OPs General Rules

  • Goggles MUST be worn at all times outside the registration and parking lot areas.
  • Except on the playing field and chrono area, guns must be mag-free, breeches cleared, safeties engaged and a BBD (barrel blocking device) in place. Pistols must be holstered.
  • DO NOT not shoot the Refs or Role Players.
  • DO NOT not shoot the wildlife
  • NO GUNS in Re-Spawn tents.
  • NO Physical contact. You may not touch another player, except for TAP kills (see below).
  • NO Shooting at the head or neck.  You MUST NOT shoot any player above the shoulders at point blank range (20 feet or closer.)
  • NO executions please.
  • NO blind shooting.  Always be aware of where you are shooting.  You may not stick your gun through a window or door, around a tree or over a log or barricade, etc., and blindly shoot at another player.
  • NO potentially dangerous gear:  knives, trip wire, firearms, explosives, incendiaries, etc.  Leave the toys at home.
  • NO SMOKING except in the parking lot.
  • NO ALCOHOL or ILLEGAL DRUGS, even if  you offer to share.
  • NO verbal abuse, such as slurs against anyone’s race, color, religion or parents.
  • NO climbing up trees or on structures.
  • You MUST stay at least 20 feet from light armored vehicles (tanks, LAVs, etc.)
  • ALL PROPS ARE TO BE RETURNED AT THE END OF THE DAY.
  • DO NOT CALL OPPOSING PLAYER’S HITS!  If you believe that players are not calling hits, advise game staff.

 

Airsoft is a game of HONOR and we play for FUN!

Have respect for the players on both sides.

Sportsmanship is an expected part of this game.  

 

Players who are hit must immediately yell “HIT”, raise their gun up and hold it up so it can be seen and pull out their dead rag. The player can then go to their team’s Spawn point to get back in the game.  If Medics are being used, the ‘Hit’ player can pull out his/her dead rag, sit down and call for a Medic. You CANNOT move to a medic, the medic MUST come to you.  The ‘hit’ player can only wait 1 – 5 minutes (game dependent) before ‘bleeding out’.  The Medic will tie a red rope around your arm signifying a dressing and you may continue to play. If you are shot while wearing the red rope, you must go to your team’s Spawn point.  If you ‘bleed out’, you must go to your Spawn point.  Eliminated players may not communicate with other players after elimination. Please deposit the red ropes at the Spawn point.

There is water, antifog and rags at the Spawn point (or at the staging area). If you need to go to the parking lot for supplies, you must re-enter the game at your Spawn point.  Start at your team’s Entry Point and follow the path indicated on your map to your Spawn point.

Special Rules for Structures: No blind shooting through windows or doors. Tap Rule may be used (see below).

Tap Rule: If you are touched by a rubber knife (gently!), you are eliminated. (some games may allow tapping the player with your hand)

Bang Rule: if you come within 20′ of an opponent with a clear shot on him/her, you may call “BANG” (loudly) and that player is eliminated. We request that players use this rule when they can and accept the call when their opponents use it.

Only cold smoke is allowed.  You may not use any smoke that has to be lit. PULL TABS ONLY. Smoke grenades can only be thrown UNDERHANDED!

Special Props: Some missions use special props. Only the team assigned that mission may touch the props. PROPS MAY NOT EVER BE THROWN!  If you touch the wrong prop it will DETONATE and eliminate all players within a 25 foot radius. If the prop is yours, it will have your color on it. See Booby-traps below.

Booby-traps: Some props may be booby-trapped.  You should verify that your team color is on the prop AND the mission for which the prop is being used is live.  Each team will have the ability to place booby-trapped props on the field. BEWARE!

TNT:  Each General will be issued several blocks of TNT and only he (or she) can issue them. TNT can be used by any of the following methods and MUST be supervised by a REF.

  • Time Delay up to 5 Minutes: Advise the referee of the length of time you want to delay the detonation of TNT.  The ref will announce the explosion and eliminate the appropriate players  (from either team) within a 25 foot radius.
  • Remote Detonation: Advise the referee that you are using a remote detonator.  You can detonate the TNT at any time as long as you remain within 150 feet and have a direct line of sight of the TNT. If you are eliminated or leave the area, the TNT becomes inactive.
  • Suicide Bomber: Advise a referee that you will detonate the TNT with a suicide switch at a place that you choose. You and every player within a 25 foot radius will be eliminated. If, after advising the referee of your intent, you are eliminated, the TNT will detonate and all players (from either team) within a 25 foot radius will be eliminated.

Medics: Each team will have a limited number of Medics. They must wear white arm band tape (ABT) on both arms. Each medic will carry a Medic’s bag which will contain a number of red ropes (no more than 10 to start). Each rope is approximately 2 feet long. When a player calls for a Medic, the Medic has 1 – 6  minutes (game dependent) to reach the player, securely tie a rope around one of his arms (a square knot works best). The player is then ‘walking wounded’. Advise the players to leave the rope at the Spawn point. Medic ropes can be resupplied at HQ in lots of 10 only so it is in your team’s best interest to leave the ropes at the SPAWN point!

Demolition Expert:  Demo experts can place satchel charges.  Satchel charges detonate with the same three methods that TNT does but have a much more powerful effect, with a blast radius of 75 feet. Satchel charges are necessary for the destruction of structures.  Demo experts can also diffuse TNT, satchel charges and booby-traps.  If a demo expert moves or opens a booby-trapped item, it is considered to be disarmed.

Heavy Weapons:  Each team may have a limited number of heavy weapons players.  Only these players can use rocket launchers and they can only use game issued rockets. Heavy weapons players may also eliminate aircraft by tagging or touching the aircraft with a rocket. DO NOT shoot aircraft with rockets!

Rockets: Rockets (Nerfs) breaking on a structure will eliminate all players inside.

Airplanes: Only a pilot can fly aircraft. There may be a number of passengers (game dependent) in the aircraft.  You cannot shoot players in aircraft with BBs. An aircraft can only be shot down by touching (tagging) it with a NERF rocket. You cannot shoot aircraft with NERF rockets. Aircraft personnel can pick up / transport props or drop a bomb on opponents. If the plane is shot down, it and any props it is carrying remain at the crash sight. The aircraft may only carry one prop at a time. If the aircraft is carrying a bomb, the bomb must be dropped before picking up another prop. Flight time is limited by available fuel.

Bombs: Each team is issued a limited number of BOMB cards.  These bombs can only be dropped from aircraft with a 150 foot range from the aircraft and have 25 foot blast radius.  Bombs are limited to 1 bomb per flight.

Arms Dealer: There may, periodically, be an Arms Dealer on the field, who will have for sale some items that may be useful to concerned players.  These items include, but are not limited to, bombs, rockets, medic supplies, satchel charges, TNT, aviation fuel, etc. The Arms Dealer may also be hired to deliver a message to anyone and to provide intelligence information, if such information can be obtained. The Arms Dealer’s prices are negotiable and are influenced by how he or she is treated, so don’t shoot the Arms Dealer!

First Aid Stations: There may be two First Aid Stations on the field (game dependent), each with its own Control Flags indicating which team controls that station. One team cannot utilize both First Aid Stations simultaneously; if a team controls both stations, the General of that team must choose which station is active.  The other station becomes neutral and therefore, inoperative until the other team captures it or the first team looses control of the other station.  Players that are hit can go to the station, tag the flag pole and instantly get back in the game. Players shot while wearing Medic ropes on their arms cannot be healed at the First Aid Station, but must go to their Spawn point.

Light Armored Vehicles (tanks, LAVs etc.): When on the field, tanks must fly the color of the team on which they are playing.  When they are eliminated, tanks must fly a white flag. Tanks may drive at a walking pace only (4 mph) and must have a tank referee escorting them at all times.  The tank must follow the Escort Ref’s instructions. Tanks are eliminated by NERF rockets or Satchel Charges.  Players MUST remain 20 feet away from the tank at ALL TIMES.  Players CANNOT use the tank as a bunker unless game dependent rules so state. The tank may not advance within 20 feet of any player.

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