General Rules
* All Operators must submit a completed and signed the field waiver.
Operators under the age of 18 must have the waiver signed by a parent
or guardian. Operators 12 and under must have a legal guardian play
with them during the OP.
* Profanity and abusive language is prohibited. Arguing with a field
ref. or Operator ref. is also prohibited.
* Proper eye protection is required for all AIRDOG SPEC OPS OPs. Full
face masks are required for Operators under the age of 15, Ballistic
goggles or airsoft goggles are approved, but must be full sealed.
Adult Operators may use safety glasses (ANSI Z rated),with a sports
strap.
* Shooting is not permitted in the staging or camping area. Weapons
may only be shot on the field or in the chrono area with proper eye
protection.
* All guns must be placed in the SAFE position and magazines / clips
must be removed from guns while in the staging or camping area.
* Proper eye protection must be worn at all times on the playing
field. Operators must NOT remove eye protection for any reason during
game play. Operators violating the eye protection safety rule will
receive a warning on the first occurrence and will be asked to leave
if futher violations are observed.
* KILL rags are required! Red glow sticks and flashlights are required
for night play.
FPS / Blind firing / MED (Minimum Engagement Distance)
* Operators must chrono all airsoft guns that are planned to be used
during the OP.
* The FPS limit is 420 FPS for AEGs and GBB rifles / pistols (0.25g BBs).
* The FPS limit is 550 FPS for semi automatic sniper rifles (0.25g
BBs). Semi automatic sniper rifles must have the full auto function
disabled.
* All firing modes can be utilized during day play. Night play is
restricted to SEMI AUTOMATIC firing mode ONLY.
* Operators may be required to spot chrono test during the OP.
Operators caught using a gun that has not passed through chrono will
be subject to being ejected from the OP.
* Blind firing is not permitted. Operators must be able to obtain a
sight picture of their target before firing.
* Operators are not permitted to fire within the MED: 15 ft. for AEGs
and 50 ft. for Sniper rifles.
* Operators engaging within the MED should yell loudly, “SURRENDER”.
This is the proper verbiage and not “call your hit”. Operators being
“SURRENDERED” should call out loudly “HIT” to avoid being shot within
the MED.
HIT Operators / Resapwn
* All hits to the Operators body count as a kill, including tactical
gear (ex. Backpack, dump pouch). When in doubt …call yourself out!
*Gun hits and ricochet do not count. Again…When in doubt …call yourself out!
* It is not acceptable or honorable for Operators to yell out for
others to “call their hits”.
*Hit Operators must die in-place, call out loudly.. “HIT, HIT, HIT”,
and display a KILL rag (ex. Red bandana, red glow stick at night).
After donning a KILL rag, hit Operators should call out loudly for a
“MEDIC…MEDIC!”
* Hit Operators must bleed out and return to the HQ DEAD box if not
healed by a Medic Operator within 2 minutes.
* Hit Operators remaining in a hot area during a fire fight may
continue to receive enemy and friendly fire. Hit Operators in this
situation may elect to immediately call them self out and return to
the HQ DEAD box or FRP (Forward Respawn Point). Otherwise the bleed
out limit applies.
* Hit Operators drop props! Props must drop in place.
* Hit Operators don’t talk! This includes radio communication or
verbal communications with other Operators.
* Hit Operators do not hang out. The dead bleed out and quietly return
to HQ DEAD box or FRP.
* Hit Operators men traversing back to HQ or off the field must have
their KILL rag on and should periodically call out “DEAD man
walking…DEAD man walking”. This let’s other Operators know of your
presence and status.
* Enemy Operators cannot shadow or closely follow the opposing team’s
DEAD men returning to HQ or HQ DEAD box.
* Operators may respawn from the HQ DEAD box based on the respawn
count rules (ex. 5 in / 5 out…to be determined).
* Operators in dispute should contact one the AIRDOG staff on the
ADMIN radio channel. The protocol for resolving disputes require both
Operators to return to the respawn point.
* Overshooting is not tolerated. Operators guilty of overshooting
during the OP will be ejected.
Medics
* Medic Operators may “heal” Operators by tying a piece of colored
ribbon around the Operators’ wrist. Operators may be healed twice and
must return to the HQ DEAD box or FRP (Forward Respawn Point) on the
third kill.
* Medic Operators must heal Operators “as is” and cannot move the
Operator during the healing process. HIT Operators cannot be dragged,
walk, limp, crawl, or moonwalk to the Medic Operators location.
* Medic Operators may be healed ONLY by other Medic Operators.
* The role of Medic Operator cannot be transferred during battle. In
other words you cannot simply toss the ribbon to your buddy and have
him heal Operators.
* Medic Operators must have their Medic card or armband with them at all times.
Grenades / LAW Rocket Launchers / Smoke
* Airsoft grenades such as the Tornado and Thunder B are permitted.
Thunder Bs are to be used for distractions only and cannot eliminate
Operators.
Operator caught within a 5 ft burst radius of a Tornado grenade are
considered DEAD, regardless if hit by shrapnel.
* LAW Rocket Launchers cannot be used against enemy aircraft.
* LAW Rocket Launchers can only be used to destroy vehicles.
* LAW Rocket Launchers cannot be used against personnel or bunkers.
* Smoke bombs, pyro, flares, etc.. are not permitted during the OP.
There are too many risks with Operators using smoke bombs and pyro.
Tanks / Vehicles
*All tanks and vehicles must be approved by the AIRDOG staff.
* Tanks and vehicles are permitted and must adhere to a strict 5 MPH
limit max.
* Tanks and vehicles cannot make base kills.
* Tanks and vehicles can be destroyed by a rocket hit from a LAW
Rocket Launcher.
* Tanks and vehicles that are destroyed include all Operators in the vehicle.
* Tanks and vehicles cannot come with 100 ft of the bases, this area
will be marked with colored tape and it is considered a mine field
* Tanks and vehicles entering the mine field are considered as
destroyed. Tanks and vehicles cannot make base kills.
* Operators have the right of way. Tanks and vehicles must stop if
Operators are in the road blocking movement.
* Operators cannot intentionally block the path for Tanks and vehicles.
* Tanks and vehicles that are considered troop transports must be
completely stopped and the engine turned off before allowing troops to
exit the vehicle.
* Operators exiting the Tanks or vehicles before a complete stop are
considered as KILLED and must return to the respawn point.
* Tanks and vehicles caught driving too fast or dangerous will be
disabled for remainder of game and points will be deducted from the
respective team.
* Tanks and vehicles must stay within the roads appointed for Tanks
and vehicles. (Operators will be given a map of routes) * Tanks and
vehicles caught outside the area they will be considered killed and
out of play and must return to respawn.
* Due to insurance reasons, NO PERSONAL ATV, GOLF CARTS, GATORS, DIRT
BIKES, ETC ALLOWED ON THE FIELD.
HQ / CO KILLs / Props / FRP (Forward Respawn Point)
* The HQ is considered destroyed immediately once and enemy Operator
enters the base and yells out “BASE BLOWN!”. The enemy Operator and
all Operators in the base are counted as a KILL with Operators
returning to their respective HQ DEAD box.
* The enemy Operator declaring “BASE BLOWN” is awarded a token to
return to his HQ prop box to indicate a successful base blow.
* After a base blow, the HQ will be considered “destroyed” for 15
minutes. The HQ can also be secured before the time limit if friendly
Operators successfully gain control of the HQ.
* Operators cannot “spawn camp” within 50’ of the enemy HQ DEAD box
* COs killed count as points only. Operators cannot be captured or
held hostage.
* Props collected during missions must be placed and secured in the
designated prop box at HQ.
* Props can be stolen by the enemy team if the HQ is blown and enemy
Operators retrieve them from the enemy HQ prop box.
* Props cannot be hidden outside of HQ.
* Operators cannot touch, hide or disrupt enemy props.
* Prop points may be deducted if the incorrect props are brought back to HQ.
* Props must be returned to HQ undamaged. Damaged props will not
count toward points (ex. Broken , leaky jug).
* Teams may utilize a FRP (Forward Respawn Point) determined by AIRDOG ADMIN.
* The FRP serves as a secondary respawn point as opposed to returning to HQ.
* The FRP must be must be secured by setting up the team flag and
successfully securing the location.
* The FRP may be destroyed and must be defended. The team flag may be
taken for points if overrun by the enemy.
Role Operators
* GA Team (Tan Team: Multicam, DCU, Tan, Black, civilian wear)
* SC Team (Green Team: Marpat, ACU, OD, Woodland, Flectar, DPM, etc..)
* Team CO/XO: Provide team leader ship. The roles of CO/XO cannot be
transferred during the game. CO KILLs will count toward points.
* Federal Agents (Blue arm tape): Also known as the “FEDs”. FEDs
will serve as a variable force in several missions of the OP. FEDs
can provide valuable information and services, but they do not like
being threatened. Operators should use caution when approaching the
FEDs as they are quick to eliminate threats when approached by armed
Operators. FEDs are considered “invincible” and cannot be killed.
* Spies (Unmarked, uniformed): Assigned spies with the capability to
penetrate deep into enemy cover. Operator Spies can relay vital
intelligence and blow bases. Tight base security is required to
defend against Operator Spies.
* Operator Spies must have their mission card on them at all times and
cannot transfer the role.
* Operators cannot switch sides during the OP without permission from
AIRDOG ADMIN.
Off Limits! / OP ADMIN / Misc.
* The camping areas are off limits to enemy Operators. This is a
camping area and considered a safe zone. Operators cannot enter the
enemy camp during game play and must adhere to a 50 ft. clear zone
from the enemy camp site.
* NO covert missions or raids on any campsite at anytime
* Civilian vehicles entering and exiting the field are off limits and
cannot be used as cover.
* Out of bounds areas indicated by the OP field map are off limits.
Operators caught out of bounds are considered as KILLs.
* AIRDOG ADMIN channel: #1 All Operators must stay OFF channel #1!
* GA team channels: #2 ~ #7
* SC team channels: #8 ~ #12