This ruleset is required reading for any and all players or prospective players at The War Zone.
RULESET for THE WAR ZONE Airsoft Battlefield (revision 060116)
Note: The War Zone staff reserves the right to refuse entry to anyone we choose, without explanation.
Important! These rules and procedures constitute your first and possibly only warning on violations. It is the player’s responsibility to read and comply with all rules. Ignorance will NOT be an accepted excuse.
1) Airsoft is a game of honor. Call your own hits!
2) Do not call opposing team players out. If you truly feel you have hit someone who did not call out, mention it to a referee who will look into the situation. Please identify the player by backtag number for proper ID.
3) Players caught cheating will be ejected from the field.
4) Aircraft are constantly landing at the nearby airport and Air Force base. NEVER point your weapon at an aircraft. There is a railroad line along one edge of the property; NEVER point your weapon at a train.
5) No verbal abuse, profanity, name-calling, or slurs against someone's race, religion, family or friends will be tolerated.
a ) While we understand that an occasional swear word will be uttered, if any person uses excessive profanity in general or directs profanity toward another player, that person will be ejected.
6) Players attempting to steal, vandalize, menace, cause bodily harm, or otherwise break the law will be turned in to the police.
7) No illegal drugs or alcohol are permitted.
8) Please respect whatever chain of command is in place for a particular scenario. Rank is a tool to provide structure for an enjoyable and organized game. Subordinate players should observe and respect ranks such as squad leaders, platoon leaders and other commanding officers.
9) Have courtesy for your fellow players. Shoot others the way you would want to be shot yourself. For example, if the range is relatively short (say, less than 50'), but greater than the 10' minimum, is it really necessary to unload on full-auto? A very short burst or, preferably, switching to semi-auto would be more appropriate. Headshots are strongly discouraged (but if you insist on presenting only your head as a target, you will likely be shot there); please aim for center mass whenever possible. That kindness and etiquette will certainly be remembered and returned in kind by your opponent, fostering a safe, mature and friendly environment for everyone to play in.
10) Game control staff or referee decisions made on the field are final. Please respect the owners, operators and staff members of the field, as their word is law. Arguing with field marshals is grounds for immediate ejection.
11) Staff is here to help you and resolve concerns. If you have a problem with another player, please call yourself out and walk over and get their backtag number. Without a backtag number for proper player ID, we are unable to address the situation.
12) Aggressive, malicious or unsportsmanlike conduct is grounds for ejection.
Game play and field safety:
1) Approved eye/face protection must be worn at all times on the playing field and while using the test fire range. Removal of your eye protection on the field is grounds for immediate ejection.
2) No blind firing! You must always look down the sights of your weapon as you shoot. You must see your target directly with your own eyes. Additionally, players may not shoot through small slots or holes (i.e. gaps between stacked barrels, slats or holes in pallets, etc.) unless the opening is roughly head-sized (i.e. about the size of a sheet of paper).
3) If a player loses his eye protection or has a medical emergency, they should immediately call "Blind Man!" or “Emergency!” Game supervisors will immediately signal a suspension of play on the game field. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player or game staff pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear," at which point game staff will signal the game to continue.
4) Game control staff will always be available on radio channel 1 or 22 (as announced at the beginning of a game day). If interference is being received on channel 1 or 22, staff will designate an alternate.
5) The staging area is a 100% safe zone. Magazines will be removed and all weapons will be on "safe" at all times in the staging area. At NO time is a weapon even to be dry-fired inside the staging area. Barrels shall be pointed at the ground at all times. Any weapon safety violations in the staging area are grounds for immediate dismissal.
a ) When coming off the field, please remove the magazine, aim in a safe direction, fire the weapon a few times on semi-auto to ensure the chamber and barrel are clear, and then place the weapon on safe before entering the safe zone.
6) At NO time will a player fire at any target near either entrance to the staging area (road entrance or footpath on the peninsula) where the trajectory of their BB might enter the safe zone.
7) "Bang! Bang!":
a ) If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND they have the target "dead to rights," use the “Bang! Bang!” rule. There must be clear line of sight between the two players, and the player who calls “Bang! Bang!” must have his weapon at the ready and trained on the target player.
b ) “Bang! Bang!” is a safety call only. It is not a way of killing someone tactically. You are not to charge forward in a “paintball bunkering” style and engage players at point blank range.
c ) If a player says “Bang! Bang!” to you, you should honor the call and immediately pull out your red kill rag. The target may yell “Hit!” after being killed by a “Bang! Bang!”
d ) “Bang! Bang!” must be yelled loudly to replace the report from a gun firing. There are no quiet or stealthy safety kills.
e ) Do not use "Bang! Bang!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival", or within 10' in the rear arc of the opposing player, do not say “Bang, Bang!”
f ) Your gun must be functioning and capable of firing BB’s. You can not “Bang! Bang!” with a broken gun, a gun with a dead battery (if electric), with no gas (if gas-powered), or uncocked (if spring-powered), nor with a gun that has an empty mag. Additionally, the person being “Bang! Banged” may request that you fire a BB from your weapon to verify its proper function and you must comply. If the demonstrated gun fails to shoot a BB, the “Bang! Banged!” player is not out and rather the situation converts into a “Parley!” instead.
g ) Note! Support Weapons (unless in semi-auto mode), all DMR’s and all Sniper class weapons can NOT be used to “Bang! Bang!” another player. Only pistols and rifles that have a valid 10’ MED can be used.
a ) If two players encounter each other in their forward arcs within 10', and recognize that neither player was at a disadvantage yet engaging that close would be a safety issue, either player may call out "Parley!"
b ) Both players will pull out their red kill rags in a form of temporary truce and each fall back in opposite directions at least 75' and break line of sight with each other by getting behind cover. Players will then remove their red rags and then are free to re-engage.
c ) The players who are parleying must each pull back to neutral positions free from direct engagement with other opponents. Parley is not to be used to move offensively to gain an immediate combat position or intelligence on nearby enemy positions.
d ) Parley is also a great way to resolve any strange or confusing situation that arises between two players. “When in doubt, parley out!”
Kill or hit rules:
1) Body hits:
a ) Any hit, anywhere on your entire person, including any and all gear, counts that you are out. Ricochets count. Friendly fire counts. BB’s falling from the sky count. Shooting yourself counts. All hits count!
b ) Procedure: Yell "Hit!" or "Out!" as loud as possible, raise your hand or weapon in the air quickly, and pull your red kill rag out and place it on top of your head. (Tucking the rag under the elastic band from your goggles is a good idea to keep it from blowing or falling off your head. Try to center it on your head such that it is clearly visible from all sides.) Alternatively, you can hold up the kill rag and continuously wave it at arm’s length over your head. Follow whatever kill or respawn rules are in place for that scenario.
2) Weapon hits:
a ) If any part of your primary weapon is hit, it is considered destroyed. If that is your only weapon, you are considered out.
b ) If you have a secondary weapon, call out "Weapon hit!" or “Weapon down!” and you may sling or discard your primary, switch to your secondary and continue play. Your primary weapon is not usable until you respawn.
3) "Dead men don't talk!" When you are dead and have your kill rag on, you may not communicate under any circumstances with any other players that are in play. You may not use the radio, hand gestures, body language or any other form of communication with live players. To do so constitutes cheating.
a ) Exception: If medics or medic bandages (IFAK’s) are being used in that scenario, you may call out "Medic!" only.
b ) You may talk to other dead players once you have reached your base or respawn point.
4) You must always WALK to your base or respawn point when you are dead. You may run back into the battle once you have respawned and are again alive.
Velocity limits and minimum engagement distances:
1) All guns will be chronographed, using 0.25g BB's, at the beginning of each game day and tagged and logged. All guns are subject to random chronograph checks at any time. Any player found manipulating the tagging system, or using a gun on the field that has not passed chronograph checks and been tagged, will be expelled from the field permanently.
2) All guns will have ROF checked during the chrono process. Rifleman-class guns with excessive rates of fire (over 20 BB's per second) will be considered as support weapons, and thus subject to a 50’ minimum engagement distance (MED).
3) We reserve the right to exclude any player from support weapon, DMR or Sniper class based on our evaluation of that player’s maturity, experience and ability to correctly judge distances. We also reserve the right to restrict a player in Rifleman-class to semi-auto if staff receives complaints that that player is frequently overshooting other players on full-auto.
4) All guns must have their hop-up units turned OFF during chronographing. Eye protection must be worn by both staff member and player during the chronographing process.
5) All high-pressure air (HPA) guns must have tournament locks on their pressure regulators and will be chronographed with 0.32g BB’s.
Rifleman: Up to 400 FPS with 0.25g BB's: full-auto may be used; 20 RPS or under; minimum engagement distance of 10'
Support Weapon: Up to 400 FPS with 0.25g BB's: full-auto may be used; ROF may exceed 20 RPS; minimum engagement distance of 50'
DMR (Designated Marksman Rifle): 401-450 FPS with 0.25g BB's: semi-auto only; minimum engagement distance of 50'. (It is NOT permitted to "Bang! Bang!" with a DMR. You must have an alternate weapon capable of being used at short range.)
Sniper: 451-500 FPS with 0.25g BB's: semi-auto only (incapable of full-auto fire); minimum engagement distance of 100'. (It is NOT permitted to "Bang! Bang!" with a sniper rifle. You must have an alternate weapon capable of being used at short range.)
1) Biodegradable BB's, while strongly encouraged, are not mandatory. Any weight or type of BB may be employed.
2) Players who are using field rental guns from us are required to buy and use quality BB's sold at the field by staff. You may not use your BB’s in our guns.
Mandatory clothing and equipment:
1) Boots must be worn. No sneakers.
2) Hard-shell kneepads must be worn.
3) Gloves must be worn.
4) Long pants required. Shorts may not be worn.
5) A 22-channel FRS/GMRS radio is required for each player. *
6) Bright red or blaze orange “kill rag” cloth of at least 1’x1’ in size.
7) Proper eye protection, as defined below.
8) Unique numbered backtag ID (issued to each player by staff upon receipt of properly filled-out field waiver). *
9) Watch or other time-keeping device. *
10) Field waiver filled out legibly and signed (and notarized if player under 18 years of age and parent not present to sign in front of staff) and on file with staff.
* = Radios, backtags and watches are NOT required equipment for private parties. Kill rags will be issued to those who need them.
1) Medic bandage (“IFAK”)
a ) A medic band is defined as a white strip of cloth of at least 2” wide by 36” long. Effective 1/1/2013, each player must provide their own medic band if they wish to partake in medic rules (i.e. on-field healing).
2) Tactical grid map of the field. (Highly recommended! Available for download in various sizes from The War Zone’s website.)
Eye and face protection:
1) Only ANSI Z87.1 and/or ASTM F-1776-99a rated (or greater) ballistic eye protection will be accepted. Goggles or masks must be full foam seal completely around the eyes and secured around your head with an elastic band.
a ) Shooting glasses or “operator-type” sun-glass styles are not permitted even if ballistically rated.
2) Mesh goggles are not permitted.
3) Full face protection is mandatory for all players under the age of 18. Acceptable forms are as follows:
a ) Full paintball-style masks are allowed.
b ) Goggles with a separate plastic or mesh lower mask are allowed.
c ) Goggles with your face and head wrapped in a shemagh are allowed.
d ) Goggles along with a thick neoprene lower mask are allowed.
e ) T-shirts, scarfs, bandanas or any other thin material are not permitted.
Game types (with requirements and restrictions):
Three master gametypes of skirmishes (AKA “skirms”) or operations (AKA “ops”) will be played at The War Zone: "RealSIM", “OpenSIM” and "Open Play."
1) Open Play skirmish: Open to ages 10 and up. Low to medium complexity. Most games are of this type.
a ) No magazine restrictions. No uniform requirements, though camo preferred. (Please dress clearly “green” or “tan”, not mixed.)
2) OpenSIM skirmish: Open to ages 10 and up. Medium complexity.
a ) No magazine restrictions. No uniform requirements, though camo preferred. (Please dress clearly “green” or “tan”, not mixed.)
b ) Each team will be divided into squads of five. Four players on each squad must use semi-auto only; the 5thplayer is designated the “support gunner” (but doesn’t have to have an actual support weapon) and may use full-auto.
c ) The “support gunner” will be given a colored armband to wear to identify that he/she is permitted to use full-auto. The armband may be passed to another teammate at any time if they wish to change roles.
3) RealSIM skirmish: Open to ages 16 and up. (Exception: Limited numbers of very mature under-16 players may be staff-selected to partake.) Medium to high complexity.
a ) Real military camouflage only, or an approved PMC look, must be worn by all players. NO hunting camo or civilian clothing.
b ) Radios must be capable of running in silent mode with no beeps.
c ) Mid-capacity magazines are required by all players. (Mid-caps are defined as non-winding magazines of 200 rounds capacity or less.) An unlimited number of mid-caps may be carried.
i ) Exception: Only support gunners (i.e. SAW, M60, RPK, PKM, L86A2, etc.) may use high-capacity, box or drum magazines.
ii ) Exception: One single high-capacity magazine may be used per gun in place of mid-caps (many guns do not have mid-caps made for them or readily available, so we are introducing this deviation to allow all guns to be able to be utilized).
d ) Willingness to try out new rules, like detailed wound systems and other realism additions. Small squad tactics strongly emphasized.
4) Operations: Ops are relatively complex games, typically large in size, with a history or back-story, very defined factions with specific uniform requirements, and usually involve role-playing to some degree. Ops will follow one of the basic gametypes (Open Play, OpenSIM or RealSIM) and then will likely have additional rules or modifications tacked on. Ops also usually require pre-registration and pre-payment.
Structures, terrain and junk vehicles:
1) Junk vehicles may not be entered at any time.
2) Junk vehicles, structures, debris piles, trees or the concrete piles along the road may not be climbed on or climbed under at any time.
3) Junk vehicles or structures will not be vandalized or damaged.
4) No parts or other components may be looted or removed from any junk vehicle or the field area.
5) “Your feet will remain attached to Mother Earth at all times.” Exception: there are a couple large boulders on the field; you may climb on those. Otherwise, feet on the ground, period.
1) Radios ("walkie-talkies") are mandatory equipment for safety reasons and extremely tactically useful. All radios used must be of a type that uses the 22 channels of FRS/GMRS frequencies of the UHF band.
a ) Subchannels will rarely, if ever, be used. Please ensure your radio is tuned to main channels only with a 00 subchannel.
2) Channels 1 and 22 (or alternate channel designated by staff) are always reserved for game control staff use. Other channels may also be reserved during certain scenarios.
a ) Players may switch to channel 1 or 22 and contact staff in the event of an emergency, question or problem, but may not monitor that channel at any time.
3) Channels will be assigned each team/squad by game control. Each team/squad must lock their radios on their assigned channel for the remainder of the event, or until otherwise informed by game control.
4) Electronic warfare (EW) is prohibited and will be considering cheating with game ejection as the penalty.
a ) EW is defined as, but not limited to, any scanning or monitoring of frequencies assigned to teams other than your own, interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), deliberately sending “roger beeps” or “call” signals on an enemy frequency, or otherwise impeding player or staff communications.
b ) Channels outside your designated range are not permitted for use except by explicit permission from game control staff. This includes CB and VHF frequencies. Using undesignated channels is considered electronic warfare.
5) In the event that a team radio channel is compromised due to civilian radio traffic, the commander of the affected team may request a new radio channel from game control. Due to safety reasons, team commanders may not change radio channels without prior approval of game control.
6) Radios used in RealSIM games must be capable of turning OFF the "Roger Beep".
7) If the batteries in your radio die, or your radio ceases to function at any time, you must retire from the field and cannot resume play unless/until you have a functional radio again.
8) Radios may not be turned off at any time. All players must be capable of transmitting and receiving at all times.
Uniform restrictions/requirements and teams:
1) The color red is solely reserved for use for kill rags only. At no time may any red-colored objects, gear or clothing be on a player except for kill rags.
2) Hunting camouflage patterns (i.e. Realtree, Mossy Oak, etc.) or civilian clothing may not be worn on RealSIM play dates. RealSIM players must always dress in real military camouflage patterns or a mercenary/PMC/insurgent look if applicable for that day's scenario.
3) Please make every effort to clearly dress either in light colors (“tan team”) or in dark colors (“green team”). Avoid half-tan, half-green modes of dress.
a ) “Tan team” will generally include light-colored clothing (light greens, tans and greys) or desert/arid camo patterns.
b ) “Green team” will generally include dark-colored clothing (dark greens, browns and blacks) or forest/urban camo patterns.
4) Civilian clothing, while allowed, is discouraged. Please make an effort to dress in a military or para-military fashion.
5) We encourage all players to acquire both a “tan” and a “green” camo uniform and bring them both to each game, so as to be able to play for either side as the situation may require.
6) While players essentially pre-select which side they would like to play on based on their mode of dress, we reserve the right to break up squads and/or switch players to either team at our discretion for play balance purposes. We may issue t-shirts, armbands, shemaghs or use other methods to designate these changes.
Backtag ID system:
Backtags are now mandatory equipment to play. Each player will be issued a clear hunting license backtag holder, which will be affixed to the upper center of the back of each player, pinned to their uniform or tactical vest. Inside each ID holder will be a 3"x5" index card with a number boldly printed facing outward. Each player will be issued a number which will always be unique to that particular player and we will maintain a master list of issued numbers to players. The ID holder and numbered card must be placed on one's vest/uniform so as to be clearly visible to other players from the rear. This will provide staff and other players a definitive way to monitor and identify every player.
Every player and staff member will now be able to quickly identify every other player on the battlefield, for rule enforcement, to adjudicate disputes and to terminate cheaters. Any player must show their number to any other player upon request; failure to do so is an ejectionable offense. Manipulation of one's backtag, to cover or otherwise conceal from ready view one's number ID, is also an ejectionable offense. It will be each player's responsibility to verify with other players before leaving the staging area that their number can be seen and no gear, slings, hydration packs, hoods, etc are covering the backtag. Once issued, each player must bring their backtag to every event they choose to attend at The War Zone. Initial issuance is free and paid for by us; replacements for lost or forgotten tag holders will be charged to that player at $5 each.
Minors, Ages 10-17: Minors may be dropped off by a parent/guardian and left to play alone for the day. HOWEVER, we do ask that the parent/guardian leave a phone number to be reached in the event of an emergency.
Adults, Ages 18+: No restrictions. You are solely responsible for your own behavior. Be cool.
Occasionally, games may be posted that have age restrictions. Always verify the game format, requirements and any age group restrictions that are posted for that particular skirmish. Most games will be open to all ages.
1) Our insurance policy limits any kind of physical contact between players. "No physical contact such as holding, grappling, simulated knife or bayonet contact is allowed." Thus, there will be no knife kills of any sort.
1) Pyrotechnics will generally take the form of hand grenades and smoke grenades, but may also include mock IED’s, flash pots, or other special effects.
2) We reserve the right to suspend, limit or prohibit the use of any form of pyrotechnics at any time, especially during dry periods when risk of fire is higher.
3) Only staff may use improvised pyrotechnics. Players may not use any pyrotechnics without specific staff authorization.
1) All brands and styles of smoke grenades sold by The War Store may be used at The War Zone.
2) Only cold-burn smoke grenades can be used. No hot-burn or fuse-lit "firework-style" smokes.
1) M203-style grenade shells firing clusters of BB's may not be used at distances under 50'.
2) Grenade launchers should be angled upwards and fired as an indirect weapon, not direct fired as if it were a giant shotgun.
3) All players, friend or foe, struck by BB's from a grenade shot are considered dead.
4) CO2-powered shells are permitted.
5) Players that are killed by grenade cannot be medic’d.
1) Reusable hand grenades with metal outer parts must always be tossed underhand or rolled. Overhand throwing is permitted only with cardboard body styles (i.e. typically single-use types like TLSFx).
2) Pyrotechnic grenades such as TLSFx pea, powder, thunderflash, or thermobaric are banned from use.
3) Hand grenades must be commercially available non-pyrotechnic types (i.e. Airsoft Innovations Tornado; Hakkotsu Thunder B; Thumper TG6; TGI/TAGINN, Mad Bull Powder Shot or GSG-01) that emit a loud sound, throw BB's/pea's or both.
4) All hand grenades have a 20' kill radius from the point of detonation. All players, friend or foe, within 20' are considered dead.
a ) Only hard cover can protect you from a grenade blast. The only hard cover at The War Zone sufficient to keep you alive is to be on the other side of one of the junk cars; that means a complete vehicle (side-to-side or end-to-end) between you and the blast. Wooden or plastic buildings, trees, bushes, reeds, small forts, tire bunkers, defilades, elevation changes, etc. are not considered hard cover, and thus, you are considered dead if you are within 20'.
5) Any grenade that fails to detonate or emit a clearly audible "bang" is considered a "dud" and will not count as an effective kill.
Rockets and rocket launchers:
Players will be informed of whether rocket launchers, if any, can be expected on a particular day of play.
1) Acceptable rockets are Nerf Vortex, Howler or Aero Flyer brands, Invento Rocket Whistler or JCS F-69 rockets. Other brands may be permitted if inspected and approved, in advance, by game staff. Any rocket used must be made of foam.
2) Rockets must be fired out of a rifle-mounted launcher or standalone shoulder-fired launcher. Hand throwing is not permitted.
3) Rockets have a minimum arming distance of 75'. This means a rocket must travel at least 75' in the air in order to be considered armed and be a valid live round.
4) A rocket can be used to hit and thus destroy a building, bunker or vehicle (junk or live).
a ) All players, friend or foe, inside the building and/or within 10' of any part of the building, bunker or vehicle are considered dead.
b ) A rocket strike against a live vehicle will kill the vehicle and everyone inside it. The vehicle must retire from the field for at least 30 minutes before being eligible to return to play. Rockets or claymores are the only way to kill a live vehicle.
6) Custom or home-made launchers must be approved for play on an individual basis by owners of the field. Custom launchers must retain a military look and resemble some type of real launcher.
7) A one-second blast from an air horn must precede any firing of a rocket launcher.
Mortars will be defined as light mortars or heavy mortars (based on whether they fire small or large shells/rockets). The area effect blast of a mortar shell will be similar to that of a grenade shell. Players will be informed of what type of mortars, if any, can be expected on a particular day of play.
1) Light mortars will fire Nerf Vortex, Howler or Aero Flyer brands, Invento Rocket Whistler, Geospace, or JCS F-69 rockets (i.e. small shells).
2) Heavy mortars will fire either Hakkotsu Hades Arrow mortar shells or Nerf Vortex Mega Howler footballs (i.e. large shells).
3) Mortar shells have a minimum arming distance of 75'. This means a mortar rocket must impact at least 75’ from the launch tube in order to be considered armed and be a valid live round.
4) All light mortar rounds have a 20' kill radius from the point of detonation. All players, friend or foe, within 20' are considered dead.
a ) Only hard cover can protect you from a light mortar round detonation. (See the hand grenade section for a definition of hard cover protection.)
5) All heavy mortar rounds have a 20' kill radius from the point of detonation. All players, friend or foe, within 20' are considered dead. NO cover of any kind can protect from a heavy mortar round.
6) Custom or home-made mortars must be approved for play on an individual basis by owners of the field. Custom launchers must retain a military look.
7) A loud one-second blast from a whistle must precede any firing of a mortar.
1) Claymores must be commercially available types. No home-made claymores are permitted.
2) Claymores are considered directional direct-fire weapons. Your target must actually be hit by the BB's to be considered dead. There is no "area effect" blast as with hand grenades.
3) Claymores must be remote detonated or laser tripwired only, no physical tripwires.
4) Claymores may be used as IED’s to kill live vehicles.
5) Claymores must be placed on the ground using their legs, not dug into the ground where they might cause a trip hazard.
6) Electronic claymores (i.e. motion sensing with audible alarm) will have a 20' kill radius and function just as if a hand grenade went off.
1) Landmines are not permitted by our insurance.
We have several different medic rulesets which we can employ, from individual medic bands to dedicated medic personnel, from simple one-shot healing to complex randomized multi-hit models.
1) The most commonly used, and least complex, in our games is the individual medic bandage. In the military, this would typically be known as an IFAK (Individual First Aid Kit).
a ) The medic bandage (a white strip of cloth of at least 2” wide by 36” long) is used to represent an IFAK.
2) When killed, each player may choose whether or not they want to attempt to be healed, or to return to respawn in the traditional fashion. If the player chooses to invoke the medic-ing option:
a ) After calling out and placing the kill rag on his/her head, the player begins a timed countdown of five minutes. After five minutes, if no teammate has come to the rescue and healed you with your IFAK, the player is assumed to have bled out and is dead; return to a respawn point and regenerate.
b ) The player may call out “Medic!” to attempt to alert teammates of the desire to be healed. Pull out your IFAK and have it ready to be used. You may not heal yourself.
c ) If any teammate can get to your side and tie your IFAK around your upper arm, you are healed. You may remove your kill rag and return to play.
d ) The medic bandage must be tied around a player’s arm in a standard shoelace knot. No double knotting!
e ) If a player with an IFAK around their arm is hit again, you are considered dead. Proceed to respawn in the normal fashion; once at your base, you may remove your medic bandage and it is ready to be used again.
3) If other advanced medic rules or a different medic variation is being used on a particular day, those modifications will be explained during the game briefing.
4) Players killed by grenades, rockets, mortars or claymores cannot be medic’d. (You are assumed to be bleeding or perforated from too many wounds for an IFAK to help you.)
All players are responsible for properly disposing of any and all trash they generate. There are numerous garbage cans in the staging area as well as at most respawn locations. Do NOT throw water bottles, BB bags, etc on the ground out on the field; these items wreak havoc when they entangle our lawnmower blades. Also, please pick up and dispose of any Thunder B grenade shell bodies after use. Either throw trash inside a junk vehicle or (preferred) throw trash into a garbage can. Players leaving trash behind for others to clean up will have their playing privileges revoked.
Lost and found:
1) Most items lost by players out on the field are actually recovered. Please inform staff at the end of the day of what exactly was lost including a detailed description, and provide full contact info in the event it is found.
2) Found items will be retained for a period of 30 days, during which the owner may collect it. After 30 days, any found items become the property of the field to be used or disposed of as we see fit.
3) It is strongly recommended that players mark or inscribe radios, magazines, pistols, and other small and easily lost items with their name or other form of identification, such as your backtag number.
At no time, under any circumstances, may debris, rocks, sticks, expended grenade shells, wreckage, auto parts, wood, metal or any other object be thrown by a player. The only exception to this is the throwing, in a safe manner and in compliance with the grenade rules, of hand grenades and smoke grenades.
Fire extingushers and first aid kits:
1) A-B-C fire extinguishers are located in the staging area and at least five places out on the field.
2) First aid supplies are located in the staging area and first aid kits are located in at least four places on the field.
3) Each of the four major “zones” of the playing field contains a first aid kit and a fire extinguisher located in a visible location with a large red plastic tote with “FIRE” painted on it.
4) Each player should familiarize themselves with the location of these emergency supplies. Staff will be happy to point these locations out.
5) Players who have allergies or other special medical needs should inform staff upon initial registration and remind staff of those issues upon every subsequent visit.
6) If at any time there is a fire or medical emergency on the field, all play is to stop immediately. Any player who knows the location of the fire or injured player is to continually broadcast it on the radio until staff is aware and en route. Any other player near or passing a “FIRE” box should bring the med kit or fire extinguisher (for injury or fire, respectively) within the box to the emergency site.
The War Zone property is completely fenced-in on all sides. However, the maximum actual play area is defined as follows:
a ) North boundary: Chain link fence.
b ) East boundary: Chain link fence.
c ) South boundary: Yellow caution tape from staging area entrances laterally over to east and west fences.
d ) West boundary: Chain link fence in the Badlands and Northtown areas down to the green trailer along the fence at approximately the mid-field mark. In the Southtown and Midtown areas, players may only play up to the stacks of concrete piled up between the main road and the west chain link fence. No player may go between, on top or behind the piles of concrete road sections. Exception: West base area, and only when this area is being used as a respawn point.
Night game rules:
Night games have special rules and requirements. Night games are typically only open to players aged 16 and older, unless an individual exception has been made by one of the owners. Younger players will be excepted if they have demonstrated skilled and honorable play and have been to the field many times and have complete familiarity with the terrain.
Mandatory equipment for night games:
1) Weapon-mounted flashlight of 120 lumens or greater in brightness (with extra batteries). This means a high-quality tactical light capable of throwing a tight, bright beam at least 200 feet. Quite frankly, if your flashlight runs on AA or AAA batteries, it is likely not sufficient; flashlights powered on CR123A or 18650 lithium batteries are the norm for quality, high output tac lights.
2) Secondary/backup flashlight to be carried on one's person (with extra batteries).
Special requirements for night games:
1) At night, every player must activate their weapon-mounted flashlight each and every time they fire, for the duration of the firing period.
For example: <click light on> <fire weapon> <click light off>
2) Firing your weapon without your flashlight on is grounds for immediate dismissal from the field. (Use of a tracer unit does not obviate the requirement to use a flashlight when firing.)
There are two reasons for this:
a ) Safety. The firing path of the BB's must be fully illuminated before you pull the trigger, so as not to endanger someone who might be under the minimum engagement distance.
b ) Muzzle flash. Turning the flashlight on and off with each burst of fire will simulate muzzle flash of a real gun at night, giving your position away each time you open fire.
3) A weapon-mounted flashlight may also be turned on as needed for any other activity (walking, scanning for targets, signaling, etc.), just as the personal flashlight can be used in the same way; the weapon-mounted light is simply mandatory usage whenever the gun is being fired.
4) The flashlight rules apply to pistols also. If you do not have a gun-mounted flashlight for your pistol, you can hold your flashlight under your pistol with your other hand. This secondary flashlight must still meet the 125+ lumen flashlight brightness rule.
5) Any player who would like to play in a night game must have attended at least four daytime games within the last year at The War Zone. Each player must already be completely familiar with the rules and the way we do things, and must be intimately comfortable with navigating the field and know the location of all components thereon.
6) If the flashlight is not familiar to us, then you need to prove what the brightness is. Bring in the packaging or look up the make and model on the internet and print out the specifications. If you can't establish to our satisfaction that it is 125 lumens or brighter, then it's a no-go. Brighter is always better. Some flashlights on the field will be up to 900 lumens in brightness.
Hard and soft respawn points:
1) “Hard” respawn points are the main bases or regeneration points for each team, and are considered “sovereign” territory.
a ) Hard respawns may never be captured, encroached or violated by members of an enemy team.
b ) Hard respawns will never be an objective for an enemy team.
c ) Objectives will not be located in close proximity to hard respawns.
d ) There is a 50’ non-engagement zone around all hard respawn points.
e ) Extreme courtesy is expected and required around hard respawns. “Camping” hard respawn points will not be tolerated. Players should try to stay at least 100’ or farther away from an enemy hard respawn point whenever possible.
2) “Soft” respawn points are secondary bases, FOB’s or regeneration points for a team.
a ) Soft respawns may be an objective of an enemy team, or may be captured, destroyed, overrun or moved. Any special modes or characteristics regarding soft respawn points in play that day, if any, will be defined by staff during the game briefing.
Two story building rules:
1) Only two people on the second level at a time. (This may increase at some point in the future, but for now, we're going to try it out with just two.)
2) All normal grenade rules still in effect. A grenade detonating within 20' of the perimeter of the building will kill all players on either/both ground floor and second floor.
3) You will WALK, not run, up/down the stairs.
4) You may NOT use a weapon while on the stairs. BOTH hands must be EMPTY so you can use the handrails and safely traverse the stairs. (Thus, you will need to sling your rifle before using the stairs. No sling? No 2nd story for you!)
1) Effective 11/5/14: Due to our close proximity to the landing patterns of aircraft at both the NF Air Force base and the NF Airport, beam-projecting lasers of any color are now prohibited from use at The War Zone. (While we have never had an incident regarding use of lasers deliberately or inadvertently striking an aircraft, we wish to be a good neighbor to both the airport and air base and maintain the highest level of safety regarding aircraft flying overhead.)