2026 Liberty Rising III WarnOrd final revision
Posted: Fri Apr 10, 2026 8:41 pm
SCHEDULE:
0600/ 6:00 am Gate Opens
0630/ 6:30 am Chrono Opens
0800/ 8:00 am Chrono Closes
0830/ 8:30 am Muster player Briefing.
0900/ 9:00 am Start of the morning evolution.
1200/ Noon Lunch
1330/ 1:30 pm Second Evolution
1630/ 4:30 pm Game Endex
1645/ 4:45 Raffle
REGISTRATION & CHECK-IN
• Each player must register using the name on their drivers’ license
• No observers allowed
• A photo I.D. is required at the gate and check-in (No Exceptions)
PERSONAL CONDUCT
• You are responsible for knowing the rules for the Ao and game play. Read your OpOrd and WarnOrd.
• Airsoft if a game of honor – Play accordingly
• Unsportsmanlike conduct will not be tolerated
• Examples of unsportsmanlike conduct:
Not calling your hits
Yelling repeatedly and loudly at others to call their hits
Cursing and yelling at other players
Cursing and yelling at staff
Playing with an “over chrono limit” gun
Any other behavior deemed unbecoming and detrimental to the event by LC’s Staff
GAME PLAY
• Respect game chain of command
• Follow mission assignments and direction provided by Squad leaders and or Faction leaders
• Doors may not be closed or held shut
• No kicking doors open
• No intentional breaking of windows, doors or walls is allowed – If caught you will be expelled from the event and banned from all further OLCMSS Events.
• Off limit areas will be marked on your map and when possible with caution tape – DO NOT enter them
Note: Players who attempt to steal, cause bodily harm to others, or otherwise break the law will be referred to local law enforcement and barred from future events.
No real firearms or fixed blade knifes are allowed.
BB TYPE
• Biodegradable or Bio-Friendly BBs preferred at all events unless specified in the OpOrd for that specific AO. Airsoft BB’s only – (No other BB material allowed)
• BB Color requirement subject to change with AO rules -Check you OpOrd for the Game
- PERSONAL PROTECTION EQUIPMENT (PPE) -
FACE PROTECTION
Required
• Goggles or glasses with full seal are required and must be ANSI Z87.1 rated or better
• Players under the age of 18 are REQUIRED to have full face protection.
Optional (18 years of age or older)
• Face protection and hearing / ear protection are strongly recommended but not required.
• Players who do not wear additional protection play at their own risk
Not Allowed
• Wire or mesh goggles or eye cover.
• Shooting glasses.
• Sunglasses.
• Note: Players caught without full seal googles / glasses will be given an opportunity to put them on
If caught a 2nd time you will be ejected from the game.
BOOTS
Required
• Boots, Hiking or similar style foot wear with a deep tread and a thick sole.
Not Allowed
• Sneakers
• Sandals
• Open toed shoes
WATER
Mandatory - Must bring at least one of the following:
• Portable water storage device such as a CamelBak
• Canteen
• Water bottles of some sort
Note – Players are responsible for their own hydration!
- UNIFORMS -
Required – The following items must match your faction’s color scheme -Check OPLCMSS website for the event uniform requirements or OpOrd.
• Uniform top
• Uniform bottom
• Head coverings
• Note: Player’s Gear (Plate carriers, battle belts, chest rigs, etc.) do NOT have to match your faction’s color. Your gear is not part of your Uniform.
Not Allowed
• No RED head coverings
• No RED clothing of any sort is allowed
CAMERAS
• All action cameras, such as Go Pro’s, must have all LED’s and lights covered or taped over
• You are responsible for your camera(s). OPLCMSS is not responsible for any damage to your any other filming equipment.
CALLING HITS
• Only call your own hits
• Ricochets do not count. The only ricochets that count as a hit is if the BB is expelled from a grenade or grenade “launcher.”
• Notify a referee or staff member for HIT calling issues
Note: Player’s caught cheating may be ejected from the game without a refund and barred from future events. The faction of the expelled player will also have a 100-point deduction for each cheating player verified by game staff.
THERE ARE NO MEDICS FOR LIBERTY RISING III
BLEED OUT
• Bleed-Out time is 5 minutes
• Two man respawn rules apply for LR III
• No talking during bleed-out. If players are observed talking during their bleed out by game staff/ Reff’s that players faction will receive a 25-point deduction from their overall score.
• No use of a radio during bleed-out - If players are observed using their radio during their bleed out by game staff/ Reff’s that players faction will receive a 50-point deduction from their overall score.
• Once bleed-out has expired, you may return to spawn/regen and get back into the game
Note: Some games may require you to pick up a new “Player Kill Card” at spawn before re-entering
the game Read your OpOrd for game specific respawn rules.
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
• It is recommended that players secure an FCC license for operating high wattage transmitters (>1/2 Watt) in the AO.
• Some channels may be in use by non-players in the surrounding area creating bleed-over
• 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 for the opposing faction
If “Electronic Warfare” is observed by the game staff that offending player will be expelled from the Event and a 200-point deduction will be given to that Factions over all scores.
“KILL” or “HIT” RULES
• One BB Hit: you are dead
• A hit to any part of the body, gear hit by a BB constitutes a "kill"
• Ballistic plates do not negate BB strikes
• Dead Players may not talk or talk on radio after being hit (you may talk to game staff)
• Once hit – appropriate medic or respawn rules apply
• If HIT, you must pull out Dead Rag and place it on your head
• Night Operations a Red Light is added to the dead rag rule
DEAD RAGS
• It is the player’s responsibility to have a “dead rag.” If you are on the field without a dead rag and game staff will ask you to leave the AO and not return till you have required a dead rag. If caught a second time during the game, you will be expelled from the event.
• Make sure you have a red dead rag, a red dead light, or both
• If you are hit, pull your dead rag or light, fall down, lay down or take a knee
• Standing while wounded is not permitted
• Do not act as a human shield for your team. If game staff observe or perceive that another player is intentionally blocking a team member from being hit 50 points will be deducted from those factions’ overall score.
• Do not intentionally shoot at anyone with a dead rag or dead light on
FIRING
• No blind firing. You must be looking down sights or through optics to engage a target
• There is no “BANG BANG” rule in effect (However, be mindful of close targets)
• Do not shoot a player if they are attempting to surrender
• Do not overshoot players at close distance
• Head shots are STRONGLY discouraged ( Aim for center mass)
- Chrono Rules -
GENERAL
• Players should report to the chrono station with an empty mag for each weapon.
• Eye Protection must be worn at Chrono Station.
• LC Staff will provide event sponsored BBs for chrono.
• Velocity reducers and “power up” suppressors are NOT allowed. Any player caught using any of these two items will be expelled from the event and banned from all further OPLCMSS Events.
• All weapons are subject to spot checks at any time during gameplay.
• All HPA regulators must have a “tournament” lock and must be locked before leaving the Chrono Station by the event Chrono’ staff. It is the player’s reasonability to make sure their Regulator does not leave the chrono area or enter the AO without the required regulator lock.
CHRONO (Chronograph) Limit
• All weapons must be chrono’ed and stay within the limits of their WEAPONS CLASS.
- Weapons & Class –
RIFLEMAN
• Rifleman Chrono limit is 1.55 joules with.32 BBs.
• Riflemen are limited to non-winding magazines that carry 250 BBs or less
• Midcap and low-cap magazines are the standard
• Riflemen may carry as many approved magazines as they can fit IN A MAGAZINE POUCH on their person. No bulk loading magazines in back packs or pouches.
• Riflemen may only fire in semiautomatic mode only.
SNIPER/ DESIGNATED MARKSMAN RIFLES (DMR)
• Sniper/ DMR Rifle Chrono Limit is 2.7 joules or 550 FPS with .20 BBs.
• Sniper and DMR rifles are limited to 1 for every 15 players per Squad.
• Sniper and DMR rifles must be submitted for approval to the Game COS via that factions Squad lead for approval for use.
• No high cap or winding magazines are allowed for the Sniper/ DMR class. Spring loading magazines only.
• All “Bolt Action Rifles” are considered Sniper Rifles.
• DMR rifles are semiautomatic only and must have mechanical trigger (Redline MilSim or Kythera style HPA engines) or have a 1 sec “sniper delay” activated and on will be allowed on the field.
• Sniper/ DMR Rifles must be inspected, approved, chrono’ed and tagged by LC Staff prior to being allowed for in-game use.
LMG – Light Machine Gun
• Chrono Limit for LMG Class is 1.55 joules with .32 BBs.
• Maximum rate of fire (ROF) is 28 RPS for AEGs and 25 RPS for HPA.
• LMGs must have the appropriate magazine attached for the specific weapon being used. Example: A RPK with RPK style, long, 800 round winding Magazine or Soviet Style drum magazine is Okay. A 249 Style LMG with a Drum Magazines is not okay for use. Spring fed, Mid-Cap magazines are allowed for use with LMGs.
• LMGs are not allowed for use inside of buildings. LMGs are limited to:
Outdoors firing outdoors
Outdoors firing indoors
Indoors firing outdoors with the following rules, the barrel of the LMG must break the plane of a window, this rule applies to both the 1st floor or 2nd floor. LMGs are not allowed to fire out of doorways or through buildings.
May NOT be used indoors for room clearing.
• At chrono, LC Staff will inspect the LMG and determine if it is suitable for play use
SMG – Sub Machine Gun
• Chrono limit for SMG Class is sub-1.0 Joule or below 270 FPS with .32 BBs in semiautomatic and Full-Auto firing.
• SMG class is designated as any rifle that uses a pistol caliber round and must use with it the appropriate magazine. The KAC or King Arms PDW is not an SMG class weapon. The P90 is a SMG Class weapon. To further elaborate, the weapon must in real use a round that is designed for a pistol. An “M4 Pistol” is not an SMG.
• SMGs may be fired Full-Auto throughout the AO and indoors
• No high-cap, drum or winding magazines are allowed with the SMG Class. Spring fed magazines only.
• Maximum ROF (rounds per second) is 25 RPS for HPA and 30 RPS for AEGs
• At chrono, LC Staff will inspect the SMG and determine if it is suitable for play use
• At Chrono or before you enter the field with your SMG all players in the SMG class must get two blue stripes, one on each upper arm. Without this player designation you will not be allowed to use FA in the AO.
• If game staff observes any player with an SMG firing in FA with the required blue tape that player will be warned and their faction will receive a 250-point deduction from their total score.
• Any player using an SMG without the Blue designation will fall under all rifleman rules (see above).
NOTE: FULL AUTO SMG’s MAY NOT BE ALLOWED AT ALL LION CLAWS EVENTS – See Ao Rules in either the WarnOrd and or OpOrd or both.
HEAVY WEAPONS SPECIALIST
• The Heavy Weapons Specialist class is Limited to 1 Specialist for every 10 players per faction.
• M203s, AT launchers, or other special launching weapons are considered the player’s primary and are limited to pistols as a secondary weapon.
• Specialists may carry an unlimited number of propellant containers. All propellant must fall under the Laucher addendum and must be carried in a pouch and not bulk loaded in a backpack or dump pouch.
• The HWS is allowed to carry as many projectiles on their person. Projectiles however must be carried in a pouch and not bulk loaded in a dump pouch or backpack.
• All homemade launchers must be inspected, approved and tagged by LC Staff prior to being allowed for in-game use. See Rocket Addendum.
Weapons & Class – cont.
PISTOLS
• Pistols that use green gas are not required to be chrono’ed and are allowed this only be in good faith. If a player is found to be shooting a pistol that is either hot or using a Co2 pistol without a chrono’ tag the will be asked to remove the pistol from the field and their faction will receive a 50-point deduction.
• All Co2 pistols will require chrono and must shoot at rifleman limits. 1.55 Joules with .32bbs
• All pistols are semiautomatic only.
• No HPA Pistols are allowed.
• No high cap, drum or other type of magazine are allowed with pistols. No magazine adaptors are allowed with Pistols.
• There is no limit to the amount of pistol magazines a player can carry as long as the magazines are in the appropriate pouches.
GRENADES
• Gas powered grenades are approved for use
• No flammable grenades allowed per Victorville Fire Dept. regulation.
• No Blank fire Flashbangs of ANY KIND.
• 9mm and 12g loads are not allowed at LC events
• Each player can carry up to 4 grenades on their person during gameplay. All grenades must be carried in the appropriate pouch. No grenades in dump pouches.
• Additional grenades may be stored at their FOB
• All players classes may carry / use grenades
• All grenades have a 15-foot kill radius
• Grenades that eject BB’s have a 15’ radius plus any BB strikes outside that radius. See above rules on ricochets and Grenades.
• Loading any type of powder or liquid into your grenades is prohibited.
• Only hard cover will protect you from grenade hits. Vegitaion is not “hard cover.”
• Walls, doors and metal objects constitute hard cover.
• Cardboard boxes, cloth or your teammates are not hard cover.
• -The use of Smoke Grenades is not allowed at LR III.- Cold smoke grenades are only allowed outdoors
• Absolutely NO pyrotechnics, flares, open flames, or similar devices are allowed.
MINES AND BOOBY TRAPS
• Claymore mines may only be used if they are spring/electric/mechanically powered
• No CO2 powered devices are allowed
• A remote detonator must be used
• Trip wires are not permitted
• Do not detonate mines on targets closer than 10
• Below-ground mines may not be used
ROCKET LAUNCHERS
Rocket Launchers (Nerf, Foam or VFC "Scatter" Ball only, no Taginns allowed, are considered a primary weapon. Rocket launchers are shoulder fired weapons and must be fired from the shoulder. Blind fire rules apply to Rock Launchers. Rockets are limited only by the number of pouches on a person's loadout.
ROCKETS MAY NOT BE BULK CARRIED IN BACKPACK OR DUMP POUCH. Rocket Launchers have a 15' exterior Kill radius, either where the rocket lands or wall hits. A rocket into a room kills the room only, not the adjoining rooms or hallway. The rock must enter the room cleanly, not skipping off the ground or ricochets into a room. The damage from a rocket is at its point of contact. A rocket hitting a wall inside of a room only kills that room.
ROCKETS HITTING A VEHICLE will have a 15' kill radius from the center of the vehicle. Vehicles are not hard cover for shoulder fired Rockets Launchers. Rockets cannot be fired indoors or out of buildings, the Rocket and its operator must be outside at all times.
WHAT QUALIFIES AS A "ROCKET LAUNCHER"?
The VFC USSOCOM M3 MAAWS Gas-Powered Airsoft Rocket / Grenade Launcher will be used as the standard.
1- All Shoulder fired launchers must use either green gas or Co2.
2- The base operating pressure for standard green gas is 125 PSI. This pressure limit is not to be exceeded. Shoulder fired launchers that exceed 125 PSI will not be allowed.
3- Co2 Shoulder fired launchers shall use 1 - 12 gram per shot.
4- Green Gas launchers must use/ empty all their gas from the tank per shot and be refilled before the next rocket can be fired.
5- Shoulder fired Rocket Launchers that use green gas must have and use only their OEM Green Gas shells that have not been modified. The use of Red, Black or "Power Up" gas is not allowed for Shoulder Fired Launchers. These exceed the 125 PSI limit.
6- Co2 shoulder Fired Launchers shall have factory set regulator set at 125 PSI or have a pressure relief valve that shall not exceed 125 PSI. All factory set regulators or Pressure relief valves must have their rating stamped on their body from the factory.
7- Shoulder Fired Launchers shall be muzzle, rear or breach load.
0600/ 6:00 am Gate Opens
0630/ 6:30 am Chrono Opens
0800/ 8:00 am Chrono Closes
0830/ 8:30 am Muster player Briefing.
0900/ 9:00 am Start of the morning evolution.
1200/ Noon Lunch
1330/ 1:30 pm Second Evolution
1630/ 4:30 pm Game Endex
1645/ 4:45 Raffle
REGISTRATION & CHECK-IN
• Each player must register using the name on their drivers’ license
• No observers allowed
• A photo I.D. is required at the gate and check-in (No Exceptions)
PERSONAL CONDUCT
• You are responsible for knowing the rules for the Ao and game play. Read your OpOrd and WarnOrd.
• Airsoft if a game of honor – Play accordingly
• Unsportsmanlike conduct will not be tolerated
• Examples of unsportsmanlike conduct:
Not calling your hits
Yelling repeatedly and loudly at others to call their hits
Cursing and yelling at other players
Cursing and yelling at staff
Playing with an “over chrono limit” gun
Any other behavior deemed unbecoming and detrimental to the event by LC’s Staff
GAME PLAY
• Respect game chain of command
• Follow mission assignments and direction provided by Squad leaders and or Faction leaders
• Doors may not be closed or held shut
• No kicking doors open
• No intentional breaking of windows, doors or walls is allowed – If caught you will be expelled from the event and banned from all further OLCMSS Events.
• Off limit areas will be marked on your map and when possible with caution tape – DO NOT enter them
Note: Players who attempt to steal, cause bodily harm to others, or otherwise break the law will be referred to local law enforcement and barred from future events.
No real firearms or fixed blade knifes are allowed.
BB TYPE
• Biodegradable or Bio-Friendly BBs preferred at all events unless specified in the OpOrd for that specific AO. Airsoft BB’s only – (No other BB material allowed)
• BB Color requirement subject to change with AO rules -Check you OpOrd for the Game
- PERSONAL PROTECTION EQUIPMENT (PPE) -
FACE PROTECTION
Required
• Goggles or glasses with full seal are required and must be ANSI Z87.1 rated or better
• Players under the age of 18 are REQUIRED to have full face protection.
Optional (18 years of age or older)
• Face protection and hearing / ear protection are strongly recommended but not required.
• Players who do not wear additional protection play at their own risk
Not Allowed
• Wire or mesh goggles or eye cover.
• Shooting glasses.
• Sunglasses.
• Note: Players caught without full seal googles / glasses will be given an opportunity to put them on
If caught a 2nd time you will be ejected from the game.
BOOTS
Required
• Boots, Hiking or similar style foot wear with a deep tread and a thick sole.
Not Allowed
• Sneakers
• Sandals
• Open toed shoes
WATER
Mandatory - Must bring at least one of the following:
• Portable water storage device such as a CamelBak
• Canteen
• Water bottles of some sort
Note – Players are responsible for their own hydration!
- UNIFORMS -
Required – The following items must match your faction’s color scheme -Check OPLCMSS website for the event uniform requirements or OpOrd.
• Uniform top
• Uniform bottom
• Head coverings
• Note: Player’s Gear (Plate carriers, battle belts, chest rigs, etc.) do NOT have to match your faction’s color. Your gear is not part of your Uniform.
Not Allowed
• No RED head coverings
• No RED clothing of any sort is allowed
CAMERAS
• All action cameras, such as Go Pro’s, must have all LED’s and lights covered or taped over
• You are responsible for your camera(s). OPLCMSS is not responsible for any damage to your any other filming equipment.
CALLING HITS
• Only call your own hits
• Ricochets do not count. The only ricochets that count as a hit is if the BB is expelled from a grenade or grenade “launcher.”
• Notify a referee or staff member for HIT calling issues
Note: Player’s caught cheating may be ejected from the game without a refund and barred from future events. The faction of the expelled player will also have a 100-point deduction for each cheating player verified by game staff.
THERE ARE NO MEDICS FOR LIBERTY RISING III
BLEED OUT
• Bleed-Out time is 5 minutes
• Two man respawn rules apply for LR III
• No talking during bleed-out. If players are observed talking during their bleed out by game staff/ Reff’s that players faction will receive a 25-point deduction from their overall score.
• No use of a radio during bleed-out - If players are observed using their radio during their bleed out by game staff/ Reff’s that players faction will receive a 50-point deduction from their overall score.
• Once bleed-out has expired, you may return to spawn/regen and get back into the game
Note: Some games may require you to pick up a new “Player Kill Card” at spawn before re-entering
the game Read your OpOrd for game specific respawn rules.
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
• It is recommended that players secure an FCC license for operating high wattage transmitters (>1/2 Watt) in the AO.
• Some channels may be in use by non-players in the surrounding area creating bleed-over
• 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 for the opposing faction
If “Electronic Warfare” is observed by the game staff that offending player will be expelled from the Event and a 200-point deduction will be given to that Factions over all scores.
“KILL” or “HIT” RULES
• One BB Hit: you are dead
• A hit to any part of the body, gear hit by a BB constitutes a "kill"
• Ballistic plates do not negate BB strikes
• Dead Players may not talk or talk on radio after being hit (you may talk to game staff)
• Once hit – appropriate medic or respawn rules apply
• If HIT, you must pull out Dead Rag and place it on your head
• Night Operations a Red Light is added to the dead rag rule
DEAD RAGS
• It is the player’s responsibility to have a “dead rag.” If you are on the field without a dead rag and game staff will ask you to leave the AO and not return till you have required a dead rag. If caught a second time during the game, you will be expelled from the event.
• Make sure you have a red dead rag, a red dead light, or both
• If you are hit, pull your dead rag or light, fall down, lay down or take a knee
• Standing while wounded is not permitted
• Do not act as a human shield for your team. If game staff observe or perceive that another player is intentionally blocking a team member from being hit 50 points will be deducted from those factions’ overall score.
• Do not intentionally shoot at anyone with a dead rag or dead light on
FIRING
• No blind firing. You must be looking down sights or through optics to engage a target
• There is no “BANG BANG” rule in effect (However, be mindful of close targets)
• Do not shoot a player if they are attempting to surrender
• Do not overshoot players at close distance
• Head shots are STRONGLY discouraged ( Aim for center mass)
- Chrono Rules -
GENERAL
• Players should report to the chrono station with an empty mag for each weapon.
• Eye Protection must be worn at Chrono Station.
• LC Staff will provide event sponsored BBs for chrono.
• Velocity reducers and “power up” suppressors are NOT allowed. Any player caught using any of these two items will be expelled from the event and banned from all further OPLCMSS Events.
• All weapons are subject to spot checks at any time during gameplay.
• All HPA regulators must have a “tournament” lock and must be locked before leaving the Chrono Station by the event Chrono’ staff. It is the player’s reasonability to make sure their Regulator does not leave the chrono area or enter the AO without the required regulator lock.
CHRONO (Chronograph) Limit
• All weapons must be chrono’ed and stay within the limits of their WEAPONS CLASS.
- Weapons & Class –
RIFLEMAN
• Rifleman Chrono limit is 1.55 joules with.32 BBs.
• Riflemen are limited to non-winding magazines that carry 250 BBs or less
• Midcap and low-cap magazines are the standard
• Riflemen may carry as many approved magazines as they can fit IN A MAGAZINE POUCH on their person. No bulk loading magazines in back packs or pouches.
• Riflemen may only fire in semiautomatic mode only.
SNIPER/ DESIGNATED MARKSMAN RIFLES (DMR)
• Sniper/ DMR Rifle Chrono Limit is 2.7 joules or 550 FPS with .20 BBs.
• Sniper and DMR rifles are limited to 1 for every 15 players per Squad.
• Sniper and DMR rifles must be submitted for approval to the Game COS via that factions Squad lead for approval for use.
• No high cap or winding magazines are allowed for the Sniper/ DMR class. Spring loading magazines only.
• All “Bolt Action Rifles” are considered Sniper Rifles.
• DMR rifles are semiautomatic only and must have mechanical trigger (Redline MilSim or Kythera style HPA engines) or have a 1 sec “sniper delay” activated and on will be allowed on the field.
• Sniper/ DMR Rifles must be inspected, approved, chrono’ed and tagged by LC Staff prior to being allowed for in-game use.
LMG – Light Machine Gun
• Chrono Limit for LMG Class is 1.55 joules with .32 BBs.
• Maximum rate of fire (ROF) is 28 RPS for AEGs and 25 RPS for HPA.
• LMGs must have the appropriate magazine attached for the specific weapon being used. Example: A RPK with RPK style, long, 800 round winding Magazine or Soviet Style drum magazine is Okay. A 249 Style LMG with a Drum Magazines is not okay for use. Spring fed, Mid-Cap magazines are allowed for use with LMGs.
• LMGs are not allowed for use inside of buildings. LMGs are limited to:
Outdoors firing outdoors
Outdoors firing indoors
Indoors firing outdoors with the following rules, the barrel of the LMG must break the plane of a window, this rule applies to both the 1st floor or 2nd floor. LMGs are not allowed to fire out of doorways or through buildings.
May NOT be used indoors for room clearing.
• At chrono, LC Staff will inspect the LMG and determine if it is suitable for play use
SMG – Sub Machine Gun
• Chrono limit for SMG Class is sub-1.0 Joule or below 270 FPS with .32 BBs in semiautomatic and Full-Auto firing.
• SMG class is designated as any rifle that uses a pistol caliber round and must use with it the appropriate magazine. The KAC or King Arms PDW is not an SMG class weapon. The P90 is a SMG Class weapon. To further elaborate, the weapon must in real use a round that is designed for a pistol. An “M4 Pistol” is not an SMG.
• SMGs may be fired Full-Auto throughout the AO and indoors
• No high-cap, drum or winding magazines are allowed with the SMG Class. Spring fed magazines only.
• Maximum ROF (rounds per second) is 25 RPS for HPA and 30 RPS for AEGs
• At chrono, LC Staff will inspect the SMG and determine if it is suitable for play use
• At Chrono or before you enter the field with your SMG all players in the SMG class must get two blue stripes, one on each upper arm. Without this player designation you will not be allowed to use FA in the AO.
• If game staff observes any player with an SMG firing in FA with the required blue tape that player will be warned and their faction will receive a 250-point deduction from their total score.
• Any player using an SMG without the Blue designation will fall under all rifleman rules (see above).
NOTE: FULL AUTO SMG’s MAY NOT BE ALLOWED AT ALL LION CLAWS EVENTS – See Ao Rules in either the WarnOrd and or OpOrd or both.
HEAVY WEAPONS SPECIALIST
• The Heavy Weapons Specialist class is Limited to 1 Specialist for every 10 players per faction.
• M203s, AT launchers, or other special launching weapons are considered the player’s primary and are limited to pistols as a secondary weapon.
• Specialists may carry an unlimited number of propellant containers. All propellant must fall under the Laucher addendum and must be carried in a pouch and not bulk loaded in a backpack or dump pouch.
• The HWS is allowed to carry as many projectiles on their person. Projectiles however must be carried in a pouch and not bulk loaded in a dump pouch or backpack.
• All homemade launchers must be inspected, approved and tagged by LC Staff prior to being allowed for in-game use. See Rocket Addendum.
Weapons & Class – cont.
PISTOLS
• Pistols that use green gas are not required to be chrono’ed and are allowed this only be in good faith. If a player is found to be shooting a pistol that is either hot or using a Co2 pistol without a chrono’ tag the will be asked to remove the pistol from the field and their faction will receive a 50-point deduction.
• All Co2 pistols will require chrono and must shoot at rifleman limits. 1.55 Joules with .32bbs
• All pistols are semiautomatic only.
• No HPA Pistols are allowed.
• No high cap, drum or other type of magazine are allowed with pistols. No magazine adaptors are allowed with Pistols.
• There is no limit to the amount of pistol magazines a player can carry as long as the magazines are in the appropriate pouches.
GRENADES
• Gas powered grenades are approved for use
• No flammable grenades allowed per Victorville Fire Dept. regulation.
• No Blank fire Flashbangs of ANY KIND.
• 9mm and 12g loads are not allowed at LC events
• Each player can carry up to 4 grenades on their person during gameplay. All grenades must be carried in the appropriate pouch. No grenades in dump pouches.
• Additional grenades may be stored at their FOB
• All players classes may carry / use grenades
• All grenades have a 15-foot kill radius
• Grenades that eject BB’s have a 15’ radius plus any BB strikes outside that radius. See above rules on ricochets and Grenades.
• Loading any type of powder or liquid into your grenades is prohibited.
• Only hard cover will protect you from grenade hits. Vegitaion is not “hard cover.”
• Walls, doors and metal objects constitute hard cover.
• Cardboard boxes, cloth or your teammates are not hard cover.
• -The use of Smoke Grenades is not allowed at LR III.- Cold smoke grenades are only allowed outdoors
• Absolutely NO pyrotechnics, flares, open flames, or similar devices are allowed.
MINES AND BOOBY TRAPS
• Claymore mines may only be used if they are spring/electric/mechanically powered
• No CO2 powered devices are allowed
• A remote detonator must be used
• Trip wires are not permitted
• Do not detonate mines on targets closer than 10
• Below-ground mines may not be used
ROCKET LAUNCHERS
Rocket Launchers (Nerf, Foam or VFC "Scatter" Ball only, no Taginns allowed, are considered a primary weapon. Rocket launchers are shoulder fired weapons and must be fired from the shoulder. Blind fire rules apply to Rock Launchers. Rockets are limited only by the number of pouches on a person's loadout.
ROCKETS MAY NOT BE BULK CARRIED IN BACKPACK OR DUMP POUCH. Rocket Launchers have a 15' exterior Kill radius, either where the rocket lands or wall hits. A rocket into a room kills the room only, not the adjoining rooms or hallway. The rock must enter the room cleanly, not skipping off the ground or ricochets into a room. The damage from a rocket is at its point of contact. A rocket hitting a wall inside of a room only kills that room.
ROCKETS HITTING A VEHICLE will have a 15' kill radius from the center of the vehicle. Vehicles are not hard cover for shoulder fired Rockets Launchers. Rockets cannot be fired indoors or out of buildings, the Rocket and its operator must be outside at all times.
WHAT QUALIFIES AS A "ROCKET LAUNCHER"?
The VFC USSOCOM M3 MAAWS Gas-Powered Airsoft Rocket / Grenade Launcher will be used as the standard.
1- All Shoulder fired launchers must use either green gas or Co2.
2- The base operating pressure for standard green gas is 125 PSI. This pressure limit is not to be exceeded. Shoulder fired launchers that exceed 125 PSI will not be allowed.
3- Co2 Shoulder fired launchers shall use 1 - 12 gram per shot.
4- Green Gas launchers must use/ empty all their gas from the tank per shot and be refilled before the next rocket can be fired.
5- Shoulder fired Rocket Launchers that use green gas must have and use only their OEM Green Gas shells that have not been modified. The use of Red, Black or "Power Up" gas is not allowed for Shoulder Fired Launchers. These exceed the 125 PSI limit.
6- Co2 shoulder Fired Launchers shall have factory set regulator set at 125 PSI or have a pressure relief valve that shall not exceed 125 PSI. All factory set regulators or Pressure relief valves must have their rating stamped on their body from the factory.
7- Shoulder Fired Launchers shall be muzzle, rear or breach load.