
Team SPORK is a Soviet/Russian Opposing Force Team. We are the best of the worst. SPORK is designed to counter all the airsoft teams that represent modern U.S. Special Forces, Rangers, Delta, Paratroopers, and other elite divisions of the U.S. Military. Of course, just because an Airsoft Team says they represent an elite division of any military doesn't mean they actually are elite. SPORK is the rival to these wannabe elite teams. SPORK, through careful planning and organization is in the process of assembling an OpFor team unlike any other.
Team SPORK patterns itself after Russian Spetsnaz or Special Forces/Paratroopers. This team is run like a squad, consisting of 12 members. 12 members means 12 positions depending on what role you like to play.
Before selecting or being assigned a specialized position, please ensure that you meet the requirements outlined on the "Join Information" page.
The positions within SPORK are as follows:
1 Commanding Officer. The Spetsnaz officer designated as
the person in charge of the squad. This person will be equipped with the
AK47 variant of their choice. All AK47 mods are acceptable, even the
specialized weapons: RPK,
SVD, or VSS modifications. If a specialized role is not being filled, the
Commanding Officer may fill an available position and be both, the CO, and the
specialized position. The AK47 or Variant Rifle should also be upgraded to
400 FPS with .25 bb's as per the maximum limit for automatic rifles at the
Wrightstown field/NEASG. If the CO is also playing a specialized position,
he must have the specialized equipment for that position, also operating at
Wrightstown/NEASG field rules.
1 Radio Operator. The SPORK Radio operator will carry at
least 3 radios, and must not have a problem with slinging his rifle to
communicate on the team level, the allied level, and even the command or emergency channels
if necessary. 3 Radios are advised, after joining you will be informed of what
brand radio is required. Plenty of spare batteries on hand in a pouch or
Camelbak are also advised. The 3 radios will perform the following functions:
Radio 1, SPORK Level Use: This radio will be set to a private band of our
selection. This radio is only for use for communicating with the squad.
Basically, it's your personal radio that we in SPORK use to communicate with
each other. This is the required radio that everyone must have. As
the radio operator, you are responsible for also communicating with your team,
just like everyone else.
Radio 2, Side Level Use: As SPORK will never be large enough to be it's own side
in a game (this was deliberately done), this radio will speak with the rest of
the side we are playing with, IE: if we're playing against one group and we're
partnered up with other smaller teams (as is common in large games), this radio
will be used to communicate on a channel that we all have selected for use to
communicate with everyone on our side.
Radio 3, Emergency/Command Use: The 3rd radio will monitor Channel 1 for
emergency situations. Cease fires are usually issued on Emergency Channel 1, and
our radio operator should be aware of this. At some really large MilSim games,
we also had command channels, where we would radio in objective completion. When
not using channel 1, The radio operator should be on a command channel, getting
objective code words, status reports, and transmitting our own status reports at
the same time.
Just remember, getting 3 radios is the easy part. Not confusing them, and a
willingness to sling your rifle when ordered for a status report is going to be
the hard part.
The Radio Operator cannot be doubled up with any other specialized role
(grenadier, support gunner, scout) and is a rifleman when he's not using the
radios.
2 Scouts. The scout is a member of Rifle Infantry who's loadout
has been stripped down to a bare minimum of weapons and ammo. This is the only
position permitted to use an AK or AKBS without 9 mags. The scout will use
the AK variant of their choice (though usually preferring an AK Beta Spetsnaz
due to its small size and smaller magazines). The scout will be responsible with
perimeter patrol and observation. When the team is moving as a group, the scouts
will lead the way, having the sharpest vision and a sense of navigation. The
major responsibility of the scout is to keep his team alive by acting quickly
based on his observations and knowledge of the terrain. Fire discipline is
essential when locating the enemy. The scout must radio to the squad that he/she
has made contact, at a map location, and requires us all to either find a
defendable position or move to the scouts location to assist. The scout is a
specialized role, and cannot double up. If a smaller group, such as several
riflemen are sent somewhere, a scout should accompany the group for radio and
recon support.
4 Riflemen. The heart of fire support in this team. This person will be equipped with the AK47 variant of
their choice. All AK47 mods are acceptable except RPK, SVD, or VSS
modifications, as these weapons are reserved for specialized infantry. A
scope is not needed, nor are drum magazines, although personal preference may
make that decision. The weapon should also be upgraded to 400 FPS with .25
bb's as per the maximum limit for automatic rifles at the Wrightstown field/NEASG.
We can never have too many riflemen, and in the future, we may even expand to 16
members, just to satisfy our need for riflemen. Armed with AK's and radios, the
riflemen are responsible for killing the enemy, and capturing objectives. The
riflemen is not a specialized role, and cannot double up, but instead is usually
transferred to a specialized role. The riflemen are the pool of useable
resources and can fill specialized roles. If we have too many of one role (say,
too many grenadiers, or scouts) then the extras will become riflemen instead.
This is why it is important that everyone on the team has an AK47 or variant of
their choice, upgraded to be combat effective as per Wrightstown/NEASG rules.
2 Grenadiers. An Infantry member but with a choice in how
they decide to deliver large loads of BB's at the enemy. This person will
be equipped with the AK47 variant of their choice. All AK47 mods are
acceptable except RPK, SVD, or VSS modifications, as these weapons are reserved
for specialized infantry. The Beta Spetsnaz is also not permitted for the
grenadier as the weapon is incompatible with the grenade launcher. A scope
is not needed, nor are drum magazines, although personal preference may make
that decision. The weapon should also be upgraded to 400 FPS with .25 bb's
as per the maximum limit for automatic rifles at the Wrightstown field/NEASG.
Additionally, the STAR GP30 Grenade Launcher should be fitted to the weapon, for
use in launching 40mm rounds. An Alternative to an AK47 and GP30 launcher
would be an AK47s and a CAW 6 round rotary launcher. This setup, although
bulkier, would allow rapid fire and reload of multiple grenades, allowing
complete target saturation. 40mm rounds recommended: Madbull grenades that
can fit in a GP30 or CAW Revolver Launcher. The 48rd M433 HEDP Grenade is
recommended. This type of grenade allows the grenadier to saturate a
target in bb's, without having to disassemble and reassemble the grenade between
shots. Madbull grenades can accept more powerful gasses, such as green
gas, red gas, and even CO2 without needing to be rebuilt, or without blowing
o-rings as often as Moscart brand grenades. The grenadier is a specialized
role, but when not launching 40mm rounds, he should be considered a riflemen. If
a group of riflemen are sent somewhere, a grenadier should be included.
2 Support Gunners. A specialized infantry member with a fairly limited choice in weaponry. This person will be equipped with the RPK, or any similar kit variant for an AK47. This person should be using Drum magazines from Trapper Industries or 9 AK47/AK74 High Capacity Magazines. The weapon should also be upgraded to 400 FPS with .25 bb's as per the maximum limit for automatic rifles at the Wrightstown field. This person is responsible for having a weapon that can maintain a constant rate of fire with the purpose of keeping heads down. With two support gunners, overlapping bases of fire can be set up, to prevent enemy movement, or to blanket a target area in suppressive fire. The support gunner should expect to buy lots of ammo, and not necessarily use it on getting kills, but use it in assisting the riflemen in getting kills. With an RPK gunner sweeping across the bridge, or in a foxhole covering an area with known enemy activity, the RPK gunner can catch the attention of an entire enemy movement, and stop them in their tracks, while the supporting riflemen and grenadiers eliminate them. The support gunner is a specialized role, and cannot be doubled up. An AK variant and lots of high caps does not qualify you to be a support gunner. You must have a Russian support weapon (RPK, high rate of fire mods, speed over accuracy or the Trapper Industries PKM with appropriate internal upgrades). If a group of riflemen are sent somewhere, a Support Gunner should be included.
The following Positions are Occupied, Available, or Shared (Shared Positions are Available for Dedicated Members):
| The Positions in SPORK | |||||||||||
| Commanding Officer |
Radio Operator |
Scout | Scout | Rifleman | Rifleman | Rifleman | Rifleman | Grenadier | Grenadier | Support Gunner |
Support Gunner |
As demonstrated by this table, SPORK has 5 Available Positions, and 1 shared position. Depending on any applications submitted, these positions will be filled, making a complete squad. If you feel you have what it takes, both in terms of the required equipment, and the willingness to fill a position, contact Comrade Commander Coop immediately with your application.