Rules of Engagement
term "MilSim" stands for "military simulation."
This best describes the type of operations that are conducted
by the Extreme Airsoft Members. Unlike the commercial Airsoft
event producers that follow the paintball example of industry-driven
events designed to sell BBs and provide an experience for
the backyard plinker, the Extreme Airsoft Members have always
remained true to what attracts many people to combat re-enactment
in the first place--the opportunity to take on a role and
briefly experience life as a combat soldier, complete with
realistic equipment, areas of operation, and orders.
We certainly do not glorify war. If anything, our operations
have taught us to abhor real combat. The only factors we
are re-creating are the tactical and historical components,
which also provide that sustained rush of adrenaline, and
that intense feeling of suspense, exciting action. Since
our operations are based on historical incidents, we strive
to create an educational and theatrical experience where
each of us is acting out a part. We get a tiny feeling of
how it might have felt for "the real guys on the line".
Extreme Airsoft Member MilSim re-enactment rules create conditions and
variables of actual small infantry units operating in the
field. We try to inject as much realism as possible, yet
at the same time we balance it with safety. In order to
achieve these conditions, our combat re-enactment operations
use the following rules:
Extreme Airsoft MemberS RULES & REGULATIONS QUICK REFERENCE CHART
All operators are expected to follow the "Code of Conduct"
CHEATING WILL NOT BE TOLERATED
All Airsoft guns, regardless of type, must chrono at 395
fps using a 0.20g BB 350fps or less with .25g (Hop Up turned
off) or, 395fps or less with .20g ammo. ANY READING OF 400
OR HIGHER WILL IMMEDIATELY DISQUALIFY THE GUN
All operators must use approved biodegradable type BBs
All operators must use hard lens type goggle or glasses
that have a tight seal around the face
All hits to the operator's body count as a kill, including
Gun hits do not count
When you are hit you will die in-place and act as if you
have been fatally shot and remain motionless for 2 minutes
After 2 minutes, you will place a red rag on your head (if
available), put your gun over your head or on your shoulder
with one hand in the air and them move away from the combat
area at least 300 feet
Dead men do not talk to live operators
Dead men do not talk on the radio, not even to say "I'm
Dead men do not spectate. They hunker down away from the
field of action and contemplate their state.
If a dead man suddenly finds himself in a combat zone, he
will immediately move to a new secluded area.
There is absolutely no shooting at anyone within a 25-foot
If you encounter an enemy head-on and you are less than
25 ft away, you must call a "parlay".
You may surrender an enemy if he is 25 ft away, and you
are behind him with a clear shot and he is unaware of your
If someone surrenders you, you must comply without question
if the attacker is within your 25-foot safety zone.
If any operators have any disputes, they are expected to
resolve them in a gentleman-like manner.
Hits to any part of your body count as a kill.
Hits to any part of your tactical gear or equipment, such
as ammo bags, canteen, and pouches, etc. also count as a
Ricochets that hit you count as a kill.
Hits to the gun do not count as a kill.
When you are hit, by all means act it out. Scream, yell,
cry for Mama or die with your gun blazoning in the air.
It all adds to the realism of the re-enactment. Also, if
you feel that an operator has made a good shot, by all means
compliment him on his marksmanship. When an operator is
hit and after acting out his death, should he choose to
do so, that operator will raise his hand and or gun over
his head and yell "HIT, HIT, HIT" as loudly as
possible. It is important to yell "Hit" loud enough
so that the enemy can hear you. If you don't, enemy operators
may continue to shoot at you. If you have a red rag, place
it on top of your head. This makes it easier for enemies
to identify you as a dead man.
When you are hit you become a "Dead Man". A dead
man immediately removes himself from the area of action
and may not participate in the mission in any way for a
period of 5 to 10 minutes (the length of this time is announced
during your mission briefing). Dead time starts from the
moment the operator is hit. Note that for this reason it
is important that all operators carry a watch. Once an operator
is dead, he will place a red rag on his head (if available),
put his gun over his head or on his shoulder with one hand
in the air and proceed to the designated reincarnation area,
or if no reincarnation area is designated, then he will
move at least 300 ft away from the area and until he can
no longer hear or see the action or any live operators.
The killed operator will move in the direction from which
his team started. While moving away, the dead operator will
yell, "Dead Man, Dead Man" to let other operators
know of his presence. The dead operator must go to the designated
first aid station, or find a secluded spot where he may
stand or sit down, always facing away from the area of combat,
until his time is up. Should combat move to the area where
a dead operator is waiting to reincarnate, the dead operator
must leave the area and move to a new secluded area to wait
out the remainder of his dead time. First aid stations may
not be staked out by enemy combatants.
Dead Man Rules
Dead operators must vocally and visibly show that he is
Dead operators will put a red rag on their head (if available)
Dead operators must immediately move out of a combat area.
Dead operators may not talk to live operators, but may talk
to other dead operators.
Dead operators may not talk on the radio but may continue
to monitor their team's frequency.
Dead operators must remain quiet, hidden and must not be
seen by any live operator.
Note about dead men: If a live operator comes upon a dead
man or men, the dead man (or men) are now in a live area,
therefore they must leave IMMEDIATELY. Live operators may
NEVER stalk or lie in wait for an operator to reincarnate,
then to shoot them. It's considered poor sportsmanship-like
conduct. Should a live operator come upon a dead operator
just as he is coming back into the action, allow the newly
reincarnated operator ample time to move away and take cover
before engaging him in a firefight.
After an operator has been shot and has waited the appropriate
amount of time as a "Dead Man", the operator is
considered a fresh reenforcement troop and may resume the
Because airsoft BBs strike with only a fraction of the impact
of paintballs and do not leave a mark on the clothing, disputes
sometimes arise as to whether an enemy operator has been
hit or not. In the heat of battle, an operator may sometimes
not feel a BB hitting him for several reasons. The most
common reason is adrenaline. Sometimes an operator is so
focused on an objective that he may simply just not feel
the hit. There are many examples of this in real life combat.
A solider may be grazed by a bullet and not notice it until
later. Also, when operators are making a run for a flag
or for cover, it's difficult for them to feel the hits because
they are moving quickly. Equipment such as tactical gear
or a tactical vest will also prevent an operator from feeling
a hit. However, in most cases, BBs hitting someone's equipment
makes a distinct sound, and both operators can usually hear
this. This can also happen when someone is wearing heavy
clothing, as is often the case during the wintertime. However,
hits on clothing are usually more difficult to hear. Also,
if you are shooting at an operator at longer ranges, the
BB may not be hitting the person hard enough for him to
even notice. On the other hand, there may be situations
that an operator thinks he has hit his opponent but in reality
he hasn't. The most common one is long-distance shot. To
the shooting operator it may look like he's hitting his
target but in reality his BBs are falling short of their
target. Another thing that can create a false sense of a
hit are bushes. Bushes can easily deflect a shot. In rare
cases an operator can miss someone even at close range.
In his excitement to shoot his enemy, some operators spray
their guns wildly and hit everything but the target.
Resolving a Hit Dispute
First of all, if you think you hit someone, give him the
benefit of the doubt. Maybe you didn't hit him. But if you
are absolutely sure, then you may call a "Purple Heart"
on an enemy. A "Purple Heart" lets an operator
know that another operator feels that he has been hit. After
a Purple Heart is called the combatants can discuss the
hit. In most cases the situation can be quickly resolved.
If there is still some dispute then both operators may consider
a truce or "Parlay". If the operators still can
not agree and start arguing in an unsportsman-like conduct,
they will both be ejected from the mission.
Operators may sometimes come across a situation where a
BB lightly hit the toe of his boot or while lying down a
BB hits his butt pack. He thinks that if it was real life
the bullet would have just only taken off a part of his
shoe but missed his toe. Or that the bullet would have just
passed thru his butt pack and miss him. So he thinks that
hit really doesn't count and continues his mission. In Extreme
Airsoft Member re-enactment operations, any hit, no matter
how seemingly minor, is a clean kill (except a gun hit).
Because of the nature of Airsoft-based re-enactment, the
opportunities for cheating are somewhat common. CHEATING
WILL ABSOLUTELY NOT BE TOLERATED. Anyone caught cheating
will be grounds for immediately dismissal from the operation
and that person may not be invited back to future Extreme
Airsoft Member operations. Let us make it clear that cheating
is just not worth it. You may be able to get away with it
at first but in the long run people will know who the cheaters
are. This person will eventually develop a bad reputation
as a cheater and this black mark will follow him for a very
long time. Eventually this person will not be able to find
any operations in which to participate. So just don't do
No profanity is allowed in anger at any time.
Physical Contact Prohibited
No aggressive physical contact is allowed. Anyone that makes
physical contact with any other operator will be ejected
immediately from the operation and AO and will not be invited
25 Foot Safety Rule
All operators are considered to have a safety zone of 25
feet. No operator is allowed to shoot another operator inside
this 25 feet zone. Any operator caught violating this safety
rule will be expelled from the operation and AO and will
not be allowed to participate again in the future.
A parlay is a truce that is design to protect operators
from accidental shooting at close range. When an operator
finds himself face to face with an enemy with in the 25-foot
safety zone, all operators in question must stop action
immediately. This is MANDATORY. Opposing operators then
turn away from each other and move at least 50 feet away.
Once all operators involved have taken cover, they may resume
(Modified as of 04/05)
An operator may call a surrender only when he enters an
enemy's 25 feet safety zone from behind or the side with
a clear shot, and his opponent is unaware of his presence.
An operator may also surrender his opponent from the front.
The only differance is that the operator MUST be stationary
and his opponent has entered his 25 feet safety zone. You
cannot sneak up on an opponent from the front and call a
surrender. Once an operator calls surrender, the defeated
enemy must comply with the surrender. This is mandatory!
If the surrender is successful, then the defeated enemy
becomes a dead man. After the surrender, the defeated enemy
may protest if he thinks his opponent has called surrender
from too far away (more than 25 feet). The operators are
expected to negotiate on the spot and reach amicable resolution
quickly, in a non-confrontational and gentlemanly manner.
Should an operator turn around before surrender is called,
the operator behind can still immediately call surrender
if it is obvious that he already had his gun at the ready
and pointed at the back of the operator being surrendered.
If there are any disputes, then the situation becomes a
"parlay". An operator can surrender more than
one enemy. For example, an operator creeps up behind a group
of enemy troops defending a position or after watching a
patrol pass buy, an operator jumps out from behind catching
the patrol off guard. An opponent can surrender more than
one enemy at a time if all of them are unaware of his presance.