Rules & Information

Version 1.2 (See Changelog)

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Registration information

Game starts at 1pm, entry will only be permitted after this point if you made the effort to message us ahead and tell us why you’ll be late.

General Safety Information & Protocols

  • Barrel bags are required when inside the staging & camping area.
  • Players are required to wear ASTM certified eye protection. ANSI Z87.1 and/or ASTM F- 1776-99a rated (or greater) ballistic eye protection is deemed acceptable. While we do recommend full seal eye protection, it is not a requirement.
  • “Blackout” is used if any pyro device starts a fire. You can call “Blackout”, call yourself out and attempt to stop the Spread.
  • “November Delta” is used to request game control assistance for non-emergency situations, such as minor injuries or unclear “NO DUFF” calls.
  • Face protection is not required, but recommended.
  • No drugs or alcohol may be consumed while the event is underway.

“NO DUFF” Protocol

When “NO DUFF” is called, all players must immediately:

  1. Set weapons to a safe position and place them on the ground.
  2. Point toward the source of the call.
  3. Remain in place until game control resumes play.

Failure to comply will result in immediate ejection and a team fine.

Personal media & drone use

  • Drones are permitted at this event, given you agree to the following:
    • You have spoken to and got approval from game control before STARTEX.
    • You follow local, regional and federal laws regarding drone use.
    • We provide no guarantees on possible damages to your drone.
    • You do not impede the game with your device (do not get in the way of players).
    • You do not put players or staff at risk with your device (no suicide bombing lol).

Featured Product

CRIMINAL AIRSPACE LIABILITY PATCH

$20.00

Do not shoot at drones

  • Personal photography is permitted at this event, given you agree to the following:
    • You have spoken to and got approval from game control before STARTEX.
    • We provide no guarantees on possible damages to your camera/lens.
    • You do not impede the game with your camera (do not get in the way of players).

Lasers & Flashlights

  • Class 1 IR Lasers will be allowed once they have been verified with game staff and checked in at chronograph with a unique equipment id.
  • White light flashlights only (No colour filters are to be placed on lights)
  • No visible lasers are permitted at this event.
  • No LEP flashlights permitted at this event.

Notes: As the game requires the use of coloured lights for signaling things like a dead player (red lights) or staff (blue lights) we are being specific about no filters on lights to keep things simple. LEP lights are not yet permitted as they don’t have an eye safe classification that we can safely rely on.

Chronograph

All airsoft guns will be registered at our chronograph station with a unique id. Your guns will be assigned to your first and last name so you are responsible for its safe usage during the event.

After assigning a unique id, staff will measure and record your gun velocity (in joules, with your desired bb weight provided by staff) in our system.

  • 1.49 joules maximum with your choice of bb weight (provided by staff, we will have all weights available from 0.20 to 0.40)
  • RPS limits
  • All airsoft guns must be checked in before use, no exceptions. If you require a backup gun to be chronographed after STARTEX (due to equipment failure or similar), talk to your commander or 2ic they will have the tools available to get your guns checked in.

This is your only warning, we have zero tolerance for negligence on the safe operation of your equipment. Instant zero-warning player ban for joule creep, adjusting regulator pressure, modifying guns in any way to shoot a higher velocity etc.

Hit Rules

If you are hit anywhere on your person or gear, you are considered hit. You call out “hit” and place your kill rag on yourself (and during the night you turn on your red kill light).

  • No blind firing
  • Friendly fire counts
  • Gun hits do not count

Night time notes:

  • Thermal users: Don’t horse blinder yourself at 4am, check with your naked eye if someones red light is going before putting 1000rds into them.
  • Red lights at night are mandatory, anyone crying about being shot citing the reason they lost their red light, signed up for a bad time. Probably don’t leave CP if you cannot light yourself as dead at night.
  • Night vision users, your equipment is your responsibility and your choice to wear. Screaming at fellow teammates for backlighting you or for blinding you is on you for not communicating to your teamates effectively.
  • PID will be difficult at night, odds are you’re going to get team killed or lit up by accident, once again it’s a game. Getting shot sucks, but it’s not the end of the world. We are all adults.

Medic Rules

  • You must provide your own TQ. It cannot be red in colour (so it is not confused with a kill rag).
    • Acceptable TQ options
      • Fake Tourniquet
      • Bandage tape
      • Piece of ripped shirt
      • Rope
  • If a player is caught healing another player without a game provided medic armband, the team will be penalized by losing (1) medic for the remainder of the game.
    • This penalty can repeat for each instance observed by game staff.
  • Players carry a personal TQ on them and only a medic can apply the TQ.
    • Players can choose to carry multiple TQs, but only one can be applied by the medic regardless of how many are carried.
  • TQ can only be applied 1 time by a medic to a player, and if a player is shot again they must RTB.
  • There is no timer for applying a TQ, but players cannot assist a medic in applying TQ and cannot return to play until TQ is on them.
  • 5 minutes bleed out minimum then you can choose to RTB or wait for teammates. The call is yours.
  • Medics will be identifiable by a MEDIC armband provided by game control. Medics must wear armbands to apply TQ to players.
  • Dead players should not talk or signal to other players, you may only call for a medic.

Notes: We will not penalize general banter between dead players or shooting the shit but in the spirit of the game, you should not be trying to signal to alive players any information other than you need a medic. Only losers meta that hard.

Weapon Classes

All weapons, regardless of class, have an RPS limit of 25. No binary modes or double triggers permitted.

Assault Rifles (M4, AK, etc), Pistols, SMGS, Shotguns.

  • Energy limit of 1.49 Joules with staff provided bb weight of your choosing.
  • No minimum engagement distance
  • Semi fire only

MGs (M249 SAW, RPKs, Krytac LMG, Stryker Kits)

  • Energy limit of 1.49 Joules with staff provided bb weight of your choosing.
  • FULL AUTO ALLOWED
  • No minimum engagement distance (However this is not an invitation to spray people in the face, or be an asshole).
  • Cannot shoot from within buildings, must break the plane of a window or door.

Regular sniper class:

  • Energy limit of 1.49 Joules with staff provided bb weight of your choosing.
  • Semi-auto only.
  • No minimum engagement distance.

ASC SCP LEVEL 2 sniper class (must have attended course to use):

  • Energy limit of 2.32 Joules with player provided bbs
  • Bolt-action only (no DMR)
  • 200ft minimum engagement distance
  • 220ft minimum engagement distance for headshots
  • Cannot shoot from within buildings, must break plane of a window or door

Notes: ASC SCP Level 2 class allows for player provided bbs at chronograph. We are provided a guarantee from ASC SCP that those who have completed the course, are trustworthy to do so. Lying about bb weight risks your ASC SCP level 2 being pulled by course admins.

Hand to Hand:

  • Melee kills are permitted (plastic airsoft training knife or foam weapon for example). Please only tap players lightly, do not uooga booga caveman swing. (Ми дивимося на тебе, Стеббі.)
  • No other physical or hand to hand combat permitted.

Magazine limitations:

  • Real caps are permitted for all classes of weapon & can reload with an odin/speed loader in the field.
  • Midcaps are permitted for all classes of weapon and recommended, but they cannot be reloaded in the field.
  • Box Magazines are permitted for all classes, but they cannot be reloaded in the field. You can carry spare box magazines.


Notes: You cannot transfer loaded ammo from magazines into box magazines in the field. This is already covered by “..but they cannot be reloaded in the field.” but some people are special and need this spelled out for them.

Grenades, 40mm & Smoke

  • Red, Orange, and Black Smoke are not permitted.
  • TAGinn AFG-6 (Fragmentation) & FBG-6 (Flashbang) are permitted.
    • TAGinn TAG-67 & TAG-19 are not permitted.
  • Airsoft Innovations Master Mike shells are permitted
    • Airsoft Innovations 40 Mike shells are not permitted.
  • Thunder Bs or other sound grenades should not be filled with BBs (or other) as this goes against the original sound-only design of the device.
  • No homemade pyro, smoke or grenades permitted. Examples are “road flares” or fireworks. Must be an item designated for airsoft use. NO FUCKING FLARE GUNS, YOU RETARDS.
  • Only grenades that expel BBs count as a hit.
  • Grenade ricochets (shrapnel) count as a hit.

Grenade etiquette

  • Yell “Frag Out” so those around you are aware of the grenades presence.
  • All grenades are to be under hand thrown only.
  • After grenade detonation, allow players reasonable time to react to being hit.
  • Limit of 1 grenade into any structure at a time.
    • Grenades should only be thrown in through windows or doors.
    • For player safety, do not throw grenades over any walls into structures.

Unsportsmanlike conduct with grenades will result in team penalties.

Anti-personnel mines

Player made trip mines are permitted for use, with approval by staff before STARTEX.

  • Trip mines can only be tripped by stepping on them directly, no wire based mechanisms.
  • Trip mines can only expel gluten free flour, no bbs or chalk.
  • Players that step on trip mines and have flour mark them, are considered “hit” and must bleed out for 5 minutes. TQ cannot be used on players that have stepped on a mine. They must return to CP after bleed out timer.

Drone Payloads (Infantry)

  • Any payload that is to be dropped near infantry, must be first verified and confirmed safe with game control prior to game start.
  • All payloads that are dropped are to be NON explosive in nature.
  • 2-foot kill radius for infantry (2 steps you can’t get away, womp womp)
  • All drones must maintain a minimum altitude of 50 feet.

Drone Payloads (Vehicles)

  • Anti-vehicle chalk rounds only, count as 1 hit on impact with a vehicle.
    • No radius, must impact the vehicle to count.
  • All drones must maintain a minimum altitude of 50 feet.

Mortars & Mortar Payloads

  • All Mortar apparatus are to be pre-approved by game staff prior to game start.
  • Only biodegradable bb payloads are approved.

Anti-vehicle equipment

  • All anti-vehicle chalk rounds are to be pre-approved by chrono staff prior to game start.
  • All anti-vehicle launchers are to be pre-approved by chrono staff prior to game start.
  • Anti-vehicle chalk rounds are designated for use exclusively on vehicles, not players.

Vehicle Rules

  • Vehicles must display a valid HALIZSTAN license plate issued by the HALIZSTAN Department of Motor Vehicles (HDMV) to be on field.
  • Vehicles can be destroyed with 3 anti-vehicle chalk round hits anywhere to the front and sides or 1 anti-vehicle chalk round hit to the rear.
    • Vehicles are equipped with a hit counter light device, which the crew updates to reflect the current hit count as the vehicle sustains impacts from anti-vehicle chalk rounds.
  • Vehicle Turrets can be temporarily disabled for 5 minutes with 1 anti-vehicle chalk round hit anywhere on the turret.
    • When temporarily disabled, vehicle turrets will enable a warning light to signal its disabled status.
    • Vehicle turrets automatically repair after 5 minutes.
      • When temporarily disabled, consecutive anti-vehicle chalk round hits to the turret do not count. Wait for the turret to automatically repair before re-engaging.
    • When Vehicle is destroyed, the turret is automatically destroyed.
    • Vehicles may use gun ports; however, if the vehicle turret is temporarily disabled, the gun ports will also be rendered inoperative until vehicle turret is automatically repaired. 
  • Vehicles cannot be repaired
    • Only going back to CP resets your vehicle hit count.
    • Vehicle crew must clean any chalk from anti-vehicle rounds before getting back in-play.
  • Vehicles are required to have a red flag and/or red lights that signal “dead” when destroyed.

Optional: Vehicles may choose to remain stationary for up to 10 minutes after being destroyed. They must go back to CP after 10 minutes have passed.

Optional: Vehicle & Turret can be fully enclosed.

Vehicle Rule Credits

We would like to specifically thank and credit battledwarfproductions for some of these rules being as refined as they are. Send some love his way!


Vehicle Safety

  • Vehicles will not exceed 10 km/h going forward or 5 km/h in reverse.
  • Vehicles must sound horn twice before reversing, or have a reverse alarm fitted.
    • Vehicle Crew must have clear vision and understanding of what’s behind them before reversing. Either by mirror, camera feed, or getting out of the vehicle to spot for the driver.
  • Vehicles must be equipped with
    • A fire extinguisher
    • Recovery equipment if stuck
    • First aid kit
  • Obstructed paths & visibility
    • If a driver is unable to see the path clearly due to weather, smoke, or other factors, they are expected to stop the vehicle and remain stationary until visibility improves.
    • If a path is obstructed by a road block of any kind, vehicle crew (or players around the vehicle) must move it by hand, before the vehicle passes through.

Vehicle Etiquette

  • Players will not go prone or lay near vehicles.
  • Vehicle turret has no minimum engagement distance, so be cautious when engaging.
  • Vehicles have limited driver’s view while on trails, assume they cannot see you and try to stay a safe distance while they’re in motion.

Radio Channels

This event uses GMRS (General Mobile Radio Service) and FRS (Family Radio Service) that operates in the 462 MHz and 467 MHz UHF bands.

Game control: Channels 1 (462.5625) & 2 (462.5875)

All other channels are free for use by anyone. There are no team designated channels.

Gameplay Mechanics

The Sandbox

Under No Flag is intended to be an open sandbox with no set way for you to play. There is no set agenda or requirements for teams to do certain contracts (or any contracts for that matter).

The choice is yours. Plan and play your day however you see fit.

Real planning, real choices and real consequences.

MIL-SIM!

Under No Flag is a MIL-SIM, plan on getting shot, quite possibly a lot. 

So to speak, this is a “big boy” event.

We do not want to hear complaints about getting shot several times because you snuck into an enemy group, opened up on them, and in return 20 different players shot you back. Please refer to the diagram shown below.

Intentional overshooting will be treated as an offense. But getting lit up because you don’t have your kill light on, you’re sitting in a silly spot during a gunfight or because you walked into an ambush is not being overshot. It’s airsoft – you’re going to get shot.You’re adults, you signed up for this.

If reading rules, or the event description does not make your heart sing, do not attend.

Raid Rules

  • Nothing of value is in the CP, so there is literally no point to raid them other than your sick fantasies
  • Unlimited respawns, no bleed out time
  • Don’t be a dick (professionally)
  • Call on NPC to assist for a fee, or call on the enemy commander to halt the attack.
  • Limit of 12 infantry on raids
  • UN sportsmanship conduct has $250K fine (See notice)

Clothing & Camo Rules

There is none, come dressed in your dripped out surplus. Your team may decide to coordinate for PID reasons, but there is no game requirement to do so. You may freely change your outfit during the day.

For player safety:

  • No red or orange clothing as that is for game staff & referees.
  • No Emergency Personal Uniforms are permitted

PASSPORTS (IDENTIFICATION)

  • Every player, NPC, referee, media and event staff will be given a passport for identification.
  • Your passport is to be on your person at all times, while in game.
  • Players caught without their passports will be pulled off the field.
  • If you’ve lost your passport, please talk to your commander for a replacement.
  • Players caught intentionally not having a passport will be ejected from the game. 
  • Passports will have your name and team information. They’ll also be color coded to match team, referee, staff ect.
  • When asked by another player to see your passport, you do not have to show them, odds are if you refuse they will most likely treat you as hostile.
  • Should a referee or game staff, who have identified themselves, ask to see your passport you are required to show them.

Referee Identification

  • Referees will for the most part be blending in wearing game attire (they will look like players and act like players, they will be carrying guns and may take part in firefights). 
  • You will not know who is, or is not a referee. They will be carrying a referee’s passport. We believe this will dissuade players from intentionally bending or breaking the rules.
  • REFEREES WILL IDENTIFY THEMSELVES WHEN NECESSARY.
  • Should you need a referee or game control, contact a PL or your team’s commander. 
  • Should an incident occur that requires a referee immediately, use your team communications to find the nearest referee. They can also be reached on channel 2 for quick access.
  • For easy identification you can find a not-in-play referee by looking for a red event staff jersey. We are trying to keep your immersion intact, so you won’t see them every corner of the map. But we are keeping both not in-play and in-play referees balanced throughout the AO.
  • Do not argue with referees or event staff. If you have an issue you feel was not resolved please speak with your commander and they will bring it to game staff. We ask that you take into consideration that we cannot be everywhere at all times and will try to resolve issues to the best of our abilities. Taking into account all parties involved.

Player Searches

While bleeding out waiting for a medic, players can be searched for intel documents & money.

  • If you are hit, clearly marked game props must be dropped. Only documents & money can be kept on person and searched for for enemy players.
  • To initiate a search, while enemy is bleeding out ask if they approve of a physical search. If they are not comfortable being physically searched, they can refuse but they are required to give up any/all documents or money they have.
  • Under no circumstances are you to physically search a player, without their consent.
  • You may not remove personal items, only clearly marked game documents or game money.
  • Dead players walking back to CP (after the minimum bleedout) cannot be searched.

NON PLAYER CHARACTERS (NPC) 

  • There will be NPCs in the game. They may be civilians, they may be referees, they may be an important person that is involved in a contract.
  • NPCs can be killed if hit, they can also be revived by a medic. While it is an open game and you may freely shoot NPC civilians, it is not recommended. As committing too many war crimes may bar your team from completing certain contracts. Or it may turn the local populace against you (this is bad).
  • NPCs can be interacted with, bargained with, and even bribed to do tasks.
  • Do not trust NPCS, as you do not know who they are. Treat them as you would any stranger in a real world scenario.
  • Like all players, in-game NPCs will have passports on them for identification. When in doubt ask them to see their passport. They could be a random civilian or they could be an enemy player disguised as an NPC.
  • Both players and NPCs may lie about their allegiance, their passports are the only way to be sure of who they are. Passports cannot be faked.
  • Ask to see their passport. If an npc or player refuses to show you their passport, probably not friendly, shoot them.
  • Information is valuable. There will be a large amount of unknowns during the event and you will not know what the opposing team is up to or what any of the NPCs are doing. Proper reconnaissance and questioning the locals will be key in ensuring a smooth day with little to no surprises, hopefully.

Out of game” NPC conversation signal

Any NPC or player using this hand-sign is talking completely out of game, not in character.

Contracts 

  • Contracts are how your PMC will earn money. The PMC with the most money at the end of the game is the winner.
  • Contracts will be given to both teams from various sources.
  • Contracts will have a cash value that is paid when the contract is completed.
  • Contracts may have bonus cash for additional objectives completed (in certain time or by obtaining an additional item).
  • Contracts will have a failure penalty if the team fails to complete the terms of the contract, or if the team takes on a contract from a competing company.
  • Teams will be competing for the same contracts, first come first serve.
  • Contracts will be unavailable when they have been picked up by another team.
  • Some contracts may have time constraints, or may not be able to be completed until a certain time of the day. Keep this in mind when planning.
  • Some companies will have clauses that block your team from taking on opposing companies’ contracts. For example, “Raytheon will no longer offer you contracts if you take on any contracts from their competitors Sukhoi”.
  • Failing a contract may add a time penalty before the PMC may do another contract for the company from which they received the original contract.
  • Teams will be limited to the amount of contracts they can take on at any given time (2).
  • Contracts will be handled by each PMC’s Intelligence Operator (IO).
  • Contracts will be paid by text to each PMC’s IO.
  • Debts will be sent by text to each PMC’s IO.
  • Should a PMC incur too much debt, companies may relinquish their contracts in the future and equipment may be repoed.
  • Treat contracts as you would real world applications. Multiple failed contracts speak poorly for a PMC.

Penalties/Fines 

  • Players caught breaking rules will be subject to a fine, applied directly to the team balance.
  • Offenses are punished by the team, not the player. Each offence will count against your team, and fines will increase each instance.
  • Bickering or arguing will cost both teams. We don’t care who started it, we don’t want to hear unsportsmanlike conduct. Bite your tongue and bring the issue up with your PL, they can bring it to a referee or your respective CO.
  • Consider maybe that person has a shitty life at home and a tiny weiner, along with a spouse that hates them and they really needed that gunfight win. So they didnt call it, and yeah it kinda sucks but be happy that at least your lifes not so shitty that you need to cheat to win a gunfight. Let it go, and keep on playing, it’s just a game. (this is not a justification to cheat if your weiner is tiny).

Team Structure

You are not required to listen to your chain of command, although it is highly recommended if you ever want to play with these people again. Also teamwork is a rather important aspect of the game. No specific team structure is required for this game, do what you think is best.

Changelog

February 2, 2025 (1.2) – Current Version
  • Added Vehicle Rules
    • Added Vehicle Etiquette
    • Added Vehicle Safety
  • Updated General Safety Information & Protocols
    • Added November Delta & Blackout protocols
  • Updated Hit Rules
    • Gun hits do not count
  • Updated Radio Channel Rules
    • Specified channel 1 & 2 frequency
    • Removed team specific channels
  • Updated Grenades, 40mm & Smoke
    • Added Red, Orange, and Black Smoke not being permitted.
    • Added TAGinn TAG-67 & TAG-19 not being permitted.
    • Added Grenade Etiquette
  • Updated Weapon Classes
    • Added Drone Payloads (Infantry)
    • Added Drone Payloads (Vehicles)
    • Added Anti-vehicle equipment
    • Added Mortars & Mortar Payloads
March 19, 2024 (1.1)
  • Added clarification to drones section regarding “RPAS” definition & criminal code for aircrafts link.
  • Added Anti-personnel mines category, including provisions for flour-only mines to be used.
  • Added Player Searches category