Simple rules

I. WEAPONS

– Side-arm - max. 1,15J (gun, machine gun)

– Assault weapon – max 1,9J

– Team support weapon - up to 1.9J (a replica of a real support rifle powered from a ammunition tape, box or drum is required)

– DMR weapon - up to 2.6J (DMR rifle replica required, each operator must have a gun)

– Sniper rifle up to 3.4J.

(a) a required replica of the sniper rifle

(b) Every sniper must carry a side-arm.

Measurement on bb’s supplied by the player!

II. MAGAZINES

– Hi-cap: FORBIDDEN (Permitted to play in special, individual cases after prior contact and permission from the organizer)

– Mid-cap: single / auto

– Low-capy: single / auto

– Real-capy: single / auto

– Box / drum: single / auto

No use in replicas other than those classified as support! Use in other replicas treated as hi-cap!

III. HITS

- You got shot ⇒ you are falling to the ground ⇒ shout "hit" ⇒ mark yourself with a reflective vest.

- Second gunshot (in interval) = death

- A wounded player bleeds out 10 minutes

- A wounded player can be taken prisoner

- After bleeding out, the player goes on resp of his faction.

IV. MEDICS

- Only a medic can heal

- The medic cannot heal himself

- Healing with the player's bandage/stage and the "wound card"

- The medic randomly issues a "wound card" to the player

- Medic can carry up to 5 cards

- Bandages and cards are removed at RESPAWN

- We allow individual tactical stasis instead of bandages

V. RESPAWN

– 1 hour (counted from the exit to the designated place - shooting sides).

- 2 hours - repair for a destroyed vehicle at a base )

- 3 hours

(a) for a suicide bomber firing an explosive charge on himself.

(b) for 'suicide bombardment' with a white weapon to an armed detachment.

(c) Penalties imposed by the organiser for infringing other rules.

VI. IDENTIFICATION OF THE DEAD MAN

  • Night - red light (must be set to blink/flash)

  • Day - reflective vest

The vests and lamps will be checked before the script starts at check-in at bases, villages and towns. None = no participation in the game until equipment is purchased + first warning from the organizer!

VII.IN-GAME VEHICLES

- All vehicles participating in the competition must be reported to the organizers before the event.

- It is forbidden to shoot (ASG) at vehicles without fire.

- No shooting through open windows and doors.

- The vehicle may be destroyed by means of an anti-tank gun, a mine or a yellow or orange smoke candle, which will be protected by the organizer.

- If the vehicle is out of the game / damaged, we will mark it with the emergency lights and a reflective vest on the side mirror.

- No "civilian" vehicle not participating in the game may enter the area of the game during its duration.

Vehicles taking part in the game are marked with a special sticker on the windscreen.

VIII. PYROTECHNIC

  • Total prohibition of use in wooded land (there will be exceptions)

  • We allow the following certified charges for airsoft games: Pressure mines / directional mines, Splash grenades, Smoke candles / grenades / smoke screens, Stroboscopes, Hand flares

  • Splash charges made by participants will be checked (Firecrackers allowed in the detailed rules)

  • Sound mines are only for alarm purposes.

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