The year is 2035. A radical group of extremist nationalists calling themselves the New Patriot Order seek to overthrow the newly formed United Coalition Forces. With the dust finally settling in the middle east, governments around the globe have joined forces to bring forth a new era of peace. However, this new alliance does not sit idly with political and military figures of the past. Ex Rangers, SEALs, and other special forces units have banded together to form the New Patriot Order. The NPO forces all follow the command of prior military commander, General R. D. Schembre, a 3 time war vet and believer in the old ways of America and its morals. Admiral D. James Osborne of the UCF has been commissioned by the political leaders to lead a military campaign against General Schembre and put the American District back under UCF control. Now, at the choke point of America, both factions amass in full force to determine the outcome of the war. Whomever claims this pinnacle point of land will control the better part of America for battles to come. The ground shakes beneath our boots as Artillery strikes and small arms fire ravage the already war torn landscape. Operation: Danger Close has begun… Itinerary: 8:30am Gates Open 11:00am Game Start 3:00pm Break 4:00pm Game Play Resumes 8:00pm ENDEX 8:10pm Raffle Sponsored by BG Airsoft (must be present to win!) Chain of Command: Each team commander (Schembre for NPO, Osborne for UCF) will remain at their respective Forward Operating Base (FOB) for the majority of the game to keep the flow of gameplay never ending and make sure that all players always have an objective. This, however, can’t be done without you guys. Everyone needs to bring a radio with them, otherwise you’ll be just as confused as ever trying to make heads or tails of the battlefield. It will benefit each squad to STICK TOGETHER and are encouraged to set rendezvous points to regroup to after respawn, assign battle buddies, etc. Each squad will have a squad leader that will do the communicating between command and their squad to relay orders. Area Control Points (ACP): Throughout the field are 3 Area Control Points (see the areas on the map labeled ACP). These points are able to be controlled by the opposing factions. When a point is controlled by your faction, the ACP acts as a respawn point for your team. Before capturing, the flag will either be covered up (designating a neutral point), or it may be the enemy faction’s flag. In order to control an area, a group of 5 or more of one team must be within 10’ of an ACP, at which point a player may display their flag on the outside of the ACP in the area provided by either uncovering the flag or flipping the flag from the enemy’s to their own. Capturing ACPs will give your team a huge advantage in the fight against the opposing team. FRAGOs (Fragmentary Order): Throughout the game, you will be given orders to return to your respective FOB (with redrags or killlights drawn) to receive a FRAGO. These are missions in which you are given detailed instructions on an objective to complete and any other parameters that make your mission unique. During these missions, you may be given a time limit, specific rules of engagement, an item to retrieve or deliver, a person of interest to escort or retrieve, an area to guard or attack, an individual with whom you will fight along side with for the duration of the FRAGO, specific respawn rules, and a plethora of other missionspecific details. Medic Rules: Each team will be divided into squads prior to the event. Each squad will have a designated player as their medic. The medic will be provided with a roll of masking tape. Once hit, a player has a bleed out time of 5 minutes before they are required to go to a spawn zone. You may not leave where you were hit until your 5 minutes are up. If a medic makes it to the player before the bleed out time, all they have to do is take the tape and wrap around the wounded players arm once. The player is now back in the game but clearly marked he has been medic’d in once. If you are hit again while taped up you are instantly dead and must return to a spawn zone. Unless otherwise noted see Easter Eggs for more details. You must have 5 total squad members to respawn. This is in order to balance the game as well as keep you with your squad, keep a more realistic feel, and gives you a break to rehydrate and recover. Artillery Strikes: In your player packet you will receive a printable map with a grid on it. This gridded system will be used for artillery strikes. To call in an Artillery Strike you must first have one readily available to your team, then get approval from your commander. These can be found around the battlefield see Easter Eggs, given as reward for successfully completed objectives, and each team will start the Op with a set number of Artillery Strike at their disposal. Once you have a target, the squad leader will get on the radio with command, call in your request for an Artillery strike and the gridded location of the point of impact i.e. H5, G2, etc. Command will confirm whether you have the strike available or not then give you the word when the “shot is out." An admin will run to the gridded location, yell “incoming” to warn players of impending impact, and call out most or all players within the area as dead. These players are instantly killed and must report to their FOB not a captured respawn point. ● If you hear an admin yelling “incoming” feel free to retreat in order to avoid the incoming “explosion”. Magazine Restrictions: Nope. But please don't strap a autowinding box mag to an M4. The lack of restriction is for accessibility — please respect it. Team Identification: Depending on which team you have chosen to be on you are required to wear the colors of that team. Pants, hats, helmet, and any gear may be whatever color or pattern you want. If you are on the New Patriot Order NPO team you must wear a Black top. Not grey, not almost black but BLACK. If you are on the United Coalition Forces UCF, any camo pattern top is acceptable. Please no solid colors for UCF, as there is a low light portion of the game. If you have any questions if something is acceptable or not please contact us immediately. Easter Eggs: Easter Eggs are in place in an effort to emulate an ever changing battlefield. Scattered and hidden throughout the battlefield are going brightly colored eggs. Inside these little plastic bundles of joy will be a code that, once opened, must immediately be radioed back to command immediately in order to learn the outcome. These will, 90% of the time, have something beneficial to you and your squad. However, some of them are negative. If you don’t want to risk it don’t open it. The codes will be a sequence of numbers. Here are some examples of potential easter egg results: ● Additional Artillery Strikes for your squad (rules for this are under the Artillery Strikes section) ● Expert Medic (The medic of your squad can tape you twice for the duration of your current life rather than only once.) ● Helo Insertion (Your team now has the option to insert anywhere on the map via “helicopter”.) In order to use this, you and your squad report back on foot to command. Once there, inform the commander that you want to use your helo insertion. Once he’s confirmed that you have one available an admin will Red Rag walk you to the point you picked out on the map. Once there you find cover and take off the rags and get right in the action! ● There’s a super secret one out there that’s pretty awesome. Can’t tell you what is but we can tell you there is only one and it’s hidden pretty well. Silver Spur Splat Airsoft Rules Section 1: OnField Safety 1.A) Dead Rags • You must have a red/bright orange dead rag in order to play (for night games, use a red/orange glow stick). • When you are hit by another player you must call out “Hit!” loudly and produce your death rag, making sure it is visible to all. (It is your responsibility to let everyone around know you are hit.) At this point you may call for a medic ONLY and your 5 minute bleedout timer should begin. • EVEN IF YOU DO NOT KNOW WHERE THE BB CAME FROM — YOU ARE OUT! • Remember if you are out, you are NOT allowed to talk other than informing other players that you are out, calling for a medic, or informing players you are a “dead man walking” when moving off of the field. • Since this game has medic rules, you must stay where you are until a medic comes to revive you. If a medic doesn't make it to you in 5 minutes you are to report back to your teams spawn or one of the captured spawn zones. You MUST wait the full 5 minutes. 1.B) Weapon roles and FPS limits You MUST KNOW what FPS or Joule you are shooting at all times. Players will be spot checked or asked. If you do not know, you must chrono your weapon. If you are shooting too hot, you may not bring your weapon onto the field until you are shooting within FPS limits. Also, you must rechrono if you change BB weights. All measured in Joules. You will need to know your BB weight and YOU MUST RECHRONO IF YOU CHANGE BB WEIGHTS. CQB/Side Arm Chrono HARD LIMITS: 350fps w/ .25, 331 w/ .28 Energy Limit: 1.42 J Minimum Engagement Distance: NONE Standard Primary Chrono HARD LIMITS: 420fps w/ .2, 376fps w/ .25, 355fps w/ .28, 343fps w/ .3, 332fps w/ .32 Energy Limit: 1.63 J Minimum Engagement Distance: 10 feet SAW Chrono HARD LIMITS: 400fps w/ .25, 378fps w/ .28, 365fps w/ .3 Energy Limit: 1.85 J Minimum Engagement Distance: 50 feet Sniper Chrono HARD LIMITS: 460fps w/ .34, 447fps w/ .36, 424fps w/ .4 Energy Limit: 3.32 J Minimum Engagement Distance: 100 feet 1.C) Full Auto and RPS • ALL WEAPONS have a 30’ fullauto MED. If you shoot anyone on full auto or burst within 30’ you must call yourself out. 1.D) Safety Kill Rule There is a minimum 10’ standoff range for engagements unless you have a CQB or Side Arm rated gun (see section 1.B). If you do not have a CQB or Side Arm rated gun you must call “Safety Kill” to eliminate the other player. If you are not within this 10’ radius, you may NOT call a “Safety Kill”. Your weapon must be at the ready and pointed at the opponent when you call “Safety Kill”. No more than two opponents can be safety killed in an engagement. If you come around a corner and see three or more opponents, you may kill two but then you are a casualty as well, and you call yourself out. If someone aims their gun at you and says “Safety Kill” and your gun is aimed at them, or you both say “Safety Kill” at the same time, then you may both either parlay (walk away from eachother and engage different targets) or play a game of rockpaperscissors to decide who is hit. A weapon chronoing as a sniper may not be used to engage targets within 100 feet, and SAW may not engage within 50 feet. All snipers and SAW gunners are expected to carry a sidearm weapon for close engagements. Please remember to keep your cool if you get shot within a close proximity. This is a big boy sport and mistakes can and WILL happen. Be prepared for these instances and maintain the highroad, and be respectful and understanding. If you have a problem with another player report it to an admin immediately. 1.E) Blind Firing • If you are shooting you must be looking either down the sights of your weapon or down the side of your weapon — anything else counts as blind firing and will not be allowed • Shooting over a roof or top of building is allowed but the blind firing rule still applies 1.F) Personal Protection Equipment: • When on the field (there is a large sign depicting when this is necessary in case you can’t read) you must have eye pro on. Only when you are not on the field may you remove your eye protection. • All goggles must have a minimum ANSI rating of z87.1 or milspec rating of MILV43511C. • Facial protection (shemaghs do not count) is strongly recommended and required for players 18 and under. • Failure to comply to PPE rules is a serious violation and will not be taken lightly. Section 2: GamePlay Mechanics 2.A) Grenades: • Any airsoft grenade on the market may be used. *Homemade grenades & fireworks must be preapproved* • When a grenade goes off in a room, anyone in that room is out. • Grenades cannot be thrown into the open top of ONE story buildings. (must use windows or doors) • Grenades are considered to have a 15’ kill radius, unless a player is separated from the grenade by a wall. • Any hit from a BB flung out by a grenade, even if outside of the 15’ range, is also considered a kill. • If a grenade lands in your vicinity (within 15 feet away) and goes off but a BB does not hit you, you are still out. 2.B) Rubber Knife and "Melee” Kills • Players are allowed to "kill" another player with rubber edged weapons by touching or tapping the player in a nonaggressive manner and declaring “knife kill”. DO NOT grab the player or put the fake weapon to the players neck. • When a player is touched/tapped with the rubber edged weapon they are considered "hit". Player that have been "killed" by a rubber edged weapon cannot yell "hit" or "medic" they are mortally wounded and must go back to a respawn point. • No dull or modified "real edged" weapons are allowed. • You may not throw melee weapons. 2.C) Friendly Fire: • Friendly fire counts; if you get hit by your team you are hit. 2.D) What counts as a hit? • Gun hits DO NOT count • Ricochets DO NOT count, but if in doubt, take the most honorable route and assume the hit. • Getting shot from under a building in the feet/ankles DOES NOT count (There are a few buildings where the walls do not reach the ground. This is a fault of the construction, and not intentional) Please DO NOT shoot at player’s feet through gaps in the buildings. • You are NOT allowed to shoot through a crack between planks in a building (as this counts as blind firing) HOWEVER you may be hit if a BB goes between a gap in a wall. (make sure your cover is adequate!) • If you get hit on ANY loose gear it counts as a hit. Be sure to listen and be aware of this. • Airsoft is a game based on a system of honor. CALL YOUR HITS! Section 3: OffField Safety 3.A) Staging Area Safety: • When not on a field or designated firing area you must have the magazine out of your gun, your weapon on safe, and the chamber cleared. (clear your chamber on the field pointing away from any players) • When adjusting hopup or testing your gun please make sure you are far away from the staging area or at the chrono station. • If you are caught shooting a player or towards a player NOT during a game that is grounds for immediate expulsion and we will likely not allow you to play with us in the future as that is entirely UNACCEPTABLE 3.B) Disagreements and Arguments: In the event of a disagreement about anything game related, the disagreeing parties are expected to find one of the neutral designated admins to help with the discussion. • If one engages in unwanted physical contact on or off the field the offender will be asked to leave • If one points his or her weapon at another person or taunts another with their airsoft gun when not in play the offender will be asked to leave • If you find yourself getting angry please walk away from the situation, you are expected to know how to handle yourself like a mature adult 3.C) Real Steel: • NO REAL STEEL FIREARMS ALLOWED AT ANY TIME • Nothing bigger than a pocket knife allowed on field Section 4: Consequences and Admins 4.A) Consequences Failure to follow any of these rules will be handled on a case per case basis at the discretion of the admins and/or the owner of the field, but is justification for being called out to respawn, asked to sit out duration of time, sit out for the day, up to expulsion from ALL Point3Airsoft, TriState Airsoft, and Silver Spur events and groups. 4.B) Failure To Do Right Admins reserve the right to address players who fail to “do right”. This means skirting around the rules, finding loopholes, or otherwise finding and abusing implied rules or common sense in order to injure, harm, or otherwise ruin someone’s day is grounds for removal from the games or field. 4.C) Designated Admins Admins will be marked by either Red or Orange vests or shirts on the battlefield. Some admins may take on role playing positions or even join in the game during the event. These individuals must still be respected and their authority is non transferable and does not expire. These individuals will act as ingame moderators for the field, and will do spot checks as well as enforce the rules. If an incident occurs, you may go to one of these individuals for assistance. If these individuals are not present, please see Pops in the pro shop. WE ARE ALL (yes: you), however, responsible for enforcing and upholding the rules so everyone may have a good time and play airsoft. If you see someone doing something against the rules, please do not hesitate to let them know in a civil manner.
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