MilSimUSA Ruleset


First & Foremost

1. ALL PLAYERS ARE REQUIRED to have a signed liability waiver to play at any MilSimUSA event. Players under the age of 18 will need a parent or legal guardian to sign on their behalf. The waiver will vary depending on the AO that the event is held at. You can find a waiver for Quail Run here and one for Flat Acres Farm here.

2. ALL PLAYERS ARE REQUIRED to wear full sealing ANSI Z87.1+ rated goggles, or paintball mask or better (This is usually posted on the product manufacturing or the company website.) Eye protection must be worn at all times while outside the staging area. NO safety glasses, shooting glasses or ski goggles will be allowed onto the field. This rule is the single most important rule that we have and we enforce it very strictly.

– You will not be allowed to play without the above 2 items. NO EXCEPTIONS.

 

Pre-Game Rules

– Please bring all of your gear to the event in a Gun Bag/Case or some other means of covering up your gun(s). We do this to further establish airsoft/milsim as a responsible sport.

– While in the staging area pistols must be holstered. All other weapons must have the magazine removed and the chamber cleared. After games eye protection may only be removed after all players have mags out, chamber cleared and game control has given the okay to remove goggles. Players found with a mag in their gun will be instructed to remove it unless we are “Goggles on”.

– While in the parking lot area you must keep your guns in a gun bag or case. You may only use the designated staging area to dry fire your weapon to ensure it is working properly. There is to be no live fire anywhere within the staging area other than the chronograph station, target shooting and/or the test-fire station. This area will be designated by staff.

– ABSOLUTELY NO SHOOTING in any parking lots at MilSimUSA events.

– Do not take/touch other’s personal gear.

– Refrain from wearing vulgar or obscene patches, swag or apparel. (Be mindful that we are often in the presence of minors.)

FPS LIMITS AND WEAPON SYSTEMS

All guns may be required to chronograph using .20g BBs.Hopup to be turned off, .20G BBs will be supplied for chrono purposes. Players may use any weight BBs during the game.

Weapons capable of full auto-fire

– 400 FPS max for 6mm weapons

– 310 FPS max for 8mm weapons measured with .34 gram BBs

– Weapons using an external gas source must have a locked regulator to prevent field adjustment.

– Note the following weapons classes are specialty weapons, and as such are bound by a slightly more defined set of rules.

 

Designated Marksman Rifle (DMR) to be Semi-Auto only, and incapable of firing in full-auto.

– Designated Marksman Rifle is a special purpose weapon; it is a standard infantry rifle equipped with optics that have been enhanced for longer range and accuracy. – – – – Some examples of a DMR are – M16, SR-25, PSG-1, M14/M21, G36, AUG, G3-SG3, Dragunov (SVD) etc… Bolt action rifles may also function as a DMR as long as they adhere to the following Max FPS.

– 450 fps max @ 6mm x .20g, 345 fps max @ 8mm x .34g.

– Limit one DMR per squad (or otherwise stated).

– Weapons using an external gas source must have a locked regulator to prevent field adjustment.

– Operators of a DMR are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.

 

Bolt/Single Action Rifles

– 550 fps max @ 6mm x .20g, 420 fps max @ 8mm x .34g.

– Limit one Sniper per squad.

– Weapons using an external gas source must have a locked regulator to prevent field adjustment.

– Operators of a BA/SA rifle are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.

 

Squad Support Weapons (SSW)

– A squad support weapon is classified as an M249, M60, MG36, RPK, PKM, MG42 or any “Squad Automatic Weapon” either currently or formally adopted as a military weapon.

– 450 fps max @ 6mm x .20g.

– Limit one SSW per squad.

– Weapons using an external gas source must have a locked regulator to prevent field adjustment.

– Operators of a SSW are required to carry either a standard AEG or sidearm to engage targets within the minimum engagement distances.

Gameplay Rules

– DO NOT for any reason remove eye protection, unless you have exited the field and are in the staging area/parking lot.

– We do not encourage trash talking to other players on the field. Be honorable.

– Vulgar, crude, or disrespectful language will not be tolerated. It may result in game expulsion.

– ALL PLAYERS ARE REQUIRED to have a BRIGHT RED “Dead Rag” minimum 50 square inches of material and/or a RED Chem light for night games. A standard red bandana can be purchased for $0.99 at Hobby Lobby and MilSimUSA will always supply red chem lights for any night games that we host.

– All airsoft guns/weapons and/or BBs are subject to inspection by any member of staff if we feel that your gun is shooting too “hot” (the muzzle velocity is too high) or it poses a safety issue to the event. Note that any and all players may be asked to chronograph at any time during the day or night, including during play. Players caught caught shooting too hot more than once may be removed from the game.

– Players will only be allowed to use airsoft specific guns. No “BB Guns” or BB guns converted to use airsoft BB’s or Metal BB’s will be allowed.

– Bio Ammo only, no metallic or paint BBs

– Any hit that does not strike the player’s primary weapon (note: the primary weapon may not be used as a shield or a bat to prevent hits) shall count as a hit.  This include boot hits, finger hits, Friendly fire always counts.

– Once a player is hit, they are to yell HIT! Place their dead rag on their head and move to either the nearest re-spawn or they are to remove themselves from the field of play.

-In addition to wearing your Dead Rag a player should assume a neutral non-threatening posture.

-Dead men do not talk! Period. This includes radios.

-Dead men do not shoot! This confuses and irritates the active players and breaks down the quality of the game.

– On the call of “BLIND MAN!” or “REAL WORLD”, all players need to stand in your location and do not move until the “all clear” and “game on” is given. Only at that time may you continue play.

– Call out “Real World” if you or another player is injured and requires immediate Admin/Medical attention. This is to communicate that their is a real world problem that needs to be dealt with. You will need to both vocally and via Comms make the “real world” call.

– Call out “Blind Man” if a player loses their eye protection (falls off, broken lens, broken strap, etc) during a fire fight. The player needs to cover their face with their hands and keep their head down until eye protection can be provided for them or are ushered off of the playing field.

ENGAGEMENT DISTANCES

For all weapons capable of automatic fire 20 feet is considered minimum engagement range. Unless noted otherwise below.

– 400-450 fps minimum engagement range 40 feet.

– 450-500 fps minimum engagement 60 feet.

– 500-550 fps minimum engagement 100 feet.

Note: In CQB environments engagement distances will be shorter than in typical field combat.

– Semi-auto fire only inside all structures, NO full-auto.

– Be considerate of other players, aim low and for covered body parts. Use of semi-auto is recommended. 350 fps and below is encouraged for AEGs.

– We like to use the term “Shoot others the way that you would like to be shot”

– No Blind Firing. Player must be able to see your target and your front sight post.

 

BANG BANG / MELEE KILLS

– We do not recognize any form of Bang Bang kill, trigger kill, safety kill or any such thing. The only way that another player may be eliminated at our games is with a BB fired from a gun, a BB from a grenade “explosion” or a melee kill with a MSU approved melee weapon. That is all. Do not come to game control talking about a bang bang kills. We will tell you that no such thing is recognized at our events.

Rubber Edge Weapons and “Tap” kills.

– Players are allowed to “melee” or “Tap out” another player with rubber edged weapons and plastic ColdSteel training knives.

– When a player is touched/tapped with themelee weapon they are considered “hit”.

– Player that have been “killed” by a melee weapon cannot yell “hit” or “medic” they are mortally wounded and must remain silent. It’s often a lot of work to get melee kills so we like to reward those who mange to pull it off.

All melee kills are instant kills with no bleed out. Go back to respawn immediately.

– Only MilSimUSA approved training weapons are allowed.

– No modified “real edged” weapons are allowed.

– No aggressive physical contact is allowed. Any overly aggressive play will result in expulsion from the game

 

MAGAZINES

Players carrying Mid-Cap mags and/or Low-Cap mags are may carry an unlimited number of magazines.

Players using Hi-Cap magazines/Winding Magazines may carry a maximum of 1 Hi-cap magazine.

NOTE: Hi-Cap magazines have been given the nickname “bitch buckets” by the MilSim community across the United States. We are not a fan of Hi-Caps but we allow the use of 1 Hi-Cap to allow newer players to attend before they have any of their Mid-Caps built up. These are allowed but we make fun of Hi-Caps because we think they lower the level of game play and experience for all. MidCaps make for a much better player and community.

Support weapon gunners will be allowed a maximum of 2 box magazines.

Box/drum/C-Mags are only allowed to be used with support weapons.

 

EXPLOSIVE DEVICES, IED, SHOULDER LAUNCHED MISSILES AND SMOKE

All simulated explosives used I.E.Tornado grenade must detonate and cause a BB strike to eliminate a player.

– Shoulder launched missiles ( e.g. AT, LAW, RPG, etc…) have a lethal kill radius of 25 feet from initial impact.

– Shoulder launched missiles are only effective on structures if they hit INSIDE the structure itself.

– Shoulder launched missiles effectively disable all Vehicles but does not kill it’s occupants unless impacted inside the cab.

– 40mm foam slugs have a lethal kill radius of 15 feet from final resting place.

– All player grenades must be thrown under arm, this is to prevent injury.

– Players may use any “name brand” airsoft grenade (Escort, AI, etc…). No modified grenades are allowed.

– Ricochets from player thrown grenades is treated as fragmentation and will count as a hit.

– Thunder B’s will be counted as a “grenade” when used as a suicide device with a lethal kill raidius of 15 feet (must detonate).

-Thunder B’s or Distraction Devices do not count as kill unless specifically stated.

– Thunder B’s dropped from a UAV will count as a air strike with a kill radius of 50ft.

– Suicide vests have a lethal radius of 25 feet and are triggered by the player simply displaying the device.

-. Any sucide device must be TRIGGERED prior to being shot or captured for search.

– No explosives, open flame or hot burning smoke will be allowed for fire hazard reasons.

– No blank firing devices.

 

LOW LIGHT / NO LIGHT OPERATIONS

– Players are recommended to have Eye Pro with “CLEAR” lenses for all Low/No Light operations, Full sealing ANSI rated still applies.

– Players will need to have a flashlight on their person for safety.

– Players must have a Red stick or Chem light to signal that they have been hit. These are included at our night games.

– The use of Night Vision, Thermal or other type of NOD is totally allowed (dummy cord that gear!).

– All players are encouraged to operate in “pairs” during Low/No light operations.

– Any laser system must be “Eye Safe.”

– Players are never to aim any laser system directly at the eyes of another player.

– Players are never to aim any laser system at any flying aircraft. (This one is serious with the FAA)

– Players are never to aim any laser at the driver of a vehicle

– Violating these laser rules may result in expulsion from the game.

 

SPORTSMANSHIP, HONOR AND FAIR PLAY

Sportsmanship is expected! Please call YOUR OWN hits!

DO NOT BOTHER TO CALL ANOTHER PLAYERS HITS – MIND YOUR OWN HITS!

Not calling your hits is cheating, and will not be tolerated, period.

If you suspect a player is not calling their hits, do not take matters into your own hands. Please bring this to the attention of your SQL and the event staff, use the chain of command.

Dead players do not talk! Dead players may only talk quietly to other dead players. Dead players do not shoot their guns, doing so immediately makes you a live target. Dead players do not improve their position, or indicate other players position while dead.

Electronic warfare: jamming or listening in the opposition’s radio frequency is strictly prohibited (unless cleared by the administration).

Blind fire: Shooting around corners and not being able to see where your BBs are going is not allowed.

Airsoft is about HONOR, failure to play in an honorable manner will result in expulsion from the event. There will be no bullying, rough housing, foul language (used in malice), or physical/mental intimidation anywhere at anytime at a MilsimUSA event. Failure to follow these rules will result in expulsion from the event and AO no refunds will be given.

 

PLAYER RE-SPAWNS

– When a player is hit they may vocally or via radio call for a medic that will attempt to revive them.

– Once a player is hit they must sit, kneel or lie down, a medic has five minutes to reach them in order to treat a wounded player before they “bleed out”. Players have the option to waiting for a medic or instantly going back to respawn.

– Once a player has “bled out” they must then re-spawn at their nearest MASH Unit or FOB.

*Squad leaders should be knowledgeable enough to understand when their squad is combat ineffective and  re-spawn his/her entire squad — 70% casualty rate is the magic number.

 

MEDIC RULES

– Each squad may be assigned a medic. (Subject to change with various Teams and Squads)

– Each medic may be given a medic’s bag with up to 6 bandages.

– A medic will treat a fellow player by going up to that player and bandaging the area where the player was hit

– A player may only be treated by a medic twice before they must go respawn without any bleed out.

– Medics CAN NOT re-use bandages from “dead” players. When the medic has exhausted their six bandages they will need to visit a MASH unit or FOB to re-supply.

– Medics many never have more than 6 bandages at any one time

– A medic may not treat himself; only another medic can give them aid.

– Players inside structures MAY NOT BE TREATED by a medic. If you are hit within a structure you are considered KIA and must exit the building go respawn.

– Each player may carry up to 2 of his/her bandages for a medic to treat them with. These bandages are put back into the players IFAK (Individual First Aid Kit) at the respawn point.

 

VEHICLES

– Individual vehicles are not allowed on the field of play, and are never to be used in a game (unless cleared by the administration).

– Scenario and Admin vehicles are limited to 25 MPH

– Players are not allowed to exit or enter a moving APC(s)

– Players are never to stand , lay prone or supine next to any roads and/or a moving APC(s)/Tanks because of the turn radius blind spots.

– Player should exercise EXTREME caution around APC(s)/Tank doors and hatches.They are heavy and will easily “remove” fingers.

– Only shoulder launched rockets disable armor (APC, Tanks) Must be a frontal hit (for the driver to see) this does not kill the crew, but only disables the APC/Tank and forces the crew to exit.

– 40MM/Rocket hit only disable un-armored vehicles. Direct hit to the cab disables the vehicle and kills all in the front cab. Players in the troop area are combat effective and must exit the vehicle.

– 40MM/Rocket hit inside the “storage or troop area” disables vehicle and kills all player inside the vehicle.

– Players shot inside a vehicle are to  follow the normal medic and re-spawn rules.

– You may medic players inside of a vehicle.

*For ease of admin please attempt all vehicle hits directly to the front or rear of the vehicle so staff can observe the hit and make the correct all.

 

EVENT AND PRIVATE UAV(s)

– Certain MilSimUSA events will employ UAVs by staff.

– All MSU events allow the use of private UAVs. (Jon really wants you to make a UAV and bring it to our games)

-UAVs can be used as a means for “forces” to recon the battlefield gathering enemy troop movement and strength.

– UAVs will be used by the MilSimUSA staff to gather aerial footage for promotion.

– All private UAVs MUST be approved by MilSimUSA staff PRIOR TO DEPLOYMENT.

– Players may at no time, shoot at or around UAVs while in flight or on the ground.

– Anyone caught shooting at ANY UAV may be banned from our events for life. Dont’ do it :)

 

FUN

– At the end of the day MilSim/Airsoft  is just a game! We are all here to have fun in a competitive manner. So while the day might get hectic as you adjust to changing situations keep in mind that we are not real world operators and that our main goal is to have fun, enjoy the company of friends and sling BBs at them!

 

After-Event Rules

Please have all of your gear in your gun case when you return back to the parking lot to leave the AO.

Please do all that you can to keep these fields as clean as we can by not littering and picking up any trash that you might find and please let a member of staff know if you see any issues that need attention from staff.

 

If you find errors or have question, comments or suggestions to the rule set let us know by contacting us at MilSimUSA@gmail.com

*These rules are subject to change at any time during game play to adjust for any unseen circumstances and game dynamics*

*All MilSimUSA events are “Rain or Shine” and offer NO  REFUNDS of any kind but may offer discounted future events*