Rule Set

Uniform Requirements

  • Remain in the proper uniform that corresponds to your ticket.
  • Uniforms must match the base color of your side.
  • Cold weather clothing must also be the same base color of your side.
  • Head covering will be side color specific. NO BLACK HEAD COVERING (ie. BLACK HATS/HELMETS) will be allowed. Black Paintball Style Masks Are Approved
  • Ghillie suits and any foliage coverings (head and/or body)  must be side specific coloring. Mossy oak type patterns are considered green. 
  • Gear (pouches/plate carriers/battle belts/ear pro/etc) color does not matter.
  • ALL PARTICIPANTS MUST HAVE MATCHING TOP AND BOTTOM CAMO that corresponds to their sides base camo being Green or Tan. NO JEANS, GYM SHORTS, FLANNELS ETC. YOU WILL NOT BE ABLE TO PLAY IF THIS IS WORN. Have a Camo thats NOT Listed? Contact Us for Clarification
  • ***DISCLAIMER. VISIT FB EVENT PAGE FOR VENUE SPECIFIC RULE CHANGES***

Camo Patterns Below

SAFETY BRIEFING

Everyone must sign a waiver, have a wrist band, deadrag + deadlight, medical emergency card, x2 medic bandages, be safety briefed, chrono before playing and display Event Patch during gameplay.

No refunds will be given unless active military with proof of assignment. No refunds will be given for weather, lack of safety materials, your inability to comply with rules or referee decisions. It is your responsibility to read carefully through these rules and understand the basic requirements. Yes, you will be turned away from the game (without refund) if you do not meet these rules and/or have a gun that does not meet chrono/role specifications. 

No walk-ons unless the event page says otherwise.  

 

ANY VIOLATION OF THE FOLLOWING RULES AT ANY TIME IS CAUSE TO BE ASKED TO LEAVE

  • Each participant must show up in the correct uniform for the event….NO EXCEPTIONS! 

  • Zero Tolerance Policy for Chrono. Your gun MUST shoot within the requirements for your role (to the thousandths decimal)

  • FULL SEAL Glasses are required. No Mesh is allowed. If you can stick a pencil eraser between the lens and your face, it’s not full seal. 

  • Medic bandages x2, dead rag + red dead light must be on you at all times. NO EXCEPTIONS. 

  • You cannot switch tickets with another player unless authorized by us. Please contact us ahead of the event weekend. 

  • Event page will have specific modifications to these general rules based on local/state and field owner requests/requirements. Failure to comply with these changes will not be tolerated. Ask questions before getting to the field if unsure or need clarification.

 

MID CAP & BIO BB ONLY EVENT

Excluding Support Weapons. (Support Weapons are limited to (2) 2500 box mags on the field.) (Exceptions for this are rentals.)

1.) Full Face Protection Required under the age of 18. Preferably a mesh lower face mask. Balaclava’s, Shemaghs, and other items are acceptable but must remain covering the lower half of the players face while on the field. Full face protection is strongly recommended for ALL Players. Face protection is recommended to protect teeth and sensitive aesthetic skin however it is not required unless under 18 years of age (then full face protection required). We are not liable for your lack of face protection. Chipped teeth, damage to tongue/oral cavity and scared facial skin/lip can occur. 

 

2.) All Eye Pro must be full seal and ANSI Z Rated. NO MESH GOGGLES ALLOWED. To be considered a full seal, eye protection must be able to pass the pencil test. If a pencil eraser can pass between the glasses and your face it is not full seal and not approved for play. 

 

3.) Do not remove Eye Pro on the field at any time. You get one warning, upon a second offense you will be asked to leave the field for the remainder of the event.

 

4.) If you lose your Eye Pro for any reason, or are hurt while on the field follow the following procedure. Cover your face with your hands and yell “Blind Man” as loud as you can. Everyone who hears this, repeats it, and everything comes to a stop until a ref gives the all clear. This is for emergencies ONLY. If you are caught using this on the field for a NON-EMERGENCY you will be asked to Leave.

 

5.) Ear protection is HIGHLY recommended but not required. Loud sound devices will be in use and can damage hearing overtime. Bbs can also damage or get lodged in the ear. We are not liable for your lack of ear protection.

 

6.) Mags out and no firing in the staging area or parking lot. The parking lot is not the time to dry fire your weapon. Treat all weapons as if they were loaded, do not point at a person and should remain in a case.

 

7.) No Safety Kills. No “bang-bang” rule. No melee. No knife kills. No physical contact with any player

 

8.) Sound Grenades and bb grenades are allowed ie. Thunder B’s, Blanks, Cyclones, Tornados or equivalents. Foam Rockets are allowed. TAGinn Rounds are approved pending the site’s approval.  *Those using Tag launchers, regardless of intentions, if you hit someone or are dangerously close, you will be asked to not use this for the remainder of the event.  If you are caught using this after being asked to no longer use the launcher, you will be kicked off the field no, refunds given. These are to be used to Target Vehicles or Buildings, Not Players.

 

9.) ALL Grenades have a 15ft Kill Radius. If you are hit with shrapnel or bb from the grenade outside of the 15ft radius, you are considered HIT. If an admin says you’re HIT even if it’s outside of the 15ft radius, you’re HIT. End of story.

 

10.) Enola Gaye Smokes only or equivalent cold burning pyro unless event specifies otherwise on the event page

 

11.) Airstrikes deployed by admin can either kill entire buildings + 15ft around the building on all sides (2-airstrikes used at once) OR just a 15ft kill radius (1-airstrike used). This all depends on the # of airstrikes authorized by the CO. Follow admin’s instructions if caught in an airstrike.

 

12.) SEMI AUTO ONLY for all weapons except an approved support &/or SMG/shotgun roles

 

13.) Support, SMG and Shotguns must not shoot more than 20 bbs per second or 6bbs per shot/pump if shotgun.

 

14.) All bbs must be 6mm biodegradable. No larger caliber bbs allowed. 

 

15.) Tracer units/bbs allowed

 

16.) NO BINARY

 

17.) No Blind Fire. You must be able to see what you are shooting at. Players can shoot through holes so long as they are as big as their face and can see where their rounds are going. No Crack Shooting. No Cracking Doors. No Kicking Doors. Shooting through Large gaps through Stairs are Okay.

 

18.) When in doubt call “HIT”. The only time a bb hit doesn’t count is if it’s a visually seen Ricochet or if it hit your gun. All other bb hits count and you are required at that point to YELL HIT,  Take a Knee/Lay Down. And follow the dead player procedure and 5 min Bleedout. Friendly Fire Counts.

 

19.) When eliminated pull a dead rag or raise your hand and loudly call “HIT” and wait for a medic or bleed out for 5 min and walk back to respawn. THIS IS NOT OPTIONAL, YOU MUST YELL OUT HIT LOUDLY AND TAKE A KNEE SO THE PERSON WHO SHOT YOU IS ABLE TO ACKNOWLEDGE THE KILL.

 

20.) Gun hits don’t count but you must YELL LOUDLY when this happens SO THE PERSON WHO SHOT YOU IS ABLE TO ACKNOWLEDGE THE GUN HIT.

21.) Dead men don’t talk. Dead men cannot say or do anything that will affect gameplay. They may talk amongst themselves or pick on their friends but cannot give out information.

22.) MEDIC RULES: NEW FOR THIS YEAR! ALL PLAYERS ARE NO LONGER A MEDIC. THESE ARE NOW LIMITED TO 2 Medics per Squad. 1 Medic and 1 Squad leader will have an Identification Patch. If they do not have an ID Patch, they cannot medic you. Medic ID’s can be swapped from 1 team member to another, but can only occur when the Squad is at their HQ. Another Medic from another squad may medic any player.

22 Cont.) Each player must carry 2 tourniquets. (Ex. Ace bandage, MSW tourniquets,  rope etc). This must be something a medic ties, velcros or wraps. No more Scrunchies. Once a player is deemed “hit” their TEAM MEDIC or SQUAD LEAD may locate that players tourniquet and tie or secure it on any portion of that players body and will then be considered revived or in play. Once they have used their 2 tourniquets, on their third life once hit they will bleed out for 5 min and then walk back to respawn. IF YOU FORGOT OR MISSING A TOURNIQUET, YOU CAN BORROW ANOTHER PLAYERS, OTHERWISE, YOU ARE OUT THAT LIFE AND CANNOT BE REVIVED WITHOUT THAT TOURNIQUET TIED ON.

 

23.) Minimum Bleed Out time is 5 Minutes. You must wait your Bleed Out Time before Heading to Respawn. You can always wait longer than your minimum 5 minutes to be revived if you so choose. 

24.) No Riot Shields allowed. You cannot pick up hard cover and use it in a way that’s like a riot shield. You CANNOT USE A PIECE OF YOU GEAR TO DEFLECT BBs…any gear hit counts as a HIT/death.  

 

25.) No overshooting or shooting after calling hit. Give the player you are shooting at a chance to call out before continuing to shoot them. If you have an issue get a referee’s attention and point out the problem player. Shooting another player after calling hit is grounds for removal from the field. IF YOU ARE IN THE LINE OF FIRE, REMOVE YOURSELF FROM THAT AREA IF YOUR HIT TO AVOID BEING OVERSHOT. However if a medic comes to revive you, you must return to your previous position.

 

26.) Overshooting is 5 or more BB’s landed on the same target from the same shooter. If this occurs your band will be marked pending the severity. 

27.) No shining lasers in players eyes, If this is seen you will no longer be able to use this attachment. No Blue or Purple Lasers. No Full Powered Lasers

 

28.) Referee decisions are final. If they say you are hit, you are hit. Don’t argue. Referee’s will not call you out unless they are 100% sure you are hit. An admin can mark your band for simply arguing with them. Failure to comply with any referee decision regardless of the rules or number of strikes on your wristband can result in the decision to ask you to leave the premises without refund. 

 

29.) There will be a game brief explaining the game type, spawn points, and rules. You must be present for game brief to play. No talking during game briefs. Please give the referee your undivided attention.

 

30.) No verbal abuse or physical contact other than what is allowed for gameplay. (Don’t curse someone out. Don’t fight on the field.)

 

31.) No alcohol or drugs on site.

 

32.) No real weapons on the field. Firearms should be left secured in locked vehicles. Pocket knives or multi-tools safely secured in pockets or pouches are OK. No real blades of any kind strapped to the player’s kit.

33.) Tank Rules: 1st Grenade to have a direct hit or land within 15ft disables the movement of the technical. The technical can still shoot. The 2nd grenade kills the tank. If a second grenade is not thrown/launched within 5 min the technical will regain its movement. NO SHOOTING BBS AT THE TANK PERIOD. All participants must stay 10 feet from the tank while moving.

34.) Lastly Check your ATTITUDE AT THE DOOR!!!! Poor Sportsman will be asked to no longer play

Chrono | Gun Roles

 *Check Event Page to see which roles are allowed at the venue

  • HPA/AEG’s will Chrono with .32g bbs

  • Regulators will be Wrapped with Tamper Proof Tape. MUST HAVE Tournament lock on regulator.
  • AEG Body’s will be tagged and Tamper Proof Tape will be used.
  • BRING YOUR OWN EMPTY MAG TO CHRONO
  • NO BINARY ALLOWED. No double trigger or extended triggers allowed. Speed/hair triggers are allowed so long as no modification was needed to the trigger guard. 
  • Chrono is not the place to fix your gun. We do not clip your tags at chrono. We do not tune your gun. Bring your own allen key if HPA. Bring your own eyepro to chrono station.

  • NEW POLICY. Players can only chrono 2 Primary Rifles at a time. If additional guns need chrono’d please return to the back of the line.


  • Rifleman (0-1.55 Joules)
      • Semi-Auto Only (No Binary)
      • Mid Cap Only
      • Oft MED
      • Ex: M4/M16, AK47, SCAR, G36, Masada, Sr47, Tavor, 416
      • Underslung/attachment for launchables (such as m203 or variants) or masterkey allowed.
      • Modified AR-15 with Scope and Bipod or AK47 does not Qualify for DMR
      • IF YOU HAVE QUESTIONS ABOUT YOUR GUN, ASK BEFORE GETTING TO THE FIELD
  • DMR (1.55-2.0 Joules)
      • Semi-Auto Only (No Binary) (Semi-Locked)
      • Mid Cap Only
      • 75ft MED
      • Must be a replica caliber higher than a 5.56 (Modified AR-15 with Scope and Bipod or AK47 does not Qualify for DMR)
      • Must have Bipod and Magnified Scope
      • Cannot have an underslung/attachment for launchables (such as m203 or variants) or masterkey.
      • Example: .308 or Higher.  Ex. SR25, AR10, M14. 
      • BE RESPECTFUL WITH YOUR SHOOTING. THIS IS A PRIVILEGE TO HAVE THIS CLASS 
      • IF YOU HAVE QUESTIONS ABOUT YOUR GUN, ASK BEFORE GETTING TO THE FIELD
  • Support Gunner (0-1.86 Joules)
      • Full Auto with ROF capped at 20 BBs/Second
      • 50ft  MED
      • (2) Box mags can be carried
      • Light Machine Gun (LMG) that resembles a support weapon utilizing a box mag.
      • EX:  Saws, M249s, RPKs, M60, Stoner, PKM, M240, G&G LMG, Krytac LMG (Modified M4/AK with Box mag does not qualify)
      • Cannot have an underslung/attachment for launchables (such as m203 or variants) or masterkey. Support gunner specific attachments only (bipod/scope/grip/laser/peq/suppressor etc). 
      • BE RESPECTFUL WITH YOUR SHOOTING. THIS IS A PRIVILEGE TO HAVE THIS CLASS 
      • IF YOU HAVE QUESTIONS ABOUT YOUR GUN, ASK BEFORE GETTING TO THE FIELD
  • Sniper (1.55-2.5 Joules)
      • Semi-Auto Locked or Bolt Action Only. Can be bolt, mechanical, electric.
      • Mid Cap Only
      • 100ft MED
      •  Ex: Barrett .50 cal, .308 Bolt Action, Type 96, Dragunov, VSR10 etc. SEMI Locked. No more than 2 bb’s/second
      • Sidearm must be a pistol only. No smg/shotgun/rifle
      • Cannot have an underslung/attachment for launchables (such as m203 or variants) or masterkey. Sniper specific attachments only (bipod/scope/grip/laser/peq/suppressor etc). 
      • IF YOU HAVE QUESTIONS ABOUT YOUR GUN, ASK BEFORE GETTING TO THE FIELD
  • SMG/Shotgun (1.0 Joules)
      • Mid Cap Only
      • Must shoot no more than 20 rounds/sec if SMG or more than 6bbs per shot/pump if shotgun
      • Must be a small caliber such as 9 mm. (AR9 must have a permanent mag well. No Adaptors! No drum mags)
      • Ex:  MP5, P90, Scorpion VZ61, UMP, Mac-10, Vector, MP7, MP9,  AR9 
      • Cannot have an underslung/attachment for launchables (such as m203 or variants) or masterkey. SMG/shotgun specific attachments only (laser/grip/peq/suppressor etc). 
      • BE RESPECTFUL WITH YOUR SHOOTING. THIS IS A PRIVILEGE TO HAVE THIS CLASS 
      • IF YOU HAVE QUESTIONS ABOUT YOUR GUN, ASK BEFORE GETTING TO THE FIELD
  • Pistols
    • 0ft MED
    • No need for chrono unless nonblow-back CO2  or Revolver (must be under 1.55 Joules)
    • All sidearms must be a pistol. Extended mags are fine but NO ADAPTERS to alternative magazines are ALLOWED (Ex: can use pistol mag HPA conversion adapter but cannot use pistol to M4 mag adapter). No drum mags allowed. 
    • HPA/electric/gas/CO2 powered allowed
    • Cannot have an underslung/attachment for launchables (such as m203 or variants) or masterkey. Pistol specific attachments only (laser/grip/peq/suppressor etc). 
    • Carbine conversion kits are allowed and will still remain classified as a secondary and can be used with any role listed above. All remaining pistol rules remain applicable.
    • IF YOU HAVE QUESTIONS ABOUT YOUR GUN, ASK BEFORE GETTING TO THE FIELD
  • All sidearms must be a pistol. You are allowed to bring a backup primary weapon onto the field but cannot use another weapon class as your backup or as a secondary. Ex: You are a sniper, you can bring a pistol as a sidearm or even an additional spare sniper onto the field but what’s not allowed is the use of an SMG/shotgun/rifleman as a secondary. 
  • You are allowed to have an independent launchable device no matter the role you are in. This cannot be attached to your primary weapon (must be stand-alone).
  • If your weapon breaks during the game, you are allowed to revert to a rifleman class weapon. This is not true for someone who is a rifleman and their gun breaks, you cannot upgrade to a subspecialty gun just because thats your only backup weapon. Ex: your sniper weapon breaks, so you switch out to an m4 and abide by rifleman class. Ex: your m4 breaks as a rifleman, well…you better have another rifleman class weapon or use a pistol because you cannot upgrade to a different subspecialty weapon class.