Colorado Milsim Player Resources

Food On-Site

When coming to a national airsoft operation like Operation Steel Talon, you have enough to worry about.  Packing your gear, bringing your mags, BB's, Goggles, etc.  Not to mention our meal breaks are usually less than an hour to maximize game time.  There will be a food vendor on-site.

Additionally, restaurants are located within 10 minutes.

Smoke Bombs

Smoke Bombs

Smoke on the field is not only cool, but it can also be effectively to create a smoke screen on the field.  While we do allow smoke on this field we only allow cool burning, flameless smoke.  The field can also be very dry and easily catch fire.  All smoke bombs must be explicitly approved by game staff before the event. Please use the contact form on our website our email the staff at This e-mail address is being protected from spambots. You need JavaScript enabled to view it with an image, description, and where you purchased it.

In addition, Colorado Milsim is offering smoke bombs for sale that have been Pre approved for our event.

These babies are no joke. They put out approximately 70,000-100,000 cubic feet of bright orange smoke over a 3-5 minute period. See some of the pictures below.

 

How Many? Discounts at 5 or more

 

 

 

Travel Arrangements

Are you traveling from out of state?

The event field is conveniently located approximately 20 miles from Denver International Airport.  There are many nearby cities that offer hotels, motels, and dining. The closest airport is Denver International Airport.  Don't forget to pack everything you need for the event!  Click here for a packing list.

 

Closest Airports

The closest airport is Denver International Airportt.  All flights to and from can be booked from common travel websites such as Expedia, Orbitz, or Travelocity.

Denver International Airport  (DIA) - Located in Denver, Colorado - Apx. 20 minutes from the event site

 

Hotels & Lodging

Bennett, CO has several hotels in the area.  Details will be posted soon.  You will need to have transportation to the field as it is not provided by Colorado Milsim.  We suggest using the forums to coordinate rides.

FAQ's

These questions will be updated with Steel Talon information shortly.

Q: What FPS is my gun allowed to shoot?
A: Here are the official FPS limits for Operation Eagle Claw

Rifles and Pistols (AEG’s) = 1.5 Joules (400fps with 0.2g bb)
SAW’s = 1.88 Joules (450 FPS with 0.20g bb’s - Cannot be used indoors)

REMEMBER THESE ARE THE LIMITS, not goals. Don't try to tune your gun to just under the limit and then find yourself over the limit. We had to turn several guns down last year.  

Q: Will full auto be allowed indoors?
A: No.  Full auto will not be allowed indoors for safety and insurance reasons

Q: Are their gun/gear requirements for either side?
A: There are no specific gun/gear requirements for either side other than the camouflage you use must match your side.  This includes pants, shirt (blouse), and hat.

Q: Can I bring a non paying family member with me to the event?
A: Yes, but there are two stipulations. 1) They cannot enter the playing field at any time 2) They must pay a  fee for the weekend for access to the land and camping rights.  This ticket will be for sale on the registration page.

Q: Are BIO BB's required?
A: Yes, only approved bio-degradable 6mm airsoft BB's are allowed at this event.

Q: Can I use winding mags or high caps?
A: No!

Q: Does my vest type have to match my camo type?
A: No. Your vest can be any camo/color. Terrorist Militia can wear camo vests as well.

Q: Is Pryo allowed?
A: Please direct all pyro requests to This e-mail address is being protected from spambots. You need JavaScript enabled to view it . These are evaluated on a case by case basis.  For smoke bombs check out our smoke bombs page.

Q: Is potable water available on site?
A: No water will be available on-site. Although there will be a food vendor please plan on bringing all necessary water for the weekend.

Q: Are camp fires allowed?
A: No. The land owner will not allow for camp fires on-site.  Small cooking stoves are OK as long as they are contained.

Q: Will food be for sale on site?
A: Yes. A food vendor will be on-site with fresh meals starting Friday at Dinner through Sunday at lunch.  To check out the meals plans or purchase food visit our On-site Food Page.

Q: Will power/ electricity be supplied?
A: There is no power/electricity on-site at the AO. Please make sure all of your batteries are charged or you have a car charger!

Q: Can a gas or charcoal grill be used?
A: Yes, no campfires will be allowed on-site.

Q: What is the minimum age?
A: 13 with parental waiver

Q: Are ghille suites allowed?
A: No.

 

Have more questions?  Email This e-mail address is being protected from spambots. You need JavaScript enabled to view it or visit the forums for an answer.

Ruleset

Colorado Milsim Rules

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Last Updated: 8/3/10

The following ruleset will be updated for OP: Steel Talon.  This is a milsim event.

 

 

Ruleset

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

1.2 Do NOT call opposing team players out. Calling opposing players out is poor sportsmanship and your side will be penalized if a game staff member witnesses the event. (One Exception: 3.10.3)
1.3 Players caught attempting to cheat will incur penalty points for their side, and may be ejected from the game without refund and barred from future Colorado Milsim 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 Colorado Milsim 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 Colorado Milsim series 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.
2.1 Eye protection (5.4) must be worn at all times while in a playing area.
2.2 If a player loses his eye protection or has a medical emergency, he/she should immediately call "Blind Man." Game supervisors will immediately signal a pause in the game until the affected player pronounces "All Clear", at which point supervisors will signal the game to continue. In the absence of game supervisors, nearby players should wave their red rags in the air to indicate a blind man call. Once the affected player pronounces "All Clear", players should return their red rags to their pockets and yell "All Clear."
2.3 Avoid blind firing. You must be able to see with your own eyes where your gun is pointed.
2.4 At NO time should any player ever touch another player from an opposing team with his own person or any handheld object (e.g. no knife kills)


2.5 HIT RULES
2.5.1 If a player is hit ANYWHERE: you’re wounded. Gun hits do not count. Gear hits do count.
2.5.2 When wounded by pellet/rocket/grenade/mine, or otherwise wounded/removed from combat, players should immediately do the following:
a. 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. )
b. Please refer to OP Order for respawn instructions.
c. Return to your designated regeneration point.
d. Return your red rag to your pocket/pouch once your regen time is up.
e. It is acceptable to call "hit" or "dead man" during this process, but please keep in mind most players cannot hear you. Your red rag is the first and most important sign of being hit.
f. Red ballcaps are not acceptable substitutes for red rags. The red rag rule is intentionally "inconvenient" so players will not forget. If it helps, add a patch of velcro to your red rag.

2.6 "BANG BANG!"
2.6.1 If a player enters a close range situation where firing his weapon could result in unnecessary harm to an opposing player, AND he/she has the target "dead to rights," use the "Bang, Bang!" rule.
2.6.2 "Bang, Bang!" is a safety call ONLY. It is NOT a way of killing someone tactically.
2.6.3 If a player says .Bang, Bang!. to you, you should honor the call and immediately pull out your red rag. If said player was particularly sneaky, it is appropriate to honor the kill by "quietly dying" to not give away that player's position.
2.6.4 Do not use "Bang Bang!" in a situation where it could be disputed by a fellow player. If you do not have the target "100% no chance of survival/dead", closer than 10 feet from behind the opposed player, do not say "Bang, Bang!". DO NOT:
EX 1: You see multiple players from a distance, run though the group yelling "Bang Bang!" at everyone.
EX 2: You are hidden behind a bush, and opposed player approaches from the front. You call out "Bang Bang!" before he/she reacts.
EX 3: You come around a bush and immediately face to face with another player less than 10 feet from you. DO use PARLAY (2.6.5) instead.
2.6.5 If two players come head to head and are immediately face to face with another you can use Parlay. By calling “Parlay” both players must walk out of site and re-engage.


2.7 REGEN
2.7.1 After being hit, all players should immediately return to their designated regen area. Do not wait unless you have an emergency which prevents you from moving.
2.7.2. Medic rules will be specified in OPORD


2.8 BRANCH OF SERVICE
2.8.1 Every player will be assigned to a Branch of Service before the game.
2.8.2 For some Colorado Milsim series events there are more than one Branch of Service. For other events there may be only one. These Branches of Service will be designated in the rule set for that particular event.
2.8.3 A player's branch may determine what area said player fights in and what missions he/she undertakes. See the particular Colorado Milsim series event rules for details on Branches and their mission types and zones.

bad-uniform.jpg good-uniform.jpg
**SEE SECTION 5 FOR MORE DETAILS**



3.1 CHRONO AND VELOCITY/ENERGY LIMITS
3.1.1 Velocity reducers are NOT allowed.
3.1.2 Players must report to the chrono station with an empty mag for each weapon. The Chrono staff member will insert the testing BBs in the empty mag.


REGULAR CHRONO
3.1.3 All non-sniper weapons will be chronographed with 0.20g BIO-SHOT BBs.
Rifles and Pistols (AEG’s) = 1.5 Joules (400fps with 0.2g bb)
DMR = 1.88 Joules (450 FPS with 0.20g bb’s)
SAW’s = 1.88 Joules (450 FPS with 0.20g bb’s)
Sniper Rifles (Bolt action only, not capable of semi or full) = 3 Joules

REMEMBER THESE ARE THE LIMITS, not goals. Don't try to tune your gun to just under the limit and then find yourself over the limit.


3.1.5 If a gun fires in the NO GO range, the Chrono Marshall will immediately check the weapon. If he duplicates the NO GO FPS, the Airsoft weapon will immediately be red tagged.
3.1.6 A red-tagged gun has three options:
a. The player leaves the AO with the Airsoft weapon.
b. The player tunes the weapon to below Caution spec and re-chronos the gun.
c. The player secures the gun and does not use the gun during any game play
3.1.7 All Airsoft weapons are subject to staff spot checks throughout the event.
3.1.8 Any un-tagged guns found in the game are grounds for immediate disciplinary action, including game ejection. It is the player's responsibility to make sure his/her gun is properly inspected and tagged before the game.


3.3 RIFLE class
3.3.1 Riflemen can only carry non winding magazines. No high caps or box mags allowed.
3.3.2 Riflemen may carry as many legal magazines as they can fit on their person.


3.4 SAW class
3.4.1 A SAW gunner may use electric or manual winding magazines (box, c-mag, or other large volume bulky style - no conventional hi-caps) with his weapon, and has no restrictions on ammunition capacity.
3.4.2 Guns that are faithful recreations of belt-fed firearms qualify as SAWs. This includes (but is not limited to) the M60, M249, MG42, RPD, Shrike, and similar models. NO MP5's, M-16s, or non SAW weapons.
3.4.3 The approved non-belt-fed SAW list is as follows: RPK, MG36, L86A2. Again, these guns must be faithful recreations of actual guns.
3.4.4 To be a faithful recreation a SAW must be as cosmetically similar as possible to the original gun. Game staff reserve the right to determine what is cosmetically similar. Players with custom guns should direct their questions to the events public forum and must receive approval from Game staff two weeks prior to the event.
3.4.5 It is ok for a SAW gunner to use non-winding rifleman magazines in his/her SAW.
3.4.6  No SAW weapon may be used to engage a target at less than 40 feet


3.5 HEAVY WEAPONS class
3.5.1 Heavy Weapons class is defined as a team member that may carry/use M203s, AT launchers, or other special launching weapons. Only 2 Heavy weapons slot are allowed per squad.
3.5.2 Acceptable rocket rounds are: Nerf Pocket Howler, Nerf Pocket Vortex, or Zocker Darts.
EX: http://www.hasbro.com/pl/page.viewproduct/product_id.12803/dn/nerf/default.cfm
EX: http://www.zockertoys.com/z240.html
3.5.3 Players may carry up to 5 rocket rounds on their person at any one time (you may store more back at base). They may carry an unlimited number of propellant/beehive grenades.
3.5.4 Players are cleared to use beehive/BB rounds in their launchers.
3.5.5 The list of approved commercial launchers is the following:
a. Any M203 Variant (Sun Project, G&P, CAW, Star(AG).)
b. CAW M79
c. Smokey's RPG
d. Rusty's Paintball
e. Blackpoint Launcher (12g CO2 cartridges only)
3.5.5 Custom built player launchers will only be approved under the following conditions:
a. Moscart-style grenade using green gas is the launcher's propellant (no CO2).
b. It uses only approved rocket rounds as specified in 3-5.2
c. The launcher as designed is incapable of firing no more than one round every 7-10 seconds (no rapid fire systems).
d. The launcher looks like a real military RPG/LAW style weapon (don't grab a pvc tube, slap a sticker on it, and ask us.)
e. Front/rear/left/right and breech (if any) pictures are provided to game staff.
f. The designer provides all necessary information and photographs earlier than two weeks prior to the event.
g. The designated Game Director signs off on the design two weeks prior to the event.
h. The custom launcher is tagged by chrono staff as approved for use.

i. expansion chamber must be metal or encased in Kevlar. No PVC expansion chambers.
3.5.6 Bringing a custom launcher to any Colorado Milsim series event without prior approval as specified in 3.5.5 will result in automatic rejection.
3.5.7 Using a custom launcher at any Colorado Milsim series event without clearance is considered cheating and subject to rule 1.3.
3.5.8 Moscart-style grenades may only use Green Gas or HFC 134a as propellant. Absolutely no CO2.
3.5.11 Nerf rounds have a minimum engagement distance of 15 feet.
3.6 SNIPER and ASSIST Class
3.6.2 Each team consists of two individuals, a SNIPER and an ASSIST.
3.6.3 The SNIPER from each team may use sniper FPS qualified weapons. Sniper FPS weapons must either be bolt action or permanently fixed semi-automatic guns.
3.6.4 The ASSIST follows all riflemen rules for his/her weaponry.
3.6.5 SNIPER and ASSIST players may wear ghillie suits (4.6).
3.6.6 Sniper FPS class weapons have a minimum engagement distance of 50 feet.


3.6 DMR

3.6.1. DMR weapons: Must be a replica of a true DMR in use by the military, is mechanically incapable of shooting full-auto, have at least a 18” / 455mm inner barrel, and a 2x or greater scope.
3.6.2. A DMR must be claimed at chrono and will indicated as such.
3.6.3. No DMR weapon may be used to engage a target at less than 40 feet

3.7 Sniper Rifle


3.7.1. A sniper rifle replica weapon must be bolt action only. Snipers are the only individual allowed to use a replica weapon that falls within the sniper energy limits
3.7.2. Snipers may not engage any targets that are closer than 60’.
3.7.3. Snipers are unable to “bang bang” enemy targets with a sniper rifle. If a target is within 60’ a sniper must transition to a secondary weapon that falls within the base energy limits.


3.8 HAND GRENADES
3.8.1 Commercially available hand grenades are allowed, homemade grenades are not allowed.
3.8.2 Each player is allowed to carry up to 2 grenades on their person at any one time (extra may be left at a base). Any class of player may use/carry grenades. 3.8.3 Hand grenades must be tossed UNDERHAND, and should not be thrown more than head high (six feet) off the ground. NO BASEBALL THROWS.
3.8.3  Absolutely no dummy grenades can be used during gameplay.


3.9 MINES and BOOBY TRAPS
3.9.1 Special booby traps will be provided by staff to selected branches/units for game play.
3.9.2 Players may bring and use claymore mines under the following conditions: a. They are spring/electric/mechanically powered (no CO2). b. Use remote detonators - no tripwires (note: staff laid traps may use wires). c. Use is governed by the same safety rules as AEGs.
3.9.3 Certain areas of the AO's are off limits to excavation, so player-purchased below-ground mines will not be allowed at this game.
3.9.4 Any other kind of booby trap MUST be approved by staff prior to Colorado Milsim events they wish to be utilized at. If you bring it to the game and ask us there, you will be rejected. Contact staff for approval on the public forum for the particual event.


3.10 AREA EFFECT/BLAST RADIUS
3.10.1 Hand Grenades, rockets, booby traps, and mines (except claymore mines, see 3.10.7) are defined as area effect weapons.
3.10.2 Area Effect Weapons kill all players within a 15 foot radius of their triggering, regardless which side activated them.
3.10.3 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.
3.10.4 Only hard cover protects you from an area effect weapon. Hard cover includes a stonewall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
3.10.4 Hand Grenades blast radius is determined from the point of landing. Hand Grenade BBs DO NOT have to strike a player to count as a kill.
3.10.5 Rocket blast radius is determined from the point at which it rests, unless it strikes a vehicle.
3.10.6 If a rocket destroys a vehicle, the vehicle is considered the blast radius center.
3.10.7 Airsoft Claymore Mines are classified directional weapons (NOT area effect), and their BBs must strike the target to count.
3.11  Only approved Pyrotechnic devices will be allowed at Colorado Milsim games.

1.11. Artillery
1.11.1. Artillery pieces: Only commercially available launchers may be used unless otherwise approved by the event Chief of Staff prior to the event.
1.11.2. Artillery may never be fired directly (straight shot) at an individual, all shot must arced shots.
1.11.3. Light Artillery Round have a 15’ kill radius. All players within the kill radius are considered hit, but can be healed by a medic following the standard medic rules. Light artillery rounds are any rocket round with an approximate 2” diameter, this includes Nerf Pocket Rocket, Zocker Darts, Mil-sim Labs M-37 / LG36 /303. The player that is the closet to the center of the kill radius will indicate which players are within the kill radius.
1.11.4. Medium Artillery Rounds have a 20’ kill radius. All players within the kill radius are considered hit, but can be healed by a medic following the standard medic rules. Medium artillery rounds are any rocket 3” in diameter or larger. The player that is the closet to the center of the kill radius will indicate which players are within the kill radius. Medium artillery rounds may only be fired from a stationary weapon, no shoulder-fired medium artillery
1.11.5. Simulated Artillery will consist of staff controlled pyro and non-pyro devices set off in a rough proximity to players. A staff person will always be present when a simulated artillery device is used and will determine who is “killed” and who is safe. Follow all staff instructions in regards to simulated artillery.


4 - UNIFORM RULES
4.1 During game time players must at all times conform to the Uniform Code of the event/team you are participating with. Your uniform is a means of identification and an important part of game play. Failure to adhere to uniform code is considered a rules violation (1.3).
4.2 Players are not required to be in full uniform when the game is inactive. However, we request you remain in uniform as much as possible during 'down time' to help with troop ID and maintain the spirit of the event. Completely civilian attire should be avoided unless you are preparing to immediately depart the event.


4.3 BRANCH UNIFORM PATTERNS
4.3.1 - US forces (USFOR) uniform is Multicam, 3 Color Desert or ACU

4.3.2 - Soviet Forces (SOVFOR) uniform is US Woodland, Green Russain uniforms (Kamysh or simliar), Green Tigerstripe.

4.3.3 -Warlord Remnant (WARFOR) The Warlord remnant can wear whatever they want EXCEPT Camo.  All camouflage patterns are off limits for the warlord team.
4.3.4 -At no time are any substitutions allowed for Branch Uniform patterns. EXAMPLE: Desert Chocolate chip is NOT allowable as a substitute for 3 Color Desert unless explicitly allowed in the event rules. Solid OD Green is NOT allowable as a substitute for Woodland.


4.4 UNIFORM CODE
4.4.1 Your official Uniform includes all of the following: a. Branch-specific BDU top. Branch-specific BDU bottom c. Head Cover consisting of branch-specific boonie, cap, helmet, or wrap. d. Ankle high (or higher) boots. Be the first to see Rob Daihl and say “Purple Monkey Dishwasher” and receive a free prize. That’s what happens when you read the player packet.
4.4.2 Players may substitute the appropriate generic color for their head cover if branch specific head cover is unavailable. Tan/Brown is OK for desert, OD/Green is OK for woodland. At no time is any other color acceptable for head cover (ESPECIALLY not any hint of red).
4.4.3 No red shemaghs or other unique unit identifiers which could be confused with game play mecahnics are allowed on the field.
4.4.4 It is perfectly acceptable while waiting in regen to temporarily remove parts of your uniform to adjust your gear or cool off. You must return to full uniform before you re-enter the game.
4.4.5 Otherwise... removing any part of your uniform while on the field, including head cover, is an indication of a medical problem and will be dealt with accordingly by game staff. If you are overheating and must remove uniform/gear to stay healthy you should immediately signal a game staff member or your chain of command so you can be removed from the game. If you have a pre-existing medical condition that prevents you from playing while wearing the above uniform, we do not recommend you attend Colorado Milsim series events.
4.4.6 Ghillie Suits may only be worn by Sniper Team members (designated SNIPER and ASSIST class players).

Goggles.jpg


5 - GEAR
5.1 Gear is defined as anything players wear that is not part of the Uniform Code or a weapon. This includes but is not limited to: load bearing vests, harnesses, pouches, eye protection, gloves, pads, and water carrying devices.
5.2 We encourage players to match their gear color to their uniform patter, but gear color is not restricted. EX: It is OK for USFOR (Multicam) to wear a green tac vest.
5.3 Face Protection is STRONGLY RECOMMENDED. There is often a lot of close contact and there is a high probability you will suffer close range face hits through no fault of your own or other players. Players who do not wear face protection play at their own risk.
5.4 EYE PROTECTION
5.4.1 Eye protection must have a rubber/foam/soft material seal that closely conforms to your facial features.
5.4.2 Eye protection must be secured against the head via tight elastic or adjustable strap that pulls flush against the head.
5.4.3 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.
5.4.4 Wire mesh goggles must be made from stamped steel and not deform from repeated close range hits. We recommend players test their mesh goggles in a careful controlled environment before attending an event with these type of goggles/face protection. Woven wire mesh will be allowed.
5.4.5 Eye protection will be checked as part of morning inspection before the game.
5.5 A portable water storage device such as a camelbak or canteen is mandatory gear for Colorado Milsim series events participants. Players are responsible for their own hydration!

6 - COMMUNICATIONS
6.1 To ensure orderly comm traffic at Colorado Milsim series events, radio bands/channels are predesignated. Radio freqs will be provided via secure forum at a later date, and all radios must be sub-channel capable.
6.2 Channels outside your designated range are NOT permitted for use except by explicit permission from Game Staff. This includes VHF frequencies. Using undesignated channels is considered electronic warfare (see 6.3). Get a free meal ticket by being the first person to come up to Casey at the event and say “Excuse me sir, but can I get a free meal ticket for reading the whole player packet?”
6.3 At NO time during any event is electronic warfare permitted. Electronic warfare is defined as (but not limited to) listening in or using alternate frequencies (channel surfing), interfering with transmissions intentionally or unintentionally through mechanical or electronic means (overpowering or VOX-ing the channel), or otherwise impeding player or staff communications.

 

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