Weapon Rules


ASSAULT WEAPONS/RIFLEMAN

A. Assault Weapons / Rifleman role may ONLY operate in SEMI-AUTO Mode.

B. SEMI-AUTO is defined as one trigger pull per one round fired.

C. 400 FPS max for 6mm x .20 AEG weapons

D. 320 FPS max (1.52 J ) 6mm x .32g for Gas weapons (Classics, PolarStars, GBBRs)

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

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

G. May carry 7 magazines on your person.

H. Mid or Real Cap Magazines only.

I. No Minimum Engagement Distance.

J. (1) High cap magazine 

K. No Drums

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 Max FPS.

A. Designated Marksman Rifle (DMR) may ONLY operate SEMI-AUTO mode and must be physically incapable of firing in full-auto.

B. 450 fps max @ 6mm x .20g, 345 fps max @ 8mm x .34g for AEG

C. 355 FPS max (1.88 J) for 6mm x .32g for Gas Weapons (Classics, PolarStars, GBBRs).

D. Limit ONE (1) DMR per squad (or otherwise stated).

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

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

G. Mid or Real Cap Magazines only.

H. Minimum engagement distance of 60 feet.

I. Carbine rifles do not qualify for DMR

J. May not engage targets within the same building.

K. May carry 7 magazines on your person.

BOLT/SINGLE ACTION RIFLES

A. 550 FPS max @ 6mm x .20g, 420 fps max @ 8mm x .34g. MUST BE BOLT ACTION ONLY

B. 435 FPS max (2.81 J) for 6mm x .32g for Gas Weapons (Classics, PolarStars, GBBRs).

C. Limit ONE (1) Sniper per squad.

D. Minimum Engagement Distance of 100 feet

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

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

G. May carry 7 magazines on your person.

H. No Highcap/winding magazines

SQUAD SUPPORT WEAPONS

A squad support weapon is classified as an M249, M60, MG36, RPK, PKM, MG42, Krytac LMG/Shrike or any "Squad Automatic Weapon" either currently or formerly adopted as a military weapon. (M27 / IAR are NOT ALLOWED to be fielded as a SSW at this time.)

A. Squad Support Weapons (SSW) MAY operate in FULL -AUTO Mode but NOT shoot in excess of 30 round per second.

B. 450 fps max @ 6mm x .20g for AEG/GBBR

C. 355 FPS max(1.88 J) w/ .32g for 6mm High Pressure Gas Weapons (Classics, PolarStars).

D. Limit TWO (2) SSW per squad.

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

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

G. SSWs must break the plane of a building on lower floors when shooting out of a building. You do not have to break the plane when shooting from upper floors.

H. SSWs may use winding “High Cap” type magazines with no more than 3000 rounds in magazines.

I. SSWs have a Minimum Engagement Distance of 60 feet.

J. SSW's may not be used in engagements from inside to inside(within a building)

A Heavy Weapon Specialist (HWS) is any Grenadier or Rocket (Simulated) carrying player. They may carry M-203 GL, M-320 GL, M-79 GL, GP-25 GL, M-136 AT4, M-72 LAW, RPG-7, Mortar or Arty Piece.

A. May carry 12 Nerf/Foam Rockets on their person.

B. May carry 12 Propellant/Bee Hive rounds on their person.

C. HWS is the only player class who can carry Grenade Rounds and Rockets.

D. Limit one per squad.

E. Bee Hive rounds may only be re-loaded at Spawn Point.

F. Additional Rounds/Rockets may be left at FOB.

G. Any soft tipped rockets are allowed.

H. Please see Explosive Devices/IED/Smoke section for approved pyro grenades.

Pick a team and join the FIGHT! 

(click a picture)


Op: End Morning Calm

​Gates open: 7am
Chrono: 8am
Safety Brief: 
Game on: 10am
Entry:$30 before September 9th
Day of: $40

Free Camping 

Night Game 9/15

USA Uniforms:

Solid Tan
ACU
3 Color Desert
Multi cam Arid
6 Color Desert
Desert Marpat
Multi cam


KPA Uniforms:

Civilian ( No Camo) 

Only approved Camo can be used for the event - no exceptions