The North Texas Airsoft Organization Ruleset
As of June 24, 2009

A. General Rules

1.     It is the PLAYER’S responsibility to read and understand all rules before attending the event.  Much effort has been made to make these rules as simple and easy to understand as possible.

2.    The rules are designed to ensure that the players have considerable freedom while still providing a high level of safety.  Common Sense is the order of the day with a high emphasis on safety being the first priority at all times.

3.    CONSISTENT rule breaking or cheating will not be tolerated.  A simple 3 strike system will be implemented to deal with rule breakers and cheaters:

a.    You will be warned.

b.    You will be sent to the regen for a designated period of time.

c.    You will be asked to leave the playing field, you forfeit your play.   

4.    This is NOT a sterile environment! There is potential to become hurt or injured while playing. Be aware of your surroundings. Take care and watch your step, where you sit, lay, lean, crawl, etc....

5.    Eye protection is mandatory in the form of full seal goggles or full face protection. Full seal is defined as not allowing a standard #2 pencil eraser to be inserted behind the goggle. (If a BB can get in, the goggles are NOT full-seal!)

6.    Full face protection is encouraged and is required for players under 18 years of age.

7.    All lenses must be rated at ANSI Z87.1-2003 (also known as Z87.1+)

8.    Goggles and or masks must be worn at all times in the gaming areas without fail.

9.    Players that loose, break or have an issue with their goggles will sound off with “BLINDMAN” all play in the area will cease until the problem can be corrected or the player is escorted off the playing field.

10.  Players must have a dead rag, in a bright color such as, RED, YELLOW.  Bright Green is NOT permitted for non player admins.

11.  Player Admin/embeds must use a bright green dead rag.  If you see someone pull out there bright green dead rag and walk over to you and give you instructions you are to comply with their commands.

12.  When entering a safe zone or leaving the gaming area you must first make weapons safe and clear (Magazines removed, weapon cleared (3 shots on semi in a safe direction), weapon on safe.

13.  Minimum Required safety equipment

a.    Full seal goggles or Mask

b.    Water source, which can be carried on your body

c.    Proper dead rag

14.  Recommended additional safety equipment

a.    Gloves

b.    Knee pads

c.    Elbow pads

d.    Replica armor

e.    Helmet

f.     Boots
15.  Surrender Rules

a.    You must have the opposing player “dead to rights”. The player does not know you are there and you are within the close engagement distances  anything inside 20 feet. 

b.    The opposing player does not have to except the surrender. If challenged, the players accepts the consequences of non-surrender.

c.    Players must make every effort to aim low so as not to shoot the other in the face.

d.    If the player accepts the surrender you are dead and must go to regen.

16.  PARLAY RULES

a.    If two opposing players encounter each other at less than the approved engagement distance. They should then employ a parlay.

b.     Both players move to different parts of the field and commence playing.

17.   Blind Firing

a.    Players must be able to see where the muzzle of their airsoft replica is pointed when firing.

b.    Holding a weapon above a barricade or around a corner without being able to see the intended target is blind firing, and is extremely dangerous.

c.    This should be prohibited in all cases and brought to the attention of the Admin if this is observed.

18.   Grenades or Rockets

a.    If you are within 5 meters of an exploding grenade outside of a building then you receive a hit.

b.    An exploding grenade in a room all in the room are casualties. They all must wait for a medic or a live team mate to heal them.

19.   Silent Kills

a.    Silent kills are simulated knife kills you may only use your hand or a RUBBER knife. 

b.    To do this, put your hand on their shoulder and say “Knife Kill”.

c.    The victim of the silent kill is immediately killed in action and should return to regen. Victim should remain silent until he regens

20.   Weapon hits do NOT count as a hit. 

21.   Helmets and body armor have no in-game effect.

B.  Sportsmanship and Honor

1.    Airsoft is a game of honor.  It is a game that is shared by a growing community of Airsoft enthusiasts.  You must uphold the highest traditions of HONOR, FAIRNESS, and SPORTSMANSHIP.

2.    You must show your fellow players respect during the game. Do not disgrace yourself or your team by showing aggressive behavior towards other players. There will be NO fighting between players on the field, physical altercations will be grounds for immediate dismissal from the field of play for all players involved as well as banning from the sport

3.    Do NOT break the law. Anyone caught doing so will have law enforcement called on them.

4.    If you witness or think you witnessed cheating or hit shrugging, Report it to your chain of command who will then report it to game admins.  Do not call the hits of others.

C. Hits

1.    A “HIT” is any BB that touches any portion of your body. EXAMPLE: If a BB hits your big toe you are out. Ricochets do not count, nor do gun hits.

2.    If you are hit, the rules are simple:

a.    SHOUT "HIT" AND RAISE YOUR HANDS, IMMEDIATELY PULL YOUR DEAD RAG AND PLACE IT ON YOUR HEAD SO ALL CAN SEE IT!!!

b.    Calling for a medic ,if the are in play for that game, is the only time you may speak. Dead men don’t talk, gesture, or point.

c.    Assume a posture that identifies you as a casualty and are out of play such as kneeling, sitting or prone facing up.

d.    When returning to the regen, do not pass tactical information to anyone.  This is a game of honor.  When you “Bleed out” you are no more.  For all intensive purposes you have been replaced by a new person who doesn’t know where you came from.  Just let the game play out without providing intel.

D. Regen/Medic Rules

1.     These are set at the beginning of each skirmish.  They will most often be one of the following:

a.    Timed medic tag in – Follow proper hit procedures then call for medic.  Don’t say anything other than “MEDIC!”.  Once the medic arrives he/she will count off a predetermined number of seconds.  Once this is done you remove your Dead Rag and continue play.  This “Death” will take off one life.  You will usually have 3 per game.

b.    Immediate any player tag in – Follow proper hit procedures and call “MEDIC!!”  Any player can tag you back in by touching you anywhere on your person.  Remove your dead rag and continue play.  This “Death” will take off one life.  You will usually have 3 per game.

c.    Bandages – Medic will have long ace bandages that will be wrapped around your arm or leg.  Follow proper hit procedures, Call for “Medic”.  Once bandaged you may begin play.

d.    “Bleed out”- If a medic doesn’t get to you within a number of minutes that has been specified at the beginning of that game then you are to walking back to a predetermined regen where you may removed your dead rag and continue play.

e.    Drag Rule – This means that once you are hit and have your dead rag on your head you may be dragged to safe area by any other player.  You may only walk with the aid of one player or run with the aid of two.  Do not pick another player up to pull them to safety.  Aiding players must maintain contact with a portion of the players clothing or gear to drag them.

E.  Weapons Energy, FPS,  & Ammo limits

1.    Chrono will take place the night before and the morning of the event.

2.    Weapons will be tagged with the color of the day.

3.    If your weapon is over the allowed FPS you will not receive a tag, your weapon must be put away or brought into the allowed FPS range and rechronoed.

4.    Weapon Velocity (FPS)

Rifleman weapons (M-4, AK47, G-36, Famas, ect…)

·         .20g BB = 400 FPS

·         .25g BB = 358 FPS (HARD limit)

·         .28g BB = 338 FPS

Pistols (GBB, AEP,and CO2)

·         .20g BB = 300 fps

·         .25g BB = 268 fps

·         .28g BB = 256 fps
Support weapons (SAW, MG36, M240G, M60, IAR)

·         .20g BB = 450 fps

·         .25g BB = 402 fps      

·         .28g BB = 380 fps

Snipers =  2.3226 Joules of energy

·         .20g BB = 500 FPS

·         .25g BB = 447 FPS

·         .28g BB = 422 FPS

·         .36g BB = 372 FPS

·         .42g BB = 345 FPS

NOTE: Because of the narrowness of the field extra care and caution must be taken when employing a sniper rifle.  HEAD SHOTS ARE NOT PERMITED

DMR - Designated Marksman Rifleman

·         .20g BB = 450 fps

·         .25g BB = 402 fps      

·         .28g BB = 380 fps

NOTE: Low and Mid capacity magazines are the only authorized magazines to be used with the DMR


5.    Rockets, LAWS, Mortars must not be shot at person directly

6.    For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.

7.    Minimum engagement distances

Rifleman                     = 20 feet

Support                       = 50 feet

DMR                           = 50 feet         

Snipers                        = 100 feet

Rockets or launchers   = 75 feet         
8.    AEGs, Pistols and shotguns are the only authorized weapons to be used in room to room clearance within a building.

9.    Semiauto only allowed indoors

10.  Full auto allowed out of windows and doorways.

11.  From inside shooting out all weapons may be used.
F.  Gun chroning
1.    All weapons will be chronographed and tagged before the game starts.

2.    Approach the chrono station with your weapon on safe, unloaded and with an empty magazine. 

3.    You must be wearing eye protection when you chrono.

4.    The chrono personnel will load a few BBs into the magazine and hand it back to you.

5.    When you are told to do so approach the chrono device.

6.    When you are told to do so load your magazine and keep it pointed in a safe direction

7.    When you are told to do so, fire the weapon into the chrono as instructed by the chrono officer.

8.    If your weapon is found to be within chrono limits it will be marked

9.    If your weapon is found to shoot HIGHER than chrono limits you must either rectify and rechrono or put it away.

10.  Spot checks WILL be done throughout the day.  Any player found fielding a gun that doesn’t have a chrono tag will be ejected from the game without refund.  

G.  Confiscations and Searches

Sometimes during scenarios/games, hostages can be taken.  This will be announced at the beginning of the event.  Otherwise no hostages are taken during games.
1.    If a person is arrested or taken prisoner, their weapon will be confiscated by let the person know “I’ve taken your weapon”.

2.    This is symbolized by making the weapon safe and carrying it slung if possible.

3.    If possible and if the prisoner approves, then others may carry the weapon but should always remain within the prisoner’s sight.

4.    If the prisoner escapes or is released, they may not use their weapon until five minutes later.
H.  Fighting Inside buildings

1.    All players must use good judgment while fighting a close quarter’s battle.

2.    SEMI AUTO ONLY INDOORS

3.    Rockets and launchers must break the plane of windows and doors before launch.

I.  PYRO

1.    No explosive devices are to be used during the event.

2.    Only non pyrotechnic destraction devices may be used such as MadBull distratacion or chemical grenade.

3.    Cold burning Smoke grenades only. 

4.    Smoke grenades may not be deployed inside of structures.

J.  Grenades and Rockets

1.    Hits on buildings

a.    If a shell or airstrike hits a building then everyone inside is killed and the building is taken out of play for 30 minutes.

K.  Vehicles

1.    Vehicles are not in play unless specified before the event

L.     Team Designation

1.    Teams are usually broken down into the color of clothing worn.  This will also depend on the number of people wearing what color of cammo.

2.    Dark woodland and woodland Marpat are usually considered green

3.    Anything Tan/Desert, Multicam, ACU, Street clothes, are considered Tan.

4.    On some occasions Blue and Red Arm Bands will be used to distinguish teams

M.     Communications

1.    Radios frequencies will be issued to each side prior to game on. These are the only allowed channels, for the side.

2.    No Electronic warfare may be used at any time by either player.  Electronic warfare includes eve’s dropping or jamming