Rules

It is your responsibility to read and understand these rules before attending the event.  Much effort has been made to make these rules as simple and easy to understand as possible.

The rules are designed to ensure that the players have considerable freedom while still providing a good level of safety.  Common sense is the order of the day with safety coming first at all times.

However, consistent rule breaking and cheating will not be tolerated.  A simple 3 strike system will be implemented to deal with rule breakers and cheaters:

  1. You will be warned.
  2. You will be sent to the sin bin.
  3. You will told to leave the site.

Important - Read First

Many of the event are held in locations which are by no means sterile environments!  Take care and watch your step, where you sit, lay, lean, crawl, etc....

Eye protection is mandatory in the form of goggles or approved glasses, full face protection is advised and is required for player under 18 years of age.

Safety glasses/masks must be worn at all times in the gaming areas without fail.

Make weapons safe when leaving the gaming area.

Remove magazines before entering the Safe Zone.

New medic rules are being introduced for commanders.

Most of our urban based games now introduce a SEMI FIRE IN BUILDINGS rule.

Sportsmanship and Honour

It is up you, the player, to remember that the sport of Airsoft is about honour.  It is a game that is shared by a relatively small community compared to other sports.  Therefore show your fellow airsofters respect during the game.

But most importantly, do not disgrace yourself or your team by showing aggressive behaviour towards other airsofters.

If you witness cheating then report it to a marshal immediately.

Remember that it is no good complaining about an issue after the event, there is nothing we can do about it then.  But we can deal with it during the event itself!

Tactical Rules of Conduct

The Tactical Rules of Conduct is a ruling that requires all players to act in accordance with the environment they are playing in.  In other words, you are in a highly intense battle environment, so act like it.

  • When you run between cover, crouch.
  • When you linger on the corner of a building, do so behind the cover of the corner.
  • If you fail to do so and a marshal can see that you are within aim of the enemy, then the marshal has the right to issue you with a hit, as if you had actually been shot.

We must stress that this rule is only used if you are carelessly standing in the open when you could easily be shot in a real combat situation.

This rule is used to encourage players to conduct themselves tactically, and can not be used by players to score hits on other players that are in an exposed position.

Hits

KEY POINTS
"Frag = kill"
"Stun = incapacitation"

The basics

Here is a summary of the hit system:

  • First hit - SHOUT "HIT" AND IMMEDIATELY GO TO GROUND!!!
  • Consult your casualty card to determine your bleed out time and then call "MEDIC!!!".

If you survive your first hit and you then take a second hit then perform the above steps again.

If you survive your second hit and then take a third hit then you are killed and should return to regen immediately.

Medics

Refer to the medic section below.

Coup de grâce

    If an enemy player is a casualty then you can kill them out right by using the “Coup de grâce” ruling.

  • Put your hand on their shoulder and say “DEAD”.  They will then have to return to regen.

Grenades

Fragmentation Grenades (ball grendes)

  • If you are within 5 metres of an exploding grenade outside of a building then you receive ONE hit.
  • If you are inside a room when a fragmentation grenade explodes then you are instantly killed in action and should return to regen instantly.

Stun Grenades (Multi-bang grenades)

  • If you are inside a room when a stun grenade explodes then you are incapacitated for 10 seconds. During this time you can not shoot or move by your own free will.
  • Stun grenades have no effect on players outside of buildings.

Grenades such as the "Thunder Grenade" and Blank Firing Grenades should be treated as Fragmentation Grenades

The Thermobaric is no longer being used as a Stun Grenade. Only multi-bang grenades will be used as Stun Grenades. This has been changed to avoid confusion during the weekend.

Silent Kills

  • Silent kills are simulated knife kills.  To do this, put your hand on their shoulder and say “Knife Kill”.
  • The victim of the silent kill is immediately killed in action and should return to regen.

Weapon Hits

  • Weapon hits do NOT count as a hit. However, if your weapon is hit then shout “WEAPON HIT!”.

Helmets And Body Armour

  • Helmets and body armour have no in-game effect.

Safe Zones & REGEN

  • Each side will normally have one regen within the game, but this can very between events.
  • Regens will have varying wait times depending on the situation within the game.
  • The only real “Safe Zone” will be the car park.

The Bang Rule

The bang rule is sometimes used in Airsoft so that players can shout BANG instead of engaging at close range with an AEG. The bang rule can be used at your discretion. Just don't complain if they shoot you back!

The key message is: be sensible!

If someone storms a room and decides to shout BANG insteading of lacing you with a range of a few metres, then do the decent thing and accept the hit, because they have just saved you an incredible amount of pain!

Casualties & Medics (the game versions)

Every section / squad will have one player assigned as a section medic.  All medics will be assigned before the event and all medics will start the game with medical supplies.

Casualties

  • Every player will be issued with a "casualty card" which they use to determine their bleedout time. A new casualty card is taken from REGEN everytime you are killed in action.
  • Casualties can be dragged/carried to cover. For health & safety purposes you can walk the casualty to cover but this requires TWO players to WALK along side casualty as if carrying them.
  • Players and medics can not apply medical aid to themselves.

Medical Aid

There are two types of medical aid, there is a field dressing to stop bleeding and a IV Bag to provide fluids.

Every player will be given a personal field dressing and then squad medics will carry extra dressings and IV Bags for lost fluids.

  • All players can use a field dressing on a casualty to stop bleeding. Use the casualties dressing when ever possible but if they have already suffered one hit then they may have used their dressing and you will either have to use your own or call for a medic who would have more supplies.
  • If the wound is very serious then a field dressing might not be enough to save the casualty. In which case you will need to call for a medic who can then decide whether to use an IV Drip or call for a CASEVAC.
  • Remember that depending on the seriousness of the wound, a field dressing can either heal or casualty or only extent the bleed out time until better medical aid can be applied to the casualty.
  • A third hit is always a "killed in action". In which case the player should immediately return to regen.

Battle Dress Uniform

Rules on team camo are covered under the event specific rules.

Weapons, FPS & Ammo limits

KEY POINTS
"Yes to lo-caps"
"Yes to mid-caps"
"No to hi-caps"

Weapon Velocity (FPS)

350fps: AEG's, Shotguns & Pistols
500fps: Semi-Auto Sniper Rifles
minimum engagement range of 25 metres

For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.

Gun chroning

  • Weapons will be randomly chronographed and tagged during the event.

Sniper rifles

  • Only sniper type rifles with scopes are allowed.

Magazines and Ammunition Limits

Your initial ammunition load-out depends on your role as follows:

Rifleman: 600 rounds in Magazines only.
Sniper: 100 rounds of sniper ammunition in magazines only.
Plus they may carry a side arm / SMG limited to 300 rounds.
Support Gunner: Upto 3000 Rounds of Ammunition in one boxmag.
Grenadier: as per rifleman, with 6 MOSCART shells fully loaded.
Medic: as per rifleman.
  • You can reload at regen or return back to HQ at any time to reload again.
  • All roles may only carry a combination of 8 fragmentation grenades / smoke grenades at any one time!
  • There are no restrictions on the number of magazines you may carry.
  • If you have a weapon where lo-caps are unavailable, let us know. In general, we will ask you to block and/or mark your magazines and load no more than the limits above.

ALL AMMO SHOULD BE IN LO-CAPS OR MID-CAPS, with exception to support guns which can use box mags!

Prisoners

Prisoners may be taken, whether for arrests, prisoner exchanges, ransoms or information.

Restraints

  • It must be agreed by the prisoner.
  • Hands must always be secured in front of the body; never behind.
  • The prisoner must be able to release themselves easily off-game.
  • Great care must be taken when applying any restraints to avoid cutting off the blood supply to the hands.
  • Prisoners being held in buildings may not be restrained, for fire safety reasons.

Searching players

  • Prisoners maybe searched. Since people may attempt to smuggle weapons or other equipment, in-game searches may occur.
  • If you feel uncomfortable with this simply say "off-game" and hand over any hidden weapons or items that would usually be confiscated.

Confiscations

  • If a person is arrested or taken prisoner, their weapon will be confiscated.
  • This is symbolized by making the weapon safe and carrying it slung if possible.
  • If possible and if the prisoner approves, then others may carry the weapon but should always remain within the prisoners sight.
  • If the prisoner escapes or is released, they may not use their weapon until five minutes later.

Fighting Inside buildings

KEY POINTS
"Full auto in"
"Full auto out"
"Don't full auto within"
  • All weapons should be set to semi-auto once fighting close quarter battle during room to room combat.
  • You can shoot out of a building on full-auto and you can shoot in to a building with full-auto when standing outside.

Player pyro's

KEY POINTS
"No Mk5's allowed"

"Multi-bang only for Stun Grenades"
  • Only TLSFX pyros may be used at TA Events games.
  • Fragmentation, Stun and smoke grenades can be used by the players but are limited to 8 of any combination per life.
  • Ball Grenades & 9mm Blank firing grenades are counted as fragmentation grenades and cause an instant kill to everyone in a room or within 5 metres if outside a building and not behind hard cover.
  • Multi-bang grenades are treated as stun grenades and incapacitate all players in a room. Incapacitated can not shoot or move by their own free will. Stun grenades have no effect outside of a building.
  • Mk5's are NOT allowed in game.
  • Mk5, Mk9, 12g Blank firing grenades, crow scarers or any other form of pyro not produced by TLSFX may NOT BE USED AT TA EVENTS GAMES!!! Anyone caught breeching this rule will be escorted off site immediately.
  • Smoke grenades must not be used within buildings.

Battle Simulation Explosives

This section refers to the battle-sim style explosive effects generated by the pyrotechnicians to simulate HE rounds, helicopter attacks and fast air.

Mortars

In the open attack

  • All players within 20 metres of the shell impact point will all take ONE hit.

Building attack

  • If a building is hit then all players in the room where the shell hit are instantly killed in action.
  • A smoke will be set off on the ground floor to simulate a fire within the building.
  • All other players will then have 5 minutes to vacate the building as it is now on fire and is beginning to burn down.
  • Once all the players are out of the building then ground floor windows and doors will be closed and the building will then be out of player for approximately 15 minutes.

Notes:

  • Mortar rounds start fairly inaccurate and need to be walked on to target. Once a fire for effect is called for then shells will land within a 30 metre radius of the target point.

Helicopters

In the open attack

  • All players within 20 metres of the shell impact point will all take ONE hit.

Building attack

  • Helicopters will unleash their arsenal against the side of a building. All players in rooms facing out of the targeted side of the building are killed in action.
  • All other players that are not in the destroyed rooms will suffer with blast concussion effects and will not be able to shoot or move for 5 minutes. After 5 minutes they can then continue playing.
  • The destroyed rooms (rooms facing out of the targeted side of the building) will be taped off and will be out of use for approximately 15 minutes.

Fast Air

In the open attack

  • All players within 50 metres of the impact point and in direct line of site of the impact point will be killed in action.
  • All players in adjacent buildings will suffer with blast concussion effects and will not be able to shoot or move for 5 minutes. After 5 minutes they can then continue playing.

Building attack

  • A building that is targeted by fast air is instantly destroyed and all within are killed in action (providing the ordanance hits the target). All ground floor windows and doors will be closed and the building will be out of bounds for approximately 15 minutes.
  • All players in adjacent buildings will suffer with blast concussion effects and will not be able to shoot or move for 5 minutes. After 5 minutes they can then continue playing.

Notes:

  • Fast air is not always accurate and the method you choose to mark the target will determine the accuracy of the bombing. Options available are Grid Reference, Smoke and Laser.

Vehicles

KEY POINTS
"Don't shoot drivers"
"Vehicles can NOT be destroyed"

We will have limited use of vehicles within the game, the following rules apply:

  • Vehicles can not be destroyed
  • Players should NOT shoot at the driver
  • No body in a vehicle is allowed to shoot out of a vehicle
  • Players in vehicles can only be shot at when debussing from a vehicle and when both feet are on the ground.

Sleeping in-game

BattleSim

The BattleSim events will run throughout the entire day and night until end-ex. Players will have four options available to them for sleeping during the game during any period of the weekend:

  1. Sleep in game. That is one of the buildings that is still in play (if FUBUA). Players that choose to do so must wear their eye protection at all times.
  2. An allocated safe sleeping building (if one is available at the event).
  3. An area will be set aside for players wishing to sleep within tents. This area will be located out side of the playing area.
  4. Your vehicle within the Car Park

TacOps

The TacOps style games sleeping options are much simpler:

  1. Sleep in game.
  2. Sleep in vehicle if you are driving the following day and need to bag some undisturbed sleep.