, and maintain self-dialogue.
-During the shooting stages, two-person teams must communicate and maneuver safely. Should there be any forward movement on a stage, the team is required to remain aligned and limit their shooting zones to their side of the partner. Advancing ahead of the partner or crossing over to engage targets on the partner's side is not permitted.
-Range officers will closely monitor participants to ensure safety. They will issue an early warning if the team's advancement is not in alignment, particularly if pistols are drawn or rifles are loaded. Should the team fail to correct their advancement promptly and safely, a cease fire will be called. The timer will continue during this cease fire, and the team cannot proceed until the shooters are realigned and the Range Officer gives the command to resume. Severe misalignment with drawn, pointed, or firing weapons will result in disqualification from the match.
-If a team member fires at a target in their partner's zone during a stage that involves moving forward, the team will be disqualified from the match. For instance, if your partner is to your right and you shoot a target on that side, it could be considered a safety violation if the angle is such that they might see the muzzle. We're simply discussing basic range safety procedures. Partners are allowed to switch sides during a forward-moving stage, provided they communicate effectively and handle their weapons safely.
-In stages without forward progression, partners can engage the majority of targets from their current positions. Targets that are restricted from certain locations will be designated. Depending on the stage layout, lateral movement may be permitted to secure a more advantageous shooting position. Communication between partners is essential. As a standard safety protocol, if you are in motion, ensure your weapon is set to safe and pointed in a safe direction.
ADMINISTRATIVE:
-Rockhouse is limited to Range Officer staff only.
-Use the provided porta-potties.
-The bathhouse has a limited amount of water. Limit yourselves or it won’t be available.
-No fires
-See Rules for comprehensive administrative directions.
Addendum:
AI images for motivation and entertainment!