A place for me to review the various rugged, nifty and needful kit that I've accumulated, for every-day preparedness in the event of accident, disaster or world-shifting end-times Apocalypse, be it zombies, triffids or Mayan divide-by-zero errors.
I do like a tool that has double duty. This is the Hornet from Rhino Ropework which I commissioned in both its olive green Cerakote, but also with a custom kydex scabbard.
This marlin spike is part rope working tool and part CQB weapon. Milled from marine grade 316 stainless steel right here in Australia, the Hornet is a smaller sibling of the Mad Stick, which I covered a while ago, and it's heft and no frills design is indicative of this.
With its grooved body, the Hornet is easy to grip, and the working end, which is separated from the body of the tool by a deep notch, tapers down to a working tip, which whilst not sharp, is a solid rope working end.
The 316 stainless steel makes for a good tool, for the kind of work it is designed for. Weighing in at 110g (3.9oz) and measuring
180mm (7") in length, and 12mm (just less than 0.5") in diameter the Hornet is a substantial tool.
I've used the tool for working knots, as fits its purpose, but I have also find it useful for a variety of other tasks, from flipping steaks on the BBQ to punching holes in cans.
The Cerakote coating adds further to the innate chemical and wear resistance of the steel the Hornet is made from, but I managed to wear it off the tip all the same in my testing and regular use. It's still smooth and fit for purpose, for all my abuse.
One of the nice additional features is the lanyard hole, which whilst a tight fit for even this lacing cord, would probably manage to feed paracord through it, with some careful melting if the end and some hard work.
As a marlin spike, I've found the Hornet is both robust and substantial. Its easier to work with than the clasp knife one I have. The angle of the spike allow you to really get some leverage into the splicing and loosening knots and other rope.
The tip is rounded so you don't have to worry about digging into the threads of cord you're working with. It works really nicely with paracord, as well as higher diameter cords and ropes. The tip isn't really suited to cords much finer than that, a 5mm dummy-cord is pretty much the finest I have managed to use it with.
It's a treat in the hand, the beveled tail-cap fits in the palm nicely, and the groves are slight enough to not grate on the fingers, but sufficient to grip the tool for even the toughest knotwork.
I received a tan Kydex scabbard in my package from Rhino Ropeworks, which was fitted by a third party, and I'm afraid to say that it isn't as well fitted as I might have liked.
It has a pinch-point around the mid-notch , but it just isn't -quite- tight enough. No fault to Rhino Ropeworks, it's just a very tight design, with very few features to "catch" on a friction lock.
I have used the eyelets to lash it to my American Kami Super Colubris and it has been a faithful accessory as my belt-carry when I am adventuring. It's proven itself useful in a variety of settings, and I'm glad that I have it.
This was billed as a resource and group survival driven event, with three distinct factions, which meant we had to depend on each other, and fend the other off, as the situation required.
We were to delve into the world of After the Fall.
This LRP group is based in Melbourne and aimed to have a high degree of costume, set dressing and role playing at this event.
The setting was this: The
year is 2030 and things have changed. The world that we will be playing
in is a dystopian American future where corporations have accumulated
so much power and influence that the government has been made redundant.
There hasn't been a president for 5 years and nobody has really cared.
Most of the USA has been reduced to a wasteland as laws are not enforced
and infrastructure not supported.
There are fortified cities that are run by corporations and wealthy individuals but they are few and far apart.
Different
parts of the country will have unique dangers. There are irradiated
areas and parts where chemical waste has caused nasty side effects.
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I signed up as a PC (Player Character) for the game so I was to choose to be a member of
one of the 3 factions. We couldn't play as an independent character. This was a story of how groups of people survive and interact in this
setting.
There
were a small number of NPC's (Non Player Characters) who swaped roles from time to time in order to provide some plot based encounters for the players to
interact with but the intent was that a lot of the roleplaying and conflict will be within or between the factions. Due to the violent and
dangerous nature of the game setting it was recommended that we considered
multiple character ideas in case our first characters died or was taken
out of play for whatever reason. Sickness, radiation and chemical poisoning as well as a reasonable injury recovery period was expected.
The internal combat system was with un-enhanced NERF-type weapons (decoration was however required) and LRP approved foam close combat weapons. Generally, unless you had representative armour props, two hits would kill. LRP events are based on an honour system, and the system worked pretty well. Brutally so.
Especially when we consider the resources aspect. I'll get to that.
The three Major Factions: The town of New Hill City Slowly
the groups found each other, banding together for survival. People who
wanted to make a future for themselves and not just live in the violence
of the present. In their travels they found an abandoned town in
Kansas, Hill City.
Taking over some of the buildings they have begun a
new life. It is a difficult life on the frontier of chaos but they work
hard to make it succeed. The Soldiers of the True Americas: Born out of an anti-government militia
from before the fall, STA has been trying to gather resources and
personnel to bring back the good old USA to its previous glory. They are ruthless and accept that not everyone will have a place in the new
world.
The Legion of Steel Nobody
remembers who founded the LOS but they have been terrorising the roads
and highways of the Midwest for several years now. Due to their violent
lifestyle they have an incredibly high turnover. But there are always
more people wanting to join and rampage across the country. They take
what they want and kill anyone who gets in their way.
I opted for the STA, because I like trying out my kit, have a bunch of it already, and wanted to have a couple of different layouts to run about in, and generally like to see how it works in stressful situations.
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I set up as "Ronin" who was heavily supplied, armed and armoured. I also set up as "Coyote" who was lightly kitted, armoured and armed.
The real kicker was the ammunition situation. Even the STA faction, which was military based, had so little ammo that we were rationed only three NERF rounds each. This was a dire situation to be in, especially when you consider the range and hitting power they have, as well as outdoor windage. Fortunately we all had melee weapons as well. I had a dagger and a machete as my backups, as well as a pistol I never bothered to load, along with the NERF rifle I had. I had a scope on it (more to save carrying binoculars than to actually be useful with a NERF gun) and a light at the muzzle end. I took both off when I swapped to my "Coyote" persona.
I wore ATACS-AU as "Ronin" and MultiCam as "Coyote" and I'll talk about that in a future article.
We also all brought gas-masks. I have to say, fighting in a gas-mask is really, really hard. If you have a mask, and intend to use it in the event of a disaster, get it out, and PRACTICE. My "Ronin" character was killed in a bottleneck when blindsided by marauders.
The three factions set up in widely different areas of our site; the STA set up in a wide flat grassland, a circle of tents within a ring of faux-barbed wire, (I camped in my SMr Nube hammock slightly away from the main circle), slightly hidden, because I'm paranoid like that. I wasn't really happy with the wide-open setup we had, but, I wasn't in command ....
The LOS set up in a far distant corner of the site, enclosed by trees and shrubs, and then they build a stockade from pallets and the like, they decorated their area in classic "cannibal ganger" fashion, and it looked a treat. Well done to all of their hard work getting it on-theme.
The New Hill City Townies had the on-site cabins, and rec-hall set up as their town, and tavern, and the difference between cabin-dwellers and tenting-nomads was really apparent. Made for a great feel to the game.
The main push of the game was both survival and resource gathering. This was covered in two ways. Each group was issued "rations" in the form of in-game medical suplies (anti-chem, anti-rad and "healing" meds), random cans of food (beans, spaghetti, stew, fruit-salad) and "non-contaminated water", we even had a jar of Vegemite ). as both our food supplies for the weekend, but also as trade goods. There were also "non-consumable" supplies we were supplied as props.
We could eat well, or be rich, our call.
Caption by Michael Brady
Then there was the ammunition situation. We were one of the most heavily armed factions, but literally had 2-3 rounds each at deployment.
There were in-game mechanics for raiding each other's camps, and also "random dropped items" to be found around the site by the organisers.
Caption by Michael Brady
There was also looting! we routinely looted the bodies of the fallen, (within reason) to collect those in-game resources (no fair stealing other peoples kit), and this also extended to that food and water ration we all had. We also traded for resources, both goods for goods, and goods for service and information.
It was a really fun opportunity both for characterization, but also for negotiation skills.
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We also had a number of people with personal trade items (and skills and services) on offer, to add to the whole experience. I had a collection of KFC moist towelettes and sauce sachets that I traded for some eggs in town, for the STA.
We had some in-game hazards as well, from areas of radiation contamination, including water supplies, which made our characters "debilitatingly sick"
Raiders, chem-clouds, a bio-engineered nanite plague and just human nature all played a part in making this not only a challenge, but a struggle for survival.
In the end, we all had a good time, got to run around as cannibal savages or misfit soldiers, camp and cook beans like real post apocalyptic survivors...
I had a really good time, and will be back for more when their second event comes out later this year. I think I will work more on my loadouts, and also my gas-mask operation too, before the event, as well as trying to get a more cohesive feel between my faction members and small unit tactics in the field.
This is mostly a summary of published materials, for a cool piece of tech that I saw come up on Kickstarter, and wanted to pass along to you all, especially in light of my most recent camping adventures where we managed to keep most of our personal technology and lighting charged by a combination of solar and thermoelectric sources.
Smith & Bradley, the maker of tactical and sport watches representing three successful Kickstarter campaigns, has launched its fourth Kickstarter project, The Beacon is a unique outdoor survival box combining waterproof storage for electronics, solar charging, and LED beacon signaling. Enclosed in a light and rugged, efficiently sized package, the Beacon unleashes the power of solar energy to not only charge, but protect, electronic devices. Further, true to its name, the Beacon comes equipped LED lighting for both emergency situations and casual use as well.
These lights are not after-thought add-on's, but rather first rate lighting solutions.
The entire package is crush-proof, waterproof, submersible, and floats even with an electronic device enclosed.The Beacon represents a first-of-its-kind combination of charging, solar, lighting, and waterproof technology. The Beacon allows for storage of two typical mobile phones, contains 3 USB charging ports that can all be used at same time, and a Polymer lithium ion battery. The battery is charged either by traditional wall socket charging or through the Beacon’s high capacity solar panel on the top of the case. The Beacon goes beyond a mere gadget, or drugstore charger. It is a tool that is an absolute necessity for anyone who ventures outside of the urban jungle.
The Beacon is 17cm (6 3/4") x 11cm (4.5") and 5cm (2") thick The interior storage compartment is 27mm (1.06") deep. The Beacon weighs just 15 ounces The Beacon is fully waterproof and is designed to float either empty or with a device enclosed with a device on board.
As a sustainable solar energy source, the Beacon has a fully-enclosed and waterproof solar panel on the lid of the device. Depending on the amount of sunlight, the Beacon's 1.5 w solar panel can provide a full charge to the unit in 36 hours with a 17% conversion rate-meaning that and average iPhone will charge from zero in an hour and a half.
The Beacon may also be charged by a conventional wall outlet The Beacon uses a Polymer Lithium Ion battery to operate the lights and to charge electronic devices and has a 10,000 mAh rating.
The top of the Beacon is fitted with 12 White High intensity LED lights and 8 yellow hue, low-intensity lights to retain adequate night vision and retain more charge. (TESTED visibility up to 1 mile in blinking mode). As to charging, the Beacon is equipped with three USB charging ports for phones and tablets.
The USB interfaces include 2 ports which are 5v 1.0A and, 1 port 5v 2.1A and the Beacon's built-in battery life indicator shows charge at 25% 50% 75% 100%.
So, it's a fairly well thought out device, I like that it can store and charge two devices simultaniously, securely, safe from both water and other environmental hazards.
In my growing collection of SORD Australia product, which includes their 870 scabbard, the covert tactical hoodie and the finger-warming StormTrooper tactical muff, I also have been making good use of their low profile chest rig, for those times where I just want a couple of things on me, in cases where I'm either going to be moving fast and light, like running and scouting, or having to get into hard to reach places, like caving, climbing or tree-work, but I still want to have one or two needfuls on my person.
The SIP (Specialist Insertion Platform) is a light weight, low profile
chest rig designed to fit under or with insertion equipment, be it
under a reserve parachute, swimmer scout valise or worn as a standalone rig for TAG drivers or reconnaissance teams.
Weighing in at only 360g (12.6oz) it utilises 330D Cordura construction for minimal weight with full MultiCam tape webbing and ITW hardware at multiple points. Through
some clever design, you have complete side release at the waist in one
buckle for fast transition between the SIP to an Assault rig worn
underneath, or just to strip it away entirely as needed. Additional
buckles at the collarbone and for the kidney stability strap give you
options for adjustments and adds to the don and doff design.
This makes
it quick and simple to get in and out of as you transition between
mission phases, as the situation requires.
The
SIP is faced with three rows of four channel PALS/MOLLE, with a single
horizontal column of three loos, giving you a single column of sideways
attachment. Perfect for a cyclume stick, or a single stack pouch.
At
the top of the vertical PALS/MOLLE , a sleeve pocket, fixed with
hook-and-loop closure allows access to a small area, big enough to fit
a HAPO NAV BOARD or even a compact pistol holster, I have fitted mine with a
map and compass, ID and the like. The inside of this sleeve is also
lined with a strip of loop-file, to ensure that whatever you can fix,
is fixed, especially important for holsters, obviously. I would have
liked to see a cord-loop in there, for dummy-cording, as I have in my
Hill People Gear Runners Rig but I could always add this myself.
The
bottom of the SIP also features a standard hook-and-loop sandwich,
which hinges up between the second and third rows for attaching dump
pouches, the SORD StormTrooper or other pouches with sandwich fittings,
such as the Platatac gasmask pouch.
The shoulder straps can be configured in both X or H style with removable cross bar to give you adjustment and wearing options.
Elastic cable retention on the shoulder straps offers even more
stability, giving you a very stable, snug and secure platform to run
those few needful items that you've loaded it with. I've done a couple
of cross country jaunts with it, along with the StormTrooper, and a dump
pouch, and had no troubles with it either chafing or bouncing. I was
happy with the fit and the quick release, when it came time to dump it.
The MultiCam is spot on, (unlike that used in the Headsox I'm wearing here) and the fit to purpose is great. It is usually less carriage than I would want, but for those times where I want to run light, it's superb.
I wanted to get a full-on gift for a friend, one of the fantastic
Dead-On Annihilator superhammers and due to a failure to read the
details on my part, I accidentally ordered the 18" version, not the 14"
version, like the one I already had. To make things right, I simply gave
my friend the 14" he was already trialling, and kept the monstrous 18" for myself. It really is a beast.
Probably too much tool for most
people, at 1.9kg (3.7lbs) and 30cm (12") shaft with a 45cm (18") overall
length. All the features of the 14" are replicated in the 18", just "bigger".
Between
the striking face and the "Nail Puller" the "Board Straightener" sits
ready to grip and twist.
The two sets of teeth are just over 4cm (1
5/8") and just under 3cm (1 1/8") in width, respectively, which fits
standard board sizes for wrenching or adjusting.To be honest, I haven't
had much use for this other than occasionally levering at a frame here
or there. The hammer is good though, the face is wide and beveled giving
both a good nail-driving action, without messing up the surface you're
pounding on.
Below the chisel edged Nail Puller/Tile Ripper
lies the frightfully formed Demolition Axe, which curves down almost to
the edge of the rubberised grip. This is not a shaving-sharp axe, rather
that the steel of the haft is formed to a triangular ridge to an angle
of around 45 degrees to the full width of the haft. This leaves a very
hardy working edge, and is intended for drywall, thin wooden structures,
shingles and conduit.
The drywall-only labeled demolition axe seems to
work well on particle board, and would probably make short work of
errant wrists too.
The middle of the curve is notched with
what appears to be a wire-stripper, but could also be used as a
nail-puller as well. As the 18" version is just a heftier version of the
14", the angles are steeper, so it's not really sharp at all, but it is
wicked solid. I can imagine that the warning is there for the same
reason that coffee lids read "Caution: contents hot". For idiots who try
to chop wood, or cut wiring with it. It wont do that, or at least, not
well, or safely. Use the right tool for the job. It will make a mess of
whatever you want to make a mess of though, so in that, its perfect.
The
pointy-end of the tool features several other interesting combination
tools. The tip is a rugged ridged point, which could be used for
penetration, or scoring as needed. Within the tip is the "Multi Purpose
Wrench/Nail Puller", which as suggested includes a hex-bolt socket, and a
wide feeding nail puller. The head of the hammer fits nicely in the
palm of the hand to drive the spike home.
The manufacturers suggest
using the wrench for releasing concrete forms and other general uses and
the tip for smashing, cracking and chipping away at tile, brick or
other things deemed "to go away". I like using it to punch holes in
things for old fashioned "Here's Johnny" moments. Again, it makes a mess
where needed.
So, I felt it was a good idea to put the 18"
Annihilator up against the mighty Stanley Fatmax Fubar to give a good
comparison. However, at 1900g vs 1300g it already comes up significantly
heftier. More so again than the 800g 14" Annihilator. This is a big
tool, for people with big hands and big tasks. It's probably too much
tool for me. If you're in-field and cutting back every weight counts,
you might want to consider the 14" over the 18", but if you are able to
keep it in a vehicle, it would be a perfect multi-function wrecker.
They are really inexpensive, rugged and well designed. When it
comes time for me to break my way into an abandoned warehouse, bust my
plucky crew out of a cannibal mutants larder, or even just pop open
packing crates and 44 gallon drums of fuel for the gyrocopter, the 18"
Dead-On Annililator might well be the way to go.
There is also fact that Shaddox Tactical make a Tactical Pouch for it, so I'm hooked.
I had the opportunity to go and run through the Oz Apocalypse Zombie Experience over the weekend, and wanted to give you my thoughts on it.
There has been quite a bit of controversy around the event, primarily as it changed hands very late in the piece and there was quite a disparity between what the original promoters/organisers (IRL Shooter, who ran Patient 0 in 2013) and the Zombie
Apocalypse Survival Experience: LAZARUS event being put on by OzApocalypse and
Horror Corp Entertainment. This mostly stems from OzApocalypse "buying up" the Pozible Campaign that for whatever reason IRL Shooter found itself unable to present.
This was NOT the sequel that IRL Shooter had promised, this was an event put on by OzApocalypse that drew on that event, its fanbase, and premise. I think that in several aspects it was not as impressive as IRL Shooter's Patient 0 (it wasn't nearly as large or sprawling, and didn't have the embedded story).
However, it was also superior in several ways. The technology for one, I felt was significantly better.
The irM4's from iCombat sync wirelessly to the smart bandoleer
we all wore, which recorded shot data, accuracy, and more. The irM4's
were fitted with a 150 round SmartMag and additional magazine kits can
be purchased. If a player is eliminated, their gun shuts off for a period of time
preventing cheating!
The best thing about the new weapons were that they had CO2 powered
sound and recoil. you could feel every shot, hear every rapport.
I knew
if my teammates were firing, even over the din of the event space, and
that was a crucial improvement in the experience.
The bandoleers were tied to our irM4's wirelessly, and reported back to a central computer, and more importantly, they tied into the headbands worn by the Zombies, these were similar to the bandoleers we wore, and acted as emitters to make proximity to the zombies damaging. Get too close, and they "bite".
Shoot the sensors and they flash and go solid with a kill, and the actors dropped. All this data was fed back through to the behind-the scenes control and scored were generated, and passed against the membership cards we were given at registration, giving you reciprocal rights at other iCombat sites, and the ability to accrue rank in the network.
The OzApocalypse website made mention that there was the ability to customise your irM4, but this is a bit of a misnomer, in that there were a second set of weapons, the short barreled, and Picatinny rail mounted short barreled "Commando" irM4's in their armory, fitted with vertical grips, there wasn't really the facility during the Zombie Apocalypse event to do any customization other than adjusting the buttstock and in my case, fitting my own sling, the trusty 215Gear sling.
Other than this it replicates one of the most known assault rifles in the world, the M16/M4,
and is used by law enforcement and militaries all over the world.
It
has the same form, fit, and function as the real thing and brings the
word realism up to a whole new level. I really enjoyed the "Tap, Rack, Bang" functionality. Removable clips, internal sensors and fully functional parts, from mag-release to selector switches . The weapons and sensors made the event for me. No more reload button or hard to hear electronic sounds. You hear and feel every round, in a longer engagement, if you were kitted out with spare mags you could drop your mag and slam a new one home. They bypassed this by assigning everyone a cylume glowstick, and had a reloading station where we were restocked by a technician, but you can see how it could be easily enough facilitated in a more longterm event.
And that's all before we even get to set dressing, gameplay and the actors! I was really happy with what we faced when we passed through the containment doorways.
When OzApocalypse took the event over, they brought on Horror Corp Entertainment from the US, engineers who specialized in Haunted House and Zombie Apocalypse Experience "in real life" gaming environments. They have three decades of experience in
visual, sound, event and multimedia production, creating theatrically-based, interactive horror and
genre projects. The event at the Melbourne Showgrounds takes place in a
blackened-out, light-controlled battle zone, it doesn’t matter what
time of day it is, – players will step into an ominous world to fight
ravenous zombies. The Prop and Set Designers as well as Makeup Artists create a film set style environment that immerses players in the
Zombie Apocalypse survival experience.
Combinations of lighting, (and lack of lighting), selected use of smoke, as well as a really harrowing and oppressive sound-scape really put pressure on the player as they navigate a maze or debris and horrific scenes.
I had the good fortune to get to go backstage and saw the interconnected
passageways the actors could take to move from area to area, where they
would emerge and lay in wait for the passing players, in and around the
sets. The hospital area bugged me the most, as I work in them, and have done the graveyard shift...
The maze was a CQB nightmare, with blind corners, concealed alcoves and all manner of cover for the zombies to lurch from and come at us. Importantly though, for all its twists and turns, it was a "safe" environment, from an OH&S perspective and you could easily cope with the 6-8 person teams recommended. We ran it in a team of three, and were like a well oiled machine. I didn't have to worry about anyone actually getting hurt for real during even an intense simulated combat.
We weren't rushed along as we had been in the Patient 0 event, and even though the maze was relatively small, much more in line with a Haunted House event rather than the sprawling warehouse/factory sit utilised for Patient 0, and we went through the maze twice, as a part of the gameplay, I certainly didn't feel any less fearful of my life when zombies came at us from dark corners, or rattled on us from behind chainlink walls as we faced more direct threats.
Back in the registration area, the stark lighting, clean floors and all too living other players was a more jarring experience. I wanted back in to my comforting darkness, screaming and sirens. The one upside of the "real-world" was that I got to fool around with both the Glock training weapons. The Glocks had the same "real features" as the irM4's, removable clips, wireless targeting and scoring, and ammo-counts. Unfortunately due to limited battery capacity, and high accuracy, they weren't really suited to the spray-and-pray zombie hoard threats the game presented with.
A regrettable technical difficulty, but one the organisers preferred to keep it out of the game, but available for range use! I also got to use the notorious pain-belt! It was a really, really unpleasant experience and I heartily recommend it for all gamers. Again, it apparently was not suited to use in the zombie game, but us perfect for PvP shooting. I tried it on the low setting, which was startling and also all the way up at high, which was curse-making, but didn't hamper me as soon as it stopped. Incentive not to get shot, for sure.
So, all in all I was really pleased with the OzApocalypse Zombie Apocalypse event. I was a Pozible campaign ticket holder, and I feel it was pretty amazing that they would offer to honour the IRL Shooter LAZARUS ticket holders at all, which was super generous. It certainly is NOT a sequel to the Patient 0 game, and its really hard to compare the two events as apples and apples. I really enjoyed it, and really look forwards to going back for more.
The Zombie Apocalypse Experience is running for two more weekends, Fridays, Saturdays and Sundays while weekdays and weeknights
give those who love games like Call of Duty the chance to combat team vs
team combat in the BATTLE APOCALYPSE arena, which is the same area as the Zombie Apocalypse event, but with the connecting areas opened up, some walls opened up, and more personal threats, with pain belts available on request, I believe. I'd really recommend you get along and enjoy it, in either its Zombie Apocalypse, Battle Apocalypse or even the kid-friendly FAMILY versions, before it finishes.
AND, thanks to the organisers, I can offer all my readers a whopping 35% discount with the code "COYOTE0415" (thats charlie-oscar-yankee-oscar-tango-echo-zero-four-one-five).
TICKETS: Lazarus www.flavorus.com/ozapocalypse
Battle Apocalypse www.flavorus.com/battleapocalypse
Group Bookings (minimum of eight players) email tickets@ozapocalypse.com
Facebook and Twitter OzApocalypse
Instagram ozapocalypse.com.au