Rules
Important note- I am not willing to put up bad attitudes, trash talk, and in other words, your baggage. Unchristian conduct will not be ignored. If you decide that you are going to disobey orders, be unsafe, and talk back to your superiors, I will kick you out of the unit and you will not be welcome back. I reserve the right to do what I want as the commanding officer of this outfit.
Shooting Rules:
2 shots in the body, or 1 shot in the head kills the opponent and eliminates him from the round. (EXCEPTION: Medic Rule)
These basics may change due to a scenario.
Advanced rules:
Medic Rule:
Medic are predetermined soldiers who "heal" eliminated soldiers by touching them. Eliminated soldiers then return to their team's Base Camp, or Starting Point.
In specific scenarios, a team may not have a medic for certain covert operations. This means they will not be able to regenerate their players.
Hand-to-hand Rule:
When you are within reach of a person you may engage in hand-to-hand combat. If you tap your opponent twice, that opponent is eliminated.
Helmet Rule:
If you are wearing a Helmet, head hitpoints are doubled. In other words, if you are shot any where on the body twice, you are eliminated.
NOTE:
When we play on a professional airsoft field such as La Vernia or Mission: Airsoft, we will be using the official TASO rules below.
Ranks for the regular team:
Private
Private First Class
Lance Corporal
Corporal
Sergeant
Staff Sergeant
Gunnery Sergeant
Warrant Officer
2nd Lieutenant
1st Lieutenant
Captain
Shooting Rules:
2 shots in the body, or 1 shot in the head kills the opponent and eliminates him from the round. (EXCEPTION: Medic Rule)
These basics may change due to a scenario.
Advanced rules:
Medic Rule:
Medic are predetermined soldiers who "heal" eliminated soldiers by touching them. Eliminated soldiers then return to their team's Base Camp, or Starting Point.
In specific scenarios, a team may not have a medic for certain covert operations. This means they will not be able to regenerate their players.
Hand-to-hand Rule:
When you are within reach of a person you may engage in hand-to-hand combat. If you tap your opponent twice, that opponent is eliminated.
Helmet Rule:
If you are wearing a Helmet, head hitpoints are doubled. In other words, if you are shot any where on the body twice, you are eliminated.
NOTE:
When we play on a professional airsoft field such as La Vernia or Mission: Airsoft, we will be using the official TASO rules below.
Ranks for the regular team:
Private
Private First Class
Lance Corporal
Corporal
Sergeant
Staff Sergeant
Gunnery Sergeant
Warrant Officer
2nd Lieutenant
1st Lieutenant
Captain
Texas Airsoft Official Rules
When we attend events at airsoft fields you will need to know the following rules as these are the standard airsoft guidelines for Texas.
At every TASO Operation or Game, an Officer in Charge (OIC) will be appointed by the Board of Directors or organizer, as appropriate. The OIC will be the final decision maker in all disputes, safety issues and rule questions. ALL OIC DECISIONS ARE FINAL.
SECTION 1: CHEATING AND SPORTSMANSHIP
Airsoft is a game of honor and as players we must take faith in the fact that other players will play honestly. Not following the spirit of any of the rules listed below will be considered cheating and will not be tolerated.
- If there is ever an occurrence when you feel you have hit someone and they do not call it, DO NOT yell and swear at them in the middle of the field (or off the field for that matter). If you have a problem, talk to that player and indicate your side of the story (I saw it hit your tac vest, helmet, etc.). Maybe the player didn’t feel it; maybe you didn’t hit them. Who knows? It’s only a game. If there is ever an occurrence when you think you might have been hit, but are not sure, just call yourself out and wait for the next mission to begin. Honorable skirmish play is everyone's responsibility.
- Any form of physical altercation (i.e. fighting) is not tolerated whatsoever. If a player is ever involved in a fight, he/she must agree to not play at any TASO game for a minimum of two (2) months. If that same player is ever involved with a second fighting occurrence, that member will no longer be allowed to play at ANY TASO game- EVER.
SECTION 2: SAFETY
Note: Failure to follow the recommended safety guidelines can put yourself in danger of bodily harm. Some safety rules may vary from field to field, so please take the time to familiarize yourself with your local Airsoft safety rules before playing. Safety should always be your first concern.
Personal Safety
- Eye Protection: Proper eye protection is mandatory at every Airsoft field in the state of Texas. Only the use of Industry-approved Paintball Manufactured fully-sealing goggles are acceptable at ALL fields. However, Ballistic Shooting Goggles that do not have any cracks or holes larger than 6mm are allowed on most Airsoft fields pending Field Owner approval. Ballistic shooting glasses are only permitted if they wrap behind the eye AND pending Field Owner permission. All lenses must be rated at ANSI Z87.1-2003 (also known as Z87.1+). Regular shop goggles, shooting glasses that do not wrap behind the eye, or regular sunglasses are not adequate enough for protection and are not allowed! Mesh eye protection is NOT permitted as they are not adequate. If the eye protection is not FULLY-SEALING (meaning NO gaps between the face and lens/frame), then you must receive permission to use that eye protection from the Field Owner. Fully-sealing option is the best choice.
- Face Protection: Though only recommended, face protection can be just as important as eye protection in some cases. When playing in tight quarters or at very close proximities, the use of full paintball masks and/or Balaclavas can greatly reduce the chance of whelping if by accidentally hit in the face. Most indoor events/games require full face protection as an additional measure. Outdoor use of full face protection is not required, but recommended.
- Hand Protection: Commonly overlooked as a good form of protection, a players hands can be very important in the prevention of unnecessary pain when accidentally hit. The use of gloves (full or fingerless) greatly helps in the reduction of energy transfer when hit by a BB. There are a variety of gloves on the market to choose from, however paintball gloves tend to be better suited for practical purposes.
- Foot Padding: Definitely a given, proper footwear is important when playing Airsoft or any other action sporting game. Tennis Shoes and Sandals just don't cut it when running around the woods or a bombed out CQB facility. Proper Law Enforcement/Military Grade Boots are highly recommended for play. For some of you soft-footed players out there, it's recommended to wear an additional pair of socks for protection against blisters. However purchasing a cheap pair of foot inserts for your boots can save you allot of extra grief.
- Knee Padding: Another item not often considered for standard play, Knee pads are also recommended when on harsh terrain that could be hazardous when playing on. Aside from there obvious protective qualities they too are excellent for comfort and safety.
- Elbow Padding: Often not considered for standard play, Elbow pads are recommended when on harsh terrain that could be hazardous when playing on. Aside from their obvious protective qualities they are an excellent comfort factor item for people do allot of crawling sneaking, and laying down.
General Safety
- Firing on observers, eliminated players, or any other non-participating individuals or group of individuals is prohibited. Such action shall be grounds for immediate ejection from the field of play, and constitute termination of that player’s activity for that day’s schedule. All weapons should have a Barrel Blocker or the magazine removed as an extra precaution when the weapon isn't in use. Fireworks, pyrotechnics and similar devices are only allowed to produce safe effects, such as smoke, light and sound, and they will have to pass inspection before each game from the Event Organizer, Field Owner or TASO Officer In Charge. Field owners have the exclusive right to allow or reject the use of any types of pyrotechnic devices.
- Check your weapons and gear for proper functionality before starting play. A player is personally responsible for his/her equipment, whether owned, borrowed, or rented. If you break or ruin something, you will be held responsible for any damages. Accidents do happen. Be careful and play responsibly.
- No blindfiring. If player cannot see where the muzzle is pointed, such as sticking a replica around a corner of a building or up over a bunker without looking, that is blindfiring. The player must be able to see the muzzle and the intended target area.
SECTION 3: WEAPON VELOCITY
The maximum velocity of all weapons shall be referenced in the form of muzzle velocity in feet-per-second with the Hop-up turned off, using 0.20 gram BBs. Muzzle velocity reducers are not permitted on any replica. The muzzle energy is listed for actual chronograph measurement purposes in accordance with the Muzzle Energy Table and for use in accordance with the TASO Chrono Procedure. For safety reasons these are the official fps limits:
- Indoor & CQB Velocities: During indoor events and/or Close Quarters Battles, the indoor velocity rule is to be observed at all times. No AEG (Automatic Electric Gun), Gas Gun, or electric/gas pistol that is full-auto or burst-capable is allowed to fire above 300fps or 0.83J. This is a hard limit. Pistols will adhere to Pistol Velocities of 350fps or 1.13J as stated below. Personal safety, as always, is especially important during indoor games. Stock AEGs can still be hazardous at close distances. Users will aim torso or lower as situation allows. Users are recommended to follow the Personal Safety Protection guidelines above.
- Riflemen Velocities: During outdoor events, the Outdoor Velocity rule is to be observed at all times. Unless otherwise specified, regular AEGs are restricted to 400fps or 1.48J spring level. A surrender should be presented for any engagements under the 20 feet rule. AEGs are NOT to be used when 20 feet or closer to another player. If there is a risk of a player not taking the surrender in tight situations, use your approved sidearm. If your field and/or event is using the Specialty Velocity Rules below, be sure to adhere to the additional safety rules that go along with those velocities.
- Support Weapon Velocities: During outdoor events, this type of specialty velocity can be used. It however has its' own set of operational guidelines that must be followed. This specialty velocity of 450fps or 1.87J may be only be used at distances over 40feet. No support weapon will be permitted above this hard limit. If a player is within 40 feet, you may not use this gun/velocity. A secondary gun that meets the Standard Outdoor Velocity must be carried as well for any engagements under the 40 feet rule. Support Weapons are defined as those weapons specifically purpose-designed to be used in a support role featuring belt-feed with QD barrel. Illustrative examples would be accurate replicas of the M249 & variants, M60 & variants, M240, MG42, MG34, Shrike, HK21/23, PKM, Negev, and others with the required features. Despite missing these features, the RPK will be grandfathered in with no other exceptions due to TASO history. A regular AEG assault rifle with a box mag shooting over 400fps spring level does not constitute a support weapon!
- Sniper Weapon/DMR Velocities: During outdoor events, this type of specialty velocity can be used. It however has it's own set of operational guidelines that must be followed. This specialty velocity of 550fps or 2.8J may be only be used at distances over 100feet. No sniper weapon replica will be permitted above this hard limit. If a player is within 100 feet, you may not use this gun/velocity. A secondary gun that meets the Standard Outdoor Velocity must be carried as well for any engagements under the 100 feet rule. Sniper Weapons are defined as bolt action or semi-automatic only. Any weapon with the ability to be switched full auto does not constitute a sniper weapon!
- Pistol Velocities: Semi-auto gas, electric, or spring pistols are restricted to 350fps or 1.13J. This is a hard limit. This muzzle energy guideline applies to indoor and outdoor skirmishing when the pistol is used with the intent of a secondary/backup weapon. This applies to engagements inside the minimum engagement distance of AEG, support weapon, and sniper rifle categories. In all instances, these replicas should be aimed centermass or lower. In cases where a high-power pistol is used, it must follow the AEG, support weapon, or sniper rifle category based on its' muzzle energy output.
- Night Game Velocities: During games held in a nighttime or lowlight time period in an outdoor environment, the AEG/Rifleman velocities will be observed at all times for all replicas. No replica of ANY type will be allowed to fire over the 400fps/.2g (1.48J) spring level per the TASO Chrono Procedure. This applies to AEGs, gas guns, shotguns, support weapons, and sniper rifles. As always, a surrender should be presented for any engagements under the 20 feet rule. These 400fps/.2g (1.48J) replicas are NOT to be used when 20 feet or closer to another player. If there is a risk of a player not taking the surrender in tight situations, use your approved sidearm. All pistols will adhere to the TASO pistol muzzle energy rules. If the field rules require a stricter guideline, then field rules and any additional safety rules associated will supercede these nighttime rules. Player safety is always stressed and is especially important during low light/night conditions. As always, ensure to aim low when possible.
The limits above IN NO WAY indicate what your guns should be shooting at! It is NOT a goal to reach! It is a LIMIT. It is recommended that your guns shoot below these figures. Also, remember, the stronger the spring, the more expensive upgrade parts you will need, and the sooner your gun will break.
SECTION 4: PLAYER ELIMINATION
- Direct contact with a fired BB on any part of a player’s body shall be considered a "kill" or “hit”; and, constitutes that player’s elimination. This includes BB contact, or hits, on the person’s clothing, headgear, and equipment closely attached to said player’s natural body silhouette.
- Ricochets, intentional or otherwise, are not considered direct hits or “kills”. All penetrating shots shall be considered valid shots; and are not considered ricochets. Penetrating shots are defined as shots passing through grass, bush, leaves or thin material used for cover. A hit from a player’s teammate, or "Friendly Fire", shall count as a “kill”. Players legally “killed” shall confirm their elimination by shouting aloud the word “HIT”, “DEAD”, or “OUT”. Players “killed” shall immediately signify their elimination by standing upright, holding their weapon above their head in clear visibility of any other player after first calling out the words “HIT”, “DEAD”, or “OUT”. "Killed” players shall make their way out of the field of play to a previously agreed holding area. DO NOT stand in the middle of the field when you are dead! Alternate methods shall be discussed and agreed upon prior to commencement of any activity.
- Eliminated players are prohibited from giving hints, clues or instructions to any active player.
- Where the activity specifically calls for the use of “reincarnation” of eliminated players, the “reincarnation” period shall be of a time duration or medic rules established prior to the commencement of play.
- Exception - Hits on the player’s gun, or under special rules, pieces of bulky equipment such as backpacks shall be considered “non-lethal” or incidental hits, and shall not be use as a basis for elimination.
SECTION 5: HOSTAGES
Under no circumstances shall a player take hostages. Taking “hostages” shall be defined as the deliberate use of a player, a non-participating individual, or group of individuals, by a player in order to use them as cover or to gain a firing advantage on other participating players. This rule shall stand regardless of whether or not the non-participating individual or group is situated within the field of play.
SECTION 6: PHYSICAL CONTACT
Any unwanted or unwarranted physical contact such as holding on to, grappling, or physically detaining a fellow participant’s clothing or gear shall be prohibited. The only acceptable situations for player contact is to gently tap a WIA opposing player to mark them as KIA, known as a "double tap", and also for friendly forces to place a hand on a WIA teammate to move them to a secure zone. Both instances are pending the allowable use of these rules as decided by an event organizer.
SECTION 7: TIME-OUTS
Once the scheduled scenario has started, calls for a time-out shall be deemed as invalid and non-binding. Players who cannot continue shall eliminate themselves from the field of play and signify their elimination by the method described in Section 4 of these Rules of Engagement. Similar to an actual “kill”, players may return to the holding area or remain at their point of elimination for the specified “reincarnation” period.
Exception - Time-out calls shall apply only in cases of emergency such as accidents, serious injury requiring medical attention, notification of personal/family emergencies, presence of civilians or other non-participants. Players and staff shall yell out and pass along "BLIND MAN" call in order for everyone to immediately cease gameplay until the emergency has been addressed.
SECTION 8: BOUNDARIES AND LIMITS
Players shall observe all boundaries and limits to the field of play as established prior to commencement of activities. There shall be no deviation from the established boundaries at any time.
SECTION 9: "NO FIRE" ZONES
- Players shall not engage an opponent from, into, and/or across any designated "No Fire" zone.
- Before entering a staging area or any no-fire safety zone, first remove the replica's magazine, fire the replica on semi-auto a couple times into the ground to ensure the chamber is clear, and then switch the safety on. Only then should goggles be removed.
- Players shall not shoot their replicas in no-fire zones.
SECTION 10: COMMUNICATIONS EQUIPMENT
Use of radio and electronic communications equipment on the field of play is acceptable. However, covert monitoring of opponent radio channels is strictly prohibited.
SECTION 11: COMMENCEMENT AND TERMINATION OF ACTIVITIES
Each scheduled Mission shall be considered begun when the OIC or Event Organizer shouts aloud the phrase, “GAME ON - SAFETIES OFF!”. Similarly, the activity shall be considered terminated when the OIC or Event Organizer shouts aloud the phrase, “GAME OFF - SAFETIES ON!”.
SECTION 12: FIELD RULES
- Specific field rules are given with every event schedule and listed in the event info page on www.texasairsoft.org. You MUST follow these rules. They are from the respective fields and field owners. Usually they are mandatory for insurance reasons. Anyone who is unable to comply with the rules set by the field will not be allowed to play that day. You must pay the field fee for the given game day
- If something is lost or found, report it to the organizers. Include markings and description of the item.
SECTION 13: SPECIAL PLAYING CONDITIONS
These are circumstances under which, by prior agreement, all participants agree to, and abide by, additional or modified rules regarding player elimination, regeneration, and other special rules for scenario play.
Section 14: SPECIALTY DEVICES
Airsoft Hand Grenades:
- AHG-01, Escort, AI Tornado, and Deepfire gas grenades are the only devices currently permitted. Another option is tennis ball grenades if agreed upon by event organizers and/or players, depending on the event.
- You may choose to use BBs (or more environment-friendly popcorn kernels for example) in these devices or not.
- Players are not allowed to throw grenades overhand; they must be rolled or tossed underhand in a safe manner to avoid striking unprotected heads. Do not throw these devices directly at other players.
- “Hit” rules are at the discretion of event organizers.
- Examples:
- Any player within 10 feet circle of detonation is considered “hit”. Player closest to the grenade going off is responsible for calling other players out.
- A BB must physically contact a player to be considered a “hit”.
- Only commercially-available non-exploding/non-combustible distraction devices are permitted.
- All devices have an absolute maximum of 130dB, to be measured at 3 feet distance from the sound source to the sound meter. Any device exceeding that level is NOT permitted.
- Other devices, such as blank-firing devices or homemade devices, are not permitted without approval by TASO Board of Directors. Submissions for review shall occur via detailed pictures, design materials, and device demonstration. Contact your regional Director for assistance.
- Players are not allowed to throw these devices overhand; they must be rolled or tossed underhand in a safe manner to avoid striking unprotected heads. Do not throw these devices directly at other players.
- Any commercial launcher using “M203” shells on the market is allowed.
- Any commercially available shell is allowed provided that the player uses green gas/propane or weaker gas. Do not use CO2.
- Minimum engagement distance for shooting BBs from “M203” shells follows the TASO pistol ROE.
- BBs shot from a shell must hit a player to be considered a “hit”.
- Players will aim low when using these shells against other players.
M203-style launchers, RPGs, LAWs, AT4s, rocket launchers using “rockets”:
- Launchers are not permitted to exceed 230fps using the Nerf pocket football series as the standard testing round (~32grams).
- Commercially available airsoft and scenario paintball launchers are permitted.
- Custom-made launchers must be approved by TASO by submitting detailed pictures and design materials of the launcher. Launchers using PVC for the pressurized air chamber (where the gas is held to propel the round, not the gas supply) are not permitted, unless said chamber resides within a secondary containment method. PVC barrels are permitted. Contact your regional Director for safety guidelines.
- The only currently approved “rockets” are the Nerf Pocket football series, Zocker Darts, and the Blackpoint rockets (pending testing).
- These launchers are not permitted to be directly-fired at players. Rounds can be lobbed into positions/groups of players however. Minimum engagement distance is 30 feet.
- “Hit” rules are at the discretion of event organizers.
- Examples:
- Any player within a 20 foot circle of where the rocket stops is considered hit. The player closest to the round will call other players out.
- A single rocket hit will disable a vehicle.
- A single rocket hit will destroy a bunker.
- A single rocket fired into a building through a door or window causes all the players within 20 feet inside that building to be “hit”. A rocket fired at a building, but not entering, does no damage to those inside.
- Any commercially available claymore is allowed.
- Any custom-made device must be approved by TASO by submitting detailed pictures and design materials for review. Contact your regional Director.
- Players will only employ safe ammo loads to these devices, such as BBs, dried peas, popcorn kernals. Rocks or other sharp objects are not safe.
- Devices may not employ tripwires due to safety concerns. Device must be remote-detonated or employ an activation system that will not trip or cause a player’s movement to be restricted.
- Example of allowable wire detonation method:
- A decoy item is wired to a claymore. Player picks up the decoy item, which pulls a string and activates the claymore. This has not interfered with the player’s ability to move safely.
- Players will avoid activating these devices point-blank on other players. Minimum engagement distance is 10 feet.
- “Hit” rules are at the discretion of event organizers
- Examples:
- Any player within 20 feet of mine is considered “hit”. Player closest to the mine is responsible for calling others out.
- BBs must physically contact a player to be a “hit”.