Jade Helm 26 Concept of Operations

Concept of Operations

SITUATION:

Halloween Tactical Throwdown — October 31–November 1. Mystery Operations presents a heart-pounding weekend event that blends marksmanship, endurance, and strategy with a Halloween edge. Designed for competitive shooters and fitness-minded athletes alike, the Halloween Tactical Throwdown challenges teams and individuals across two relentless days of competition.

NEW UPDATE:

Jade Helm 26 Battle Buddies vs. Lone Rangers will include a gear drop/resupply, so competitors get the right weapons and gear for upcoming stages. PCC and Shotgun are viable options! See Course of Fire for details.

MISSION:

*COSTUMES OPTIONAL BUT HIGHLY APPRECIATED AND POSSIBLY REWARDED*

Best costume, voted on by staff, get first pick of prize table!

Jade Helm 26 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 or shotguns for both pistol and rifle targets. Shotguns may be used for any target with the right load (bird for close pistol, buck for further pistol, and slugs for rifle) Expect a substantial round count. ~150 rifle & ~150 pistol. TBD shotgun targets will be allowed to be neutralized by pistol or rifle.

To excel as a Lone Ranger, one must possess exceptional shooting and athletic skills. The stages 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 positions. 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 the Survivor Scramble on the opposite side of the property. The primary weapons for the six stages spanning a five-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 30th, Range Officers

October 31st, Battle Buddies vs. Lone Rangers

November 1st, Survivor Scramble (Scored separate from BB/LR but counts for Top Ops 26 Championship points)

A mandatory safety briefing is scheduled for 0730 hours on each day of competition. There is only one safety brief per day, don’t ask about run order prior to the brief. We cannot not make run order changes. Just be at the brief.


RO’s are welcome to show up during the week to help set up. I plan to arrive at Noon on the 26th. We have ambitious stage plans! Limited lodging available at rock house and cabin. First come first served.

Competitors are welcome to show up on Friday. Tent and RV camping is available with showers/toilets as well as electric and water hookups. No sewage hookups. Leave the road at campground clear. There is excess camping on the Airstrip which is north of campground on 336 just past Cedar Creek Road on the left. There are no hookups or amenities there. Once the campground is full, all camping will be directed to the airstrip. Leakey has many AirBnB and VRBO options.

Absolutely no open campfires on the property. BBQ grills are fine.

Absolutely no dogs. The only dogs you will see belong to the landowners.

AOR:

H.W. Lewis Ranch Campground, 3932 Ranch to Market 336, Leakey, Texas 78873

GENERAL INSTRUCTIONS:

Download the App: https://rgtimer.com is web-based app that is super simple to use. Use a reputable browser to go there and click "Launch App" in top right corner the home page. On iOS, tap the three dots at bottom right, share, add to home screen, then add. On Android, tap the three dots at top right, install and create shortcut, then install. The icon should be on your home screen now; move it to where it is handy to find. The races will be run from this homescreen app. That way, if you lose service after leaving HQ, the app will run offline. Setup can be done in seconds.

Attend the mandatory 0730 briefing, be prompt. Competitors will be roll called. Then then safety and course instructions will be given. Start times will be updated and shown in the app.

BATTLE BUDDIES ONLY:

Battle Buddies need to bring any gear with you that you wish to have at the gear drop/resupply to complete stages 6 through 9. The limit is one soft sided gun case per competitor. Everything must fit inside of it. Any items not completely enclosed are subject to be lost. Any hard sided cases will be rejected unless the competitor has flown to attend the match.

At 0815, no further bags will be accepted. They will then be dropped off the gear drop at bottom of hill and you will not have access until reaching them on the course. It is advised that you label bags with your name or team name.

Arrive 5 minutes early to the start/stop table to fill out a liability waiver. Competitors will then depart on the course at the designated time. If you wish to go earlier, you may standby to fill a slot for someone who is late. If you are late and miss your start time, you will go to the end of the run order or must standby for someone else to be late. No exceptions.

Battle Buddies competitors should be carrying everything they need to complete the course of fire from stages 1 through 5. They will resupply and anything they need to put in the bag again be completely enclosed. The bag will be brought back to the campground for you to pick up at the staff’s earliest convenience.

LONE RANGERS ONLY:

Lone Rangers will be inserted into the course at the bottom of the hill and sent two at a time. One will shoot stages 4-9 & 1-3 then the other will shoot 6-9 & 1-5. Those shooting 4-9 & 1-3 will resupply twice. Once after stage 5 and again at their vehicle. We will run bags from hill to HQ for those competitors. Those shooting 6-9 will resupply once at their vehicle at HQ. This is kind of complicated, but we will help you through it.

ALL COMPETITORS:

To start, you will present your phone to the designated RO and they will enter a start code. You are now on your run time. Follow the flagged and signed course to the stages.

When arriving at a stage, enter the specific Wait Time Code to start tracking any wait time. Once you have received the Written Stage Brief and instructions from the Range Officers and are up to shoot, they will instruct you to end your wait time on the app. You are now on your time. Shoot the stage. RO’s will help you enter your time and any targets failed to neutralize, then confirm with their specific code. Proceed to the next stage.

Once complete with all stages and back to your original start point, present your phone to the designated RO and they will enter a finish code. You are now complete.

COURSE OF FIRE

Jade Helm 26 Battle Buddies and Lone Rangers Course of Fire

Subject to change during setup and testing.

  • Battle Buddies & Lone Rangers = ~8 miles & 9 Stages

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/Rifle with red dot/LPVO/MPVO. 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. Shotguns are shotguns, carry one or not, your choice. Lead birdshot, buckshot, and slugs will be applicable. CHAMBER FLAGS ARE REQUIRED FOR ALL LONG GUNS! RUBBER BANDS, don’t ask me further on how to keep it inserted.

* Stages 1-5 are rifle and pistol only. Stages 6-9 are open class with PCC and shotguns allowed. * Stages 1-5 up to ~500 yard targets, most being closer. Stages 6-9 up to ~300 yard targets, most being closer. *

These stages require movement of teams with loaded weapons. The upmost safety, including communication, will be required. Teammates must be 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. Vetting will occur Thursday and Friday around 4PM as needed or as a designated RO is available. It will also occur immediately after the Saturday and Sunday safety briefs. We will not delay your start time for vetting. Tentative run orders will be released prior to the match to allow for planning.

Vetting Process: https://youtu.be/loQD17-7q6o?si=RP2w0d32hgBUDBVI

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

LONG GUNS: Rifles/PCCs/Shotguns: If applicable on stage may also be loaded at start by RO command. Time will be given to all competitors for loading. Long guns 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 long gun 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 long guns before transitioning to pistol. Un-vetted shooting pistol first on a stage, will start with long gun unloaded. Cold long guns, out of use, may be slung in any method with the barrel pointed in a safe direction.

Stage 1: “The Fog”

10 Hits Pistol & 10 Hits Rifle – Time/Par Points Scoring - PAR 120

This stage requires movement, team safety and communication are paramount.

Hit the pirate ghosts in central nervous system zones to initiate a ring twice each. CNS zones are the head and high center mass. Five ghosts will be neutralized with rifle, another five with pistol. What you can’t see won’t hurt you…it’ll kill you.

Stage 2: “The Nightmare Before Christmas”

50 Hits Rifle & Pistol – Hit Count Scoring - PAR “an eternity” 720

This stage requires movement, team safety and communication are paramount.

What’s this? What’s this? There’s color everywhere. What’s this? There’s white things in the air. Shooters will have plenty of time to move down the road and hit as many gongs as possible with rifle and pistol. Rifle gongs are white; pistol gongs are orange. Once hit, a gong is neutralized and cannot be shot again. Each gong is worth 4 points. When PAR time or the stage ends, whichever comes first, neutralized gongs are scored up to 200 points. Shooters cannot go backward on the road. All gongs are on the right side and must be shot from a near-right angle. The left side of the road is off-limits.

Stage 3: “28 Days Later”

10 Hits Pistol & 12 Hits Rifle – Time/Par Points Scoring - PAR 120

This stage requires movement, team safety and communication are paramount.

Neutralize six monkey rage infected zombies with rifle, 2 hits each. Then, neutralize five more monkey rage infected zombies with pistol, 2 hits each. Plans are pointless. Staying alive is as good as it gets.

Stage 4: “The Thing”

12 Hits Rifle – Time/Par Points Scoring - PAR 120

This stage requires movement, team safety and communication are paramount.

How long were you alone with that dog? Neutralize four torso targets with 2 hits each. Then, carefully switch rifles and sides. Without shooting the same target that you’ve already neutralized, neutralize one torso with 2 more hits using your teammates rifle. Loners, you don’t have to do the thing, just get 4 more hits on any two torsos after the initial 8 hits.

Stage 5: “Shawn of the Dead”

10 Hits Rifle & 10 Hits Pistol – Time/Par Points Scoring - PAR 120

This stage requires movement, team safety and communication are paramount.

Go to the Winchester, have a nice cold pint, and wait for all this to blow over. Neutralize five distance targets with 2 hits each. A limit of 10 shots per distance target. Then rush to the Winchester, neutralize five silhouettes with 1 hit each. Once the Winchester is empty, pistol may be used for any hits remaining.

Stage 6: “Army of Darkness”

33 Hits Pistol/PCC/Shotgun/Rifle – Time/Par Points Scoring - PAR 180

This stage requires movement, team safety and communication are paramount.

This is my boomstick! Neutralize eight knockdown steel with shotgun birdshot or pistol caliber weapon. A bonus aerial clay will then be thrown which may be engaged with any weapon. Neutralize four torsos with 2 hits each from rifle. Neutralize eight gongs with 2 hits each from a pistol caliber weapon. Shop smart, shop S-Mart!

Stage 7: “Aliens”

Min 20 Max 54 Hits Pistol/PCC/Shotgun/Rifle – Time/Par Points Scoring - PAR 180

This stage requires movement, team safety and communication are paramount.

Neutralize fourteen aliens with various methods. Five 8×12” aliens require 2 hits each from a pistol caliber weapon or shotgun bird shot. Eight 12×24” aliens require 2 hits from rifle, 4 hits from a pistol caliber weapon, or 1 hit from shotgun buckshot, each. One 24×48” alien requires 6 hits from rifle, 12 hits from a pistol caliber weapon, or 2 hits from shotgun slug. Game over, man! Game over!

If using rifle, it must be deployed from the tower.

Stage 8: “Psycho”

Min 24 Max 56 Hits Pistol/PCC/Shotgun/Rifle – Time/Par Points Scoring - PAR 120

This stage requires movement, team safety and communication are paramount.

We all go a little crazy sometimes. Neutralize four gongs with 2 hits each from rifle. Then neutralize eight gongs, each with 2 hits from shotgun buckshot or 6 hits from a pistol caliber weapon.

Stage 9: “Get Out”

Min 21 Max 27 Hits Pistol/PCC/Shotgun/Rifle – Time/Par Points Scoring - PAR 180

This stage requires movement, team safety and communication are paramount.

Starting at the back of the stage, neutralize as many targets as visible and safely engaged until long weapons are empty. Retreat to position two. Neutralize any new targets visible and targets remaining from position one until long weapons are empty. Retreat to position three. Neutralize any new targets visible and all remaining targets. Get out!

Black targets with white backers require 2 hits from rifle each. Orange targets require 1 hit from shotgun slug or 3 hits from rifle. Unpainted targets require knocked over by shotgun buck or bird or pistol caliber weapon. Weapons may only be reloaded in the next position but may be unloaded at any time. Pistols may be holstered within vetting policy for retreats.

ESTIMATED ROUND COUNT - STAGES 1-5 IS 124 HITS - STAGES 6-9 IS 98 MIN AND 170 MAX. HIGHLY SUBJECT TO CHANGE DURING COURSE SETUP!

JH26 Survivor Scramble stages will be blind and far less complicated. 5 miles - 6 stages. Estimated 50 rifle - 50 pistol hits required.

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.

-Soft weapon case for resupply.

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 respective side, away from the teammate you are beside. Shooting to the side that your teammate is on is disrespect and an immediate DQ. 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:

-Absolutely no open campfires on the property. BBQ grills are fine.

-Absolutely no dogs. The only dogs you will see belong to the landowners.

-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.

-See Rules for comprehensive administrative directions.

Addendum:

-All costumes should be tasteful and while possibly outrageous, not inappropriate.

-We will be setting up a kids nerf course on the front stretch of the course between the campground and the river. Kids of a reasonable age are able to play there at their guardians will. There are no babysitters available.

-Also, a trunk or treat would be really neat to do. If you’re hanging around your vehicle, have some candy or something to give out. Main time frame for trunk or treating will be after awards on Saturday.

-Thank you!

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