Fighting for military and political power in District 14 are the Omni-Tek corporation (owners of the District's one hundred year lease), and the Terran Corporation.
In the year 1984 a mining survey crew from the mega-corporation Omni-Tek discovered District 14. The Intercontinental Confederation of Corporations (ICC) granted Omni-Tek a one hundred year lease in the District shortly after. It was a seemingly useless, arid landscape far from civilization, until the discovery of oil. After transforming a portion of District 14 and constructing several cities, outposts, and transportation infrastructure, the company began importing colonists under contract as miners and other professions.
2034. The first fifty years of Omni-Tek's control of District 14 were marked with an exemplary worker treatment record. However, as time passed, their policies degraded. They continued their labor in the midst of an increasingly hostile and totalitarian culture. This caused a significant number of workers to rebel, and begin to trade stolen oil to a rival corporation, Terran. The civilians have developed a fierce sense of ownership for their work, decades of leadership coming and going within the corporate sphere of Omni Tek have left them no real sense of loyalty to the company itself beyond the contracts that bind them legally. The rival Terran Corp has built an outpost directly outside the demilitarized zone and is pressing on the Colonists to supply them with oil. With battle on the horizon, the only question is who will you fight for?
In the year 1984 a mining survey crew from the mega-corporation Omni-Tek discovered District 14. The Intercontinental Confederation of Corporations (ICC) granted Omni-Tek a one hundred year lease in the District shortly after. It was a seemingly useless, arid landscape far from civilization, until the discovery of oil. After transforming a portion of District 14 and constructing several cities, outposts, and transportation infrastructure, the company began importing colonists under contract as miners and other professions.
2034. The first fifty years of Omni-Tek's control of District 14 were marked with an exemplary worker treatment record. However, as time passed, their policies degraded. They continued their labor in the midst of an increasingly hostile and totalitarian culture. This caused a significant number of workers to rebel, and begin to trade stolen oil to a rival corporation, Terran. The civilians have developed a fierce sense of ownership for their work, decades of leadership coming and going within the corporate sphere of Omni Tek have left them no real sense of loyalty to the company itself beyond the contracts that bind them legally. The rival Terran Corp has built an outpost directly outside the demilitarized zone and is pressing on the Colonists to supply them with oil. With battle on the horizon, the only question is who will you fight for?
Milsim Immersion GuideHere at D14 we are committed to giving the players what they want. The District 14 series will have several key components to ensure the best experience we can offer.
So what makes this event different than other ops held at D14? Semi-Auto Only - Players are restricted to semi-auto only, with the exception of Support Gunners Mid-Cap Only - Players are restricted to mid-caps only, with the exception of Support Gunners. No tactical baby rattles allowed! Ammo Restrictions - Players may carry no more than 1200 rounds in loaded mags, with the exception of Support Gunners Support Gunners - Each squad can have up to two (2) Support Gunners. Support weapons must be visually based on a real life support platform (M249, M60, PKM, RPK, L86, Krytac LMG, etc. IARs are not permitted). Support weapons are permitted to fire in full-auto, are permitted to use drum and box magazines, and may carry 5000 rounds in loaded mags. Hi-caps and flash magazines are still not allowed. Reload Restrictions - players may only reload at respawn, their FOB or at an ammo drop designated by an admin. Strict Uniforms - Woodland, digital woodland, Desert digital, multicam and black are the only uniforms allowed. Period. Top and bottom must match. Gear Restrictions - head gear, plate carriers, chest rigs all need to match the base color of your faction. IE woodland/green multicam/tan Medic Rules - each squad will have 1 medic. The medic will carry 10 bandages supplied by D14. Bandage must be tied and excess bandage wrapped. The medic will bandage the appendage nearest the area hit. The amount of bandages used on each player will be determined by the medic. Medics will receive a pair of trauma shears and a medic patch. Dedicated Squad Roles - each squad will have designated roles for each member. Some of those roles include medic, SAW gunner, comms, sapper, and squad leader. Squad Cohesion - each squad must move together. If a medic runs out of bandages, the 'dead' players must be medic dragged through the rest of the mission to completion. A squad is considered combat ineffective once it losses 60% of its members. At that point the squad is to return to respawn. Command Structure - each faction will be lead by the Incident Commander. 2nd in command is the Information Officer. The IO will have 4 platoon leaders under his direction. Each platoon leader will command 4 squads. Each squad will have up to 10 members. Communication is key. |