1-GENERAL RULES 1.1 Airsoft is a game of HONOR. Please call YOUR OWN hits! 1.1. DO NOT call opposing team players out. Calling opposing players out is poor sportsmanship.
1.2 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game and banned from future events.
1.3 Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and permanently banned. 1.4 All loaded magazines must be out of gun prior to match start, and in briefing area.
1.5 Shooting must be done during game or away from people.
1.6 Shatterproof eye protection (5.4) must be worn at all times while the match is going.
1.7 If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
1.8 Players within the minimum engagement zone (see 4.0) must call safety kill. If a person is safety killed they MUST call out and follow Hit Rules. Anyone caught not giving a safety kill will be banned. Those that do not call themselves out on a safety kill runs the risk of being shot at close range.
1.9 There will be no blind firing. Players must have sight on the location their bbs are traveling at. This means having eyes above a barracked and watching bbs hit their opponent. (Looking through small holes or windows in the barracked does not count and is not allowed)
2-HIT RULES
2.1 If a player is hit ANYWHERE: You’re KIA. Gear hits count. (ex. Chest rig, tactical vest etc.. magazine in your pouch, or bag of bb’s that are on you and in your pouch.)
a. Raise your hand and yell hit, wave your red rag above your head momentarily, and attach it to your head in a SECURE fashion. If a player doesn’t have a red rag then they must hold their weapon, pointing straight up, above their head or both hands in the air. Expect to be hit multiple times while doing so-in the chaos of combat fellow players rarely have split-second trigger control.
b. Assume a non-combative posture (gun down and on safety, or gun raised in air) and quickly remove yourself from the area (no waiting).
c. Return to your designated respawn point.
d. Return your red rag to your pocket/pouch once your respawn time is up.
e. Please keep in mind most players cannot hear you. Your raised arm, and red rag is the first and most important sign of being hit.
2.2 Players who run out of ammo during a game must count it as an out and must return to the respawn area prior to rejoining game once ammo is acquired. There will be no running back and forth to get ammo, to solve this problem bring extra ammo on you or shoot less.
3-RESPAWN 3.1 After being hit, all players should immediately return to their designation respawn area. Do not wait unless you have an emergency which prevents you from moving. 3.2 Respawning will be different for every game. How and location of respawn will be announced before game is started. 3.3 Respawn camping is not allowed. If you respawn camp (setting up position to shoot your opponent as they leave the respawn area) you will get one warning before ejection. 4-VELOCITY/FPS LIMITS Biodegradable BB' are recommended but not required
You will need to bring all guns that you plan to use in the event to the chrono table. The guns will be chronoed then marked to show that they have passed.
4.1 All Rifles Except for DMRs and Bolt Action Sniper Rifles
- 400 FPS w/.2's maximum
- 25 feet minimum engagement distance
4.2 Pistols
- Will not be chronoed unless there is a real question brought up about the pistol.
- C02 revolver or any non blowback C02 pistol will be chronoed
4.3 Sniper Rifles or any gun over 400 FPS
-Must shoot semi only
-Minimum of 100 ft engagement, must use secondary within this limit
- Max velocity of 600 fps with .2's
HAND GRENADES No metal grenades, paintball grenades, or hard objects may be used. Only rubber, plastic, Tornado, or Escort style grenades will be permitted.
-If the grenade ejects BBs, a bb MUST hit a player to count.
-If the Grenade is a sound device, there is a 10ft kill radius. This is the only time where another player may call a hit on an opposing player.
5-EYE PROTECTION 5.1 Eye protection must be shatterproof, full seal is recommended but not required.
5.2 Eye protection must be secured against the head enough so they will not be shaken off.
5.3 Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer's website.
5.4 Mesh goggles should be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a careful controlled environment before attending an event with this type of goggles/face protection.
5.5 Failure to follow the guidelines on eye protection will mean that you will be asked to leave for the day and could lead to a ban from future events.
5.6 Mouth Protection
5.6.1 All Operators under 18 must wear one of the following mouth protections: Neoprene Ski Mask, Sports mouth Guard, Lower Stamped Steel, or Paintball/ Airsoft face mask. No Exceptions
We would recommend that all Operators wear some form of face protection
6-NIGHT MISSIONS
6.1 Night mission attendees must have a tracer unit, tracer magazine, tracer hop-up system, or affix a flashlight that is shined when firing to participate. Any violators of this rule will be asked to leave the game or return with proper equipment.
6.1.1 Night missions will obviously be dark, and hard to see, so instead of using a red rag, a red chem light/ Red Signal light must be used, NO EXCEPTIONS.
6.1.2 Sniper rifles are not allowed in the night missions, due to high velocity and 100 foot engagement rule.
6.2 A weapon light, or any other flashlight is required at all times. Flashlight is not required to be turned on at all times, just available to use in dire situations, unless you do not have a Tracer, see 6.1. The most important rule of all is to have fun!