RULES & REGULATIONS for Airsoft Events
Repeated violation of the rules may result in being removed from the game, being removed for the day, or permanent ban.
Safety is of utmost importance! Should any unsafe situation occur, the result must be an immediate cease fire, to be signaled by the words, “BLIND MAN”. Any player may call a “BLIND MAN” at any time for safety reasons. If you see another player with their eye protection off, you must call a “BLIND MAN”.Eye protection must be worn at all times on the field. The only time you may remove your goggles is in the designated safe area. All players are required to wear full sealing goggles rated at ANSI Z81.1 or better.
There shall be no physical contact of any kind on the field. If there is a problem bring to the attention of a MACC Daddy.
No blind firing! You must always be aware of your target when firing. Be sure of your target at all times. ALWAYS BE LOOKING DOWN YOUR SITES. As always, respect other players and non-combatants at all times, and use common sense.
Red kill rag is MANDATORY. While we realize it will not stop players from getting shot after they’ve been eliminated, it will reduce it. If you find yourself in a situation where you do not have a dead rag you do not have the right to get upset when you are fired upon. DEAD RAGS ARE MANDATORY!
The Safe Zone
The designated safe zone is OUTSIDE of the fence by the parking area. All area inside of the fence should ALWAYS be considered HOT! When in the safe zone, all weapons must be made safe. Players returning to the safe zone from the field should stop, remove magazines, clear chambers and safe their weapons.
AEGs are considered safe when they meet ALL of the following criteria:
• The magazine is removed
• The chamber has been cleared by firing a few shots on semi-auto with the magazine removed
• The safety is engaged
Sniper Rifles are considered safe when they meet ALL of the following criteria:
• The magazine is removed
• The chamber has been cleared
• The bolt is open (gas powered) OR the spring is decompressed on an empty chamber (spring powered)
Handguns/sidearms are considered safe if they are secured in a holster. Sidearms not in holsters must be mag out and safety on.
Any real firearms, swords, ninja stars (no joke), bludgeons, cudgels, table legs, tripwire, punji sticks, death pits, etc.
No pyrotechnics of any kind are allowed.
No tripwires of any kind are allowed.(EXCEPT WHEN SPECIFIED OK ie Thunder B trip mines or claymores)
*Knives are permitted. Utilitarian use only. NOT TO BE USED AS MELEE WEAPONS
*Cell phones are advised to be in storage and used within the safe zone and staging area. This is set in place for the operator. You use and lose it in the field, its on you.
Only airsoft replicas are allowed on the field. No “real steel” will be allowed, even if it is stowed, stored, holstered, or sheathed.
No paintball equipment, including grenades, will be allowed on the field.
No powders of any kind in simulated explosives ie grenades, mines, claymores.
All airsoft grenades will have a 10ft kill radius inside and outside. Anyone within a 10ft radius, from the point of explosion, is considered dead regardless of shell type. User’s behind hard cover are not effected.
Hardcover is defined as a wall, door, or another room. People and brush are not considered hard cover.
NO METAL or GLASS BB’s can be used in any guns, or devices of any kind. Anyone caught playing with metal bb’s will be BANNED from MAKO Events. Coated bb’s are prohibited.
Most MAKO Events will be played with a “One Shot One Medic” rule set. A hit to any part of your body eliminates you from the game.
• A hit to your weapon doesn’t count as a hit.
• You may not use a weapon as a BB shield.
• Ricochets do not count. If in doubt as to whether or not a hit was a ricochet or direct hit, take the most honorable route and assume the hit.
• Friendly fire (hits from teammates) DOES count. There is no such thing as “friendly” fire!
In the event of a hit, the player yells “HIT!” and immediately raises his weapon or hands above his/her head and displays his/her red dead rag. No false calls. Under normal circumstances the player is considered killed and expected to leave the field. Wound and Medic Rules will be in effect for all games unless otherwise instructed.
DO NOT call for players to “call their hits”. It is unsportsmanlike and rude. This is a game of honor and should be treated that way. Remember, it’s just a GAME.
Body armor will NOT be in effect for the game.
1.3 One Shot One Kill Rules
This rule set is very simple: if you are hit, anywhere on your body, you are eliminated. A grazing shot across your pinky is an immediate death. Call for a medic.
All medic rules are subject to change based on scenario however, generally, a medic can revive dead players. If you are hit, you may call for a medic for 5 minutes. If a medic is unable to reach an injured player in 5 minutes, the player is considered eliminated and must head to respawn. Players that have been previously medic’d and are hit again must go to respawn. Additionally, players that do not wish to wait the 5 minutes for a medic may head directly to respawn at their discretion and THEN wait the 5 min.
Medics will operate in one the following ways:
1. A designated medic carries a number of bandages (Tape). The medic comes to the injured player, pulls a bandage from the bag, and ties it somewhere on the injured player’s body.
2. A designated medic will tie 3 knots in a piece of rope or 550 cord attached to the players. Once this is completed the Player is revived and may return to play.
3. A designated medic will place hands on the hit player, count to 30, and the player is revived. If the medic is hit, or moves away from a player while in the midst of bandaging, that player is still required to sit through bleedout.
3. Knife and Hand-to-Hand Kills
Knife kills are to be as unviolent as humanly possible. A simple “tap” on the shoulder or helmet will constitute as a knife kill. NO THROWING OF KNIVES it is NOT MODERN WARFARE
4. Surrender “Safety Kill”
If you come within short range of a player and can catch them at a disadvantage, you must ask for a surrender. A player who surrenders is considered eliminated, and may not go back on their surrender or be medic’d.
Offering a surrender must be considered when within the 5 foot engagement limit. A player who is offered surrender may refuse, but must accept that the most likely outcome will be getting shot at close range. The shooter must also be ready to be shot close if there is a refusal. HONOR and INTEGRITY are key values behind making this issue a non issue.
Note: You may not create an unsafe situation to call for a surrender.
5. Sudden Close Contact- Parlay
If two or more players suddenly find themselves surprised and in close contact, for example, two players on opposing sides accidentally use the same log/wall for cover, they may either call both of themselves out or each leave in an opposite direction to avoid a potentially dangerous hit.
When you are eliminated, you may not relay any information to any other active player, including the fact that you are dead.
When eliminated, at your discretion, you may feign real death for added realism. To do this, simply lie down and stop moving. After a suitable amount of time, or when the battle has moved out of the general area, or if you become too uncomfortable, you may exit the playing area.
When feigning death you may be shot repeatedly, since players might not know that you are eliminated. You can signal to them that you are out by raising your Dead Man’s Rag and calling “HIT!”. If it continues or becomes too irritating you should exit the playing area.
If you do not want to feign death, simply call “HIT!” in a loud voice, Raise your Dead Man’s Rag, and exit the playing area.
When exiting the playing area, sling or raise your weapon above your head, and walk out of the area or towards the respawn point with Dead Rag visible. You may not talk to anyone…DEAD DON’T TALK!
Some operations will have a near-continual element of game play. When a killed player returns to the staging area, he is expected to remain out of game play for at least 5 minutes. Drink some water, reload, take some rest. You may sit out longer than 5 minutes if you choose but may not re-enter play before this time has passed.
Every player is recommended to wear a watch or time piece of some kind.
8. FPS Restrictions & Engagement Ranges
The MACC limits all weapons: gas, spring, and electric, to 350FPS with 0.20g projectiles in order to fire indoors and 400FPS for outdoor ONLY.
DMR 450FPS semi only AEG.*
Sniper 500FPS bolt action only.*
Any airsoft gun of ANY kind needs to be chronographed and tagged by staff BEFORE being taken onto the field.
At any time, a MACC Daddy may ask a player to have their gun chronographed in order to maintain the safety of all players. In addition to that, any player who feels that a gun is firing in excess of the field’s limits may request a chronographing of a gun. The MACC Daddy, however, reserve the right to decide if an FPS check is necessary.
Any and all violations of the FPS limits, or playing with an upgraded and unchronographed gun will be regarded as a major violation of the safety rules and you most likely be forced to “sit out” and make the walk of shame.
***SPECIAL NOTE! No weapon firing over 350 FPS is allowed in close quarters: huts, shacks, castle, rooms, tanks, etc. Players with weapons firing less than 350 FPS are required to aim for center mass in CQB situations.
While inside buildings, players are required to switch to semi-auto. Snipers and SAW gunners are allowed to shoot FROM a building to an adjacent, but NOT INSIDE the building(CQB).
9. UNIFORM/BDU RESTRICTIONS
IT IS HIGHLY RECOMMENDED THAT PLAYERS WEAR EITHER A TAN BASED OR GREEN BASED. Uniform restrictions will rarely be in effect, it is EXTREMELY recommended that you avoid wearing any red or blue clothing as it could give away your position, affiliation, or confuse would-be friendlies.
If needed, it’s absolutely acceptable to remove parts of your “uniform” to adjust or cool off in the safe/staging area.