Rules, Always Rules
Welcome to Port Venture Airsoft/LARP. Port Venture is an Live-Action role play and Airsoft event that is inspired by Joss Whedon's Firefly 'Verse. For those unfamiliar, think space cowboys in the far future and everything that it may entail. Unlike some role playing events you may have been to in the past, there are no character sheets, no stats or skills other than what you naturally have. Your convincing will have to be done with a carefully worded speech, a devious contract, or perhaps with a good old gun pointed at some poor sod. Likewise, unlike many Airsoft games, your actions on the field can have far reaching consequences not just for you and your allies, but the town and future games!
In order to create an immersive atmosphere, we use nerf guns (called stunners) in town and airsoft guns on the field. It's up to you how you play and form teams. Most players will be for-hire mercs or self interested scoundrels, but playing as a store owner, ship captain, rancher, gambler or something entirely different from any of those could be acceptable. It's up to you!
All Airsofters will be required to carry a kill rag, a gun sock, and a pair of ace bandages. A limited supply of these may be available on site for a small additional fee. Some Items everyone might want is: a Nerf gun of some kind to use in town and/or perhaps a Boffer weapon of some kind (see below).
Attention: Apocalypse Paintball does not have a rental or supply shop. Please bring all guns, equipment, ammo or batteries that you might need.
Saturday
Registration opens 0800
Safety Brief 0930
First Phase starts 1000
Lunch 1300
Second Phase starts 1400
Whole field opens up at 1700
Airsoft closes 2100
Softplay on field with nerf 2100
Game ends for the night at midnight
Sunday
First Phase starts 1000
Lunch 1300
Second Phase starts 1400
Raffle at 1700
Anyone that comes only on Sunday will be briefed at registration.
Field Rules (Apocalypse paintball):
Age limit is 10 years old to be on the airsoft field (no discussions or arguments). All participants must sign a waiver when registering. Minors must have a waiver signed by a legal guardian. Responsible adult must be onsite (parent, sibling over the age of 18)
We will not have access to the following fields until after 5pm Saturday, they are off limits Sunday also: Speedball, Hyperball, POW, Circle of Death, Warehouse and Tin City. We are able to access our gaming area by the main road. The perimeter will be outlined with brightly colored tape. We will also visually detail this in the opening safety brief on a map for all players planning to head out on the field. DO NOT go into restricted areas before 5 pm Saturday. During our lunch paint ball players will have access to the entire field.
Bonfires/fire pits are prohibited.
Grills that you bring can be used for cooking.
Apoc will be providing a spaghetti lunch both Saturday and Sunday. The rest of the meals are the responsibility of the players. There is a Hardees across the street at the Loves gas station. There is also a McDonald's and Subway on the other side of Hwy 94 a short distance away.
Airsoft weapons must have a barrel sock on and magazine out of the gun when off the airsoft field. An airsoft weapon must never be fired in town. Sidearms are not required to have the magazine removed as long as they are in a holster. Stunners (nerf guns) are allowed to be fired in/out of town
No Blind Shooting: Players must sight down their airsoft weapons while they are shooting. No
shooting around corners or over barriers without looking. Never thrust an airsoft gun muzzle into an
armored vehicle vision slit from the outside.
Towers and Structures: Players may not shoot at more than a 45-degree angle downward
from the tops of structures or towers. This is to prevent bbs from striking the top of the head and possibly
penetrating the top vents of goggles. Players are not allowed to shoot through small cracks or holes in
structures (for example, warped boards on the walls of the castle) but may fire through large holes, gaps
caused by missing boards, windows, or doorways.
10 Foot No Fire: Players may never fire an airsoft gun at another player who is closer than the minimum engagement distance of 10 feet. If an opponent is closer than 10 feet away, a player may only attack or defend with a hand-held padded melee weapon, a nerf stunner, by brawling, or by shooting them with a weapon that has no Minimum Engagement Distance (MED). Airsoft guns may not be used as melee weapons, nor may they be used to block melee weapons strikes. Do not fire into an open window or door with an airsoft gun from within ten feet, unless said weapon has no MED. Use common sense and courtesy; if an opponent is closer (11-20 feet), please use trigger control and don't light them up.
No Unauthorized Equipment: Players are not allowed to bring onto the playing field any
equipment deemed unsafe by the Event Organizers. Players on the field are not allowed to carry real
knives or edged weapons of any kind, explosive or other pyrotechnic devices including lit smoke
grenades, real firearms, or other non-airsoft related items.
Rubber melee weapons, latex melee weapons, boffer melee weapons, Nerf-launching RPGs, BB
landmines, cold smoke grenades, bb grenades, or any other specialty weapons must be individually
approved by the Event Organizers or an appointed official, before use in the game.
Avoid Field Hazards: Players should avoid all field hazards such as fences, ruts and vines.
Guests should report any hazards to the field operator. Players may not construct anything that will
hinder the movement or cause injury to other players. Players are not allowed to construct any sort of trip
wires or roadblocks. Players may never climb trees or tree stands, enter or exit a structure through a
window, or climb on a vehicle without the vehicle's owner's permission. Never crawl under a vehicle or
lie down in a road. Please do not walk or run on the tunnel roofs.
*No edibles or drinking before going on or on the airsoft field.
*No smoking on the playing field or target range. Smoking is permitted in the safe zone (town area) and parking areas.
Uniforms and clothing:
There are no uniform requirements. The event theme is inspired by Joss Whedon's
Firefly series. If you have seen the series you know pretty much anything goes from
Victorian, to Western, to futuristic. It will give you some great ideas.
Eye Protection:
Full Seal ANZI rated goggles (Z87.1) are required by this field. They must be secured by
strap/band and worn at all times on the field and target range.
Face protection:
Required for anyone under 18 years of age.
Mesh face protection is allowed. Mesh eye protection is not.
Airsoft & FPS limit rules:
All airsoft weapons must be chronoed with 0.32g bbs. You are given two attempts, consisting of no more than three shots each, in which to chronograph at the appropriate FPS. If your gun is unable to chronograph under legal limit after two attempts, you will not be able to use that weapon in the game. Once your gun passes the test, it will have a colored zip tie attatched to it. No airsoft weapons without zip ties will be allowed on the field of play. All guns are subject to a chronograph test at any time deemed necessary by the event organizer or referees. Any modifications made to your gun after being chronographed found to increase your FPS will result in your immediate and permanent removal from the game. No refunds will be issued and no second chances.
Weapons will be chronoed in Joules.
Rifles, single shot shotguns (non tri-burst) < 1.49J (approx equivalent to 400 FPS @
0.2g) with minimum 10ft engagement.
Semi-auto or single shot only
Midcaps, Lowcaps, or a single Hicap magazine
DMR < 1.88J (approx equivalent to 450 FPS @ 0.2g) with minimum 100ft engagement,
must be mechanically incapable of automatic fire.
Semi-auto or single shot, only. DMR must be a large caliber weapon system in real life,
like a .308 (M14, FAL, G3 etc...), or a purpose built DMR like a VSS Vintorez or a
Dragunov. Your M16 or M4 or AK cannot be a DMR. There is a safety related reason
behind this. We have had problems in the past with players using DMRs that LOOKED
like M4s, to shoot people at very close quarters, and the referees had no way of telling
that the weapon was supposed to be a DMR.
Midcaps or Lowcaps
Sniper Rifle < 2.81J (approx equivalent to 550 FPS @ 0.2g) with minimum 100ft
engagement. Bolt action/single shot only.
Midcaps or Lowcaps
SAW/LMG < 1.6J (approx equivalent to 415 FPS @ 0.2g) with minimum 50 ft
engagement, must be real world machine gun/support weapon like SAW, RPK, M60,
PKM, Shrike, M27, RPK16, etc...
Drum mags, Hicaps, Midcaps, or Lowcaps
SAW/LMG is allowed to shoot on full auto
Pistols, Burst shotguns < 1.14J (approx equivalent to 350 FPS @ 0.2g) with no minimum
engagement distance.
Semi-auto or single shot, only.
No magazine restrictions
SMGs, PDWs < 1.14J (approx equivalent to 350 FPS @ 0.2g) with no minimum
engagement distance on semi, but 10 ft minimum engagement on full auto.
Midcaps, Lowcaps, or a single Hicap magazine
AA12 Auto Burst shotguns < 1.14J (approx equivalent to 350 FPS @ 0.2g) with no
minimum engagement distance on semi, but 10 ft minimum engagement on full auto.
AA12 Auto Burst shotgun is allowed to shoot full auto.
No magazine restrictions
If complaints come back you will be re-chronoed. You will be warned during chronoing
so, zero tolerance policy for endangering others with airsoft firing too hot. (Too hot:
higher FPS than allowed)
Accidents happen, in those instances, you get one warning.
Possible spot check for chrono on field from referee.
Metal BBs are not allowed at this event.
Grenades:
Anti-personnel
Thunder B, Burst XL, Cyclone, Storm, EG67, Pea Grenades, Blank grenades, and
Tornado grenades are allowed. They kill everyone in a small room (ten feet or smaller), or anyone within ten feet of where they blow up, unless that person is behind hard cover.
Hand grenades do not kill vehicles. No BBs in Thunder B's, please. They are designed for sound only.
Shower shells are allowed for grenade launchers. Shower shells kill by bb strike. Shower shells do not kill vehicles.
Players killed by a grenade are instantly killed with no bleed out. They cannot be healed by a medic. If the player was carrying a prop, they must drop the prop where they were killed.
Medic rules (based on numbers, limited doctors will be authorized/trained at event opening):
Medics, Doctors, Wounds, and Dying:
Medics allow player who are hit by an airsoft round or a latex/rubber melee weapon to
get up and continue playing. A medic can find a downed player and wrap a bandage
around an arm or leg. A player may not have more than two bandages! If they are hit
again, they die!
Medics must be trained by a doctor.
Only a doctor can REMOVE a bandage. This may take time to perform, but will always
be shorter than being dead.
The doctor can normally be found in town somewhere
Dying:
If you've been killed( either being blown up, coup de grace'd, or shot with two bandages on) then you can come into town and find an event organizer and let them know you've been killed. You will be out of game for 20 minutes. During that time, you may be tasked to help move props, go out and be a cow, or even torment the other players as a ferocious and insane reaver! Some tasks may even include a small payment of some kind!
A player can move out of the way of a vehicle when dead.
A player does not have to lay down in wet, muddy areas. One can take a knee. If near poison ivy, please move to a ivy free area close by.
Motorized Vehicles & RPGs:
Automobile-based vehicles (skiffs) are confined to roads and parking areas.
ATV-based vehicles (mules) may travel off-road. All vehicles are limited to speeds under
5mph while on the field of play.
Players on foot must stay at least fifteen feet away from a moving vehicle, unless they are
members of the vehicle’s crew. Players on foot may approach a stationary vehicle.
All players next to a vehicle must follow any and all directions or commands given by the
vehicle’s driver. Failure to do so will result in being removed from the event.
Gas-powered “RPGs” firing 2-inch diameter closed-cell foam (NERF) rockets are used to
simulate shoulder-fired anti-tank weapons. ONLY THOSE RPGs PERSONALLY
APPROVED BY THE EVENT ORGANIZER MAY BE USED IN THE GAME. A hit by
a rocket anywhere on a vehicle disables that vehicle and wounds all that vehicle’s
occupants. A disabled vehicle must stop immediately, turn off its engine, and display a red
flag to indicate its damaged status.
RPGs may be used to disable landed spacecraft in the same manner, except that the
occupants of the spacecraft are NOT wounded by an RPG hit (the spacecraft’s
containment shielding will protect anyone onboard from blast damage.)
A disabled vehicle or spacecraft may be repaired by an Engineer.
An RPG hit to the side of a small building or tent wounds all the occupants of that
building or tent.
Nerf/Stunner rules:
No head/face shots, Nerf stuns for 30 sec.
Please clean up your bullets after yourself. Thanks
Being struck by a nerf weapon will cause you to be knocked out. Player will pretend to
be unconscious for 30 seconds.
Anyone can shake you awake.
Boffer and Melee:
Melee is the use of hand held Boffer/Foam or Latex/Rubber weapons.
Boffer or Foam weapons will be treated as a Stunner, being struck with a Latex or
Rubber weapon is the same as being hit with a BB.
Neither style may be thrusting or punching weapons.
All boffer weapons will be tested at beginning of game.
Players caught with melee weapons that have not been inspected will
forfeit those items until the end of the game or be kicked out of the event.
Strikes to the head do not count.
A strike must be a light to medium strength hit. Players who use excessive force or who injure another player, will be ejected from the event.
1 minute knock out.
Licenses and Fines:
Airsoft guns, boffers/melee weapons, grenades, and nerf guns all need to have licenses. Ships will also need to be licensed. There will be fines issued to the individuals who are found not to have the proper documents on them. Licenses can be obtained at Port Authority and are good for one year.
Rope:
Rope can be used to be used to pull an injured member to safety.
Shields:
Shields of any kind are not allowed.
Armor:
Armor must be represented by an obvious worn item such as a plate carrier, riot armor, or
futuristic plating of some kind.
All armor can do is allow you to crawl when hit. You can crawl to cover or to an ally.
Armor protects only with airsoft weapons, it does not protect you from stunners or being
KO'd in a brawl.
Armor on a recognized sheriff will protect them from all types of gun fire. This does not count for the deputies.
Coup De Grace Kill or Making that kill stick!
To kill a wounded player displaying a kill rag or a KO'd player, stand over him or her
with a latex/rubber melee weapon or airsoft gun in hand and say, “Coup de Grace.”
Three times in a normal speaking voice and not rushed.. (pronounced “Koo Day Grah.”)
This immediately ends the wounded character’s life and the “dead” player may rise and
leave as if he or she had bled out.
Any other player may intervene by initiating a brawl or melee attack, stunning the
attacking player, or shooting the attacking player.
Brawling:
A brawl between players is simulated by a vigorous round of “Rock, Paper, Scissors.”
You can brawl in town or on the field! The challenger approaches within striking
distance of his or her chosen opponent brandishing a closed fist and shouting “Brawl!
Three, Two, One” If the defender cannot or does not immediately close his or her fist in
response and begin the “Rock, Paper, Scissors” three-count, the defender is automatically
KO'd by the challenger on the count of ONE; if the defender “fights back,” the winner of the “Rock, Paper, Scissors” round is considered to have landed a good punch, and the loser must immediately collapse as if unconscious(They are KO'd).
In case of a tie, the brawlers have the choice to do another round, or to stop brawling.
Two or more challengers may “gang up” on a single defender in a brawl, as long as every challenger in that brawl does “Rock, Paper, Scissors” at the same time; this way, it is possible that the defender might be able to KO one or more of the challengers before being KO'd himself.
In the event of a confusing or honestly unclear outcome, the brawl may be replayed if
ALL parties involved agree. If agreement cannot be reached, all players involved are to
consider themselves KO’ed from the ferocity of the brawl.
Stun wire (flagging tape):
To protect from unsavory sorts and Reavers alike, you may see posts around town with bright tape or string strung about them. This is stun wire. If you touch stun wire you are KO'd as described above. The wire cannot be stepped over or walked under, a strung wire represents a solid wall. Stun wire requires a power source to operate, so If the power source is interrupted so is the protection provided by the wire.
GAME MONEY & LOOTING
A player who is displaying a kill rag, Knocked Out, restrained, or otherwise incapacitated may be looted by another player. A looting player holds out his or her open hand, palm up, and says, “Looting!” The looting victim MUST hand over any and all game cash, props or equipment in his or her possession to the looter. Only game money and game props/equipment supplied by the Event Organizer can be looted in this manner.
Personal property and/or personal weapons may not be looted or stolen.
No Verbal Abuse or Unwanted Physical Contact: No deliberately derogatory name-calling,
slurs against anyone's race, color, sexual orientation, national origin, family members, team or equipment
will be tolerated. Guests wearing clothing with offensive wording on them will be asked to remove
garment.
Keep in mind that this a LARP, and that some players are role playing characters who will act badly
towards other characters within the game. A character may be hostile, or may double-cross you, or may
cheat your character out of money within the game setting. Do not not let personal friction between in-
game characters become real-life vendettas once the game is over. Please control your temper so as not
to ruin the spirit of the game.
A player may not touch another player or their equipment at any time without their express permission, except to place a hand on the shoulder of a player to “capture” or “carry” that player.
LAST THOUGHTS
During play, always remember that airsoft is a game of honor. Give suspect hits the benefit of the doubt and call yourself out. Remember that getting revenge on a cheater by not calling your own hits doesn't work- all you do is end up annoying everyone around you. And always keep in mind that airsoft is inherently inaccurate and sometimes deceptive: not all of your shots may have landed. If there is any concern about cheating, tell the organizers or a referee.
*The Event Organizer and Referees are the final authorities in determining weapon eligibility. Referees also have the power to have someone leave the game. What the Referee says is law. You can ask to speak with an event organizer, but they will take the Referee's recommendation.
If you are interested , but still have questions, please contact us on our Facebook page " Port Venture Weekend".