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Event Rules
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Tacsop

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Golden Rules:


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:

        

GBBs:


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

Rockets and 40mm Grenades


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:

        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

        Calling hits

So you’ve been shot


General Safety Procedures

  1. Airsoft is a game
  2. AIRSOFT IS A GAME
  3. KEEP YOUR EYE PROTECTION ON NO MATTER WHAT
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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