April 18
RulesBattlefield Rules Set
This rules set has been designed to enhance game play and produce the most enjoyable Airsoft Milsim experience possible. Therefore standardized rules are set forth in the spirit of Professionalism with Fun.
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
Alcohol, Firearms and Explosive materials are strictly prohibited on TALON grounds. Anyone caught in possession will be immediately dismissed from the operation and may not be invited back to future T.E.A.R.S operations. Field fee will not be refunded.
A.3
The Airsoft experience is founded on the individual player’s personal Honor and Integrity. Cheating will absolutely not be tolerated. Call your hits! Anyone caught cheating will be immediately dismissed from the operation and may not be invited back to future T.E.A.R.S operations. Field fee will not be refunded.
A.4
Proper eye protection is mandatory and must be worn at all times in the COMBAT ZONE. Personal hydration equipment is mandatory.
A.5
All players will be checked for registration and payment at the gate prior to entering the field.
A.6
Players must present a personal RED colored “Dead Rag” at check in. Players without a Dead Rag can purchase one for a dollar at check in. UF staff reserves the right to request to see a player’s Dead Rag at anytime. The Dead Rag will be used to identify a wounded player when hit and a dead player should KIA results be determined by Medic procedure.
A.7
Players are responsible for reading and understanding all rules, regulations and posted information regarding the event.
Section B: Player Safety
B.1
All players must submit signed Young Waiver and T.E.A.R.S Safety Acknowledgement at check in.
B.1.2
Players 17 years of age must have the Young Waiver and T.E.A.R.S Safety Acknowledgement notarized prior to and submitted on game day if a parent is not present to sign on game day at the registration table.
B.2
No aggressive physical contact is allowed. Players which make violent physical contact with any other player will be ejected and will not be allowed to participate in future T.E.A.R.S operations. Field fee will not be refunded.
B.3
“Double Tap” and simulated knife kills are prohibited.
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 have a tight seal which conforms to your face.
B.4.4
If a player looses eye protection in the COMBAT ZONE the player immediately calls “Blind Man.” UF staff will instruct players to stand down until eye protection is regained or the affected player is escorted out of the COMBAT ZONE. UF 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 UF staff.
B.4.5
T.E.A.R.S and the Young Family 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
T.E.A.R.S and the Young Family 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 and are prohibited on the playing field.
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
T.E.A.R.S and the Young Family 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 Rag in the air to alert UF staff.
B. 8.3
UF staff will instruct players to stand down until the affected player is escorted out of the COMBAT ZONE. UF staff will resume play by calling “Go Live, Go Live.”
B.8.4
UF staff will provide water, 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 UF staff. You assume the responsibility for your safety. T.E.A.R.S and the Young Family 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, UF 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 MANDATORY.
C.2
Players must stay within designated field boundaries. Do not cross boundaries such as fences. Stay away from marked DANGER ZONES such as oilfield equipment and cliffs.
C.3
Fireworks, pyrotechnics, smoke and similar devices are NOT allowed without prior approval from UF staff. The Field owner has the exclusive right to allow, or reject, the use of any pyrotechnic device.
C.4
Violation of rules C.1 – C.4 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 COMBAT ZONE 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.3)
C.6.2
Gun hits DO NOT count.
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. (Exception – See D.6.1)
C.6.6
Place a red “Dead Rag” on your head and Call out “Medic” loudly several times. 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. 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 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
Each Army will have 8 medics that will carry stopwatches which supply variable results after 30 second delay.
D.2
Results will be weighted: 70% RTD; 30% KIA.
D.3
Wounded players can be transported to a medic using the "drag" method.
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 Medic Procedures (See D.6)
D.4.1
Medic taps you on the shoulder and clicks to start stopwatch.
D.4.2
Medic allows 30 seconds to elapse on the stopwatch.
D.4.3
Medic averts eyes and clicks to stop stopwatch.
D.4.4
If the hundredths numeral is a 3, 6, or 9 you are KIA and must call out DEAD MAN and follow Dead Man rules. If other, then you are RTD.
D.4.5
Players designated Returned to Duty (RTD) immediately rejoin the fight.
D.4.6
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 Rag on 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 Rag to your pocket and immediately return to combat if you’re physically able. There is no waiting at the regen point.
D.6 No Medic Zone
D.6.1
There is a No Medic Zone within 40′ of an objective flag. A hit player within the 40′ No Medic Zone is automatically dead and must follow Dead Man Rules.
D.6.2
Violation of the No Medic Zone will result in corrective action such as but not limited to; loss of the objective; ejection from the event without Field Fee refund.
Section E: Radio Communication
E.1
Each Army has only 10 RADIOS with which to communicate.
E.2
Radios may not be passed to a team mate.
E.3
Inoperable radios may be switched or a new operator designated in case of technical difficulty, but NOT when radio operator is walking to regen or waiting for medic.
E.4
All players are encouraged to carry a radio (turned off).
E.5
Electronic warfare is not allowed including channel surfing.
E.6
UF Staff will constantly monitor channel 1 for medical emergencies.
E.7
US – Coalition Forces frequency to be released on the US – Coalition Forces private forum.
E.8
TAQ Forces frequency to be released on the TAQ Forces private forum.
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
UF 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
Regular AEGs will not exceed a hard cutoff limit of 400 FPS using 0.2g BBs.
F.6.2
Support Weapons will not exceed a hard cutoff limit of 450 FPS using 0.2g BBs.
F.6.3
Sniper Rifles will not exceed a hard cutoff limit of 550 FPS using 0.2g BBs.
F.7 Chronograph Procedure
F.7.1
UF Staff will provide 0.20g BBs for testing Regular AEGs and Support Weapons. Snipers will provide the BB weight which will be played with in the game.
F.7.2
Players report to Chrono station with an empty mag and all weapons intended for use in the game, including backups.
F.7.3
Compliant weapons will be tagged as cleared. The tag can not be removed from the weapon.
F.7.4
Non-compliant 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 down grades the weapon below the hard cutoff limit and chrono’s again.
F.7.53
The weapon is secured by UF 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
Civilian attire allowed for TAQ forces only.
G.3 Army Specific Uniform
G.3.1
Players are not allowed to deviate from the designated Army Specific Uniform color.
G.3.2
US-Coalition uniform color designation is Green and Tan.
G.3.3
TAQ uniform is middle eastern attire / civilian attire. No camo or contractor look!
G.4 Uniform Standard
G.4.1
Head Cover, BDU blouse, undershirt (t-shirt) and BDU trouser must be the same color as the Army Specific Uniform color designation.
G.4.2
Players must wear ankle high or higher boots.
G.4.3
Generic color head cover of the specified Army color is allowed.
G.4.4
Removing of the head cover in game play will alert UF staff of a possible medical situation.
G.4.5
Ghillie suits may be worn by Snipers and Spotters only.
G.4.6
Specific uniform patterns and gear information will be addressed on event website.



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