EMPTY QUIVER RULESET

All players must be familiar with the entire ruleset. 

If any questions or clarifications are needed, please contact us prior to the event. 

Safety

  • Sign both the Shadow Regime Airsoft and Sherwood Forest waivers.

  • Ages 10+, under 18 requires parent/guardian signature on waiver.

  • Follow all instructions by staff and referees. 

  • Eye protection: Full seal ANSI Z87-rated eye protection required to be worn by all players at all times inside the playing area. Foam or rubber gaskets are required for shooting glasses.

    • Under 18: Full face protection is required. 

  • Safety Area: Magazines out, safety on, barrel cover on. Socks, gloves, rags, or your hand do not count as barrel covers. 

  • Blind Man: In the event of an emergency during play, players should yell “BLIND MAN” to pause play on the field. If you hear Blind Man, stop everything and yell it so that play can stop across the whole field. Blind Man should be used for lost eye protection, medical emergencies, fire, or other real emergencies. Referees will address the emergency and then resume play. 

  • No real weapons: Real firearms, homemade pyro, and real knives as melee weapons are not permitted anywhere anytime during the event. 

Hits and Shooting

  • Hits: Call your hits immediately by raising your hands or (preferably) pulling out a red dead rag. A hit is anywhere on the player’s body or gear, backpack, boots, etc. Gun hits do not count. Friendly fire does count. Call a ref for issues instead of confrontation.

  • Downed players: Downed players should sit or lay on the ground with their dead rag showing. Downed players can move slightly if they are in the direct line of fire or in doorways. You must be sitting or lying on the ground to be revived or to initiate a “drag”. See more below in the Medic and Revives section. 

  • Dead men don’t talk: If you are down, the only thing you can do is yell “Medic!” Do not point out the direction or location of enemy players. If you are dead and walking back to respawn, you cannot convey tactical information (where the enemy is, how many, etc.) to any living player including by radio. 

  • Bang rule/mercy kill: There are no bang kills. If you attempt to bang kill a player, it is not required for them to call hit, but they do have the option to surrender if they choose.  

  • Melee kills: Any melee weapons must be plastic, rubber, or foam. Lightly tap a target player to melee kill them immediately. Melee kills are not revivable, and you must silently return to respawn.  

  • No Blind Fire: You must see and aim at the target you’re shooting. No blind fire around corners. 

  • No Slat Shooting: No “slat shooting” or shooting through tiny holes in walls or between logs. If your head can’t fit through it, you can’t shoot through it. You can still get hit through slats and holes. 

Medic and Revives

  • Bandages: All players should carry two 4-ft long ACE or elastic compression bandages to be revived. Bandages must be completely wrapped around a limb to be revived. Do not pre-tie bandages so they can be slipped up your arm.

  • Revives: All players can be revived once by any teammate. All players can be revived a second time only by a Medic. To be revived, you must be sitting or lying on the ground. You cannot be revived while standing. 

  • Dragging: Downed players must be revived where they went down, and only Medics can “drag” downed players a max of 10 ft away, for example around a corner. To initiate a drag, the downed player must be sitting or lying on the ground. The Medic places both hands on the downed teammate to have them stand up and move to cover (max 10 ft away) while keeping their hands on them the whole time, then you can revive. 

  • Bleedout and Respawn: You can return to respawn without being revived at any time. No bleedout time. You can also sit and wait for a medic as long as you want. Respawn timer at HQ depends on the game mode. 

Grenades and Projectiles

  • Grenades: Grenades kill in a 20ft radius including through soft cover like bushes. Hard cover (walls, logs, large trees, barrels) protects you from grenade hits if your entire body is covered at the time of explosion (you must duck behind cover, not keep your torso above a low wall and call it safe). BB launching grenades are treated the same as a sound grenade, BB’s do not have to hit to kill. Metal-bodied grenades must be tossed underhand. 

  • Smoke: Only cold-burning smoke grenades are allowed (Enola Gaye). Throwing them into buildings is allowed.  

  • Rockets: Rockets or launched projectiles of any kind are not allowed. No Taginn grenade launcher shells of any kind.

  • Shotgun Shells: BB-launching 40mm shotgun shells from a grenade launcher are allowed with the exception of 40 Mike and Master Mike shells. 

Team Uniform Requirements

  • Uniform and Gear Color: Tops, bottoms, and head cover (helmet, hat) must match your team's uniform requirements. Other gear (facemasks and eye pro, vests, plate carriers, backpacks, boots) color does not matter. No red, and other bright colors should be reserved for staff use.

  • Armbands: All players will get armbands regardless of camo choice. If you miss morning briefing, have your commander at HQ give you an armband.

Shadow Collective (SC)

  • Green-based, black-based, and gray-based camo patterns.

    • Solid OD Green, classic woodland, jungle tiger, multicam tropic, ATACS-FG, MARPAT woodland, UCP/ACU, and any other green based camo.

    • Solid black, multicam black, solid gray, black and white urban stripe, or any black or gray based camo.

Delta Force (DF)

  • Multicam, tan-based, and brown-based camo patterns.

    • Regular multicam, multicam arid, solid tan or coyote brown, tricolor desert, MARPAT desert, ATACS-AU, OCP, or any other tan- or brown-based camo.

Chrono and Weapon Classes

  • Chrono check: All players must chrono check every weapon they plan on using. All weapons will be checked with 0.32 g bb’s provided by Shadow Regime. Green gas and CO2 pistols do not need to be checked, HPA pistols do. Refs will be chrono checking randomly throughout the game. 

    • J = Joules, the kinetic energy of your gun shots measured by the chrono.

    • RPS = rounds per second, the fire rate of full auto.

    • MED = Minimum Engagement Distance. You cannot shoot anyone closer than this.

  • Magazines and ammo: No limits on magazine type or count. 

  • Rapid fire: Binary triggers, extended two-finger triggers, and burst fire are considered full auto. Semi only weapons cannot use binary triggers, extended two-finger triggers, or burst fire. 

  • HPA: All HPA weapons require a tournament lock regulator.

  • Contact us with questions if your replica is allowed in each weapon class or with requests for exceptions. 

  • Rifle

    • Semi only, 1.5 J max, no MED

    • Weapon Restrictions:

      • None. You can chrono ANY weapon as a rifle, including assault rifles, LMG’s, SMG’s, DMR’s, Snipers, shotguns, and pistols as long as they follow this chrono limit. The following special weapon classes are optional. 

  • LMG

    • Full auto allowed, 1.5 J max, 25 RPS max, 50 ft MED

    • Weapon Restrictions:

      • Any LMG, GPMG, or other real support weapon replicas. 

      • Bipod and drum/box mag required for visual identification. 

      • Examples: M249, M240, M60, PKM, PKP, RPK, AUG HBAR, MG36, M27, L86, BAR, M1919, MG42, Microgun

  • SMG

    • Full auto allowed, 1.0 J max, 25 RPS max, no MED

    • Weapon restrictions:

      • Any SMG, PCC, pistol or other pistol-caliber replica. Pistols with M4 mag adapters are acceptable.

      • Examples: MP5, P90, MP7, MP9, UMP, PP2K, Vector, Scorpion, PPSH, Thompson, ARP-9 and similar, AAP-01, M93 raffica, or any other full-auto pistol

  • DMR

    • Semi only, 1.9 J max, 50 ft MED

    • Weapon Restrictions: 

      • Any DMR, BR, or other heavy caliber replica. 5.56-based weapons must be closely based on real DMR. 

      • Scope and extended barrel (>16”) required for visual identification.

      • Examples: SR-25, M110, MK12, HK417, G28, SCAR-H, M14, SVD, VSS, G3, FAL, M1 Garand

  • Sniper

    • Bolt-action or lever action, 2.8 J max, 100 ft MED

    • Weapon Restrictions: 

      • Any bolt-action or lever action rifle

      • Scope and extended barrel (>16”) required for visual identification.