General Rule Set, updated Mar. 11, 2026

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Lionclaws
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General Rule Set, updated Mar. 11, 2026

Post by Lionclaws »

OPERATION LION CLAWS MILITARY SIMULATION SERIES

CORE RULES SET
Unless specific event rules say otherwise, the following rules apply. (AO specific rules trump these rules so be sure to inquire about specific AO, especially Extreme CQB type locations. This rule set is solid for Victorville AO).


CONDUCT
• Only call your own hits

• Do not call opposing player hits

• Do not cheat (Airsoft is a game of Honor)

• Players who break the law will be referred to local law enforcement and barred from future events

• Subordinate players will respect leadership ranks

• You must read Warning Orders (WARNORD) and Operation Orders (OPORD) for full game details

SAFETY
• Eye protection must be worn at all times in the playing area

• No “blind firing” – You must be able to see, with your own eyes, where your gun is pointed

• If a player loses their eye protection or has a medical emergency:
o Immediately YELL “Real World”
o Game officials will pause the game until affected player gives “All Clear”
o Officials will then signal to continue
o In absence of officials, players are to waive their “Red Rags” to indicate a “blind man call”
o Once the affected player gives the “All Clear” players are to YELL “ALL CLEAR”

CHRONO
• Players are to report to chrono station with an empty magazine for each weapon

• Rate of Fire must be less than 30 RPS (rounds per second)
• All weapons will be chronographed with .30 gram BIO BB’s

• All weapons must chrono < 1.55 Joules (See WARNORD/OPORD for event specific limits)

• All weapons must pass chrono and have the chrono tag attached to weapon throughout the event

NOT ALLOWED (AT ANY EVENT)
• Velocity reducers

• Velocity enhancers – (Power-up type quick disconnect silencers or similar devices)

• High speed triggers

• Over-shooting on semi-auto (aka “Spamming”)

• Non-biodegradable BB’s

• Un-tagged guns (No chrono tags) are grounds for immediate disciplinary action

• Absolutely NO personal pyrotechnics, flares, open flames, or similar devices are allowed


UNIFORM & EQUIPMENT
• During the game, players must conform to the Uniform Code as a means of identification

• Company/Faction-specific BDU top

• Company/Faction-specific BDU bottom

• Company/Faction-specific uniform matching helmet

• Players may substitute the appropriate generic color for their head cover

• Event specific Company/Faction Uniform Code can be found in the OLCMSS Forums and OPORD/WARNORD

• Ankle high (or higher) boots (NO SANDALS or open toed shoes for safety reasons!)

• No RED shemaghs or other unit identifiers which could be confused with game play mechanics

• It is acceptable while in regen/re-spawn to temporarily remove your uniform
- With the exception of eye protection - to adjust your gear or cool off

• You must return to full uniform to re-enter the game.

GEAR
Gear is defined as anything not part of the Uniform Code or a weapon. Including but not limited to: LBE, PCs, Harnesses, Eye Protection, Gloves, Pads, Water carrying devices. We encourage players to match their gear to their side/faction, but gear color is not restricted

Eye Protection
• Eye protection must have rubber/foam/soft material/full seal that closely conforms to the face

• Eye protection must be secured against the head via tight elastic or adjustable strap

• Eye protection should be ANZI Z87.1 compliant or better

• Wire or any other type/construction of mesh goggles ARE NOT ALLOWED

• Eye protection will be checked as part of morning inspection before the game

Face Protection
• Full face protection is STRONGLY RECOMMENDED

Hydration
• Players are responsible for their own hydration!

• A portable water storage device such as a CamelBak or canteen is mandatory gear

Communications (subject to event specifics)
• Radio bandwidth is pre-designated and provided by staff to leadership prior to the event

• Channels outside your designated range are NOT permitted for use (unless approved by staff)

• Additional channel frequency requests should be made via your chain of command

• Using undesignated channels is considered electronic warfare and is not permitted
Electronic Warfare is Defined as:
 Listening in or using alternate frequencies
 Interfering with transmissions or impeding communications in any way
“KILL” or “HIT” RULES
• One Hit: you are dead

• A hit to any part of the body or gear attached to it by a BB constitutes a "kill"

• Gun hits DO NOT count

• Dead Players may not talk or talk on radio after taking a hit

• Once hit – appropriate medic or respawn actions apply

• You must pull out Dead Rag and place it on your head

• Night Operations a Red Light is added to the dead rag rule


PLAYER ROLES
Contact Squad Leader to request a specific role. Players may only hold (1) role. Unless notified players are assigned the role of rifleman

• Squads composed of 12 players will typically be composed of:
1 – Squad Leader
1- Heavy Weapon Specialist (Limit of 2 HWS per squad)
1 – Medic
9 – Rifleman

MEDIC (subject to event specific restrictions)
• See the OPORD/WARNORD for specifics

• Medics will carry a standard rifle

OTHER CLASSES (EOD, TECH, PJ, etc.)
• See the OPORD/WARNORD for specifics


- WEAPONRY -

HPA / GAS
• All HPA guns or air supply systems:
Must have a tournament lock that performs (one or more of the following):
 Secures the air adjustment system
 Secures the regulator
 Secures the gun adjustment point

• Minimum engagement distance = 0 ft.

• Magazines must be non-winding type

• Magazines must have < 200 BB capacity

• No limit on number of magazines you may carry

• Chrono with .30 gram BIO BB

- WEAPONRY - cont.

SAW (Squad Automatic Weapon)
Officers, Recon/Sniper members, and Platoon leadership (LT/Plt Sgt) are not eligible to be SAW gunners
Absolutely NO MP5, M16, Regular AK-47, or non-SAW replicas are allowed as a SAW

SAW Replica Requirements
• SAW replicas must be cosmetically similar to real firearms

• Staff reserves the right to decide what is “cosmetically similar”

Approved “Belt-fed” SAW replicas (but not limited to):
• M60
• M249
• MG42
• RPD
• Shrike (with support front)
• M240B and similar models

Approved “Non-Belt-Fed” SAW replicas (but not limited to):
• RPK
• MG36
• G36
• LSW

SAW Magazines
• SAW users may use the following electric or manual winding-type magazines:
 Box
 C-Mag
 Large Volume Bulky Style
 No limit or restrictions on BB capacity when using Box, C-Mag, or Bulky mags

• Non-winding rifleman magazines are allowed (Mid-Cap only)

• If replica can go semi-auto, then NO “Box-Mag” use indoors is allowed (Use Mid-Cap)

• Conventional Hi-Cap magazines NOT allowed










- WEAPONRY - cont.

HEAVY WEAPON SPECIALIST - HWS

Player Rules
A - Minimum engagement distance is 30 ft.

B - No direct fire at human targets

C - Squads may have up to (2) HWS players (Optional – May be replaced by Rifleman)

Grenade Launchers
A - M203, Moscart-Style, and AT (Anti-Tank) type launchers allowed

B - Moscart-style grenades may only use Green Gas or HFC 134a (No CO2 allowed)

C - May carry unlimited number of propellant/beehive grenades

D - Propellant grenades must hit a player (directly or indirectly) with a BB for a kill

Rocket Launchers
A - HWS may fire the following rocket rounds:
• Howler
• 40 mm replica rounds (rubber or soft plastic)
• Zocker Darts
• Nerf Pocket Vortex
• Soft rubber / Nerf type replica rocket rounds

B - May only carry (6) rockets at a time (store remaining at FOB)

C - Use of other rocket types must be directed to event staff

D - Kill radius is 10 feet from point of impact (Unless striking vehicle)

Custom Built Launchers & Rockets
A - Approval is based on meeting the following requirements:
• Must be incapable of firing more than (1) round every 7-10 seconds
• Must look like a real military RPG/LAW style weapon
• Front/rear/left/right and breech (if any) pictures are provided to staff
• Designer provides all necessary information and photographs before event
• Designated Chief of Staff signs off on the design before event
• Custom launchers must be tagged by chrono staff as approved for use

B – Use of a custom launcher without prior approval is considered cheating and will result in automatic rejection







SECONDARY WEAPONRY
GRENADES

Gas powered & Mechanical BB Firing Grenades
• Each player may carry up to 2 grenades at any time

• Must be tossed underhand

• Not to be thrown more than head high (six feet) off the ground

• No Baseball throws

• All grenades have a 15 ft. radius kills zone (30 ft. diameter circle)

• ANY hit with a BB from a grenade counts as a hit no matter what the range

Thunder B Grenades
• May NOT be loaded with anything (No BB’s, liquids, powders, or objects of any type are allowed)

Not Allowed
The following items are not allowed for use as a grenade:
• Rubber Balls
• Tennis Balls

MINES (subject to event specific restrictions) Note: Staff laid traps may use wires
Players may bring and use claymore mines under the following conditions:
• Spring/electric/mechanically powered only

• No CO2 allowed

• Use remote detonators only

• No tripwires

• BB firing mines MUST strike a player (directly or indirectly) with a BB for a kill

• Use is governed by the same safety rules as AEGs: (10 foot engagement distance)

AREA EFFECT / BLAST RADIUS
• Booby traps, mortars, and AP/AT mines are defined as “Area Effect Weapons”

• Area Effect Weapons kill all players within a 10 foot radius of their triggering (unless specified)

MORTARS
• Kill radius is 20 ft from their impact location
• The player at the center of the blast radius calls out all other players
• Only hard cover protects you from an area effect weapon including:
 Stone Wall
 Bunker
 Building Wall or similarly completely obscuring terrain

SMOKE (subject to event specific restrictions)

PYRO
A - Absolutely NO personal pyrotechnics, flares, open flames, or similar devices are allowed

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