Core Rule Set
Revision V5
CONDUCT
- Only call your own hits
- Do not call opposing player hits
- Do not cheat (Airsoft is a game of Honor)
- Players who break the law will be referred to local law enforcement and barred from future events
- Subordinate players will respect leadership ranks
- You must read Warning Orders (WARNORD) and Operation Orders (OPORD) for full game details
SAFETY
- Eye protection must be worn at all times in the playing area
- No “blind firing” – You must be able to see, with your own eyes, where your gun is pointed
- If a player loses their eye protection or has a medical emergency:
- Immediately YELL “Real World”
- Game officials will pause the game until affected player gives “All Clear”
- Officials will then signal to continue
- In absence of officials, players are to waive their “Red Rags” to indicate a “blind man call”
- Once the affected player gives the “All Clear” players are to YELL “ALL CLEAR”
CHRONO
- Players are to report to chrono station with an empty magazine for each weapon
- Rate of Fire must be less than 30 RPS (rounds per second)
- All weapons will be chronographed with .32 gram BIO BB’s
- All weapons must chrono < 1.55 Joules (See WARNORD/OPORD for event specific limits)
- All weapons must pass chrono and have the chrono tag attached to weapon throughout the event
NOT ALLOWED (AT ANY EVENT)
- Velocity reducers
- Velocity enhancers – (Power-up type quick disconnect silencers or similar devices)
- High speed triggers
- Over-shooting on semi-auto (aka “Spamming”)
- Non-biodegradable BB’s
- Un-tagged guns (No chrono tags) are grounds for immediate disciplinary action
- Absolutely NO personal pyrotechnics, flares, open flames, or similar devices are allowed
UNIFORM & EQUIPMENT
- During the game, players must conform to the Uniform Code as a means of identification
- Company/Faction-specific BDU top
- Company/Faction-specific BDU bottom
- Company/Faction-specific uniform matching helmet
- Players may substitute the appropriate generic color for their head cover
- Event specific Company/Faction Uniform Code can be found in the OLCMSS Facebook Event Page and OPORD/WARNORD
- Ankle high (or higher) boots (NO SANDALS or open toed shoes for safety reasons!)
- No RED shemaghs or other unit identifiers which could be confused with game play mechanics
- It is acceptable while in regen/re-spawn to temporarily remove your uniform
- With the exception of eye protection - to adjust your gear or cool off
- You must return to full uniform to re-enter the game.
GEAR
- Gear is defined as anything not part of the Uniform Code or a weapon. Including but not limited to: LBE, PCs, Harnesses, Eye Protection, Gloves, Pads, Water carrying devices. We encourage players to match their gear to their side/faction, but gear color is not restricted
- Eye protection must have rubber/foam/soft material/full seal that closely conforms to the face
- Eye protection must be secured against the head via tight elastic or adjustable strap
- Eye protection should be ANZI Z87.1 compliant or better
- Wire or any other type/construction of mesh goggles ARE NOT ALLOWED
- Eye protection will be checked as part of morning inspection before the game
- Full face protection is STRONGLY RECOMMENDED
- Players are responsible for their own hydration!
- A portable water storage device such as a CamelBak or canteen is mandatory gear
- Radio bandwidth is pre-designated and provided by staff to leadership prior to the event
- Channels outside your designated range are NOT permitted for use (unless approved by staff)
- Additional channel frequency requests should be made via your chain of command
- Using undesignated channels is considered electronic warfare and is not permitted
- Electronic Warfare is Defined as:
- Listening in or using alternate frequencies
- Interfering with transmissions or impeding communications in any way
Eye Protection
Face Protection
Hydration
Communications (subject to event specifics)
“KILL” or “HIT” RULES
- One Hit: you are dead
- A hit to any part of the body or gear attached to it by a BB constitutes a "kill"
- Gun hits DO NOT count
- Dead Players may not talk or talk on radio after taking a hit
- Once hit – appropriate medic or respawn actions apply
- You must pull out Dead Rag and place it on your head
- Night Operations a Red Light is added to the dead rag rule
PLAYER ROLES
- Contact Squad Leader to request a specific role. Players may only hold (1) role. Unless notified players are assigned the role of rifleman
- Squads composed of 12 players will typically be composed of:
- 1 – Squad Leader
- 1 – Heavy Weapon Specialist (Limit of 2 HWS per squad)
- 1 – Medic
- 9 – Rifleman
- See the OPORD/WARNORD for specifics
- Medics will carry a standard rifle
- See the OPORD/WARNORD for specifics
- All HPA guns or air supply systems:
- Must have a tournament lock that performs (one or more of the following):
- Secures the air adjustment system
- Secures the regulator
- Secures the gun adjustment point
- Minimum engagement distance = 0 ft.
- Magazines must be non-winding type
- Magazines must have < 200 BB capacity
- No limit on number of magazines you may carry
- Chrono with .32 gram BIO BB
- Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners
- Absolutely NO MP5, M16, Regular AK-47, or non-SAW replicas are allowed as a SAW
- SAW Replica Requirements
- SAW replicas must be cosmetically similar to real firearms
- Staff reserves the right to decide what is “cosmetically similar”
- Approved “Belt-fed” SAW replicas (but not limited to):
- M60
- M249
- MG42
- RPD
- Shrike (with support front)
- M240B and similar models
- Approved “Non-Belt-Fed” SAW replicas (but not limited to):
- RPK
- MG36
- G36
- LSW
- SAW Magazines
- SAW users may use the following electric or manual winding-type magazines:
- Box
- C-Mag
- Large Volume Bulky Style
- No limit or restrictions on BB capacity when using Box, C-Mag, or Bulky mags
- Non-winding rifleman magazines are allowed (Mid-Cap only)
- If replica can go semi-auto, then NO “Box-Mag” use indoors is allowed (Use Mid-Cap)
- Conventional Hi-Cap magazines NOT allowed
- SAW users may use the following electric or manual winding-type magazines:
- Minimum engagement distance is 30 ft.
- No direct fire at human targets
- Squads may have up to (2) HWS players (Optional – May be replaced by Rifleman)
- M203, Moscart-Style, and AT (Anti-Tank) type launchers allowed
- Moscart-style grenades may only use Green Gas or HFC 134a (No CO2 allowed)
- May carry unlimited number of propellant/beehive grenades
- Propellant grenades must hit a player (directly or indirectly) with a BB for a kill
- HWS may fire the following rocket rounds:
- Howler
- 40 mm replica rounds (rubber or soft plastic)
- Zocker Darts
- Nerf Pocket Vortex
- Soft rubber / Nerf type replica rocket rounds
- May only carry (6) rockets at a time (store remaining at FOB)
- Use of other rocket types must be directed to event staff
- Kill radius is 10 feet from point of impact (Unless striking vehicle)
- Approval is based on meeting the following requirements:
- Must be incapable of firing more than (1) round every 7-10 seconds
- Must look like a real military RPG/LAW style weapon
- Front/rear/left/right and breech (if any) pictures are provided to staff
- Designer provides all necessary information and photographs before event
- Designated Chief of Staff signs off on the design before event
- Custom launchers must be tagged by chrono staff as approved for use
- Use of a custom launcher without prior approval is considered cheating and will result in automatic rejection
- Gas powered & Mechanical BB Firing Grenades
- Each player may carry up to 2 grenades at any time
- Must be tossed underhand
- Not to be thrown more than head high (six feet) off the ground
- No Baseball throws
- All grenades have a 15 ft. radius kills zone (30 ft. diameter circle)
- ANY hit with a BB from a grenade counts as a hit no matter what the range
- Thunder B Grenades
- May NOT be loaded with anything (No BB’s, liquids, powders, or objects of any type are allowed)
- Not Allowed
-
The following items are not allowed for use as a grenade:
- Rubber Balls
- Tennis Balls
- Spring/electric/mechanically powered only
- No CO2 allowed
- Use remote detonators only
- No tripwires
- BB firing mines MUST strike a player (directly or indirectly) with a BB for a kill
- Use is governed by the same safety rules as AEGs: (10 foot engagement distance)
- Booby traps, mortars, and AP/AT mines are defined as “Area Effect Weapons”
- Area Effect Weapons kill all players within a 10 foot radius of their triggering (unless specified)
- Kill radius is 20 ft from their impact location
- The player at the center of the blast radius calls out all other players
- Only hard cover protects you from an area effect weapon including:
- Stone Wall
- Bunker
- Building Wall or similarly completely obscuring terrain
- Absolutely NO personal pyrotechnics, flares, open flames, or similar devices are allowed
MEDIC (subject to event specific restrictions)
OTHER CLASSES (EOD, TECH, PJ, etc.)
PRIMARY WEAPONRY
HPA / GAS-
Player Rules
SECONDARY WEAPONRY
GRENADES- Players may bring and use claymore mines under the following conditions:
PYRO



