Tacsop
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Golden Rules:
- These events are meant to be a fun experience for all participants, and revolve around the respect, honor, and sportsmanship of the staff and our players. Disrespect of the staff or other players will not be tolerated.
- It is the players responsibility to ensure they come prepared and that their gear is up to field and event specifications. All guns, gear, and equipment is subject to inspection by event staff at any time for any reason
- Smoke grenades cannot be used inside buildings or structures. Enola Gaye smoke grenades are the only authorized pyrotechnic, all others will be turned away. Absolutely no homemade pyrotechnics
- Orange smoke will be for staff only. Any other color of smoke is allowed, just not orange.
- Eyepro must remain on at all times when not in a designated safe zone! No exceptions, no matter what anyone says, do not take off your eyepro on the field
- If a “NO DUFF” is called you are to immediately echo the command, turn your gun to safe and remove the magazine, and wait for the “ALL CLEAR”
- Any item found that belongs to another player should be returned to event staff. We are not responsible for any items left on the playing field after the event closes
- Please put trash in designated trash receptacles. Leave the space better than how you found it. Destruction of property will not be tolerated
- No drugs or alcohol will be permitted at any event we run. Save the partying for at home after the game
Equipment Standards
All airsoft weapons will be chronographed and marked before the start of an event. ALL guns you are planning on using throughout the event must be chronographed before the event start. Ensure your guns are properly marked before entering onto the field, any weapon is subject to inspection at any time by staff and an unmarked gun is grounds for immediate removal from the field. All HPA tanks must be used with a lockable regulator.
While outside the play area, all airsoft guns must have their magazines removed and chambers clear. Pistols must be holstered and staff-approved barrel covers (not gloves, socks, etc) must be on all other guns. Guns re-entering the safe zone from outside the play area must follow chamber clearing procedures:
AEGs:
- Remove magazine
- Point the gun in a safe direction and fire 3 shots
- Turn the gun to safe and put on staff-approved barrel cover
GBBs:
- Remove magazine
- Turn the gun to safe and put on staff-approved barrel cover
Weapon Rules:
ALL MAGAZINES CAN ONLY BE RELOADED AT RESPAWN POINT
ALL GUNS RUNNING HPA MUST HAVE A LOCKABLE REGULATOR
Velocity Limits for AEG, Pistol, Pump Action Shotguns and Gas Blowback Rifles
1.5 Joule Limit
All weapons that fall under this category must be fired in semi-automatic ONLY
No Minimum Engagement Distance
Velocity limits for LMG, MMG, Support
1.5 Joule Limit with 30 foot engagement distance
M249, M60, M240b, PKM, RPK16, CM16-LMG, etc (AKs with box mags are not LMGs)
Limited to 30rps
Must carry a secondary AEG or Pistol to engage targets within MED
LMGs cannot be used to engage inside the same building
Velocity Limits for DMRs
1.9 Joule Limit
M14, SVD, SR25, HK417, etc (M4s with Scopes are not DMRs)
50 foot engagement
Must carry a secondary AEG or Pistol to engage targets within 50 feet
DMRs cannot be used to engage targets within the same building
DMRs must be physically locked to semi-automatic
Velocity Limits for Sniper Rifles
1.9 Joule limit for 50 foot engagement distance
2.23 Joule Limit for 100 foot engagement distance
Any rifle that needs to be manually rechambered after each shot (Bolt actions, lever actions, single shot pump actions)
Sniper rifles will be chronoed with player BBs
Sniper rifles may not use any magazine adapter
Snipers are urged to refrain from headshots when possible
Snipers wanting to shoot 2.3j must accurately assess 100 feet
Velocity Limits for SMGs, Full Auto Pistols
.99j Limit
No MED full auto
MP5, Vector, UZI, Thompson, G18, Skorpion, P90, ARP9
Limited to 50 rps
SMGs may not use rifle magazine adapters
Limit Pre-firing corners, limit burst length at close range, don’t be that guy
Ordinance
Hand Grenades
- Hand Grenades are restricted to “live-action” grenades such as Cyclones, Tornados, and Storm 360s that spray BBs when they detonate. Thunder-Bs, Bang 22s, rubber/dummy grenades, and tennis balls are a no-go.
- While professionally manufactured pyrotechnics like the TAGGIN Archangel and EG67 Frag are fun and immersive, we don’t have the required permits so they are currently not allowed
- Homemade pyrotechnics such as pea and play-doh grenades are STRICTLY PROHIBITED. Any players found with these items will be immediately discharged from the field and handed to the local authorities. We aren’t messing around with homemade explosives, don’t bring them.
- Hand Grenades have a 10’ “kill radius.” Any players within 10 feet of the grenade and not behind solid cover are considered “wounded” and must follow “healing” procedures, regardless of being hit by BBs
- Players within 10’ of a grenade and behind “soft cover” (Bushes, trees, foliage) are considered “wounded” and must follow “healing” procedures, regardless of being hit by BBs
- Players within 10’ of a grenade and behind “hard cover” (walls, vehicles, bunkers) are safe
- If a grenade detonates within a hallway, room, or bunker, everyone inside is considered “wounded” and must follow “healing” procedures. The only exceptions are rooms larger than 500sqft
- Grenades that fail to detonate are considered duds and have no effect
- Players are able to kick or throw back grenades. No jumping on grenades, this isn’t Captain America
Rockets and 40mm Grenades
- 40mm style grenades and any grenade designed to be fired from a launcher must be fired from a launcher and cannot be fired “free-hand”
- Shower grenades, NERF rockets, Chalk Rounds, and Master Mikes are all approved ordinance. 40 Mikes are prohibited
- Rockets and Chalk rounds have a 20’ “kill radius” from point of impact.
- Players within the 20’ radius and not behind solid cover are considered “wounded” and must follow “healing” procedures
- Players inside the room, hallway, bunker, etc where a rocket impacts are all considered “wounded” and must follow “healing” procedures
- All ordinance (with the exception of BB shower grenades) must be lobbed and must never be aimed directly at a player
Uniform Requirements
Uniform colors will be specified in the event briefing. The parts of your loadout that must adhere to the specified uniform colors are your shirt/jacket, pants, and headgear. Plate carriers, belts, holsters, and pouches do not need to match the uniform requirements.
Example: If the teams are Black Vs. Camo, a player on the Black team may have a loadout of:
- A Black hat
- Black pants
- A black combat shirt
- An OD green Plate Carrier
- Coyote Brown gloves
- Multicam pouches
While this loadout may look a little weird, it would be allowed at the event because the player’s top, bottom, and headgear all adhere to the specified uniform requirements.
If your team color is “camouflage,” any and all camo is allowed, but your top, bottom, and headgear must be camo. No solid colors.
The exception to uniform requirements is the “militia” group. To play as militia, players can wear any non-camo clothing and gear. Gear for militia is limited to chest rigs, belts, and other surplus gear you may find in a rag-tag militia. Absolutely no plate carriers, modern helmets, etc. The militia group is a great way to try out our milsim events without needing to create an entire loadout for it, or just for trying out a new kind of kit. Because this uniform requirement is much more vague, feel free to send us a picture of what gear you’re planning on running and we’ll get back to you asap
Medic Rules
Hits and Calling Your Hits
- Any BB hit to any part of your person or gear count. Ricochets do not count, but you must be 100% certain it was a ricochet. When in doubt, call the hit
- Players must have a kill rag. Kill rags can be bright red or a neon yellow/orange
- If a player’s weapon is shot, that player must audibly call “Gun Hit” and either swap to a sidearm for a minimum of 10 seconds, or do a mag swap and count out-loud to 10
- We do NOT use surrender or mercy rules at our event. If “surrender” is called, the opponent has the option of surrender or escape.
- Blind fire is not and will never be allowed at our events. You MUST have eyes on what you’re shooting. You cannot shoot through holes smaller than your fist
- Friendly fire counts! Check your targets
- If two players both hit each other at the same time, they are both considered hit
Calling hits
- Airsoft is a sport of integrity. Call your hits, never call an opponent’s hit. “Bro I’m totally hitting you” is a good way to be the least-liked person around and not be invited back to our events. If a player is suspected of cheating, go to a referee and give as detailed a description as possible of the suspected player. “A guy in camo” isn’t very helpful.
- When you are hit, put your required dead-rag on your head, fall to the ground, and simulate being shot for real. There’s a lot of noise happening at these events so to prevent confusion and being shot while on the ground, be as loud as possible
- While waiting to be healed, please do not refill magazines, check gear, or do anything that may give off the impression you’re still an active combatant. If you’re dead and get shot because you’re standing up and reloading a mag, it’s only your fault
- While “wounded,” you are not allowed to call out enemy positions, relay intel, or communicate to your team in any informative way
So you’ve been shot
- When a player is hit they are considered “wounded” and must have a revive-armband attached to their person/gear by another player. Players are never allowed to heal themselves
- Players will be issued a limited number of revive-armbands per event. Replacements for lost revive-armbands are not available. Teammates are allowed to use their armbands on you, but who will save them once they’re hit?
- When you are “wounded,” you have 180 seconds (3 minutes) to be revived or else you are considered dead and must return to a designated respawn point (DRP)
- If you are “healed” by a teammate within 120 seconds of being hit, you are considered “revived” and may continue to fight. After being revived you are allowed to relay any information to your teammates
General Safety Procedures
- Airsoft is a game
- AIRSOFT IS A GAME
- KEEP YOUR EYE PROTECTION ON NO MATTER WHAT
- Safety is a player’s responsibility as much as it is the staff’s responsibility. If you witness something that you’re worried may be unsafe, call a cease fire immediately and contact event staff
- Ensure your equipment is up to the task at hand. Sturdy boots for difficult terrain, knee/elbow pads for urban areas with lots of concrete, helmets for areas with low ceilings, etc etc
- ALWAYS respond to a cease fire by echoing the command, turning your gun to safe, removing the magazine, and placing it on the ground or on a sling
- Personal accountability is what allows these events to keep running. If you are experiencing a medical emergency call a cease-fire and contact event staff. If you need a break, let your squad know and return to your home base. If you need to leave the event for any reason let event staff know before you do. This will make sure we know that you’re safe and not lying in a ditch waiting for the sweet release of death
- When in doubt, check the printed out rule sheet at your spawn. We will ensure these will be at every spawn at every event. If you’re still in doubt, ask the staff. Please check the written rules first, our event staff are very busy and don’t have time to answer the same question 50 times a day
Closing
We strive to give the best possible experience to our players, which means we must be open to change. If anything in this rules summary seems off or improper, let us know and we’ll try our best to respond. We’ve been privileged with a playerbase of kind hearted and sportsmanlike airsofters and would like nothing more than to keep it growing. So from all of us,
Thank You,
See you on the field