MAG Safety Video and Rules

MAG Airsoft Rules

Section 1: General Rules

Section 2: Game Control

Section 3: Eye Protection

Section 4: Hit Rules

Section 5: Close Combat

Section 6: Parlay

Section 7: Cease Fire

Section 8: Medic Rules

Section 9: Engineer Rules

Section 10: Replica Velocity

Section 11: Explosives and Grenades

Section 12: Night Operations

Section 13: Age Considerations


Section 1: General Rules

1.0 Do not disrespect other players

1.1 Airsoft is a game of HONOR. Please call YOUR OWN hits!

1.2 DO NOT call opposing players out. Calling opposing players out is poor sportsmanship and your side will be penalized if a controller witnesses the event. (One Exception: see section 12.9)

1.3 Players caught attempting to cheat will incur penalty points for their side, and/or may be ejected from the game and barred from future MAG events.

1.4 Players who attempt to steal, cause bodily harm, or otherwise break the law will be referred to local law enforcement officers and barred from future MAG events.

1.5 Subordinate players should observe and respect ranks and the event Chain of Command (NCO’s and Officers).

1.6 Ranking players should recognize that MAG events are GAMES. Rank is a tool to provide structure for an enjoyable game. Have fun, and remember you have a responsibility to help your subordinates to have fun as well.

1.7 There is little restriction what kind of camouflage or clothing an operator can wear, Be aware that certain teams wear specific camouflage. Arriving in a team camouflage will generally mean being placed with the team that wears said camouflage. This however does not make the operator a member of said team, Nor does it guarantee membership/recruitment in the team.

1.8 The only thing prohibited is red clothing, Shirts/pants/hats ect. Red is used to denote Game Control or Non Combatants and cannot be worn by combat personnel.

1.9 Do not under any circumstances bring real blades/Knives or other bladed weapons on the field.

1.10 Live firearms are strictly prohibited, do not bring them on field for any reason, even pre or post game.

1.11 Under no circumstances is alcohol allowed on the field. Any operator known to have consumed or have alcohol prior to a game WILL NOT be allowed to take the field.

Section 2: Game Control

2.1 MAG Council Members and Game Controllers have final say in scenarios, dealing with any problems that may arise in field, and settling disputes. (The decisions of game control and council members are to be respected, regardless of team affiliation)

2.2 MAG Council Members and Game Controllers will be identified at the beginning of each game. If an issue arises in game, you will report to one of them as soon as practicable.

2.3 Players are expected to utilize these points of contacts if they feel a violation of the rules has occurred.

Section 3: Eye Protection

3.1 Eye protection must be worn at all times while in a playing area, any player seen without eye protection on the field/respawn regardless of position in community will be asked to leave the game.

3.2 Eye protection must be form fitting or have a rubber/foam/soft material seal that closely conforms to your facial features.

3.3 Eye protection should be ANZI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer’s website.

3.4 Mesh goggles should be made from stamped steel and not deform from repeated close range hits. It is recommend players test their mesh goggles in a careful controlled environment before attending an event with this type of goggles/face protection.

*** Safety Tip: When purchasing safety glasses/masks, Place your pinky inside the outer edge of the glasses if you can fit your finger between the rim and eye they are a no go.

Section 4: Hit Rules

4.1 NO BLIND FIRING. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).

4.2 Every player must have and use a red rag to signify they are dead and out of play.

4.3 Getting hit in the body or head is counted as a lethal kill. Hits to the arm or leg are counted as wounding shots (see medic rules: Section 9) Hits to weapons damage the weapon and take them out of play. (See Engineer rules: Section 10)

4.4 Lethal hits; Raise your hand over your head and yell hit. Wave your red rag above your head momentarily, then tie it around/through the front sight of your rifle or attach it to your head in a SECURE fashion. Expect to be hit multiple times while doing so – in the chaos of combat fellow players rarely have split-second trigger control. Assume a non-combative posture and quickly remove yourself from the area.

4.5 When wounded call hit and take a knee and pull your red rag, call for a medic (see medic rules: Section 9) Wounded cannot move or shoot, they can however speak to a medic, IE: “call for medic” “Get me out of here” Ect. However wounded should not give away positions to non medics. There is a two minute bleed out time, However if a medic is not available then the Operator can choose to bleed out and go to respawn.

4.6 Weapon hits: When your weapon is hit it is rendered useless and can no longer be used. You may use sidearms, or secondary weapons. The damaged weapon can only be brought back into play when the operator respawns or if a engineer repairs the weapon. (see engineer: Section 10)

4.7 Please keep in mind most players cannot hear you. Your raised arm, and red rag is the first and most important sign of being hit. Getting hit while dead is going to happen, either by walking into a firefight, or by just being in the wrong place at the wrong time. Do not overreact. Simply wave your arm or red rag and proceed to respawn. Do not yell, cuss or disrupt game play or your team may be penalized and you may be removed from the event.

4.8 A dead operator is out of play and cannot talk, use the radio or give away enemy positions. Violation of this rule will result in removal from the event.

Section 5: Close Combat

5.1 Melee kills with a rubber knife or close combat weapon are allowed. A swiping motion, or tap on an opponent’s shoulder, is allowed (and is considered a lethal kill).

5.2 Melee weapons may only be made of rubber, plastic or foam. They may not be Metal or carry an edge.

5.3 Stabbing motions with Close combat weapons are forbidden, as are motions towards the face, throat, or groin of any player on the field.

5.4 Sidearm pistols and shotguns are allowed to be used in close combat within 20ft engagement.

5.5 Sidearms may only be single shot and meet AEG FPS limits, any sidearm that is capable of automatic fire (including three round burst. See 5.7 for only exception) is not allowed as a close combat weapon and must follow the standard AEG rules set.

5.6 Close combat kills are ALWAYS CONSIDERED A LETHAL KILL, NO WOUNDING SHOTS.

5.7 Shotguns that fire triple shots are still considered single shot weapons.

5.8 When engaging in close combat be sure to aim for gear and chest hits, Never aim for the head, neck or face of the target.

Section 6: Parlay

6.1 If two players encounter each other at 20 feet or less in the forward arc, with weapons raised and neither have advantage on the other. It is a parlay situation. Parlay can be settled one of two ways.

6.2 The first is Parlay. One of the operators calls out parlay, Both operators pull their red rags and move out of the minimum 20 feet engagement, and out of sight from each other. Then call set, stow their red rags and reengage from a safe distance.

6.3 The second is a Dual, The two operators in question pull their red rag and settle the dispute with an old school Rock/Paper/Scissors. The loser heads back to respawn. The Victor stows their red rag and continues on field.

6.4 Operators in Parlay/Duel are considered out of play. Any hits suffered while the battle is settled do not count.

Section 7: Cease Fire

7.1 When there is a incident such as injury, loss of eye protection, etc. then cease fire is called, do not move, shoot, ect.

7.2 When a cease fire is called echo it across the field so all operators can hear it.

7.3 During a cease fire, no one other than Game Control or team leaders are allowed to move. A Cease Fire is not an opportunity to move to gain advantage on a opponent, relocate to a better position or take a objective. All operators are to stay in position for the duration of the Cease fire.

7.4 Civilian on the field: When a cease fire is called in the event of a civilian walking onto the field. In the event of a Cease Fire / Civilian on the field all operators are to stand with their weapons down, in a non combat position regardless of current tactical stance.

7.5 Blind man: If someone looses their safety glasses, has fogging issues or other safety problems.

7.6 Injury/Man down: if there is a medical emergency or injury, any operators with medical or first aid training are allowed to move to assist.

7.7 Once game control has dealt with the source of a Cease Fire, they will call game on and the scenario will continue as normal.

Section 8: Medic Rules

8.1 When a player is hit anywhere on the body the player enters a wounded state. Wounded operators cannot use any weapons or talk beyond calling for a medic. A wounded operator cannot call
out enemy positions or objectives.

8.2 Players must still yell HIT loud and clear, raising his/her hand in the air and pull out their red rag and take a knee. After the red rag has been displayed they can then call for a medic.

8.3 Wounded operators cannot move on their own*, however a medic can move the operator, simply place a hand on the operators shoulder and the wounded can move with the medic.

*If you are wounded and wind up in the line of fire or are in the way of a objective, You may move out of the way for the sake of safety.

8.4 Any additional hits while wounded do not count, unless its a grenade, explosive or knife kill.

8.5 A wounded operator cannot under any circumstances be used as cover.

8.6 The wounded operator has a 2 minute “bleed out” time for a medic to revive the operator. However if a medic is not available or cannot reach the wounded operator they may choose to simply die and return to respawn at any time.

8.7 To revive a wounded operator the medic must reach the wounded and tie a bandage around the operator’s arm. The operator is then back in play and any hit from then on is considered a lethal hit.

8.8 Operators can only be healed once per life. Once the operator has returned to spawn they can stow the bandage and are alive once again.

8.9 Medic bandages can be any white piece of cloth that can be tied around a operators arm. This includes bandannas, strips of cloth or real bandages, tourniquets or gauze.

8.10 It is the each operators responsibility to have a bandage in their kit. An operator with out a bandage cannot use the medic rule set and must respawn as normal.

8.11 Medics cannot heal themselves, but a medic can heal other medics.

8.12 Each team can have one medic per squad (or roughly 6-8 operators). It is up to individual teams to decide who is tasked to be a Medic. Either as a permanent position or on the day appointment.

Section 9: Engineer Rules

9.1 Engineers are responsible for the set up/dismantling of Explosives in scenarios (IED, C4, ect.)

9.2 Engineers are also responsible for the set up and take down of special props within a scenario. (satellite dishes, computers, ect.)

9.3 The engineer is also the only person who can repair damaged weapons (Weapon Hits Section 4.6). The engineer simply takes the weapon, counts to five and then pronounces it fit for combat, after which the operator can use the weapon as normal.

9.4 Each Team can field up to 3 engineers. It is up to individual teams to decide who is tasked to be a Engineer

Section 10: Replica Velocity

10.1 M.A.G has the right to randomly chrono any weapon before it is allowed on the field.

10.2 Any weapon that exceeds the chrono limits is barred from M.A.G events. Use of a Barred weapon will result in being banned from any M.A.G Events.

10.3 Velocity limits are set by the FPS of the weapon, not the weapon type itself, or what the weapon is used for in the “Real World”.

AEG Limits:

10.4 Joules and below are allowed inside 20 ft but any engagement inside 20ft must be Semi only

1.14-1.6 Joules 20ft minimum engagement

10.5 Rate of Fire (RoF) will not exceed 30 Rounds per Second (RPS) on any airsoft replica excluding limitations on fire modes (i.e sniper rifles, shotgun style, and BB Shower shells)

Sniper Limits: 2.8 Joules with 100ft minimum engagement distance

DMR Rules:

DMRs must have MINIMUM OUTER BARREL length of 20in, however muzzle devices such as flash hides, muzzle brakes, and suppressors DO count towards that length. Barrel length is determined by measuring from where the barrel meets the receiver of the replica.

DMRs must have a MINIMUM OVERALL length of 35in. If using a collapsible stock, OAL is measured by the stock at the shortest length position. If using a folding stock, the DMR MUST be used with the folding stock extended.

Pistol caliber replicas are NOT permitted to be DMRs even if they fit within the length restrictions.

DMRs are restricted to a 1bb/sec fire rate, binary and other fire modes a prohibited. DMR’s will also have a 2.3j maximum output and a MED of 50ft, MUST use mid-cap or real-cap magazines, high-cap and drum mags are prohibited.

10.8 Sniper/DMR level weapons must be Semi-automatic, bolt, or lever action

10.9 Belt Fed Class:

50ft minimum engagement distance 1.9j maximum output 30rps max fire rate. Any replica Must be based off a weapon system which includes a cartridge belt for feeding. It MUST be box fed, in the event that the weapons system accepts stanags and the box goes down so does the weapons system. Players CANNOT REFILL boxes on the field, but may carry as many box mags as desired.

Section 11: Explosives and Grenades

11.1 No metal grenades, paintball grenades, or hard objects may be used.  Only rubber, plastic, or foam style grenades will be permitted.

11.2 Each player is allowed to carry up to 2 grenades on their person per respawn at any one time (extra may be left at a main respawn).

11.3 Only hard cover protects you from Grenade area effect. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.

11.4 Hand grenades, explosives and rockets are considered Area effect weapons. Anyone caught within the blast radius is killed as all blasts are counted as lethal kills. Grenades have a kill radius of 15 feet. The kill radius of explosives is 20 feet.

11.5 All Grenades must be painted or marked with high visibility colors. either paint, or streamers. Red may not be used as it can be confused with a red rag in the heat of battle.

11.6 Mines and Booby traps: Spring loaded or gas powered BB grenades (BB showers) and mines are allowed. If a player is hit by a BB from such a device, it is considered a lethal hit.

11.7 Any other kind of booby trap MUST be approved by members of the M.A.G council or Game Control prior to use at any M.A.G event.

11.8 Explosives are counted as C4, Bomb vests, Satchel charges, ect. Explosives are the responsibility of combat engineers. They are used as part of a scenario, and are not standard equipment.

11.9 The player at the center of the blast radius calls out all other players, regardless their side. This is the ONE exception to Rule 1.2

11.10 The blast radius of explosives as judged from where it lands, or is detonated.

11.11 Rocket blast radius is determined from the point at which it rests (and are counted as grenades), unless it strikes a vehicle.

11.12 If a rocket destroys a vehicle, the vehicle is considered the blast radius center.

11.13 Each player is allowed to carry up to 4 rockets on their person, per respawn at any one time (extra may be left at a main respawn).

11.14 Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.

11.15 Grenades that emit smoke, spark or flame are NOT permitted

Section 12: Night Operations

12.1 Night mission attendees must have a tracer unit, tracer magazine, or tac-light to participate. Depending on the scenario teams may be required to have specific color tracers. If you’re using a tac-light, BB color doesn’t matter.

12.2 If players use a tac-light instead of a tracer unit, or tracer magazine, they MUST turn on their tac-light when shooting. Any violators of this rule will cost their team points, and may be asked to leave the game.

12.3 Pistols may be used in night missions, and do not require a tracer unit or tac-light to be used.

12.4 Night missions will obviously be dark, and hard to see, so instead of using a red rag, a red chemlight or red flashlight must be used, NO EXCEPTIONS.

12.5 Sniper Fps rifles are not allowed in the night missions, due to high velocity and 100 foot engagement rule.

Section 13: Age Considerations

13.1 Player Age: 12 years and younger: Any player under the age of 12 must always be accompanied by a parent or adult guardian while in the game. The Guardian must be 18 or older (Preferably a parent or legal guardian) and the pair must act as one. This means if one is hit, then both must return to respawn and respawn back into the game as a pair. Any player under the age of 12 must have full face protection. This non-negotiable and a hard requirement. Any player under 12 caught by game control without full face protection will be dismissed from the event.

13.2 Player Age: 13 – 16: Must have an adult guardian on site or nearby at all times during a event. It IS NOT necessary for the guardian to be involved or playing in said event. They must be easily contacted in case of an emergency.

13.3 Player Age: 17 and under: ALL players under the age of 18 must ALWAYS have full face protection while on the field. Teeth are expensive, Masks are not.

13.4 Players Age: 18 and over: While players over the age of 18 are not required to wear full face protection it’s STRONGLY suggested. Modern airsoft weapons can cause injury to the face and can even knock out teeth. There fore it is HIGHLY Recommended that all players employ some form of facial protection.