Airsoft Rules

General Field Rules:
  • Minimum age is 10. All players must sign a digital waiver (click the red box below to sign waiver now) and anyone under 18 must have that waiver also signed by a parent/ guardian. All players must check in at registration and receive a players badge or wristband before they can participate. Non player personnel must also sign waivers
  • Eye protection must be full seal ASTM certified goggles with a strap. Players under 18 are allowed to wear goggles and wire mesh lowers or full facemask. No wire mesh goggles allowed. Goggles should never be removed during game play even in netted HQ areas. If your goggles become fogged, ask for a referee.
  • Weaponry must be made safe by removing the magazine and clearing the hop-up before coming off field. Barrel covers must be used in safe zone. No dry firing in safe zone – Chronograph area available for testing weaponry.
  • Respect of property, equipment, and other players is required.
  • Any conduct done with malicious intent will result in the offender being banned from our facility and the authorities will be called.
  • Homemade fireworks and pyrotechnics are not allowed. Commercially produced cold smoke grenades, pea grenades and similar items are allowed at the EO’s discretion.
  • Radio eavesdropping is not allowed unless permitted in the scenario by the EO.
  • Metal or glass ammunition is not permitted. Bio preferred but not required.
  • Real weapons, including firearms and large fixed blade knives cannot be permitted on the property.
  • If you are hit, announce your hit and place kill rag on your head, and barrel cover on. Players are to follow game protocol. Only call your own hits!
  • “Dead Men Don’t Talk” – anyone who is caught talking when dead will automatically kill any live players that player is spotted talking to.
  • CQB engagement –  “bang” kills for shots less than 10ft should be offered for safety – maximum 3 players.
  • No overshooting or blind firing – always look down the barrel before and while shooting
  • No running into or through buildings – floors are often slippery
  • No climbing, changing, or moving of trees, or any structures. Do not stick head out or climb through windows.
  • Players should wear adequate clothing including personal protection
  • No verbal abuse, profanity, name calling, or slurs of any kind. No physical contact allowed.
  • Please do not shoot any animals or game personnel
  • Alcohol and narcotics are not allowed at Indy Paintball Batleground!
  • ***Every player is responsible for knowing the rules and for teaching them to any new person they bring to an event.
Weapons class and fps limits:
  • All weapons will have a ROF cap of 20bps
  • Assault rifles, 10′ MED. All assault rifles (no matter how they are powered) must not be over 1.5 Joules. Support weapons must be based on a real support weapon.
  • DMR (Designated marksman rifle): 1.85 joules max with 75ft MED Must be permanently altered to semi-auto only. Must carry secondary weapon capable of lesser class fps. Must have an 18in barrel and at least a 2x power scope with single fire only. Red Dot, Reflex cannot be use for sights, again sights must be at least 2x power.
  • Sniper Rifle (bolt action): Max 500 fps, 100′ MED. Must carry secondary weapon capable of lesser class fps.
  • Most of our games are loose Green Vs Tan however it varies based on game theme. We will use armbands when necessary to even teams out.
  • Tan based – Tan, Desert Digital, Chocolate chip, insurgent(civilian), Black
  • Green based – ACU, Woodland, Marpat, Tiger, OD Green, multicam
  • Tops and bottoms must both be from same color scheme. If not armbands will be used
  • Bottoms must be pants.
  • Gear color does not matter. You can wear any color gear you wish.
  • Red shirts may only be worn by Cobra Airsoft Legion Staff members.
  • Non player personnel may wear any high viability color other than red.
Grenade Launchers, Bazooka, and RPG:
  • Soft projectiles, nerf rockets, Tag Projectiles fired from a launcher will have a 30ft kill radius. Hard cover will not protect you. If BBs are fired from your launcher, anyone hit will be called dead. Any player killed from a launcher strike cannot be healed.   RPG, Bazooka, Law, or homemade launcher must be 4ft, and painted to look authentic or military. Players are allowed a maximum of 4 rockets per life. NO NERF LAUNCHERS OF ANY KIND!
  • Grenades:  Thunder B’s and pea grenades have a 20ft kill radius. Hard cover can protect from grenade explosions. Examples of hard cover – buildings, walls, sandbags. Soft cover will not save you. Examples of soft cover- bush, tree, fence, tornado grenades, or any other types that spray BBs without an explosion kill by BB contact.

***2017 amendment – 203 launchers, thumper, or small launchers are now considered grenade kills and do not destroy hard cover with a 20ft kill radius.

  • Medics will get one medic bottle and one cloth wrap at the start of the game. There will be one medic per 8-10 man squad. Medics are allowed to carry a max of 4 Medic bottles and 4 cloth wraps. Medics will be able to resupply at there H.Q. if supplies are available. To earn Medic supplies teams will have to complete missions, or find supplies on the field. When a player dies, he can be dragged to a safe place to be healed by Medic. To be healed, Medic will wrap arm with cloth, then player must drink and finish water supplied by Medic to heal. Only a Medic can heal, and cannot heal themself. Players can bleed out for 2min waiting to be healed, or can immediately return to your respawn. Commanders will assign Medics at the start of the game.
  • Engineers are the the only people who can Plant, create, or diffuse explosive devices, examples- timed bombs, C-4, IED, dynamite. There will be  one engineer per 8-10 man squad. Any player not a designated engineer will be killed if they touch, move, or  try to disarm any explosive devices, as well as anyone within 100ft radius of device. Players must identify devices and contact engineer or  H.Q.. Anyone killed by an explosive device cannot be healed. Commanders will assign engineers at the start of the game.
FOB and Respawn:
  • Players will respawn on the 15’s of every hour of the game. If teams FOB is under attack player cannot respawn. Players will respawn when either attack is averted or FOB is taken over and looted. FOB can be taken over and any medical supplies or explosive devices can be looted. Invading team must clear out FOB to get supplies and explosives.
Required EO field gear and EO procedures for events:
  • Staff will chronograph all weapons entering the event. Typical system is to average 3 shots. Full auto weapons over 400fps are disqualified – they may not be switched to semi-auto for the day.
  • Staff will supply BBs to be used at the chronograph.
  • Staff will perform a safety inspection of basic player kit, including goggles, water, and red rag.
  • Maximum weight for BBs used in AEGs, pistols, shotguns or DMRs is .30gram
  • Maximum weight for BBs used in Bolt action snipers is .43gram
  • AEG – Automatic Electric Gun
  • DMR – Designated Marksman Rifle
  • EO – Event Organizer
  • FPS – Feet per Second
  • MED – Minimum Engagement Distance
  • FOB – Forward operating base
  • FPS – Feet per second
  • BPS – Balls per second