Fri May 28, 2021 11:52 pm by Tech
Game Rules:Tactical Airsoft Group General Rules and Info- Game will commence even if weather conditions are poor.
- If you’re new to our field you will need to sign one of our waivers.
- Players must be chrono’d and ready to play by 9:00. If you’re not ready, you will not be able to play.
- Due to our lease agreement with ECAN, sources of ignition are not permitted to be used on the field. No smoking on the field.
- Parking will be at the entrance.
- Don’t forget to enough bring water and food for a 6 hour continuous operation.
- BIO BBs are required to be used as part of our lease with ECAN. BBs will be for available for purchase.
- Lasers are not permitted to be used on the field out of eye-safety concerns.
FPS Limits:ASNZ Standard FPS limits in effect:
- A weapon firing 350 FPS (1.13 Joules) or under has no M.E.D
- A weapon firing from 351 FPS up to 420 FPS (1.63 Joules) has a 10m M.E.D
- A weapon firing from 420 FPS up to 600 FPS (2.80 Joules) has a 20m M.E.D
- No weapon may fire over 600 FPS.
Gun Class Restrictions:
- Pistols can fire up to a maximum of 350 FPS (1.13 Joules).
- AEGs, GBB rifles and shotguns can fire up to a maximum of 420 FPS (1.63 Joules).
- Single action rifles can fire up to a maximum of 600 FPS (2.80 Joules).
Full Auto Restrictions:Only players designated as squad automatic rifleman may use full auto. This is restricted to one per squad.
Primary Weapon Magazine Limits:Please observe the following magazine/ammo restrictions. For the purpose of this scenario the restrictions are:
- “Hi-Caps” You may carry 1 magazine if it holds greater than 250 rounds
- “Mid-Caps” You may carry 3 magazines if it holds between 101 and 249 rounds
- “Low-Caps” You may carry 6 magazines if it holds 100 rounds or less
- Players using a box, drum or similar magazine with a capacity greater than 600 rounds are considered a squad automatic rifleman (support). Only one of these weapons per squad is permitted.
This restriction is in place in the spirit of fairness, realism and simply to add the consideration of ammo management.
Secondary Weapon Magazine Limits:- Players may carry a maximum of 3 magazines for their secondary weapon.
- Secondary weapons must have a magazine capacity less than 40 rounds.
Hit Rules- A hit to your person or any piece of equipment attach to your person counts as a hit.
- When you are hit, reveal your hitmarker/red light marker. You are now wounded.
- A wounded player must remain in place for 5 minutes. After 5 minutes the player has the option to "bleed out" or continue to wait in place for a maximum time of 15 minutes at which point the player must bleed out.
- A bleed out player must return directly to their team’s rally point or deployment and cannot change their mind.
Medic Rules- While a player is wounded and before they bleed out, another player may 'heal' a wounded player.
- To heal a wounded player a medic must sling their rifle and place two hands on the friendly player for 20 seconds.
- Upon the conclusion of 20 seconds, the healed player calls “ALIVE IN 10” and may rejoin the operation after these 10 seconds by calling “ALIVE ”.
- Wounded players cannot move under their own force. They must be physically shifted by a friendly, alive player. If a player cannot be shifted secure the area instead before providing treatment.
- Players designated as a medic must be selected prior to game start. You may not change who is a medic during game.
- A player’s bleed out timer stops when they are being healed by a medic.
- [NEW]If the wounded player is shot while being healed, the medic must start the treatment again.
- A medic may be healed by two friendly players. Both players must place two hands on the wounded medic for 20 seconds.
Rally Points- Rally points are an additional, forward spawn point. The rally point is shared by your entire team.
- There is a respawn window every 15 minutes, E.G: 15:00, 15:15, 15:30, 15:45, etc. During these windows, reinforcements and bled out players rejoin the operation, regardless of time spent at respawn.
- Rally points can be shifted, determined by your team commander.
- You may not interfere with another team’s rally point and if discovered should be ignored.
- Alternatively, players may spawn at their original deployment. The same respawn window of every 15 minutes, E.G: 15:00, 15:15, 15:30, 15:45, etc. is in effect.
Essential Equipment Checklist- Pack to carry your food, water and spare equipment into the field (to be stowed at your original deployment).
MapSTILL TO BE MADE - Tech
Radio ChannelsTeam / channel / frequency
US DEA COM / 01-10 /
MEX FED COM / 11-18 /
CARTEL COM / 23-30 /
EVENT ADMIN / 20 / 476.9000- Inspired by ReaperNet's - Operation - Viper's Nest -