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Rules PDF Rules - Overview

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Airsoft is a game of honesty, integrity, and honor. This is not paintball; there are no markers or any verifiable way to ensure that a player has actually been hit other than the honesty and integrity of the players themselves. Because of this, any and all incidences of players intentionally not calling themselves out when hit will be defined as cheating and will be dealt with as indicated below. Any players that witness events of cheating, whether by their teammates or by their opponents, should bring it to the attention of event staff as soon as possible in order to quickly take punitive or corrective action.


Rule violation consequences:

  • First offence: Player receives a verbal warning
  • Second offence: Player receives written warning on their waiver; parent/guardian notified if a minor.
  • Third offence: Player will be asked to leave the field for the day; note made on waiver
  • Fourth offence: Player will be banned from events for 30 days
  • Fifth offence: Player will be banned from all further events held that year

Higher level consequences may be expedited at the discretion of MMA staff depending on the severity of the violation.

< Rules Overview Equipment Rules >

Rules - Safety

a. Age requirements

Mid-Missouri Airsoft (MMA) events require all players to be at least 13 years of age. Players under the age of 18 require a parent or guardian signature on their waiver.

b. Eye protection

Full seal goggles with lenses rated ANSI Z87.1 (or greater) are required. Additional face, mouth, and ear protection is recommended for all players, but is not required.

c. No-Fire Zones

No-Fire zones are any area which are outside the playing and chrono area. In a No-Fire zone, players may not discharge their weapon or point their weapon at another person or property, and must keep the weapon clear (this includes the chamber) and unloaded with magazines out and the safety engaged. Weapons are to be treated as if they are real firearms.

d. Weapon Types

The only weapon systems allowed at MMA events are Airsoft weapon systems. "Real steel" or actual firearms of any type are not allowed.

e. Muzzle Velocity Limits

Airsoft weapon systems will be chronographed with 0.20 gram BBs provided by MMA staff on the MMA chronograph. Metal, graphite, and marking BBs are not allowed. The limits are as follows:

Up to 405FPS: Unrestricted
406-449FPS: Semi-auto only, 50 foot MED
450FPS-550FPS: Bolt action sniper rifles only, 100 foot MED.

f. Minimum Engagement Distances (MEDs)

Players may not use full auto or aim for the head at close distances (within 15 feet). Use good judgement and common sense.

g. Blind Firing

The act of blind firing, whereby the shooter does not know where they are aiming, is strictly prohibited.

< Safety Rules Gameplay Rules >

Rules - Equipment

a. Equipment liability

Mid-Missouri Airsoft assumes no liability for any player's equipment or other gear used in an event. In addition, MMA assumes no liability for the safety of any player during an event. All players are required to sign a waiver absolving Mid-Missouri Airsoft and field owners of any liability prior to any event. It is recommended that each player label his/her equipment (especially gun magazines) with a full name and contact information so that the gear can be recovered and returned to the rightful owner.

b. Pyrotechnics and chemical combinations designed to produce explosions or fires are not allowed.

c. Smoke grenades, flares, explosive devices

Smoke devices (including grenades), flares, fireworks/firecrackers, and explosive devices of any type are not allowed, except for those allowed by field owners. Field owners have the final say in this matter.

d. Claymores and Land Mines

Any anti-personnel area effect weapon lacks a blast radius and must disperse some form of material such as BBs, powder, or water. And, it causes casualties through the impact of that material, be it water, powder, or BBs.

e. Riot shields are not allowed

f. Hydration

All players must support themselves with a sufficient amount of hydration, be it through water bottles, canteens, or hydrators. If disposable water bottles are used, each player is responsible for removing their garbage from the field.

g. Additional Safety Equipment

FRS radios are required of all staff at MMA events. All players are highly recommended to possess an FRS radio for emergency purposes. In addition, a whistle and maps of the field location are recommended.

h. Night Games

Night games will require a working flash light with fresh batteries, as well as red chem lights or other red lighting devices to mimic a kill rag.

< Equipment Rules Rules Overview >

Rules - Gameplay

a. Hit Calling

When a player receives a valid BB strike to their person or gear, that player is responsible for visual AND audible confirmation of being hit. This is typically performed as placing a red rag on their head (or producing a red chem light at night), raising their hands, waving a red rag above their head, and yelling LOUDLY "Hit! Hit! Hit!" That player then follows the casualty rules of the day as described by the event rules. Wounded players will only be allowed to talk to other dead players, field staff, and live players who are currently attempting to bandage them. Wounded players may not use the radio (unless for emergency purposes), possess or retain game items, or otherwise participate in the game except to call for a medic. A BB hit to the player's gun does NOT count as a hit.

b. Wounded Rule

  1. Once a player is hit and has put on their dead rag, the bleed-out timer begins.
  2. The bleed-out timer is 5 minutes (300 seconds) unless otherwise noted. As long as the dead rag is on, the dead player must remain stationary (unless they are being dragged) and may not speak except to call for a medic.
  3. The player may be "dragged" by any teammate during the bleed-out period. To drag a player, both players must maintain physical contact and move together as one player. Players that are dragging may still engage, however, if the wounded player is hit while being dragged, the dragging player is then considered hit also.
  4. Healing a player requires a 30 second hold where physical contact must be maintained. The 30 seconds may NOT be counted while the player is being dragged.
  5. Once the bleed-out timer has expired and the player has not been brought back into the game by a medic, the hit player may move to a respawn point and be brought back into the game.

c. Surrender / BANG / Safety Kill / Parlay Rules

There are is no such thing as BANG/Safety Kills. When engaging players at close distances, you have the option to offer your target to SURRENDER. They will either call themselves out, or they will attempt to continue playing. If they do not call themselves out, you must engage them at center mass while shooting in the semi-automatic firing mode.

d. Grenade Rules

In order to cause a casualty, a grenade MUST shoot a projectile that strikes a player. There are not official blast radius rules. Thus a tornado or pea grenade operates as it is designed: to cause casualties through projectile strikes. However, if the tornado or pea grenade is thrown into a structure that has a clearly-defined perimeter, all players within the perimeter are considered to be casualties. A banger device does not count as a frag and does not produce casualties unless it is thrown into a structure that has a clearly-defined perimeter; in which case, all players within the perimeter are considered to be casualties.

e. Disputes

All disputes between players are to be resolved in a fair, honorable, sportsman-like, and non-violent manner. Any player that cannot maintain their composure may be asked to leave the event. Under no circumstances are players to resort to violence or intimidation. There will be no exceptions to this rule. If players cannot easily resolve a dispute, both players should remove themselves from the game and return to the respawn point or staging area for resolution or mediation. If mediation is requested or required to resolve a dispute, seek out event staff. A mediator's verdict is to be considered final and without appeal.

f. Time Outs and Game Stoppages

There are to be no "time outs" for any reason, except in the case of an actual emergency. In the event of an emergency that requires a game stoppage, an announcement will be made on channel 1 of the Family Radio Service (FRS) radios stating emergency. An air horn or whistle will also blast five times, pause, then blast five more times. If any player is involved in an emergency situation, the first person or persons to respond will need to communicate to game officials on channel 1 of the FRS radios, indicate the type of emergency, and then wait for further orders.


Upon hearing the emergency signal, all players are to stop immediately and safe their weapons until the all-clear signal is given. The only persons allowed to move during an emergency are those involved in the emergency or those giving emergency assistance. After the emergency is resolved, the all-clear signal will be announced on channel 1 of the FRS radio, and an air horn or whistle will blast three very long blasts. Once the all-clear signal is given, play will resume normally.


At Mid-Missouri Airsoft events, FRS channel 1 is also used as the global game announcement and field staff channel so that most players will already be tuned into it and able to quickly learn about any "time out" or emergency.

Frequently Asked Questions

Q. When are games held?

A. Games are generally held on Sundays. We try to schedule them bi-weekly.

Q. How much do games cost?

A. If you prepay for an open play game it only costs $10. Normal price is $15. The price of larger games may vary.

Q. Am I required to prepay?

A. Saturday games require 10 players to prepay, Sunday games do not. However, Sunday games which do not yield much interest may be cancelled. The more prepays, the higher the chance that the game won't be cancelled.

Q. Why should I prepay?

A. Prepaid users will experience a discounted field fee and expedited check-in.

Q. How long do I have to prepay?

A. Prepay closes the Sunday the weekend before game day.

Q. What if I pay, but the event doesn't happen?

A. Your ticket will be refunded the day after prepay closes (Monday).

Q. What if change my mind? Can I still get a refund?

A. If you change your mind or are unable to attend the game, you are eligible for a refund until prepay closes (one week before the game). After prepay is closed, you will not be eligible for a refund. The only exception to this is if the event is cancelled, in which case refunds will be given as explained above.

Q. Can I prepay for other people?

A. Yes, just purchase multiple prepay tickets when checking out.

Q. Do you accept payment options other than PayPal?

A. Paypal allows you to pay with your debit or credit card, or prepaid giftcard, by choosing the "Pay with a debit or credit card" option.

Q. What is an Open Play event?

A. Open play events have no uniform, weapon, or ammo restrictions and games are decided by the players. Open Play events are very relaxed and welcome all players.

Q. What is a Skirmish event?

A. Skirmish events require players to wear either green or tan based uniforms. Unlike open play events, skirmish events are designed by the staff and are objective-based. Skirmish events are more structured and follow the Taneen Conflict.

Q. What is an OP event?

A. Operation events (OPs) require players to wear either green or tan based uniforms, and may implement other weapon and ammo restrictions. Operations build on skirmish events by enforcing a higher standard of play, more complicated objectives, and structured teams involving squads and individual player roles. Operations represent climactic events taking place in the Taneen Conflict.

The Taneen Conflict

BREAKING: Patients Disappear from Tanistani Hospitals, Countries Engage in Taneen Talks

World News Network | April 15, 2014

Beds

HUROQ, TANISTAN - Recent reports from within Tanistan claim that for at least the past two weeks patients have been disappearing from hospital beds across the country. In the city of Huroq an investigation was launched into one of the local disappearances, but jurisdiction was quickly handed over to the Tanistani government on the grounds of it being part of a national case. As these disappearances continue, families of the missing patients have begun protesting at local hospitals and demanding answers from the Tanistani government. While Tanistani officials have remained quiet on the matter, protesters at one hospital were observed being detained and loaded into black vans, raising even more questions and concern.

Following these disappearances and abductions, the bordering country of Greenesia has made a statement claiming that one of the missing patients was a close relative of Daly Zied, a high ranking official from the Greenesian Department of Foreign Affairs (DOFA). Meetings known as the Taneen Talks have begun between Greenesia and Tanistan regarding Zied's missing relative, with Greenesia requesting an official investigation by the UN Security Council.

The countries of Tanistan and Greenesia have a long history of conflicts dating back to World War I, where Greenesia, then a puppet of Tanistan, sought independence following the Treaty of Versailles through a violent uprising known as The Green Ire. Analysts suggest that if talks between the two countries are unsuccessful, the Greenesian government may deem the disappearance of Zied's relative as a hostile action, thus prompting military intervention. Economists predict that another hot conflict between Greenesia and Tanistan would destabilize both countries and provoke assistance from their allies (the United States and Russia respectively), whom are already experiencing increased tensions after a Russian Su-25 harassed a U.S. naval destroyer for 90 minutes just yesterday.