1.0 Safety

1.1 Eye Protection
EYE PROTECTION MUST BE WORN AT ALL TIMES ON THE FIELD AND TARGET RANGE. At no time during the game will players be allowed to remove their eye protection. Only eye protection that meets the following requirements will be allowed.
* The impact standard is ANSI Z87.1.
* They must be fitted with a head strap to prevent them from falling off during a game.
* The frame must be sturdy enough to keep the lens or mesh in place during play.
Wire mesh eye protection and suitable wrap around shooting glasses are allowed. However, players using them acknowledge that these options provide less protection and are willing to accept the personal risk. It is also highly recommended (but not required) that a player’s ears, nose and mouth must be covered/blocked with something preventing penetration of BBs, such as a paintball mask, balaclava, bandana, shemagh etc.

1.2 Weapon Safety
ALL GUNS MUST BE SAFED AND MAGAZINE-FREE when off field or in the vicinity of people without eye protection (i.e. during an on-field break). To render a weapon safe, remove the magazine and fire 2-3 shots in a safe direction to ensure the chamber is clear, then set the selector switch to “safe.” If your weapon is incapable of being rendered safe in this manner (i.e. it has a non-removable magazine or no safety), then it must have a barrel blocker or the battery must be disconnected and be slung muzzle-down when carried. Sidearms are not required to be magazine-free as long as they are holstered.
All guns must be safely transported. All players must transport their guns in a safe manner. Specifically, all guns must be carried in soft or hard shell cases suitable for real firearms until they are in the staging area. All guns must have a solid and sturdy trigger guard.

1.3 FPS Limits AEGs and GBBs: 400 FPS with .20 gram BBs.
Single-shot or Bolt-action Rifles: 500 FPS with .20 gram BBs.
AEGs and GBBs that fire between 400 and 450 FPS are allowed but are limited to semi-automatic fire. Weapons that cannot be measured by these standards (i.e. 8mm weapons) will be restricted by muzzle energy equivalent to the above limits (1.48J, 1.88J and 2.3J).
All guns will be chronographed prior to the beginning of the game using .20 gram BBs. You will be given 2 attempts, consisting of no more than 3 shots each, in which to chronograph at the appropriate FPS. If your gun is unable to chronograph legal after 2 attempts, you will not be able to use that weapon in the game. Any gun may be subject to additional chronograph tests at any time, as deemed necessary by the Event Organizer. Any modifications made to your gun after being chronographed found to increase your FPS will result in your immediate and permanent removal from the game.

1.4 Special Weapons and Pyrotechnics
Any “special weapons” (grenades, launchers, mines, booby traps, etc.) must be approved prior to use. Any pyrotechnics like smoke or fireworks must be approved prior to use.

1.5 Minimum Engagement Distances
Minimum engagement distance for all weapons firing 400 FPS or below is 10 feet. Any weapons firing above 400 FPS have a 50 foot minimum engagement distance. Do not shoot someone closer than this distance.

1.6 Blind Fire
Blind fire is not permitted. You must be able to see your target down the sights of your weapon to shoot at it. You may not blind fire bang kill either.

1.7 Bang Kills
Bang kill distance for ALL weapons is 10 feet. Inside this distance a player should shout “BANG!” to eliminate an opponent. You must have an open line of sight to perform a “bang” kill - a "bang" kill may not be performed through a barrier, an armored vehicle vision slit or gunport or through netting. Players are limited to a maximum of two bang kills at a time. Players inside a vehicle cannot be bang killed.
When fighting around buildings in extreme close quarters where bang kills are highly likely, players should round corners and perform bang kills with their weapon at port arms to reduce the chance of an accidental close range discharge.

1.8 Close Quarters Battles
When playing in and around buildings, players should extend their muzzles several inches out from a corner, door or window so that other players do not suddenly run across their line of fire at close range. Firing into and out of buildings is allowed and subject to the standard rules for minimum engagement distances and bang kills. Use judgment and grenades when clearing buildings.

1.9 Head Shots
While head shots count, players are asked to not intentionally target another player’s face if they have another choice.

1.10 Field Hazards
Players should beware of unmarked field hazards such as fences, ruts, and vines. Players should report any hazard to the field owner. Players may construct foxholes, minefields, and/or defensive sandbag works IN FIELD-OWNER-DESIGNATED AREAS ONLY. Players are not allowed to construct any sort of booby traps, roadblocks, barricades or bunkers in any roadway or outside of the designated areas. Players may not alter man-made features in the playing area without the field owner’s permission. Players may never climb trees or tree stands, enter or exit a structure through a window, or climb onto or under any prop vehicles.

1.11 No Unauthorized Equipment
Players are not allowed to bring onto the playing field any equipment deemed unsafe or non-period by the Event Organizer. Players on the field are allowed to carry bayonets and entrenching tools as part of their impression, provided that each bladed implement is “peace-bound” (i.e., securely tied down) in its scabbard such that it cannot be withdrawn. Other sharp-bladed implements of any kind are allowed within on-field campsites, but these must be stowed with other camping gear during gameplay. Players are not allowed to bring onto the field any unapproved pyrotechnic devices, real firearms, or other non-airsoft related items of weaponry.

1.12 No Verbal Abuse or Physical Contact
While players are allowed to speak in character as part of their impression; heated and sincere profanity directed at another player, or any other slurs against anyone’s character, race, color, national origin, family members, teams or equipment will not be tolerated. A player may not touch another player or their equipment at any time without their express permission.

1.13 Event Organizer’s Decisions are Final
Any decision the Event Organizer makes to resolve any game-related issue on the field is final and will not be discussed on the playing field. The Event Organizer will discuss any calls in a calm manner off-field after the game or scenario is over. Players who are found to have willfully violated any of the rules listed here will be asked by the Event Organizer to leave the game.

1.14 Age Requirement
All players must be 16 years old or older to participate. Event organizers may make individual exceptions for younger players. Players under eighteen years old are required to have a Parental Waiver signed and dated by their parent or legal guardian. NO EXCEPTIONS.

2.0 Gameplay and Special Weapons

2.1 Elimination
A player is eliminated if a BB strikes any part of his/her body, clothing or gear. Weapon-in-hand hits may be ignored. Eliminated players should loudly announce “Hit!” or scream in mock agony and don a red kill rag to return to their respawn point or leave the field as dictated by the scenario. If you do not have a kill rag, raise your weapon over your head with both hands. Removing headgear is also an acceptable way to indicate you are eliminated. “Dead” players are not allowed to communicate game information to “live” players.

2.2 Medics and Wounding
If the scenario is using standard wound rules, any BB hit to the head or torso results in elimination. Players struck by multiple BBs at once or affected by explosives are also eliminated. A single BB hit to the arms or legs results in the player becoming wounded. Wounded players must fall where they were hit and cannot use weapons. They may call for a medic and crawl slowly to cover. Any subsequent BB hits to a wounded player eliminates them. Wounded players may opt at any time to ‘bleed out’ and become eliminated.
A medic may treat a wounded soldier by moving to their location and laying hands on them for 30 seconds. That player is then healed and may function normally. A healed player may not be healed again during the same life. Another wounding hit results in elimination.
Other players may drag or buddy carry wounded players.

2.3 Grenades
Grenades may consist of the following: lightweight hard plastic/rubber dummy grenades, soft foam dummy grenades and “exploding pea” grenades. Metal dummy grenades or full-weight dummy grenades are not allowed. Pyrotechnic grenades and/or smoke bombs must be individually approved by the Event Organizer before use in the game. Hard plastic and rubber grenades may only be thrown side-arm or underhand; soft foam and exploding pea grenades may be thrown overhand.
If a grenade lands in a building, foxhole or built-up position, all occupants are dead. When used in the open, grenades have a 10 foot kill radius from where they came to rest unless the player has hard cover between him and the grenade. A grenade that lands inside a vehicle will eliminate the vehicle and all its occupants. Players are allowed to throw grenades at a moving vehicle but must remain 10 feet away from the vehicle at all times. Do NOT throw any kind of active or exploding grenade inside a vehicle.
Active/exploding grenades have the same elimination rules as dummy grenades with two exceptions: The kill radius takes effect when the grenade explodes, and any BBs or “shrapnel” that strike a target beyond the kill radius also cause elimination.
A thrown dummy grenade is considered live and will eliminate anyone, including teammates and the thrower, inside the 10 foot blast zone. If you drop a grenade while carrying it, you are fine, but if you botch a throw-in-anger and it lands at your feet, you are dead. Thrown grenades may be retrieved by the thrower but cannot be reused until the player respawns or returns to base. It is encouraged to yell “grenade” when throwing dummy grenades to help bring its use to the attention of other players.

2.4 Anti-tank Guns
AT Guns that fire NERF rockets are only allowed to use low-angle direct fire against vehicles. AT guns are allowed to function as an artillery piece by firing NERF rockets at high angles. Infantry and infantry positions may never be targeted by AT guns with direct fire NERF rockets. AT guns may deploy some form of “beehive” or water balloon round in a direct-fire anti-personnel capacity.
A single NERF hit against any part of a vehicle will eliminate it.

2.5 Panzerfausts, Panzerschrecks and Bazookas
Panzerfausts, panzerschrecks, bazookas and other similar antitank weapons are only allowed to engage vehicles. They may not be fired against infantry, buildings or bunkers. In general, panzerfausts may not be reloaded in the field. They may only be reloaded when you respawn or if you return to base.
A single hit against any part of a vehicle will eliminate it.

2.6 Mortars
The blast radius of a mortar round is 10 feet from where the projectile first hits. All infantry within the kill zone are eliminated unless they have hard cover between them and the impact. Vehicles, buildings and bunkers are not affected by mortar fire unless they happen to suffer a direct hit, in which case vehicles are eliminated or all occupants of the building or bunker are eliminated. Mortars are not allowed to be fired at low angles.

2.7 Landmines
The MOA makes use of two types of landmine: active and inert. Inert landmines are typically wooden replicas used in an antitank role and may be placed on the ground to prevent passage of vehicles. Antitank mines must be placed openly on the ground. Any player may disarm an antitank mine by using both hands to move it off the trail. Any vehicle that drives over the top of one or more antitank mines is eliminated. The vehicle does not need to actually hit a mine with one of its tires, merely drive over a section of mined road/trail. Since this will typically only happen if the vehicle crew did not notice the mines, they may have to be politely informed of their demise.
Active mines may be gas powered or sonic and are typically used in an antipersonnel role. Active mines may be completely buried. All infantry within 10 feet of an activated mine are eliminated unless they have hard cover between them and the mine.
Mines may be rigged with anti-tampering devices. If an anti-tampering device is tripped, the mine is considered to have exploded and may be removed from its location. All players within 10 feet of the mine are eliminated unless they have hard cover between them and the mine.

3.0 Vehicles

3.1 Vehicle Restrictions
The in-game vehicle speed limit is 10 miles per hour. Vehicles are confined to roadways, paths and other suitably safe open areas.

3.2 Exclusion Zone
All players must remain at least 10 feet away from any vehicle that is moving or has its engine running. Any player that breaks this exclusion zone may be verbally “run over” by the driver and eliminated. Players are allowed to approach stationary vehicles that have their engines off, but are not allowed to crawl under them, and must move away 10 feet if the vehicle starts its engine. Vehicle crew often have very limited visibility. Pay close attention to the actions of any nearby vehicle and give them a wide berth if necessary.

3.3 Hostile Fire Restrictions
BB and/or NERF rocket fire might not be allowed against certain vehicles due to risk of damage. Pay attention during the briefing to what vehicles will be in play and what you are allowed to shoot at them. Be sure of your target’s identity before you fire. Typically, any vehicle that cannot be fired upon also can not be used as cover. When BB fire is allowed against a vehicle, players are allowed to fire through open doors, hatches and gunports and at exposed turret gunners. Players are NOT allowed to run up to a vehicle and stick their muzzles into doors or gun ports. There is no bang killing of vehicles, their crews or passengers. Players within vehicles ARE allowed to bang kill players outside the vehicle, so long at they are within 10 feet and can get a clear line of sight. Do NOT throw any kind of active or exploding grenade inside a vehicle.

3.4 Vehicle Elimination
The specific means of eliminating a vehicle may vary by scenario, but in general, the following methods will eliminate a vehicle and all passengers.
* Direct hit by a NERF rocket from an anti-tank gun, panzerfaust, bazooka or mortar (indirect fire).
* Direct hit by an approved hand-thrown replica anti-tank weapon, like a panzerwurfmine or molotov cocktail.
* Direct contact by an approved contact-based anti-tank weapon, like a satchel charge or magnetic mine. Per the vehicle safety rules, these may only be employed against a stationary vehicle that has its engine off.
* A thrown grenade that makes it inside the vehicle. Do NOT throw any kind of active or exploding grenade inside a vehicle.
* Driving over the top of an anti-tank landmine. The vehicle does not need to actually hit a mine with one of its tires, merely drive over a section of mined road/trail. Since this will typically only happen if the vehicle crew did not notice the mines, they may have to be politely informed of their demise.
* Complete elimination of the crew by BB fire. In some circumstances it might be possible to eliminate the entire crew by BB fire (i.e. a door was left open, exposing the driver and crew). In such a case the vehicle is considered eliminated.

3.5 Specific Vehicles

BA-64 Armored Car (Natasha)
*BB and NERF fire is allowed against this vehicle

Kubelwagen
*BB fire is NOT allowed against this vehicle. If in play, it may only be eliminated by NERF rockets, grenades and thrown anti-tank weapons.

Ford Trucks
*BB fire is NOT allowed against these vehicles. If in play, they may only be eliminated by NERF rockets, grenades and thrown anti-tank weapons.