Colorado Milsim Rules
**Updated 6/22/2012 ** Will be in effect for OP: Steel Talon please read prior to the event.
1. Player Conduct
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: 2.6.3)
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.
1.7. Alcohol is prohibited during all Colorado Milsim events and operations within the AO. No
Alcohol
1.8. No real steel firearms are allowed at all Colorado Milsim events and operations within
the AO.
2. Hit Rules
2.1. If a player is hit ANYWHERE: you’re wounded. Gun hits do not count. Gear hits do
count.
2.2. 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 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.
2.3. Players will refrain from using full auto fire or very fast semi auto fire in engagement
distances less than 30 feet.
2.4. Use the “Bang, Bang” safety Rule
2.4.1. 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.
2.4.2. "Bang, Bang!" is a safety call ONLY. It is NOT a way of killing someone
tactically.
2.4.3. 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.
2.4.4. 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 (2.5) instead.
2.5. 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.
2.6. Blast / Area effect Weapons
2.6.1. Rockets, staff booby traps, and mines are defined as area effect weapons.
2.6.2. Area Effect Weapons kill all players within a 15 foot radius of their triggering,
regardless which side activated or launched them.
2.6.3. 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.
2.6.4. 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.
2.6.5. Rocket blast radius is determined from the point at which it rests, unless it strikes
a vehicle.
2.6.6. One Rocket hit to a vehicle disables it, but the crew is still alive as are any
troops being transported. A second hit to a vehicle destroys the vehicle and kills all
players still in the vehicle.
2.6.7. Airsoft Claymore Mines and grenades are classified directional weapons (NOT
area effect), and their BBs must strike the target to count.
2.6.8. Only approved Pyrotechnic devices will be allowed at Colorado Milsim games.
See event specific rules.
2.7. Vehicle Hits
2.7.1. One rocket hit to a vehicles hood or driver cab disables the vehicle, all players
inside the vehicle troop area are alive, a second rocket hit destroys the vehicle and
the vehicle will display a dead flag, and all players still inside the vehicle are dead.
2.7.2. If a rocket enters the vehicles troop carrying area all players are dead per the
area affect rules, and the vehicle is disabled. 2.7.3. Players inside a vehicle are not immune to bb’s fire, and must call their hits
accordingly.
2.7.4. Drivers that are wearing a red or orange shirt are not in play and should not be
shot at.
2.8. Hand Grenades
2.8.1. Commercially available hand grenades are allowed, homemade grenades are
not allowed. No Pyro based grenades are allowed.
2.8.2. Each player is allowed to carry unlimited grenades on their person at any one
time (extra may be left at a base). Any class of player may use/carry grenades.
2.8.3. Hand grenades must be tossed UNDERHAND, and should not be thrown more
than head high (six feet) off the ground. NO BASEBALL THROWS.
2.8.4. Absolutely no dummy grenades can be used during gameplay.
2.8.5. A bb must be ejected from the device and hit a player to count as an hit.
2.9. Distraction Devices / Sound Grenades / Flashbangs
2.9.1. Commercially available distraction devices / sound grenades are allowed. No
Pyro based grenades are allowed or devices that make a noise greater than 110db.
2.9.2. Each player is allowed to carry distraction devices on their person at any one
time (extra may be left at a base). Any class of player may use/carry distraction
devices.
2.9.3. Sound grenades must be tossed UNDERHAND, and should not be thrown more
than head high (six feet) off the ground. NO BASEBALL THROWS.
2.9.4. Sound grenades or distraction devices above 90db may not be used in an
enclosed area or indoors. This includes Thunder b’s
2.9.5. There is no kill radius for distraction devices / sound grenades
3. Chrono and Velocity / Energy Limits
3.1. 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.
3.2. Velocity reducers are NOT allowed.
3.3. Weapon Chrono Limits 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.
3.3.1. All non-sniper weapons will be chronographed with 0.20g BBs.
Rifles and Pistols (AEG’s) = 1.5 Joules (400fps with 0.2g bb)
3.3.2. DMR = 1.88 Joules (450 FPS with 0.20g bb’s)
3.3.3. SAW’s = 1.5 Joules (400fps with 0.2g bb)
3.3.4. Sniper Rifles (Bolt action only, not capable of semi or full) = 3 Joules(500 FPS with .2g BBs)
3.3.5. Crew Served weapons = 1.88 Joules (450 FPS with 0.20g bb’s)
4. Player Classes (roles)
4.1. Each Squad or unit is limited to number of player classes allowed for each force. See
the event specific rules for allowed classes and positions
4.2. Rifleman class
4.2.1. Riflemen can only carry non winding magazines. No high caps or box mags
allowed.
4.2.2. Riflemen may carry as many legal magazines as they can fit on their person,
unless otherwise restricted by event specific rules.
4.3. Squad Automatic Weapon / Support Gunner
4.3.1. A Support 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
4.3.2. Guns that are faithful recreations of belt-fed firearms qualify as SAW/ Support
Weapon. 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.
4.3.3. The approved non-belt-fed SAW list is as follows: RPK, MG36, L86A2. Again,
these guns must be faithful recreations of actual guns.
4.3.4. 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.
4.3.5. It is ok for a SAW gunner to use non-winding rifleman magazines in his/her SAW.
4.3.6. No SAW weapon may be used to engage a target at less than 30 feet
4.4. Grenadier Class
4.4.1. The Grenadier class is defined as a team member that may carry/use M203
devices. These systems must be a rifle attached M203 launcher, or dedicated
M203 launcher system.
4.4.2. Grenadiers may use either M203 shells or Rocket powered by M203 shells
4.4.3. Acceptable rocket rounds are: Nerf Pocket Howler, Nerf Pocket Vortex, F-95,
Milsim lab rockets. All other rocket rounds must be approved by the Chief of Staff.
4.4.4. 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. Only Grenadier or Heavy Weapon class players may
carry rocket rounds.
4.4.5. M203 grenade shells may only use Green Gas or Propane as propellant. NO
CO2.
4.4.6. Nerf rounds have a minimum engagement distance of 15 feet.
4.5. Heavy Weapons
4.5.1. Heavy Weapons class AT launchers, or other special launching weapons. Only 1
Heavy weapons slot are allowed per squad.
4.5.2. Acceptable rocket rounds are: Nerf Pocket Howler, Nerf Pocket Vortex, F-95,
Milsim lab rockets. All other rocket rounds must be approved by the Chief of Staff.
4.5.3. Players may carry up to 5 rocket rounds on their person at any one time (you
may store more back at base). Only Grenadier or Heavy Weapon class players
may carry rocket rounds.
4.5.4. Players may use any commercially available Launcher system unless otherwise
stated by the Chief of Staff. All launchers must be approved by chrono staff
4.5.5. Custom built player launchers will only be approved under the following
conditions:
4.5.5.1. It uses only approved rocket rounds as specified in 4.5.2 4.5.5.2. The launcher as designed is incapable of firing no more than one round
every 7-10 seconds (no rapid fire systems).
4.5.5.3. 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.)
4.5.5.4. Front/rear/left/right and breech (if any) pictures are provided to game
staff.
4.5.5.5. The designer provides all necessary information and photographs earlier
than two weeks prior to the event.
4.5.5.6. The designated Game Director signs off on the design two weeks prior to
the event.
4.5.5.7. The custom launcher is tagged by chrono staff as approved for use.
4.5.5.8. Has expansion chamber must be metal or encased in Kevlar. No PVC
expansion chambers
4.5.6. Nerf rounds have a minimum engagement distance of 15 feet.
4.5.7. Using a custom launcher at any Colorado Milsim series event without clearance
is considered cheating and subject to rule 1.3.
4.6. DMR
4.6.1. 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.
4.6.2. A DMR must be claimed at chrono and will indicated as such.
4.6.3. No DMR weapon may be used to engage a target at less than 40 feet
4.7. Sniper / Spotter Team
4.7.1. Each team consists of two individuals, a SNIPER and an ASSIST.
4.7.2. The SNIPER from each team may use sniper FPS qualified weapons. Sniper
FPS weapons must be a bolt action gun.
4.7.3. The ASSIST follows all riflemen rules for his/her weaponry.
4.7.4. Sniper FPS class weapons have a minimum engagement distance of 60 feet.
4.7.5. Snipers are unable to “bang bang” enemy targets with a sniper rifle. If a target is
within 60 feet, a sniper must transition to a secondary weapon that falls within the
base energy limits.
4.8. Mortar / Artillery Crew
4.8.1. Artillery pieces: Only commercially available launchers may be used unless
otherwise approved by the event Chief of Staff prior to the event. Artillery must be
bi-pod, tripod or mounted. A Shoulder fired system will not count as artillery (see
4.5 heavy weapons section)
4.8.2. Artillery may be manned by the artillery crew (2 players per device), no other
players may use the artillery. The artillery role can be assigned to someone that
has an additional role (ex a player can be both a Artillery class and Heavy weapons
class, however they must follow the round limitation for the active role they are
playing) 4.8.3. Acceptable rocket rounds are: Nerf Pocket Howler, Nerf Pocket Vortex, F-95,
Milsim lab rockets, or the larger Nerf Vortex All other rocket rounds must be
approved by the Chief of Staff.
4.8.4. Artillery crews may carry up to 30 rocket rounds on their person at any one time,
in some kind of ammo box, or hard shelled case (you may store more back at
base). Other grenadiers or Heavy weapon player may transport rocket ammo
boxes into the field. If no ammo box or hard case is used artillery crews are limited
to 5 rockets each (10 total)
4.8.5. Artillery may never be fired directly (straight shot) at an individual, all shot must
arced shots.
4.8.6. 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.
4.8.7. 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.
4.9. Crew Served Weapons
4.9.1. Only commercially available crew served weapons may be used unless
otherwise approved by the event Chief of Staff prior to the event.
4.9.2. Crew served weapons may be manned by the gun crew (2 players per device),
no other players may use weapon system. The crew served weapon role can be
assigned to someone that has an additional role (ex a player can be both a Crew
served class and SAW weapons class, however they must follow the round
limitation for the active role they are playing)
4.9.3. Crew Served weapons must be a tripod mounted system be belt or Ammo box
feed. Only Crew Served weapon may be fired when mounted and only by the crew
served weapons class player.
4.9.4. Crew Served weapon may not engage players closer the 30’
5. Uniform and Gear
5.1. 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).


Good Uniform- Matching Camo and Head Cover Bad Uniform- Un-matching Camo
5.2. 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.
5.3. Branch / Faction Uniforms
5.3.1. Each Branch of Faction will be assigned an uniform. See the event specific rules
for uniform specifics
5.3.2. 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.
5.4. Your official Uniform includes all of the following: a. Branch-specific BDU top. Branchspecific BDU bottom c. Head Cover consisting of branch-specific boonie, cap, helmet,
or wrap. d. Ankle high (or higher) boots.
5.5. 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).
5.6. No red shemaghs or other unique unit identifiers which could be confused with game
play mecahnics are allowed on the field.
5.7. 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 reenter the game.
5.8. 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.
5.9. Ghillie Suits are not allowed.
5.10. Tactical Gear
5.10.1. 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.
5.10.2. We encourage players to match their gear color to their uniform patter, but gear
color is not restricted. EX: It is OK for Multicam uniform to wear a green tac vest.
5.10.3. 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.
5.10.4. VERY IMPORTANT! Eye protection must have a rubber/foam/soft material seal that closely conforms
to your facial features. Eye protection must be secured against the head via tight
elastic or adjustable strap that pulls flush against the head. 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.

Airsoft Goggles Must be FULL Seal and Impact Rated
5.10.5. 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.
5.10.6. 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. Communication
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).
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.
6.4. Player must observe all federal regulations for radio usage.
7. Vehicles
7.1. Some event will allow the use of vehicles, no individual vehicles are allowed on the field
unless cleared by the Chief of Staff
7.2. Staff / Admin vehicles are limited 25 MPH, approved player vehicles are limited to 15
MPH
7.3. Players shot inside a vehicle are follow the normal medic and re-spawn rules.
7.4. One rocket hit to an “armored” vehicles hood or driver cab disables the vehicle, all
players inside the vehicle troop area are alive, a second rocket hit destroys the vehicle
and the vehicle will display a dead flag, and all players still inside the vehicle are dead.
7.5. If a rocket enters the “armored” vehicles troop carrying area all players are dead per the
area affect rules, and the vehicle is disabled.
7.6. A rocket hit to an “un-armored” vehicles destroys the vehicle and all players inside are
dead.
7.7. A Disabled vehicle is not able to move, and must be placed in park.
7.8. All players are to use Extreme caution around vehicles, do not stand, kneel, or lay
prone near a vehicle blind spot.
7.9. Players are never to enter or exit a moving vehicle.