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» Night Game Rule Set

Due to the nature of game play at night, safety will be of utmost concern. Each player is expected to have read and abide by the Texas Airsoft Organization's (TASO - http://www.texasairsoft.org/) Code of Conduct AND the Rules of Engagement.

This rule set has been designed to encourage a high standard of expected tactical/milsim game play.

Section A: Overview

A.1 Every player agrees to act his or her role within the prescribed operation scenario and format; faithfully executing all rules, commands from superiors, and protocols.

A.2 The Airsoft experience is founded on the individual player's personal Honor and Integrity. Cheating will absolutely not be tolerated. Anyone caught cheating will be immediately dismissed from the operation and may not be invited back to future operations. Field fee will not be refunded. As COL Longgrear stated at Night Scorpion II, "No offense to paintballers, but paintball is a game for boys, since you can see where hits occurred. Airsoft is a game for men with honor... Be a man, call your own hits!"

A.3 All players will be checked for registration and payment at the gate prior to entering the field.

A.4 Players are responsible for reading and understanding all rules, regulations and posted information regarding the event.

A.5 Players are responsible for bringing a red "dead" light to be visible to other players, indicating "Hit" and/or KIA. Examples are red chemlights, red LED lights, etc.

Section B: Player Safety

B.1 All players must submit signed Safety Acknowledgement at check in.

B.1.2 All attendee's shall be 18 years of age or older. On a case-by-case basis, underage attendees, 16 years or older, may be allowed to participate with a Parental Consent Form signed and notarized or with an adult guardian present at game day registration. Underage attendees will also need for a veteran airsofter to vouch for you to attend this event. The vouching Vet must be attending this event as well. IDs are checked at the event and required for entry.

B.4 Eye Protection

B.4.1 All lenses must be ANSI 87.1-2003 compliant.

B.4.2 Shop goggles, wire mesh goggles, non sealing shooting glasses and sunglasses are NOT allowed.

B.4.3 Eye protection must be full sealing goggles (i.e. have a tight seal which conforms to your face).

B.4.4 If a player looses eye protection in the field the player immediately calls "Blind Man." Staff will instruct players to stand down until eye protection is regained or the affected player is escorted out of the field. Staff will resume play by calling "Go Live, Go Live." Players are required to administer the "Blind Man, Go Live" rule in the absence of staff. During the stand down, all other players are not allowed to advance or move their position to take advantage of a blind-man situation. This will be considered cheating and not tolerated.

B.4.5 Cobra Cowboys and the Tactical Paintball assume no liability in the event of an injury caused by the use of improper eyewear.

B.5 Face and Neck Protection

B.5.1 Full paintball masks and/or balaclavas can greatly reduce the chance of chipped teeth, bruises and welts if you are accidentally hit in the face and neck.

B.5.2 Use of full-face protection is not required, but is HIGHLY RECOMMENDED.

B.5.3 Cobra Cowboys and the Tactical Paintball assume no liability in the event of an injury caused by the use of improper face protection.

B.6 Hand & Elbow Protection

B.6.1 The use of gloves (full or fingerless) greatly helps in the reduction of energy transfer when hit by a BB.

B.6.2 Gloves are not mandatory but HIGHLY RECOMMENDED.

B.6.3 Elbow pads are not mandatory but HIGHLY RECOMMENDED.

B.7 Footwear & Knee Protection

B.7.1 Proper footwear is important when playing Airsoft. Tennis shoes and sandals are not acceptable footwear.

B.7.2 Law enforcement or military boots are HIGHLY RECOMMENDED.

B.7.3 Thick wool socks are recommended to protect against blisters.

B.7.4 Knee pads are not mandatory but HIGHLY RECOMMENDED.

B.7.5 Cobra Cowboys and the Tactical Paintball assume no liability in the event of an injury caused by the use of improper footwear or knee protection.

B.8 Player Injury & Hydration

B.8.1 Injured players are to call "Cease Fire, Cease Fire; Man Down"!

B.8.2 If a player is unable to speak the affected player or a nearby player must wave the RED Dead light in the air to alert staff. Fellow players should get on radio comms to contact chain of command/staff of the situation.

B. 8.3 Staff will instruct players to stand down until the affected player is escorted out of the field. Staff will resume play by calling "Go Live, Go Live."

B.8.4 Staff will provide water for purchase, however it is the player's responsibility to remain hydrated. Personal hydration equipment is mandatory for each player.

B.8.5 All injuries minor or major must be reported to staff. You assume the responsibility for your safety. Cobra Cowboys and Tactical Paintball assume no liability in the event of an injury.

Section C: Combat Safety & Regulations

C.1 There is absolutely NO Shooting at anyone within a 20-Foot SAFETY ZONE.

C.1.2 Do not fire in areas other than designated playing fields.

C.1.3 Do not fire on observers, staff, eliminated players, or any other non-participating individuals or group of individuals.

C.1.4 Firing in and around vehicles and or camp site is not permitted.

C.1.5 "Blind Firing" is not allowed. DO NOT fire if you cannot see where your muzzle is pointed. This is a MANDATORY.

C.2 Players must stay within designated field boundaries. Do not cross boundaries such as fences. Stay away from any marked DANGER ZONES. These zones will be marked with boundry tape, if needed.

C.3 Fireworks, pyrotechnics, smoke and similar devices are NOT allowed without prior approval from staff. The Field owner has the exclusive right to allow, or reject, the use of any pyrotechnic device. Players may contact the field staff directly at Tactical Paintball on gaining approval.

C.4 Violation of rules C.1 - C.3 shall be grounds for immediate ejection from the field of play, and constitute termination of that player's activity for that day's schedule. Field fee will not be refunded

C.5 Players must remove magazine, clear chamber and safe weapon prior to exiting the field and entering a designated NO FIRE ZONE. Players must use extreme caution when performing this procedure. Be aware of players in the area before performing this procedure to prevent accidental shootings.

C.6 Hits

C.6.1 All hits to the operator's body count as a wounding hit, including ALL gear except your gun. Call your hits. Cheating will not be tolerated. (See A.2)

C.6.2 Gun hits DO NOT count. Your gun is not a shield however, so holding your replica like one to deflect BBs is considered distasteful and cheating.

C.6.3 Ricochets DO NOT count as a hit. A BB passing straight through brush making a direct impact is a hit!

C.6.4 When hit Call "Hit!" loudly several times. Sit on the ground - DO NOT MOVE! (You're allowed to move close to shade if needed). Expect to be hit several times while calling hit.

C.6.5 Hit players become automatically wounded.

C.6.6 Place a red "Dead Rag" or "Dead Light" on your head and Call out "Hit" or "Medic" loudly several times, as defined by the specific game scenario. Wait for your medic to arrive (See D.3). Hit players are NOT allowed to use a radio to call a medic.

C.6.7 Hit players DO NOT TALK! You can only call for a medic, if applicable. You can not give enemy information to teammates.

C.7 Surrenders

C.7.1 You may surrender an enemy if he/she is in the 20' SAFETY ZONE in any direction from your position if you have a clear shot and he/she is unaware of your presence.

C.7.2 Once a player calls surrender, the defeated enemy must comply with the surrender. This is MANDATORY.

C.7.3 The defeated enemy becomes a wounded man and follows Medic/Regen rules.

C.7.4 Surrender is a safety call and not a means to gain tactical advantage by wounding a player or group of players outside the 20' SAFETY ZONE.

C.7.5 If there are any disputes, then the situation becomes a "PARLAY".

C.8 Parlay

C.8.1 A parlay is a truce that is designed to protect players from accidental shooting at close range.

C.8.2 When two players simultaneously surprise each other face to face within the 20' SAFETY ZONE, the players in question must call "Parlay" and stop action immediately. This is MANDATORY.

C.8.3 Opposing players then turn away from each other and move at least 50' away.

C.8.4 Once all players involved have taken cover, they may resume their missions.

Section D: Medic, Dead Man & Regen Rules

D.1 There will be one medic for every twelve players.

D.2 If you are double-tapped by the enemy before the medic arrives, you are dead. To double tap a player, opposing team must physically touch player on the shoulder with one hand only. Refrain from double tapping someone who is unaware of your presence (e.g. from behind) as this could lead to reflex responses. Make sure the player is aware of your presence and understands your intent.

D.3 A player may choose to KIA himself immediately if he wishes. KIA's must touch regen point before reentering the game (no waiting).

D.4 Non medic squad-mates may "drag" hit players to another area by touching/holding your arm and walking (you nor the "carrying" squad mate may NOT run, only walk, two "carrying squad-mates MAY jog/run with you however as long as both are touching you) with you to your aid by bringing you back to a designated CCP (Casualty Collection Point) where the MEDIC may perform his duties.

D.4 Medic Procedures

D.4.1 Players will tie 3 knots into a length of paracord and affix it to their gear.

D.4.2 Player is hit and calls for medic. Player does not talk about or reveal any information about game play to other players.

D.4.3 Medic reaches player and unties one of the knots.

D.4.4 Player is then immediately available to Return to Duty (RTD), and may immediately rejoin the fight.

D.4.5 If medic cannot reach the player within 5 minutes of the player being hit, the player has "bled out" and is considered KIA. Player must return to respawn.

D.4.6 Repeat steps 4.2-4.5 until the 3 knots are gone. When no knots remain, the player is immediately KIA and returns to respawn.

D.4.7 At respawn, player will tie 3 knots into their length of paracord again and then return to action.

D.4.8 Medics are fair game. If a medic is hit the medic will perform medic procedures on himself and follow rules for the specific results.

D.5 Dead Man & Regen Rules

D.5.1 When a player is designated KIA by a Medic or administers a self KIA, the player calls out "DEAD MAN". Dead Men do the following:

D.5.2 Place a red dead light on or above your head. Put your gun over your head or on your shoulder with one hand in the air and then move away from the combat area to the closest regen point.

D.5.3 Dead men do not talk to live players.

D.5.4 Dead men do not talk on the radio, not even to say "I'm dead".

D.5.5 Once you reach the regen point return your red dead light to your pocket and immediately return to combat if you're physically able. There is no waiting at the regen point.

Section E: Radio Communication

E.1 Use of radio and electronic communications equipment on the field of play is acceptable. However, covert monitoring of opponent radio channels is strictly prohibited.

E.2 Staff will constantly monitor channel 1 for medical emergencies.

E.7 Force frequencies to be assigned respectively prior to game day.

Section F: Chronograph Rules and Velocity Limits

F.1 Chrono Marshall shall have final authority on all matters regarding chrono and velocity limits.

F.2 TASO Chrono rules and Velocity limits will be the standard.

F.3 Staff reserves the right to randomly inspect and chrono your weapon at anytime.

F.4 Velocity reducers are not allowed. Hopup will be turned off (if adjustable).

F.5 Players are responsible for ensuring his or her weapon(s) is inspected and tagged prior to the start of the game. Weapons found to be un-tagged in the game will be grounds for corrective action including ejection from the field. Field fee will not be refunded in the case of an ejection.

F.6 All Airsoft weapons except gas blowback pistols must chronograph.

F.6.1 Due to the inherently closer engagement distances that occur at night games, ALL replicas will not exceed a hard cutoff energy limit of 1.479 joules, AEG/Rifleman energy level (400 FPS using 0.20g BBs). Any replica of any type under this level will be permitted, including support weapons and sniper rifles.

F.6.2 Support Weapons will not exceed a hard cutoff energy limit of 1.479 joules. See F.6.1 for more information.

F.6.3 Sniper Rifles will not exceed a hard cutoff energy limit of 1.479 joules. See F.6.1 for more information.

F.7 Chronograph Procedure

F.7.1 Staff will provide BBs for testing Regular AEGs, Support Weapons, and Sniper rifles.

F.7.2 Players report to Chrono station with an empty magazine and all weapons intended for use in the game, including backups.

F.7.3 Compliant weapons will be tagged as cleared. The tag cannot be removed from the weapon.

F.7.4 Non-complaint weapons will be retested by Chrono Marshall.

F.7.5 If the weapon(s) test as NO GO again, the weapons is red-tagged and the following options will be available:

F.7.51 Player leaves the grounds with the weapon(s)

F.7.52 Player downgrades the weapon below the hard cutoff limit and chrono's again.

F.7.53 The weapon is secured by staff and returned at the end of the game.

Section G: Uniform Rules

G.1 Players agree to adhere to the Uniform Standard at all times during game play. Players are allowed to temporarily remove parts of the uniform and gear at regen points to physically recover or to adjust gear / equipment. Players must comply with the Uniform Standard before returning to combat.

G.2 Specific Uniform

G.2.1 This game shall be Green vs. Tan.

G.3 Uniform Standard

G.3.1 Green force colors are defined as Olive Drab (OD). Examples are Woodland BDU, Green MARPAT, and Asian Tiger Stripe. Or Any 'Rag Tag' style clothing that is not Tan. 'Rag Tag' clothing should be kept within the spirit of the event, no logos nor text on shirts.

G.3.2 Tan force colors are defined as Desert Tan and/or Brown. Examples are DCU, Multicam, and ACU.

G.3.3 Head Cover, BDU blouse, undershirt (t-shirt) and BDU trouser must be the same color as your force color designation.

G.3.4 Players must wear ankle high or higher boots.

G.3.5 Generic color head cover of the specified force color is allowed.

G.3.6 Removing of the head cover in game play will alert staff of a possible medical situation.

G.3.7 Ghillie suits may be worn by Snipers and Spotters only.

G.3.8 Commercial hunting patterns are not permitted.

G.3.9 Participant gear color is not restricted in any way. This includes any vest and/or pouches.

Section H: Magazine Restrictions

H.1 Assault rifles (AEGs) - All magazine types will be allowed (winding and non-winding). Non-winding magazines are strongly preferred, but not mandatory.

H.2 Support weapons - These replicas may employ manually/electrically-wound box/drum magazines.

H.3 Sniper/DMR rifles - All magazine types will be allowed (winding and non-winding). Non-winding magazines are strongly preferred, but not mandatory.

H.4 There is no restriction on how much ammo an individual can carry.

Section I: Firepower organization

I.1 One support weapon is allowed for every 4 players.

I.2 One grenadier is allowed for every 4 players.

I.3 Support gunner and grenadier cannot be the same person.

I.4 There is no requirement that those slots have to be filled; the slots are optional role to use and can be forfeited in favor of riflemen instead.

Section J: Replicas & Special Weapons Rules

J.1 Support gunners must use the energy limit defined in sections F.6. All other rules remain the same for the support gunner, specifically the 40 foot engagement distance rule, where support weapons are NOT to be used when 40 feet or closer to another player. A secondary gun that meets the Standard Outdoor Velocity must be carried as well for any engagements under the 40 feet rule.

J.2 Grenadiers may safely employ airsoft M203-style launchers, airsoft LAW/RPG launchers, and commercially-available scenario paintball launchers.

J.2.1 Rockets have a 20-foot blast circle. The player closest to where the rocket stops moving is responsible for calling out KIAs within that 20-foot blast circle, meaning any player within 20 feet of that player is considered KIA. Minimum engagement distance for rockets lobbed into a group of personnel is 30 feet. Direct fire on personnel is prohibited.

J.2.2 Vehicles are considered destroyed by a single direct hit from a rocket. Minimum engagement distance is 30 feet.

J.2.3 A single rocket hit will render a bunker/one-room structure destroyed such that all personnel inside and/or in cover of the structure are KIA. Minimum engagement distance is 30 feet.

J.2.4 A single rocket hit through the window/door of any structure larger than one room results in any player within 20 feet of where the rocket stops to be considered KIA. Player closest to the round is responsible for calling out any player within 20 feet as KIA. In the case of multiple-floor structures, that 20 foot blast circle only counts for the floor that the rocket stops on. Minimum engagement distance is 30 feet.

J.2.5 Grenadiers are limited to having four rockets on their person at a given time. Only the grenadier can actively reload launchers; launchers can be used by teammates if the grenadier has been eliminated. Reloads shall be obtained from spent rounds or respawn points.

J.3 Grenades may be used by any player.

J.3.1 A player is considered "hit" if a BB contacts a player and/or the grenade successfully detonates within 10 feet of said player. The player closet to the grenade is responsible for calling out all players in a 10 foot circle. A grenade that does not successfully detonate is considered a "dud" and does not result in any hits.

J.3.2 Players behind hard cover when the grenade detonates are not "hit".

J.4 Claymores, mines, and booby traps may be used by any player.

J.4.1 A BB must physically impact a player to be considered a hit.