Jade Helm 25 Concept of Operations
Concept of Operations
SITUATION:
A dystopia is a vividly imagined world or a deeply unsettling society in which individuals lead wretched, dehumanized, and fearful lives filled with despair. Typically, these societies are ruled by oppressive totalitarian governments that have systematically and brutally degraded the natural ecosystem. The presence of heavy censorship and relentless propaganda serves to deny and suppress free thought, all in the guise of ensuring the public's so-called safety and order.
Jade Helm 25 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 25 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 nine 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 will be brand new 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 24th, Range Officers
October 25th, Battle Buddies vs. Lone Rangers
October 26th, 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 25 Battle Buddies and Lone Rangers Course of Fire
Subject to change during setup and testing.
Battle Buddies & Lone Rangers = 8 miles & 9 Stages with 60 Rifle Hits, 60 Pistol Hits, and 34 Rifle/Pistol Option Hits. Stage Videos will be uploaded to YouTube when complete.
Survivor Scramble = 4 Miles & 6 Stages with round count TBD. Stage Videos will be uploaded to YouTube when complete.
These are team stages designed for teammates to carry different weapons to suit a range of target sizes and distances. Recommended for Battle Buddies, rifle caliber weapons is an SBR/Carbine with red dot or low powered magnified optic and a DMR style carbine/rifle with a medium powered variable optic. Lone Rangers will be responsible for all the targets by themselves and should find a suitable compromise for a rifle caliber weapon. Rifle will only engage rifle targets or cardboard option targets. Recommended for Battle Buddies, pistol caliber weapons are pistols and/or optional pistol caliber carbines. Competitors may carry as many weapons as they want. Pistols require safe holsters. P320’s and Flux Raiders must be carried cold. Pistol caliber carbines will be treated as rifles during competition but may engage any target. Pistols may also engage any target.
These stages require movement of teams with loaded weapons. The upmost safety, including communication, will be required. Teammates must be standing even and online if engaging targets in the same zone of fire. Teammates may engage targets from different positions in different directions provided they stay in their respective and safe zones of fire. Shooting a target in your teammates zone of fire will result in a match disqualification. Failure to move and shoot in a safe method, especially without communication, will not be tolerated by range officers and result in a match disqualification. Communication is a two-way street. These stages may also lack designated roles and tasks for each teammate to fulfill. It will be left to the team to decide the best way to shoot a stage. Safe teamwork is the priority. Lone Rangers, have fun and be safe with no friends.
These stages also require multiple weapons transitions. Vetted and Un-vetted competitors will exercise different weapons transition procedures.
Pistols: If applicable on stage, except P320’s, pistols may be loaded and holstered at start. If un-vetted, time will be given for loading by RO command. Vetted may draw and safely/deliberately holster at their leisure during the stage. Un-vetted may draw hot pistols, but only holster after clearing the pistol. Pistols do not need to be holstered when moving and still in use, only kept pointed in a safe direction, finger off trigger, and safety engaged if equipped. Pistols must be holstered to transition to rifle for all competitors
Rifles: If applicable on stage may also be loaded at start by RO command. Time will be given to all competitors for loading. Rifles do not need to be clear when moving and still in use, only kept pointed in a safe direction, finger off trigger, and safety engaged. Vetted may transition from rifle to pistol by engaging the safety and slung pointed down front of their body before drawing pistol at their leisure during the stage. Un-vetted must clear rifle before transitioning to pistol. Un-vetted shooting pistol first on a stage, will start with rifle unloaded. Cold rifles, out of use, may be slung in any method with the barrel pointed in a safe direction.
Vetting Process: https://youtu.be/loQD17-7q6o?si=RP2w0d32hgBUDBVI
Stage 1: “Total Recall”
4 Hits Pistol & 4 Hits Rifle – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. From the start position near road, weapons loaded within vetting policy. On the beep, from within the rifle shooting area, neutralize four silhouettes with 1 hit each. Move to pistol shooting area, neutralize four more same sized silhouettes with 1 hit each with pistol. Unload show clear weapons, or safely holster and show clear rifle.
Stage 2: “Blade Runner”
6 Hits Rifle, 18 Hits Rifle or Pistol – Modified Hit Factor Scoring
This stage requires movement, team safety and communication are paramount. From the starting position, weapons loaded within vetting policy. On the beep, move to four separate shooting positions. At positions one, two, and three there are one cardboard target and one steel target. Neutralize the cardboard with pistol or rifle, shooters choice, with 2 hits to the body and 1 hit to the head. Alphas +5, Charlies +3, Deltas +2, FTN’s -10. After the cardboard, neutralize each steel with 1 hit before moving on to the next position. Steel hits +10, steel FTN’s -10. At the final position there will be three cardboard and three steel. Neutralize them all in the same method as the prior targets at each position. Unload show clear weapons, or safely holster and show clear rifle.
Stage 3: “Judge Dredd”
12 Hits Pistol – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. “PCCville” is rampant with crime with twelve criminals requiring judgement. From the starting position, weapons loaded within vetting policy. On the beep, move around the shooting area to find and neutralize the targets with 1 hit each. Unload show clear pistols, or safely holster.
Stage 4: “Demolition Man”
10 Hits Rifle – Time/Partial Points with Bonus/Penalty Scoring
This stage requires movement, team safety and communication are paramount. From the starting position, weapons loaded within vetting policy. On the beep, move to four separate shooting positions. There are ten targets strewn throughout the hillside. At positions one, two, and three neutralize any three of the ten targets with 1 hit each before moving on to the next position. At the final position there will be a solid shooting position and a “fleeing felon”. Using sniper/observer tactics neutralize the felon with 1 hit. There is a limit of 3 rounds fired at the final position. A first round hit will be a 30 second stage time deduction, second round hit will be 20 seconds, third round hit will be 10 seconds, and no hit will a 30 second stage time penalty. Failure to neutralize 3 different targets at each of the first three positions will result in a DNF + FTN’s for partial points. Unload show clear rifles.
Stage 5: “The 5th Element”
8 Hits Rifle – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. From the starting position, weapons loaded within vetting policy. On the beep, move to two shooting positions. At each position, there are two targets visible for a total of four targets. Neutralize each target with 2 hits each, with this caveat. Each of the shooters must make at least 1 hit while using their teammate’s rifle. Unload show clear rifles.
Stage 6: “Elysium”
4 Hits Rifle, 16 Hits Rifle or Pistol – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. From the starting position, weapons loaded within vetting policy. On the beep, advance down the shooting area neutralizing targets as visible. There are eight cardboard targets and one steel target. The cardboard is neutralized by 2 hits in any zone. The steel target is neutralized by 4 hits. Any targets not neutralized will result in a DNF + FTNs for partial points. Unload show clear weapons, or safely holster and show clear rifle.
Stage 7: “Mad Max”
40 Hits Pistol, 6 Hits Rifle – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. From the starting position, weapons loaded within vetting policy. On the beep, engage the targets from where they are visible inside the shooting area. Each target is neutralized by 2 hits. Unload show clear weapons, or safely holster and show clear rifle.
Stage 8: “District 9”
18 Hits Rifle – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. From the bottom of the ladder, weapons UNLOADED and safely slung/holstered. On the beep, climb the ladder on to the platform. Neutralize eight alien targets with 2 hits each. Also, neutralize two high-angle up targets with 1 hit each. Unload and show clear rifles. Once both shooters have descended, in the designated area, vetted shooters may load and safely holster their pistol.
Stage 9: “A Clockwork Orange”
4 Hits Pistol, 4 Hits Rifle – Time/Partial Points Scoring
This stage requires movement, team safety and communication are paramount. The starting position is the shooting position. weapons loaded within vetting policy. For rifle and pistol there are identical arrays of targets, consisting of three single gongs and one gong with a 30” orange gong behind it. Neutralize each of the four small gongs with 1 hit each from the required weapon. The last small gong per array to be neutralized will be the one with the orange gong behind it. If the orange gong is hit at any time before all four small gongs are neutralized, start over from the beginning of the array. Misses that don’t hit the orange gong are ok. Unload show clear weapons, or safely holster and show clear rifle.
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.
OTHER 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.
-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:
Tarantino spoof for satire.